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Thread: Unique Fiends

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    Feb 2016

    Default Re: Unique Fiends

    Ratcakes

    Ratcakes is a nightmare with 5 levels of Jester (see Dragon Magazine Compendium) who serves as a mount for a demon lord of comedy that I am working on* (but who is nowhere near finished). She speaks abyssal, common, infernal, orc, and sylvan.

    Her name** and concept art are dark macabrely humorous parodies of Pinkie Pie, her characterization in game should be as well. Hatred is magic.

    Female Nightmare, Jester lv5



    Size/Type: Large Outsider (Evil, Extraplanar)
    HD: 6d8 + 5d6 + 33 (78 hp)
    Speed: 40 ft. (8 squares), fly 90 ft. (good)
    Armor Class: 26 (-1 size, +2 Dex, +13 natural +2 dodge (jester's audacity)), touch 13, flat-footed 22
    Base Attack: +9
    Attack: Hoof +12 melee (1d8+4 plus 1d4 fire)
    Full Attack: 2 hooves +12 melee (1d8+4 plus 1d4 fire) and bite +7 melee (1d8+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Flaming hooves, smoke, spellcasting, aligned natural attack (evil)
    Special Qualities: Astral projection, darkvision 60 ft., etherealness, Jester's audacity+2, jester's performance 5/day (fascinate, inspiring quip, taunt), spellcasting
    Saves: Fort +9, Ref +13, Will +10
    Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 12, Cha 20
    Skills: Bluff +10, Concentration +12, Diplomacy +9, Escape Artist +7, Intimidate +16, Knowledge (the planes) +10, Listen +12, Move Silently +11, Perform (Comedy) +18, Profession (Butcher) +2, Search +10, Sense Motive +10, Sleight of Hand +5, Speak Language (Common, Orc, Sylvan) Spot +12, Survival +10 (+12 on other planes and following tracks), Tumble +3, Use Rope +2 (+4 with bindings)
    Feats: Alertness, Improved Initiative, Lightning Reflexes, Run, deflect arrows (b), snatch arrows (b)
    Alignment: Chaotic Evil

    Jester spells known
    Lv 0: Create Water, Dancing Lights, Detect Magic, Mage Hand, Open/Close, Prestidigitation,
    Lv 1: Disguise Self, Grease, Hideous Laughter, Unseen Servant
    Lv 2: Enthrall, Glitterdust, Pyrotechnics
    (Per day: 5/5/2)


    Aligned Natural Attacks: A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

    Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.

    Smoke (Su): During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.
    Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all.

    Astral Projection and Etherealness (Su):These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.

    Jester's Audacity: The jester's natural talent for performance, his often outrageous dress, and his seemingly lackadaisical attitude throws his opponents off guard in combat. Even a jester armed with a viciouslooking weapon cuts a comedic figure that many warriors have trouble taking seriously. At 1st level, a jester gains a +1 dodge bonus to his Armor Class. This bonus increases to +2 at 5th level. However, this bonus can never be greater than the jester's current Charisma bonus. The jester's audacity draws in part on his shameless ability to project himself as nonchalant, goofy, and inept in even the deadliest struggle.

    Jester's Performance: The jester is the master of the verbal put down, the hilarious joke, or the savage verbal lashing. His words can inspire dread and outrage in his enemies or confidence and comfort in his friends. Once per day per jester level, the jester can use his wit to produce magical effects in those around him. The jester must have at least 1 rank in Perform (comedy) to use these abilities, and many of them rely on the use of that skill to establish their save DCs and other effects. The jester must share a language and be able to speak to the target or targets of his performance abilities unless otherwise noted in the specific ability's description. Starting a jester's performance ability is a standard acti9n and the jester can maintain the performance (either as a free action or move action, depending on the specific performance used). The jester cannot use spells, activate magic items by spell completion, or activate magic items by word while using his jester's performance ability. The jester must keep up a steady stream of puns, insults, or jokes to maintain the performance's effect. A deaf jester has a 20% failure chance when attempting to use his performance ability. If he fails, the attempt still counts against his daily number of jester's performances.

    Fascinate (Sp): A jester with 3 or more ranks in Perform (comedy) can create a running stream of jokes, gags, and acrobatic stunts to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the jester, and able to pay attention to him. The jester must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a jester attains beyond 1st, he can target one additional creature with a single use of this ability. An affected creature gets to make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If a creature succeeds at this saving throw the jester cannot attempt to fascinate that creature again for 24 hours. Creatures that fail this save sit quietly and listen to the jester's performance, taking no other actions for as long as the jester continues to perform (up to a maximum of 1 round per jester level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the jester to make another Perform (comedy) check and allows the creature a new saving throw against a DC equal to the new check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), language-dependant, mind-affecting ability.

    Inspiring Quip (Su): A jester with 3 or more ranks in Perform (comedy) can boost his allies' morale with a joke that breaks their tension and invigorates their spirits, As an immediate action when an opponent misses an attack, the jester makes a wisecrack denigrating the foe's fighting ability. The jester must be able to see the unsuccessful attack. All allies within 30 feet of the jester gain a +2 morale bonus on all attacks against that foe for the rest of the encounter. The jester can use this ability more than once during an encounter to grant a morale bonus against multiple foes.

    Taunt (Su): A jester with 3 or more ranks in Perform (comedy) can attempt to hurl such stinging insults against a foe that his opponent loses his temper in an explosive display. The jester targets one creature within 60 feet that shares a language with him. The target must be able to hear the jester for this ability to have an effect. The target can make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If he fails, the target gains a +1 morale bonus on attack rolls but takes a -2 penalty to Armor Class. On its next turn the affected target takes the most direct route possible (charging if able) toward the jester that avoids any obviously dangerous terrain, such as a pit of bubbling lava. The target may stop if an opponent blocks its path and can move around its foes in such a way as to avoid provoking attacks of opportunity (unless able to charge). If the target does provoke an attack of opportunity due to this movement, it immediately gets to make another Will save, this time with a +2 bonus. The jester must use a free action to continue to taunt his opponent each round, and if he cannot complete this act the taunt's effects immediately end. This is a mind-affecting, language-dependant ability.




    *reprinted here are my brainstorming notes for demon lord of comedy:
    half scary clown half egregiously disrespectful and foulmouthed insult comedian - possibly has aspects that are just one or the other; can drive people to suicide with insult humor; squirting flower with acid in it; pennywise-esque illusion powers; high level jester; can make people laugh themselves to death; reflavored sorrowsworn and harbinger abilities - mockery/insult comedy; possible sources to mine for inspiration- The Joker, The Comedian, Pennywise, the guy from the metalocalypse comedy episode, [several infamous real-life comedy-related criminals redacted for public post], pagliacci, the music of ICP, Jackass, Let's Visit the World of the Future; possibly wears clothing that is clown costume in one side and dapper suit as might be worn by a vaudeville stand-up on the other, the interface between the sides is uneven so it's half real buttons and half mini pom-poms down the middle - possibly this is stupid and he should just wear one or the other; shocking grasp/joybuzzer ability, turns on and off as a free action; possible names from demon name generator - Ommoderrae Zharbel veraposa zaloigolontzogufreshld agolvogigg lemovonank, shas, Frathor, syrazg Xuehnes-las; roast ability sets people on fire with words; mounts - a nightmare named "Ratcakes" (cf. Pinkie Pie); possible domains - hatred, herald, spite, trickery, truth

    **https://animals.mom.com/pinkie-mouse-5610.html
    Last edited by Bohandas; 2023-06-30 at 02:22 AM.
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