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Started by Anastasia, August 08, 2011, 05:08:48 PM

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Anastasia

#135
A 10 level version of Occult Slayer. This is meant to replicate (as much as possible from memory) the lost, full version of Occult Slayer. See the change logs for changes from the CW version. Anyway, this class is fairly straightforward and does what it means to without any frills.

Is this class good? As far as you accept the paradigm of being anti-spellcaster, I think it's okay. It can be circumvented, such as things like orb spells piercing the anti-magic field, but that's problems with 3.5's rules, not the class.


Changelog:
Spoiler: ShowHide


- Removed improved initiative as a prereq in favor of mage slayer. Mage slayer makes much more sense than improved initiative and ties into two new bonus feats.
- The class fluff mentioned needing to be trained by an existing occult slayer. This is now reflected in the prerequisites.
- Added spot and listen as skills. Most warrior types have this as a class skill (including fighters with Balmuria houserules), so I felt it was a reasonable addition.
- Added K:R as a skill. Arcane casters aren't the only spellcasters by a long shot. Knowledge about religion and thus the plethora of divine spellcasters feels like it fits.
- Fortitude is now a good save. A warrior class with bad fort. Really? Let's not do that.
- Weapon bond's bonus damage now rises at level 3 and every 4 levels thereafter. Integrated weapon focus into it as well as removed a bit that hoses higher level characters with training time. It's also now an ex to play nice with the capstone. This ability gets better in high or epic level play, as almost everything has spellcasting or spell like abilities.
- Auravision is now gained at 1st level. As this partially replicates a cantrip, this really should be gotten earlier.
- Magical defense is now more spread out to fit into the level progression better.
- Mind over magic is now gained at level 3 and gains another use every 3 levels thereafter. It's also fixed to be an immediate action.
- Pierce magical protection and concealment are now worked into the class as bonus feats. These are good feats to begin with, plus they serve a secondary use. By the end of the class, an occult slayer has a -12 to caster level for spells or spell like abilities. It means only the dedicated anti-magic types can afford to take this class. Gishes and gestalters who use magic can't soak the massive CL loss.
- Nondetection cloak now uses the character's total hit dice rather than occult slayer to determine its CL. It tends to fall behind quickly otherwise.
- A new capstone has been added. This is what I remember the unchanged version's capstone being, more or less.


Occult Slayer

Hit Die

d8

Requirements

Base Attack Bonus

+5

Skills

Knowledge (Arcana) 4 ranks, Spellcraft 3 ranks

Feats

Mage Slayer, Weapon Focus (any weapon)

Special

Must have been trained by an existing occult slayer. This training takes no less than two months.

Class Skills

The occult slayer's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis) and Spellcraft (Int).

Skill Points at Each Level

2 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+0+2Auravision, weapon bond+1d6
2+2+3+0+3Magical defense+1, vicious strike
3+3+3+1+3Mind over magic 1/day
4+4+4+1+4Nondetection cloak, pierce magical concealment
5+5+4+1+4Magical defense+2, weapon bond+2d6
6+6+5+2+5Mind over magic 2/day
7+7+5+2+5Pierce magical protection
8+8+6+2+6Blank thoughts, magical defense+3
9+9+6+3+6Mind over magic 3/day, weapon bond+3d6
10+10+7+3+7Antimagic field

Auravision (Su)

At 1st level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.

Weapon Bond (Ex)

An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. On making this selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred against spellcasters. Thereafter, any successful melee attack she makes with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. This damage rises by 1d6 at level 5 and every four levels thereafter.

If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon. This weapon must fulfill the same requirements as the original weapon. The occult slayer must spend one week practicing with the replacement weapon (and doing little else, so no adventuring) to create a new weapon bond.

Magical Defense (Ex)

An occult slayer's constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell like abilities. This bonus is +1 at 2nd level, +2 at 5th level and to +3 at 8th level.

Vicious Strike (Ex)

At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.

Mind over Magic (Su)

Starting at 3rd level, an occult slayer can cause a spell or spell like ability targeted against her to rebound onto the originator as an immediate action. This ability otherwise functions as the spell turning spell (caster level equals the character's occult slayer level + 5). An occult slayer can use this ability once per day at 3rd level, twice per day at 6th level and three times per day at 9th level.

Nondetection Cloak (Su)

Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character's hit dice), except that it affects only the occult slayer and her possessions.

Bonus Feats

The occult slayer gains pierce magical concealment as a bonus feat at 4th level and pierce magical protection at 7th level. She need not meet the prerequisites for these feats. If she already has those feats, she may select another feat she meets the qualifications for.

Blank Thoughts (Ex)

At 8th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or resume this ability as a free action.

Antimagic Field (Su)

A 10th level occult slayer can surround himself with a field of pure antimagic. This functions as the spell antimagic field and is centered on the occult slayer. This ability may be used or turned off as a swift action and may be used for a number of rounds each day equal to the occult slayer's class level. This ability's duration may be spread out as the occult slayer wishes and it does not need to be used consecutively.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Epic Occult Slayer. There's nothing groundbreaking here, as the two new feats were made awhile back. If I use this down the line, I'll probably whip up a few more feats for it.

Epic Occult Slayer

Hit Die

d8

Skill Points at Each Additional Level

2 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
11+11Magical defense+4
12+12Mind over magic 4/day
13+13Weapon bond+4d6
14+14Bonus feat, magical defense+5
15+15Mind over magic 5/day
16+16-
17+17Magical defense+6, weapon bond+5d6
18+18Bonus feat, mind over magic 6/day
19+19-
20+20Magical defense+7

Magical Defense (Ex)

At 11th level and every 3 levels thereafter, the epic occult slayer's bonus to saves versus spells and spell like abilities rises by 1.

Mind over Magic (Su)

At 12th level and every 3 levels thereafter, the epic occult slayer gains another daily use of mind over magic.

Weapon Bond (Ex)

At 13th level and every 4 levels thereafter, the epic occult slayer's weapon bond bonus damage rises by 1d6.

Bonus Feats

An epic occult slayer gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Occult Slayer Bonus Feat List

Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Prowess, Energy Resistance, Epic Toughness, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Wrestler, Magic Bane, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Sever the Weave, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Magic Bane [Epic]
Prerequisite: Pierce Magical Concealment, Pierce Magical Protection
Benefit: Your weapons are treated as being magebane. Against any creature with spellcasting, your weapon's enhancement bonus is treated as two points higher and you deal an extra 2d6 points of damage per hit. This stacks with similar abilities.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

Sever the Weave [Epic]
Prerequisite: Mage Slayer, Magic Bane, str 25
Benefit: Spellcasters are not aware that they may not cast defensively near you. In addition, anyone you hit with an attack of opportunity must make a Will save (DC 10 + str modifier + 1/2 hit dice) or be unable to cast spells or spell-like abilities for 1 minute.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#137
Nothing like a Disgaea game to eat up a month of productivity.

Horizon Walker's a funny class in core. While not without value, it has several flaws and substandard execution. You can tell it was made early on in 3rd edition's developmental cycle. So lets spruce it up! The goals of this are several: Improve the terrain masteries to be not-worthless compared to the planar terrain masteries, add a few more options, streamline away all the picky +1s that depend on the monster's native habitat and overall make it a bit more worth a character's time.

The class is okay in normal play. It gives a lot of goodies, but it lacks spellcasting or any obvious offensive strategy. You gain lots of ways to move and several ways to toughen yourself up, but that's it. The original has this problem. Terrain bonuses now help more broadly with attack and damage rolls, but they're hardly making up for a lot. You need to have an offensive gimmick already figured out before hand. A ranger going archery or the variant strong arm style's two handing strikes me as the best choice. It's also good for a dip if you need a particular immunity it offers or mode of movement.

Final note, the heaps of text on aquatic and mountain's terrain masteries is repeating all the things that apply to creatures with that sort of movement innately.


Horizon Walker

Hit Die

d8

Requirements

Skills

Knowledge (Geography) 8 ranks, Knowledge (Planes) 4 ranks

Feats

Endurance

Special

Must have visited at least 3 different types of terrain, such as forests, deserts, hills and so forth.

Class Skills

The horizon walker's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language (None), Spot (Wis) and Survival (Wis).

Skill Points at Each Level

6 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveTerrain BonusSpecial
1+1+2+0+0+1Terrain mastery
2+2+3+0+0+1Terrain mastery
3+3+3+1+1+1Terrain mastery
4+4+4+1+1+1Terrain mastery
5+5+4+1+1+2Terrain mastery
6+6+5+2+2+2Planar terrain mastery
7+7+5+2+2+2Planar terrain mastery
8+8+6+2+2+2Planar terrain mastery
9+9+6+3+3+2Planar terrain mastery
10+10+7+3+3+3Planar terrain mastery

Terrain Mastery

At each level, the horizon walker adds a new terrain to his repertoire from those given below. Terrain mastery gives the horizon walker two benefits. The first is that they may apply their terrain bonus (see the table above) to attack rolls and weapon damage rolls, as well as hide, listen, move silently, spot and survival checks while in that terrain. This represents the horizon walker's hard won knowledge of how to fight effectively in that terrain. Secondly, the horizon walker gains a specific benefit as listed in the terrain. This benefit applies beyond that terrain. For example, a horizon walker with the desert terrain mastery is immune to fatigue both in and out of hilly terrain.

In the event a terrain might count as more than one type of terrain, the horizon walker only applies his terrain bonus once.

Planar Terrain Mastery

Planar terrain mastery functions just like terrain mastery, except that it applies to planar conditions that are not native to the Prime Material. The horizon walker can take a non-planar terrain type instead, if he wishes.

Terrain masteries and planar terrain masteries are extraordinary abilities unless noted otherwise.

Terrain Masteries

Aquatic

You gain a swim speed of 10ft. You gain a +8 racial bonus to swim checks to perform some special action or avoid a hazard. You can always can choose to take 10 on a swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line.

If you already have a swim speed, increase it by 10ft instead.

Desert

You can endure without water. You can go up to 3 days plus your Constitution score without water before needing to make Constitution checks.

Forest

You gain woodland stride, as the ranger ability of the same name. If you already have this ability, you instead gain a +4 bonus to saving throws against enchanted or magically manipulated thorns, briars and overgrown areas.

Hills

You resist effects that tire you. You are immune to fatigue and anything that would cause you to become exhausted makes you fatigued instead.

Marsh

You resist the diseases that fill swamps. You are immune to diseases.

Mountains

You gain a climb speed of 10ft. You gain a +8 racial bonus on all climb checks. You must make a climb check to climb any wall or slope with a DC of more than 0, but you can always choose to take 10, even if rushed or threatened while climbing. You climb at the given speed while climbing. If you choose an accelerated climb, you move at double your climb speed and make a single climb check with a -5 penalty. You cannot run while climbing. You retain your Dexterity bonus to armor class (if any) while climbing and opponents get no special bonuses on their attacks against you. 

If you already have a climb speed, increase it by 10ft instead.

Plains

Your land movement speed rises by 10ft. This stacks with other bonuses to movement speed, such as a monk's fast movement.

Underground

You gain darkvision out to 60ft. This stacks with any darkvision you already possess.

Planar Terrain Masteries

Fiery

This kind of planar terrain mastery provides you with resistance to fire 30.

Weightless

You gain a fly speed equal to your land speed with perfect maneuverability. When you are on planes with no gravity or subjective gravity, you use the plane's fly speed but gain a +30ft bonus to it.

Cold

This kind of planar terrain mastery provides you with resistance to cold 30.

Transitive

You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds.

This is a supernatural ability.

Aligned

You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane and spells and abilities that harm those of the opposite alignment don't affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related class features you have are unaffected.

Cavernous

You gain tremorsense with a 30ft range.

Positive

You gain fast healing 2. This stacks with any fast healing you have from other permanent sources. You are not at risk of being blinded in a major positive dominant plane and you do not gain temporary hit points from fast healing on the plane.

Negative

You gain immunity to negative levels. You do not take damage each round on a minor or major negative dominant plane.

Watery

You gain the ability to breathe water as if it were air.

QuoteApplying Planar Terrain Masteries

Where planar terrain masteries apply may not be immediately clear. Several examples for each mastery are provided below.

Fiery: Fire dominant planes such as the Elemental Plane of Fire, Ysgard's layer of Muspelheim and Baator's layer of Phlegethos.
Weightless: Planes such as the Astral Plane and the Elemental Plane of Air.
Cold: Planes with intense cold, such as Baator's layer of Stygia and Cania as well as the Para-Elemental Plane of Ice.
Transitive: Any transitive plane, such as the Astral Plane or the Infinite Stairway.
Aligned: Any plane with an elemental alignment of any strength. This applies to almost all outer planes and deific domains.
Cavernous: Any plane centered around caverns, such as the Elemental Plane of Earth or all of Pandemonium.
Positive: Any plane with the positive dominant trait, such as the Positive Energy Plane, Ysgard or Elysium.
Negative: Any plane with the negative dominant trait, such as the Negative Energy Plane or the Abyss's layer of Thanatos.
Watery: Any plane that is water dominant, such as the Elemental Plane of Water.

When in doubt, the DM should use his best judgment.


<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Epic Horizon Walker. Not much to say here beyond that the master feats open up various options. One could easily make more.

Epic Horizon Walker

Hit Die

d8

Skill Points at Each Additional Level

6 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusTerrain BonusSpecial
11+11+3-
12+12+3-
13+13+3Bonus feat
14+14+3-
15+15+4-
16+16+4Bonus feat
17+17+4-
18+18+4-
19+19+4Bonus feat
20+20+5-

Bonus Feats

An epic horizon walker gains an epic bonus feat at level 13 and every 3 levels thereafter.

Epic Horizon Walker Bonus Feat List

Armor Skin, Blinding Speed, Damage Reduction, Devastating Critical, Dire Charge, Energy Resistance, Epic Endurance, Epic Prowess, Epic Skill Focus, Epic Toughness, Extra Terrain, Fast Healing, Fire Terrain Master, Improved Combat Reflexes, Improved Darkvision, Improved Terrain Bonus, Legendary Climber, Overwhelming Critical, Penetrate Damage Reduction, Planar Travel Master, Spellcasting Harrier, Superior Initiative, Water Terrain Master.

Add energy resistance

Extra Terrain [Epic]
Prerequisite: Any planar terrain mastery
Benefit: You may select a new planar or non-planar terrain mastery.
Special: You may select this feat more than once. Each time you take this feat, select a new mastery.

Fire Terrain Master [Epic]
Prerequisite: Desert terrain mastery, fiery planar terrain mastery
Benefit: You no longer require water to survive.

Improved Terrain Bonus [Epic]
Prerequisite: Terrain bonus+2
Benefit: Your terrain bonus increases by 1.
Special: You may select this feat more than once. Its benefits stack.

Planar Travel Master [Epic]
Prerequisite: Aligned planar terrain mastery, transitive planar terrain mastery, weightless terrain mastery, 3 other planar terrain masteries, cha 19
Benefit: You have figured out how outsiders cross distance in the blink of an eye. You may use greater teleport in place of dimension door with your transitive planar terrain mastery.

Water Terrain Master [Epic]
Prerequisite: Aquatic terrain mastery, marsh terrain mastery, watery planar terrain mastery
Benefit: You are treated as being under the effects of freedom of movement in regards to dealing with liquids. This also applies to your ranged attacks, such as arrows, but not to spells and supernatural abilities.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Various new poisons, rules for poisons and revised epic poisons. To get sourcing out of the way first, the rules for increasing the DCs of poisons are from Kingdoms of Kalamar. I revised and adjusted them for Balmuria. Likewise, epic poisons are from an epic insights article, there's a link in the epic poisons section. Enjoy. Iddy, if you have any questions or comments, toss them in loot or nagging, whichever fits. Notes as follows.

- The essence poisons are extrapolated variants of Complete Scoundrel's elemental rime poison. These haven't changed much and follow the same pattern. Meanwhile, the two enchanter's poisons are ways to allow poisons to loosen up other avenues of attack. A solo enchanter can trick targets into ingesting foods or drink with them. Alternately, a party rogue could use this to make the party mage's enchantments work better.

- Wizardbane is a result of epic poisons and stem from researching those. The high DC and spell-destruction makes it the bane of many a spellcaster. Meanwhile, anyone setting up dungeon or looking to force some resource attrition on a spellcaster will love it. Unfortunately it's not cheap. Speaking of, the prices and craft DCs for these poisons were eyeballed. As far as I can tell, that's how 3.5 did poisons anyway.

- Purchasing poisons at up to +10 DC (the max skill focus allows) shouldn't be difficult for Lief. Between Aurora's resources, Brightwater, the favors an epic party can call in and the fact that poisons aren't automatically evil in Balmuria means getting that isn't hard. Epic poisons and poisons boosted by +10 or more is trickier and would require hunting down a source, as that requires epic characters.

- Quick design notes about epic poisons. The base DC is no lower than 40 for an epic poison. I had a soft cap of 60 while designing examples, but there's likely stronger ones out there. For instance, making a poison out of the true Jormungandr's breath would likely do it. The craft DC is the save DC + 10. I wanted a stable way of calculating them rather than throwing numbers together. Finally, the price is save DC*crafting DC*10. Remember the price is per dose.


New Poisons



   
   
   
   
   
   
   
   
PoisonTypeCraft DCInitial DamageSecondary DamagePrice
Air EssenceInjury DC 16181d4 Dex + special1d4 Dex200 gp
Fire EssenceInjury DC 16181d4 Str + special1d4 Str200 gp
Water EssenceInjury DC 16181d4 Con + special1d4 Con200 gp
Earth EssenceInjury DC 16181d4 Int + special1d4 Int200 gp
Enchanter's FriendInjury/Ingested DC 1623SpecialSpecial800 gp
Enchanter's SlaveInjury/Ingested DC 1926SpecialSpecial2500 gp
WizardbaneInjury DC 27331d4 spells1d6 spells5000 gp

Enchanter's Friend

Enchanter's friend is a mix of several calming herbs and essences that induce a state of mental weakness. The poison appears of a similar color and consistency of soft soap, though it smells and tastes of herbs. A creature that fails the initial saving throw from this poison suffers a -4 penalty to all Will saves against enchantment effects for 1 hour, as well as the secondary damage saving throw of this poison. If the secondary saving throw is failed, the penalty increases to -8. Multiple doses of this poison do not stack.

Enchanter's Slave

Enchanter's slave is an enhanced version of enchanter's friend poison. It appears, smells and tastes just like that poison. It functions as enchanter's friend, except the duration of the Will save penalties are 24 hours. In addition, creatures under a dominate person or dominate monster effect do not gain a +2 bonus to saving throws granted by an order against its nature.

Elemental Essence

This substance is poisonous to most creatures. It is the essence of the elemental planes condensed into a toxic paste. The paste moves slightly of its own accord; water essence sloshes about, fire essence crackles and burns, air essence constantly stirs as if in a wind and earth essence appears to break down into smaller pieces before reforming. In addition to the listed ability damage for each essence, the victim suffers vulnerability to a type of energy damage if it fails the initial saving throw. This vulnerability lasts for 10 rounds. Air essence gives vulnerability to electricity, fire essence inflicts vulnerability to fire, water essence causes vulnerability to cold and finally earth essence results in vulnerability to acid.

In addition to the craft(poisonmaking) check, creating a dose of elemental essence requires a DC 15 knowledge(planes) check.

Wizardbane

The creation of epic poisons involves various anti-magical compounds as as a sealant. These compounds can be used to create a poison that destroys a spellcaster's prepared spells or spell charges. Wizardbane appears as a clear liquid and is easily mistaken for water. However, it is sticky to the touch. Creatures poisoned by wizardbane lose prepared spells or spell charges. For instance, a victim who suffers 2 lost spells on initial damage loses 2 spells. The victim loses their highest available spells or spell charges. Spells lost in this way are considered expended for the day. Creatures who are not spellcasters suffer no effect from this poison.

Despite the name, this poison works equally well on divine spellcasters as it does on arcane spellcasters. While the creation of this poison involves some of the compounds used to make epic poisons, it is not an epic poison.

This poison can affect psionic characters, but they only lose power points equal to the manifestation cost of their highest available power as initial and secondary damage.

Increasing the DC of poisons

A poison's DC may be increased during the crafting phase. You may choose to increase the save DC of a poison you create. For each point you choose to do so, the craft check's DC rises by two. Raising the DC of a poison increases the market price of the poison by 10% for each point you increase the DC by. The price rises are cumulative. The save DCs stack with bonuses from various other abilities, such as the poison specialization feat.

A poison's DC may not be increased by more than 5 in this manner. A character with skill focus(craft:poisonmaking) may increase the DC up to 10. A character with epic skill focus(craft:poisonmaking) may increase the DC up to 20.

Epic Poisons

Epic poisons are designed to be effective on extraordinary threats, ones that may laugh off normal poison. Epic poisons function as normal poisons, but with several modifications listed below. This is largely unchanged from how epic poisons work in the following article, save for a few clarifications. The epic poisons below supersede the epic poisons in that article.

It's best to think of epic poisons as the worst of the worst poisons, encased in anti-magic to keep them from afflicting anything but the target of the poison as much as an offensive measure. Unlike normal poisons, epic poisons tend to be conceptual in nature, having more diverse effects or effects tied to the outer planes. By this point, mundane and magical poisons aren't enough to put down epic threats; epic poisons are meant to be used against threats that laugh off normal poisons.

- Epic poisons are inherently anti-magical. They ignore any magical defenses against poison, such as spells like delay poison or neutralize poison. Supernatural resistances or immunities to poison likewise fail. Even magical items that grant bonuses to saving throws fail against epic poisons, such as a periapt of proof against poison or a cloak of resistance. Even non-permanent bonuses to ability scores are not counted to saves against epic poisons. Exception: Deities, being naturally immune to anti-magic, are not subject to this condition of epic poisons.

- Magical means to heal the ability damage from these poisons fail. Only rest or the personal intervention of a deity can heal this damage.

- Heal checks to tend wounds from epic poisons still function as normal. Alchemical antitoxin functions against epic poisons.

- Being anti-magical, epic poisons cannot be created or worked by spells, spell-like abilities or supernatural abilities.

- Creating epic poisons requires 24 or more ranks in craft(poisonmaking). This ties into the epic skill rewrite I'll have done one day. It removes the need to take the epic poison crafter feat.

- The raw materials needed to make each epic poison tend to be rare and difficult to obtain. Obtaining the materials to make these poisons is half the battle. As such, it's rare to see epic poisons for sale. It does happen on occasion, and a character who has a source of materials to make one can find an eager and willing market.



   
   
   
   
   
   
   
   
   
   
   
PoisonTypeCraft DCInitial DamageSecondary DamagePrice
Chaos IchorContact DC 40501d6 Str and Dex2d6 Str and Dex20000 gp
Mertonion*Ingested DC 43532d6 Cha2d6 Cha + special22790 gp
Bloody AloeInjury DC 45552d4 Con2d8 Con + special24750 gp
BloodburnIngested DC 48582d4 Str, Dex and Con2d4 Str, Dex and Con27840 gp
SoulfreezeInjury DC 49592d8 Int3d8 Int + special28910 gp
Jormugandr's BreathContact DC 49591d8 Con4d8 Con28910 gp
Voidchild's EssenceInjury DC 52622d4 all2d6 all + special32240 gp
Nessian SludgeInjury DC 54642d6 Wis + special2d6 Wis + special34560 gp
Sands of Time*Injury DC 56661d4 Str, Dex and Con + special1d6 Str, Dex and Con + special36960 gp
GodsbloodInjury DC 60703d6 Int, Wis and ChaSpecial42000 gp

* Ravage. See BoED as well as houserules.

Chaos Ichor

This poison is the brain fluids of white and black slaad mixed with plants from Arborea and the Abyss. The raw chaos and imbalance in the poison results in a rainbow colored, ever-shifting liquid. This poison causes spontaneous and bizarre mutations on anyone who takes initial or secondary damage. While strange, these mutations have no mechanical effect and fade once the ability score damage has healed.

Mertonion

Mertonion is silvery water that resembles runny mercury. It comes from a hidden holy spring deep within Mertion, where the sheer glory of Celestia is so bright as to seep into the stones of the spring. Mertonion is cold and has no taste whatsoever. An evil creature that fails the secondary damage saving throw is afflicted as if by vision of heaven with a permanent duration (CL 43rd). This effect can be dispelled, but only after the Charisma damage has healed. Good aligned creatures are immune to this poison.

Bloody Aloe

In the aftermath of battles between demon lords, only blood and carnage is left behind. In this aftermath grows the bloody aloe plant. Its leaves can be refined into a thin crimson poison that devours a creature's life force. If a creature fails the secondary damage saving throw, they must repeat the secondary damage saving throw every minute, until they pass or die from Constitution damage.

Bloodburn

This curious, stone-like liquid is chilly and tastes like ashes. It is cold magma from the frozen core of a dead Prime Material world. When exposed to the warmth and life of a creature's bloodstream, it ignites and causes considerable overall damage. Creatures immune to fire are immune to this poison, while creatures vulnerable to fire take double the normal ability score damage from it.

Soulfreeze

A liquid poison made of the frozen souls of the defeated enemies of Mephistopheles, Lord of Cania. This poison appears as blue, gummy, semi solid material that smears easily onto weapons. It consumes the intellect of creatures and leaves behind an emotionless husk. A creature that suffers Intelligence damage from this poison loses the ability to feel all emotion until the ability damage has healed. If the creature is reduced to zero Intelligence by this poison, the emotionless state becomes permanent instead. Such creatures ultimately find nothing in life fulfills them.

Jormugandr's Breath

A poison made of the breath weapon of Jormugandr's children. It takes form as a roiling brown mist that bursts forth from its container with gale wind force. This poison greatly devastates a victim's health, with the secondary damage being routinely fatal.

Voidchild's Essence

The essence of a voidchild, one of Shar's abominations. It appears as nothing more than a blank space and has no appearance, taste, smell or feel. If applied to the skin it causes immediate and long lasting numbness (and functions as an excellent analgesic). Voidchild's essence weakens a victim's sense of identity and awareness from the inside out, dealing damage to all six ability scores. A creature slain while suffering ability damage from this poison cannot be resurrected by any means, save for a deity with the Gift of Life salient divine ability.

Nessian Sludge

This foul, green paste is only seen in the hands of Nessian Pit Fiends and the most favored of the Lord of the Ninth's assassins. The origins of it are not known, though on rare occasion a dose is known to turn up in elite, secret auctions. Unlike most poisons, Nessian Sludge requires a Will save to resist instead of a Fortitude save. In addition, if the secondary damage saving throw is failed or a victim is reduced to zero Wisdom by the poison, the target's alignment changes to lawful evil. This change is permanent, though a wish or miracle spell can reverse it.

Sands of Time

Sands from the beaches that surround the Womb of Arborea. It appears as sand in all ways. This sand causes instant aging in victims. In addition to the ability damage, a creature that fails the primary or secondary damage saving throw advances one age category. Creatures below middle age become middle aged, while middle aged creatures become old and old creatures become venerable. A venerable creature crumbles to dust and is slain. Aging in this method grants the normal penalties to strength, dexterity and constitution, but none of the bonuses to intelligence, wisdom and charisma; these penalties stack with the ability damage caused by this poison. Living creatures that do not age, such as outsiders, are still affected by this affliction. However, they cannot be slain by it, only reduced to venerable age. Undead, constructs and other non-living creatures are not affected by this affliction.

Godsblood

The blood of a deity distilled into its purest form. The exact color depends on the deity the blood was taken from, as does the smell, taste and other defining characteristics. No matter the source, Godsblood destroys mortal and immortal minds by forcibly uniting them with the unknowable power of a deity. A creature that fails the secondary damage saving throw suffers complete mental obliteration. The creature's mental ability scores are permanently reduced to 0 and cannot be raised by any means short of divine intervention. In essence, the creature is now a mindless husk of meat locked in nightmares as long as it lives. Creatures with divine rank are immune to this poison.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

A new area for the Elemental Plane of Water. I'm working up a dungeon in it. It's meant to be a place suited for high/epic level adventurers. The local conditions are sufficiently hostile to scare off most creatures, but the powerful can turn that into the perfect place for a secret lair.

New Elemental Plane of Water Area: Crystal Reef Sea

The places in Water that border Ice are frigid oceans that endless churn in wintry storms. Ice, snow and freezing rain swirl amid sub-zero waters. This inhospitable region is lightly populated and seldom traveled. The exception to this is the Crystal Reef Sea, a place where hardy life thrives in city-sized clumps of kelp, great schools of arctic fish, meandering monoliths of coral and creatures uniquely adapted to endure the local conditions.

The Crystal Reef Sea is a lull in the stormy border region, lacking much in the way of currents at all. It is a thick, frozen jungle of massive tangles of kelp, free floating icebergs and masses of coral. Unlike most of Water, the Crystal Reef Sea is considerably filled with solid materials. Exploring it is akin to exploring a rather airy and passage-riddled cave system.

Crystal Reef Sea Traits

All traits of the Elemental Plane of Water apply here, in addition to and modified by the following.

Changes to Existing Traits

- Spells and spell-like abilities that create or use cold are extended and enlarged. Spells and spell-like abilities that create or use both cold and water are double extended and double enlarged, gaining triple the normal duration and increases its normal range by 200%.

- The Spellcraft DC to successfully cast spells and spell-like abilities with the fire descriptor or spells from the Fire domain increases to 30 + double the spell level.

New Traits

- Minor Cold-Dominant. Creatures suffer 1d10 points of cold damage per round within the Crystal Reef Sea. Any creature that takes cold damage from this trait immediately becomes afflicted by mild hypothermia (Frost pg 10). Each additional instance of damage advances the hypothermia by one step. Creatures that reach severe hypothermia are disabled and will quickly freeze to death from ongoing cold damage.

- Flash Freezing. Any spell or spell-like ability that deals cold damage within an area of effect instantly freezes the water therein, creating a new free-floating piece of ice. Creatures within this range must make a DC 25 Reflex save. Failure results in the creature being trapped in the ice. The creature is unable to move, though it may attempt a DC 25 Strength check each round to free itself. A creature that succeeds on the Reflex save or Strength check is trapped within the ice, but in a hollow that allows normal actions. Each square of ice has a hardness of 1 and 25 hit points. Any fire damage will instantly melt squares of ice. At the DM's discretion, other abilities may also cause water to flash freeze.

Crystal Reef Sea Inhabitants

Unlike many areas of Water or Ice, there are few elementals within the Crystal Reef Sea. Water elementals find the cold too constrictive, threatening to freeze them. While they are not in danger of taking damage from the minor cold-dominant trait, they find the area uncomfortable. Conversely, ice elementals find the liquidity of the cold water disturbing as it wears against their icy bodies. As a result, there are almost no elementals within the Crystal Reef Sea.

This vacuum has been filled by a motley assortment of creatures from across the planes. There is no central authority and no archomental pays much attention to the area. As a result, it has many redoubts of creatures who wish to avoid attention.

Common creatures found in the area are: crystal reef hunters, coral eaters, frost lilies, ice weirds(Frost pg 126), chilblains*(Frost pg 114), malaysneps(Frost pg 142), ice mephits* and cyrohydras*. Virtually any creature that can endure the cold and breath underwater can find a home in the Crystal Reef Sea.

* These creatures have the aquatic subtype, allowing them to breathe water. They have a swim speed equal to one half of their land movement speed.

Most creatures lair in hollows within larger ice shards or coral caves. The tangled nature of the plane has many suitable nooks and crannies for creatures to call home. More potent creatures may transmute the coral and kelp into other materials or import materials from other places. Fortresses of stone and more exotic materials are not unheard of. These buildings tend to end up covered in kelp, coral and ice without regular maintenance, making them difficult to find. 

Movement and Combat

Movement within the Crystal Reef Sea is slow. Navigating the various formations of kelp, ice, coral and other things slows travel down to a crawl. The travel is closer to an airy cave full of passages in all directions. There is ample sources of cover, including some hollows within ice or coral where there is air. For overland travel through the Crystal Reef Sea, treat the travel rate as trackless jungle.

The exact size of the Crystal Reef Sea is uncertain and likely variable in any event. It is generally no less than 6,000 miles in diameter, as large as some Prime Material worlds. Creatures can wander for years within it. As such, the area makes a poor place to travel from Water to Ice. Travelers who seek to map and understand the region are advised to remember that staggering distances mean nothing on planes that are infinitely large.

In addition, movement and combat both suffer the same problems as within Water. In particular, the difficulties of underwater fighting still exist. Creatures without effective swim speeds find themselves at a severe disadvantage to natives. Not only are natives generally faster underwater, but the ample terrain encourages ambushes and hit and run tactics. The more intelligent inhabitants of the area rely on these against creatures that do not look well suited to underwater combat.

Features of the Crystal Reef Sea

The basic rules of Water apply to the Crystal Reef Sea. Water pressure stays within safe tolerances, creatures made of fire take 1d10 damage per round (stacks with the minor cold-dominant trait) and so forth.

Food is abundantly available. There are many types of edible fish and kelp to be found. Likewise, water is no problem to obtain. The water of the area is fresh water despite the name; creatures normally native to salt waters have no difficulty here in regardless of that.

Unlike Water, the Crystal Reef Sea is bright. The natural luminosity of the waters is refracted by the free floating ice and joined by the arrays of coral. This results in a generally whitish-blue glow to everything, with ranges of coral pinks and reds near great concentrations of coral. Often times the nature of the light seems like an array of light refracted through a prism and is the source of the region's name.

Existing Features of Water

- Hot spots and ice pockets do not occur. The proximity to Ice results in sub-zero water temperatures all throughout.

- Likewise, the normal currents of Water are still. There are few currents, tides or bores. This is due to the stilling effect of Ice's cold.

- There are no red tides within the Crystal Reef Sea. There are other contagions, see below.

- There are weeds and coral, in particular kelp. While coral tends to take on irregular shapes, it still forms beds that are prime fishing locations. The majority of these are uninhabited.

- There are no established marid communities within the Crystal Reef Sea. The Padisha and most leading Marids do not consider the resources there worth the trouble. Further, several powerful marid have secluded lairs there, which they prefer to stay secluded. A few marids have been known to mount expeditions to varying levels of success.

New Features for the Crystal Reef Sea

Ice Lakes

The larger pieces of free floating ice in the Crystal Reef Sea often have a liquid center. This water is of perfect purity and coldness, kept in liquid form through a quirk of the plane. These lakes are known as ice lakes.

Ice lakes are ruled by conclaves of ice weirds, who value the purity of the water to make exceptionally powerful scrying pools. They build homes around them and burrow paths in the glaciers. These paths are patrolled by water elementals and ice para-elementals held in thrall by the elemental command ability of the ice weirds.

The waters of the lake make a powerful weapon. A vial of water from an ice lake can be used like a vial of acid or holy water. It deals 1d6 points of cold damage to a target and 1 point of cold damage to all adjacent creatures through splash damage. Total immersion in the the waters of an ice lake deals 20d6 damage per round of immersion. The corpse of a creature slain by ice lake water transforms, as if affected by a flesh to ice spell. An ice to flesh spell reverses this, but it does not revive the slain creature.

The ice lakes may be used as powerful scrying pools. Any creature capable of casting scrying as a spell or spell-like abilities (or more advanced versions such as greater scrying) may use the surface of an ice lake to augment the spell. This replaces the focus for the spell, if one is needed for the caster. Using an ice lake grants a +3 bonus to the caster level of scrying as well as a +3 bonus to the scrying's save DC. Ice weirds seldom let other creatures use an ice lake and favors or gifts are expected for the privilege.

Border Instability

The borders between elemental planes and para-elemental planes are areas of great flux. While the Crystal Reef Sea is unusually calm for a border area, there are still sections where magic reacts chaotically due to the competing elemental influences. These areas affect spells and spell-like abilities profoundly.

An area of instability has no visual hints or signs. Creatures who can cast spells or spell-like abilities are entitled to a DC 40 Spellcraft check to notice entering one and a DC 20 Spellcraft check to notice when detecting magic or using similar divinations. A creature with the cold or water subtypes halves these DCs to 20 and 10, respectively. Once detected, a DC 30 Knowledge(Arcana) or Knowledge(Planes) check is required to identify the properties of the area of instability.

An area of instability affects magic cast. Any time a spell or spell-like ability is cast and it does not have the water or cold descriptors, the caster must make a DC 40 Spellcraft check. A successful check results in the spell being cast as normal. If this check fails, the spell gains those descriptors. Any damage the spell does is converted to cold damage and apply the flash freeze trait. If the spell creates or conjures things, the objects are made of ice and water instead. Summoned creatures are treated as being summoned by a conjure ice beast spell and gain the ice beast template. Generally, if a spell has a suitable cold or water themed equivalent, use it in place of the spell. For example, a wall of stone may turn into a wall of ice.

A spell that already has the water or the cold descriptors is not in danger of being altered. Instead, if the Spellcraft check is failed, the spell's potency is reduced. Treat the caster level as 1/2 of its normal value to determine all variables of the spell. The energies taken from the spell are not lost. Instead, one round after the spell is cast, the energies coalesce into a newborn elemental. If the spell only has one of the two descriptors, it is an elemental of that type. If the spell has both the water and cold descriptors, choose which type it is randomly. It appears adjacent to the area of effect or one of the targets of the spell as suitable. Should neither of these apply, it appears adjacent to the caster instead. The newborn elemental is neutral to all creatures there and quickly realizes a desire to head towards the plane that better suits it.

For the strength of the elemental created, see the following table.



   
   
   
   
   
Spell LevelElemental Type
0-3Small
4-6Medium
7-9Large
10+Huge

Frigid Algae

On occasion, the Crystal Reef Sea is plagued by a particular type of algae. This snowy algae is noted for carrying a virulent disease that causes death via freezing the bloodstream.  This disease is commonly known as Auril's Revenge. It was named by a traveling aasimar and Auril has nothing to do with it. Nonetheless, the name stuck.

Frigid algae blossoms rapidly over kelp before spreading. It looks like nothing more than large snowflakes in the water. The exact size of an outbreak varies, but usually covers a diameter from 1000ft to no more than 10000ft. It is not difficult to see coming and only requires a DC 10 Spot check to notice before swimming into it. However, a DC 30 Knowledge(Planes) or Knowledge(Local:Water) check is required to identify it as frigid algae rather than snow.

Creatures who inhale frigid algae are at risk of infection, as are creatures who touch with unprotected skin. Each round that contact occurs requires a saving throw against the disease.



   
   
DiseaseInfection DCIncubationDamage
Auril's RevengeContact/Inhalation 261 day2d6 Con

Auril's Revenge

The result of exposure to frigid algae, which carry the disease. Causes the bloodstream to freeze and can result in death via slow hypothermia and oxygen deprivation.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Soul Eater. Revised and toned down a bit. While it's nasty and open to abuse, the fact that it's an evil PrC in a book mainly meant for DMs makes it reasonable enough to me. Nonetheless, I did tweak it down a little bit and altered some parts to fit Balmuria better, as well as clearing up a few weak points in the text.

Change log is as follows.

- Increased the soul eater's hd to d10s. It's a bit of a buff since the class gets a few nerfs later on.
- Replaced alertness with vile natural attack. Alertness doesn't fit into anything the class does. Vile natural attack fits much better with the class and is in the same sourcebook.
- Streamlined the class's special requirement.
- Gained K:A as a class skill, as it requires it in the pre-reqs. It's only fair.
- Rewrote energy drain to work with natural attacks. The previous version is not written well, and let's be honest, people take the class only to stack negative levels on their natural attacks. May as well remove the ambiguity about it.
- Added a save DC for the Fortitude save to remove the negative level. The default save DC calculation for negative levels uses a creature's racial HD, so that doesn't quite work for the class.
- Added a ravenous ability at level 1. This is meant to enable the fluff about soul eaters needing to feed on souls. Now soul eaters have an unavoidable reason to bestow negative levels, making the class a self-perpetuating cycle. It also makes it a slightly less attractive dip option. While the disadvantage isn't hard to work around(oh no, you have to use your awesome class feature every day), it's a concrete drawback to the class.
- Soul blast made multiple times per day as you level up and is now an immediate action to use.
- Soul radiance reworked to not be a polymorph mess. It augments other class features instead.
- Energy drain 2 replaced with soul subsistence. This a deliberate decision. The class is already really good with the energy draining and various bonuses. Upping it to 2 negative levels a hit just makes the class that much deadlier. This is an open attempt to tone down the class a bit.
- There's now a limit to the number of wights a soul eater may command.


Soul Eater

Hit Die

d10

Requirements

Alignment

Any vile

Base Attack Bonus

+5

Skills

Knowledge (Arcana) 2 ranks

Feats

Vile Natural Attack, Weapon Focus (Any natural weapon)

Special

The aspiring soul eater must have sold their soul to a fiend or evil deity, or have sought out and performed a profane ritual of damnation.

Class Skills

The soul eater's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str) and Use Rope (Dex)

Skill Points at Each Level

4 + Intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2+2+2Energy drain, ravenous
2+2+3+3+3Soul strength
3+3+3+3+3Soul blast 1/day
4+4+4+4+4Soul enhancement
5+5+4+4+4Soul endurance
6+6+5+5+5Soul blast 2/day, soul radiance
7+7+5+5+5Soul subsistence
8+8+6+6+6Soul agility
9+9+6+6+6Soul blast 3/day, soul slave
10+10+7+7+7Soul power

Energy Drain (Su)

A soul eater gains the ability to drain energy, bestowing negative levels upon its victims. Beginning at 1st level, the natural weapons of a soul eater bestows one negative level on its target. The Fortitude save DC to remove one of these negative levels is 10 + 1/2 your hit dice + your Charisma modifier.

A soul eater can't give itself negative levels with this ability.

Ravenous (Ex)

A soul eater is beholden to the forces of darkness and its own urges. If not satisfied, the soul eater's powers will turn on itself to sate itself. A soul eater must bestow a negative level on a living creature each day. If it does not, it suffers a negative level as its own soul satisfies the hunger within it. Negative levels gained in this way never result in permanent level loss. Multiple negative levels from failing to bestow a negative level result in stacking negative levels. If the soul eater gains negative levels equal to its current hit dice, it dies. Once the soul eater bestows a negative level on a living creature, all of the negative levels vanish.

Negative levels gained as a result of this ability cannot be prevented in any way, as the soul eater's own essence is devouring itself. Even creatures normally not subject to negative levels are affected by this.

Soul Strength (Su)

When a 2nd level soul eater uses its energy drain ability, it gains a +4 enhancement bonus to Strength for 24 hours.

Soul Blast (Su)

When a 3rd level soul eater uses its energy drain ability, it may project a 100ft ray of force as an immediate action. This ray deals 1d6 points of damage per soul eater level against one target. The target is allowed a Reflex saving throw to avoid the damage (DC 10 + soul eater's class level + soul eater's Cha bonus). This supernatural ability can be used once per day per three soul eater levels.

Soul Enhancement (Su)

When a 4th level soul eater uses its energy drain ability, it gains a +2 enhancement bonus on all saving throws, ability checks, and skill checks for 24 hours. This bonus stacks with any enhancement bonuses gained to ability scores that apply to saves or checks.

Soul Endurance (Su)

When a 5th level soul eater uses its energy drain ability, it gains +4 enhancement bonus to Constitution for 24 hours.

Soul Radiance (Su)

If a 6th level soul eater kills a creature by inflicting negative levels equal to its hit dice, its powers swell. The bonuses from soul strength, soul enhancement and soul endurance rise by 2. When the soul eater gains the soul agility and soul power abilities, they likewise gain a 2 point bonus from this ability.

Soul Subsistence (Su)

When a 7th level soul eater uses its energy drain ability, it does not need to eat, drink or sleep for 24 hours. This satiates the soul eater and removes any previous thirst, hunger or fatigue.

Soul Agility (Su)

When an 8th level soul eater uses its energy drain ability, it gains a +4 enhancement bonus to Dexterity for 24 hours.

Soul Slave (Su)

If a 9th level soul eater completely drains a creature of energy, the victim becomes a wight under the command of the soul eater. It may command as many wights as it has levels in soul eater. Any excess wights are free-willed and are neutral towards the soul eater.

Soul Power (Su)

After a 10th level soul eater had drained energy, all spell-like and supernatural abilities gain a +2 profane bonus to their saving throw DC for 24 hours. Further, and and all spell-like or supernatural abilities the soul eater possesses may be used twice as often as normal during that 24-hour period. For example, if an aboleth soul eater drains energy, it may use its enslave power six times per day rather than three times per day.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Yuthirin

#142
This is a WotC-style race entry for Tryll & Gytha's race, the irrigo.

Irrigo

Description

The irrigo are a very large species of intelligent cephalopods with body structure similar to aboleths.

Where an aboleth has a piscine appearance with fishy fins and a fluke tail, an irrigo has a trio of fluked tendrils extending from its hind end, allowing it to propel itself and steer in watery environments. Dexterous bundles of tentacles cluster around the creature's middle, and a forest of smaller tendrils extend beard-like from its face.  Above these tendrils rest a pyramid of eyes, one stacked upon two. These eyes are independent, each able to look in a different direction.

Unlike aboleths they lack a toothy maw, instead possessing a filter-feeding orifice behind their facial tendrils that can compress to crush plant matter.

Irrigo range in size depending on the depth at which they dwell, generally 30-40 ft. long by 10-15 ft. tall by 7-10 ft. wide. Deeper dwellers tend to be smaller, though adult irrigo under 25 feet in length are rare.  They are frail for their size, lending to the fact that they have no natural predators, and are agrarian by nature. They are largely herbivorous, supplementing their diet with filter-fed insects and small fish.

Culture & Society

The irrigo came to be on a now-dead plane that had no above-water landmasses. Irrigo can  be found as solitary units, familial pods of three (or more if offspring are included), or communities of 6-60. They are gentle and cerebral creatures, generally avoiding conflict when possible.

Irrigo tend toward farming and pursuits of the mind.

Abilities

Irrigo are inherently psionic beings, possessing the ability to communicate telepathically with any creature within 60 ft. that has a language. They are nimble swimmers and quick-witted scholars. They have few bones, their endoskeletal structure bodies instead made of cartilage and fatty rubber-like skin. Because of this, they are not as durable as their appearance would otherwise suggest. Their alien appearance makes them discomfiting at best to other races.

Psychology

While alien to humanoid life, they are not aggressive. Irrigo tend to react to other mortal races with great curiosity, much to the dismay of said races. Though they are often mistaken for aboleths at a distance, those up close can see the differences in both physiology and disposition clearly. 

Irrigo tend toward non-hostility. They will readily greet any friendly or neutral creature and introduce themselves. Hostile or dangerous creatures are avoided at large distances, and an irrigo will use any and all of their abilities to escape combat if possible. Those who choose to pursue magical studies tend to favor spells that manipulate water.

Ecology

Irrigo are aquatic creatures, ill-equipped for land travel. Though it is theoretically possible for irrigo to traverse dry land, they have no means of breathing oxygen outside of a liquid medium without magical support. Because of this, irrigo are rarely encountered outside of their home plane. In the vast majority of cases, those encounters are underwater.

Homelands

The home plane of the irrigo is a land almost entirely submerged under water. Average depth was 100 ft. Irrigo are a species with a nomadic lean and tend toward small, mobile communities. Plane-wide, there were only two communities that broke this mold and established themselves as underwater cities.

H'ph'n (pronounced HO-fin), whose name means "Spire", is a city built into a massive spike of volcanic rock which breaches the surface of the water far above the sea floor.  The city is a haven for the arts and boasts a massive population of 23,000. Its major exports are art objects, textiles, and fine foods.

B'l'sh'n (pronounced Bolo-shen), whose names means "Suspended over Darkness", is a city suspended on a calcified sea hemp trellis over a deep-sea trench.

Religion

The overwhelming majority of irrigo worship the triune god M'ph's-T'l-H'k (pronounced Mef-ISS Tell HO-k). Aspects of their creation can be seen in their physiology, which favors threes. Three eyes, clusters of three tendrils, and three genders.

Psions are very common, and spellcasters are not unheard of. Clerics are generally found in larger communities, though wandering or hermit clerics do occur. In general, clerics of M'ph's-T'l-H'k tend toward artistry and any temples toward them are both ornate and colorfully decorated.

Adventurers

Though many irrigo tend to wander, adventurers are very rare. Their home plane does not contain any other sentient species and there are few beasts that can pose a threat to something so large, so most adventuring would be found outside of their home plane. Given that they are fairly weak for their size and are usually bound to watery environments, only those significantly more powerful than the average become adventurers.

The majority of adventurers become so in order to become merchants or researchers. Occasionally, a 

Statblock

Posthumous
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?