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The Vorpal Tribble
2006-09-23, 04:44 PM
These are basically made as 'alternate' familiars that kind of straddle the line between magical item and creature.

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Shrunken Head

Tiny Undead
Hit Dice: 2d12 (13 hp)
Initiative: +4
Speed: 0 ft.
Armor Class: 15 (+3 natural, +2 size), touch 12, flat-footed 15
Base Attack/Grapple: +1/-10
Attack: Bite +3 (1d3-3)
Full Attack: Bite +3 (1d3-3)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Cloud mind
Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 10, true seeing, undead traits
Saves: Fort +0, Ref +0, Will +5
Abilities: Str 5, Dex 10, Con -, Int 10, Wis 14, Cha 10
Skills: Listen +7, Spot +7
Feats: Improved Initiative, Weapon Finesse(B)
Environment: Any
Organization: Solitary or Clump (3-6 shrunken heads)
Challenge Rating: 1
Treasure: None
Alignment: Any
Advancement: By character class
Level Adjustment: -

A shrunken head appear as a wrinkled mass of skin slightly larger than a fist, with grotesque facial expressions. They often still retain their original hair, which tends to be braided with beads and holy symbols. The skin is dark and very leathery, smelling of the herbs or chemicals used to preserve it. Though the eyes are sewn shut, it seems to view the world with greater clarity than those still living.

Shrunken heads come from two seperate classes of society.

'Lower' heads are by far the most common, usually being the heads of enemies, slaves or even lazy, slothful individuals. In punishment, after death their heads are shrunken and cursed to an undead state where they must serve a master. These heads can even be found sold in shops and used for barter. For good service when they are no longer needed they are often burned, finally releasing the spirit to its afterlife.

'Higher classed' heads are often the heads of loved relatives or wise leaders that are preserved as a sort of receptacle for their spirit which is free to wander between the afterlife and the living world as they wish. They are set within shrines or gifted to particularly caring friends or family where each generation may recieve anew the knowledge and aid of their ancestor. These heads often have class levels, particularly spirit shaman and cleric. Unlike lower heads which tend to be scarred and scuffed, higher heads are often lovingly handled.

Shrunken heads weigh some 3 lbs. and speak whatever language they did in life. Higher classed shrunken heads often speak celestial or abyssal/infernal, depending on the location of their afterlife.

Combat
A shrunken head is almost entirely useless in combat, capable of only a nasty pinch with its toothless maw. However, it is useful for aiding its master by calling out warnings and observing the battle.

Cloud Mind (Su): A shrunken head may make itself unseen to any being but its master as the Cloud Mind (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicPowersAtoC.html#cloud-mind) power. Each round, any individual within 60 feet the shrunken head focuses on must succeed on a DC 11 will save or have all awareness of the head's presence erased from their mind. This effect lasts for 24 hours. The save DC is Charisma-based.

True Seeing (Su): Shrunken heads have a continuous true seeing ability, as the spell (caster level equal to their Hit Dice).

The Vorpal Tribble
2006-09-23, 04:45 PM
Purefire

Dimunitive Outsider (extraplanar, good, incorporeal)
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 0 ft.
Armor Class: 21 (+4 deflection, +3 dex, +4 size), touch 21, flat-footed 18
Base Attack/Grapple: +3/-
Attack: Touch +10 melee (1d4 fire)
Full Attack: Touch +10 melee (1d4 fire)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Flame of purity
Special Qualities: Darkvision 60 ft., holy illumination, incorporeal traits, low-light vision, outsider traits, spiritfilled, tongues
Saves: Fort +4, Ref +6, Will +5
Abilities: Str -, Dex 16, Con 12, Int 3, Wis 14, Cha 18
Skills: Diplomacy +11, Listen +9, Sense Motive +9, Spot +9
Feats: Diehard, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Any good
Advancement: -
Level Adjustment: -

Purefire looks to be a tongue of white flame alike to a candle's that is always found sitting upon the shoulder or head of another individual.

Purefire is a but a miniscule ray of holy radiance given life and sentience by a goodly deity and used to mark an exceptional individual. When the individual it sits upon dies the purefire is likewise snuffed out.

Purefire speaks celestial.

Combat
Purefire has no taste for combat, though to protect its charge it will often flare up and extend to touch those whom come close.

A purefire's natural attacks are considered good for the purpose of overcoming damage reduction.

Flame of Purity (Ex): A purefire can will its touch to deal 1d4 fire damage. Against evil-aligned creatures the damage increases to 1d8 fire.

Holy Illumination (Ex): Purefire clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius to good-aligned individuals. Neutral and evil individuals can see the purefire, though it illuminates nothing to their senses.

Incorporeal Traits: Purefire is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Spiritfilled (Su): Purefire fills the individual it sits upon with the spirit of his or her chosen deity. These individuals gain a +1 morale bonus to all saving throws and cast good-aligned spells at a +1 class level.

Tongues (Sp): Purefire allows the individual it dances upon to understand and speak nearly any language around him as the Tongues spell. The only exception to this is Abyssal and Infernal. These languages can stil be understood, but the host of the purefire is unable to speak it even if he knows the language.

martyboy74
2006-09-23, 05:42 PM
Does the Shrunken Head know if it's Cloud Mind attempt has succeeded?

The Vorpal Tribble
2006-09-23, 06:07 PM
Does the Shrunken Head know if it's Cloud Mind attempt has succeeded?
Well, do most psionicists/casters know when they have succeeded on their mind-affecting spells?

martyboy74
2006-09-23, 06:10 PM
Well, do most psionicists/casters know when they have succeeded on their mind-affecting spells?
True, but you just said as the Cloud Mind power, not as a psion manifesting Cloud Mind.

Edit: Also, do these require Improved Familiar to get? What are their stat bonuses to the Mage?

The Vorpal Tribble
2006-09-23, 06:22 PM
Edit: Also, do these require Improved Familiar to get? What are their stat bonuses to the Mage?
Yes, requires Improved Familiar. You can get a shrunken head at 3rd level, and the Purefire at 5th.

What do you mean by stat bonuses?

martyboy74
2006-09-23, 06:44 PM
What do you mean by stat bonuses?
These (http://www.d20srd.org/srd/classes/sorcererWizard.htm#familiars) stat bonuses.

The Vorpal Tribble
2006-09-23, 06:49 PM
These (http://www.d20srd.org/srd/classes/sorcererWizard.htm#familiars) stat bonuses.
As far as I know improved familiars don't give you those kind of bonuses. These in particular don't really 'need' to give you anything more do they?

Eighth_Seraph
2006-09-23, 07:45 PM
Not at low levels, anyway. Maybe the Purefire ought to be granted a cure minor wounds-ish SLA at higher levels, to stabilize its charge and thus be a better guardian?

The Vorpal Tribble
2006-09-24, 09:51 AM
Not at low levels, anyway. Maybe the Purefire ought to be granted a cure minor wounds-ish SLA at higher levels, to stabilize its charge and thus be a better guardian?
I dunno, doesn't it already have more going for it than most familiars?

bosssmiley
2006-09-24, 10:54 AM
*Heehee* I like these little guys, they're fun!

One q. about the shrunken head. It has no movement speed, wouldn't this negate its +/-0 Dex bonus to AC, giving it a -5 instead? Or is the "no move, but yes to Dex bonus" just another of the inherited oddnesses of the D&D system? :-/

"He is Shrinky McHead, and he has the power to cloud men's minds. Bwahahahaha!"

The Vorpal Tribble
2006-09-24, 11:43 AM
One q. about the shrunken head. It has no movement speed, wouldn't this negate its +/-0 Dex bonus to AC, giving it a -5 instead? Or is the "no move, but yes to Dex bonus" just another of the inherited oddnesses of the D&D system? :-/
Hrmmm, actually in this instance I'm not sure. I didn't think a violet fungus for instance had a movement speed, but now I see it does...

However, just because you can't move doesn't mean you shouldn't be able to do mental actions, such as cast verbal spells or manifest powers.


"He is Shrinky McHead, and he has the power to cloud men's minds. Bwahahahaha!"
Hehe, that bit I actually got from some cool 1930 book I read about where magic and industry had been sort of combined. Basically this business man had his grandfather's shrunken head with him and set it up in his friend's office on some high shelf to watch out for magical disturbances that'd been plaguing him.

The guy said it'd scare his cleaning woman to death but was assured none but those 'grandfather' wanted to be seen by would notice him.