Showing posts with label Andrew Hoskins. Show all posts
Showing posts with label Andrew Hoskins. Show all posts

Tuesday, November 7, 2017

It's Elementary My Dear!

Just hot off the E-presses as of an ungodly hour this morning is the newest offering from the wizard team here at The Flying Pincushion...

Into the Breach: The Kineticist

Strange forces are at work...so master them.

This product is currently available from the DrivethruRPG site, and will become available from the D20 store and Paizo.com shortly.

And don't forget to check out the companion book Tides of War: Kineticist/x Feats for ways to blend your elemental power with the abilities of a number of other classes.


Monday, February 3, 2014

Mythic Monster Monday: Leviathan (a ship, a living ship...)




Leviathan
This massive bio-mechanical ship floats through space with a serene grace and singularly unique features.

LEVIATHAN        CR 10/MR 4
XP 9,600
NG Colossal aberration (mythic)
Init -2; Senses blindsight 100 ft., see in darkness; Perception +19
DEFENSE
AC20, touch 0, flat-footed 20 (-2 Dex,+20 natural, -8 size)
hp 182 (12d8+128)
Fort +12, Ref +2, Will +10
Defensive Abilities all-around vision, fortification; DR 10/adamantine and epic; Immune cold; Resist electricity 10
OFFENSE
Speed 60 ft., fly 200 ft. (clumsy), swim 60 ft.
Melee slam +17 (2d8+24)
Space 30 ft.; Reach 20 ft.
Special Attacks mythic power (4/day, surge +1d8), trample (2d8+24, DC 32)
STATISTICS
Str 42, Dex 6, Con 26, Int 13, Wis 15, Cha 7
Base Atk +9; CMB +33; CMD 31 (cannot be tripped)
Feats Alertness, Combat Expertise, Diehard, EnduranceM, RunM, Skill Focus (Fly)
Skills Fly +11, Knowledge (space) +16, Perception +19, Stealth +5, Survival +17
Languages Common (cannot speak), comprehend languages, telepathy 50 ft. (pilot only)
SQ adjustable anatomy, no breath, pilot dependency, starburst
ECOLOGY
Environment space
Organization solitary
Treasure none
SPECIAL ABILITIES
Adjustable Anatomy (Ex)A leviathan may alter the composition and organization of its interior to suit the needs of its crew. It may change up to a single 10 ft. cube per day.
Pilot Dependency (Ex) Leviathans depend on a pilot to operate them. Though the bond between the pilot and the leviathan takes a cycle to form, it lasts for the rest of their lives. Without a pilot to control the leviathan, the leviathan gains the nauseated condition.
Starburst (Su)Once per day, a leviathan may teleport themselves and their passengers and cargo as if using the interplanetary teleport spell. Activating this ability takes 3 consecutive full-round actions and moves the leviathan in a straight line as if using the run action while flying. The movement provokes attacks of opportunity as normal. Creatures and cargo onboard cannot make a save to resist this affect. While using this effect, the leviathan glows brightly.

Leviathans are massive bio-mechanical ships that fly through the galaxy. Each leviathan is unique with its own personality, desires, and even a sense of humor. They form a special bond with their crew, especially their pilot. Pilots are a specific species with the ability to mentally bond with a leviathan; when bonded, the two share senses and feelings.

The leviathan is able to create DRDs, tiny size robots that service the leviathan and its crew. These machines operate independently, but often share sensory information with the Pilot and the ship. The DRDs main function seems to be the health and wellbeing of the leviathan itself, however they can sometimes be utilized by the crew with the leviathan’s consent.

Rather than “build” these organic ships, the ships themselves have a mammalian life-cycle where they gestate their young and give birth. During gestation, they can involuntarily starburst and often become protective, even against their own crew. During these times, DRDs are known to attack crew-mates who get too close to the gestating fetus.

As the leviathan learns and grows, it usually takes levels in the expert class, which helps it navigate and service its crew. Being naturally peaceful, leviathans will generally reject integrating weapons and try to avoid combat whenever possible.

Wednesday, January 29, 2014

Mythic Monster Wensday: Death-The Ferryman




Death – The Ferryman
This desiccated corpse is shrouded in dark robes that seem to flutter as if in a light breeze. Long horns protrude from the tattered vestments deep hood. The figure wields a wicked scythe decorated with images of skulls and bones.
NAME   CR 20/MR 8
XP 307,200
LN Large undead (extraplanar, mythic)
Init +17; Senses darkvision 120 ft.,deathwatch, true seeing; Perception +34
Auraessence of death (10 ft., 6d6, DC 30)
DEFENSE
AC 36, touch 22, flat-footed 31 (+8 deflection, +5 Dex,+14 natural, -1 size)
hp364 (24d8+256)
Fort +16, Ref +13, Will +21
Defensive Abilities channel resistance +4;DR15/bludgeoning and epic; Immune cold, fire, undead traits; Resist acid 10, electricity 10; SR37
OFFENSE
Speed40 ft., fly 80 ft. (good)
Melee soul reaping scythe +30/+25/+20/+15 (2d6+15, 19-20/x5), or 2claws +25 (1d6+7 plus energy drain (2 levels, DC 30))
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (8/day, surge +1d10)
Spell-Like Abilities (CL 20th; concentration +28)
        At will-alter self, dimension door, ethereal jaunt, speak with dead (DC 21)
        3/day-greater false life, quickened dimension door
        1/day-greater death knell aura (DC 24), mythic circle of death (costs 1 mythic power, DC 24)
STATISTICS
Str 24, Dex 20, Con–, Int 14, Wis 25, Cha 27
Base Atk +18; CMB +26; CMD 49
Feats Combat Reflexes, Dimensional Agility, Following Step, Greater Vital Strike, Improved CriticalM, Improved InitiativeM, Improved Vital Strike, Lunge, Power AttackM, Quicken Spell-Like Ability (dimension door), Step Up, Step Up and Strike, Vital Strike
Skills Disguise +23, Fly +24, Intimidate +35, Knowledge (religion) +29, Perception +34, Profession (sailor) +31, Sense Motive +34, Stealth +15
Languages Celestial, Common, Infernal, tongues
SQ ethereal presence
ECOLOGY
Environment any, any aquatic, temperate forests, etc
Organization solitary, pair, band (3-6), squad (7-20)
Treasure standard (glove of storing, soul reaping scythe)
SPECIAL ABILITIES
Essence of Death (Su) Every round on the beginning of Death’s turn, all living creatures within 10 ft. of Death take 6d6 of negative energy damage. Undead creatures, including Death, heal 6d6 points of ability damage. A living creature may attempt to resist the effects with a DC 30 Will save, receiving only half damage on a successful save. The save DC is Charisma-based.
Ethereal Presence (Su)Death can exist on both his current material plane and on the ethereal plane, allowing him to interact with corporeal and incorporeal beings equally. This gives him a deflection bonus to armor class equal to his Charisma bonus, similar to an incorporeal creature. When using his ethereal jaunt spell like ability, he exists only on the ethereal plane.

Death is also known as The Ferryman, for he carries the souls of the dead across the river Styx to their proper afterlife. Though a relatively peaceful job, the occasional hero or group of adventurers tries to force their way past Death or steal a soul from the afterlife and bring it back to the mortal realm.

Soul Reaping Scythe
Aura strong evocation and necromancy; CL 20th
Slot none; Weight 10 lbs.
DESCRIPTION
This +5 ghost touch scythehas skull and bone motifs engraved on the elder haft and cold iron blade. Mythic creatures wielding this weapon gain use of the Whirlwind feat, even if they don’t meet the prerequisites. Additionally when performing a Whirlwind attack, they may spend a point of mythic power to execute a Pull combat maneuver against opponents outside of their reach but within double their reach; this combat maneuver uses the wielders CMB and does not provoke an attack of opportunity.
When wielded against a creature who has ever been brought back from the dead from any spell or effect (such as raise dead, resurrection, true resurrection, reincarnate, or breath of life), the soul reaping scythe also gains the bane special property against that creature. Additionally, once per day the wielder of the scythe can cast slay living as a free action when confirming a critical hit against an opponent.
In addition to slaying souls that think to escape the afterlife, Death uses this artifact as a container for his essence. While this weapon exists, Death can never be destroyed. If Death is reduced to 0 or lower hit points, or defeated by some other means, then his undead soul is preserved in this object for 24 hours. During this time, treat the scythe as an intelligent item with Death’s ability scores (Ego 30), senses, and spell-like abilities. Every 24 hours, if his scythe is unattended Death rematerializes at full hit points holding his scythe. If a living creature possesses the scythe, they are subjected to a slay living spell once per day as well as an Ego dominance check.
DESTRUCTION
The soul reaping scythe can be destroyed by casting true resurrection on the item immediately followed by mage’s disjunction while Death’s defeated essence is contained in the scythe. Both of these spells must be cast by rank 10 mythic creatures.

Monday, January 20, 2014

Mythic Monster Monday: Weeping Angel




By Andrew Hoskins
MYTHIC GARGOYLE        CR 5/MR 2
XP 1,600
CE Medium monstrous humanoid (earth, mythic)
Init +6; Senses darkvision 60 ft.; Perception +5
Aura light interference (100 ft., DC 16)
Weakness quantum-locked
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 67 (5d10+40)
Fort +5, Ref +6, Will +4
DR 10/epic
OFFENSE
Speed 60 ft.
Melee touch +7 (1d6 charisma damage plus temporal syphon)
Special Attacks temporal syphon, mythic power (2/day, surge +1d6)
STATISTICS
Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Base Atk +5; CMB +7; CMD 19
Feats Ability Focus (quantum-lock), Improved Initiative, Stealthy, Sow Terror
Skills Perception +8, Stealth +12, (+18 in stony areas); Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Common, Terran, telepathy 1000 ft. (weeping angels only)
SQ freeze, quantum-locked
ECOLOGY
Environment urban
Organization solitary, pair, band (3-6), squad (7-20)
Treasure none
SPECIAL ABILITIES
Freeze (Ex) A weeping angel can hold itself so still it appears to be a statue. A weeping angel that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.
Light Interference (Su) The presence of a weeping angel can interfere with light sources; torches and lanterns tend to flicker, while even magical light sources can sputter out for moments at a time. Non-magical light sources within 100 ft. of a weeping angel shed light in half the normal radius. Magical light sources get a saving throw to ignore this effect (Fortitude DC 16). If a magical light source saves against a weeping angels light interference, that source is immune for 24 hours. Magical light sources need to save against the aura of each weeping angel, but the effects of multiple angels do not stack.
Quantum-locked (Ex)A weeping angel must use itsfreeze ability if a creature is looking at it. At the beginning of its turn, each creature that has line of sight on the weeping angel makes a Reflex save DC 20. If all creatures fail, the creature who failed the save by the least number of points determines how far a weeping angel moves. For each point the save fails by, the weeping angel can move 5 ft. Taking an attack counts as 5 ft. of movement, but a weeping angel can only ever make one attack each round. If any creature succeeds at the Reflex save, the weeping angel is dazed for that round, but concealment can negate a successful save the way it can negate a successful attack.Sighted creatures gain a +1 to this save for each eye they have above two eyes; blind creatures do not prevent a weeping angel from moving. Creatures may take a standard action to designate a specific cone of vision in which to stare; they gain a +4 to this save but cannot see anything outside of the cone (unless they have All-Around Vision or a similar ability). If two weeping angels see each other on the same round, they will both be permanently frozen in place and considered paralyzed until something obstructs their vision.
Temporal Syphon (Su)Whena weeping angel succeeds at a touch attack against a creature the creature takes 1d6 Charisma damage. If reduced to 1Charisma by this attack, they are sent back in time a number of years equal to the weeping angel's current hit points and the weeping angel heals 1d8+5 hit points.

They have existed since the beginning of time, or very nearly according to an authoritative source. These creatures survive by absorbing the temporal potential of other living beings. From all corners of the universe, time and space, reports of these creatures exist, but no one yet know where they came from or how they have traveled so widely.

Since they turn to stone the moment another creature looks at them, they are often called the Lonely Assassins because of their inability to see one another. Even the look of another weeping angel will cause them to become frozen in place. Sometimes called the “loneliest creatures in the universe,” these beings are often pitied, but not by their victims.

Surviving this phenomenon is the best thing a person can do; avoid them and hope they don’t call for reinforcements. An expert on the subject suggests, “Don’t blink. Don’t even blink. Blink and you’re dead. They are fast, faster than you could believe. Don’t turn your back, don’t look away, and don’t blink. Good luck.”