The Vorpal Tribble
2006-07-18, 04:16 PM
Centered
A Centered is a being who has seperated himself from other living beings by becoming utterly divorced from emotion, wants and personality. This is done by the deepest concentration and meditation until sensation has been eradicated. A Centered shall never again cry a tear, feel an ounce of compassion, or even simple happiness. They are ultimately objective, following only a cold, inhuman logic dictated by unfeeling nothingness. This state is sometimes sought purposely, by those wishing to abolish their wants in the name of religion, personal philosophy, or even the power they feel it will bring. Others merely delve too deeply within themselves and that which makes themselves is lost to the depths.
Sample Centered
This hag appears strangely upkept with washed clothes and a lack of their normally atrocious smell. Her movements are vague and her voice without inflection. Her gaze appears far away and unfocusing, except when something attracts her attention at which point they become as points of fire that seem to look straight through you.
Centered Annis
Large Monstrous Humanoid (psionic)
Hit Dice: 7d8+14 (45 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (1d6+7)
Full Attack: 2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, psi-like abilities, rake 1d6+7, rend 2d6+10, spell-like abilities
Special Qualities: Clarity of thought, damage reduction 2/bludgeoning, darkvision 60 ft., freed of emotion, spell resistance 19 Saves: Fort +6, Ref +6, Will +10
Abilities: Str 25, Dex 12, Con 14, Int 17, Wis 13, Cha 6
Skills: Autohypnosis +14, Concentration +15, Bluff +12, Diplomacy +6, Disguise +4 (+6 acting), Hide +9, Intimidate +6, Listen +14, Spot +14
Feats: Alertness, Blind-Fight, Great Fortitude
Environment: Cold marshes
Organization: Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants)
Challenge Rating: 7
Treasure: Standard
Alignment: True Neutral
Advancement: By character class
Level Adjustment: -
Combat
Centered annis' rarely attack without being provoked, but if so remain icily calm and unphased, but begin to plan thoroughly and thoughtfully a strategic retaliation to best result.
Clarity of Thought (Ex): A centered annis has perfect mental poise and may take 10 on Autohypnosis and Concentration checks (a Centered considers these as trained skills), even if rushed or threatened. As well, they recieve a +4 bonus on all skill checks and Will saving throws.
Freed of Emotion (Ex): A centered annis gains immunity to all charm, emotional (crushing despair, hideous laughter, and morale penalties), fear, and pain affects. A Centered loses all personal abilities based on excess of emotion, such a barbarian's Rage or wilder's Wild Surge. A centered also cannot benefit from spells and abilities such as bardic inspiration.
Improved Grab (Ex): To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Psi-like Abilities: Manifester level 7th.
3/day Conceal Thoughts; 1/day Hypercognition.
Rake (Ex): Attack bonus +13 melee, damage 1d6+7. An annis can attack a grappled foe with both claws at no penalty.
Rend (Ex): An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.
Spell-Like Abilities: Caster level 8th.
3/day - disguise self, fog cloud.
-=-=-=-=-=-
Creating a Centered
"Centered" is an aquired template that can be added to any creature with an intelligence score of 10 or higher and does not have an alignment-based subtype.
Size and Type: The creature’s type does not change. It gains the psionic subtype.
Special Attacks: A Centered retains all the special attacks of the base creature and also gains the following special attacks.
Psi-like Abilities: 3/day Conceal Thoughts. 1/day Hypercognition. Manifester level = Center's HD. Save DC's are Intelligence-based.
Special Qualities: A Centered retains all the special qualities of the base creature and also gains the following special qualities.
Clarity of Thought (Ex): A Centered has perfect mental poise and may take 10 on Autohypnosis and Concentration checks (a Centered considers these as trained skills), even if rushed or threatened. As well, they recieve a +4 bonus on all skill checks and Will saving throws.
Freed of Emotion (Ex): A centered creature gains immunity to all charm, emotional (crushing despair, hideous laughter, and morale penalties), fear, and pain affects. A Centered loses all personal abilities based on excess of emotion, such a barbarian's Rage or wilder's Wild Surge. A centered also cannot benefit from spells and abilities such as bardic inspiration.
Pure Intellect (Ex): The save DC's for a Centered's supernatural affects, psi/spell-like abilities, and spells/psionics become Intelligence-based if they were before based on Charisma or Wisdom.
Abilities: Modify the base creature's ability scores as follows: -4 Charisma, +4 Intelligence.
Challenge Rating: As base creature +1.
Level Adjustment: +2
Alignment: Always neutral.
A Centered is a being who has seperated himself from other living beings by becoming utterly divorced from emotion, wants and personality. This is done by the deepest concentration and meditation until sensation has been eradicated. A Centered shall never again cry a tear, feel an ounce of compassion, or even simple happiness. They are ultimately objective, following only a cold, inhuman logic dictated by unfeeling nothingness. This state is sometimes sought purposely, by those wishing to abolish their wants in the name of religion, personal philosophy, or even the power they feel it will bring. Others merely delve too deeply within themselves and that which makes themselves is lost to the depths.
Sample Centered
This hag appears strangely upkept with washed clothes and a lack of their normally atrocious smell. Her movements are vague and her voice without inflection. Her gaze appears far away and unfocusing, except when something attracts her attention at which point they become as points of fire that seem to look straight through you.
Centered Annis
Large Monstrous Humanoid (psionic)
Hit Dice: 7d8+14 (45 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (1d6+7)
Full Attack: 2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, psi-like abilities, rake 1d6+7, rend 2d6+10, spell-like abilities
Special Qualities: Clarity of thought, damage reduction 2/bludgeoning, darkvision 60 ft., freed of emotion, spell resistance 19 Saves: Fort +6, Ref +6, Will +10
Abilities: Str 25, Dex 12, Con 14, Int 17, Wis 13, Cha 6
Skills: Autohypnosis +14, Concentration +15, Bluff +12, Diplomacy +6, Disguise +4 (+6 acting), Hide +9, Intimidate +6, Listen +14, Spot +14
Feats: Alertness, Blind-Fight, Great Fortitude
Environment: Cold marshes
Organization: Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants)
Challenge Rating: 7
Treasure: Standard
Alignment: True Neutral
Advancement: By character class
Level Adjustment: -
Combat
Centered annis' rarely attack without being provoked, but if so remain icily calm and unphased, but begin to plan thoroughly and thoughtfully a strategic retaliation to best result.
Clarity of Thought (Ex): A centered annis has perfect mental poise and may take 10 on Autohypnosis and Concentration checks (a Centered considers these as trained skills), even if rushed or threatened. As well, they recieve a +4 bonus on all skill checks and Will saving throws.
Freed of Emotion (Ex): A centered annis gains immunity to all charm, emotional (crushing despair, hideous laughter, and morale penalties), fear, and pain affects. A Centered loses all personal abilities based on excess of emotion, such a barbarian's Rage or wilder's Wild Surge. A centered also cannot benefit from spells and abilities such as bardic inspiration.
Improved Grab (Ex): To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Psi-like Abilities: Manifester level 7th.
3/day Conceal Thoughts; 1/day Hypercognition.
Rake (Ex): Attack bonus +13 melee, damage 1d6+7. An annis can attack a grappled foe with both claws at no penalty.
Rend (Ex): An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.
Spell-Like Abilities: Caster level 8th.
3/day - disguise self, fog cloud.
-=-=-=-=-=-
Creating a Centered
"Centered" is an aquired template that can be added to any creature with an intelligence score of 10 or higher and does not have an alignment-based subtype.
Size and Type: The creature’s type does not change. It gains the psionic subtype.
Special Attacks: A Centered retains all the special attacks of the base creature and also gains the following special attacks.
Psi-like Abilities: 3/day Conceal Thoughts. 1/day Hypercognition. Manifester level = Center's HD. Save DC's are Intelligence-based.
Special Qualities: A Centered retains all the special qualities of the base creature and also gains the following special qualities.
Clarity of Thought (Ex): A Centered has perfect mental poise and may take 10 on Autohypnosis and Concentration checks (a Centered considers these as trained skills), even if rushed or threatened. As well, they recieve a +4 bonus on all skill checks and Will saving throws.
Freed of Emotion (Ex): A centered creature gains immunity to all charm, emotional (crushing despair, hideous laughter, and morale penalties), fear, and pain affects. A Centered loses all personal abilities based on excess of emotion, such a barbarian's Rage or wilder's Wild Surge. A centered also cannot benefit from spells and abilities such as bardic inspiration.
Pure Intellect (Ex): The save DC's for a Centered's supernatural affects, psi/spell-like abilities, and spells/psionics become Intelligence-based if they were before based on Charisma or Wisdom.
Abilities: Modify the base creature's ability scores as follows: -4 Charisma, +4 Intelligence.
Challenge Rating: As base creature +1.
Level Adjustment: +2
Alignment: Always neutral.