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  1. - Top - End - #151
    Ogre in the Playground
     
    ShadowFireLance's Avatar

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    Default Re: Expanded Dragonblood

    POKE
    Mind flayer?

  2. - Top - End - #152
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    ShadowFireLance's Avatar

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    Default Re: Expanded Dragonblood

    Zaydos i know you dont want a Necromancy so plz try to respond.
    I was also thinking what about a Tyraind dragon?
    thnx
    "All things must end, and you will be among the first."
    I love Ceika <3

    Quote Originally Posted by Kymme View Post
    You've got good reasoning, though the Akastarepti is never the best example.

    Extended Sig

  3. - Top - End - #153
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    Zaydos's Avatar

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    Default Re: Expanded Dragonblood

    And, at least for the moment, it's back with more dragonblooded races and something a little different than usual in that it's a dragonblooded monster.

    Merrithidae
    Mortal sages do not like to think long on the creation of the merrithidae, save those who hope to turn the dread secrets of their creation towards their own evil ends. How the merrithidae came about is unknown, only that somehow the blood of brain stealer dragons became mixed with their illithid creators giving rise to a new subrace of illithid. Sometimes disregarded as impure stock by their brethren who fear the taint to the illithid race that they represent, the merrithidae are a rare subgroup. There is as of yet no reports of a merrithidae city or Elder Brain, instead living either as outcastes or members of illithid communities which tolerate them for the powers their draconic heritage brings to bear.

    Merrithidae can be distinguished from their more common kin by the deeper purple of their flesh and elongation of their faces towards their tentacles. They have a tendency towards isolationism and keeping themselves separate and aloof even from their illithid brethren. Even so they are said to be cunning and dangerous with possibly even more potent psychic powers than their kin.

    Merrithidae function as standard psionic mind flayers except as noted below:
    • They have the Dragonblood subtype.
    • Natural Armor: +5.
    • Acid resistance 10.
    • Ability Scores: Str 14, Dex 12, Int 21, Wis 15, Cha 15.
    • Special: A merrithidae may not deal Fire damage with psionic powers which allow a choice of energy type. Instead they may deal Acid damage.
    • Special: A merrithidae may learn a special psionic power unique to them (see below) unless the DM decides to open it to other characters.


    Wings of Psychic Shadow
    Telepathy (Mind-affecting)
    Level: Psion/Wilder 4 (merrithidae only)
    Display: Material and visual
    Manifesting Time: 1 standard action
    Range: 15-ft.
    Target: Any number of creatures within 15-ft of you.
    Duration: Instantaneous
    Saving Throw: Will partial.
    Power Resistance: Yes
    Power Points: 7
    Wings of darkness stretch from you striking at your foes. This darkness is immaterial and fleeting, but strikes at the very minds of your opponents. This deals 7d6 damage to each target and they are dazed for 1 round. On a successful Will save the damage is halved and they are not dazed but suffer a -2 to attack rolls, skill checks, and ability checks for 1 round.
    Augmentation: For every additional power point spent increase the damage dealt by 1d6.
    For every two additional power points spent the save DC is increased by 1.
    Special: Dragonblooded creatures gain a +1 bonus to manifester level when using this power.

    Ilustredi
    Born of men bred with brain stealer dragons in the long lost past, the ilustredi are a people distrusted by the rest of humanity. Their skin has a purplish tint, and a slick, slimy, disgusting to the touch. Ilustredi tend to be lank and tall, averaging 3 inches taller than a normal human but 20 lbs lighter. Their hair is thin and wiry, and baldness is common amongst both men and women. Strange eye colors, yellow and purple, are not unheard of amongst the ilustredi.
    It is not these physical traits which make the ilustredi despised, nor is it their inhuman intellects. It is their habits and diet. Ilustredi are by natural disposition arrogant, and proud, for they know they have power beyond that of other men. Even worse is their desire to feast upon the fresh brains of the dead. Many ilustredi eat the brains of animals, but it is suspected that they truly hunger for those of humans and other sentient prey. While an ilustredi killing someone to cannibalistically eat their brain is truthfully extremely slim, within their enclaves they do eat the brains of those who die partially in obeying this fear-inspiring hunger and partially as a form of honoring the dead by taking that which made them who they were into themselves.
    Racial traits:
    • Humanoid (Human, Dragonblooded, Psionic)
    • +2 Int, -2 Str, -2 Cha
    • Size: Medium
    • Speed: 30-ft
    • Darkvision 60-ft
    • Naturally psionic: Illustredi gain 2 bonus power points as a racial ability.
    • Psi-like Ability: Psionic Daze 1/day, manifest level equals character level. An ilustredi’s Psionic Daze psi-like ability can affect aberrations as well as humanoids. Beginning at 3rd level it can also affect dragons. Beginning at 7th level it can also affect monstrous humanoids. Beginning at 11th level it can affect magical beasts and animals. Beginning at 15th level it is no longer limited by creature type.
    • Resistance to Acid 5.
    • Spawn of Madness: An ilustredi is considered to have 1 more aberrant feat than they actually do for the purpose of effects based off of how many aberrant feats they possess and for the purpose of qualifying for aberrant feats.
    • Favored Class (if used): Psion.
    • LA: +0.
    Peanut Half-Dragon Necromancer by Kurien.

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    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  4. - Top - End - #154
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    Zaydos's Avatar

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    Default Re: Expanded Dragonblood

    Xorvintaal Bloodline
    {table=head]Level|Minor|Intermediate|Major

    1|-|-|+2 on Sense Motive checks
    2|-|+2 on Sense Motive checks|Alertness
    3|-|-|Charisma +1
    4|+2 on Sense Motive checks|Alertness|+1 Insight bonus on saving throws (Ex)
    5 | - | - |Xorvintaal Affinity +2
    6 | - | Charisma +1 | +1 natural armor
    7 | - | - | +2 on Bluff checks.
    8 |Alertness|+1 Insight bonus on saving throws (Ex)| +2 Insight bonus on saving throws (Ex)
    9 | - | - | Constitution +1
    10 | - | Xorvintaal Affinity +2 | Alternate Form (Su)
    11 | - | - | Xorvintaal Affinity +4
    12 | Charisma +1 | +1 natural armor | +1 natural armor
    13 | - | - | +2 on Intimidate checks
    14 | - | +2 on Bluff checks | Improved Toughness
    15 | - | - | Intelligence +1
    16 | +1 Insight bonus on saving throws | +2 Insight bonus on saving throws | Draconic Roar (Su)
    17 | - | - | Xorvintaal Affinity +6
    18 | - | Constitution +1 | +1 to natural armor
    19 | - | - | +2 to Diplomacy checks
    20 |Xorvintaal Affinity +2 | Alternate Form (Su)| +4 Insight bonus on saving throws.
    [/table]

    Xorvintaal Affinity: This affinity applies when dealing with any Xorvintaal dragon or their exarchs.

    Alternate Form: 3 times per day as a standard action you may assume the form of a small or medium animal or humanoid. You may remain in this form indefinitely, returning to your natural form as another standard action (which does not cost a use of this ability).

    Draconic Roar: May let out a deafening roar dealing all creatures within 20-ft (other than yourself, your familiar, animal companion, or special mount) 6d6 sonic damage and deafening them. A successful Fort save (Con based) halves this damage and prevents the deafness. A creature deafened by this ability regains their hearing naturally after 1 minute.

    Hope it's something like you wanted. Not the best with Xorvintaal (never used them), and never made a bloodline before.
    Last edited by Zaydos; 2012-06-26 at 08:20 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  5. - Top - End - #155
    Bugbear in the Playground
     
    RedWizardGuy

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    Default Re: Expanded Dragonblood

    The bloodline is interesting, although it could use some polishing. For reference material, I'd say look here.
    Newest Work: Pyromancer - My submission for Base Class Contest X
    Vote here.

    Awesome Quotes:

    Quote Originally Posted by chess435 View Post
    May Chuck Norris smile upon you.


    Finall got an Extended Homebrew Signature, courtesy of Cipherthe3vil

  6. - Top - End - #156
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    Zaydos's Avatar

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    Default Re: Expanded Dragonblood

    Dol'gakrim

    Born of stone, and breaking earth, the dol'gakrim have the strength of the hoary mountain wyrm coursing through their veins. Strong even by goliath standards, the dol'gakrim show their draconic ancestry more than most dragonblooded races. Descended from an ancient mating of goliaths and glacier dragons in the misty ages past, the dol'gakrim have bred true.

    Dol'gakrim are no taller than other goliaths but their muscles are more prominent. Their skin is thick and almost scaly, mottled in white and pale blue. Their eyes are almost universally a piercing icy blue.

    In many northern tribes dol'gakrim are respected for their greater strength and resilience to the cold. They have an independent streak, though, often leaving their clans for a life in the wild alone or with a chosen companion, usually of their own kind. Many dol'gakrim never know their parents, abandoned with a tribe by their fiercely independent parents.

    The following traits are in addition to those of a normal goliath except where noted elsewhere:
    • Dragonblood subtype.
    • +6 Str, -2 Dex, +4 Con; this replaces a normal goliath's ability score modifiers.
    • +2 Natural armor.
    • Cold resistance 10
    • Scent
    • LA +2; this replaces a normal goliath's level adjustment.


    Inspired by listening to this song: http://www.youtube.com/watch?feature...OLeLX0Q9U&NR=1
    Last edited by Zaydos; 2012-06-28 at 10:53 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  7. - Top - End - #157
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    Zaydos's Avatar

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    Default Re: Expanded Dragonblood

    Half-AM Dragon

    How a half-AM is made few know and few want to, some AM Dragons use these half-breeds as their agents and guards sending them forth to capture and bring him back mortals to serve as their playthings. Only how a half-AM dragon differs from a standard half-dragon is listed before. Half-AM dragons' bodies become a metallic black, their internal working as much machine as organic creature.

    Type: Instead of a creature's type becoming Dragon it becomes Construct with the Living Construct and Dragonblood Subtypes.

    Hit Dice: A half-AM dragon's Racial Hit Die type does not increase.

    Breath Weapon: A half-AM dragon's breath weapon is a line of electricity.

    Energy Immunity: A half-AM dragon gains immunity to electricity.

    New Feats:

    Draconic Heritage (AM) [Draconic]:
    You are descended from an umbra dragon.
    Prerequisites: Sorcerer level 1st.
    Benefit: See Draconic Heritage (Dragon Magic, Races of Dragon, or Complete Arcane).
    The bonus class skill is Disable Device.

    Sensory Infiltration [Draconic]:
    You have some of your forebear's ability to infest structures and extend your sensory through them.
    Prerequisite: Half-AM Dragon or Draconic Heritage (AM)
    Benefit: As a full round action you can extend sensory feelers throughout an object, wall, or floor that you touch. These feelers extend 5-ft, and you can extend them an additional 5-ft per point of Constitution bonus you possess although it takes an additional full-round action per 10 additional feet you extend them. As part of this action you can form a single viewing sensor from any surface on the infested object within the range of your feelers, seeing and hearing from it as if it were your own eyes and ears. A DC 15 + your hit dice Spot check is required to see the sensor and it has AC 13 (-5 Dex, +8 size), and 1 hit point. You may form a number of sensors at a single time equal to your Constitution modifier (minimum 1) but any destroyed sensor counts against this limit for 24 hours, and you may only create 1 sensor per full round action spend extending your feelers (although you may do so as a full round action in which you extend them 0-ft). If you ever cease touching the infiltrated surface or move beyond the range of your infiltration all feelers immediately and automatically retract.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

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