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  1. - Top - End - #1
    Troll in the Playground
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    Default NotD supplement: The Kin of the Old Ones

    The Kin of the Old Ones

    A Nation of the Dead campaign setting supplement


    The first things that were, were creatures of chaos so pure and volatile that the greatest of which could exist in ways imperceivable by mortals and even many gods. Yog-Sothoth, Nyarlathotep and Great Cthulhu are but a few of these old gods of the depth and of realities beyond reality. Their influence has been due to many things, creatures sprouting from them by pure chance, creatures to dwell in their dark depths and creatures to corrupt the living of the land.
    Aboleths, Quori, the Illithid race and the mighty practitioners of madness; the Daelkyr are all directly spawned of the will of the Old Gods and most have at least a vestigial knowledge of their masters. Some of these creatures have spawned their own creations of madness and twisted chaos, the daelkyr race being among the most 'creative' of the races of the Old Gods.
    Beholders, chuuls, chaos beasts, and most creatures of the sea with a tentacle or alien shape were originally the creations of the Daelkyr, quori or illithids. Not many a mortal will be able to look upon a common octopus on the coast and know that it may have once been in a boiling pot of a Daelkyr's mind...

    In Nation of the Dead, the aberrant races of raw madness have some differences in comparison to those in other settings and books. The biggest overall difference is that most of these creatures are usually chaotic, finding little order in their warped minds and twisted biology. Another similarity many have is the ability to thrive in salty water, like their dark lords in the depths of the Material Plane.


    Daelkyr

    Heironeous and Aeomon have their angels, Orcus and Levakross have their demons, the Old Gods have their imprecious Daelkyr. In the very loose 'hierarchy' of the Old Gods, the Daelkyrs act as angels of entropy and madness, some defending this cause and some simply making the world a slightly more maddening place. Most Daelkyr live in places such as Limbo, and other planes of chaos, though very rarely chaotic good planes. It is said that an endless brood of Daelkyr larva exist in the Far Realm, but none have ever chosen to figure if this is myth of fact.
    There exist many Daelkyr corruptors on the Material Plane, on each continent and many islands that surround them. On Tanzen, there are 'angels of madness' existing in secret places, some even speculate there is at least one of which under the city of Dawn of Glory. Most that are known live in mountains and underground structures, booby-trapped for anyone wishing to maintain a balanced psyche. On Arcnus Mortis there are a rare few undead daelkyr, and the only Daelkyrs known to exist there live exclusively on Mertion under the dominion of the insane alhoon lord that rules over the land. On Shello there are a few daelkyr, which exist there to go through with twisted, horrible experiments in silence and away from the annoying spearheads and smiting spells of humans and the like.
    In the Nation of the Dead setting, there are a few mechanical differences compared to the daelkyr of the Eberron campaign setting. The Daelkyr are as normal except as follows;
    Medium Outsider (Chaos, Extraplanar)
    Environment: Any chaotic plane or the material plane
    Alignment: Usually chaotic evil
    Additionally, the Daelkyr as just as varied as one might imagine, so there are daelkyr that look barely human, and many with very different symbionts and magical items and most of the most powerful Daelkyr have class levels. Daelkyr's favored classes are ones that help them create new, imaginative items and creatures, such as wizard and artificer. Many Daelkyr that don't wish to live a solitary existence will have a cadre of abominations at their beck and call, and an infamous few have made themselves out to be gods to cults made up of insane humans and illithids.


    Quori

    Demons, devils, fiends of all sorts and a good deal of mortal ghosts all have one thing in common; a power and lust to take control of the bodies of mortals, both living and dead. What these creatures don't know is that this ability to take someone's body as their own when they have no place doing so was the invention of the mad race of the Quori. While the Daelkyr have a varied ability to corrupt and warp people, and even do other things if they wish, the Quori have almost a sole purpose; to take control and spread madness in the bodies of mortals. They enjoy being able to walk through a human hamlet unknown before poisoning a well, freeing mental patience or convincing children to do corrupt, craven things but this is impossible to do in their normal bodies; it's hard to hide a Quori in a human village. Many Quori do roam in their own bodies across the material plane, occasionally warping the minds of people through fear instead of their normal corruption.
    A vast majority of Quori inhabiting mortal bodies exist on Tanzen, seeing as there are few lives still on Shello that aren't being warped by the nation itself, and the undead of Arcnus Mortis are already terrible abominations against creations already: a job well done.
    The most common type of Quori are the Tsucora Quori, and are mechanically differing from those found in the Eberron campaign setting book. The differences are as follows;
    Medium Outsider (Chaos, Evil, Extraplanar, Psionic, Quori)
    Environment: The Far Realm and Tanzen
    Alignment: Usually neutral evil


    Aboleths

    Some earthly scholars say that life as we know it originated from the sea, that near mindless fish and bacteria were the original mortals. What they don't know is that they were more intelligent than they thought...
    The original race of creatures were those created by the oldest of the Old Gods before even the gods of mortals even began to exist. This race was known as the Aboleths. Swimming in the eternal dark sea aside their old masters, and thought to be the dominators of existence, until after a millenia of evolution was wasted when the mortal gods created the land, the sky and the mortal races that dwelt above the sea.
    The Aboleths, having only centuries earlier gotten minds strong enough to rival those of humanity, were endlessly bitter and angry about this development and thought it their one duty to undo the bastardizations of life known as humans, elves, dwarves and the rest of their humanoid kin; creatures too alien in the Aboleth's eyes to have a right to exist.
    Aboleths still dwell in the deepest parts of the oceans and occasionally swim to shores of mortal societies to wreak havoc and do away with as many horrible abominations as possible before slinking back away to the darkness of their master's sea.
    The only difference between these Aboleths and the ones in the Monster Manual is the alignment entry, which is now 'usually chaotic evil'. Many Aboleths will take levels in psionic or arcane casting classes to improve upon their already alien powers and make themselves better weapons against humanity.
    Many Aboleths are just as embittered over the existence of the Illithids, who were given the ability to walk among the living on legs as well as swim in the depths with their masters. These Aboleths are rare, and most see Illithids as a third side of a non-euclidean coin to which they do not share, but it's the same warped coin all the same.


    Illithids

    The Aboleths were created as the original race, created before walking on land was even imaginable, and once the gods created the land-walking mortal races there was little they could do to do away with them... The Illithid race was the solution to do away with the horrible sapients.
    The Illithids were first spawned as amphibious parasites which would wriggle onto the land and wait for humanoids to walk nearby, where they could be mentally stunned and taken over to become fully mobile Illithids. It wasn't long before these full Illithids could create and take these illithidspawn larvae and implant them into humanoids.
    As they were, they were engines of destruction, walking across the land and destroying and consuming mortal minds. The utter will and determination of mankind was not to be laughed at, though, as due to their primative nature they fought the Illithids against all odds and by chance they won and drove the Illithids to near extinction. The Illithids now exist as raving cultists of their old masters and as dwindling executioners of mortal races.


    Spawn of Madness

    Among the races most tied to the creatures of madness, there are those created by those spawned directly from the old gods beyond the sea. Creatures such as beholders, symbionts, mimics, chokers and gibbering mouthers are all the twisted experiments of daelkyrs, illithids or aboleths countless eons ago. Other creatures are vicious beasts that did nothing more than spring forth from the flesh of ancient daelkyr and aboleths in their dying state. These creatures include chuuls, ethereal filchers, ethereal marauders, and delvers.
    What few people know is that what humanity considers as normal creatures are the long-devolved experiments of daelkyrkind. Octopi, crabs, and almost every creature from the darkest depths of the ocean are the side projects and throw-away experiments of these mad creators. Few believe that the creatures they eat at sea-side restaurants are actually terrible creatures of madness.

    Beholders

    Tyrant aberrations of the farthest reaches of the Underdark. Beholders are one of the prize experiments of daelkyrkind, with flesh taken from the flesh of some unknown elder god and twisted into an aberrant madspawn.

    Chaos Beasts

    The first great civilization to arise on the World was that of the Azif, a race of sorcerers and mystics who flourished before any of the lesser mortal races had begun building their own primitive shelters. Their empire was built among the clouds, great islands of crystals wrought by magic and set in flight above the dull earth. The Azif had great knowledge of both arcana and occultism, possessing spells of power unmatched by any modern magic, but still they hungered for more power.
    And so it came to pass that the Sorcerer-King of the Azif called up the Great Old One known as the Crawling Chaos, Nyarlathotep. The King bartered with Nyarlathotep, promising him living sacrifices and artifacts of great power if the Great Old One would use his almighty command of chaos to meddle with the laws of magic, releasing the Azif mages from the rules and limitations of arcana. The Old One gladly agreed to the pact, teaching the entire Azif empire the secrets of chaos magic.
    And so the Azif became as living gods. With Nyarlathotep’s chaos magic, they could bend all of nature to their will, meddle with the fabric of time, create new forms of life to serve them. But, as with all wishes granted by the Crawling Chaos, the magic of the Azif had its price. Chaos magic warped those who invoked it, slowly twisting their flesh and shattering their minds. The Azif, over decades, become depraved and degenerate, and soon their empire had fallen to ruin. An arcane civil war broke out, and shapeshifting assassins killed the Sorcerer-King by transforming themselves into a panoply of cancers, and infesting his flesh. The crystal islands of the Azif were shattered, their remnants raining upon the ground. The crystals, tainted with chaos magic, seeped into the ground, from the craters of their impact grew forth the Kadashim, the largest mountain range of Tanzen.
    The Azif, however, did not die in this apocalypse. By the time their empire fell, the had become too mutated and warped to die. Their flesh had become unstable and ever-mutable, like a constantly-evolving cancer; their magic sublimated into powering their apotheosis into exemplars of raw chaos. Some remain amid the Kadashim mountains, making their lairs deep underground; others wandered through (or were abducted into) portals into Limbo and the Far Realms gouged into reality by the uncontrolled release of chaos magic. Mortals still whisper legends of the Azif, though they call them by a different name: chaos beasts, shapeshifting horrors and the spawn of Nyarlathotep.

    Chuuls

    Even great elder things have parasites that dwell within them, and chuuls are what used to be those very parasites. Countless eons ago, creatures that resembled great and terrible chuuls that fed off the energies of the elder gods that ignored the physics and sciences imposed upon the world by the gods of mortals. They drew on this power for an unknown time, for a time that was not time as we know it... they were nothing compared to the gods, but they were beings of incredible power still. With more power they drew, the greater they became. They swelled with entropic powers in the depths of limitless ocean, and soon their parasitic bodies spawned lesser creatures, lesser parasites, and even many of the creatures we know today, including shrimp and scorpions.
    They fed on their flesh and power, until the elder gods fell from the earth into unknown territories and managed to leave most of their chuul parasites behind, left in the harsh physical reality of the world's sea. Most of these vicious beasts survived, but harsh exposure to real-world physics and strict concepts devolved them into creatures similar to the normal animals of the sea. You are hard-pressed to find a chuul that does not resent this fact, forced to live as a normal beast instead of a state of physical chaos as they once lived partially as.
    Last edited by Krimm_Blackleaf; 2017-02-01 at 09:13 PM.
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    Homebrew by Krimm Blackleaf


  2. - Top - End - #2
    Troll in the Playground
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    Default Re: NotD supplement: The Kin of the Old Ones

    Aberrant Tools

    Among all the aberrant creatures that live among humanity as an alien scourge, there are two races that are known to be sick, twisted scientists. These two are the daelkyr and the aboleths. Daelkyr are known for twisting life to their will, to create new races, new tools and new weapons. Aboleths are a bit more 'natural' when it comes to biological creation. The creations of the aboleths are created with a task and are left for a long time to congeal and evolve into the most efficient and terrifying thing ever-changing biology can create, though several daelkyr are known for using this method as well.


    Creations of the Daelkyr

    Gr'rassa
    This unique graft is a daelkyr creation used in experiments that require incredible visual acuity. This graft resembles a large, thick arm with two joints, black chitin plating and held together with red muscle and tipped with a rounded, harmless crab-like claw. The claw opens up to reveal an array of finger-like mandibles and a wide palm covered in eyes. Unlike most grafts, this one does not need to replace any current limbs, and can be attached simply to ones side or back.
    When grafted, this arm functions just as another large set of eyes that moves just as another arm(though without the function of a real hand). The grafts grants the bearer a +8 bonus to Search and Spot checks and all-around vision. The power of the eyes can also be focused onto one spot, such as for minute details and nearly microscopic organisms or other things. This removes the all-around vision but the bonus to Search and Spot checks increases to +16. Switching between the two different modes takes a move action.
    Moderate divination and transmutation; CL 14th; Graft Flesh, arcane sight, fabricate, darkvision; Price 40,000 gp

    Ood'valaa
    Nicknamed by adventurers as 'helping hands', the ood'valaa are small creatures with no consciousness of their own, possessing only a small brain stem that can be stimulated through telepathy. The entirety of their body resembles a medium-sized human's arm covered in black chitin and held together with thick, red muscle tissue. They are capable of levitating, and moving at the same speed as the person that owns it, but it is only capable of moving adjacent to it and can't move any further.
    The arm is most often used in aiding daelkyr in holding tools and vials in experiments but has martial capabilities. It can be used as an extra arm capable of making one extra attack, using the owner's base attack bonus, but the arm's Str score (Str 8). It can only be attuned to one person at a time and is only controllable if the owner has some means of telepathy with the ood'valaa.
    Moderate transmutation and enchantment; CL 9th, Craft Wondrous Item, greater command, levitate, mage hand; Price 35,000 gp

    T'yyasikk
    These magic items are less magical item as they are magically and psionically engineered organism. They appear as cat-sized mollusks and other kinds of gastropods with varying earth-toned flesh and more often than not have a thin film of fluid that shines with bright colors in light. The function of these fairly pathetic creatures is similar to common magic items, such as wands, staves, scrolls, potions and dorjes. In fact, they function identically to the items except that they are capable of moving independently of their owner, albeit at a slower speed. If the t'yyasikk is a use-activated or spell-trigger item, it must wrap around some portion of the body that the uses the power, such as the arms of an arcane caster or the head of a manifester. When attached, the creature need not make saving throws and uses the armor class of the wearer.
    The base t'yyasikk(see below) is used as the base for all these magic items, but has benefits depending on the caster or manifester level of the magic item it mimics. It receives a bonus to it's hit points equal to twice the caster level of the item they are, and a bonus to saving throws and armor class equal to half the caster level(max +9).Once the t'yyasikk is completely expended of spells or powers, it withers and dies. The price of a t'yyasikk is equal to the price of the item it acts as.
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    T'yyasikk
    Tiny Aberration (Extraplanar)
    HD: 1d8+1 (5 hp)
    Initiative: +1
    Speed: 5 ft. (1 square) fly 15 ft. (clumsy)
    Armor Class: 13 (+1 Dex, +2 Size), touch 13, flat-footed 12
    Base Attack/Grapple: +0/-11
    Attack: --
    Full Attack: --
    Space/Reach: 2 1/2 ft./2 1/2 ft.
    Special Attacks: Spell or power charge
    Special Qualities: Darkvision 60 ft., DR 3/byeshk
    Saves: Fort +1, Ref +1, Will +2
    Abilities: Str 4, Dex 13, Con 13, Int --, Wis 10, Cha 1
    Skills: Hide +9
    Feats: --
    Environment: None
    Organization: With owner or nest (2-10)
    Challenge Rating:
    Treasure: None
    Alignment: Always neutral
    Advancement: --
    Level Adjustment: --

    Sepp'llospi Vo
    A useful tool to those who can stomach it's sight, and a twisted nightmare to those who can't, the symbionts known as sepp'llospi vo are creatures that can enhance the vision of those they bond with, and with varying degrees of effectiveness, from being able to see magical auras to seeing all there is to be seen. They appear as large, tennis-ball sized eyeballs surrounded by muscular tentacles, each tipped with black hooks that seem to secrete an oily lubricant. The difference in the spell effect the symbiont has, the different the eye will look, the higher level the spell the more complex the coloring and pupil shape.
    The symbiont attaches to it's host by secreting it's lubricant and piercing their flesh to burrow through it and latch onto the central nervous system, as to send their own visual signals to the hosts brain. The ordeal requires a full-round action and deals 1d3+1 Con damage.
    The sepp'llospi vo come in several varieties, each one granting a different magical visual acuity. Each one grants it's host low-light vision when seeing through the eye as well as one of the following spell effects; arcane sight, greater arcane sight, detect poison, detect scrying, see invisibility, true seeing. Some rare varieties of these symbionts can carry more than one spell effect, but the cost of the symbiont is equal to both costs added together and multiplying that cost by 150%.
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    Sepp'llospi Vo
    Tiny Abberation (Symbiont)
    HD: 1d8
    Initiative: +
    Speed: 10 ft. (2 squares)
    Armor Class:
    Base Attack/Grapple: +0/
    Attack: Hook +0 melee (1d2-2)
    Full Attack: 3 hooks +0 melee (1d2-2)
    Space/Reach: 2 1/2ft./2 1/2ft.
    Special Attacks: --
    Special Qualities: Arcane vision, darkvision 60 ft., symbiont traits, telepathy
    Save: Fort +0, Ref +0, Will +4
    Abilities: Str 6, Dex 10, Con 11, Int 5, Wis 15, Cha 10, Ego 2
    Skills: Spot +9
    Feats: Skill Focus (Spot)
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 1 or host +1
    Treasure: None
    Alignment: Usually chaotic neutral
    Advancement: None
    Level Adjustment: --

    Arcane Vision (Su): The sepp'llospi vo are imbued with the ability to see with great magical vision, as mentioned in the description above. The caster level of this ability is equal to the minimum caster level to cast whatever spell is imbued into the symbiont.

    Symbiont Traits: See page 299 of the Eberron Campaign Setting.

    Telepathy (Su): A sepp'llospi vo can communicate telepathically with its host, if its host has a language.
    CL: Min. CL to use the spell effect of the symbiont; Price: X gp(I'll get back to this.)

    Y'T'lopinv'a
    This graft seems basic to a normal mortals, appearing as nothing more than a large crab claw with three joints to the arm. What the claw is capable of however, is undetectable until used. It acts as a normal claw attack (1d8 damage for medium creatures), but is also capable of emitting blasts of sonic force with a supersonic clenching of the claws. This blast acts as a 20 ft. cone that deals 1d6 sonic damage plus another 1d6 for every three HD or class levels the grafted creatures has. Anyone caught in the blast can make a reflex save(DC 10+half HD+Str modifier) for half damage. Once grafted, this claw removes the ability to use weapons in the replaced arm, but you are still capable of holding objects between the claws.
    Moderate transmutation and evocation; CL ----continue later.

    Daelkyr Potions
    One tool the daelkyr make use of frequently is 'potions'. Potions as mortals know them are simply glass vials filled with magically imbued liquids that imbue the effects of the spell on their drinker. Daelkyr have something one might consider more disturbing. The type of potions daelkyr tend to make are simply organic pods the size of a human's hand, with a webbed network of tentacles that sprout from it's body and latch onto the bodies or clothes of those that have them. If dissected, one will discover that these pods are gigantic cells with a simple neural network that keeps the spell 'fresh' within it until the pod is consumed or in some cases, absorbed through the skin after having been burst against one's body.
    These daelkyr pods are incapable of holding spells with the Lawful descriptor for very long after creation. If one is made as such, it will dry out and die after 1d6 days after it's creation.
    Last edited by Krimm_Blackleaf; 2009-03-15 at 06:11 AM.
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  3. - Top - End - #3
    Troll in the Playground
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    Default Re: NotD supplement: The Kin of the Old Ones

    Starblood Savant
    By The Demented One


    Ssar Vo'noss, shattering the mind of a pitiful troglodyte.

    HD: d4

    Requirements
    Alignment: Chaotic Neutral, Chaotic Evil, or Neutral Evil
    Feats: Aberration Blood, Warped Mind (Characters of the aberration type do not require these feats to qualify)
    Skills: Knowledge (The Planes) 8 ranks, Psicraft 8 ranks, Autohypnosis 4 ranks
    Powers: Must be capable of manifesting 3rd-level psionic powers.

    Class Skills: The Starblood Savant’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), and Psicraft (Int).
    Skill Points per Level: 2 + Int modifier.

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Powers

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Demented Mind, Starblood Symbiosis (Powers Known)|+1 level of existing manifesting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Starblood Symbiosis (Power Points)|+1 level of existing manifesting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Psychotic Overload|+1 level of existing manifesting class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Warped Flesh|+1 level of existing manifesting class

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Starblood Symbiosis (Psionic Focus)|

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Warped Soul|+1 level of existing manifesting class

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Delirious Ecstasy|+1 level of existing manifesting class

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Psychotic Blast|+1 level of existing manifesting class

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Starblood Symbiosis (Schism)|+1 level of existing manifesting class

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Daelkyrspawn Apotheosis, Starblood Symbiote (Fission)|+1 level of existing manifesting class[/table]

    Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.

    Manifesting: Whenever you gain a new Starblood Savant level except 5th, you gain new power points per day and powers known as if you had also gained a level in a manifesting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

    Demented Mind (Su): Your mind is open to the chaos of the Far Realm, and any intruder into your thoughts must face its madness. Whenever a character reads, probes, or otherwise examines your thoughts, they must make a Will save, DC 10 + 1/2 your manifester level + your Intelligence or Charisma modifier, or be dazed for 1 round. Alternatively, you may manifest any mind-affecting power you know on them as an immediate action, even if they would not normally be within its range, though they must otherwise qualify as a target. However, powers manifest this way cost twice the normal amount of power points.

    Starblood Symbiosis (Ex and Ps): At 1st level, you are blessed by the Daelkyr, your body infused with the transformative power of the Far Realm. Symbiotes begin to grow within your flesh, seeming to be mere tumors at first, but then swelling into aberrant, parasitic twins, alive within your flesh. The minds of these parasitic, fetal aberrations within you feed into your mind, empowering you.

    At 1st level, you may choose any power of the telepathy or psychometabolism disciplines from the Psion/Wilder power list, including from the Egoist and Telepath devotion lists, and add it to your powers known. The power must be of a level you are capable of manifesting. At each subsequent odd level, you learn an additional power.

    At 2nd level, you can use your starblood symbiotes as a reservoir of psionic power, much like an organic cognizance crystal. The amount of power points you can store in the symbiotes is equal to one plus half your manifester level, rounded down. In all other ways, storing or using power points with this ability functions just like doing so with a cognizance crystal.

    At 5th level, you can use the minds of the starblood symbiotes to focus on your psionic powers. You can psionically focus your starblood symbiotes, just as you would yourself. At any time you would have to expend your own psionic focus, you may instead expend that of your symbiotes.

    At 9th level, your starblood symbiotes can act independently to manifest psionic powers. You may use the schism power as a psi-like ability, with manifester level equal to your own, once per day for every 5 manifester levels you have, rounded down. However, when you use this ability, manifesting it takes only a swift action.

    At 10th level, you can grant a symbiote a life of its own, extruding it from your body and transforming it into a mutated replica of yourself. Once per day, you may use fission as a psi-like ability, with manifester level equal to your own. However, your duplicate has the pseudonatural template applied to it.

    Psychotic Overload (Su): At 3rd level, you can draw your psychic powers from madness, bending your mind to the point of breaking to unleash your power. Whenever you manifest a power, you may take up to three points of Wisdom burn, to a minimum of 0 Wisdom. Every point of burn you take allows you to ignore five power points of the power’s total cost, although those points are still counted for determining the total amount of power points you can spend. In addition, every point of burn taken increases the power’s DC by 1, and gives you a +1 bonus on manifester level checks to overcome power resistance.

    Warped Flesh (Ex): At 4th level, your body mutates in horrible ways. You gain a single bonus aberrant feat that you meet the requirements of. In addition, you may expend your psionic focus and five power points as a swift action to exchange any aberrant feat you have for another aberrant feat you qualify for. You cannot do so if it would cause you to cease to meet the prerequisites of a feat, prestige class, or similar ability. The change is permanent until you choose to change it again.

    Warped Soul (Ex): At 6th level, insanity just doesn’t hold you back any more. You become immune to any effect that would confuse you, such as the confusion or insanity spells. In addition, you are not rendered unconscious if your Wisdom score is reduced to 0. Instead, you remain fully active and functional, though you suffer some penalties. You can take only a single action each round, you cannot become psionically focused and lose any focus you might have, and the cost of any power you manifest is increased by two. In addition, you cannot regain power points by resting as long as your Wisdom is at 0. Your Wisdom score can still never go below 0.

    Delirious Ecstasy (Su): At 7th level, your madness fills you with ecstatic pleasure, allowing you to ignore pain and injury. When you take Wisdom burn, damage, or drain, you gain fast healing equal to the amount of the burn, damage or drain taken for a number of rounds equal to your manifester level. This is a mind-affecting ability. Note that the fast healing does not represent actual healing, but rather your character’s madness allowing them to ignore their wounds.

    Psychotic Blast (Ps): At 8th level, you can draw on the power of the Far Realm to madden your foes. You add psionic insanity to your list of powers known. In addition, whenever you manifest it, roll 1d6. The subject gains an additional psychosis or mental disorder, based on the roll. The psychosis lasts for as long as the insanity remains. The subject cannot make any additional save against the secondary effect.

    {table=head]Roll|Psychosis|Effect
    1|Paranoia|The subject is frightened and cowers if it cannot flee.
    2|Hallucinations|The subject is affected as by the false sensory input power.
    3|Phobia|The subject is affected as by the aversion power.
    4|Amnesia|The subject is affected as by the psionic modify memory power.
    5|Catatonia|The subject is affected as by the brain lock power.
    6|Delusional|The subject is affected as by the mind seed power.[/table]

    Daelkyrspawn Apotheosis (Ex): At 10th level, you are wholly transformed, becoming a being in the image of the Daelkyr. Your type changes to outsider, and you gain the native and chaotic subtypes (however, this does not cause you to cease to meet the prerequisites of aberrant feats, as a special exception). You gain damage reduction 10/byeshk, and immunity to disease, poison, and transmutation effects(except of course for those you use on yourself).

    ----

    Vua-Xuu q'R'lyeh
    "Pa'qui n'Vaa ci'nqua vaalaa q'R'lyeh! I'a Cthulhu!" -H'guil'l, illithid cultist, raving in the name of Cthulhu


    Y'kkuul, servant of Cthulhu and his own endless madness...

    Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn... "In his house at R'lyeh dead Cthulhu waits dreaming." Creatures of madness that wait beyond the worlds we know, existing in all times at once, in all worlds at once, and yet one of the greatest creatures also lay dormant in the ancient depths of the ocean, in the sunken city of R'lyeh. The vua-xuu q'R'lyeh are the twisted cultists and willing slaves of the sleeping elder god, masters of tunneling through alien dimensions with their minds and directly into the infinite reaches of the psyche of great Cthulhu himself.

    HD: d8

    Requirements

    Alignment: Chaotic neutral or Chaotic evil
    Race: Illithid
    Skills: Knowledge (psionics) 11 ranks, Knowledge (religion) 5 ranks, Knowledge (the planes) 5 ranks
    Feats: Chosen of Evil*, Slave to Evil*, any Metapsionic feat
    Psionics: Ability to use 5th level psionic powers of the telepathy discipline.
    Deity: Cthulhu
    *These feats can be found in the book Elder Evils.

    Class Skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Psicraft, Sense Motive, Spot and Swim
    Skill-points per level: 2+Int modifier

    {table="head"]Level|BAB|Fort|Ref|Will|Special Abilities|Psionics
    1st|+0|+0|+0|+2|Mind of R'lyeh, domains|+1 of existing psionic manifesting class
    2nd|+1|+0|+0|+3|Mind-rending blast|+1 of existing psionic manifesting class
    3rd|+1|+1|+1|+3|--|+1 of existing psionic manifesting class
    4th|+2|+1|+1|+4|Profane miracle|+1 of existing psionic manifesting class
    5th|+2|+1|+1|+4|--|+1 of existing psionic manifesting class
    6th|+3|+2|+2|+5|Mind-destroying blast|+1 of existing psionic manifesting class
    7th|+3|+2|+2|+5|--|+1 of existing psionic manifesting class
    8th|+4|+2|+2|+6|Greater profane miracle|+1 of existing psionic manifesting class
    9th|+4|+3|+3|+6|--|+1 of existing psionic manifesting class
    10th|+5|+3|+3|+7|Body of R'lyeh|+1 of existing psionic manifesting class
    [/table]

    Weapon and Armor Proficiencies: Vua-Xuu q'R'lyeh are proficient with all simple weapons and light armors, but no shields.

    Manifesting: At every level, a vua-xuu q'R'lyeh gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of vua-xuu q'R'lyeh to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
    If a character had more than one manifesting class before he became a vua-xuu q'R'lyeh, he must decide to which class he adds the new level of vua-xuu q'R'lyeh for the purpose of determining power points per day, powers known, and manifester level.

    Mind of R'lyeh (Ex):
    At first level, your already alien mind reaches deep into the place where the material plane and the far realms meet: R'lyeh. This ability grants the vua-xuu q'R'lyeh immunity to damage and drain to all of it's mental ability scores as well as confusion effects. Secondly, anyone attempting to read their mind must make a Will save (DC 10+vua'xuu q'R'lyeh level+Int modifier) be rendered confused for 1d6 rounds. At 6th level, they are rendered permanently insane. Lastly, the vua'xuu q'R'lyeh is allowed to make all Knowledge checks without having ranks in them, and receives a bonus to all Knowledge skills equal to their vua'xuu q'R'lyeh level.

    Domains: At first level, a vua-xuu q'R'lyeh gains a small portion of the pseudo-divine power of entropic alien dimensions that house great Cthulhu. Select two of the following domains; Chaos, Evil, Madness, Mind, Water. From now on you can manifest domain spells as if they were psionic powers. The power point cost of the domain spell is equal to (2*Spell level)-1 with a minimum cost of 1 power point.

    Mind-rending Blast (Su): At 2nd level, you are capable of ripping the pure madness from your own mind and imposing it upon others. By expending 5 power points as a free action when using your mind blast racial feature, it renders those who fail the save within the cone confused for 1d6 rounds instead of stunned for 1 round.

    Profane Miracle (Ps): At 4th level, you become capable of drilling a tunnel between your mind and the power of Cthulhu to perform what will be falsely considered a miracle. By expending 13 power points, a vua-xuu q'R'lyeh can use limited wish as a psi-like ability with a caster level equal to their manifester level. Using this ability burns 1 Wis, but a vua-xuu q'R'lyeh can burn 1d4 Wis for every 500 XP it can opt not to expend.

    Mind-destroying Blast (Su): At 6th level, your ability to rend minds with your own is empowered. By expending 9 power points as a free action while using your mind blast, it forces anyone stuck in the cone to make two Will saves with the same DC of the normal mind blast. Failing one save renders the foe confused for 1d6 rounds, but failing both renders them permanently insane.

    Greater Profane Miracle (Ps): At 8th level you can bore more powerful holes into the power stored in Cthulhu and the city of R'lyeh. This ability acts just like the profane miracle ability, except by expending 17 power points you can instead use wish as a psi-like ability. Using this ability burns 1d3 Wis, and still requires an XP cost, but a vua-xuu q'R'lyeh can burn 1d4 Wis for every 500 XP it can opt not to expend.

    Body of R'lyeh (Ex):
    At 10th level, you acquire a true piece of the body of great Cthulhu, which warps and twists your body into a new shape. You gain the Yu q'R'lyeh template(see below), without the cost of level adjustment.


    Yu q'R'lyeh template

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    Creating a yu q'R'lyeh
    "Yu q'R'lyeh" is an acquired template that can be added to any corporeal aberration with a swim speed(referred to hereafter as the base creature).
    A yu q'R'lyeh uses all the base creature’s statistics and special abilities except as noted here.

    Size and Type
    The creature's type changes to outsider. Size is unchanged. Do not recalculate base attack bonus or saves.

    Speed
    A yu q'R'lyeh receives a pair of twisted, leathery wings which grants them a fly speed equal to their base land speed or swim speed(whichever is lower) and increases the base swim speed of the creature by 30 feet.

    Armor Class
    The base creature's natural armor improves by 6.

    Attack
    A yu q'R'lyeh has two claw attacks, and if the creature had any tentacle attacks they receive an additional four tentacle attacks. These are primary natural weapons. If the base creature can use weapons, the yu q'R'lyeh retains this ability. A yu q'R'lyeh fighting without weapons uses a claws and tentacles when making an attack action.

    Full Attack
    A yu q'R'lyeh fighting without weapons uses both claws and all tentacles when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its claw and tentacles as natural secondary attacks.

    Damage
    A yu q'R'lyeh's natural weapons deal damage appropriate to your size for the natural weapons.

    Special Attacks
    A yu q'R'lyeh retains all the special attacks of the base creature and gains the following special attacks.

    Malicious Aura (Su): You are constantly surrounded by the profane sounds that consume R'lyeh, which do not effect you but madden those around you. Anyone within 30 feet of you must at the beginning of your turn, make a Will save (DC 10+half HD+Cha modifier) or be rendered confused for 1d3 rounds. Chaotic aberrations and outsiders are immune to this effect.

    Spell-like abilities
    A yu q'R'lyeh has spell-like abilities depending on it's Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

    {table="head"]HD|Abilities
    1-2|create water 3/day, curse water 3/day
    3-4|desecrate
    5-6|scrying 3/day
    7-8|bestow curse, evard's black tentacles 3/day
    9-10|unhallow
    11-12|true seeing 3/day
    13-14|insanity
    15-16|symbol of insanity
    17-18|astral projection at will
    19-20|time stop
    [/table]

    Special Qualities
    A yu q'R'lyeh retains all the special qualities of the base creature and gains the following special qualities.

    • Immunity to acid, poison, disease and confusion effects.
    • Resistance to cold 10, fire 10 and electricity 20
    • Damage Reduction: 5/byshek (if HD 11 or less) or 10/byshek (if HD 12 or more).
    • A yu q'R'lyeh's natural weapons are treated as magic and chaotic-aligned for the purposes of overcoming damage reduction.
    • Spell resistance equal to creature's HD + 10 (maximum 35).


    Alien Geometry (Su): Yu q'R'lyeh are capable of bending space, moving between dimensions. You can move through objects as though they were not there, as well as walk on air as though you were under the effects of the air walk spell. You can still be attacked. You must end your movement in an unoccupied square you had line of sight to when you began your movement. At the end of your turn, you are no longer between dimensions, and are treated by gravity accordingly.
    Additionally, you can use greater teleport and greater plane shift at will, each as a standard action, but you are only capable of teleporting yourself plus 50 pounds of equipment.

    Far Mind (Ex): A yu q'R'lyeh's mind is something that cannot even be imagined by even the most intelligent and imaginative of mortal creatures. Staring into the mind of one of these living blasphemies is sure to drive even the most stable mind mad. Anyone attempting to read the mind of a yu q'R'lyeh is forced to make a Will save (10+half HD+Cha modifier) or be driven insane, as though by the insanity spell. Anyone who passes the save is merely confused for 1 round. In either case, the attempt to read the mind will fail, as it is nothing but the random alien chaos that is constant in the Far Realms.

    Abilities
    Increase from the base creature as follows: Str +4, Con +6, Int +4, Wis -4, Cha +4.

    Skills
    A yu q'R'lyeh recieves a +8 racial bonus on all Concentration and Swim checks, and a +4 racial bonus to all Intimidate checks.

    Challenge Rating
    +2

    Alignment
    Always chaotic evil.

    Level Adjustment
    +4
    Last edited by Krimm_Blackleaf; 2009-06-23 at 10:15 PM.
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    Pixie in the Playground
     
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    Default Re: NotD supplement: The Kin of the Old Ones

    I think you're awesome, and I especially love the aberrant tools. I've been wanting to do a lovecraftian for a while now, and I love aberrations and everything about them. I was wondering if you've made anything else like these and if you had, could you post them. If not, do you think you could find the time and help me come up with some others.

    I wanna make a lot of them, for everything they could possibly use, so all of their equipment are living creatures, with some being insects and others being cephalopods or other alien creature item things.

    If you think it would be cool to come up with more msg or reply, Peace!

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    Troll in the Playground
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    Default Re: NotD supplement: The Kin of the Old Ones

    Quote Originally Posted by sokar1618 View Post
    I think you're awesome, and I especially love the aberrant tools. I've been wanting to do a lovecraftian for a while now, and I love aberrations and everything about them. I was wondering if you've made anything else like these and if you had, could you post them. If not, do you think you could find the time and help me come up with some others.

    I wanna make a lot of them, for everything they could possibly use, so all of their equipment are living creatures, with some being insects and others being cephalopods or other alien creature item things.

    If you think it would be cool to come up with more msg or reply, Peace!
    It would be possible to make more, I suppose. It's been a long while since I made anything 3.5-related I'm proud of but I could give it a shot, so long as I finish off a bunch of the other stuff I've been intending to finish.
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    WolfInSheepsClothing

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    Default Re: NotD supplement: The Kin of the Old Ones

    WE LOVE YOU KRIMM!

    Also, more stuff for NotD is always awesome.
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    Default Re: NotD supplement: The Kin of the Old Ones

    Quote Originally Posted by The Tygre View Post
    WE LOVE YOU KRIMM!

    Also, more stuff for NotD is always awesome.
    What he said, and more.

    How did you name the stuff? Random generator or did you come up with it all genius-like? So far, I've been using seventh sanctum's lovecraftian name gen for them and if they seem to "fit" I use em.

    I don't really need the full stats cuz I'm fairly confidant in making them. I really am just trying to come up with general cool ideas for items I can have them use.

    I've been looking through the Life-Shaping book from dark sun and I'm intending on takin a gander at general useful magic items that catch my fancy and making aberrant creatures versions.

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    Default Re: NotD supplement: The Kin of the Old Ones

    Quote Originally Posted by sokar1618 View Post
    What he said, and more.

    How did you name the stuff? Random generator or did you come up with it all genius-like? So far, I've been using seventh sanctum's lovecraftian name gen for them and if they seem to "fit" I use em.

    I don't really need the full stats cuz I'm fairly confidant in making them. I really am just trying to come up with general cool ideas for items I can have them use.

    I've been looking through the Life-Shaping book from dark sun and I'm intending on takin a gander at general useful magic items that catch my fancy and making aberrant creatures versions.
    I just come up with them all genius-like. Ridiculous alien names are something I do, I guess.
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    Pixie in the Playground
     
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    Default Re: NotD supplement: The Kin of the Old Ones

    What's the first picture in the thread of? Is it a spawn of Cthulhu? Cuz I think that would be a Bad Ass Monstr to make and that picture works perfectly in size and design.

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    Ogre in the Playground
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    Default Re: NotD supplement: The Kin of the Old Ones

    I have this thread bookmarked, I dig all of this Lovecraft stuff you and TD1 did. What have you been up to lately Krimm? Haven't seen you active here in a long while.

    -X
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    Default Re: NotD supplement: The Kin of the Old Ones

    Quote Originally Posted by sokar1618 View Post
    What's the first picture in the thread of? Is it a spawn of Cthulhu? Cuz I think that would be a Bad Ass Monstr to make and that picture works perfectly in size and design.
    That's the great Cthulhu himself, and I probably wouldn't have picked one of the most obvious elder things except for the fact that it was done by the Almighty Wayne Reynolds.

    Quote Originally Posted by ErrantX View Post
    I have this thread bookmarked, I dig all of this Lovecraft stuff you and TD1 did. What have you been up to lately Krimm? Haven't seen you active here in a long while.

    -X
    Thanks! Also not much lately. My creative streak is more or less sputtering out. I thought it was because I was DMing a long and complex game for a year and a half, but I'm still not back in my game. I have about... fifteen unfinished prestige classes sitting in my homebrew file, and maybe 20 monsters.
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    Default Re: NotD supplement: The Kin of the Old Ones

    Quote Originally Posted by Krimm_Blackleaf View Post
    Thanks! Also not much lately. My creative streak is more or less sputtering out. I thought it was because I was DMing a long and complex game for a year and a half, but I'm still not back in my game. I have about... fifteen unfinished prestige classes sitting in my homebrew file, and maybe 20 monsters.
    Maybe you're just tapped out and you need to take a little break. That's what it sounds like to me.
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    Default Re: NotD supplement: The Kin of the Old Ones

    Quote Originally Posted by Agrippa View Post
    Maybe you're just tapped out and you need to take a little break. That's what it sounds like to me.
    Most likely. I'll give myself some time to take the pressure off and get more content done later when I don't feel like I'm forcing myself.
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    Default Re: NotD supplement: The Kin of the Old Ones

    Is there a hierarchy to the elder gods? is yog-sothoth and the others equals? who is the most powerful?



    BY the way this is the best article I have ever found on this site
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