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The Vorpal Tribble
2007-12-01, 08:20 AM
Built of Faith

http://upload.wikimedia.org/wikipedia/commons/a/a8/Golem_and_Loew.jpg

The earliest stories tell of how the first artificial creatures came to be, those who brought life to lifelessness through their faith in a higher being. Gave to them was but a tiny amount of the creative power of this being and so they crafted a non-living soul, a mere shadow of true life. Go forth and do likewise, with your words as the clay with which you may sculpt.

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

The contest begins with the posting of this thread and will continue until Midnight of December 20th (EST).

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of the 31st.


Rules

1. You will be creating an 'original' D&D monster. A creature made by a religious creator. This could be an artificial being, a creature bred for the church, or a being altered by holy (or unholy) powers. It need not be soulless.

Examples
Inquisition Golem (http://www.giantitp.com/forums/showthread.php?t=57575)

2. The entry must include name, complete stat-block, physical description, basic background information, and detailed combat behavior if any. A plot hook or similar in addition is optional. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using the standard format listed below (not that new one seen in the Monster Manual IV, except for a lore section which is encouraged).

4. Post all entries on this thread. Do not post conversation here. Any and All Comments and discussions will take place on a separate thread here (http://www.giantitp.com/forums/showthread.php?p=1499183).

5. One entry per participant.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Merely adding class levels or templates to an already published or posted creature does not count as a new monster.

7. No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.



http://www.uni-mainz.de/Organisationen/screenshot/images/golem.jpg

The Vorpal Tribble
2007-12-01, 08:22 AM
Vorpal Tribble's Guide To Making Monsters (http://www.giantitp.com/forums/showthread.php?t=43009)

As well, here is the standard 3.5 monster format. Only complete entries will be accepted. If there are any questions feel free to ask me or post queries in the GITP Contest Chat Thread (http://www.giantitp.com/forums/showthread.php?p=1499183).

-=-=-=-

Name

<Size> <Type>
Hit Dice:
Initiative:
Speed: (# squares)
Armor Class: (), touch, flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment:

Description/background/characteristics

Combat


-=-=-=-=-=-=-

Lore

Plot Hook/Story if any

BisectedBrioche
2007-12-01, 10:03 PM
Pure Thought


http://img204.imageshack.us/img204/2123/creaturecz1.th.jpg (http://img204.imageshack.us/my.php?image=creaturecz1.jpg)

Size/Type: Medium Elemental (Good)
Hit Dice: 10d8 (45 hp)
Initiative: +2
Speed: 30ft. (6 squares); Flight (Perfect) 30ft.
Armor Class: 15, touch 12, flat-footed 13 (+2 dex, +3 natural)
Base Attack/Grapple: +7/+7
Attack: Longsword +7 melee
Full Attack: Longsword +7/+2
Space/Reach: 5 ft./5 ft.
Special Attacks: Chain Lightning, Flash
Special Qualities: Charge, Pure Body, Searing Body, Saviour, Calming Presence, Benevolence, Sense Good
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 10, Dex 15, Con 11, Int 10, Wis 5, Cha 15
Skills: Choose 1d3 with 1d6 ranks in each
Feats: 4 feats
Enviroment: Good Aligned Planes
Organization: Solitary, group (up to 6)
Challange Rating: 6
Treasure: Standard
Alignment: Always Neutral Good
Progression: 5-9 (small), 10-14 (medium), 15-20 (large)

One of the most powerful constructs of divine magic is the mind of a sapient being. Both a prison and safe haven for the creature's soul it allows it to process the information it gather's while in its earthly home. As those who deal with the body (necromancers and healers alike) will tell you, thoughts are carried by electricity. This electrical energy isn't the blast generated by neither a lightning bolt nor the feeble spark from a piece of amber rubbed with fur. It is pure holy energy allowed to travel around the organ. A thought is little more than a single part of the mind, the part made of this energy. If the information it stores is useful then it is impressed onto the brain as a memory. Otherwise the energy's pattern changes to form the next thought. Very rarely a creature may die, and as they do so think a thought so pure (be it forgiveness of their killer, satisfaction of a worthy sacrifice or simply knowing that they're prepared for death) that a deity can't bear to see it fade. They give the energy a new life, not a shadow of its former body but a projection...a being of energy with a mind based around one good, pure thought and a few of those that surrounded it. A pure though is not an undead being, the creature it came from can be ressurected as normal. However they may miss a few of their recent memories.

A Pure Thought resembles a glowing cloud of particles (think along the lines of a bright light shining through some dust) arranged in the shape of the creature it originated from, with a lightning bolt about 1/8 its size pulsating around it.

Charged A pure thought is made of a divine electrical field which grants it a deflection bonus equal to its charisma modifier.

Chain Lightning (Sp) The pure though may cast Chain Lightning (http://www.d20srd.org/srd/spells/chainLightning.htm) as a spell like ability 2/day with a CL equal to its HD.

Flash (Ex) (Ex) Once every 1d10 rounds the Thought may release a burst of light. Any creature within 50 ft. must make a reflex save (DC 10 + half pure thought's HD + charisma modifier) or be blinded for 1d3 rounds.

Pure Body (Ex) Any undead who come in contact with the Thought's body receive a jolt of positive energy, causing them to recoil and take 1d6 damage.

Searing Body (Ex) Any creature that touches the Thought takes 1d6 heat damage, this is in addition to any damage which may be caused through Pure Body.

Saviour (Su) Once per day as a swift action the Thought may zap an adjacent creature with negative hp with a bolt of positive energy, stabilising them and bringing them to 0 hp.

Calming Presence (Su) The mere presence of a Thought is soothing. Any fear effects within 100ft. of it are negated.

Benevolence (Su) As a full round action the thought may enter the body of a good aligned, intelligent creature (if they are unwilling they may make a will save vs. DC 10 + half pure thought's HD + charisma modifier). If successful it causes a symbiotic relationship to begin until the creature dies or the Though decides to leave. The host is filled with positive energy. They gain a +1 bonus to charisma (caused by their skin being made clearer and scars being healed)* and constitution, temporary hitpoints equal to 1/4 the Thought's HD a +5 bonus vs. fear effects* and their personality changes slightly, making them more cheerful and optimistic than usual. A Pure Thought normally bonds with a creature it has befriended or feels is in need. A deity may also send a Thought to specifically bond with certain individuals. If the pure thought bonds with the creature the thought originated from it will be perminantly absorbed and any memories which the creature lost will return.

Sense Good (Ex) The Thought automatically knows if any creature within 10ft. is good or not.

*If the Thought remains for 24 hours then these abilities stay even if it leaves.

Combat

A Pure Thought will instinctively enter combat to protect a creature it regards as good. It usually only provides support (via its calming presence and Saviour abilities) unless it is attacked. If attacking it will use its Flash attack as often as possible, but will try to avoid blinding allies. A pure though will flee if all its allies are killed but will not leave until the area is completly empty of either good or evil beings (in the former case it will move on, in the later case it will send for help or sound the alarm).

Plot Hooks


The normally serious and forward thinking head of a local funeral parlor has become extremely cheerful and optimistic for the future, which is upseting berieved customers. The PCs are hired to get to the bottom of this sudden change in personality
A Pure Thought from a recently fallen enemy of some villain or other has bonded with a member of the party. The later is now being hunted by him and his minions, determined to destroy all trace of his foe once and for all.
The party all enter an encounter, only to be ambushed, robbed and left for dead. However they seem to have a mysterious benefactor who revived them, can they recover their property with the aid of their unseen ally?
A member of the party was murdered, after being ressurected they found that their last hour of memories has disappeared. The PCs must find a way to return these memories and catch the killer before he makes things difficult for them.


Lore

{TABLE=head]DC|Result

5|Pure thoughts are creatures made by deities from good aligned dead people.
10|They are made up of one thought from the deceased plus a few others, if the person is resurected they may have some retroactive amnesia.
15|They are made up of a special form positive energy found only in the brain of intelligent creatures and may heal both the body and the mind.
20|They may bond with a living being temporerily, protecting them. If it bonds with the creature it was created from then they merge to form a single entity again.
30|They always know your alignment.[/TABLE]

Thistle
2007-12-02, 01:39 AM
Votive Guardian

Large Outsider (Native)
Hit Dice: 10d8+40 (85 hp)
Initiative: +5
Speed: 40 (8 squares) Fly 40 (average)
Armor Class: 24 (+1 Dex, +4 Divine, +10 Natural, -1 Size), touch 14, flat-footed 23
Base Attack/Grapple: +10/+19
Attack: Slam +14 melee (1d8+7)
Full Attack: Slam +14 melee (1d8+7)
Space/Reach: 10ft/10ft
Special Attacks: Sanctuary, Blinding Visage, Power of Prayer, Spell-like abilities
Special Qualities: True Seeing, DR 10/evil or good, SR 25, Darkvision 60ft
Saves: Fort +11, Ref +8, Will +12
Abilities: Str 20, Dex 12, Con 18, Int 4, Wis 20, Cha 10
Skills: Concentration 17, Listen 18, Knowledge (Religion) 10, Sense Motive 18, Spot 18
Feats: Power Attack, Improved Initiative, Cleave, Great Cleave
Environment: Any (Church or shrine)
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always any Good or any Evil
Advancement: 11-13 Huge, 14-18 Gargantuan, 19-20 Colossal
Level Adjustment: -

A tangible nimbus of divine energy surrounds the holy relic lifting it from its pedestal. The visible spiritual power swirls and pulses as the votive guardian rushes towards you.

A votive guardian can be any object of worship. Statues of a god, a relic of power, an altar, all are potential votive guardians. Legends even speak of entire shrines gaining the powers of a votive guardian. Over time these objects all gain divine power from the prayers given to or near them. Objects prayed to for protection seem to have a greater chance of becoming guardians. The objects are always associated with a deity and normally a specific area whether way shrine or temple. Their alignment matches that of their deity.
While dormant the guardian appears as a normal object (unless the object itself possesses magical properties). When active it protects an aura of divine power to the appropriate size.
It is worth noting that votive guardians do eat. Most churches provide food, but for some of the more evil blood sacrifice is done.
Votive guardians speak Celestial and have a strange tongues ability that only functions for prayers directed towards their deity.


Combat
Votive guardians enter combat to protect their church’s worshippers, artifacts, and sacred ground. It casts defensive spells before hand if there is time, then enters the fray with zeal using its blinding visage as soon as it can. Even evil votive guardian’s are willing to fight to the death.

Sanctuary (Sp) – Once a month a creature (whose alignment can be no more than one step away from the Guardian’s) can claim sanctuary within a Votive Guardian’s shrine. Invoking this ability drains spiritual energy from the one requesting the protection causing them to be fatigued.
Once invoked the following effect take place. All entrances are affected by Arcane lock and Hold Portal. The area is Hallowed or Unhallowed (depending on the Votive Guardians alignment. A special Antipathy against the invoker’s enemies goes up (DC 23) and a Forbiddance based on the Votive guardian’s alignment is cast (DC 21) (the invoker and church clergy are unaffected by the Forbiddance). This protection lasts for one day.

Blinding Visage (Su) – The pulsing aura of spiritual energy can produce searing light or enveloping shadow. All creatures whose alignment is different on the good/evil axis are considered blind when within 30ft of votive guardian. Even for those outside this range the votive guardian is considered to have total concealment. This ability lasts 1d6 rounds and the votive guardian must wait one minute before it can project it again.

Power of Prayer (Ex) – All damage received from a votive guardian’s slam attack is pure divine energy. It by passes any damage reduction, and cannot be healed by either regeneration or fast healing. Rolls to hit are not effected by armor or shields unless those bonuses come from force effects or have religious symbols inscribed on them.

Object of Prayer (Su) - A votive guardian can also use any of its focus object’s abilities. It can gain AC from armor, attack with a weapon (considered as another primary attack used during a full attack), activate any charges or other abilities an object might posses.

Spell-like abilities – At will – Detect Good/Evil 3/day Divine Favor, Shield of Faith, Hold Person, Sanctuary, Shield Other, Prayer, Death Ward,
Caster level 10th. The save DCs are Wisdom based.

-=-=-=-=-=-=-

Plot Hooks

The PCs are hired to steal a relic from a rival church. They are warned that above all else they must not wake the artifact.

An evil church has begun giving human sacrifices to appease their votive guardian.

A guardian has begun draining the spiritual energies of a populace involuntarily. The PCs must find out why and how to stop it.

A fugitive wizard has claimed sanctuary. The PCs must find a way to capture him before he can regain his spells and teleport away.

Lord Tataraus
2007-12-02, 05:33 PM
Disruptor

Medium Construct (Shapechanger)
Hit Dice: 10d10+20 (75 hp)
Initiative: +4
Speed: 30ft (6 squares)
Armor Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +7/+14
Attack: Slam +14 melee (1d8+10) or Hidden Dagger +15 melee (1d4+7 plus Wound)
Full Attack: Slam +14 melee (1d8+10) or Hidden Dagger +15 melee (1d4+7 plus Wound)
Space/Reach: 5ft/5ft
Special Attacks: Sneak Attack +2d6, Hidden Dagger, Wound
Special Qualities: Low-light vision, Darkvision 30ft, Construct Traits, Damage Reduction 10/Adamantine, Divine Empowerment, Blend
Saves: Fort +3, Ref +3, Will +6
Abilities: Str 24, Dex 10, Con -, Int 12, Wis 16, Cha 16
Skills: Bluff +16, Disguise +16, Sense Motive +16
Feats: Improved Initiative, Combat Expertise, Improved Feint, Improved Trip
Environment: Any
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Special
Advancement: By character class
Level Adjustment: -

The priests entered the torch room where the everburning torch of Pelor was tended. It was midnight, but the light of the flame shone like the sun at mid-day. The ceremony started smoothly, the priests added oil to the fire and murmured their prayers and burned away their sins under the approving eye of the archpriest of Pelor, on a visit from the main temple. The last priest approached and bowed to the flame, but remained silent, then in a single, sudden movement the priest leaped up and fled as the archpriest fell dead on the floor...

Combat
A Disruptor prefers to strike out from a crowd under the cover of his blend ability, running once his task is complete. The Disrupter prevents all conflicts when possible but will defend itself when escape is impossible, opting to try and confuse his opponents and cause infighting under which he may flee.

Sneak Attack +2d6 (Ex): A Disrupter is a trained assassin and is taught how to hit his opponent for maximum damage. A Disrupter deals sneak attack damage as a rogue.

Hidden Dagger (Ex): Each Disrupter has a special dagger hidden in their left arm as a symbol of their purpose as the left hand of their god. This dagger is considered a medium-sized, masterwork, adamantine punching dagger in which the Disrupter is proficient with. The dagger is always sheathed, but becomes drawn as part of an attack action in which the dagger is used, thus the Disrupter is always considered armed. The dagger becomes sheathed after use and cannot be used more than once per round. Due to its hidden nature, an opponent is considered flat-footed against the first attack with the dagger, but may make an Sense Motive check opposed by the Disrupter's Bluff check for every attack after the first. Observes must make a DC20 Spot check to see the Disrupter use the hidden dagger.

Wound (Ex): When a Disrupter uses his Hidden Dagger to attack, the special construction of the dagger causes a great wound. An opponent hit by a Disrupter's Hidden Dagger must make a DC22 Fortitude save or die, the DC is strength-based. If the opponent was aware of the dagger by succeeding in the Sense Motive check, then he only becomes paralyzed.

Divine Empowerment (Su): Each Disrupter is built by priest for service in to their god and is thus blessed by their god to help them in their task. Whenever a Disrupter is effected by a spell or ability that is effected by alignment, the Disrupter may choose the alignment he is considered (i.e. if a Paladin uses Detect Evil, the Disrupter may choose to be considered Lawful Good, but if effected by a blasphemy spell, he may choose to be Chaotic Evil). Additionally, a Disrupter may choose to ignore all effects of Divine magic that would otherwise effect him.

Blend (Su): The most important ability of the Disrupter is the ability to blend into his environment. The Disrupter may change his appearances as an immediate or free action to assume the physical appearance of any humanoid race of small, medium, or, large size at will. This effectively gives the Disrupter a +30 bonus to his disguise checks. The Disrupter may change the appearance of his clothing as well as any item or weapon he holds. This is only an illusion and it does not change their function.

-=-=-=-=-=-=-

Lore

The Disrupters are an ancient secret of many of the largest churches and cults in the world. Each god, good or evil, lawful or chaotic has helped their clerics to construct these expert assassins to use against their rivals. Disrupters are used to infiltrate churches and governments to assassinate key targets undetected then disappear in to the crowds. While very popular with the evil gods, even the gods of good have created these assassins in desperate times. A Disrupter always has a neutral alignment on one axis and the key alignment of its patron god on the other.

Magnor Criol
2007-12-03, 01:15 AM
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Oculans

Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +4
Speed: 25 ft. (Good) (5 squares)
Armor Class: 16 (+4 Dex, +2 size), touch 16, flat-footed 12
Base Attack/Grapple: +0 / -11
Attack: Zap Ray +6 ranged touch (1d3 Elec)
Full Attack: Zap Ray +6 ranged touch (1d3 Elec)
Space/Reach: 2-1/2 ft./0 ft..
Special Attacks: Zap ray, Dazzler, Study Target
Special Qualities: Hollow, Bound Will, Construct traits, Eye Hand, Flight, Light, Reasoned Analysis, Detection, Sensor, Studious, Spell-Like Abilities
Saves: Fort +0, Ref +4, Will +7
Abilities: Str 4 (-3), Dex 18 (+4), Con -, Int 19 (+4), Wis 16 (+3), Cha 10 (+0)
Skills: Hide +8, Listen +7, Move Silently +8, Search +8, Spellcraft +5, Spot +7, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Nature) +5, Knowledge (Religion) +5, Knowledge (The Planes) +5 (See below)
Feats: Hover (http://realmshelps.dandello.net/cgi-bin/feats.pl?Hover), Flyby Attack (http://realmshelps.dandello.net/cgi-bin/feats.pl?Flyby_Attack) (B)
Environment: Any
Organization: Solitary or pairs
Challenge Rating: 3
Treasure: None or Half standard in books, magical texts, scrolls, etc.
Alignment: Usually any Lawful or Neutral
Advancement: 3 – 4 HD (Tiny)
Level Adjustment: -

In front of you floats a small metal ball about two feet across. Purple, with gold scrollwork tracing across its surface, the most striking feature about this ball is a large, circular, blue lens in its center which strongly reminds you of an eyeball. Though a construct, this creature is clearly intelligent, as it seems to be interested in everything around it. You can feel its intense gaze focusing on you, as if it were trying to learn everything about you it could just by looking at you.

Oculans are small, ball-shaped intelligent constructs resembling floating metal eyeballs. They are highly intelligent constructs designed by Boccob to aid his scholarly supplicants in research and, to a lesser degree, defense. Besides those constructed by mortals, Oculans can be found wandering the Clockwork Nirvana of Mechanus, and are drawn to any large nexus of knowledge on any plane. They make excellent spies and even more excellent research assistants. Though they are very poor combatants, they are highly helpful in surveillance.
All oculans are incredibly curious, and delight in learning new things. They regard any new experience as a valuable chance for information. They will often hover over someone's shoulder as they perform a task, hoping to learn about what they're doing, or float for hours in a library, reading every book they can access from cover to cover.

Combat
Being small, weak, and easily destroyed, oculans avoid combat at all costs. If absolutely forced to fight, an oculan calculates and employs intelligent tactical maneuvers, making sure to maximize the benefit of its Study Target ability. It will use every opportunity it has to create an opening for it to flee.

----------------------------------------

Zap Ray (Sp): An oculan's normal attack is a small beam of electricity it shoots from the center of its 'eye'. This ability functions exactly like the spell Ray of Frost except that the damage is electric-based, not cold-based. Its effective caster level is ½ its master's arcane caster level (minimum 1).
If the opponent is in metal armor, made of metal, etc. the oculan gains a +3 bonus on attack rolls.

Dazzler (Sp): Once per day, an oculan can emit a cone of glittering colors to distract its foes. This ability functions exactly like the spell Color Spray, except for the effects, which are as follows (based on the target's hit die):
2 HD or less: The creature is stunned for 1d4 rounds, then dazzled for 1d4 rounds.
3 or 4 HD: The creature is stunned for one round, then dazzled for 1d4 rounds.
5 or more HD: The creature is dazzled for 1 round.

Study Target (Ex): An oculan who has had ample time to study a specific, declared target knows just what to say and how to say it to have the maximum effect; it adds its Intelligence modifier to all Charisma-based skill checks made to interact with the target. Further, If the oculan is performing an action that forces the target to make a Concentration check, the DC of this check is increased by 1. If in combat against the target, it gains a +1 insight bonus to its AC against attacks from the target, knowing its typical attack styles and combat behaviors.
Creatures with an Intelligence of 3 or higher require (1d6 + the target's Intelligence modifier) weeks of observation to gain the benefit. Creatures with an Intelligence of 2 or less take only 1d2 weeks of study. The oculan must continuously study the target during this time. If the target becomes aware that it is being observed, the benefit cannot be gained, as the target will act differently once it knows it's being watched (even if it doesn't intend to). The oculan doesn't automatically know that the target is aware of it, though a sudden and dramatic change in behavior may alert it.
The benefit can be applied to groups as well as individuals, if the group stays together for a majority of the time (as with a group of PCs). If attempting to study a group, use the highest Intelligence score in the group to determine the weeks of study needed, plus one extra week per member of the group. The oculan receives the benefit for each member of the group.
The DM can state that a portion of the benefit is not gained in certain circumstances; for example, the oculan might not gain the insight bonus to AC if it never got to see the target in combat.

Hollow (Ex): An oculan's hollow frame means that it takes extra damage from crushing attacks. It takes an extra 50% damage from bludgeoning attacks. All bludgeoning attacks receive +4 on a roll to confirm a critical hit. Piercing attacks receive +2 on a roll to confirm a critical.

Bound Will: At creation, an oculan is bound to its master's will. It has free will to do as it wishes so long as in doing so it does not conflict with its master's orders. When an oculan's master ceases to exist, the oculan becomes bound directly to Boccob's will.

Construct Traits: Oculans do not gain immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Otherwise, they possess all construct traits as normal.

Eye Hand (Su): The oculan can use a version of the spell Mage Hand at will. The range is a 5-foot-radius sphere centered on the oculan. It can manipulate only three objects in this sphere at once. It cannot move objects fast enough to perform any combat actions; the oculan itself can only move at a speed of ten feet (two squares) per turn while it uses this ability. The "hand" is dexterous enough to manipulate small objects such as opening doors (but not picking locks), turning pages, opening small jars, etc. Using Eye Hand is a free action and has no limit to its duration.

Flight (Ex): An oculan's body is naturally buoyant. This buoyancy allows it to hover above the ground, at a speed of 25 feet, with good maneuverability. Its default hovering height is about 5 feet in the air; it can adjust this height by 5 feet per round, subject to normal movement restrictions, up to a maximum of 15 feet above the ground. If it moves or is moved over an edge that puts its height at more than 15 feet above the ground, it begins to fall. This buoyancy also grants it a permanent feather fall effect with personal range.
If the oculan is rendered Unconscious (see Sensor, below) it loses the effects of this ability and drops immediately to the ground, sustaining any applicable falling damage.

Reasoned Analysis (Ex): An oculan can adds its Intelligence modifier to Will saves. It also uses its Intelligence modifier in place of its Constitution modifier when making Concentration checks.

Detection (Sp): Three times per day, an oculan can activate a detection field. This field extends to a range of a 60 ft. circle centering on the oculan, and otherwise functions exactly like the spells Detect Chaos/Evil/Good/Law, Detect Magic, Detect Thoughts and Detect Animals or Plants simultaneously. As a free action, the oculan declares a specific aura it is focusing on (such as Evil or Magic). Until it declares a specific focus, each aura is treated as if it had only been active one round, revealing merely the presence or absence of all valid targets. When a focus is declared, the other aura types fade and no longer give the oculan information until it unfocuses; the focused aura behaves as its corresponding spell, giving more detailed information in subsequent rounds.

Sensor (Ex): Oculans possess sophisticated sensory abilities. The oculan gains a +4 racial bonus to Listen, Search, and Spot checks (reflected in the statistics block). In addition, it has a number of 'sense modes' to better observe and analyze the world around it, described below.
Each sense mode (not including Normal Senses) allows the oculan to focus itself on one sense, gaining special abilities - and penalties. It takes one full round to switch and reorient to a different sense mode, during which the oculan is treated as Dazed.
Normal Senses: An oculan sees, hears, and smells like an average humanoid. While in this state, it does not gain any special benefits or penalties (besides the racial bonuses listed above). Effects such as Blinding and Deafening function as normal. If an oculan is Blinded while in Normal Senses mode, it cannot switch to Thermal Vision until the effect wears off. If it is Deafened while in Acute Hearing mode, it still suffers the Deafened effects if it switches to Normal Senses.
Thermal Vision: The oculan can 'see' heat patterns, allowing it to detect invisible creatures or objects that emit heat. Thermal Vision can be overwhelmed and disabled by sources of extreme heat or cold (such as a Fireball or Cone of Cold spell); an ordinary, nonmagical flame (even a large one) is not enough to do it, though activating Thermal Vision in the middle of a volcano or in subzero temperatures would.
Heightened Scent: The oculan concentrates on information gleaned by scent. It is treated as Blinded and Deafened with two exceptions: It automatically fails Search checks (except those based solely on scent), and it does not automatically fail Spot checks to find living creatures (that produce a smell). Scent-based attacks and effects (such as stinking cloud or incense-heavy air) overwhelm and disable it.
Acute Hearing: The oculan tunes itself to its sense of hearing. Deafening effects or intensely loud noises (such as certain arcane spells) can overwhelm and disable it. While in Acute Hearing mode, the oculan gains the benefit of the Keen-Eared Scout (http://realmshelps.dandello.net/cgi-bin/feats.pl?Keen-Eared_Scout) and Hear the Unseen (http://realmshelps.dandello.net/cgi-bin/feats.pl?Hear_The_Unseen) feats.

Table: The Oculan's sense modes

Sense
|
Benefits
|
Penalties
|
Disabled By

Normal Vision|None|Normal vulnerabilities|None (Blindness and Deafness act as normal)
Thermal Vision|Blindsight ability (Thermal); immune to hearing-based effects (though not Sonic damage)|Treated as Deafened, cannot see normally, cannot sense things that produce no heat|Extreme heat, extreme cold
Heightened Scent|Scent ability; immune to hearing-based penalties (though not Sonic damage); immune to sight-based effects|Treated as Deafened and cannot see normally, cannot sense things that produce no smell|Intense smells
Acute Hearing|Blindsight ability Hearing), Keen-Eared Scout (http://realmshelps.dandello.net/cgi-bin/feats.pl?Keen-Eared_Scout), Hear the Unseen (http://realmshelps.dandello.net/cgi-bin/feats.pl?Hear_The_Unseen); immune to sight-based effects|Cannot see normally, cannot sense things that are completely silent|Deafness (loud noises, deafening effects)
An oculan suffers additional penalties if a sense mode it is in is disabled. It is Dazed for one round, during which it cannot switch senses. Any lasting effects from whatever disabled the sense mode remain until their duration ends, though the oculan does not suffer the penalties if it is not in an appropriate sense mode. If it switches back to an affected sense before the duration of the effect expires, the effect is still active, and it suffers the normal penalties.
If all three of its special sense modes (not including Normal Senses) are disabled, the oculan is treated as Unconscious (and therefore Helpless) until all effects that disabled its senses have expired or are dispelled. It is then Shaken for four more rounds, after which it returns to normal.

Studious (Ex): During its creation, an oculan's master can specify areas of knowledge or languages she wants it to be particularly familiar with. Provided there are appropriate materials available for it to study, the oculan can study this material for 3 days per separate Knowledge skill or extra language requested. Upon completion of its studies, the oculan gains 2 ranks in each area of knowledge requested or gains the languages it studied, plus an additional 1d2 skill points for every five days of study to put in whatever knowledge skill or language it desires.
The study can be resumed where it was left off if it is interrupted, but the skill points will not take effect until the full time has been completed. The oculan feels a divine compelling towards finishing its studies, and it suffers a -3 penalty to all skill checks, attack and damage rolls, and an additional -2 penalty to its Intelligence and Wisdom scores that cannot be healed or regained by any means other than completing the studies.
If the research materials are simply not available upon creation, the oculan will not feel the overwhelming urge to do the research until it has the opportunity to do so, storing the requests until that time comes. It has not reached its full potential, however, and it suffers a -1 penalty to its Intelligence and Wisdom. At its first opportunity to do so (for example, when its creator gets more research material, or the oculan gets to visit the library of a large city), it will recall the studies, become overwhelmed and begin to suffer the standard penalties listed above until it is allowed to complete its research.
Further, any time the oculan is exposed to any large collection of knowledge (library, large museum, etc.) it becomes overwhelmed and begin to suffer the standard penalties listed above until it is allowed to visit the repository of knowledge and satiate its appetite. These visits are unfocused and cannot be used towards gaining more skill points (see below).
The oculan can repeat this studious period at any time in its existence if it desires, but the divine assistance that motivated the oculan when it was completing its initial studies no longer assist it, and the study takes considerably longer. If the materials are available and if the oculan can study uninterrupted for 10d6 days + 1 additional day for each rank in the skill it is researching, it gains 1d4 skill points in that area of knowledge. If it wants to learn a new language, it needs only 5d6 uninterrupted days of study. If these studies are interrupted, they cannot be resumed; they must be started from scratch.

Spell-Like Abilities: An oculan has both divine- and arcane-based spell-like abilities. For the caster level, use the caster level of the corresponding caster involved in its creation (see below).
Arcane:
At will – Arcane Mark (as master's)
3/day –Arcane Sight, Fog Cloud
2/day – Analyze Dweomer
1/day – Locate Creature

Divine:
At will – Read Magic, Light
5/day – Comprehend Languages
3/day – Faerie Fire, Entropic Shield, Detect Secret Doors, Locate Object, Status
1/day – True Seeing

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Creation
Creation of an oculan is a very complicated process. They are unusual among constructs in that they require at least two casters to animate it. One caster must be a divine caster who has either the Knowledge or Magic domain and worships Boccob. The second caster must be an arcane caster who shows a proficiency in divination magic, with Greater Spell Focus (Divination) or Divination as a specialist school, and must be a follower of Boccob.
The oculan's body requires one seamless, hollow metal sphere with a circular hole in one end. The sphere can be adorned in any way the desired; usually, purple and gold (Boccob's colors of choice) are featured.
A handful apiece of Dust of Appearance, Disappearance, and Tracelessness must be placed inside the sphere. In addition, the finely ground brains of five separate, specific creatures– a darkmantle, a gold dragon wyrmling, a copper dragon wyrmling, a white dragon wyrmling, and a green dragon wyrmling – must be placed in the hollow. The darkmantle's brain represents the oculan's heightened senses; the brains of the dragons represent the creators' commitments to Boccob's emphasis on neutrality: by slaying a wyrmling of each extreme alignment, a little bit of the balance is preserved.
Once the powdery mixture is in the hollow of the oculan, a special lens must be fixed into the hole. The lens is actually a Crystal Ball constructed not in ball form, but in a slightly concave lens shape. The lens can be of any color.
The cost of the metal ball and the lens are included in the cost.
The casters involved in the animation can create the oculan themselves, or they can hire someone to craft the body for them.
The master of the oculan does not need to be a participant in the animation ceremony, but he or she must be present through the whole ceremony, and must be a follower of Boccob.
An oculan can be a homunculus, if the oculan's master is one of the casters involved in the animation ceremony. The normal materials, costs, and times involved in creating a homunculus are replaced by those involved in creating an oculan. One pint of the creator's blood must be mixed in with the powders that go into the hollow in the center of the oculan. A homonculus oculan can freely and willingly travel more than 1500 feet from its master, but it cannot convey to him or her everything it sees and hears if it is outside that range.

Divine caster requirements: CL 12th; Craft Construct, Detect Chaos/Evil/Good/Law, Locate Object, True Seeing, Geas/Quest, caster must be at least 12th level

Arcane caster requirements: CL 12th; Craft Construct, Feather Fall, Arcane Sight, Telekinesis, Analyze Dweomer, caster must be at least 12th level

Price 50,000 GP; Cost 25000 gp + 2000 XP

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Lore

Knowledge (Religion) or Knowledge (Arcana):
DC|
Result

11 | This is an oculan, an intelligent construct with great powers of observation and knowledge. They are creations of Boccob, god of knowledge and magic. This result reveals all construct traits (but not the slight differences to the construct traits that oculans possess.)
16 | Oculans have a large number of senses at their disposal, including sight, hearing, and scent, as well as magical detection abilities. Almost nothing escapes their notice. They are very curious about life and love to learn new things. This result reveals the differences between the normal construct traits and those possessed by an oculan.
21 | Oculans possess little in the way of actual combat ability, but they will use their intellect and abilities to maximum advantage in a fight. They will almost always disappear to run away or to summon help at the first chance they get. This result reveals the Hollow quality.

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Variations and Options

If you are playing a game involving psionics, change the oculan's skill selection slightly; remove Knowledge (History) and instead give it Knowledge (Psionics) +5.
Instead of studying books to learn knowledge or a language, an oculan may find itself wanting to learn firsthand how something is made or done, and it hove over a craftsman's or tradseman's shoulder to observe. Consider allowing oculans, with special conditions, to gain ranks in certain Profession skills using the Studious ability, and a willing craftsman or tradesman as the study material. Study time would increase, and checks that need physical interaction beyond what the oculan can handle would be inaccessible.
Boccob is a natural deity for oculans to originate from, given his portfolio of scholarly pursuits and detached observation. This also makes oculans available to those with access to core rulebooks only. However, if you have access to Races of Destiny, the illumians and their Library Goddess Aulasha would be excellent alternative sources; oculans would love the illumians' focus on words, illumians would love the observation abilities that oculans possess, and the illumians' holy library would have been nirvana for any oculan. For a more evil alternative, the evil god of the mind flayers, Ilsensine, is a viable candidate - both it and the oculans display a great thirst for new knowledge.
If the oculan's master has the Improved Familiar feat, an oculan can be its master's familiar. An oculan familiar grants its master +1 caster level when casting Divination spells if the oculan is within 5 feet of its master.
If an oculan is going to be a persistent part of your campaign, consider giving them the ability to level up. They would gain less experience from combat (some sort of percentage penalty to XP gained in combat) and instead gain more experience when they learn things (XP gain when studying something). For this, the Studious ability could gain another facet - they could learn to gain XP, which would not be able to count as learning for skill points (though the required amount of random study it is compelled to do when near a knowledge bank would count for it.) Any feats it would gain would likely be based on knowledge, languages, or senses, and it would likely put any skill points into knowledge areas.
The possibility exists for "Greater Oculans", with more HD and a few more abilities. True seeing, spell-like abilities from the divination and illusion schools, and abilities that improve on the Knowledge skill synergies would all be appropriate abilities. These Greater Oculans could require three spellcasters, with one of them needing some focus in an illusion-centered area (Greater Spell Focus: Illusion, Illusion specialized school, Trickery domain).

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NakedCelt
2007-12-06, 03:30 AM
Phaighthmeam

Small Construct (Incorporeal, Psionic)
Hit Dice: 16d10 (88 hp)
Initiative: +8
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 19 (+1 size, +4 Dex, +4 deflection), touch 19, flat-footed 15
Base Attack/Grapple: +12/—
Attack: Incorporeal touch +17 melee (1 Wisdom drain)
Full Attack: Incorporeal touch +17/+17 melee (1 Wisdom drain)
Space/Reach: 5 ft./5ft.
Special Attacks: Possess, psionics, wisdom drain
Special Qualities: Blindsight, construct traits, divine provenance, incorporeal traits, natural invisibility, spawn
Saves: Fort +5, Ref +9, Will +7
Abilities: Str —, Dex 19, Con —, Int 14, Wis 15, Cha 21
Skills: Bluff +24, Gather Information +24, Intimidate +24, Sense Motive +21
Feats: Dodge, Improved Initiative, Mobility, Spell Penetration, Spring Attack
Environment: Any Lawful Evil plane
Organization: Solitary or team (2–4)
Challenge Rating: 13
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: 17–24 HD (Small)
Level Adjustment: —

A phaighthmeam is nothing more nor less than a disembodied thought, an idea given not-quite-tangible form. Specifically, a phaighthmeam is the projection of the ideal of utter, fanatical devotion to an evil deity.
Phaighthmeams do not speak, but may communicate telepathically with any creature that has a language.

Combat
Possess (Su): A phaighthmeam may take over the body of a foe, forcing the victim to behave as the phaighthmeam directs it. The phaighthmeam retains its Intelligence, Wisdom, Charisma, HD, base attack bonus, base save bonuses, alignment, and special attacks. It loses all special qualities except divine provenance and spawn while possessing a body. The possessed body retains its Strength, Dexterity, Constitution, hit points, and any abilities that are not supernatural, magical, or mental. If forced to take actions against its nature, the victim may make a new Will save (using its own base save and Wisdom bonuses) with a penalty of -10. If the save is successful, the possession is broken. This is a mind-affecting compulsion effect; Will DC 23 negates. A phaighthmeam may possess only one victim at a time. The phaighthmeam's Spell Penetration feat applies to this power.
Psionics (Sp): At will — detect thoughts (DC 17), minor image (DC 17), suggestion (DC 17); 6/day — charm monster (DC 19), feeblemind (DC 20), mislead (DC 21), modify memory (DC 20); 3/day — antipathy (DC 23), demand (DC 23), dominate monster (DC 24), sympathy (DC 23). The save DCs are Charisma-based. The phaighthmeam's Spell Penetration feat applies to these powers.
Wisdom Drain (Su): A phaighthmeam causes 1 point of Wisdom drain each time it hits with its incorporeal touch attack.
Blindsight (Su): A phaighthmeam cannot see, but telepathically senses the presence of any creature with an Intelligence score within 120 feet.
Divine Provenance: Phaighthmeams are created by the clerics of a lawful evil god. A phaighthmeam always recognises divine spellcasters devoted to its own deity, and, similarly, invariably spots impostors pretending such devotion. A phaighthmeam, including one possessing a foe, can be rebuked or commanded by a cleric of its own deity as if it were undead. This is seldom necessary, however, as a phaighthmeam will willingly serve its dark master to the death.
Natural Invisibility (Su): A phaighthmeam is inherently, naturally invisible, and remains so even when attacking. This ability is not subject to the invisibility purge spell. A see invisibility or even a true seeing spell reveals no more than a vague, shapeless glow.
Spawn (Su): Once per week, a phaighthmeam which is possessing a foe, and has defeated (but not killed) a second foe using its psionic powers, may create another phaighthmeam by mingling the essences of the two foes' souls. The possessed foe takes 1d4 permanent Wisdom damage, and the foe which is not possessed takes a negative level. This is such a drain on the phaighthmeam's psionic power that it (and its possessed victim) becomes exhausted and can use no further special attacks that day. The new phaighthmeam serves the same dark deity as its creator.

Blue_C.
2007-12-08, 05:04 PM
Voice of Divinity

Large Ooze (Extraplanar)
Hit Dice: 10d10+20 (75 hp)
Initiative: +0
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 9 (-1 size), touch 9, flat-footed 9
Base Attack/Grapple: +7/+13
Attack: +8 Slam (2d8+3 plus voice)
Full Attack: +8 Slam (2d8+3 plus voice)
Space/Reach: 5ft./5ft.
Special Attacks: Aligned strike, constrict, detect alignment, voice
Special Qualities: Blindsight 60 ft., ooze traits, spell resistance 15
Saves: Fort +5, Ref +3, Will +3
Abilities: Str 14, Dex 11, Con 14, Int -, Wis 10, Cha 12
Skills: --
Feats: --
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: According to deity
Advancement: 11-15 HD (Large)
Level Adjustment: --

A rolling, shimmering cloud drifts through the air. There is the sound of rumbling in its wake, and as it gets closer you realize that the rumbling is a voice, though you cannot make out what it is saying.

There is a reason that gods choose to speak through clerics and servants, rather than do it for themselves. Not only do they not want to attract the attentions of their rivals, but also this world was not made to support deities. The tiniest move that they make, every wave of their hands, sends shock waves through creation. Every time they speak, the whole world is changed.

These creatures have been given the ability to seek out and destroy any who do not measure up according the the laws of a church. Which is, of course, everyone.

Combat
A voice of divinity moves quickly, preferring opponents that oppose its creator's alignment above all others.

Aligned Strike (Su): For the purpose of overcoming damage reduction, the slam attack of a voice of divinity is considered magical and to have whatever alignment it possesses. Thus, the slam attacks of a lawful good voice of divinity is considered to be lawful and good for the purposes of overcoming damage reduction.

Constrict (Ex): A voice of divinity deals automatic slam damage with a successful grapple check. The victim is also subject to the voice attack.

Detect alignment (Sp): A voice of divinity can sense the alignments of all creatures that have one within 60 ft.. This ability is akin to a detect evil that is always considered activated, except that it detects all alignments. The caster level for this effect is equal to a voice's HD.

Voice (Su): Creatures damaged by a voice of divinity's slam or constrict attack is confused, as the spell. This effect lasts one minute, and a DC 16 Will Save prevents it. The DC is charisma based. Each round a creature is damaged by a voice of divinity's slam or constrict attack it must make a new save against a voice attack, even if it previously succeeded on a will save. The duration is not cumulative; the old duration is simply replaced by the new one.

Creatures that revere the voice's creating deity, and are within one step of that deity's alignment, receive a +2 circumstance bonus to their will saves to prevent the confusion effect. Divine spellcasters receive a +5 bonus to their will saves when resisting their patron's voice, but also take a -5 penalty when attempting to resist the voice of a different deity. If a divine spellcaster has no deific patron (if they worship an abstract or a philosophy), they take a -5 penalty when resisting the voice attack of all voices of divinity.

-=-=-=-=-=-=-

Lore

Human beings have neither the aural nor the psychological capacity to withstand the awesome power of God's true voice. Were you to hear it, your mind would cave in and your heart would explode within your chest. We went through five Adams before we figured that one out. the Metatron, Dogma.

Edit: fixed a couple mechanical errors. The lore will have to remain as is, I suppose.

Emperor Demonking
2007-12-13, 02:00 PM
Hextor's beasts

Medium humanoid
Hit Dice: 5d8
Initiative: +3
Speed: 30
Armor Class: (15), touch 13, flat-footed 12
Base Attack/Grapple: +6/+6
Attack: Sword +5 2d8
Full Attack: Sword +5 2d8
Space/Reach: 5ft/5ft
Special Attacks: Inflict serious wounds, cure serious wounds
Special Qualities: Immune to fear, immune to disease, gain charisma bonus to saves, sword, chosen cleric
Saves: Fort + 7, Ref + 10, Will + 7
Abilities: Str 16 , Dex 16 , Con 16, Int 4, Wis 16, Cha 16
Skills: Knowledge religion 8
Feats: Power attack, cleave
Environment: Any
Organization: 1 with a cleric
Challenge Rating: 4
Treasure: None
Alignment: Lawful evil
Level Adjustment: -

Description/background/characteristics
The being that stares at you looks like a human with grey skin, its eyes are white and blank, it looks like it has no care. When it walks it walks with long strides that seem to suggest arrogance about it.

Hextor's beasts are beings that are taken in by a cleric of Hextor at birth and after that is forced to serve the cleric. When given free time they only seem to care about religion.


[B]Combat[B/]

In combat they try and protect their master cleric unless told to do otherwise. Unless told to do otherwise they drop anything they are doing to heal their cleric. If their master is killed they do their best to kill the cleric of the other side. If their are no alive clerics remaining they will walk to the church.

(sp) They are able to cast heal serious wounds and inflict serious wounds at will.

Sword: (su) This sword +5 2d8, it disappears when not touching Hextor's beast and another one appears in it stead.
-=-=-=-=-=-=-

[B]Lore

Hextor's beasts were created when Hextor worshippers captured a group of hieronous’s palladins and clerics. The Hextor cleric managed to perform a ritual that would make their descendants loyal to Hextor along with keeping some of the powers from the parents.

RandomFellow
2007-12-17, 10:45 AM
Soul Hound

Medium Undead
Hit Dice:4d12 (26)
Initiative: +4
Speed: 40' (8 squares)
Armor Class: 18 (+4 Dexterity, +4 Natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Bite +6 (1d8+4)
Full Attack:[/B] Bite +6 (1d8+4)
Space/Reach: 5' / 5'
Special Attacks: None
Special Qualities: undead traits, scent, Bind Soul, Bound Purpose, Soulsense 60'
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 18, Dex 18, Con -, Int 10, Wis 10, Cha 16
Skills: Survival +7, Spot +7, Hide +13, Move Silenty +13
Feats: Track, Stealthy
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 5-8HD (Medium)
Level Adjustment: -


The Soul Hound is created by priests who serve Asmodeus to speed the collection of souls. After all, why wait for the mortal to die when you can kill him? Ah, the joys of Faustian bargains.


Bind Soul (Su)
The Soul Hound, as an immediate action, may attempt to bind a single soul to itself. If the target is unconscious, dying, or dead (for less than 1 minute), it receives no save. Otherwise, the target must make a DC 15 Will Save or become unconscious for one round.

Bound Purpose (Ex)
A Soul Hound is created for one purpose and one purpose only. As such the Hound cannot be commanded via Rebuking or any other form of supernatural or magical compulsion. Once the Hound acquires the soul and returns to its creator it collapses into a pile of blood red ash. If the Hound is destroyed, it also collapses into a pile of blood red ash no matter the form of its destruction.

If it returns successfully, the Hound will spit out the soul into a prepared glass jar (costing no less than 100gp per HD of the Soul) before collapsing into blood red ash.

This blood red ash may replace an onyx of 200gp for purposes of spell components. Those who serve Asmodeus know the value of the gold piece.

Soulsense (Su)
A Soul Hound is blind undead dog and must rely on its ability to sense souls to navigate. It can only locate creatures with souls within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their soul automatically, as if it had cast deathwatch. In addition, it will always recognize the soul of the person it was created to retrieve no matter what body or disguise (mundane or magical) the prey attempted.

The Soul Hound has a racial bonus of +10 to Hide and Move Silently checks at night.

Note:
This creature replaces the Ghast on a cleric of Asmodeus's list of choices for the Create Undead spell. It may only be created from the corpse of a dog, wolf, or other creature with the scent ability. However, the form of the corpse is irrelevant to its effectiveness or methods.

Combat
Each round the Soul Hound will attempt a Soul Bind. In addition, the Soul Hound will attempt to bite the opposition until dying so it may collect the Soul.

-=-=-=-=-=-=-

Plot Hooks
The PCs are hired by a desperate young man who sold his soul to save his wife's life.

One of the PCs was forced to sell his soul in exchange for the resurrection of another PC.

Lore
Knowledge: Religion
DC – Information
15 – Soul Hounds are undead wolves sent by dark priests to collect souls.
20 – This dark creature is created by priests of Asmodeus to collect on their contracts with foolish mortals.

Arioch
2007-12-17, 02:24 PM
Rider’s Angel

Large Outsider (Extraplanar, Good)
Hit Dice:21d8+105 (199hp)
Initiative:+6
Speed: 40 ft (8 squares), fly 120 ft (perfect)
Armour Class: 26 (+2 Dex, +10 deflection, +5 dodge, -1 size), touch 26, flat-footed 24.
Base Attack/Grapple: +21/+33
Attack: +4 holy sundering scythe +35 (2d4+12+2d6 holy/19-20)
Full Attack: +4 holy sundering scythe +35/+30/+25/+20 (2d4+12+2d6 holy/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Touch of cessation
Special Qualities: Scythe of the Rider, liquid gold, aura of gold, plane shift, find sinners, outsider traits
Saves: Fort +16, Ref +14, Will +15
Abilities: Str 26, Dex 15, Con 19, Int 10, Wis 16, Cha 21
Skills: Concentration +28, Listen +27, Sense Motive +27, Spellcraft +24, Spot +27
Feats: Weapon Focus (scythe), Epic Weapon Focus (scythe)E, Flyby Attack, Hover, Improved Critical (scythe), Improved Initiative, Improved Toughness, Combat Reflexes
Environment: The Posisphere (see below)
Organization: Single, pair, troupe (4-12) or in horde with Rider (see below)
Challenge Rating: 17
Treasure: None
Alignment: Always neutral good.
Advancement: None
Level Adjustment: —
E - Epic Level Handbook

For a moment, the air seems to ripple and twist, as though something is trying to escape from it. Then, a being wreathed in golden light steps into being, apparently from nothingness. This creature, who is over 9 feet tall, is a humanoid figure composed entirely of swirling, liquid gold. Golden wings stretch from its back, and spikes point up from its shoulders. As it turns its featureless face towards you, gold flows down its arm and out into a shimmering, golden scythe, which is grasps with its other hand. It moves towards you.

This is a being created by the Rider, the golden good god of death, to serve as a planar ally and a merciless slayer of evil. Not an actual angel, they are called Rider’s angels because of their resemblance to these celestial beings. Each is created from the souls of four neutral good beings who sought to slay evil, bound together around a sliver of the Rider’s essence. The result is a faithful, powerful and efficient servant. The Rider's angels are his most valuable asset in his neverending war with his evil counterpart, the Stalker.
In the Iladrin cosmology from which the Rider hails, Rider’s angels can be found most numerously in the Posisphere, a plane of positive energy surrounding the upper planes. Here, the Rider travels on a great golden chariot, surrounded by thousands upon thousands of these angels. Outside the Posisphere, Rider’s angels are mostly found singly, having been sent to kill a single evildoer then return to their master. Particularly difficult marks sometimes require more than one angel to take them down.
In the Great Wheel cosmology, the Rider and his host would probably be found on either the Positive Energy Plane or the Astral Plane.
A Rider’s angel never speaks, but can understand any spoken language.

COMBAT

Rider’s angels fight swiftly and efficiently. They enter combat, slay their mark, and attempt to plane shift away. Their touch of cessation ability allows them to focus on single, precise strikes rather than mass attacks. They will never attack nonevil creatures unless said creatures attack them or persistently refuse them access to a mark. As such, the statistics above assume they are fighting an evil creature.
Find Sinners (Sp): A Rider’s angel can detect any evil being within 400 feet of its location, along with an approximation of its power comparative to the angel itself. The angel uses this to track down a mark, but rarely stops to eliminate other evil beings in the area.
Liquid Gold (Su): A Rider’s angel is a humanoid figure created from what appears to be molten gold. While not hot in any way, the angel’s substance is liquid and somewhat amorphous. It is not subject to critical hits or sneak attacks, cannot be flanked, and is immune to feints. The angel’s substance cannot be changed in any way – it is always liquid gold. This makes it immune to petrification and the touch of a chaos beast, among other things. In addition, as a full-round action, it can ready itself so that weapon attacks pass straight through it for that round, automatically missing. None of these bonuses apply against outsider (good) bane or ghost touch weapons.
Scythe of the Rider (Su): As a free action, a Rider’s angel can create a magical scythe from its own being. They are proficient with no other weapons. This scythe is a +4 holy sundering scythe. The angel cannot be disarmed of or otherwise made to relinquish control of its scythe. If it is sundered, it can produce a new one as a free action.
Touch of Cessation (Su): As a herald of the good god of death, the Rider’s angel can kill a being simply by touching it. If a creature hits the Rider’s angel with an unarmed strike or natural weapon or is hit by the angel’s scythe, that creature must make a DC 25 Fortitude save (10 + half the angel's HD + the angel's Charisma modifier) or die instantly and have its body immediately destroyed, preventing any resurrection magic that requires the use of a body part. This end is completely painless – onlookers would see the victim’s bogy dissolve into liquid gold before flowing into the angel. The soul of the victim goes straight to its destination, according to its alignment, and cannot be brought back for a year and a day. This is a death effect, but is not a necromancy or negative energy effect.
Plane Shift (Sp): At will, a rider’s angel can use plane shift as a standard action. It can only shift to the Posisphere. It can be sent via its plane shift ability to any place in the Cosmology by the Rider, but cannot do this itself.
Aura of Gold (Su): A Rider’s angel is surrounded in a aura of golden energy that protects it from attacks. This aura grants the angel a +10 deflection and +5 dodge bonus to AC.

Cespenar
2007-12-17, 05:38 PM
Sacrificial

Medium Outsider (Native, Good)
Hit Dice: 1d8 (4)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 11, touch 11, flatfooted 10
Base Attack/Grapple: +0/-1
Attack: Unarmed +0 melee (1d3-1)
Full Attack: Unarmed +0 melee (1d3-1)
Space/Reach: 5ft/5ft
Special Attacks: None
Special Qualities: Disrupt Ritual, Cloak, Divine Vessel, Detect Evil, Humanoid traits
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 8, Dex 12, Con 10, Int 13, Wis 15, Cha 15
Skills: Bluff +6, Disguise +6, Sense Motive +8, Diplomacy +8
Feats: Negotiator
Environment: Urban
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Any good
Advancement: By character class
Level Adjustment: --

Two burly guards hold the woman fast as the dark-robed priest commands. “Bring her to the altar.” he hisses with a hateful voice. The innocent-looking woman struggles against her captors in front of the frightened townsfolk, but in vain. The guards drag her all the way to the altar, ruining her already poor and dirty clothing, and tie her on the cold block of stone. As the priest looks down on the poor woman, he is surprised by the fact that she is not struggling anymore, but smiles at him with a compassionate manner. Infuriated, the priest raises his hand, which holds a curved sacrificial dagger, and brings it down on the woman.

Sacrificials are humanoid-shaped spirits, vessels of divine magic, specifically created by good-aligned gods to serve as an odd form of divine justice against those who worship evil-aligned gods, or practice any kind of sacrificial rituals, with mundane or magical reasons. They often resemble innocent townsfolk, child or women, to increase their chance of being taken for sacrificial rituals. Sacrificials can also resemble any race, depending on the situation they are sent to. Although they are very fragile, Sacrificials are created individually and with care, because of their great potential to wreak havoc upon the evil.

Combat

Sacrificials have no wish to enter combat, nor any way to defend themselves differently from common townsfolk if they somehow do. They usually try to use their innocent outlook to talk or beg their way out of dangerous situations.

Disrupt Ritual (Su): If sacrificials are used in any kind of magical rituals which require human lives, the ritual/spell has a chance of being disrupted. Regular magic is always disrupted in this way, both fizzling the spell and consuming any resources as if the spell is cast. Epic magic is affected in a less potent manner, which results in an +20 increase of the casting DC of the spell, applying in secret to the caster.

Humanoid traits: Although the Sacrificial is an outsider, she has instead the traits of her chosen race, and is treated as a humanoid, regarding any spells or effects.

Cloak (Su): Sacrificials have an aura of cloaking around them, effectively hiding every aspect, trait or ability of magical or outsider origin against all kinds of magic or effects. Only a faint aura of good is visible through detection spells. No mortal magic can see through this veil.

Divine Vessel (Su): Sacrificials have often high-level spells stored in them for serving the whatever cause there is for the deity. If the Sacrificial is sacrificed, used in a ritual, or in any other way served as a spell component or focus, the spell bound in them bursts out, dealing punishment to all near them. As each Sacrificial is unique, the spells bound in them are unique as well, but such examples are not rare: Summon Monster IX, Holy Word, Storm of Vengeance, Earthquake, etc. Usually one or two high-level spells are bound in them, though depending on the importance of the situation, this may change.

In any other situation where the Sacrificial dies, but not for attempts described above, the Sacrificial can trigger this effect if the threat is worthy enough.

Detect Evil (Sp): At will, as the spell.

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Lore

Sacrificials are rumored to be created first by a deity of chaotic-good alignment, as the method seems a bit unorthodox, but many are created since then, often used to foil evil cults and wizards all over the lands. Sometimes they are even used to draw the first blood in wars of religion, hoping to wipe out the high ranking clerics before the main force arrives. They often have the alignment of their patron deity.

Plot hooks

-The PCs are to bodyguard a Sacrificial to a city controlled by an evil cult, to let her play her part, as the Sacrificial is incapable of defending herself. Afterwards, the PCs are to clean off the remaining cultists.

-An especially dangerous Sacrificial is sent to a city of similar properties, but fearing the effects are going to be too wide, and may result in a heavy number of casualties, the PCs have to somehow find the Sacrificial in the city, and stop her from being taken away. After that, they have to find a way to address the patron deity for the dismissal of the Sacrificial, probably offering to do the job themselves for preventing collateral damage.

The Vorpal Tribble
2007-12-21, 10:45 AM
This month's contest has come to a close. A voting thread has been posted here (http://www.giantitp.com/forums/showthread.php?p=3690217#post3690217).

Good luck!

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Emperor Demonking's entry has been disqualified for being incomplete at the contest's end.