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View Full Version : Limbo 4.0 (3.5, PEACH) [COMPLETE]



afroakuma
2008-10-03, 08:41 PM
Alright, as voted by the Homebrew Crew, I've switched to a new Limbo project. Please drop comments, questions and concerns here; love the input.

Limbo 4.0

Directory

Fluff
The Secret Shame of the Slaadi (http://www.giantitp.com/forums/showpost.php?p=5041604&postcount=2)
Slaad Gender, Slaad Traits (http://www.giantitp.com/forums/showpost.php?p=5049451&postcount=3)
Chaotic Variations Tables for True Slaadi (http://www.giantitp.com/forums/showpost.php?p=5052091&postcount=8)
Chaotic Variations Table for Base Slaadi (http://www.giantitp.com/forums/showpost.php?p=5062597&postcount=31)
Introduction the the City of Chaos (http://www.giantitp.com/forums/showpost.php?p=5084068&postcount=123)
Quarters of the City of Chaos (http://www.giantitp.com/forums/showpost.php?p=5084846&postcount=135)
Regarding Neraphim (http://www.giantitp.com/forums/showpost.php?p=5107654&postcount=166)
Inhabitants of Limbo (http://www.giantitp.com/forums/showpost.php?p=5108743&postcount=169)
Powers of Limbo (http://www.giantitp.com/forums/showpost.php?p=5115319&postcount=174)
Hierarchy of the Slaadi (http://www.giantitp.com/forums/showpost.php?p=5113892&postcount=172)
A Tourist's Guide to Limbo (http://www.giantitp.com/forums/showpost.php?p=5127652&postcount=184)

New Slaadi
Orange Slaad (http://www.giantitp.com/forums/showpost.php?p=5049451&postcount=3)
Purple Slaad (http://www.giantitp.com/forums/showpost.php?p=5050999&postcount=5)
Pink Slaad (http://www.giantitp.com/forums/showpost.php?p=5051014&postcount=6)
Yellow Slaad (http://www.giantitp.com/forums/showpost.php?p=5051022&postcount=7)
Azure Slaad (http://www.giantitp.com/forums/showpost.php?p=5056854&postcount=16)
Indigo Slaad (http://www.giantitp.com/forums/showpost.php?p=5057007&postcount=18)

True Slaadi
Slaadish (http://www.giantitp.com/forums/showpost.php?p=5052689&postcount=9)

Slaad Lords
Ssendam, Slaad Lord of Insanity (http://www.giantitp.com/forums/showpost.php?p=5053288&postcount=10)
Ygorl, Slaad Lord of Entropy (http://www.giantitp.com/forums/showpost.php?p=5053296&postcount=11)
Rennbuu, Slaad Lord of Colors (http://www.giantitp.com/forums/showpost.php?p=5054628&postcount=12)
Chourst, Slaad Lord of Randomness (http://www.giantitp.com/forums/showpost.php?p=5054632&postcount=13)
Sorel, Slaad Lord of Anarchy (http://www.giantitp.com/forums/showpost.php?p=5055484&postcount=14)

New Spells
Anarch's rest and Anarch's bastion (http://www.giantitp.com/forums/showpost.php?p=5127828&postcount=185)

afroakuma
2008-10-03, 08:45 PM
The City of Chaos and the Secret Shame of the Slaadi

Eons ago, there arose in the pure chaos the planar race known as the slaadi. These beings ranged the gamut of all shapes, bizarre and exotic enough to give pause even to the inhabitants of the Far Realm. Though among the most ancient and fractious of the planar races, there arose among them beings who commanded the respect, if not the loyalty, of their kindred: the Slaad Lords.

These beings reveled in the chaos of their land, and founded the Spawning Stone to further the spread of their race. Under their terrible power, Limbo throbbed and thrived with wild energy.

But then arose Rennbuu, and his power was enough to shake the mighty Lords to the core. The innate chaos that is slaad had proven able to once again give rise to beings equal to their power. Thus, the Slaad Lords quested to reduce the chance of this event. Peering beyond the Outer Planes, to the realms of mortals, they determined ways to reduce their number.

The Slaad Lords purged from Limbo all slaad but those who reproduced sexually or via parasitism. They then delved deeper still, and brought about the Anathema.

They brought Law into Limbo.

Ssendam and Ygorl justified this to one another, saying that there was Chaos in order, and that true randomness allowed reason to appear. Nonetheless, by casting the most hidden sigils of Order onto the Spawning Stone, they commited the ultimate heresy. In far corners of the multiverse, derision echoed, mocking the concept of an ordered race being the exemplars of chaos.

Nonetheless, the Slaad Lords pressed on. Toiling to conceal the rare "true" slaadi that arose from time to time, Ygorl groomed an apprentice to join him in the seat of power. Ssendam lent her influence to the Spawning Stone, but generally ignored the lesser slaad.

Despite their efforts, and the bounding of the slaad into their current fronglike shape, the Slaad Lord Chourst arose. Ssendam and Ygorl were reluctant to commit Anathema yet again; thus did they ignore the upstart.

Their error has recently been compounded. Another layer of Limbo has been detected, apprearing as an infinite city perfused by pillars of pure elemental energy. This City of Chaos may have been established by lawful beings, using the stolen sigils from the Spawning Stone. The more intelligent slaad love the city, as do beings from all across the planes - at least those who know how to get there.

Ssendam and Ygorl will have none of it. Though they cannot undo what has been wrought, they are desperate to conceal the second layer from the multiverse. They have also changed the sigils marking the Spawning Stone, commiting Second Anathema in a bid to once again conceal the means to effect true change in Limbo.

Though the guard has been increased, the damage has been done. Two new Slaad Lords have risen, and creatures from other planes have slipped into ordered pockets. In the time of the Stone's unbinding, new slaad breeds formed and were unleashed across the planes. It remains to be seen how the new sigils will affect the slaadi - and how the City of Chaos will change the power balance of the planes.

afroakuma
2008-10-05, 10:54 AM
Slaad Changes

Slaad now have a variety of genders; red, blue and mud slaadi are no longer guaranteed to have their implant or disease abilities. Slaad genders are:

Male sexual reproductive
Female sexual reproductive
Hermaphrodite cross-fertilizing
Independent budding
Male fertilizing budding
Female recipient budding
Nonreproductive

Only hermaphrodite cross-fertilizing slaad have the implant or disease abilities.

Slaad Traits A slaad has the following traits unless otherwise noted:
Darkvision 60 ft.
Sonic immunity
Resistance to acid, cold, electricity and fire 5

afroakuma
2008-10-05, 11:04 AM
Orange Slaad
Large Outsider (Chaotic, Extraplanar)
HD 11d8+66 (115 hp)
Speed 40 ft. (8 squares)
Init: +2
AC 25; touch 11; flat-footed 23 (+14 natural, +2 Dex, -1 size)
BAB +11; Grp +22
Attack Claw +17 melee (3d6+7)
Full-Attack 4 claws +17 melee (3d6+7) and bite +15 melee (2d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks Perverse cheer, summon slaad, spell-like abilities
Special Qualities Slaad traits, change shape, fast healing 10, DR 10/lawful,
Saves Fort +13 Ref +9 Will +9
Abilities Str 25, Dex 15, Con 22, Int 7, Wis 14, Cha 16
Skills Bluff +17, Climb +21, Intimidate +17, Jump +21, Sense Motive +16, Spot +16
Feats Ability Focus (perverse cheer), Improved Natural Attack (claw), Multiattack, Power Attack
Environment Ever-Changing Chaos of Limbo
Organization Solitary, pair or party (4-6)
Challenge Rating 11
Treasure Standard
Alignment Always chaotic neutral
Advancement 12-20 HD (Large); 21-36 HD (Huge)
Level Adjustment +6

Orange slaadi are burly, jovial creatures, less violent than their brethren, but more prone to seeking all kinds of entertainment. They love a good fight, however, and are easily a match for most other slaad.

Orange slaadi arose during the repeal of First Anathema. They have earned the hatred of resds, blues and greens; grays, however, find them both easy to manipulate and also entertaining; when paired up, an orange and a gray can bring merry havoc anywhere in the multiverse.

Orange slaadi stand 12 feet tall. Their prodigious bulk is all muscle, and their flesh ripples with iridescent yellow stripes, although their primary coloration runs to orange. Their bony, ridged heads have thin membranous whiskers that fan backwards, and they sometimes have black or yellow hair. Orange slaadi have three claws on each hand instead of the standard two, and usually wear a wide grin.

Combat
Orange slaadi will rush headfirst into combat. Capricious and gleeful, they will often employ nothing more than their perverse cheer to defeat their foes. If they’re feeling more savage, however, they will bring on their claws and bite, making full attacks.

Perverse Cheer (Su) Orange slaad are exciting, dynamic and cheerful. Most creatures regard them with some degree or amusement, especially when they have changed form. They can channel this cheer into another creature as a standard action. This ability mimics the spell Tasha's hideous laughter cast by an 11th level sorcerer (Will save DC 20) except that no bonus to the save is granted for being a different type from the orange slaad.

Change Shape (Su) An orange can assume any Medium or Large humanoid form as a standard action. This prevents the use of its natural weapons, but it may arm itself with appropriate weapons and armor. An orange slaad remains in one form until it chooses to change to another, but reverts to its natural form when killed. A true seeing spell reveals the slaad's true form.

Summon Slaad (Sp) Once per day an orange slaad may attempt to summon another orange slaad or a gray slaad with a 40% chance of success.

Spell-Like Abilities (Sp) At will - burning hands, chaos hammer, color spray, daylight, detect magic, identify, invisibility, lightning bolt, magic circle against law, see invisibility, shatter. 3/day - dispel law, fly, shout. 1/day - confusion, Otto's irresistible dance. Caster level 8th, save DCs Charisma-based.

afroakuma
2008-10-05, 03:08 PM
Purple Slaad
Large Outsider (Chaotic, Extraplanar)
HD 8d8+24 (68 hp)
Speed 20 ft. (4 squares); swim 50 ft.
Init: +1
AC 20; touch 10; flat-footed 19 (+10 natural, +1 Dex, -1 size)
BAB +8; Grp +16
Attack Claw +11 melee (1d6+4, 19-20/x2)
Full-Attack 2 claws +11 melee (1d6+4, 19-20/x2), bite +9 melee (1d8+2) and tail slap +9 melee (1d8+2, 18-20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Energy claw, summon slaad, spell-like abilities
Special Qualities Divine hijack, slaad traits, SR 25, fast healing 5, DR 10/lawful
Saves Fort +9 Ref +7 Will +10
Abilities Str 19, Dex 13, Con 16, Int 10, Wis 19, Cha 12
Skills Bluff +12, Climb +15, Intimidate +12, Listen +15, Sense Motive +15, Spellcraft +11, Spot +15, Swim +15
Feats Improved Critical (claw), Improved Natural Attack (tail slap), Multiattack
Environment Ever-Changing Chaos of Limbo
Organization Solitary or pair
Challenge Rating 9
Treasure Standard
Alignment Always chaotic neutral
Advancement 9-16 HD (Large); 17-30 HD (Huge)
Level Adjustment -

Purple slaadi are a recent phenomenon: the result of a red slaad's implanted egg or a blue slaad's disease on a divine caster. Rarely, a green or gray slaad may bud a purple slaad.

Purple slaadi are attuned to power; they can bring forth pure energy and siphon the stregth of divine spells. These reckless beings love nothing more than to gorge themselves on pure energy. In their downtime, they are prolific swimmers.

A purple slaad resebles a humanoid toad from the waist up, with defining ridges coating its muscles, joints and skeletal structure. Its overall coloration varies from fuchsia to magenta, with indigos, blues and purples abundant. Its two arms bear shorter claws than other slaad breeds. Below the torso, the slaad's body is akin to that of a 12' long snake; however, purples lack the control necessary to constrict foes with their narrow tails.

Combat
Purple slaadi are aware of the destructive power of their energy attacks and will use one whenever possible. They mix it up to prevent the enemy from establishing a full defense.

Energy Claw (Su) Once every three rounds, a purple slaad may coat its claws in an form of energy as a free action. This energy may be fire, cold, electric, acid or sonic in nature, and deals 1d6 damage of the appropriate type on each successful claw hit that round.

Divine Hijack (Su) If another creature casts a divine spell within 30 ft. of a purple slaad, it may hijack the spell. The slaad regains 1d4 hit points per level of the spell on completion of casting (minimum 1d4) and the caster must make a caster level check (DC 15+level of spell) or have the spell fail. The purple slaad cannot gain more hit points than its total.

Summon Slaad (Sp) Once per day a purple slaad may attempt to summon a red or blue slaad with a 60% chance of success, or one purple slaad with a 20% chance of success.

Spell-Like Abilities (Sp) At will - chaos hammer, cure moderate wounds, detect magic, identify, invisibility, magic circle against law, see invisibility, shatter, shocking grasp. 3/day - cure serious wounds, dispel law, entropic shield. 1/day - cause critical wounds, divine power. Caster level 9th, save DCs Wisdom-based.

afroakuma
2008-10-05, 03:09 PM
Pink Slaad
Medium Outsider (Chaotic, Extraplanar, Psionic)
HD 10d8+40 (95 hp)
Speed 30 ft. (6 squares)
Init: +2
AC 27; touch 16; flat-footed 25 (+11 natural, +4 deflection, +2 Dex)
BAB +10; Grp +13
Attack Claw +13 melee (1d8+3 and 1d6 fire, 19-20/x2)
Full-Attack 2 claws +11 melee (1d8+3 and 1d6 fire, 19-20/x2) and bite +9 melee (1d8+1)
Space 5 ft.; Reach 10 ft.
Special Attacks Psi-like abilities, psychic flame, summon slaad, spell-like abilities
Special Qualities Deflection, slaad traits, PR 24, fast healing 5, DR 10/lawful
Saves Fort +9 Ref +7 Will +10
Abilities Str 17, Dex 15, Con 18, Int 21, Wis 14, Cha 15
Skills Autohypnosis +15, Concentration +17, Escape Artist +15, Listen +15, Spot +15
Feats Chaotic Mind (BP), Dodge, Improved Critical (claw), Improved Natural Attack (claw), Multiattack
Environment Ever-Changing Chaos of Limbo
Organization Solitary or pair
Challenge Rating 10
Treasure Standard
Alignment Always chaotic neutral
Advancement 11-18 HD (Medium); 19-30 HD (Large)
Level Adjustment +7

Pink slaadi are another new wild offshoot of the parasitic reproductive process; they spawn from psionic creatures implanted by a red slaad or infected by a blue slaad. Occasionally, they are budded from independent budders.

Pink slaadi are the most sociable slaadi as a whole; male-defined pinks are often bullied and taunted by blues and oranges, however, although female-defined pinks are prized mates. Pinks, grays and greens tend to socialize most of all the slaad races; they have little but disdain for reds and fear death slaadi.

A pink slaad stands seven feet tall. It resembles a humanoid toad with a spherical skull riddled with miniature horns. The slaad's coloration runs the gamut from pale rose to hot pink, rarely veering into lavender. Its skin is generally veinous, its muscles taut and corded and its eyes usually contain a vibrant glow. Female sex-reproductive slaadi are the comeliest of the slaad by human standards, although still vastly unusual creatures. In combat, a pink slaad's already prodigious claws are extended still further by an aura of pink flame.

Combat
Pink slaadi can dismiss their psychic fires, although they rarely bother to do so. Instead of making full attacks, they prefer to harry foes with psi-like and spell-like abilities, making attacks of opportunity as they see fit.

Psychic Flame (Ps) In combat, a pink slaad's claws are extended with a flickering pink flame. This gives them a 10' reach instead of 5', and adds 1d6 fire damage to their claw attacks. This reach stacks with that granted by duodimensional claw.

Deflection (Su) A pink slaad is surrounded by a deflection field, granting a +4 deflection bonus to AC.

Summon Slaad (Sp) Once per day a pink slaad may attempt to summon a pink slaad with a 40% chance of success or one green slaad with a 40% chance of success.

Psi-Like Abilities (Ps) At will - chameleon, conceal thoughts, detect psionics, energy ray. 3/day - concealing amorpha, dissolving touch, duodimensional claw, painful strike. 1/day - mass cloud mind, psychofeedback. Manifester level 10th, save DCs Intelligence-based.

Spell-Like Abilities (Sp) At will - chaos hammer, detect magic, invisibility, lightning bolt, magic circle against law, see invisibility, shatter. 3/day - dispel law. Caster level 10th, save DCs Charisma-based.

afroakuma
2008-10-05, 03:11 PM
Yellow Slaad
Large Outsider (Chaotic, Extraplanar)
HD 15d8+75 (157 hp)
Speed 60 ft. (12 squares)
Init: +7
AC 33; touch 18; flat-footed 24 (+15 natural, +6 deflection, +3 Dex, -1 size)
BAB +15; Grp +27
Attack Claw +22 melee (3d6+8 and 1d6 electric, 19-20/x2 and 1d10 electric) or kinetic blade +22 melee (2d8+8 and 1d6 electric, 17-20/x2)
Full-Attack 4 claws +22 melee (3d6+8 and 1d6 electric, 19-20/x2 and 1d10 electric) and bite +20 melee (2d8+4 and poison) or 2 kinetic blades +22 melee (2d8+8 and 1d6 electric, 17-20/x2) and bite +20 melee (2d8+4 and poison)
Space 10 ft.; Reach 10 ft.
Special Attacks Kinetic blades, poison, summon slaad, spell-like abilities
Special Qualities Blinding brilliance, change shape, deflection, electric immunity, slaad traits, SR 25, fast healing 10, DR 15/lawful
Saves Fort +14 Ref +14 Will +7
Abilities Str 27, Dex 16, Con 21, Int 11, Wis 7, Cha 16
Skills Climb +26, Intimidate +21, Jump +26, Knowledge (the planes) +18, Listen +16, Sense Motive +16, Spot +16, Tumble +21
Feats Dodge, Improved Critical (kinetic blade), Improved Initiative (B), Improved Natural Attack (claw), Lightning Reflexes (B), Mobility, Multiattack (B), Power Attack, Spring Attack
Environment Ever-Changing Chaos of Limbo
Organization Solitary
Challenge Rating 16
Treasure Standard
Alignment Always chaotic neutral
Advancement 16-24 HD (Large); 25-40 HD (Huge)
Level Adjustment -

Yellow slaadi have been a rarity in Limbo for millenia. Since the creation of the Spawning Stone, gray slaadi questing for ultimate power have sought the secrets of the transformation into death slaadi. However, those who exist without undergoing the ritual for at least a hundred years take a different road. After retreating for a year, they return as yellow slaadi, possessing incredible energy powers that put them on a par with the death slaadi.

Yellow slaadi are laconic, condescending and inquisitive. Unlike death slaadi, they rarely seek out greater power than what they already have, and lack the patience to train. Yellows occasionally team up to take on advanced slaadi, such as whites and blacks. If a particular death slaad is spoiling fun in the area, a yellow slaad will take action.

A yellow slaad stands 16 ft. tall, roughly resembling a froglike humanoid. Its flesh and scales are an iridescent yellow, giving off a brilliant glow. The yellow's face has two long, jagged ridges running from its nostrils to its brow, and two tusklike protrusions on the corners of its jaw. Narrow spikes festoon its shoulders, and it bears three claws on each hand instead of two. The yellow slaad has a set of gills on each side of its head and one on its neck that constantly leak blue mist.

Combat
Yellow slaadi are fully aware of their abilities and take advantage of them in combat. In humanoid form, a yellow slaad can still employ its kinetic blades. Generally, it prefers its spell-like abilities and claws, using its poisonous bite sparingly.

Kinetic Blades (Su) A yellow slaad can project two blades of kinetic energy from its fingertips. These blades work as Large brilliant energy shock bastard swords. Kinetic blades are part of a yellow slaad's kinetic transmission ability.

Poison (Ex) Injury, Fort save DC 22, initial damage 1d8 Con and 1d8 Cha, secondary damage 1d10 Con and 1d10 Cha. A creature reduced to 0 Cha by the poison must make another Fort save (DC 22) or transform in 1d6 x 10 minutes: if an arcane spellcaster, into a green slaad; if a psionic creature, a pink slaad; if a divine spellcaster, a purple slaad; otherwise, the creature takes another 1d10 Con damage.

Deflection (Su) The yellow slaad's kinetic energy imparts a +6 deflection bonus while it actively generates a kinetic field around itself. When flat-footed, it is denied its deflection bonus to AC.

Blinding Brilliance (Ex) A yellow slaad constantly glows with a potent yellow light, shedding bright illumination in a 60 ft. radius. This light effectively gives the slaad a -10 penalty to Hide checks. All those within 30 ft. who look at a yellow slaad must make a Fortitude save (DC 22) or be blinded as per the blindness spell. A creature making the save cannot be affected by the same yellow's brilliance for 24 hours. Yellows are immune to one another's brilliance. (This is also a popular slaad joke.)

Change Shape (Su) A yellow can assume any Medium or Large humanoid form as a standard action. This prevents the use of its natural weapons, but it may arm itself with appropriate weapons and armor and employ kinetic blades. A yellow slaad remains in one form until it chooses to change to another, but reverts to its natural form when killed. A true seeing spell reveals the slaad's true form.

Summon Slaad (Sp) Once per day a yellow slaad may attempt to summon a green, purple or pink slaad with a 40% chance of success, or 1-2 red or blue slaadi with a 60% chance of success.

Spell-Like Abilities (Sp) At will - chaos hammer, color spray, detect magic, dispel magic, fly, identify, invisibility, lightning bolt, magic circle against law, see invisibility, shatter, shocking grasp. 3/day - chain lightning, confusion, dispel law, word of chaos. 1/day - cloak of chaos, power word stun, prismatic spray, prismatic wall, true seeing. Caster level 12th, save DCs Charisma-based.

afroakuma
2008-10-05, 05:58 PM
Table: Gender (1d8)
{table=head]Roll|Gender|Gender Code


1|
Male sexual reproductive|MSR|

2|
Female sexual reproductive|FSR|

3|
Hermaphrodite cross-fertilizing|HCP

4|
Independent budding|INB

5|
Male fertilizing budding|MFB

6|
Female recipient budding|FRB

7|
Nonreproductive|NRP

8|
Nonreproductive, roll again for sex characteristic.|N/A
[/table]

Table: Coloration (1d12)
{table=head]Roll|Color


1|
Brown|

2|
Red|

3|
Blue|

4|
Green|

5|
Purple|

6|
Gray|

7|
Pink|

8|
Orange|

9|
Yellow|

10|
White|

11|
Black|

12|
Azure|
[/table]

Table: Minor Chaotic Variance (d20)
{table=head]Roll|Result|Property


1|
Muscular|+2 Str|

2|
Flexible|+2 Dex|

3|
Healthy|+2 Con|

4|
Cunning|+2 Int|

5|
Savvy|+2 Wis|

6|
Sociable|+2 Cha|

7|
Jointed Spine|Balance +4|

8|
Sticking Digits|Climb +4|

9|
Fleshy Features|Disguise +4|

10|
Oily Skin|Escape Artist +4|

11|
Threaded Inner Ears|Gather Information +4|

12|
Serum Pores|Heal +4|

13|
Camouflage Markings|Hide +4|

14|
Thick-Veined Face|Intimidate +4|

15|
Elastic Tensors|Jump +4|

16|
Cylindrical Ears|Listen +4|

17|
Silken Soles|Move Silently +4|

18|
Nyctatating Membranes|Search +4|

19|
Mystic Olfaction|Spellcraft +4|

20|
Extra Eyes|Spot +4|
[/table]

Table: Moderate Chaotic Variance (d20)
{table=head]Roll|Result|Property


1|
Additional Claw|+1d6 damage on each claw attack|

2|
Narrow Jaw|-2 damage on each bite attack|

3|
Bisecting Jaw|+2 damage on each bite attack

4|
Saber Horns|Gore attack melee (2d6+Str bonus, 19-20/x3)|

5|
Digitigrade Legs|+10 ft. base land speed|

6|
Aerodynamic Spurs|+10 ft. all base speeds|

7|
Bone Plates|+2 AC|

8|
Clotting Ichor|+20 HP|

9|
Scabrous Tissues|Fast healing +1|

10|
Poisonous Fangs|Bite delivers poison: Injury, Fort DC (10 + 1/2 HD + Con bonus), initial and secondary damage 1d6 Str|

11|
Poisonous Claws|Claws deliver poison: Injury, Fort DC (10 + 1/2 HD + Con bonus), initial and secondary damage 1d6 Dex|

12|
Poisonous Flesh|Melee attack or recipient of touch delivers poison: Contact, Fort DC (10 + 1/2 HD + Con bonus), initial and secondary damage 1d4 Int|

13|
Propelled Barbs|Barb attack 2 barbs ranged (1d4+Dex bonus), 30 ft. range increment, max range 60 ft.|

14|
Pyrogenic|Attacks deal +1d6 fire damage|

15|
Cryogenic|Attacks deal +1d6 cold damage|

16|
Electrogenic|Attacks deal +1d6 electric damage|

17|
Oxygenic|Attacks deal +1d6 acid damage|

18|
Audiogenic|Attacks deal +1d6 sonic damage|

19|
Kinetogenic|Attacks deal +1d4 force damage|

20|
Roll Twice|Doesn't take a genius, champ|
[/table]

Table: Major Chaotic Variance (d20)
{table=head]Roll|Result|Property


1|
Sensory Organ|Alertness bonus feat (stacks with Alertness feat)|

2|
Streamlined Physique|Athletic bonus feat (stacks with Athletic feat)|

3|
Tension Glands|Combat Reflexes bonus feat (stacks with Combat Reflexes feat)|

4|
Peripheral Eyespots|Dodge bonus feat (stacks with Dodge feat)|

5|
Polysensory Ganglia|Improved Initiative bonus feat (stacks with Improved Initiative feat)|

6|
Stunning Power|Stunning Fist bonus feat (stacks with Stunning Fist feat/ability)|

7|
Multiplex Laterals|Power Attack bonus feat (stacks with Power Attack feat)|

8|
Flickering Scales|Stealthy bonus feat (stacks with Stealthy feat)|

9|
Massive|Up one size category|

10|
Puny|Down one size category|

11|
Extra Arm|One additional claw attack during a full attack action|

12|
Serpentine|Tail slap attack melee (2d8+Str bonus), -10 ft. base land speed|

13|
Tail|Tail slap attack melee (1d8+Str bonus)|

14|
Spare Mouth|One additional bite attack during a full attack action|

15|
Gender Bender|Takes on properties of one additional gender|

16|
Metallic Scales|DR 10/adamantine|

17|
Tentacle|Slam attack melee (2d6+Str bonus)|

18|
Energy Bowel|Breath Weapon: choose acid, cold, electric, fire or sonic, deals 1d6 energy damage per point of Con bonus, Reflex save 10 + 1/2 HD + Con bonus|

19|
Chaotic Magic|One arcane spell of third level or lower as a spell-like ability|

20|
Roll Twice|Don't need to be a rocket surgeon|
[/table]

afroakuma
2008-10-05, 08:12 PM
Slaadish (True Slaad)

{table=head]|Lesser Slaadish|Slaadish|Greater Slaadish
|Medium Outsider (Chaotic, Extraplanar)|Large Outsider (Chaotic, Extraplanar)|Large Outsider (Chaotic, Extraplanar)|
HD|6d8+18 (51 hp)|9d8+27 (76 hp)|12d8+48 (114 hp)|
Init:|+2|+1|+2|
AC|18; touch 12; flat-footed 16 (+6 natural, +2 Dex)|20; touch 10; flat-footed 19 (+10 natural, +1 Dex, -1 size)|25; touch 11; flat-footed 23 (+14 natural, +2 Dex, -1 size)|
BAB/Grp|+6/+9|+9/+17|+12/+21|
Attack|Claw +9 melee (1d6+3)|Claw +12 melee (2d6+4)|Claw +15 melee (2d6+5)|
Full-Attack| 2 claws +9 melee (2d6+3) and bite +7 melee (1d8+1)|2 claws +12 melee (2d6+4) and bite +10 melee (2d8+2)|4 claws +15 melee (2d6+5) and bite +13 melee (2d8+2)|
Space/Reach|5 ft. / 5 ft.|10 ft. / 10 ft.|10 ft. / 10 ft.|
Special Qualities|Slaad traits, chaotic variances, SR 16, fast healing 5, DR 5/lawful|Slaad traits, chaotic variances, SR 20, fast healing 5, DR 10/lawful|Slaad traits, chaotic variances, SR 25, fast healing 10, DR 15/lawful|
Saves|Fort +8 Ref +7 Will +5|Fort +9 Ref +7 Will +7|Fort +12 Ref +10 Will +11|
Abilities|Str 16, Dex 15, Con 16, Int 8, Wis 11, Cha 9|Str 18, Dex 13, Con 16, Int 10, Wis 13, Cha 11|Str 22, Dex 15, Con 18, Int 12, Wis 17, Cha 15|
Skills|63 skill points|96 skill points|135 skill points|
Feats|Multiattack, two additional feats|Multiattack, three additional feats and one bonus feat|Multiattack, four additional feats and two bonus feats|
Challenge Rating|~7|~11|~15|
[/table]

Speed 30 ft. (6 squares)
Special Attacks Summon slaad, spell-like abilities
Environment Ever-Changing Chaos of Limbo
Organization Solitary
Treasure Standard
Alignment Always chaotic neutral
Advancement -
Level Adjustment -

True slaadi are the ultimate exemplars of chaos. While the slaad race as a whole is suffused with chaos, their forms are ultimately ordered due to the Anathema.

Many slaadish look somewhat similar to their lesser cousins; however, there is no pattern to their coloration or general shape. Some slaadish look more humanoid, others vaguely cephalopoid, and some are simply incomparable to any other being.

To design a slaadish, roll once on the Gender, Dominant Color and Paragon Chaotic Variations tables. Then add other Chaotic Variations as follows:

Lesser Slaadish: 2 minor variations, 1 medium variation

Slaadish: 3 minor variations, 2 medium variations, 1 major variation

Greater Slaadish: 4 minor variations, 3 medium variations, 2 major variations

Consider adjusting a slaadish's CR based on the variations rolled.

Summon Slaad (Sp) Once per day, a lesser slaadish may summon a red slaad with a 60% chance of success. A slaadish may instead summon a blue or green slaad (60% chance) and a greater slaadish may instead summon a pink, purple or gray slaad (40% chance of success).

Spell-Like Abilities (Sp)
Lesser slaadish: At will - chaos hammer, color spray, detect magic, disguise self, invisibility, lightning bolt, magic circle against law, see invisibility. 3/day - dispel law. 1/day - fireball, polymorph, true seeing. Caster level 5th, save DCs Charisma-based.

Slaadish: At will - chaos hammer, color spray, detect magic, dispel magic, identify, invisibility, lightning bolt, magic circle against law, nondetection, see invisibility, shatter, shocking grasp. 3/day - confusion, dispel law, shout. 1/day - prismatic spray, true seeing, word of chaos. Caster level 10th, save DCs Charisma-based.

Greater slaadish: At will - chaos hammer, color spray, detect magic, dispel magic, fly, freedom of movement, identify, invisibility, lightning bolt, magic circle against law, see invisibility, shatter, shocking grasp. 3/day - bull's strength, confusion, dispel law, word of chaos. 1/day - cloak of chaos, finger of death, power word stun, prismatic spray, true seeing. Caster level 15th, save DCs Charisma-based.

Table: Paragon Chaotic Variance (d20)
{table=head]Roll|Result|Property


1|
No Change||

2|
Filamented|+4 Dex and immune to piercing damage due to being formed of clusters of long, stringlike muscle|

3|
Brittle|-4 Con and -4 natural armor due to being comprised of a flaky, silicate material. Immunity to slashing damage|

4|
Pyrocorporeal|Fire subtype, attacks deal +1d8 fire damage due to overall body composition being colored flames|

5|
Cryocorporeal|Cold subtype, attacks deal +1d8 cold damage due to body self-coating in frost and ice crystals|

6|
Electrocorporeal|Electric immunity, attacks deal +1d6 electric damage due to body being partially kinetic energy|

7|
Multipedal|Two less claw attacks, bite becomes primary attack and base land speed +20 ft. Moves using more than two limbs|

8|
Polypus|Two tentacles melee (2d6+Str bonus) Has 2d4+4 tentacles instead of legs|

9|
Wings|Fly 60 ft. (average) using 1d4 squamous jointed wings|

10|
Quasireal|Incorporeal subtype|

11|
Tauric|Base land speed +20 ft. due to two extra legs. Gains Pounce and Rake (1d6 + 1/2 Str bonus). Can select feats and take actions as though mounted|

12|
Chiropteroid|Two less claw attacks, Fly 40 ft. (good) and Flyby Attack as a bonus feat|

13|
Cephalovampiroid|One mouth tentacle -4 penalty melee (1d4+Dex + energy drain), 1 negative level, DC 10 + 1/2 HD + Cha bonus. Weapon Finesse (mouth tentacle) as a bonus feat.

14|
Necroid|Is treated as though having Undead traits in addition to its outsider and slaad traits, except where they would conflict. Has little to no flesh; skeleton is clearly exposed in many places|

15|
Geloid|Is treated as having Ooze traits excepting Mindless; if the slaad has eyes, it also does not have the Blind trait. Gains Engulf special ability. Resembles a colored gelatinous cube with pseudopoid limbs and random organs|

16|
Dracoid|Apply the Half-Dragon template, retaining the Outsider type|

17|
Neochaotic|Roll 1d4 additional minor Chaotic Variations|

18|
Mesochaotic|Roll 1d4 additional minor Chaotic Variations and 2 additional medium Chaotic Variations|

19|
Archaeochaotic|Roll 1d4 additional minor Chaotic Variations, 1d4 additional medium Chaotic Variations and 2 additional major Chaotic Variations|

20|
Fractal|Immune to critical hits and flanking. Creatures within 30' observing the slaad must make a Will save (DC 10 + 1/2 HD + Int bonus) or be confused as the spell cast by a 20th level sorcerer. Can use Scintillating pattern three times per day as a full-round supernatural ability centered on the slaad, as the spell cast by a 20th level sorcerer. A creature viewing the slaad with true seeing is immediately feebleminded (no save.) Resembles a prismatic rotating multiplexed helix shape, forever iterating into impossibly small patterns. Has discernible limbs, head and mouth
[/table]

afroakuma
2008-10-05, 10:07 PM
Ssendam, Slaad Lord of Insanity
Huge Outsider (Chaotic, Extraplanar)
HD 42d8+378 (807 hp)
Speed 30 ft. (6 squares); fly 20 ft. (perfect)
Init: +13
AC 52; touch 32; flat-footed 43 (+20 natural, +15 deflection, +9 Dex, -2 size)
BAB +42; Grp +60
Attack Slam +50 melee (3d8+10 and energy drain)
Full-Attack 4 slams +50 melee (3d8+10 and energy drain)
Space 20 ft.; Reach 15 ft.
Special Attacks Mindshatter, energy drain, improved grab, engulf, summon slaad, spell-like abilities
Special Qualities Change shape, ooze traits, slaad traits, slaad lord traits, SR 42, fast healing 25, DR 30/lawful, telepathy 400 ft.
Saves Fort +37 Ref +34 Will +39
Abilities Str 31, Dex 27, Con 38, Int 28, Wis 39, Cha 36
Skills Bluff +58, Climb +55, Concentration +59, Diplomacy +58, Disguise +58, Escape Artist +54, Hide +46, Intimidate +58, Knowledge (arcana) +54, Knowledge (the planes) +54, Listen +57, Move Silently +54, Search +54, Sense Motive +57, Spellcraft +54, Spot +57, Tumble +54
Feats Awesome Blow, Cleave, Combat Reflexes, Dire Charge (E), Great Cleave, Improved Bull Rush, Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (prismatic spray) (B), Spell Stowaway (foresight) (E), Spell Stowaway (heal) (E), Spell Stowaway (stoneskin) (E), Weapon Focus (pseudopod)
Environment Ever-Changing Chaos of Limbo
Organization Solitary
Challenge Rating 32
Treasure Standard
Alignment Chaotic neutral

Ssendam is the oldest and most primal slaad lord, the first of her kind to ascend to ultimate chaos. Her domain is Insanity, which she takes to with reckless glee, ignoring other slaadi unless she feels contested by them.

In her true form, Ssendam is a horrific sight - a translucent yellow-gold ooze, 20 ft in diameter, extruding four amoebic pseudopods. At the heart of this quivering mass is nested a dark blue brain, whose stem extends into the ooze, vanishing into microscopic nerve endings. Ssendam either oozes along surfaces or simply defies gravity, slowly floating along as she pleases.

Combat
Ssendam engages in combat with anything in her way. Slaadi who enjoy accompanying the Lord of Insanity make sure to do so from a safe distance. Ssendam fights mindlessly in her true form, barely aware enough to transform. However, she will never willingly fight to the death if there is any other option.

Mindshatter (Sp) A creature struck by two or more of Ssendam's pseudopods in a single round is affected by a potent, crippling magical effect. On a failed Will save (DC 44), the hapless victim is affected as though by blindness, feeblemind and insanity and takes 4d6 temporary Wisdom damage. Caster level 32nd, save DC Cha-based. On a successful save, the victim takes only 2d6 temporary Wisdom damage.

Energy Drain (Sp) A creature struck by Ssendam's slam attack must make a Fort save (DC 44) or receive 1d4 negative levels. Caster level 32nd, save DC Cha-based.

Improved Grab (Ex) If Ssendam hits a Huge or smaller creature with three or more pseudopods, she deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Ssendam may engulf a grappled creature as a move action.

Engulf (Ex) Ssendam can simply mow down Large or smaller creatures as a standard action. Ssensam merely has to move over the opponents, affecting as many as she can cover. Opponents can make opportunity attacks against her, 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 41 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as Ssendam moves forward. Engulfed creatures suffer slam damage and are subject to Ssendam's digestive enzymes, which deal 4d12+9 acid damage each round, and are considered to be grappled and pinned within her body. A creature dying of this acid is disintegrated. The save DC is Strength-based.

Change Shape (Su) Ssendam may change shape as a standard action that does not provoke an attack of opportunity. She may take the form of a Large golden slaad or a Medium golden-skinned elf woman. True seeing on either of these forms will reveal only the golden slaad form.

Ooze Traits Ssendam only has access to ooze traits while in her true form. In either slaad or elf form, she loses these traits.

Slaad Lord Traits As a slaad lord, Ssendam is immune to polymorphing, petrification, or any form-altering attack. She is not subject to energy drain or ability drain. She is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Ssendam is not subject to death from massive damage. Ssendam has an innate +15 deflection bonus to AC. Additionally, Ssendam automatically gains control of (chooses new targets for) any of the following spells cast in a 400' radius: confusion, enthrall, feeblemind, hypnotic pattern, phantasmal killer, symbol (insanity) and weird.

Summon Slaad (Sp) Three times per day Ssendam may gate in a single slaad of any color or a death slaad.

Spell-Like Abilities (Sp) At will - animate objects, chaos hammer, circle of death, color spray, confusion, cloak of chaos, deeper darkness, detect magic, dispel magic, fear, fireball, fly, identify, insanity, invisibility, lightning bolt, magic circle against law, see invisibility, shatter, shocking grasp. 3/day - chain lightning, dispel law, feeblemind, finger of death, mass charm, power word blind, power word stun, prismatic spray, symbol (insanity), true seeing, word of chaos. 1/day - implosion, maze, weird. Caster level 32nd, save DCs Cha-based.

afroakuma
2008-10-05, 10:08 PM
Ygorl, Slaad Lord of Entropy
Huge Outsider (Chaotic, Extraplanar)
HD 34d8+238 (391 hp)
Speed 30 ft. (6 squares); fly 40 ft. (average)
Init: +3
AC 39; touch 19; flat-footed 36 (+20 natural, +8 deflection, +3 Dex, -2 size)
BAB +36; Grp +58
Attack Claw +48 melee (4d6+14, 19-20/x2) or Dread Scythe of Cosmic Entropy +49 melee (3d6+19 + 1d6 cold + 2d6 negative energy and disintegrate, 19-20/x4, +3d6 and 3d10 cold)
Full Attack 2 claws +48 melee (4d6+14, 19-20/x2) and bite +46 melee (3d8+7, 18-20/x2) or Dread Scythe of Cosmic Entropy +49/+44/+39/+34 melee (3d6+19 + 1d6 cold + 2d6 negative energy and disintegrate, 19-20/x4, +3d6 and 3d10 cold)
Space 10 ft.; Reach 15 ft.
Special Attacks Summon slaad, spell-like abilities
Special Qualities Alternate form, slaad traits, slaad lord traits, SR 35, fast healing 20, DR 30/lawful
Saves Fort +28 Ref +24 Will +28
Abilities Str 38, Dex 17, Con 25, Int 34, Wis 25, Cha 36
Skills Bluff +50, Climb +51, Concentration +44, Diplomacy +50, Disguise +50, Escape Artist +40, Gather Information +50, Hide +32, Intimidate +50, Knowledge (arcana) +49, Knowledge (the planes) +49, Jump +51, Listen +44, Move Silently +40, Search +49, Sense Motive +44, Spellcraft +49, Spot +44, Tumble +40, Use Magic Device +50
Feats Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Improved Critical (scythe), Improved Initiative, Improved Trip, Iron Will, Multiattack, Overwhelming Critical (scythe), Power Attack
Environment Ever-Changing Chaos of Limbo
Organization Solitary or with Shkiv (great wyrm brass dragon)
Challenge Rating 29
Treasure Standard
Alignment Chaotic neutral

Ygorl is the second slaad lord, considered by most to be the planar ruler of Limbo, at least as much as such a plane can have a definite ruler. Ygorl aided in the founding of the Spawning Stone, and participated in First and Second Anathema for fear of losing his power.

Ygorl appears as a 15 ft. tall blackened humanoid skeleton, with short horns protruding from his skull and bat wings extending from his scapulae. His eye sockets each contain a flickering, prismatic point of light. Ygorl is not often seen without his mount Shkiv, a great brass wyrm, and is almost never without the Dread Scythe of Cosmic Entropy, his symbol of office.

Combat
Ygorl believes in breakdown, destruction and death, but not in a malicious fashion. Rather, he has a drive towards total cosmic entropy, making him a dangerous force in the multiverse. If challenged, he is as likely to fight as to ignore the challenger. However, he is a cunning and deadly opponent, using his scythe and spell-like abilities to full extent.

Alternate Form (Su) On any plane other than Limbo, Ygorl may take the form of a Medium dark-skinned humanoid warrior in adamantine armor. True seeing on this form will reveal only a pure-black image of the humanoid form.

Slaad Lord Traits As a slaad lord, Ygorl is immune to polymorphing, petrification, or any form-altering attack. He is not subject to energy drain or ability drain. He is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Ygorl is not subject to death from massive damage. Ygorl has an innate +8 deflection bonus to AC. Additionally, Ygorl automatically gains control of (chooses new targets for) any of the following spells cast in a 60' radius: destruction, disintegrate, dispel magic, gaseous form, inflict wounds, shatter, symbol (weakness) and whirlwind.

Summon Slaad (Sp) Three times per day Ygorl may gate in a single slaad of any color or a death slaad.

Spell-Like Abilities (Sp) At will - animate objects, chaos hammer, circle of death, confusion, cloak of chaos, deeper darkness, detect magic, disintegrate, dispel magic, fear, fireball, fly, identify, invisibility, lightning bolt, magic circle against law, plane shift, see invisibility, shatter, shocking grasp, symbol (weakness). 3/day - cone of cold, dispel law, finger of death, polar ray, power word blind, power word stun, prismatic spray, true seeing, word of chaos. 1/day - destruction, shapechange. Caster level 20th, save DCs Cha-based.


Dread Scythe of Cosmic Entropy

This Huge entropic icy burst scythe +5 will disintegrate any creature struck by it, as its wielder wills. The foe may make a Fort save (DC 23) to avoid disintegration.

afroakuma
2008-10-06, 06:35 AM
Rennbuu, Slaad Lord of Colors
Large Outsider (Chaotic, Extraplanar)
HD 29d8+261 (391 hp)
Speed 30 ft. (6 squares)
Init: +10
AC 43; touch 23; flat-footed 37 (+20 natural, +8 deflection, +6 Dex, -1 size)
BAB +29; Grp +44
Attack Claw +39 melee (3d6+11, 19-20/x2) or prismatic ray +34 ranged touch
Full-Attack 4 claws +39 melee (3d6+11, 19-20/x2) and bite +37 melee (3d8+5) or 2 prismatic rays +34 ranged touch
Space 10 ft.; Reach 10 ft.
Special Attacks Prismatic ray, transmutation, summon slaad, spell-like abilities
Special Qualities Slaad traits, slaad lord traits, SR 35, fast healing 20, DR 25/lawful
Saves Fort +25 Ref +22 Will +24
Abilities Str 32, Dex 23, Con 28, Int 24, Wis 23, Cha 39
Skills Bluff +47, Climb +44, Concentration +42, Diplomacy +47, Disguise +47, Escape Artist +39, Gather Information +47, Intimidate +47, Knowledge (the planes) +40, Jump +44, Listen +39, Move Silently +39, Search +40, Sense Motive +39, Spot +39
Feats Cleave, Combat Reflexes, Great Cleave, Improved Critical (claw), Improved Initiative, Iron Will, Multiattack, Point Blank Shot, Precise Shot, Spell Stowaway (prismatic sphere) (E)
Environment Ever-Changing Chaos of Limbo
Organization Solitary or with coterie (2d6 red or blue slaadi and 1d4 green, purple or pink slaadi)
Challenge Rating 28
Treasure Double standard
Alignment Chaotic neutral

Rennbuu is the third slaad lord (though sometimes mistaken for fourth), master of Colors. Though merely a nuisance on other planes, in Limbo he is an icon of life and death, for Rennbuu can bestow color (and thus status and power) to other slaadi.

Rennbuu is a 12' tall slaad with fine chitin, patterned facial cornification and prismatic skin. He bears a shock of pure white hair, and dresses finely. Rennbuu is often accompanied by sycophantic slaadi, all secretly hoping for a promotion in color. Yellows, oranges and azures tend to avoid him, as there is little he can do to advance their status. Death slaadi openly fear him, and even the dreaded Ygorl thinks carefully before coming anywhere near Rennbuu.

Combat
Rennbuu is mischievous and often malicious, using his transmutation ability to impart culturally stigmatized coloration or patterns to creatures. Whether recoloring dragons, darkening moon elf skin or putting stripes on a dwarf, he is a certified nuisance. His prismatic rays usually lead off any serious combat, and Rennbuu values his existence enough to abscond from a fight to the death.

Prismatic Ray (Su) As prismatic spray cast by a 20th level caster, except 5' by 30' line, targeting one creature and affecting that creature with one ray color (reroll an 8.) Save DCs Charisma-based.

Transmutation Rennbuu can impart a new color to anything he touches as a free action. This ability allows him to alter hue, pattern and relative fluorescence of any surface he touches, including flesh. Rennbuu may choose to make the effect permanent or maintain it until dismissal, at his discretion. Only a wish or miracle can reverse a color change. The DM may wish to apply an ad hoc Charisma, Disguise Diplomacy or Hide penalty depending on the color and pattern used. Note that Rennbuu can make a creature glow, as well.

On the plane of Limbo, this ability is far more feared: On a successful touch attack, Rennbuu may transform any slaad (but not slaadish) into any other colored slaad caste. He may not promote a slaad to death slaad, but can demote a death slaad to any other color.

Slaad Lord Traits As a slaad lord, Rennbuu is immune to polymorphing, petrification, or any form-altering attack. He is not subject to energy drain or ability drain. He is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Rennbuu is not subject to death from massive damage. Rennbuu has an innate +8 deflection bonus to AC. Additionally, Rennbuu automatically gains control of (chooses new targets for) any of the following spells cast in a 60' radius: color spray, glitterdust, hypnotic pattern, prestidigitation, prismatic spray, rainbow pattern and scintillating pattern.

Summon Slaad (Sp) Three times per day Rennbuu may summon a single slaad of any color or a death slaad.

Spell-Like Abilities (Sp) At will - animate objects, chaos hammer, circle of death, confusion, deeper darkness, detect magic, dispel magic, fear, fireball, fly, glitterdust, hypnotic pattern, identify, invisibility, lightning bolt, magic circle against law, plane shift, rainbow pattern, see invisibility, shatter. 3/day - cloak of chaos, dispel law, finger of death, power word blind, power word stun, prismatic spray, prismatic wall, scintillating pattern, true seeing, word of chaos. 1/day - prismatic sphere, shapechange. Caster level 20th, save DCs Cha-based.

afroakuma
2008-10-06, 06:38 AM
Chourst, Slaad Lord of Randomness
Huge Outsider (Chaotic, Extraplanar)
HD 32d8+192+30 (366 hp)
Speed 50 ft. (10 squares)
Init: +12
AC 38; touch 18; flat-footed 36 (+20 natural, +8 deflection, +2 Dex, -2 size)
BAB +32; Grp +49
Attack Claw +39 melee (2d6+9 + 1d6 fire + 1d6 cold + 1d6 electric, 19-20/x2 and 1d10 fire + 1d10 cold + 1d10 electric)
Full-Attack 4 claws +39 melee (2d6+9 + 1d6 fire + 1d6 cold + 1d6 electric, 19-20/x2 and 1d10 fire + 1d10 cold + 1d10 electric) and bite +37 melee (3d8+5 + 1d6 acid + 1d6 force)
Space 10 ft.; Reach 15 ft.
Special Attacks Corporeal instability, confusing surge, crush, wild energy, summon slaad, spell-like abilities
Special Qualities Magical wildness, roiling chaos, perfect unpredictability, wilder fortune, slaad traits, slaad lord traits, SR 30, fast healing 20, DR 25/lawful
Saves Fort +24 Ref +20 Will +27
Abilities Str 28, Dex 15, Con 23, Int 20, Wis 28, Cha 33
Skills Bluff +46, Climb +44, Concentration +41, Diplomacy +46, Disguise +46, Escape Artist +37, Intimidate +46, Knowledge (the planes) +40, Jump +44, Listen +44, Search +40, Sense Motive +44, Spot +44
Feats Awesome Blow, Chaotic Mind (P), Cleave, Epic Toughness (E), Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Penetrate Damage Reduction (adamantine) (E), Power Attack, Spell Stowaway (cone of cold), Spell Stowaway (fireball) (BE), Spell Stowaway (lightning bolt) (BE), Spell Stowaway (magic missile) (BE), Spell Stowaway (Melf's acid arrow) (BE)
Environment Ever-Changing Chaos of Limbo
Organization Solitary
Challenge Rating 27
Treasure Standard
Alignment Chaotic neutral

Chourst is the fourth slaad lord, who "slipped through the cracks" of First Anathema to acquire true chaos. Ignored by Ssendam, tolerated by Rennbuu and approved of by Ygorl, Chourst's only real foes are in the plane of Mechanus - but they are legion. As Lord of Randomness, Chourst goes where he pleases, spreading merry chaos to further his own pleasure.

Chourst is a 20' tall, chalk-white slaad, with a nebulous chromatic glow flickering around him making him appear even brighter. His skin follows no consistent patterns of cornification or chitin, but is scaled and hairless. Chourst's eyes flash all colors, and there is rarely anything but a wily smirk or a gleeful grin plastered on his face. Of course, Chourst enjoys using shapechange to try out different forms as well.

Combat
Chourst is just as likely to abandon combat as continue it. He will attempt to disable any real threat, however. Chourst is not above multiple uses of his confusing surge.

Corporeal Instability (Su) A blow from Chourst against a living creature can cause a terrible transformation. The creature must succeed on a DC 32 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based.

An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast.

A victim can regain its own shape by taking a standard action to attempt a DC 20 Charisma check (this save DC never varies). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.

Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).

Confusing Surge (Su) As a standard action, Chourst may emit a wave of confusion in a 30' radius. All creatures within the wave (including Chourst) must make a Will save (DC 35) or become confused as per the confusion spell cast by a 10th level cleric. The save DC is Wisdom-based. For each time Chourst has used this ability in an encounter, he takes a -4 penalty to his Will save.

Crush (Ex) While flying or jumping and at least Huge size, Chourst may land on opponents as a standard action, using his whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the slaad lord (though he can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under Chourst's body. Creatures in the affected area must succeed on a Reflex save (DC 32) or be pinned, automatically taking 2d8+13 bludgeoning damage during the next round unless Chourst moves off them. If Chourst chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Wild Energy (Sp) Chourst's claws are constantly wreathed in a chaotic swirl of flame, ice and electricity, which he may suppress as a free action. His bite produces acid and magical force when used, which he may suppress as a free action.

Magical Wildness (Su) Spells cast within 30' of Chourst are affected by wild magic (Manual of the Planes p. 14) unless a successful caster level check (DC 37) is made.

Roiling Chaos On the plane of Limbo, stabilized areas within 30' of Chourst automatically break down into chaos.

Perfect Unpredictability (Ex) Chourst's pure randomness makes his attacks harder to predict, giving him a +2 bonus to attack rolls and +6 to initiative.

Wilder Fortune (Su) When making a saving throw, Chourst rolls 2d20 and takes the lower result. If either die results in a 20, the save is automatically successful. If either die is a 1, the save automatically fails.

Slaad Lord Traits As a slaad lord, Chourst is immune to polymorphing, petrification, or any form-altering attack. He is not subject to energy drain or ability drain. He is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Chourst is not subject to death from massive damage. Chourst has an innate +8 deflection bonus to AC. Additionally, Chourst automatically gains control of (chooses new targets for) any of the following spells cast in a 60' radius: animate objects, baleful polymorph, darkness, deeper darkness, delayed blast fireball, featherfall, geas/quest, greater invisibility, invisibility, polymorph, polymorph any object, shatter and teleport.

Summon Slaad (Sp) Three times per day Chourst may summon a single pink, green, gray or purple slaad.

Spell-Like Abilities (Sp) At will - animate objects, chaos hammer, circle of death, cone of cold, confusion, deeper darkness, detect magic, dispel magic, fireball, fly, invisibility, lightning bolt, magic circle against law, magic missile, Melf's acid arrow, plane shift, shatter. 3/day - baleful polymorph, cloak of chaos, dispel law, geas/quest, power word stun, prismatic spray, righteous might, word of chaos. 1/day - polymorph any object, shapechange. Caster level 20th, save DCs Cha-based.

afroakuma
2008-10-06, 11:20 AM
Sorel, Slaad Lord of Anarchy
Large Outsider (Chaotic, Extraplanar)
HD 21d8+105+30 (226 hp)
Speed 40 ft. (80 squares); fly 20 ft. (poor); swim 60 ft.
Init: +11
AC 44; touch 24; flat-footed 37 (+20 natural, +8 deflection, +7 Dex, -1 size)
BAB +21; Grp +36
Attack Claw +31 melee (3d6+11, 19-20/x2) or tentacle +31 melee (2d8+5 and poison) or tail slap +31 melee (4d6+11)
Full-Attack 2 claws +31 melee (3d6+11, 19-20/x2) and 2 tentacles +29 melee (2d8+5 and poison) and tail slap +29 melee (4d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks Constrict 4d6+15, improved grab, euphoria toxin, summon slaad, spell-like abilities
Special Qualities Change shape, slaad traits, slaad lord traits, SR 30, fast healing 15, DR 20/lawful
Saves Fort +17 Ref +21 Will +19
Abilities Str 33, Dex 25, Con 20, Int 24, Wis 25, Cha 26
Skills Bluff +32, Climb +35, Concentration +29, Diplomacy +32, Disguise +32, Escape Artist +32, Intimidate +32, Knowledge (arcana) +31, Knowledge (the planes) +31, Listen +32, Search +31, Sense Motive +32, Spot +32, Tumble +32, Use Magic Device +32
Feats Cleave, Combat Expertise, Epic Toughness (E), Great Cleave, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Multiattack
Environment Ever-Changing Chaos of Limbo
Organization Solitary
Challenge Rating 25
Treasure Standard
Alignment Chaotic neutral

Sorel is the youngest slaad lord, only recently gaining power during the furor of Second Anathema. Although formerly known as Ygorl's favored apprentice, the Lord of Anarchy is already making a name for herself in the chaotic planes.

Sorel bears a superficial resemblance to a marilith, appearing as a beautiful elf woman from the waist up, with a long serpentine tail where legs would be. She has only two arms, but bears long tentacles extending from the backs of her slender shoulders. Sorel is bald and has a large, ridged fin running from her forehead to the midpoint of her tail. Two wings, resembling colorful fish fins, extend from the outer sides of her scapulae. Sorel's overall body coloraton runs a vicious crimson, with spots of bright blue and yellow.

Sorel dresses herself finely, and enjoys satiating her lusts. She is also a capable and manipulative demagogue.

Combat
Sorel enjoys combat greatly, having spent much of her existence as a death slaad. She is clever and controlling, employing her tail slam, constriction and euphoric toxin to disable multiple foes. She may also utilize magical items, such as her many wands or her rod of lordly might.

Constrict (Ex) Sorel deals 4d6+15 points of damage with a successful grapple check. The constricted creature must succeed on a DC 31 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grap (Ex) To use this ability, Sorel must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she succeeds on the grapple check, she can constrict.

Euphoria Toxin (Ex) Contact, Fortitude DC 25, initial damage 1d6 Wis and calmed, secondary damage 2d6 Wis and sleep. The save DC is Constitution-based. Spell effects as calm emotions and symbol (sleep), caster level 20th, DCs Con-based.

Change Shape (Su) Sorel may change shape as a standard action that does not provoke an attack of opportunity. She may take the form of a Medium death slaad with black and crimson coloration or a Medium pale-skinned humanoid female. True seeing on either of these forms will reveal only the death slaad form.

Slaad Lord Traits As a slaad lord, Sorel is immune to polymorphing, petrification, or any form-altering attack. She is not subject to energy drain or ability drain. She is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Sorel is not subject to death from massive damage. Sorel has an innate +8 deflection bonus to AC. Additionally, Sorel automatically gains control of (chooses new targets for) any of the following spells cast in a 60' radius: bear's endurance, bull's strength, cat's grace, charm monster, charm person, dominate monster, dominate person, eagle's splendor, fox's cunning, greater heroism, haste, heroism, and owl's wisdom, as well as mass versions of any of those spells.

Summon Slaad (Sp) Three times per day Sorel may summon a single purple, azure, yellow or pink slaad, or 2-4 blue, red or green slaadi.

Spell-Like Abilities (Sp) At will - chaos hammer, circle of death, confusion, deeper darkness, detect magic, dispel magic, fireball, fly, invisibility, invisibility sphere, lightning bolt, magic circle against law, mass charm, plane shift, rage, see invisibility, shatter, suggestion. 3/day - cloak of chaos, dispel law, dominate monster, eagle's splendor, enervation, fox's cunning, geas/quest, greater heroism, power word stun, righteous might, true seeing, word of chaos. 1/day - shapechange, symbol (persuasion), sympathetic vibration, weird. Caster level 20th, save DCs Cha-based.

arguskos
2008-10-06, 02:36 PM
Huh. That's interesting. I'm digging the new twist you've given the plane and the Slaad.

My only question is this: are you going to be doing a short dissertation on Slaad society? Since the Slaad have been further defined in terms of reproduction (central to their nature now), their society must logically (if I can use logic with chaos creatures) revolve around reproduction and "gender" (can't think of a better term).

Also, tossing a random guess that the new lord is *maybe* Bazim-Gorag (doubtful at best). It could also be Wartle or Xanxost. Here's hoping for Wartle, since I know nothing about him, and only heard of him recently.

EDIT: Totally forgot, it could also be Sorel. Heh. Forgot him totally.

Lastly, once more, amazing stuff afroakuma. Can't wait to watch your next slaadi and your next projects!

-argus

afroakuma
2008-10-06, 02:51 PM
Azure Slaad
Large Outsider (Chaotic, Extraplanar)
HD 18d8+108 (189 hp)
Speed 60 ft. (12 squares); swim 60 ft.
Init: +9
AC 30; touch 14; flat-footed 25 (+16 natural, +5 Dex, -1 size)
BAB +18; Grp +29
Attack Claw +26 melee (3d6+9, 19-20/x2) or azure aura +21 melee touch (1d10+4 cold and 1d10+4 electric)
Full-Attack 4 claws +26 melee (3d6+9, 19-20/x2) and bite +24 melee (2d8+4) or azure aura +21 melee touch (1d10+4 cold and 1d10+4 electric) and 2 claws +24 melee (3d6+9, 19-20/x2) or 2 azure auras +21 melee touch (3d8+4 cold and 3d8+4 electric)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath weapon, azure aura, ice wave, summon slaad, spell-like abilities
Special Qualities Change shape, fire immunity, surf, slaad traits, SR 28, fast healing 15, DR 15/lawful
Saves Fort +17 Ref +18 Will +15
Abilities Str 25, Dex 21, Con 22, Int 15, Wis 18, Cha 18
Skills Bluff +25, Climb +28, Intimidate +25, Jump +28, Knowledge (the planes) +23, Listen +25, Search +23, Sense Motive +25, Spot +25, Tumble +26
Feats Combat Reflexes, Dodge (B), Improved Critical (claw), Improved Overrun, Improved Initiative (B), Improved Natural Attack (claw), Lightning Reflexes (B), Mobility (B), Multiattack, Power Attack, Spring Attack
Environment Ever-Changing Chaos of Limbo
Organization Solitary
Challenge Rating 19
Treasure Standard
Alignment Always chaotic neutral
Advancement 19-29 HD (Large); 30-50 HD (Huge)
Level Adjustment -

Azure slaadi are among the most powerful base slaadi in existence. They are freewheeling souls in search of entertainment, with a serious need for speed.

A typical azure slaad stands 10' tall. They are built athletically, with a sleek aesthetic that includes aerodynamic fins on the elbows, shoulders and kneecaps. Less chitinous than many of their brethren, they display only slight cornification and have very fine scales. An azure slaad is overall a light blue color, running to electric blue, cerulean and standard blue in spots. A few random patches of scales will show the azure slaad's previous coloration. These are usually just random splotches, but can be as regular as stripes. An azure slaad often leaves a slight, tingling chill in the air.

Combat
Azure slaadi use their surfing abilities to rush around the battlefield. They use aura attacks when necessary, and rarely see the need to employ their spell-like abilities.

Breath Weapon (Su) Three times per day, an azure slaad may unleash its breath weapon as a standard action. This breath is a 30' cone of chilling gas, dealing 8d6 cold damage and paralyzing those caught in the gas for 2d4 rounds. A successful Reflex save (DC 26) halves the damage and slows affected creatures for 1d4 rounds instead. A creature paralyzed by the chilling gas takes an additional 1d6 cold damage each round until the paralysis wears off or is removed.

Azure Aura (Su) An azure slaadi is shrouded in a thin coruscating aura of electric blue light. As a standard attack, it may extend this aura to strike all adjacent foes with a melee touch attack, dealing 1d10+4 cold and 1d10+4 electric damage. Alternately, as a full attack, the slaad can focus two waves of its aura and target them at one or two foes. Each concentrated wave deals 3d8+4 electric and 3d8+4 cold damage to the creature it strikes. The attack rolls and strength of the aura are Charisma-based.

Surf (Ex) An azure slaad can open glands in its legs that leak a frigid, slippery fluid. This liquid has two properties: firstly, it acts as a grease spell lasting two rounds on any square the azure slaad moves through, except that the Balance DC is 15. Secondly, it allows the azure slaad to "surf" on it. Double the slaad's movement speed, and apply a +4 bonus to bull rush, charge and overrun checks. While surfing, an azure slaad may only move in 10 ft. increments. Initiating or terminating a surf is a swift action.

Ice Wave (Ex) An azure slaad with at least 10' of movement remaining may veer sharply to one side, opening supercooling glands on its legs as it does so. The resulting splash of icy grease cuts forward in a 10' line, dealing 6d6 cold damage to creatures caught within. Alternately, the slaad may spray the two squares parallel to the turn. Creatures caught in the wave may make a Reflex save (DC 24) for half damage.

Summon Slaad (Sp) Once per day an azure slaad may attempt to summon a yellow or orange slaad with a 40% chance of success, or 1-2 red, blue or green slaadi with a 60% chance of success.

Change Shape (Su) An azure can assume any Medium or Large humanoid form as a standard action. This prevents the use of its natural weapons, but it may arm itself with appropriate weapons and armor. An azure slaad remains in one form until it chooses to change to another, but reverts to its natural form when killed. A true seeing spell reveals the slaad's true form.

Spell-Like Abilities (Sp) At will - chaos hammer, color spray, cone of cold, deeper darkness, detect magic, dispel magic, fly, freedom of movement, haste, identify, invisibility, lightning bolt, magic circle against law, see invisibility, shatter, shocking grasp, solid fog, wind wall. 3/day - confusion, dispel law, word of chaos. 1/day - chain lightning, cloak of chaos, power word stun, true seeing. Caster level 16th, save DCs Charisma-based.

arguskos
2008-10-06, 03:07 PM
Actually, Wartle was called the Lord of Formlessness (extrapolated from the other four titles). It's a bit of a stretch, but hey, he's around.

Heh, last-second edits ftw!! Though... Sorel isn't a Lord yet... huh. Interesting.

Anyhoo, I'll scoot on outta your thread for awhile. :smallcool:

-argus

afroakuma
2008-10-06, 03:10 PM
Indigo Slaad
Medium Outsider (Chaotic, Extraplanar)
HD 18d8+54 (135 hp)
Speed 40 ft. (8 squares)
Init: +13
AC 36; touch 24; flat-footed 27 (+12 natural, +9 Dex, +5 deflection)
BAB +18; Grp +25
Attack Claw +29 melee (2d6+6 + 3d6+3 acid and cursed wound) or stab +30 melee (1d10+6 and energy drain and cursed wound, 17-20/x2)
Full-Attack 2 claws +29 melee (2d6+6 + 3d6+3 acid and cursed wound) or 2 stabs +30 melee (1d10+6 and energy drain and cursed wound, 17-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Cursed wound, caustic stain, sword arms, energy drain, summon slaad, spell-like abilities
Special Qualities Change shape, vortex body, slaad traits, SR 32, fast healing 15, DR 20/lawful
Saves Fort +14 Ref +20 Will +17
Abilities Str 23, Dex 29, Con 16, Int 20, Wis 23, Cha 26
Skills Bluff +29, Climb +25, Diplomacy +29, Hide +30, Intimidate +29, Jump +25, Knowledge (the planes) +26, Listen +27, Move Silently +30, Search +26, Sense Motive +27, Spot +27, Tumble +30
Feats Cleave (B), Combat Expertise, Combat Reflexes, Dodge (B), Improved Critical (sword arm), Improved Initiative, Mobility (B), Great Cleave (B), Quicken Spell-Like Ability (spell turning), Weapon Finesse, Weapon Focus (grapple), Weapon Focus (sword arm)
Environment Ever-Changing Chaos of Limbo
Organization Solitary
Challenge Rating 21
Treasure Standard
Alignment Always chaotic neutral
Advancement 19-29 HD (Large); 30-50 HD (Huge)
Level Adjustment -

Indigo slaadi are possibly the most intimidating of the baser slaadi. Only a death slaad gives more pause. Despite their meager stature, indigo slaadi command an array of powers that astound their lesser brethren.

An indigo slaad stands 5'6" tall. Its overall coloration is of a deep blue that never seems to veer into purple. Indigo slaadi bear solid golden claws on their hands, and their eyes are similarly metallic. Less primal-looking than other great slaadi, they show no pronounced chitin or cornification, although a close examination reveals very fine scales.

Indigo slaadi are the personification of chaos as a primal void. They are dispassionite, selfish and can consume anything. That said, they are usually very moderate, do not join together to form factions and leave "rulership" to lesser slaadi. They also enjoy testing their mettles against death slaadi who have acquired great training.

Combat
Indigo slaadi prefer and opening salvo of acid-filled wounds. They will switch to sword arms only to rejuvenate and to drain the enemy. Often, they will deliberately close to melee, knowing that they can suck creatures and weapons through the planar borders.

Caustic Stain (Ex) An indigo slaad can suppress or resume its corrosive secretions as a free action. These deal acid damage to creatures struck by a claw attack.

Cursed Wound (Su) The damage an indigo slaad deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by an indigo slaad must succeed on a DC 30 caster level check, or the spell has no effect on the injured character.

Energy Drain (Su) A hit from an indigo slaad's sword arm imparts two negative levels. Each negative level imparted grants the indigo slaad 5 temporary hit points.

Sword Arms (Ex) As a move action, an indigo slaad may reshape its arms into strong, slender blades. The narrow cores of these blades contain entropic vessels that drain life energy.

Vortex Body (Su) An indigo slaad has a deep connection to the multiverse; sometimes it becomes a deep connection to the multiverse. When struck with a weapon, the indigo may make a Sunder attempt as a free action that does not provoke an attack of opportunity. If successful, that weapon is plane shifted. While grappling, an indigo slaad may make an extra grapple check as a standard action. On a success, the victim must make a Will save (DC 23) or be sucked into the indigo's body and plane shifted.

Summon Slaad (Sp) Once per day an indigo slaad may attempt to summon one azure, yellow or orange slaad with a 40% chance of success, one pink, purple or gray slaad with a 60% chance of success, or 2-4 red, blue or green slaadi with a 60% chance of success.

Change Shape (Su) An indigo can assume any Medium or Small humanoid form as a standard action. This prevents the use of its natural weapons, but it may arm itself with appropriate weapons and armor. An indigo slaad remains in one form until it chooses to change to another, but reverts to its natural form when killed. A true seeing spell reveals the slaad's true form.

Spell-Like Abilities (Sp) At will - baleful polymorph, chaos hammer, color spray, deeper darkness, detect magic, dimension door, dispel magic, fear, fireball, fly, freedom of movement, greater dispelling, haste, identify, invisibility, lightning bolt, magic circle against law, mirror image, see invisibility, shatter. 3/day - cloak of chaos, confusion, dispel law, enervation, polar ray, Quickened spell turning, word of chaos. 1/day - power word blind, power word kill, power word stun, shapechange, true seeing. Caster level 18th, save DCs Charisma-based.

arguskos
2008-10-06, 03:14 PM
Thought Wartle was a lord in OP1. Meh, not questioning the expert. 'sall good! :smallcool:

/waves at Bazim-Gorag and Xanxost as they exit the plane

-argus

afroakuma
2008-10-06, 03:18 PM
Oh, sorry; I meant Sorel wasn't a Lord. Wasn't being underlined for emphasis.

Wartle was an additional lord (predating Rennbuu and Chourst IIRC) introduced in 1st edition material. As far as I was aware, he had no formal title and has been excluded from modern publication, so I PoV'd him. I may recall him if I ever track that source down.

arguskos
2008-10-06, 03:24 PM
Yeah, Sorel's not. Not YET, anyway (oh Ygorl, you're so silly).

Wartle is from... Tales of the Outer Planes (OD&D IIRC), if my memory and Google-fu is strong. He indeed had no title, but the guys at Dicefreaks and EnWorld managed to extrapolate his title (given the other 4 titles) as Lord of Formlessness (or some such).

-argus

afroakuma
2008-10-06, 10:20 PM
The tables for the True Slaad are up. Play around until I post the stat block.

Roll once for dominant color and once for gender.

Lesser True Slaad: 2 minor, 1 medium variation.

True Slaad: 3 minor, 2 medium, 1 major variation.

Greater True Slaad: 4 minor, 3 medium, 2 major variations.

Edit: The power of chaos is spoooky. I rolled up an orange FSR True Slaad with both Narrow Jaw and Bisected Jaw... the major trait came out to be the extra mouth.

DracoDei
2008-10-07, 06:30 AM
Propelled Barbs need a range increment and a maximum range.

afroakuma
2008-10-07, 06:46 AM
Ah, good call. Repaired.

AstralFire
2008-10-07, 07:45 AM
I am glad for the lessened existence of CE slaad.

Zeta Kai
2008-10-07, 08:50 AM
I love the traits tables (post #8). I came up with similar tables to deal with demons, & for the exact same reasoning: since demons are Chaotic by nature, they should be more random in construction. Kudos on wonderful execution of concept so far.

afroakuma
2008-10-07, 09:38 AM
I am glad for the lessened existence of CE slaad.

Death slaadi were given too much preeminence in older editions. Yellows and oranges will sit on them.

I was thinking of doing a good counterpart to the death slaad, but thankfully the meds wore off. :smalltongue:


I love the traits tables (post #8)

Thanks! :smallbiggrin: I'll include the rules for adding chaos traits to standard slaadi in the gender post. But wait till you see what the True Slaadi get. It will complete the concept.


Kudos on wonderful execution of concept so far.

Again, thank you very much!

AstralFire
2008-10-07, 09:49 AM
Oranges seem to do well enough for a CN-leaning-to-good counterpart in any event. They're not good, but they are jovial.

afroakuma
2008-10-07, 10:15 AM
There's that too. :smallsmile:

I just figured that slaadi in general were given chaotic evil or even neutral evil traits. These are beings of chaos; it doesn't make sense for a hydroloth to have fun swimming in the Styx while a blue slaad is a hulking bully.

The new fluff on slaadi "society" will try to steer it more into a chaotic neutral mindset. I'm also going to make clear that death slaadi are aberrant and fall outside the set order, as do white and black slaadi.

Again, though, the centerpiece will really be the True Slaadi. We're talking a meltdown of chaos here. It's going to be... hopefully fantastic.

Zeta Kai
2008-10-07, 11:20 AM
How does one determine how many Chaotic Variances a True Slaad gets? Do they get 1 of each (1 minor, 1 moderate, 1 major)? Is there a table in the works? Is it completely random (IE DM's choice)? Just wondering.

afroakuma
2008-10-07, 01:29 PM
I think this is what Zeta Kai was asking for:

Some base slaadi are less affected by the Anathema than others. These slaadi may occasionally pick up chaotic variations.

A base slaadi may pick up one chaotic variation for evey 3 HD. Roll on the following table and add +1 to the roll for each previous chaotic variation.

Table: Chaotic Variations for Base Slaadi (1d20)
{table=head]Roll|Variation Scale


1|
No variation|

2|
No variation|

3|
Minor variation
4|
Minor variation
5|
Minor variation
6|
Minor variation
7|
Minor variation
8|
Minor variation
9|
Minor variation
10|
Minor variation
11|
Minor variation
12|
Medium variation
13|
Medium variation
14|
Medium variation
15|
Medium variation
16|
Medium variation
17|
Medium variation
18|
Major variation
19|
Major variation
20|
Major variation
21+|
Paragon variation
[/table]

If a paragon variation is rolled, that slaad may no longer acquire another paragon variation. Treat rolls of 21+ as "Roll twice with a -1 penalty."

afroakuma
2008-10-07, 03:55 PM
D'oi. Zeta Kai: I'm an idiot. You're referring to applying Chaotic Variances to base slaadi (Red, Blue et. al) aren't you?

There will be a table regarding that, yes.

afroakuma
2008-10-07, 08:31 PM
True Slaad is up.

AstralFire
2008-10-07, 08:57 PM
I'm beginning to suspect that this project is secretly an excuse to show off your usage of word roots. *chuckle*

afroakuma
2008-10-07, 09:05 PM
Blast you, AstralFire, you've caught me.

Edit: Holy crow, I actually used WAY more than I thought I did.

AstralFire
2008-10-07, 09:28 PM
Cephalovampiroid immediately following Chiropteroid was what tipped me off.

afroakuma
2008-10-07, 09:37 PM
Yeah, that was a big red neon shenanigan. Also the one I woke up to.

I could have done SO much worse, though. Cephalohemophagoid, for instance.

AstralFire
2008-10-07, 09:39 PM
Yeah, that was a big red neon shenanigan. Also the one I woke up to.

I could have done SO much worse, though. Cephalohemophagoid, for instance.

Whale... Blood... oh. Right. More complex version of that last.

afroakuma
2008-10-07, 09:43 PM
Whale is cetaceo-

Octopus is cephalo-

I'm very bad for this sort of thing. I did a taxonomy for a Metroid. :smallbiggrin:

Could be worse; I was going to go for Encephalophagoid.

Props if you get that one.

AstralFire
2008-10-07, 09:46 PM
Brain eater?

afroakuma
2008-10-07, 09:52 PM
*sigh* That was a freebie and you blew it.

Mind flayer. Come on! :smalltongue:

AstralFire
2008-10-07, 09:53 PM
*sigh* That was a freebie and you blew it.

Mind flayer. Come on! :smalltongue:

Well, yes, but I was going for the direct translation since I wasn't sure of my roots. If I had been wrong and said something like "Enchilada Flayer" you would have looked at me funny.

DracoDei
2008-10-07, 09:55 PM
I'm very bad for this sort of thing. I did a taxonomy for a Metroid. :smallbiggrin:
Well?! Don't keep me in suspense! What did you get?

afroakuma
2008-10-07, 10:08 PM
AstralFire, I don't think I get the right to look at people funny. I proposed a Tamale card for Fax's Cartomancer and used the word Cephalovampiroid. In anything. It's basically unforgivable.

And DracoDei: I had to start pulling stuff out of thin air at some point, but the summary came to:

{table=head]Rank|Classification
Domain|Eukaryota
Kingdom|Animalia
Phylum|Cnidaria
Class|Scyphozoa
Order|Corontae
Family|Avius
Genus|Metroides
Species|Vitophages
[/table]

As you no doubt guessed, text in blue is where I started being ... creative.

Prometheus
2008-10-07, 10:14 PM
We can always use more Outsiders, and Slaadi have got to be the most awesome that there is. These are particularly interesting variants. I wish there was a Slaadi who based himself on jumping though.

afroakuma
2008-10-07, 10:19 PM
Add the Tauric and Elastic Tensors variations to the slaad of your choice. Gives it +4 to Jump, plus Rake and Pounce for charges and extra speed for Spring Attacks.

Otherwise, I'm not really sure what you'd be looking for. Literally a giant frog?

But thanks for the compliment!

Zeta Kai
2008-10-07, 10:19 PM
{table=head]Rank|Classification
Domain|Eukaryota
Kingdom|Animalia
Phylum|Cnidaria
Class|Scyphozoa
Order|Corontae
Family|Avius
Genus|Metroides
Species|Vitophages
[/table]

Considering that the species originated on the planet SR388, the use of Earth-based taxonomy may not be appropriate. That said, I like what you've done. I could take issue with the use of an "avian" family, but the cnidarian phylum is probably spot-on.

AstralFire
2008-10-07, 10:23 PM
Considering that the species originated on the planet SR388, the use of Earth-based taxonomy may not be appropriate. That said, I like what you've done. I could take issue with the use of an "avian" family, but the cnidarian phylum is probably spot-on.

...

*eyes*

afroakuma
2008-10-07, 10:31 PM
I quite agree, but using Megakingdom Xenos would take all the fun out of it.

And unfortunately, declaring a flying classification had to be done before the genus level. I actually should have done it at the Order level, but again, not as fun.

Edit: I cannot believe I am debating fictional taxonomy. :smallbiggrin:

afroakuma
2008-10-08, 12:54 PM
Okay, so I've determined that you can get some seriously messed-up Slaadish using the Chaotic variations. I got a tauric Slaadish with two serpentine tails, which is pretty bizarre.

Anyone have any input on the Slaadish (or the colored slaad)?

arguskos
2008-10-08, 01:08 PM
Sheesh, I leave for an evening, and you all turn the Slaad thread into a Metriod classification argument. This really IS Chaotic! :smallwink:

Also, I'd agree with that assessment afroakuma, the Slaadish can be pretty damned strange. For example, I rolled up a Greater Slaadish with these results:
-Gender: Independent Budding
-Color: Azure
-Paragon: Necroid
-Minors: Sociable, Thick-Veined Face (x2, and with Necroid... o.O), Nyctating Membranes
-Moderates: Bisecting Jaw, Scabrous Tissues, Oxygenic
-Majors: Puny, Tentacle

Ok, so this produced a skeletal azure budding mostly-dead-looking acidic small slaadish with a tentacle and thick-veining on its face. Oh, but hey! It's sociable. :eek:

Yeah... this table is highly entertaining! :smallamused:

As for the colored slaadi, they seem fine. Here's a question though, one I didn't see answered anywhere (though I may have missed it): how does one determine the gender of the already printed slaadi and the new colored slaadi? Randomly, as for the slaadish, or don't determine it at all and they are simply pre-set?

-argus

afroakuma
2008-10-08, 01:16 PM
You could pick a gender or use the random gender table. I would suggest, however (and this will appear in the later fluff post) that HCP be reserved to red and blue slaadi.

Your slaadish is an emaciated azure-black skeletal creature with pronounced varicose veins webbed liberally over its skull. Its eyes are black gel with pinpricks of azure light, bound by a folding membrane. The few tissues it has ooze and pulsate, letting flow a thin sap that repairs bone and flesh damage. Its jaw is bisected, its mouth and claws drip a thin acid and it has a single dessicated bony tentacle. As for Sociable: why wouldn't it be? It's freaking cool-looking!

arguskos
2008-10-08, 01:19 PM
I merely found it an... interesting combination. Not good, not bad, just interesting. One of those "woah... crazy table is crazy" sorta moments.

Also, you are a much better fluffer than I will ever be. :smallsigh:

As for the gender pick, I realized the fluff post would probably answer my question (and similar ones) about a minute after I posted. Silly me. >_>

-argus

AstralFire
2008-10-08, 01:44 PM
Also, you are a much better fluffer than I will ever be. :smallsigh:

:smallamused:

streakster
2008-10-08, 02:04 PM
:smallamused:

Ah, innuendo.

AstralFire
2008-10-08, 02:05 PM
I didn't say anything.

arguskos
2008-10-08, 02:08 PM
I didn't say anything.
...
...
...
:smallsigh:

-argus

afroakuma
2008-10-08, 02:55 PM
My poor slaad thread... first it gets turned into a lambasting of scientific word construction, then a discussion of cryptozoological biology and now this.

And yeah, it made for a very interesting combination. That's probably one of the creepier slaad you'll ever see. I'm just glad you can't add Cephalovampiroid to it. :smalleek: Or can you?!

On a darker note: do I want to see that guy bud? Seriosuly, would it bud off a new skeleton or...

:smalleek:

afroakuma
2008-10-08, 06:22 PM
:smalleek: I seem to have rolled up a slaad catgirl:

FSR red greater slaadish

Paragon: Multipedal
Minor: Savvy, Cylindrical Ears, Silken Soles, Nyctatating Membranes
Medium: Pyrogenic, Poisonous Fangs
Major: Spare Mouth, Metallic Scales

Alright, it was a catgirl until the major traits.

AstralFire
2008-10-08, 06:24 PM
:smalleek: I seem to have rolled up a slaad catgirl:

FSR red greater slaadish


seem to have rolled up a slaad catgirl


rolled up a slaad catgirl


slaad catgirl


http://www.sadlerandcarterpoker.com/images/kill_button_lg.jpg

afroakuma
2008-10-08, 06:26 PM
:smalleek:

Uh... Astral? Y'ok there?

*RUNS AWAY*

arguskos
2008-10-08, 06:33 PM
Lol slaadgirls?

Also, did you forget a Moderate trait on that one? I only count 2...

-argus

afroakuma
2008-10-08, 06:41 PM
So I did. Oops.

AstralFire
2008-10-08, 06:45 PM
:smalleek:

Uh... Astral? Y'ok there?

*RUNS AWAY*

413 Error: Killing Everything That Bleeds

afroakuma
2008-10-08, 06:48 PM
Must fix! MUST FIX!!!!!

*combines magic and technology*

did I kill it? did I erase its stain from AstralFire's mind?

Zeta Kai
2008-10-08, 08:39 PM
Must fix! MUST FIX!!!!!

*combines magic and technology*

did I kill it? did I erase its stain from AstralFire's mind?

Thanks, Afro. You broke AstralFire. Now i'll never find out how AnteHeroes ends. :smallwink:

afroakuma
2008-10-08, 08:46 PM
It's these Slaadish... they've grown beyond my control!

Quick, to the Batmobile Spawning Stone!

Username
2008-10-08, 09:00 PM
I suggest calling in the Inevitables you made earlier. Clearly we need more Order/Law!

afroakuma
2008-10-08, 09:06 PM
Oh dear god... :smalleek: one of the Slaadish acquired a whole new gender and is attempting to successfully mating with one of the Inevitables.

Order loses again.

Username
2008-10-08, 09:26 PM
No, that will finally provide the bridge between law and chaos, making everyone have to accept everyone else's philosophy as valid and interconnected with their own on the law-chaos axis. Victory for neutrality! *Rilmani victory dance*

afroakuma
2008-10-08, 09:32 PM
Be careful... kamerel and nerra will show up to spoil your dance party.

Not to mention, it was a Necroid. So now an undead construct chaotic outsider baby is on the loose. Nothing in that screams "unity."

Username
2008-10-08, 09:43 PM
Be careful... kamerel and nerra will show up to spoil your dance party.

Not to mention, it was a Necroid. So now an undead construct chaotic outsider baby is on the loose. Nothing in that screams "unity."

it takes all sorts, even undead constructs. And it's both a chaos and law outsider, Unless you'd like to argue that subtypes are subject entirely to genetics and the chaotic subtype is a dominant gene.

Edit: And the Nerra and Kamarel can bring it, those mirror sissies!

afroakuma
2008-10-08, 09:55 PM
I'm pretty certain that, while the slaad would be exceedingly tolerant of our skeletal robo-soul, other inevitables would not. In particular, I could see a satut or galadiut descending to smash the thingy for being irrational (or involving sexual conduct with a lawful machine)

Username
2008-10-08, 10:08 PM
I'm pretty certain that, while the slaad would be exceedingly tolerant of our skeletal robo-soul, other inevitables would not. In particular, I could see a satut or galadiut descending to smash the thingy for being irrational (or involving sexual conduct with a lawful machine)

An inevitable of not getting it on with robots? Would it ironically have the highest charisma of all the inevitables?

afroakuma
2008-10-08, 10:11 PM
The Satut is the inevitable of rationality. Spotting a being with three distinct types, two of which are not supposed to have Con scores, would probably make it instinctively claw off said being's head.

As for it having high Charisma... I think the irony does in fact hold. I'll check that, though.

Edit: Yes, it actually does have the highest Charisma of all inevitables, a whopping 29.

Username
2008-10-08, 10:16 PM
The Law of Irony would of course hold constant amongst Inevitables.

afroakuma
2008-10-08, 10:18 PM
Sadly, I designed that one. It's my own fault.

But then, they don't just have Irony, they have the Irony of Destiny!!!

(again, in-joke from my inevitables thread. I am bad tonight.)

arguskos
2008-10-08, 10:22 PM
*rolls eyes*

Is Ssendam done yet? Maybe she'll bring some more focused chaos... :smallwink:

-argus

afroakuma
2008-10-08, 10:23 PM
Sorry, I've had homework and humorous debates eating my time tonight. Hopefully I'll have her put together for tomorrow night, though.

arguskos
2008-10-08, 10:51 PM
Sounds good. I'm sitting here NOT doing my homework, so I feel ya. >_>

-argus

Hectonkhyres
2008-10-08, 10:54 PM
Lol slaadgirls?
I think we are in danger of attracting the attention of the-imageboard-that-must-not-be-named with that little tidbit.
...
Yup. Nightmares for everyone involved tonight.

afroakuma
2008-10-08, 10:56 PM
Oh for pity's sake. Now I've gone and invoked THAT place?

*sigh* curse you, tables of chaotic variance...

Let's fix this up. Any comments/criticism/praise for the actual posted material? Please? To avert the wrath of You-Know-Where?

arguskos
2008-10-08, 10:56 PM
Urr... this thread is hurting my brain and making me say stupid things. I mentioned slaadgirls here, and used fluffer earlier... man, I'm off my ball today. :smallannoyed:

-argus

afroakuma
2008-10-08, 11:07 PM
Yeah, this thread has gone off rocker. Needs stabilizing fast, or I wont be able to resurface it.

arguskos
2008-10-08, 11:23 PM
I think it's just the tendency of chaos and chaos-related topics to do that. >_>

Also, does anyone else note the irony of stabilizing a chaos-related thread?

-argus

afroakuma
2008-10-09, 06:26 AM
Duly noted.

Zeta Kai
2008-10-09, 06:55 AM
I think we are in danger of attracting the attention of the-imageboard-that-must-not-be-named with that little tidbit.
...
Yup. Nightmares for everyone involved tonight.

...I cannot stop... I must... I'm so sorry...


I CALL UPON THE MIGHTY 4CHAN! ARISE FROM THE FOUL DEPTHS OF THE INTERPR0N AND LAY WASTE TO THIS TINY SPHERE OF MORTAL DISCOURSE! LO, THOUGH YOU MAY RULE OVER OUR FRAGILE REALITY FOR ALL TIME! RISE, 4CHAN, RISE!

http://www.apocprod.com/Pages/de_aequilibritatis_mundi/SB678_images/cthulhu.gif

afroakuma
2008-10-09, 07:12 AM
Green nongendered greater slaadish

Cephalovampiroid
Wings
Massive x2
Scabrous Tissues

...that was the point of that, no?

oh yes, and God have mercy, we're all gonna die!!!!!

AstralFire
2008-10-09, 09:10 AM
Sorry, monsters just aren't my forte - I love the fluff, but I'm only slightly more capable of commenting on monster mechanics in 3E than I can on anything in 4E. Always preferred PC-Race enemies.

Zeta Kai
2008-10-09, 09:21 AM
Sorry, monsters just aren't my forte - I love the fluff, but I'm only slightly more capable of commenting on monster mechanics in 3E than I can on anything in 4E. Always preferred PC-Race enemies.

Then you must hate my homebrew. I've been very monster-centric lately.

BTW, Afro, I've been loving this thread. The slaad are great, & the random banter has been surreally sublime. This has inspired to me to dust off my old demon randomizer tables.

afroakuma
2008-10-09, 09:34 AM
Thanks, Zeta. I just hope they don't incite similar... "discussions." :smalleek:

Next post will be a preemptive FAQ... which I guess just makes it a Q.

afroakuma
2008-10-09, 09:58 AM
Potentially Frequently Asked Questions

General
{table=head]Question|Answer
Why slaad?|Because.
No, seriously: Why slaad?|I asked the Homebrew forum to choose my next project. Limbo was the popular choice.
Why new genders?|They're slaad. There's no way they can be conventionally confined to two. Or even seven, for that matter.
What about this City of Chaos?|Hold your horses. I'm getting to it.
Where are the Slaad Lords?|They're coming eventually.
Why didn't you do color X?|There is no color X. Color X is a lie. Actually, the slaad colors I've chosen complete the list of the most commonly/readily identified colors; that is to say, colors that are considered unique enough to have their own distinct name in multiple languages. Azure technically crashes on English (Italian and Russian have it) and only Hungarian has two words for red. that said, look for an azure slaad shortly.
Your slaadish aren't random enough!|You're not cool enough.
[/table]

Chaotic Variations
{table=head]Question|Answer
How does Fleshy Features work?|Their features are more malleable and less cornified...generally means the slaad looks more human.
What's the deal with Threaded Inner Ears?|The slaad has multiple insular ear canals, allowing it to distinguish multiple distinct conversations. Makes it a more skilled eavesdropper.
What about Thick-Veined Face?|Have you ever seen someone straining their jugular veins? Apply to face. Would that intimidate you? Because it would scare the poodoo out of me.
And Mystic Olfaction?|Fine, I couldn't come up with a good name for it. Happy? Happy that you've broken my spirit?
What is a Bisecting Jaw?|The mandible can split vertically, meaning it can get a better tearing grip by locking on at two points.
What's the difference between Clotting Ichor and Scabrous Tissues?|Clotting Ichor is just that... the slaad's blood flows to wounds and clots more quickly, making the slaad hardier overall. Scabrous Tissues is a trait of the entire body - that any sort of healing (scab-forming, etc.) is just as easily integrated as another. The body makes use of scabbed, scarred and burned tissue.
What would Propelled Barbs look like?|Your choice of manticore style, hedgehog style or Dragonzord style.
What does "Roll Twice" mean?|It means I'm going to beat you for asking.
Isn't "Sensory Organ" vague?|Yes it is. What that one is is an organ that is sensitive to variations in light and sound. The rest I leave to you.
How does Tension Glands work?|The slaad gets an additional number of attacks of opportunity equal to its Dex mod, which stack with those gained from other sources.
How does Peripheral Eyespots work?|The slaad may choose an opponent and get a +1 dodge bonus against that opponent for the round, even if that opponent was also selected for a Dodge feat.
How does Polysensory Ganglia work?|+4 Initiative. That's not hard.
Stunning Power?|...
Fine, but what about Multiplex Laterals?|The slaad can take up to a -10 penalty on attack rolls to add up to +10 to damage rolls.
What if I get Massive and Puny?|I would dump both and reroll.
Explain the difference between Serpentine and Tail.|Serpentine means the slaad has a snakelike body instead of legs. Tail give the slaad a tail, like that of a crocodile. Or beaver. And yes, you can have both. Makes for a wonky-looking slaad.
What if I get Serpentine twice?|Your slaad moves using two snakelike bodies. It'll be slow, but it gets twice the tail slam action. (:smalleek:That sounds bad.)
What does a Filamented slaadish look like?|Replace all solid portions of the body with thin stringy clusters. In other words, superfreaky.
Cephalovampiroid?|I made it up.
But explain it?|The slaad has an energy-sucking tendril on its chin, protruding from a lip or inside its mouth. If you feel it necessary, give it two tentacles instead.
Explain a Necroid slaadish to me.|It looks like a black skeleton, only it contains organs (including black gel eyes.) In other words, it's probably the scariest living thing you'll ever see. Doesn't have to resemble a slaad skeleton either.
What about Geloid?|I prefer to think of it as a floating gelatinous cube with gelatinous arms, and organs (brain, eyes etc.) embedded within. I keep the bite as a lampreylike mouth - your mileage may vary.
Fractal????!|Is awesome, yes.
Yes, but aren't Fractal slaadish dangerous?|They're incredibly dangerous, mainly due to the fact that they're melee beasts that you cannot look at, but also because they have an eighth-level spell as an at-will spell-like ability. They're also a wicked surprise and a great way to penalize casters who go everywhere with true seeing on.
[/table]

AstralFire
2008-10-09, 11:39 AM
Then you must hate my homebrew. I've been very monster-centric lately.

Don't hate it, but I have had a harder time digesting it when I look. I also have little Final Fantasy background, which doesn't help. Not a knock on you, though, and your stuff's still high quality - I rather enjoyed the Oaves. :D

Zeta Kai
2008-10-09, 11:43 AM
Here's a question: Was Bisecting Jaw based on the Reapers from Blade 2 (http://www.rubbermugs.com/masks/reaper.JPG)?

AstralFire
2008-10-09, 11:52 AM
Seems more insect-like to me.

Hmm, trying to be productive here...

Are there any slaad who like lawful things and creatures? I mean, sort of child-like innocence where they think it sounds like a really good idea not to murder people then forget and slash someone across the face because they like the color of oxygenated blood?

afroakuma
2008-10-09, 12:18 PM
I'll be getting to that in the big fluff post, but generally yes. Slaadi as a whole think lawful creatures are wildly entertaining (at least for a few seconds) and love meeting modrons and visiting Mechanus. The feeling is not mutual.

The slaad lord Chourst (and this is not me, this is straight from published material) made one trip (and only one) to Mechanus. He is now numero uno on Primus' hit list.

arguskos
2008-10-09, 12:27 PM
I'll be getting to that in the big fluff post, but generally yes. Slaadi as a whole think lawful creatures are wildly entertaining (at least for a few seconds) and love meeting modrons and visiting Mechanus. The feeling is not mutual.

The slaad lord Chourst (and this is not me, this is straight from published material) made one trip (and only one) to Mechanus. He is now numero uno on Primus' hit list.
There is some evidence that he actually slew the One and Prime on said trip, though a hierarchy modron would have been almost instantly promoted to cover the death.

Fun stuff, Chourst. Lord of Randomness indeed. :smallbiggrin:

-argus

Primal Fury
2008-10-09, 01:01 PM
Wow. Love it. The Slaad has always been my favorite monster. Though it's always been the concept I liked, not the mechanics. I've always thought of them as magical frog people, rather than true exemplars of chaos. I've always wanted to play as one too, but it's so difficult to find a "player friendly" slaad. would you happen to know where I could find one?

And hooray for the yet to be created Azure slaad. :smallsmile: I think I know where you're going with it. And you might as well, since you've got every other power source up here. :smalltongue:

afroakuma
2008-10-09, 01:02 PM
Huh... I hadn't read that he slew Primus.

Now, Tenebrous did. But from what I recall of Chourst, he landed in Mechanus and caused so much mayhem (and rogue modrons) that Primus himself showed up to banish the Lord of Randomness from the plane.

Edit: Primal, PM me your guess. I THINK I know what you're referring to, but I've got two possibilities in mind...

But yeah, I'm pretty sure I know which one you're going for.

Zeta Kai
2008-10-09, 01:02 PM
The slaad lord Chourst (and this is not me, this is straight from published material) made one trip (and only one) to Mechanus. He is now numero uno on Primus' hit list.

What source is that from?

Also, what is the answer to my previous question?

afroakuma
2008-10-09, 01:04 PM
Right, sorry. I've never seen a Blade movie. It was actually based on the Hydralisk.

The source of Chourst's Magical Journey is also the original source of Chourst: the Dragon issue that revamped the Lords.

arguskos
2008-10-09, 03:49 PM
@afroakuma about Chourst's Magical Journey (great name): It wasn't actually specified if he slew the One and the Prime, though planar pundits say he well could have. He may have also merely left Mechanus after getting bored. No one really knows. (Read: it wasn't specified, so a slaad fan [ie. myself] thinks he did, cause it'd be awesome. Take that Primus!)

@Primal Fury: In the Planar Handbook, there is a player race called the Neraph. They are about as close to a PC Slaad as you are going to get. Add them into the mix here (ie. use afroakuma's tables to generate randomly chaos -flavored ones) and you've got a pretty playable slaad-esque race.

Also, they throw Xenia Warrior Princess-style throwing disks! I love the Neraph!

-argus

afroakuma
2008-10-09, 04:03 PM
Thanks for the neraph tip, arguskos. I wasn't even aware of them (I've never actually read my Planar Handbook.)

And here's the verbatim on Chourst's vacation:

Chourst barely escaped the plane alive after Mechanus' most important ruler, Primus the One, personally appeared to deal with the interloping slaad lord.

Not to mention, being on enemy turf, being a weaker entity generally, and the fact that Primus* far predates him, my personal spin is that Chourst took quite a beating. For those who want to wait until I do my modron project, it's spoilered:

My take on the operations of Mechanus: Up until Tenebrous' attack, Primus had likely been slain at most once or twice, and those long ago. The current Primus, having concealed the modron race for ~1.5 editions or so :smallbiggrin: has discovered the secret personal records of preceding Primuses, and contracts mortal "binders" to speak with the vestige of the previous One and Prime. The lessons the current Primus obtains will reshape the nature of the modron race and have a lasting impact on the plane of Mechanus.

arguskos
2008-10-09, 04:31 PM
Ah, I've got it now. It's pretty interesting (man, I wish I had been playing more back in the older editions, esp when Planescape was released).

Meh, I like my version of Chourst's trip more. :smallwink: Chourst>>>Primus, IMO.

Also, gonna wait for your Modron Project with baited breath now! :smallannoyed: Grr... you need more free time to homebrew. :smallwink:

-argus

thevorpalbunny
2008-10-09, 05:23 PM
Exactly why are you presenting the printed slaadi as corruptions of pure chaos?


... every single soldier in the army of Chaos is a giant frog. This is because Limbo is a place where the answer to every question really is “Giant Frog”. Creatures of Chaos then proceed to go to non Chaotically-aligned planes and are disappointed and confused when doors have to be pushed and pulled to open and entrance cannot be achieved by “Giant Frog”.

Chaos isn't randomness, it's illogic. If Chaos produced things of every possible variation, that would be far too logical.

In short, Giant Frog forever!

Other than the attempt to impose logic on slaadi, I heartily approve of the new slaadi you've designed.

afroakuma
2008-10-09, 06:39 PM
Why am I presenting the base slaadi as tainted chaos? Because printed sources tell me so. And because general reception of a race of frogs with a determinate hierarchy including linear promotion doesn't smack of pure chaos.

I agree, Giant Frog is an excellent answer, and apparently the tanar'ri and yugoloths have tried it at least once. While hilarious, it doesn't excuse the prior stated reasons.

And yes, arguskos, Planescape was fantastic. Spelljammer was... unusual. Using the two together = priceless.

By the way, I'd go back through the thread to see what changed. :smallcool:

Lappy9000
2008-10-09, 06:59 PM
I no longer have any idea what's going on. It is chaos, therefore this thread has accomplished its goal. Congratulations, afroakuma.

I shall now subject myself to the chaos.
KEzxcksrEPrq234:smalleek:0wretxft4596qwvkbert/;yhuiyg6gfot6boyu0

afroakuma
2008-10-09, 07:01 PM
Lappy, I can sort it all out for you: Business in the front, party in the back.

That's right. I confess. This thread has become...

a mullet.



Meaning, of course, that everything you're actually looking for is on pages 1 and 2.

thevorpalbunny
2008-10-09, 08:13 PM
... Because printed sources tell me so. And because general reception of a race of frogs with a determinate hierarchy including linear promotion doesn't smack of pure chaos...

Which printed source(s) is this?

I hadn't seen the determinate hierarchy, myself. Other than your comments about Slaad Lords which implied they were from another source.

afroakuma
2008-10-09, 08:27 PM
Determinate hierarchy: specific races, with a clear ascendancy of power (and promotion), namely green to gray to death.

As for printed sources, Dragon #221 revamped the slaad lords (they were originally introduced with all the other slaadi in the first Fiend Folio.)

Tales From the Infinite Staircase definitively revealed the existence of True Slaadi.

Lappy9000
2008-10-10, 10:15 AM
I no longer have any idea what's going on. It is chaos, therefore this thread has accomplished its goal. Congratulations, afroakuma.

Just for the record, I meant that as a compliment to the slaadi's awesomeness. It...wasn't clear immediately. So, I'll say it again:

afroakuma, you're awesome.

EDIT: Wanted to try this out, and rolled up a very manly slaad. I roll twice for the 8 HD blue slaad, correct?

Blue Slaad, Male Sexually Reproductive;
Heathy Minor Variation: +2 Con
Massive Major Variation: Huge Size

I'll name him Manly McMannels

Zeta Kai
2008-10-10, 10:23 AM
afroakuma, you're awesome.

QFT. Blah, blah, blah.

AmberVael
2008-10-10, 10:38 AM
I don't say much in the homebrew forums, but this is pure awesome. I've always loved the Slaadi and their background. I've actually made my own additions to it from time to time...

My idea sprung from the sigils on the spawning stone as well- as according to... manual of the planes, I think, some really strange creatures still spawn from it, despite the efforts of the two lords. My thoughts were "well, what happens to these creatures?"
I labeled them as the Malformed. Assuming they are not killed by slaadi, taken by the lords for examination, or run off into the wild blue yonder to proclaim that Giant Frog is a lie (:smallwink:), they often ended up in a small little society that had been created from the Malformed. Interestingly enough, the society seemed predominately lawful due to how they handled their situation. They had a very complex system of social rules which was designed to keep their differences from separating them (as separation most likely meant destruction at the hands of the more chaotic residents of Limbo).

I had fun with that. I could go into more depth, they're not what the thread is about, really. :smallsmile:

Anyways, well done! And I want to see more.

afroakuma
2008-10-10, 10:43 AM
Wow; a lot happened while I was doing up Ygorl.

Speaking of which, Ygorl was done up.

Lappy: Thank you very much! And yes, twice for an 8 HD blue slaad. That guy's a tank!

Edit: Zeta, missed the QFT. Thank you as well!

Vael: Thank you as well; I got the True Slaadi concept from "Tales From the Infinite Staircase," which revealed what the Lords did with those Malformed. I'll be posting the remainder of the Slaad Lords and a new base slaad, so stay tuned!

Lappy9000
2008-10-10, 10:49 AM
That guy's a tank!

Oh, it gets better...
(This is fun :smallbiggrin:)

Captain McNastypants
Green Nonreproductive Slaad;
Minor Variation
Oily Skin: Escape Artist +4
Flexible: +2 Dexterity
Paragon Variation
Cephalovampiroid: Mouth Tentacle and Weapon Finnesse (Mouth Tentacle)

Pink Panther
Pink Male Sexual Reproductive Slaad;
Minor Variation
Threaded Inner Ears: Gather Information +4
Savvy: +2 Wisdom
Moderate Variation
Bisecting Jaw: +2 Damage Bite Attack

Spongefrog Slaadpants
Yellow Independent Budding Slaad
Minor Variation
Sociable: +2 Cha
Serum Pores: +4 Heal
Moderate Variation
Clotting Ichor: +20 Hp
Poisonous Flesh: Melee Attack Deals Poison
Scabrous Tissue: Fast Healing +1

Gray's Anatomy
Gray Female Sexual Reproductive/Male Sexual Reproductive Slaad
Moderate Variation
Additional Claw: +1d6 Claw Attack
Major Variation
Gender Bender: Take on Traits of Additional Gender
Peripheral Eyespots: Dodge Bonus Feat

I almost wish I was making this stuff up :smalltongue:

afroakuma
2008-10-10, 10:58 AM
That's awesome, Lappy - and the color format consistency, I like very much. :smallcool:

And yeah, I've had a lot of fun rolling up random slaadi and slaadish.

Two questions: did you actually roll that Paragon variation for Captain McNastypants?

And, what was the bender gender [sic] for Gray's Anatomy?

Lappy9000
2008-10-10, 11:01 AM
That's awesome, Lappy - and the color format consistency, I like very much. :smallcool:

And yeah, I've had a lot of fun rolling up random slaadi and slaadish.

Two questions: did you actually roll that Paragon variation for Captain McNastypants?

And, what was the bender gender [sic] for Gray's Anatomy?

Gender Bender is #15 in Major Chaotic Variances (Traits of another gender).

For the Captain, I rolled a 20 on the second chaotic variance, which with the +1, made 21.

afroakuma
2008-10-10, 11:12 AM
Yeah, I was just surprised... you wouyld have had to natural 20 it.

What I meant was, what was the second gender for Gender Bender? I only see one (FSR)

Lappy9000
2008-10-10, 11:49 AM
Yeah, I was just surprised... you wouyld have had to natural 20 it.

What I meant was, what was the second gender for Gender Bender? I only see one (FSR)

So two genders then? Wasn't clear before. Fixed now. Unable to make complete sentences.

afroakuma
2008-10-10, 11:53 AM
Exactly correct... sexually functional hermaphroditic female self-identified gray slaad... wow.

Yes, it stats "an additional gender," so it takes two. First one is still its base gender.

But oh boy would I hate to be the slaad player who levels up and rolls Gender Bender for his (his/her, now) only Chaotic Variation for three levels.

Especially with the knowledge that it could happen again.

Lappy9000
2008-10-10, 12:16 PM
Especially with the knowledge that it could happen again.

:smalleek:

afroakuma
2008-10-10, 12:22 PM
And now you understand why there are so many slaadi.

afroakuma
2008-10-10, 08:28 PM
The City of Chaos

The City of Chaos is a new planar metropolis of unknown origin, occupying a single point of the secretive second layer of Limbo, Hypervista. As the layer itself is difficult to access, the City has far fewer inhabitants and visitors than Sigil and other similar metropoli. However, it often sees many more powerful planar travelers, as it has little in the way of regulation and is a generally neutral ground.

The City is made distinct by several features; the most notable of these are the Inner Pillars, great crystalline columns filled with the essence of a particular Inner Plane. Enterprising planars have learned how to tap the Pillars, selling refrigeration, heat and conducted energy to the rabble. Certain spells allow the Pillars to project portals to the appropriate plane.

Another preeminent feature is the voidglass, a pure black surface material that grows naturally in the City. Spell-like abilities do not function in proximity to voidglass, making power brokers out of those who cultivate it into provate establishments. Voidglass Conclaves are such an establishment, catering to the infrequent and risky meetings between celestials and fiends.

Lastly, the peculiar inhabitants of Hypervista are themselves a civic feature. Most notable are the atlazi, colossal giants whose ostensible duty is to hold the layers apart. Being chaotic beings, atlazi take every opportunity to shirk their duties. Were it not for the fact that a collision of the layers would obliterate the atlazi and their home, none of them would ever take up their burden again. City "officials" and frequent visitors work to dissuade those who would pester an atlazi at work, since it is notoriously difficult to get them to go to work in the first place.

Oddly, there is a known, stable portal to the City on the plane of Mechanus. It seems that odd, robotic beings have established this link, and travel to the City for reasons unknown. Other portals are difficult to find, and in Sigil their locations and keys can fetch a high price. Part of the difficulty is that the Slaad Lord Ygorl is waging a brutal public campaign against the City.

AstralFire
2008-10-10, 08:52 PM
The idea of slaad (or modrons, for that matter) waging public campaigns makes me blink.

I like it - what does Turvidis come from? Topsy-Turvy?

afroakuma
2008-10-10, 08:53 PM
It's Ygorl. His idea of "public campaign" is to run through Limbo casting disintegrate and executing anyone within twenty miles of an open portal.

It's probably more successful than our methods.

AstralFire
2008-10-10, 08:57 PM
So from what does the name for the subplane originate?

afroakuma
2008-10-10, 09:09 PM
It's pretty tentative, since I made it up. The two layers are Incoheris and Turvidis (Incoherent and Topsy-Turvy)

If anyone has anything better, I will take them up on it.

AstralFire
2008-10-10, 09:19 PM
I like the sound of Turvidis. Turbidis, maybe, to invoke the churning motion of a Turbine?

Incoheris, though, may be a little too obvious. Giambal, perhaps? (Soft Gia.)

afroakuma
2008-10-10, 09:38 PM
Turbidis could work.

Inchoas, perhaps?

AstralFire
2008-10-10, 09:39 PM
Turbidis could work.

Inchoas, perhaps?

Inkoas? (Stupid 10 character minimum...)

afroakuma
2008-10-10, 09:42 PM
Inchoas derived from "Inchoate"

Perhaps Turbidis for the first layer and Hypervista for the second?

AstralFire
2008-10-10, 09:43 PM
Inchoas derived from "Inchoate"

Perhaps Turbidis for the first layer and Hypervista for the second?

Thought that was a possibility, but inchoas just... looks ugly to me, for some reason.

I like!

afroakuma
2008-10-10, 09:44 PM
I think we'll go with that. The first layer definetely fits Turbidis better, and the second is the very definition of Hypervista.

Sereg
2008-10-10, 10:50 PM
Thank you Afroakuma. I love what you've done with Mechanus and Limbo. Are you going to give stats on Shkiv and do any other Slaad Lords have mounts as well?

afroakuma
2008-10-10, 11:07 PM
Quarters of the City of Chaos

As could be expected of a city in Limbo, the City of Chaos has... significantly more than four quarters. Nonetheless, they are relatively constant areas in an otherwise inconstant plane. Constant, of course, belies the fact that the quarters themselves shift around within the general border of the City.

Civic Quarters

The Exit Quarter (the slaadi have a bent sense of humor) is the main gateway between the City and the rest of Hypervista. Most adventuring services, planar cartographers and temples have plunked themselves down here. The Exit Quarter is also a preeminent attraction of the City - it got its name for a reason. When the slaadi are feeling friendly, they will simply throw out unwanted visitors. When in better cheer, or in any number of other moods, the Exit Quarter slaadi are marvellously inventive with their... er... "disposal methods." The slaadi are rumored to have the multiverse's most impressively large collection of artillery, all of it expressly built to express away nuisances.

The Portal Quarter handles a majority of extraplanar visitors. It is also the unceremonious dumping ground for travelers from Mechanus. "Unceremonious," of course, because the slaadi have figured out the exit point of the portal, and are only too happy to leave pools of water, walls of gelatinous cubes and living spells hanging about.

The Oblivious Quarter is the City of Chaos' prison, gallows and landfill: a desert of voidglass surrounding a permanent, one-way portal to the Plane of Vacuum. Avoided by most of the denizens, the Oblivious Quarter is often the staging ground for one of Ygorl's incursions.

The Dominion Quarter holds higher-end homes and businesses, as well as the centers of civic authority. That is to say, the slaadi have a zoo featuring members of the Harmonium, the Guvners, Sons of Mercy and Sodkillers, as well as anything else stupid enough to attempt to create a formal authority. Rennbuu maintains a crystalline tor in the Dominion Quarter, although he makes no pretense at rulership. If there is in fact any true authority in the Dominion Quarter, it has wisely chosen not to reveal itself.

The Harbour Quarter has both skydocks for spelljamming craft and port wharves for aquatic vessels. The harbour sees marraenoloths, elsewhales and Oceanus skimmers all. Generally a more hazardous area of the City, as interplanar aquatic creatures tend to surface here. The harbour also vends ships to travel across the Oceanus and Styx and the dangerous Watershed.

The Stair Quarter is nothing more than a vast staircase separating the upper city from the lower city. Hovels surround the base of the stair, while guardhouses surmount the top. The stairs were designed for atlazi, so humanoids often have great difficult navigating them.

Elemental Quarters

The Fire Quarter is the warmest quarter of the city, and plays host to efreeti, azers and other fire creatures. It also hosts the city baths. Pipers here siphon heat to sell to other quarters, and trap elemental fire to sell to restaurants and upper-class homes.

Now that you've believed that, the Fire Quarter is one of the most dangerous quarters to visit. The slaadi love to "referee" wars between the fire and water creatures, usually by running extradimensional hoses from the Water Quarter to spray the fire creatures. Most slaadi also have a passion for fire, meaning that few, if any, buildings remain intact for any length of time.

The Water Quarter is cold and sodden; the weather is perpetually rainy, and giant pools feed waterfalls that cascade to the Watershed. Amidst the water-elemental creatures stalk other aquatic or amphibious creatures. Pipers sell pure water to other quarters.

The quarter sees far more than it would like to of the atlazi... far more; you see, the giant pools are perfect for a lounging atlazi to bathe in. Some of the larger ones play host to... "co-ed activities." Needless to say, the inhabitants are usually less than thrilled.

The Air Quarter is not there. Seriously. Avian creatures love to cavort in the wild winds surrouding the Air Pillar, secure in the knowledge that the slaad and most slaadish are no threat. Of course, worse creatures than these are able to fly.

The Air Quarter is probably one of the more peaceful quarters of the city. The pipers generally avoid it, the atlazi have nothing to do there and the environment is comfortable. On the outskirts, aerial villas lauch and land, along with sky gondolas and astral corsairs - miniature hunting kayaks for use in non-gravitic environments.

The Earth Quarter is the major residential district. The solid foundations belie the fact that any building in the area could find itself being broken into chunks to build another. The Earth Quarter is also a popular stomping ground for shirking atlazi, so residents take their leases under dire warning.

Para-Elemental Quarters

The Magma Quarter is the pipers' source of obsidian glass. It is also a deadly freeflowing molten quarter, festooned with brass barges, heat-coasting casino ships and lava islands. Heat-loving creatures use the Magma Quarter as their pool.

The Ice Quarter is the pipers' source of refrigeration. It is also a district of haute couture, where interplanar furriers gather to display their wares. The upper crust congregates in Ice Quarter ballrooms.

Again, you believe stupid things. Yes, the nobles show up there. No, the nobles are nothing like what you'd expect. Selling capes to death slaadi is a perilous endeavor, although the bariaurs may be a bit nicer about it. Vendors have long since stopped bringing chandeliers to the City - something about a bored blue slaad party.

The Ooze Quarter is where the natives take mud baths. Interplanar criminal organizations sometimes use its deeper ooze pits to dispose of bodies. The Ooze Quarter also hosts thieves' guilds, slums, tenements and the largest cache of secrets on the plane of Limbo.

The Smoke Quarter hosts the City's coal ovens, carbon production and forges. Most anything having to do with industry takes place in the Smoke Quarter. A colony of belkers live here, and viciously defend their territory. the back alleys are dangerous because of the permanent funk that hangs in the air.

Quasi-Elemental Quarters

The Radiance Quarter is the source of the city's lights. The pipers also steal elemental radiance for use in residences. The Radiance Quarter often plays host to visiting celestials.

The Steam Quarter is a hot, subtropical environment, forever humid. Bizarre plant life grows here, and it is a popular destination for plane-hopping druids. the Steam Quarter contains the "official" City Park.

The Lightning Quarter is the source of piped electrical current. Not frequently used in the city, it is occasionally sold as a snack for yellow slaadi. The Quarter itself is populous but not a major draw, though the electrical lighting is a true wonder.

The Mineral Quarter is a lower-class suburb featuring mineshafts. It's also where many atlazi keep caves to sleep in, and where valuable ores are obtained for processing. The pipers cannot pipe elemental mineral, but still exploit this quarter to make the crystal pipes used for siphoning other elements.

The Vacuum Quarter is the antithesis of the Radiance Quarter, traveling a far distance behind. The Vacuum Quarter is utterly dark, and essentially causes night in the City. Rumors suggest that mysterious, powerful being may have taken up residence near the Vacuum Pillar, but none have returned from the core to report back.

The Dust Quarter is a ghetto whose only important feature is the City Arena, a rough-hewn stone bowl used for competitive, lawless spectacle (insert sporting joke here.)

The Ash Quarter is generally inert, and usually serves as a battleground for opposing forces' clashing. Devoid of any voidglass, it is perhaps the single most dangerous district because of the visitors' presence. This quarter is plagued by ash rats.

The Salt Quarter is the source of the City's salt. It is also a massive crystalline bladestorm when slaadi get to fighting, as the salt deposits form giant stalagmites and stalactites on any open surface.

afroakuma
2008-10-10, 11:10 PM
Sereq: Thank you! I'm glad to see the positive feedback on my bent Limbo twist.

I probably won't fully stat out Shkiv; I've never seen a full detail on him, other than that he's a True Neutral great brass wyrm. If I have time at the end, I might throw together just the stat block, though.

And no; Ssendam definetely does not have a mount, while Chourst couldn't resist killing his while riding it (I have never seen it, but I am led to believe that Chourst could outdo the "gentlemen" of Jackass). So I don't plan to give non-canon mounts to the others.

afroakuma
2008-10-11, 01:44 PM
I just posted the Quarters of the City... but I'm not entirely convinced of the concept. I'd just as soon scrap it and go in a new direction.

Opinions?

AstralFire
2008-10-11, 02:39 PM
Wouldn't a prison quarter be anathema to slaad?

afroakuma
2008-10-11, 02:42 PM
You'll note that the prison quarter is a one-way drop-hole for catapultees dumb enough to come back.

Hardly authoritarian.

Not to mention it doubles as the city garbage heap.

But again, I feel there's a fundamental flaw running through this iteration... thoughts?

AstralFire
2008-10-11, 02:48 PM
What I would do is I would make each of the elemental quarters randomly shift to each other/paraelemental quarters. And sometimes there's five, sometimes three, sometimes four.

afroakuma
2008-10-11, 02:54 PM
Currently they're all always present, but they move randomly.

but I feel the problem is with the elemental quarter model itself.

Maybe just residual mindworms from making a city in Limbo.

AstralFire
2008-10-11, 03:00 PM
Currently they're all always present, but they move randomly.

but I feel the problem is with the elemental quarter model itself.

Maybe just residual mindworms from making a city in Limbo.

Right, but see, how much fun would it be bring a visiting efreeti to the fire quarter and all of a sudden the lava becomes glacial water? :smallwink: Part of the reason I suggested doing that is because having all of the elements always present means that they are all balanced against one another, which feels off.

afroakuma
2008-10-11, 03:05 PM
True; that said, the slaadi pull enough of those stunts already that it's par for the course.

The original idea was that each element was isolated from the others in Limbo due to the power of the Primal Runes scribed in the foundation. And that's what I'm thinking should be thrown out; I like the greater chaos present in your idea, but it destroys the concept of air harbours, magma cruise ships and the like, since fire, ice or water could dump into them at any time.

AstralFire
2008-10-11, 03:08 PM
The air harbors could just be on the outside of the city, since I get the impression it's somewhat floating anyway?

The cruise ships could be built to be all-terrain, all-element.

afroakuma
2008-10-11, 03:11 PM
I'd be slipping too close to Eberron territory, at that point.

I'm seriously considering junking the idea and working it out again on a smaller scale. Giant disks affixed to motile pillars representing each element is interesting, but it's not nearly chaotic enough.

AstralFire
2008-10-11, 03:12 PM
Perhaps some entrepreneurial minded slaad run a magma cruise ship business elsewhere, with a travel agency in the city? :D

How much were you thinking of scrapping - the core concept, or the quarters specifically?

afroakuma
2008-10-11, 03:15 PM
The core concept in its entirety. I'll need a new jumping-off point, but I figure doing up Rennbuu and Chourst tonight after work will give me a new paradigm.

As I said, the plus is that it's thematic and cool. The downside is, it's not near chaotic enough, doesn't stand up to infusions of pure chaos, assumes the slaadi could live in a city... and smells like Eberron.

arguskos
2008-10-11, 05:36 PM
I like it afroakuma. I don't really think you need to scrap the City of Chaos, but rather, I think there needs to be a reason chaos needs the City to exist. It's far too much fun and far too flavorful to scrap now!

Perhaps primal chaos is evolving to defeat primal law, and to do that, it needs to sort of encompass law (something that Ygorl began when he committed First and Second Anathema). It's still chaos, but it's a new kind of chaos, one that encompasses it's own chaotic framework. That framework is there, but it is mutable as chaos needs it to bend and shift.

Does this make sense, or am I blowing smoke?

Also, where are the Quasi-Elemental Planes from? I've seen them before, but can't place them. >_> Oh, and you forgot the Elemental Plane of Time and the Elemental Plane of Wood, just in case you wanted to use those two.

-argus

afroakuma
2008-10-11, 05:40 PM
I'm running Demiplane of Time and ignored Cold and Wood (they're optional).

The raison d'etre of the City is that powerful lawful beings stole the words used for First Anathema and used them on a chunk of Limbo, which caused a rupture that formed the second layer. The city is founded on those stolen words.

arguskos
2008-10-11, 05:46 PM
See, that's your issue then. The City ISN'T chaotic, and it's what's causing you to get all concerned about it.

My 2cp is that there should be a more fundamentally chaotic reason for the City to exist, a reason that chaos would create the City of Chaos.

You said:


As I said, the plus is that it's thematic and cool. The downside is, it's not near chaotic enough, doesn't stand up to infusions of pure chaos, assumes the slaadi could live in a city... and smells like Eberron.
The downside is the issue. The way you have it, it's pretty damn tough to reconcile with chaos itself, so what I'm suggesting is that you toss out the reason you had originally, and adopt something that is a more chaotic bent. If so, the question becomes, "Why would Chaos create something ordered? What is the reason it would do such a thing?"

Like I said, just my 2cp. In any case, it's really great fun, and super interesting. :smallsmile:

-argus

afroakuma
2008-10-11, 05:53 PM
Well, I'll figure something out. I'll be in transit for the next 27 min or so...

Terror_Incognito
2008-10-11, 09:14 PM
Perhaps the city exists because in a truly chaotic place everything that could exist does.

afroakuma
2008-10-12, 12:05 AM
Rennbuu posted!

Darn CR formula put him above Ygorl. I guess it doesn't factor in the Death Scythe of Crazydoom.

afroakuma
2008-10-12, 11:03 AM
Chourst has been posted!

afroakuma
2008-10-12, 02:33 PM
Alright! The last Slaad Lord has been posted!

I'll sort out the City of Chaos and the remaining slaad fluff tonight. In the meantime, questions, comments, concerns posted here, please!

AstralFire
2008-10-12, 02:41 PM
There was a 5th level Sor/Wiz spell in Manual of the Planes that was basically a Prismatic Black Hole (it wasn't called that) - I think that would be a very fitting ability for Colorboy, and I may create a higher level version of the spell since it was always a fun one.

afroakuma
2008-10-12, 02:43 PM
I'll cast a glance over. If I hand out outsourced spells, I'll also give him prismatic eye and the real prismatic ray.


Edit: ...not seeing it. If you find it, let me know!

Zeta Kai
2008-10-12, 02:53 PM
Well, Afro, I'm impressed in the span of a little over a week, you've revamped an entire plane, & made it more interesting than half the Great Wheel. Wonderful job. Consider all of this thoroughly yoinked.

afroakuma
2008-10-12, 02:56 PM
Thanks very much, Zeta! And yes, steal away. Now if only there were some way to express my displeasure at another part of the Great Wheel for being not as interesting... such as wrath... and if only there were a way for it to be directed, possibly by a democratic consultation amongst a group of common-interest peers...

If only...

Zeta Kai
2008-10-12, 03:09 PM
Thanks very much, Zeta! And yes, steal away. Now if only there were some way to express my displeasure at another part of the Great Wheel for being not as interesting... such as wrath... and if only there were a way for it to be directed, possibly by a democratic consultation amongst a group of common-interest peers...

If only...

I took the hint & voted for Pandemonium..

afroakuma
2008-10-12, 03:14 PM
Lol. It was more of a general hint to passing readers. But yes. I'm glad this one turned out so well. Got a lot of comments on it, and some were even relevant to the thread!

Primal Fury
2008-10-12, 10:38 PM
Primal again. Just here to bask in the glory of chaos and ask a few questions. There seems to be so much information about the slaad lords and such. You also reference certain books. What, may I ask, are the names of the these books so that I may read them.

Also, I appreciate that idea about the neraphs using chaotic variation, but how would you go about that? There must be a better way that the table you presented for the other slaadi. That just seems like too much of a chance of breaking the game, especially at level 1. Perhaps some modification is in order.

And still looking forward to the Azure slaad (if it hasn't been canclled that is. haven't had a lot of time to read stuff on the interwebs. homework and whatnot.)

afroakuma
2008-10-12, 10:44 PM
Odd you should mention the azure slaad; I'm working on him right now.

When I do the next fluff post, I'll include instructions on Chaotic Variations for neraphs.

Slaad lords were originally in the original Fiend Folio (way back when.) They were subsequently reprinted (with two additions) in Dragon magazine, issue 221. True slaadi were formally revealed in the fourth adventure in the adventure compendium Tales From the Infinite Staircase, a Planescape product.

Mud slaadi appear in the 3.0 Fiend Folio; white and black slaadi appear in the Epic Level Handbook. Gormeel appear in Dragon magazine, issue 306 and are not even close to base slaadi.

afroakuma
2008-10-13, 05:27 AM
Well, that should do it for slaadi.

Prometheus
2008-10-13, 09:17 PM
*applause for jumping Slaad!*. This series of Outsiders is so awesome, I can't wait to see what you cook up for Pandemonium.

afroakuma
2008-10-14, 08:10 PM
Regarding Neraphs
Neraphs are distantly descended from slaadi. As such, they too are slightly prone to chaos. A neraph gets one minor Chaotic Variation at first level. Use the following tables for random neraphs with Chaotic Variation:

Table: Gender (1d4)
{table=head]Roll|Gender|Gender Code


1|
Male sexual reproductive|MSR|

2|
Female sexual reproductive|FSR|

3|
Male fertilizing budding|MFB

4|
Female recipient budding|FRB
[/table]

Table: Coloration (1d12)
{table=head]Roll|Color


1|
Brown|

2|
Red|

3|
Blue|

4|
Green|

5|
Purple|

6|
Gray|

7|
Pink|

8|
Orange|

9|
Yellow|

10|
White|

11|
Black|

12|
Azure|
[/table]

Table: Minor Chaotic Variance (d20)
{table=head]Roll|Result|Property


1|
Muscular|+1 Str|

2|
Flexible|+1 Dex|

3|
Healthy|+1 Con|

4|
Cunning|+1 Int|

5|
Savvy|+1 Wis|

6|
Sociable|+1 Cha|

7|
Jointed Spine|Balance +4|

8|
Sticking Digits|Climb +4|

9|
Oily Skin|Escape Artist +4|

10|
Serum Pores|Heal +4|

11|
Camouflage Markings|Hide +4|

12|
Thick-Veined Face|Intimidate +4|

13|
Elastic Tensors|Jump +4|

14|
Cylindrical Ears|Listen +4|

15|
Silken Soles|Move Silently +4|

16|
Nyctatating Membranes|Search +4|

17|
Extra Eyes|Spot +4|

18|
Tough Skin|Natural armor +1 AC bonus|

19|
Supersensory|Initiative +1|

20|
Hardy|+5 hit points|
[/table]

Primal Fury
2008-10-14, 09:21 PM
Something crossed my mind earlier. How will you fit in the new colors for the slaadi in terms of the transformations? In what order will they go? Will a... lets say purple slaad be able to become a white slaad? Or does that open up a whole new slaad tree? And what does a purple slaad start out as anyway? Not trying to throw any extra work on ya, just questions.

And I must say this tree for the neraphim seems rather... sparce. One minor chaotic varience at level one? Hm. But then again you can't go giving a neraph cephelomorphovampirewerewolfism, now can you? All in all, I've got to say this is pretty nice.

EDIT: Might as well throw this out there while I'm here. I was looking over Unearthed Arcana earlier today (you know the one with the bloodlines and class varients and such.) I looked at the slaad bloodline, and wondered what a major slaad bloodline would look like, and I thought "Hey what if you through in some chaotic variance?"

afroakuma
2008-10-14, 09:36 PM
Something crossed my mind earlier. How will you fit in the new colors for the slaadi in terms of the transformations? In what order will they go?

That's coming up shortly.


And I must say this tree for the neraphim seems rather... sparce. One minor chaotic varience at level one?

Neraphim are nowhere near as chaotic as the slaadi, who are themselves generally bound by Second Anathema. So where Slaadish are made of Chaotic Variance, base slaadi grow slightly in chaos as they grow in power. Neraphim usually exhibit no Chaotic Variances whatsoever - to pick up even the single Minor one is exceptional.


I looked at the slaad bloodline, and wondered what a major slaad bloodline would look like, and I thought "Hey what if you through in some chaotic variance?"

I'll leave that up to you; I won't be touching a slaad bloodline.

afroakuma
2008-10-14, 11:54 PM
Inhabitants of Limbo

Energons (Manual of the Planes, Planar Handbook)
The most commonly encountered energons in Limbo are the acidic xac-yij, although the nature of Limbo invites any and all energons. These energy creatures have no society of note, and do not notably interact with other inhabitants.

Chaos Dragons (Draconomicon)
Chaos dragons inhabit some of the larger stability islands in Turbidis. A few have lairs on Hypervista, and have fathered numerous cthonic beasts that populate those secret, wild lands. Chaos dragons assault githzerai cities and the City of Chaos, but otherwise ignore or socialize little with Limbo's inhabitants.

Chaos Beasts (Monster Manual)
Chaos beasts are numerous in Limbo, treated by some inhabitants as dangerous animals, by others as prey. Slaadi can ignore them, as they are immune to the chaos beast's corporeal instability attack. They have no society or structure of any kind, and are never found near the Spawning Stone.

Limbo Stalkers (Planar Handbook)
Limbo stalkers are a common predator in Limbo. Occasionally a pack will form to take down a chaos dragon. Usually, however, they hunt (and are sometimes hunted by) slaadi and the occasional chaos beast. Githzerai are a dietary staple.

Anarchic Creatures (Planar Handbook)
Anarchic creatures are less common in Limbo than Ysgard, but moreso than in Pandemonium. They occupy many niches, and run the gamut of all types of creatures.

Unravelers (Planar Handbook)
Unravelers are rare in Limbo; their presence undermines stability and control, and the constant swirl of elements does not affect them. Many slaadi consider them deadly hazards. Inhabitants of stable communities, however, see them as a true threat, for unravelers can disrupt even an anarch's control simply by separating the elements used.

Githzerai (Monster Manual, Expanded Psionics Handbook)
The githzerai are an anomaly in Limbo - some are highly lawful, others chaotic. What is known is that they have a distinct and functioning society, cloistered in cities and monasteries that float in the polymatter of Limbo. Some slaadi get on well with githzerai, while others see them as chew toys. More often than not, the two races share a cautious openness.

Neraphim (Planar Handbook)
Neraphim are a long-lost offshoot of the base slaadi, only slightly touched by the chaos of their forebearers. Neraphi as nomads combat Limbo's native fauna and compete with khaasta and slaadi for food and resources. Neraphi anarchs are relatively common, and help maintain stability for neraph caravans. Exiled neraphim seek to leave the plane whenever possible. If a neraph some how gets inducted into slaad "society," he or she or he or she (sic) is treated as being slightly better than a red slaad.

Chaos Imps (Planes of Chaos AD&D product)
The capricious and mischievous chaos imps are a universal nuisance. They are disliked by all other intelligent Limbo inhabitants, and eaten by unintelligent creatures. A cautious traveler will be wary of attracting the attention of a nest of chaos imps.

Lillends (Monster Manual)
Lillends occasionally travel to Limbo via the Infinite Staircase. They are naturally immune to Limbo's chaos. Lillends enjoy visiting and performing in anarch-stabilized communities and also adventure across Hypervista. More than one lillend has fled the plane because of the amorous advances of a slaad.

Khaasta (Fiend Folio)
The nomadic khaasta must use magic to survive in the polymatter chaos of Limbo, but their race boasts an impressive percentage of anarchs. Khaasta trade enclaves are present throughout Limbo. Khaasta hunt chaos beasts and limbo stalkers; they sometimes negotiatiate with other beings for portal usage, and they have been known to get along with the slaadi.

Living Spells (Eberron Campaign Setting, Monster Manual III)
Encountering living spells is a reasonably common occurence in Limbo. Whether harmless living dancing lights or a dreaded living maze, any spell that a caster has dared attempt on this plane can come alive.

Entropic Reapers (Libris Mortis)
Entropic reapers travel throughout Limbo and elsewhere on behalf of Ygorl. Created to spread entropy, there is no creature that they do not threaten.

Native Animals (Planes of Chaos AD&D product, unstatted)
Creatures such as the shelled krackadoon, the web-winged maugway and the horned zhisto are native beasts of Limbo, serving as prey, cattle and pest to the intelligent inhabitants of the plane.

MythMage
2008-10-15, 02:09 PM
This is awesome work, afroakuma. Impressive consolidation of source material, and generally a lot of cool conceptual thought and development. I highly recommend you (and anyone else who likes this sort of thing) pay a visit to Dicefreaks, where projects such as this (adding depth, coherence, and generally cool stuff to the Great Wheel cosmology) are a major focus of the site. ( http://dicefreaks.forumz.cc/index.php ) There's already been a ton of work done on Limbo (and Mechanus, and the Lower Planes, and the Upper Planes, and especially Hell, among others), which I suggest you check out, as I'm sure you could add a lot to (and get a lot from) the discussion.

I hope you don't mind the cross-forum publicity, but I linked to this thread (http://dicefreaks.forumz.cc/viewtopic.php?p=38877#p38877) from the Dicefreaks Limbo discussion (http://dicefreaks.forumz.cc/viewtopic.php?f=6&t=48&start=25&st=0&sk=t&sd=a) (we're working on consolidating the discussion so it's not so massive) in addition to linking to DF from here.

afroakuma
2008-10-15, 02:12 PM
Thanks, MythMage!

I plan on working more on this and similar projects, so I'll definetely drop by and check out their work.

afroakuma
2008-10-15, 10:44 PM
Hierarchy of the Slaadi

{table=head]
Caste|
Ascendancy|
Spawn|
Birth

Mud Slaad|
Red Slaad|
Mud Slaad|
Mud Slaad
[/table]
Mud slaadi are the least caste of the slaad, the untouchables, the kick-toys. No other slaadi voluntarily associate with them, and the simple mud slaadi don't particularly mind. A mud slaad that somehow survives 50 years may venture into the depth of Limbo, returning a year later as a red slaad.

{table=head]
Caste|
Ascendancy|
Spawn|
Birth

Red Slaad|
Orange Slaad|
Blue Slaad|
Red Slaad
[/table]
Red slaadi are the lowest of the lesser slaadi, craven brutes whose simple minds are geared towards satiating their base needs. A red slaad who discovers that other red slaadi are vulnerable to being bossed around will quickly find a higher station in life; female reds are particularly prone to this, perhaps explaining why reds have an even lower fidelity ratio than other castes. Reds and blues hate each other with a passion, as blues see reds to be opportunistic thieves and whiners, while reds see blues as vicious bullies. HCP red slaadi can implant eggs into other creatures, resulting in a blue slaad. However, if the victim was an arcane caster, the result is a green slaad. A divine caster becomes a purple slaad, and a psionic-sensitive victim becomes a pink slaad. A red who survives at least 100 years sometimes vanishes into the swirl of Limbo, returning a year later as a much more powerful orange slaad.

{table=head]
Caste|
Ascendancy|
Spawn|
Birth

Blue Slaad|
Green Slaad|
Red Slaad|
Blue Slaad
[/table]
Blue slaadi are big, hulking brutes, and they know it. Happy to take what they need and kill what they don't, blues are stupid and savage. That said, they are easily distracted, can be persuaded without much difficulty and are perhaps the most easily led of the lesser slaadi. Sexual blues have a slight preference for their own color as mates, although a female pink is usually considered equally desirable. Blues aspire to be greens, admire azures and have feuds with reds and male pinks. HCP blue slaadi can infect a creature with a strange lycanthropic disease that will trasform it into a red slaad. If it has arcane, psionic or divine powers, it is instead transformed into a green, pink or purple slaad, respectively. A blue slaadi surviving 100 years occasionally becomes a green slaad over the course of 12 months.

{table=head]
Caste|
Ascendancy|
Birth

Green Slaad|
Gray Slaad|
Green Slaad
[/table]
Green slaadi are much more intelligent than the other lesser slaad. Obsessed with magical power, they seek it out eagerly. Though able to cooperate with one another and with higher slaadi, greens are generally arrogant, condescending and self-centred when it comes to other beings. Greens and grays have a sub-society within Limbo catering to the acquisition and demonstration of magic. While other slaad castes find this unappetizing as a whole, greens and grays take great pleasure in it. These chaotic venues see many green slaad births. A green slaad surviving for more than a century goes into isolation for a year, returning as a smaller, leaner gray slaad.

{table=head]
Caste|
Ascendancy|
Birth

Purple Slaad|
Azure Slaad|
Purple Slaad
[/table]
Purple slaadi are constantly swimming through the chaos of Limbo, seeking nothing more than pure energy. They are attracted to power, and may seek out or travel with those who wield it. Purple slaadi are self-interested and oblivious, though notably not as erratic as their brethren. Sexual reproductive slaadi are less likely to want to mate with a purple, though gendered budding slaad have no such bias. Purples are otherwise well-tolerated in slaad circles. A purple surviving at least two centuries may go into isolation for a year, returning as a purple-mottled azure slaad.

{table=head]
Caste|
Ascendancy|
Special Ascendancy|
Birth

Gray Slaad|
Yellow Slaad|
Death Slaad|
Gray Slaad
[/table]
Gray slaadi are sly, clever and studious. Seemingly absorbed in thought, grays rarely display overt chaotic tendencies. Rather, they are simply focused and self-interested. Grays are moderately adept at social interaction, however, though their urge to manipulate can get in the way. Grays are idolized by greens and often work in tandem with them, and get along famously with oranges. Lesser slaad do not interest them, although they find pinks to be close peers. Purples annoy them. Gray slaadi infamously prefer social contact with mortals, and are noted for preferring their own color when mating. A gray surviving at least a century may vanish for a year, returning as a yellow slaad. Many, however, attempt to access the secrets that will give them the power of a death slaad. Few succeed.

{table=head]
Caste|
Ascendancy|
Birth

Pink Slaad|
Azure Slaad|
Pink Slaad
[/table]
Pink slaadi are highly intelligent as a caste. Female pink slaadi have been known to carry on relationships with humanoids, as they are considered the comeliest of slaad by most humanoid viewpoints. They are also highly sought after as mates by many other castes, especially purples, who are intrigued by their psionic ability. (The feeling is not mutual.) Male pinks conflict with many other castes' males, but generally get on well enough with nongendered slaadi and budders. Overall, pink slaadi are considered the most sociable slaadi, and comport well in any gender with greens and grays, although they disdain reds and fear death slaadi. A pink slaadi surviving two centuries may retreat into isolation for a year, returning as a pink-mottled azure slaad.

{table=head]
Caste|
Ascendancy|
Special Ascendancy|
Birth

Orange Slaad|
Yellow Slaad|
Azure Slaad|
Orange Slaad
[/table]
Orange slaadi are jovial and outgoing, easy to get along with and less savage than many of their brethren. Considered highly entertaining by many in the multiverse, the merry oranges are likely to take to adventuring like fish to water. The term "rutting orange boars" has been heard in Sigil in reference to this caste. Though loathed by red and blue slaadi and the bane of male sexual reporductive pinks, oranges are otherwise reasonably popular among the slaad. Grays in particular use the as the muscle of their operations. Death slaadi tend to see oranges as a nascent threat, and act accordingly. An orange slaad surviving at least 100 years retreats into a deep pocket of Limbo, returning a year later as a yellow slaad. Rarely, some freak accident of chaos will empower an orange, turning it into an orange-mottled azure slaad.

{table=head]
Caste|
Ascendancy|
Special Ascendancy|
Birth

Death Slaad|
White Slaad|
Slaad Lord?|
Gray Slaad
[/table]
Death slaadi have been tainted by evil in their quest for murderous power. Attaining deadly abilities through a secret, dark ritual, death slaadi are fundamentally identical to gray slaadi physically. Indeed, they even give birth to gray slaadi. Of all the slaad, death slaadi are by far the most vicious; they revel in their savage killing prowess and enjoy demonstrating their lethality to one another. Most lesser slaad races fear them outright; greater slaadi will instead confront or challenge them. A clash between a death slaad and a greater slaad can level large areas and do dramatic collateral damage. The only slaad race that death slaadi fear are the mysterious indigos, as well as the whites and blacks that they aspire to become. A death slaad who survives at least a century may become a white slaad after a year of isolation. However, many death slaadi aspire to the secrets of scouring their own darkness, acquiring the powers of true chaos and becoming Slaad Lords.

{table=head]
Caste|
Ascendancy|
Birth

Yellow Slaad|
Azure Slaad|
Green Slaad
[/table]
Yellow slaadi are catlike, expressing deep curiousity while being laconic, slovenly and lazy. When riled, yellow slaadi are fierce combatants, and lesser slaadi foolish enough to challenge them often experience the bizarre sensation of being able to see the backs of their own necks. Yellow slaadi are aware of this superiority, and their condescending attitude makes them generally impatient. However, yellows despise death slaadi, as well as whites and blacks, and will go out of their way to take one down. Though young slaadi will find yellows fascinating, more experienced ones know that the average yellow is dumb as a post. A yellow slaadi that survives at least 100 years may depart and return a year later as an azure slaad.

{table=head]
Caste|
Ascendancy|
Birth

Azure Slaad|
Indigo Slaad|
As prior caste
[/table]
Azure slaadi, after death slaadi, are most commonly cited as the leaders of the slaad. Conventionally considered the most powerful, azures are speed deomns in search of the ultimate thrills. Azures are often found roaming dangerous planes and surfing wildspace. They can use their azure aura to fuel specially altered spelljamming helms. In Limbo, an azure is as likely to be causing the trouble as stopping it. They are often viewed as slaad celebrities, not least of which for their favorite sport, "Red-Sleeting". Azures are considered the best parents, even more so for budded offspring than sexual offspring, as they actually do care greatly for their children and are relatively faithful to their co-parents. An azure lasting at least a century may recede into the deep chaos of Limbo for a year; at the end of that time, they return as indigo slaadi.

{table=head]
Caste|
Ascendancy|
Birth

White Slaad|
Black Slaad|
Slaadish or as other parent
[/table]
White slaadi are aberrations. Frothing chaos, these beasts are generally ostracized from the greater slaad mass, and they like it that way. Lesser slaadi are generally terrified of whites, although oranges, yellows and azures will stand against them. Whites fear only indigos, blacks and slaad lords. A white slaad surviving at least a century may go into isolation, returning a year later as a black slaad.

{table=head]
Caste|
Special Ascendancy|
Birth

Indigo Slaad|
Slaad Lord?|
Slaadish or as prior caste
[/table]
Indigo slaadi are the highest caste of base slaad. Smaller than most of their brethren, these smooth, mostly featureless indigo humanoids, with their wicked golden talons, exude an aura of dominating entropy that signals other slaad to beware. It is quite rare for other slaadi to interact with an indigo, and so social patterns have not been codified. What is known is that indigos brook no challenge from death, white or black slaadi, and will aim to kill any such that are nearby. Slaadi as a whole are more terrified of a death slaad, but that has been put down to recognizability. Indigos only show confusion or distraction when they accidentally expose their environment to their void body. It is theoretically possible, and held as likely by planar intellectuals, that indigos could somehow become slaad lords, though of the five on record, none has done so in this fashion.

{table=head]
Caste|
Birth

Black Slaad|
Greater Slaadish or as other parent
[/table]
Black slaadi are aberrations. Frothing chaos, these beasts are generally ostracized from the greater slaad mass, and they like it that way. Lesser slaadi are generally terrified of blacks, although oranges, yellows and azures will stand against them. Blacks respect the power of indigos, and are cautious around slaad lords. Most black slaadi consider themselves the epitome of power and strength in Limbo.

Lappy9000
2008-10-16, 09:28 AM
Muahahaha! I have captured the link to this page, which will forever dwell within the confines of my campaign setting!

You've been yoinked, afroakuma. I can't make a campaign setting without including the madness of your (much improved) Limbo, now can I? :smallbiggrin:

afroakuma
2008-10-16, 09:39 AM
Powers of Limbo

Limbo is generally inchoate to powers and pantheons, but some deities have taken up permanent residence, generally in Turbidis. A deity has a mostly stable realm that remains so even when the power is not present.

Elven Pantheon (Seldarine)
Fenmarel Mestarine - Fennimar

Faerunian Pantheon (Forgotten Realms)
Leira (dead; realm still stands) - Courts of Illusion
Red Knight - Knight's Rest (shared)
Shaundakul - Shaunadaur
Tempus - Knight's Rest

Greek Pantheon
Atlas (trapped) - Horizon's End [Hypervista]

Indian Pantheon
Agni - Swarga
Vayu - Swarga
Indra - Swarga

Japanese Pantheon
Susanoo - the Globe of Raging Chaos
Shina-Tsu-Hiko - Windshome

Khorvain Pantheon (Eberron)
The Traveler (speculative) - no fixed realm

Krynnish Pantheon (Dragonlance)
Sirrion - the Flame Void

Oeridian Pantheon (Greyhawk)
Llerg (Suel) - Beasthaven
Procan - Seasedge
Ralishaz - Kiss of Luck

afroakuma
2008-10-16, 05:10 PM
Hierarchy of the Slaadi is up but incomplete. I'll finish it later tonight.

afroakuma
2008-10-16, 10:31 PM
Planar Powers and Hierarchy of the Slaad are done.

Only two things to go!

Sereg
2008-10-16, 10:44 PM
By the way Afroakuma, I've been wondering. How would the Galadius have reacted to Limbo being divided into Turbidis and Hypervista?

afroakuma
2008-10-16, 10:51 PM
I'm imagining they would have been on the fence with that one. On the one hand, the segregation basically pulled the ordered chaos from the disordered chaos, creating structures that were already there but hidden.

On the other hand, planar layer-shifting is a big no-no.

So I would say that they reacted just as they did for Arcadia's similar problem. They tried to stop it, then tried to fix it and now have to enforce its existence.

Primal Fury
2008-10-16, 11:38 PM
That is just the strangest thing... Red and Blue slaad hate each other SO much... And yet one spawns the other. Well thats a chaotic paradox if I ever heard one. Good on ya Afro Akuma :smallbiggrin:

And I think you have the hierarchy set up oddly. Theoretically, a mud slaad could acsend all the way up to a slaad lord, or at the very least an indigo slaad. I don't think that's bad, just a little strange. Though with all the weird stuff going on in Limbo these days, I suppose that makes sense.

EDIT: Come to think of it, if that actually WAS happening, the more paranoid and selfish slaad lords would probably want to have a few words with him. And by "have a few words with him", I of course mean "eat him."

Terror_Incognito
2008-10-17, 12:55 AM
Hello again,
I'd like to throw in some more complexity/chaos to this thread.

I've been wondering about Slaad genders. How exactly do female slaad give birth? Do they lays eggs like the giant frogs they are, or is it live birth?

Perhaps another table is needed?

afroakuma
2008-10-17, 07:16 AM
Theoretically, a mud slaad could acsend all the way up to a slaad lord

Yup. All it takes is 50 years of survival in a harsh, competitive environment that hates them, then a random, low-chance event ro become a red slaad, then another 500 years of survival in a harsh, competitive environment that now merely dislikes them, and then finding out how to mysteriously seize the power of a slaad lord.

But theoretically, it IS possible, yes. :smallbiggrin:


Come to think of it, if that actually WAS happening, the more paranoid and selfish slaad lords

...you mean all of them?


And by "have a few words with him", I of course mean "eat him."

Hit the nail on the head, there.


I've been wondering about Slaad genders. How exactly do female slaad give birth? Do they lays eggs like the giant frogs they are, or is it live birth?

Female sexual reproductive slaad give birth either according to the other parent's species (they do have egg-laying capabilities) or placental birth. The only distinction between a human placental birth and a slaad's is that the slaad newborn emerges in a slim, jellylike amniotic sac, and has an "egg claw" that it uses to break free when it senses light and a temperature change.

Female budding slaad have general female secondary sexual characteristics, and can receive through sexual process genetic material. If reproducing parthenogenically or through sexual congress with another slaad, the bud forms underneath the chitinous scale layer of the skin and breaks off as a colored bulge. If reproducing after sexual congress with another species, the bud takes the form of a calcified extrusion, rather like a colored pearl, and can be separated when the nearby tissue dries. It takes a three day recovery period for the female's dermis and blood vessels to heal in the area. The female will keep the bud or egg with her until the newborn is fully formed/ready to emerge. Most females elect to "raise" their children.

For you LGBTers out there, male and female budding slaadi can acquire and transfer genetic material between others of the same sexual characteristic, and certainly between others of their particular gender.

Zeta Kai
2008-10-17, 07:48 AM
For you LGBTers out there, male and female budding slaadi can acquire and transfer genetic material between others of the same sexual characteristic, and certainly between others of their particular gender.

Okay, dude, TMI. Seriously, this is a great homebrew, but you can stop right there, we don't need an entry in the BoEF for the Slaad. That's just too much. Thank you for thoughts that I cannot un-think.

afroakuma
2008-10-17, 08:08 AM
*shrug* I pre-empted it. It was coming anyway. Blame Terror_Incognito for asking. :smallamused:

afroakuma
2008-10-18, 12:13 PM
A Tourist's Guide to Limbo

The Spawning Stone
The Spawning Stone is the traditional heart of the slaad race, a center for slaad business, society and especially mating. Though composed of chaos, the Stone has words of primal law grafted to it, binding the forms of the slaadi to the conventional colors that the multiverse knows.

Surrounded by fading, used constructions, the Spawning Stone is the civic core of an incivil race. A solitary death slaad guards the Stone against intruders, but the area nearby is always highly populous, teeming with slaadi and those brave enough to deal with them. The interior of the stone is thought to be honeycombed with circular rooms and passages.

Non-slaadi are not allowed within roughly ten miles of the Stone, though this distance may vary by as much as five miles. Concession is made only in direst necessity. Shaping chaos is difficult for anarchs within 100 miles of the Stone, and so it is usually avoided.


Pinwheel
An unusual feature in Turbidis is the stable island of Pinwheel, a rough oblong so named for the spiral arms of half-stable matter that trail off from it as it spins lazily in the chaos. Pinwheel is a forested island with down-defined gravity and an air envelope, with lakes of chaos bubbling on one end that serve anarchs as raw fuel to create neutral, sequestered meeting places. The island's shape approximates a kidney, with a large mountain raised at the center. Here, a root of Yggdrasil, the World Tree, touches the plane. It has been speculated that Yggdrasil's presence explains the stability of this island. On the other hand, Yggdrasil is not considered a living being, and so this point is hotly debated.

Pinwheel is covered in parts by more jungle than forest, and is so heavily populated with animals that few beings remain long.


Shra'kt'lor
The largest city of the githzerai, Shra'kt'lor is estimated to hold over two million living beings. Considered a military bastion, Shra'kt'lor is the central redoubt and last defense of the githzerai race against their enemies. Its ruler is Zaerith Menyar-Ag-Gith, known as the Great Githzerai, who directs his race's efforts against their mortal enemies, the githyanki. The immortal Zaerith is considered God-King, and is the spiritual leader of his people. The city is ostensibly ruled by the generals, but their political machinations are secretly run by their God-King, who they view as a religious figurehead.

Shra'kt'lor is a concentric city, comprised of seven great rings with iron gatehouses. Cramped and xenophobic, the city suits the githzerai just fine. Foreigners are usually forced to sleep in tents outside the city, protected only by the occasional patrol.

The city is a marketplace for small transactions in arms and armor, but no entertainment of any sort is to be had. This is a city believing itself on the edge of war, and behaves as such.


The Floating City
Considered the seat of religious power for the githzerai, here magic, psionics and thievery are valued, nurtured and taught. The God-King's word is law here, and it was his plan to separate his warriors from his mages. The academies place strict limits on the power growth of their students, who must either win the God-King's favor or depart the city to legally study further. The God-King brooks no challengers and is paranoid of other mages of strength in his city.

The Floating City is a series of spires and towers, connected by bare stone walkways. A magical glow lights the city, providing a dim illumination for its populace. Its steets are lifeless, winding and shadowy, and the citizens move about in silence. With the exception of the "Tower of Luminescence," the home of the God-King and his circle, foreigners are given unrestricted access to the city - which in turn gives the city's theives unrestricted access to the foreigners. Foreign wizards had best be on their guard lest they be discovered, but psions, clerics and others are welcome. Foreign tutors are especially prized.

The city offers a few magical services, but is wary of selling magical goods to outsiders. The most important service offered in the city is the Anarch's Guild.


Barnstable
This little burg is a halfling settlement, previously a Prime village that was drawn into Limbo during a wild magic surge. Only the quick thinking of several halflings saved the population from drowning in the chaos. Quite hospitable, Barnstable's only quirk is that foreigners must sleep outside.

Barnstable is built in the soil trapped in the root network of a giant old oak. The homes and other buildings are subterranean nooks, with walkways ascending through the root system to the tree above. The only above ground building is a large barn, wherein cattle and goats are kept and the community's food stores are stocked. The town is strictly barter - cash is useless to their way of life.

Barnstable has no natural anarchs, so the halflings must take it in shifts to maintain the terrain. Younger halflings enjoy pranking their elders and guests by making small adjustments while they sleep.


The Waterfall
Perhaps misnamed, the Waterfall is no such thing. It is, rather, a bizarre confluence of riverlike streams, mixing together to form the substance known as phlogiston. This mysterious, flammable substance insulates itself from the chaos of Limbo with a solid, crystalline coating, and runs along its self-made bank to a sudden plunge; the oily rainbow cascae this produces gives this site its name.

The crystalline banks of the Waterfall are a pilgrimmage site for many Prime spacefarers, and scholars as well. Insulated from Limbo's chaos, they have formed a small community.

The Waterfall is one of the most beautiful sights in the Planes, and many have tried to follow it downwards. It seems to go on for over a hundred miles before becoming lost in a silvery fog. Scholars speculate that the Waterfall is the source of all phlogiston on the Prime Material Plane.


Heramela
Heramela is an island in the dark sea of Hypervista, where stands Atlas, a Titan imprisoned long ago, who assists in supporting the Upper Planes. His daughters, nymphs known as Hesperides, tend to golden apples in the garden at his feet. His other children are the atlazi, the colossal giants who roam Hypervista, separating the barrier of Turbidis from the nascent second layer.

Heramela plays host to a dread linnorm known as Ladon, who defends the Hesperides but otherwise keeps to his own vicious counsel.

afroakuma
2008-10-18, 12:42 PM
Anarch's Rest
Transmutation (Abjuration/Transmutation for those who use the two school rule)
Level: Clr 3, Drd 4, Sor/Wiz 3
Components: V, S, Personal*
Casting Time: 1 minute
Range: Close (25 ft.)
Effect: Sphere of stable Limbo
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)

Anarch's rest stabilizes an area of Limbo as though it was held under the conscious control of an anarch. The spell creates a stable sphere to the description of the caster that extends in a 30 ft. diameter. This sphere cannot be moved. Creatures such as chaos beasts and unravelers can do permanent damage to this sphere, effectively reducing its area. A creature with spell resistance who is in the area of the sphere at the time of casting can choose to resist the spell, bringing down the sphere if successful.

The caster does not need to concentrate on the spell to maintain it, meaning a full eight-hour rest is possible (for a ninth-level caster). At the end of the duration, the sphere immediately collapses back into chaos; only concentration will retain the current shape. Any features to complex to be maintained by concentration are lost.

The spell may be cast multiple times, in which case a later casting may support the effects of the first upon expiry. Each casting temporarily drains 1d6 points from the caster's requisite casting ability. Should the drain remove the caster's access to this level of spell, the sphere fails immediately. Complete rest restores the drained ability score.

Anarch's Bastion
Transmutation [Lawful] (Abjuration/Transmutation for those who use the two school rule)
Level: Clr 6, Drd 7, Sor/Wiz 7
Components: V, S, Personal*
Casting Time: 2 minutes
Range: Close (25 ft.)
Effect: Sphere of stable Limbo
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes (harmless)

Anarch's bastion stabilizes an area of Limbo as though it was held under the conscious control of an anarch. The spell creates a stable sphere to the description of the caster that extends in a 30 ft. diameter. This sphere cannot be moved. Creatures with the chaotic descriptor ignore the sphere, and refuse to enter if pressed. A creature with spell resistance who is in the area of the sphere at the time of casting can choose to resist the spell, bringing down the sphere if successful.

The caster does not need to concentrate on the spell to maintain it, meaning a full eight-hour rest is possible. At the end of the duration, the sphere immediately collapses back into chaos; only concentration will retain the current shape. Any features to complex to be maintained by concentration are lost.

The spell may be cast multiple times, in which case a later casting may support the effects of the first upon expiry. Each casting temporarily drains 1d6 points from the caster's requisite casting ability. Should the drain remove the caster's access to this level of spell, the sphere fails immediately. Complete rest restores the drained ability score.

afroakuma
2008-10-18, 01:40 PM
They came without warning.

Five of them, frightening creatures all.

They saw me not; they knew me not.

The five humanoids hovered softly in midair, feeling the air currents of the Prime world they had chosen. They hovered outside of a farm, in the dead of night, two of them restless to destroy it.

The first to speak was a giant, standing over ten feet tall, with chitinous skin radiating all colors of the spectrum. Dressed in finery, this being made no hostile move, but two others flinched at his speech.

"This... event... is not expected. Let's finish this business and be done."

Another, tall and golden, looked to her side, where a third, a malign titan with skin of midnight black, grimaced.

"We have felt it. They are back," he hissed.

The largest of them all, with radiant white scales, crawled on all fours like a dog, scratching at its neck. It then drew itself upright and spoke as a statesman might, an odd sight indeed.

"Of we three, none have anything to contribute. This was not an event of our time, which is but recent."

The gold looked downwards. "Yes."

An incongruous statement, to be sure. The last was a deep crimson, as though of blood, and the smallest by far, perhaps the height of a human. She spoke with a feminine voice.

"And what did you expect? The both of you agreed to this independently. Were you hoping for some unity? Are you insane? Of course she is, but I would not have expected this trespass on my private time from you," she spat at the black.

The gold, the insane one, turned to the crimson, who seemed to grow afraid.

"It is something that we need to know about. Something to be on guard for. If not for all, then for one. I have seen it. I know," said the gold, rather lucidly.

"As have I," croaked the black, "and it is a threat. Remember it. All of you. Only we two have seen them before. Only we two survived. Another is terlen chum."

"Then why warn us?" asked the prismatic one. "Or were you just looking for a change in your life?" This last sounded a threat. "I learned this myself; I came to extract more from you."

The five glanced at one another.

"We are the first to know," said the black softly. "I know you have checked," he spoke now to the colored one, "with the Queen and the Lords. He," gesturing now to the white, "has seen no sign during his travels, at least none that he cares to share."

"No, we are first," said the gold, again sounding lucid. "This... this we shall not share. If anyone makes the discovery, it will next be the lamenti. There is one with us who has assured that."

The crimson took stock rapidly. "Certainly none among us! Not even he," again to the white, "unless there is another here?"

As I watched, the shapes flickered. I could see these giant, froglike men and women, outlined by the most monstrous of shapes. Here a titan, a horned black skeleton. There, an opalescent beast with a malevolent grin. Another, burning with ferocious white light, without fixed form. A crimson serpent with a woman's body, spreading fish fins that covered the moon. The last, a golden ooze with a human brain.

They came without warning.

Five of them, frightening creatures all.

They saw me; they knew me.

And I have screamed.

My scream is the messenger. Their words the message.

And what is coming, I wish never to know.

-Fragmentary results of a spell of deathspeaking, conducted on the remains of the good farmer Methus. Record sealed to the lower clergy; refrain from contact with higher powers as regards this treatise - for official documentation, refer to the reports on the sudden insanity of Father Praces.

afroakuma
2008-10-19, 04:08 PM
Alright, that project is officially complete. I'll still take questions and commentary, but no further material will appear.

Zeta Kai
2008-10-19, 04:45 PM
Finally, I can yoink this. No comments, other than:

Great job
Yoink!