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  1. - Top - End - #61
    Bugbear in the Playground
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    Default Chitterer

    Chitterer
    Diminutive Magickal Beast

    Vitality Dice: ½d10-2 (- VP)
    Wound Points: 1
    Initiative: +1
    Speed: 10 ft., climb 10 ft.
    Defense: 16 (+2 Dexterity, +4 size)
    Base Attack/Grapple: +0 / -16
    Attack: -
    Full Attack: -
    Space/Reach: 2½ ft. by 2½ ft. / 0 ft.
    Special Attacks: Chitter
    Special Qualities: Harmless, Blindsense 30 ft., Spiderwalk
    Allegiances: The Otherworld
    Action Points: -
    Reputation: +0
    Saves: Fort -2, Reflex +2, Will +1
    Abilities: Str 2, Dex 15, Con 6, Int 2, Wis 12, Cha 1
    Sanity Drain: -
    Skills: Climb +10, Hide +18, Move Silently +6
    Feats: -
    Talents: -
    Challenge Rating: -
    Chitterers are tiny, insectoid creatures with three legs. They have a head, but it is disturbingly featureless, having only a surprisingly mammalian mouth. The creature appears to possess a vicious-looking stinger attached to its tail, but this appendage is in fact a sensory organ and is harmless.

    When it senses an intruder, it chitters and shrieks angrily. While this could be potentially startling, the creature is not capable of making good its threats. The sound does, however, carry, and monsters know the particular vocal tones of the chitterer that indicate the presence of potential food.

    It is important to note that the chitterer does not appear to actually be an Entity, and lacks the traits normally associated with them. Chitterers hate light and will flee from it, but they do not die if exposed to it. If slain, chitterers discorporate into their component energies. They do not reanimate.

    A radio does not detect the presence of a chitterer.

    Combat
    Chitterers shriek and chitter violently when disturbed, but are cowardly and flee if directly attacked.

    Chitter (Ex): The chitterer's most notable ability is its penchant for shrieking and clicking when disturbed. If the survivor didn't notice the creature, it will most certainly scare him or her, but the most important aspect is that it acts like a beacon for Otherworld monsters. The DC to hear an angry chitterer is -5, modified by distance and interposing barriers. If a Tainted One or Entity succeeds on the Listen check, it gathers companions and seeks out the chitterer and the nearby food.

    Chitterers will chitter whenever they sense another creature within their territory, regardless of its creature type.

    Harmless: A chitterer is incapable of dealing appreciable damage, and is not worth experience on its own, though it may augment the difficulty of nearby encounters. Like an ordinary, a chitterer lacks Vitality Points.

    Blindsense (Ex): The chitterer senses vibrations using its tail, and automatically pinpoints the square in which a creature resides within the area. Chitterers need not make Listen or Spot checks to detect creatures within this radius. The target still has full concealment, however. Sight Unseen does not function against this ability.

    Spiderwalk (Ex): The three-legged creature is capable of climbing on practically any surface capable of supporting its weight. It is even capable of climbing on glass. It need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A chitterer retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
    Last edited by Kuma Kode; 2011-04-11 at 10:03 PM.

  2. - Top - End - #62
    Bugbear in the Playground
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    Default Eleos

    Eleos
    Large Outsider (Entity)

    Vitality Dice: 8d8+40 (76 VP)
    Wound Points: 20
    Initiative: +1
    Speed: 30 ft., fly 60 ft.
    Defense: 18 (-1 Size, +1 Dexterity, +2 Deflection, +6 Natural)
    Base Attack/Grapple: +8 / +17
    Attack: Claw +13 melee (1d6+5 plus Shechita)
    Full Attack: 2 claws +13 melee (1d6+5 plus Shechita)
    Space/Reach: 10 ft. by 10 ft. / 10 ft.
    Special Attacks: Shechita
    Special Qualities: Entity traits, immunity to fire and acid, resistance to electricity 5, Spell Resistance 15
    Allegiances: The Otherworld
    Action Points: -
    Reputation: +0
    Saves: Fort +11, Reflex +7, Will +10
    Abilities: Str 20, Dex 13, Con 20, Int 17, Wis 18, Cha 16
    Sanity Drain: 1/1d10
    Skills: Craft (Visual Art) +11, Diplomacy +11, Forbidden Lore +12, Handle Animal +11, Intimidate +11, Knowledge (Philosophy and Theology) +11, Move Silently +9, Perform (Sing) +11, Sense Motive +12, Spot +12, Treat Injury +14
    Feats: Medical Expert, Weapon Focus (Claw), Defensive Martial Arts
    Talents: -
    Challenge Rating: 9
    The Eleos is a slow, methodical Entity. It is a towering twelve feet tall, but weighs merely two-hundred pounds. Its body is skeletal, and its face is featureless save for its toothless mouth. The creature is constantly draped by its two large, leathery wings, which it wraps around itself like a cloak.

    When it notices prey, an eleos begins to sing a haunting melody that many people find unexpectedly soothing. The monster's claws are supernaturally sharp and can cause immense blood loss, such that even those who manage to flee eventually bleed to death. The creature is leisurely in its chase; it knows the impending fate of its victim and does not appear to be terribly concerned that they get away. Once it chooses its target, it does not stop singing or pursuing them until they are dead.

    Eleos have an unsettling practice of singing for and holding their victims after they have collapsed, and continue to cradle them gently until they die in the creature's arms. They have even been known to use their wings to shield a victim from rain or wind, possibly because it wants their death to be comfortable.

    Some survivors believe that death at the hands of an Eleos is painless due to the unbelievable sharpness of the creature's claws and its apparent concern for the comfort of its victims. After the apocalypse, suicide by Eleos may gain a macabre popularity.

    Combat
    An eleos engages in combat quite readily, but it becomes more indifferent as it strikes, knowing the blood loss its claws cause will eventually do the deed, even if the creature is not around.

    Shechita (Ex): The Eleos's claws are extremely sharp, and slice through flesh effortlessly. The massive blood loss caused by the Eleos deals 1 point of Wound damage every round until the target receives magickal healing or a DC 15 Treat Injury check. Wound damage from multiple strikes stack.
    Last edited by Kuma Kode; 2011-04-11 at 10:58 PM.

  3. - Top - End - #63
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    Kuma...This is amazing. I simply must use this when the setting is completed!

  4. - Top - End - #64
    Bugbear in the Playground
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    Default Utterance : Black Bolt

    Black Bolt
    Yg-laa + Phakel
    Corruption Cost: 1 Intelligence damage and 1d4 Sanity
    Casting Time: 1 standard action
    Range: Medium (100 ft. +10 ft./level)
    Target, Area, or Effect: One or more creatures
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    The dark essence of the Otherworld can be commanded to perform any task, or to form your heart's twisted desires, but the life force of the Darkness is much more willing to tear reality asunder.

    This spell creates a bolt of pure Otherworld energy that deals 1d4+1 damage to the target creature. For every two caster levels, the spell can create another bolt. These extra bolts can be divided up between multiple targets as the caster chooses. If more than one bolt is aimed at one target, they combine into one larger bolt that deals their combined damage.

    These bolts appear as small electrical arcs composed of the Black. To a character without the Second Sight psionic feat, the bolts themselves are invisible, but leave a trail of black frost on the ground in their wake. A psychic with Second Sight can see the bolt itself, but this doesn't provide any benefits.

    The bolts of darkness strike unerringly, allowing no save and bypassing damage reduction and energy resistances. They can even harm Tainted ones and Entities, as the power is directed purely at unmaking that which exists.

    Black Bolt can damage and destroy objects, and ignores hardness. It also does not suffer a 50% miss chance when used against incorporeal creatures.

    Echelon 1: The spell works as above.
    Echelon 2: The bolts deal 1d6 damage each.
    Echelon 3: The bolts deal 1d6+1 damage each.
    Echelon 4: The bolts deal 1d8+1 damage each.
    Echelon 5: The bolts deal 1d10+2 damage each.
    Last edited by Kuma Kode; 2011-02-27 at 09:44 PM.

  5. - Top - End - #65
    Bugbear in the Playground
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    Quote Originally Posted by FunnyMattress View Post
    Kuma...This is amazing. I simply must use this when the setting is completed!
    Glad ya like it! If you don't mind, what would you like to see more of, so I know what to work on? Right now I'm kinda just working little bits on everything, but if there's something in particular that would keep something from using this as it is, I'd like to know so I can fix that.

  6. - Top - End - #66
    Bugbear in the Playground
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    Default Utterance : Life Shield

    Life Shield
    Bogtene + Uggot
    Corruption Cost: 4 Constitution damage
    Casting Time: 1 standard action
    Range: 30 feet
    Target, Area, or Effect: One ally
    Duration: 1 hour / Level
    Saving Throw: Will negates (Harmless)
    Spell Resistance: Yes (Harmless)

    Feeling fear lets one know he is still alive. Feeling love lets one know that he is still human.

    This odd magick saps life force from the caster, and forms it into a protective shell around his loved ones. Upon casting this spell, the caster sacrifices 25% of his current hit points or vitality, after adjustment from the spell's Corruption cost. This life force creates a barely visible field of energy around the target, wavering light like a heat mirage.

    Hit point damage directed against the target damage the force field instead. The field has as many hit points as the caster sacrificed, and cannot be healed. A second casting dispels and replaces one already in place.

    If the shield fails, any excess damage is directed at the shielded character. Until then, however, attacks against the shield do not hit the warded character. Attacks that rely on contact, such as poisons, ability drain, the haruspex's Live My Nightmare ability, diseases, energy drain, grapple attempts, trip attempts, disarm attempts, or touch range spells cannot affect the warded creature, nor can the warded creature's actions be interrupted by damage as long as the shield remains.

    This spell has a notable weakness against the Black. If the warded creature enters an area filled by the Black, the life shield immediately fails, as if its duration expired. The spell Black Bolt, because it uses raw Black to deal damage, bypasses but does not dispel the life shield.

    Echelon 1: The spell works as above.
    Echelon 2: The shield has a number of hit points equal to 1.5 times the amount sacrificed.
    Echelon 3: The shield has a number of hit points equal to 2 times the amount sacrificed.
    Echelon 4: The shield has a number of hit points equal to 2.5 times the amount sacrificed.
    Echelon 5: The shield has a number of hit points equal to 3 times the amount sacrificed.
    Last edited by Kuma Kode; 2011-03-18 at 02:50 PM.

  7. - Top - End - #67
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    Default The Fallen : Christina Harold

    Christina Harold
    Medium Humanoid Smart Hero 2 / Fast Hero 1 / Occultist 2

    Vitality Dice: 2d6+1d8+2d6+10 (34 VP)
    Wound Points: 14
    Initiative: +2
    Speed: 35 ft.
    Defense: 17 (+5 class, +2 Dexterity)
    Base Attack/Grapple: +2 / +2
    Attack: Unarmed strike +2 melee (1d3 nonlethal), or Knife +2 melee (1d4), or Glock 17 +5 ranged (2d6)
    Full Attack: Unarmed strike +2 melee (1d3 nonlethal), or Knife +2 melee (1d4), or Glock 17 +5 ranged (2d6)
    Space/Reach: 5 ft. by 5 ft. / 5 ft.
    Special Attacks: -
    Special Qualities: Dark Magician, Spell Resistance 7
    Allegiances: The Otherworld
    Action Points: 7
    Reputation: +1
    Saves: Fort +2, Reflex +3, Will +5
    Abilities: Str 10, Dex 15, Con 14, Int 15, Wis 13, Cha 16
    Sanity: -10
    Starting Occupation: Academic (Class skills: Decipher Script, Knowledge [Arcane Lore], Research)
    Skills: Concentration +9, Craft (Chemical) +6, Decipher Script +12, Disable Device +6, Drive +4, Forgery +6, Forbidden Lore +6, Investigate +5, Knowledge (Arcane Lore) +10, Knowledge (Behavioral Sciences) +8, Knowledge (Physical Sciences) +6, Research +10, Read/Write English, Read/Write Spanish, Read/Write Latin, Read/Write Arabic, Read/Write French, Read/Write Chinese, Read/Write Japanese, Speak English, Speak Spanish, Speak Latin, Speak Arabic, Speak French, Speak Chinese, Speak Japanese, Spellcraft +10
    Feats: Simple Weapon Proficiency, Studious, Personal Firearm Proficiency, Educated (Knowledge [Arcane Lore], Knowledge [Behavioral Sciences]), Defensive Martial Arts, Shadow Aspect[B]
    Talents: Linguist, Increased Speed
    Challenge Rating: 5
    Christina Harold is a young and talented graduate student of Miskatonic University. She took a great interest in the ancient secrets it contained and read many tomes. When the Otherworld crashed into our own world, and most humans ran screaming for their lives, Christina embraced the power she had dreamed about for so long. To her, it was a religious experience, and she reveled in the chaos. She spent much of the first night luring survivors into the darkness, where they were slain by the Black and reanimated as monsters, who sensed her internal corruption and did not attack her. She took this as validation that she was the Otherworld's messenger, and that the dark forces that underly reality had a very special plan for her.

    She might be right.

    Combat
    Christina does not suffer Sanity loss for casting spells, and prefers them over any other form of attack. Because of her lack of Sanity, she can maintain a Summon spell indefinitely, and makes liberal use of them, since she doesn't have any particular use for her physical strength and avoids melee at all costs.

    She also prefers to use a Seal of Eibon to protect herself. She is damaged by the spell like all uncorrupted creatures, but knows that it blocks humans and nonmagickal bullets while allowing her summoned pets and her own magicks to pass through, and will typically attack or command her minions from behind a Seal, preferably blocking a doorway or hallway to provide complete protection.

    If combat goes poorly, she will quickly cover herself with a Sight Unseen and flee the combat, leaving her minions to cover her retreat and commanding them telepathically until they are destroyed.

    Dark Magician: Christina has read several tomes and maintains friendly relationships with Entities. Because of this, she knows many whispers. Christina has a caster level of 3.
    Whispers Known: Nanyothua (Shadow), Yg-laa (Project), Lalenol (Summon), Bogtene (Protect), Phakel (Soul), Phu-ug (Area), Chaugorhac (Creature)
    Murmurs Known: Or-bo (Power), Es (Time)
    Utterances Known: Seal of Tora/Eibon, Black Bolt, Sight Unseen, Summon Monster, Bind
    Last edited by Kuma Kode; 2010-05-20 at 02:38 PM.

  8. - Top - End - #68
    Bugbear in the Playground
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    Default Utterances : Bind

    Bind
    Bogtene + Chaugorhac
    Corruption Cost: 4 Dexterity damage and 1d8 Sanity
    Casting Time: 1 standard action
    Range: Close (25 ft. +5 ft./ 2 levels)
    Target, Area, or Effect: One creature
    Duration: 1 hour/level (D)
    Saving Throw: Will negates
    Spell Resistance: Yes

    Never letting a battle begin is the surest way to win it. This dark magick offers victory.

    You target a creature, sealing its thoughts and censoring its mind. If the creature fails a will save (DC 12 + your Charisma modifier), the spell binds to the creature and prevents them from taking any action they know would be harmful to the caster. They may still attack the caster's allies, provided such action does not also harm the caster. For example, a soldier affected by this spell may not shoot the caster, but he could shoot her allies. He could throw a grenade, as well, provided he does not intend for the caster to also be in the blast radius. The action is not prevented if forces beyond the character's control or ability to foresee causes the caster to come to harm, such as if he fails the attack roll and the grenade bounces towards her.

    This spell is immediately broken if the caster directly harms the target.

    Echelon 1: The spell works as above.
    Echelon 2: The spell's DC is 14 + the caster's Charisma modifier.
    Echelon 3: The spell's DC is 16 + the caster's Charisma modifier.
    Echelon 4: The spell's DC is 18 + the caster's Charisma modifier.
    Echelon 5: The spell's DC is 20 + the caster's Charisma modifier.
    Last edited by Kuma Kode; 2011-02-27 at 09:41 PM.

  9. - Top - End - #69
    Bugbear in the Playground
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    The whispers now have more Lovecraftian names. Go ahead, try to pronounce Ngthlh-ddh.

  10. - Top - End - #70
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    This is a really interesting thread! Out of curiosity, what will the stage-three corrupted look like? and how many stages of Animiasis will there be?

    Also, what happens to animals? can they be corrupted?

    and do Entities manifest underground or underwater? because if they do caverns and any murky water more then a few feet deep must be deadly.
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    played the Space Pope in Total War 2125
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  11. - Top - End - #71
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    Quote Originally Posted by puppyavenger View Post
    Out of curiosity, what will the stage-three corrupted look like?
    Stage 3 will be more mutated versions of their Stage 2 counterparts, with more obvious changes. Also, some will be the result of multiclassing, and combine the qualities of two of the Stage 2 as well as having unique abilities.

    and how many stages of Animiasis will there be?
    Theoretically, there could be infinite stages of mutation, but I only plan for up to 5. At that point, they're so contaminated by the Black that the line between Tainted One and Entity blurs.

    Also, what happens to animals? can they be corrupted?
    Yes. They acquire the Corrupted template just like humans do, and begin to mutate just like the humans. I have yet to actually write out stats for Tainted animals, but I do plan for some generic dogs and such. Also, Arkham has a zoo, so the players may very well run into a Corrupted tiger or Corrupted grizzly.

    and do Entities manifest underground or underwater? because if they do caverns and any murky water more then a few feet deep must be deadly.
    Yes, they can. They cannot manifest in a location they could not occupy, such as within the ground, but if there is a pocket of air, water, or some other substance that will move out of their way, they can manifest. I should probably specify that the Tainted Ones and Entities do not need to breathe.

    Survivors should avoid roads that go through tunnels for this reason, and crossing large bodies of water can be dangerous, particularly at night. Even during the day, monsters can hide in a boat's shadow and attack it directly, seeking to damage the hull. Because spells do not have verbal or somatic components, merely visual or audible manifestations, a monster can even sit at the bottom and cast spells at the survivors from beneath the surface.

  12. - Top - End - #72
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    puppyavenger's Avatar

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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    Quote Originally Posted by Kuma Kode View Post

    Theoretically, there could be infinite stages of mutation, but I only plan for up to 5. At that point, they're so contaminated by the Black that the line between Tainted One and Entity blurs.
    ah okay, so I'm assuming that at stage 5 they barely look human anymore?
    Yes. They acquire the Corrupted template just like humans do, and begin to mutate just like the humans. I have yet to actually write out stats for Tainted animals, but I do plan for some generic dogs and such. Also, Arkham has a zoo, so the players may very well run into a Corrupted tiger or Corrupted grizzly.
    So can animals get to stage 2+ of animiasis? what does it look like?

    Yes, they can. They cannot manifest in a location they could not occupy, such as within the ground, but if there is a pocket of air, water, or some other substance that will move out of their way, they can manifest. I should probably specify that the Tainted Ones and Entities do not need to breathe.

    Survivors should avoid roads that go through tunnels for this reason, and crossing large bodies of water can be dangerous, particularly at night. Even during the day, monsters can hide in a boat's shadow and attack it directly, seeking to damage the hull. Because spells do not have verbal or somatic components, merely visual or audible manifestations, a monster can even sit at the bottom and cast spells at the survivors from beneath the surface.
    Pity the people on the sub-way.
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  13. - Top - End - #73
    Bugbear in the Playground
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    Added a table to randomly determine which whispers or lexicons a forbidden tome contains, as well as added a few more tomes. It is obviously beneficial for an occultist to know more than one language.

  14. - Top - End - #74
    Bugbear in the Playground
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    I am working on a Shadow Slayer class, the melee counterpart to the Occultist, and am considering making it based on Psionics rather than Sorcery. Of course, I could just create a Psionicist class and have the Shadow Slayer also use Sorcery.... thoughts?

  15. - Top - End - #75
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    Default Utterance : Void

    Void
    Lot-aug + Phu-ug
    Corruption Cost: 4 Strength damage and 1d8 Sanity
    Casting Time: 1 standard action
    Range: 30 feet
    Target, Area, or Effect: One 5-ft. square
    Duration: 1 round / level
    Saving Throw: Reflex negates (See text)
    Spell Resistance: No

    When the sun burns out, and the final star is swallowed by the infinite void, only darkness will remain. Only darkness can truly claim immortality.

    This spell summons a small connection with the Otherworld, allowing its corrosive energy to seep through into our world. When cast, the sorcerer must select a 5-ft. square in which to create the connection. If the square is occupied by a creature, they may make a reflex save to move into an adjacent square before the Void appears.

    When created, the Void is a small section of the Black, filling only a single square. It absorbs light within 10 ft., creating a field of darkness. Lighted areas become filled with shadowy illumination, and shadowy areas become completely dark. Already pitch-black areas gain no benefit.

    Because the connection to the Otherworld is a temporary, forced breach, it quickly collapses, but the darkness it creates can allow manifestation or summoning within its area, as well as healing a creature with the Child of the Black special quality.

    If casting a higher echelon, the area must be selected at the start of casting and gradually darkens as the spell nears completion. Characters who notice this may flee the area before the spell takes effect.

    Echelon 1: The spell functions as above.
    Echelon 2: The Black is 10 ft. square while the darkness it radiates is 20 ft. wide.
    Echelon 3: The Black is 15 ft. square while the darkness it radiates is 30 ft. wide.
    Echelon 4: As echelon 1, but the spell lasts for 1 minute/level.
    Echelon 5: As echelon 2, but the spell lasts for 1 minute/level.
    Last edited by Kuma Kode; 2011-02-27 at 09:41 PM.

  16. - Top - End - #76
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    Default Utterance : Black Lazarus

    Black Lazarus
    Ystharnotag + Phakel
    Corruption Cost: 20 Constitution damage and 1d10 Sanity
    Casting Time: 1 hour
    Range: Touch
    Target, Area, or Effect: One cremated corpse
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    This coveted and sinister incantation tears a soul from the infinite void beyond space and time and forces it back into its former shell. Eternal life and second chances come at a price, however, and the toll the Otherworld demands is high, indeed.

    Black Lazarus is a spell coveted by the impure, bawked at by the righteous, but ultimately desired by all. This ironic incantation uses the Otherworld's anathematic energies to restore life to a creature of the material world. Forcing the Black to perform such a contradictory task is extremely difficult and dangerous. Even if successful, it carries its price.

    First, the corpse is cremated, reduced to its bones and powdered tissues. Wounds do not matter, but if any part of the body is missing, that part will be missing even after the resurrection. Attempts to resurrect an incomplete body do not automatically fail; the person is restored to life and then might subsequently die from a missing organ. This is a very bad thing to do to friends and it's encouraged that great care is taken to keep the cremated corpse together.

    Upon casting this spell, the corpse is physically reassembled, then restored to life by the sinister magick of the Otherworld. Being brought back from nonexistence by the very essence of evil is a traumatic experience: the newly resurrected individual loses 3d6 Sanity. Additionally, the Otherworld consumes a part of who they were, causing the permanent loss of a level and 1d2 points from each of their ability scores. This damage is permanent and cannot be healed by any means. If their level, Sanity score, or any of their ability scores drops to 0 or below as a result of this cost, they are instead transformed into a Tainted One.

    The utterance has an obscenely high cost to the caster, requiring a massive amount of life energy. This energy is essentially converted into a new soul for the spell's target. Few humans can manage this spell on their own without inadvertently sacrificing themselves, and so the spell is typically done by three or four people together.

    Seeing the results of Black Lazarus deals 1/1d6 points of Sanity loss to anyone who knew of the death, including the casters and any bystanders but excluding the resurrectee.

    Being unaware of the spell's casting but then later being startled by a friend you believed to be dead carries a higher cost: 1/1d10. While they may not approve, for this and other obvious reasons it's best to keep allies in the loop.

    Unlike other spells, Black Lazarus ignores murmurs and cannot be modified by them.

    Echelon 1: The spell works as above.
    Echelon 2: Black Lazarus ignores Orbo.
    Echelon 3: Black Lazarus ignores Orbo.
    Echelon 4: Black Lazarus ignores Orbo.
    Echelon 5: Black Lazarus ignores Orbo.
    Last edited by Kuma Kode; 2011-02-27 at 09:41 PM.

  17. - Top - End - #77
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    While it is not so as written, a GM is perfectly within his or her right to rule that the Sanity loss for Black Lazarus is also permanent. After all, being brought back from the dead is somewhat beyond any conceivable use of Psychotherapy's capabilities.

    Therapist: "And how are you feeling today?"
    Dead Guy: "I saw.... the end of time. I saw the true face of the universe, and I know what it is like to cease to be..."
    Therapist: "Mm hm. So tell me about your mother..."


    It also doesn't help that unlike most psychological traumas, the incident isn't in the past: it's in the character's future. They are unfortunate enough to know what is waiting for them on the other side, waiting patiently and hungrily for when they die one final time.
    Last edited by Kuma Kode; 2010-06-06 at 03:18 AM.

  18. - Top - End - #78
    Ettin in the Playground
     
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    The ones in italics are those that I suggest for the spell list. I love the idea of a rune-combo based magick system, like an expanded version of the one in Eternal Darkness: Sanity's Requiem. Good luck, & more power to you.

    Spoiler
    Show
    {table=head]|Reveal|Project|Protect|Summon|Absorb|Dispel|Dominate|Deceive|Restore|Imbue|Corrode
    Shadow|Detect Magick|Magick Blast|Magick Shield|Sight Unseen|Anti-Magick|Dispel Magick|Magick Leash|Silver Tongue|Temporary Healing|Share Magick|Dissolution
    Mind|Read Mind|Grip of Fear|Mind Shield|Communion|Mind-Bite|Mind-Wipe|Mastermind|Illusion|Sanitize|Enhance Mind|Mind Burn
    Self|Divination|Astral Projection|Life Shield|Teleportation|Soul Jar|Mind Blank|Self-Mastery|Delusion|Regenerate|Enhance Body|Self-Infliction
    Object|Locate Object|Copy Object|Ward Object|Summon Object|Internalize|Sunder|Animate Object|Veil Object|Mend Object|Enchant Item|Dissolve Object
    Creature|Locate Creature|Monster Image|Bind|Summon Monster|Drain|Banish|Domination|Charm|Heal|Enhance Monster|Acid Blast
    Electricity|See Energy|Lightning Touch|Lightning Shield|Call Lightning|Current Absorption|Cancel Lightning|-|-|Healing Bolt|Electric Charge|Volt Burn
    Fire|Heat Vision|Fire Hand|Fiery Shield|Summon Flames|Fire Eater|Extinguish Flames|-|Illusory Flames|Healing Flames|Burning Spirit|Searing Flames
    Area|See The Unseen|Area Blast|Seal of Tora / Eibon|Summoning Circle|Draw Power|Disjunction Zone|Zone of Dominance|Mirage|Entropic Reversal|Magick Zone|Void
    Soul|Locate Spirit|Black Bolt|Soul Shield|Spirit Calling|Soul-Steal|Expunge Soul|Soul-Liege|Believe the Lie|Black Lazarus|Spirit Charge|Corruption
    Death|Spirit Vision|Death Blast|Death Ward|Deadly Summons|Animate Dead|Reanimate|Death Master|False Life|Vampiric Touch|Doom|Rapid Decay
    Body|Health Vision|Body Blast|Damage Reduction|Far-Calling|Consume|Flesh Rending|Puppetmaster|-|Asklepios|Enhance Ability|Dissolve Flesh
    Light|Light the World|Light Blast|Shield of Light|Lightbringer|Light-Void|Utter Darkness|-|Hallucination|Sunrise|Light Infusion|Burning Light
    [/table]
    Last edited by Zeta Kai; 2010-06-06 at 11:06 AM.

  19. - Top - End - #79
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    Wow, this is a really cool project! I don't have anything insightful to say, just wanted you to know that if I get the chance to use this setting I will in a heartbeat!

    Preferably, without the players knowing whats in store, just for kicks =)

  20. - Top - End - #80
    Bugbear in the Playground
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    Default Utterance : Dissolution

    Dissolution
    Lot-aug + Nanyothua
    Corruption Cost: 2 Charisma damage and 1d6 Sanity
    Casting Time: 1 Standard Action
    Range: Close (25 ft. + 5 ft. / 2 levels)
    Target, Area, or Effect: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude half (see text)
    Spell Resistance: Yes

    Like the matter that ebbs and flows in our own world, so too is the Otherworld composed of smaller pieces. Just as matter ceases to be that which it was when broken down, so too can the Black be decomposed.

    When cast, this spell tears the Otherworld energy that animates a Tainted One or composes an Entity into its component energies, rendering it harmless and ineffective.

    When cast on a Tainted One, the spell deals 1d4 points of damage per caster level. The Tainted One may make a fortitude saving throw (DC 12 + the caster's Charisma modifier) to reduce the damage by half. Entities sustain 1d6 points of damage per level, and are likewise entitled to a fortitude save.

    This spell's primary use, however, is revealed when it is cast on a Tainted One or Entity that has been reduced to 0 Wound points and gone dormant. If cast on such a creature, the spell instantly destroys the Otherworld energy within them, permanently deanimating a Tainted One or disintegrating an Entity. This effect only functions if the creature's original Otherworld aura is weak enough.

    Echelon 1: The spell deals 1d4 points of damage per caster level to a Tainted One and 1d6 points of damage per caster level to an Entity. It can permanently destroy fallen monsters that had a Faint aura, but the creature is entitled to a fortitude save to resist.
    Echelon 2: The spell deals 1d6 points of damage per caster level to a Tainted One and 1d8 points of damage per caster level to an Entity. It can permanently destroy fallen monsters that had a Faint aura.
    Echelon 3: The spell deals 1d8 points of damage per caster level to a Tainted One and 1d10 points of damage per caster level to an Entity. It can permanently destroy fallen monsters that had a Moderate aura.
    Echelon 4: The spell deals 1d10 points of damage per caster level to a Tainted One and 1d12 points of damage per caster level to an Entity. It can permanently destroy fallen monsters that had a Strong aura.
    Echelon 5: The spell deals 1d12 points of damage per caster level to a Tainted One and 2d8 points of damage per caster level to an Entity. It can permanently destroy fallen monsters that had an Overwhelming aura.
    Last edited by Kuma Kode; 2011-02-27 at 09:42 PM.

  21. - Top - End - #81
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    HeartlessXIII's Avatar

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    smile Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    kuma kode this is an amazing homebrew add-on to d20 modern i was wandering if you could possibly combine this all together into a download file that would make it more ordered and easier to look through

  22. - Top - End - #82
    Bugbear in the Playground
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    This project isn't dead, I've just been going through some drama, including a failed hard drive. BUT, I'm back, and progress will begin anew!

    Yes, I plan on compiling this into a PDF when I get more content.

    Also, thanks to Roland St. Jude for NOT locking this thread even though that was technically thread necromancy. I have been without a computer for a while and coming back to find a red post on my project would make me .

  23. - Top - End - #83
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    Default Gatekeeper

    Gatekeeper
    Large Outsider

    Vitality Dice: 10d8+20 (65 VP)
    Wound Points: 14
    Initiative: -2
    Speed: Fly 20 ft. (Perfect)
    Defense: 14 (-1 Size, +2 Deflection, +5 Natural, -2 Dexterity)
    Base Attack/Grapple: +10 / +20
    Attack: Tentacle claw +15 melee (1d4+6)
    Full Attack: 6 Tentacle claws +15 melee (1d4+6)
    Space/Reach: 10 ft. by 10 ft. / 10 ft.
    Special Attacks: Seal of the Other, Dark Magician
    Special Qualities: Body of the Beyond, Darkvision 60 ft., Immunity to Cold and Electricity, Acid Resistance 10
    Allegiances: The Others
    Action Points: -
    Reputation: -
    Saves: Fort +9, Reflex +5, Will +13
    Abilities: Str 22, Dex 7, Con 14, Int 17, Wis 23, Cha 15
    Sanity Drain: 1d3/2d6
    Skills: Concentration +15, Escape Artist +11, Forbidden Lore +21, Hide +7, Knowledge (Physical Sciences) +16, Knowledge (Earth and Life Sciences) +16, Psychic Focus +19, Listen +19, Search +16, Sleight of Hand +11, Spot +19
    Feats: Sixth Sense, Second Sight, Shadow Aspect
    Talents: -
    Challenge Rating: 15
    Gatekeepers are large, tentacled monstrosities of mind-bending geometry. They are horrific to view, as their grey, leathery, inexplicably moist flesh ebbs and flows with sensory organs and vestigial appendages, many of which have no earthly analog. They appear to be a floating mass of toothy tentacles, which inexplicably warp and disintegrate at random only to reappear elsewhere. Strangely, this vanishing may only happen to a certain chunk of their eldritch body, causing a tentacle to appear to hover, detached, despite the creature still being able to move and utilize it.

    They constantly emit a low-frequency, electrical hum that some older humans cannot hear.

    Gatekeepers are not Entities, and share no love of them. They are skittish and dubiously threatening of humans, but violently attack Entities and Tainted Ones. It is believed that Gatekeepers hail from a plane of existence that lays between our world and the Otherworld, and that the Gatekeeper's world has been caught between. It is possible that they see the Otherworlders as the "aggressors" in this planar war and seek to push them back into their own world.

    While these abominations do not immediately attack humans, they are easily spooked and, because of their alien minds, are nearly impossible to communicate with. Even simple concepts of "I'm just passing through" cannot be grasped, so it is important to stay away from the creature and avoid any kind of threatening behavior.

    Gatekeepers are not called such because of their theoretical position as the occupants of a world between ours and the Otherworld. They are called such because of their unusual penchant to block halls, doorways, and other portals. They do so by casting a unique version of the Seal of Tora, called the Seal of the Other, in the location and then hovering within the protective field. No one knows why they do this.

    Gatekeepers do not set off a radio, nor can they be sensed by a psychic. When slain, they discorporate into their component energies and do not reanimate.

    Combat
    Gatekeepers are mostly solitary creatures, preferring to set up a kind of nest in an abandoned location and remain there, hovering peacefully in their supernatural ward. If the creature is attacked or feels that its Seal is in danger, it will lash out, attacking from cover or its Seal if possible. Despite their extradimensional abilities, they do not flee. It is possible that, like the Entities, death means something different to them than it does to humans.

    Seal of the Other (Sp): This special power functions similarly to Seal of Tora, except that it blocks both corrupted and uncorrupted creatures and objects as well as both psionics and magick. It essentially functions as both a Seal of Tora and a Seal of Eibon, whichever is least beneficial to the trespasser. The Gatekeeper can summon these at will, but may only have one Seal at a time. They appear much like the Seal of Tora except with a greenish glow and a different, unidentifiable sigil.

    The echelon of the Seal depends on how long the creature spends casting, up to its caster level maximum of Echelon 4. The action required is identical to the one needed to cast a Seal of Tora of the chosen echelon.

    Dark Magician: Gatekeepers know Lot-aug (Corrode), Nanyothua (Shadow), and 2d4 other whispers and any utterances they can learn from them. They have a caster level equal to their Hit Dice. They make frequent use of Dissolution, making them invaluable to survivors who know how to utilize these alien creatures.

    Body of the Beyond (Ex): A gatekeeper's strange body and warped physics are due to the fact that it occupies more than three dimensions at any given time, causing its appendages and parts of its body to appear to vanish into the other dimension. In much the same way that a two-dimensional creature would see humans as a frightening cross-section or a ring as two separate ovals, so too do we see an incomplete, warped image of the creature's true self.

    Gatekeepers enjoy a 50% miss chance against attacks. If an attacker can see invisible creatures (such as with the Second Sight feat) or attack incorporeal creatures, the miss chance is only 20%. If the attacker can both see invisible creatures and strike incorporeal creatures, they do not suffer a miss chance against Gatekeepers. Gatekeepers do not suffer a chance to miss their own targets.

    An individually targeted spell has a 50% chance to miss the Gatekeeper unless the spell can strike invisible, incorporeal creatures (Such as Black Bolt). The creature takes only half damage from area effects unless they can affect incorporeal creatures.

    These eldritch monsters may also move through solid matter, shifting into higher dimensions to bypass the object in much the same way that an artist can lift her pen to get inside a circle without breaching the edge. This appears to require a bit of "squeezing", however, and the creature only moves at half speed while doing so.
    Last edited by Kuma Kode; 2011-04-11 at 11:43 PM.

  24. - Top - End - #84
    Ettin in the Playground
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    Good to see you're still working on this! It just keeps getting better and better.

    I've an entity idea; something like an awakened, semi-sentient incorporeal roiling mass of the Black that seeks to possess, corrupt and consume any it comes across, becoming more and more powerful as it devours the life force, sanity and souls of those it possesses, leaving behind dessicated husks that in turn become Corrupted.

    It would obviously proficiently cast Black based spells like Black Bolt and the like, and would probably absorb spells and abilities predicated on such energy.

  25. - Top - End - #85
    Bugbear in the Playground
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    I actually had an idea for something like that which I called the Whisperer in Darkness, but ended up kinda forgetting about it as I worked on spells and zombies. Thanks for reminding me, and for ability suggestions! Now you've sparked a series of ideas that I'm going to have to pursue.

  26. - Top - End - #86
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    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    im really glad that you have started working on this again i cant wait till its done ive just recently got into D20 modern and i have wanted to do a horror setting but this just sets the entire stage good luck

  27. - Top - End - #87
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    Default Whisper in the Dark

    Whisper In The Dark
    Huge Undead (Incorporeal, Entity, Swarm)

    Vitality Dice: -
    Wound Points: 13d12 (85 WP)
    Initiative: -2
    Speed: Fly 30 ft. (Good)
    Defense: 6 (-2 Size, -2 Dexterity)
    Base Attack/Grapple: +6 / -
    Attack: Swarm (Consumption, Undoing)
    Full Attack: Swarm (Consumption, Undoing)
    Space/Reach: 15 ft. by 15 ft. / 0 ft.
    Special Attacks: Summon Human, Consumption, Undoing, Create Spawn, Magicka Cariosa
    Special Qualities: Incorporeal, Entity traits, Undead traits, Swarm traits, Sunlight Powerlessness, Darkvision 320 ft., Magick Immunity, Psionic Vulnerability
    Allegiances: The Otherworld
    Action Points: -
    Reputation: -
    Saves: Fort +4, Reflex +2, Will +7
    Abilities: Str -, Dex 6, Con -, Int -, Wis 8, Cha 1
    Sanity Drain: 1/1d10
    Skills: -
    Feats: -
    Talents: -
    Challenge Rating: Undecided
    A whisper in the dark is a semi-sentient cloud of the Black, the embodiment of the will of the Otherworld. The creature, like the Black of which it is composed, is naturally invisible, but creates a coating of supernatural black frost on any objects nearby, revealing its location. Survivors may mistake it for a relatively docile section of the Otherworldly environment, and its true nature is not usually revealed until it attacks. A psionic character with the Second Sight feat can discern the unusual qualities of the cloud, however. Anyone who can see the Whisper itself notices skeletal, quasi-human shapes roiling in the cloud, reaching, screaming, and begging for release.

    A chill wind always blows through an area in which a Whisper in the Dark nests, regardless of the outside weather. Characters who have encountered a Whisper before may recognize the unearthly air and prepare accordingly. Anyone who possesses the Sixth Sense feat can also discern unintelligible whispers carried on the wind, rising to screams when the ghostly breeze gusts.

    Combat
    Whispers in the Dark typically lay low, hiding in nooks or closets or pretending to be puddles in sufficiently dark areas. When they sense a life force, they either abruptly move to smother it in their ethereal grasp or call it to them with their supernatural powers.

    Whispers in the Dark are frequently accompanied by their spawn, and serve as nearly religious icons for the Otherworldly creatures. The Fallen often visit them and pray as if the creature were a tabernacle.

    Summon Human (Sp): At will, as a standard action, the Whisper in the Dark may attempt to enthrall a humanoid creature. The affected individual must make a Will save DC 16 or be overtaken by a tranquil, meditative state in which they attempt to wade into the Whisper, suffering 1d4 points of Sanity loss for every round they remain within the Whisper's psychic grip. The wading and bathing behavior is eerily reminiscent of baptism in a river. It is decidedly worse for one's soul, however. A creature so enthralled may save again after 1d4+1 rounds, repeating this save every 1d4+1 rounds until they break free or are slain. A creature who successfully saves against a Whisper's Summon Human ability cannot be affected by that Whisper's call for 24 hours.

    Consumption (Su): Unlike the Black, the Whisper in the Dark consumes the body, mind, and soul of creatures it contacts. Every creature that occupies the same square or hex as a Whisper at the end of the Whisper's turn suffers 1d4 points of damage to each of its ability scores. A Fortitude save DC 16 cuts damage to Strength, Dexterity, and Constitution in half (minimum of 1), while a Will save DC 16 cuts damage to Intelligence, Wisdom, and Charisma by half (minimum 1). All damage dealt is added to the creature's magicka pool (see Magicka Cariosa, below). If any of the victim's ability scores are reduced to 0, they are slain, and all of their remaining ability scores are absorbed.

    Undoing (Su): Because the Whisper is composed of the Black, it absorbs uncorrupted life force. Every time a creature is affected by the Whisper's swarm attack, they gain 1 negative level. A creature with the Shadow Aspect feat is immune to this attack, but not to Consumption. If a creature is slain by the Whisper's Undoing, it is slain and all of its ability scores are absorbed by the Whisper into its magicka pool.

    Create Spawn (Su): Any creature slain by a Whisper rises as a Corrupted 1d4 rounds later, under the control of the Whisper in the Dark.

    Magicka Cariosa: The Whisper is capable of casting any spell, with no need to track what whispers or utterances it knows, but cannot pay the ability score costs to fuel it, usually because the Whisper in the Dark lacks the needed ability score. Instead, the creature pays the cost with ability scores it has consumed. These ability scores do not actually add to the creature's own; they are used strictly to power magick.

    For instance, a hypothetical Whisper begins a battle with no absorbed ability scores. It cannot cast spells. On its turn, it moves into a square occupied by a survivor and absorbs 3 Strength. It absorbed other ability scores, but for simplicity we only care about the Strength. When its turn comes up again, the creature can cast a spell, Summon Monster for instance, burning 2 Strength, leaving it with 1 Strength and other odd points in the other scores. It needs to absorb more if it wants to cast again. Luckily, the creature summoned a Bruiser to grapple survivors for its master, so it shouldn't have any trouble getting some more fuel for its magick.

    Swarm Traits: Whispers have no attacks, they simply surround and absorb their victims like a kind of swarm. They are not, however, technically a swarm, as they are a single entity. A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. It takes normal damage from weapons (assuming they can bypass its incorporeality). Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many spells. A whisper has no other traits of a swarm.

    Sunlight Powerlessness (Ex): A Whisper in the Dark, in addition to the normal vulnerability to sunlight shared by all Entities, is powerless in sunlight. While affected by sunlight, Undoing, Consumption, Create Spawn, and Magicka Cariosa do not function, rendering the creature harmless. As one might guess, Whispers avoid sunlight at all cost.

    Magick Immunity (Ex): Because it is composed of the essence of the Otherworld, a Whisper is extremely resistant to magick, just as a fire elemental is resistant to fire. Spells that directly affect a target, such as Black Bolt or Bind, simply fail to harm or affect the Whisper. Vampiric touch functions normally, however, sapping hit points from the caster and healing the monster.

    Spells that do not directly affect the Whisper, such as Summon Monster, Enchant Item, or Seal of Tora, function normally.

    Dissolution deals double damage against a Whisper in the Dark.

    Psionic Vulnerability (Ex): A creature with Shadow Aspect may play havoc with the Whisper in the Dark, attempting to move or disperse the creature with a Psychic Focus check from an adjacent square. The creature opposes this with a level check, plus 1 per every level it has consumed from its victims. If the psychic wins, they may move the Whisper 5 ft., plus 5 ft. for every 5 points by which they beat the Whisper in the Dark. If they fail, the creature slides towards them, immediately subjecting them to Consumption.

    Dispersing deals damage as if the creature was struck by Dissolution, but the damage is not doubled as it is with the magick version. For every 5 points by which the psychic beats the Whisper, the effective echelon increases, up to the standard maximum for the psychic's caster level. Again, failure attracts the creature, shifting it towards the psychic and immediately subjecting them to Consumption.

    It is important to remember that if the Whisper damages the psychic's Wisdom or Charisma below 15, Shadow Aspect ceases to function, and the creature may affect them with Undoing.
    Last edited by Kuma Kode; 2011-03-09 at 01:39 AM.

  28. - Top - End - #88
    Bugbear in the Playground
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    Default Brute

    Brute
    Large Humanoid (Tainted) Strong Hero 5

    Vitality Dice: 5d8+30 (53 VP)
    Wound Points: 22
    Initiative: +0
    Speed: 30 ft.
    Defense: 16 (+4 natural, -1 size, +3 class)
    Base Attack/Grapple: +5 / +22
    Attack: Slam +13 melee (1d8+15) or slam +8 melee (1d8+20)
    Full Attack: Slam +13 melee (1d8+15) or slam +8 melee (1d8+20)
    Space/Reach: 10 ft. by 10 ft. / 10 ft.
    Special Attacks: Improved Grab, Bear Hug
    Special Qualities: Tainted traits
    Allegiances: The Otherworld
    Action Points: 2
    Reputation: +1
    Saves: Fort +9, Reflex +1, Will +0
    Abilities: Str 28, Dex 10, Con 22, Int 10, Wis 8, Cha 3
    Sanity Drain: 0/1d6
    Skills: Climb +12, Jump +14, Swim +11
    Feats: Simple Weapon Proficiency, Power Attack, Cleave, Improved Grapple, Great Cleave
    Talents: Melee Smash, Improved Melee Smash, Extreme Effort
    Challenge Rating: 6
    A brute is the terrifying result of a bruiser who continues along its evolutionary path. A vascular, nine-foot tall wall of solid muscle and Otherworldly rage, this creature is feared by survivors for its sheer destructive power, capable of leveling whole teams or destroying most domestic structures in just a few swings of its massive, rock-solid fists.

    Combat
    Brutes learn nothing from their evolution, rushing into combat much as their earlier forms do. Because of their inhuman size and dense muscles, a brute's smash-and-smash-some-more behavior allows it to kill uncorrupted humans with the same ease as a human could kill a small kitten.

    Improved Grab: To use this ability, a brute must strike a creature at least one size-category smaller than itself with its slam attack. If it gets a hold, it deals automatic slam damage every round and bear hugs the victim.

    Bear Hug (Ex): Brutes like to bludgeon their food, then pick it up and squeeze it against their chests with their powerful arms. Unfortunately, because of their extreme strength, this can prove lethal. Every other round a victim spends grappled by the brute, they must make a Fortitude save (DC 21). On failure, the victim is physically crushed. Their ribcage collapses, their spine breaks, and their internal organs are obliterated by the sheer force of the squeeze. As one might guess, the victim does not survive the trauma. The DC is Strength based.
    Last edited by Kuma Kode; 2011-04-05 at 06:43 PM.

  29. - Top - End - #89
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    Default Assembler

    Assembler
    Medium Humanoid (Tainted) Fast Hero 2, Tough Hero 3

    Vitality Dice: 2d8+3d10+25 (51 VP)
    Wound Points: 23
    Initiative: +4
    Speed: 35 ft., climb 20 ft.
    Defense: 24 (+6 class, +4 dexterity, +4 natural)
    Base Attack/Grapple: +3 / +5
    Attack: Claw +9 melee (1d6+2 / 19-20) or bite +9 melee (1d8+2 and putrescence), or vomit +9 ranged (3d4 acid and putrescence)
    Full Attack: 2 claws +9 melee (1d6+2 / 19-20) and bite +9 melee (1d8+1 and putrescence), or vomit +9 ranged (3d4 acid and putresence)
    Space/Reach: 5 ft. by 5 ft. / 5 ft.
    Special Attacks: Pounce, Vomit, Putrescence
    Special Qualities: Tainted traits, Acid Immunity, Fast Healing 5
    Allegiances: The Otherworld
    Action Points: 2
    Reputation: +1
    Saves: Fort +7, Reflex +5, Will +2
    Abilities: Str 15, Dex 19, Con 20, Int 14, Wis 13, Cha 3
    Sanity Drain: 0/1d4
    Skills: (Edward) Balance +9, Climb +17, Concentration +7, Escape Artist +9, Hide +9, Jump +13, Move Silently +9, Tumble +11, Spot +11
    OR

    (Roughneck) Concentration +12, Climb +16, Hide +8, Move Silently +7, Spot +6
    Feats: Simple Weapon Proficiency, Armor Proficiency (Light), Toughness, Acrobatic, Weapon Finesse
    Talents: Second Wind, Improved Speed, Damage Reduction 1/-
    Challenge Rating: 6
    Assemblers are lean, sinewy creatures with razor-sharp bony claws and a disgusting, rotted face incapable of displaying emotions. The assembler is the merging of an Edward's and a Roughneck's evolutions, and may have originated as either one. They are named for the rapid healing they undergo, essentially being "reassembled" by the microbial unlife they carry.

    Even more noticable than the stench of necrosis that follows in their wake is the eerie clicks they make, similar to a bat. It is unknown why they do this, as neither origin exhibits this behavior nor does the creature seem to possess echolocation.

    Unlike their roughneck counterparts, Assemblers are relatively intelligent, and have been known to cover their own stench with chemicals such as perfumes and even household cleaners if they realize their victims can smell them. Because of this, survivors are encouraged to stay away from any strong smell.

    Combat
    Assemblers climb along walls and ceilings, vomiting on their foes to soften them up from a safe distance. If forced into melee combat, an assembler will vomit on itself, making its already-dangerous claws highly infectious.

    Pounce (Ex): If an assembler charges a foe, it can make a full attack, even though it has already moved.

    Skills: An assembler uses its Dexterity instead of its Strength for Climb and Jump checks. Additionally, they gain a +2 racial bonus on Jump checks.

    Vomit (Ex): The unused internal organs of a Tainted begin to rot and putrify, and an assembler knows how to use the resulting necrotic fluids in combat. As a standard action, an assembler may vomit a gout of putrid bile at a foe within 15 feet. To hit, the assembler must hit with a ranged touch attack. On success, the vomit deals 3d4 points of acid damage and the victim becomes subject to putrescence. The assembler may vomit a number of times per day equal to his Constitution modifier.

    Alternatively, an assembler may vomit on its own claws in order to make them more dangerous. Each claw deals an additional 1 point of acid damage and subjects the victim to putrescence. After the claw scores a successful hit, regardless of the result of the fortitude save, the claw loses its virulence and its acidity. Coating itself in such a way uses one of its vomit uses, but covers both claws.

    If the assembler is subject to ultraviolet light, even from an artificial source, the putrescence effect is lost, but the acid remains until it scores a hit.

    Putrescence (Ex): The bacterial life that deconstructs dead matter is usually relatively harmless, but the assembler's body contains an altered form of bacteria contaminated by the corrupted flesh it devours. Anyone bitten by the assembler must succeed at a Fortitude save (DC 17) or contract a vicious bacteria similar to necrotizing faciitis. The Tainted bacteria differs in that the Fortitude DC is 17 instead of 13, and that it has an incubation period of 1 day.

    If the victim is at risk due to the assembler's vomit attack, they may avoid infection by exposing themselves to sunlight within 1d4 rounds of exposure, which destroys the corrupted microbes on their skin just as it destroys any other Tainted one. If the victim was bitten, or if too much time elapses after the vomit attack, the bacteria enters the victim's bloodstream and can no longer be reached and destroyed by sunlight.

    Acid Immunity: Assemblers are immune to damage from acid, regardless of its source.

    Fast Healing (Ex): An assembler recovers 5 points of Vitality every round. This ability does not function if exposed to ultraviolet light.
    Last edited by Kuma Kode; 2011-04-07 at 10:49 PM.

  30. - Top - End - #90
    Ettin in the Playground
    Join Date
    Feb 2008

    Default Re: [d20 Modern] Shadow Theory (Apocalyptic Horror Setting)

    Love the Whisper In The Dark entry, though I think it should have a progression, perhaps growing in size and hit dice keyed to the number of souls it has consumed?

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