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Azalea: Horror info

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Feb 26th, 2017
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  1. =Horrors
  2. All horrors:
  3. Darkvision
  4. Unnatural Aura
  5. Slam 1d4
  6.  
  7. ====Athanism
  8. Azalea becomes a spooky alien dementor.
  9.  
  10. Base Ability:
  11. Transfer healing (100ft+10/lvl) like a vitalist collective, but cannot exceed max healing any one ally would have gained
  12. Count as [Undead]
  13. Gain pseudo daily channel pool of 7 (3+WIS)
  14. Feat: Channel Smite
  15.  
  16. Level 1 Ability: Harrowing Ward
  17. Can lifelink with ally in threatened area, take up to 2x level in damage from any attack, ally gets +2AC +1 saving throws
  18.  
  19.  
  20. ====Clairsentience
  21. Azalea becomes a one-eyed super tentacle monster.
  22.  
  23. Base Ability:
  24. +1 CMD vs trip, can see ethereal, incorporeal and invisible.
  25. Count as [Aberration]
  26. Feat:Unusual Origin (Gillmen)
  27. Your divination spells and spell-like abilities manifest at 1 caster level higher. In addition, once per day while fully immersed in water, you can cast augury as a spell- like ability.
  28.  
  29. Level 1 Ability: Look forward
  30. Swift action focus on creature, one during next round creature can roll any d20 twice and keep higher
  31.  
  32. ====Metacreativity
  33. Azalea becomes a living piece of abstract geometric art.
  34. Base Ability:
  35. Count as [Construct]
  36. Has two floating plates, +2 shield AC each. Using an item in a hand disables the shield for the round.
  37.  
  38. Feat: Dirty Fighting
  39.  
  40. Level 1 Ability: Shield Interposition
  41. As long as a shield is active, can immediate action swap position with ally attacked in threatened area. Deactivates the shield.
  42.  
  43.  
  44. ====Psychokinesis
  45. Azalea becomes a mysterious energy elemental.
  46. Base Ability:
  47. Convert any bludgeoning/piercing/slashing damage from my attacks into cold/electricity/fire/sonic.
  48. Fire/cold improves damage one step, sonic reduces one step, electric gives +1 attack roll.
  49. Counts as [Outsider, Elemental] type.
  50. Feat: Two-Weapon Fighting
  51.  
  52. Level 1 Ability: Energy Cleave
  53. Each melee attack applies to original target and a secondary target within a range of the first target equal to my melee reach, for 1d6+STR damage.
  54.  
  55. ====Psychometabolism
  56. Azalea becomes a complete mess of shifting forms.
  57. Base Ability: Add CON bonus to CMB (ha)
  58. Nat weapons deal bludgeoning, piercing, and/or slashing.
  59. Can end any polymorph effect on self as free action.
  60. Counts as [Ooze] type.
  61. Feat: Improved Natural Attack
  62.  
  63. Level 1 Ability: Psychometabolic terrain
  64. Threatened area becomes difficult terrain, allies not affected
  65.  
  66. ====Psychoportation
  67. Azalea becomes a flickering being with video glitches.
  68. Base Ability: Can float any direction but act normally. If >1ft above the ground, speed becomes 10ft. Attacks have penalties as if under Defy Gravity power.
  69. Counts as [fey] type.
  70.  
  71. Feat: Step Up
  72.  
  73. Level 1 Ability: Lure
  74. As immediate action, teleport any creature that attacks or affects an ally and not self to a safe square adjacent to self. Range: close (25ft + 5ft/2 levels)
  75. If it chooses to attack before teleporting, take -2 atk, -1 ability DCs.
  76.  
  77.  
  78. ====Telepathy
  79. Azalea becomes a princess parade float except it's all organic.
  80. Base Ability:
  81. Counts as quadruped and mounted. All creatures that can understand any language can understand Telepathy.
  82. Counts as [Humanoid], as well as optionally [Elf, Half Elf, Dhampir, Orc, Dwarf, Kitsune]
  83.  
  84. Feat: Ride-by Attack
  85.  
  86. Level 1 Ability: Inspire Vengeance
  87. If ally (and not self) is targeted by attack, as immediate action grant that ally a single attack against the creature.
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