Monday, September 25, 2017

Gumwall Ooze

If you're from the Seattle area, you might know where the inspiration from this monster came from.
If not, the Gumwall in Seattle is a very interesting, disgusting thing.When they announced it was to be cleaned, I could only imagine it roaring to life in protest to become one of my favorite monster types: an ooze!

Without further ado...

Gumwall Ooze -- CR 6

XP 2,400
N Large ooze
Init +5; Senses blindsight 60 ft.; Perception -5
Aura stench (30 ft, DC 19, 5 rounds)

AC 18, touch 14, flat-footed 13 (+5 Dex, +4 natural, -1 size)
hp 76 (8d8+40)
Fort +7; Ref +7; Will -3
DR 5/slashing; Immune ooze traits

Speed 30 ft., climb 30 ft.
Melee 2 slams +10 (2d6+5 plus disease)

Str 20, Dex 20, Con 21, Int -, Wis 1, Cha 1
Base Atk +6; CMB +15 (-); CMD 30 (cannot be tripped)
Skills Climb +13 Racial Modifiers +8 Climb
SQ stench, sticky, ooze traits

Disease (Ex)

Slimy Doom (Ex) Bite — injury; Save Fort DC 19, Onset 1 day, Frequency 1/day, Effect 1d4 Con damage, target must make second save or the damage is drain instead; Cure 2 consecutive saves.

Sticky (Ex)

Any opponent within 5 feet of the gumwall ooze who successfully hits it with a melee attack automatically receives a ropey tendril of chewed gum affixed to him. Those affected by the gum tendrils cannot move more than 5 feet away from the gumwall ooze and take a –2 penalty to AC as long as they are stuck. The gumwall ooze tendril can be removed by making an opposed Strength check as a standard action or by dealing 8 points of slashing damage to the tendril (AC 13, damage does not deplete the gumwall ooze’s actual hit points, nor incur a new tendril). The gumwall ooze cannot move more than 5 feet away from the target, but can release its tendril as a free action. There is no limit to the number of tendrils that a gumwall ooze can produce, but only one tendril can affect each individual target at a time. A gumwall ooze has a +4 bonus to attacks on opponents that have its tendrils affixed to them.

The Gumwall Ooze is a unique creature consisting of discarded chewing gum from the many thousands of residents and visitors to a large seaside town. After locals began raising concerns about the health and safety of such an object - many calling it a monstrosity - the city decided to do away with it. Unfortunately, imbued with a small fraction of each person who contributed, it has gained sentience and waits for it’s chance to strike back at the populace...

Tuesday, September 19, 2017

There Can Be Only Some

Something I'm really interested in are Pathfinder's Mythic rules. These appeared a few years ago as a few standalone books, as well as the campaign Wrath of the Righteous. It's a very dramatic subsystem within Pathfinder to add incredibly powerful abilities to a PCs, and accordingly, monsters. If you have not seen them, I suggest checking them out. This also plays into my own changes to the Mythic rules you can find here.

Inspired by things such as Highlander and the general trope of "There can only be one" kind of thing, I've been working on some homebrew rules as a way to change the flow of Mythic power around. The idea is for the more amoral of PCs to pick this up as a quick path to power, or for villain NPCs to use to harass the PCs. 
Corrupted Tier (Ex)
You gain all the regular benefits of a Mythic tier, except as follows: Instead of gaining two mythic power you gain one corrupted mythic power. Corrupted mythic power can be used just like regular mythic power, but if used to surge, you may only add 1d6, regardless of your actual tier. Each corrupted tier only counts for 1/2 of a tier for the purposes of determining the potency of your mythic abilities (minimum 1). When you use the Consume Legend power, do not count corrupted tiers as a penalty to your contested mythic check.

Consume Legend (Ex)
As a full round action, a creature can make an attack against another mythic creature. If it hits, and deals damage, both creatures must make a contested mythic check. The attacking creature takes a -2 penalty per tier on this check. Creatures can spend any amount of Mythic points to surge this roll. If the attacking creature succeeds, they steal 1d4 trials. If the defending creature succeeds, no trials are lost. If the defending creature succeeds by 10 or more, they steal 1d4 trials from the attacker. These trials can result in the loss and gain of mythic tiers, but cannot reduce their trials below 1.

If you have thoughts on how these mechanics can be better, tell me on Twitter @raathcatarn. If you're a Pathfinder GM, come hang out in the Order of Gamemasters and discuss with myself and others there!