Frog Dragon
2011-04-18, 01:06 PM
Prime Creations are creatures formed from the unrealized potential of the prime material plane. They are the guardians of its growth, ensuring that no extraplanar interloper will ever draw the prime material plane off-balance. They are knowledgeable creatures, formed out of the raw imagination and mental force of future dwellers of the prime material, drawn from the never-ending wellsprings of thought in the unreachable segments of the prime material plane.
However, while the Prime Creations themselves are generated spontaneously, their agenda is rigid and clearly defined. They function as guardians so that the prime material plane can go unspoiled. Thus, when a major demon incursion threatens, Prime Creations will answer.
Prime Creations are creatures similar to angels or fiends, but instead of being made from the essence of good or evil, they are instead made from creativity and untapped mental force. Despite being Outsiders whose native plane is the material plane, they do not have the (Native) subtype.
While the Wellsprings of Thought are a part of the material plane, they are unreachable by normal means, being hidden away in a subdimensional pocket carved into the raw dimensional fabric of the material plane. The arrangement is as old as the material plane itself, and requires powerful magic and preparation to reach. Due to being a part of the material plane, it cannot be planeshifted into from the material plane, and attempts from any other plane would also be highly unreliable and dangerous, liable to shunt the travelers into the endless void between the planes. However, Greater Planeshift could be used, provided the caster had visited the Wellsprings of Thought before.
Only a Wish spell, the Reality Revision power or the Prime Warp power (described below) can reliably be used to reach the Wellsprings of Thought.
Specific types of Prime Creation generally embody aspects of the mind. Being formed out of unrealized thought, they take forms representing the type of thought or emotion they are borne out of.
Prime Creations speak Common, Infernal, Celestial and Abyssal.
Prime Creation (Subtype)
Prime Creations share the following traits, unless otherwise noted in their description.
Immunity to mind affecting spells and abilities.
Immunity to Polymorph, though they can use polymorph effects on themselves, if the have the ability to do so.
Resistance 10 to Cold, Fire, Acid and Electricity.
Immunity to poison.
Darkvision 60ft
Low-Light Vision
Sanubasu Banu
Large Outsider (Prime Creation) (Psionic)
Hit Dice: 20d8+112 (202)
Speed: 40 ft. (8 squares); Fly 100 ft (Perfect)
Initiative: +11
Armor Class 32 (-1 Size, +8 Dex, +15 Deflect); touch 32; flat-footed 24
Base Attack/Grapple +20/+29
Attack: Slam +24 (2d6+5)
Full-Attack: 2 Slams +24 melee (2d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks: Manifesting, Psi-Like Abilities
Special Qualities: Shield of Thought, Darkvision 60ft, Resistance 10 to Cold, Electricity, Fire, Acid, Fast Healing 20, Damage Reduction 15/-, Low-Light Vision, Immunity to Poison, Mind Affecting spells and abilities and polymorph, Spell Resistance 32, Hazy Outline
Saves: Fort +17 Ref +20 Will +21
Abilities: Str 20, Dex 26, Con 20, Int 30, Wis 22, Cha 26
Skills: Bluff +31, Concentration +28, Decipher Script +33, Knowledge (Arcana, Planes and any other 4) +33, Diplomacy +35, Hide +27, Intimidate +33, Listen +29, Move Silently +31, Search +33, Sense Motive +29, Spellcraft +35, Spot +29
Feats: Psionic Body, Maximise Power, Quicken Power, Psionic Meditation, Improved Initiative, Overchannel, Power Penetration
Environment: Wellsprings of Thought, Material Plane (rarely)
Organization Name Solitary, or entourage (guarded by 1-5 Birtu Banu)
Challenge Rating: 22
Treasure: Standard
Alignment: Usually True Neutral
Advancement: 21-50 (Large)
Level Adjustment: -
A large, humanoid figure, appearing as if viewed through thick mist, even when there is none present. The figure is of imposing build, but its face is difficult to make out. Still, the knowing eyes of the figure pierce even the thick mists it seems to be veiled by.
Sanubasu Banu, also known as Reborn Constructs or Reborn Creations, are the recycled minds of those who exceeded the potential of their minds in life. They are the greatest of the Prime Creations, leading the rest of their kind, for their very essence is of higher order stuff than that of other Prime Creations.
While Sanubasu Banu are the recycled minds of mortals, their personalities shift when they are reborn as Sanubasu Banu, becoming dispassionate and more concerned with the immediate agenda of the Prime Creations.
A Sanubasu Banu stands about 10 feet tall and weighs 800 pounds.
Combat
Sanubasu Banu prefer to utilize their psionic powers in combat, taking foes down with their mind thrusts if they are a minor threat. However, if a creature can actually challenge the Sanubasu Banu in a credible manner, it will switch to using its full arsenal of psionic powers while using its superior mobility to stay out of reach.
Sanubasu Banu are rarely aggressive, but if attacked, it will respond with lethal force.
A Sanubasu Banu's natural weapons count as Epic.
Shield of Thought
Sanubasu Banu are shielded by their outer musings and thoughts, taking invisible forms around it. The Sanubasu Banu has a +15 Deflection bonus to armor class.
Hazy Outline
Sanubasu Banu always appear as if in mist, making them hard to target. They are always treated as having concealment (20% miss chance).
Psi-Like Abilities
A Sanubasu Banu can manifest Prime Warp at will, and manifest Mind Thrust at will (ML 20, 20d10, DC 30). Finally, Sanubasu Banu have are constantly under the effects of Psionic True Seeing. This can be dispelled, but may simply be reactivated as a free action. Finally, the Sanubasu Banu can manifest Read Thoughts (DC 22) at will as a free action. The Sanubasu Banu cannot be stunned due to reading the mind of a creature with intelligence 26 or higher with Read Thoughts.
Manifester level 20. Save DC:s are intelligence based.
Manifesting
Sanubasu Banu manifest powers as level 20 psions, typically of the Nomad discipline. They have 443 power points per day at their disposal.
Typical Psion Powers Known (Save DC:s 20+Spell level)
1st-Detect Teleportation, Empty Mind, Defensive Precognition, Vigor, Inertial Armor
2nd-Mass Missive, Psionic Tongues, Id Insinuation, Cloud Mind
3rd-Energy Bolt, Eradicate Invisibility, Psionic Blast, Touchsight
4th-Psionic Freedom of Movement, Psionic Dimensional Anchor, Psionic Dimension Door, Psionic Divination
5th-Catapsi, Psionic Major Creation, Adapt Body, Psychic Crush
6th-Greater Dispel Psionics, Psionic Banishment, Psionic Disintegrate
7th-Psionic Moment of Prescience, Ultrablast, Divert Teleport
8th-Greater Psionic Teleport, Psionic Iron Body, Recall Death
9th-Psionic Teleportation Circle, Reality Revision, Time Regression, Psionic Etherealness, Timeless Body, Microcosm
Birtu Banu
Large Outsider (Prime Creation) (Psionic)
Hit Dice: 16d8+112 (184)
Speed: 40 ft. (8 squares); Fly 80ft (Good)
Initiative: +5
Armor Class: 31 (-1 Size, +1 Dex, +11 Armor, +10 Natural); Touch 10; Flat Footed 30
Base Attack/Grapple +16/+29
Attack: Greatsword +29 (3d6+17) or Slam +29 (2d6+13)
Full-Attack: Greatsword +29/+24/+19/+14 (3d6+17) and Slam +24 (2d6+13)
Space 10 ft.; Reach 10 ft.
Special Attacks: Psi-Like Abilities
Special Qualities: Darkvision 60ft, Resistance 10 to Cold, Electricity, Fire, Acid, Fast Healing 20, Damage Reduction 10/-, Low-Light Vision, Immunity to Poison, Mind Affecting spells and abilities and polymorph, Spell Resistance 27, Fast Healing 15, Warding
Saves: Fort +16, Ref +11, Will +16
Abilities: Str 28, Dex 12, Con 22, Int 14, Wis 18, Cha 21
Skills: Concentration +25, Knowledge (Arcana&Planes&Any other one) +21, Intimidate +24, Listen +23, Search +21, Sense Motive +23, Spellcraft +21, Spot +23
Feats: Power Attack, Iron Will (B), Improved Initiative, Psionic Weapon, Greater Psionic Weapon, Psionic Meditation, Improved Toughness
Environment: Wellsprings of Thought, Material Plane (rarely)
Organization Name Solitary, Pair, Squad (3-6 Birtu Banu)
Challenge Rating: 17
Treasure: Standard
Alignment: Any Lawful (usually neutral)
Advancement: 17-28 (Large), 29-46 (Huge)
Level Adjustment: -
A large, stout humanoid, clad head to toe in heavy armor, with only the eyes and the mouth visible from behind the stylized yet practical helmet. In stark contrast to the rest of the look, the figure has large off-white feathered wings springing from its back, making it seem almost like a heavily armored and heavily built angel.
Birtu Banu, also known as "Protectors of Creation", or simply "Protectors", represent a will to protect at any cost. They stoicly but happily follow the orders of the Sanubasu Banu, and when assigned something to protect, or a mission, they will die see their task to the end, dying without a second thought to fulfill their goals or protect their wards.
They are often found guarding Sanubasu Banu in areas of high risk and commanding lesser Prime Creations in battle. As loyalty personified, they can be relied to see any task to the end.
Birtu Banu stand about 12 feet tall and weighs around 3000 pounds (without armor).
Combat
Birtu Banu are concerned with their mission first and foremost, and their behavior will depend on what their current mission is. If they see intruders, they will usually seek to retreat to inform their superiors and fellows of the problem. When protecting people and their higher ups, they will use their Warding ability to aid their ward's survivability. If they are leading a battle, they will do their best to make sure their troops can complete their task, personally engaging enemies which threaten to destroy the troops before they can complete their missions.
Birtu Banu utilize +4 Greatswords and +2 Full Plate in battle, and do not suffer reduction to their speed from wearing heavy armor.
Warding (Su)
A Birtu Banu can grant a single target (not itself) a +4 Deflection Bonus to armor class, as well as take half of all the damage the target if this ability takes. A target can only be affected by a single Warding at a time. This ability lasts for 16 minutes and is activated as a move action. The Birtu Banu can use this ability at will.
Psi-Like Abilities
Birtu Banu can manifest Forced Share Pain (ML 16, DC 23), Prime Warp and Force Screen (ML 16, +7 AC) at will. Finally, Birtu Banu have are constantly under the effects of Psionic True Seeing. This can be dispelled, but may simply be reactivated as a free action. Save DC:s are Charisma based.
Amaru Banu
Small Outsider (Prime Creation) (Psionic)
Hit Dice: 2d8+2 (11)
Speed: 30 ft. (6 squares); Climb 20ft (4 squares)
Initiative: +6
Armor Class 16 ( +1 Size, +2 Dex, +3 Natural); Touch 13; Flat Footed 14
Base Attack/Grapple +2/-2
Attack: Sting +1 (1d4-1)
Full-Attack: Sting +1 (1d4-1)
Space 5 ft.; Reach 5 ft.
Special Attacks: Psi-Like Abilities
Special Qualities: Darkvision 60ft, Resistance 10 to Cold, Electricity, Fire, Acid, Low-Light Vision, Immunity to Poison, Mind Affecting spells and abilities and polymorph, Kin Telepathy
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 14
Skills: Hide +11, Jump +4, Knowledge (Arcana, Planes) +7 Listen +9 Move Silently +7, Search +11, Sense Motive +5, Spellcraft +7, Spot +9
Feats: Improved Initiative
Environment: Wellsprings of Thought, Material Plane (rarely)
Organization Name: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually True Neutral
Advancement:
Level Adjustment: -
A small, black scorpion-like creature, though with a smooth cream-colored mask for a face instead of mandibles. Insofar as the mask can form expression, it seems inquisitive.
Amaru Banu, also sometimes called Curiosities, represent curiosity and the need to know. They evoke an almost childlike air with their demeanor, and shy away from confrontation and people in general. Despite their intelligence, they cannot speak, and their only form of communication is their innate telepathy with other Prime Creations.
Their presence on the material plane generally indicates the presence of greater Prime Creations close by, as they typically function as scouts. When in the Wellsprings of Thought, the curiosities chitter around looking at things and managing the flow of information within the plane, virtually ignored by its other denizens.
Discounting the tail, a curiosity is approximately 2 feet long and weighs about 9 lbs.
Combat
Curiosities are generally averse to combat, and usually attempt escape when threatened, especially when working as scouts. However, if forced into combat, they will attempt to keep clear of the opponent while attacking with mind thrusts.
Kin Telepathy
While curiosities cannot speak, they do have the ability to telepathically contact any Prime Creation within a mile. This contact can only be maintained with one prime creation at a time, and the curiosity can allow the other prime creation to see anything the curiosity sees. In addition, both sides of the conversation can relay telepathic messages to the other.
Psi-like abilities
The curiosity can manifest Mind Thrust at will (ML 1, 1d10, DC 13).
Kabdu Banu
Medium Outsider (Prime Creation)
Hit Dice: 5d8+10 (32)
Speed: 20 ft. (3 squares) (30ft unarmored)
Initiative: +6
Armor Class 22 (+3 Natural, +1 Dex, +5 Breastplate, +3 Heavy Shield) Touch 14, Flat Footed 21
Base Attack/Grapple +5/+8
Attack: Longsword +9 (1d8+3)
Full-Attack: Longsword +9 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks: N/A
Special Qualities: Darkvision 60ft, Resistance 10 to Electricity, Fire, Acid, Low-Light Vision, Immunity to Poison, Mind Affecting spells and abilities and polymorph
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 12
Skills: Balance +5, Climb +7, Jump +7, Listen +9, Search +8, Sense Motive +9, Spot +9, Tumble +5
Feats: Power Attack, Shield Specialization: Heavy, Shield Ward
Environment: Wellsprings of Thought, Material Plane (rarely)
Organization Name: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement:
Level Adjustment: -
A man in gleaming armor, looking almost like any mortal knight would, but with metallic white skin. His eyes display singleminded purpose, and a sword rests on his hip.
Kabdu Banu, created of the concept of honor, function as the rank&file footmen of the forces of the Prime Creations. Though they are very obedient to their superiors, they are even more subservient to the social contract they embody. Thus, a rogue Prime Creation (a very rare incident in the first place) will not have the support of the forefront of its armies.
Kabdu Banu are about as heavy and tall as the typical grown human warrior.
Combat
Kabdu Banu tend to fight fair, and will generally not ambush their targets. They do not have a problem with generally sensible tactics, such as flanking and outnumbering opponents however. Self-preservation is not an extraordinarily high priority for a Kabdu Banu, though they will not throw their lives away if their task does not require it.
Prime Warp
Psychoportation
Level: Nomad 7
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Power Points: 15
This power has two uses. The first is to mimic the effects of the Greater Planeshift spell (Spell compendium 159), except as noted below. The second is to travel to a randomly determined point within the Wellsprings of Thought without a chance of mishap.
The Sanubasu Banu (Reborn Construct) is the first, and most powerful Prime Creation I wrote up. There will be more, but for now I want feedback for the concept of the Wellsprings of Thought and the creature.
I used the Vorpal Tribble method for calculating CR. The names are horribly, horribly butchered Akkadian. PEACH! :smallbiggrin:
However, while the Prime Creations themselves are generated spontaneously, their agenda is rigid and clearly defined. They function as guardians so that the prime material plane can go unspoiled. Thus, when a major demon incursion threatens, Prime Creations will answer.
Prime Creations are creatures similar to angels or fiends, but instead of being made from the essence of good or evil, they are instead made from creativity and untapped mental force. Despite being Outsiders whose native plane is the material plane, they do not have the (Native) subtype.
While the Wellsprings of Thought are a part of the material plane, they are unreachable by normal means, being hidden away in a subdimensional pocket carved into the raw dimensional fabric of the material plane. The arrangement is as old as the material plane itself, and requires powerful magic and preparation to reach. Due to being a part of the material plane, it cannot be planeshifted into from the material plane, and attempts from any other plane would also be highly unreliable and dangerous, liable to shunt the travelers into the endless void between the planes. However, Greater Planeshift could be used, provided the caster had visited the Wellsprings of Thought before.
Only a Wish spell, the Reality Revision power or the Prime Warp power (described below) can reliably be used to reach the Wellsprings of Thought.
Specific types of Prime Creation generally embody aspects of the mind. Being formed out of unrealized thought, they take forms representing the type of thought or emotion they are borne out of.
Prime Creations speak Common, Infernal, Celestial and Abyssal.
Prime Creation (Subtype)
Prime Creations share the following traits, unless otherwise noted in their description.
Immunity to mind affecting spells and abilities.
Immunity to Polymorph, though they can use polymorph effects on themselves, if the have the ability to do so.
Resistance 10 to Cold, Fire, Acid and Electricity.
Immunity to poison.
Darkvision 60ft
Low-Light Vision
Sanubasu Banu
Large Outsider (Prime Creation) (Psionic)
Hit Dice: 20d8+112 (202)
Speed: 40 ft. (8 squares); Fly 100 ft (Perfect)
Initiative: +11
Armor Class 32 (-1 Size, +8 Dex, +15 Deflect); touch 32; flat-footed 24
Base Attack/Grapple +20/+29
Attack: Slam +24 (2d6+5)
Full-Attack: 2 Slams +24 melee (2d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks: Manifesting, Psi-Like Abilities
Special Qualities: Shield of Thought, Darkvision 60ft, Resistance 10 to Cold, Electricity, Fire, Acid, Fast Healing 20, Damage Reduction 15/-, Low-Light Vision, Immunity to Poison, Mind Affecting spells and abilities and polymorph, Spell Resistance 32, Hazy Outline
Saves: Fort +17 Ref +20 Will +21
Abilities: Str 20, Dex 26, Con 20, Int 30, Wis 22, Cha 26
Skills: Bluff +31, Concentration +28, Decipher Script +33, Knowledge (Arcana, Planes and any other 4) +33, Diplomacy +35, Hide +27, Intimidate +33, Listen +29, Move Silently +31, Search +33, Sense Motive +29, Spellcraft +35, Spot +29
Feats: Psionic Body, Maximise Power, Quicken Power, Psionic Meditation, Improved Initiative, Overchannel, Power Penetration
Environment: Wellsprings of Thought, Material Plane (rarely)
Organization Name Solitary, or entourage (guarded by 1-5 Birtu Banu)
Challenge Rating: 22
Treasure: Standard
Alignment: Usually True Neutral
Advancement: 21-50 (Large)
Level Adjustment: -
A large, humanoid figure, appearing as if viewed through thick mist, even when there is none present. The figure is of imposing build, but its face is difficult to make out. Still, the knowing eyes of the figure pierce even the thick mists it seems to be veiled by.
Sanubasu Banu, also known as Reborn Constructs or Reborn Creations, are the recycled minds of those who exceeded the potential of their minds in life. They are the greatest of the Prime Creations, leading the rest of their kind, for their very essence is of higher order stuff than that of other Prime Creations.
While Sanubasu Banu are the recycled minds of mortals, their personalities shift when they are reborn as Sanubasu Banu, becoming dispassionate and more concerned with the immediate agenda of the Prime Creations.
A Sanubasu Banu stands about 10 feet tall and weighs 800 pounds.
Combat
Sanubasu Banu prefer to utilize their psionic powers in combat, taking foes down with their mind thrusts if they are a minor threat. However, if a creature can actually challenge the Sanubasu Banu in a credible manner, it will switch to using its full arsenal of psionic powers while using its superior mobility to stay out of reach.
Sanubasu Banu are rarely aggressive, but if attacked, it will respond with lethal force.
A Sanubasu Banu's natural weapons count as Epic.
Shield of Thought
Sanubasu Banu are shielded by their outer musings and thoughts, taking invisible forms around it. The Sanubasu Banu has a +15 Deflection bonus to armor class.
Hazy Outline
Sanubasu Banu always appear as if in mist, making them hard to target. They are always treated as having concealment (20% miss chance).
Psi-Like Abilities
A Sanubasu Banu can manifest Prime Warp at will, and manifest Mind Thrust at will (ML 20, 20d10, DC 30). Finally, Sanubasu Banu have are constantly under the effects of Psionic True Seeing. This can be dispelled, but may simply be reactivated as a free action. Finally, the Sanubasu Banu can manifest Read Thoughts (DC 22) at will as a free action. The Sanubasu Banu cannot be stunned due to reading the mind of a creature with intelligence 26 or higher with Read Thoughts.
Manifester level 20. Save DC:s are intelligence based.
Manifesting
Sanubasu Banu manifest powers as level 20 psions, typically of the Nomad discipline. They have 443 power points per day at their disposal.
Typical Psion Powers Known (Save DC:s 20+Spell level)
1st-Detect Teleportation, Empty Mind, Defensive Precognition, Vigor, Inertial Armor
2nd-Mass Missive, Psionic Tongues, Id Insinuation, Cloud Mind
3rd-Energy Bolt, Eradicate Invisibility, Psionic Blast, Touchsight
4th-Psionic Freedom of Movement, Psionic Dimensional Anchor, Psionic Dimension Door, Psionic Divination
5th-Catapsi, Psionic Major Creation, Adapt Body, Psychic Crush
6th-Greater Dispel Psionics, Psionic Banishment, Psionic Disintegrate
7th-Psionic Moment of Prescience, Ultrablast, Divert Teleport
8th-Greater Psionic Teleport, Psionic Iron Body, Recall Death
9th-Psionic Teleportation Circle, Reality Revision, Time Regression, Psionic Etherealness, Timeless Body, Microcosm
Birtu Banu
Large Outsider (Prime Creation) (Psionic)
Hit Dice: 16d8+112 (184)
Speed: 40 ft. (8 squares); Fly 80ft (Good)
Initiative: +5
Armor Class: 31 (-1 Size, +1 Dex, +11 Armor, +10 Natural); Touch 10; Flat Footed 30
Base Attack/Grapple +16/+29
Attack: Greatsword +29 (3d6+17) or Slam +29 (2d6+13)
Full-Attack: Greatsword +29/+24/+19/+14 (3d6+17) and Slam +24 (2d6+13)
Space 10 ft.; Reach 10 ft.
Special Attacks: Psi-Like Abilities
Special Qualities: Darkvision 60ft, Resistance 10 to Cold, Electricity, Fire, Acid, Fast Healing 20, Damage Reduction 10/-, Low-Light Vision, Immunity to Poison, Mind Affecting spells and abilities and polymorph, Spell Resistance 27, Fast Healing 15, Warding
Saves: Fort +16, Ref +11, Will +16
Abilities: Str 28, Dex 12, Con 22, Int 14, Wis 18, Cha 21
Skills: Concentration +25, Knowledge (Arcana&Planes&Any other one) +21, Intimidate +24, Listen +23, Search +21, Sense Motive +23, Spellcraft +21, Spot +23
Feats: Power Attack, Iron Will (B), Improved Initiative, Psionic Weapon, Greater Psionic Weapon, Psionic Meditation, Improved Toughness
Environment: Wellsprings of Thought, Material Plane (rarely)
Organization Name Solitary, Pair, Squad (3-6 Birtu Banu)
Challenge Rating: 17
Treasure: Standard
Alignment: Any Lawful (usually neutral)
Advancement: 17-28 (Large), 29-46 (Huge)
Level Adjustment: -
A large, stout humanoid, clad head to toe in heavy armor, with only the eyes and the mouth visible from behind the stylized yet practical helmet. In stark contrast to the rest of the look, the figure has large off-white feathered wings springing from its back, making it seem almost like a heavily armored and heavily built angel.
Birtu Banu, also known as "Protectors of Creation", or simply "Protectors", represent a will to protect at any cost. They stoicly but happily follow the orders of the Sanubasu Banu, and when assigned something to protect, or a mission, they will die see their task to the end, dying without a second thought to fulfill their goals or protect their wards.
They are often found guarding Sanubasu Banu in areas of high risk and commanding lesser Prime Creations in battle. As loyalty personified, they can be relied to see any task to the end.
Birtu Banu stand about 12 feet tall and weighs around 3000 pounds (without armor).
Combat
Birtu Banu are concerned with their mission first and foremost, and their behavior will depend on what their current mission is. If they see intruders, they will usually seek to retreat to inform their superiors and fellows of the problem. When protecting people and their higher ups, they will use their Warding ability to aid their ward's survivability. If they are leading a battle, they will do their best to make sure their troops can complete their task, personally engaging enemies which threaten to destroy the troops before they can complete their missions.
Birtu Banu utilize +4 Greatswords and +2 Full Plate in battle, and do not suffer reduction to their speed from wearing heavy armor.
Warding (Su)
A Birtu Banu can grant a single target (not itself) a +4 Deflection Bonus to armor class, as well as take half of all the damage the target if this ability takes. A target can only be affected by a single Warding at a time. This ability lasts for 16 minutes and is activated as a move action. The Birtu Banu can use this ability at will.
Psi-Like Abilities
Birtu Banu can manifest Forced Share Pain (ML 16, DC 23), Prime Warp and Force Screen (ML 16, +7 AC) at will. Finally, Birtu Banu have are constantly under the effects of Psionic True Seeing. This can be dispelled, but may simply be reactivated as a free action. Save DC:s are Charisma based.
Amaru Banu
Small Outsider (Prime Creation) (Psionic)
Hit Dice: 2d8+2 (11)
Speed: 30 ft. (6 squares); Climb 20ft (4 squares)
Initiative: +6
Armor Class 16 ( +1 Size, +2 Dex, +3 Natural); Touch 13; Flat Footed 14
Base Attack/Grapple +2/-2
Attack: Sting +1 (1d4-1)
Full-Attack: Sting +1 (1d4-1)
Space 5 ft.; Reach 5 ft.
Special Attacks: Psi-Like Abilities
Special Qualities: Darkvision 60ft, Resistance 10 to Cold, Electricity, Fire, Acid, Low-Light Vision, Immunity to Poison, Mind Affecting spells and abilities and polymorph, Kin Telepathy
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 14
Skills: Hide +11, Jump +4, Knowledge (Arcana, Planes) +7 Listen +9 Move Silently +7, Search +11, Sense Motive +5, Spellcraft +7, Spot +9
Feats: Improved Initiative
Environment: Wellsprings of Thought, Material Plane (rarely)
Organization Name: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually True Neutral
Advancement:
Level Adjustment: -
A small, black scorpion-like creature, though with a smooth cream-colored mask for a face instead of mandibles. Insofar as the mask can form expression, it seems inquisitive.
Amaru Banu, also sometimes called Curiosities, represent curiosity and the need to know. They evoke an almost childlike air with their demeanor, and shy away from confrontation and people in general. Despite their intelligence, they cannot speak, and their only form of communication is their innate telepathy with other Prime Creations.
Their presence on the material plane generally indicates the presence of greater Prime Creations close by, as they typically function as scouts. When in the Wellsprings of Thought, the curiosities chitter around looking at things and managing the flow of information within the plane, virtually ignored by its other denizens.
Discounting the tail, a curiosity is approximately 2 feet long and weighs about 9 lbs.
Combat
Curiosities are generally averse to combat, and usually attempt escape when threatened, especially when working as scouts. However, if forced into combat, they will attempt to keep clear of the opponent while attacking with mind thrusts.
Kin Telepathy
While curiosities cannot speak, they do have the ability to telepathically contact any Prime Creation within a mile. This contact can only be maintained with one prime creation at a time, and the curiosity can allow the other prime creation to see anything the curiosity sees. In addition, both sides of the conversation can relay telepathic messages to the other.
Psi-like abilities
The curiosity can manifest Mind Thrust at will (ML 1, 1d10, DC 13).
Kabdu Banu
Medium Outsider (Prime Creation)
Hit Dice: 5d8+10 (32)
Speed: 20 ft. (3 squares) (30ft unarmored)
Initiative: +6
Armor Class 22 (+3 Natural, +1 Dex, +5 Breastplate, +3 Heavy Shield) Touch 14, Flat Footed 21
Base Attack/Grapple +5/+8
Attack: Longsword +9 (1d8+3)
Full-Attack: Longsword +9 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks: N/A
Special Qualities: Darkvision 60ft, Resistance 10 to Electricity, Fire, Acid, Low-Light Vision, Immunity to Poison, Mind Affecting spells and abilities and polymorph
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 12
Skills: Balance +5, Climb +7, Jump +7, Listen +9, Search +8, Sense Motive +9, Spot +9, Tumble +5
Feats: Power Attack, Shield Specialization: Heavy, Shield Ward
Environment: Wellsprings of Thought, Material Plane (rarely)
Organization Name: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement:
Level Adjustment: -
A man in gleaming armor, looking almost like any mortal knight would, but with metallic white skin. His eyes display singleminded purpose, and a sword rests on his hip.
Kabdu Banu, created of the concept of honor, function as the rank&file footmen of the forces of the Prime Creations. Though they are very obedient to their superiors, they are even more subservient to the social contract they embody. Thus, a rogue Prime Creation (a very rare incident in the first place) will not have the support of the forefront of its armies.
Kabdu Banu are about as heavy and tall as the typical grown human warrior.
Combat
Kabdu Banu tend to fight fair, and will generally not ambush their targets. They do not have a problem with generally sensible tactics, such as flanking and outnumbering opponents however. Self-preservation is not an extraordinarily high priority for a Kabdu Banu, though they will not throw their lives away if their task does not require it.
Prime Warp
Psychoportation
Level: Nomad 7
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Power Points: 15
This power has two uses. The first is to mimic the effects of the Greater Planeshift spell (Spell compendium 159), except as noted below. The second is to travel to a randomly determined point within the Wellsprings of Thought without a chance of mishap.
The Sanubasu Banu (Reborn Construct) is the first, and most powerful Prime Creation I wrote up. There will be more, but for now I want feedback for the concept of the Wellsprings of Thought and the creature.
I used the Vorpal Tribble method for calculating CR. The names are horribly, horribly butchered Akkadian. PEACH! :smallbiggrin: