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#bonus space racism for being non humanoid
catyuy · 1 year
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I've seen "Time Travel to the Prequels" Luke, Leia, R2 and even Han but I've never seen it with Chewbacca.
Chewie wakes up in the past at the beginning of the Clone Wars. He warns Tarfull of what he knows is coming. He then tells Malla, his wife, that he's going to rescue some cubs. Then he goes to Corellia and kidnaps Han and Qi'ra.
He eventually gets to the Jedi Temple where he talks to/berates Yoda. When he meets Anakin he makes it his mission to befriend him as this young man needs more hugs in his life. This leads to him adopting their entire Jedi Line into his family. He makes Obi Wan, Anakin and Ashoka spend time as a family, relaxing, talking and grooming each other. He and Han join them on occasion.
(Not sure if Qi'ra joins him, if he left her on Kashyyyk with his wife, sent her with Shaak Ti to Kamino or convinced Padme to bring her to Naboo.)
He's not worried about Lando at this time. He'll find him when Han is older and the twins are safely born.
He knows he can't just rip off the Supreme Chancellor's arms but he does makes various contingency plans with R2. He does what he can while he makes sure his family and future family's parents are safe.
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thecreaturecodex · 4 years
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Great Old One, Chaugnar Faugn
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Image © deviantArt user fed0t, accessed at his gallery here
[Commissioned by @monstersdownthepath​. Chaugnar Faugn is a canonical Great Old One in Pathfinder from the Cthulhu Mythos, specifically the novella “The Horror From the Hills” by Frank Belknap Long. Although I’ve been familiar with good ol’ CF since I got a copy of Call of Cthulhu d20 for Christmas one year, I only just now read “The Horror From The Hills” in order to write this entry. I can see why the story hasn’t been reprinted a ton; it’s basically just “The Call of Cthulhu” with more action and more racism. Yes, more racism than Lovecraft. Let that sink in. Also, I think it’s hilarious how many times Long has his characters describe Chaugnar Faugn as unlike any other mythological entity, and completely unimaginable by mere human minds, when he’s clearly Eldritch Vampire Ganesha.]
Great Old One, Chaugnar Faugn CR 26 CE Aberration This creature is vaguely like a parody of an elephant-headed humanoid, but the resemblances to both elephants and humanoids are only superficial. Tentacles held together with webbing mirror ears, and its twin tusks are translucent and interwoven. Its trunk is impossibly long and ends in a lamprey-like maw.
Chaugnar Faugn, the Horror From the Hills, the Feeder CE male Great Old One of blood, patience and remote landscapes Domains Chaos, Death, Evil, War Subdomains Blood, Entropy, Murder, Tactics Favored Weapon Light pick Unholy Symbol An elephant’s head with a bloody trunk Worshipers evil elves, murderers, nosferatu, those seeking revenge Minions faceless stalkers, morlocks, hill giants
Chagnaur Faugn, the Feeder, was old when the planets were young. He is a being formed from the initial creation of matter in the universe, and has traveled the cosmos in search of blood to drink and death to deal. He is perhaps the first parasite, and is truly one of the greatest. His body and senses stretch into both the Ethereal and Shadow Planes, and he will prey on their denizens as readily as any Material creature. Chaugnar Faugn is capable of flying between worlds, but does so only on rare occasions. He has witnessed the birth and death of at least one biosphere in its totality, and wishes to compare that to other arcs of planetary development.
Chaugnar Faugn prefers swift and precise attacks to destructive rampages, despite his bulk and strength. He spends most of his life in the shape of a stone statue, animating only to drink blood or punish followers who betray his faith. If forced to actually fight, the Feeder tramples enemies, then uses his crystalline tusks (which swivel independently) and mighty claws to finish off opponents. He is gifted in magic, and often transforms his allies into monstrous beasts to fight on his behalf, or simply stops an enemy’s heart with power word: kill.
Chaugnar Faugn’s current appellation, The Horror from the Hills, stems from his preference for remote country. He seeks out dispossessed and marginalized groups and bullies his way into a place of honor in their pantheon, demanding blood sacrifice and murdering them if they do not comply. To mark his chosen, he inflicts a terrible curse on them, granting them animalistic features. The trunk and ears of an elephant are a favorite, as they resemble his own form. Chaugnar Faugn teaches patience, for he has lived for literal eons, and savors the suspense of a revenge drawn out. His worship is popular with long lived and endangered species, such as the nosferatu, and he teaches that if they cannot make more of themselves, they should at least be remembered for the terror they inflict.
Chaugnar Faugn   CR 26 XP 2,457,600 CE Large aberration (great old one) Init +18; Senses darkvision 60 ft., hyperdimensional sight, Perception +38, scent, true seeing Aura cloak of chaos (DC 26), unspeakable (300 ft., Will DC 33) Defense AC 43, touch 31, flat-footed 42 (-1 size, +8 Dex, +12 natural, +10 insight, +4 deflection) hp 615 (30d8+480); fast healing 10 Fort +25, Ref +24, Will +31 Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, fire, mind-affecting effects, paralysis, and petrifaction; SR 37 Defensive Abilities hyperdimensional body, immortality, improved uncanny dodge Offense Speed 80 ft., swim 80 ft. Melee 2 gores +36 (2d8+15/19-20), 2 claws +36 (2d6+15), bite +36 (1d6+15 plus chew magic plus grab) Space 10 ft.; Reach 10 ft. (15 ft. with bite) Special Attacks blood drain (2d4 Con), curse of Chaugnar Faugn, demanding dreams, insanity (DC 33), mythic (10/day, 1d12), subtle magic, trample (Ref DC 40, 4d6+22) Spell-like Abilities CL 26th, concentration +34 Constant—cloak of chaos (self only, DC 26), true seeing At will—darkness M, gaseous form M, greater command (DC 23), nightmare (DC 23), stone shape M, telekinesis (DC 23) M 3/day—greater dispel magic, horrid wilting (DC 26), quickened mass inflict pain (DC 24), polymorph any object (DC 26), empowered vampiric touch M 1/day—etherealness, shadow walk, power word: kill M, power word: stun M M = Chaugnar Faugn can use the mythic version of this SLA Statistics Str 40, Dex 27, Con 42, Int 26, Wis 30, Cha 27 Base Atk +22; CMB +38 (+40 bull rush, +42 sunder), CMD 60 (62 vs. bull rush, sunder) Feats Acrobatic Steps, Awesome Blow, Combat Reflexes, Critical Focus, Empower SLA (vampiric touch), Greater Sunder, Improved Bull Rush,  Improved Critical (gore), Improved Sunder, Lightning Reflexes, Nimble Moves, Power Attack, Quicken SLA (mass inflict pain), Staggering Critical, Stunning Critical Skills Bluff +33, Climb +36, Intimidate +38, Knowledge (arcana, dungeoneering, geography, nature, religion, planes) +33, Knowledge (history) +36, Perception +38, Sense Motive +35, Spellcraft +36, Stealth +36, Swim +43 Languages Aklo, Aquan, Terran, Undercommon, telepathy 300 ft. SQ no breath, otherworldly insight, starflight, statue form Ecology Environment any Organization unique Treasure double standard Special Abilities Chew Magic (Su) A creature or object bitten by Chaugnar Faugn is subject to a targeted greater dispel magic effect (CL 26th). This effect first affects spells that protect against being grappled, such as freedom of movement, before any other spells. Curse of Chaugnar Faugn (Su) As a standard action, Chaugnar Faugn can cast its curse upon a creature within 120 feet. A creature targeted must succeed a DC 33 Will save to suffer a -6 penalty to an ability score of Chaugnar Faugn’s choice. A creature cursed in this manner has their facial features altered to resemble those of an animal. A creature that succeeds on this save is immune to the Curse of Chaugnar Faugn for the next 24 hours. Chagnaur Faugn can use this ability as a swift action against a creature it is grappling. This is a curse effect, and the save DC is Charisma based. Demanding Dreams (Su) When Chaugnar Faugn targets a creature with its nightmare spell-like ability, regardless of whether it passes or fails the save, the creature must succeed a DC 33 Will save or be affected as per a demand spell. A creature that passes its save against the damage from the nightmare gains a +5 bonus on this saving throw. This is a mind-influencing compulsion effect, and the save DC is Charisma based. Hyperdimensional Body (Su) Chaugnar Faugn exists in multiple dimensions at once, granting it abilities similar to those of an incorporeal creature. It is immune to damage from non-magical weapons, and takes half damage from all corporeal sources except for force effects and ghost touch weapons. It can move through solid objects as if they were difficult terrain, except that it cannot end its movement in an object. This ability does not function if Chaugnar Faugn is subject to a dimensional anchor or similar effect. Hyperdimensional Sight (Su) Chaugnar Faugn can see into the Ethereal Plane and Shadow Plane at a distance of 60 feet. It can attack creatures on either of these planes normally, although such creatures are treated as having cover against his attacks. Immortality (Ex) If Chaugnar Faugn is slain, he dissolves into a noxious sludge, and incarnates in his statue form on a distant planet over the course of 100 years. He must remain in his statue form for an additional 1011 years before he can return to animation, but can still use his subtle magic in this forced hibernation. Starflight (Su) Chagnaur Faugn can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM's discretion)—provided it knows the way to its destination. Statue Form (Su) As a standard action, Chaugnar Faugn can assume the form of a statue of Medium, Large or Huge size. He can use his senses normally in this form and communicate using telepathy, but can take no actions except for his subtle magic. He may resume his animate form as a move action. Subtle Magic (Su) Chaugnar Faugn does not detect as magical when in statue form. In addition, he can spend a use of mythic power to use one of its spell-like abilities or the Curse of Chaugnar Faugn while in statue form. If he does so, he cannot deliver a touch attack unless the creature is touching it. When it uses this ability, creatures that witness the spell must succeed an opposed Spellcraft check against Chaugnar Faugn to determine that he is the source of the spell-like ability. Unspeakable Presence (Su) Creatures that succumb to Chaugnar Faugn’s unspeakable presence find themselves literally falling apart. A creature that fails a DC 33 Will save gains vulnerability to bludgeoning, slashing or piercing damage (determined randomly) for as long as it remains in the area of effect. The save DC is Charisma based.
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nerdythebard · 3 years
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#3: Ah Muzen Cab, God of Bees
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Hello again, gods and goddesses!
This time, we focus on a very unusual figure. I'll be(e) honest, I had no idea there was a separate function as the God of Bees, but apparently, several ancient religions do have somebody for that specific task. Plus, there is surprisingly very little information on Ah Muzen Cab, who holds that position in the Maya pantheon, but when you think about it, it actually makes sense: honey was believed to have medicinal properties, it has an almost infinite shelf life, and is used as the main ingredient for mead... no wonder people would think of bees as divine creatures and honey as a sacred food. Sure, why not. Let's see what all the buzz is about!
Next time: When there's no more room in hell...
Now, let's set up some goals for this build. What do we need to make Ah Muzen Cab sting:
Bees: Goes without saying, what's a god without his minions? We gotta get those lil' buzzers somehow;
High Movement Speed: Pretty obvious, you're a bee god, you gotta zoom around;
High Attack Speed: Your sting stings and many stings sting even better. Let's make sure we can get a few extra hits on our turn;
Honey: Bees are cute and their puke is delicious. We have to include it somehow.
When it comes to Ah Muzen Cab's race, there were several options. I could've made him a Simic Hybrid for the nice carapace feature; or maybe a Gith, to reference his mysterious origins; at some point, I believe I even considered a winged Tiefling... but luckily, Wizards of the Coast came to my rescue with their latest Unearthed Arcana 2021: Folk of the Feywild.
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Ah Muzen Cab is a Fairy. He's not the largest of gods in SMITE, so making him a size Small shouldn't be an issue. Fairies get a ground speed AND flying speed of 30 feet each, and a +2 and +1 to two stats of your choice; let's go with +2 Wisdom and +1 Dexterity. Instead of humanoid, we're now considered Fey creature type, and we have innate, unlimited flight ability (with hovering). We know Common language and one more of our choice (I suggest Sylvan) and we get the Fairy Magic feature, which gives us two spells from the start: Druidcraft, a cantrip that lets us interact with nature in one way or another (by for example opening flower pods, making them bloom, creating harmless sensory effects, etc.), and Faerie Fire, which marks everything in a 20-foot cube range with a bright aura, essentially preventing invisibility if a creature fails the saving throw (it's normally Dexterity, but we can pick Wisdom here, and so we shall). Another curious ability is Fey Passage, which allows us to squeeze through an opening even 1 inch wide.
For Ah Muzen Cab's background, to reflect his solitude and mystery around his very being, we're gonna pick the Hermit. We get proficiency in Medicine and Religion skills, proficiency in Herbalism Kit and we get to learn one language of our choice. We're now prepared to gather pollen and make our own honey. We also get the Discovery feature, which means we possess a particularly important piece of information. It honestly can be anything, from a crucial part of the campaign's plot to something more personal (for example 1001 recipes involving honey).
ABILITY SCORES
For the quick and nimble Ah Muzen Cab, Dexterity will be our first stat. We will be a caster in some degree, and our casting ability is going to be Wisdom. Follow that up with Constitution, for some Hit Points, then Strength and Charisma, and finally we'll dump Intelligence.
CLASS
We have yet another no-multiclass build. Ah Muzen Cab is going to be(e) nature-themed, quick, and ready to deal a plethora of ranged damage. He's a Ranger (Revised) start-to-finish.
As a Ranger, our Hit Dice is a d10. We start with Hit Points of 10 + our CON modifier, proficiency with light armour, medium armour and shields, as well as simple weapons and martial weapons. For Ah Muzen Cab, I think we should go with studded leather armour and a hand crossbow to mimic his carapace and stinger. We don't get proficiencies with any tools, and our saving throws are Strength and Dexterity. We get to choose three class skills, I'd say Animal Handling, Perception, and Survival fit Ah Muzen Cab's personality best.
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Level 1: We start this build by choosing our Favoured Enemy. That's right, using the power of fantasy racism we can select a type of creature we are most effective against. We have an option of being the natural enemy of beasts, fey, humanoids, monstrosities, or undead. I'd say to choose either humanoids or fey, but this is to be adjusted to the campaign played. What's important is that we gain +2 damage against the chosen enemy type, we have an advantage on Survival checks related to tracking an enemy of said type, and Intelligence checks to recall any information about that type. We also get another language of our choice.
Another 1st-level feature we get is called Natural Explorer. As a master of the wilderness, we receive various benefits:
We can ignore any difficult terrain;
We have an advantage on initiative rolls;
On our first turn of combat, we have an advantage against enemies that hadn't acted yet.
Additionally, we grant the following benefits if we travel for an hour or more:
Difficult terrain doesn't slow our group's travel;
The group cannot be lost (unless by magic);
Even if we're engaged in some activity while travelling (foraging, tracking, etc.), we cannot be surprised by enemies;
If we're travelling alone, we can move stealthily at a regular pace;
We find twice as much food while foraging;
While tracking creatures, we learn their exact size, numbers, and how long ago they were at our current location.
Level 2: At this level, we get to learn some spells. Although we don't get any cantrips, nor can we cast ritual spells, there are a few tricks that will enhance our build. Wisdom is our spellcasting ability and we begin with two 1st-level spell slots and we learn two 1st-level spells: Alarm lets us put a 20-foot cube under magical surveillance for 8 hours. If any undesignated creature enters the cube, we are notified of the intrusion. We can flavour this spell by creating a small hive with bees buzzing around the perimeter. Hunter's Mark puts a target on one enemy for 1 hour (or until our concentration is broken); until the spell ends, the marked enemy receives extra 1d6 damage and we get an advantage on any Perception or Survival checks we roll in order to find it. If the enemy dies while marked, we can spend a bonus action to mark another creature.
At this level, we also get to pick our Fighting Style and Close Quarters Shooter lets us eliminate the disadvantage while shooting at a target that's within our melee range. We also ignore half-covers and three-quarters covers within 30 feet, and we get +1 to our ranged attack rolls.
Level 3: Our bond with nature deepens at this level. We get the Primeval Awareness feature; we can establish some basic-level communication with a non-hostile beast - we can learn of its emotional state, or if it's under any magical influence. Additionally, we can spend a minute of concentration to detect our Favoured Enemy within 5 miles of our current position.
This is also the level at which we pick our subclass and the Swarmkeeper Conclave finally lets us get our bees!
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Our Gathered Swarm is a buzzing bundle of bees, which stays with us until we die. On each of our turns in combat, the Swarm can assist us in various ways. After we successfully hit the enemy:
The enemy receives additional 1d6 piercing damage;
The enemy has to succeed on a Strength saving throw, or be moved by our Swarm up to 15 feet horizontally in any direction;
We can be moved by our Swarm up to 5 feet horizontally in any direction.
We also gain access to Swarmkeeper's Magic feature, which grants us extra spells when reaching specific levels. At the 3rd level, we'd get Faerie Fire but we already know it because of our racial features. So we either forget about it or ask our DM if we could replace it with an extra 1st-level Ranger spell.
We also get another spell: Ensnaring Strike is applied to our ranged attack. On a successful hit, the enemy has to make a Strength saving throw or be restrained up to 1 minute (or until the concentration is broken) by magical thorny vines sprouting from the ground... or perhaps a puddle of extra-sticky honey? While restrained by the spell, suffers 1d6 piercing damage at the beginning of their turn (perhaps some bees hide within the honey and sting them).
Level 4: We get our first Ability Score Improvement! Let's raise our Constitution by 2 points, to get some more Hit Points later on. Survivability is important for the quick and nimble ones.
Level 5: At this level, we get our first subclass upgrade and it's... Extra Attack. We can now attack twice instead of once during a single action. It helps with our target goals, so it's good.
We also gain access to 2nd-level spell slots. Animal Messenger lets you select a critter and charm it to act as your courier for the next 24 hours. You speak a short message (up to 25 words) and describe a target and the creature does its best to deliver your words. I don't need to tell you what kind of creature to use, right?
Your Swarmkeeper's Magic feature also gives you an extra spell: Web fills a 20-foot cube space with sticky webbing. Creatures caught in the web must succeed on a Dexterity saving throw or be restrained. Once again, we flavour web as honey and we're good to go.
Level 6: Our power of Fantasy Racism grows even stronger with Greater Favoured Enemy. We can pick another type of creatures to gain advantages against. This time, we get to choose from aberrations, celestials, constructs, dragons, elementals, fiends, or giants. We once again learn another language, and our bonus damage against both types of Favoured Enemies changes to a +4. Once again, choose whatever suits the campaign best.
Level 7: Time for another subclass upgrade. Writhing Tide lets our Swarm form a pair of wings around us, giving us flying speed of 10 feet for 1 minute. This ability seems a bit pointless, since we have a much better one from our racial background, so I would consider asking the DM if we can apply this for our party members and give them some slow flight instead.
For this level's spell, I think we should get Healing Spirit - we call upon a nature spirit (gee, I wonder what form it would take) to reside in a 5-foot space. If we or our allies movie into that space, or start our turn there, we get 1d6 points of healing. The spirit can heal only 1 + [our spellcasting modifier] number of times and disappears after the final healing. As a bonus action, we can move the spirit up to 30 feet to a space we can see.
Level 8: Another ASI! Let's put one point in Constitution and one in Wisdom.
At this level we also get Fleet of Foot, which lets us use the Dash action as a bonus action.
Level 9: We get access to 3rd-level spells: Conjure Barrage lets us magically multiply a projectile we shot. Each creature in a 60-foot cone must make a Dexterity saving throw or take 3d8 points of damage (half on a successful save), the type of which is the same as the projectile used.
We get another spell from our Swarmkeeper's Magic feature: Gaseous Form transforms us or whoever we touch into a cloud of smoke (or perhaps pollen). While in cloud form:
We have flying speed of 10 feet;
We can occupy another creature's space;
We have advantage on non-magical damage;
We have advantage on Strength, Dexterity, and Constitution saving throws;
We can slip through cracks and narrow openings;
If we're stunned or incapacitated mid-air, we don't fall.
While in this form, we cannot speak, use items, attack, or cast spells.
Level 10: At the midway point we get Hide in Plain Sight, which helps us hide so well we reach Drax levels of invisibility
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When we choose to Hide, we can decide to not use any movement on our turn. If we do so, any creature that attempts to detect us receives a -10 to their Perception check until the end of our next turn. As long as we do not move, we can use this feature indefinitely.
Level 11: Another subclass feature! The Mighty Swarm feature gives us more bees than before. The damage dealt by our Swarm increases from d6 to d8; if a target fails their saving throw against being moved by our Swarm, they are also knocked prone; when we are moved by our Swarm, we get the benefit of half-cover until the start of our next turn.
We also get another 3rd-level spell: Protection from Energy gives us, or any creature we touch, resistance to one damage type of choice - acid, cold, fire, lightning, or thunder - for up to 1 hour (or until our concentration is broken).
Level 12: Time for another ASI! Let's raise our Dexterity by two points.
Level 13: We don't get new class features, but we do unlock 4th-level spells; Grasping Vine creates a wiggly plant tendril in a point within 30 feet from you, which can be directed to lash at a target within 30 feet from it. The target has to make a Dexterity saving throw or be pulled 20 feet towards the vine.
We also get another Swarmkeeper spell: Arcane Eye creates an invisible magical beacon that we can use to scout our surroundings for up to 1 hour (or until our concentration is broken). As an action we can move the Eye up to 30 feet without any distance limit; although it cannot enter other planes of existence, or pass through solid barriers, it can enter through an opening even 1 inch wide.
Level 14: We get to put a little extra sneaky to our build with Vanish. This allows us to take the Hide action as a bonus action (which pairs really well with our Hide in Plain Sight).
Level 15: For our final subclass upgrade, we get Swarming Dispersal. When we take damage, we can use a reaction to transform our body into a swarm of bees for the best representation of Naruto's Substitution Jutsu.
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We gain resistance to the damage dealt to us and we teleport into an unoccupied space within 30 feet of where we started. We can use this ability the number of times equal to our proficiency bonus and we regain all uses when finishing a long rest.
We get to pick another 4th-level spell: we use Locate Creature to name a creature familiar to us and learn their location as long as they're within 1.000 feet from us. If the creature is moving, we will detect that as long as they don't live that range.
Level 16: We get another ASI! Let's cap our Dexterity with those two extra points.
Level 17: Here we unlock our spellcasting limit - 5th-level spells: Swift Quiver is a bonus action spell that turns our ammo supply into the infinite quiver of Legolas. For 1 minute (or until concentration is broken) on each of our turns, we can take a bonus action to make two additional attacks with ammo from our quiver. Combined with our Extra Attack, this lets us attack one target four times during our turn for 1d6+5 piercing damage.
Level 18: We get a feature called Feral Senses, which helps when fighting invisible enemies; when we attack something we cannot see we no longer get disadvantage on attack rolls. We are also aware of any invisible creatures within 30 feet of us, provided we're not blinded or deafened and the creature isn't using its Hide action.
Level 19: Final ASI of the build. Let's round-up our Wisdom into 18, and with one point to spare we can't do much so allocate it wherever.
We also learn our final spell for the build: Steel Wind Strike lets us do a flourish with our melee weapon, and turn it into an invisible blade of slashiness. Up to five creatures within 30 feet of us have to make a Dexterity saving throw or take 6d10 force damage. Additionally, we can choose to teleport within 5 feet of one of the targets that we hit or miss.
Level 20: For our capstone we get Foe Slayer: once on each of our turns, we can add our Wisdom modifier to the attack roll or the damage roll of an attack we make.
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Now, let's see what came out from this build for Ah Muzen Cab.
I think we've reached all of our goals. We got our bees, we've got honey-flavour in some abilities, we get extra Movement Speed with Dash as a bonus action... we even get a good Attack Speed with Extra Attack and Swift Quiver.
Our Spell Save DC is 18, AC is 17 if paired with the studded leather armour, and we've on average 164 Hit Points.
Unfortunately, our Intelligence and Charisma scores are pretty low so any checks and saving throws involving those might give us trouble. We are also pretty much range-oriented, with just +1 in Strength.
But that's it! Hopefully you guys enjoyed this ride, and I'll see you for the next one!
Nerdy out!
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