Sentient Spells as PCs
Richard H. Schurz
This article is written supporting Dungeons and
Dragons 3.5 edition. You will need the Player’s Handbook and Monster manual
to use the material presented here.
It should also be compatible with DnD 3.0 edition.
This article expands upon my earlier article Sentient
Spells
Playing
a Sentient Spell is a lot like playing any other race originally presented as
monsters. This article establishes ECLs, brings ways to advance from one spell
to another, and adds a wealth of new sample sentient spells, each carefully
written for use as a PC race.
All
PC sentient spells receive Incarnate Flesh into a humanoid form as a bonus
feat. They can look like any small or medium humaniod but this will have no
effect on their stats or abilities (You can look like an
dwarf, but you won’t gain bonus constitution or resistance to poison.) If you
allow your players to take a more exotic form (such as a winged elf with
ability to fly in that form) you may have to adjust their ECL in according to
their additional abilities. You should never allow a player to use Incarnate
Flesh to take the form of a creature you wouldn’t otherwise allow them to play.
When
playing a Sentient Spell with racial Hit Die those Hit Die are as Elementals
(monster Manual pg. X), the player may choose whether fortitude or reflex is
their good save. All PCs receive max hp from their first HD. If the Sentient
spell has 1 or ½ HD, then you may choose a class and start with that class in
place of having a HD. Racial Hit Die count as levels, if you have 3 racial hit
die and 2 levels as a fighter you are considered to be a level 5 character.
Resurrecting
a sentient spell costs an amount of gold equal to 50 x the spell level of the
spell x the minimum castor level to caste the spell. It also costs 1/25 that amount
in exp. Resurrecting a sentient spell takes 1 hour and must be done at the spot
the sentient spell was destroyed within a week of it’s destruction.
Additionally any material components, focuses, or exp costs of casting the
spell normally must also be paid when resurrecting a sentient spell.
Sentient Spells as
characters
-Base
spell: All sentient spells are based on actual spells.
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Deflection
Bonus: While in spell form a sentient spell receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if
positive).
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision 60 ft.
-Racial
Hit Dice: Sentient spells have a number racial die equal to the spell level of
their base spell. They receive a racial bonus to special attacks equal to the
spell level of their base spell. Their Base attack bonus is 2/3 (as cleric),
their good save is either fortitude or reflex, they get 2 + intelligence modifier skill points
per HD with quadruple skill points for the first level. Their class skills (and
the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft
(Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha),
Knowledge (arcana) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense
Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), and one
additional skill of the Sentient Spell’s Choosing.
-Expend
Self (Su): Sentient spells may, at any time as a free action, destroy
themselves and caste the spell they are at the minimum castor level that spell
may be caste at. When they use expend self they use their own charisma modifier
to determine the save DC.
-Dispel
Vulnerability: A successful dispel check against a
Sentient Spell destroys it instantly (it cannot use it’s expend self ability in
response if the dispel check is successful). It is also completely destroyed in
the same manner if targeted with it’s base spell or
any spell that dispels or counters it’s base spell. If it enters an antimagic
field it is immediately destroyed.
-Spellcasting Restriction: Sentient spells cannot caste spells.
-A +2 racial bonus to use magic device and spellcraft checks. Additionally they automatically sense if anyone within 100 ft. is casting the spell they are based upon.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic
-Favored
Class: any
You
might allow Sentient Spells to 'upgrade' themselves into a higher-level spell
in the same school of magic by paying gold equal to 250 x the spell level of
the spell the wish to become x the minimum castor level to caste the spell they
wish to become. It also costs 1/25 that amount in exp. They gain the racial hit
die and level adjustment of their new race, as well as all it’s
abilities (including bonus feats).
Spellcasting
restriction: Sentient spells with class levels may not caste spells. There is
no actual balance issue with this, you may choose to
remove this restriction without modifying the ECL. It is, however, very strange
when a sentient magic missile can caste magic missile, and even stranger when a
sentient burning hands can caste fireball and meteor swarm.
Dispel
Vulnerability: While dispel and counterspell killing NPC sentient spells is
fine, however it's a bit to much of a crippling
weakness to PCs. You might reduce the effects of this to stunned
for 1d4 +2 rounds or reduces the target to 1 hp. Anti-magic fields become areas
the PC cannot enter, and if he/she is caught inside one they are simply shunted
out into the nearest empty space. Or you might keep it the way it is, used
sparing the threat can be terrifying. Most players playing a sentient spell
will attack spellcasters in preference to all other targets.
These
races consider Racial Hit Die in their balance, if you alter the racial Hit Die
of a sentient spell you will also have to alter their Level Adjustment as well.
Each example sentient spell has racial Hit Die equal to the spell level of the
spell they are based upon.
Sentient Spells and
reproduction
It
is unknown if sentient spells can reproduce with eachother. However it is known
that sentient spells with incarnate flesh can reproduce with other creatures.
The result, Spelltouched and Spellborn templates, will appear in a future
article.
NOTICE: I have altered my format for
these entries. Because this article is dedicated to playing sentient spells
I’ve given each sample sentient spell the incarnate flesh feat. Rather then
write each and every entry twice, once in spell form and once in it’s alternate form, a have been doing up until now. I have
decided to include the statistics for both the spell form and the alternate
form in a single entry. The numbers and abilities for it’s
alternate form will be written inside square brackets [] when they differ from
the spell form’s stats. I will be using this format for all my future articles
where creatures have multiple forms.
Starslammer (Sentient Mass
Bull's Strength) [Human form]
Diminutive [medium]
elemental (spell, transmutation)
Hit Dice: 6d8 (27) [45]
Initiative: +4 [+0]
Speed: fly 60 ft. (perfect) (12
squares) [base land speed 30 ft]
Armor Class: 20 (+4 size +4 dex, +2
deflection), touch 20, flat-footed 16 [11 (+1 dex) touch 11, flat-footed 10]
Base Attack/Grapple: +4/- [+4/+17]
Attack: - [Unarmed +9 melee (1d3 +5
subduel)]
Full attack: - [Unarmed +9 melee (1d3 +5
subduel)]
Space/reach: 1ft/0 ft {5 ft/5 ft}
Special Attacks: expend self, Greater Brawn,
spell-like abilities, Great prowess, Mighty Fortitude
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability
Saves: Fort +5 [+8], Ref +6 [+3],
Will +4
Abilities: str
– [21], dex 18 [12], con – [16], int 7,
Skills: Perform (Oratory) +11
Feats: incarnate flesh, (B)improved
bull rush, improved grapple, (B)Power
attack, quickened spell-like ability (Alter Self)
Environment: any
Organization: Solitary
Challenge Rating: 4
Treasure: none
Alignment: Neutral
Advancement: -
Level Adjustment: +1
Starslammer
may not be the brightest entity, but he knows enough to hide his true nature,
staying in human form at all times. He lives for pit fighting, or any form of
brawling or fist fighting, engaging in them at every opportunity. Starslammer
has a fascination with armed combat, and takes every opportunity to watch
others fight to the death. But he doesn't have the stomach to put his own life on
the line.
Combat:
If
he has the advantage Starslammer tends to drag the fight out, pulling punches
and pushing weaker opponents around with bull rushes, it's all a game to him.
He hates to loose and fights with his all, but never holds grudges over what happens
in the pit or a barroom brawl. If faced with lethal force however, he looks for
every opportunity to talk his way out or escape, he takes every threat
seriously, even if the one holding the knife is a fraction of his size he'll
immediately back down and offer a hasty apology. He's not above running away
and using alter self to appear to be a different
person.
Spell-like abilities: 1/day jump, bull's
strength, alter self, all with a CL of 11
Greater Brawn (Ex): Starslammer receives a +4
racial bonus to strength, a +4 racial bonus to all bull rush, grapple, and trip
attacks, as well as a +4 racial bonus to all strength-based skills and skill
checks.
Great Prowess (Su): 1/day as a free action
Starslammer can grant himself or a willing ally a +6 bonus to his strength
score for 1 round.
Mighty Fortitude (Ex): 1/day Starslammer may add
his strength modifier to any fortitude save.
Expend Self (Su): Starslammer may, at any
time as a free action, destroy himself and caste Mass Bull's Strength with a
castor level of 11.
Dispel Vulnerability (Ex): A successful dispel check
against Starslammer (He's treated as having a CL of 11) destroys him instantly
(he cannot use his expend self ability if the dispel check is successful). He
is also completely destroyed in the same manner if targeted with a mass bull's
strength or any spell that dispels or counters mass bull's strength. If he
enters an antimagic field he is immediately destroyed.
Sentient Mass Bull's
Strength as characters
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision 60 ft.
-Racial
Hit Dice: A Sentient Mass Bull’s Strength begins play with six levels of
elemental, which provide 6d8 Hit Dice, a base attack bonus of +4, a base saving
throw bonuses of fort +5, ref +2, will +2.
-All
Sentient Mass Bull’s Strength receive Power Attack and
Improved Bull Rush as bonus feats.
-Deflection
Bonus: While in spell form Sentient Mass Bull’s Strength receives a deflection
bonus to it’s Armor Class equal to it’s charisma
modifier (if positive).
-Expend
Self: All Sentient Mass Bull’s Strength may, at any time as a free action,
destroy themselves to caste the spell Mass Bull’s Strength with a castor level
of 11.
-Greater
Brawn: All sentient Mass Bull’s Strength receive a +4 racial bonus to strength,
+4 racial bonus to all bull rush, grapple, and trip attacks, and a +4 racial
bonus to all strength-based skills and skill checks.
-Great Prowess (Su): 1/day as a free action Sentient Mass Bull’s Strength can grant itself or a willing ally a +6 bonus to his strength score for 1 round.
-Mighty Fortitude: 1/day a Sentient Mass Bull’s Strength may add his strength modifier to any fortitude save.
-All Sentient Mass Bull’s Strength receive power attack as a bonus feat.
-Spell-like
abilities: 1/day jump, bull’s strength, alter self. All with a castor level of
11.
-Dispel Vulnerability: A successful dispel check against a Sentient Mass Bull’s Strength (which is treated as having a CL of 11) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with a mass bull's strength or any spell that dispels or counters mass bull's strength. If it enters an antimagic field it is immediately destroyed.
-Spellcasting
Restriction: Sentient Mass Bull’s Strength cannot prepare or caste spells.
-Sentient
Mass Bull’s Strength receive a +2 racial bonus to use
magic device and spellcraft checks. Additionally can
automatically sense if anyone within 100 ft. is casting Mass Bull’s Strength.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level
Adjustment: +1
Diminutive [medium]
elemental (spell, transmutation)
Hit Dice: 6d8 (30) [42]
Initiative: +5 [+2]
Speed: fly 60 ft. (perfect) (12
squares) [50 ft.]
Armor Class: 25 (+4 size, +5 dex, +2
deflection, +4 natural), touch 21, flat-footed 19 [18 (+2 dex, +6 natural),
touch 12, flat-footed 14]
Base Attack/Grapple: +4/- [+5]
Attack: +8 melee touch (petrifying
touch) [+5 melee bite 1d6+1 plus petrifying touch]
Full attack: +8 melee touch (petrifying
touch) [+5
melee bite 1d6 +1 plus petrifying touch]
Space/reach: 1 ft/0 ft [5 ft/5 ft]
Special Attacks: expend self, spell-like
abilities, petrifying touch, [trip]
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability, DR 5/adamant [scent,
low-light vision]
Saves: Fort +2 [+4], Ref +10
[+7], Will +3
Abilities: str
– [13], dex 21 [15], con – [15], int 15,
Skills: listen +10, Spot +10, hide +26 [+11], Intimidate +11
Feats: (B)toughness, Incarnate Flesh, Flock,
ability focus (Petrifying touch)
Environment: any
Organization: Solitary
Challenge Rating: 5
Treasure: none
Alignment: Chaotic Evil
Advancement: -
Level Adjustment: +2
Medusin
spends most of his time incarnated in the form of a shaggy dog, skulking in the
dark allyways and sewers of major cities. He loves to corner innocent people
and torment them for hours with his petrifying touch before going in for the
kill. He leads a pack consisting of several other sentient spells which also
incarnate as dogs. Keen edge, haste, greater magic weapon, and three sentient
Expeditious retreat spells which are his flock. A couple natural wolves round
out his pack.
Combat:
Medusin
is fairly aggressive, and thinks nothing of using the lives of his pack. In the
face of a dangerous opponent he uses his stone-skin ability on himself and
orders the other three spells and one of his flock to
expend themselves on him in order to boost his combat abilities even further,
then he orders the wolves to flank his adversaries. If he believes an enemy is
to strong for him he’ll use his stone skin ability on one of his wolves, and
order the three other spells to expend themselves on the same wolf. He’ll have
one of his flock expend itself on him and he’ll
support with his stone touch ability. At the first opportunity he’ll slip away,
abandoning his remaining comrades.
Spell-like abilities: 1/day stone skin, stone
shape, all with a CL of 11
Expend Self (Su): Medusin may, at any time as
a free action, destroy himself and caste Flesh to Stone with a castor level of
11.
Petrifying Touch (Su): Any creature Medusin
touches must make a DC 20 fortitude save or turn to stone for 1 round. During
this round the target looses all Dexterity and dodge bonus to AC, and cannot
take any actions. All items held and worn also become stone and are rendered
non-functional during this round (though magic items retain any enhancement
bonus to their hardness). The petrified character gains a Natural Armor Bonus
of +8 in place of their old natural armor bonus, and they gain a hardness of 8.
While petrified they are considered objects for all purposes including what
spells and attacks may effect them (they are, for example, immune to sneak
attacks). After the target reverts back to flesh they remain slowed for 1 round.
An individual creature may only be subject to this ability once per round. The
save is charisma based and includes a +6 racial bonus.
Dispel Vulnerability (Ex): A successful dispel check
against Medusin (he’s treated as having a CL of 11) destroys him instantly (he
cannot use his expend self ability in response if you succeed the dispel
check). He is also completely destroyed in the same manner if targeted with a
Flesh to Stone or any spell that dispels or counters Flesh to Stone. If Medusin
enters an antimagic field he is immediately destroyed.
Sentient Flesh to Stone as
characters
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision 60 ft.
-Racial
Hit Dice: A Sentient Flesh to Stone begins play with six levels of elemental,
which provide 6d8 Hit Dice, a base attack bonus of +4, a base saving throw
bonuses of fort +2, ref +5, will +2.
-All
Sentient Flesh to Stone have toughness as a bonus
feat.
-All
Sentient Flesh to Stone have a +4 bonus to natural
armor in all their forms, and a DR of 5/adamant.
-Deflection
Bonus: While in spell form Sentient Flesh to Stone receives a deflection bonus
to it’s Armor Class equal to it’s charisma modifier
(if positive).
-Expend
Self: All Sentient Flesh to Stone may, at any time as a free action, destroy
themselves to caste the spell Flesh to Stone with a castor level of 11.
-Petrifying
Touch: Any creature Sentient Flesh to Stone touches must make a DC 16 + cha
modifier fortitude save or turn to stone for 1 round. During this round the
target looses all Dexterity and dodge bonus to AC, and cannot take any actions.
All items held and worn also become stone and are rendered non-functional
during this round (though magic items retain any enhancement bonus to their
hardness). The petrified character gains a Natural Armor Bonus of +8 in place
of their old natural armor bonus, and they gain a hardness of 8. While
petrified they are considered objects for all purposes including what spells
and attacks may effect them (they are, for example, immune to sneak attacks).
After the target reverts back to flesh they remain slowed for 1 round. An
individual creature may only be subject to this ability once per round. The
save DC includes a +6 racial bonus.
-Spell-like
abilities: 1/day Stone Skin, Stone shape. All with a castor level of 11.
-Dispel
Vulnerability: A successful dispel check against a Sentient Stone to Flesh
(which is treated as having a CL of 11) destroys it instantly (it cannot use
it’s expend self ability in response if the dispel check is successful). It is
also completely destroyed in the same manner if targeted with a Stone to Flesh
or any spell that dispels or counters Stone to Flesh. If it enters an antimagic
field it is immediately destroyed.
-Sentient
Stone to Flesh receive a +2 racial bonus to use magic device and spellcraft
checks. Additionally they automatically sense if anyone within 100 ft. is
casting Stone to Flesh.
-Spellcasting
Restriction: Sentient Stone to Flesh cannot prepare or caste spells.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level
Adjustment: +1
Firelord (Sentient Burning
Hands) (2nd level barbarian) [orc form]
Diminutive [medium]
elemental (spell, evocation, fire)
Hit Dice: 2d10 (10) [13]
Initiative: +2 [-1]
Speed: fly 60 ft. (perfect) (12
squares) [30 ft.]
Armor Class: 16 (+4 size, +2 dex),
touch 16, flat-footed 14 [16 (-1 dex, +5 Breastplate, +2 large shield) touch 9,
flat-footed 14]
Base Attack/Grapple: +2/- [+6]
Attack: Slam +2 melee (1d4 fire)
[+7 1d8 +5 plus 1 fire longsword]
Full attack: Slam +2 melee (1d4 fire)
[+7 1d8 +5 plus 1 fire longsword]
Space/reach: 1 ft/0 ft [5 ft/5 ft]
Special Attacks: expend self, Searing flesh, fast movement, rage, uncanny dodge
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability, fire immunity, cold
vulnerability, [light sensitivity]
Saves: Fort +3 [+4], Ref +2 [-1],
Will +1
Abilities: str
– [18], dex 15 [9], con – [12], int 13,
Skills: knowledge (history) +6,
Ride +7 [+4], use magic device +4½
Feats: Incarnate Flesh
Environment: any
Organization: Solitary
Challenge Rating: 2
Treasure: none
Alignment: Chaotic Neutral
Advancement: -
Level Adjustment: +1
Firelord
is the chief of an orc clan for almost 200 years. He is the first known
sentient spell to have offspring. His numerous children have interbred with the
other goblins to the extent the entire clan has gained the spelltouched
template.
Combat:
Firelord
is a fierce combatant, leading his children into battle against elves and
goblins alike. He fights to the death, knowing that should he fall in battle
his children will restore him after the battle.
Expend Self (Su): Firelord may, at any time
as a free action, destroy himself and caste Burning Hands with a castor level
of 1.
Searing Flesh (Su): All attacks made by
Firelord with unarmed strikes or metal weapons deal 1 additional point of fire
damage. Any creature striking Firelord with unarmed attacks or natural weapons
takes 1 point of fire damage. Any creature grappling Firelord takes 1 point of
fire damage per round. Firelord may choose to suppress this ability as a free
action.
Light Sensitivity (Ex): Firelord is dazzled in
bright sunlight or in the radius of a daylight spell.
Dispel Vulnerability (Ex): A successful dispel check
against Firelord (he’s treated as having a CL of 1) destroys him instantly (he
cannot use his expend self ability in response if you succeed the dispel
check). He is also completely destroyed in the same manner if targeted with a
Burning Hands or any spell that dispels or counters Burning Hands. If Firelord
enters an antimagic field he is immediately destroyed.
Possessions: +1 longsword, masterwork
breastplate, 2 potions of cure light wounds.
Sentient Burning Hands as
characters
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision 60 ft.
-Deflection
Bonus: While in spell form Sentient Burning Hands receives a deflection bonus
to it’s Armor Class equal to it’s charisma modifier
(if positive).
-Expend
Self: All Sentient Burning Hands may, at any time as a free action, destroy
themselves to caste the spell Burning Hands with a castor level of 1.
-Searing
Flesh: All attacks made by a Sentient Burning Hands with unarmed strikes or
metal weapons deal 1 additional point of fire damage. Any creature striking a
Sentient Burning Hands with unarmed attacks or natural weapons takes 1 point of
fire damage. Any creature grappling a Sentient Burning Hands takes 1 point of
fire damage per round. A Sentient Burning Hands may choose to suppress this
ability as a free action.
-Fire
Immunity
-Cold
Vulnerability
-Slam
attack: Sentient Searing flesh has a slam attack for 1d4 fire
damage.
-Dispel
Vulnerability: A successful dispel check against a Sentient Burning Hands
(which is treated as having a CL of 1) destroys it instantly (it cannot use
it’s expend self ability in response if the dispel check is successful). It is
also completely destroyed in the same manner if targeted with a Burning Hands
or any spell that dispels or counters Burning Hands. If it enters an antimagic
field it is immediately destroyed.
-Spellcasting
Restriction: Sentient Burning Hands cannot prepare or caste spells.
-Sentient
Burning Hands receive a +2 racial bonus to use magic device and spellcraft
checks. Additionally they automatically sense if anyone within 100 ft. is
casting Burning Hands.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level
Adjustment: +1
Sammy (Sentient Chain
Lightning) (1st level expert) [Human form]
Diminutive [medium] elemental
(spell, evocation, electric)
Hit Dice: 6d8 plus 1d6 (30) [30]
Initiative: +5 [+2]
Speed: fly 60 ft. (perfect) (12
squares) [30 ft.]
Armor Class: 23 (+4 size, +5 dex, +4
deflection), touch 21, flat-footed 18 [12 (+2 dex) touch 12, flat-footed 10]
Base Attack/Grapple: +4/- [+4]
Attack: Slam +9 melee (3d6
electric) [+9 1d6 +2 plus 1d6 electric rapier]
Full attack: Slam +9 melee (3d6
electric) [+9 1d6 +2 plus 1d6 electric rapier]
Space/reach: 1 ft/0 ft [5 ft/5 ft]
Special Attacks: expend self, spell-like abilities,
Sparking, conductive slam, Chain Shock, [Shocking
touch]
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability, immunity to electricity
Saves: Fort +5 [+5], Ref +7 [+4],
Will +4
Abilities: str
– [12], dex 21 [15], con – [10], int 13,
Skills: use magic device +15,
survival +10, Profession (Carpentry), use rope +5
Feats: Incarnate Flesh, weapon
finesse, (B)chain
attack, phoenix
Environment: any
Organization: Solitary
Challenge Rating: 5
Treasure: none
Alignment: Neutral Good
Advancement: -
Level Adjustment: +2
Sammy
was just another nameless sentient spell the wizard Theodore Wolfskin created
to guard his tower. When the Wolfskin was slain and tower torn asunder she was
left to make her own way in the world. Deciding to leave her former life behind
she settled down in a small town and became a carpenter, eventually marrying
the local baker’s son. Telling no-one, even her own husband,
that she was not human. Unfortunately an old enemy of Wolfskin, known
only as The Chanter, has been tracking down sentient spells and pulling them
apart in his lab, trying to figure out how to make his own. Upon discovering
Sammy he sent several bounty hunters to capture her. When she didn’t cooperate
they slew her husband in front of her. With the aid of several townsfolk she
was able to escape them and has been running from them in human form ever
since. She is with child, and fears that taking her spell form would cost the
child’s life, she has almost nothing, but will give it
all to get someplace safe.
Combat:
Sammy
will do anything to avoid combat. If forced to fight she will fight defensively
and try to stay as far from her enemies as possible. If somehow forced into
spell form she will do everything in her power to destroy the ones responsible.
Expend Self (Su): Sammy may, at any time as a
free action, destroy himself and caste Chain Lightning with a castor level of
13.
Spell-like abilities: at will shocking grasp,
light, 1/day lightning bolt, daylight, all with a CL of 13
Shocking Touch (Su): While in human form Sammy’s
unarmed attacks, as well as any metal melee weapon she wields has the shock
property.
Conductive slam (Ex): When in spell form Sammy’s
slam attack gains a +4 circumstance bonus to it’s
attack roll if her opponent is wearing metal armor.
Sparking (Su): While in spell form Sammy
continually emanates electric sparks causing all adjacent creatures to take 1d6
electric damage at the end of her turn.
Chain Shock (Su): 1/day as a free action, you
may add 2d6 electric damage to a melee attack, you may choose a number of
targets equal to or less then your charisma modifier, each of these targets
take 1d6 electric damage as the shock leaps from one enemy to the next. Each
target must be within 10 ft of the last target, no creature may take damage
more then once from this ability.
Dispel Vulnerability (Ex): A successful dispel check
against Sammy (she’s treated as having a CL of 13) destroys her instantly (she
cannot use her expend self ability in response if you succeed the dispel
check). She is also completely destroyed in the same manner if targeted with a
Chain Lightning or any spell that dispels or counters Chain Lightning. If Sammy
enters an antimagic field she is immediately destroyed.
Possessions: +1 Rapier, 2 scrolls of
expeditious retreat, wand of magic missile, potion of cat’s grace.
Sentient Chain Lightning as
characters
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision 60 ft.
-Racial
Hit Dice: A Sentient Chain Lightning begins play with five levels of elemental.
This gives it 6d8 HD, a Base Attack Bonus to +4, +5 to fortitude saves, +2 to
reflex saves, and +2 to will saves.
-Bonus
feat: All Sentient chain lightning receive chain attack as a bonus feat.
-Deflection
Bonus: While in spell form Sentient Chain Lightning receives a deflection bonus
to it’s Armor Class equal to it’s charisma modifier
(if positive).
-Expend
Self: All Sentient Chain Lightning may, at any time as a free action, destroy
themselves to caste the spell Chain Lightning with a castor level of 13.
-Shocking
Touch (Su): While in an alternate form Sentient Chain Lightning’s unarmed
attacks, natural weapons, and any metal melee weapon it wields has the shock
property.
-Conductive
slam (Ex): When in spell form a Sentient Chain Lightning’s slam attack gains a
+4 circumstance bonus to it’s attack roll if it’s
opponent is wearing metal armor.
-Sparking
(Su): While in spell form a Sentient
Chain Lightning continually emanates electric sparks causing all adjacent
creatures to take 1d6 electric damage at the end of it’s
turn.
-Chain
Shock (Su): 1/day as a free action,
a Sentient Chain Lightning may add 2d6 electric damage to any melee attack, you
may choose a number of targets equal to or less then your charisma modifier,
each of these targets take 1d6 electric damage as the
shock leaps from one enemy to the next. Each target must be within 10 ft of the
last target, no creature may take damage more then once from this ability.
-Slam
attack: Sentient Chain Lightning has a slam attack for 3d6
electric damage.
-Immune
to electricity damage
-Dispel
Vulnerability: A successful dispel check against a Sentient Chain Lightning
(which is treated as having a CL of 13) destroys it instantly (it cannot use
it’s expend self ability in response if the dispel check is successful). It is
also completely destroyed in the same manner if targeted with a Chain Lightning
or any spell that dispels or counters Chain Lightning. If it enters an
antimagic field it is immediately destroyed.
-Spellcasting
Restriction: Sentient Chain Lightning cannot prepare or caste spells.
-Sentient
Chain Lightning receive a +2 racial bonus to use magic
device and spellcraft checks. Additionally it automatically senses if anyone
within 100 ft. is casting Chain Lightning.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level
Adjustment: +2
Drift (Sentient Daze) [Human
form]
Diminutive [medium]
elemental (spell, enchantment, compulsion, mind-affecting)
Hit Dice: ½d8 (2) [3]
Initiative: +3 [+0]
Speed: fly 60 ft. (perfect) (12
squares) [30 ft.]
Armor Class: 18 (+4 size, +3 dex, +1
deflection), touch 18, flat-footed 15 [10 touch 10, flat-footed 10]
Base Attack/Grapple: +0/- [-1]
Attack: +4 melee slam (daze touch)
[-1 melee unarmed (1d3 –1 subduel plus daze touch)]
Full attack: +4 melee slam (daze touch)
[-1 melee unarmed (1d3 –1 subduel plus daze touch)]
Space/reach: 1 ft/0 ft [5 ft/5 ft]
Special Attacks: expend self, Daze touch
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability,
Saves: Fort +2 [+3], Ref +3 [+0],
Will +1
Abilities: str
– [8], dex 17 [11], con – [13], int 15,
Skills: Survival +4, knowledge
(local) +6, knowledge (geography) +6, use magic device +7
Feats: Incarnate Flesh, (B)resist
similar magic
Environment: any
Organization: Solitary
Challenge Rating: 1/3
Treasure: none
Alignment: Neutral
Advancement: -
Level Adjustment: +1
Drift
has no ambitions aside from wanting to see the world. She travels endlessly
seeking out new and interesting places to explore while concealing her true
nature. She’s picked up a fair bit of knowledge along the way and makes a
useful guide to those who befriend her.
Combat:
Drift
detests combat and sees herself as a pacifist. If attacked or otherwise forced
into combat she’ll surrender, in hopes she’ll be taken captive and as soon as
her captors aren’t paying attention she can turn into her spell form and escape
her confinement.
Expend Self (Su): Drift may, at any time as a
free action, destroy herself and caste Daze with a castor level of 1.
Daze touch (Su): 1/day when Drift makes an
unarmed strike against an humanoid she can force that
opponent to make a DC 11 will save or be dazed for 1 round. She must declare
she’s using this ability before the attack roll is made. This is a
mind-affecting compulsion effect. The save DC includes a +6 racial bonus. The
save is charisma based.
Dispel Vulnerability (Ex): A successful dispel check
against Drift (she’s treated as having a CL of 1) destroys her instantly (she
cannot use her expend self ability in response if you succeed the dispel
check). She is also completely destroyed in the same manner if targeted with a
Daze or any spell that dispels or counters Daze. If Drift enters an antimagic
field he is immediately destroyed.
Sentient Daze as characters
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision 60 ft.
-All
Sentient Daze have Resist similar magic as a bonus feat.
-Deflection
Bonus: While in spell form Sentient Daze receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if
positive).
-Expend
Self: All Sentient Daze may, at any time as a free action, destroy themselves to caste the spell Daze with a castor level of 1.
-Daze
touch: 1/day when a Sentient Daze makes an unarmed strike against an humanoid it can force that opponent to make a DC 11 will
save or be dazed for 1 round. It must declare it’s using this ability before
the attack roll is made. The save is charisma based.
-Dispel
Vulnerability: A successful dispel check against a Sentient Daze (which is
treated as having a CL of 1) destroys it instantly (it cannot use it’s expend
self ability in response if the dispel check is successful). It is also
completely destroyed in the same manner if targeted with a Daze or any spell
that dispels or counters Daze. If it enters an antimagic field it is
immediately destroyed.
-Spellcasting
Restriction: Sentient Daze cannot prepare or caste spells.
-Sentient
Daze receive a +2 racial bonus to use magic device and
spellcraft checks. Additionally they automatically sense if anyone within 100
ft. is casting Daze.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level
Adjustment: +1
Advancement Through Tracks:
A
track is a lot like a prestige class, you advance along it and you change from
one kind of spell to another, gradually rising in power with each step. The
requirements are usually little more then being the appropriate spell and
having a Base attack bonus of at least +1.
When
you transform into a stronger kind of spell you retain one special attacks or special qualities other then expend self of your
choosing from your old form, while gaining the special attacks and special
qualities of your new form. Your expend self changes to caste the spell you now
are, and you gain the ability to caste the spell you used to be 1/day as a
spell-like ability. Your dispel vulnerability remains but your effective CL
rises to the minimum level for a sorceror/wizard to caste the spell you now
are, and you are dispelled if someone castes the spell you now are or any spell
that dispels/counters that spell, in place of your old dispel vulnerability.
The CL of all your spell-like abilities becomes the minimum CL for a
sorceror/wizard to caste your current form, and you receive a racial bonus to
the save DCs of all special attacks equal to the spell level of the spell you
are. (use your spell level on the sorceror/wizard
spell list to determine your spell level.) You do not gain any racial HD or ECL
from your new form as long as you gained it by advancing along a track, you do
not gain the spell-like abilities of your new form, or any bonus feats it may
have but retain the ability to caste the spell of every one of your former
forms 1/day.
If
you wish to take a track, but rather then being the prerequisite race (for
example daze), you are one of the races on the track (for example Mass Daze
Monster), and you meet all the other requirements for the track, you may enter
the track at the DM’s discretion. However, the first level you take is the
level a character following the track would transform into your race (for
Sentient Mass Daze Monster this would be level 8), and though you do not
transform from that level, you may choose one special attack of special quality
from the last race listed on the track (for Sentient Mass Daze Monster that
would be Hold Monster), as well as the ability to caste that last race as a
spell-like ability.
The Hold Track
Requirements
Race: Sentient
Daze
Base
Attack Bonus: +1
level Base att. fort ref will special
1 +0 +2 +0
+0 Sleep
2 +1 +3 +0
+0 Tasha’s Hideous Laughter
3 +2 +3 +1
+1 Bonus Feat
4 +3 +4 +1
+1 Hold Person
5 +3 +4 +1
+1 Confusion
6 +4 +5 +2
+2 Bonus Feat
7 +5 +5 +2
+2 Hold Monster
8 +6 +6 +2
+2 Mass Daze Monster
9 +6 +6 +3
+3 Bonus Feat
10 +7
+7 +3 +3
11 +8
+7 +3 +3
Mass Hold Person
12 +9
+8 +4 +4
Power Word Stun
13 +9
+8 +4 +4
Bonus Feat
14 +10
+9 +4
+4 Mass Hold Monster
HD:
d8
skills 2 + int mod.
The
Hold Track’s class skills (and the key ability for each skill) are Bluff (Cha),
Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide
(Dex), Intimidate (Cha), Knowledge (arcana) (Int), Listen (Wis), Perform (Cha),
Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic
Device (Cha), and one additional skill of the Sentient Spell’s Choosing.
Skill Points at 1st
Level: (2 +
int modifier) x 4
Skill Points at Each
Additional Level: 2 + int modififer
Bonus Feats: Any Sentient Spell feat.
Sleep: Your race changes to
Sentient Sleep. You retain one of the special attacks or special qualities of
Daze of your choosing, other then expend self, and gain any new ones Sentient
Sleep has except for spell-like abilities. You gain a +1 racial bonus to the
save DCs of all special attacks provided by your race. You gain the ability to
caste your Daze 1/day as a spell-like ability, all
your spell-like abilities now have a CL of 1. You do not gain and other
spell-like abilities or bonus feats of your new form. You do not gain any
racial HD or level adjustment.
Tasha’s Hideous Laughter: Your race changes to
Sentient Tasha’s Hideous Laughter. You retain one of the special attacks or
special qualities of Sentient Sleep of your choosing, other then expend self,
and gain any new ones Sentient Tasha’s Hideous Laughter has except for
spell-like abilities. You gain a +2 racial bonus to the save DCs of all special
attacks provided by your race (including those you’ve retained from previous
forms). You gain the ability to caste Sleep 1/day as a spell-like ability, all your spell-like abilities now have a CL of 3.
You do not gain and other spell-like abilities or bonus feats of your new form.
You do not gain any racial HD or level adjustment.
Hold Person: Your race changes to
Sentient Hold Person. You retain one of the special attacks or special
qualities of Sentient Tasha’s Hideous Laughter of your choosing, other then
expend self, and gain any new ones Sentient Hold Person has except for
spell-like abilities. You gain a +3 racial bonus to the save DCs of all special
attacks provided by your race (including those you’ve retained from previous
forms). You gain the ability to caste Tasha’s Hideous Laughter 1/day as a
spell-like ability, all your spell-like abilities now
have a CL of 5. You do not gain and other spell-like abilities or bonus feats
of your new form. You do not gain any racial HD or level adjustment.
Confusion: Your race changes to
Sentient Confusion. You retain one of the special attacks or special qualities
of Sentient Hold Person of your choosing, other then expend self, and gain any
new ones Sentient Confusion has except for spell-like abilities. You gain a +4
racial bonus to the save DCs of all special attacks provided by your race
(including those you’ve retained from previous forms). You gain the ability to
caste Confusion 1/day as a spell-like ability, all
your spell-like abilities now have a CL of 7. You do not gain and other
spell-like abilities or bonus feats of your new form. You do not gain any
racial HD or level adjustment.
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level,
no two of which can be more then 30 ft. apart.
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes
This
spell functions like daze, except as noted above. Mass Daze Monster can affect
multiple creatures and dazes any living creature that fails it’s will save
regardless of Hit Dice or creature type.
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision 60 ft.
-All
Sentient Spells have Dwell as a bonus feat
-Deflection
Bonus: While in spell form Sentient Sleep receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if
positive).
-Expend
Self: All Sentient Sleep may, at any time as a free action, destroy themselves to caste the spell Sleep with a castor level of
1.
-Doze
(Su): At-will as a standard action 1/minute target a single creature with 2 HD
or less must make a will save DC 11 + cha modifier or fall asleep for 1d4
rounds as per the sleep spell. The save DC includes a +1 racial bonus.
-Dreamwalk
(Su): As a standard action Sentient Sleep may enter the mind of any sleeping
creature ignoring the usual restrictions of it’s dwell
ability. Once inside the sleeper’s mind it may remain there even after they’ve
woken, it may choose not to even reveal it’s presence to it’s
host. It can move from their mind to the mind of any other sleeping creature
within 30 ft of it’s host. It can view their dreams
and the host often sees the sentient sleep in their dreams (usually appearing
as a cat, bat, or other creature associated with the night).
-Dispel
Vulnerability: A successful dispel check against a Sentient Sleep (which is
treated as having a CL of 1) destroys it instantly (it cannot use it’s expend
self ability in response if the dispel check is successful). It is also
completely destroyed in the same manner if targeted with a Sleep or any spell
that dispels or counters Sleep. If it enters an antimagic field it is
immediately destroyed.
-Spellcasting
Restriction: Sentient Sleep cannot prepare or caste spells.
-Sentient
Sleep receive a +2 racial bonus to use magic device
and spellcraft checks. Additionally they automatically sense if anyone within
100 ft. is casting Sleep.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level Adjustment: +1
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision 60 ft.
-Racial
Hit Dice: A Sentient Tasha’s Hideous Laughter begins play with two levels of
elemental, which provide 2d8 Hit Dice, a base attack bonus of +1, a base saving
throw bonuses of fort +3, ref +0, will +0.
-Deflection
Bonus: While in spell form Sentient Tasha’s Hideous Laughter receives a
deflection bonus to it’s Armor Class equal to it’s
charisma modifier (if positive).
-Expend
Self: All Sentient Tasha’s Hideous Laughter may, at any time as a free action,
destroy themselves to caste the spell Tasha’s Hideous Laughter with a castor
level of 3.
-Fit
of Laughter: At-will as a standard Action force target to make a will save DC
12 + cha modifier or fall under the effects of Tasha’s Hideous laughter for 1
round. –4 if target is not the same creature type. This is a mind-affecting
compulsion effect. The save DC includes a +2 racial bonus.
-Dispel
Vulnerability: A successful dispel check against a Sentient Tasha’s Hideous
Laughter (which is treated as having a CL of 1) destroys it instantly (it cannot
use it’s expend self ability in response if the dispel check is successful). It
is also completely destroyed in the same manner if targeted with a Tasha’s
Hideous Laughter or any spell that dispels or counters Tasha’s Hideous
Laughter. If it enters an antimagic field it is immediately destroyed.
-Spellcasting
Restriction: Sentient Tasha’s Hideous Laughter cannot prepare or caste spells.
-Sentient
Tasha’s Hideous Laughter receive a +2 racial bonus to
use magic device and spellcraft checks. Additionally they automatically sense
if anyone within 100 ft. is casting Tasha’s Hideous Laughter.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level
Adjustment: +1
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision 60 ft.
-Racial
Hit Dice: A Sentient Hold Person begins play with three levels of elemental,
which provide 3d8 Hit Dice, a base attack bonus of +2, a base saving throw
bonuses of fort +3, ref +1, will +1.
-Deflection
Bonus: While in spell form Sentient Hold Person receives a deflection bonus to it’s Armor Class equal to it’s charisma modifier (if
positive).
-Expend
Self: All Sentient Hold Person may, at any time as a free action, destroy
themselves to caste the spell Hold Person with a castor level of 5.
-Pause:
At-will as a standard action a Sentient Hold Person may force a humanoid to
make a will save DC 13 + cha modifier or become paralyzed for 1 round. This is
a mind-affecting compulsion effect. The save DC includes a +3 racial bonus.
-Hold
Limb: 1/day as a standard action a Sentient Hold Person may force a humanoid to
make a will save DC 13 + cha modifier or become unable to use target arm or leg
for 1 minute. If it chooses an arm then that arm is paralyzed, preventing the
creature from making any attacks or performing any actions that require the use
of that arm, it also takes a –8 penalty to all swim and climb checks. If leg is
chosen it’s base speed, climb speed, and swim speed,
are reduced to 10 ft and it takes a –8 penalty on all swim, climb, and jump
checks. The Save DC includes a +3 racial bonus.
-Spell-like
abilities: 1/day daze, Daze Monster with a CL of 5
-Dispel
Vulnerability: A successful dispel check against a Sentient Hold Person (which
is treated as having a CL of 5) destroys it instantly (it cannot use it’s
expend self ability in response if the dispel check is successful). It is also
completely destroyed in the same manner if targeted with Hold Person or any
spell that dispels or counters Hold Person. If it enters an antimagic field it
is immediately destroyed.
-Spellcasting
Restriction: Sentient Hold Person cannot prepare or caste spells.
-Sentient
Hold Person receive a +2 racial bonus to use magic
device and spellcraft checks. Additionally they automatically sense if anyone
within 100 ft. is casting Hold Person.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level
Adjustment: +1
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision 60 ft.
-Racial
Hit Dice: A Sentient Confusion begins play with four levels of elemental, which
provide 4d8 Hit Dice, a base attack bonus of +3, a base saving throw bonuses of
fort +4, ref +1, will +1.
-Deflection
Bonus: While in spell form Sentient Confusion receives a deflection bonus to
it’s Armor Class equal to it’s charisma modifier (if positive).
-Expend
Self: All Sentient Confusion may, at any time as a free action, destroy
themselves to caste the spell Confusion with a castor level of 7.
-Baffle:
1/day sentient confusion may, as a standard action, force a creature to make a
will save DC 14 + cha modifier or become confusion for 1d4+1 rounds. Except
with this confusion effect an roll of babble incoherently is instead act
normally. This is a mind-affecting compulsion effect. The save DC includes a +4
racial bonus.
-Confound:
At will a Sentient confusion may ready an action to momentarily bewilder a
creature. If the chosen creature attempts to attack, caste a spell, or perform
any other action that requires a target other then themselves, sentient
confusion may force that creature to make a will save DC 14 + cha modifier or
Sentient Confusion chooses a new target for your action, the new target must be
a valid target and not require you to move unless your action involved moving (such
as a charge attack). The save DC includes a +4 racial bonus.
-Spell-like
abilities: 1/day Lesser Confusion, suggestion all with a CL of 7
-Dispel
Vulnerability: A successful dispel check against a Sentient Confusion (which is
treated as having a CL of 7) destroys it instantly (it cannot use it’s expend
self ability in response if the dispel check is successful). It is also
completely destroyed in the same manner if targeted with Confusion or any spell
that dispels or counters Confusion. If it enters an antimagic field it is
immediately destroyed.
-Spellcasting
Restriction: Sentient Confusion cannot prepare or caste spells.
-Sentient
Confusion receive a +2 racial bonus to use magic device and spellcraft checks.
Additionally they automatically sense if anyone within 100 ft. is casting
Confusion.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level
Adjustment: +1
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision
60 ft.
-Racial
Hit Dice: A Sentient Hold Monster begins play with five levels of elemental,
which provide 5d8 Hit Dice, a base attack bonus of +3, a base saving throw
bonuses of fort +4, ref +1, will +1.
-Deflection
Bonus: While in spell form Sentient Hold Monster receives a deflection bonus to
it’s Armor Class equal to it’s charisma modifier (if positive).
-Expend
Self: All Sentient Hold Monster may, at any time as a free action, destroy
themselves to caste the spell Hold Monster with a castor level of 9.
-Greater
Pause: 1/day as a standard action force the target creature to make a will save
DC 15 + cha modifier or become paralyzed for 1d3 rounds (they get a new save
each round to end the effect), This is a mind-affecting compulsion effect. The
save DC includes a +5 racial bonus.
-Hold
Limbs: 1/day as a standard action a Sentient Hold Monster may force any
creature to make a will save DC 15 + cha modifier or become unable to use one
target arm (or equivalent limb) and one target leg (or equivalent limb) for 1
minute. The arm is paralyzed, preventing the creature from making any attacks
or performing any actions that require the use of that arm. A leg is also
paralyzed, this causes the creature’s base speed, climb speed, and swim speed,
to be reduced to 10 ft and the creature to suffer a –12 penalty on all swim,
climb, and jump checks. If the creature’s body type varies widely from humanoid
the DM may assign different penalties as appropriate. The Save DC includes a +5
racial bonus.
-Spell-like
abilities: 1/day Daze, Daze Monster, Hold Person all with a CL of 9
-Dispel
Vulnerability: A successful dispel check against a Sentient Hold Monster (which
is treated as having a CL of 9) destroys it instantly (it cannot use it’s
expend self ability in response if the dispel check is successful). It is also
completely destroyed in the same manner if targeted with Hold Monster or any
spell that dispels or counters Hold Monster. If it enters an antimagic field it
is immediately destroyed.
-Spellcasting
Restriction: Sentient Hold Monster cannot prepare or caste spells.
-Sentient
Hold Monster receive a +2 racial bonus to use magic device and spellcraft
checks. Additionally they automatically sense if anyone within 100 ft. is
casting Hold Monster.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level
Adjustment: +1
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision
60 ft.
-Racial
Hit Dice: A Sentient Mass Daze Monster begins play with six levels of
elemental, which provide 6d8 Hit Dice, a base attack bonus of +4, a base saving
throw bonuses of fort +5, ref +2, will +2.
-Deflection
Bonus: While in spell form Sentient Mass Daze Monster receives a deflection
bonus to it’s Armor Class equal to it’s charisma modifier (if positive).
-Expend
Self: All Sentient Mass Daze Monster may, at any time as a free action, destroy
themselves to caste the spell Mass Daze Monster with a castor level of 11.
-Daze
Burst: 1/day as a Swift force all adjacent creatures to make a Will save DC 16
+ cha modifier or be dazed for 1 round. This is a mind-affecting compulsion
effect. The save DC includes a +6 racial bonus.
-Dazing
Beauty: 1/day as a standard action Mass Daze Monster can grant itself an
ability similar to a gaze attack for 1 round. This ability forces all who look
upon it to make a DC 16 + cha modifier will save or be dazed for 1 round. This
is a mind-affecting compulsion effect. The save DC includes a +6 racial bonus.
-Daze
Form: While in spell form anytime a creature strikes you with an unarmed attack
or natural weapon they must make a DC 16 + cha modifier will save or be dazed
for 1 round, no creature may be subject to this ability more then once per
round. This is a mind-affecting Compulsion effect. The save DC includes a +6
racial Bonus.
-Spell-like
abilities: 1/day Daze, Hypnotism, Daze Monster, hold monster, all with a CL of
11
-Dispel
Vulnerability: A successful dispel check against a Sentient Mass Daze Monster
(which is treated as having a CL of 11) destroys it instantly (it cannot use
it’s expend self ability in response if the dispel check is successful). It is
also completely destroyed in the same manner if targeted with Mass Daze Monster
or any spell that dispels or counters Mass Daze Monster. If it enters an
antimagic field it is immediately destroyed.
-Spellcasting
Restriction: Sentient Mass Daze Monster cannot prepare or caste spells.
-Sentient
Mass Dave Monster receive a +2 racial bonus to use magic device and spellcraft
checks. Additionally they automatically sense if anyone within 100 ft. is
casting Mass Daze Monster.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision
60 ft.
-Racial
Hit Dice: A Sentient Mass Hold Person begins play with seven levels of
elemental, which provide 7d8 Hit Dice, a base attack bonus of +5, a base saving
throw bonuses of fort +5, ref +2, will +2.
-All
Sentient Mass Hold Person receive Iron Will as a bonus feat
-Deflection
Bonus: While in spell form Sentient Mass Hold Person receives a deflection
bonus to it’s Armor Class equal to it’s charisma modifier (if positive).
-Expend Self: All Sentient Mass Hold Person may, at any time as a free action, destroy themselves to caste the spell Mass Hold Person with a castor level of 13.
-Mass pause: 1/day as a standard action force all humanoids within 10 ft. to make a will save DC 17 + cha modifier or be paralyzed for 1d4 rounds (they get a new save each round to end the effect). This is a mind-affecting compulsion effect. The save DC includes a +7 racial bonus.
-Lock arms: 1/day Sentient Mass Hold Person may force a target humanoid to make a will save DC 17 + cha modifier or spend it’s next action initiating a grapple check against another creature of Sentient Mass Hold Person’s choosing. If the grapple check succeeds the one who initiated the grapple becomes paralyzed for 3 rounds (he/she gets a new save each round to end the effect). So long as they are paralyzed they remain grappling the target using their original grapple check -4, the other creature can attempt to escape their grapple as normal. If the grapple check fails, or no target for the grapple check is specified, the targeted creature is still paralyzed for 3 rounds (and still gets a new will save every round). This is a mind-affecting compulsion effect. The save DC includes a +7 racial bonus.
-Freeze Legs: 1/day as a standard action Sentient Mass Hold Person may target a number of humanoids equal to it’s charisma modifier, all these targets become unable to move for 1d4 rounds (no save). Flying creatures begin to fall, and swimming creatures may be in danger of drowning. This is a mind-affecting compulsion effect. The save DC includes a +7 racial bonus.
-Spell-like abilities: At will Daze Monster, 3 times/day Hold Person, 1/day Hold Monster all with a CL of 13
-Dispel Vulnerability: A successful dispel check against a Sentient Mass Hold Person (which is treated as having a CL of 13) destroys it instantly (it cannot use it’s expend self ability in response if the dispel check is successful). It is also completely destroyed in the same manner if targeted with Mass Hold Person or any spell that dispels or counters Mass Hold Person. If it enters an antimagic field it is immediately destroyed.
-Spellcasting
Restriction: Sentient Mass Hold Person cannot prepare or caste spells.
-Sentient
Mass Hold Person receive a +2 racial bonus to use magic device and spellcraft
checks. Additionally they automatically sense if anyone within 100 ft. is
casting Mass Hold Person.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision
60 ft.
-Racial
Hit Dice: A Sentient Power Word Stun begins play with eight levels of
elemental, which provide 8d8 Hit Dice, a base attack bonus of +6, a base saving
throw bonuses of fort +6, ref +2, will +2.
-All
Sentient Power Word Stun receive Iron Will and stunning fist as bonus feats
-Deflection
Bonus: While in spell form Sentient Power Word Stun receives a deflection bonus
to it’s Armor Class equal to it’s charisma modifier (if positive).
-Expend
Self: All Sentient Power Word Stun may, at any time as a free action, destroy
themselves to caste the spell Power Word Stun with a castor level of 15.
-Shocking
Word: 1/day as a swift action stun target creature with 100 hp or less for 1
round. This is a mind-affecting compulsion effect.
-Stunning
slam: In spell form Sentient Power Word Stun has a slam attack that deals no
damage but instead stuns the target for 1 round (no save).
-Omnidaze:
1/day as a full-round action Sentient Power Word Stun may Daze all enemies
within 100 ft that have 100 or less hp for 1 round. This is a mind-affecting
compulsion effect.
-Stun
Mastery: Sentient Power Word Stun receives a +2 to attack rolls against stunned
opponents.
-Stunning
Fist Control: Sentient Power Word Stun may use it’s charisma modifier in place
of it’s wisdom modifier to determine the save DC of it’s stunning fist.
-Spell-like
abilities: at will daze monster, 3 times/day suggestion, 1/day Mass Suggestion,
Mind Fog all with a CL of 15
-Dispel
Vulnerability: A successful dispel check against a Sentient Power Word Stun
(which is treated as having a CL of 15) destroys it instantly (it cannot use
it’s expend self ability in response if the dispel check is successful). It is
also completely destroyed in the same manner if targeted with Power Word Stun
or any spell that dispels or counters Power Word Stun. If it enters an
antimagic field it is immediately destroyed.
-Spellcasting
Restriction: Sentient Power Word Stun cannot prepare or caste spells.
-Sentient
Power Word Stun receive a +2 racial bonus to use magic device and spellcraft
checks. Additionally they automatically sense if anyone within 100 ft. is
casting Power Word Stun.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision
60 ft.
-Racial
Hit Dice: A Sentient Mass Hold Monster begins play with nine levels of
elemental, which provide 9d8 Hit Dice, a base attack bonus of +6, a base saving
throw bonuses of fort +6, ref +3, will +3.
-All
Sentient Mass Hold Monster receive Iron Will and Chain Attack as bonus feats
-Deflection
Bonus: While in spell form Sentient Mass Hold Monster receives a deflection
bonus to it’s Armor Class equal to it’s charisma modifier (if positive).
-Expend Self: All Sentient Mass Hold Monster may, at any time as a free action, destroy themselves to caste the spell Mass Hold Monster with a castor level of 17.
-Swift Greater Pause: 1/day as a swift action force the target creature to make a will save DC 19 + cha modifier or become paralyzed for 1d3 rounds (they get a new save each round to end the effect), This is a mind-affecting compulsion effect. The save DC includes a +9 racial bonus.
-Greater Lock arms: 1/day Sentient Mass Hold Person may force a number of target equal to it’s charisma modifier to make a will save DC 19 + cha modifier or spend their next action initiating grapple checks against creatures of Sentient Mass Hold Monster’s choosing. If the grapple check succeeds the one who initiated the grapple becomes paralyzed for 3 rounds (he/she gets a new save each round to end the effect). So long as they are paralyzed they remain grappling the target using their original grapple check -4, the other creature can attempt to escape their grapple as normal. If the grapple check fails, or no target for the grapple check is specified, the targeted creature is still paralyzed for 3 rounds (and still gets a new will save every round). This is a mind-affecting compulsion effect. The save DC includes a +9 racial bonus.
-Paralyzing Curse: 1/day as a standard action Sentient Mass Hold Monster may force target creature to make a Will save DC 19 + cha modifier or become paralyzed for 1 round. Every round for 1 hour the creature must repeat this save or become paralyzed for that round. This is a mind-affecting compulsion effect. The save DC includes a +9 racial bonus.
-Opportunity Hold: Whenever Sentient Mass Hold Monster hits with an attack of opportunity it’s target must make a will save DC 19 + cha modifier or become paralyzed for 1 round. This is a mind-affecting compulsion effect. The save DC includes a +9 racial bonus.
-Paralyzing Slam: In spell form all Sentient Mass Hold Monster have a slam attack that deals no damage but instead paralyzes the target for 1 round (no save), or paralyzes them for 2 rounds on a critical hit, further they automatically confirm all critical threats made with their slam attack. This is a mind-affecting compulsion effect.
-Spell-like
abilities: 3 times/day Hold Monster, Hold Person, 1/day Mass hold person, all
with a CL of 17
-Dispel
Vulnerability: A successful dispel check against a Sentient Mass Hold Monster
(which is treated as having a CL of 17) destroys it instantly (it cannot use
it’s expend self ability in response if the dispel check is successful). It is
also completely destroyed in the same manner if targeted with Mass Hold Monster
or any spell that dispels or counters Mass Hold Monster. If it enters an
antimagic field it is immediately destroyed.
-Spellcasting
Restriction: Sentient Mass Hold Monster cannot prepare or caste spells.
-Sentient
Mass Hold Monster receive a +2 racial bonus to use magic device and spellcraft
checks. Additionally they automatically sense if anyone within 100 ft. is
casting Mass Hold Monster.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level
Adjustment: +2
Sentient Divine spells
Up
until now all sentient spells have been taken from the sorceror/wizard spell
list, so here’s a few taken from divine spellcasting classes. When using
Sentient divine spells you may be able to build tracks using domains, I would
recommend granting the domain’s power to those who take levels in the resulting
track.
Lightbringer (Sentient Holy
Sword) (4th level fighter) [Human form]
Diminutive [medium]
elemental (spell, evocation, good)
Hit Dice: 4d8 plus 4d10 (40) [56]
Initiative: +3 [+0]
Speed: fly 60 ft. (perfect) (12
squares) [30 ft.]
Armor Class: 17 (+4 size, +3 dex),
touch 17, flat-footed 14 [19 (+9 full plate mail), touch 10, flat-footed 19]
Base Attack/Grapple: +7/- [+11]
Attack: - [+13 melee great sword
2d6 +9 plus 2d6 against evil creatures]
Full attack: - [+13 melee great sword 2d6 +9 plus 2d6
against evil creatures]
Space/reach: 1 ft/0 ft [5 ft/5 ft]
Special Attacks: expend self, spell-like
abilities, Holy Blade, Smite Evil
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability, Resist evil magic,
Protection from evil, aura of good, code of conduct
Saves: Fort +8 [+12], Ref +5
[+4], Will –1 [+1]
Abilities: str – [19], dex 17 [11],
con – [15], int 11, wis 5, cha 10
Skills: Sense Motive +12 , Ride
+13
Feats: Incarnate Flesh, Mounted
Combat, spirited charge, power attack, weapon focus (great sword), weapon
specialization (great sword)
Environment: any
Organization: Solitary
Challenge Rating: 7
Treasure: none
Alignment: Lawful Good
Advancement: -
Level Adjustment: +2
Lightbringer
fancies himself a noble paladin, however many regard her more as a Don Quixote.
She travels the land righting every wrong, real or imagined, that she comes
across. Her mount is a celestial heavy warhorse that seems to have been sent to
him for the sole purpose of limiting the damage she causes.
Combat:
Lightbringer
charges in heedless of danger making full use of her power attack and spirited
charge feats.
Spell-like abilities: at will detect evil, bless
weapon, 1/day cure light wounds, and greater magic weapon all with a CL of 7
Expend Self (Su): Lightbringer may, at any time
as a free action, destroy herself and caste Holy Sword with a castor level of
7.
Smite Evil (Su): Once per day Lightbringer
may make a normal melee attack deal an extra 8 points of damage to an evil foe.
Holy Blade (Su): Lightbringer’s unarmed
attacks, and any weapon she wields, are always treated as though they were +1
holy weapons. If the weapon is already magical it gains the holy property in
addition to it’s other abilities.
Protection From Evil (Su): Lightbringer is continually
under the effects of protection from evil, this cannot be dispelled or
suppressed.
Aura of Good (Ex): The power of Lightbringer’s
good (see the detect good spell) is equal to her HD, just like the aura of a
cleric of a good deity.
Code of Conduct: Lightbringer is incapable
of knowingly performing an evil act. No matter the circumstances. Performing a
chaotic act under any circumstances puts her under the effects of crushing
despair until she seeks atonement.
Dispel Vulnerability (Ex): A successful dispel check
against Lightbringer (she’s treated as having a CL of 7) destroys her instantly
(she cannot use her expend self ability in response if you succeed the dispel
check). She is also completely destroyed in the same manner if targeted with a
Holy Sword or any spell that dispels or counters Holy Sword. If Lightbringer
enters an antimagic field she is immediately destroyed.
Possessions: Masterwork Cold Iron Great
sword, +1 Minthril Full Plate, Cloak of resistance +2, 5 potions of cure
moderate wounds.
Sentient Holy Sword as
characters
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision
60 ft.
-Racial
Hit Dice: A Sentient Holy Sword begins play with four levels of elemental,
which provide 4d8 Hit Dice, a base attack bonus of +3, a base saving throw
bonuses of fort +4, ref +2, will +2.
-Deflection
Bonus: While in spell form Sentient Holy Sword receives a deflection bonus to
it’s Armor Class equal to it’s charisma modifier (if positive).
-Expend Self: All Sentient Holy Sword may, at any time as a free action, destroy themselves to caste the spell Holy Sword with a castor level of 7.
-Smite
Evil (Su): Once per day a Sentient
Holy Sword may make a normal melee attack deal extra damage equal to it’s HD against a evil foe.
-Holy Blade (Su): All of a Holy Sword’s unarmed attacks, and any weapon it may wield, are always treated as though they were +1 holy weapons. If the weapon is already magical it gains the holy property in addition to it’s other abilities.
-Protection
From Evil (Su):A Holy Sword is continually under the effects of protection from
evil, this cannot be dispelled or suppressed.
-Aura
of Good (Ex): The power of a
Sentient Holy Sword’s good (see the detect good spell) is equal to it’s HD,
just like the aura of a cleric of a good deity.
-Code
of Conduct: A Holy Sword is incapable of knowingly performing an evil act. No
matter the circumstances. Performing a chaotic act under any circumstances puts
a Holy Sword under the effects of crushing despair until it seeks atonement.
-Spell-like
abilities: at will detect evil, bless weapon, 1/day cure light wounds, and
greater magic weapon all with a CL of 7
-Dispel
Vulnerability: A successful dispel check against a Sentient Holy Sword (which
is treated as having a CL of 7) destroys it instantly (it cannot use it’s
expend self ability in response if the dispel check is successful). It is also
completely destroyed in the same manner if targeted with a Holy Sword or any
spell that dispels or counters Holy Sword. If it enters an antimagic field it
is immediately destroyed.
-Spellcasting
Restriction: Sentient Holy Sword cannot prepare or caste spells.
-Sentient
Holy Sword receive a +2 racial bonus to use magic device and spellcraft checks.
Additionally they automatically sense if anyone within 100 ft. is casting Holy
Sword.
-Automatic
languages: common, celestial. Bonus languages: any except secret languages
(such as druidic)
-Favored
Class: any
-Level
Adjustment: +1
Vile (Sentient Blasphemy)
[Drow form]
Diminutive [medium]
elemental (spell, evocation, evil, sonic)
Hit Dice: 7d8 (34) [27]
Initiative: +7 [+4]
Speed: fly 60 ft. (perfect) (12
squares) [30 ft.]
Armor Class: 24 (+4 size, +7 dex., +3
deflection), touch 24, flat-footed 17 [17 (+7 dex.), touch 17, flat-footed 10]
Base Attack/Grapple: +5/- [+5]
Attack: - [+5 melee dagger 1d4]
Full attack: - [+5 melee dagger 1d4]
Space/reach: 1 ft/0 ft [5 ft/5 ft]
Special Attacks: expend self, spell-like
abilities, Blaspheme, Befoul tongue, Spite
Special Qualities: elemental traits, darkvision
60 ft, spell traits, dispel vulnerability, DR 3/cold iron
Saves: Fort +2 [+1], Ref +12
[+9], Will +5
Abilities: str – [11], dex 24 [18],
con – [8], int 16, wis 17, cha 16
Skills: Diplomacy +13, Knowledge
(religion) +13, Hide +29 [14] Sense Motive +13, Use Magic Device +15
Feats: Incarnate Flesh, (B)dwell, (B)symbiotic, toughness, Resist physical attacks
Environment: any
Organization: Solitary
Challenge Rating: 5
Treasure: none
Alignment: Chaotic evil
Advancement: -
Level Adjustment: +1
A
forgotten demon prince of ages past spat words so depraved that they took on a
life of their own. Vile enjoys controlling people, particularly seducing people
in her drow form. She has a tendency of becoming violent when she cannot have
her way, always manipulating others into committing said violence for her. Her
other favorite passtime is dwelling inside large powerful creatures and
wrecking havoc upon those unable to defend themselves.
Combat:
She
never begins combat exposed if she can help it, always hiding within the
strongest creatures she can.
Spell-like abilities: 1/day command, doom, bestow
curse, dispel good, detect good, all with a CL of 13
Expend Self (Su): Vile may, at any time as a
free action, destroy herself and caste Blasphemy with a castor level of 13.
Blaspheme (Su): Vile may, as a standard
action, Force all non-evil creatures within a 40 ft. radius with 12 or less Hit
Dice to becomes dazed for 1 round if they fail a DC 20 will save. The save is
charisma based and includes a +7 racial bonus.
Befoul Tongue (Su): 1/day Vile may, as a
standard action, to force the subject to make a DC 20 will save or suffer a
curse upon their speech. This curse contaminates the victim’s speech, forcing
the subject to continually pepper their speech with swearing, rude noises, and
unintended threats. Most of this is drawn from their own subconscious. This
curse incurs a –8 penalty to all diplomacy checks, and makes all who hear the
subject speak regard them one step closer to hostile for the duration of the
curse. This curse lasts for 24 hours, or until a remove curse, break
enchantment, or similar effect is used to lift it. All creatures Vile dwells
within automatically suffer this effect. The save DC is charisma based and
includes a +7 racial bonus.
Spite (Su): 1/day Vile may, as a
standard action, force a target creature to make a will save DC 20 or become
filled with ill will towards another creature of Vile’s choosing. This
immediately shifts the target’s attitude 2 steps closer to hostile. This effect
lasts for 10 minutes. The save DC is charisma based and includes a +7 racial
bonus.
Dispel Vulnerability (Ex): A successful dispel check
against Vile (she’s treated as having a CL of 13) destroys her instantly (she
cannot use her expend self ability in response if you succeed the dispel
check). She is also completely destroyed in the same manner if targeted with a
Blasphemy or any spell that dispels or counters Blasphemy. If Vile enters an
antimagic field he is immediately destroyed.
Sentient Blasphemy as
characters
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision
60 ft.
-Racial
Hit Dice: A Sentient Blasphemy begins play with seven levels of elemental,
which provide 7d8 Hit Dice, a base attack bonus of +5, a base saving throw
bonuses of fort +2, ref +5, will +2.
-Deflection
Bonus: While in spell form Sentient Blasphemy receives a deflection bonus to
it’s Armor Class equal to it’s charisma modifier (if positive).
-All
Sentient Blasphemy receive dwell and symbiotic as bonus feats.
-Expend
Self: All Sentient Blasphemy may, at any time as a free action, destroy
themselves to caste the spell Blasphemy with a castor level of 13.
-Blaspheme (Su): a Sentient Blasphemy may, as a standard action, Force all non-evil creatures within a 40 ft. radius with 12 or less Hit Dice to becomes dazed for 1 round if they fail a DC 17 + cha modifier will save. The save is charisma based and includes a +7 racial bonus.
-Befoul Tongue (Su): 1/day a Sentient Blasphemy may, as a standard action, to force the subject to make a DC 17 + cha modifier will save or suffer a curse upon their speech. This curse contaminates the victim’s speech, forcing the subject to continually pepper their speech with swearing, rude noises, and unintended threats. Most of this is drawn from their own subconscious. This curse incurs a –8 penalty to all diplomacy checks, and makes all who hear the subject speak regard them one step closer to hostile for the duration of the curse. This curse lasts for 24 hours, or until a remove curse, break enchantment, or similar effect is used to lift it. All creatures Vile dwells within automatically suffer this effect. The save DC is charisma based and includes a +7 racial bonus.
-Spite (Su): 1/day a Sentient Blasphemy may, as a standard action, force a target creature to make a DC 17 + cha modifier will save or become filled with ill will towards another creature of the Sentient Blasphemy’s choosing. This immediately shifts the target’s attitude 2 steps closer to hostile. This effect lasts for 10 minutes. The save DC is charisma based and includes a +7 racial bonus.
-Spell-like
abilities: 1/day command, doom, bestow curse, dispel good, detect good, all
with a CL of 13
-Dispel
Vulnerability: A successful dispel check against a Sentient Blasphemy (which is
treated as having a CL of 7) destroys it instantly (it cannot use it’s expend
self ability in response if the dispel check is successful). It is also
completely destroyed in the same manner if targeted with a Blasphemy or any
spell that dispels or counters Blasphemy. If it enters an antimagic field it is
immediately destroyed.
-Spellcasting
Restriction: Sentient Blasphemy cannot prepare or caste spells.
-Sentient
Blasphemy receive a +2 racial bonus to use magic device and spellcraft checks.
Additionally they automatically sense if anyone within 100 ft. is casting Blaphemy.
-Automatic
languages: common, abyssal. Bonus languages: any except secret languages (such
as druidic)
-Favored
Class: any
-Level
Adjustment: +1
Jackie (Sentient Cure
Serious Wounds) (1st level rogue) [Half-elf form]
Diminutive [medium]
elemental (spell, conjuration, healing)
Hit Dice: 3d8 plus 1d6 (17) [21]
Initiative: +5 [+2]
Speed: fly 60 ft. (perfect) (12
squares) [30 ft.]
Armor Class: 20 (+4 size, +5 dex., +1
deflection), touch 20, flat-footed 15 [18 (+2 dex., +4 studded leather, +1
buckler, +1 natural armor), touch 12, flat-footed 14]
Base Attack/Grapple: +2/- [+4]
Attack: - [+5 melee dagger 1d4+2
plus 1d6 sneak attack]
Full attack: - [+5 melee dagger 1d4+2 plus 1d6 sneak attack]
Space/reach: 1 ft/0 ft [5 ft/5 ft]
Special Attacks: expend self, spell-like
abilities, healing touch
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability
Saves: Fort +1 [+2], Ref +10
[+7], Will +2
Abilities: str – [13], dex 20 [14],
con – [13], int 18, wis 13, cha 12
Skills: Disguise +10, heal +8,
open lock +9 [+6], hide +24 [+9], forgery +5, Use magic device +10
Feats: Incarnate Flesh, deceitful
Environment: any
Organization: Solitary
Challenge Rating: 2
Treasure: none
Alignment: Chaotic neutral
Advancement: -
Level Adjustment: +1
Jackie
is an energetic oddball within the thieves guild. Most of the other members
consider her insane and try to avoid making casual conversation with her,
though none have yet guessed what she really is. She holds bizarre views and
has a tendency to rant about nonsensical things whenever anyone tries to talk
to her. However none can deny that she is invaluable in the field. Not just for
her ability to heal others, but she can move without making a sound (by flying)
and no-one can compare with her ability to hide. More then once she’s even
saved the lives of other members by appearing seemingly out of no-where to
deliver a timely sneak attack against their foes.
Combat:
She
never starts a fight, and never participates in one unless it’s absolutely
necessary. Preferring instead to flit from one hiding place to the next and
deliver crucial healing to her comrades.
Spell-like abilities: 1/day cure minor wounds,
cure light wounds, cure moderate wounds, all with a CL of 7
Expend Self (Su): Jackie may, at any time as
a free action, destroy herself and caste Cure Serious Wounds with a castor
level of 7.
Healing Touch (Su): Jackie may, as a standard
action, touch an ally and heal 1 point of damage from them. She may heal up to
24 points of damage each day using this ability.
Dispel Vulnerability (Ex): A successful dispel check
against Jackie (she’s treated as having a CL of 7) destroys her instantly (she
cannot use her expend self ability in response if you succeed the dispel
check). She is also completely destroyed in the same manner if targeted with a
Cure Serious Wounds or any spell that dispels or counters Cure Serious Wounds.
If Jackie enters an antimagic field he is immediately destroyed.
Possessions: +1 knife, +1 studded
leather, amulet of barkskin +1, masterwork buckler, 6 tanglefoot bags, 6
sunrods, 6 thunderstones, 5 bags of caltrops, wand of cure light wounds, wand
of sleep, 1 old shoe, 3 bags of sand, 1 deck of cards, 1 ‘lucky’ 2-handed axe,
6 pounds of salt, and a small lizard.
Sentient Cure Serious Wounds
as characters
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision
60 ft.
-Racial
Hit Dice: A Sentient Cure Serious Wounds begins play with three levels of
elemental, which provide 3d8 Hit Dice, a base attack bonus of +2, a base saving
throw bonuses of fort +1, ref +3, will +1.
-Deflection
Bonus: While in spell form Cure Serious Wounds receives a deflection bonus to
it’s Armor Class equal to it’s charisma modifier (if positive).
-Expend
Self: All Sentient Cure Serious Wounds may, at any time as a free action,
destroy themselves to caste the spell Cure Serious Wounds with a castor level
of 7.
-Healing Touch (Su): A Sentient Cure Serious Wounds may, as a standard action, touch an ally and heal 1 point of damage from them. It may heal up to 24 points of damage each day using this ability.
-Spell-like
abilities: 1/day cure minor wounds, cure light wounds, cure moderate wounds,
all with a CL of 7
-Dispel
Vulnerability: A successful dispel check against a Sentient Cure Serious Wounds
(which is treated as having a CL of 7) destroys it instantly (it cannot use
it’s expend self ability in response if the dispel check is successful). It is
also completely destroyed in the same manner if targeted with a Cure Serious
Wounds or any spell that dispels or counters Cure Serious Wounds. If it enters
an antimagic field it is immediately destroyed.
-Spellcasting
Restriction: Sentient Cure Serious Wounds cannot prepare or caste spells.
-Sentient
Cure Serious Wounds receive a +2 racial bonus to use magic device and
spellcraft checks. Additionally they automatically sense if anyone within 100
ft. is casting Cure Serious Wounds.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level
Adjustment: +1
The Consequences (Sentient
Mark of Justice) (3rd level ranger) [Elf form]
Diminutive [medium]
elemental (spell, necromancy)
Hit Dice: 5d8 plus 3d8 (36) [52]
Initiative: +6 [+3]
Speed: fly 60 ft. (perfect) (12
squares) [30 ft.]
Armor Class: 20 (+4 size, +6 dex),
touch 20, flat-footed 14 [25 (+3 dex, +5 Chain Shirt, +3 large shield, +2
deflect, +2 natural) touch 15, flat-footed 22]
Base Attack/Grapple: +6/- [+6]
Attack: - [+7/+2 melee long sword
(1d8) or +8/+8/+2 ranged longbow 1d8 +1]
Full attack: - [+7/+2 melee long sword
(1d8) or +8/+8/+2 ranged longbow 1d8 +1]
Space/reach: 1 ft/0 ft [5 ft/5 ft]
Special Attacks: Expend self, spell-like
abilities, Forbid, Become Mark
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability
Saves: Fort +9 [+13], Ref +10
[+9], Will +5 [+7]
Abilities: str – [11], dex 23 [17],
con – [14], int 11, wis 12, cha 6
Skills: Search +12, spot +12,
sense motive +4, listen +4
Feats: Incarnate Flesh, phoenix,
track, endurance, rapid shot, iron will, greater fortitude
Environment: any
Organization: Solitary
Challenge Rating: 6
Treasure: none
Alignment: Lawful Neutral
Advancement: -
Level Adjustment: +1
The
Consequences exists for one reason, to track down those who have broken
Highluna’s laws and deliver a Mark of Justice. In practice this means that it
is dispatched to avenge any slight or perceived slight against it’s elven
masters. The most common triggering condition for a Mark of Justice it delivers
is “never defy an elf”. The Consequences is usually in the form of an largely
featureless elf that has no mouth. It never speaks unless to ask a question
pertaining to it’s quarry, or to Forbid an action.
Combat:
The
Consequences has no interest in combat unless it furthers it’s hunt, but it
will defend itself if attacked. If it meets it’s quarry it has only one goal,
to mark him/her.
Expend Self (Su): The Consequences may, at
any time as a free action, destroy himself and caste Mark of Justice with a
castor level of 11.
Spell-like abilities: 1/day Arcane Mark,
Suggestion, Ray of Enfeeblement, Blindness/Deafness, Ray of Exhaustion, all
with a CL of 11
Forbid (Su): 1/day as a standard action
The Consequences may choose one of the following rules, which you must speak
aloud: Can’t attack a specific creature (you can name yourself), cannot caste
spells on a specific creature, can’t charge, Must attack or caste spells on
enemies every round, cannot miss with an attack or have an enemy succeed a save
against a spell or special ability.
If
the target breaks the rule they suffer the effects of a bestow curse for 1
minute, no save. This is a language dependant ability.
Become Mark (Su): At will The Consequences
may, as a standard action, become a small invisible mark on a creature it’s
touching, exactly like an arcane mark, but the mark never ‘wears off’. The
Consequences may see what the marked creature sees, and hear what the marked
creature hears, it may even, as a standard action, transfer itself to any
creature that touches the creature it has marked. It may turn back from a mark
to it’s spell form as a standard action. While in mark form the only actions it
may take are to communicate telepathically with the creature it’s marked,
transfer itself to another creature, revert to it’s spell form, use it’s
suggestion spell-like ability with the creature it’s marked as the target, or
use it’s expend self ability with the creature it’s marking as the target.
Protection from evil, and any other effect that prevents possession also
prevents The Consequences from becoming a mark on the target. A remove curse or
break enchantment caste upon the target destroys The Consequences if it is a
mark at the time.
Dispel Vulnerability (Ex): A successful dispel check
against The Consequences (it’s treated as having a CL of 11) destroys it
instantly (it cannot use it’s expend self ability in response if you succeed
the dispel check). It is also completely destroyed in the same manner if
targeted with a Mark of Justice or any spell that dispels or counters Mark of
Justice. If The Consequences enters an antimagic field he is immediately
destroyed.
Favored Enemy: +2 against Humans
Wild Empathy:
Possessions: Masterwork longsword, +1
chain shirt, +1 large steel shield, ring of deflection +2, amulet of barkskin
+2, cloak of resistance +2, 5 potions of cure critical wounds, 12 bags of
caltrops.
Sentient Mark of Justice as
characters
-Diminutive
size: +4 bonus to armor class, +4 bonus to attack rolls, -10 to strength, +6
dexterity, -2 to constitution, +12 on hide checks, -12 on grapple checks,
lifting and carrying limits 1/4 those of medium characters.
-Fly
speed 60 ft (perfect) while in spell form
-elemental
traits
-spell
traits
-darkvision
60 ft.
-Deflection
Bonus: While in spell form Sentient Mark of Justice receives a deflection bonus
to it’s Armor Class equal to it’s charisma modifier (if positive).
-Expend
Self: All Sentient Mark of Justice may, at any time as a free action, destroy
themselves to caste the spell Mark of justice with a castor level of 11.
-Spell-like
abilities: 1/day Ray of
Enfeeblement, Suggestion, Blindness/Deafness, Ray of Exhaustion, all with a CL
of 11
-Forbid
(Su): 1/day as a standard action a Sentient Mark of Justice may choose one of
the following rules, which you must speak aloud: Can’t attack a specific
creature (you can name yourself), cannot caste spells on a specific creature,
can’t charge, Must attack or caste spells on enemies every round, cannot miss
with an attack or have an enemy succeed a save against a spell or special
ability.
If the target breaks the rule they suffer the effects of a bestow curse for 1 minute, no save. This is a language dependant ability.
-Become Mark (Su): At will a Sentient Mark of Justice may, as a standard action, become a small invisible mark on a creature it’s touching, exactly like an arcane mark, but the mark never ‘wears off’. The Sentient Mark of Justice may see what the marked creature sees, and hear what the marked creature hears, it may even, as a standard action, transfer itself to any creature that touches the creature it has marked. It may turn back from a mark to it’s spell form as a standard action. While in mark form the only actions it may take are to communicate telepathically with the creature it’s marked, transfer itself to another creature, revert to it’s spell form, use it’s suggestion spell-like ability with the creature it’s marking as the target, or use it’s expend self ability with the creature it’s marking as the target. Protection from evil, and any other effect that prevents possession also prevents a Sentient Mark of Justice from becoming a mark on the target. A remove curse or break enchantment caste upon the target destroys a Sentient Mark of Justice if it is a mark at the time.
-Dispel
Vulnerability: A successful dispel check against a Sentient Mark of Justice
(which is treated as having a CL of 11) destroys it instantly (it cannot use
it’s expend self ability in response if the dispel check is successful). It is
also completely destroyed in the same manner if targeted with a Mark of Justice
or any spell that dispels or counters Mark of Justice. If it enters an
antimagic field it is immediately destroyed.
-Spellcasting
Restriction: Sentient Mark of Justice cannot prepare or caste spells.
-Sentient
Mark of Justice receive a +2 racial bonus to use magic device and spellcraft
checks. Additionally they automatically sense if anyone within 100 ft. is
casting Mark of Justice.
-Automatic
languages: common. Bonus languages: any except secret languages (such as
druidic)
-Favored
Class: any
-Level
Adjustment: +1