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    May 2007
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    Default Re: GITP Monster Competition XXVI - Spooks and Spirits

    Free Spirit
    Small Outsider (Chaotic, Incorporeal,(Funky))
    HD 13d8+13 (71 hp)
    Speed Fly 500 ft. (100 squares) (Perfect)
    Init: +11 (+7 Dex, +4 Improved Initiative)
    AC 29; touch 29; flat-footed 29
    (+7 Dex, +1 Size, +4 Deflection, (+10 Natural), +7 Insight)
    BAB +13; Grp (+8)
    Attack Incorporeal Touch +21 (Blinding, Deafening, and 1d3 Wisdom damage; On critical hit can chose to make one point of the damage permanent drain instead)
    Full-Attack 8 Incorporeal Touches +21 (Blinding, Deafening, and 1d3 Wisdom damage; On critical hit can chose to make one point of the damage permanent drain instead)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Spell-like Abilities
    Special Qualities Unlimited Blindsight, Scent, SR 25, All-Around Vision, Breach Force Effect, Fly on the Wall, Freedom of Movement, Fluid Mind, Greater Mage-Sight, Greater True-Seeing, Improved Evasion, Improved Incorporeality, Improved Uncanny Dodge, Observant, Open Eyes and Ears, See in Darkness, Spell-like Abilities, Telepathy, Trap-finding, Trap-Sense +5, Regeneration 5,
    Saves Fort +9, Ref +15, Will +17
    Abilities Str (8), Dex 25, Con 12, Int 19, Wis 25, Cha 18
    Skills Concentration +10, Hide + 23, Knowledge (The Planes) +23, Knowledge (All others) +15, Listen +27, Perform (Sing) +10, Perform (Dance) +10, Search +24, Sense Motive +10, Spot +27, Spellcraft +20, Tumble +15, Wilderness Lore +10(+25 for tracking)
    Feats Alertness, Iron Will, Polyglot(B), Track, Improved Initiative, Jack-of-All-Trades, Skill Focus [Knowledge(The Planes)]
    Environment ANY
    Organization Solitary, Rubberneckers (2-3), Peanut Gallery (4-10), or Audience (20-100)
    Challenge Rating 16
    Treasure None
    Alignment Always Chaotic, Usually Neutral (Always Funky if using the Funky/Square third axis of alignement.)
    Advancement 14+ HD

    You see a translucent sphere about 2 feet in diameter hovering in mid-air, every part of it is covered in eyes, ears, and other sensory organs. Its gazes combine carefree joy, with an equally strong intensity. Occasionally it deforms to extrude a small psuedopod.

    Variously rumored to be creations of Boccob, Olihimara, and Farliaghn, free spirits are literal embodiment of curiosity and inquisitiveness. Traveling the planes as the ultimate and eternal tourists, they are always looking for interesting and unique events to observe, caring not a whit for the subject matter, and deploring books or conversation as being hollow husks compared to actual, first hand observation... except for insight into the mind of the author/speaker, which they lack any better way of accessing (this relative difficulty explains why they are comparatively lacking in insight into the inner workings of the mind). They generally do not interfere, because that would disrupt the situations they are trying to observe, however if they feel that a situation could be made much more interesting with a bit of a "nudge" they will not hesitate to do so. They care only for new sights and such, and as such, bargaining with them can prove difficult. Some try to summon them to use for scouting, but free spirits are especially prone to twisting deals that are not to their liking, and if they don't like the offer they may expend their Wish to escape from the summoning effect.

    All-Around Vision (Ex): The eyes covering every part of a free spirit allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A free spirit canít be flanked.

    Breach Force Effect(Su): Once per round, as a free action, a free spirit may attempt to move through a force effect. It rolls its Hit-dice+d20 against a DC equal to the caster level of the effect +10. If it fails there is no effect, upon success it may pass through that force effect a single time immediately. If the force effect relocates before the end of its turn, it may pass through it again if it wishes. This allows bypassing or escape (for one round) from Interposing Hand, Grasping Hand, Forceful Hand, as well as passing through a Wall of Force, or Force Cage.

    Fly on the Wall(Su): Similar in some ways to the ranger ability "Camouflage" this effect causes creatures to ignore the presence of the free spirit, except that it is not limited to natural environments. A free spirit can use the Hide skill in any sort of surroundings, even if the terrain doesnít grant cover or concealment. It takes no penalties to remaining hidden while moving while using this ability. This is an Illusion effect as such it can be overcome/negated by See Invisible, True Seeing, and similar spells and effects.

    Freedom of Movement(Su): This continuous ability functions as the spell of the same name. This effect can be dispelled, but the free spirit can create it again as a free action on its next turn.

    Fluid Mind(Ex): This ability is much like the slippery mind ability of some of the more accomplished rogues but a free spirit is... well even more "free" and has an even greater ability to wriggle free from magical effects that would otherwise control or compel it. If a free spirit is affected by an enchantment spell or effect and fails its saving throw, it can attempt the saving throw again once each following round later at the same DC.

    Greater Arcane Sight(Su): This continuous effect is the same as the spell of the same name. This effect can not be dispelled.

    Greater True Seeing(Su): As per divine version of True Seeing, but with unlimited range. This effect can not be dispelled.

    Improved Incorporeality(Su): When entering or passing through a solid object, a free spirit does NOT need to remain adjacent to the objectís exterior, and so CAN pass entirely through an object whose space is larger than its own.

    Improved Uncanny Dodge(Ex): A free spirit can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses it Dexterity bonus to AC if immobilized. A free spirit cannot be flanked. This defense denies a rogue the ability to sneak attack the free spirit by flanking it, technically this is negated if the attacker has at least four more rogue levels than the free spirit had hit-dice, but their all around vision renders this point moot.

    Improved Evasion(Ex): This ability works like evasion, except that while the free spirit still takes no damage on a successful Reflex saving throw against attacks it also takes only half damage on a failed save. A helpless free spirit does not gain the benefit of improved evasion.

    Observant(Ex): Like Dwarves around stone, and like elves almost anywhere, free spirits have keen powers of observation. This ability grants a free spirit a +2 racial bonus on Search checks to notice unusual features, such as sliding walls, secret of concealed doors, traps, new construction (even when built to match the old), unsafe surfaces, shaky ceilings, and the like. A Free Spirit who merely comes within 10 feet of any of these things can make a Search check as if he were actively searching, and a Free Spirit can use the Search skill to find traps as a rogue can. A free spirit can also intuit depth, sensing its approximate depth underground as naturally as a human can sense which way is up.

    Open Eyes and Ears(Ex): Free spirits are made to observe everything without turning away. They cannot be driven mad by any means, up to and including looking upon beings of divine rank from the Far Realms or extended travel in those areas. They are also totally immune to blinding, deafening, numbing, and gaze attacks.

    Regeneration(Su): A free spirit takes normal damage from Law-aligned weapons, and from spells or effects with the Law descriptor (Replace Law with Square in campaigns using the Funky/Square third axis of alignment)

    See in Darkness (Su):A free spirit can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

    Telepathy(Su): Any creature with a language within 100 feet.

    Trap-Finding(Ex): A free spirit can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

    Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

    A free spirit can use the Disable Device skill to disarm magic traps (presuming it has some way of effecting the trap to disarm it, despite its incorporeal state). A magic trap generally has a DC of 25 + the level of the spell used to create it.

    A free spirit who beats a trapís DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with its companions, if any) without disarming it.

    Trap Sense (Ex): A free spirit has an intuitive sense that alerts it to danger from traps, giving it a +5 bonus on Reflex saves made to avoid traps and a +5 dodge bonus to AC against attacks made by traps.

    Incorporeal Subtype

    An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).

    An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creatureís Charisma score does not normally provide a bonus).

    A free spirit can enter or pass through solid objects, and need not remain adjacent to the objectís exterior, and so can pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from it that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

    An incorporeal creatureís attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

    An incorporeal creature moves silently and cannot be heard with Listen checks if it doesnít wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

    Spell like Abilities: At Will - Mage Hand, Greater Teleport (Self Only), Plane Shift (Self Only), Locate Object, 3/day - Find the Path, 1/year Wish (Self only, Teleportation Only, No XP cost)

    Knowledge(The Planes) or Knowledge(Religion)

    23|This is a free spirit, an incorporeal observer of the planes, usually, but not always passive unless its attempts at observation are interfered with. They have formidable powers of travel, but lack the ability to take others with them.
    28|No thickness of mundane material, no matter how solid may bar the passage of a free spirit, their minds can throw off mental domination seconds or even minutes after they initially fall to it, and even magical traps often prove most futile in harming them. When sufficiently motivated they can escape even a summoning circle without fail. Their senses are among the finest of all outsiders, piercing all illusions, and even magical darkness as easily as an elf sees under the noon sun, and in every direction simultaneously.
    33|Only weapons and spells imbued with the power of Law (GM should substitute Squareness for Law if appropriate), may permanently injure a free spirit.
    38|This reveals all traits.[/TABLE]

    Ignore this, just storing it here in case I decide to put it back in... Acid Resistance 60, Cold Resistance 20, Electricity Resistance 60, Fire Resistance 120, Sonic Resistance 80,
    Last edited by DracoDei; 2011-01-02 at 09:43 AM.
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