The Vorpal Tribble
2006-09-21, 12:07 AM
Seadreamt
http://my.photosleeve.com/TheVorpalTribble-albums/album03/aeb.jpg
Seadreamt are creatures of the phantasmagorical with unusually strong ties to the Whale Dream, a state of mind that links one's consciousness with that of dream and the melody of the mental resonances within that only sea-bred beings seem to fully understand.
No longer truley gripped by reality, they soon find they can exist outside of the water, breathing freely and swimming amongst the heights. Many creatures freed from their restricting to the water rarely wish to return, many only doing so to feed. They tend to follow storms, relishing the wild moistness within as a substitute for the seas.
-=-=-=-=-=-
Sample Seadreamt
Seadreamt Porpoise
Medium Magical Beast (psionic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +5
Speed: Swim 80 ft. (16 squares), fly 160 ft. (average)
Armor Class: 17 (+5 Dex, +2 natural), touch 15, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Slam +6 melee (2d4)
Full Attack: Slam +6 melee (2d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Miasma, psi-like abilities,
Special Qualities: Blindsight 120 ft., hold breath, immunity to electricity, low-light vision, naturally psionic, resistance to cold and fire 5, thin breathed, waking dream
Saves: Fort +4, Ref +8, Will +1
Abilities: Str 11, Dex 21, Con 13, Int 2, Wis 12, Cha 10
Skills: Listen +8*, Spot +7*, Swim +8
Feats: Hover, Weapon Finesse
Environment: Temperate aquatic
Organization: Solitary, pair, or school (3–20)
Challenge Rating: 2
Advancement: 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: —
Combat
Blindsight (Ex): Porpoises can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.
Fascinate (Su): Those within 100 feet that see a seadreamt porpoise flying must succeed on a Will save (DC 11) or become Fascinated for as long as they are in range. Any potential threat allows the fascinated creature a new saving throw.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. This is an enchantment (compulsion), mind-affecting ability.
Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Miasma (Ps): Though prefering moist cloudcover or sea fog, sometimes a seadreamt porpoise cannot always manage to find such ideal environs. Their desire for moisture however is so strong that it manifests itself in the form of a strange bank of sea-scented mists that follows the seadreamt wherever it flies. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). This mist always completely covers the creature, plus extends out to twice the space the seadreamt takes up.
Non-seadreamt that enter this cloud see strange visions and experience odd sensations. Those within must succeed on a Will save (DC 11), or be affected as by the Microcosm power for as long as they remain within. Those that leave and then return must make another save.
Naturally Psionic (Ex): A seadreamt porpoise gains 1 bonus power point.
Psi-like Abilities: At will - Control Air. Manifester level 2nd.
Thinbreathed (Ex): A seadreamt porpoise is immune to altitude sickness and all other conditions stemming from attaining great heights. They still suffer from airlessness however.
Waking Dream (Ex): Seadreamt porpoises are immune to magical sleep and dream-based effects, and gain a +4 saving throw bonus against enchantment spells or effects.
Skills: A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
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Creating a Seadreamt
"Seadreamt" is an inherited template that can be added to any living creature that either possesses the aquatic subtype or spends their entire life within water, hereafter referred to as the base creature.
A Seadreamt uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals and vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
Speed: Seadreamt creatures gain a fly speed twice that of their swim speed with the maneuverability listed below:
{table]
Size Maneuverability
Fine to Dimunitive Perfect
Tiny to Small Good
Medium to Large Average
Huge to Gargantuan Poor
Colossal Clumsy
[/table]
Special Attacks: A seadreamt retains all attacks of the base creature plus the following attacks.
Fascinate (Su): Those within 100 feet that see a seadreamt creature flying must succeed on a Will save (DC = half seadreamt's HD + Cha mod) or become Fascinated for as long as they are in range. Any potential threat allows the fascinated creature a new saving throw.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. This is an enchantment (compulsion), mind-affecting ability.
Miasma (Ps): Though prefering moist cloudcover or sea fog, sometimes a seadreamt cannot always manage to find such ideal environs. Their desire for moisture however is so strong that it manifests itself in the form of a strange bank of sea-scented mists that follows the seadreamt wherever it flies. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). This mist always completely covers the creature, plus extends out to twice the space the seadreamt takes up.
Non-seadreamt that enter this cloud see strange visions and experience odd sensations. Those within must succeed on a Will save (DC = half seadreamt's HD + Cha mod), or be affected as by the Microcosm power for as long as they remain within. Those that leave and then return must make another save.
Psi-like Abilities: At will - Control Air. Manifester level is equal to the base creature's HD.
Special Qualities: A seadreamt retains all qualities of the base creature plus the following qualities.
Immunities (Ex): A seadreamt gains immunity to electricity.
Naturally Psionic (Ex): Seadreamt gain 1 bonus power point.
Resistances (Ex): A seadreamt has resistance to cold 5 and fire 5.
Thinbreathed (Ex): A seadreamt is immune to altitude sickness and all other conditions stemming from attaining great heights. They still suffer from airlessness however. As well, gilled creatures can substitute clouds and fogs for water.
Waking Dream (Ex): Seadreamt are immune to magical sleep and dream-based effects, and gain a +4 saving throw bonus against enchantment spells or effects.
Abilities: Increase from the base creature as follows: Dex +4, Cha +4.
Feats: A seadreamt gains Hover (though produces no movement of air). Otherwise same as base creature.
Challenge Rating: Same as the base creature +2.
Level Adjustment: Same as base creature +4.
http://my.photosleeve.com/TheVorpalTribble-albums/album03/aeb.jpg
Seadreamt are creatures of the phantasmagorical with unusually strong ties to the Whale Dream, a state of mind that links one's consciousness with that of dream and the melody of the mental resonances within that only sea-bred beings seem to fully understand.
No longer truley gripped by reality, they soon find they can exist outside of the water, breathing freely and swimming amongst the heights. Many creatures freed from their restricting to the water rarely wish to return, many only doing so to feed. They tend to follow storms, relishing the wild moistness within as a substitute for the seas.
-=-=-=-=-=-
Sample Seadreamt
Seadreamt Porpoise
Medium Magical Beast (psionic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +5
Speed: Swim 80 ft. (16 squares), fly 160 ft. (average)
Armor Class: 17 (+5 Dex, +2 natural), touch 15, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Slam +6 melee (2d4)
Full Attack: Slam +6 melee (2d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Miasma, psi-like abilities,
Special Qualities: Blindsight 120 ft., hold breath, immunity to electricity, low-light vision, naturally psionic, resistance to cold and fire 5, thin breathed, waking dream
Saves: Fort +4, Ref +8, Will +1
Abilities: Str 11, Dex 21, Con 13, Int 2, Wis 12, Cha 10
Skills: Listen +8*, Spot +7*, Swim +8
Feats: Hover, Weapon Finesse
Environment: Temperate aquatic
Organization: Solitary, pair, or school (3–20)
Challenge Rating: 2
Advancement: 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: —
Combat
Blindsight (Ex): Porpoises can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.
Fascinate (Su): Those within 100 feet that see a seadreamt porpoise flying must succeed on a Will save (DC 11) or become Fascinated for as long as they are in range. Any potential threat allows the fascinated creature a new saving throw.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. This is an enchantment (compulsion), mind-affecting ability.
Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Miasma (Ps): Though prefering moist cloudcover or sea fog, sometimes a seadreamt porpoise cannot always manage to find such ideal environs. Their desire for moisture however is so strong that it manifests itself in the form of a strange bank of sea-scented mists that follows the seadreamt wherever it flies. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). This mist always completely covers the creature, plus extends out to twice the space the seadreamt takes up.
Non-seadreamt that enter this cloud see strange visions and experience odd sensations. Those within must succeed on a Will save (DC 11), or be affected as by the Microcosm power for as long as they remain within. Those that leave and then return must make another save.
Naturally Psionic (Ex): A seadreamt porpoise gains 1 bonus power point.
Psi-like Abilities: At will - Control Air. Manifester level 2nd.
Thinbreathed (Ex): A seadreamt porpoise is immune to altitude sickness and all other conditions stemming from attaining great heights. They still suffer from airlessness however.
Waking Dream (Ex): Seadreamt porpoises are immune to magical sleep and dream-based effects, and gain a +4 saving throw bonus against enchantment spells or effects.
Skills: A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
-=-=-=-=-=-
Creating a Seadreamt
"Seadreamt" is an inherited template that can be added to any living creature that either possesses the aquatic subtype or spends their entire life within water, hereafter referred to as the base creature.
A Seadreamt uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals and vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
Speed: Seadreamt creatures gain a fly speed twice that of their swim speed with the maneuverability listed below:
{table]
Size Maneuverability
Fine to Dimunitive Perfect
Tiny to Small Good
Medium to Large Average
Huge to Gargantuan Poor
Colossal Clumsy
[/table]
Special Attacks: A seadreamt retains all attacks of the base creature plus the following attacks.
Fascinate (Su): Those within 100 feet that see a seadreamt creature flying must succeed on a Will save (DC = half seadreamt's HD + Cha mod) or become Fascinated for as long as they are in range. Any potential threat allows the fascinated creature a new saving throw.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. This is an enchantment (compulsion), mind-affecting ability.
Miasma (Ps): Though prefering moist cloudcover or sea fog, sometimes a seadreamt cannot always manage to find such ideal environs. Their desire for moisture however is so strong that it manifests itself in the form of a strange bank of sea-scented mists that follows the seadreamt wherever it flies. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). This mist always completely covers the creature, plus extends out to twice the space the seadreamt takes up.
Non-seadreamt that enter this cloud see strange visions and experience odd sensations. Those within must succeed on a Will save (DC = half seadreamt's HD + Cha mod), or be affected as by the Microcosm power for as long as they remain within. Those that leave and then return must make another save.
Psi-like Abilities: At will - Control Air. Manifester level is equal to the base creature's HD.
Special Qualities: A seadreamt retains all qualities of the base creature plus the following qualities.
Immunities (Ex): A seadreamt gains immunity to electricity.
Naturally Psionic (Ex): Seadreamt gain 1 bonus power point.
Resistances (Ex): A seadreamt has resistance to cold 5 and fire 5.
Thinbreathed (Ex): A seadreamt is immune to altitude sickness and all other conditions stemming from attaining great heights. They still suffer from airlessness however. As well, gilled creatures can substitute clouds and fogs for water.
Waking Dream (Ex): Seadreamt are immune to magical sleep and dream-based effects, and gain a +4 saving throw bonus against enchantment spells or effects.
Abilities: Increase from the base creature as follows: Dex +4, Cha +4.
Feats: A seadreamt gains Hover (though produces no movement of air). Otherwise same as base creature.
Challenge Rating: Same as the base creature +2.
Level Adjustment: Same as base creature +4.