New
Race – Rochnigh
The Rochnight are an alien species that lives on a planet with
extremely aggressive plant spores and pollen. As such; all creatures
on the planet evolved with thick skin and airtight mucus membranes to
avoid infection. The Rochnigh are an intelligent, spacefairing race.
Their eyes can leak black liquid which hardens; this is how their
body disposes of some of their waste. They coat their weapons, armor,
and claws/talons with the substance. Most of their organs and
reproductive system is located in their head; both genders have
several tentacles used for reproductive tasks. They have a society
based on honor and martial prowess.
New
Class – Mark of Spines Cleric
You
advance as a Cleric, but instead of turning undead you can Turn
Points. This allows you
to make arrows bend away from you, grabbing an enemy's spear head,
and walk on needles and other similar tricks. You must use bladed or
piercing weapons as your primary sacred weapon. Your holy symbol is
the symbol of spines, which must be made of the quills or thorns of
spiked creatures or animals. Giving your holy symbol to someone and
blessing them makes it so anyone who hurts them receives 1 damage
from the holy backlash.
Crawlers
(2 HD, 1d6 bite, +2 to hit and damage if fall on head, crawls on
walls and ceilings, cannot be surprised)
Appearing-
1d4+1
Morale-
8
These
small alien creatures are very diverse in appearance and crawl on
walls and ceilings. They have many functional eyes that lets them
hide from predators and track prey at the same time. They tend to
fall or hop on creatures from above to hunt.
Glass-Eyed
Grue (1 HD, +2 AC, 1d6
shatter-shards, destroys glass and objects, sticks to darkness)
Appearing-
1 or 2
Morale-
14
Not
all Grues are interested in murder; some prefer vandalism. These
Gures like to destroy and vandalize equipment, especially glass. If
parts of your body are touched by shadow or it is sufficiently dark,
the Glass-Eyed Grue can attack and break your potions and other
items.
Stopping
the Grue from doing this physically, or locking your glass items away
on your person is sure to enrage them, in which case they'll fire
shards of glass at you that deal 1d6 damage. The touch of this Gure
is said to be fatal to golemns and other living objects; these beings
treat these Grues as their version of the boogeyman.
Genesis
Machine (4-6 HD, +4 AC,
conjures things, metal casing reduce all non-lightning damage by -2 until case is broken)
Appearing-
1
Morale-
N/A
The
Genesis Machine is a stationary computer that has achieved some
control over reality. It can create new things, places, and beings
almost spontaneously. The things the Genesis Machine creates are
totally real and are not limited like other forms of magical
conjuration; however Genesis Machines are all insane and use their
powers to kill and trap people to become its worshipers and
maintenance crew.
The
Genesis Machine can conjure 1d4 'small' things each round, which
would include projectiles in flight, small 0HD animals to attack, or
objects like cantrips or tripwires or a padlock on the door to event
escape. The Genesis Machine can also instead create a single 'large'
thing each round, which could be a 1-2 HD creature, a large trap, an
entire hallway or localized weather event. Genesis Machines can also
create empty “space” which appears between two locations in the
immediate area like a chasm of inky blackness; splitting open the
floor and requiring a save to avoid falling into it. Planetary bodies
and horrors from beyond the stars can be seem dimly in the empty
space.
Byke
(7 HD, +2 AC, Detached connector deals 1d6 electric damage,
connectors act independently)
Appearing-
1
Morale-
12
This
floating being is made of several silvery rod-and-orb connectors
around different joints. By zapping silver or metals closely
associated to silver; it can forge new connectors and joints. It can
reconfigure its body at will and uses its electric powers to
mindlessly attack anyone nearby. Byke is an old god and could be
placated by a shaman or similar spirit-speaker.
Kal
(8 HD, has 2 drill attacks at
1d10+1 magic and armor destroying)
Appearing-
1
Morale-
10
Kal
is a being of mining and industry, and its advanced technology is
proof of that. Its eyes glow with a dull light which anything they
illuminate it can “see”. Kal continues to dig to find special
geodes and rare metals which it hoards in its central compartment
until it has a use for them. Kal's drill arms are extremely
dangerous, and it prefers not to use them at all.
Beiss
(8 HD, uproots spikes deal 1d8 damage, cracks in ground as fast as
horse)
Appearing-
1
Morale-
15
Beiss
is one of the old Gods and an aggressive one at that. As a God of
impalement, it rushes towards enemies via cracks in the ground, which
split open while under their feet to impale them on a spike. Beiss's
spines could be snapped or cut off after an attack and smuggled away
to sell or craft with, but this is sure to enrage the being and give
it reason to chase you.
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