Action Points 2 ________________________________________ Bite (basic attack, standard; at-will) Before it bites, the primordial bulette can make a standing long jump (as a free action) without provoking opportunity attack; +34 x vs. AC; 3 x d8 + 13 damage, or 5d8 + 13 damage if the target is prone or dazed.
Double bite (standard; recharge 5 x ,6) The primordial bulette makes two bite attacks.
Earth Furrow (move; at-will) The primordial bulette moves up to its burrow speed just below the surface of the ground or, avoiding opportunity attacks as it passes underneath other creatures’ x ; squares. As it burrows beneath the space of a Large or smaller creature on the ground, the primordial bulette makes an attack against the creature: +30 x vs. Fortitude; on a hit, the target is knocked prone.
Living Torpedo (move; at-will) The primordial bulette moves up to its swim speed just below swimming creatures, avoiding opportunity attacks as it passes underneath other creatures’ x ; squares. As it swims beneath the space of a Large or smaller creature above it, the primordial bulette makes an attack against the creature: +30 x vs. Fortitude; on a hit, the target is dazed.
Ground Eruption The squares into which a primordial bulette surfaces and the squares it leaves when it burrows underground become difficult terrain.
The Primordial Aboleth, born of Ueberroth. Spawned to control the world, it attempts to daze and enslave it's opponents as it's primary means of attack. When dealing with food (fish, non-intelligent beings) it will attack with its tentacles. If the Primordial Aboleth gets into trouble, it is smart enough to flee - it uses Invisibility at its first opportunity and escapes, letting its speedy swimming ability do the work.
Your form wavers and a new one appears. At-Will - Racial Minor Action - Personal Effect:You assume one of your alternate forms. In beast form you may not use powers derived from class levels. Creating a LycanthropeShow
A lycanthrope is a creature which can assume a beast form.
A PC lycanthrope's beast form may be any medium sized natural beast that does not have a fly speed (within reason). A lycanthrope has the subtypes of its beast form regardless of what form it is in. If its beast form has the aquatic subtype the lycanthrope has a swim speed equal to its land speed as well as the Aquatic subtype in all forms. If the beast form has a burrow speed the lycanthrope has a burrow speed of 4. If the beast form has a climb speed the Lycanthrope has a climb speed of 4.
A non-PC Lycanthrope may have a beast form of any natural beast. It is the same size as its beast form and has any movement modes possessed by its beast form. Apply the Lycanthrope Bonuses to the base beasts abilities, saves and skill modifiers. Modify any related values accordingly. The resulting creature is either the same level as the base creature or one level ahaed.
A lycanthrope has a +2 bonus to the highest ability score of its beast form as listed in the MM.
There are 5 "breeds" of lycanthrope:
Brute, Controller, Skirmisher, Lurker, and Soldier.
In their monstrous form a lycanthrope determines the damage it's attacks do by level as per the damage values listed in the DMG and may not use magical items powers. (They still retain any AC and Defenses as well as Attack Bonus in their monstrous form.)
A Lycanthrope can assume a humanoid form. This humanoid form is determined upon birth and only a very few Lycanthropes can change it. It may be any medium sized humanoid (within reason) for a PC. In Humanoid form the Lycanthrope loses its natural attack damage bonus.
Danger Sense: You gain a +2 x racial bonus to Initiative. Fluid Step: You ignore difficult terrain when shifting. Bonus Feat: You gain a bonus feat at 1 x st level. Swift Current You can use of Swift Current as an encounter power
Swift Current- Aventi Racial Power
Your form ripples like water as yoou flow forward, rushing past rubble and enemies in a swift and graceful surge. Encounter - Racial Move Action - Personal Effect:You shift your speed over ground or liquid terrain. You take no penalties for squeezing during this movement and can pass through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance that you move across would ordinarily deal damage to you.
Physical Qualities Aventi are tall, slender humanoid folk. They skin varies from a pale blue to dark blue. They are devoid of body hair, and the green hair on their head is slow to grow and rarely more than an inch long. They have no ears but are able to hear normally. Their eyes are unversally some shade of green. They have a thick webbing of skin between their toes, and a thinner and shallower webbing between their fingers. The gills on their neck are only visible when in use. The typical Aventi is fully grown by 13, but can live as long as 150 years. As they age, their skin fades leaning more and more towards a bluish grey, with the oldest Aventi having dead grey colored skin. Only in the final 10 years or so of life does an Aventi begin to lose vitality and show the normal infirmities of old age.
Fluff This will change and adapt as we progress. This is only the current fluff. The Aventi are a largely peacful race. They survive mostly by gathering plants and fishing. They typically avoid conflict, but are very curious.
The Wandering Years An Aventi ritual handed down to them by their primary god, Tsu'misel. Every year, all youths who have come of age, as well as anyone older who wished to particapate, take part in a great festival. They compete in competitions that challenge their knowledge, their skills, and the self sufficiency. Those who perform the best, as judged by the elders, are given a single month to set their affairs in order and say good byes to friends and family. They are then exiled for a period of at least 5 years, sent into the world to learn the ways of other races and to make allies among them. After the 5 years are up, they are expected to return and reveal how they have spent their time. Afterwards they are free to return or stay as they wish. Those who fail to be selected may choose to go on their own, but most stay and try to better themselves so they can try again later.
Lopsided, vaguely human-shaped lumps of soil, rock, or magma. These are among the weakest of the elementals created by Ongor. Although they can have various abilities depending on their composition, all earth shamblers share the ability to disappear into the ground below.
Physical Qualities The Empyreans are short and thin humanoid folk. There skin tones range the same as human complexions. The typical Empyrean's hair color is can also run the same range as a humans, although red is fairly common and in rare circumstances can be a brilliant gold. Their eyes tend to be red, green, gold, or silver, although rare Empyrean's have no eye coloring at all, making their eyes seems almost to have diamonds within them. Arching from their backs are large feathered wings, which run the full range of colors. The colors of these wings often change as they grow, often changing to reflect the individual. A typical Empyrean child can use his flight and glide ability within 2 years of being born, but do not reach full maturity until around 16. They can live as long as 200 hundred years, although by 180 most can no longer glide.
Fluff This will change and adapt as we progress. This is only the current fluff. The Empyreans are a noble race that prefer to stick to the high mountains.
Powerful Glide Prerequisites: Empyrean Benefit: When you use your glide ability, you do not fall closer to the ground at the end of each round.
Strong Burst Prerequisites: Constitution 13 x , Strength 13, Empyrean Benefit: When you use your Aerial Burst racial power, you can fly 8 x instead of 6.
Paragon Feats[Improved Lightning Resistance Prerequisites: Empyrean Benefit: Your lightning resistance increases to 8 x + your level.
Multiple Burst Prerequisites: Constitution 15 x , Empyrean Benefit: You can use your Aerial Burst racial power twice per encounter, but one once per round.
A long dark serpentine creature. A feminine torso with four slender arms ending in six fingered hands. From the waist down she had a wormlike body ending in two long tails. She had face that looked like a cross between a beautifull elven maiden and that of a hagfish. Shadows like dark flame burn like long manes from her head and back to the tip of her tails. Her eyelids where always closed as she didn’t have eyes.
Vivax, atropal of earth A bulky creature, unlike his sister. He is the biggest of the four and looks to be made from a cross between flesh and mud. His upper body looks like an earth titan, with two powerfull arms ending in huge claws of rock. The lower body was short and ended in two powerfull tails, with an additional pair of smaller tails.
Archis & Ascari, atropal of disease and necromancy
Archis and Ascari are born from the same embryo, which split up during development. However, there was only one yolk sac, and it remained with Archis after they split. Therefor, Ascari had to leech nutients from Archis, causing them to develop a different morphology, even though they are twins.
Archis Disgusting like the rest of his siblings, but Archis was probably the worst. Still looking mostly like an underdeveloped embryo. He still had a yolk sac, half encorporated into his body, now filled with vile fluids and parasites. With his huge maw he is able to vomit this bile as a breth weapon. His right side had developed normaly but his left side was underdeveloped, with no arms and a short redundand second tail. Just below his torso, his viscerae would hang outside its body, like tentacles.
Ascari She looks a lot like her sister Hirudi, but gaunt and pale skinned. Similar to Archis, her right side is underdeveloped. Rows of long dorsal spines cover her entire back. Her chest is an open ribcage and several larger spikes grow from her shoulders, similar to those of a spirit devourer.
The two of them would often interwine with each other, becoming the single creature they should have been, with there two developed tails becoming the double tail the other two sibling have.
Purple Worms (MM214) are Elemental Beasts. Gargoyles are Natural Humanoids (earth)
__________________________________________________________ Artifactserendor's The Heart of UeberrothShow
The Heart of Ueberroth The Heart is appropriate for epic-level characters. The Heart, when outside of a host, takes the form of a small black lump. When consumed, it rips itself out of the stomach and replaces the host's regular heart, consuming it in the process. This deals an amount of damage equal to twice the owner's healing surge value. These hit points cannot be regained until the owner has taken an extended rest.
Heart of Ueberroth Epic level
Fashioned by Ueberroth to further his aberration's hold on the world, this heart is a great gift to any who share Ueberroth's vision.
Property: You gain a +2 bonus to Athletics and Endurance checks.
Property: You may spend a healing surge one additional time per encounter.
Property: The Heart grants you Regeneration 5.
Property: The Heart grants you immunity to Disease and Poison.
Property: The Heart gives you the aquatic subtype and a swim speed of 5. If you already have a swim speed, it increases by 5.
Property: You gain telepathy 20, or, if you already have it, your telepathy range increases by 20.
Property: You gain +1 action point.
Power (At-will, Illusion): Minor action. You and one ally within 10 squares turn invisible until the end of your next turn.
Power (Encounter, Arcane, Fear): Standard Action. You can use Banish to the Void (Warlock 27)
Power (Encounter, Psychic): Standard action, recharges when first bloodied. Psychic Slime Close burst 10; targets enemies; INT vs. Will; 2d8 + 10 psychic damage, and the target is dazed (save ends).
Goals of the Heart of Ueberroth
Promote the spread of aberrations across the world.
Convert and enslave those races that are not abberations.
Be installed in a powerful vessel that will work towards these goals.
Roleplaying the Heart of Ueberroth
The Heart of Ueberroth speaks in a dark and powerful voice inside its owner's head, urging them to fulfill its goals. When the Heart is not installed in a host, the black lump whispers to those who hold it for more than a few seconds, giving them a strong desire to consume it.
Concordance
Until the owner implants the Heart, it has no concordance and the owner gains none of its abilities or powers.
Starting Score 5
Owner gains a level +1d6 Owner is not an aberration +5 Owner aids an aberration in its goals +1 Owner converts or enslaves a non-aberrant race (max 1/day) +1 Owner kills an aberration (max 1/encounter) -2 Owner works against an aberration -1
Pleased (16-20) "The Heart beats hard with power." The Heart works with the host, happy to have found an effective vehicle for the propogation of aberrations.
Property: The Heart's bonus to Athletics and Endurance checks increases to +5
Property: The Regeneration granted by the Heart increases to 10
Property: The owner gains immunity to Psychic, Fear, and Charm effects.
Power (At-will, Charm, Psychic): Standard Action. Enslave Ranged 5; targets a dominated creature; Int vs. Will; 6d8 + 10 psychic damage. A target reduced to 0 hit points or fewer by this attack doesn’t die but becomes enslaved in preparation for the Aboleth Servitor ritual. Enslaved targets are dominated, and only the death of the owner can end this domination. Once a creature is enslaved, it no longer counts towards the domination cap of three creatures.
Satisfied (12-15) "The Heart urges me to control lesser beings." The Heart sees the owner as a good potential candidate, and begins to gift them greater power.
Power (At-will, Charm): Standard Action. Dominate Ranged 10; targets a dazed creature; Int vs. Will; the target is dominated (save ends). The owner can dominate up to three creatures at a time.
Power (Daily): Minor action. You can heal yourself, recovering hit points as if you spent a healing surge.
Normal (5-11) "The Heart wants me to aid the aberrations of Ueberroth." The Heart is convinced that this owner is, if not an aberration, at least allied with them.
Unsatisfied (1-4) "The Heart skips beats, to scare me." The Heart is not pleased with it's wielder, and will soon depart if not placated. In the meantime, it reduces the likelihood of gifting an unworthy owner.
Property: You lose the Regeneration gifted by the Heart.
Property: You lose the immunities gifted by the Heart.
Property: You take a -2 penalty to Athletics and Endurance checks.
Angered (0 or lower) "The Heart thrashes in your chest, seeming fit to burst." At this point, the Heart is prone to leaving. It will first see to disadvantage and actively work against it's unfitting host's plans, before leaving.
Property: You lose the aquatic subtype.
Property: You take a -5 penalty to Athletics and Endurance checks.
Special: Once per encounter at any time, the Heart may stop briefly, causing you great pain. You take 6d6 damage and fall unconcious for 1d4 rounds.
Special: Once per day at any time, the Heart may take over the host's body and mind for one minute. Your actions are chosen by the Heart, and it may speak through you as it wishes.
Moving On "Ueberroth's will." The Heart of Ueberroth consumes its owner, body and mind. The character dies instantly, and his body is drawn into the heart and consumed. The character may be raised, but does so devoid of a heart and so soon dies. The Heart rejoins Ueberroth, providing him with all knowledge of the host, both mental and physical. After a time, Ueberroth returns the Heart into the world - usually into the hands of the aboleths.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.