Amiel
2010-12-03, 10:21 AM
The Shining Men, The Argent Trespassers
Large Outsider (Extraplanar)
Hit Dice: 10d8+90 (135 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +10/+23
Attack: Slam +20 melee (2d8+9 + 1d6 cold)
Full Attack: 2 slams +20 melee (2d8+9 + 1d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Impacting strikes, spells
Special Qualities: Alter size, damage reduction 10/magic, darkvision 60 ft., hyperdimensionality, immunity to cold, petrification, pressure and radiation, inspiration, no breath, resistance to acid 10 and fire 10, spell resistance 22, tongues
Saves: Fort +16, Ref +7, Will +9
Abilities: Str 28, Dex 10, Con 29, Int 18, Wis 14, Cha 18
Skills: Acrobatics +20, Craft (any one) +20, Diplomacy +26, Fly +20, Intimidate +24, Knowledge (planes) +22, Knowledge (religion) +19, Perception +26, Sense Motive +26, Stealth +18
Feats: Improved Initiative, Iron Will, Power Attack, Skill Focus (Diplomacy), Weapon Focus (slam)
Environment: The Dark Tapestry
Organization: Solitary, pair or retinue (3-6)
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral
Alter Size (Su) As a full action, a shining man can assume a size from Medium to Large.
Hyperdimensionality (Ex) A shining man exists outside the bounds of rational time and space. This bestows some powerful qualities to the shining man.
A shining man simultaneously exists in all dimensionalities, it may strike into all realities, ignoring etherealness, incorporeality and penetrating 25% miss chance.
A shining man can greater teleport once per 1d3 rounds as a free action and can plane shift three times per day as a full action. These abilities function as a 10th level caster.
Impacting Strikes (Ex) A shining man's slams strike as Huge fists, dealing 2d8 points of damage. In addition, a nimbus of hoarfrost surrounds each hand, as if their arms were sheathed in bitter cold. Each strike also deals an additional 1d6 points of cold damage on a successful hit.
Inspiration (Ex) A shining man can inspire creative and inventive greatness in mortals, this power fuelled by its own intellect and understanding. Three times per day, a shining man can grant a combined fox's cunning effect and +2 to Craft and Knowledge checks to a willing mortal.
No Breath (Ex) A shining man does not need to breathe.
Spells: A shining man casts spells as a 10th level wizard.
The Argent Trespassers, also known as the Shining Men (title irregardless of sex), are a race of space-faring hyperdimensional beings who traverse the frigid reaches of space to explore and catalogue all that they encounter.
Existing beyond the bounds of known reality, these giants are surmised by scholars to have being among the first gods - divine progenitors who bestowed knowledge and creativity upon the mortal coil and seeded these realms with their loaming and fruit.
Grimoires dealing in esoteric lore delve into further detail. These shining men favoured virgin worlds - such that they may be raised up as deific personas as they descend from on high to bring the clarity of information and the fire of understanding to mortals.
Originally rather benign - in that they weren't overly malicious rather than benevolent, their trespass would often bring the wrath of jealous gods and calamity upon the mortals they sought to inspire.
Such acts only invigorated the shining men's want to gift civilisation to the uncivilised - whom they considered to be everyone.
Devious and cunning, the trespassers act without moral or ethical restraint to bring about enlightenment and illumination of the mind. Their inspiration would as likely conclude in devastating weapons of mass destruction as it would in the invention of cures for plagues.
A shining man appears as an entirely silver-clad humanoid giant, with a great reflective bowl for a head. A shining man will only show its true appearance to one it favours or its kith and kind. A shining man is rumoured to actually be a rather handsome specimen.
Large Outsider (Extraplanar)
Hit Dice: 10d8+90 (135 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +10/+23
Attack: Slam +20 melee (2d8+9 + 1d6 cold)
Full Attack: 2 slams +20 melee (2d8+9 + 1d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Impacting strikes, spells
Special Qualities: Alter size, damage reduction 10/magic, darkvision 60 ft., hyperdimensionality, immunity to cold, petrification, pressure and radiation, inspiration, no breath, resistance to acid 10 and fire 10, spell resistance 22, tongues
Saves: Fort +16, Ref +7, Will +9
Abilities: Str 28, Dex 10, Con 29, Int 18, Wis 14, Cha 18
Skills: Acrobatics +20, Craft (any one) +20, Diplomacy +26, Fly +20, Intimidate +24, Knowledge (planes) +22, Knowledge (religion) +19, Perception +26, Sense Motive +26, Stealth +18
Feats: Improved Initiative, Iron Will, Power Attack, Skill Focus (Diplomacy), Weapon Focus (slam)
Environment: The Dark Tapestry
Organization: Solitary, pair or retinue (3-6)
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral
Alter Size (Su) As a full action, a shining man can assume a size from Medium to Large.
Hyperdimensionality (Ex) A shining man exists outside the bounds of rational time and space. This bestows some powerful qualities to the shining man.
A shining man simultaneously exists in all dimensionalities, it may strike into all realities, ignoring etherealness, incorporeality and penetrating 25% miss chance.
A shining man can greater teleport once per 1d3 rounds as a free action and can plane shift three times per day as a full action. These abilities function as a 10th level caster.
Impacting Strikes (Ex) A shining man's slams strike as Huge fists, dealing 2d8 points of damage. In addition, a nimbus of hoarfrost surrounds each hand, as if their arms were sheathed in bitter cold. Each strike also deals an additional 1d6 points of cold damage on a successful hit.
Inspiration (Ex) A shining man can inspire creative and inventive greatness in mortals, this power fuelled by its own intellect and understanding. Three times per day, a shining man can grant a combined fox's cunning effect and +2 to Craft and Knowledge checks to a willing mortal.
No Breath (Ex) A shining man does not need to breathe.
Spells: A shining man casts spells as a 10th level wizard.
The Argent Trespassers, also known as the Shining Men (title irregardless of sex), are a race of space-faring hyperdimensional beings who traverse the frigid reaches of space to explore and catalogue all that they encounter.
Existing beyond the bounds of known reality, these giants are surmised by scholars to have being among the first gods - divine progenitors who bestowed knowledge and creativity upon the mortal coil and seeded these realms with their loaming and fruit.
Grimoires dealing in esoteric lore delve into further detail. These shining men favoured virgin worlds - such that they may be raised up as deific personas as they descend from on high to bring the clarity of information and the fire of understanding to mortals.
Originally rather benign - in that they weren't overly malicious rather than benevolent, their trespass would often bring the wrath of jealous gods and calamity upon the mortals they sought to inspire.
Such acts only invigorated the shining men's want to gift civilisation to the uncivilised - whom they considered to be everyone.
Devious and cunning, the trespassers act without moral or ethical restraint to bring about enlightenment and illumination of the mind. Their inspiration would as likely conclude in devastating weapons of mass destruction as it would in the invention of cures for plagues.
A shining man appears as an entirely silver-clad humanoid giant, with a great reflective bowl for a head. A shining man will only show its true appearance to one it favours or its kith and kind. A shining man is rumoured to actually be a rather handsome specimen.