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  1. Alignment: Any non-good.
  2.  
  3. Type: The base creature’s type changes to Outsider(Native).
  4.  
  5. Attacks: If the base creature has no natural attacks, it gains two tentacle or claw attacks. The damage for these attacks is as a creature one size category higher.
  6.  
  7. Special Abilities: An eldritch gains a number of special attacks and qualities depending on its Hit Dice. For each two Hit Dice an eldritch has, it gains one eldritch point (EP) with which it can buy abilities (minimum 1). Each ability costs or adds to the creature’s EP total. Unless otherwise specified, once an eldritch creature gains an ability it cannot change it.
  8. ======================================================================================
  9.  
  10. Ability Score Increase
  11.  
  12. (-1 EP) Increase one ability score by +2. This can be taken multiple times.
  13.  
  14. Abnormal Reach
  15.  
  16. (-1 EP) Increase the reach of one of the eldritch’s natural attacks by 5 ft. This ability may be taken multiple times.
  17.  
  18. Additional Movement
  19.  
  20. (-1 EP) The eldritch gains an additional mode of movement equal to its base speed or 10 feet (whichever is higher). If it gains a fly speed, that speed has clumsy maneuverability. This ability can be taken multiple times, but each time a different mode of movement needs to be taken.
  21.  
  22. Additional Natural Attack
  23.  
  24. (-1 EP) The number of one of the eldritch’s natural attacks increases by one. This is accompanied by an appropriate change in the creature’s anatomy. This ability can be taken multiple times.
  25.  
  26. Armor Class (natural) (Ex)
  27.  
  28. (-1 EP) Gains +2 natural armor bonus. This can be taken multiple times, no more than once per five levels.
  29.  
  30. Bleed (Ex)
  31.  
  32. (-1 EP) The eldritch gains the bleed ability for all natural attacks for 1d4 damage. This ability can be taken multiple times; each time it increases the number or type of dice the bleed damage does by 1.
  33.  
  34. Blood Drain (Ex)
  35.  
  36. (-2 EP) One of the eldritch’s attacks drains blood for 1d2 Con damage. This ability can be taken multiple times; each time increases the Constitution damage either increasing the number of dice or the kind of die by 1 or gives the blood drain ability at 1d2 Con to another attack.
  37.  
  38. Bonus Feat
  39.  
  40. (-2 EP) Gain a feat as a racial bonus feat. This ability can be taken multiple times, but no more than one plus 1/3 the eldritch’s total Hit Dice.
  41.  
  42. Constrict (Ex)
  43.  
  44. (-1 EP) The eldritch gains a constrict attack with an appropriate limb. The damage done is equal to the creature’s slam attack or as a slam attack as one size category larger.
  45.  
  46. Energy Resistance
  47.  
  48. (-1 EP) The eldritch gains energy resistance 5 to one kind of energy (acid, cold, electricity, fire, or sonic). This ability can be taken multiple times. Each time add a new energy type or increase a current damage reduction by 5 (maximum 30).
  49.  
  50. Healing Bypass
  51.  
  52. (+1 EP) A specific type of attack, e. g. fire, good, etc., bypasses an eldritch’s fast healing or regeneration. This ability can be taken multiple times, each time it applies a new kind of bypass as an “or. ”
  53.  
  54. Larger Weapons (Ex)
  55.  
  56. (-1 EP) The eldritch creature can use manufactured weapons of one size category larger that its size. This ability does not grant proficiency with the weapon.
  57.  
  58. Light Blindness (Ex)
  59.  
  60. (+1 EP) Abrupt exposure to bright light blinds an eldritch for 1 round. On subsequent rounds, the eldritch is dazzled as long as it remains in the affected area.
  61.  
  62. Light Sensitivity (Ex)
  63.  
  64. (+1 EP) The eldritch is dazzled as long as it remains in an area of bright light.
  65.  
  66. Maneuverability Adjustment (Ex)
  67.  
  68. If the eldritch has a fly speed, increase or decrease its maneuverability by one step. Increasing the creature’s maneuverability costs 1 EP. Decreasing the creature’s maneuverability adds 1 EP to the creature’s total. This ability can be taken multiple times.
  69.  
  70. No Breath (Ex)
  71.  
  72. (-1 EP) The eldritch does not breathe and is immune to any effect that requires breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.
  73.  
  74. Regeneration (Ex or Su)
  75.  
  76. (-2 EP) The eldritch gains regeneration 2. This ability cannot be taken along with fast healing. This ability can be applied multiple times; each time regeneration increases by 2.
  77.  
  78. Resistance (Ex or Su)
  79.  
  80. (-1 EP) The eldritch gains a racial bonus to saves vs. a specific type of attack, e. g. poison, disease, spell effect, etc. The bonus is equal to one-third the eldritch’s total Hit Dice (minimum +1). This ability can be taken multiple times. Each time it is taken, increase the bonus by 1/3 of the eldritch’s Hit Dice, or gain resistance to another specific attack type.
  81.  
  82. Sense (Ex or Su)
  83.  
  84. (-1 EP) The eldritch gains darkvision +60, low-light vision, blindsense +30 ft., or blindsight +60 ft. This ability can be taken multiple times.
  85.  
  86. Skill Bonus
  87.  
  88. (-1 EP) Gain +8 racial bonus to one specific skill. For skill groups, such as Knowledge, this applies to one specific skill from the group, e. g. Knowledge (arcana). This ability can be taken multiple times by either adding to the bonus or applying a bonus to a new skill or skill group.
  89.  
  90.  
  91. Starflight (Ex or Su)
  92.  
  93. (-1 EP) The eldritch can survive in the void of outer space and does not need to breathe when in the void. It fly through space at an incredible speed. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond should take 3d20 years (or more, at the GM’s discretion).
  94.  
  95. Stench (Ex)
  96.  
  97. (-1 EP) The eldritch gains the stench ability. The duration for this ability is 10 rounds and the save DC is Constitution-based.
  98.  
  99. Swap Movement
  100.  
  101. (-1 EP) Swap one of your modes of movement with one you do not have. If the eldritch gains fly its maneuverability is average.
  102.  
  103. Trample (Ex)
  104.  
  105. (-2 EP) The eldritch gains the trample special attack. The damage done is equal to the eldritch’s slam damage plus 1-1/2 its Str bonus. If the eldritch does not have a slam attack, the trample does damage as a slam attack appropriate for its size plus 1-1/2 its Str bonus. The save DC is Strength-based.
  106.  
  107. Vulnerable to Sunlight (Ex)
  108.  
  109. (+2 EP) The eldritch takes 1 point of Con damage each round it is exposed to sunlight.
  110.  
  111. Vulnerability to Energy (Ex)
  112.  
  113. (+1 EP) The eldritch gains vulnerability to one energy type (acid, cold, electricity, fire, or sonic). This ability can be applied multiple times.
  114.  
  115. Whistle (Ex or Su)
  116.  
  117. (-1 EP) At will, the eldritch can whistle a hypnotic tune. All those within 30 feet of the eldritch must make a Will save or be fascinated. This is a sonic, mind-affecting effect. The save DC is Charisma-based if supernatural, or Constitution-based if extraordinary.
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