Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Monday, October 31, 2022

The Human Musk Creeper

 I’ve been on Twitter for a damn long time now.


When I made my first account, it was to chase the trailheads back in the Alternate Reality Game days. I would text updates to 40404, coming back to my computer ages later. When I was living in a rented room without a working computer, I downloaded the Twitter app for XBox. I have made personal accounts, professional accounts, in-character accounts, joke accounts, gag accounts - 8 that I can remember but there's likely more lost to the interblags.

You could say that I’ve been around the timeline a few times.


The Starfinder Facts Twitter has always been a labor of love, but I’ve personally grown more and more skeptical of my use of social media. As a writer growing in my craft, I find myself spending more time than I want on consuming other people’s things, and I am making the choice to simplify so I can finish more things of substance for you all to enjoy.

I’m not deleting the Twitters; I built my side career on there and I don’t want to just give that up. I'll still update when events warrant, so that you can keep track of what I get up to out in the world, but I'm no longer doing the daily almost-lore that got us here. But if my refocus on my own creative energies can help make an insecure manchild with more money than God and less sense than a golf ball regret his decision to buy up my old hangout because I helped contribute to a couple of numbers dipping… I mean, that is what my character would do.

Furthermore, to keep having a connection to all you wonderful people, that means we’re going to reopen the Starfinder Facts blog for regular goodness.

So now that I’ve recipe-blogged you all…

Human Musk Creeper

Egads what a monstrous creature.

Made up of two arms, two legs, and other miscellaneous organs and whatnot, the human musk creeper lurks at places where the ground is enriched with memes and inanity, like online forums and public restroom stalls. An ideal environment for the human musk creeper isn't inhabited, but draws occasional humanoid visitors the aberration can transform into thralls. The human musk creeper enraptures low-intelligence creatures by pretending that ideas other people had many years prior are its own ideas. It then psychically alters their brains to believe that it is perfectly normal for a successful CEO to communicate in memes and unfounded misinformation. This step is a critical one in the propagation of the human musk creeper's ideas, as they all ultimately include some fatal, tragically dumb flaw, like "what if we honeycombed an earthquake-prone city with tunnels for cars instead of making workable transit" or "what if space could only be colonized privately by the ultra-wealthy?" The human musk creeper might try to take over a website, but it lacks the faculties to do so at a profit, and is likely to scare off victims before it can succeed, leaving it with only its own thralls for hunting.

Human Musk Creeper CR 2
XP 600
CE Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +7

DEFENSE HP 23
EAC 13; KAC 14
Fort +3; Ref +3; Will +5
Weaknesses internet mockery

OFFENSE
Speed 30 ft.
Melee harmonic shrieking knife +7 (1d4+2 So)
Ranged yellow star conqueror +9 (1d12+2 E&F; critical wound)

STATISTICS
Str +0; Dex +2; Con +1; Int +0; Wis +0; Cha +4
Skills Bluff +12, Culture +7, Disguise +12, Intimidate +7, Profession (Con Artist) +12
Gear officer ceremonial plate, harmonic shrieking knife, yellow star conqueror

ABILITIES
More Money Than Sense (Ex) A human musk creeper can get equipment equal to its level+2 by spending twice as many credits as the item costs. This overpayment does not generally bother the human musk creeper due to a family fortune in the trade of pretty, useless rocks.

Monday, August 31, 2020

So Long, And Here's A Bunch Of Fish

Want to hear a dirty secret?

I haven’t played any Starfinder in months, and I’m not sorry.

I’m not not sorry - but it’s absence hasn’t been burning a hole in my heart. I’ve been playing other TTRPGs. I’ve been camping. I’ve been extra busy at work, because our economy is insisting on reopening despite the risks it puts our society in (DO NOT REOPEN SCHOOLS, PEOPLE, IT’S GOING TO BE BAD FOR KIDS AND WORSE FOR THE ADULTS INVOLVED). So in other words… I’ve been pretty pre-occupied.

This project was started and maintained as a labor of love, expressing my excitement about a new TTRPG that I adored. I was active in the Organized Play scene, I was inspired by the lore coming out, I was dashing ahead running the APs, and Life Was Good.

In that time, I’ve quit jobs, been fired, been promoted, gotten married, mourned the death of loved ones, watched the world catch on fire - and still always found a spare minute to squeeze out a pithy one-liner about Triaxian capitalism or starship maintenance or failing any of that, yet another hyperleaf joke. We made a minimum of one tweet a day for over two years, and maintained nearly two years of a once-a-month blog post adding new tongue-in-cheek (or even some semi-serious!) rules and lore. Sometimes we were serious, sometimes we were funny, but we always endeavored to keep it light and friendly. That's simply gotten harder to do, and we've come to the melancholy decision that it's time to stop doing it.


Today the Starfinder Facts project is coming to an end, meaning a few things:


  1. The blog is officially going to be mothballed. Nearly 2 years worth of content is a pretty solid portfolio, and it will be left available and accessible to anyone who googles “starfinder hyperleaf” and checks out the third result.

  2. The twitter is leaving “brand account” management and now returning to “personal account” status. What this means is I’ll use it less - we maintained 1 post minimum a day for over 2 years, and racked up over 3,700 tweets, all about Starfinder and the fanbase surrounding it. Now it’s going to become something I just do for fun, not for self-imposed metrics of productivity.


We’re not done writing, not by a long shot - there are stranger worlds than these, and darn tootin’ if we’re not going to explore them as long as we are able. If you’re interested in following on that journey, you can find my writer twitter @Curtin_Writes - you're likely to see some new project announcements sooner rather than later...

However, after such a long and fruitful project, it felt wrong to just up and go… so for the people that found this account: So long, and here’s a bunch of fish.

Not pictured due to size constraints: exactly how swole this gigantic motherfucker really is

Every few years, new stories come out of the darkest and deepest wilds of Castrovel - tales of parties being stalked through the trees by immense humanoid figures, or hushed spacer bar horror stories of unspeakably immense knots of mountain eels that reacted as one. Two things are constant across all of the reports - mountain galvos are colossal killing machines that will patiently and relentlessly hunt those that they deem as prey, and the rate of survival from a mountain galvo encounter is extremely low.

Ancient pre-Gap records indicate that the original galvos were significantly smaller, comprised of electric aquatic eels. While it's true that a mountain galvo would be even worse if it was electrified, it's a small relief, as mountain galvos retain both the hypnotic paralytic gaze of their component eels and the innate hunter instincts that make mountain eels terrifying ambush predators - and there's little more shocking than being surprised by a thirty-foot mess of snapping eels.

The reports that mountain galvos respond to the Aquan language (a language with no connection to mountain eels) raises troubling questions as to the origins of the gigantic jungle terrors, particularly about the progenitors, means, and purpose of their creation. While some suspect the continued influence of the deep-sea abberant fleshcrafters that plagued Golarion with the first galvos, others fear that the secrets originally contained to the deepest ocean trenches have been spread to new locales, and mountain galvos are only the beginning of a new wave of dangerous abominations.

Mountain Galvo                                                CR 13

XP 25,600
N Colossal magical beast
Init +4; Senses darkvision 60 ft., low-light vision; Perception +23


DEFENSE                                                          HP 225

EAC 27; KAC 29

Fort +17; Ref +17; Will +12

Defensive abilities swarmlike


OFFENSE

Speed 30 ft.

Melee bite +27 (3d12+21 P and S plus grab) or

bash +27 (3d12+21 B)

Ranged hurled elver +24 (6d6+13 P)

Space 30 ft.; Reach 30 ft.

Offensive abilities paralyzing gaze


STATISTICS

Str +8; Dex +4; Con +6; Int +0; Wis +0; Cha +0

Skills Acrobatics +23, Athletics +23, Stealth +28

Languages Aquan (can't speak)


SPECIAL ABILITIES

Paralyzing Gaze (Ex) Looking into any of a mountain galvo’s multitude of strange compound eyes causes the muscles of most living creatures to freeze up. A living creature that can see and begins its turn within 60 feet of a mountain galvo must succeed at a DC 19 Fortitude save or be paralyzed for 1 round. A creature who succeeds at its save is immune to that mountain galvo’s paralyzing gaze for 24 hours. Creatures without a sense of sight and other mountain eels are immune to this effect.


Swarmlike (Ex) A mountain galvo has no discernible anatomy, and is not subject to critical hits or flanking. It is also immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). Mindaffecting effects that target a single creature function normally against a mountain galvo, since the creature’s individual components share a hive mind. A mountain galvo takes half again as much damage (+50%) from effects that affect all targets in an area, such as grenades, blast and explode weapons, and many evocation spells. A mountain galvo takes normal damage from an attack or effect that affects multiple targets (including lines and fully automatic mode attacks). For the purpose of automatic fire, the mountain galvo counts as five targets. For example, if an automatic attack is made using 12 rounds of ammunition, it can attack a maximum of six targets, so it can damage a mountain galvo normally. However, if two other targets are closer to the attacker than the mountain galvo, they must be attacked first, leaving only four attacks to target the mountain galvo, so it takes no damage.


Varied Attack (Ex) A galvo’s slam attack deals both bludgeoning and slashing damage since the creature is formed completely of biting eels.


Friday, July 31, 2020

HOOLOOVOO

Artist's rendering (possibly a child artist, or a very very very old artist who is losing their facilities) of a hooloovoo fabricator.

A long time ago, in a cluster of asteroids far far away, a suddenly-sentient hyper-intelligent shade of the color blue suddenly found itself asking the important questions: How can we exist? Why do we exist? Where shall we have lunch? Once the color realized that lunch was an unnecessary concept for an incorporeal shade of blue, the third question was discarded as irrelevant, and it proceeded to work on more present problems, like what exactly it was expected to do with all of this newfound self-awareness. The name it chose for itself is roughly translatable into Common as something like “hooloovoo.”


As the hooloovoo discovered the technological advancements of biological life, they found themselves particularly adept at technomancy and engineering, taking particularly to robotics as a means to manufacture their own corporeal forms. As a result, many people’s interactions with the hooloovoo are with mechanical shells designed by the hooloovoo for specific purposes, with technomantic prismatic interfaces embedded into the operating systems so that the hooloovoo exists within and pilots its mechanical body. The fragile construction of the prisms and their interface matrix make the suits dangerously vulnerable to excessive force, so many hooloovoo take combat-avoidant strategies to avoid critical damage to their prism. Both science and magic have been unable to answer the question of what happens to a hooloovoo when the prism is fully destroyed; mystics have yet to find any traces of hooloovoo in the River of Souls, which has raised a contentious debate as to whether or not the color has a soul or can truly die, an answer that even the hooloovoo’s intellect has been unable to answer.

Hooloovoo as a species tend to disconcert corporeal life forms, as many of the foundational philosophical ideas of corporeal cultures don’t apply to something that needs a freestanding prism to be interacted with. It remains unclear whether the hooloovoo are individuals with distinct memories and personalities, or some sort of vast unequally-dispersed organism, as hooloovoo often give contradicting answers to scientists and philosophers hoping to understand the strange intelligence of the color; possibly they find the resulting confusion entertaining, or they simply do not know the own answers about the mechanics of their existence.


Hooloovoo tend to position themselves in places of advanced technological achievement, often finding work as engineers or scientists thanks to their ability to comprehend information rapidly, inhabiting specialized data prisms in order to gain knowledge. While some paranoid theories suggest that the sentient color may be related to the menacing and deadly color out of space, no tangible links have been discovered, and the hooloovoo uniformly reject the notion as corporealist discrimination.

Hooloovoo Fabricator CR 6

XP 2,400

Genderless technological mechanic

CN Medium ooze (technological)

Init +3; Senses blindsight (vibration) 60 ft., sightless; Perception +13


DEFENSE HP 80 RP 4

EAC 18; KAC 19

Fort +7; Ref +7; Will +7

Immunities Ooze immunities; Weaknesses vulnerable to critical hits, mechanical frame


OFFENSE

Speed 30 ft.

Melee basic spined blade +12 (1d6+6 P; critical injection dc +2)

Ranged liquidator disintegrator pistol +14 (1d10+6 A) or

swagger handcannon +14 (1d12+6 P; critical knockdown)


STATISTICS

Str +0; Dex +3; Con +2; Int +5; Wis +0; Cha +0

Skills Computers +18, Culture +18, Engineering +18, Life Science +13, Medicine +18, Mysticism +13, Physical Science +18

Languages Aklo, Common

Other abilities artificial intelligence (exocortex), custom rig, mechanic tricks (visual data processor), overload, remote hack, target tracking, wireless hack

Gear elite stationwear, basic spined blade, liquidator disintegrator pistol, swagger handcannon Mechanical Frame (Ex) When a hooloovoo is in its mechanical frame, it loses the immunity to critical hits granted by its ooze immunities.


-------------------------------------------------------------------------------------------------------

Hooloovoo Researcher                                                            CR 8

XP 4,800

Genderless technological technomancer

CN Medium ooze (technological)

Init +4; Senses blindsight (vibration) 60 ft., sightless; Perception +16


DEFENSE

HP 105 RP 5

EAC 19; KAC 20

Fort +7; Ref +7; Will +11

Immunities Ooze immunities; Weaknesses vulnerable to critical hits, mechanical frame


OFFENSE

Speed 30 ft.

Melee carbon staff +13 (1d8+8 B; critical knockdown)

Ranged wave modulator iii +15 (2d4+8 F OR So)

Offensive abilities cache capacitor 1, magic hacks (magic negation [DC 18], tech countermeasures), spell cache

Technomancer Spells Known (CL 8th; ranged +15)

3rd (3/day) - dispel magic, explosive blast (DC 20)

2nd (6/day) - caustic conversion, daze monster (DC 19), implant data, microbot assault

1st (at will) - comprehend languages (DC 18), magic missile


STATISTICS

Str +0; Dex +4; Con +0; Int +6; Wis +2; Cha +0

Skills Computers +21, Engineering +21, Life Science +16, Mysticism +21, Physical Science +21

Languages Aklo, Common

Gear advanced lashunta tempweave, carbon staff, wave modulator III


Mechanical Frame (Ex) When a hooloovoo is in it's mechanical frame, it loses the immunity to critical hits granted by its ooze immunities.

Saturday, May 30, 2020

LICHWARPER

Lichwarpers are among the most powerful and dangerous forms of undead, as they draw their power not only through the mastery of necromantic energies and undeath but also through careful study and manipulation of alternate realities and timelines. The unnatural lifespan of undeath combined with the expansive mindsets of a witchwarper makes these undead particularly patient, canny, and persistent foes.

Rumors posit that the first lichwarpers were bone sages who began to explore alternate realities where Eox averted the disasters that ravaged the planet. However, rather than seek ways to restore their planet, their corruption led the lichwarpers to instead seek to push those timelines down the same path, spreading the curse of undeath into realities that had otherwise avoided the extreme measures. Debate rages within fringe Pact World academia as to whether this reality’s Eox was originally beset by disaster and undeath, or whether the crisis was manufactured by another reality’s lichwarper.

The most successful lichwarpers form cabals with their alternate-reality selves, all splitting their undead essences and rebinding different beings' fragments together into specially-designed electroenchephalons that they then bring back to their own realities, effectively spreading the means to their destruction across multiple realities. Parties who seek to kill a lichwarper may find themselves fighting alternate-reality variants of the same enemy over and over again trying to destroy all of the bonded electroencephalons - or find themselves ambushed by multiple lichwarpers who have peered across realities to determine that the party poses a threat to their shared continued existences. These collectives share resources and information over different realities, making them implacable and epic foes to even the most well-prepared opponents.

Lichwarper CR 18

XP 153,600
CN Medium undead
Init +6; Senses blindsight (life) 60 ft., darkvision 60 ft.; Perception +31

DEFENSE HP 320
EAC 31; KAC 32
Fort +18; Ref +16; Will +20
Defensive Abilities fast healing 15, rejuvenation (1d8 days); Immunities Cold, electricity, undead immunities

OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee molecular rift dueling sword +26 (10d6+18 S)
Ranged vault-class bone pistol +28 (5d8+18 C)
Offensive Abilities alternate outcome (3/day), infinite worlds (3/day), undead mastery
Spells Known (CL 18th; ranged +28)
6th (3/day) - ethereal jaunt (DC 27), summon creature
5th (6/day) - crush skull (DC 26), dismissal (level 5) (DC 26), dispel magic (greater), wall of force
4th (at will) - dimension door (DC 25), invisibility (greater) (DC 25)

STATISTICS
Str +0; Dex +6; Con -; Int +8; Wis +0; Cha +11
Skills Bluff +36, Computers +36, Mysticism +36, Sense Motive +36
Languages Common, Eoxian, Sarcesian
Other abilities unliving
Gear officer grave mantle, molecular rift dueling sword, Vault-class bone pistol

SPECIAL ABILITIES
Alternate Outcome (Su) This ability functions as the witchwarper class feature of the same name.

Infinite Worlds (Su) This ability functions as the witchwarper class feature of the same name. Because an NPC spellcaster doesn’t receive the same number of spell slots as a PC spellcaster at higher CRs, a witchwarper NPC only expend spell slots to power their infinite worlds ability for spell levels at which they receive specific numbers of spell slots per day. For spell levels they can cast at will or don’t have listed, the NPC effectively has three spell slots of each level that can only be used to power their infinite worlds ability. For example, a CR 10 witchwarper NPC effectively has three 2nd-level spell slots and three 1st-level spell slots for their infinite worlds ability. 

Rejuvenation (Su) When a lichwarper is destroyed, its electroencephalon immediately begins to rebuild the creature’s body nearby and download the lichwarper’s consciousness into it. After 1d8 days, the lichwarper wakens fully healed (albeit without any gear it left behind on its old body). For rules on electroencephalons, see the Alien Archive.

Undead Mastery (Su) As a standard action, a lichwarper can cause one undead creature within 50 feet to fall under its control as per control undead (Will DC 21 negates). This control is permanent for unintelligent undead; an undead creature with an Intelligence score can attempt an additional saving throw each day to break free. A creature that successfully saves cannot be affected again by the lichwarper's undead mastery for 24 hours. A lichwarper can control a group of undead whose total CR is no greater than twice its CR (26 for the typical lichwarper).

Wednesday, December 25, 2019

SCARLETT CLAWS

The great claws glisten wetly beneath the stars. Hot crimson flows endlessly down razored edges and drips softly to the porcelain snow. A dark wet circle spreads around armoured feet and a river of steam rises into the cold night. The only sounds are the rhythmic thrum of deep breathing and the gentle clattering of thousands upon thousands of teeth.

Scarlett Claws appears as a giant vesk warrior standing 10 feet tall with emerald green scales, crisscrossed by scars from millennia of battles. She is clad in ancient but immaculate plate armour stained a deep rust red. Around her neck she wears a multilayered necklace of stained and chipped ivory teeth that cascade down her breastplate like a pale wave. Her appearance is dominated by her namesake claws and the spikes that extend from her tail. They are always thickly coated in hot blood that never dries and falls from them in unending droplets. The blood paints her armour and marks her footsteps in scarlet.

She wields a deadly flanged doshko of terrifying size and carries guns big enough to destroy a squad of soldiers. Finally, she is wrapped in bandoliers of grenades and strings extra explosives from her tail spikes like baubles; in her opinion, you can never have too many options.

An immortal agent of Damoritosh, Scarlett Claws appears magically in the cold dark places on the outskirts of vesk settlements when the winter nights are longest and fresh snow lies thickly on the ground. She stands in the freezing shadows on a spreading pool of blood, waiting for challengers.

In the old half-remembered tales of Veskmas she was once a fierce mortal obsessed with challenging herself against greater and greater foes. She is said to have died in furious battle against overwhelming odds, her weapons broken, fighting only with teeth and claws, all the while screaming out to Damoritosh in pain and joy. The god was so impressed by her strength of will that it made her a herald and a saint for the vesk people. Her divine mandate is to remind the vesk people that Damoritosh does not care how far they have come, only that they continue to fight against stronger and stronger foes.

Scarlett Claws seeks to challenge young vesk to achieve greatness through combat. She rewards those brave enough to face her, and strong enough to survive, with gifts of weapons and armour.

She matches the strength of her blows to the abilities of her challengers, for Scarlett Claws knows that not all vesk are equal fighters and she values courage and strength of will above physical might. She is always a very difficult foe but she does not wantonly kill those too young to have yet tempered their courage with good judgement. Young vesk who lose to her will retreat with new bruises and damaged pride. Older vesk will face a much more lethal experience, for both Damoritosh and Scarlett Claws believe there is no reward without risk. Elder vesk who know that their time is close may challenge her alone in order that their final moments be filled with battle and fury instead of a slow ignoble decline. One part of the legend hints that such a sacrifice is looked upon favorably by Damoritash and that an extraordinary challenger who wins in suicidal single combat may actually replace her as herald. Debate rages as to whether she has ever been replaced, or if the mantle of Scarlett Claws simply changes any victor into the monolithic herald of The Conqueror.

The only other desire that can be attributed to her is adding to her necklace of teeth. She only adds a tooth if it falls from a challenger who shows exceptional skill or courage and it matters not if the challenger survives the fight. She has fought millions of combats in her timeless existence and it is telling that her necklace is not much larger. Only the very very best are worthy and so losing a tooth to Scarlett Claws can be considered a greater honor than defeating her. Very occasionally, tiny vesk children who are knocked unconscious in their challenge, come around with a new gap in their smile, a gift of new armour and a note telling them to be a little more careful next time… just a little. Such occurrences are the stuff of legends and signify that the child has the potential for greatness.

Traditionally Veskmas is a celebration held in the dead of winter on Vesk Prime. A practical people, vesk typically adopt whatever winter festival is present on the worlds they conquer or occupy and re-label it for their own use; thus Scarlett Claws appears wherever and whenever vesk celebrate Veskmas, a silent call to arms for those who would be strong.  In the wilderness, she might appear by remote standing stones, or deep in frozen forests. Near smaller communities, she will be on the outskirts, away from warmth and safety. In urban environments, she will be found in the depths of the sewers or on the top of soon-to-be condemned buildings. In every case she will be far from random bypassers. One must always choose to seek Scarlett Claws, and your fight will be with her and her alone.

The longer she stands unchallenged in one place, the shorter her temper becomes. If the blood that pools beneath her ever completely covers the snow at her feet she becomes enraged at the cowardice of her people and will bring her challenge to them in fury. Once challenged, successfully or not, she remains for one or two more nights, then retreats to Damoritosh’s realm awaiting the next Veskmas.

Young vesk spend their Veskmas season creating plans with their friends to head into the dark and cold to hunt Scarlett Claws; for the few who can find and impress her, the gifts of armaments begin them upon storied careers as warriors and fighters. Many vesk who seek the outsider do so for the hope of valuable rewards, fame, and the pride of bringing battle to one of Damoritosh’s chosen. Sometimes, adventurers will be hired to try to stop a foolhardy challenger from actually making it to Scarlett Claws; if they’re too late, they may find themselves facing her themselves, as Scarlett Claws never turns away from a fight.

Scarlett Claws                      CR 18
XP 153,600
CN Large outsider (extraplanar)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +31
Aura ominous presence (60 ft., DC 23)

DEFENSE                              HP 375
EAC 32; KAC 34
Fort +19; Ref +19; Will +18

OFFENSE
Speed 30 ft.
Melee Havoc (unique dimensional blade doshko) +33 (13d12+29 P) or
claws +33 (13d6+29 S)
Ranged Bedlam (unique paragon cluster launcher) +30 (explode [16d6, 30 ft.])
Space 10 ft.; Reach 10 ft.
Offensive abilities Damoritosh’s armory, chamber of gifts, holiday mercy, master of war, natural weapons, sanguine steps, Veskmas baubles

TACTICS
Before Combat Scarlett Claws stands waiting for PCs to initiate combat; if they approach within 60 feet, she will assume they are challenging her and immediately attack.

During Combat Scarlett Claws prefers to engage foes in melee with her doshko and claws, making combined full attacks where possible and throwing grenades at foes out of melee range. She teleports into range and punishes any foe who tries to attack from greater than 60 feet away. She uses her Holiday Mercy and Master of War abilities if enemies show great courage but are very young or low level. Scarlett Claws will ignore summoned creatures unless it is tactically sensible to address them and does not allow herself to get bogged down fighting insignificant cannon fodder. If the PCs show particular grit or unusually innovative tactics, she laughs deeply, appreciating the opponent’s fierce spirit - “Ho ho ho!”.

Morale Scarlett Claws fights until the battle is over - whether it is by her defeat or by her choice.

STATISTICS
Str +11; Dex +8; Con +6; Int +0; Wis +0; Cha +0
Skills Acrobatics +31, Athletics +36, Intimidate +31
Languages Truespeech
Gear Courage (unique vesk overplate V), Havoc (unique dimensional blade doshko), Bedlam (unique paragon cluster launcher), frag grenade VII, Incendiary grenade VI

SPECIAL ABILITIES
Ominous Presence (Ex) Scarlett Claws's presence unsettles her foes. At the beginning of their turn opponents within 60 feet of her must succeed at a DC 23 Will save or be shaken for 1 round. Once an opponent has succeeded at its saving throw it is immune to Ominous Presence for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect.

Holiday Mercy (Su) As a free action Scarlett Claws may choose to make all damage she deals non-lethal (including bleed). This ability has a range of 60 ft.

Sanguine Steps (Su) Scarlett Claws may use teleport (as the spell) at will. This is primarily used to engage cowards who attack from extreme range. Using this ability provokes attacks of opportunity but is not interrupted by damage.

Veskmas Baubles (Ex) Scarlett Claws keeps some of her grenades hanging from her tail spikes. She may use her tail to throw a grenade as a standard action or as part of a full attack. A character may attempt to grab a grenade from her tail with an unarmed melee attack vs EAC. Damoritash magically replenishes her grenades as they are used.

Damoritosh’s Armory (Su) Scarlett Claws is proficient in all weapons and armor. As a move action, Scarlett Claws may draw any weapon from her null-space Chamber of Gifts.

Chamber of Gifts (Su) Scarlett Claws carries a magical unique null-space chamber with no bulk limit. Scarlett Claws treats any weapon drawn from the Chamber of Gifts as though it had the called weapon fusion. If Scarlett Claws is reduced to 0 hit points, her weapons and armor disappear. The Chamber of Gifts does not vanish when Scarlett Claws does; instead, the people who defeated Scarlett Claws find a bounty of tailor-selected weapons and armor within the null-space chamber (GM’s discretion). After the Chamber of Gifts has been examined, it disappears, disgorging anything left inside onto the ground.

Master of Warfare (Su) Scarlett Claws always provides her foes with a battle that tests her opponents to their absolute limits, while still providing the brave and the lucky with a narrow path to victory. As a free action, Scarlett Claws can adjust her strength, speed, and weaponry to be a more appropriate threat level, changing her attack bonus and damage dice for her attacks as though she were a CR of her choice. Scarlett Claws typically presents herself as an epic encounter (CR+3) compared to the APL of her challengers.

Thursday, October 31, 2019

ELECTROGEIST

Looking like lightning in an emaciated humanoid form, the only indication of this creature's undead provenance is the baleful electric blue eyes that seem to bore straight through the target of the creature's ire.

When dealing with relatives or older colleagues using new technology, the panicked declaration “it’s like it has a mind of its own!” is an all-too-common refrain. While most domestic instances are simply a matter of user error and ignorance, adventurers know that in extreme cases, the same signs of technological malfunction may be signs of an electrogeist inhabiting the device.

Electrogeists are powerful undead creatures that form when a learned magic user or technologist’s corporeal being is destroyed while attempting a great technological feat - deliberately so or not. Documented cases of electrogeist creation include failures to successfully transfer memories into a digital consciousness, such as when something goes catastrophically awry in uploading oneself into an artificial intelligence, or when a flaw in the design of a technological device results in the death of the inventor. The amount of intelligence that it requires to be reborn as an electrogeist means that many of the spirits were formerly technomancers or mechanics, though intelligent mystics have been recorded.

Somewhere between a spirit and data, electrogeists are able to inhabit both physical and digital spaces with equal adroitness, allowing them to surprise, confound, and terrify the living - all the better to inflict pain and panic upon the corporeal forms that the electrogeists resent and despise.

Held together by will and spite, electrogeists take on forms of pure electric current and retain the electromechanical knowledge they possessed during life. These talents combined allows them to freely enter and inhabit digital technology. During this age of increasing interconnectivity, this ability makes them particularly dangerous, as they are able to upload themselves as raw data into one machine and emerge from a networked device miles away. Electrogeists may remain undetected for months within a computer system, stalking their targets through the network and waiting for them to be alone before springing an ambush, then retreating back into the network, leaving what looks like a tragic electrical accident in their wake.

Electrogeists can be found in nearly any technologically-advanced societies, though they seem especially prevalent in cultures where technological advancement is divorced from ethical concerns and safety considerations. Their intelligence and technomagical powers make them dangerous and difficult to destroy; a canny electrogeist can live for centuries, if it is able to control it’s violent urges. Particularly evil electrogeists take a perverse pleasure in clandestinely assisting unwitting inventors and engineers to create ever more interconnected societal constructs, the better to bring entire civilizations toppling into death and chaos through the electrogeists’ sabotage of the systems that it helped create.

Though reports of electrogeists in the service of the Corpse Fleet have yet to be publicly verified, the Stewards appear to be taking even the threat of these cyber-saboteurs seriously, investing heavily in cybersecurity personnel in order to protect Pact Worlds territory.


Electrogeist CR 11


XP 12,800
CN Medium undead (incorporeal)
Init +5; Senses darkvision 60 ft., blindsight (electricity) 60 ft., darkvision 60 ft., low-light vision; Perception +20

DEFENSE
HP 155


EAC 23; KAC 24
Fort +12; Ref +10; Will +14
Immunities Undead immunities, electricity

OFFENSE


Speed 30 ft., fly 60 ft. (perfect)
Melee claws +17 (3d4+11 E)
Ranged crackling bolt +19 (2d8+11 E)
Offensive abilities breath weapon (60 ft line, 12d6 electricity damage, DC 20, usable every 1d4 rounds)
Spells Known (CL 11th; ranged +19)
4th (3/day) - overload systems (DC 22), digital doorway
3rd (6/day) - arcing surge (DC 21), discharge (DC 21), handy junkbot, synaptic pulse (DC 21)
2nd (at will) - inject nanobots (DC 20), microbot assault

STATISTICS


Str +0; Dex +5; Con -; Int +8; Wis +3; Cha +0
Skills Computers +25, Engineering +25, Stealth +20
Languages Common, 8 others; shortwave 100 ft.
Other abilities incorporeal, unliving

SPECIAL ABILITIES


Blindsight (Ex) Electrogeists are so attuned to electricity that they are able to sense the bioelectricity of living things and electronic constructs. Electrogeists gain blindsense (electricity) out to a range of 60 feet; this typically allows them to detect living creatures and constructs with the (technological) trait. At the GM’s discretion, some creatures may not have bioelectricity and thus would not be detected by this blindsight - assuming they aren’t wearing any electronic gear.

Shortwave (Ex) An electrogeist can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype.

Inhabit System (Ex) An electrogeist that has made a Computers check to gain root access to a functioning computer can enter the computer as a move, gaining full comprehension of any data that it contains and having full control over any systems managed by the computer. While inhabiting a computer, the electrogeist can be detected with a successful Computers check opposed by the electrogeist’s Computers check. On a success, the PC can identify that something inside the computer is within the computer writing its own code in real time; on a failure, the PCs mistake the electrogeist for a virus or a bug. An electrogeist can remain in a computer indefinitely. If a computer is given the broken condition, the electrogeist can exit the computer into any adjacent space as an immediate action; otherwise, the electrogeist is trapped in the damaged computer, though if the computer and data is not destroyed, the electrogeist can emerge in the event that the computer is ever repaired. An electrogeist that has root access to multiple networked computers can move between them as a swift action.