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View Full Version : Spatial Guardians/Demons


Enmesh
23rd September 2004, 06:45 AM
Type: Varies Elemental
Hit Die: 5d8 +18 or 12/d8 +39
Initiative: +6 (dex +3)
Speed: 50' all modes of movement, flight has perfect maneuverability.
AC: 13 (+3 dex) 30 (with a deflection bonus to range attacks)
Attacks: special
Damage: special
Face/Reach: 5 by 5/5 or 5 by 10/10
Special Qualities: Reality Flux, Temporal Jolt, Damage reduction 15/+2, Shift Size
Saves: Fort: +3/+7 Ref: +10/+17 Will: +6/+10
Skills: Liston +10, Spot +15
Stats: Str 16/20, Dex 16, Con 17, Int 12, Wis 15, Chr 13
Feats: Combat Reflexes, Toughness,Lightning Reflexes, Improved Initiative*
Climate/Terrain: Any Land ((and only near a rift in reality))
Challenge: 16 , 20 ((huge))
Treasure: none
Alignment: Lawful neutral


These beings guard the laws of Space, Force, and Time. Anyone tampering with one of these aspects of reality tempts the wrath of these creatures. Dubbed Guardian by some Demon by others these creatures will destroy anything in their path. The Guardians have apeared in two differnt sizes; medium ((70% of the time)) and Huge ((30%)).

Their bodies are gray with reflective silver veins running along what appears to be a ((faceless)) humanoid body. Around their bodies they project three separate auras; the first is an anti-gravity field at 10-15 foot away from their body ((this deflects magic arrows, and any other light ranged attacks, as well as disorients warriors who enter the aura unprepared; the second Aura magnetizes all metals that enter it, this field lies in the area of 5-10 feet away from it's body ((causing great woe to the heavily armored fool who lunges in)); the third aura is a void pulling you into the Guardians body, this area starts at the Demons skin and reaches out 5 feet ((and boy do you really not want to wrestle these guys))

Spatial Guardians view the world around them though auras, specifically picking up the magical auras of creatures and objects around them. Therefor magical creatures and wizards all stand out like beacons to them. It doesn't matter if your hiding behind an illusion, or Wild Shape, unless you have a way to hide your aura... they will see you. ((and hiding behind a wall will not help either... they wouldn't see the wall, unless it's magical... then they would move to destroy it))

*Improved Initiative is a bonus feat

*SR: 25 (against elemental attacks)

Reality Flux: this is the Guardian's grapple attack, the guardians capture each appendage of the victim, requiring separate grapple attacks, then they warp their own bodies wildly causing great pain to the creature caught in their grasp. ((does 2d10 dmg/attack while the hold lasts))

Temporal Jolt: this is the Demon's ranged attack, the Guardians can produce small ripples in reality that strike a target in their place in reality, each hit rips a bit of the targets reality from this world, causing them to suddenly open wounds, or burst open. ((does 1d6 dmg/ attack))

The thee layered auras,

X--A--X--B--X--C--X--C--X--B--X--A--X

Melee: +4 or +15/+9 (huge)
Ranged: +4 or +10/+4 (huge)
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Next I'm going to work on describing the 'auras' better.

Enmesh
23rd September 2004, 02:05 PM
and they are not people, they are munsters...

Just thought we should have something special jump out and say Boo for the Spatial Vortex, and simmilar things that might effect the fabric of reality.


any thoughts, anything I need to alter or change?

Knight of Roses
24th September 2004, 03:37 PM
The HD of any of these being should be fixed, it is perfectly fine to have them be able to vary their size but changing their HD in mid-combat would be a major bookkeeping nightmare and unfair to the players in some cases.

Movement, 50' all modes of movement, flight has perfect maneuverability.

Given the interaction of all of the 'auras' you describe them having, should not they have a deflection bonus to AC? You also need to full define the effects of each of the auras on people/things passing through/into them.

They should have some degree of SR and resistance to various elemental effects.

Skills and Feats will vary with HD. Improved Initiative should be a bonus feat for these beings.

As guardians of the laws of space/time/sitcoms, I would think they would be Lawful Neutral in alignment.

Get back to me on the above and then we can move on to working on the powers of this critter.

Enmesh
24th September 2004, 03:54 PM
Movement, 50' all modes of movement, flight has perfect maneuverability.[/b]

is this the wording I need for what I'm looking for, or did I need to add something to the disription?


Given the interaction of all of the 'auras' you describe them having, should not they have a deflection bonus to AC? You also need to full define the effects of each of the auras on people/things passing through/into them.
[/b]


I'll work on that, as I wrote what I have, I knew I'd need to explain more there.

SR: 25 Vs. elemental spells or effects

Skills and Feats will vary with HD. Improved Initiative should be a bonus feat for these beings. [/b]

Already had it.


As guardians of the laws of space/time/sitcoms, I would think they would be Lawful Neutral in alignment.[/b]

I wanted them to be very chaotic in nature, spacifically singling out Mages with memorised spells, and magical creatures... and I wanted them to be able to live up to both the Guardian and Demon view that I've labled them... I did consider Lawful, but I thought that would require a bit of actual justice, and I wanted them to be a real problem that couldn't be reasoned with when unleashed in an area.

Knight of Roses
24th September 2004, 07:26 PM
As for movement, the proper form is to list each mode of movement the creature has starting with ground movement and then adding the others, but for this, the shorthand should do.

Improved Initiative you gave them, yes, but as a bonus feat it would not count against their allotment of feats by HD.

Obviously, we understand Lawful/Chaotic in very different ways. To me, Lawful means they are following a code of laws (in this case, to protect space/time/fresh fruits) and are willing to do what is needed, like kill spell-casters, to do that.

Smilin_Bandit
12th October 2007, 05:46 PM
You've labeled these creatures as guardians of the laws of space, force, and time. These are some pretty organized things you have here. There is no chaos in any of these. They function exactly as they are meant to function. Planets orbit suns, laws of gravity keep these massive balls of rock or gas on a steady trajectory. Force of any kind is maintained by the laws that govern whatever energy created it, and time is infinite and one of the most lawful aspects of nature that there is.

With all of this in mind, I wonder if a demon or devil should have any control over it. Perhaps a devil that is lawful, but not a demon. Demons, or Tanari are very much chaotic and would chafe against the constant guardianship of these things.

I personally think that these guardians should be from Mechanus and could be entities similar to the lords of the Modrons. I actually thought that the best entities for this particular job would be the heralds of the lawful divinities of Mechanus. Creatures that are almost gods themselves, but answer to the gods, much like Solar Devas.

My suggestion is that the Demon concept should be thrown out and Mechanus construct or divine herald should replace it.