Sub-Epic Offerings

Shirshu CR 8

N Huge magical beast

Init +8; Senses blindsight 120 ft., darkvision 60 ft., legendary scent, low-light vision; Perception +20

DEFENSE

AC 22, touch 12, flat-footed 12 (+4 Dex, +10 natural, –2 size)

hp 110 (13d10+39)

Fort +11, Ref +12, Will +8

DR 5/adamantine; Immune gaze attack, visual effect; SR 19

Weaknesses blind

OFFENSE

Speed 50 ft., burrow 20 ft., swim 10 ft.

Melee bite +19 (2d6+8 plus paralysis), 2 claws +19 (1d8+8), tongue touch +15 (paralysis)

Space 15 ft.; Reach 10 ft. (30 ft. with tongue)

Special Attacks paralysis (1d6+4 rounds or special, DC 22)

STATISTICS

Str 26, Dex 18, Con 16, Int 3, Wis 18, Cha 16

Base Atk +13; CMB +23; CMD 37 (41 vs. trip)

Feats Ability Focus (paralysis), Blind-Fight, Endurance, Improved Initiative, Power Attack, Run, Skill Focus (survival)B, Weapon Focus (tongue)

Skills Perception +20, Survival +39; Racial Modifiers +13 Survival

Languages Undercommon (cannot speak)

SQ legendary tracker, natural hunter

Blindsight (Ex)
The Shirshu blindsight is based on the sense of smell. If a creature or an object cannot be located, or pinpointed by the scent quality (like for the negate aroma spell), it cannot be perceived with this blindsight.

Legendary Scent (Ex)
The Shirshu can detect opponents within 12.000 feet by sense of smell. If the opponent is upwind, the range increases to 24.000 feet; if downwind, it drops to 6.000 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. If the Shirshu has a sample of the specific thing he has to look for, the normal range increases to 100 mile per HD of the Shirshu. When a Shirshu detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Shirshu can take a swift action to note the direction of the scent. When the Shirshu is within 20 feet of the source, he pinpoints the source’s location.

A Shirshu can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 5 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For every 10 years that the trail is cold, the DC increases by 1. The Shirshu ignore the effects of surface conditions and poor visibility. Legendary scent count as scent for prerequisites and abilities.

Legendary Tracker (Ex)
A Shirshu can track creatures that leave no tracks, including flying, swimming and underwater creatures and creatures using trackless step or pass without trace without penalty, with his legendary scent.

Natural Hunter (Ex)
A Shirshu gain Survival as a class skill, gain a number of skill rank in it equal to his racial HD and a racial bonus to it equal to his HD. A Shirshu can move at twice his normal speed or using his Run feat while using Survival to follow tracks without taking any penalty.

Paralysis (Ex)
The saliva of a Shirshu contains a combination of enzymes that make it numb. A creature hit by a bite or tongue of a Shirshu must make a Fortitude save DC 22 or be paralyzed for 1d6+4 rounds. If a creature fail the save by more than 5, he is instead paralyzed for 1d4 hours. The target can repeat the saving throw at the end of each of his turns, ending the paralysis on a success.

A shirshu is a predator that relies on the nose to track down its prey. No matter where you run, it will always find you and that's why it is bred by groups of bounty hunters. As long as it is raised from an early age, it becomes a faithful companion.
This is pretty awesome. Is this the creature from Avatar?

Nvm just saw the pics. Fuxking awesome dude lol
 

log in or register to remove this ad

Obly99

Hero
Mastery of Throwing [Combat]
Prerequisites:
Point-Blank Shot, Weapon Focus (any weapon with the thrown property), base attack bonus +8
Benefict: Any weapon you throw behaves as though it has the returning special ability. This is an extraordinary ability.

Improved Mastery of Throwing [Combat]
Prerequisites:
Mastery of Throwing, Point-Blank Shot, Weapon Focus (any weapon with the thrown property), base attack bonus +11
Benefict: You can throw a weapon as a normal attack instead of a standard action (light or one-handed weapon) or as a full-round action (two-handed weapon). Any time you make a ranged attack with a thrown weapon on your turn, the weapon immediately returns to you, and you can catch it as a free action. This feat allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks. This is an extraordinary ability.
 
Last edited:

Mastery of Throwing [Combat]
Prerequisites:
Point-Blank Shot, Weapon Focus (any weapon with the thrown property), base attack bonus +8
Benefict: Any weapon you throw behaves as though it has the returning special ability. This is an extraordinary ability.

Improved Mastery of Throwing [Combat]
Prerequisites:
Mastery of Throwing, Point-Blank Shot, Weapon Focus (any weapon with the thrown property), base attack bonus +11
Benefict: Any time you make a ranged attack with a thrown weapon on your turn, the weapon immediately returns to you, and you can catch it as a free action. This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks. This is an extraordinary ability.
Oh this is great. I have a character in my current campaign who's giant Orichalcum great axe works like this, so I'll definitely add this onto his repertoire of abilities
 

Obly99

Hero
Blitz (Vigilante Archetype)
This is my version (with some fix respect of the original) of the Blitz present in the Weekly Wonders Comic Book - Vigilante Archetypes manual of the Necromancer of the Northwest (Weekly Wonders - Comic Book Vigilante Archetypes - Necromancers of the Northwest | Weekly Wonders | DriveThruRPG.com)
Gifted combatants, blitzes enjoy an incredible, superhuman speed. They favor high-mobility tactics, and use their well developed velocity to confound and crush their foes.

Blitz Focus
A blitz focuses almost entirely on using high speed to overwhelm and defeat his enemies. On any round in which a blitz takes both a move action to move and a standard action to make an attack, he can divide his movement as he chooses before and after the attack. Additionally, whenever a blitz makes a full-attack action, he can move up to ¼ his speed during that action, and can divide the movement up as he sees fit before, after, or even between attacks.
This ability replaces the vigilante specialization class feature.

Incredible Speed (Ex)
Beginning at 1st level, the blitz begins to focus entirely on moving at superhuman speeds. His base land speed increases by 10 feet. At 5th level, and every 4 levels thereafter, the blitz’s base land speed increases by a further 10 feet. At 3rd level, and every 4 levels thereafter, he may choose either to select a social talent, or to increase his base land speed by an additional 10 feet.
This ability replaces all social talents

Elusive (Ex)
At 2nd level, the blitz learns to avoid danger while moving at extreme speeds. Whenever the blitz would provoke an attack of opportunity as a result of moving, as an immediate action, he may choose to add his vigilante level as a dodge bonus to AC against that attack. This counts as the Mobility feat for the purposes of qualifying for prerequisites.
This ability replaces the vigilante talent gained at 2nd level.

Sudden Reposition (Ex)
At 3rd level, the blitz can move at extraordinary speed to guard another creature from harm. Whenever an ally creature that the blitz can see and that is within his move speed, is subject to an attack roll or any effect which would require a Reflex saving throw, the blitz may move up to his speed as an immediate and end his movement adjacent to that creature. If he does, the attack or effect affects him instead. If the triggering action is an attack, the attack roll is made against the blitz’s AC, and if the triggering action is an effect requiring a Reflex saving throw, the blitz makes his own Reflex saving throw, as normal.
This ability replaces the unshakable class feature.

Rhino Charge (Ex)
At 4th level, the blitz can deliver especially powerful charges. Whenever the blitz makes a charge attack action, he gains an additional +1 bonus to the attack roll for every 20 feet moved as part of the charge attack (to a maximum additional bonus equal to his vigilante level). If the attack hits, he adds his vigilante level as a bonus to damage; this additional damage is considered precision damage. If the blitz gains the ability to make multiple attacks as part of a charge action, this benefit applies only to the first attack made as part of that charge action.
This ability replaces the vigilante talent gained at 4th level.

Speed Blur (Ex)
At 10th level, whenever the blitz leaves the threat range of a creature he has attacked that round, that creature must succeed on a Reflex save (DC 10 + 1/2 the blitz’s level + the blitz’s Dexterity modifier) or be spun about and disoriented by the speed of the blitz, suffering a –2 penalty to AC, attack rolls, and Reflex saves until the end of its next turn. This penalty is applied before the target makes any attack of opportunity caused by the blitz’s movement.
This ability replaces the vigilante talent gained at 10th level.

Staggering Speed (Ex)
At 12th level, whenever the blitz successfully hits a creature as part of a charge, the target must succeed on a Reflex save (DC 10 + 1/2 the blitz’s level + the blitz’s Strength or Dexterity modifier) or be staggered for 1d4 rounds. If the blitz gains the ability to make multiple attacks as part of a charge action, this benefit applies only to the first attack made as part of that charge action.
This ability replaces the vigilante talent at 12th level.

Lighting Strike (Ex)
At 18th level, the blitz can charge across the battlefield like lighting. The blitz can take a full round action to perform a lighting strike maneuver. During a lightning strike, the blitz can make a number of charge actions equal to the number of attacks he can make in a round due to having a high base attack bonus (typically three, at eighteenth level). Each charge attack must be made against a different target, and the blitz must move at least 20 feet during each charge attack. If the blitz has the pounce special ability, or a similar special ability, he may make a full-attack on only one of the charge actions gained in this way (with the other charge actions only granting the single normal attack). The AC penalty for charging applies for each charge action made in this way.
This ability replaces the vigilante talent gained at 18th level.

Lethal Speed (Ex)
At 20th level, the blitz can strike with such speed as to be instantly lethal. Whenever the blitz successfully makes a charge action, if the attack made as part of the charge is a confirmed critical hit, the target is instantly slain. A Fortitude save (DC 10 + 1/2 the blitz’s level + the blitz’s Strength or Dexterity modifier) negate the death, but the target is staggered for 1d4 rounds. If the blitz gains the ability to make multiple attacks as part of a charge action, this benefit applies only to the first confirmed critical attack made as part of that charge action.
This ability replaces the vengeance strike class feature.
 

Blitz (Vigilante Archetype)
This is my version (with some fix respect of the original) of the Blitz present in the Weekly Wonders Comic Book - Vigilante Archetypes manual of the Necromancer of the Northwest (Weekly Wonders - Comic Book Vigilante Archetypes - Necromancers of the Northwest | Weekly Wonders | DriveThruRPG.com)
Gifted combatants, blitzes enjoy an incredible, superhuman speed. They favor high-mobility tactics, and use their well developed velocity to confound and crush their foes.

Blitz Focus
A blitz focuses almost entirely on using high speed to overwhelm and defeat his enemies. On any round in which a blitz takes both a move action to move and a standard action to make an attack, he can divide his movement as he chooses before and after the attack. Additionally, whenever a blitz makes a full-attack action, he can move up to ¼ his speed during that action, and can divide the movement up as he sees fit before, after, or even between attacks.
This ability replaces the vigilante specialization class feature.

Incredible Speed (Ex)
Beginning at 1st level, the blitz begins to focus entirely on moving at superhuman speeds. His base land speed increases by 10 feet. At 5th level, and every 4 levels thereafter, the blitz’s base land speed increases by a further 10 feet. At 3rd level, and every 4 levels thereafter, he may choose either to select a social talent, or to increase his base land speed by an additional 10 feet.
This ability replaces all social talents

Elusive (Ex)
At 2nd level, the blitz learns to avoid danger while moving at extreme speeds. Whenever the blitz would provoke an attack of opportunity as a result of moving, as an immediate action, he may choose to add his vigilante level as a dodge bonus to AC against that attack. This counts as the Mobility feat for the purposes of qualifying for prerequisites.
This ability replaces the vigilante talent gained at 2nd level.

Sudden Reposition (Ex)
At 3rd level, the blitz can move at extraordinary speed to guard another creature from harm. Whenever an ally creature that the blitz can see and that is within his move speed, is subject to an attack roll or any effect which would require a Reflex saving throw, the blitz may move up to his speed as an immediate and end his movement adjacent to that creature. If he does, the attack or effect affects him instead. If the triggering action is an attack, the attack roll is made against the blitz’s AC, and if the triggering action is an effect requiring a Reflex saving throw, the blitz makes his own Reflex saving throw, as normal.
This ability replaces the unshakable class feature.

Rhino Charge (Ex)
At 4th level, the blitz can deliver especially powerful charges. Whenever the blitz makes a charge attack action, he gains an additional +1 bonus to the attack roll for every 20 feet moved as part of the charge attack (to a maximum additional bonus equal to his vigilante level). If the attack hits, he adds his vigilante level as a bonus to damage; this additional damage is considered precision damage. If the blitz gains the ability to make multiple attacks as part of a charge action, this benefit applies only to the first attack made as part of that charge action.
This ability replaces the vigilante talent gained at 4th level.

Speed Blur (Ex)
At 10th level, whenever the blitz leaves the threat range of a creature he has attacked that round, that creature must succeed on a Reflex save (DC 10 + 1/2 the blitz’s level + the blitz’s Dexterity modifier) or be spun about and disoriented by the speed of the blitz, suffering a –2 penalty to AC, attack rolls, and Reflex saves until the end of its next turn. This penalty is applied before the target makes any attack of opportunity caused by the blitz’s movement.
This ability replaces the vigilante talent gained at 10th level.

Staggering Speed (Ex)
At 12th level, whenever the blitz successfully hits a creature as part of a charge, the target must succeed on a Reflex save (DC 10 + 1/2 the blitz’s level + the blitz’s Strength or Dexterity modifier) or be staggered for 1d4 rounds. If the blitz gains the ability to make multiple attacks as part of a charge action, this benefit applies only to the first attack made as part of that charge action.
This ability replaces the vigilante talent at 12th level.

Lighting Strike (Ex)
At 18th level, the blitz can charge across the battlefield like lighting. The blitz can take a full round action to perform a lighting strike maneuver. During a lightning strike, the blitz can make a number of charge actions equal to the number of attacks he can make in a round due to having a high base attack bonus (typically three, at eighteenth level). Each charge attack must be made against a different target, and the blitz must move at least 20 feet during each charge attack. If the blitz has the pounce special ability, or a similar special ability, he may make a full-attack on only one of the charge actions gained in this way (with the other charge actions only granting the single normal attack). The AC penalty for charging applies for each charge action made in this way.
This ability replaces the vigilante talent gained at 18th level.

Lethal Speed (Ex)
At 20th level, the blitz can strike with such speed as to be instantly lethal. Whenever the blitz successfully makes a charge action, if the attack made as part of the charge is a confirmed critical hit, the target is instantly slain. A Fortitude save (DC 10 + 1/2 the blitz’s level + the blitz’s Strength or Dexterity modifier) negate the death, but the target is staggered for 1d4 rounds. If the blitz gains the ability to make multiple attacks as part of a charge action, this benefit applies only to the first confirmed critical attack made as part of that charge action.
This ability replaces the vengeance strike class feature.
This is badass. What type of effect is the Lethal Speed ability? I love the visual of a speedster character in game. It's an entirely untapped in game mechanic.
 



This is my revision of the Dimensional Heaven Ability of the user EarthSeraphEdna
(Custom divine abilities, portfolios, etc.)
(Custom divine abilities, portfolios, etc.)

Dimensional Heaven (Su) [Cosmic]

You can briefly float above reality itself, making you impervious to all forms of attack.
Prerequisites: Dex 70.
Benefit: As a move action, you can start float above reality while still maintaining a conscious grip on it, rendering you immune to all conceivable effects, be they physical, magical, or otherwise. While in this state you see the world and your movement ignore any barrier (even force effects or planar borders) but you cannot interact with the normal world, like they cannot interact with you. You can leave this state as a free action, but you cannot reenter Dimensional Heaven in the same round you leave it. If you die or go unconscious while Dimensional Heaven is active, you automatically leave this state. While in this state you continue to suffer any condition you have before starting float above the reality (like a poison or a spell with a duration), and the time you pass in Dimensional Heaven count toward the time the condition persists. All enemies in your presence are automatically aware that you cannot be harmed by any means and you cannot harm them in any way. You may float above reality for a number of rounds per day equal to your divine rank, though these rounds need not be consecutive. When using Dimensional Heaven you can interact normally with another creature using its.
Special: You can gain this cosmic ability multiple times. Each time it is taken, the number of rounds per day in which you can float above reality is increased by your divine rank.
eg. An Elder One (24 DR) with Dimensional Haven x2 could float above reality for 48 rounds per day.

Dimensional Kingdom (Su) [Transcendental]

When you flee the normal reality, the other fear your wrath.
Prerequisites: Dex 130, Dimensional Heaven.
Benefit: When using Dimensional Heaven you can interact normally with the normal world. Still, others must use Dimensional Heaven for interact with you.

Dimensional Empire (Su) [Omnific]

When you must flee the normal reality, the other fear your wrath.
Prerequisites: Dex 250, Dimensional Heaven, Dimensional Kingdom.
Benefit: You don’t have a time limit for using Dimensional Heaven. Also, you can interact normally with other using Dimensional Heaven without using it yourself.
Hey can you put these in Custom Divine Abilities instead of here please? Let's keep this for sub epic stuff so its at least somewhat organized. Thanks.
 



Remove ads

Top