Tuesday, January 18, 2005

Playing Catch-up

Ouch. I need to post 5000 words today. Good thing it's my day off.
I'm going to be dividing these into several posts, to make later re-reading easier. Also, I'm going to cheat a bit by posting some campaign stuff that I would have to write up anyway. Oh, well.
Starting with spirits:

Spirit of Love
Small Spirit (Incorporeal)
Hit Dice:
2d8+2 (11)

Initiative: +0
Speed: Fly 60 ft (perfect)
Armor Class: 12 (+1 size, +1 deflection), touch 12, flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Slam +1 melee (1d3-1) (only on the ethereal plane)
Full Attack: Slam +1 melee (1d3-1) (only on the ethereal plane)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft, incorporeal traits, damage reduction 5/cold iron or magic, ethereal jaunt
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 9, Dex 11, Con 12, Int 8, Wis 8, Cha 12
Skills: Bluff +5, Diplomacy +6, Intimidate +5, Sense Motive +6
Feats:
Doubly Talented (Diplomacy, Sense Motive)
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Often neutral

A small cherub, its form wreathed in rosy light and drifting rose petals, flies towards you, giggling softly and happily.

A love spirit exists as an embodiment of the concept of love, as percieved by humans. A love spirit of this potency could be created by any mild outpouring of love or romantic emotions, such as that created by a theater full of people watching a romantic movie.
This level of love spirit is distinctly unsubtle in its approach to spreading love. Usually, it hides until it sees a reasonably attractive person, then uses its spell-like abilities to make them fall in love with the spirit. A somewhat less selfish love spirit may also try to give a person advice in winning someone else's heart.
The appearance given above is only one possible form for a love spirit. Others include amorphous rosy clouds, highly attractive, or somewhat androgynous humans. The exact form usually depends on the prevelant culture of the area the spirit formed in.

Combat
This level of love spirit is incapable of attacking foes physically on the material world, due to its incorporeality. It usually tries to use its spell like abilities instead. Even on the ethereal plane, where it can physically attack, it does not prefer to, as it is physically quite weak.
Ethereal Jaunt (Su): A love spirit can shift to the Ethereal Plane from the Material Plane, or vice versa, as a full action that provokes attacks of opportunity. However, any attacks made during the round a spirit changes from ethereal to physical have a 20% miss chance, since the spirit is only partially substantial during the round.
Spell-Like Abilities: At will - message, guidance (DC 11); 3/day - charm person, hypnotism (DC 12); 1/day - invisibility (DC 13); Caster level equals the spirit's hit dice. The save DC's are Charisma based.

Spirit of Fear
Small Spirit (Incorporeal)
Hit Dice:
2d8+2 (11)

Initiative: +0
Speed: Fly 60 ft (perfect)
Armor Class: 12 (+1 size, +1 deflection), touch 12, flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Slam +1 melee (1d3-1) (only on the ethereal plane)
Full Attack: Slam +1 melee (1d3-1) (only on the ethereal plane)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft, incorporeal traits, damage reduction 5/cold iron or magic, ethereal jaunt
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 9, Dex 11, Con 12, Int 8, Wis 8, Cha 12
Skills: Bluff +5, Diplomacy +4, Intimidate +7, Sense Motive +5
Feats:
Doubly Talented (Intimidate, Sense Motive)
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Often neutral

A small creature lurches towards you, its form seemingly shaped of living nightmare. Its flesh drips multicolored slime, spikes and horns jut randomly from its skin, and its face is twisted in a horrifying grimace.

A fear spirit exists to spread fear and terror, its only joy the screams of others. This level of fear spirit could be created by any mildly scary event, such as a theater full of people watching a horror movie.
This level of fear spirit is deeply uncomplicated. It simply approaches anyone it can, hoping that its appearance alone will terrify them. If it doesn't, the spirit then procedes to use its spell-like abilities to provoke the desired response.
Not all fear spirits are overtly terrifiying. Some appear like normal (albiet small) humans, but with an indefinable aura of fear about them. Others appear as classic images of terror, such as famous horror movie monsters.

Combat
This level of fear spirit is incapable of attacking foes physically on the material world, due to its incorporeality. It usually tries to use its spell like abilities instead. Even on the ethereal plane, where it can physically attack, it does not prefer to, as it is physically quite weak. A fear spirit of this power level is full of bluster, but it lacks much ability to actually back up its threats.
Ethereal Jaunt (Su): A fear spirit can shift to the Ethereal Plane from the Material Plane, or vice versa, as a full action that provokes attacks of opportunity. However, any attacks made during the round a spirit changes from ethereal to physical have a 20% miss chance, since the spirit is only partially substantial during the round.
Spell-Like Abilities: At will - daze, ghost sound, dancing lights (DC 11); 6/day - cause fear (DC 12); 1/day - invisibility (DC 13); Caster level equals the spirit's hit dice. The save DC's are Charisma based.

Spirit of Radiation
Small Spirit (Incorporeal)
Hit Dice: 1d8+4 (8)
Initiative: +0
Speed: 30 ft
Armor Class: Physical: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Incorporeal: 12 (+1 size, +1 deflection)
Base Attack/Grapple: +0/-3
Attack: Slam +1 melee (1d3+1 plus poison); or incorporeal touch attack +1 melee (poison)
Full Attack: 2 Slams +1 melee (1d3+1 plus poison); or incorporeal touch attack +1 melee (poison)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Poison (DC 11)
Special Qualities: Acid immunity, darkvision 60 ft, incorporeal traits, damage reduction 5/cold iron or magic, ethereal jaunt
Saves: Fort +1, Ref +0, Will +0
Abilities: Str 12, Dex 10, Con 12, Int 6, Wis 6, Cha 6
Skills: Intimidate +6, Spot +2
Feats: Toughness
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Often evil

A cloud of dark smoke, lit on the inside by an eerie green glow, drifts purposefully towards you.

This spirit is the embodiment of dangerous radiation, taking joy in the destruction of living things. A radiation spirit of this degree could be created anywhere there is a mild radition hazard, such as at an X-ray machine in a hospital.
A radiation spirit attacks any living creature it can see, unless ordered otherwise. It lives only to kill.

Combat
Radiation spirits close and attack physically as soon as possible, due to their lack of ranged attacks or abilities. This level of radition spirit is very dim-witted, and has very little grasp of strategy beyond “hit the enemy”. Their one concession to tactics is that they usually stay incorporeal while they move towards foes, in order to avoid ranged attacks. However, once they reach their target, they almost always manifest, finding the satisfaction of doing physical damage to their enemy outweighing the danger of physical presence. A controller who wants them to stay incorporeal must constantly order them to stay that way.
Physical Form:
A radiation spirit can assume physical form, effectively losing the incorporeal subtype for as long as it desires. Assuming physical form requires a move-equivalent action that does not provoke attacks of opportunity. Resuming the incorporeal subtype is a free action.
Poison (Ex):
Injury, Fortitude DC 11, initial and secondary damage 1d2 Con. The save DC is Constitution-based.
Ethereal Jaunt (Su): A radiation spirit can shift to the Ethereal Plane from the Material Plane, or vice versa, as a full action that provokes attacks of opportunity. However, any attacks made during the round a spirit changes from ethereal to physical have a 20% miss chance, since the spirit is only partially substantial during the round.
Skills:
Radiation spirits have a +4 racial bonus on Intimidate checks.

Spirit of Disease
Small Spirit (Incorporeal)
Hit Dice: 1d8+5 (9)
Initiative: +0
Speed: 30 ft
Armor Class: Physical: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Incorporeal: 12 (+1 size, +1 deflection)
Base Attack/Grapple: +0/-3
Attack: Slam +0 melee (1d3 plus disease); or incorporeal touch attack +1 melee (disease)
Full Attack: 2 Slams +0 melee (1d3 plus disease); or incorporeal touch attack +1 melee (disease)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Disease (DC 11)
Special Qualities: Acid immunity, darkvision 60 ft, incorporeal traits, damage reduction 5/cold iron or magic, ethereal jaunt
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 10, Dex 10, Con 14, Int 6, Wis 6, Cha 6
Skills: Intimidate +6, Spot +2
Feats: Toughness
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Often evil

A small humanoid, covered in rashes and oozing sores, stumbles in your direction.

This spirit embodies disease. It revels in the chance to infect others, and likes nothing more than causing an epidemic. This degree of disease spirit could be created in any mildly diseased environment, such as a clinic during flu season.
A disease spirit will generally try to spread its disease to any being capable of being infected, unless commanded otherwise.

Combat
Disease spirits tend to stay incorporeal, as that allows them to infect their opponents, while preventing the opponents from responding. They will manifest if commanded, and they do enjoy physically attacking creatures, but they generally prefer not to completely kill their foes - they much prefer the opportunity to spread their disease that a living but infected enemy represents.
Physical Form: A disease spirit can assume physical form, effectively losing the incorporeal subtype for as long as it desires. Assuming physical form requires a move-equivalent action that does not provoke attacks of opportunity. Resuming the incorporeal subtype is a free action.
Disease (Ex):
Slimy doom - slam, Fortitude DC 12, incubation period special, damage 1d4 Con (when damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead). The save DC is Constitution-based. When this disease is contracted through the attack of a disease spirit, there is no incubation period: a failed save indicates that the relevant ability damage is taken immediately. If the disease is passed to someone else, however, the incubation period is 1 day.
Ethereal Jaunt (Su): A radiation spirit can shift to the Ethereal Plane from the Material Plane, or vice versa, as a full action that provokes attacks of opportunity. However, any attacks made during the round a spirit changes from ethereal to physical have a 20% miss chance, since the spirit is only partially substantial during the round.
Spell-Like Ability (Sp): 1/day - invisibility (self only).
Skills:
Disease spirits have a +4 racial bonus on Intimidate checks.

Fire Spirit
Small Spirit (Incorporeal; Fire)
Hit Dice:
1d8+3 (7)
Initiative: +2

Speed: 50 ft
Armor Class: Physical: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Incorporeal: 14 (+1 size, +2 Dex, +1 deflection)
Base Attack/Grapple: +0/-4
Attack: Slam +0 melee (1d4 + 1d4 fire); or incorporeal touch attack +2 melee (1d2 fire)
Full Attack: 2 Slams +0 melee (1d4 + 1d4 fire); or 2 incorporeal touch attacks +2 melee (1d2 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn, spell-like abilities
Special Qualities: Fire immunity, darkvision 60 ft, incorporeal traits, damage reduction 5/cold iron or magic, ethereal jaunt
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 10, Dex 14, Con 10, Int 8, Wis 8, Cha 12
Skills: Knowledge (Nature) +3, Perception +3, Run +4
Feats: Toughness
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Often chaotic neutral

A small figure approaches you, its entire form wreathed in crackling flame.

Fire spirits are typically passionate, short-tempered creatures. They can be kind and nuturing, doing their best to help everyone they see, then shift in the blink of an eye to a blinding, destructive rage, where they try to burn everything in their path.

Combat
A fire spirit has no particular preference for either its physical form or its incorporeal form in combat, using whichever form is most useful at the time. It does enjoy starting fires, and will attack those it percieves as most flamable preferentially.
Physical Form: A fire spirit can assume physical form, effectively losing the incorporeal subtype for as long as it desires. Assuming physical form requires a move-equivalent action that does not provoke attacks of opportunity. Resuming the incorporeal subtype is a free action.
Ethereal Jaunt (Su): A fire spirit can shift to the Ethereal Plane from the Material Plane, or vice versa, as a full action that provokes attacks of opportunity. However, any attacks made during the round a spirit changes from ethereal to physical have a 20% miss chance, since the spirit is only partially substantial during the round.
Burn (Ex): A fire spirit's slam attack deals bludeoning damage plus fire damage from the spirit's flaming body. Those hit by a fire spirit's slam atack also must succeed on a Reflex save (DC 10) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution based. Creatures hitting a fire spirit in physical form with natural weapons or unarmed attacks take fire damage as though hit by the spirit's ttack, and also catch on fire unless they succeed on a Reflex save.
If a fire spirit is in incorporeal form, then it loses its ability to set creatures on fire, even though its attacks do fire damage.
Spell-Like Abilities (Sp): 3/day - burning hands (DC 12); 1/day - scorching ray (DC 13); Caster level 1; The save DC's are Charisma based.

There. 2300 words.