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Cipher Stars
2014-08-27, 11:36 AM
This is still a work in progress, any help and ideas welcome. I'd also like to point out that I'd more than welcome anyone making homebrew related in any way to the Onryō, whether it be feats or features for the class, NPCs, other classes, enemies of the Onryō, ect. It'll probably have to be finished though... before most people would have enough interest in it to do things like that... I better get started then x3

last five updates:
>Last updated 10/1/15 at 6:36PM (EDT)- Removed Yūwaku. The third spell-like progression labeled as being intended for major plot-themes. I never had any motivation or insight on what to do with it anyway. Replaced with a bonus feat on every third level.
Last updated 9/1/14 at 3PM (EDT)- Continued the progression of the Onryo's visual perception along the stages.
Last updated 8/31/14 at 3:50PM (EDT)- Tweaked Kyofu entry with progression and allowed trading of Kyofu between stages. Added the first three Kyofu of Spirit. Edited fluff regarding positive emotional feedback to potentially boost plot potential and emotional situations. Edit: Also added a new song to the playlist just now that aligns with these new changes. Edit: Not worth it's own entry, especially with the lack of other updates. Another song/AMV reminded me that I never made it clear that the Onryo aren't necessarily willing. Edited "Background" a bit to point it out, and added a new song to the playlist.
Last updated 8/30/14 at 2-3PM (EDT)- Reformatted Kyofu. Added short summaries before spoilers in Yurei. Combated bugs for an age.
Last updated 8/30/14 at 11:55PM (EDT)- Added Effortless Hunt, Sacrificial Split, and Split Escape.


The goal here is to make something that revolves around the idea of a horror movie "Monster", a twisted human who has been broken or disturbed and fallen into becoming something less than human, something that inspires fear or outright panic. Something that inspires urban legends and makes people fear being alone or being out at night at all.

The idea is to provide the ability to create any number of horror/slasher movie villains whether it be Psycho, The Grudge, The Shining, Slither, or even Cabin in the Woods. The main focal point though are Japanese myths and legends in particular, because to be honest I find Japanese horror to feel more... substantial.

There is one fatal flaw though- I don't actually watch these sort of movies. I understand them, I've seen a few, but I'm not actually a horror movie nut. Heck, I'm even more of the romantic comedy type to boot. Why did I decide to make a class like this? No idea. The class is sitting there in my heart and wants to come out, so I'm trying.

The second problem is that I am very rusty. I haven't homebrewed in around a years time, I use to do a lot of homebrewing. Whether any of it was good is up to the reader, same with this piece.

I've put the entire post in a spoiler for reasons.


The Onryō
http://i.imgur.com/0IeOexz.png

https://www.youtube.com/watch?v=Oe043UhUTm4
^Not being able to use YouTube's actual embed codes sucks. A lot.
怨霊
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http://i.imgur.com/1ycQnmM.png



Onryō Details:
There are always legends of people taken so far down into despair that they take their own lives, only to return vengeful and out for blood. Onryō, Vengeful Spirits, are the subject of those legends. There are a variety of different sorts of Onryo, different capabilities and different motives. Some don't realize how far down the well they've fallen, some try to excuse their actions or fight their nature after realizing what they are becoming. Others relish it. Onryo inspire nightmares and mysteries as they walk among their prey or stalk from the shadows spreading fear and often death.

Onryo aren't likely to be the most effective in combat, but Onryo gain a variety of abilities centered around the idea of out of combat harassment to wear down at the mental fortitude of her victims to keep them on edge, wary, frightened, and waiting for what to go wrong next whether it be a knife in the dark or a face in the mirror.


Abilities: Onryō rely most heavily on charisma, followed by dexterity. Onryō feel deeply, especially emotions tied to envy, greed, lust, and wrath. While they may still feel love and even happiness to an extent, it is difficult for them to hang onto those feelings as they are obscure to them as they conflict with their darker desires These emotions and their conflicts drive the Onryō's very existence. An Onryo who experiences love may kill the source of the love in confusion, or may develop an extremely possessive nature in as far as to disregard the will of the one they love. Alternatively they may well just be extremely over protective. Dexterity is important to aid in avoiding hits and detection, keeping light and graceful.

Role: Similar to that of a rogue and/or a sorcerer/wizard that specializes in illusions.

Background: Onryō are generally individuals who have been weighed down potentially all their lives by others for varying reasons, but it can be as short as a year in some. They get desperate, and fall into a spiral of anger, frustration, and depression. Reasons for their abuse could have been as simple as the way they looked, or who they loved. People are cruel, and can find any excuse to put down another. As for becoming an Onryō, their anger won out in tune with their depression and they start on a slippery path that tends to leave people something less than human. They are almost always described as beautiful maidens, and men who become Onryō become androgynous to the point they may be easily mistaken as a woman depending on dress but would look dashing in a yukata. It's important to note that not all Onryo are actively aware of their changes, neither do they have to pursue this path willingly. It's more of an emotional journey than a planned experience.

Organization: Onryō rarely meet other Onryō after turning. While plenty of Onryō take pleasure in manipulating others to become Onryō themselves, they usually then abandon their victim once they cross the point of no return.

Alignment: Onryō are all chaotic or evil, but not necessarily both. While a chaotic good Onryō would be very rare, it isn't impossible. Onryō are largely evil by nature.

Races: Onryō can be of any humanoid race, but are almost always human, elf, half-elf, or similarly near-human. Half-Orc Onryo aren't unheard of and can make terrifying enemies but lack subtlety.

Religion: Onryō are independent of religion, but are themselves related to more oriental religions should they be present in the setting.

Other Classes: Onryō might clash with Ozodrin, from a meta perspective, and many holy/divine classes. Exorcists, for example, would surely attempt to banish them while summoners may attempt to bind them.

Adaptation: Onryō are most at home in settings with oriental flavoring but could thematically be applied to most settings. They'd be least at home in lawful-good sort of settings with great cathedrals and angels floating about.


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Class Features

Hit Die: d12

Starting Gold: 3d4x10 (75gp)

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), Swim (Str)

Skill Points: 4

Table: The Onryo.


Level
BAB
FORT
WILL
REFLEX
Special Features
Yūrei
Spirits
Kyōfu
Terrors


1
+0
+0
+2
+2
Cross the Line, Spite, Stage 1
2
-


2
+1
+0
+3
+3

2
1


3
+1
+1
+3
+3
Bonus Feat
2
1


4
+2
+1
+4
+4

3
2


5
+2
+1
+4
+4
Stage 2
5
2


6
+3
+2
+5
+5
Spite, Bonus Feat
5
3


7
+3
+2
+5
+5
Sacrificial Split
6
3


8
+4
+2
+6
+6
Effortless Hunt
6
4


9
+4
+3
+6
+6
Bonus Feat
7
4


10
+5
+3
+7
+7
Stage 3
9
5


11
+5
+3
+7
+7
Spite
9
5


12
+6/1
+4
+8
+8
Bonus Feat
9
6


13
+6/1
+4
+8
+8

10
6


14
+7/2
+4
+9
+9
Sacrificial Split
11
7


15
+7/2
+5
+9
+9
Stage 4, Bonus Feat
14
7


16
+8/3
+5
+10
+10
Spite, Effortless Hunt
13
8


17
+8/3
+5
+10
+10

13
8


18
+9/4
+6
+11
+11
Split Escape, Bonus Feat
14
9


19
+9/4
+6
+11
+11

15
9


20
+10/5
+6
+12
+12
Stage 5
17
10







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http://i.imgur.com/6w1e2Oz.png
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Weapon Proficiency: Onryō are proficient with simple weapons, no armor. Onryō may learn to use a single exotic or martial weapon at first level, tenth level, and 20th level.

>1st-Cross the Line (Ex): The defining point in the Onryō's new life which begins when the Onryō takes her own life as part of the "Training" leading to obtaining the first level of this class, or alternatively gets violently murdered in some way. Levels of any NPC classes may be replaced with Onryō levels.Once an Onryō gains first level, they cannot turn back- their natural life is now over. They forget their life before this point, though the memories are still within them but only the negative memories emerge whenever they may start daydreaming or get bored, while positive or even neutral memories cannot be recalled on their own without external influence.Muscle memory and instinct remains as it was, and all class features from before this point remain though may or may not need to be re-learned (Which may be very easy).An Onryō cannot gain more levels in other classes that combined total more than half her Onryō levels. Every level after the first that is not in the Onryō class gathers a stacking 25% experience penalty. If this penalty reaches 100%, the Onryō becomes mindless for 24 hours before fading out of existence. Meaning every fourth class level at a minimum needs to be an Onryō level.


>1st-Stage 1 (Ex): The Onryō is now at "Stage 1". Along the Stages they will gradually gain new racial-esque abilities relevant to both the Outsider and Undead types, but these do not replace their standard racial characteristics from their pre-Onryo life.

- At this stage the Onryō requires no food, water, air, or sleep to exist. The Onryo CAN eat and drink, appear to breath, or appear to sleep (though they only "daydream" with their eyes closed), but they feel no desire to eat and feel a fullness in their stomachs after eating only a little. They experience taste, everything tastes the same as it did before, but they don't "feel" the taste. Only foods that they absolutely loved or have special memories attached to them will come anywhere close to satisfying them. "Eating" becomes about emotion and sentiment rather than flavor, and even then they still don't have much room to eat a lot as though their stomach shrunk significantly.
- They are immune to bleeding and any effect revolving around blood as the Onryō no longer requires blood, though they still produce it.
- Darkvision 30ft + Low Light vision.
- No Constitution score, using Charisma in place of Constitution for HP, Fort, or special abilities.
- +5 to resistance checks against death effects, disease, paralysis, poison, sleep effects, and stunning.
- Fast Healing 1, Fast healing 5 when applied to non-lethal damage.
- Ability damage/drain recovers at twice normal rate. No death from massive damage.
- Spell-resistance of 10+1/4th levels towards mind-affecting effects and illusion spells in general.

x Not affected by Raise Dead o reincarnate.
x Can be repelled by turn undead.Discomfort when on holy ground.Holy water induces panic on contact, for as long as contact remains.Positive energy induces panic when within 30ft, so long as it remains within 30ft. Still healed by it for half effect.Healed by negative energy, at half effect.


>1st-Spite (Ex): The Onryō feels compelled to cause mental or physical harm to others, particularly certain types of individuals. Those individuals are usually related to the behavior of those who abused the Onryō prior to her transformation. Those types of individuals are considered cursed and the Onryō is incapable of feeling remorse, regret, conscious, or mercy towards those individuals all the while feeling anger, agitation, and murderous intent as a default.
The Onryō can resist these feelings, they're just feelings, but usually the only reason they have to resist are social or logical reasons. Such as avoiding drawing suspicion of one sort or another.When the Onryō causes emotional distress against one of those cursed individuals, the Onryō experiences heightened pleasure and a feeling of fullness that temporarily alleviates the emptiness they feel.
That emptiness grows larger the longer they go without causing distress. An Onryō that does not cause emotional distress once a week suffers a -1 penalty to charisma that doubles each week. An Onryō with no charisma fades out of existence and everyone that didn't have a notable relationship with her forgets about her. "Friends" and "Enemies" alike would retain their memories, while a simple classmate or associate would forget.When using abilities, an Onryō has a +2 bonus to all rolls against a target of Spite, but a -2 to all rolls against someone not a target of Spite when one is present.

>1st-Yūrei (Su): Onryō gain Yurei as they level up. Yurei are spirits of victims that have died either for or by the actions of the Onryō. Their first Yurei is usually someone they cared for who passed away, even as far as a mother who died giving birth. However, this also includes their own spiritual manifestation, as they took their own life at the start of this class though it is a shell of their own spirit, split between the manifestation and the Onryō herself.

Each Yurei manifestation has it's own purpose and is used to power special abilities. The Yurei are all fragments of the true spirit of the person they came from, with only echos of their past memories and personalities. They can talk, but are essentially mindless when not under orders and don't manifest unless given an order. All Yurei may be shards of the Onryo if desired.

The Yurei have no impact on the physical world whatsoever beyond the ability they power. They are not even capable of relaying information, as if they are sent to "Scout" they forget everything they have seen almost as quickly as they see it.The Yurei can be seen by those who were related to the person the Yurei came from and the Onryo herself. When they are used for an ability, they appear as ghostly blue balls of flame the size of an orange while on cooldown or while the effect is still ongoing. While as a ball of fire, anyone can see them if they or anyone they know personally are affected by it. If the Onryo is a higher level than anyone who would witness a Yurei, she can choose to keep the Yurei invisible.What a Yurei may accomplish varies on the Stage of the Onryō.

When a new Yurei would be gained, it can instead boost a previous Yurei to increase it's stage. Otherwise all Yurei are stage 1. All previous stages can be used if you possess a higher stage. Whenever a new stage is unlocked 2 new Yurei are gained that level.

Unless otherwise specified, they are standard actions.

See separate post.


>3rd*Repeating-Bonus Feats: The Onryō gains a bonus feat every third level as shown on the table. This feat can be taken from any source they meet the requirements for and the Dungeon Master allows.


>2nd-Kyōfu (Su): "Terrors". Effects directly modifying or augmenting the spectral nature of the Onryo.

Starting at second level the Onryo starts to change in form, diverging even further from their human past. These changes mutate the "True" form of the Onryo and starting from 2nd level the Onryo now maintains their human form loosely, at any point capable of dropping the facade and assuming a true form built from the various aspects gained. Their Kyofu. Kyofu vary in theme and effect but generally Kyofu have up to three effects. Passive, that is always in effect. Active, that can be activated by revealing their Kyofu. And Integrated. Integrated effects are only gained when the Kyofu is gained, and not after. To gain an Integrated effect the Onryo must accept that Kyofu permanently, and are unable to hide it when assuming their "human" form.

Kyofu are gained similarly to Yurei, with various classifications of Kyofu with a number of options within sorted by Stage. Once the Onryo is at that stage she may then gain a Kyofu of that stage. The Onryo needs to have at least one Kyofu of a lesser stage to gain one of a higher stage, but they do not need all the Kyofu of the lesser stage. Only one is necessary. Whenever the Onryo gains a Kyofu, they may also replace one that they have already taken with a different one of the same stage. Every five levels (5th, 10th, 15th, 20th) the Onryo can instead have two removed of the same stage to provide one of the next stage, or one of a higher stage can provide two of a lower stage. The stage of the Kyofu is shown on the table. When a new Kyofu is gained at the level or until just before the level of the next stage, all Kyofu gained within those levels are considered Kyofu of that stage. So a Kyofu gained at 10th level is a Stage 3 Kyofu, and thus can be traded for two Stage 2 Kyofu.

The mutation included in each Kyofu is only the recommended mutation, but a mutation of similar impact can be substituted in its stead should the GM allow it.

At second level they gain this ability:
Walk Among Them (Su): The Onryo can assume the form they had before becoming an Onryo. This form looks indistinguishable from before, and is perfectly physical. The Onryo's "True form" is that of her Kyofo-mutated self. Unless otherwise specified, the Onryo does not benefit from Kyofu until this form is made manifest. True seeing or similar effects can reveal the Onryo's true form as normal, piercing the disguise. If the Onryo is subject to antimagic, break enchantment, or similar effect then the disguise may be lifted early as though it were a spell with a spell level equal to 1/4th Onryo levels based on charisma.
Using this is a standard action until 5th level, when it becomes swift. Lasts until switched off or negated. At-will.

See separate post.



>5th-Stage 2: The Onryo is now at "Stage 2".

At this stage the Onro retains everything from Stage 1 but as modified or gained here.
- Immune to mind-affecting effects.
- Immune to disease and poison.
- Darkvision 60ft + lowlight vision.
- Regenerate ability damage at a rate of 1 per minute, and ability drain at a rate of 1 per day.
- Fast Healing 5, becoming Fast Healing 10 when applied to non-lethal damage.
- +4 to Fortitude saves.
- Not subject to death from massive damage.
- Turn resistance of 4.

x Holy water now only causes unease, but so do holy symbols now.
x Positive energy no longer heals the Onryo. Negative energy heals at half effectiveness.
x Can now also be rebuked by a rebuke undead effect.


>6th-Spite: The Onryo's spite grows. At sixth level the Onryo can designate any creature that has caused her distress either in her current existence or in her previous life as being cursed, marked by her spite. She can have up to a number of marked targets equal to her class levels.
Whenever the Onryo deals damage to one of these marked targets she gains temporary HP equal to the victim's HD which stacks with temp HP from other sources within this class including further damage dealt to a Spite-marked target. Whenever the Onryo damages a target that is not the source of the previous temp HP, she loses these temporary HP. This means even if she attacks a different spite-marked individual she loses the temp HP from the first.
The Onryo always recognizes a spite-marked individual as being spite-marked, regardless of disguises or shapechanging.
Whenever she causes mental distress in a spite-marked target, as in the case of things from damaging their social life to haunting them, the Onryo experiences a feeling of great pleasure and satisfaction as she becomes sustained for 1 weeks time before she needs to do it again to fill a hunger-like sensation as with the first Spite. Previous benefits and penalties of Spite remain.

>7th-Sacrificial Split (Su): The Onryo becomes harder to kill. This ability can only be used once. At 8th level when the Onryo would be slain or otherwise destroyed they instead become ethereal, undetectable, and unconscious for 1d6 days after teleporting to a random location within the same broad area (Within the city, within the forest, within the plains, ect) GM assigns it. The Onryo's body appears to remain behind and die, remaining or returning to a "Human" appearance. During the time the Onryo is unconscious her body undergoes a fission of sorts of a similar nature to when/if the Onryo splits off fragments of herself for use in Yurei. When the Onryo wakes up, she is not quite herself... and not quite alone. After waking up a second Onryo is present who appears to mirror the original but appears to have their color pallet flipped. May or may not affect skin pigmentation or clothing choices. Ultimately it's up to the GM. This split Onryo is malevolent to the core, Chaotic Evil, of the same HD as the original and is considered to have the original Onryo Spite-Marked immediately. This false Onryo will seek to betray the original's efforts and ultimately to destroy them, but how they do so is up to the GM. They may appear friendly at first.


>8th-Effortless Hunt (Su): At eighth level, the Onryo can pursue its target without restraint. Twice per day an Onryo can use Greater Teleport, except she can only teleport to a location within 120ft of a creature she has marked with the Spite ability, or her starting location before teleporting to a target.
<16th> At 16th level, she can use Greater Plane Shift instead, with the same restrictions.

>10th-Stage 3: The Onryo is now at "Stage 3"

At this stage the Onro retains everything from Stage 2 and 1 but as modified or gained here.
- Immune to paralysis and death effects.
- Immune to ability drain and ability damage to her physical ability scores.
- Immune to nonlethal damage, exhaustion, and fatigue.
- Immune to critical hits.
- Darkvision out to 120ft + low light vision, with Blindsense out to 30ft for everything outside their field of view.
- Fast Healing 10.
- +8 to Fortitude saves.
- +8 turn resistance.
- Spell resistance 10.

x resurrection does not work on the Onryo, her soul and physical presence have united. limited wish, wish, miracle, or true resurrection may still restore her to life.
x the Onryo is considered an Outsider for binding, banishing, and calling purposes. If banished the Onryo is effectively destroyed until she succeeds a DC 10 + 1/2 caster level of the banisher + the banisher's casting modifier. This save can be made once per day for 3 days, then only once after 7 days. If those all fail, the Onro is no more.


>11th-Spite: The Onryo's spite grows. At eleventh level all previous benefits and penalties of Spite remain, but whenever the Onryo is within line of sight she may effectively benefit as though using "Status" as the spell until line of sight is broken, as well as sensing the general idea of their emotions.
By concentrating for 1 minute she can sense the general direction of spite-marked targets down to roughly a 60 degree cone, with no sense of distance. The Onryo has a +10 bonus to checks made to track a Spite-marked target.
The benefit for attacking a spite-marked individual increases to +5 while the penalty to attacking a non-spite-marked individual becomes -5, however the Onryo needs to be within 30ft of the target for 2 rounds prior to the benefit kicking in, though the penalty remains. This benefit only kicks in for one spite-marked individual at a time, so it would take 4 rounds to gain it for 2 targets. Benefit is lost once they are 200ft or further away from the Onryo. Previous +2/-2 from the original Spite remains.

>14th-Sacrificial Split (Su): At 14th level the Onryo gains a the ability to use Sacrificial Split at any time, but when slain they appear in an alternate plane representing the internal state of the Onryo themselves. Here they will be unable to leave until a new False Onryo is defeated. The new false Onryo is separate from the one brought into being with the first split. It's possible for the Onryo to escape without defeating the False Onryo by making use of dimensional magic or by making a Search and a Knowledge: Plains skill check once per day against a DC of 30+1 per HD. But doing so makes it so there's always a new False Onryo waiting for them when they return, which can build up over time with new false Onryo having a chance to spawn with the more time passes. The next time the Onryo returns, roll 1d3 to determine the number of new false Onryo. Increase the die size by 1 for each week that passes up to a d100... Then start adding a new d20 per week until they group in fives to make a new d100. If an indeterminate amount of time greater than 9 months has passed, just roll a d100 and double the result. These false Onryo don't have to mirror the Onryo's abilities, but can have different Yurei (using only shards of themselves, not victims), Kyofu, and Yuwaku.

Using the same dice growth method substituting weeks for days, determine how much time passes outside of the psyche world when they return measured in days. At the GM's leisure this may be measured in weeks, months, or even years and may even change. The GM may also remove the random factor by setting a predetermined length of time or so on.

If defeated by a False Onryo, the Onryo becomes unable to leave this plane (Regardless of spells used. Only a deity may pull the true Onryo out after she is defeated once) meanwhile the False Onryo who killed her becomes the dominate mind that controls the body in the real world, which changes to match the false Onryo's theme. To escape this time, the Onryo will have to defeat each and every other false Onryo. If defeated again while trapped, she is broken apart and seeded within the false Onryo forever lost without the direct hand of a deity.
If someone who is not an Onryo were to enter this world and kill the Onryo (even before the Onryo initially loses to a false Onryo) then the Onryo is killed normally but can only return via Wish, Miracle, or better. Alternatively, by defeating the Onryo in here the newcomer can bind the Onryo to themselves instead.
The Onryo would then behave more along the lines of a victim of her own Yurei ability "Steal Fate". Doing so requires a Spellcrafting or Knowledge: Planes skill DC 25 upon the Onryo's defeat. Within this realm the Onryo is also capable of making binding contracts that are ingrained into her subconscious. They may not know this initially but someone with 20 ranks in Religion may know and use this instead to form something more of an agreement usually for the outsider's help in defeating the false Onryo (especially if there are many of them).

This psyche-realm is very large and the false-Onryo may not always be immediately present, or they may be preoccupied fighting among themselves if there are a larger number of them.


>15th-Stage 4: The Onryo is now at "Stage 4".

At this stage the Onro retains everything from Stage 3 and lower but as modified or gained here.
- Immune to stunning.
- No longer immune to nonlethal damage(?- Not sure if regeneration works the same in pathfinder, it's a touch confusing regarding nonlethal damage.)
- Fast Healing 10 becomes Regeneration 10. Regeneration is suspended by positive energy damage and 1 element chosen when the level is gained.
- Immune to effects requiring a fortitude save unless they are harmless or affect objects.
- Ability damage recovers at a rate of 2 per round. Ability drain recovers 1/minute.
- The Onryo can see clearly regardless of light levels and has blindsense out to 60ft for everything outside their field of view.
- +12 turn resistance.
- Spell resistance 10 +1/4th class levels.
- "Walk among them" becomes immune to attempts to dispel it.

x the Onro is now fully considered undead and an outsider for effects related to the undead or outsiders.


>16th-Spite: The Onryo's spite grows. At sixteenth level the Onryo retains all the previous benefits and penalties to spite, but as changed or gained here.
So long as the Onryo is aware of a spite-marked target's location, the Onryo is capable of perceiving the target as though she were physically present within 15ft of them, even going as far as to look around the location. True sight or similar abilities reveal the Onryo as though she were there, and if detected in such a manner they may attack the Onryo as though she were physically present but the Onryo cannot attack them. This can be blocked as though it were a divination spell of 5th level, caster level equal to Onryo's class levels.
Every 1d6 rounds, starting with a roll at the start of combat to determine when it can first be used, the Onryo can gain a +15 to a single roll against a spite-marked target. All non spite-marked individuals gain a +10 to their first roll against the Onryo after using this, however, once per combat.


>18th-Split Escape (Su): At 18th level the Onryo becomes capable of entering their psyche-world as though they had been slain, without being slain. Doing so does not result in the creation of new false-Onryo on it's own, but if they have escaped before there is still the new false Onryo that automatically generate as time passes. Split Escape is considered to be "Plane Shift" for all intense and purposes but can only travel to the Onryo's psyche-world. It cannot be used to escape the psyche world once inside unless there are no false Onryo left. Once they return, they still have to roll to see how much time passed. This can be used once per day and is a swift action.


>20th-Stage 5: The Onryo is now at "Stage 5".

At this stage the Onro retains everything from Stage 4 and lower but as modified or gained here.
- Regeneration 15, suspended by either positive energy damage OR the 1 element chosen at stage 4.
- The Onryo becomes immune to blindness, and is able to see in full color regardless of the absence of light while having blindsight for everything outside of their field of view out to 60ft.
- Ability damage recovers at a rate of 5 per turn, and ability drain recovers at a rate of 1 per turn.
- Spell resistance 10+1/2 class levels.
- Turn resistance 10+1/2 class levels.
- "Walk among them" become an EX ability, incapable of being nullified and whichever form they are currently in is considered their true form.

Cipher Stars
2014-08-27, 11:37 AM
Yurei abilities



Misty Road:
Abilities that revolve around the usage of mist. Focus on information control and movement.

1- "Misty veil" The Yurei bursts into a cloud of mist that covers a 60ft area from the point of origin. While someone is within the mist, the Onryo is always aware of their precise location. The Onryo herself while within the mist becomes distorted to the extent you cannot recognize her features and her shape becomes undefined. Lasts 10 rounds, can only have one area affected at a time. Can be used 3+1/2 level times per day. At 10 uses per day, it becomes an at-will ability.

2- "Cloudbank" The Yurei creates a cloud of mist covering a 250ft area from the point of origin. The Onryo is aware of everyone within the mist and the Onryo can appear anywhere within the mist as a move action. The Onryo's features are distorted in a manner that induces a level of fear on a failed DC 10+1/2 Onryo level+Cha Mod. Failure means they are Frightened while success means they are Shaken. Fear lasts a number of rounds equal to how much they failed by, while they remain shaken so long as the Onryo is present. Can be used 3+1/2 level times per day. At 10 uses per day, it becomes an at-will ability.

3- "Whispering Village" 5 minutes casting time- The Yurei changes the climate within 10 miles to become misty. The Onryo is capable of appearing anywhere within the mist as a full-round action, or appear anywhere within range of twice her land speed as a single move action bypassing all obstacles as though teleportation was used. The Onryo is aware of everyone within the mist to a 30ft accuracy unless she is within 500ft at which point it becomes precise. It would still take time to sort through all the people in the area of effect, and she isn't aware of things happening on a small scale unless her attention is on that location through concentration. The Onryo can speak through the mist to anyone she is viewing through the mist despite distance as though she were whispering in their ear. Can be used once per day, and lasts 30 minutes per level. The mist lingers for a couple hours after the effect actually wears off, becoming normal mist.

4- "Hysteria" The Yurei creates a cloud of mist covering 1,000ft in area from the point of origin. The Onryo is aware of everyone within the mist and the Onryo can appear anywhere within the mist sa a move action. Everyone's features within the area become distorted and unrecognizable from another. Individuals see themselves as normal, and the Onryo is unaffected by the change to other's appearances. Any action a distorted individual seems to be aggressive to a viewer. At the Onryo's leisure, some individuals may be unaffected both as not distorted to others or seeing everyone normally. The Onryo herself becomes so heavily distorted in a horrifying way that she bends the psyche, causing 2d6 wisdom drain on a failed DC 10+1/2 Onryo level+Cha Mod will save and leaving them Panicked. On a successful save, they take 1 point of wisdom damage and are shaken. Lasts 10 rounds, can be used once per day.

5- "Silent City" 5 minutes casting time- The Yurei changes the climate within 10 miles to become misty. The Onryo can appear anywhere within the mist as a move action and is aware of anyone within it precisely though she has to concentrate to focus on areas. Otherwise this has all the effects of stage 4, on a much larger scale. Can be used once per week and lasts one hour per level.


Raging Force:
Abilities revolving around the usage of rage. Focus on boosting combat effectiveness.

1- "Hateful Action" The Yurei merges with the Onryo to provide a +2 bonus to strength, fortitude, and provides +5% max HP as temp HP (Minimum +5). Effect ends if the Onryo does not make an attack for 1 round and can be used again on a roll of 6 on a 6 sided die, or after an hour has passed.

2- "Sudden hate" The Yurei merges with a victim to cause his attitude towards 1 other individual to lower. Making a will save against the usual DC if they fail their attitude drops by 1 level per 5 points they failed by. Lasts 24 hours. 3 uses per day + 1/2 class levels becoming at-will at 10 uses. Can only be used against 1 individual once per 6 hours.

3- "Burning Anger" The Yurei merges with the Onryo to provide a +5 bonus to strength and fortitude while providing 15% the Onryo's HP again as temporary HP (Minimum +15). Fast Healing increases by 5, 10 for nonlethal damage OR regeneration increases by 2 if any. The Onryo deals twice her strength modifier on damage to the first attack made per round. Effect ends if the Onryo does not make an attack for 1 round and can be used again on a roll of 6 on a 6 sided die, or after 12 hours have passed.

4- "Mob rage" The Yurei blankets an entire crowd fitting within a 50ft area to provide the effect of Sudden Hate to all individuals within. Mob Rage can pin all that anger against one or a few people, or against everyone else in the mob. 1 use per day and lasts 24 hours.

5- "Hand of Wrath" The Yurei merges with the Onryo to provide a +10 bonus to strength while providing +25% the Onryo's max HP again as temporary HP (Minimum +25). Regeneration increases by 6. The Onryo deals her full strength as bonus damage to the first attack made per round. Effect ends if the Onryo does not make an attack for 1 round and can be used again on a roll of 6 on a 6 sided die, or after 1 day has passed.




Cursed Display:
Abilities that revolve around the idea of curses. Focus on traditional "Curses", minus the toads.

1- Curse of Charm- The Yurei passes through a target leaving behind a curse. The Curse of Charm causes imperfections to appear on the victim's skin along with their voice to become less appealing and their social wit to fail them. Their charisma is reduced by 4 points for 24 hours, repeated use refreshes the duration. Can be used 3 times per day +1/2 class levels. At 10 uses it becomes an at-will ability.

2- Curse of Thought- Causes imperfections to appear in the victim's memory and causes them to lose thought frequently, wandering off into daydreams. The victim loses 2 points of intelligence and wisdom. A -5 penalty to all concentration checks, and reading anything more than a paragraph of text or listening to a few sentences of a lecture of any sort requires a concentration check of a suitable DC dependent on the subject and the victim's interests. Lasts for 24 hours, repeated use refreshes the duration. Can be used 3 times per day +1/2 class levels. At 10 uses it becomes an at-will ability.

3- Curse of Luck- Causes the victim to suffer a -5 penalty to all dice rolls out of combat and -2 to all rolls in combat. Any roll that could potentially cause death of the victim is instead made at a -10 penalty out of combat, or once within combat to the first could-be lethal attack. "Potentially" does not include critical hits, though critical hits can be scored on a roll of 2 lower than they otherwise could be landed on against the victim of this curse.

4- Curse of Heart- Anyone interacting with the victim of this curse must make a will save DC 15 or be strangely irritated with the victim to the point that they will actively avoid them, display aggression towards them, or on a failure of 5 or more engage in hostile action with the intent to cause harm both socially and physically. On a failure of 10 or more, they will seek the victim's very life. Lasts a full 24 hours from when the curse is laid. One use per day, but affects anyone in contact with the victim whenever contact is made until they fail.

5- Curse of Fate- Once per hour on the hour a random event relevant to the current environment will occur that may cause harm or death to the victim of this curse. Pots falling out of windows, drunken drivers/spooked horses, falling trees, wolf encounter in the woods, or so on. The random event is never overly random (Like a lightning strike on a sunny day) and is never a fault of their own body (Heart attack) though it may be a product of their own clumsiness (Slip on stairs). Lasts until midnight that day starting from when they first wake up for that day. Can be used once per day.



Smoking Gun:
Abilities revolving around the usage of smoke. Focus on crowd control and damage over time.

1- "Hate Spark" The Yurei bursts into a 5ft cloud of smoke that obscures vision and causes burning in the eyes and lungs for a -2 penalty to attack rolls and perception checks. Alternatively, flammable objects either precisely or within a 5ft area may start smoking for 1 round before igniting on the 2nd. Can be used 3 times per day +1/2 class levels. At 10 uses it becomes an at-will ability.

2- "Ember Assassin" The Yurei gathers a cloud of smoke into a medium sized vaguely humanoid form and can act as an intangible creature with 1/4th the Onryo's HP, 1/2 the Onryo's saves and AC, and the same BAB. This smoke-Yurei can be seen by anyone and is capable of igniting flammable objects on contact or "strangling" individuals with it's smoke. It has twice the Onryo's BAB and strength for the purposes of grappling attempts, each round of grappling resulting in asphyxiation. The smoke-Yurei can self destruct to ignite all flammable material within 15ft. Can be used 3 times per day at 1/2 class levels, at 10 uses it becomes at-will. Each smoke figure lasts 2 rounds per Onryo level.

3- "Choking Smoke" The Yurei latches on to the back of the victim's neck and constantly emits smoke in small amounts causing breathing difficulties in the victim and a burning in the eyes. Perception, concentration, and checks to carry on sustained activity (running, swimming, ect) are at a -5 penalty. Their clothing may randomly catch fire on any roll less than 5, or always catches fire when subject to any fire elemental attack- to which they take 50% extra damage from. The smoke can't be seen by others unless they love the victim. On any roll of 1 throughout the day, the victim takes 1d4 fire damage per HD of the victim up to the HD of the Onryo. Lasts 24 hours, 3 uses per day.

4- "Billowing Hate" The Yurei ruptures into a cloud of smoke 60ft in diameter that catches flammable objects aflame while obscuring the vision of all in it's area. The smoke is thick to the point those within take 1d4 fire damage per Onryo class level per round in the smoke all the while they suffocate. Lasts 1 round per class level. 3 uses per day.

5- "Wrath Cloud" The Yurei animates a mass of smoke, generating more as necessary, to become a colossal sized humanoid smoke figure behaving as the stage 4 plus stage 2 effects but can now move up to 120ft per turn and be given commands. It is capable of acting as hurricane force winds. Lasts 1 round per class level. 1 use per day.

Watery Grave:
Abilities that revolve around water. Focus on manipulating water in general without a strong focus that can be summed up in combat terms.

1- "Water Window" The Yurei enters a body of water, up to the size of a bathtub, such sink, cup, or so on and links to another body of water within 1mile per class level. The Yurei can see and hear everything that occurs on the other source of water as though the water was a window, and can choose to have the other body of water show the Onryo's face at her leisure. The Onryo can use other Stage 1 Yurei through this watery window but doing so ends the effect. 3+1/2 class level uses per day. Lasts up to 1 minute per class level.

2- "Water Taint" The Yurei links two bodies of water as with stage 1, but the Onryo can now manipulate that body of water's texture, color, and smell as well as direct the water's movements. It remains water, but can for all non-mechanical intense and purposes function as blood, sludge, or so on. By manipulating the water, the Onryo can exert her normal strength through the body of water so long as it is within the body itself. Such as watery hands holding someone's legs in a bath, holding their arms in a sink, or so on. If it has to manifest outside of the water, it's strength is halved (Such as a watery hand reaching out from said bath/sink/ect). The water cannot move more than 5ft from the source. With this stage 2, the Onryo can now manipulate a body of water the size of a hot tub, or manipulate a basketball sized area of water within a much larger area of water. 3 uses per day, +1/2 class levels. Lasts up to 1 minute per class level. The Onryo can use stage 1 Yurei through this link and not break it, but cannot use stage 2 Yurei through it.

3- "Water Thief" The Yurei draws out all water from an area 10ft in diameter as though it was never there. This can cancel out water and even ice based spells, and if it targets a person it can dehydrate them in a flash. They take 1d4 damage per HD they possess and become exhausted while their skin becomes dry and their throats parched. If they fail their save by 5 or more, they are rendered unconscious. If they succeed their save (DC = 10 +1/2 class levels + Cha mod) then they take only 1d4 damage, get a little thirsty, and have a -5 on their next save against a fatigue or sleep effect if it occurs within the next six rounds. If this kills someone, they leave a mummified corpse paralyzed in the position they died in. 3 uses per day, +1/2 class levels.

4- "Floodwater" The Yurei can cause a flood of water to appear, though this water can be manipulated initially as though by Water Taint to make it appear as something else. The flood water gushes as a wall of water 5ft tall out to 60ft in diameter from the origin point before it tapers off down to just wet feet at 120ft beyond the initial 60ft. This water can remain once the effect ends as natural, or vanish entirely leaving behind no wetness at all except on certain individuals if desired. Floodwater can hit someone for 1d12 bludgeoning damage and they must make a strength check against a DC of 25. If they fail, they are carried away to the 80th feet from the origin point then an additional 10ft per point they failed by on the save. They take 1d4 bludgeoning damage per 10ft they travel. If the Onryo wishes, certain individuals can be excluded entirely from Floodwater, making the water pass by them harmlessly not even so much as suffocating them. The amount of water that appears can be reduced if desired for lesser effect. This can be used once per day. Effect is instantaneous or can last up to 1 minute per level before vanishing at the Onryo's discretion.

5- "River of Souls" The Yurei animate a large body of water as though with "Water Taint" but the water can be manipulated down to fine detail and the water can be made solid on small scales, allowing for things such as bodies and limbs to appear to be created and itself manipulated within the water. The body of water can be the size of a small lake or section of river. The water can't be manipulated to leave more than 15ft from it's original position but can be freely manipulated within it's normal position. The Onryo can go as far as to make the water breathable to select individuals. By using the water offensively to someone within the body of water, the Onryo can cause up to 1d12 damage per class level to all within it. Lasts up to 1 minute per level. 1 use per day. Note: While corpses could appear to be created and even animated, they move slowly on their own and can't deal damage.



Slash Happy:
Abilities revolving around blood loss. Focus on boosting damage potential and augmenting a weapon.

1- "Mad Puppetry" The Yurei becomes an aura of murderous intent that surrounds the Onryo allowing the Onryo to guide her body with merciless brutality almost as though puppeteering her own body. Her BAB increases by 1 for every two levels she possesses but does not count of iterative attacks. Slashing damage dealt while this ability is active deals 1/4th damage dealt as bleeding every round losing 1/4th it's damage each time it occurs for up to 4 turns. Round down. If the damage is too low to properly be divided, it instead loses one point of damage every other round. So an attack that deals 8 slashing damage would then deal 2 damage as bleeding on the first round, 2 on the next, 1 on the next, 1 again, then ends. If the attack deals 40 damage it'd then deal 10 bleeding damage, followed by 7, 4, 1, and ending. This lasts 6 rounds and can be used 3 times a day + 1/2 class levels, at-will once usage would become 10 or more.

2- "Killer's Hand" The Yurei merges with a weapon bathing it in negative energy causing it to emanate a fear aura that causes onlookers to be shaken unless their will save is +8 or greater. On a successful attack with the weapon it causes additional negative energy damage equal to the Onryo's charisma modifier, which heals the Onryo proportionate to the negative energy damage inflicted. A victim damaged in this way becomes Frightened unless they fail a DC 10 + 1/2 class levels + Charisma modifier will save. Further attacks don't increase fear. Fear lasts 1d8 rounds. If the victim was also shaken before receiving the wound they become Sickened as well.

3- "Bleeding Terror" The Yurei merges with a wounded victim to cause their wounds to become exaggerated and bleed in an over the top manner in addition to blood coming out from all orifices- including eyes. The victim makes a will save, of the usual DC, if they succeed they become Sickened and Shaken while taking 1 point of bleeding damage per round for 1d12 rounds. If they fail, they become Nauseated, blinded and Frightened while taking bleeding damage equal to the Onryo's charisma modifier. If they fail by 5 or more they become Panicked for 1d4 rounds before becoming Unconscious. Witnesses make the same saves but do not take bleeding damage and don't suffer blindness.

4- "Savage Rending" The Yurei merges with the Onryo to reinforce her body similarly to with Mad Puppetry. The Onryo's BAB increases to equal her level, counting as normal BAB. For every successful hit, the Onryo can make an extra attack at the lowest base attack bonus. Every successful hit at the lowest base attack bonus reduces the attack bonus of the next one by 1. These bonus attacks cannot score critical hits, but every successful attack made while Savage Rending is active causes a stacking amount of bleeding damage equal to 5% the attack's damage (Minimum 1, maximum 5, round down). Savage Rending lasts 8 rounds and can be used once per day.

5- "Mad Cleaver" The Yurei merges with a weapon giving it an aura of hatred and killing intent thick to the extent that all enemies of a lesser level than the Onryo become Frightened on sight of the weapon. Any hit that deals 25% or more of the victim's health causes limb loss while a critical hit or a hit that deals 50% or more may cut them in half or decapitate them (Or sever a limb instead at the Onryo's leisure). The Mad Cleaver can score a critical hit on a roll 2 less than normal for it's type, and deals 1 step more damage on hit (x3 becoming x4). Any hit with the Mad Cleaver deals negative energy damage equal to the Onryo's charisma modifier, which heals the Onryo by the same amount.



Shadow Play:
Abilities revolving around shadows. Focus on obfuscation and false information.

1- "Shadow wrap" The Yurei merges with the shadows and envelops the Onryo. While in areas of low light the Onryo gains a +10 to checks made to avoid detection, meanwhile having the option to lower the light level and/or change the color of the light within the immediate 30ft area by 1 step or spending a usage to kill or alter the color of all light sources within 25ft or 1 light source within 60ft. If the Onryo remains in place for 2 rounds, the bonus increases to +15. This bonus receives +5 if the area has very little light ( A dark room ). Lasts 1 minute per class level with 3 uses per day, +1/2 class levels.

2- "Shadow mask" The Yurei merges with the shadows and envelops the Onryo. It functions as Shadow wrap, but if detected or allowing herself to be detected, the bonus then applies to a Disguise check which if successful makes the victim believe they've seen someone else that they know. By reducing the bonus by half, the Onro can attempt to appear as someone specifically including making the victim believe they hear the voice of the framed individual. 3 uses per day. Lasts 1 minute per class level.

3- "Paranoia" The Yurei merges with the shadows and vanishes. Designating targets, the Yurei makes the victims believe they've seen something they fear in the shadows for brief moments as they turn, or look behind them, in the corners of their vision. The effects of this aren't immediately apparent neither do they have mechanical support. Eventually, however, the victim should progress along a path that should include but is not restricted to; Shaken, Frightened, Cowering, Confusion, or so on. Paranoia lasts for one week per use and can be used once per day. Repeated use on one individual refreshes the duration but otherwise has no added effect. Once per week it can be used to make a target affected by Paranoia "Confused" for 1d20 rounds so long as their HD does not surpass that of the Onryo.

4- "Shadow body" The Yurei merges with the shadows before merging with the Onryo to blend her body with the shadows. When in darkness the Onryo is considered to be under the effects of Greater Invisibility or Invisibility in areas of low light and is perfectly silent unless intentional sound is made. In light or when detected in low light, the Onryo's body appears to be 2 dimensional and formed of pure blackness with a pale glow to her outline of some color (Not including colors that are too dark as to be nearly black). Meanwhile the Onryo has the option of lowering or changing the color of the light levels within 120ft by 2 steps and by 1 step within 80ft from that, or spending a usage to to kill/change the color of all lights within 5 miles OR appear to block out all light from the sky including the sun, moon, and stars within the same area. One use per day. 1 use lasts 6 hours or until dispelled.

5- "Shadowshape" The Yurei merges with all shadows present near by and can sculpt them to produce the effects of Hallucinatory Terrain over an area 500ft in area. While within that area the Onryo can generate effects as though using Shadow Evocation (Greater) or Shadow Conjuration (Greater) a combined number of times equal to the Onryo's charisma modifier throughout the duration of the effect. Shadowshape lasts 5 minutes per level and can be used once per day.




Heart Break:
Abilities revolving around false love. Focus on manipulating hearts and ruining relations.

1- "Heartache" The Yurei touches the heart of a victim making them feel as though they have lost something important but don't know what they've lost. On a failed will save of the usual DC, the victim experiences a weight on their heart and mind leaving them "Fatigued" and they have a -2 to avoid sleep effects. Their attitude towards anything and anyone becomes one step closer to neutral and they must make a DC 12 will save to do anything that is not relaxing and out of their usual habitats. Lasts 24 hours, can be used 3 times per day + 1/2 class levels. Repeated usage on one individual stacks only for attitude and increases the will DC to perform actions by 2 per casting.

2- "Frayed Love" The Yurei steals a part of the victim's heart. On a failed will save of the usual DC, the victim loses it's attitude for anyone they care about. If they come in contact with that individual they lose 1 level of their attitude for that person for every minute of contact even to the point of becoming hostile. On a successful save their attitude drops only 1 step. Others may use diplomacy or the like to try to raise the attitude until they leave eachother's company, but the check is made at -10 against the attempt. 3 uses per day, lasts 24 hours.

3- "False Heart" The Yurei steals the victim's heart and gives it to someone. On a failed will save of the usual Dc, the victim gains a Helpful attitude towards a subject of the Onryo's choice and fills them with romantic and lustful desires towards that subject. The subject need not be of the same species or of the opposite gender. Lasts 1 week. 2 uses per day. No stacking benefit on multiple uses on the same target beyond extending duration. Whenever False Heart would cause the victim to do something against their normal character (For example, making them sleep with someone when they otherwise wouldn't) they get a new will save to avoid doing that, but the effect remains until they succeed by 10 or more. Children brought about because of False Heart are incapable of feeling positive emotions effectively and are prone to malicious behavior.

4- "Love Bite" The Yurei twists the heart of a victim as such that on a failed will save they feel an overwhelming urge to consume the object of their affections or those who hold them as the object of their own affections. Whenever meeting someone they like or that likes them, they must make another will save to avoid trying to eat them. They will attempt to grapple, pin, or use coercion or even sleep spells or poisons to devour them. Once their victim is dead, Love Bite ends allowing them to fully feel what they have done. Lasts 24 hours. 3 uses per day.

5- "Heart Song" The Yurei disperses out into the air to alter the hearts of all those in a 500ft area and fill them with uncontrollable feelings of love and lust for any and everyone else in the area. If they fail a will save of the usual DC, they effectively become mindless and seek out the others to satisfy the new desires of their heart. A new will save can be made every 10 minutes to break free. Lasts 12 hours. 1 use per week.



Flesh Dance:
Abilities revolving around flesh. Focus on animation and manipulation of the body.

1- "Sinew Strings" The Yurei is used to animate the corpse of an animal less than Small size, or a mass of meat-based matter of similar proportion. A number of these can be animate at a time equal to the Onryo's class levels. They each have 1HP per class level and deal 1d4 damage +1/2 Onryo class levels if used offensively with 3 in all physical stats. They can be made with 3 mental stats as well on the Onryo's wish but in which case they can act independently and may not obey the Onryo. A simple will save DC 10 keeps a viewer's sanity (Not become frightened/disturbed, ie; Shaken), but the Onryo can add or subtract her charisma modifier from this DC, making the DC less than 5 negates the save entirely (Sculpting the creature to be better looking or more intimidating.) The little creatures remain animated until replaced or destroyed. When destroyed they wither into dust, goo, or similar substance. 3 uses per day +1/2 class levels. When this would make it 10 or more uses per day it instead becomes at-will and the Onryo can animate up to 1/2 her charisma modifier at once instead of 1 at a time. Example creations: Talking head. Zombie cat. Walking hand. Meatloaf special.

2- "Corpse Melt" The Yurei merges with non-living once-living matter and causes rapid decomposition to the point that the body appears to melt. The melting can stop at any point, from really decomposed looking corpse to bloody stew, or into vapor. The melting can be done suddenly all at once to produce a chunky bloody meat explosion, with a human-sized body bursting into a 30ft shower that offends delicate sensibilities. Corpse Melt can instantly slay dying creatures at less than -1 HP, and is a swift action OR can be used with a single basic attack as a standard action. Can be used 3 times per day +1/2 class levels. At 10 uses it becomes at-will.

3- "Reanimate" The Yurei merges with the body of a dead humanoid reanimating it as walking dead. This reanimated corpse has the same physical stats as it had in life but has no mental stats understanding only the Onryo's commands. The reanimated corpse is an undead creature with d8 HD equal to 1/2 the Onryo's class levels. 1 reanimated corpse can remain animated equal to 1/4th the Onryo's class levels and remains animated until replaced or destroyed when they wither into dust, goo, or similar substance. They can be made with mental ability scores adding up to the Onryo's charisma score, but no one score can be greater than the Onryo's charisma modifier. With mental stats the reanimated corpses may act on their own will independently but may not obey the Onryo's orders. Can be used once per day.

4- "Meat Puppet" Akin to Reanimate, the Yurei merges with a medium-sized or smaller body. This body need not be dead. On a failed will save of the usual DC, the creature becomes possessed. The possessed creature can be kept aware or be put to sleep within the body to varying degrees of awareness even to full awareness with lack of control or control may be given to limited degrees. Whenever an action would be taken that strikes against the possessed creature's morals or generally something they really don't want to do, they get a new save to regain control for 1 hour when a new save occurs. If they succeed on that one, they regain control. If they fail, control is lost again.

5- "Puppeteer" The Yurei possess up to a number of corpses and living beings with less than half the HD than the Onryo has class levels equal to the Onryo's charisma modifier. Each creature is subject as though to the Meat Puppet spell but they can be of Large or smaller size. This time, no new will save is given to resist actions they would be opposed to until after the action is taken. Can be used once per day.



Mirrored Gaze:
Abilities revolving around mirrors. Focus on trapping and reflecting.

1- "Reflected Visage" The Yurei enters a mirror and alters what is seen within that mirror. The Onryo can change what the mirror shows in this way to any extent from small details to a total conversion and decide how long it lasts before hand or dismiss it later. Meaning they can make an image just appear for a flicker, or with a pause. The image can have movement and animation as well. The image can even be delayed, set to appear at certain times or when certain events are met. Lasts 48 hours, 3 uses per day +1/2 class levels. At-will when it becomes 10 uses.

2- "Mirror Mask" The Yurei can reflect the appearance of an individual as though using Alter Self. Alternatively, she can make it so anyone sees themselves when seeing her as though using Disguise Self. Lasts up to 12 hours. 3 uses per day. At-will once "Reflected Visage" becomes at-will.

3- "Glass Cage" The Yurei enters a mirror setting a trap. Lying it wait, the trap can spring when someone stands in front of the mirror to attempt to pull them into the mirror. The visual elements are up to the Onryo, but the end result is a reflex save of the usual DC. If they fail, they are pulled into the mirror and cannot be released until the effect ends or someone else touches the mirror while the trapped person touches the mirror. To the trapped person, they appear to be in a perfectly 3-dimensional space, the reflection within the mirror and can go anywhere that anyone looking into the mirror would be able to see from whatever angles at the time they were trapped (If the mirror is ever moved, it retains its original display despite it). If the mirror is ever broken then they get to make a new save. If that save fails, they remain trapped in the mirror within one of the shards so long as it's larger than an inch in size. 1 use per day. Lasts 24 hours, or longer as the next use of this ability can be automatically shifted to extend the duration but during that shift they get a new save.

4- "Reflection" The Yurei imbues any mirror in a similar manner to "Glass Cage". The mirror can now be used to reflect more than just light, but can be used to reflect projectiles and magic. By making an attack roll against an incoming attack roll once per turn the Onryo can parry an effect with the mirror making it return along its original path. By imbuing two separate mirrors, the Onryo can effectively create gateways across distances as though teleportation was in use. These gateways can be made to allow only the Onryo through, or certain people. Such as Spite-marked individuals, or excluding spite-marked individuals. Lasts until used again or the mirror is broken (Breaks upon reflecting 1 attack). 3 uses per day.

5- "Mirror Mirror" The Yurei imbues a mirror in a similar manner to the previous two. Any mirror becomes a portal to a mirror world without restriction based on the entry mirror, it is a full world reversed from their reality but eerily silent and subtly warped. No sound can be made within and as such spells with vocal components cannot function. Mirror Mirror can be made to be one-way or two-way, or allow only certain individuals to pass through. It relies on others entering the mirror and as such has no save- if they cross, they cross. By using "Reflected Visage" on a Mirror Mirror mirror the Onryo can display someone trapped within the Mirror Mirror wherever they may be hiding within the mirrored world. To exit the Mirror Mirror without the Onryo's help would require their own means of crossing dimensions or someone slaying the Onryo. One use per day. The Mirror Mirror mirror remains imbued indefinitely until broken or a new Mirror Mirror is used, in which case the entry simply re-opens or is moved.



Endless Servitude:
Abilities revolving around souls. Focus on binding souls and breaking will.

1- "Cheated Afterlife" Rather than having Yurei on standby the Onryo creates a reinforced shell of their own essence. When a Spite-marked creature is slain by the Onryo within 15ft this shell envelops the slain creature's soul. A will save is made of the usual DC. If they fail, they are captured. Does not work against individuals with HD beyond 5. The captive victim is now considered a Yurei but is fully sentient, just incapable of going against the Onryo's will. They lose all but 2 of their special abilities, are considered ethereal and undead, only capable of appearing when the Onryo wishes them to and acting as the Onryo desires. They may make a will save at the usual DC+5 to perform actions or appear outside of the Onryo's will. When a new victim has their afterlife cheated, the previous victim is set free. The Onryo can use this once per day and lasts until re-used.

2- "Soul Servant" As with Cheated Afterlife, the Onryo steals the soul of a slain creature within 30ft with a will save of the usual DC. Does not work against individuals with HD beyond 10. They retain 4 of their special abilities. To act outside the Onryo's will they make another will save but with +10 against them. This can capture two individuals at once with a total HD not exceeding 10. When a new victim is captured it replaces an old one (or both). 2 uses per day (or 1 if two are captured at once).

3- "Life Grab" The Onryo steals the soul of a slain creature within 60ft. This victim retains 8 special abilities, can be up to 15HD in total with no limit on the individual number of captives. To act against the Onryo's wishes they must have 8 or more HD and succeed a will save of the usual DC+15. A creature can act against the Onryo's will once without a save, but doing so causes their soul to burn out- moving them on to the afterlife, but their soul becomes eternally charred with nearly no sentience remaining. Only a deity may restore the creature. Has a number of uses per day equal to the HD used. Either 1 use or 15 uses per day, for example. Lasts until replaced/destroyed. Swift action.

4- "Unhappy Ending" The Onryo steals the soul of a slain creature(s) within 500ft. These victims retain up to 16 special abilities and can be up to 40HD with no limit on the individual number of captives but no one captive can exceed 15HD. They may not act against the Onryo's wishes unless they sacrifice themselves to do so as described in Life Grab, but to do so they must succeed a will save to which they gain a bonus to their check depending on their need to overcome the Onryo. To save a close lover, for example, would give up to a +8. Captives are not released once replaced, but have their soul destroyed. If the Onryo is slain, the captives are burned as though they sacrificed themselves. Can be used until the HD limit is reached. Free action after the Onryo makes an attack.

5- "Steal Fate" The Onryo steals the soul of one slain creature they can touch of up to 20HD. No save. Swift action. Effect does not end, their soul is incinerated when the Onryo dies. If replaced, they are broken down and become part of the Onryo's own essence, or they may do so at any time before replacing them. Doing so allows the Onryo to permanently gain 1 of their special abilities, gains 1 skill point in each skill for each 5 skill points the creature had in those skills. The Onryo has an imperfect recollection of all the creature's memories and their personality is modified to have traits resembling whoever was assimilated in this manner. By sacrificing this ability entirely, the Onryo may gain the slain creature's skill ranks entirely, +1 to ability scores for every 3 they possessed, perfect recollection of their memories, a personality that is a fusion of the two, up to 8 of their special abilities, and can assume the form of who they devoured as though it were another "true form".

Cipher Stars
2014-08-27, 11:38 AM
Lots of credit to pretty much everyone who's replied to this topic.


Onryō Martial Progression
Some Kyofu refer to "accessing the Onryō Martial Progression"; if they do, they allow the user to learn Maneuvers following the following progression. They have full Initiator Level for the Disciplines they are granted access to by the Kyofu in question; they otherwise ready their Maneuvers normally.


An Onryō that has gained access to their Martial Progression gains the ability to refresh their maneuvers through murder; by spending a Swift action after killing a creature, they may regain a single expended Onryō Maneuver. If they had not used any maneuvers that round, they regain all of their expended Onryō Maneuvers.


The progression is considered to be in a number of "tiers"; by default, the Onryō's current tier is equal to their current Stage, but certain Kyofu may increase this value.




Current Tier
Maneuvers Known
Maneuvers Readied
Stances Known


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Kyofu Types
Kyofu of Steel

The Kyofu, or Terror of Steel evokes the fear of the mechanical and rusted, of broken machines and twisted metal.

1 - Kinship to Iron

Weapon-Bound Soul [Su]:
The Onryō selects a single non-magical weapon that they are proficient in; that weapon is their Terror Brand. Their Terror Brand is considered to be under the effects of a Greater Magic Weapon effect as a Supernatural ability, with a CL equal to their class level. Such weapons always seem bloodstained, rusty, and filthy; more importantly, they are considered to be Evil weapons for all intents and purposes. Finally, they gain Weapon Focus(Terror Brand) as a bonus feat.
Mutation: This Kyofu does not inherently alter the Onryō's flesh, though if applied to a natural weapon, it will warp it accordingly. Rather, their Terror Crand reappears near the Onryō within an hour of being destroyed, and they become convinced that it is... whispering to them.

Rusty Broken Toys [Ex]:
The Onryō's body adopts some sort of horrible metal mutilation; whether a painful helmet or simply jagged iron shoved beneath their skin, they gain a certain spiteful durability. They gain Gremlin Syndrome (http://www.giantitp.com/forums/showthread.php?258295-Brass-Wire-Permeates-Flesh-Feats-PEACH) and Child of Gears (http://www.minmaxboards.com/index.php?topic=13957.msg250156#msg250156) as bonus feats, even if they don't meet the prerequisites.
Mutation: None beyond the normal effects of Gremlin Syndrome and Child of Gears and the mutilation inherent in this Kyofu.

Golem-Hearted Monster [Ex]:
The Onryō learns to fight more like a machine than a person; they gain access to the Onryō Martial Progression, with Golem Heart (http://dnd-wiki.org/wiki/Golem_Heart_%283.5e_Martial_Discipline%29) as their only Class Discipline. Alternatively, if they already have access to the Onryō Martial Progression, increase their Tier by 1 and add Golem Heart to the list of Disciplines they have access to. Either way, Knowledge (Arcana) is always a class skill for the Onryō.
Mutation: The Onryō loses all facial expressions, and their voice becomes a level monotone; if another Kyofu would force some emotion into their face or voice, this Kyofu's Mutation instead prevents them from varying from that emotional expression.




2 - Rusty Scraps
Steel-Plated Monster [Ex]:
The Onryō is slow, but tough; oh so terribly tough. Their Reflex save progression decays to Poor, while their Fortitude save progression improves to Good. In addition, they gain DR/Adamantine equal to twice their current Stage; however, their base land speed drops by 10'.
Mutation: The Onryō bulks out; even the frailest of waifs becomes built like a brick wall. More subtly, their every movement takes on a certain level of determination, as if it was fully planned out in advance.

Laughing Off Blades [Su]:
How can iron harm a cousin? How can steel kill a friend? The Onryō gains Iron Resistance 5; this functions as Energy Resistance, except it applies to any damage inflicted by an iron or steel object. If the creature attempting to harm them is Shaken, Frightened, or Panicked, this improves to Iron Resistance 15.
Mutation: The Onryō's skin begins to glint like burnished brass; careful listeners (succeeding on their Listen checks by 5 or more) can hear their joints clink when they move.

Devouring the Corpse Electric [Ex]:
Requires: Flesh Dance 1 - "Sinew Strings"
The Onryō recognizes that metal is just another type of flesh, albeit one that doesn't rot nearly as well. They may treat metal as if it were meat for the purposes of any Flesh Dance Yurei they have, and may apply any of those abilities to Constructs in addition to Animals or Humanoids.
Mutation: The Onryō's teeth allow them to chew metal as if it were meat, though they still cannot digest it.


3 - Dreams of Metal
Soul-Devouring Steel [Su]:
Requires: Weapon-Bound Soul
The Onryō's Terror Brand now deals damage as if it were one size larger, and is considered to be forged from Soulsteel (http://www.giantitp.com/forums/showthread.php?106024-From-This-The-Swords-of-Gods-Are-Forged!-Materials); the Onryō is immune to the negative effects of Soulsteel. It is also an Intelligent Magic Item, built with an Ego Modifier (http://www.d20pfsrd.com/magic-items/intelligent-items) equal to one-third the Onryō's class level, rounded up, with these benefits automatically upgrading when this value increases. Do not include the Terror Brand's base cost when calculating its Ego Modifier.
Mutation: The Terror Brand's whispers become fully malicious and intelligent, in a perfectly alien way. Additionally, it goes from bloody to bleeding. Finally, the DM may choose to assign the Terror Brand a Special Purpose, which should be truly dark and bizarre.

Magic-Denying Flesh [Su]:
The Onryō's flesh now prevents magic from affecting them properly; they gain Spell Resistance equal to 10 + their Level + their Charisma modifier. However, certain effects now affect them differently; any source of Electricity damage Slows them for 3 rounds with no Save, Fire damage heals them 1 point for every 3 points of damage it would normally deal and immediately ends any Slow effect they are currently suffering from, and any Rusting effects, such as a Rusting Grasp spell or the touch of a Rust Monster affect them as if they were an Iron Golem.
Mutation: The Onryō's skin takes on a rusty patina; they leave a trail of orange-brown dust behind them.

Steel-Armed Body [Ex]:
The Onryō grows a pair of steel tentacles, which reach over their shoulders; they appear to be wretched chains with end with cruel meathooks. These tentacles are considered to be a +1 Spiked Chain instead of actual tentacles; however, they are considered to be natural weapons, do not require hands to wield, and the Onryō is considered to be proficient with them. The 'tentacles' are affected by a Supernatural Greater Magic Weapon effect with a CL equal to their Class level, and benefit from two of the following Special Abilities: Cruel (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cruel), Heartseeker (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/heartseeker), Ominous (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/ominous), or Vicious (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/vicious). The Onryō may change which abilities are assigned as a swift action, which visibly causes the chains to shudder and warp.
Mutation: A pair of chain-tentacles lashes out of the Onryō's back, tearing through any armor and generally making themselves known.


4 - Behold the Machine
Dead God Furnace [Ex]:
The Onryō isn't something from outside this world; they are something filthy, grimy, and here. This Kyofu permanently modifies the 4 Stages they have already gone through, and modifies any to come; any references to Outsiders are replaced with a reference to Constructs. In addition, Golems within 30' of the Onryō gain the Berserk trait, as if they were a Flesh Golem, if they did not already have it, and Golems that already have the Berserk trait suffer a 5% cumulative chance of going Berserk each round they are within this aura. Berserk Golems do not register the Onryō's presence at all.
Mutation: The Onryō's eyes appear to be blaring red lights, and never blink.

Interesting Sculpture Gargoyle [Ex]:
The Onryō takes on a hybrid form between their original shape and their Humanoid form; whenever they use Walk Among Them, they may choose to adopt the form of a statue their size, completely made out of cast iron, brass, and lead. The Kyofu decides on the appearance when they take the Kyofu. As long as they are in this "hybrid" form, their Dexterity score and speed are effectively 0; however, they gain a +10 natural armor bonus, and gain a +20 bonus on all Stealth checks to look like a statue. Finally, as long as they are in this form, they may use Walk Among Them as a free action to take any of their other true forms, and are under an Ex Mind Blank effect.
Mutation: The Onryō doesn't seem to be any different when looked at full on; however, their statue form always appears to be nearby, visible only through the corner of your eye.

Foundry-Beast Body [Su]:
The Onryō laughs at the very idea that metal is a grand hindrance or block. They may interact with metal as if it were ice, including melting through it with their bare hands; they may deal 2 damage per minute to any metal object they are touching, ignoring hardness. This damaged metal becomes liquid, notable only in that it is still room-temperature. Any time the Onryō would deal fire damage to a piece of metal, it takes twice the normal amount of damage, which also ignores the metal's hardness.
Mutation: The Onryō's bodily fluids have a metallic glint to them.


5 - Terrifying Steel God

World-Wracking Siren [Su]:
The Onryō may open their lips and scream a new world. As a full-round action, they may emit a siren-sounding scream, which changes the world around them. Metal appears to rust, great machines chug in the shadows, and nightmares seem to arise. This duplicates the effects of a Mirage Arcana spell cast at a CL equal to their class level, except the Onryō may interact with any part of the illusion as if it were either reality or illusion, allowing them to pass through illusionary doorways or cross rivers on imaginary bridges.
Mutation: The Onryō's voice takes on a grating steel tone, or they simply lose their voice altogether, speaking with a whale-like scream.




Kyofu of Skin
Example: Wolfman. Mothman, ect.

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Kyofu of the Mask
Example: Jason. Scream, ect.

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Kyofu of the Doll
Example: Chucky. Dolly, ect.

1 - Fancy Name[/FONT]

Fun size [Ex]:
The Onryō decreases in size one size category, to a minimum of Diminutive. As result of the size change the Onryō gains a +2 bonus to dexterity, a +4 bonus to hide checks, and a +1 bonus to attack rolls. The Onryō’s space changes as normal, decreasing to 0ft at Tiny. The Onryō can wield weapons up to two sizes larger than their size would allow, to a maximum of the Onryō’s original size. This Kyofu can be taken once per stage.
This can be taken repeatedly.
Mutation: The Onryō shrinks.

On Your Face [Martial Discipline] [Ex]:
The Onryō learns to climb their target like a spider; she gains access to the Onryō Martial Progression, with Clambering Wolverine as their only Class Discipline. Alternatively, if she already has access to the Onryō Martial Progression, increase her Tier by 1 and add Clambering Wolverine to the list of Disciplines she has access to. Either way, Knowledge (Arcana) is always a class skill for the Onryō.
Mutation: The Onyrō's fingers may elongate and hook, or she may hold her hands in a "hug me" position naturally.

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2 - Fancy Name

Chiseled Flesh [Ex]:
The Onryō abandons the weakness of flesh and possesses a body entirely artificial. The Onryō must now be repaired instead of healed, as a construct, and becomes fashioned from one of the following materials, at the player’s choice.
Ceramic
Resist 5 Piercing and Slashing. Improve to 15.
1.5x damage taken from bludgeoning sources.
Immune to ongoing fire damage.

Cloth
Resist 5 bludgeoning damage. Improve to 15.
1.5x damage taken from piercing and slashing sources.
Floats when not encumbered.

Wood
DR3/magic, fire. Improves to DR10/magic, fire
After receiving at least Ό her max hp in fire damage in a single round, takes 3 fire damage each round until she spends a full round action and falls prone to extinguish the flame, or puts it out through some other method.
Floats when not encumbered.

Death Engine [Ex]:
When targeting a creature who is not spite-marked, but is personally known by a spite-marked, the Onryō can use Death Attack, as the Assassin ability, with the following exceptions. The Onryō does not require a melee weapon (environmental hazards and normally unsuspicious objects work just as well as killing tools), the DC to the fort save is increased to 20 + Onryō level + Charisma, and if the target succeeds the save they take no damage.
Mutation: The Onryō's face becomes permanently fixed into an expression of glee or anger.

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3 - Fancy Name

Disassembly [Su]:
As a free action after taking at least Ό her max health in a single hit, or as a full round action, the Onyrō can detach one of her limbs. The Onryō with all limbs attached is referred to as the base Onryō. These detached limbs act as separate creatures acting on the Onryō’s initiative, and have stats as listed below. When a stat is not listed, it is the same as the base Onryō. To reattach a limb, the Onryō and the limb must both spend full round actions that provoke AoOs, on the same round. If they take damage during this period, the limb is not reattached. Upon reattaching, the Onryō regains half the part’s current hp. Upon reaching 0 or fewer hp, a body part becomes inactive and cannot be reattached, but becomes active and reattachable again when repaired to positive hp.
Leg
Size: 1 less than the base Onryō
Health: Ό base Onryō
Speed: ½ base Onryō
Attack: Slam melee (lvl/4)d6 bludgeoning.
Special qualities: Blind, Deaf, One mind, Leg

One mind [Su]: The Onryō is immediately aware of anything one of her body parts senses, and each body part can act on this information. For example, if one eye has line of sight to a creature, all body parts are considered to have line of sight to the creature, regardless of if they can sense it themselves. All body parts and the body are considered one creature for the purpose of mind-affecting effects.

Leg [Ex]: The Leg can only perform actions a leg could reasonably do. A leg is not going to write postcards or juggle. A creature can maintain a grapple with a leg with one hand.

Arm
Size: 1 less than the base Onryō
Health: Ό base Onryō
Speed: ½ base Onryō
Special qualities: Blind, Deaf, One mind, Arm

One mind [Su]: The Onryō is immediately aware of anything one of her body parts senses, and each body part can act on this information. For example, if one eye has line of sight to a creature, all body parts are considered to have line of sight to the creature, regardless of if they can sense it themselves. All body parts and the body are considered one creature for the purpose of mind-affecting effects.

Arm [Ex]: The Arm can only perform actions an arm could reasonably do, which includes all actions a person could accomplish with one arm. The arm can, for example, make attacks, turn doorknobs, and write. A creature can maintain a grapple with a leg with one hand.

Eye
Size: 3 less than the base Onryō
Health: 1/8 base Onryō
Speed: 1/3 base Onryō
Special qualities: Deaf, Sight, One mind, Eye

Sight [Ex]: The eye produces line of sight as a creature would, but how no depth perception. All creatures within the line of sight of only one eye have a 10% miss chance.

One mind [Su]: The Onryō is immediately aware of anything one of her body parts senses, and each body part can act on this information. For example, if one eye has line of sight to a creature, all body parts are considered to have line of sight to the creature, regardless of if they can sense it themselves. All body parts and the body are considered one creature for the purpose of mind-affecting effects.

Eye [Ex]: The Eye can only perform actions an eye could reasonably do. The eye isn’t going to do much besides roll around and see things. A creature can maintain a grapple with a leg with one hand.

Head
Size: 3 less than the base Onryō.
Health: 1/2 base Onryō
Speed: 5ft as a full round action
Special qualities: One mind, Onryō core, Head

One mind [Su]: The Onryō is immediately aware of anything one of her body parts senses, and each body part can act on this information. For example, if one eye has line of sight to a creature, all body parts are considered to have line of sight to the creature, regardless of if they can sense it themselves. All body parts and the body are considered one creature for the purpose of mind-affecting effects.

Onryō core [Su]: After detaching from the body, the head inherits the Onryō’s healing effects and ability to use Yurei and other magical or psionic effects she might possess. The Base Onryō’s hp continues to be tracked on the body.

Head [Ex]: The Head can only perform actions a head could reasonably do. The head will never be a tennis champion. A creature can maintain a grapple with a leg with one hand.
Missing one leg: The body’s move speed is halved, and the body must make a DC 15 balance check after each movement and each turn in which the body is unsupported by a wall, object or creature, or fall prone. -4 to actions that would benefit from having two legs, such as ride and climb checks.
Missing two+ legs: The body is always prone, but can crawl if it has at least one arm. -12 to actions that would benefit from having legs, and actions that require legs are impossible.
Missing one arm: The body cannot use the detached arm, and takes -4 to actions that would benefit from having two arms, such as swim and climb.
Missing two+ arms: The body cannot any of its arms, and takes -12 to actions that would benefit from having arms, such as balance. Actions that require arms are impossible.
Missing one eye: All creatures have a 10% miss chance.
Missing two+ eyes: The body becomes blind, and can only see through senses shared by other parts.
Missing head: The body becomes blind, deaf, mute, and loses its healing effects, Yurei, and mental abilities, which are passed on to the head.
Mutation: The Onyrō may have visible lines around her joints, or may appear to be stitched together.

And All Her Friends [Martial Discipline] [Su]:
The Onryō gains mastery of all those like it; she gains access to the Onryō Martial Progression, with Doll Judgement as their only Class Discipline. The dolls can also be easily refluffed into spirits or miscellaneous toys. Alternatively, if she already have access to the Onryō Martial Progression, increase her Tier by 1 and add Doll Judgement to the list of Disciplines she has access to. Either way, Knowledge (Arcana) is always a class skill for the Onryō.
Mutation: The Onryō is no longer alone.

Mastery of Material [Martial Discipline] [Ex]:
The Onryō learns to control fabric as if it was an extension of her body; she gains access to the Onryō Martial Progression, with Perfect Seamstress as her only Class Discipline. The dolls can also be easily refluffed into spirits or miscellaneous toys. Alternatively, if she already has access to the Onryō Martial Progression, increase her Tier by 1 and add Perfect Seamstress to the list of Disciplines she has access to. Either way, Knowledge (Arcana) is always a class skill for the Onryō.
Mutation: The Onryō's skin or clothing may appear frayed and ragged, with long strips floating gently mid-air.


4 - Fancy Name

Undying[Su]:
Requires disassembly. When the Onryō reaches -10 hp, it does not die or become inactive. Instead, each additional attack detaches a body part of the attacker’s choice as well as dealing damage. Once all body parts are inactive, and the body is at -10 or fewer hp, the Onryō is slain.
Mutation: The Onryō may appear very old and worn, or covered in faintly glowing runes.

Modular Anatomy [Ex]:
Requires Disassembly. By forcing one of your detached parts to deactivate, you can attach a foreign object to your body as a replacement for that body. The attaching process is as normal, except the object is not required to take an action to attach, and is allowed a Will save DC 10+1/2lvl+cha if sentient. Weapons attached function as secondary natural weapons. Dead body parts function normally after being attached, and can be healed through conventional methods rather than repairs. Attaching an object that doesn't function well as the original body part (it's hard to open doors when both your arms end in ice-picks) gives a variable penalty depending on the importance of that part, and the usefulness of the object, with -4 as a standard.
Mutation: Whatever she chooses to do to herself.

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Kyofu of Spirit
Example: Grudge. Event Horizon, ect.

1 - Fading Twilight

Eerie Hallucination (Su):
Whenever they will it, as a swift action, the Onryo is capable of producing minor effects in a similar manner to prestidigitation. The Onryo can slowly lift up to 5lbs of material and move it at a rate of 5ft per round or use it to close or open unlocked doors, windows or lids so long as they are of standard size for a medium sized creature or smaller (They cannot open a heavy gate, for example.). Color, clean, or soul items in up to a 5ft cube each round. She can chill, warm, or flavor 5lbs of material. Living material can only be made uncomfortably warm or chilly but has no effect on their actual temperature (They may still die of exposure), but nonliving matter can be made to appear scalding hot or unbearably cold though it is not real and no damage can occur beyond a max of 1d4 nonlethal damage due to the belief that it is real. If damage would occur it can be ignored with a will save of the usual DC. It can affect the concentration of spellcasters, and can go as far as to create small objects or creatures of Fine size though these cannot cause harm directly as they are not truly present in the material but are not wholly in the mind and as such can be seen by those immune to illusions but not those immune to will saves despite not usually provoking one.
Mutation: The Onryo has an aura of unease that makes those who look upon her feel at unrest, like there's something wrong here but they don't know what.

Spectral Flesh (Ex):
The Onryo's body becomes partially ethereal. Whenever the Onryo would be detected there is a 15% chance that they do not get seen. This chance occurs once in a round at the start of their turn. If it is successful they are treated as though invisible and ethereal until their next turn or until they perform an action that draws attention such as making an attack or using a Yurei that has an obvious effect. The Yurei can choose not to be invisible of they wish, but the ethereal quality remains until broken.
Mutation: The Onryo's body has an eerie glow that if seen makes them appear highly visible in darkness but does not impact their stealth in any way though it can provide a +4 circumstance bonus for them to draw attention to themselves in dark areas.

Soul-Stained Monster (Ex):
The Onryo becomes attuned to Stygian forces, learning to fight like a nightmare; they gain access to the Onryo Martial Progression, with Stygian Nightmare (http://www.giantitp.com/forums/showthread.php?162222-Stygian-Nightmare-3-5-ToB-Discipline-PEACH) as their only Class Discipline. Alternatively, if they already have access to the Onryo Martial Progression, increase their Tier by 1 and add Stygian Nightmare to the list of Disciplines they have access to. The Onryo can substitute one of the disciplines associated weapons with a martial or exotic weapon chosen with the Onryo Weapon Proficiency. The Onryo gains Autohypnosis as a class skill.
Mutation: The Onryo's eyes take on a vibrant glow similar to the mutation in Spectral Flesh, but highly visible when seen and can be made to be seen without the rest of the Onryo being detected or while otherwise invisible.


2 - Haunting Begins

Dynamic Presence (Su):
The Onryo can exclude individuals from any Kyofu or Yurei effect, or focus them solely on select individuals. If the effect has an obvious effect (such as with the Smoking Gun set of abilities, which often result in rooms catching fire) then the excluded viewers may see the results of the effect but not the source. The Onryo also gains the ability to use the Stealth skill to hide even while observed and the benefits to stealth from taking Shadow Play Yurei increase by +2, increasing to +5 at 5th level.
Mutation: The Onryo's visage becomes slightly blurred while their skin becomes paler, or even darker when wrapped in shadow.

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3 - Midnight Spirit

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5 - Dawnless Terror

Endless Haunt (Su):
The Onryo
Mutation:

Horrifying Apparition (Su):
The Onryo
Mutation:

3- ???


Kyofu of Bone
Example: ???

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Cipher Stars
2014-08-27, 11:39 AM
Spare post.

Cipher Stars
2014-08-27, 11:40 AM
Last spare post.

Cipher Stars
2014-08-27, 11:43 AM
(This post also serves as a spare)
What I could really use beyond general point out of flaws are horror movie tropes, abilities and tricks that anyone things would do well in this class to make your own perfect little killer. Though the theme is more of a stalkery night predator with priority to causing harm in out of combat forms, less mass-slaughter like any ole' Warrior could do.

Cipher Stars
2014-08-27, 02:15 PM
Do the Level 1 abilities (i.e. their slowly becoming undead) replace their normal racial abilities?


Nope. I'll edit that in.


Last updated 8/27/14 at 4:10PM (EDT)- Added Flesh Dance abilities.
Last updated 8/27/14 at 5:05PM (EDT)- Added Mirrored Gaze abilities.

Amechra
2014-08-27, 05:56 PM
A good horror movie monster strips its victims of all advantages and safety, leaving you back in the dark and cold. It brings the world back to a simpler place, where everyone understood the truth:

Everyone is a little murderer. Some people are just better murderers than others.

They group up? Force them to split up.
They stick to the nice safe lights? The lights flicker out.
They try to run away from you? They get turned around, and end up in front of you.

Here's a fighting style meant to evoke "murderous monster" (http://forum.rpg.net/showthread.php?517450-Exalted-SMA-Indigo-Facets-of-Atrocity-Style); it's from Exalted, but the intent of each ability should be some nice inspiration.

Cipher Stars
2014-08-27, 07:20 PM
A good horror movie monster strips its victims of all advantages and safety, leaving you back in the dark and cold. It brings the world back to a simpler place, where everyone understood the truth:

Everyone is a little murderer. Some people are just better murderers than others.

They group up? Force them to split up.
They stick to the nice safe lights? The lights flicker out.
They try to run away from you? They get turned around, and end up in front of you.

Here's a fighting style meant to evoke "murderous monster" (http://forum.rpg.net/showthread.php?517450-Exalted-SMA-Indigo-Facets-of-Atrocity-Style); it's from Exalted, but the intent of each ability should be some nice inspiration.

I've been roughly trying to provide the means for someone who takes this class to do all that. (Though not on one character, the idea is for variety and choice to make your own tailored killers) There are still elements missing so far. One thing I'd really like but aren't entirely sure on how to do it is to work in space/reality shifting effects taking after Silent Hill for example. Perhaps that would be a Temptation for Stage 5 or another Yurei line (But I'm not yet sold on how to make 1st, 5th, or 10th level abilities that would suit that theme just yet).


More inspiration is nice. I've been stalking other dark themed classes as well, but my attention span is terrible and it's hard to focus on reading other sources >,..,<; Such as the Ozrodin, which I think could pair well with this class as a lethal little tag-team. Both have similar elements but different approaches and flavors, in my mind.


I'm having a rough time trying to picture how to do the Kyofu. Basically I want Kyofu to be a list of sets with specific themes/goals used to customize your own Onryo's physical elements... A Masked killer for example, but it's not just some random mask from your local thrift shop but almost like a relic to their corrupted hearts and very much a part of them on a fundamental level, so focusing your Kyofu within the "Mask" type would improve on what the mask can do. I know what I want, I'm just not sure how to go about it or what sort of content could be added for each...

Bhu
2014-08-28, 04:48 PM
Would a list of appropriate films to watch/netflix help?

Cipher Stars
2014-08-28, 06:16 PM
Nah, I know where to find lists like that (I've seen quite a number of them on Imgur and/or Reddit). I don't have much time to watch'em though, or so I say. I can't commit to watching things very well...

I need insight or examples of things to do with the Kyofu. I'm at a dead end there. I can picture what I want, but not how to go about it. Largely because I'm not sure how to go about break apart and spreading elements of the themes across 5 stages of progression. I'd think there should be at least 3 choices per theme per stage.


If anyone wants to contribute anything to it, that'd be pretty great. I could mark segments that are not my own with a symbol starting and finishing the segments with a note of who the symbol belongs to. That should be relatively unobtrusive to a reader while credit gets given. If someone could even make one of the Kyofu sections I could mirror the layout and design choices for the others more or less.

Amechra
2014-08-28, 08:28 PM
I'm going to assume that Kyofu are intended to be passive powers, right? With Yurei abilities filling in the "active stuff" route.

Kyofu of Steel

The Kyofu, or Terror of Steel evokes the fear of the mechanical and rusted, of broken machines and twisted metal.

1 - Kinship to Iron

Weapon-Bound Soul [Su]:
The Onryō selects a single non-magical weapon that they are proficient in; that weapon is their Terror Brand. Their Terror Brand is considered to be under the effects of a Greater Magic Weapon effect as a Supernatural ability, with a CL equal to their class level. Such weapons always seem bloodstained, rusty, and filthy; more importantly, they are considered to be Evil weapons for all intents and purposes. Finally, they gain Weapon Focus(Terror Brand) as a bonus feat.
Mutation: This Kyofu does not inherently alter the Onryō's flesh, though if applied to a natural weapon, it will warp it accordingly. Rather, their Terror Crand reappears near the Onryō within an hour of being destroyed, and they become convinced that it is... whispering to them.

Rusty Broken Toys [Ex]:
The Onryō's body adopts some sort of horrible metal mutilation; whether a painful helmet or simply jagged iron shoved beneath their skin, they gain a certain spiteful durability. They gain Gremlin Syndrome (http://www.giantitp.com/forums/showthread.php?258295-Brass-Wire-Permeates-Flesh-Feats-PEACH) and Child of Gears (http://www.minmaxboards.com/index.php?topic=13957.msg250156#msg250156) as bonus feats, even if they don't meet the prerequisites.
Mutation: None beyond the normal effects of Gremlin Syndrome and Child of Gears and the mutilation inherent in this Kyofu.

Golem-Hearted Monster [Ex]:
The Onryō learns to fight more like a machine than a person; they gain access to the Onryō Martial Progression, with Golem Heart (http://dnd-wiki.org/wiki/Golem_Heart_%283.5e_Martial_Discipline%29) as their only Class Discipline. Alternatively, if they already have access to the Onryō Martial Progression, increase their Tier by 1 and add Golem Heart to the list of Disciplines they have access to. Either way, Knowledge (Arcana) is always a class skill for the Onryō.
Mutation: The Onryō loses all facial expressions, and their voice becomes a level monotone; if another Kyofu would force some emotion into their face or voice, this Kyofu's Mutation instead prevents them from varying from that emotional expression.




2 - Rusty Scraps
Steel-Plated Monster [Ex]:
The Onryō is slow, but tough; oh so terribly tough. Their Reflex save progression decays to Poor, while their Fortitude save progression improves to Good. In addition, they gain DR/Adamantine equal to twice their current Stage; however, their base land speed drops by 10'.
Mutation: The Onryō bulks out; even the frailest of waifs becomes built like a brick wall. More subtly, their every movement takes on a certain level of determination, as if it was fully planned out in advance.

Laughing Off Blades [Su]:
How can iron harm a cousin? How can steel kill a friend? The Onryō gains Iron Resistance 5; this functions as Energy Resistance, except it applies to any damage inflicted by an iron or steel object. If the creature attempting to harm them is Shaken, Frightened, or Panicked, this improves to Iron Resistance 15.
Mutation: The Onryō's skin begins to glint like burnished brass; careful listeners (succeeding on their Listen checks by 5 or more) can hear their joints clink when they move.

Devouring the Corpse Electric [Ex]:
Requires: Flesh Dance 1 - "Sinew Strings"
The Onryō recognizes that metal is just another type of flesh, albeit one that doesn't rot nearly as well. They may treat metal as if it were meat for the purposes of any Flesh Dance Yurei they have, and may apply any of those abilities to Constructs in addition to Animals or Humanoids.
Mutation: The Onryō's teeth allow them to chew metal as if it were meat, though they still cannot digest it.


3 - Dreams of Metal
Soul-Devouring Steel [Su]:
Requires: Weapon-Bound Soul
The Onryō's Terror Brand now deals damage as if it were one size larger, and is considered to be forged from Soulsteel (http://www.giantitp.com/forums/showthread.php?106024-From-This-The-Swords-of-Gods-Are-Forged!-Materials); the Onryō is immune to the negative effects of Soulsteel. It is also an Intelligent Magic Item, built with an Ego Modifier (http://www.d20pfsrd.com/magic-items/intelligent-items) equal to one-third the Onryō's class level, rounded up, with these benefits automatically upgrading when this value increases. Do not include the Terror Brand's base cost when calculating its Ego Modifier.
Mutation: The Terror Brand's whispers become fully malicious and intelligent, in a perfectly alien way. Additionally, it goes from bloody to bleeding. Finally, the DM may choose to assign the Terror Brand a Special Purpose, which should be truly dark and bizarre.

Magic-Denying Flesh [Su]:
The Onryō's flesh now prevents magic from affecting them properly; they gain Spell Resistance equal to 10 + their Level + their Charisma modifier. However, certain effects now affect them differently; any source of Electricity damage Slows them for 3 rounds with no Save, Fire damage heals them 1 point for every 3 points of damage it would normally deal and immediately ends any Slow effect they are currently suffering from, and any Rusting effects, such as a Rusting Grasp spell or the touch of a Rust Monster affect them as if they were an Iron Golem.
Mutation: The Onryō's skin takes on a rusty patina; they leave a trail of orange-brown dust behind them.

Steel-Armed Body [Ex]:
The Onryō grows a pair of steel tentacles, which reach over their shoulders; they appear to be wretched chains with end with cruel meathooks. These tentacles are considered to be a +1 Spiked Chain instead of actual tentacles; however, they are considered to be natural weapons, do not require hands to wield, and the Onryō is considered to be proficient with them. The 'tentacles' are affected by a Supernatural Greater Magic Weapon effect with a CL equal to their Class level, and benefit from two of the following Special Abilities: Cruel (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cruel), Heartseeker (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/heartseeker), Ominous (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/ominous), or Vicious (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/vicious). The Onryō may change which abilities are assigned as a swift action, which visibly causes the chains to shudder and warp.
Mutation: A pair of chain-tentacles lashes out of the Onryō's back, tearing through any armor and generally making themselves known.


4 - Behold the Machine

Dead God Furnace [Ex]:
The Onryō isn't something from outside this world; they are something filthy, grimy, and here. This Kyofu permanently modifies the 4 Stages they have already gone through, and modifies any to come; any references to Outsiders are replaced with a reference to Constructs. In addition, Golems within 30' of the Onryō gain the Berserk trait, as if they were a Flesh Golem, if they did not already have it, and Golems that already have the Berserk trait suffer a 5% cumulative chance of going Berserk each round they are within this aura. Berserk Golems do not register the Onryō's presence at all.
Mutation: The Onryō's eyes appear to be blaring red lights, and never blink.

Interesting Sculpture Gargoyle [Ex]:
The Onryō takes on a hybrid form between their original shape and their Humanoid form; whenever they use Walk Among Them, they may choose to adopt the form of a statue their size, completely made out of cast iron, brass, and lead. The Kyofu decides on the appearance when they take the Kyofu. As long as they are in this "hybrid" form, their Dexterity score and speed are effectively 0; however, they gain a +10 natural armor bonus, and gain a +20 bonus on all Stealth checks to look like a statue. Finally, as long as they are in this form, they may use Walk Among Them as a free action to take any of their other true forms, and are under an Ex Mind Blank effect.
Mutation: The Onryō doesn't seem to be any different when looked at full on; however, their statue form always appears to be nearby, visible only through the corner of your eye.

Foundry-Beast Body [Su]:
The Onryō laughs at the very idea that metal is a grand hindrance or block. They may interact with metal as if it were ice, including melting through it with their bare hands; they may deal 2 damage per minute to any metal object they are touching, ignoring hardness. This damaged metal becomes liquid, notable only in that it is still room-temperature. Any time the Onryō would deal fire damage to a piece of metal, it takes twice the normal amount of damage, which also ignores the metal's hardness.
Mutation: The Onryō's bodily fluids have a metallic glint to them.


5 - Terrifying Steel God


World-Wracking Siren [Su]:
The Onryō may open their lips and scream a new world. As a full-round action, they may emit a siren-sounding scream, which changes the world around them. Metal appears to rust, great machines chug in the shadows, and nightmares seem to arise. This duplicates the effects of a Mirage Arcana spell cast at a CL equal to their class level, except the Onryō may interact with any part of the illusion as if it were either reality or illusion, allowing them to pass through illusionary doorways or cross rivers on imaginary bridges.
Mutation: The Onryō's voice takes on a grating steel tone, or they simply lose their voice altogether, speaking with a whale-like scream.


Should I do the rest? Or is this off base?

Onryō Martial Progression
Some Kyofu refer to "accessing the Onryō Martial Progression"; if they do, they allow the user to learn Maneuvers following the following progression. They have full Initiator Level for the Disciplines they are granted access to by the Kyofu in question; they otherwise ready their Maneuvers normally.

An Onryō that has gained access to their Martial Progression gains the ability to refresh their maneuvers through murder; by spending a Swift action after killing a creature, they may regain a single expended Onryō Maneuver. If they had not used any maneuvers that round, they regain all of their expended Onryō Maneuvers.

The progression is considered to be in a number of "tiers"; by default, the Onryō's current tier is equal to their current Stage, but certain Kyofu may increase this value.



Current Tier
Maneuvers Known
Maneuvers Readied
Stances Known


1
1
1
1


2
2
2
1


3
3
3
1


4
4
3
2


5
5
4
2


6
6
5
2


7
7
5
3


8
8
6
3


9
9
7
3


10
10
7
4

Cipher Stars
2014-08-28, 11:13 PM
Those are great, I love them. I like how you incorporated your own homebrew as well. Makes homebrewing feel more alive when a variety of creations are linked. Integrating some disciplines into the class is also a nice idea, giving more options and all that though not being an actual discipline based class. Seems like a nice treat.

By all means~ I'd love to see the rest. As much as you don't mind in fact, and I'll try to make the others based off your methods. A little more cosmetic/physical modification would be nice though. It's great as it is, it's just that at each stage there should be more body-mods. The Kyofu modify the Onryo's "True form", their human form becoming a false image.

Edits: So they ARE passives by default, some can be active just fine, but their main feature is in how they alter the character's being. You're on base. A little more visual change would be lovely is all.

Amechra
2014-08-29, 12:07 AM
Good to hear; I do have to say that I'm a bit dissatisfied with Golem-Hearted Monster; I think I'll revise it to supply a limited progression. Then it can scale naturally, and you can toss more ToB Kyofu on to upgrade it a bit (supply more maneuvers known, that kind of thing).

I mean, you just need to pick an appropriate Discipline for each Kyofu type, and Bob's your uncle!

But right now, let it stand.

I'll go ahead and edit in some body mods (I lurv body mods, you don't even know.)

Cipher Stars
2014-08-29, 12:01 PM
They're looking great!
http://img0.joyreactor.com/pics/comment/gif-anime-Anime-Original-girl-1234994.gif

I'll include them in the Kyofu listing once you say you're finished with them with your name in small italics directly below the heading of the type.

They all look like really satisfying abilities, thanks a lot~ I'm gonna start trying to make some perhaps for Bone, Mask or Doll...


I'd also like to point out that I'd more than welcome anyone making homebrew related in any way to the Onryō, whether it be feats or features for the class, NPCs, other classes, enemies of the Onryō, ect. It'll probably have to be finished though... before most people would have enough interest in it to do things like that... I better get started then x3

Amechra
2014-08-29, 02:16 PM
As for your musical choices, you're missing some classics:

Schizophrenia. (https://www.youtube.com/watch?v=QrWwFw2vRr8)
Sin (https://www.youtube.com/watch?v=0o0y-MNqdQU)
The Offering Inferno (https://www.youtube.com/watch?v=n_UC3agrzBc)

Japanese horror seems more substantial because it really is; though I'm not that scared of it, there is more there (due to being more heavily psychological.) Horror over here is better when it's literary, to be honest.

However...

TERN TERN TERN THE NUMBERS.

EDIT: Oh, and um... Martial Progression stuff. I hope that makes sense.

Basically, the idea I had was that there was one Stage 1 Kyofu per type that either gives access to the Martial Progression, or increases the Tier by 1 and gives access to a new Discipline.

As for Disciplines, each Kyofu type would have access to one Discipline, which it would allow access to. So you could, if you wanted to, focus on your Initiating.

qazzquimby
2014-08-29, 02:29 PM
Your class is beautiful and I will try to help.
First, I know this is kind of silly, but that is some great formatting.
Continuing with the relatively unimportant comments, either more proofreading should happen, or I should edit it and for occasional grammar and pm the fixed version.

I really like Yurei being spirits of victims, but I think the relationship would be stronger if the abilities granted tied somehow to the spirit before death. If that's a goal, then existing Yurei should have traits likely to cause that ability listed (ex: anger as a trait would cause Raging Force. Awkward sentence), and new yurei should be made around common traits that aren't covered.
I'm sure you're aware, but most of the Yurei are really cool.

I shall work on Doll Kyofu, but no promises.

Amechra
2014-08-29, 02:31 PM
No opinions on the Steel Kyofu?

Which seems to be running out of steam. I'll have to think of 4 more unique abilities. Hrm.

Cipher Stars
2014-08-29, 03:22 PM
As for your musical choices, you're missing some classics:

Schizophrenia. (https://www.youtube.com/watch?v=QrWwFw2vRr8)
Sin (https://www.youtube.com/watch?v=0o0y-MNqdQU)
The Offering Inferno (https://www.youtube.com/watch?v=n_UC3agrzBc)

Song of Saya. I had forgotten about that. That was one of the only... visual novels? I've ever read/played. It was pretty fantastic. I read it like a year ago or something as research on writing horror. Wow, I can't believe I forgot about Saya XD

Though Saya would probably be an Ozrodin(Ozodrin?), speaking of classes. Well... the story has both an Ozrodin and an Onryo feel to it.



Japanese horror seems more substantial because it really is; though I'm not that scared of it, there is more there (due to being more heavily psychological.) Horror over here is better when it's literary, to be honest.

However...

TERN TERN TERN THE NUMBERS.

EDIT: Oh, and um... Martial Progression stuff. I hope that makes sense.

Basically, the idea I had was that there was one Stage 1 Kyofu per type that either gives access to the Martial Progression, or increases the Tier by 1 and gives access to a new Discipline.

As for Disciplines, each Kyofu type would have access to one Discipline, which it would allow access to. So you could, if you wanted to, focus on your Initiating.

That kinda went over my head. I had minimal experience with disciplines to begin with before coming from a give-or-take 1-year break from homebrewing.


Your class is beautiful and I will try to help.
First, I know this is kind of silly, but that is some great formatting.
Continuing with the relatively unimportant comments, either more proofreading should happen, or I should edit it and for occasional grammar and pm the fixed version.

I really like Yurei being spirits of victims, but I think the relationship would be stronger if the abilities granted tied somehow to the spirit before death. If that's a goal, then existing Yurei should have traits likely to cause that ability listed (ex: anger as a trait would cause Raging Force. Awkward sentence), and new yurei should be made around common traits that aren't covered.
I'm sure you're aware, but most of the Yurei are really cool.

I shall work on Doll Kyofu, but no promises.

Thanks a bunch. The Yurei are more like pieces of their victims rather than their actual victims (That would be more beyond my capabilities to balance and stat out), and then that essence is used to power the abilities. You could detail what you were thinking though. I could make a new line of Yurei that revolves around victims... So the Yurei used for those abilities are more aware/sentient and so on and can do things related to their life. or something like that.

Good luck on the Doll. For inspiration on the Doll you could watch one of the music vids I linked at the heading, the last one. The character in that vid has a doll form thingy.


No opinions on the Steel Kyofu?

Which seems to be running out of steam. I'll have to think of 4 more unique abilities. Hrm.

Well, with what you've got with that last ability... making them construct like and all that... you could take some inspiration from Weeping Angels (Doctor Who). 'cept metal statues rather than stone ones. Just an idea.

qazzquimby
2014-08-29, 05:31 PM
I think 15 abilities each may be stretching it.

While forcing the Onyro's appearance to change is good, most control should be left in the hands of the player, I think. For example, instead of saying that their eyes grow bulbous, red, and dripping, their eyes becoming obviously unnatural and horrific, with an example or two.

Stretching things out over 5 tiers makes it hard to let the player be what they want early on, while still letting them grow. If they get dolled at stage 1 or 2, what then?

Staring into one's soul should be a Yurei if it's not already.

Should doll have death attack? It fits but isn't specifically dollish.

Cipher Stars
2014-08-29, 06:08 PM
I think 15 abilities each may be stretching it.

While forcing the Onyro's appearance to change is good, most control should be left in the hands of the player, I think. For example, instead of saying that their eyes grow bulbous, red, and dripping, their eyes becoming obviously unnatural and horrific, with an example or two.

Stretching things out over 5 tiers makes it hard to let the player be what they want early on, while still letting them grow. If they get dolled at stage 1 or 2, what then?

Staring into one's soul should be a Yurei if it's not already.

Should doll have death attack? It fits but isn't specifically dollish.

15 abilities?

Death attacks are more or less fine. I'm trying to limit their ability to outright kill people. I want them to be be hell to fight 1v1 but they shouldn't ever fight a whole party unless the party in question is underleveled.

I am SUPER hot right now, it's hard to think.


I just added Endless Servitude. Unsure of balance.

qazzquimby
2014-08-29, 10:34 PM
I believe Amechra's Kyofu have 3 abilities of each stage, making 15 total. That seems hard to attain while keeping each ability interesting.

Could you explain acquiring Kyofu? I didn't quite get it from the post.

Here are some relevant abilities from the slenderman class I assembled.

Selective Visibility (Su): A Slender Man is felt more than it is seen, and can play with its victim's senses like toys. All of the following effects can target and exclude individual creatures, rather than interacting with all who would normally sense them. A Slender Man can initiate or dismiss the effects for individual creatures as a free action. None of these effects function on animals, fey, and other Slender Men.

I - At fifth level, a Slender Man gains Hide in Plain Sight, as the ranger ability. It gains a +2 bonus to hide and disguise checks per 10ft from the target, a +4 bonus to hide and disguise checks in shadowy illumination, and a +8 bonus in total darkness.
II - At seventh level, a Slender Man gains double its former bonuses to hide and disguise on any round in which it does not take a move action. Additionally, a Slender Man becomes constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 bonus on Move Silently checks. This effect can be initiated or dismissed at will as a free action. A Slender Man can use the Mimicry (http://dndtools.eu/spells/complete-scoundrel--60/mimicry--915/) spell as a supernatural ability at will, but can only use it to mimic sounds a humanoid voice could make.
III - At 11th level, when completely unobserved, a Slender Man can become invisible, per the invisibility spell. The effect ends for all creatures when the Slender Man attacks.
IV -At 15th level, a Slender Man becomes invisible, per the greater invisibility spell.
V -At 18th level, when a creature stops sensing a Slender Man, the Slender Man may force the creature to make a will save against the standard DC+8 or immediately forget any memories that involve the Slender Man, of the Slender Man's choice, from the creature's last exposure to the Slender Man.

Can't Run (Su): Creatures that have seen and felt the touch of a Slender Man are marked for life. No matter how far they run, no matter where they hide, if the Slender Man wishes to call on them, there is no escape. At sixth level, a Slender Man is aware of the location of any creature it has dealt Wisdom damage to, as if using the Discern Location spell. A Slender Man can keep track of a number of creatures equal to its total hit dice at any one time. If a Slender Man is already at its max amount of creatures known and wishes to add another, it must choose to cease tracking one of the creatures it has already selected.

A Slender Man is automatically aware if a creature it encounters is under the effects of another Slender Man's Can't Run special quality.

Effortless Hunt (Su): At eighth level, a Slender Man can pursue its target without restraint. Twice per day a Slender Man can use Greater Teleport (http://www.d20srd.org/srd/spells/teleportGreater.htm), except he can only teleport to a location within 120ft of a creature he is tracking with the "Can't Run" ability, or his starting location before teleporting to a target. At 16th level, he can use Greater Plane Shift (http://dndtools.eu/spells/planar-handbook--79/plane-shift-greater--2161/) instead, with the same restrictions.

Cipher Stars
2014-08-29, 10:57 PM
http://comic.naver.com/webtoon/detail.nhn?titleId=350217&no=31


I believe Amechra's Kyofu have 3 abilities of each stage, making 15 total. That seems hard to attain while keeping each ability interesting.


*shrugs*



Could you explain acquiring Kyofu? I didn't quite get it from the post.

?
You level up and pick one of them equal to the stage you are on... I'm sure your question was more deep than that but I'm slightly out of sense at the moment.



Here are some relevant abilities from the slenderman class I assembled.

Selective Visibility (Su): A Slender Man is felt more than it is seen, and can play with its victim's senses like toys. All of the following effects can target and exclude individual creatures, rather than interacting with all who would normally sense them. A Slender Man can initiate or dismiss the effects for individual creatures as a free action. None of these effects function on animals, fey, and other Slender Men.

I - At fifth level, a Slender Man gains Hide in Plain Sight, as the ranger ability. It gains a +2 bonus to hide and disguise checks per 10ft from the target, a +4 bonus to hide and disguise checks in shadowy illumination, and a +8 bonus in total darkness.
II - At seventh level, a Slender Man gains double its former bonuses to hide and disguise on any round in which it does not take a move action. Additionally, a Slender Man becomes constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 bonus on Move Silently checks. This effect can be initiated or dismissed at will as a free action. A Slender Man can use the Mimicry (http://dndtools.eu/spells/complete-scoundrel--60/mimicry--915/) spell as a supernatural ability at will, but can only use it to mimic sounds a humanoid voice could make.
III - At 11th level, when completely unobserved, a Slender Man can become invisible, per the invisibility spell. The effect ends for all creatures when the Slender Man attacks.
IV -At 15th level, a Slender Man becomes invisible, per the greater invisibility spell.
V -At 18th level, when a creature stops sensing a Slender Man, the Slender Man may force the creature to make a will save against the standard DC+8 or immediately forget any memories that involve the Slender Man, of the Slender Man's choice, from the creature's last exposure to the Slender Man.


Can't Run (Su): Creatures that have seen and felt the touch of a Slender Man are marked for life. No matter how far they run, no matter where they hide, if the Slender Man wishes to call on them, there is no escape. At sixth level, a Slender Man is aware of the location of any creature it has dealt Wisdom damage to, as if using the Discern Location spell. A Slender Man can keep track of a number of creatures equal to its total hit dice at any one time. If a Slender Man is already at its max amount of creatures known and wishes to add another, it must choose to cease tracking one of the creatures it has already selected.

A Slender Man is automatically aware if a creature it encounters is under the effects of another Slender Man's Can't Run special quality.

Effortless Hunt (Su): At eighth level, a Slender Man can pursue its target without restraint. Twice per day a Slender Man can use Greater Teleport (http://www.d20srd.org/srd/spells/teleportGreater.htm), except he can only teleport to a location within 120ft of a creature he is tracking with the "Can't Run" ability, or his starting location before teleporting to a target. At 16th level, he can use Greater Plane Shift (http://dndtools.eu/spells/planar-handbook--79/plane-shift-greater--2161/) instead, with the same restrictions.

Those all seem well at home with the Onryo. In fact, the thematic elements of all of them are already incorporated in one way or another though in different ways. Can't Run in particular is fairly well covered by Spite I think. Selective Visibility isn't as close to being covered, enough to merit working it into the class. It kind of seems like it'd be good broken down into maybe 3 different abilities and made into a Kyofu for Spirit. Effortless Haunt could be worked into Spite.

qazzquimby
2014-08-30, 12:35 AM
You level up and pick one of them equal to the stage you are on... I'm sure your question was more deep than that but I'm slightly out of sense at the moment.

What is the purpose of categories like steel and skin? Can you pick from only one category, or from any category? If the first, that really limits what you can build as a character, if the latter, do the categories serve as anything beyond organization?

Cipher Stars
2014-08-30, 09:47 AM
What is the purpose of categories like steel and skin? Can you pick from only one category, or from any category? If the first, that really limits what you can build as a character, if the latter, do the categories serve as anything beyond organization?

The categories are just thematically organized groups. "Steel" would thematically align you with steel both in abilities and changing the character themselves to be more "Steel". "Skin" would thematically align you more with fleshier things. I'm a little torn on Skin though. Not sure what exactly I want out of it. On one hand I was thinking more skinwalker, but on the other there's also the types who's skin becomes that of a specific monster. Be it scales or fur. At first I had "Scales" be it's own thing, with the Onryo getting more reptilian, but I thought against it since scales are another sort of "skin"... Might restore Scales and make Skin shapechanging after all. But then that leaves out other elements... But then again I might as well since the elements are already proving hard to mix in my head...


Last updated 8/30/14 at 11:55PM (EDT)- Added Effortless Hunt, Sacrificial Split, and Split Escape.


Edit: Late, but addressing the 15 abilities thing. It may be difficult on me and those who contribute due to workload, but the 15 abilities isn't really a problem. A 20th level Onryo will only have 10 for example, so it's not like they are showered in abilities. The 15 abilities per Kyofu type however will allow a lot of variety for players and well contributes to my goal of creating a class in which a large party could all play an Onryo and no two will be the same unless they made them to be the same... Even two Onryo who specialize in the same Kyofu type and Yurei abilities can be different because of the spare abilities within the Kyofu type (5 left over).

Edit: Motherloving frickinfracken spitkicken spoilers keep screwing themselves up in the Kyofu Types no matter how many times I fix the things, they screw themselves up once I submit it. So I killed all the spoilers in that post...
Shhhhhhhhhhhhhhheeeeeeeeeeeeeeeeeet, stupid post screwed itself up again. I just previewed it and it was working fine after some problem solving with the spoilers by reordering things and using only one spoiler. Fresh out of the preview I submitted it and the fricken thing squished itself together. I'm so sick of that. It's happened to me a dozen times now, usually just in previews and the text editor itself. But this time the preview was fine and it happened as I clicked submit.

*Facedesks*

*Facewalls*

*Facefloors*

*dies*

It's actually not too bad. It's just that I've been fighting so many bugs thanks to the new forum mechanics and what not. I rarely had any issue with the old forum. *Worn out*

Amechra
2014-08-30, 05:07 PM
By the way, here's some styling for the Kyofu Titles:

Kyofu of Spirit

Kyofu of Bone

qazzquimby
2014-08-30, 05:07 PM
:smallsmile:

http://i.gyazo.com/a656543077b9a13df8c1ee80435f1269.png

I guess I'll rewrite it.

Cipher Stars
2014-08-30, 05:56 PM
By the way, here's some styling for the Kyofu Titles:

Kyofu of Spirit

Kyofu of Bone

Nice. I was considering the titles earlier and was like... "Yea... Not this day. *stares into the horizon*"



:smallsmile:

http://i.gyazo.com/a656543077b9a13df8c1ee80435f1269.png

I guess I'll rewrite it.


That gave me flashbacks. I take back what I said about the old forum rarely messing up on me. I got that message and around 3 others sometimes dozens of times daily. The text editor itself never messed up on on me before though. ("Dozens of times" is a bit of an exaggeration. "Around a dozen" is not.)

qazzquimby
2014-08-30, 07:08 PM
What do we do about an ability fitting multiple themes? Construct traits fit both steel and doll for example, and I'm sure many aspects will fit multiple. Anything more generic will.

We need an Onzryōdrin prc.

Forgive me if I get too weird below. My rules allow you to play a ceramic doll with steak knives for arms (or eyes, actualy) who kills your family one by one, and will not die short of her complete destruction.

Kyofu of the Doll

Fun size [Ex]:
The Onryō decreases in size one size category, to a minimum of Diminutive. As result of the size change the Onryō gains a +2 bonus to dexterity, a +4 bonus to hide checks, and a +1 bonus to attack rolls. The Onryō’s space changes as normal, decreasing to 0ft at Tiny. The Onryō can wield weapons up to two sizes larger than their size would allow, to a maximum of the Onryō’s original size. This Kyofu can be taken once per stage.
Mutation: The Onryō shrinks.

Chiseled Flesh [Ex]:
The Onryō abandons the weakness of flesh and possesses a body entirely artificial. The Onryō must now be repaired instead of healed, as a construct, and becomes fashioned from one of the following materials, at the player’s choice.
Ceramic
Resist 5 Piercing and Slashing. Improve to 15.
1.5x damage taken from bludgeoning sources.
Immune to ongoing fire damage.
Cloth
Resist 5 bludgeoning damage. Improve to 15.
1.5x damage taken from piercing and slashing sources.
Floats when not encumbered.
Wood
DR3/magic, fire. Improves to DR10/magic, fire
After receiving at least Ό her max hp in fire damage in a single round, takes 3 fire damage each round until she spends a full round action and falls prone to extinguish the flame, or puts it out through some other method.
Floats when not encumbered.

Disassembly [Su]:
~Some credit to Psionic Dog~
As a free action after taking at least Ό her max health in a single hit, or as a full round action, the Onyrō can detach one of her limbs. The Onryō with all limbs attached is referred to as the base Onryō. These detached limbs act as separate creatures acting on the Onryō’s initiative, and have stats as listed below. When a stat is not listed, it is the same as the base Onryō. To reattach a limb, the Onryō and the limb must both spend full round actions that provoke AoOs, on the same round. If they take damage during this period, the limb is not reattached. Upon reattaching, the Onryō regains half the part’s current hp. Upon reaching 0 or fewer hp, a body part becomes inactive and cannot be reattached, but becomes active and reattachable again when repaired to positive hp.
Leg
Size: 1 less than the base Onryō
Health: Ό base Onryō
Speed: ½ base Onryō
Attack: Slam melee (lvl/4)d6 bludgeoning.
Special qualities: Blind, Deaf, One mind, Leg

One mind [Su]: The Onryō is immediately aware of anything one of her body parts senses, and each body part can act on this information. For example, if one eye has line of sight to a creature, all body parts are considered to have line of sight to the creature, regardless of if they can sense it themselves. All body parts and the body are considered one creature for the purpose of mind-affecting effects.

Leg [Ex]: The Leg can only perform actions a leg could reasonably do. A leg is not going to write postcards or juggle. A creature can maintain a grapple with a leg with one hand.

Arm
Size: 1 less than the base Onryō
Health: Ό base Onryō
Speed: ½ base Onryō
Special qualities: Blind, Deaf, One mind, Arm

One mind [Su]: The Onryō is immediately aware of anything one of her body parts senses, and each body part can act on this information. For example, if one eye has line of sight to a creature, all body parts are considered to have line of sight to the creature, regardless of if they can sense it themselves. All body parts and the body are considered one creature for the purpose of mind-affecting effects.

Arm [Ex]: The Arm can only perform actions an arm could reasonably do, which includes all actions a person could accomplish with one arm. The arm can, for example, make attacks, turn doorknobs, and write. A creature can maintain a grapple with a leg with one hand.

Eye
Size: 3 less than the base Onryō
Health: 1/8 base Onryō
Speed: 1/3 base Onryō
Special qualities: Deaf, Sight, One mind, Eye

Sight [Ex]: The eye produces line of sight as a creature would, but how no depth perception. All creatures within the line of sight of only one eye have a 10% miss chance.

One mind [Su]: The Onryō is immediately aware of anything one of her body parts senses, and each body part can act on this information. For example, if one eye has line of sight to a creature, all body parts are considered to have line of sight to the creature, regardless of if they can sense it themselves. All body parts and the body are considered one creature for the purpose of mind-affecting effects.

Eye [Ex]: The Eye can only perform actions an eye could reasonably do. The eye isn’t going to do much besides roll around and see things. A creature can maintain a grapple with a leg with one hand.

Head
Size: 3 less than the base Onryō.
Health: 1/2 base Onryō
Speed: 5ft as a full round action
Special qualities: One mind, Onryō core, Head

One mind [Su]: The Onryō is immediately aware of anything one of her body parts senses, and each body part can act on this information. For example, if one eye has line of sight to a creature, all body parts are considered to have line of sight to the creature, regardless of if they can sense it themselves. All body parts and the body are considered one creature for the purpose of mind-affecting effects.

Onryō core [Su]: After detaching from the body, the head inherits the Onryō’s healing effects and ability to use Yurei and other magical or psionic effects she might possess. The Base Onryō’s hp continues to be tracked on the body.

Head [Ex]: The Head can only perform actions a head could reasonably do. The head will never be a tennis champion. A creature can maintain a grapple with a leg with one hand.
Missing one leg: The body’s move speed is halved, and the body must make a DC 15 balance check after each movement and each turn in which the body is unsupported by a wall, object or creature, or fall prone. -4 to actions that would benefit from having two legs, such as ride and climb checks.
Missing two+ legs: The body is always prone, but can crawl if it has at least one arm. -12 to actions that would benefit from having legs, and actions that require legs are impossible.
Missing one arm: The body cannot use the detached arm, and takes -4 to actions that would benefit from having two arms, such as swim and climb.
Missing two+ arms: The body cannot any of its arms, and takes -12 to actions that would benefit from having arms, such as balance. Actions that require arms are impossible.
Missing one eye: All creatures have a 10% miss chance.
Missing two+ eyes: The body becomes blind, and can only see through senses shared by other parts.
Missing head: The body becomes blind, deaf, mute, and loses its healing effects, Yurei, and mental abilities, which are passed on to the head.
Mutation: The Onyrō may have visible lines around her joints, or may appear to be stitched together.

Undying[Su]:
Requires disassembly. When the Onryō reaches -10 hp, it does not die or become inactive. Instead, each additional attack detaches a body part of the attacker’s choice as well as dealing damage. Once all body parts are inactive, and the body is at -10 or fewer hp, the Onryō is slain.
Mutation: The Onryō may appear very old and worn, or covered in faintly glowing runes.

Modular Anatomy [Ex]:
Requires Disassembly. By forcing one of your detached parts to deactivate, you can attach a foreign object to your body as a replacement for that body. The attaching process is as normal, except the object is not required to take an action to attach, and is allowed a Will save DC 10+1/2lvl+cha if sentient. Weapons attached function as secondary natural weapons. Dead body parts function normally after being attached, and can be healed through conventional methods rather than repairs. Attaching an object that doesn't function well as the original body part (it's hard to open doors when both your arms end in ice-picks) gives a variable penalty depending on the importance of that part, and the usefulness of the object, with -4 as a standard.
Mutation: Whatever she chooses to do to herself.

Death Engine [Ex]:
When targeting a creature who is not spite-marked, but is personally known by a spite-marked, the Onryō can use Death Attack, as the Assassin ability, with the following exceptions. The Onryoō does not require a melee weapon (environmental hazards and normally unsuspicious objects work just as well as killing tools), the DC to the fort save is increased to 20 + Onryō level + Charisma, and if the target succeeds the save they take no damage.
Mutation: The Onryō's face becomes permanently fixed into an expression of glee or anger.

On Your Face [Martial Discipline] [Ex]:
The Onryō learns to climb their target like a spider; she gains access to the Onryō Martial Progression, with Clambering Wolverine (http://www.giantitp.com/forums/showthread.php?266248-Clambering-Wolverine-was-Bulldog-Tooth-(climbing-based-ToB-school)&p=14460938#post14460938) as their only Class Discipline. Alternatively, if she already has access to the Onryō Martial Progression, increase her Tier by 1 and add Clambering Wolverine to the list of Disciplines she has access to. Either way, Knowledge (Arcana) is always a class skill for the Onryō.
Mutation: The Onyrō's fingers may elongate and hook, or she may hold her hands in a "hug me" position naturally.

And All Her Friends [Martial Discipline] [Su]:
The Onryō gains mastery of all those like it; she gains access to the Onryō Martial Progression, with Doll Judgement (http://www.minmaxboards.com/index.php?topic=146.0) as their only Class Discipline. The dolls can also be easily refluffed into spirits or miscellaneous toys. Alternatively, if she already have access to the Onryō Martial Progression, increase her Tier by 1 and add Doll Judgement to the list of Disciplines she has access to. Either way, Knowledge (Arcana) is always a class skill for the Onryō.
Mutation: The Onryō is no longer alone.

Mastery of Material [Martial Discipline] [Ex]:
The Onryō learns to control fabric as if it was an extension of her body; she gains access to the Onryō Martial Progression, with Perfect Seamstress (http://www.giantitp.com/forums/showthread.php?267209-The-Perfect-Seamstress-Discipline-Discipline-3-5e-PEACH) as her only Class Discipline. The dolls can also be easily refluffed into spirits or miscellaneous toys. Alternatively, if she already has access to the Onryō Martial Progression, increase her Tier by 1 and add Perfect Seamstress to the list of Disciplines she has access to. Either way, Knowledge (Arcana) is always a class skill for the Onryō.
Mutation: The Onryō's skin or clothing may appear frayed and ragged, with long strips floating gently mid-air.

Amechra
2014-08-30, 07:18 PM
Interesting... what are the Stages for those (and would you be interesting in throwing in a Martial Kyofu?)

qazzquimby
2014-08-30, 07:27 PM
Interesting... what are the Stages for those
I wasn't sure, and thought I'd wait till there were closer to 15.


and would you be interesting in throwing in a Martial Kyofu?
I would, but I don't know what fits best. I haven't really followed homebrew martial disciplines.

Amechra
2014-08-30, 07:32 PM
Doll Judgement (http://www.minmaxboards.com/index.php?topic=146.0) or Perfect Seamstress (http://www.giantitp.com/forums/showthread.php?267209-The-Perfect-Seamstress-Discipline-Discipline-3-5e-PEACH).

qazzquimby
2014-08-30, 09:06 PM
Can I have two?
Both Doll Judgement and Clambering Wolverine (http://www.giantitp.com/forums/showthread.php?266248-Clambering-Wolverine-was-Bulldog-Tooth-(climbing-based-ToB-school)&p=14460938#post14460938) work well.

Cipher Stars
2014-08-31, 12:38 AM
Doll Judgement and Perfect Seamstress look excellent. I don't really see anything thematically similar with the Wolverine though... What about it draws your attent- oooooooooooh. Climbing. Small people. Dolls. I get it x3

I don't mind at all if you include all 3 so long as they're integrated well enough. Disciplines are a great and varied resource great for adding flavor to other works. Seems like you could even cannibalize disciplines you don't use to formulate your own abilities for other things as well.

It's looking pretty good so far. I've been a little out of commission but I'll be trying to work on Spirit tomorrow. Once I make at least one Kyofu type myself I'm gonna start trying to work out what to do with the Yūwaku. Yuwaku might simultaneously be tricky but easier for me to do. There's only gonna be around 10-20 options in total (and I don't think they're going to be categorized like the other two either, just loose abilities like mini-categories in their own rights) compared to 55 Yurei (I may add 1-3 more categories down the road for up to 70) and potentially 90 Kyofu... Maaaaybe we could cut back on Kyofu abilities after all. (But then again, Spellcasters have hundreds to thousands of different spells)

Edit: I definitely want Doll Judgement to be integrated to some extent. Might just be that I'm a sucker for included images, but it just seems really nice in general. Oslecamo. Sounds familiar but I don't recognize any of the homebrew in his signature. AH because it wasn't in there (directly, but it was hidden behind another link). But I googled "Faith. Discipline. Minmax boards" and it showed up. http://www.minmaxboards.com/index.php?topic=7007.0 That's where I recognize the name from. He made that discipline that I really liked as well.

qazzquimby
2014-08-31, 01:09 AM
Doll Judgement and Perfect Seamstress look excellent. I don't really see anything thematically similar with the Wolverine though... What about it draws your attent- oooooooooooh. Climbing. Small people. Dolls. I get it x3
What is worse than a doll with knives is a doll with knives ON YOUR FACE.
I thought perfect seamstress seemed far too pretty and elegant, though the theme is similar.



Maaaaybe we could cut back on Kyofu abilities after all. (But then again, Spellcasters have hundreds to thousands of different spells)
I'm not sure creating competition to the spellcasting system is a reasonable goal. Currently I'm just trying to write down everything worth playing, without worrying about stage or quotas yet. Do tell me if you have ideas for Chuckette.

Cipher Stars
2014-08-31, 01:16 AM
What is worse than a doll with knives is a doll with knives ON YOUR FACE.
I thought perfect seamstress seemed far too pretty and elegant, though the theme is similar.



I'm not sure creating competition to the spellcasting system is a reasonable goal. Currently I'm just trying to write down everything worth playing, without worrying about stage or quotas yet. Do tell me if you have ideas for Chuckette.

Not competition, just an excuse. I don't really have any solid ideas in particular. Kinda hard to get into it while cramps are making it a touch hard to think properly but I should be fine tomorrow. Maybe some added down time in the morning but definitely tomorrow afternoon. (11 hours from now).

I'd just suggest (while listening to the last song in the playlist) reading all the content in that Doll Judgement post, there's a lot of stuff there that could be broken apart or sewn together to form some Kyofu. Beyond the discipline itself, like a number of feats. And Seamstress things if too elegant could be reflavored a little.

I'm heading to bed. Looking up the time with the 11 hours from now comment, it's 2AM and I need to be somewhere in 8 hours. *sigh*

Edit: Tweaked Kyofu entry to make Kyofu a chain, so you can't just gain a Stage 5 Steel Kyofu without having 1-4 stage Kyofu of that type. Mechanically I'd kind of like that freedom, but Thematically I'd rather there be more type loyalty.

qazzquimby
2014-08-31, 02:00 PM
I think you should give complete freedom, because the themes can easily be refluffed into whatever kind of monstrosity the player is looking to create. For the same reason, I'd like it stated that the player can substitute their own mutation with DM consent.

Cipher Stars
2014-08-31, 02:38 PM
Mmm... I edited it again then. Edit: and submitted the first 3 Kyofu for Spirit.

Edit: Doooooooooooooooooooooooom. I found a stray cat but I can't let it inside. First time being near a cat in well over a year. I looooooooove cats. This one was just on our porch, I sat down and gave it loves. I think it's addicted to loves and it's hard for me to NOT give it loves. It's meowing at the back door now (10-15ft away).... It hurts my heart... must give it more loves... but... life... kitteh.... It's an all black cat too (My favorite) with a slender body but a fluffy tail...

http://kurogane.animeblogger.net/image/luckystar/24_patty_puppy_eye.jpg


*Goes to give it more loves*

qazzquimby
2014-08-31, 11:46 PM
You should let it inside and give it its own room and let it choose the decorations and give it adorable cat clothes. I think we should change directions from working on the Onryo to loving the cat.

Cipher Stars
2014-09-01, 12:05 AM
We can't have pets, so I can't let it inside. That'd be 300$ a month T-T

qazzquimby
2014-09-01, 12:30 AM
That's what the clothes are for. No one must ever know.

Cipher Stars
2014-09-01, 02:25 PM
Updated the Onryo's Stages a little, moved "Dynamic Presence" to Stage 2 and added "Soul-Stained Monster" (Mirroring "Golem-Hearted Monster") to Stage 1. I think it'd be appropriate if all Kyofu granting a discipline follow that pattern, granting 1 discipline at stage 1 with 1 such Kyofu per type. (In which case I'd prefer Doll Judgement be Doll's discipline)

What do you think? Should each Type be limited to 1 discipline or should there be others? I don't really see how to smoothly integrate multiple disciplines per Type unless each "-Monster" Kyofu granted multiple themselves. Which I don't really have a problem with. Otherwise -Monsters will crowd out more original abilities.


Amechra, I think it'd be just fine to leave the Stage 5 Kyofu with only 1. Sort of just a cap stone for each Type. (though that breaks player choice a little since there is only one cap, even more so if someone wanted to dedicate to 1 Type, but that's pretty normal for classes to do).

qazzquimby
2014-09-01, 03:24 PM
If Kyofu types are just for organization, why put hard numbers on things? If there are several things that work well for a 5, or several disciplines for a type, beyond non-symmetry, what is the problem? I think not limiting ourselves to a set quota per type will make sure good ideas aren't discarded, and will avoid the need for space filling kyofu.

Cipher Stars
2014-09-01, 04:02 PM
If Kyofu types are just for organization, why put hard numbers on things? If there are several things that work well for a 5, or several disciplines for a type, beyond non-symmetry, what is the problem? I think not limiting ourselves to a set quota per type will make sure good ideas aren't discarded, and will avoid the need for space filling kyofu.

If multiple disciplines are wanted for types, they can be added on top of a "core" set, so no one type is lacking in it's own abilities. I'm thinking about the people who might use this class and want to focus on one type over another for thematic reasons.

qazzquimby
2014-09-01, 04:54 PM
If multiple disciplines are wanted for types, they can be added on top of a "core" set, so no one type is lacking in it's own abilities. Not sure I know what you mean.


I'm thinking about the people who might use this class and want to focus on one type over another for thematic reasons.Personally I just refluff everything until it fits my design, so it seems silly. I guess that's not how other people work? If I was building a doll, for example, there are already a lot of outside Kyofu I'd want in, though they aren't at all dollish.

Amechra
2014-09-02, 09:34 AM
Here's a wild idea:

Split the difference. Have some universal Kyofu that give you stuff like "being hard(er) to kill", "being really creepy", or "spookity speed". Stuff that doesn't fall under any specific archetype.

Then have the different types of Kyofu be something that's specific to that Kyofu, like Iron Resistance or the ability to walk through walls. You could even have some Kyofu be in two different types, with different thematics but the same mechanics (a power that makes you into a statue might be mechanically identical to one that lets you hide out as a creepy doll, even if the thematics are extremely different.)

Cipher Stars
2014-09-02, 01:14 PM
Here's a wild idea:

Split the difference. Have some universal Kyofu that give you stuff like "being hard(er) to kill", "being really creepy", or "spookity speed". Stuff that doesn't fall under any specific archetype.

Then have the different types of Kyofu be something that's specific to that Kyofu, like Iron Resistance or the ability to walk through walls. You could even have some Kyofu be in two different types, with different thematics but the same mechanics (a power that makes you into a statue might be mechanically identical to one that lets you hide out as a creepy doll, even if the thematics are extremely different.)

I feel like I don't quite grasp what you're suggesting. Sorta like when you feel like something you wanna say is on the tip of your tongue.

Amechra
2014-09-02, 01:22 PM
Basically, you have a universal pool of Kyofu that give you very general, common-to-the-genre powers (stuff you'd expect to see out of most horror movie villains, like being brutally tough and murderous), while the actual Kyofu types give you some unique powers appropriate to being that kind of monster (like a Spirit walking out of a TV set, or Edward Scissorhands having scissor-fingers).

Just an idea.

Cipher Stars
2014-09-02, 02:28 PM
Why don't you craft up a micro-example when you have the time? So I can see what you're saying, because I'm dense as hell.

My brain doesn't function properly at these temperatures. It's fkn' hot here. :smallsigh:

qazzquimby
2014-09-02, 03:03 PM
I vote in favor of amechra's proposal.

Edit: Actually I vote in favor of my proposal, but that's a good compromise.

Bhu
2014-09-05, 01:52 AM
If you're doing doll monsters you gotta include the ability to barf leeches.

http://en.wikipedia.org/wiki/Leech_Woman

Bhu
2014-09-06, 02:27 PM
No Puppet Master fans I take it?

qazzquimby
2014-09-06, 03:13 PM
I'd never heard of it, and the ability doesn't sound puppety enough to go in the puppet tree, but it gives me ideas for a vermin type. Not many ideas.

TandemChelipeds
2014-09-06, 04:41 PM
I'm going to assume that Kyofu are intended to be passive powers, right? With Yurei abilities filling in the "active stuff" route.

Kyofu of Steel

The Kyofu, or Terror of Steel evokes the fear of the mechanical and rusted, of broken machines and twisted metal.



I have to say, as a fan of Tetsuo: The Iron Man, I love the fluff for this.

Amechra
2014-09-06, 05:56 PM
And now I have an idea for a Kyofu.

Sad I can't post it, because Tetsuo.

Bhu
2014-09-09, 01:43 AM
Would it be called 'deadly unmentionables'? :smalltongue:

So is the direction you're headed in being Kyofu for general powers (Natural AC BOnus) vs specific powers for Yurei (DR /Silver)

Dartonus
2014-09-20, 01:43 PM
I believe what Amechra is suggesting with the "Universal" Kyofu pool is this:
-At the moment, the rules on gaining Kyofu state: " The Onryo needs to have at least one Kyofu of a lesser stage to gain one of a higher stage, but they do not need all the Kyofu of the lesser stage." This seems to mean that if, as an Onryo, I wanted a Stage 2 ability from Kyofu of Spirit, but only had Kyofu of Steel abilities, I would need to take a Stage 1 ability from Kyofu of Spirit before taking the Stage 2 ability I'm after.
-Because most horror movie monsters share a similar baseline, i.e. most horror creatures are extremely durable regardless of their form, it would thus make sense to have some basic Kyofu set that contains only these sort of generic abilities, so someone wishing to have an Onryo who is abnormally durable, for instance, would not need to dip 2 stages into a specialized Kyofu, but rather would be able to grab it from the "Universal" Kyofu.
-Thus, more specialized abilities, like the ability to come out of television sets or torment people in their dreams, can go into the Kyofu that have more of a cohesive theme, so people aiming for that specific theme can grab them as well as the basic horror creature attributes that would otherwise be scattered across several Kyofu.

I assume that at level 15 the Onryo should have 13 Yurei rather than 14? At the moment it has 14 Yurei at 15 before dropping to 13 for the next two levels. Also, what is the default range on Kyofu? Many of them mention that the Yurei generates the effect, but no mention of if the Yurei can generate the effect away from the Onryo or if most Yurei abilities are touch-ranged

Are you still working out the specifics of how Yuwaku will work? The section for them is just one sentence highlighted in red, and the post that is presumably reserved for them is empty.

Looks awesome so far, brewing up a Kyofu to throw into the ring for feedback when I'm ready.

MagBas
2014-09-30, 03:11 AM
I know we love the yurei and kyufus but if they are such generic abilities that most people will want them, why not just make them scaling class features?

Spooky speed could go with any of the monsters. But I think adding the flavor that they gain the speed when not observed by the spited individual.
I want to suggest an ability from RoCs Xenotheurge. Hmmm, can't remember the name now, but it's the class feature that keeps the person alive longer by increasing the negative hitpoint limit by -5/lvl. You could make something similar.

I think the kyofu of the mask should have extra lives or perhaps able to enter a death state where they are a immune to damage. That way they can keep coming back to life. It could be limited to a number of rounds or minutes based off of charisma bonus or class level. In the death state they are considered paralyzed but aware or maybe just completely unconscious but all heal checks to determine whether or not they are alive either automatically fail or receive penalties. The same for spells that would determine state of life.Maybe immune is to much. High level regeneration?