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<blockquote data-quote="zeo_evil" data-source="post: 2091886" data-attributes="member: 11766"><p><strong>Freedkin</strong></p><p></p><p>Okay so now I understand the rules a little better. Here is something I am almost done with. I'll post the rest (description and such) if anyone is interested. It has something to do with an ancient giant who saw the far side of the universe and it blew his mind!</p><p></p><p>Freedkin</p><p>Large Giant (Incorporeal)</p><p>Hit Dice: 13d8 (58 hp)</p><p>Initiative: +3</p><p>Speed: Fly 40 ft. (perfect) (8 squares)</p><p>Armor Class: 16 (-1 size, +3 Dex, +2 deflection, +2 insight), touch 16, flat-footed 13</p><p>Base Attack/Grapple: +9/-</p><p>Attack: Incoporeal touch +11 (1d8 Int) or incorporeal rock +12 (2d6)</p><p>Full Attack: Incorporeal touch +11 (1d8 Int) or incoporeal rock +12 (2d6)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Create freedkind, incorporeal rock throwing, intelligence damage</p><p>Special Qualities: Darkvision 60 ft., free mind, incorporeal traits, low-light vision</p><p>Saves: Fort +8, Ref +7, Will +6</p><p>Abilities: Str -, Dex 17, Con -, Int 10, Wis 14, Cha 15</p><p>Skills: Listen +18, Spot +18</p><p>Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack</p><p></p><p>Environment: Temperate mountains</p><p>Organization: Solitary</p><p>Challenge Rating: 7</p><p>Treasure: None</p><p>Alignment: Usually chaotic neutral</p><p>Advancement: By character class</p><p></p><p>Create Freedkind (Su): Any humanoid reduced to Intelligence 0 by a freedkin becomes a freedkin within 1d4 rounds.</p><p></p><p>Free Mind (Ex): A freedkin is unburdened by knowledge and reason. It gains an insight bonus to its Armor Class equal to its Wisdom modifier.</p><p></p><p>Incorporeal Rock Throwing (Su): A freedkin of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments as though it had the ghost touch special ability. The rocks remain incorporeal until they touch something at which time they become corporeal and deal damage accordingly. The range increment is 120 feet for a freedkin.</p><p></p><p>Intelligence Damage (Su): The touch of a freedkin frees the mind of knowledge and reason leaving the victim to act on common sense and intuition alone. It deals 1d8 points of Intelligence damage to a living foe. A creature reduced to Intelligence 0 by a freedkin becomes incorporeal.</p></blockquote><p></p>
[QUOTE="zeo_evil, post: 2091886, member: 11766"] [b]Freedkin[/b] Okay so now I understand the rules a little better. Here is something I am almost done with. I'll post the rest (description and such) if anyone is interested. It has something to do with an ancient giant who saw the far side of the universe and it blew his mind! Freedkin Large Giant (Incorporeal) Hit Dice: 13d8 (58 hp) Initiative: +3 Speed: Fly 40 ft. (perfect) (8 squares) Armor Class: 16 (-1 size, +3 Dex, +2 deflection, +2 insight), touch 16, flat-footed 13 Base Attack/Grapple: +9/- Attack: Incoporeal touch +11 (1d8 Int) or incorporeal rock +12 (2d6) Full Attack: Incorporeal touch +11 (1d8 Int) or incoporeal rock +12 (2d6) Space/Reach: 10 ft./10 ft. Special Attacks: Create freedkind, incorporeal rock throwing, intelligence damage Special Qualities: Darkvision 60 ft., free mind, incorporeal traits, low-light vision Saves: Fort +8, Ref +7, Will +6 Abilities: Str -, Dex 17, Con -, Int 10, Wis 14, Cha 15 Skills: Listen +18, Spot +18 Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack Environment: Temperate mountains Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Usually chaotic neutral Advancement: By character class Create Freedkind (Su): Any humanoid reduced to Intelligence 0 by a freedkin becomes a freedkin within 1d4 rounds. Free Mind (Ex): A freedkin is unburdened by knowledge and reason. It gains an insight bonus to its Armor Class equal to its Wisdom modifier. Incorporeal Rock Throwing (Su): A freedkin of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments as though it had the ghost touch special ability. The rocks remain incorporeal until they touch something at which time they become corporeal and deal damage accordingly. The range increment is 120 feet for a freedkin. Intelligence Damage (Su): The touch of a freedkin frees the mind of knowledge and reason leaving the victim to act on common sense and intuition alone. It deals 1d8 points of Intelligence damage to a living foe. A creature reduced to Intelligence 0 by a freedkin becomes incorporeal. [/QUOTE]
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