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TrT8r
2017-08-12, 12:25 PM
Any RPG. Post or make some creatures for any of your favorite games. Any creature or template is welcome!:smallbiggrin:
Please keep posts a reasonable length.
I had a mud elemental, I might post later...

Aniikinis
2017-08-13, 11:19 AM
Subtype:
Unliving:
An unliving creature is a creature that, either by evolution or by some strange way of being, has their spiritual polarity flipped. If the base creature was damaged by positive energy, such as Cure and Heal spells, and healed by negative energy, such as Inflict and Harm spells, then the unliving creature is healed by positive energy and damaged by negative energy, and vice versa. An unliving creature's statistics are no different from a normal member of its' species except in how it reacts to positive and negative energy.

Note: Often the personality, outlook, and desires of the creature will be reversed as well as its polarity. In these cases, the creature becomes an outcast as it struggles against its' fellows. If this is the case for the creature, reverse the alignment part of the creature's stats(good to evil, law to chaos, evil to good, chaos to law, neutral to neutral).


I used this in a campaign to screw with the players after a large cataclysm involving negative energy.

jqavins
2017-08-14, 06:55 PM
(3.5E)

An old idea of mine that I have not statted up; maybe I'll do it later. It's really just applying a standard template to a standard creature: apply the dire template to a grizzly bear. It becomes a CR 8 monster with 12 hit dice (12d8 + 48, 102 HP average), strength of 35, and all the rest. Pretty gruesome, if you ask me.

Lots of other novel dire animals are interesting possibilities. Aggravating a hornet's nest is bad enough, but how about a nest of dire hornets? :smalleek:!

Dire raptors of various sorts. A dire wolverine. This could get jokey pretty fast, which is not my intent. An infestation of dire mice, for instance, wouldn't be a very dangerous monster, but would be no joke.

Aniikinis
2017-08-14, 07:06 PM
That'd be absolutely terrifying to deal with

Here's one from a campaign I'm making

Ammit, the Heart Eater
Gargantuan Outsider
Hit Dice: 23d8 ( 92)
Initiative: +16
Speed: 60 feet, 40 feet swim, 30 feet climb
Armor Class: 36 (+16 Dex, +9 Natural Armour, +5 Deflection, -4 Size), 27 touch , 23 flat-footed
Base Attack/Grapple: + 23 / +56
Attack: Claw +44 melee (1d6+24, 19-20/x2) or bite +44 melee (1d10+13) or roar +35 ranged 60 ft. (15d6+8 sonic) or +44 tail slap (2d4+24)
Full Attack:: 2 claws +44 melee (1d6+13 or 1d10 Con), bite +44 melee (1d10+13 or 1d12 Con), tail slap +44 (2d4+24), and roar +35 ranged 60 ft. (15d6+8 sonic)
Space/Reach: 20 ft. by 10 ft./15 ft.
Special Attacks: Pounce, improved grab, rake 1d8+7, Judgement, Ravenous, Abyssal Spawn, Pit Spawn, Swallow Whole(2d4 bludgeoning, 1d6 fire, 1d8 acid)
Special Qualities: Hold breath, darkvision, scent, DR 30/-, SR 45, PR 45, once sealed, Godly, Regeneration 12
Saves: Fort +41, Ref +29, Will +36
Abilities: Str 58, Dex 33, Con 56, Int 65, Wis 47, Cha 25
Skills: 26 ranks in all skills, -12 hide bonus from size
Feats: Alertness, Run, Power Attack, Cleave, Great Cleave, Multiattack, Improved Critical (Claw), Ulitmate Cleave, Rattlesnake Strike
Environment: Du'at
Organization: Ammit, 100-6000 abberant and demonic spawn
Challenge Rating: 32
Treasure: 100d1000 gp, plus 1d20+10 pieces of magical weaponry.
Alignment: LN (5-Colour/Prismatic)
Advancement: -

The door covered in images of flames, animals, hearts, feathers, and merchant's scales opens and within it you see nothing but flames for a second, but then a shadowy, feminine form rises from the flames and begins to walk from the roiling flames. The light of the illuminated room casts away the shadows and you are able to see the form of a beautiful woman clad in nothing more than a linen skirt around her ample thighs and collar fulled with precious metals and stones that just barely graces the top of her small breasts. Her ruby red eyes take in the scene and her curled, firey red hair seems almost animated from the flames behind her as is frames her face. A soft and sultry, yet highly intelligent and calculated smile spreads across her lips and she gazes around the room, a spark of pain evident in her eyes.

Ammit is the ruler of the Du'at and the mother of all demons and animalistic abberations within the setting. She is a caring mother and really wishes the best for all who would look upon her with love, but can be extremely cruel and merciless when protecting what is hers and attacking her enemies. Ammit's true form is that of a massive chimeric creature with the head of a crocodile, the forequarters of a lion, and the hidquarters of a hippo.

Ammit speaks all languages except for Bina, Sylvan, and Druidic.

COMBAT

Pounce (Ex): If Ammit charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, Ammit must hit with its bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +44 melee, damage 1d8+7.

Hold Breath (Ex): Ammit can hold her breath for a number of rounds equal to 8 × her Constitution score before it risks drowning.

Judgement(Su): Any non-outsider creature that dies within a mile of Ammit immediately appears before ammit and sees their heart placed upon a scale weighed against a feather made of light. Should the feather be lighter than the heart, Ammit devours the heart and soul of the deceased creature and forces them to become one of the next of her spawn. Should the heart be lighter than the feather, the soul passes on to it's afterlife. Any of Ammit's enemies has their heart be lighter than the feather no matter what.

Ravenous(Ex): Whenever Ammit deals damage with her bite attack or a creature she swallowed whole dies within her, she regains health. When Ammit deals damage with her bite attack she regains a number of HP equal to twice the damage dealt. When a creature dies within Ammit she regains a number of HP equal to 2d4 per HD of the creature.

Abyssal Spawn(Ex): Ammit, as a move action, summons any aberration of CR 20 and below within her mouth and may choose to either expell it immediately at a creature as though it was a vitrolic sphere spell (CL 18), or simply cause it to appear from underneath her.

Pit Spawn(Ex): Ammit, as a move action, summons any demon of CR 20 and below within her mouth and may choose to either expell it immediately at a creature as though it was a fireball spell (CL 18), or simply cause it to appear from underneath her.

Once Sealed(Su): If defeated and trapped in a soul gem, then brought to The Vault where a sealing ritual is taking place along with the other 4 Sealed Gods, Ammit will return to being trapped within The Vault until she is released.

Godly(Su): Ammit may be worshipped as a goddess, and has an avatar form befitting a Greater Deity, except with two forms besides her true form (all share her stats). Her Domains are: Redemption, Law, Vengance, Hellfire (Variant), Fire [All except for Law are from Dnd-wiki.org, Law is core].
Her first form is that of a large-sized maiden of an indistinguisable humanoid race with curly,firey red hair, striking red eyes, a knowing smile, and a tan befitting a supermodel raised in a desert, with a body like a pear (small bust and wide hips with a generous rear) and wearing a revealing, yet still somehow refined, outfit bearing a collar of precious gems that drapes over the shoulders and above her breasts and a skirt made of linen that is clasped with gold and turquoise around her waist. Her second form is very similar to the first form, save that she is nude, her arms are covered in fine, lion-like fur and tipped in viscious claws, her thighs and legs resemble that of a hippopotamus, her smile has widened drastically into a lipless, gleeful, crocadilian grin loaded with teeth, and her eyes vertiably glow with hunger and an inner fire.

Swallow Whole (Ex): If Ammit begins its turn with an opponent held in her mouth (see Improved Grab), she can attempt a new grapple check (as though attempting to pin the opponent). If she succeeds, she swallows her prey, and the opponent takes bite damage. Ammit may Swallow Whole any creature of Huge size or smaller. When a creature is swallowed it takes 2d4 points of bludgeoning damage, 1d6 points of fire damage, and 1d8 points of acid damage each round it is swallowed. If Ammit activates either of her spawn abilities, the creature appears within her stomach before she expells it, and the creature swallowed may have to fight the creature(s) as well. A swallowed creature is considered to be grappled, while Ammit is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing 14 points of damage in one round, or it can just try to escape the grapple. The AC of Ammit's interiors is 14 If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

Gargantuan: Ammit gets a +12 to bull rush, grapple, overrun, and trip attacks.

Skills: Ammit has a +4 racial bonus on Balance, Hide, and Move Silently checks.
Ammit has a +16 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided it swims in a straight line. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. **Ammit gains a +4 racial bonus on Hide checks when in the water. Further, Ammit can lie in the water with only her eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

rferries
2017-08-14, 10:26 PM
That'd be absolutely terrifying to deal with

Here's one from a campaign I'm making

Ammit, the Heart Eater
Gargantuan Outsider
Hit Dice: 23d8 ( 92)
Initiative: +16
Speed: 60 feet, 40 feet swim, 30 feet climb
Armor Class: 36 (+16 Dex, +9 Natural Armour, +5 Deflection, -4 Size), 27 touch , 23 flat-footed
Base Attack/Grapple: + 23 / +56
Attack: Claw +44 melee (1d6+24, 19-20/x2) or bite +44 melee (1d10+13) or roar +35 ranged 60 ft. (15d6+8 sonic) or +44 tail slap (2d4+24)
Full Attack:: 2 claws +44 melee (1d6+13 or 1d10 Con), bite +44 melee (1d10+13 or 1d12 Con), tail slap +44 (2d4+24), and roar +35 ranged 60 ft. (15d6+8 sonic)
Space/Reach: 20 ft. by 10 ft./15 ft.
Special Attacks: Pounce, improved grab, rake 1d8+7, Judgement, Ravenous, Abyssal Spawn, Pit Spawn, Swallow Whole(2d4 bludgeoning, 1d6 fire, 1d8 acid)
Special Qualities: Hold breath, darkvision, scent, DR 30/-, SR 45, PR 45, once sealed, Godly, Regeneration 12
Saves: Fort +41, Ref +29, Will +36
Abilities: Str 58, Dex 33, Con 56, Int 65, Wis 47, Cha 25
Skills: 26 ranks in all skills, -12 hide bonus from size
Feats: Alertness, Run, Power Attack, Cleave, Great Cleave, Multiattack, Improved Critical (Claw), Ulitmate Cleave, Rattlesnake Strike
Environment: Du'at
Organization: Ammit, 100-6000 abberant and demonic spawn
Challenge Rating: 32
Treasure: 100d1000 gp, plus 1d20+10 pieces of magical weaponry.
Alignment: LN (5-Colour/Prismatic)
Advancement: -

The door covered in images of flames, animals, hearts, feathers, and merchant's scales opens and within it you see nothing but flames for a second, but then a shadowy, feminine form rises from the flames and begins to walk from the roiling flames. The light of the illuminated room casts away the shadows and you are able to see the form of a beautiful woman clad in nothing more than a linen skirt around her ample thighs and collar fulled with precious metals and stones that just barely graces the top of her small breasts. Her ruby red eyes take in the scene and her curled, firey red hair seems almost animated from the flames behind her as is frames her face. A soft and sultry, yet highly intelligent and calculated smile spreads across her lips and she gazes around the room, a spark of pain evident in her eyes.

Ammit is the ruler of the Du'at and the mother of all demons and animalistic abberations within the setting. She is a caring mother and really wishes the best for all who would look upon her with love, but can be extremely cruel and merciless when protecting what is hers and attacking her enemies. Ammit's true form is that of a massive chimeric creature with the head of a crocodile, the forequarters of a lion, and the hidquarters of a hippo.

Ammit speaks all languages except for Bina, Sylvan, and Druidic.

COMBAT

Pounce (Ex): If Ammit charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, Ammit must hit with its bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +44 melee, damage 1d8+7.

Hold Breath (Ex): Ammit can hold her breath for a number of rounds equal to 8 × her Constitution score before it risks drowning.

Judgement(Su): Any non-outsider creature that dies within a mile of Ammit immediately appears before ammit and sees their heart placed upon a scale weighed against a feather made of light. Should the feather be lighter than the heart, Ammit devours the heart and soul of the deceased creature and forces them to become one of the next of her spawn. Should the heart be lighter than the feather, the soul passes on to it's afterlife. Any of Ammit's enemies has their heart be lighter than the feather no matter what.

Ravenous(Ex): Whenever Ammit deals damage with her bite attack or a creature she swallowed whole dies within her, she regains health. When Ammit deals damage with her bite attack she regains a number of HP equal to twice the damage dealt. When a creature dies within Ammit she regains a number of HP equal to 2d4 per HD of the creature.

Abyssal Spawn(Ex): Ammit, as a move action, summons any aberration of CR 20 and below within her mouth and may choose to either expell it immediately at a creature as though it was a vitrolic sphere spell (CL 18), or simply cause it to appear from underneath her.

Pit Spawn(Ex): Ammit, as a move action, summons any demon of CR 20 and below within her mouth and may choose to either expell it immediately at a creature as though it was a fireball spell (CL 18), or simply cause it to appear from underneath her.

Once Sealed(Su): If defeated and trapped in a soul gem, then brought to The Vault where a sealing ritual is taking place along with the other 4 Sealed Gods, Ammit will return to being trapped within The Vault until she is released.

Godly(Su): Ammit may be worshipped as a goddess, and has an avatar form befitting a Greater Deity, except with two forms besides her true form (all share her stats). Her Domains are: Redemption, Law, Vengance, Hellfire (Variant), Fire [All except for Law are from Dnd-wiki.org, Law is core].
Her first form is that of a large-sized maiden of an indistinguisable humanoid race with curly,firey red hair, striking red eyes, a knowing smile, and a tan befitting a supermodel raised in a desert, with a body like a pear (small bust and wide hips with a generous rear) and wearing a revealing, yet still somehow refined, outfit bearing a collar of precious gems that drapes over the shoulders and above her breasts and a skirt made of linen that is clasped with gold and turquoise around her waist. Her second form is very similar to the first form, save that she is nude, her arms are covered in fine, lion-like fur and tipped in viscious claws, her thighs and legs resemble that of a hippopotamus, her smile has widened drastically into a lipless, gleeful, crocadilian grin loaded with teeth, and her eyes vertiably glow with hunger and an inner fire.

Swallow Whole (Ex): If Ammit begins its turn with an opponent held in her mouth (see Improved Grab), she can attempt a new grapple check (as though attempting to pin the opponent). If she succeeds, she swallows her prey, and the opponent takes bite damage. Ammit may Swallow Whole any creature of Huge size or smaller. When a creature is swallowed it takes 2d4 points of bludgeoning damage, 1d6 points of fire damage, and 1d8 points of acid damage each round it is swallowed. If Ammit activates either of her spawn abilities, the creature appears within her stomach before she expells it, and the creature swallowed may have to fight the creature(s) as well. A swallowed creature is considered to be grappled, while Ammit is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing 14 points of damage in one round, or it can just try to escape the grapple. The AC of Ammit's interiors is 14 If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

Gargantuan: Ammit gets a +12 to bull rush, grapple, overrun, and trip attacks.

Skills: Ammit has a +4 racial bonus on Balance, Hide, and Move Silently checks.
Ammit has a +16 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided it swims in a straight line. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. **Ammit gains a +4 racial bonus on Hide checks when in the water. Further, Ammit can lie in the water with only her eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

I know where she's from.:smallcool: Great writeup!

TrT8r
2017-08-24, 04:05 PM
Subtype:
Unliving:
An unliving creature is a creature that, either by evolution or by some strange way of being, has their spiritual polarity flipped. If the base creature was damaged by positive energy, such as Cure and Heal spells, and healed by negative energy, such as Inflict and Harm spells, then the unliving creature is healed by positive energy and damaged by negative energy, and vice versa. An unliving creature's statistics are no different from a normal member of its' species except in how it reacts to positive and negative energy.

Note: Often the personality, outlook, and desires of the creature will be reversed as well as its polarity. In these cases, the creature becomes an outcast as it struggles against its' fellows. If this is the case for the creature, reverse the alignment part of the creature's stats(good to evil, law to chaos, evil to good, chaos to law, neutral to neutral).


I used this in a campaign to screw with the players after a large cataclysm involving negative energy.

Sounds like Drizzt. Reversed view, outcast, good alignment...

Jormengand
2017-08-24, 04:12 PM
Here are some angels I made earlier:


Variant Angels

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)

Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

Angel, Cometar
Size and Type: Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 6d8+12 (39 hp)
Initiative: +7
Speed: 30ft (6 squares) fly 60ft (good)
Armor Class: 27 (+3 dex, +11 natural, +3 shield), touch 13, flat-footed 24
Base Attack/Grapple: +6/+11
Attack: +1 flaming frost warhammer +12 melee (1d8+5 plus 1d6 fire 1d6 cold) or slam +11 melee (1d8+7)
Full Attack: +1 flaming frost warhammer +12/+7 melee (1d8+5 plus 1d6 fire 1d6 cold) or slam +11 melee (1d8+7)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, cometstrike
Special Qualities: Change shape, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues
Saves: Fort +7, Ref +8, Will +8
Abilities: Str 20, Dex 16, Con 14, Int 16, Wis 16, Cha 16
Skills: Concentration +11, Craft or Knowledge (any three) +12, Diplomacy +12, Escape Artist +12, Hide +12, Intimidate +12, Listen +12, Move Silently +12, Sense Motive +12, Spot +12, Use Rope +3 (+5 with bindings)
Feats: Cleave, Improved Initiative, Power Attack
Environment: Any good-aligned plane
Organization: Solitary, pair, squad (3-5) or platoon (6-12)
Challenge Rating: 7
Treasure: No coins; double goods; standard items, warhammer as above, +1 heavy steel shield
Alignment: Always good (Any)
Advancement: 7-9 HD (Medium), 10-12 HD (Large)
Level Adjustment: +4

You see before you a creature no taller than a larger human, maybe an orc, but more like an elf in stature. It wields a hammer in one hand and holds a shield in the other. Its face seems far more perfect than any human's, even any elf's, and it has large, white-feathered wings which it carries with ease and grace, and which, in turn, carry it in kind.

Knowledge Check DCResult
16This is a cometar angel, a low-ranking angel.
21Cometars are capable of making powerful dive attacks with their hammer, unlike most creatures.
26Cometars move much slower than most other angels - about as fast as one might expect a winged human to fly.
31Cometars are usually used as scouts for the angelic army, though they are also capable of subduing weaker demons, and mortal soldiers.
36(Reveal the cometar's monster entry)

Cometars are lower-ranking angels who usually attack together in platoons. They wield +1 heavy steel shields as well as warhammers

Spell-Like Abilities
At will—aid, continual flame, detect evil, discern lies (DC 17), 5/day - dispel evil (DC 18), dispel magic, holy aura (DC 21), holy smite (DC 17), invisibility (self only), remove curse (DC 16), remove disease (DC 16), remove fear (DC 14); 2/day—cure light wounds (DC 14), see invisibility. Caster level 6th. The save DCs are Charisma-based.

Change Shape (Su)
Cometars can assume the form of any small or medium humanoid.

Cometstrike (Ex)
Cometars can attack with any weapon as part of a dive and if their attack hits, it is automatically a critical hit.

Angel, Lunar
Size/Type: Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 20d8+80 (170 hp)
Initiative: +13
Speed: 50 ft. (10 squares), fly 200 ft. (good)
Armor Class: 34 (-1 size, +9 Dex, +16 natural), touch 19, flat-footed 26
Base Attack/Grapple: +20/+25
Attack: +5 Bane Holy/Axiomatic/Anarchic (See text) Glaive +33 Melee (2d8+10) or +5 Bane Holy/Axiomatic/Anarchic (See text) Composite Shortbow (+5 Strength bonus) +33 Ranged (1d8+10) or slam +25 Melee (2d8+10)
Full Attack: +5 Bane Holy/Axiomatic/Anarchic (See text) Glaive +33/+28/+23/+18 Melee (2d8+10) or +5 Bane Holy/Axiomatic/Anarchic (See text) Composite Shortbow (+5 Strength bonus) +33/+28/+23/+18 Ranged (1d8+10) or two slams +25 melee (2d8+10)
Space/Reach: 10 ft./10 ft.*
Special Attacks: Spell-like abilities, spells, sneak attack (10d6), Graceful Strike, Reselect Domains
Special Qualities: Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 29, tongues
Saves: Fort +16 (+20 against poison), Ref +21, Will +19
Abilities: Str 20, Dex 28, Con 18, Int 22, Wis 24, Cha 28
Skills: Concentration +27, Craft or Knowledge (any three) +29, Diplomacy +32, Disable Device +29, Escape Artist +32, Hide +31, Listen +30, Move Silently +31, Open Lock +32, Sense Motive +30, Spellcraft +29, Spot +32, Survival +7 (+9 following tracks), Use Rope +8 (+10 with bindings)
Feats: Cleave, Dodge, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
Environment: Any good-aligned plane
Organization: Solitary or kill team (2-3)
Challenge Rating: 20
Treasure: No coins; double goods; standard items, Glaive and shortbow as above, masterwork thieves' tools
Alignment: Always good (any), usually neutral good.
Advancement: 20-30 HD (Large); 31-60 HD (Huge)
Level Adjustment: -

*The Lunar's glaive allows it to attack foes 15 or 20 feet away, but it can't use it to attack foes within its natural reach and must resort to using its slam attacks.

This is not a creature of the shadows, but they serve it well - it appears to be a being of good, though good does not always mean savory. It has the look on its face of one who has seen too much, and yet it still moves with poetic grace and murderous intent at once.

Knowledge Check DCResult
30This is a lunar angel, an angelic assassin.
35Lunars are capable of striking at vital organs the same way a rogue does.
40Lunars move quickly, and always carry the right weapon for the job.
45Lunars are specially tasked to kill one specific enemy or group of enemies. Their weapons and spells are chosen in advance to kill that foe, and they will retreat when their task is complete.
50(Reveal the lunar's monster entry)

Lunar angels are the quiet assassins of the angelic hierarchy. They wield weapons of the correct bane and alignment for the creature they're trying to kill. They tend to be neutral good so that they can wield axiomatic or anarchic weapons without penalty. Each glaive is perfectly made for the Lunar destined to wield it, and they resize only to match the wielding Lunar's size. They also carry tools for breaking into their target's abode if needed.

Change Shape (Su)
Lunars can assume the form of any small or medium humanoid.

Sneak Attack (Ex)
Lunars can sneak attack as a rogue of the same level.

Spells (Ex)
Lunars cast spells as an 18th-level cleric. They usually have the trickery domain and one other. They prepare spells for each individual encounter.

Reselect Domains (Ex)
Lunars do not have fixed domains. Whenever they prepare spells, they choose new domains from which to prepare spells. They usually choose trickery, and one other.

Spell-Like Abilities
At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 23), imprisonment (DC 28), invisibility (self only), lesser restoration (DC 21), remove curse (DC 21), remove disease (DC 22), remove fear (DC 20), resist energy, summon monster VII, speak with dead (DC 22), waves of fatigue; 3/day—blade barrier (DC 25), earthquake (DC 27), heal (DC 25), mass charm monster (DC 27), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 26), power word blind, power word kill, power word stun, prismatic spray (DC 26), wish. Caster level 18th. The save DCs are Charisma-based.

The following abilities are always active on a lunar’s person, as the spells (caster level 18th)
Detect evil, detect snares and pits, discern lies (DC 23), see invisibility, true seeing. They can be dispelled, but the lunar can reactivate them as a free action.

Graceful Strike (Ex)
Lunars are skilled with their glaives, and add their dexterity modifier instead of their strength modifier to attack rolls with any glaive they wield.

Sample Lunar
This Lunar is attempting to fight demons. It wields a holy evil-outsider-bane glaive and an axiomatic chaotic-outsider-bane shortbow, and has the following spells prepared (DC 17 + spell level):

0 - Detect Magic (3), Mending (2), Resistance, 1st - Disguise Self *, Endure Elements (2), Protection from Evil (3), Shield of Faith (2) 2nd - Align Weapon (2), Cat's Grace (3), Find Traps (2), Invisibility*, 3rd - Dispel Magic (2), Protection from Energy Remove Curse, Remove Disease, Magic Circle Against Evil (3)*, 4th - Confusion*, Dismissal (3), Divine Power, Freedom of Movement (2), 5th - Dispel Evil (3)*, Righteous Might, Slay Living, Wall of Stone, 6th - Blade Barrier (2), Greater Dispel Magic, Mislead*, Quest, Word of Recall (2), 7th - Dictum (2), Ethereal Jaunt, Screen*, Greater Scrying, 8th - Discern Location, Earthquake, Polymorph Any Object*, Shield of Law, 9th - Etherealness, Storm of Vengeance, Time Stop*

*Domain Spell. Domains: Trickery and Good.

Angel, Cosmic
Size/Type: Colossal Outsider (Angel, Extraplanar, Good)
Hit Dice: 35d8+525 (682 hp)
Initiative: +5
Speed: 30 feet, fly 120 feet (good)
Armor Class: 28, touch 7, flat-footed 23 (-8 size, +5 dex, +21 natural)
Base Attack/Grapple: +35/+68
Attack:Holy Power +54 melee (6d8+35) or Divine Might +42 ranged (6d8+27) or Slam +44 melee (4d8+17)
Full Attack:Holy Power +54/+49/+44/+39 melee (6d8+35) or Divine Might +30/+30/+25/+25/+20/+20/+15 ranged (6d8+17) or Slams +44/+44 melee (4d8+17)
Space/Reach:30 ft./30 ft.
Special Attacks: Spell-like abilities, spells, immediate request
Special Qualities: Change shape, damage reduction 30/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 30, resistance to electricity 10 and fire 10, spell resistance 46, tongues, feat mastery, salience (Gift of Life)
Saves:Fort +34, Ref +24, Will +34
Abilities:Str 44, Dex 20, Con 40, Int 26, Wis 40, Cha 26
Skills:Concentration +53, Craft or Knowledge (any six including religion and nature) +46, Diplomacy +46, Escape Artist +43, Hide +43, Listen +53, Move Silently +43, Search +46, Sense Motive +53, Spellcraft +46, Spot +53, Survival +15 (+17 following tracks), Use Rope +5 (+7 with bindings)
Feats:Cleave, Dire Charge (E), Epic Spellcasting (E), Great Cleave, Greater Two-weapon fighting, Improved Initiative, Improved Sunder, Improved Two-weapon fighting, Perfect Two-weapon fighting (E) Power Attack, Track, Two-weapon Fighting
Environment: Any good-aligned
Organization: Solitary
Challenge Rating: 38
Treasure: No coins, double goods, standard items.
Alignment: Always good (any)
Advancement: 36-52 HD (Gargantuan), 53-70 HD (Colossal)
Level Adjustment: —

A cosmic angel wields the incarnations of holy power (melee two-handed) and divine might (two ranged one-handed), which are treated as manufactured weapons, though the damage they deal . Their attacks with any weapon are treated as epic and good for purposes of damage reduction. If they're lawful or chaotic, their attacks are also treated as that alignment.

Knowledge Check DCResult
45This is a cosmic angel, a creature far more powerful than any other angel. A platoon of cosmics could seriously threaten their divine master.
50Cosmics have access to spells on request, and have abilities that they have no right to wield.
55Cosmics use epic spells to slay their enemies instantly. Those who are immune to such effects may fall victim to the cosmic's final sacrifice.
60Cosmics actually have a single ability inherited from divinity, though they are themselves not quite divine.
65(Reveal the cosmic's monster entry)

Change Shape (Su)
A cosmic can assume the form of any humanoid.

Spells (Ex)
Cosmic Angels can cast spells as a cleric of their own level except as noted below. They know the following epic spells: Momento Mori (DC 45), Ultimate Blessing of the Faithful (DC 35)*, Vengeful Gaze of God (DC 35)

*Heal seed, dispels ability drain and negative levels gained within 52 weeks, 1-action casting time,

Immediate Request
Unlike clerics, Cosmic Angels do not prepare spells. They simply cast spells off the cleric spell list in a similar manner to a beguiler (or a sorcerer who knew all the spells on his spell list). However, this does not allow them to cast any epic spell in existence: they are still restricted to the spells on their list. While the Cosmic given above doesn't have any metamagic feats, Cosmics who do have metamagic feats can apply them spontaneously without increasing casting time.

Feat Mastery
Cosmic angels can take feats without meeting their prerequisites and don't lose the benefit of feats they don't qualify for. The example cosmic angel given above uses this to attain Perfect Two-Weapon Fighting.

Many Cosmic Angels have different feats, some taking metamagic feats and Improved Spell Capacity to cast even more powerful spells.

Salience
Cosmic Angels are nearly gods in their own right, and inherit a single Salient Divine Ability from the god they serve, or a Salient Divine Ability that matches their beliefs or abilities if they serve none (or the god doesn't have any, or only has ones that the Cosmic doesn't qualify for). They are treated as rank 0 when determining the effects of these abilities, so some are unhelpful to them. The sample cosmic has the Gift of Life Salient Divine Ability.

Spell-like abilities:

Spell-Like Abilities
At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 22), imprisonment (DC 27), invisibility (self only), lesser restoration (DC 20), remove curse (DC 21), remove disease (DC 21), remove fear (DC 19), resist energy, summon monster VII, speak with dead (DC 21), waves of fatigue, blade barrier (DC 24), earthquake (DC 26), heal (DC 24), mass charm monster (DC 26), permanency, resurrection, waves of exhaustion; 3/day—greater restoration (DC 25), power word blind, power word kill, power word stun, prismatic spray (DC 25), true resurrection, wish. Caster level 35th. The save DCs are Charisma-based.

The following abilities are always active on a cosmic’s person, as the spells (caster level 35th)

detect evil, detect snares and pits, discern lies (DC 22), see invisibility, true seeing. They can be dispelled, but the cosmic can reactivate them as a free action.



And an inevitable:

Inevitable, Panarut
Size and Type: Medium construct (Extraplanar, Lawful)
Hit Dice: 10d10+20 (75 HP)
Initiative: +2
Speed: 30 ft (6 squares), Fly 30 ft (Perfect)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +7/+5
Attack: Ray +9 or claw +9 (1d3-2 plus 1d4 int/wis/cha)
Full Attack: Ray +9/+4 or two rays +3/-1/-2 or two claws +9/+9 (1d3-2 plus 1d4 int/wis/cha)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, ray mastery, crush will
Special Qualities: Construct Traits, damage reduction 10/chaotic good, darkvision 120 ft, fast healing 5, low-light vision, spell immunity
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 6, Dex 14, Con Ø, Int 14, Wis 10, Cha 20
Skills: Bluff +38, Disguise +25, Hide +35, Intimidate +38, Move Silently +35
Feats: Eyes to the Sky, Life Leech, Live My Nightmare, Omniscient Whispers
Environment: Any
Organization: Solitary
Challenge Rating: 18
Treasure: Double standard
Alignment: Always Lawful Evil
Advancement: 11-15 HD (Medium)
Level Adjustment: -
You look upon a construct wrought of twisted gold and charred silver. The creature's arms coalesce from darkness into claws that look ready to cut through the light itself. Finally, you now know the appearance of the creature who had stalked you, and you now wish you hadn't.

A panarut is the twisted form of an inevitable designed to keep children from rebelling against their parents. However, a mistake in manufacturing wrought them into nightmare reavers, the monster under every child's bed and the nightmare in their heart. Rather than trying to right a wrong, they now stalk and terrorise creatures for the sheer hell of it.

Like other inevitables, panaruts speak abyssal, celestial, infernal, and the native language of their intended first target. Panaruts have intelligence above their peers, however, and also speak common. If their intended first target speaks common natively, it speaks their second language; if they have none then the panarut speaks elven.

Unlike other inevitables, their fast healing and damage reduction is only overcome by chaotic good attacks.

Combat

Panaruts do not engage in physical combat unless cornered, in which case they will lash out with claws. They never attempt to kill their target, instead wearing them down and returning again to humiliate them later. They destroy or flee from undead, constructs (especially other inevitables) and plant creatures, only standing their ground if it is more likely to keep the panarut from destruction than fleeing.

A panarut uses its illusions in conjunction with Crush Will to bring down a foe's mental abilities, and then strikes them with abilities such as crushing despair and bestow curse, before finally exhausting their prey and driving them insane. Not content just to plague the creature's waking moments, the panarut will use dreams and nightmares to rattle a creature beyond curability. Finally, it will instill in the creature suggestions that it should abandon its friends and perhaps even take its own life. Panaruts also use alarm spells to prevent creatures from sleeping.

Faced with a construct, the panarut uses greater invisibility unless it knows the creature can see through it, then uses deactivating rays to defeat the foe. Against undead, it will usually turn invisible and avoid them - although often its damage reduction and fast healing will let it go toe-to-toe with the undead without real (or sometimes any) risk of harm, its claws will take minutes or even hours to destroy the creature in question. Often, it will recruit another creature, usually an unwilling one, to tackle the undead. Similarly, it does not waste time fighting plant creatures when it is safer, faster, and more amusing to get someone else to do it. Panaruts avoid deathless and refuse to go near them, again using other creatures to do it for them. It is unknown why this is.

Spell-like abilities (Sp)

Panaruts have the following spell-like abilities (Caster level 20th). The save DCs are charisma-based, and are 15+spell level.

At Will: Alarm, Alter Self, Bane, Darkness, Dimension Door, Disguise Self, Dream, Energy Drain, Fear, Ghost Sound, Gust of Wind, Invisibility, Locate Creature, Nightmare, Suggestion
7/day: Confusion, Crushing Despair, Greater Invisibility, Knock, Silent Image, Teleport
3/day: Bestow Curse, Discern Location, Major Image, Seeming, Sending, Waves of Fatigue
1/day: Antipathy, Demand, Hallucinatory Terrain, Insanity, Mirage Arcana, Veil, Waves of Exhaustion

The following spells are always present on the panarut's person (caster level 20th). They can be dispelled, but the panarut can re-activate them as a free action.

Nondetection, Pass Without Trace, True Seeing, Undetectable Alignment

Ray Mastery (Su)
Panaruts can attack with Ray of Enfeeblement or Ray of Exhaustion without having to cast them. They also have a deactivating ray that causes a struck construct to take 6d6 points of damage, and a ray of insanity that deals 1d4 damage to each mental ability score.

Crush Will (Ex)
Violence inflicted by the panarut deals more mental damage than physical. A panarut deals 1d4 points of damage to each mental ability score when it strikes with its claw. Failing to disbelieve one of the panarut's illusions deals the same ability damage.

Spell Immunity (Ex)
Panaruts have immunity to spells which allow spell resistance.

Skills: Panaruts have a +20 racial bonus on bluff, disguise, hide, intimidate and move silently checks.

Baby Gary
2017-08-24, 11:20 PM
I know where she's from.:smallcool: Great writeup!

Ammit is part of ancient Egyptian mythology, I don't have the time to do a full wright up about what she does but Wikilpedea could give you some answers.

rferries
2017-08-25, 12:58 AM
Ammit is part of ancient Egyptian mythology, I don't have the time to do a full wright up about what she does but Wikilpedea could give you some answers.

Ha yes I know, that's what I meant :)

AOKost
2017-08-25, 05:00 AM
I've shared this a few times on here before, but I think it's worth sharing again... The player it was made for had hella fun playing it, and I think I'll play it the next game I get the chance to play in! XD Way OP for ANY character, but still fun!

Wolverine (Monstrous Humanoid) A highly modified version of the combination of Kasatha and the Feral template and adding Multi-Weapon Mastery, increased Claw damage, a new Special Material to help prevent permanent damage/breakage to natural weapons, Powerful Build as a racial trait, and other modifiers for larger species even though the idea is meant to be more lithe and dexterous than powerfully muscular. Healing Factor is a huge improvement over Fast Healing.
As this is a custom race and meant to be more of a unique individual than an actual race, it’s appearance should be a true oddity, and some might consider it an abomination.
The back-story for this unique species/individual is that it was created through alchemical/magical/technological means including an altered Origin of Species epic spell by a plane traveling arcanist that specialized in the crafting of virtually everything, especially constructs. This form happened to Awaken while on the table while it was still being crafted as a unique Flesh Golem that the arcanist was going to transfer his consciousness into for virtual immortality.
The rules for the games I run are primarily 3.PF, with extensively modified Custom Characters (http://www.easydamus.com/CustomCharacters.html) used for character creation and advancement.


Level Adjustment: +3 Must earn for Slow 7,500 Exp., Medium 5,000 Exp. and Fast 3,300 Exp. that can not be spent (but can be used in the level adjustment buy-off) before anything may be purchased with experience.
Level Adjustment Buy-off: Slow 35,000 Exp., Medium 23,000 Exp., Fast 15,000 Exp.


HD: d12 + (1 X Con Mod.)
BAB: +1
Saves: F +2/ R +2 / W +2
Proficient with all simple weapons, and natural weapons (including claws which act as masterwork manufactured weapons for the purpose of enchanting). No armor or other weapons.
Ability Score: Str. 14, Dex 18, Con 16, Int 14, Wis 16, Cha 14
Racial Bonuses: +4 Dex, +2 Wis
Feats: Weapon Finesse, Weapon Focus (Claws)
Skill Points: 4 + Int. Mod.
Racial Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival, Swim
Special Qualities: Healing Factor, Moderately Large, Enhanced Senses, Heartstone Laced Skeleton, Scent, Defensive Training, Multi-Armed (4 arms), Darkvision 60', Low-light Vision, Cycling Energy
Special Attacks: Backswing, Bleed (1d6), Blood Rage, Claws, Greater Power Attack, Multi-weapon Mastery, One-handed Wield, Powerful Blow, Pounce, Powerful Charge, Rake (2 claw attacks), Rend (1 claw attack)


Cycling Energy (Ex): To Wolverine, the beginnings and endings of all things are inexorably connected, including the relationship between life and death. Wolverine is healed by both positive and negative energy effects and is immune to ability damage, ability drain, and energy drain.


Powerful Build (Ex): Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this feat stack with the effects of powers, abilities, and spells that change the subject’s size category.


Powerful Charge (Ex): When Kaella charges, the attack deals extra damage in addition to the normal benefits and hazards of a charge (http://www.d20pfsrd.com/gamemastering/combat#TOC-Charge). The attack and amount of damage from the attack is given in the creature’s description.
Format: powerful charge (claws, 3d8+24); Location: Special Attacks.


Pounce (Ex): When Kaella charges, she can make a full attack (including rake and rend attacks).


Rake (Ex): Kaella gains extra natural attacks, typically when she grapples a foe. In addition to the options available to all grapplers, she gains two free claw attacks that she can use only against a grappled (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled) foe. She must begin its turn already grappling (http://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple) to use its rake—she can’t begin a grapple (http://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple) and rake in the same turn.
Format: rake (2 claws +8, 3d4+2); Location: Special Attacks.


Rend (Ex): If Kaella hits with two or more natural attacks in 1 round, she can cause tremendous damage by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature’s Strength (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-) bonus.



Bleed (Ex): Kaella causes wounds that continue to bleed (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed), inflicting additional damage each round at the start of the affected creature’s turn. This bleeding can be stopped by a successful DC 10 + the damage inflicted Heal (http://www.d20pfsrd.com/skills/heal) skill check or through the application of any magical healing. Kaella deals 1d6 bleed for every claw attack that hits after the first in a round.
Format: bleed (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed) (2d6); Location: Special Attacks and individual attacks.


Blood Rage (Ex): When Kaella takes damage in combat, on her next turn she can fly into a rage as a free action. She gains +2 Constitution (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-) and +2 Strength (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-), but takes a –2 penalty to its AC. These bonuses stack with the Rage and any similar ability, with the exception of the AC penalty, in which case use the worst instead of combining them. The rage lasts as long as the battle. She cannot end this rage voluntarily but can end any other form of rage as normal. Any fatigue that would be incurred after the normal rage is postponed until the end of her blood rage, though she suffers no fatigue from her blood rage.

Format: blood rage; Location: Special Attacks.


Backswing (Ex): Wolverine doubles his strength bonus to damage on attacks made with two handed weapons when wielded with two hands.

Greater Power Attack (Ex): Wolverine gains a +4 damage bonus per -1 penalty when using Power Attack with two hands.

One-handed Wield (Ex): Wolverine can wield a two handed weapon in one hand as though it were using two. It gains no additional bonus for actually using two handed weapon this way but does gain 1-½ times their strength bonus instead of a the flat bonus. If Wolverine uses a shield, wielding a weapon in this way she uses normal one-handed weapon mechanics and therefore doesn't suffers an attack penalty equal to the shield's armor check penalty.


Powerful Blows (Ex): Wolverine adds 1-½ times its strength bonus to damage rolls for natural attacks, unarmed attacks and attacks made with melee weapons.


Healing Factor (Ex): The unusual ability of rapid healing and recovery. You regain 2 + Con Mod + your level HP every round. At negative (10 + Con Score), the character dies, but may be restored to life.
You are also highly resistant to pain, +3 to saves against pain.
You are also highly resistant to all poisons, diseases, and toxins, you gains a +4 to those saves that apply, and after the specified number of successful saves of the individual substance your system is purged. Once individual poisons, diseases and toxins have been successfully purged, wolverine becomes immune to it.
Your age is also indeterminable since your healing factor negates physical aging penalties once your maturity is reached but mental bonuses for advancing age still accrue as normal for the base species. You are immune to spells that rapidly age an individual.
Healing Factor will regenerate lost limbs but it takes 3d6 days, and doesn’t regrow Heartstone, but the claws do regrow if an arm is removed. If the head(s) severed, it must be reattached within 10 minutes or the wolverine dies (though a Wolverine that doesn’t normally have an attached head doesn’t have this limitation, such as Iluman). Your healing factor is considered an extraordinary ability.
The healing factor also makes the wolverine immune to any fatiguing or exhausting effects, or the need to make rolls for resisting non-lethal damage due to prolonged exertion.


Multi-Armed (Ex): A wolverine has four arms. All hands are considered primary hands, thanks to multi-weapon mastery. It can use any of its hands for other purposes which require free hands.


Claws (Ex): A medium wolverine has 3, 9-inch long claws in each arm, that retract into your forearms. You have full control over the claws extending and retracting into your forearms from in between your knuckles as a free action, the wounds caused by you bleed for half a second and are healed practically instantly, causing no HP damage. The claws are also laced with heartstone, and are so sharp that they can cut through virtually anything. You claws are anchored to your skeleton and cannot be forcefully removed.
Damage: 3d4 + 6 + Str./Dex. Mod., a single claw does 1d4+2 + Str./Dex. Mod Critical: 17-20/x3
Type: Piercing, and slashing.
NOTE: You are naturally proficient with your claws. Attacks that you make with your claws are considered armed attacks. Your claws also have heartstone coating them, granting a +2 material bonus to damage that stacks with any other damage bonuses, such as enhancements. Without the heartstone, your claws do only 1d4 + (Str. Mod.) damage per single claw. Moderately Large increases the damage of Claws by 1 die size to 1d6 per claw.

Enhanced Senses (Ex): Your senses are far greater than a normal humans. You can see at double the range of a normal human and low-light vision allowing them to see four times as far in dim light, has a much finer sense of hearing, and a incredible sense of smell, gaining the Keen Scent ability. You can remember a person simply by their scent. At another time he can discern a scent from up to 120 ft away. You gain an inherent +3 to all perception rolls. You are also at a +1 to any saves regarding your senses. Your enhanced senses are considered extraordinary abilities.

Multi-weapon Mastery (Ex): A wolverine never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.



Defensive Training, Master (Ex): Wolverine has a +4 dodge bonus to Armor Class.



Heartstone Laced Skeleton (Ex): Wolverine’s skeleton has somehow been infused with heartstone. it’s bones can (almost) never be broken, and limbs can not be easily removed. Because the Heartstone is inside of them, and they gain a +4 natural AC bonus. Their natural unarmed attacks are backed by hard material and is heavy, so gains the weighted property, gaining a +2 to all unarmed damage damage.


High Metabolism (Ex): You burn calories at a greater rate than average, though you gain no additional weight from such consumption.

Effect: You require twice the amount of daily food for a creature of your size (2 pounds for a Medium creature) and begin to feel the effects of starvation in half the time a normal creature would (1.5 days).

Roleplaying Ideas: Characters with high metabolisms might often find themselves munching on something or other during inappropriate times. While not a manic compulsion, characters with this flaw should keep their hunger in their back of their minds and likely seek out at least one or two snacks in the middle of the day, outside of their main meal. When they do sit to eat a full meal, they will likely do so with great haste and hunger (especially if they haven't had a snack).


Heartstone: The product of transmuting the right materials together to produce a primordial form of quazi-psi-crystal-metaloid, but has the transparency of glass, with ever so slight hairs and flecks of infused materials flowing through it giving it rich undertones while seeming to absorb light without refracting it at all, making it appear oddly somewhat dull and lackluster. The material has natural facets that make it even more effective for whatever use it is put to. The material is considered psionic crystal and metal, but is impervious to rust, and corrosion, as well as heat/warp metal and transmute earth. The transmutation process for creating heartstone is kept extremely secret by those that know how to make it. Besides being a focus for psionic abilities, it has two unheard of qualities that makes it sought after by those that know of its existence.
It has the amazing quality of taking any damage it sustains that doesn’t outright destroy the object, absorbing it, and making it stronger and more resilient. An item made of heartstone starts with a hardness of 15 and double its hardness in hit points (30). Half of any hit point damage taken (if the item isn't destroyed), is in the next round added to the items hardness permanently, and the hit points are restored to the new total of double (or triple if a material has been infused into the heartstone that has triple the HP to Hardness as some materials do) the hardness.
For example, a dagger made of heartstone would initially start with 15 hardness, and 30 hit points. If someone manages to overcome the 15 hardness or by other means deal 10 hit points of damage to it, at the beginning of the next round, the hardness increases to 20, and the items hit points are restored to the items new total of 40 hit points.
The last property of heartstone is that with the right magical techniques, it can be imbued with the properties of other materials, giving the most beneficial aspects of that materials properties to it. For example, heartstone could be infused with the properties of Mithral to overcome DR/Silver, and for it's weight to be reduced by ½. Heartstone can only be imbued with a particular materials properties once, and only keeps the best of all materials imbued. IE: If another material besides Mithral reduced an item’s weight by ½, it would still only reduce the weight by ½, not ¼. But if a material reduced a comparative item’s weight by ¾, that property would be taken over the Mithral.
Weapons made from heartstone give an inherent +2 bonus on damage, increases critical threat range by 1, and critical multiplier by 1. A true heartstone blade ignores armor bonuses of armor, as well as deflection bonuses from magical items. Against magical armor, the weapon needs to have an enhancement bonus equal to or greater than that of the armor in order to have any special effect; otherwise, it is treated as a normal weapon.
Requirements to create heartstone: Ability to cast 5th level transmutation spells, Craft: Alchemy 10 ranks. To further enhance the properties of heartstone with other materials, a Spellcraft check of the Transmutation school must be made, adding the Craft: Alchemy skill for a total. The DC of adding a property to heartstone is 20 + 2 for each property already added. For example: If a heartstone dagger has the Silver property of either Mithral or Alchemical Silver infused to it, it would take the on the ability to bypass the damage reduction of creatures that are resistant to everything but silver. Heartstone may take on any number of properties, but each property requires an equal amount of material (Adamantine) equal to the weight of the item made of heartstone. The base material becomes Iron, and all the properties are then infused into the heartstone, which takes the best properties infused into it. For example: a dagger of iron normally made of 1 pound, would become heartstone weighing 4 ounces. You would still need 1 pound of Mithral to infuse its properties into the heartstone.
The Cost of this procedure in ritual components is 2,000 gp per material to be infused, plus the material to be infused cost. For example, if you were to wanting to infuse the properties of 3 materials into the heartstone, the ritual would cost 6,000 gp + (cost of 1 lb of Mithral) + (cost of 1 lb of Crystal, Blood) + (Cost of 1 lb of Umbrite) and the DC checks may be made all at once, but at an increased DC equal to 20 + 2 per any other infusions previously successfully made + 2 for each substance trying to be infused in the current ritual.
It can initially be crafted from Primordial Clay that is transmuted in a specific way to permanently take on one form, but retains it's chaotic malleable essence within that can be further manipulated (Knowledge: Planes DC 60).



There's been several changes since it was first played, and things added to the Master to help keep track of what the player had gained through favors to deities, etc...