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This creature is published according to the Open Gaming License. Click HERE to see a copy of the license for this creature (Section 15 includes authors copyright). All content is Open Gaming Content except where expressly marked as Product Identity by the author.

Lucario

A blue, 4½ Ft. Tall Creature with fox or wolf like features sits, Meditating in front of you.


Medium Monstrous humanoid (Lawful,native)

Hit Dice: 10d8+30 (75hp)

Initiative: +3

Speed: 40Ft.

AC: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11

Attacks: Claw[Primary] OR bite[secondary]
Full Attack:2 claws & a bite

Damage: Claw (2d6+12 melee), bite(1D6+12 melee)

Face: 5ft.

Special Attacks: Psionics,

Special Qualities: Damage Reduction 10/magic,scent,

Saves: Fort:+6 Will:+10 Ref:+10

Abilities: Str:14 Dex:16 Con:16 Int:25 Wis:17 Chr:10

Skills: Appraise +20, Concentration +18, Hide +16, Jump +15, Knowledge(psionics) +37, Listen +24, Psicraft +30, Sleight of Hand +13, Spot +24, Survival +15

Feats: Psionic Affinity,Improved Multiattack,



Climate: Any (No extreme tempratures).

Orgranisation: Solitary, Party ,1

CR: 7

Treasure: none*

Alignment: Alway lawful-neutral*,1

Advancement: By character class

 

----------------------------------------------------------------------psionics powers
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Energy Ball
Psychokinesis [see text]
Level: Kineticist 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 7

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the chosen type that deals 7d6 points of damage to every creature or object within the area. The explosion creates almost no pressure.

Cold
A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save.

Electricity
Manifesting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire
A ball of this energy type deals +1 point of damage per die.

Sonic
A ball of this energy type deals -1 point of damage per die and ignores an object’s hardness.

This power’s subtype is the same as the type of energy you manifest.

Augment
For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.
------------------------------------------I
Major Creation, Psionic
Metacreativity (Creation)
Level: Psion/wilder 5
Manifesting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Duration: See spell text
Power Points: 9

As the major creation spell, except as noted here.
-------------------------------------------------I
True Creation
Metacreativity (Creation)
Level: Shaper 9
Duration: Instantaneous
Power Points: 17, XP

As psionic major creation, except items created are enduring and cannot be negated by dispelling magic or negating powers. For all intents and purposes, these items are completely real.

XP Cost
1/5 of the item’s gold piece value, or a minimum of 1 XP.
------------------------------------------------------I
Psychometabolism (Healing)
Display: Auditory and material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 8

You take control of your body’s healing process, curing yourself of 1d12 points of damage. As usual, when regular damage is healed, an equal amount of nonlethal damage is also healed.

Augment
For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.

----------------------------------------------------------------------
Feats
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Psionic Affinity [General]
You have a knack for psionic endeavors.

Benefit
You get a +2 bonus on all Psicraft checks and Use Psionic Device checks.
------------------------------------------I
Improved Multiattack [General]

Benefit
The creature’s secondary attacks with natural weapons have no penalty. They still add only one-half the creature’s Strength bonus, if any, to damage dealt.
-------------------------------------------I
Ability Focus [General]
Choose one of the creature’s special attacks.

Benefit
Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
------------------------------I
Improved Natural Attack [General]

Benefit
Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
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*only with adventurers


Author: Jakk Fett

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