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Aniikinis
2018-06-27, 12:43 PM
Well, I got to thinking when I was super tired and here is the consequence of that. (Not sure on my math here, since I'm working on like 2 hours of sleep :smallcool:)

If I was a god (http://www.giantitp.com/forums/showthread.php?537797-Various-things-I-ve-made-(More-of-a-dumping-ground-than-anything-else-%AF-_()_-%AF-)&p=22431520#post22431520), here would be my creations meant to serve me and a race I would create to help fill my domain, The Revel.

First up: My Herald, Serpia.

Serpia, Herald of Aniik
Gargantuan Outsider (Aniik, Dragon)
Hit Dice: 20d8+100 (190)
Initiative: +1
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 19 (-4 size, +1 Dex, +12 Nat), (7) touch, (18) flat-footed
Base Attack/Grapple: +20 / +42
Attack: Up to 9 bites +26 melee (2d10+20) and/or a head specific attack
Full Attack: Up to 9 bites +26 melee (2d10+20) and/or a head specific attack
Space/Reach: 20 ft./ 20 ft.
Special Attacks: Deep Bites, Improved Grab, Nine Heads, Spells, Swallow Whole
Special Qualities: Alternate Form, Outsider traits, Darkvision 60 ft., fast healing 19, nine heads, scent, spell resistance 32
Saves: Fort +17, Ref +13, Will +14
Abilities: Str 30, Dex 12, Con 20, Int 25, Wis 15, Cha 15
Skills: Bluff +25, Climb +33, Concentration +28, Diplomacy +25, Escape Artist +24, Gather Information +25, Hide +12, Intimidate +25, Listen +25, Move Silently +24, Search +25, Sense Motive +25, Spellcraft +30, Spot +25, Swim +33
Feats: Battle Butler, Power Attack, Blind-fight, Combat expertise, Weapon focus (Bite), Multiattack, Improved Multiattack,
Environment: The Revel
Organization: Unique
Challenge Rating: ?
Treasure: None
Alignment: True Neutral
Level Adjustment: -
Advancement: -

The gigantic serpentine form before you leans forwards to look you in the eyes with 9 separate heads, multiple voices speak at once with each one coming from a separate head.

Serpia, Herald of Aniik is an outsider that resembles a Nine-headed hydra with each neck crowned by a different type of head. Each head is has a completely independent mind and personality, but the Alluring head has control of the body. Each mind is connected to one another and so cannot willingly attack any of the other heads or even the body. The heads usually act in a friendly manner towards each other and the Alluring head does not usually use the body against the wishes of the other heads. The personalities of the various heads are as follow:

Necrotic: Machiavellian but somber.
Vivid: Caring and always wanting the best for those around it.
Cheshire: Wise-ass and very intelligent.
Sonic: Chipper and almost always with a tune on its' lips.
Laughing: Always ready for a drink, with a good joke and a groan-worthy pun on its' lips.
Widow: Sensual and seductive.
Alluring: Sweet and caring.
Severed: Cynical and scheming.
Shifting: Chaotic and eccentric.


Serpia, Herald of Aniik can speak in Necril, Common, Elvish, Undercommon, Aklo, Infernal, Abyssal, Celestial, Sylvan, Terran, Ignan, Aquan, Aurian, and Draconic.

Combat:

Alternate Form (Su): Once per round, as a move action, Serpia, Herald of Aniik may activate this ability to change itself at the behest of their creator. Serpia, Herald of Aniik has the following stats in its' alternate form:
Serpia, Herald of Aniik
Tiny Outsider (Aniik, Dragon)
Hit Dice: 20d8+100 (190)
Initiative: +7
Speed: 15 ft. (3 squares), climb 15 ft. swim 15 ft.
Armor Class: 27 (+2 size, +5 Dex, +10 Nat), (17) touch, (25) flat-footed
Base Attack/Grapple: +20 / +12
Attack: Up to 9 bites +25 melee (1) and/or a head specific attack
Full Attack: Up to 9 bites +25 melee (1) and/or a head specific attack
Space/Reach: 2.5ft./ 0ft.
Special Attacks: Nine Heads, Spells
Special Qualities: Alternate Form, Damage Reduction 20/Epic, Darkvision 60 ft., fast healing 19, Frightful Presence, low-light vision, Nine Heads, scent, spell resistance 32
Saves: Fort +17, Ref +17, Will +14
Abilities: Str 4, Dex 21, Con 20, Int 25, Wis 15, Cha 15
Skills:Bluff +25, Climb +36, Concentration +28, Diplomacy +25, Escape Artist +28, Gather Information +25, Hide +36, Intimidate +35, Listen +25, Move Silently +28, Search +25, Sense Motive +25, Spellcraft +30, Spot +25, Swim +28
Feats: Battle Butler, Power Attack, Blind-fight, Combat expertise, Weapon focus (Bite), weapon finesse, multiattack, improved multiattack
Environment: The Revel
Organization: Unique
Challenge Rating: ?
Treasure: None
Alignment: True Neutral

Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may use the spell miracle to summon Serpia for a number of rounds equal to their caster level/4. However, unless the cleric can rebuke serpia or charm them, they will not be under the caster's control and will take actions as they wish.

Deep Bites (Ex): Serpia adds double their strength bonus to all bite attacks, even secondary bites.

Dragon Subtype: Serpia counts as a dragon as well as an outsider for all effects and prerequisites but does not have the dragon type

Frightful Presence (Ex) Serpia unsettles foes with its mere presence. This ability takes effect automatically whenever they attack, charge, or cast a spell. Creatures within a radius of 150 feet are subject to the effect if they have fewer than 20 HD. A potentially affected creature that succeeds on a Will save (DC 21) remains immune to their frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Improved Grab (Ex): To use this ability, serpia must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Nine Heads (Ex): Each of Serpia's nine heads represents one of the nine domains of their Patron and has additional qualities and a special attack, if a head is removed Serpia loses access to those abilities and qualities until it regrows. Should a head be removed it regrows in 1d6 turns and gains a +4 divine bonus to all rolls from that head for 1d4 turns. The special qualities only affect the head they are found on, none of the other head or even the body get the abilities or qualities. The heads are as follows:


Head
Special Attack
Special Qualities
Domain and School
Description


Necrotic (undeath)
Breath Weapon (2d8 Negative Energy (does not heal); 30ft cone) recharges after 1d4 turns
Negative Energy Affinity, Undead Traits
Undeath and Necromancy
This head and neck resembles the rotting carcass of a serpentine head with glowing purple eyes.


Vivid (Healing)
Breath Weapon (2d8 Positive Energy (does not heal); 30ft cone) recharges after 1d4 turns
Fast healing 22 instead of 19
Healing and Creation
This head and neck resembles a serpentine head, overfilled with life.


Cheshire (Knowledge)
Gaze (Will save (22) or be affected by Tasha's Hideous Laughter) recharges in 1d8 rounds
Rictus Grin
Knowledge and Illusion
This head resembles that of a hideously grinning cat covered in purple striped fur.


Sonic (Song)
Screech (2d8 Sonic; 30 ft. cone) recharges in 1d6 rounds
Bardic music (CL 22) 33 rounds/day
Song and Evocation
This head resembles that of a large bat covered in brown fur.


Laughing (Revelry)
3/day Cackle (30ft cone, all within must make a DC 22 will save or be panicked for 1d4 rounds and drunk for 2d8, bypasses immunity to fear)
None extra
Revelry and Abjuration
This head resembles that of a large hyena, its' mouth cracked in a smirk and it's eyes flashing with an inner fire.


Widow (Lust)
Web 3/day
On bite: 3/day Poison (Fort save (25); 1 turn; 1d6 Dex and 1d6 Str; 2d6 Dex and 2d6 Str)
Lust and Universal
This head resembles that of a very large spider, its' eyes gleaming in need and its' fangs twitching hungrily.


Alluring (Love)
Gaze (Will save (22) or be frozen in place, unable to defend or attack for 1d6 turns) recharges in 1d6 turns
None extra.
Love and Enchantment
This head looks different to everyone who lays eyes upon it, reflecting exactly what makes them feel the most safe and loved in the form of a face; however it can also shut off this appearance and look simply like that of a serpent crowned with pink, purple, black, and blue scales


Severed (Darkness)
Imprison (Single target, must be within range of telepathy; target makes a DC 22 will save or be trapped within their own mind for 1d10 turns, unable to sense or influence their body or the outside world during their imprisonment)
Blindsight 50 ft, Telepathy 100 ft.
Darkness and Divination
This head resembles that of a man with his eyes stitched shut and his ears covered and sealed; blocking out all outside input.


Shifting (Transformation)
Gaze (Will save (22) or baleful polymorph) recharges in 2d6 turns
Immune to precision damage
Transformation and Transmutation
This head is constantly shifting and changing, one minute looking like a serpents, then the next a mass of tentacles, then changing just as quickly.




Spells: Seripa, Herald of Aniik, casts spells as a lvl 20 Cleric and lvl 20 Wizard. Each head has access to a single domain and a single school and can cast as many spells per day as each of those classes for each head.

Swallow Whole (Ex): Serpia can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+10 points of crushing damage plus 10 points of acid damage per round from the serpent’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The gargantuan serpent’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: Serpia has a +10 divine bonus to intimidate and can use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.

Homebrew stuff:
Battle Butler: https://www.dandwiki.com/wiki/Battle_Butler_(3.5e_Feat)
Cheshire Cat head abilities: http://www.giantitp.com/forums/showsinglepost.php?p=9803718&postcount=1249

Next: My least servants, the Lunar Fliers.

New Lunar Flier
Fine Outsider (Aniik)
Hit Dice: 1/2d8 (1 hp)
Initiative: +7
Speed: Fly 20 ft. (perfect) (4 squares)
Armor Class: 26 (+4 Dex, +8 size, +4 natural), touch 22, flat-footed 22
Base Attack/Grapple:+1/-20
Attack: Ray of darkness +13 ranged touch (1)
Full Attack: 2 Rays of darkness +13 ranged touch (1)
Space/Reach: 1/2 ft./0 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., message
Saves: Fort +0, Ref +6, Will +2
Abilities: Str 1, Dex 18, Con 6, Int 2, Wis 11, Cha 10
Skills: Will do later (12 points)
Feats: Improved Initiative, Weapon Finesse
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Always true neutral
Advancement: 1 HD (Fine)
Level Adjustment: —

A miniscule mote of darkness flies through the air, probably carrying a message to some random person.

This is what could easily be considered the infantile stage of the lunar fliers. One who follows orders well enough will quickly be promoted to the next highest stage.

New Lunar Fliers understand common, sylvan and undercommon, but they cannot speak except for when using their message ability.

COMBAT

Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the new lunar flier to their Summon Monster 1 list.

Message (Ex): When ordered to by its' master, the new lunar flier can record a message up to 5 minutes long. The new lunar flier can then be ordered to speak this message whenever the master wishes. The new lunar flier can also be used to transmit messages between correspondents by having the end of the message grant control to the recipient. Recording a new message erases the old one.

Ray of Darkness (Ex): A new lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.



https://www.dfw.state.or.us/mrp/finfish/images/species/black_skate.jpg
Waxing Crescent Lunar Flier
Diminutive Outsider (Aniik, Animal)
Hit Dice: 1d8 (4 hp)
Initiative: +6
Speed: Fly 15 ft. (perfect) (3 squares)
Armor Class: 21 (+3 Dex, +4 size, +4 natural), touch 17, flat-footed 18
Base Attack/Grapple:+1/-16
Attack: Ray of darkness +8 ranged touch (1d2)
Full Attack: 2 Rays of darkness +8 ranged touch (1d2)
Space/Reach: 1 ft./0 ft.
Special Attacks:
Special Qualities: darkvision 60 ft.,
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 1, Dex 16, Con 10, Int 2, Wis 11, Cha 10
Skills: Will do later (12 points)
Feats: Improved Initiative, Weapon Finesse
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 2-4 HD (Small)
Level Adjustment: —

A small skate-like creature glides silently through the air before landing on a small bowl and beginning to finish off the small amount of soup left inside.

The second stage in the promotion line of lunar fliers. This lunar flier resembles a miniscule skate made of darkness with small points of light for eyes. They typically flit around the revel and dispose of trash or leftovers.

Waxing Crescent Lunar Fliers understand common, sylvan and undercommon, but they cannot speak.

COMBAT

Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the waxing crescent lunar flier to their Summon Monster 1 list.

Animal Subtype: A waxing crescent lunar flier counts as an animal as well as an outsider for all effects and prerequisites but does not have the animal type.

Ray of Darkness (Ex): A waxing crescent lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.


Frst Quarter Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 1d8+1 (5 hp)
Initiative: +5
Speed: Fly 10 ft. (perfect) (2 squares)
Armor Class: 18 (+2 Dex, +2 size, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:+1/-11
Attack: tendril +5 touch (1+Poison)
Full Attack: 2 tendrils +5 touch (1+Poison)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Poison
Special Qualities: darkvision 60 ft., magical strike
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 3, Dex 14, Con 12, Int 3, Wis 12, Cha 10
Skills: Will do later (16 points)
Feats: Improved Initiative, Weapon Finesse
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 2-4 HD (Small)
Level Adjustment: —

The strange jellyfish-like creature has glowing tentacles and brilliant stars within its' inky black bell.

The third stage in the promotion line of lunar fliers. This lunar flier resembles a tiny jellyfish made of darkness with small stars of light for eyes within the bell. They typically float around the revel and return used items to the proper place for cleaning and/or fixing.

First Quarter Lunar Fliers understand common, sylvan and undercommon, but they cannot speak.

COMBAT

Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the first quarter lunar flier to their Summon Monster 1 list.

Magical Beast Subtype: A first quarter lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.

Magical Strike (Ex): A first quarter lunar flier's tendril attacks count as magical for the purposes of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.


Waxing Gibbous Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 2d8+2 (11 hp)
Initiative: +5
Speed: 5 ft., Fly 30 ft. (Good)
Armor Class: 16 (+2 Dex, +2 size, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple:+2/-10
Attack: Bite +5 (1+Poison)
Full Attack: Bite +6 (1+Poison)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Poison, Shriek
Special Qualities: blindsense 30 ft., darkvision 60 ft., magical strike
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 5, Dex 14, Con 12, Int 5, Wis 12, Cha 10
Skills: Will do later (25 points)
Feats: Improved Initiative, Weapon Finesse
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 2-4 HD (Small)
Level Adjustment: —

The bat before you has a wholly skeletal head with glowing purple orbs instead of eyes. The body below appears to be made of pure darkness save for the shock of bright fur along the wedges of its' wings.

The fourth stage in the promotion line of lunar fliers. This lunar flier resembles a bat made of shadows with brilliant white fur along the edges of their wing membranes and a skeletal head. They typically flit around the revel and act as perimeter guards for sensitive locations.

Waxing Gibbous Lunar Fliers speak common, sylvan and undercommon, but they cannot speak.

COMBAT

Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the waxing gibbous lunar flier to their Summon Monster 2 list.

Magical Beast Subtype: A waxing gibbous lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.

Magical Strike (Ex): A waxing gibbous lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.

Shriek (Ex): Movement or a light source not designated as friendly within 10 feet of a waxing gibbous lunar flier causes the creature to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures and guards that are disposed to investigate it.


Full Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 4d8+12 (30 hp)
Initiative: +6
Speed: 5 ft., Fly 40 ft. (Good)
Armor Class: 17 (+3 Dex, +2 size, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple:+4/-8
Attack: Bite +9 (1)
Full Attack: Bite +9 (1)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Flash, Heat Spray
Special Qualities: blindsense 30 ft., darkvision 60 ft., glow,
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 5, Dex 16, Con 16, Int 5, Wis 14, Cha 10
Skills: Will do later (45)
Feats: Improved Initiative, Weapon Finesse, Ability Focus (Flash)
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 5-8 HD (Small)
Level Adjustment: —

The creature before you looks like a strange cross between a death's-head moth and a firefly save that it is easily bigger than your head.

The fifth stage in the promotion line of lunar fliers. This lunar flier resembles a massive firefly with a pattern similar to a death's-head moth. Within the revel they typically stay in one place, providing lighting to those around them in exchange for small bits of food.

Waxing Gibbous Lunar Fliers speak common, sylvan and undercommon, but they cannot speak.

COMBAT

Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the full lunar flier to their Summon Monster 3 list.

Flash (Ex): Once every six hours, as a standard action, a full lunar flier may let out a burst of light in a 40 ft. radius. All within the radius must make a fortitude save (DC 1) or be blinded for one 1d4 rounds and dazzled for 1 minute. Those who make the save are still dazzled for 1d2 rounds.

Glow (Ex): At-will, as a free action, a full lunar flier may shed light as a torch out to 30 ft.

Heat Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of burning vapor once per round. Those within the cone must succeed on a DC 15 Fortitude save or take 1d2+2 points of fire damage. The save DC is Constitution-based.

Magical Beast Subtype: A waxing gibbous lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.

Magical Strike (Ex): A full lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.


https://cdn3.iconfinder.com/data/icons/marine-life/100/16-512.png
Waxing Gibbous Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 5d8+15 (37 hp)
Initiative: +5
Speed: Fly 45 ft. (good) (3 squares)
Armor Class: 18 (+2 Dex, +2 size, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:+5/-7
Attack: Ray of darkness +9 ranged touch (1d2) or sting +7 (1+poison)
Full Attack: 2 Rays of darkness +9 ranged touch (1d2) and one sting +7 (1+poison)
Space/Reach: 1 ft./0 ft.
Special Attacks: Poison
Special Qualities: darkvision 60 ft., glow
Saves: Fort +9, Ref +7, Will +8
Abilities: Str 5, Dex 14, Con 16, Int 10, Wis 14, Cha 12
Skills: Will do later (72 points)
Feats: Improved Initiative, Weapon Finesse, Ability Focus (poison)
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always true neutral
Advancement: 2-4 HD (Small)
Level Adjustment: —

A small ray-like creature glides silently through the air before hovering before you and asking you politely what you'd wish to eat, drink, and/or experience.

The sixth stage in the promotion line of lunar fliers. This lunar flier resembles a small glowing ray with a black fringe along its' fins. They typically flit around the revel and take petitions and orders from the dead to transmit up to the technoxi.

Waning Gibbous Lunar Fliers speak common, sylvan and undercommon.

COMBAT

Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the waning gibbous lunar flier to their Summon Monster 3 list.

Glow (Ex): At-will, as a free action, a waning gibbous lunar flier may shed light as a candle out to 5 ft.

Magical Beast Subtype: A waning gibbous lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.

Magical Strike (Ex): A waning gibbous lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 17, initial damage dazed 1 minute; secondary damage unconsciousness. The save DC is Constitution-based.

Ray of Darkness (Ex): A waning gibbous lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.


Last Quarter Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 40 ft., Climb 40 ft., Fly 40 ft. (Average)
Armor Class: 18 (+2 Dex, +2 size, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:+6/-2
Attack: Ray of darkness +8 ranged touch (1d3) or bite +9 (1d3+poison) or spit +8 (1d2+entangle)
Full Attack: 2 Rays of darkness +8 ranged touch (1d3) and bite +9 (1d3+poison) or spit +8 (1d2+entangle)
Space/Reach: 1 ft./0 ft.
Special Attacks: Entangle, Poison
Special Qualities: darkvision 60 ft.,
Saves: Fort +9, Ref +7, Will +8
Abilities: Str 10, Dex 10, Con 20, Int 12, Wis 14, Cha 9
Skills: Will do later (81 points)
Feats: Improved Initiative, Ability Focus (poison), Ability Focus (Entangle), Weapon Focus (Spit)
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: ?
Treasure: None
Alignment: Always true neutral
Advancement: 7-8 HD (Small)
Level Adjustment: —

A small serpentine creature glides silently along the walls before quickly striking out and biting a man screaming at a cowering patron. The man immediately reacts and within a minute is nearly comatose.

The seventh stage in the promotion line of lunar fliers. This lunar flier resembles an amphithere with strange grey hemispherical wings and a long whip-like tail. They typically slip around the revel and look for those who are causing trouble, quickly stopping the violence and making the assailant helpless to his victims.

Last Quarter Lunar Fliers speak common, sylvan and undercommon.

COMBAT

Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the last quarter lunar flier to their Summon Monster 4 list.

Entangling Spit: When a last quarter lunar flier strikes an enemy with their spit attack, the foe must succeed on a DC 18 fortitude save or become entangled for 1d10 rounds. The foe can spend a standard action to remove the entangling fluid and end the condition.

Magical Beast Subtype: A last quarter lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.

Magical Strike (Ex): A last quarter lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 18, initial damage paralyzed 1d4 rounds; secondary damage unconsciousness. The save DC is Constitution-based.

Ray of Darkness (Ex): A last quarter lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.


Waning Crescent Lunar Flier
Tiny Outsider (Aniik, Magical Beast)
Hit Dice: 8d8+40 (76 hp)
Initiative: +3
Speed: 5 ft., Fly 45 ft. (Good)
Armor Class: 21 (+5 Dex, +2 size, +4 natural), touch 17, flat-footed 16
Base Attack/Grapple:+8/+2
Attack: Ray of darkness +15 ranged touch (1d3) or bite +15 melee (1d3+2) or claw +15 melee (1d2+2+Improved Grab) or feather +15 ranged (1d2 piercing)
Full Attack: 2 Rays of darkness +15 ranged touch (1d3) and either bite +15 (1d3+2) and claw +15 (1d2+2+Improved Grab) or feather +15 (1d2 piercing)
Space/Reach: 1 ft./0 ft.
Special Attacks: Improved Grab, Detain
Special Qualities: darkvision 60 ft.
Saves: Fort +11, Ref +11, Will +8
Abilities: Str 14, Dex 20, Con 20, Int 14, Wis 14, Cha 20
Skills: Will do later (96 points)
Feats: Improved Initiative, Weapon Finesse, Ability Focus (Detain), Multiattack
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: ?
Treasure: None
Alignment: Always true neutral
Advancement: 9-13 HD (Small)
Level Adjustment: —

The brilliant white raven flits towards the commotion. Within seconds each of the assailants is kneeling on the floor, their limbs locked together with spectral chains and a purple rune burning on their forehead.

The eighth stage in the promotion line of lunar fliers. This lunar flier resembles a striking white rave with burning black eyes, needle-like feathers, wicked curved talons, a serrated beak, and a glowing purple rune on their forehead. They typically slip around the revel and look for those who are causing trouble, detaining them and bringing them from others.

Last Quarter Lunar Fliers speak common, sylvan and undercommon.

COMBAT

Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the waning crescent lunar flier to their Summon Monster 4 list.

Detain: When a last quarter lunar flier establishes a grapple, as a free action they can attempt to detain the creature. The creature must succeed on a will save DC 19 or become under the effects of binding with the chaining effect. This binding effect lasts until they are suitable punished for their misdeeds by whoever is deemed to be the controller of the lunar flier that detained the creature.

Improved Grab (Ex): To use this ability, a last quarter lunar flier must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and may attempt to detain the creature immediately.

Magical Beast Subtype: A waning gibbous lunar flier counts as a magical beast as well as an outsider for all effects and prerequisites but does not have the magical beast type.

Magical Strike (Ex): A waning gibbous lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.

Ray of Darkness (Ex): A waning crescent lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.


Dark Lunar Flier
Small Outsider (Aniik, Ooze)
Hit Dice: 10d8+50 (95 hp)
Initiative: +3
Speed: 5 ft., Fly 45 ft. (Good)
Armor Class: 19 (+1 size, +8 natural), touch 11, flat-footed 19
Base Attack/Grapple:+10/+6
Attack: Ray of darkness +11 ranged touch (1d4) or slam +11 (1d6+improved grab)
Full Attack: 2 Rays of darkness +11 ranged touch (1d3) and slam +11 (1d6+Improved Grab)
Space/Reach: 1 ft./0 ft.
Special Attacks: Engulf, Improved Grab, Detain
Special Qualities: Blindsight 120 ft., darkvision 120 ft., improved senses, superior low-light vision
Saves: Fort +12, Ref +7, Will +9
Abilities: Str 10, Dex 10, Con 20, Int 14, Wis 14, Cha 36
Skills: Will complete later (112 points)
Feats: Improved Initiative, Weapon Finesse, Ability Focus (Detain), Ability Focus (Engulf), Multiattack
Environment: The Revel
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: ?
Treasure: None
Alignment: Always true neutral
Advancement: 9-13 HD (Small)
Level Adjustment: —

The large orb of frothing slime floats near a small gathering of adventurers. Without warning it darts into the center of the group and silences them all, binding them to their seats and calling for a higher up to help deal with the interlopers.

The ninth and last stage in the promotion line of lunar fliers. This lunar flier resembles a floating ball of roiling black, purple, and blue slime with a small green glowing orb in the center. They typically watch over the revel and act as the eyes and ears for those who control the areas, watching and listening for plans to sack the domain of the reveller.

Dark Lunar Fliers speak common, sylvan and undercommon.

COMBAT

Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the dark lunar flier to their Summon Monster 4 list.

Detain: When a dark lunar flier establishes a grapple, as a free action they can attempt to detain the creature. The creature must succeed on a will save DC 19 or become under the effects of binding with the chaining effect. This binding effect lasts until they are suitable punished for their misdeeds by whoever is deemed to be the controller of the lunar flier that detained the creature.

Engulf (Ex): Although it is small, a dark lunar flier can simply mow down tiny or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The dark lunar flier merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the flier, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 29 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the flier moves forward. Engulfed creatures are subject to the flier’s detain ability, and are considered to be grappled and trapped within its body. The save DC is Charisma-based and includes a +1 racial bonus.

Improved Grab (Ex): To use this ability, a dark lunar flier must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and may attempt to detain the creature immediately.

Improved Senses (Ex): A dark lunar flier can hear three times as well as a human can and as such triple the range that a dark flier can hear for the listen skill.

Ooze Subtype: A dark lunar flier counts as an ooze as well as an outsider for all effects and prerequisites but does not have the ooze type.

Magical Strike (Ex): A dark lunar flier's natural attacks count as magical for the purposes of overcoming damage reduction.

Ray of Darkness (Ex): A dark lunar flier’s rays of darkness have a range of 30 feet and count as magic for the purposes of overcoming damage reduction.

Superior Low-light Vision (Ex): A dark lunar flier can see three times as well as a human in low-light conditions.

Aniikinis
2018-06-27, 12:44 PM
Will finish later.

My lesser servants, the 13 Technoxi ranks. There are a few different progressions that run from ranking Alpha, Beta, Gamma, and finally Omega along the following paths:

Scholar
Servant
Safety

And there is a single technoxi that is not part of these types known as the Apex which any type of Alpha technoxi can become if promoted.

Omega Scholar Technoxi
Tiny Outsider (Aniik)
Hit Dice: 3d8-6
Initiative: +5
Speed: Fly 30 ft. (perfect)
Armor Class: 17 (+5 Dex, +2 Size), touch 17, flat-footed 12
Base Attack/Grapple: +5
Attack: +2 Slam (1d2-3)
Full Attack: +2 Slam (1d2-3)
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +8, Will +2
Abilities: 5 Str 20 Dex 6 Con 12 Int 8 Wis 6 Cha
Skills: 54 points left or 9 full skills
Feats: 2 left
Environment: The Revel (Librarium)
Organization: Solitary, group (2-10), swarm (30+)
Challenge Rating: 3
Treasure: Standard (Books and coins)
Alignment: True Neutral
Advancement: 4-7 (Tiny) 8(Small)
Level Adjustment: +1

The strange crane fly-like creature buzzes from the top of a large bookcase before zipping down to another technoxi, holding a book open in its tail.

The first stage in the promotion line of scholar technoxi. This technoxi resembles a crane fly with a stoic porcelain mask for a face and a small structure resembling a book holder at the end of its abdomen. They act as willing servants for the higher scholar technoxi, fetching books, scrolls, tools, utensils, and other items required for their research.

Omega Scholar Technoxi speak common, draconic, gnomish, sylvan, and undercommon.

NAme
Small Outsider (Aberration, Aniik)
Hit Dice: 5d8
Initiative:
Speed: 15 ft.
Armor Class: 11 (+1 Size), touch 11, flat-footed 11
Base Attack/Grapple: +5
Attack: +1 Slam (1d4-4)
Full Attack: +1 Slam (1d4-4)
Special Qualities: All-Around Vision, Darkvision 60 ft.
Saves: Fort 4, Ref 4, Will 4
Abilities: 3 Str 10 Dex 4 Con 14 Int 10 Wis 8 Cha
Skills: 80 points left or 10 full
Feats: 2 feats
Environment: The Revel (Librarium)
Organization: Solitary, quorum (2-50)
Challenge Rating: 3
Treasure: Standard
Alignment: True Neutral
Advancement: 6-12 (Small)
Level Adjustment: +0

Description

The second stage in the promotion line of scholar technoxi. This technoxi resembles a small humanoid creature with stick thin limbs, a single leg with a broad foot, a small head, and three massive eyes on stalks able to rotate independently. They act as helpers for higher scholar technoxi, reviewing documents, acting as test subjects, and collaborating under their guidance.

Omega Scholar Technoxi speak common, draconic, gnomish, sylvan, and undercommon.

COMBAT

All-Around Vision (Ex): A gamma scholar technoxi’s symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A gamma scholar technoxi can’t be flanked.

NAme
Size and Type (Subtypes)
Hit Dice:
Initiative:
Speed:
Armor Class: # (?), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities:
Skills: #
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description

Description

Languages

COMBAT

Traits and abilities.

NAme
Size and Type (Subtypes)
Hit Dice:
Initiative:
Speed:
Armor Class: # (?), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities:
Skills: #
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description

Description

Languages

COMBAT

Traits and abilities.

NAme
Size and Type (Subtypes)
Hit Dice:
Initiative:
Speed:
Armor Class: # (?), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities:
Skills: #
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description

Description

Languages

COMBAT

Traits and abilities.

NAme
Size and Type (Subtypes)
Hit Dice:
Initiative:
Speed:
Armor Class: # (?), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities:
Skills: #
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description

Description

Languages

COMBAT

Traits and abilities.

NAme
Size and Type (Subtypes)
Hit Dice:
Initiative:
Speed:
Armor Class: # (?), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities:
Skills: #
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description

Description

Languages

COMBAT

Traits and abilities.

NAme
Size and Type (Subtypes)
Hit Dice:
Initiative:
Speed:
Armor Class: # (?), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities:
Skills: #
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description

Description

Languages

COMBAT

Traits and abilities.

NAme
Size and Type (Subtypes)
Hit Dice:
Initiative:
Speed:
Armor Class: # (?), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities:
Skills: #
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description

Description

Languages

COMBAT

Traits and abilities.

NAme
Size and Type (Subtypes)
Hit Dice:
Initiative:
Speed:
Armor Class: # (?), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities:
Skills: #
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description

Description

Languages

COMBAT

Traits and abilities.

NAme
Size and Type (Subtypes)
Hit Dice:
Initiative:
Speed:
Armor Class: # (?), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities:
Skills: #
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description

Description

Languages

COMBAT

Traits and abilities.

NAme
Size and Type (Subtypes)
Hit Dice:
Initiative:
Speed:
Armor Class: # (?), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities:
Skills: #
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description

Description

Languages

COMBAT

Traits and abilities.

NAme
Size and Type (Subtypes)
Hit Dice:
Initiative:
Speed:
Armor Class: # (?), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort , Ref , Will
Abilities:
Skills: #
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description

Description

Languages

COMBAT

Traits and abilities.

Finally, my created race, split into two types: The Remaining and The Departed

First up: The Departed. Those who, upon creation chose to leave the revel to explore and find their niche outside of it.


Reveller
https://i.paigeeworld.com/user-media/1487980800000/53126485fea763342506b70d_58b1c3a8a4b622c20eb6a621_ 320.jpg
A young reveller isn't quite sure whether or not to believe that the party won't kill her, but is hoping it's true.

Revellers are a strange race. Originally made to help the realm of their creator function and catalogue the tales, histories, and wonders of the living and the dead, a good number have chosen to instead travel the worlds and planes, working as mercenaries or bards as they do. When a reveller is created (or an apex technoxi is promoted to become one) they are given a choice by their creator: Stay at The Revel and help, or leave and find their calling beyond. Those who have left lose the power that was not inherent to their race, and must go through the trials and tribulations of a mortal life, knowing that they can return to The Revel if they wish upon their death to be judged or serve alongside their kin. Upon making the choice to leave, the reveller is born on the mortal plane to begin their journey.

Revellers have a wide array of body sizes and types. The smallest among them is no bigger than the average dwarf, while the tallest stand higher than an orc. Some revellers are rail-thin no matter how much they eat, while others may subsist on the absolute bare minimum and still seem hedonistically large. The average reveller, if there can be such, is about the height of a half-elf and weighs similarly. They are nearly perfectly androgynous (from a human perspective) with soft, deer-like features, large eyes, hairless torsos, slender frames, and only a single way to tell a male and female apart: the horns. Males have longer horns that have a tendency to branch out, while females have small, pointed ones.

Revellers resemble fauns, satyrs, bacchae, and nymphs to such a degree that many scholars have wondered if they share some ancestry with the creatures, but this is not true. While revellers have the grace of nymphs, the deer-like frames and features of the fauns, the rowdy antics of the satyr, and the joyful, hedonistic attitude of the bacchae, they are not related in any way save for possibly inspiration.

Revellers/SIZE]
Reveller characters possess the following racial traits:

+2 Dex +2 Con +2 Int +2 Wis +2 Cha (App +4)
Medium Outsider (Aniik, Chaotic, Fey, Native)
Speed: 40 ft.
Special Qualities: Damage Reduction 5/Cold Iron, Iron Liver, low-light vision, Outsider Traits, Pipes, Unearthly Grace
Automatic Languages: Common, Sylvan, and Undercommon Bonus Languages: Any
Favored Class: Bard
Level adjustment: +3


Aniik: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead.

Fey Subtype: A reveller counts as a fey as well as an outsider for all effects and prerequisites but does not have the fey type.

Iron Liver: Revellers gain a +5 to fortitude saves vs poison. In addition, they can always choose to roll a fortitude save if they've taken a drug willingly to negate the negative effects and may roll twice and take the better result when rolling against the effects of alcohol.

Pipes (Su): At level 6, Revellers learn to play a variety of magical tunes on pan pipes. Usually, only one reveller in a group carries pipes. When it plays, all creatures within a 60-foot spread (except revellers) must succeed on a DC (10+1/2 HD+Cha) Will save or be affected by charm person, sleep, or fear (caster level 10th (or equal to HD if larger); the reveller chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe's effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.

Unearthly Grace (Su): A reveller adds their Charisma modifier as a bonus on all their saving throws, and as a deflection bonus to their Armor Class.

Skills: Revellers have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.

Weapon Familiarity: Revellers are automatically proficient with the shortbow, khopesh, and whip.

And now: The Remaining. Those who, upon creation chose to stay within the revel to find their niche and expand upon themselves and the realm itself.

[SIZE=4]Reveller
Medium Outsider (Chaotic, Fey, Aniik)
Hit dice: 9d8+9 (49 hp)
Initiative: +1
Speed: 40 ft.
Armor class: 18 (+2 Dex, +4 natural, +2 Cha), touch 14, flat-footed 16
Base Attack/Grapple: +9/+9
Attack: Head butt +9 melee (1d6) or khopesh +9 melee (1d6/19-20); or Shortbow +10 ranged (1d6/x3)
Full Attack: Head butt +9 melee (1d6) and khopesh +4 melee (1d6/19-20); or Shortbow +10 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pipes
Special Qualities: Damage Reduction 5/Cold Iron, Iron Liver, low-light vision, Outsider Traits, Unearthly Grace
Saves: Fort +9 Ref +11 Will +10
Abilities: Str 10, Dex 14, Con 12, Int 12, Wis 13, Cha 14 (App 14)
Skills: Bluff +14, Diplomacy +8, Disguise ((+4 acting)) +2, Hide +18, Intimidate +8, Knowledge (nature) +13, Listen +15, Move Silently +18, Perform ((wind instruments)) +14, Spot +19, Survival ((+8 Aboveground)) +5
Feats: Alertness, Dodge, Mobility, Point Blank Shot
Environment: The Revel
Organization: Solitary, pair, band (3-5), or troop (6-11)
Challenge Rating: 4
Treasure: Double
Alignment: Usually Chaotic Neutral
Advancement: 10-15 HD (Medium)
Level adjustment: +3

The being that stands before you resembles a faun, a satyr, a bacchai, and a nymph, its' head crowned by two small, curved horns, its' body completely hairless above the waist, save for the hair upon its' head, with a short-furred deer-like lower half ending in two cloven hooves.

A reveller is about as tall and heavy as a half-elf.

Revellers speak Common, Sylvan, and Undercommon.

Combat

The keen sense of a Reveller make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, revellers can sneak up on travelers who are not carefully watching the surrounding wilderness.

Once engaged in battle, an unarmed reveller attacks with a powerful head butt. A reveller expecting trouble is likely to be armed with a bow and a khopesh and typically looses arrows from hiding, weakening an enemy before closing.

Typically they are equipped with magical items, weapons, and/or armour in order to help keep The Revel safe.

Aniik: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may add the remaining reveller to their Summon Monster 5 list.

Fey Subtype: A remaining reveller counts as a fey as well as an outsider for all effects and prerequisites but does not have the fey type.

Iron Liver: Revellers gain a +5 to fortitude saves vs poison. In addition, they can always choose to roll a fortitude save if they've taken a drug willingly to negate the negative effects and may roll twice and take the better result when rolling against the effects of alcohol.

Pipes (Su): revellers can play a variety of magical tunes on their pan pipes. Usually, only one reveller in a group carries pipes. When it plays, all creatures within a 60-foot spread (except revellers) must succeed on a DC 16 (10+1/2 HD+Cha) Will save or be affected by charm person, sleep, or fear (caster level 10th (or equal to HD if larger); the reveller chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe's effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.

A reveller often uses its pipes to charm and seduce especially comely humanoids or to put a party of adventurers to sleep and then steal their valuables.

Unearthly Grace (Su):
A remaining reveller adds their Charisma modifier as a bonus on all their saving throws, and as a deflection bonus to their Armor Class. (The statistics block already reflects these bonuses).

Skills: revellers have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.

noob
2018-06-27, 12:52 PM
I wonder: as a god why do you confer your clerics the power to control your herald and your minions?(with rebuking which is basically enslaving)

Aniikinis
2018-06-27, 04:05 PM
I wonder: as a god why do you confer your clerics the power to control your herald and your minions?(with rebuking which is basically enslaving)

So that they can work with my direct creations. Besides, the main creatures that would be summoned would be the least powerful of my minions, the ones that I have probably hundreds or thousand or more of.

Also, my herald would only really listen to the most powerful of clerics. It'd be akin to a priest begging their god to unleash the leviathan upon their foes. Even if the request is fulfilled, the beast will do as it wishes unless some great power can will it otherwise.

That being said, I really should make serpia immune to charm and compulsion effects.

noob
2018-06-28, 04:37 AM
So that they can work with my direct creations. Besides, the main creatures that would be summoned would be the least powerful of my minions, the ones that I have probably hundreds or thousand or more of.

Also, my herald would only really listen to the most powerful of clerics. It'd be akin to a priest begging their god to unleash the leviathan upon their foes. Even if the request is fulfilled, the beast will do as it wishes unless some great power can will it otherwise.

That being said, I really should make serpia immune to charm and compulsion effects.

And remove the clause that allows rebuking of your stuff since your herald can be rebuked and controlled easily by a cleric of serpia (He just needs to pick up some rebuke improving items and a dip in contemplative to get the sun domain to be able to rebuke serpia's herald once he meets it therefore placing it under its control forever).




Aniik Subtype: A cleric of aniik can rebuke a creature with the aniik subtype as though they were an evil cleric rebuking undead. In addition, a worshipper of aniik may use the spell miracle to summon Serpia for a number of rounds equal to their caster level/4. However, unless the cleric can rebuke serpia or charm them, they will not be under the caster's control and will take actions as they wish.
Yes you can place the herald of serpia under your control not by spells but instead by rebuking which means a cleric can gain instantaneous typeless control over the herald.

rferries
2018-06-28, 08:46 AM
And remove the clause that allows rebuking of your stuff since your herald can be rebuked and controlled easily by a cleric of serpia (He just needs to pick up some rebuke improving items and a dip in contemplative to get the sun domain to be able to rebuke serpia's herald once he meets it therefore placing it under its control forever).



Yes you can place the herald of serpia under your control not by spells but instead by rebuking which means a cleric can gain instantaneous typeless control over the herald.

From the SRD:


Ex-Clerics

A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

I feel like "attempting to rebuke my god's herald for selfish purposes" would count as grossly violating that deity's code of conduct, resulting in the instant loss of the ability to rebuke creatures (and leaving you facing an angry herald without any spells or powers at all haha).

Agreed that it's a bit odd though... Assuming you aren't doing it for selfish purposes, why do it at all? The herald should be happy to help you for a worthy cause... unless the rebuke attempt is meant to be a display of the strength of your faith?

rferries
2018-06-28, 08:49 AM
Also Aniikinis, I see the recent Imgur ban nabbed your avatar too! :(

noob
2018-06-28, 12:23 PM
I feel like "attempting to rebuke my god's herald for selfish purposes" would count as grossly violating that deity's code of conduct, resulting in the instant loss of the ability to rebuke creatures (and leaving you facing an angry herald without any spells or powers at all haha).

Agreed that it's a bit odd though... Assuming you aren't doing it for selfish purposes, why do it at all? The herald should be happy to help you for a worthy cause... unless the rebuke attempt is meant to be a display of the strength of your faith?
It can happen in a lot of cases.
1: When the gm sends heralds anywhere close to your cleric then the gm is probably going to make dumb stuff with that herald so you can say "I rebuked it because it was controlled by a malign and evil creature that was going to suicide it in an opponent to prove that opponent is strong or other silly nonsense like that"
2:You are a dmm cleric and in fact you are so powerful that anything the herald could do you could do it better and with less effort and since gods are always annoying and dumb controlling the herald to find what your god wanted and fixing the problem faster than the god itself could do it with his heralds is probably going to help your god(it is just that gods often do not realize their heralds are obsolete when dmm persist clerics are around and that if a god wants a job done then it should ask a dmm cleric instead of asking to an herald)
3:The herald is probably going to do stuff which will have a negative impact on the plans of the god because if heralds did help their gods and solved the problems of the gods instead of creating them then the gm would not have the god send the herald(because it would not make an adventure if the gm said "and so the god sent his herald and fixed his own problems").

So in fact often when you meet a roaming herald it is probably going to be a good idea to rebuke it because the god who sent it probably made a mistake (but the god does not know yet it was a mistake).
Unless your gm knows you did think about the subject but of course the players usually keep their reasoning hidden to the gm so that the gm does not decide to subvert randomly the thropes and have the herald actually go somewhere and solve the problems for real.

Aniikinis
2018-06-28, 12:55 PM
And remove the clause that allows rebuking of your stuff since your herald can be rebuked and controlled easily by a cleric of serpia (He just needs to pick up some rebuke improving items and a dip in contemplative to get the sun domain to be able to rebuke serpia's herald once he meets it therefore placing it under its control forever).

Yes you can place the herald of serpia under your control not by spells but instead by rebuking which means a cleric can gain instantaneous typeless control over the herald.

Still not sure why the cleric would even be rebuking them in the first place. Also serpia is just the herald, not the god.



I feel like "attempting to rebuke my god's herald for selfish purposes" would count as grossly violating that deity's code of conduct, resulting in the instant loss of the ability to rebuke creatures (and leaving you facing an angry herald without any spells or powers at all haha).

Agreed that it's a bit odd though... Assuming you aren't doing it for selfish purposes, why do it at all? The herald should be happy to help you for a worthy cause... unless the rebuke attempt is meant to be a display of the strength of your faith?

Exactly. And besides, if it was meant as a show of your faith why not just ask the god to have the herald bow to you only to help show the masses your strength. Why go through the trouble of possibly ticking off a force of nature?


Also Aniikinis, I see the recent Imgur ban nabbed your avatar too! :(

Yeah I noticed that, I uploaded to imgbb this time.


It can happen in a lot of cases.
1: When the gm sends heralds anywhere close to your cleric then the gm is probably going to make dumb stuff with that herald so you can say "I rebuked it because it was controlled by a malign and evil creature that was going to suicide it in an opponent to prove that opponent is strong or other silly nonsense like that"
2:You are a dmm cleric and in fact you are so powerful that anything the herald could do you could do it better and with less effort and since gods are always annoying and dumb controlling the herald to find what your god wanted and fixing the problem faster than the god itself could do it with his heralds is probably going to help your god(it is just that gods often do not realize their heralds are obsolete when dmm persist clerics are around and that if a god wants a job done then it should ask a dmm cleric instead of asking to an herald)
3:The herald is probably going to do stuff which will have a negative impact on the plans of the god because if heralds did help their gods and solved the problems of the gods instead of creating them then the gm would not have the god send the herald(because it would not make an adventure if the gm said "and so the god sent his herald and fixed his own problems").

Okay there's a lot to unpack here.

1: While that is a possibility, there's also the fact that heralds tend to have a divine link to their gods. And angering or even enslaving a herald is probably going to put you on bad terms with said deity. If their followers and/or champions can't take you down a peg, then the god will without a doubt do it themselves. Unless they don't really give a crap in the first place. Also, only followers can even attempt to rebuke serpia and by the level at which they would be able to even summon the great beast, they'd almost certainly know just how bad of an idea it would be to even attempt it.

2:Then why even send the herald or summon it in the first place. By that logic the god should just contact you or sent a messenger to fetch you for the quest. Even if the god doesn't know any better, why would they send a herald, a powerful monstrosity that they have created to act as their final word before getting into it personally, when they could just send a powerful follower? Gods tend to take a long view of time and petty squabbles don't mean much when they're gone in the blink of an eye. That'd be like sending a nuke to deal with a squealing mouse that was annoying you for 3 seconds.

3: That's only due to poor writing. Heralds are literally their god's essence in the form of a weapon or their final act before stepping in. Why would a herald harm their god's plans in the first place? Most heralds are in tune with their gods and have been given exact instructions. And to add on to the "why wouldn't the god send the herald instead?" argument:
Why wouldn't a great wyrm gold dragon just topple the evil necromancer-turned-lich that is raising an undead army to destroy the world instead of the party?
Why wouldn't a planetar or solar just descend from the higher planes and do battle with the evils on the material plane instead of the party?
Why not just send any number of better fits to destroy some ultimate evil instead of a ragtag bunch of random mercenaries that barely fit together?

The answer to my above questions is simple: Because 3.5 is a game about adventuring and epic battles. It's a game about good stories and collaborative storytelling. Sure, the dm can just have those things do it, but where is the fun in that?


So in fact often when you meet a roaming herald it is probably going to be a good idea to rebuke it because the god who sent it probably made a mistake (but the god does not know yet it was a mistake).
Unless your gm knows you did think about the subject but of course the players usually keep their reasoning hidden to the gm so that the gm does not decide to subvert randomly the thropes and have the herald actually go somewhere and solve the problems for real.

Either it was a mistake or the god knows full well what it is doing and doesn't care. Or some random jackass somehow managed to do it and died while doing it and the dm didn't think "maybe the herald just wants to go back to what it was doing before ripped from its' room" or something along those lines. And I've never understood why people try to keep their reasonings from their dm. I always ask for the reasons of my players and always give mine unless I have no reason to do what I am doing.

Whenever I run a herald in a campaign, I always have them do something integral to the plans of the deity, but that might ruin or even sideswipe the plans of the PCs. Mostly because heralds are not just fire and forget nukes like wizards are, they are a force of divine reckoning and should be treated as such.

noob
2018-06-28, 02:40 PM
2:Then why even send the herald or summon it in the first place. By that logic the god should just contact you or sent a messenger to fetch you for the quest. Even if the god doesn't know any better, why would they send a herald, a powerful monstrosity that they have created to act as their final word before getting into it personally, when they could just send a powerful follower? Gods tend to take a long view of time and petty squabbles don't mean much when they're gone in the blink of an eye. That'd be like sending a nuke to deal with a squealing mouse that was annoying you for 3 seconds.

Gods often do not check what is their power-fullest tools and so often do not figure out they have dmm persist clerics with craft contingent spell and who can stop time as an immediate action and have contingent spells who stop time and who wears runes that cast greater celerity and the spell who makes the user immune to stunning at will and then those clerics can wack an infinity of times with infinity damage an infinity of targets or cast an infinity of spells to make all the targets stop existing forever or start building planets and filling them with life or turn stars in chickens and send them through dimensions when they are not deciding to travel back in time to make sure that anybody that could possibly assassinate them in the past becomes loyal redeemed friends (those clerics are called player characters in fact they can do all that but they just do not do all of those so that the rest of the party can have fun so they will use as much power as needed and will try to find contrived ways to have the rest of the party get the spotlight and have fun such as boosting them right enough for beating the monsters).
Then they think "I am a god therefore I am the mightiest and therefore my heralds are the best there is" instead of checking if they have better stuff (such as that cleric which is incredibly more powerful than the god it prays to)
Then they send their herald which simply can not solve their problems (because if the herald could then the gm would not have sent the herald).




3: That's only due to poor writing. Heralds are literally their god's essence in the form of a weapon or their final act before stepping in. Why would a herald harm their god's plans in the first place? Most heralds are in tune with their gods and have been given exact instructions. And to add on to the "why wouldn't the god send the herald instead?" argument:
Why wouldn't a great wyrm gold dragon just topple the evil necromancer-turned-lich that is raising an undead army to destroy the world instead of the party?
Why wouldn't a planetar or solar just descend from the higher planes and do battle with the evils on the material plane instead of the party?
Why not just send any number of better fits to destroy some ultimate evil instead of a ragtag bunch of random mercenaries that barely fit together?

Gods makes mistakes when the party is aware they are acting because else it would not make a plot that interests the gm because the plot "and so the dragon went and did beat the evil wizard" is not fun for the gm so in fact the forces on the side of your god will necessarily make the situation worse because if they did help then adding them would not make the plot better from the point of view of the gm.

So in the end the good planetars are the ones who sits on a chair and waits because every planetar which is not doing that is in fact going to make the situation worse.

Yes it does not makes verisimilitude to never ever have a single time a planetar in the whole history of the setting help the forces of good but it is because it does not makes fun stories to say "and so you see planetars often goes and make necromancers more powerful but one time in the whole history of the entire setting there was a planetar who made a necromancer less powerful instead of making it more powerful"
The cool story is "and so you see planetars always goes and make necromancers more powerful because they are dumb but one time you were here and you killed the necromancer after the planetar made the necromancer more dangerous"

So due to which stories are interesting and which ones are not it means that necessarily someone on your side that is gm controlled will make the situation worse which makes everybody on the side of the players look particularly incompetent except for the players.

rferries
2018-06-28, 03:04 PM
Yeah I noticed that, I uploaded to imgbb this time.

I have to say the recent change has me fuming... all my homebrew images broken, the collection I had amassed for future homebrew now useless. Made a https://cubeupload.com/ account today but couldn't muster the will to start switching things over ;_;

Aniikinis
2018-06-28, 08:36 PM
Gods often do not check what is their power-fullest tools and so often do not figure out they have dmm persist clerics with craft contingent spell and who can stop time as an immediate action and have contingent spells who stop time and who wears runes that cast greater celerity and the spell who makes the user immune to stunning at will and then those clerics can wack an infinity of times with infinity damage an infinity of targets or cast an infinity of spells to make all the targets stop existing forever or start building planets and filling them with life or turn stars in chickens and send them through dimensions when they are not deciding to travel back in time to make sure that anybody that could possibly assassinate them in the past becomes loyal redeemed friends (those clerics are called player characters in fact they can do all that but they just do not do all of those so that the rest of the party can have fun so they will use as much power as needed and will try to find contrived ways to have the rest of the party get the spotlight and have fun such as boosting them right enough for beating the monsters).
Then they think "I am a god therefore I am the mightiest and therefore my heralds are the best there is" instead of checking if they have better stuff (such as that cleric which is incredibly more powerful than the god it prays to)
Then they send their herald which simply can not solve their problems (because if the herald could then the gm would not have sent the herald).

First off, that is a huge assumption and almost certainly depends on the god themself. For example, while pelor or vecna would almost certainly do that sort of stuff, boccob or wee jas would not, and cuthbert and gruumsh would call that the dumbest move possible. This entire point is completely dependent on how the god is written and even how things function in the setting. This argument doesn't really hold up too well under occam's razor or even a lot of scrutiny due to the amount of assumptions it makes.


Gods makes mistakes when the party is aware they are acting because else it would not make a plot that interests the gm because the plot "and so the dragon went and did beat the evil wizard" is not fun for the gm so in fact the forces on the side of your god will necessarily make the situation worse because if they did help then adding them would not make the plot better from the point of view of the gm.

So in the end the good planetars are the ones who sits on a chair and waits because every planetar which is not doing that is in fact going to make the situation worse.

Yes it does not makes verisimilitude to never ever have a single time a planetar in the whole history of the setting help the forces of good but it is because it does not makes fun stories to say "and so you see planetars often goes and make necromancers more powerful but one time in the whole history of the entire setting there was a planetar who made a necromancer less powerful instead of making it more powerful"
The cool story is "and so you see planetars always goes and make necromancers more powerful because they are dumb but one time you were here and you killed the necromancer after the planetar made the necromancer more dangerous"

So due to which stories are interesting and which ones are not it means that necessarily someone on your side that is gm controlled will make the situation worse which makes everybody on the side of the players look particularly incompetent except for the players.

Again, this argument doesn't hold up under scrutiny either. Why would a correctly run agent of Pure Good™ make a capital E-Evil being stronger? This only time I could see this is in poor writing (well we are playing dnd...), not properly thought out storylines, or a situation in which the BBEG has tricked the gods in some way. I personally don't find a story in which the agents of Pure Good™ are completely idiotic to be fun, because there has to be some amount of logic in their decisions. I've never dm'd or written a story/campaign that way, and if I was made to run a campaign with that in it I'd change it to better suit the way that things should work out.


I have to say the recent change has me fuming... all my homebrew images broken, the collection I had amassed for future homebrew now useless. Made a https://cubeupload.com/ account today but couldn't muster the will to start switching things over ;_;

Aww man, that sucks.