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<blockquote data-quote="Obly99" data-source="post: 9365527" data-attributes="member: 7035194"><p>A revisitation of the <a href="https://forums.giantitp.com/showsinglepost.php?p=4231753&postcount=103" target="_blank">Cryptid PrC</a> of <a href="https://forums.giantitp.com/member.php?34881-Bhu" target="_blank">Bhu</a>.</p><p style="text-align: center"><strong><span style="font-size: 26px">Cryptid</span></strong></p><p></p><p>Cryptid is a creature capable of moving without leaving any trace of its presence, but only stories and legends of its supposed existence.</p><p></p><p>BECOMING A CRYPTID</p><p></p><p><strong>Hit Die:</strong> d10.</p><p></p><p><strong>Requirement</strong></p><p></p><p>ENTRY REQUIREMENTS</p><p></p><p><strong>Feats:</strong> Stealthy.</p><p></p><p><strong>Skills:</strong> Climb 3 ranks, Stealth 4 ranks, Survival 3 ranks, Swim 3 ranks.</p><p></p><p><strong>Class Skills</strong></p><p></p><p>The Cryptid's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).</p><p></p><p><strong>Skill Ranks per Level:</strong> 4 + Int modifier.</p><p></p><p><strong>Table: Cryptid</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Level</strong></p> </td><td><p style="text-align: center"><strong>Base Attack<br /> Bonus</strong></p> </td><td><p style="text-align: center"><strong>Fort Save</strong></p> </td><td><p style="text-align: center"><strong>Ref Save</strong></p> </td><td><p style="text-align: center"><strong>Will Save</strong></p> </td><td><p style="text-align: center"><strong>Special</strong></p> </td></tr><tr><td><p style="text-align: center">1st</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">Cover of darkness, size is no matter</p> </td></tr><tr><td><p style="text-align: center">2nd</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">Sneak attack +1d6, wild stride</p> </td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">Only a legend, perfect trackless step</p> </td></tr><tr><td><p style="text-align: center">4th</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">Camouflage, stealthy movement</p> </td></tr><tr><td><p style="text-align: center">5th</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Resist divination, sneak attack +2d6</p> </td></tr><tr><td><p style="text-align: center">6th</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Ambush, survivor’s spirit</p> </td></tr><tr><td><p style="text-align: center">7th</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">Hide in plain sight</p> </td></tr><tr><td><p style="text-align: center">8th</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Blurred form, sneak attack +3d6</p> </td></tr><tr><td><p style="text-align: center">9th</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Undetectable</p> </td></tr><tr><td><p style="text-align: center">10th</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Elusive, obfuscation</p> </td></tr></table><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the Cryptid.</p><p></p><p><strong>Weapon and Armor Proficiency</strong></p><p>Cryptid do not gain proficiency with any additional weapons or armor.</p><p></p><p><strong>Cover of Darkness (Ex)</strong></p><p>A cryptid gains darkvision with a range of 30 feet and low-light vision. If he already has darkvision, the range of his darkvision increases by 30 feet.</p><p></p><p><strong>Size is no Matter (Ex)</strong></p><p>A cryptid gains no size penalty to Stealth checks.</p><p></p><p><strong>Sneak Attack</strong></p><p>This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd level and every third level (5th, 8th). If a cryptid gets a sneak attack bonus from another source, the bonuses on damage stack.</p><p></p><p><strong>Wild Stride (Ex)</strong></p><p>Starting at 2nd level, a cryptid learns to move more effectively in different environments. When he succeeds on a Climb check, he may move his full speed without penalty, or he may move half his speed while continuing to use a shield.</p><p></p><p>He may also move his full speed when he succeeds on a Swim check, and he may move through any sort of natural difficult terrain (such as natural thorns, briars, overgrown areas, deep snow, sand, and similar terrain) at his normal speed and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise.</p><p></p><p>At 4th level, the cryptid has an incredible lightness to his step. Provided he starts his turn on normal ground, the cryptid can move on any surface as if it were the ground, like walls and ceilings. He falls if his movement ends or he falls prone. As a swift action, he may make a Climb skill check to use a hand to cling to the surface he has walked on this way.</p><p></p><p>He can also walk across water without sinking or taking damage but sinks normally if he stops his movement or falls prone. He cannot begin his movement on water.</p><p></p><p><strong>Only a Legend (Ex)</strong></p><p>Starting at 3rd level, myths and rumors about the cryptid have become so obfuscated in the retelling, that all Diplomacy checks made to gather information about him take a –5 penalty. A failed check instead reveals random, wrong, or logically impossible facts about him. This penalty also apply to Knowledge checks made for general knowledge and monster lore regarding the cryptid.</p><p></p><p>The penalty increase to –10 at 6th level and to –20 at 10th level.</p><p></p><p><strong>Perfect Trackless Step (Ex)</strong></p><p>At 3rd level, a cryptid leaves no trail and cannot be tracked. He may choose to leave a trail if so desired. Also, creatures cannot use the scent ability to track the cryptid (though they can still track him through standard means such as footprints). Creatures with scent can detect the cryptid presence by smell at half the normal distance, but cannot pinpoint his location with scent.</p><p></p><p><strong>Camouflage (Ex)</strong></p><p>A cryptid of 4th level or higher can use the Stealth skill to hide, even if the terrain doesn’t grant cover or concealment.</p><p></p><p><strong>Stealthy Movement (Ex)</strong></p><p>A cryptid learn to remain quiet and hidden even while mobile. At 4th level, a cryptid can move at full speed using the Stealth skill without penalty, and he can run using the Stealth skill taking a –5 penalty to the check. At 10th level he can run using the Stealth skill without penalty.</p><p></p><p><strong>Resist Divination (Ex)</strong></p><p>A cryptid of 5th level or higher resist spells that uncover information of himself. Except when in combat, a cryptid is under an extraordinary <em>nondetection</em> spell with an equivalent caster level equal to his character level (DC 15 + caster level for overcome). Finally, his <em>nondetection</em> protection also extend to cover from <em>augury</em>, <em>legend lore</em>, <em>communal</em> or other spells or effects that uncover information on the target.</p><p></p><p><strong>Ambush (Ex)</strong></p><p>If a cryptid of 6th level or higher attacks from hiding, he can let out a huge roar as a free action as a part of any action taken during a surprise round. Any opponent that has failed to detect him must make a Will save (DC 10 + ½ his character level + his Charisma modifier; +2 for every size the cryptid is bigger than the opponent) or be frightened for 1d4+2 rounds. If they succeed they are instead shaken for 1d6+4 rounds.</p><p></p><p><strong>Survivor’s Spirit (Ex)</strong></p><p>At 6th level, a cryptid add his class level to Fortitude saves against disease and poison and all Constitution checks.</p><p></p><p><strong>Hide in Plain Sight (Ex)</strong></p><p>A cryptid of 7th level or higher can use the Stealth skill even while being observed.</p><p></p><p><strong>Blurred Form (Su)</strong></p><p>At 8h level, a cryptid’s body is constantly surrounded by a faint distortion in the air, making his features indistinct and difficult to make out. A cryptid gains partial concealment on any round he does not move from his current space. A cryptid can suppress or resume this ability as a move action.</p><p></p><p><strong>Undetectable (Ex)</strong></p><p>At 9th level, a cryptid is under a constant extraordinary <em>mind blank</em> effect. Unlike the normal <em>mind blank</em>, this does not give the usual resistance bonus against mind-affecting. Also, a cryptid existence is so tenuous that he cannot be detected with strange sense. Creatures using unusual forms of sensory perception such as blindsight, greensight, scent or tremorsense cannot automatically foil the cryptid use of Stealth; such creatures must make a Perception check as normal to detect him when he makes use of the Stealth skill. This ability foils indirect detection (such as a creature using <em>detect magic</em> to search for the cryptid magical items while he’s using Stealth) in the manner described above, but has no effect on psi-like abilities, powers, spells, spell-like abilities, and / or supernatural abilities specifically used to uncover information about him rather than enhancing the user's perception, such as the <em>augury</em> spell.</p><p></p><p><strong>Elusive (Ex)</strong></p><p>At 10th level, a cryptid of this level is the stuff of legends, but despite countless attempts to hunt him, he is rarely encountered unless he wish it. When using the withdraw action, the cryptid can move up to his run speed without leaving any trace of his passing and can make a Stealth check with a circumstance bonus equal to double his character level as part of this withdraw action.</p><p></p><p><strong>Obfuscation (Su)</strong></p><p>People that encounter a cryptid of 10th level cannot remember things correctly. Any being encountering the cryptid must make a Will save (DC 10 + ½ his character level + his Charisma modifier). If they succeed, they cannot remember details exactly. For example if you are a sasquatch they will disagree on color, or size, or minor details. Some might even believe you are a wolfman or bear man, or an animal. But they will have the gist of the encounter right.</p><p>If they don't succeed things get...complicated. They disagree wildly on what they saw and experienced. For 1d6 days after the event whenever it is mentioned or someone inquires about it they will become hysterical, either brutally rationalizing anything and everything they saw (hallucinogenic mushrooms, swamp gas, etc.), or spew the most delirious, psychedelic nonsense they can muster. Either way they won't come across as a believable witness. Even after the 1d6 days are up they still won't agree on what they saw. This is a mind-affecting effect.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9365527, member: 7035194"] A revisitation of the [URL='https://forums.giantitp.com/showsinglepost.php?p=4231753&postcount=103']Cryptid PrC[/URL] of [URL='https://forums.giantitp.com/member.php?34881-Bhu']Bhu[/URL]. [CENTER][B][SIZE=7]Cryptid[/SIZE][/B][/CENTER] Cryptid is a creature capable of moving without leaving any trace of its presence, but only stories and legends of its supposed existence. BECOMING A CRYPTID [B]Hit Die:[/B] d10. [B]Requirement[/B] ENTRY REQUIREMENTS [B]Feats:[/B] Stealthy. [B]Skills:[/B] Climb 3 ranks, Stealth 4 ranks, Survival 3 ranks, Swim 3 ranks. [B]Class Skills[/B] The Cryptid's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str). [B]Skill Ranks per Level:[/B] 4 + Int modifier. [B]Table: Cryptid[/B] [TABLE] [TR] [TD][CENTER][B]Level[/B][/CENTER][/TD] [TD][CENTER][B]Base Attack Bonus[/B][/CENTER][/TD] [TD][CENTER][B]Fort Save[/B][/CENTER][/TD] [TD][CENTER][B]Ref Save[/B][/CENTER][/TD] [TD][CENTER][B]Will Save[/B][/CENTER][/TD] [TD][CENTER][B]Special[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1st[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]Cover of darkness, size is no matter[/CENTER][/TD] [/TR] [TR] [TD][CENTER]2nd[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]Sneak attack +1d6, wild stride[/CENTER][/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]Only a legend, perfect trackless step[/CENTER][/TD] [/TR] [TR] [TD][CENTER]4th[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]Camouflage, stealthy movement[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Resist divination, sneak attack +2d6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]6th[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Ambush, survivor’s spirit[/CENTER][/TD] [/TR] [TR] [TD][CENTER]7th[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]Hide in plain sight[/CENTER][/TD] [/TR] [TR] [TD][CENTER]8th[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Blurred form, sneak attack +3d6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9th[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Undetectable[/CENTER][/TD] [/TR] [TR] [TD][CENTER]10th[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Elusive, obfuscation[/CENTER][/TD] [/TR] [/TABLE] [B]Class Features[/B] All of the following are class features of the Cryptid. [B]Weapon and Armor Proficiency[/B] Cryptid do not gain proficiency with any additional weapons or armor. [B]Cover of Darkness (Ex)[/B] A cryptid gains darkvision with a range of 30 feet and low-light vision. If he already has darkvision, the range of his darkvision increases by 30 feet. [B]Size is no Matter (Ex)[/B] A cryptid gains no size penalty to Stealth checks. [B]Sneak Attack[/B] This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd level and every third level (5th, 8th). If a cryptid gets a sneak attack bonus from another source, the bonuses on damage stack. [B]Wild Stride (Ex)[/B] Starting at 2nd level, a cryptid learns to move more effectively in different environments. When he succeeds on a Climb check, he may move his full speed without penalty, or he may move half his speed while continuing to use a shield. He may also move his full speed when he succeeds on a Swim check, and he may move through any sort of natural difficult terrain (such as natural thorns, briars, overgrown areas, deep snow, sand, and similar terrain) at his normal speed and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise. At 4th level, the cryptid has an incredible lightness to his step. Provided he starts his turn on normal ground, the cryptid can move on any surface as if it were the ground, like walls and ceilings. He falls if his movement ends or he falls prone. As a swift action, he may make a Climb skill check to use a hand to cling to the surface he has walked on this way. He can also walk across water without sinking or taking damage but sinks normally if he stops his movement or falls prone. He cannot begin his movement on water. [B]Only a Legend (Ex)[/B] Starting at 3rd level, myths and rumors about the cryptid have become so obfuscated in the retelling, that all Diplomacy checks made to gather information about him take a –5 penalty. A failed check instead reveals random, wrong, or logically impossible facts about him. This penalty also apply to Knowledge checks made for general knowledge and monster lore regarding the cryptid. The penalty increase to –10 at 6th level and to –20 at 10th level. [B]Perfect Trackless Step (Ex)[/B] At 3rd level, a cryptid leaves no trail and cannot be tracked. He may choose to leave a trail if so desired. Also, creatures cannot use the scent ability to track the cryptid (though they can still track him through standard means such as footprints). Creatures with scent can detect the cryptid presence by smell at half the normal distance, but cannot pinpoint his location with scent. [B]Camouflage (Ex)[/B] A cryptid of 4th level or higher can use the Stealth skill to hide, even if the terrain doesn’t grant cover or concealment. [B]Stealthy Movement (Ex)[/B] A cryptid learn to remain quiet and hidden even while mobile. At 4th level, a cryptid can move at full speed using the Stealth skill without penalty, and he can run using the Stealth skill taking a –5 penalty to the check. At 10th level he can run using the Stealth skill without penalty. [B]Resist Divination (Ex)[/B] A cryptid of 5th level or higher resist spells that uncover information of himself. Except when in combat, a cryptid is under an extraordinary [I]nondetection[/I] spell with an equivalent caster level equal to his character level (DC 15 + caster level for overcome). Finally, his [I]nondetection[/I] protection also extend to cover from [I]augury[/I], [I]legend lore[/I], [I]communal[/I] or other spells or effects that uncover information on the target. [B]Ambush (Ex)[/B] If a cryptid of 6th level or higher attacks from hiding, he can let out a huge roar as a free action as a part of any action taken during a surprise round. Any opponent that has failed to detect him must make a Will save (DC 10 + ½ his character level + his Charisma modifier; +2 for every size the cryptid is bigger than the opponent) or be frightened for 1d4+2 rounds. If they succeed they are instead shaken for 1d6+4 rounds. [B]Survivor’s Spirit (Ex)[/B] At 6th level, a cryptid add his class level to Fortitude saves against disease and poison and all Constitution checks. [B]Hide in Plain Sight (Ex)[/B] A cryptid of 7th level or higher can use the Stealth skill even while being observed. [B]Blurred Form (Su)[/B] At 8h level, a cryptid’s body is constantly surrounded by a faint distortion in the air, making his features indistinct and difficult to make out. A cryptid gains partial concealment on any round he does not move from his current space. A cryptid can suppress or resume this ability as a move action. [B]Undetectable (Ex)[/B] At 9th level, a cryptid is under a constant extraordinary [I]mind blank[/I] effect. Unlike the normal [I]mind blank[/I], this does not give the usual resistance bonus against mind-affecting. Also, a cryptid existence is so tenuous that he cannot be detected with strange sense. Creatures using unusual forms of sensory perception such as blindsight, greensight, scent or tremorsense cannot automatically foil the cryptid use of Stealth; such creatures must make a Perception check as normal to detect him when he makes use of the Stealth skill. This ability foils indirect detection (such as a creature using [I]detect magic[/I] to search for the cryptid magical items while he’s using Stealth) in the manner described above, but has no effect on psi-like abilities, powers, spells, spell-like abilities, and / or supernatural abilities specifically used to uncover information about him rather than enhancing the user's perception, such as the [I]augury[/I] spell. [B]Elusive (Ex)[/B] At 10th level, a cryptid of this level is the stuff of legends, but despite countless attempts to hunt him, he is rarely encountered unless he wish it. When using the withdraw action, the cryptid can move up to his run speed without leaving any trace of his passing and can make a Stealth check with a circumstance bonus equal to double his character level as part of this withdraw action. [B]Obfuscation (Su)[/B] People that encounter a cryptid of 10th level cannot remember things correctly. Any being encountering the cryptid must make a Will save (DC 10 + ½ his character level + his Charisma modifier). If they succeed, they cannot remember details exactly. For example if you are a sasquatch they will disagree on color, or size, or minor details. Some might even believe you are a wolfman or bear man, or an animal. But they will have the gist of the encounter right. If they don't succeed things get...complicated. They disagree wildly on what they saw and experienced. For 1d6 days after the event whenever it is mentioned or someone inquires about it they will become hysterical, either brutally rationalizing anything and everything they saw (hallucinogenic mushrooms, swamp gas, etc.), or spew the most delirious, psychedelic nonsense they can muster. Either way they won't come across as a believable witness. Even after the 1d6 days are up they still won't agree on what they saw. This is a mind-affecting effect. [/QUOTE]
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