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Obly99

Hero
What do they actually look like?
Sorry for the delay but I've been busy these days.
"The appearance of him is that of an immense dragon with a tapered body like that of a snake. Hundreds of legs, like those of a centipede, flap along the length of his body. On its back thousands of wings are generated and then shattered to form many more, again, again and again, like a glass window that shatters and then reforms itself in an infinite cycle. His color is not definable, it's like looking at a kaleidoscope of all colors that change every single moment, effectively defining him as an all colors dragon. Its head is rhomboid, with a pair of eyes as multicolored as the body and with a maliconic look."
 

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Obly99

Hero
Maleficent

CE Medium fey (shapechanger)

Init +23; Senses blindsight 30 ft., darkvision 120 ft., low-light vision, true seeing; Perception +54

Aura

Defense

AC 47, touch 47, flat-footed 38 (+14 deflection, +9 Dex, +14 insight)

or in dragon form 53, touch 30, flat-footed 53 (+14 deflection, +14 insight, +23 natural, -8 size)

hp 774 (36d6+648) 990 in dragon form; regeneration 20 (cold iron, epic and lawful)

Fort +30 (+42 in dragon form), Ref +43 (+34 in dragon form), Will +46

Defensive Abilities freedom of movement, unearthly grace; DR 30/cold iron, epic and lawful; Immune ability damage and drain, charm effects, compulsion effects, death effects, energy drain, mind-affecting; Resist acid 30, cold 30, fire 30; SR 41

Offense

Speed 30 ft.

in dragon form 40 ft., fly 250 ft. (clumsy)

Melee staff of maleficent +21/+16/+11/+6 (1d4+3)

or bite +28 (4d8+27), 2 claws +28 (4d6+18), 2 wings +23 (2d8+9), tail slap +23 (4d6+27)

Space 5 ft.; Reach 5 ft.

or in dragon form Space 30 ft.; Reach 20 ft. (30 ft. with bite)

Special Attacks breath weapon (in shadow dragon form only) (DC 38, cone 60 ft., 30d8 half fire half untyped damage, 1d4 rounds), hex (DC 42; cackle, cauldron, charm, cook people, coven, death curse, death interrupted, eternal slumber, evil eye [-4, 17 rounds], faithful servant unbound, fortune, hidden home, ice tomb, life giver, misfortune, natural disaster, retribution [14 rounds], slumber, summon spirit, witch’s hut)

Spell-like Abilities (CL 36th, concentration +50)

Constant—freedom of movement, true seeing

At will—astral projection, chaos hammer (DC 28), dimension door, greater dispel magic, telekinesis (DC 29)

3/day—finger of death (DC 31), greater teleport, mass suggestion (DC 30), symbol of sleep (DC 29), shapechange

1/day—overwhelming presence (DC 33), soul bind (DC 33), summon fey (any CR 20 encounter, 9th level), time stop, wail of the banshee (DC 33), weird (DC 33), wish

Witch Spells Prepared (CL 36th; concentration +50, CD 24 + spell level)

17th (2 slot)

16th (2 slot)

15th (2 slot)

14th (2 slot)

13th (2 slot)

12th (2 slot)

11th (2 slot)

10th (2 slot)

9th (6 slot)—any spells from the witch spell list plus shades;

8th (6 slot)—any spells from the witch spell list plus greater shadow evocation;

7th (6 slot)—any spells from the witch spell list plus greater shadow conjuration;

6th (7 slot)—any spells from the witch spell list plus shadow walk;

5th (7 slot)—any spells from the witch spell list plus shadow evocation;

4th (7 slot)—any spells from the witch spell list plus shadow conjuration;

3rd (7 slot)—any spells from the witch spell list plus deeper darkness;

2nd (8 slot)—any spells from the witch spell list plus darkness;

1st (8 slot)—any spells from the witch spell list plus silent image;

0 (at will)—any spells from the witch spell list;

Statistics

Str 16, Dex 28, Con 18, Int 32, Wis 32, Cha 38

in dragon form Str 46, Dex 10, Con 30, Int 32, Wis 32, Cha 38

Base Atk +18; CMB +21; CMD 68

Base Atk +18; CMB +44; CMD 82 (86 vs. trip)

Feats AlertnessB, Brew PotionB, Changeling Familiar, Empower Spell, Evolved Familiar (unnatural aura), Familiar Concentration, Familiar Fetch, Familiar Reincarnation, Far-Roaming Familiar, Hexing Familiar, Maximize Spell, Reach Spell, Shapeless Familiar, Spark of the Uncanny

Epic Feats Automatic Metamagic Capacity x3, Metamagic Freedom

Skills Craft (alchemy) +54, Bluff +53, Diplomacy +53, Disguise +53, Fly +48, Heal +47, Intimidate +49, Knowledge (arcane, nobility, planes, religion) +47, Knowledge (local, nature) +50, Perception +54, Sense Motive +50, Spellcraft +47, Use Magic Device +53

in dragon form Fly +23

Languages Abyssal, Aklo, Aquan, Auran, Common, Celestial, Draconic, Giant, Ignan, Infernal, Sylvan, Terran, Treant; telepathy 300 ft.

SQ forceful presence, patron (shadow), scry on familiar, shadow dragon form, witch’s familiar (raven, +3 Apprise)

Staff of Maleficent

Aura strong enchantment and necromancy; CL 20th; Slot none; Price 200,000 gp; Weight 5 lbs.

DESCRIPTION

Cause Fear (1 charge)

Charm Person (1 charge)

Fear (2 charges)

Greater Bestow Curse (2 charges)

This staff also allows the wielder to use mage hand at will.

CONSTRUCTION REQUIREMENTS

Feats Craft Staff; Spells cause fear, charm person, fear, greater bestow curse; Cost 100,000 gp.

Special Abilities

Forceful Presence (Ex)
Maleficent adds her Charisma modifier as an insight bonus to her Armor Class and Initiative. In addition, Maleficent uses her Charisma score as well as her Constitution score when calculating hit points.

Shadow Dragon Form (Su)
As a full-round action, once per day, Maleficent can take the form of a Colossal dragon. In this form her abilities scores change to Str 46, Dex 10, Con 30. She gains +23 natural armor bonus to armor class. She gains a bite and two claws primary natural attack and two wings and a tail slap secondary natural attack (these attack follow the rules under the page of the combat of a True Dragon). She gains a base speed of 40 ft. and a fly speed of 250 ft. (clumsy). She also gains a breath weapon that deal 30d8 damage. Half the damage is fire damage, but the other half results directly from magic power and is therefore not subject to being reduced by resistance to fire-based attacks. In this form Maleficent cannot cast any of her witch spell or hex but can use her spell-like abilities. This form last for 1 hour or until Maleficent dismiss her as a standard action or she is killed, whichever comes first.

Unearthly Grace (Su)
Maleficent adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Witch
Maleficent has the spellcasting, familiar, patron and hex ability as a 36th level witch, using her Charisma modifier instead of Intelligence for all effects. She can select hex, major hex and grand hex. Unlike a normal witch, she can target multiple time in a day a target with the same hex, even if the hex description specific that a creature cannot suffer or benefit from the same hex multiple times in a single day (like fortune, ice tomb, or misfortune).

Raven Familiar

CE Tiny magical beast

Init +2; Senses low-light vision; Perception +47

Aura unnatural aura (30 ft.)

DEFENSE

AC 32, touch 14, flat-footed 30 (+2 Dex, +18 natural, +2 size)

hp 423 (36 HD)

Fort +11, Ref +22, Will +22

Defensive Abilities improved evasion; SR 41

OFFENSE

Speed 10 ft., fly 40 ft. (average)

Melee bite +22 (1d3–4)

Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 8, Int 23, Wis 15, Cha 7

Base Atk +18; CMB +12; CMD 24

Feats Skill Focus (Perception), Weapon Finesse

Skills Craft (alchemy) +42, Bluff +34, Diplomacy +34, Disguise +34, Fly +41, Heal +38, Intimidate +34, Knowledge (arcane, local, nature, nobility, planes, religion) +42, Perception +47, Sense Motive +38, Spellcraft +42, Use Magic Device +34

Languages Sylvan, speak with animals of its kind, speak with master

SQ alertness, change shape (common cat or medium teenager Forlarren, beast shape II or alter self), deliver touch spells, eidolon evolution (unnatural aura), emphatic link, share spells
 

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Bootlebat

Explorer
2 questions:
1. What's the sample fate dragon's name (if it has one)?
2. Can you make Frollo as well? I figured he'd be an LE hellknight/inquisitor (but thinks he's LG).
 

Obly99

Hero
2 questions:
1. What's the sample fate dragon's name (if it has one)?
2. Can you make Frollo as well? I figured he'd be an LE hellknight/inquisitor (but thinks he's LG).
1) Its name is Diaval.
2) Of course, now I'm considering what build to give it. For now i will say 14 level in a class without 9th spell casting.
 
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Obly99

Hero
Judge Claude Frollo

Male Advanced Old Human Inquisitor (exquisitor) 8 / bard (demagogue) 6

LE Medium humanoid (human)

Init +18; Perception +21

Defense

AC 12, touch 10, flat-footed 12 (+2 natural)

hp 140 (14d8+28)

Fort +10, Ref +14, Will +13; +4 vs. bardic performance, language–dependent, and sonic

Defensive Abilities well-versed; Resistance fire 10;

Offense

Speed 30 ft.

Melee longsword +11/+6 (1d8+1/19-20)

Special Attacks bane 8/rounds per day, bardic performance 33/rounds per day (DC 20; countersong, distraction, fascinate (2 creatures), gather crow, incite violence, inspire competence +2, inspire courage +1), call fire 10/day (DC 21; 1d4 fire damage), judgment 3/day (profane bonus; destruction [+3 damage], healing [fast healing 3], justice [+2 to hit], piercing [+3 concentration and caster level vs. SR], protection [+2 to AC], purity [+2 to saving throws], resiliency [DR 2/magic], resistance [resistance 6 against an element], smiting [weapon count as lawful and magic for vs. DR])

Spell-like Abilities (CL 8th, concentration +15)

At will—charm person (DC 18)

8 round/day—discern lies (DC 21)

Bard Spells Know (CL 6th; concentration +13)

2nd (5/day)—anonymous interaction (DC 19), blood biography (DC 19), blur, eagle’s splendor;

1st (6/day)—alarm, clarion call, cure light wounds, hypnotism (DC 18);

0 (at will)—detect magic, light, mage hand, message, prestidigitation, read magic;

Inquisitor Spells Prepared (CL 8th; concentration +15)

3rd (4/day)—detect desires (DC 20), dispel magic, hidden speech;

2nd (6/day)—aid, castigate (DC 19), confess (DC 19), detect thoughts (DC 19);

1st (6/day)—bane (DC 18), bless, command (DC 18), detect chaos, divine favor;

0 (at will)—bleed (DC 17), brand (DC 17), create water, detect poison, guidance, stabilize;

Statistics

Str 12, Dex 11, Con 14, Int 20, Wis 18, Cha 24

Base Atk +10; CMB +11; CMD 21

Feats Ally ShieldB, Bad Boss, Extra Performance x2, Improved Ally ShieldB, Improved Initiative, Leadership, Skill Focus (perform [oratory]), Noble Scion (Scion of War), Total (famous)

Skills Appraise +22, Bluff +28 (+32 for influence people of Paris), Diplomacy +28, Heal +21, Intimidate +24, Knowledge (all) +8 (+15 to identify the abilities and weaknesses of creatures), Perception +21, Perform (oratory) +30 (+34 for influence people of Paris with Intimidate), Perform (sing) +24, Profession (bishop) +21, Ride +17, Spellcraft +22

Languages English, French, German, Italian, Latin, Spanish

SQ aloof, bardic knowledge +3, choice words, cunning initiative, domain (fire[arson]), famous (100.000 people, +4), exquisite, expanded versatility (Intimidate), monster lore, second judgment, solo tactics, teamwork feat, versatile performance (oratory [Diplomacy, Sense Motive])

For the inquisitor archetype Sub-Epic Offerings
Bad Boss allow to consider Abettor the other for the solo tactics
Improved Ally Shield work as Ally Shield but with total concealment instead of concealment
Total allow to use the total HD instead of the level for an ability
 

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Obly99

Hero
Titan of the Dead CR 25

CE Colossal undead (chaotic, evil, extraplanar)
Init +14; Senses darkvision 60 ft., status sight, true seeing; Perception +49
Aura misfortune (40 ft.)
DEFENSE
AC 42, touch 24, flat-footed 30 (+10 Dex, +2 dodge, +18 natural, +10 profane, -8 size)
hp 464 (32d8+320)
Fort +30, Ref +31, Will +36
Defensive Abilities death’s grace; DR 20/—; Immune channel energy, undead traits; SR 36
OFFENSE
Speed 120 ft., fly 180 ft. (perfect)
Melee Harrowing +46/+46/+41/+36/+31 (6d6+29/19–20/×4 plus death strike and energy drain)
Space 80 ft.; Reach 80 ft.
Special Attacks death strike (DC 38), energy drain (3 levels, DC 36), final death
Spell-Like Abilities (CL 20th; concentration +30)
Constant—haste, true seeing
At will—call spirit (DC 25)
3/day—finger of death (DC 27)
1/day—plane shift (DC 27)
STATISTICS
Str 46, Dex 30, Con —, Int 16, Wis 26, Cha 30
Base Atk +24; CMB +48; CMD 80
Feats Ability Focus (death strike), Cleave, Cleaving Finish, Combat Expertise, Combat Reflexes, Dazing Assault, Dodge, Furious Focus, Great Cleave, Improved Critical (scythe), Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (scythe), Whirlwind Attack
Skills Acrobatics +13, Bluff +42, Diplomacy +42, Disguise +43, Fly +18, Intimidate +39, Knowledge (religion) +35, Perception +49, Sense Motive +41; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Infernal
SQ call weaponry, mastery of the scythe, massive
SPECIAL ABILITIES

Call Weaponry (Su)
The Titan of the Dead can call his weapon Harrowing (a +2 adamantine anarchic unholy scythe) to his hands at will as a free action from any distance (even across planar boundaries). If the weapons is destroyed, he can remake it and cause the rebuilt weapon to appear in his hand as a standard action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

Death Strike (Su)
A Titan of the Dead automatically confirms any critical hit. A creature damaged by a critical hit from a Titan of the Dead must succeed at a DC 38 Fortitude saving throw or be instantly killed. This is a death effect. The save DC is Charisma-base

Death’s Grace (Su)
The dark power stolen from countless souls protects a Titan of the Dead, granting it a profane bonus on all saving throws and to AC equal to its Charisma modifier.

Final Death (Su)
A creature killed by a Titan of the Dead can’t be brought back to life by any means short of divine intervention.

Immune Channel Energy (Ex)
A Titan of the Dead takes no damage from the channel energy ability, and is not affected by effects that mimic channel energy or are based on the channel energy ability (such as turn undead and command undead).

Mastery of the Scythe (Ex)
A Titan of the Dead takes no size penalty to attack rolls with the scythe.

Massive (Ex)
Because a Titan of the Dead is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to its movement, though areas of forest or settlements are considered difficult terrain to a Titan of the Dead. A Huge or smaller creature can move through any square occupied by the Titan of the Dead, or vice-versa. A Titan of the Dead can make attacks of opportunity only against foes that are Huge or larger, and can be flanked only by Huge or larger foes. A Titan of the Dead gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Huge or smaller creature to climb a Titan of the Dead—this generally requires a successful DC 30 check, and unlike the normal rules about Titan of the Dead and attacks of opportunity, a Small or larger creature that climbs on a Titan of the Dead’s body provokes an attack of opportunity from the monster.

Misfortune Aura (Su)
When a enemy creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 40 feet of a Titan of the Dead, it must roll two d20s and take the lowest roll before applying any modifiers.

Status Sight (Su)
When a Titan of the Dead gazes on a creature, it can see that creature’s emotion aura and that creature’s current health and overall well-being. This acts as the status spell, as well as the emotion aura aspect of the analyze aura spell.
 

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Titan of the Dead CR 25

CE Colossal undead (chaotic, evil, extraplanar)
Init +14; Senses darkvision 60 ft., see invisibility, status sight, true seeing; Perception +49
Aura misfortune (40 ft.)
DEFENSE
AC 41, touch 23, flat-footed 30 (+10 Dex, +1 dodge, +18 natural, +10 profane, -8 size)
hp 464 (32d8+320)
Fort +30, Ref +31, Will +36
Defensive Abilities death’s grace; DR 20/—; Immune channel energy, undead traits; SR 36
OFFENSE
Speed 120 ft., fly 180 ft. (perfect)
Melee Harrowing +46/+46/+41/+36/+31 (6d6+29/19–20/×4 plus death strike and energy drain)
Space 80 ft.; Reach 80 ft.
Special Attacks death strike (DC 38), energy drain (3 levels, DC 36), final death
Spell-Like Abilities (CL 20th; concentration +30)
Constant—haste, see invisibility, true seeing
At will—call spirit (DC 25)
3/day—finger of death (DC 27)
1/day—plane shift (DC 27)
STATISTICS
Str 46, Dex 30, Con —, Int 16, Wis 26, Cha 30
Base Atk +24; CMB +48; CMD 79
Feats Ability Focus (death strike), Cleave, Cleaving Finish, Combat Expertise, Combat Reflexes, Dazing Assault, Dodge, Furious Focus, Great Cleave, Improved Critical (scythe), Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (scythe), Whirlwind Attack
Skills Acrobatics +13, Bluff +42, Diplomacy +42, Disguise +43, Fly +18, Intimidate +39, Knowledge (religion) +35, Perception +49, Sense Motive +41; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Infernal
SQ call weaponry, mastery of the scythe, massive
SPECIAL ABILITIES

Call Weaponry (Su)
The Titan of the Dead can call his weapon Harrowing (a +2 adamantine anarchic unholy scythe) to
his hands at will as a free action from any distance (even across planar boundaries). If the weapons
is destroyed, he can remake it and cause the rebuilt weapon to appear in his hand as a standard
action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does
not.

Death Strike (Su)
A Titan of the Dead automatically confirms any critical hit. A creature damaged by a critical hit from a Titan of the Dead must succeed at a DC 38 Fortitude saving throw or be instantly killed. This is a death effect. The save DC is Charisma-base

Death’s Grace (Su)
The dark power stolen from countless souls protects a Titan of the Dead, granting it a profane bonus on all saving throws and to AC equal to its Charisma modifier.

Final Death (Su)
A creature killed by a Titan of the Dead can’t be brought back to life by any means short of divine intervention.

Immune Channel Energy (Ex)
A Titan of the Dead takes no damage from the channel energy ability, and is not affected by effects that mimic channel energy or are based on the channel energy ability (such as turn undead and command undead).

Mastery of the Scythe (Ex)
A Titan of the Dead takes no size penalty to attack rolls with the scythe.

Massive (Ex)
The Titan of the Dead is so enormous in scale that it gains the benefits of a kaiju’s massive ability.

Misfortune Aura (Su)
When a enemy creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 40 feet of a Titan of the Dead, it must roll two d20s and take the lowest roll before applying any modifiers.

Status Sight (Su)
When a Titan of the Dead gazes on a creature, it can see that creature’s emotion aura and that creature’s current health and overall well-being. This acts as the status spell, as well as the emotion aura aspect of the analyze aura spell.
This is awesome. You should list what the Kaiju's Massive ability actually does for ease of playability.
 


Obly99

Hero
Poison Ivy CR 16

NE Medium plant (augmented humanoid)

Init +8; Senses darkvision 30 ft., greensight 60 ft., low-light vision, tremorsense 30 ft.; Perception +27

Aura fascinating pollen (30 ft., DC 29)

Defense

AC 31, touch 25, flat-footed 27 (+7 deflection, +4 Dex, +4 insight, +6 natural)

hp 250 (20d8+160) fast healing 5 in direct sunlight

Fort +27, Ref +17, Will +17

Defensive Abilities forest friend, freedom of movement, nondetection, pass without trace, unearthly grace, wilderness insight; DR 15/cold iron; Immune plant traits; Resistance acid 10, sonic 10; SR 27

Weakness light dependent, vulnerability to fire

Offense

Speed 30 ft., burrow 15 ft., climb 20 ft., swim 15 ft.

Melee 2 slam +22 (1d6+7), 6 vines +23 (3d8+7 plus grab)

Ranged 6 thorns +20 (2d6+7)

Space 5 ft.; Reach 5 ft. (30 ft. vines)

Special Attacks constrict (3d8+7)

Spell-like Abilities (CL 20th, concentration +27)

Constant—forest friend (self only), freedom of movement, nondetection (self only), pass without trace

At will—arboreal hammer, barkskin, charm monster (DC 21), command plants (DC 21), create water, forest’s sense (DC 21), goodberry, quench (DC 20), plant voice, sickening entanglement (DC 19), spike growth (DC 20), spore burst (DC 19), tree shape, warp wood, wilderness soldiers, wood shape

3/day—antiplant shell, diminish plans, plant growth, poison (DC 21), repel wood, siege of trees, summon plant, tree stride, wall of thorns

1/day—control plants (DC 25), greater siege of trees, green caress (DC 23), grove of respite, plants awaken, shambler (DC 26), transport via plants

Statistics

Str 24, Dex 18, Con 28, Int 26, Wis 18, Cha 24

Base Atk +15; CMB +22; CMD 47 (53 vs. trip)

Feats Ability Focus (fascinating pollen), Brew Potion, Craft Wondrous Item, Cultivate Magic PlantsB, Improved Initiative, Skill Focus (Bluff, Craft [alchemy], Diplomacy, Knowledge [nature]), Weapon Focus (thorns), Weapon Focus (vines)

Skills Bluff +33, Craft (alchemy) +34, Climb +28, Diplomacy +33, Heal +24, Intimidate +27, Knowledge (nature) +34 (+42 regarding plants), Perception +27, Sense Motive +24, Spellcraft +28, Swim +28; Racial Modifiers +8 Climb, +8 Knowledge (nature) regarding plants, +8 Swim

Languages English; plantspeech

SQ animate plants, change shape (any plant or tree, plant shape III or tree shape), floral bounty, green empathy, green thumb, hold breath, one with nature, plant meld, photosynthesis

Animate Plants (Su)
Poison Ivy can animate and control up to two plants within 180 feet at will. It takes 1 full round for a plant to uproot itself, after which it moves at a speed of 30 feet and fights as an animated objects of the appropriate size except that it gains the plant type, vulnerability to fire, and its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants). The plant cannot gain stone, metal or other CP based on a material type. The plant cannot gain construction flaws. If the plant terminates the animation, moves out of range, or is incapacitated, the plant immediately takes root wherever it is and returns to its normal state.

Fascinating Pollen (Su)
This ability affects all living creatures with sense of smell within 30 feet of Poison Ivy. Those who enter this aura is subject to her invisible pollen and must succeed on a DC 29 Fortitude save or be fascinated. A victim under the effects of the pollen moves toward Poison Ivy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a new saving throw to end the effect before moving into peril. Fascinated creatures can take no actions other than to defend themselves. A victim within 5 feet of Poison Ivy simply stands. Each time a hostile action is taken against the victim, the victim receives a new saving throw against the effect. This effect continues for as long as the victims remain in the area and for 1 round thereafter. Poison Ivy can suppress or resume this ability as a free action. This is a compulsion, mind-affecting, poison effect and creature without the sense of smell are immune to it. A creature that succeeds at this saving throw is immune to the fascinating pollen for 24 hours. The save DC is Charisma-based.

Floral Bounty (Su)
Poison Ivy gain Cultivate Magic Plants as a bonus feat except that cultivating a magical plant only takes her 1 day per 1,000 gp in the base price rather than 1 week per 1,000 gp in the base price. When she create a magic plant, Poison Ivy make the same choices that she would normally make when casting the spell. Whoever consumes the fruit of the magic plant is the target of the spell. In addition any fruit or clipping harvested from a magical plant Poison Ivy cultivated remains potent for 1 week before losing its magical properties rather than 1 day and can be kept potent by using magic such as Gentle Repose and similar effects. If Poison Ivy does not has access to a spell required for create a magic plant (like fireball for a Fireapple Tree), she can expend one use of a non at-will spell-like ability (consuming one of its use for that day) with a spell level equal or higher of the required spell, this count as using the appropriate spell for craft the magic plants.

Greensight (Ex)
Poison Ivy can see through thick plant matter as though it were transparent, with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to Poison Ivy’s sight, though solid wood still blocks her line of sight.

Green Empathy (Ex)
This ability functions as the druid’s wild empathy, save that Poison Ivy can only use this ability on plant creatures. Poison Ivy’s green empathy check bonus is equal to her HD plus her Charisma modifier +8 (+35). Poison Ivy may also make a special green empathy check on a plant creature as a full-round action, DC 10 + the HD of the target creature. If the creature is currently in combat with Poison Ivy or her allies, the DC increases by 5. If the green empathy check succeeds, the creature is dominate per the dominate monster spell if it fail a Will save DC 27. She may also affect creatures of other types that are plant-like in nature with an intelligence of 2 or lower. The duration for the effect is 1 day and affects the creature even if they are normally immune to such an effect. When the spell expires, the target has their disposition lowered by two steps as they know on some level that they were dominated. The save DC is Charisma-based.

Green Thumb (Su)
A number of times per per day equal at her Charisma modifier, as a standard action, Poison Ivy may cause a single, living, non magical plant that she touch and is no larger than an apple tree to grow and flower as though it had grown to its peak maturity in ideal conditions. Poison Ivy may have a number of plants augmented at once equal to twice her HD. When Poison Ivy reach this limit and use the ability again, she can choose which previously augmented plant to end the effect on. Anything clipped or picked from the plant during this time remains and is unaffected when the plant reverts to its previous natural state. This ability has no effect on creatures of the plant type.

Light Dependent (Ex)
Poison Ivy is heavily light dependent and so take 1d4 points of Constitution damage each day she go without exposure to sunlight.

One with Nature (Ex)
Poison Ivy is respected or even feared by the plants. No creature with the plant type or is plant-like with an Intelligence of 2 or lower willingly attacks Poison Ivy unless magically compelled to or if Poison Ivy attacks it first. Poison Ivy can attempt to demoralize creatures in the appropriate category as a swift action, making an Intimidate check. This ability works even if they are normally immune to the effect.

Plantspeech (Ex)
Poison Ivy is skilled in speaking with plant creatures. She can speak with any plant, plant-type creature, or creature akin to a plant (even non-creature plants) or communicate with them as if she spoke their language if they don’t have one. With non-creature plants, this operates as the spell speak with plants, and most plants greet her with an attitude of friendly or helpful. This innate connection allows Poison Ivy to use Green Empathy with plants or plant creatures.

Plant Focus (Su)
Poison Ivy can take on the aspect of a plant as a swift action. She must select one type of plant to emulate, gaining a bonus or special ability based on the type of plant emulated. Poison Ivy can use this ability at-will. She can emulate only one plant at a time. Poison Ivy can select or change the plant focus as a swift action.

  • Assassin Vine: Poison Ivy gains a +4 bonus on combat maneuver checks to grapple.​
  • Brambles: When Poison Ivy is hit by an unarmed strike or natural attack, the attacker takes 3 point of piercing damage.​
  • Creeping Vine: Poison Ivy gains a +8 competence bonus on Climb checks.​
  • Giant Flytrap: Poison Ivy gains a +8 competence bonus on Stealth checks.​
  • Mushroom: Poison Ivy gains a +4 to all the DC of poison she create (like with alchemy, the spell poison, or the poison monster ability with plant shape III).​
  • Oak: Poison Ivy gains a +6 enhancement bonus to CMD.​
  • Shrieker: Poison Ivy increase her darkvision to 120 feet and gains blindsense with a range of 10 feet.​
  • Spore: Poison Ivy gains a +8 competence bonus on Fly checks.​
  • Water Lily: Poison Ivy gains a +8 competence bonus on Swim checks.​

Plants Awaken (Sp)
This work like the spell awaken with the difference that it does not work on animals and work on all type of plants, not only trees. Its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants). The plant cannot gain stone, metal or other CP based on a material type. The plant cannot gain construction flaws.

Plant Meld (Su)
Poison Ivy can meld with any medium or bigger non-creature plant, similar to how the spell meld into stone functions. She can remain melded with a plant as long as she wishes.

Photosynthesis (Ex)
While in direct sunlight, Poison Ivy gain fast healing 5 and can regenerate lost limbs by spending 8 hours in direct sunlight. Poison Ivy can be sustained with only 1 gallon of water and 2 hours of light a day without suffering from starvation.

Summon Plants (Sp)
Three times per day as a swift action, Poison Ivy can summon any combination of plant creatures whose total combined CR is 14 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success and counts as a 7th-level spell effect.

Thorns (Ex)
Poison Ivy’s thorns are ranged attacks with a range increment of 120 feet. A creature damaged by Poison Ivy’s thorn moves at half speed and can’t take 5-foot steps, until the target or another creature pulls out the thorn as a full-round action that provokes attacks of opportunity.

Unearthly Grace (Su)
Poison Ivy adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Vines (Su)
Poison Ivy can extend up to six thorny vines from the ground to attack foes. These act as primary natural melee attacks that deal bludgeoning and piercing damage and have a reach of 30 feet. Poison Ivy cannot use this ability if she is not standing on soft ground or if she is not in the vicinity (at least 30 feet) of lush vegetation. Those vines can grab creatures up to Huge size.

Wilderness Insight (Ex)
When in a natural area with foliage present, the plants whisper to Poison Ivy and grant her an insight bonus to her AC equal to her Wisdom bonus. This bonus is included in the statistics above, but it is lost in areas where plant life is not present in large quantities (typically the case for desert, underground, or urban locales).
 

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