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Cie'th
#1
[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]When a fal'Cie takes a mortal to be one of its l'Cie servants, that person is given a Focus to be completed. Should the l'Cie fail to fulfill this Focus before his or her brand advances to its final stage, that l'Cie becomes a Cie'th.[/font][/color]

[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Mired in eternal sorrow and regret, and robbed of all free will, Cie'th are damned to wander the world unliving and undying, until their corrupted flesh at last can move no more. For Cie'th, there is no salvation.[/font][/color]

[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]The Cie'th are the non-sentient remains of a former l'Cie. They move on instinct and are hostile toward living beings, including their former friends, which makes them widely feared as they can wield magic. This is specially true to the Undying, a group of Cie'th whose hatred towards their former fal'Cie masters has made them all the more dangerous.[/font][/color]

[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Only when they turn into Cie'th Stones do the Cie'th show some of their former humanity, mostly their regret of failing their Focus and asking somebody to complete it in their stead so they can rest in peace.[/font][/color]

[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]When chosen by the fal'Cie, a l'Cie is marked with an incomplete brand, a tattoo-like inscription. The brand completes over time, working as a timer for the l'Cie to complete their Focus, a mission dictated by the fal'Cie that branded them. Should the l'Cie fail, or the time runs out, the l'Cie loses their humanity and crystals cover and twist their body. Their heart is sealed in endless despair, a fate more torturous than death.[/font][/color]

[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]It is said the rate at which a l'Cie becomes a Cie'th depends on their psychological state: the more panicked and distressed, the faster they will turn. As time runs out the l'Cie brand sprouts arrows and eventually an eye, and when the eye is fully opened, the l'Cie is transformed. It appears that some l'Cie can partially transform into Cie'th willingly, taking on Cie'th-like qualities and sometimes keeping their minds. This mode of transformation can be reversed with help from an outside agency. Fal'Cie can transform humans instantaneously into Cie'th by branding them without assigning them a Focus.[/font][/color]

[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]It is possible for Cie'th to still complete their Focus. Over the course of years, the energy of a Cie'th may dry out, and they turn into a crystalline tombstone, unable to move about but gaining the ability to communicate and ask others to complete their Focus for them. These Cie'th Stones are found in abundance throughout Gran Pulse.[/font][/color]

[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Most, but not all, Cie'th carry within their glowing cores a pool of liquid in which floats a single crystalline teardrop. There is substantial magical power within, and they can be used in a few different ways. One is to consume them, typically through swallowing it; doing so is harmless, and restores a number of MP equal to half of the HD of the Cie'th it was taken from. If the character who consumes it has a pool of energy of some sort, such as an arcane pool or ki pool, then they can instead restore 1 point to the pool for every five HD the Cie'th had. Alternately, the magic inside of them can be used for crafting magic items. For every five HD's worth of Cie'th tears used in the item's construction, you may either reduce the DC of the Spellcraft check to craft the item by 2, or you may reduce the cost of construction by 5%. Up to 25 HD of Cie'th tears may be used in crafting any single item.[/font][/color]

[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]The Undying[/font][/color]

[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]The Undying are fearsome Cie'th who, cursing their former fal'Cie masters for forsaking them at the end of their forced servitude, refuse to surrender their connection to this world.[/font][/color]

[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Whereas normal Cie'th eventually cease their wanderings and turn to stone, the Undying rage on, fueled by a jealous hatred of all living things. Retaining the defiant strength of will they knew in life, they act on instinct, doling out death and destruction to all that dare cross their path.[/font][/color]

[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]The Undying consist of:[/font][/color]
[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Attacus the Soulless[/font][/color]
[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Bituitus the Pillager[/font][/color]
[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Geiseric the Profane[/font][/color]
[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Gorgyra the Self-Abhorrent[/font][/color]
[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Mithridates the Lone[/font][/color]
[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Raspatil the Consuming[/font][/color]
[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Syphax, the Insidious[/font][/color]
[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Vercingetorix the Doomherald[/font][/color]
[color=#fafafa][font=Helvetica, Verdana, Tahoma, Arial, sans-serif]Zenobia the Butcher[/font][/color]
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#2
Cie'th are outsiders who live on the Material Plane.

Cie'th possess a particular suite of traits (unless otherwise noted in a creature's entry) as summarized here.
  • Immunity to mind-affecting effects.
  • Damage reduction 5/adamantine or crystal.
  • Spell resistance 15.
  • Unlike other native outsiders, Cie'th have no need to eat, drink, or breathe.
  • Unlike other outsiders, all Cie'th (save the Undying) are mortal in some sense, although they are still immune to aging effects.
  • Power of Hate: All Cie'th that have a caster level use their Wisdom score to determine the effects and DCs of their spells, their MP, and how high of a level they can cast, regardless of what spellcaster they are drawing spells or MP from.
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#3
Shambling Cie'th

Cie’th, Ghoul
Shambling towards you is a deceptively humanoid figure, at first appearing to be a man with long arms and legs, but the black crust of crystal and skin reveals its true nature.

Ghoul (CR 2)
XP 600
NE Medium outsider (Cie’th, native)
Init +5; Senses darkvision 60 ft.; Perception +7

DEFENSE
AC 16, touch 11, flat-footed 15 (+5 natural, +1 Dex)
hp 29 (3d10+12)
Fort +6 Ref +4 Will +1
DR 5/adamantine or crystal Immune mind-affecting; SR 15

OFFENSE
Speed 30 ft.
Melee slam +5 (1d4+2)

STATISTICS
Str 14, Dex 12, Con 16, Int 2, Wis 12 Cha 11
Base Atk +3; CMB +5; CMD 15
Feats Toughness, Improved Initiative
Skills Acrobatics +7, Perception +7
Languages Common (cannot speak)

ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), crowd (6-12), mob (13+)
Treasure Cie’th tear

Amongst the lowest of the low, ghouls are Cie’th whose abilities as l’Cie were given little time to develop before they eventually failed to complete their Focus. Though not the most wretched of their ilk, these are otherwise unremarkable Cie’th who hold few advantages aside from sheer numbers. Despite their name, these Cie’th- as well as many others- are not truly undead, though they are just as fearsome, if not even more so.

Ghouls are 7 feet tall and weigh about 350 pounds.


Cie’th, Ghast
A hulking humanoid creature approaches, covered in blue crystals. One arm, though far larger than the other, hangs at the creature’s side while it raises the other, moaning as its digits are coated in arcane fire.

Ghast (CR 5)
XP 1,600
NE Medium outsider (Cie’th, native)
Init +7; Senses darkvision 90 ft.; Perception +13

DEFENSE
AC 21, touch 13, flat-footed 18 (+8 natural, +3 Dex)
hp 81 (7d10+42)
mp 19
Fort +10 Ref +8 Will +5
DR 5/adamantine or crystal Immune mind-affecting; Resist fire 5; SR 16

OFFENSE
Speed 30 ft.
Melee slam +8 (1d8+8)
Spells Known (Red Mage CL 7th; concentration +10)
  • 1st (DC 14)- fire
  • 2nd (DC 15)- fire II 
  • 3rd (DC 16)- fire III
STATISTICS
Str 19, Dex 16, Con 21, Int 2, Wis 16 Cha 12
Base Atk +7; CMB +10; CMD 24
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above)
Skills Acrobatics +10, Perception +13, Stealth +9
Languages Common (cannot speak)
SQ great claw

SPECIAL ABILITIES

Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a ghast let them make slam attacks as a creature two size categories larger.

ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), crowd (6-12)
Treasure Cie’th tear

A step above some of the weaker Cie’th are ghasts, who were noteworthy spellcasters during their time as a l’Cie, and they retain some of that prowess in their status as a Cie’th. They make generous use of their magic, likely to kill their enemies through fire before getting close enough to attack with their claws, though they are unafraid to lay some strikes down when within range.

Ghasts are 7 ½ feet tall and weigh 1200 pounds.


Cie’th, Strigoi
Hunched over like a disproportionate ape, this creature, covered in gray and azure crystal, turns in your direction and gives a hollow and tinny braying noise before charging at you.

Strigoi (CR 8)
XP 4,800
NE Large outsider (Cie’th, native)
Init +7; Senses darkvision 90 ft.; Perception +17

DEFENSE
AC 24, touch 12, flat-footed 21 (+12 natural, +3 Dex, -1 size)
hp 155 (10d10+100)
Fort +15 Ref +10 Will +7
DR 10/adamantine or crystal Immune mind-affecting, death effects, daze, stun; Resist fire 5, ice 5, wind 5, earth 5, lightning 5, water 5; SR 19

OFFENSE
Speed 40 ft.
Melee 2 slams +13/+13 (2d6+13)
Space/Reach 10 ft./10 ft.
Special Attacks wail
Spell-Like Abilities (CL 10th; concentration +14)
  • At will- quickened ruin
STATISTICS
Str 24, Dex 16, Con 27, Int 2, Wis 18 Cha 14
Base Atk +10; CMB +19; CMD 30
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above), Ability Focus (wail)
Skills Acrobatics +10, Perception +17, Stealth +8
Languages Common (cannot speak)
SQ great claw, sharp claw

SPECIAL ABILITIES

Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a strigoi let them make slam attacks as a creature two size categories larger.

Sharp Claw (Ex): The points, edges, and grooves on a strigoi’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.

Wail (Su): A guttural cry echoes from the strigoi’s throat as a standard action, shattering the nerves of all who draw near. All enemies who are within a 30 ft. radius must make a Fortitude save (DC 21) or be stunned for 1d6 rounds and then staggered for 1d4 rounds afterward. Those who make the save are instead staggered for 1 round. A creature under the effects of this ability cannot be affected again by it until the effects of the first usage and one additional round have passed, even if they are under the effects from another creature’s use of the ability. Blue mages may learn this ability as a 5th-level spell (DC 25).

ECOLOGY
Environment any
Organization solitary, pair, gang (3-5)
Treasure Cie’th tear

Though all Cie’th are dangerous to some degree, strigoi are universally regarded as the first true threat amongst the shambling Cie’th to a party of experienced adventurers. If they aren’t close enough to affect enemies with their wail ability at the start of battle, they begin by hurling ruin spells at their targets until the gap is closed. When in melee, strigoi favor casting ruin as they attack, with no need to fear attacks of opportunity due to the ability being quickened, making liberal use of wailing to keep their victims from fighting back.

Strigoi are 8 ½ feet tall and weigh 2,100 pounds.


Cie’th, Taxim
The blue-black crystals layered over this Cie’th’s leathery skin seem to radiate cold hunger. With a wave of its hand, ice erupts from the earth around one enemy, and with another flick of the wrist, the flesh of a second enemy ruptures like a boiled sausage, blood spraying from the fresh wounds.

Taxim (CR 11)
XP 12,800
NE Large outsider (Cie’th, native)
Init +8; Senses darkvision 120 ft.; Perception +21

DEFENSE
AC 28, touch 13, flat-footed 24 (+15 natural, +4 Dex, -1 size)
hp  215 (13d10+143)
mp 81
Fort +18 Ref +12 Will +9
DR 10/adamantine and magic or crystal and magic Immune mind-affecting, bleed, curse, death effects, daze, stun; Resist fire 10, ice 15, wind 10, earth 10, lightning 10, water 10; SR 22

OFFENSE
Speed 40 ft.
Melee 2 slams +23/+23 (2d6+9)
Space/Reach 10 ft./10 ft.
Special Attacks wail
Spells Known (Black Mage/Necromancer CL 13th; concentration +18)
  • 1st (DC 16)- blizzard 
  • 2nd (DC 17)- blizzard II, elemental touch (ice only), wound
  • 3rd (DC 18)- blizzara, blizzard III 
STATISTICS
Str 28, Dex 18, Con 31, Int 2, Wis 20 Cha 15
Base Atk +13; CMB +25; CMD 36
Feats Toughness, Improved Initiative, Weapon Focus (slam), Ability Focus (wail), Improved Critical (slam), Critical Focus, Bleeding Critical
Skills Acrobatics +13, Perception +21, Stealth +12
Languages Common (cannot speak)
SQ great claw, sharp claw

SPECIAL ABILITIES

Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a taxim let them make slam attacks as a creature two size categories larger.

Sharp Claw (Ex): The points, edges, and grooves on a taxim’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.

Wail (Su): A guttural cry echoes from the taxim’s throat as a standard action, shattering the nerves of all who draw near. All enemies who are within a 30 ft. radius must make a Fortitude save (DC 22) or be stunned for 1d6 rounds and staggered for 1d4 rounds afterward. Those who make the save are instead staggered for 1 round. A creature under the effects of this ability cannot be affected again by it until the effects of the first usage and one more round have passed, even if they are under the effects from another creature’s use of the ability. Blue mages may learn this ability as a 5th-level spell (DC 25).

ECOLOGY
Environment any
Organization solitary, pair, gang (3-5)
Treasure Cie’th tear

Taxims, like ghasts, are Cie’th who were skilled in magic during their time as l’Cie. They have much greater power than their lessers, however, and hold even deeper malice, which they channel into their spells for a truly vicious assault. In melee, they prefer to focus on one enemy at a time, beating them to death with full attacks whenever possible.

Taxims are about 9 feet tall and weigh 2,800 pounds.


Cie’th, Vampire
The Cie’th marching towards you makes a loud, sad groan as it approaches. Its normally gray and green crystal plating is sticky, red and purple gore dripping from its huge pincer and running along the limb’s grooves.

Vampire (CR 13)
XP 25,600
NE Large outsider (Cie’th, native)
Init +9; Senses darkvision 120 ft.; Perception +25

DEFENSE
AC 31, touch 14, flat-footed 26 (+17 natural, +5 Dex, -1 size)
hp 269 (15d10+176)
mp 124
Fort +20 Ref +14 Will +11
B 10/adamantine and magic or crystal and magic Immune mind-affecting, bleed, curse, death effects, daze, stun, sickening, nauseating; Resist fire 10, ice 10, wind 10, earth 10, lightning 10, water 10; SR 24

OFFENSE
Speed 40 ft.
Melee pincer +27 (2d6+11 plus grab), slam +26 (2d6+11)
Space/Reach 10 ft./10 ft.
Special Attacks flail, grind, wail
Spells Known (Necromancer CL 15th; concentration +21)
  • 2nd (DC 18)- wound
  • 4th (DC 20)- woundra
  • 6th (DC 22)- woundga
STATISTICS
Str 32, Dex 20, Con 33, Int 2, Wis 22 Cha 17
Base Atk +15; CMB +28 (+30 when grappling); CMD 44 (46 vs. grapple)
Feats Toughness, Improved Initiative, Weapon Focus (pincer), Ability Focus (wail), Dirty Fighting, Improved Grapple, Greater Grapple, Body Shield
Skills Acrobatics +13, Perception +25, Stealth +14
Languages Common (cannot speak)
SQ great claw, sharp claw

SPECIAL ABILITIES

Flail (Ex): While an opponent is grappled by its pincer, a vampire can make a single slam attack upon one creature within reach. If the attack is successful, then both the target and the creature in the vampire’s pincers take the damage of the slam attack.

Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a vampire let them make slam attacks as a creature two size categories larger.

Grind (Ex): After a successful grapple with its pincer attack, a vampire deals 1d6 rending damage to the creature held. Every round after, so long as the vampire maintains a successful hold, the victim continues to take the damage of the pincer attack and an additional 1d6 rending damage.

Sharp Claw (Ex): The points, edges, and grooves on a vampire’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.

Wail (Su): A guttural cry echoes from the vampire’s throat as a standard action, shattering the nerves of all who draw near. All enemies who are within a 30 ft. radius must make a Fortitude save (DC 23) or be stunned for 1d6 rounds and staggered for 1d4 rounds afterward. Those who make the save are instead staggered for 1 round. A creature under the effects of this ability cannot be affected again by it until the effects of the first usage and one more round have passed, even if they are under the effects from another creature’s use of the ability. Blue mages may learn this ability as a 5th-level spell (DC 25).

ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear, impeder’s opal

Like many Cie’th, the vampire shares its name with an undead creature. Unlike most Cie’th, it bears a terrific resemblance to its namesake in its lust for bloodshed, though it drains the blood of its foes by tearing them asunder, rather than drinking it. They typically begin battle by using their wound spell-like abilities, using different strengths of it based on the number and power of their opponents, or they start with their wail ability if they are within range. Once their enemies have been softened up, they typically grapple opponents with their pincers and crush them to death. Especially dangerous in groups, they have an uncanny knack for working in concert, making efficient use of their time in combat by dedicating themselves to a particular role so far as circumstances will allow.

About one in twenty vampires have, instead of a normal Cie'th tear, a white gem called an impeder's opal. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's magical abilities. All Enfeebling spells and spell-like abilities used when wearing this stone (in the neck slot as a pendant) increase their save DCs by 2. Up to three times per day, the opal can also be used to apply the effects of the Extend Spell or Persistent Spell metamagic feat to any Enfeebling spell you cast, as though it was a greater metamagic rod. Alternately, it may be used as a double-strength Cie'th tear. These stones can be sold for up to 50,000 gil on the open market, should the buyer know it for what it is.

Vampires are about 10 feet tall and weigh 3,500 lbs.


Cie’th, Sacrifice
Standing against the blackness of the nightscape is a broad, vaguely humanoid figure, topheavy and coated in smooth, glassy crystal as pale as moonlight. It creeps forward with a steady, graceful step unlike that of others of its kind, silent as death and intent on delivering it.

Sacrifice (CR 15)
XP 51,200
NE Large outsider (Cie’th, native)
Init +9; Senses darkvision 120 ft.; Perception +28

DEFENSE
AC 34, touch 22, flat-footed 29 (+12 natural, +5 Dex, +8 deflection -1 size)
hp 298 (17d10+204)
mp 164
Fort +21 Ref +15 Will +12
DR 15/adamantine and magic or crystal and magic Immune mind-affecting, bleed, curse, death effects, daze, stun, sickening, nauseating; Resist fire 15, ice 15, wind 20, earth 15, lightning 15, water 15, holy 5, shadow 5; SR 26

OFFENSE
Speed 40 ft.
Melee 2 slams +30/+30 (2d6+22)
Space/Reach 10 ft./10 ft.
Special Attacks anathema
Spells Known (Black Mage CL 17th; concentration +23)
  • 1st (DC 18)- aero (DC 20)
  • 2nd (DC 19)- aero II (DC 21)
  • 3rd (DC 20)- aera (DC 22), aero II (DC 22)
  • 4th (DC 21)- aero IV (DC 23)
  • 5th (DC 22)- aeroga (DC 24)
  • 9th (DC 26)- death
STATISTICS
Str 34, Dex 20, Con 33, Int 2, Wis 24 Cha 19
Base Atk +17; CMB +31; CMD 46
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above), Furious Focus, Bouncing Spell, Sickening Spell, Elemental Focus (wind), Greater Elemental Focus (wind)
Skills Acrobatics +14, Perception +28, Stealth +15
Languages Common (cannot speak)
SQ great claw, mirrorskin, sharp claw

SPECIAL ABILITIES

Anathema (Su): The sacrifice, as a standard action, releases a stream of black, vile mist that homes in and engulfs a single target within 60 ft., using debilitating and antimagic energies to cripple a foe. The target is subjected to a targeted greater dispel effect (CL 17 in this case), and given a menagerie of status effects. The target has to make a DC 26 saving throw each to avoid the Sap (Fort), Slow (Will)  and Imperil (Will) status. Another DC 26 Will save being failed imposes a -4 penalty on all saving throws against spells and spell-like abilities. Finally, failing the last DC 26 Will save forces the target to treat their caster level as four levels lower for determining the effects of any and all spells and spell-like abilities they use. These effects all last for 1d6 + casting modifier rounds (1d6+8 in this case). The sacrifice must wait 1d4 rounds before using this ability again. Blue mages can learn this ability as a 9th-level spell (DC 33).

Great Claw (Ex): The jagged crystals and heavy plates that make up the oversized claw of a sacrifice let them make slam attacks as a creature two size categories larger.

Mirrorskin (Ex): All hostile spells and spell-like abilities that affect a sacrifice of 3rd-level or lower are automatically reflected back at the caster as though countered by an unbeatable Reflect effect. Any other hostile spells or spell-like abilities that fail to penetrate the sacrifice’s spell resistance have a 50% chance of reflecting back at the caster; those that are not reflected are simply nullified.

Sharp Claw (Ex): The points, edges, and grooves on a sacrifice’s arm are able to easily rend flesh, letting them do either bludgeoning and piercing or bludgeoning and slashing damage with their slam attack.

ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure lunar musk

The curious and enigmatic sacrifice is an unusual beast, even by Cie’th standards; many believe that they were formed by fal’Cie who make their home on the moon. Indeed, sacrifices seem to harbor a strange longing for the moon, and venture into the open only at night to bask in its pale luminescence when they are not attempting to kill something. In combat, they begin by using their anathema ability and follow up with aera and aeroga to take out groups of enemies or their repertoire of aero spells for single targets. Especially tough or troublesome enemies are targeted by death, usually only after having been engaged for three rounds or so, although they have been known to kick off the fight with death if they see an opponent who might outclass them.

Another trait that separates the sacrifice from other Cie’th is their lack of a Cie’th tear. The clear fluid inside the cores of other Cie’th is instead a transparent, electric blue liquid that has an alien, yet pleasant scent. Known as lunar musk, this essence is used as an incredibly rare perfume that can be fantastically expensive, fetching 12,500 gil per 1 ounce bottle. The smell of it can be quite potent; applying a whole ounce of lunar musk to a creature or object releases an odor that can be detected up to a quarter of a mile away by creatures with the scent ability, and all creatures who come within 10 ft. and inhale the scent emanating from the doused object or creature are sickened for 1d4 minutes and lose their sense of smell for an hour on a failed Fortitude save (DC 25). Those with the scent ability who inhale within 10 ft. are instead nauseated for 1d4 minutes and blinded for an hour, on top of losing their sense of smell, on a failed save. Normal usage does not incur such penalties, and instead grants a +6 alchemical bonus on all Diplomacy checks made towards creatures who can smell, lasting for up to six hours. One ounce of the perfume is enough for ten applications. A single sacrifice contains about 2d4 ounces of perfume-quality lunar musk.

Sacrifices are about 11 feet tall and weigh 1,200 pounds.

Notes about the Imperil status: Imperil is a new status effect that makes the target weaker to elemental damage. When the status is inflicted, the target is considered vulnerable to 1d6 randomly chosen elements, determined by rolling a d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow). This vulnerability replaces any resistance, immunity, or absorption the subject may have. Unless otherwise stated in the ability that inflicts Imperil, the effects last for 1d8 rounds.


Cie’th, Wladislaus
The idea that what you see is merely a tall man is quashed immediately upon taking a better look at the Cie’th ahead of you. Bedecked in white crystal with turquoise and violet accents, its one lengthy arm grips the hilt of a sword almost twice as long as the Cie’th is tall. Tendrils line the other side of its body, clenching and unclenching like fingers eager to throttle you to death.

Wladislaus (CR 17)
XP 102,400
NE Medium outsider (Cie’th, native)
Init +12; Senses blindsense 120 ft.; Perception +31

DEFENSE
AC 36, touch 18, flat-footed 28 (+18 natural, +8 Dex)
hp 314 (19d10+209)
Fort +21 Ref +19 Will +15
DR 15/adamantine and good and magic or crystal and good and magic Immune mind-affecting, bleed, curse, death effects, stagger, daze, stun, sickened, nauseated; Resist fire 15, ice 15, wind 15, earth 15, lightning 15, water 15, holy 5, shadow 5; SR 28

OFFENSE
Speed 50 ft.
Melee Large +3 buster sword +37/+27/+22/+17 (3d8+36, 19-20/x3)
Special Attacks mounting contempt

STATISTICS
Str 38, Dex 26, Con 31, Int 2, Wis 28 Cha 19
Base Atk +19; CMB +33; CMD 51
Feats Toughness, Improved Initiative, Weapon Focus (buster sword), Power Attack (included in the statistics above), Furious Focus, Vital Strike, Improved Critical (buster sword), Critical Focus, Staggering Critical, Stunning Critical
Skills Acrobatics +21, Perception +31, Stealth +20
Languages Common (cannot speak)
SQ concerted effort, strongarm

SPECIAL ABILITIES

Concerted Effort (Su): As a swift action, a wladislaus may imbue its allies with an empowering, supernatural fervor as it slices through its enemies. For 1 minute, whenever the wladislaus makes a successful attack, any single ally apart from the wladislaus itself within 30 ft. may be granted the effects of a protect, shell, or wind runner spell for 1d6 rounds; if the ally is adjacent or the wladislaus lands a successful critical hit, they may grant an ally the effects of protect II, shell II, or haste instead. If the wladislaus lands a critical hit and the ally they grant an effect on is adjacent to them, they may offer protect II and barrier, shell II and elemental resistance (three elements of its choice), or haste and enspell (element chosen by the wladislaus, applies to first attack made every round for the duration of the effect). Blue mages may learn this ability as a 6th-level spell (DC 27).

Mounting Contempt (Ex): Hatred and a desire to end life is part of a Cie’th’s very being, and the wladislaus can channel this into its blows to great effect. As a full-round action that provokes attacks of opportunity, the wladislaus makes a full attack on a single target. If any single one of the attacks is successful, then all of its attacks are considered successful hits, but critical hits are not applied to damage. The wladislaus must wait for 1d4 rounds before using this ability again.

Strongarm (Ex): The single arm of a wladislaus holds strength far beyond that of mortal men, allowing it to wield weapons one size category larger than normal. All weapons it wields are considered to be wielded with two hands for the purposes of applying its Strength modifier to damage and when using the Power Attack feat.

ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear, supporter’s amethyst

Though many Cie’th are known and feared, the wladislaus is easily the most dreaded that has been seen in recent memory. Already a frightening opponent on its own, they are at their deadliest when working in groups. Entire cities have been vacated in the wake of a report of three of these fiends being sighted, and for good reason; those who survive a fight with a wladislaus are few and far between, and fewer still are those who have defeated one. The name of the last to have slain a wladislaus has already been lost to history, and the small number who have encountered one and lived to tell the tale are wracked with nightmares about the bloody trail of devastation that the Cie’th left behind. They have a tendency to be almost foolishly aggressive when solitary, but when they have allies, they fight far more carefully and make sure to use their enhancing powers to the best of their ability, causing even more mayhem for as long as possible before either the wladislaus or all of its victims are dead.

About one in twenty wladislaus have, instead of a normal Cie'th tear, a violet gem called a supporter’s amethyst. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's magical abilities. All Enhancing spells and spell-like abilities used when wearing this stone (in the neck slot as a pendant) increase their effective CL by 2. Up to three times per day, the amethyst can also be used to apply the effects of the Enlarge Spell or Extend Spell Spell metamagic feat to any Enhancing spell you cast, as though it was a greater metamagic rod. Alternately, it may be used as a double-strength Cie'th tear. These stones can be sold for up to 50,000 gil on the open market, should the buyer know it for what it is.

Wladislaus are 7 ½ feet tall and weigh 600 pounds.
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#4
Cie’th, Fomoire

Looming over you is a massive bipedal creature of flesh and black, scarlet, and lime crystals, with an oversized arm about the size of two ogres standing on each other’s shoulders. It looks down at you with a passive glance, as though it were a man pondering on whether to crush an insect underfoot.

Fomoire (CR 18)
XP 153,600
NE Huge outsider (Cie’th, native)
Init +5; Senses blindsense 120 ft.; Perception +33

DEFENSE
AC 39, touch 9, flat-footed 38 (+40 natural, +1 Dex, -2 size)
hp 452 (21d10+336)
Fort +21 Ref +15 Will +13
DR 20/adamantine and good and magic or crystal and good and magic Immune mind-affecting, bleed, curse, death effects, daze, stun, sickening, nauseating; Resist fire 20, ice 20, wind 20, earth 20, lightning 20, water 20, holy 10, shadow 10; SR 29

OFFENSE
Speed 40 ft.
Melee slam +42 (2d8+54)
Space/Reach 15 ft./15 ft.
Special Attacks dominating fist

STATISTICS
Str 45, Dex 12, Con 41, Int 2, Wis 28 Cha 19
Base Atk +21; CMB +42 (+44 when using awesome blow); CMD 46 (48 vs. awesome blow)
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack, Furious Focus, Vital Strike, Improved Bull Rush, Awesome Blow, Improved Awesome Blow, Greater Awesome Blow*, Mighty Blow*
Skills Acrobatics +3, Intimidate +25, Perception +33
Languages Common (cannot speak)
SQ gigantic fist, murderous might

SPECIAL ABILITIES

Dominating Fist (Ex): As a full-round action that does not provoke attacks of opportunity, the fomoire can strike any single point on the ground within its reach. All creatures within 20 ft., save the fomoire itself, take the damage of its slam attack and must make a DC 32 Reflex save or be knocked prone.

Gigantic Fist (Ex): The great size of a fomoire’s arm lets it apply immense amounts of force into each and every attack. It treats its slam attack as though it was made by a creature two size categories larger, applies double its Strength bonus, and doubles the damage granted by Power Attack. However, its limb is very cumbersome, allowing the fomoire to make one attack per round, including attacks of opportunity. The effects of this ability, including use of the Power Attack feat, are included in the statistics above.

Murderous Might (Su): With a great bellow, the crystals covering the fomoire’s body begin to glow. As a standard action, the fomoire grants its slam attack a +5 enhancement bonus, increases the crit range by 1, and it now bypasses any and all damage reduction. Its damage reduction is replaced with DR 15/-, and its spell resistance increases by 5. These effects last for 2d6 rounds. Blue mages can learn this as an 8th-level spell (DC 31), applying the effects to all of their natural attacks and giving them spell resistance 26 if they do not already have spell resistance from another source.

ECOLOGY
Environment any
Organization solitary
Treasure Cie’th tear, defender’s topaz

Obscenely large and just as mean, fomoires are almost never seen nowadays. On the off chance that one is to be encountered, they typically stare for a moment before making a decision on how to attack. Normally, it simply charges forth, but if faced with a foe of Large size or greater, or one that does not die after the first hit or two, it uses its murderous might ability before continuing. They are utterly fearless, and fight to the death.

About one in twenty fomoires have, instead of a normal Cie'th tear, a golden yellow gem called a defender’s topaz. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's defensive abilities. When wearing this stone in the neck slot as a pendant, you are given DR 10/adamantine and magic. Up to three times per day, the topaz can also be activated as an immediate action to negate all damage dealt to you until the beginning of your next turn, but inflicting you with the Immobilized condition until the end of your next turn. This does not affect the source of the damage, e.g. using this power while standing in a fire does not extinguish the fire, nor would it cure you of the Poison status if you were taking damage from it. Alternately, it may be used as a double-strength Cie'th tear. These stones can be sold for up to 50,000 gil on the open market, should the buyer know it for what it is.

Fomoires are about 21 feet tall and weigh close to 25 tons.

*Two of the feats listed are not official material. Greater Awesome Blow functions as Mythic Awesome Blow, from the third-party publisher Legendary Games, save that it has no function with mythic power. Mighty Blow is from the third-party publisher Frog God Games.

Cie’th, Malebranche

You once thought them naught but mere legend, but before you stands the most fearsome Cie’th this side of the Undying themselves, perched atop the corpse of a behemoth it had slain with a single stroke. Covered in white, gold, and aquamarine crystal, it resembles a wladislaus, but you know better; such fierce animosity could come from none other than the malebranche, and horrifyingly, it turns its attention to you.

Malebranche (CR 20)
XP 307,200
NE Medium outsider (Cie’th, native)
Init +16; Senses blindsense 120 ft.; Perception +37

DEFENSE
AC 45, touch 30, flat-footed 33 (+15 natural, +8 deflection, +12 Dex)
hp 449 (23d10+322)
Fort +26 Ref +25 Will +18
DR 20/adamantine and epic and good or crystal and epic and good Immune mind-affecting, bleed, curse, death effects, stagger, daze, stun, sickened, nauseated; Resist fire 20, ice 20, wind 20, earth 20, lightning 20, water 20, holy 10, shadow 10; SR 31

OFFENSE
Speed 50 ft.
Melee Large +5 keen buster sword +45/+35/+30/+25 (3d8+40, 19-20/x3), Unrelenting Blade +45/+35/+30/+25 (3d8+2d6+40, 19-20/x3), Peerless Blade +46/+41/+36/+31/+26 (4d8+2d6+41, 19-20/x3)
Special Attacks concentrate, deadly charge, meditate

STATISTICS
Str 44, Dex 34, Con 37, Int 2, Wis 32 Cha 21
Base Atk +23; CMB +40; CMD 60
Feats Improved Initiative, Power Attack, Furious Focus, Lunge, Vital Strike, Improved Vital Strike, Critical Focus, Staggering Critical, Greater Vital Strike, Stunning Critical, Bleeding Critical, Crippling Critical, Critical Mastery
Skills Acrobatics +25, Perception +37, Stealth +24
Languages Common (cannot speak)
SQ peerless blade, perfect combatant, strength personified, unrelenting blade

SPECIAL ABILITIES

Concentrate (Ex): When making a full attack, the malebranche may apply its Vital Strike feats’ effects to the first attack made, and make the rest of their attacks as with a normal full attack.

Deadly Charge (Ex): A malebranche may use its Vital Strike feats when making a charge.

Meditate (Su): The malebranche thrives on abhorrence and a desire to slay all that live. When this hatred is at its peak, its Peerless Blade in hand, the malebranche can condense it all into a single, infinitely sharp edge before releasing it in all its death-dealing glory. As a full-round action that provokes attacks of opportunity, the malebranche may select a single target within 50 ft. and make a full attack upon them. All of the attacks automatically hit, although none are critical hits, and all damage dealt is converted into non-elemental damage. This ability can only be used while the malebranche is wielding its Peerless Blade. Blue mages may learn this ability as a 9th-level spell (DC 33), but may only cast it when using their natural weapons or a weapon with a +6 in total enchantments.

Peerless Blade (Su): When at 50% health or lower, the malebranche casts aside its Unrelenting Blade, which crumbles into white ashes immediately, and draws its ultimate weapon from its glowing core as a move action. Known as the Peerless Blade, this is a Huge +6 keen vicious adamantine buster sword of speed, and once drawn, the malebranche uses it until the end of the encounter, even if its health is brought above 50% again. Upon the death of the malebranche, the Peerless Blade dissipates into black mist.

Perfect Combatant (Ex): The malebranche’s skill in swordplay is unmatched; it is treated as a 20th-level fighter when qualifying for combat feats.

Strength Personified (Ex): The single arm of a malebranche holds strength nearly without equal, allowing it to wield weapons up to two size categories larger than normal without penalty. All weapons it wields are considered to be wielded with two hands for the purposes of applying its Strength modifier to damage and when using the Power Attack feat.

Unrelenting Blade (Su): When at 75% health or lower, the malebranche drops its initial sword, which disappears into smoke. It then draws forth from its core a more powerful sword, known as the Unrelenting Blade, as a move action. This is a Large +5 keen vicious mithral buster sword, and once drawn, the malebranche uses it until the end of the encounter or until it reaches 50% health or lower, even if brought above 75% health again.

ECOLOGY
Environment any
Organization solitary
Treasure Cie’th tear, berserker’s ruby

Even in times of old, when Cie’th were far more numerous, the malebranche had a shroud of skepticism towards its very existence. Unfortunately for everyone and everything, it is indeed real, and second only to the Undying in the threat it poses and the amount of burning, seething hatred it holds within its raging core. It is, thankfully, the rarest of all Cie’th, having gone without one reported sighting for three lifetimes, though there are a few who believe they have spotted one; these are usually regarded as little more than delusions of hallucinating, mistaken madmen. The last confirmed malebranche had slaughtered entire armies on its own, cutting through warriors like a farmer through so much ripe wheat. Steeped in myth and speculation, this Cie’th’s origins are widely debated. Some credit the fal’Cie Odin for the creation of such a powerful creature, while some state that they were made through the effort of multiple fal’Cie at once. Others yet claim that this particular grade of Cie’th was made not by the fal’Cie, but by a bona fide god. Common belief amongst those who blame the deities is that they were made by Etro, or her brother, Pulse. Regardless of the instigator of its conception, the malebranche is undebatable in its status as a supreme killer. Most terrifyingly, there are rumors of seeing more than one together. Of course, such a tall tale could not possibly be true.

...Could it?

About one in twenty malebranches have, instead of a normal Cie'th tear, a crimson gem called a berserker’s ruby. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's combat abilities. When wearing this stone in the neck slot as a pendant, you are given a +2 competence bonus on either attack rolls or damage rolls, determined after having worn the ruby for an hour; to change this, you must take it off, put it back on, and wait for another hour to reattune yourself. Up to three times per day, the ruby can also be activated as a swift action to make all damage dice dealt by your next attack be considered to have roll their maximum. If your next attack is a miss, the effect is wasted. Alternately, it may be used as a double-strength Cie'th tear. These stones can be sold for up to 50,000 gil on the open market, should the buyer know it for what it is.

Malebranches are 7 ½ feet tall and weigh 750 pounds.
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#5
Spells introduced by shambling Cie'th:

Ruin
Non-Elemental
Level: Black Mage/Red Mage 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) 
Target: One creature
Duration: Instantaneous
Spell Resistance: Yes

You loose an orb of raw magical energy at a foe with a ranged touch attack. It does 1d6 points of non-elemental damage + your casting modifier, ignoring incorporeality.

Wound
Enfeebling/Non-Elemental
Level: Black Mage//Necromancer/Red Mage 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) 
Target: One creature
Duration: 1d6 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes

A deep gash spontaneously bursts from your opponent's flesh, dealing 2d6 non-elemental damage. Creatures who fail the saving throw take 1d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.

Woundra
Enfeebling/Non-Elemental
Level: Black Mage//Necromancer/Red Mage 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) 
Target: 10 ft. radius
Duration: 2d6 rounds
Saving Throw: Fortitude partialSpell Resistance: Yes

Your opponents' skin and muscle split all over, as though being cut into by a storm of invisible knives, dealing 5d6 non-elemental damage. Creatures who fail the saving throw take 2d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.

Woundga
Enfeebling/Non-Elemental
Level: Black Mage//Necromancer/Red Mage 6
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) 
Target: 20 ft. radius
Duration: 3d6 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes

Your enemies' flesh violently ruptures and begins spurting blood, dealing 8d6 non-elemental damage. Creatures who fail the saving throw take 3d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
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#6
I thought this might help out with guidelines for monster creation and you do not have to follow it 100% but it helps determine CR for each creature type. https://www.d20pfsrd.com/bestiary/rules-...-creation/
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#7
True, they are pretty strong for their CR, like having notably higher hit points, AC, and attack bonuses, but my experience with FFd20 is that it's a lot easier to land attacks and do a bunch of damage than in PF, as well as heal it up, without using some shenanigans; Hiromaniac has had to do things like double the hit points of the vanilla PF monsters he uses in the the game me and some friends play with him because the party's output is so high. I admit that the DCs for a lot of their abilities are pretty far up there though, the Sacrifice's Anathema ability and SLAs in particular.

Malebranche's own damage output is kinda crazy I guess, even by the standard I'd set: that is, tear a single enemy to shreds per round. I suppose I could justify the high numbers in comparison to, say, a balor because those guys get SLAs like Implosion, which is just you flicking a switch and someone dies, no attacks, no save, no nothing. Having Pounce with the number of other abilities it has that function off of full attacks is kind of excessive, though. I'll take that off. Being able to do ~216/~244/~325 per round is bad enough, being able to do that on a charge is nuts, now that I think about it. And that's all without taking criticals into consideration, which are rather likely to happen and incredibly devastating when they do (stunning especially, and cutting movement in half for some enemies can totally wreck their functionality).

Fomoires are kinda screwed in terms of damage per round, considering they're only able to make one attack, but their thing is that they focus on being tough as all get-out and knocking enemies all over the place (their awesome blow would throw an enemy 30 ft., and that's a long way to fly, especially if you're in a place with a lot of obstacles or some nasty drops. It would also stun them with a DC 37 Fortitude save).

Wladislaus is actually behind the game in terms of single hit damage, but again, like the Malebranche, they focus on getting close enough to do full attacks (at which point their damage output skyrockets, hitting ~208 per round). And as their entry states, they shine brightest when they have allies, which is thankfully rare.

As for the rest of them, they are a little on the strong side for their CR, but nothing a party of that level can't handle. Like I said though, the Sacrifices have high DCs for stuff; since I based their abilities off of Wisdom, I can drop that a bit and they'll be fine.

Next will be the winged Cie'th, who I'll focus on being hard to hit instead of dealing and absorbing damage. I remember even the upper-end winged Cie'th having very low damage output for their CRs, but they had touch ACs that would give even a Red Mage serious trouble.
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#8
It's fine, I've notice some of the classes can be quite op with the right set ups and I do feel even some of these monsters feel underpowered for their CR.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#9
Cie’th, Wight

Black and gray crystal covers the winged biped who soars around you. With a few flaps to at first steady itself, it makes a dive in your direction.

Wight (CR 2)
XP 600
NE Medium outsider (Cie’th, native)
Init +3; Senses darkvision 60 ft.; Perception +7

DEFENSE
AC 19, touch 14, flat-footed 15 (+5 natural, +3 Dex, +1 dodge)
hp 26 (3d10+9)
Fort +5 Ref +6 Will +1
DR 5/adamantine or crystal Immune mind-affecting; SR 15

OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee slam +4 (1d4+1), 2 wings -1/-1 (1d4+1)

STATISTICS
Str 12, Dex 16, Con 14, Int 2, Wis 12 Cha 11
Base Atk +3; CMB +5; CMD 15
Feats Toughness, Dodge
Skills Fly +13, Perception +7
Languages Common (cannot speak)
SQ uncanny dodge

SPECIAL ABILITIES

Uncanny Dodge (Ex): A wight can react to danger before its sense would normally allow it to do so. It cannot be caught flat-footed, nor does it lose its Dexterity bonus to AC if the attacker is invisible. It still loses its Dexterity bonus to AC if immobilized. A wight can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action against it.

ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), flock (6-12), unkindness (13+)
Treasure Cie’th tear

Light and nimble, wights present themselves as rather annoying foes, for despite their lack of strength, they have a certain notoriety for being hard to hit, even with spells. Only on occasion are they found in numbers less than three, although such a thing is not unheard of. They prefer to stay out of reach until an opportunity to attack arises, usually having many bum-rush a single target.

Wights are 5 ½ feet tall and weigh about 95 pounds.

Cie’th, Chonchon

Covered in rough, white and gray crystal, the Cie’th before you looks to be naught but a head with a pair of triangular wings, flapping through the air like an overly large sparrow. Several of them swarm around the area at once.

Chonchon (CR 3)
XP 800
NE Tiny outsider (Cie’th, native)
Init +3; Senses darkvision 60 ft.; Perception +9

DEFENSE
AC 20, touch 16, flat-footed 14 (+4 natural, +3 Dex, +1 dodge, +2 size)
hp 34 (4d10+12)
mp 10
Fort +5 Ref +7 Will +3
DR 5/adamantine or crystal Immune mind-affecting; SR 15

OFFENSE
Speed fly 40 ft. (good)
Melee slam +5 (1d2-1)
Special Attacks  life sounding
Spells Known (Black Mage CL 4th; concentration +6)
  • 1st (DC 13)- aero
  • 2nd (DC 14)- poison

STATISTICS
Str 8, Dex 16, Con 12, Int 2, Wis 14 Cha 11
Base Atk +4; CMB +5; CMD 15
Feats Toughness, Dodge
Skills Fly +15, Perception +9
Languages Common (cannot speak)
SQ uncanny dodge

SPECIAL ABILITIES

Life Sounding (Su): As a standard action, a chonchon may emit a refreshing hum that closes the wounds of its fellows. All allies within a 30 ft. radius are healed 2d6 + casting modifier points of damage (2d6+2 in this case), are cured of the Poison status effect, and no longer suffer fatigue. Exhausted allies within the radius are instead fatigued. Blue mages can learn this ability as a 3rd-level spell (DC 21).

Uncanny Dodge (Ex): A chonchon can react to danger before its sense would normally allow it to do so. It cannot be caught flat-footed, nor does it lose its Dexterity bonus to AC if the attacker is invisible. It still loses its Dexterity bonus to AC if immobilized. A chonchon can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action against it.

ECOLOGY
Environment any
Organization gang (3-5), flock (6-12), unkindness (13+)
Treasure Cie’th tear

Curiously formed Cie’th, chonchons have a surprising knack for healing and wind magic that one would not normally expect from something of its size. Never appearing in groups of less than three, these strange creatures wildly skitter through the air, firing off aero spells with little to no stratagem in mind, healing all those within reach of their life sounding ability if they drop below half health.

Chonchons have a four-foot wingspan and weigh about 15 pounds.

Cie’th, Nelapsi

Plates of amber, honey brown, and burgundy crystal are layered over this flying creature, around whom swirls a light breeze. With a few strong flaps of its wings, it turns the gentle winds into a localized, deadly vortex.

Nelapsi (CR 4)
XP 1,200
NE Medium outsider (Cie’th, native)
Init +4; Senses darkvision 90 ft.; Perception +11

DEFENSE
AC 20, touch 15, flat-footed 15 (+5 natural, +4 Dex, +1 dodge)
hp 57 (6d10+24)
Fort +8 Ref +9 Will +1
DR 5/adamantine or crystal Immune mind-affecting; Resist wind 5 SR 15

OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee slam +10 (1d4+2), 2 wings +5/+5 (1d4+2)
Special Attacks wind slash

STATISTICS
Str 14, Dex 18, Con 16, Int 2, Wis 14 Cha 12
Base Atk +6; CMB +8; CMD 23
Feats Toughness, Dodge, Weapon Finesse
Skills Fly +13, Perception +11
Languages Common (cannot speak)
SQ uncanny dodge

SPECIAL ABILITIES

Uncanny Dodge (Ex): A nelapsi can react to danger before its sense would normally allow it to do so. It cannot be caught flat-footed, nor does it lose its Dexterity bonus to AC if the attacker is invisible. It still loses its Dexterity bonus to AC if immobilized. A nelapsi can still lose its Dexterity bonus to AC if an opponent successfully uses the feint action against it.

Wind Slash (Su): With a few great flaps from its wings, the nelapsi unleashes a swirling blast of wind that seems to cut through the air like blades. As a standard action, the nelapsi can deal 3d6 slashing damage and 3d6 wind damage to all enemies within a 30 ft. cone, three times per day. A successful Reflex save (DC 15) halves both sources of damage.

ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), flock (6-12), unkindness (13+), squadron (2-5 nelapsi and 1-2 taxim)
Treasure Cie’th tear

Something of a trend between the winged Cie’th is their notoriety for being encountered with numbers on their side. Though they do not usually appear in groups as large as those of wights or chonchons, the nelapsi do indeed flock together, and can be especially dangerous when doing so; when facing large, tough, or otherwise troublesome enemies, they tend to have many use their wind slash ability on their target or targets at once, in the hopes that they can slay their foe quickly.

Nelapsi are 6 feet tall and weigh about 110 pounds.

Cie’th, Varcolaci

The airborne Cie’th before you glitters with blue-white and gray-black crystals, large protrusions coming from the base of the creature’s wings are. Purplish black mist escapes its jowls in faint wisps.

Varcolaci (CR 7)
XP 3,200
NE Medium outsider (Cie’th, native)
Init +3; Senses darkvision 90 ft.; Perception +15

DEFENSE
AC 22, touch 17, flat-footed 15 (+5 natural, +6 Dex, +1 dodge)
hp 95 (9d10+45)
Fort +10 Ref +12 Will +6
DR 10/adamantine or crystal Immune daze, stun, death effects, imperil, poison, mind-affecting; Resist fire 5, ice 5, wind 5, earth 5, lightning 5, water 5; SR 18

OFFENSE
Speed 30 ft., fly 60 ft. (good)
Melee slam +15 (1d4+3), 2 wings +10 (1d4+3)
Special Attacks miasma, wind slash

STATISTICS
Str 16, Dex 22, Con 18, Int 2, Wis 16 Cha 13
Base Atk +9; CMB +12; CMD 30
Feats Toughness, Dodge, Weapon Finesse, Flyby Attack, Ability Focus (miasma)
Skills Fly +22, Perception +15
Languages Common (cannot speak)
SQ improved uncanny dodge

SPECIAL ABILITIES

Improved Uncanny Dodge (Ex): Along with the benefits of the uncanny dodge ability, a varcolaci can no longer be flanked. This defense denies a thief the ability to sneak attack the varcolaci by flanking it, unless the attacker has at least four more thief levels than the varcolaci's HD.

Miasma (Su): With a great, heaving breath does the varcolaci belch forth a cloud of noxious mist. As a standard action, the varcolaci deals 5d6 non-elemental damage to all enemies in a 30 ft. cone; a successful Reflex save (DC 20) halves this damage. All enemies within the area of effect must make a series of saves (DC 20) to avoid each of the following effects: Disease (Fort), Imperil (Will), Sap (Fort), and Slow (Will), all of which last for 1d8 rounds. The varcolaci must wait for 1d4 rounds before using this ability again. Blue mages can learn this ability as a 5th-level spell (DC 25).

Wind Slash (Su): With a few great flaps from its wings, the varcolaci unleashes a swirling blast of wind that seems to cut through the air like blades. As a standard action, the varcolaci can deal 3d6 slashing damage and 3d6 wind damage to all enemies within a 30 ft. cone, five times per day. A successful Reflex save (DC 16) halves both sources of damage.

ECOLOGY
Environment any
Organization solitary, pair, gang (3-5), flock (6-12)
Treasure Cie’th tear, healer’s emerald

As the strigoi is to the shambling Cie’th, so is the varcolaci to the winged Cie’th when adventurers regard the dangers of encountering them. Encounters with more than three or four at once are rather uncommon, but not unheard of; their favorite tactic is to repeatedly use their miasma ability on their foes, debilitating them immensely, before tearing them to shreds with their wind slash ability.

About one in fifty varcolaci have, instead of a normal Cie'th tear, a green gem called a healer's emerald. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's magical abilities. All Healing spells and spell-like abilities used when wearing this stone (in the neck slot as a pendant) increase the hit points healed by 1 point for every die rolled, e.g. a cure II spell would restore another 3 hit points. As well, the wearer’s spells and spell-like abilities that heal ability damage restore 2 more points, spells and spell-like abilities that heal ability drain restore 1 more point, and all forms of the esuna spell or spell-like ability treat their caster level as two levels higher. Up to three times per day, the emerald can also be used to apply the effects of the Empower Spell or Maximize Spell metamagic feat to any Healing spell you cast, as though it was a greater metamagic rod. Alternately, it may be used as a double-strength Cie'th tear. These stones can be sold for up to 50,000 gil on the open market, should the buyer know it for what it is.

Varcolaci are 6 feet tall and weigh about 125 pounds.

Cie’th, Edimmu

Beige and gray-yellow crystal that has a wicked jaggedness to its shape shines dully in the shadowy light of the forested basin that the Cie’th dwells in. Its perpetual sadness is expressed in alien crying that sounds almost like that of a mother having lost a child.

Edimmu (CR 10)
XP 9,600
NE Medium outsider (Cie’th, native)
Init +8; Senses darkvision 90 ft.; Perception +15

DEFENSE
AC 29, touch 23, flat-footed 16 (+6 natural, +8 Dex, +5 dodge)
hp 150 (12d10+84)
Fort +14 Ref +16 Will +8
DR 10/adamantine and magic or crystal and magic Immune daze, stun, death effects, imperil, poison, mind-affecting; Resist fire 10, ice 10, wind 10, earth 10, lightning 10, water 10; SR 21

OFFENSE
Speed 30 ft., fly 80 ft. (good)
Melee slam +20 (1d4+5), 2 wings +18/+18 (1d4+5)
Special Attacks miasma, tears of remorse, tears of woe, wind slash

STATISTICS
Str 20, Dex 26, Con 22, Int 2, Wis 18 Cha 14
Base Atk +12; CMB +17; CMD 28
Feats Toughness, Dodge, Weapon Finesse, Flyby Attack, Ability Focus (miasma), Multiattack
Skills Fly +22, Perception +15
Languages Common (cannot speak)
SQ confounding grace, improved uncanny dodge

SPECIAL ABILITIES

Confounding Grace (Ex): The edimmu can, while in flight, use the total defense action as a swift action. This is included in the statblock above.

Improved Uncanny Dodge (Ex): Along with the benefits of the uncanny dodge ability, an edimmu can no longer be flanked. This defense denies a thief the ability to sneak attack the edimmu by flanking it, unless the attacker has at least four more thief levels than the edimmu's HD.

Miasma (Su): With a great, heaving breath does the edimmu belch forth a cloud of noxious mist. As a standard action, the edimmu deals 5d6 non-elemental damage to all enemies in a 30 ft. cone; a successful Reflex save (DC 21) halves this damage. All enemies within the area of effect must make a series of saves (DC 21) to avoid each of the following effects: Disease (Fort), Imperil (Will), Sap (Fort), and Slow (Will), all of which last for 1d8 rounds. The edimmu must wait 1d4 rounds before using this ability again. Blue mages can learn this ability as a 5th-level spell (DC 25).

Tears of Remorse (Su): After having inflicted at least one status effect on an enemy, an edimmu can softly weep black, inky tears that stream down its face in torrents as a standard action. All enemies within a 45 ft. radius who can see or hear the edimmu must make a Will save (DC 20) or have any status effects inflicted upon them by the edimmu extend their duration by 1 round.

Tears of Woe (Su): After the edimmu or its allies have sustained damage, the edimmu may bawl and wail as blue tears run from its eyes as a standard action. This grants the edimmu and any allies within a 30 ft, radius fast healing 5 for as long as the sobbing is maintained every round, and for one round after.

Wind Slash (Su): With a few great flaps from its wings, the edimmu unleashes a swirling blast of wind that seems to cut through the air like blades. As a standard action, the edimmu can deal 3d6 slashing damage and 3d6 wind damage to all enemies within a 30 ft. cone, at will. A successful Reflex save (DC 16) halves both sources of damage.

ECOLOGY
Environment any
Organization solitary, pair, nest (1-2 edimmu, 2-5 nelapsi), hive (2 edimmu, 2-8 nelapsi, 3-10 chonchon)
Treasure Cie’th tear

Legend has it that edimmu are formed from l’Cie who held someone very dear to them, and so had taken place of their beloved when the fal’Cie was to brand them. Their sense of love and devotion is corrupted into self-loathing and shame, having not only failed their Focus, but failed to return to those they cherished. This may be the reason why many edimmu are still around; those who either tasked themselves or were given the quest by the fal’Cie to slay them would not dare to raise a blade to their loved ones, even if their minds were no longer their own.

Edimmu are 7 feet tall and weigh about 150 pounds.

Cie’th, Penanggalan

What at first resembles a mere chonchon is soon revealed to be something much more. The first hint is the azure and sky blue crystal in which the flying head is encased. The other hint is the truly fierce wind and poison magics it flings in your direction, far exceeding the power of its lessers.

Penanggalan (CR 12)
XP 19,200
NE Tiny outsider (Cie’th, native)
Init +9; Senses darkvision 90 ft.; Perception +22

DEFENSE
AC 29, touch 22, flat-footed 18 (+6 natural, +9 Dex, +1 dodge, +2 size)
hp 161 (14d10+84)
mp 103
Fort +14 Ref +18 Will +9
DR 10/adamantine and magic or crystal and magic Immune daze, stun, death effects, imperil, poison, mind-affecting; Resist fire 10, ice 10, wind 10, earth 10, lightning 10, water 10; SR 23

OFFENSE
Speed fly 60 ft. (good)
Melee slam +25 (1d2+1)
Special Attacks  life sounding
Spells Known (Black Mage CL 14th; concentration +19)
  • 1st (DC 16)- aero (DC 18)
  • 2nd (DC 17)- aero II (DC 19), poison
  • 3rd (DC 18- aera (DC 20), aero III (DC 20)
  • 4th (DC 19)- poisonga
  • 5th (DC 20)- aeroga (DC 22)
STATISTICS
Str 12, Dex 28, Con 20, Int 2, Wis 20 Cha 14
Base Atk +14; CMB +21; CMD 32
Feats Toughness, Dodge, Weapon Finesse, Elemental Focus (wind), Greater Elemental Focus (wind), Ally Shield, Outflank
Skills Fly +30, Perception +22
Languages Common (cannot speak)
SQ spiteful coordination, improved uncanny dodge

SPECIAL ABILITIES

Improved Uncanny Dodge (Ex): Along with the benefits of the uncanny dodge ability, a penanggalan can no longer be flanked. This defense denies a thief the ability to sneak attack the penanggalan by flanking it, unless the attacker has at least four more thief levels than the penanggalan's HD.

Life Sounding (Su): As a standard action, a penanggalan may emit a refreshing hum that closes the wounds of its fellows. All allies within a 30 ft. radius are healed 2d6 + casting modifier points of damage (2d6+5 in this case), are cured of the Poison status effect, and no longer suffer fatigue. Exhausted allies within the radius are instead fatigued. Blue mages can learn this ability as a 3rd-level spell (DC 21).

Spiteful Coordination (Ex): The penanggalan treats all allies within 30 ft. as though they have the corresponding teamwork feats necessary for the penanggalan to gain the benefit of their teamwork feats. The penanggalan’s allies do not gain such benefits.

ECOLOGY
Environment any
Organization swarm (1 penanggalan, 4-16 chonchons)
Treasure Cie’th tear

At no point is a penanggalan seen without a crowd of chonchons, unless the penanggalan is simply the only one left of its group that has yet to be slain. Though still unintelligent, these flying monsters possess a strange knack for working with the many chonchons and taking advantage of the sheer number of allies they have.

Penanggalans have a five-foot wingspan and weigh about 20 pounds.
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#10
Cie’th, Pijavica

Wings of white and pale blue crystal, the scaly layers looking more like crooked knives than anything else, carry aloft a Cie’th that circles above you like a raptor, ready to tear into you like the helpless rat you are.

Pijavica (CR 14)
XP 38,400
NE Medium outsider (Cie’th, native)
Init +10; Senses blindsense 90 ft.; Perception +24

DEFENSE
AC 33, touch 25, flat-footed 18 (+8 natural, +10 Dex, +5 dodge)
hp 190 (16d10+134)
Fort +17 Ref +19 Will +11
DR 15/adamantine and magic or crystal and magic Immune bleed, curse, daze, stun, death effects, imperil, poison, sap, mind-affecting; Resist fire 15, ice 15, wind 15, earth 15, lightning 15, water 15, holy 5, shadow 5; SR 25

OFFENSE
Speed 30 ft., fly 80 ft. (good)
Melee slam +26 (1d4+6, 19-20/x2), 2 wings +21/+21 (1d4+6, 19-20/x2)
Special Attacks miasma, tears of frustration, tears of woe

STATISTICS
Str 22, Dex 30, Con 26, Int 2, Wis 22 Cha 16
Base Atk +16; CMB +22; CMD 36
Feats Toughness, Dodge, Weapon Finesse, Flyby Attack, Ability Focus (miasma), Ability Focus (tears of frustration), Critical Focus, Blinding Critical
Skills Fly +33, Perception +24
Languages Common (cannot speak)
SQ confounding grace, improved uncanny dodge, razor wings

SPECIAL ABILITIES

Confounding Grace (Ex): The pijavica can, while in flight, use the total defense action as a swift action. This is included in the statblock above.

Improved Uncanny Dodge (Ex): Along with the benefits of the uncanny dodge ability, a pijavica can no longer be flanked. This defense denies a thief the ability to sneak attack the pijavica by flanking it, unless the attacker has at least four more thief levels than the pijavica's HD.

Miasma (Su): With a great, heaving breath does the pijavica belch forth a cloud of noxious mist. As a standard action, the pijavica deals 5d6 non-elemental damage to all enemies in a 30 ft. cone; a successful Reflex save (DC 23) halves this damage. All enemies within the area of effect must make a series of saves (DC 23) to avoid each of the following effects: Disease (Fort), Imperil (Will), Sap (Fort), and Slow (Will), all of which last for 1d8 rounds. The pivajica must wait 1d4 rounds before using this ability again. Blue mages can learn this ability as a 5th-level spell (DC 25).

Razor Wings (Ex): The layers of crystal that line a pijavica’s wings like deadly feathers have a fine edge to them, allowing the pijavica’s natural attacks to deal both bludgeoning and slashing damage, and also increasing their critical threat range to 19-20.

Tears of Frustration (Su): After having sustained damage, as a standard action, the pijavica can unleash a shrieking cry of despair, milky white liquid dripping from its sealed eyelids. All enemies within a 30 ft. radius take 9d6 non-elemental damage, halving the damage on a successful DC 25 Will save. Any enemy within range who had avoided an effect with a successful saving throw in the previous round must reroll their saving throw, suffering the full effects if they fail, making a saving throw for each effect they had negated. Blue mages can learn this ability as a 7th-level spell (DC 29).

Tears of Woe (Su): After the pijavica or its allies have sustained damage, the pijavica may bawl and wail as blue tears run from its eyes as a standard action. This grants the pijavica and any allies within a 30 ft. radius fast healing 5 for as long as the sobbing is maintained every round, and for one round after.

ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear

Even by the high standards set by other Cie’th, the aerial fiends known as pijavica are quite aggressive. They typically attack on sight, refraining only if they haven’t got a clear shot with their miasma ability, typically followed up by egregious use of tears of frustration until they find their enemies satisfactorily debilitated before repeatedly dashing their surviving enemies to pieces with their wings.

Pijavicas are 7 feet tall and weigh about 165 pounds.

Cie’th, Cocytus

A creature made of what looks like snowy white, azure, and bright, acid green crystals, held aloft by six wings, hovers before you. It gives a short yell before its skin begins to crackle with electricity.

Cocytus (CR 16)
XP 76,800
NE Medium outsider (Cie’th, native)
Init +12; Senses blindsense 90 ft.; Perception +28

DEFENSE
AC 37, touch 27, flat-footed 20 (+10 natural, +12 Dex, +5 dodge)
hp 279 (18d10+180)
Fort +20 Ref +23 Will +13
DR 15/adamantine and good and magic or crystal and good and magic Immune wind, lightning, bleed, curse, daze, stun, death effects, imperil, poison, sap, mind-affecting; Resist fire 15, ice 15, earth 15, water 15, holy 5, shadow 5; SR 27

OFFENSE
Speed 30 ft., fly 80 ft. (good)
Melee slam +30 (1d4+7, 19-20/x2), 2 wings +2 (1d4+7, 19-20/x2)
Special Attacks miasma, levinbolt

STATISTICS
Str 24, Dex 34, Con 28, Int 2, Wis 24 Cha 17
Base Atk +18; CMB +25; CMD 47
Feats Toughness, Dodge, Weapon Finesse, Flyby Attack, Ability Focus (miasma), Ability Focus (levinbolt), Critical Focus, Multiattack, Staggering Critical
Skills Fly +37, Perception +28
Languages Common (cannot speak)
SQ confounding grace, improved uncanny dodge, razor wings

SPECIAL ABILITIES

Confounding Grace (Ex): The cocytus can, while in flight, use the total defense action as a swift action. This is included in the statblock above.

Improved Uncanny Dodge (Ex): Along with the benefits of the uncanny dodge ability, a cocytus can no longer be flanked. This defense denies a thief the ability to sneak attack the cocytus by flanking it, unless the attacker has at least four more thief levels than the cocytus' HD.

Levinbolt (Su): The chlorinous smell of ozone fills the air as the cocytus writhes a bit before unleashing several blasts of electricity. As a standard action, three times per day, a coctycus can make a series of four ranged touch attacks within 100 ft., each one doing 5d8 lightning damage and inflicting the Dazzled and Static conditions. Upon a failed Fortitude save (DC 27), those struck are also stunned for 1 round. Blue mages can learn this ability as an 8th-level spell (DC 31).

Miasma (Su): With a great, heaving breath does the cocytus belch forth a cloud of noxious mist. As a standard action, the cocytus deals 5d6 non-elemental damage to all enemies in a 30 ft. cone; a successful Reflex save (DC 24) halves this damage. All enemies within the area of effect must make a series of saves (DC 24) to avoid each of the following effects: Disease (Fort), Imperil (Will), Sap (Fort), and Slow (Will), all of which last for 1d8 rounds. The cocytus must wait 1d4 rounds before using this ability again. Blue mages can learn this ability as a 5th-level spell (DC 25).

Razor Wings (Ex): The layers of crystal that line a cocytus’ wings like deadly feathers have a fine edge to them, allowing the cocytus’ natural attacks to deal both bludgeoning and slashing damage, and also increasing their critical threat range to 19-20.

ECOLOGY
Environment any
Organization solitary, murder (1 cocytus, 2-5 varcolaci or 5-20 nelapsi)
Treasure Cie’th tear

Though they have been found solitary, the cocytus prefers being in the midst of other, weaker Cie’th so as to stay out of the crosshairs of its enemies. Its tactics largely begin with use of its miasma ability, and then focusing all of its attacks upon the first enemy to suffer the Imperil status effect, especially if the target was given vulnerability to lightning.

Cocyti are 7 ½ feet tall and weigh about 185 pounds.

Cie’th, Yomi

At first, the creature’s indigo and aquamarine crystals make it somewhat difficult to see in the background of the stormy, blue-gray sky, but a flash of lightning reveals him in all his glory. Before you flies the great and terrible Yomi, and he gives a shrieking, tormented scream. Prepare yourself, for death is sure to follow.

Yomi (CR 19)
XP 204,800
NE Large outsider (Cie’th, native)
Init +15; Senses blindsense 120 ft.; Perception +33

DEFENSE
AC 48, touch 30, flat-footed 27 (+18 natural, +16 Dex, +5 dodge. -1 size)
hp 385 (22d10+264)
Fort +24 Ref +29 Will +14
DR 20/adamantine and good and magic or crystal and good and magic Immune bleed, daze, stun, death effects, imperil, mind-affecting; Resist fire 20, ice 20, wind 20, earth 20, lightning 20, water 20, holy 10, shadow 10; SR 30

OFFENSE
Speed 40 ft., fly 90 ft. (perfect)
Melee slam +36 (1d6+9, 17-20/x2), 2 wings +33/+33 (1d6+9, 17-20/x2)
Special Attacks impenetrable aura, putrescence, wicked whirl, wind shear

STATISTICS
Str 28, Dex 42, Con 32, Int 2, Wis 26 Cha 18
Base Atk +21; CMB +30; CMD 47
Feats Toughness, Dodge, Weapon Finesse, Flyby Attack, Ability Focus (putrescence), Ability Focus (wicked whirl), Improved Critical (wings), Improved Critical (slam), Multiattack, Staggering Critical, Stunning Critical
Skills Fly +46, Perception +33
Languages Common (cannot speak)
SQ confounding grace, razor wings, spry

SPECIAL ABILITIES

Confounding Grace (Ex): Yomi can, while in flight, use the total defense action as a swift action. This is included in the statblock above.

Impenetrable Aura (Su): As a full-round action, Yomi can surround himself in a shield of replenishing light. Any negative status effects are removed, and for 3 rounds, he is rendered completely invincible and is unaffected by any other spells or abilities, while recovering 10d6 hit points per round. However, while the shield is erect, he can take no actions at all, and must wait at least one round before using it again.

Improved Uncanny Dodge (Ex): Along with the benefits of the uncanny dodge ability, Yomi can no longer be flanked. This defense denies a thief the ability to sneak attack Yomi by flanking him, unless the attacker has at least four more thief levels than the Yomi's HD.

Putrescence (Su): From the glowing red core in Yomi’s chest pours a cloud of black and magenta mist, robbing enemies of their strength. All enemies in a 45 ft. cone take 12d8 non-elemental damage (DC 29 Reflex save for half damage) and are subjected to a targeted greater dispel effect, using Yomi's HD in place of a caster level. They must also make a Fortitude save (DC 29) or be afflicted with the Disease status effect until cured, and suffer the Sap status effect for 1d6 minutes. Success results in being Poisoned for 1d6 rounds. Blue mages can learn this ability as a 9th-level spell (DC 33).

Wicked Whirl (Su): As a full-round action, Yomi can tear into his enemies with devastating force. Up to three times per day, he can make a full attack that applies the rolls made for a single full attack to all enemies within a 30 ft. radius of him, dealing his normal attack damage (multiplying criticals as appropriate), and adding another 6d6 wind damage to each attack, (DC 30 Reflex save for half damage, required for each attack) and all enemies struck must make a DC 30 Fortitude save or take 2d6 bleed damage that stacks with other sources of bleed damage for 1d6 rounds afterward. Success negates the bleed damage.

Wind Shear (Su): Gathering the very air itself into knifing blades, Yomi then hurls them in the direction of his victims. As a standard action, Yomi can make a series of four ranged touch attacks within 100 ft., all of which deal 5d8 wind damage and 1d6 bleed damage that stacks with other sources of bleed damage. A successful Fortitude save (DC 26) negates the bleed damage. Blue mages can learn this ability as an 8th-level spell (DC 31).

Razor Wings (Ex): The layers of crystal that line Yomi’s wings like deadly feathers have a fine edge to them, allowing his natural attacks to deal both bludgeoning and slashing damage, and also increasing their critical threat range to 19-20.

ECOLOGY
Environment any
Organization unique
Treasure Cie’th tear

Behold, for the powerful Cie’th known as Yomi is one of a kind. Once a proud and capable l’Cie, able to even fight off such great monsters as vampire Cie’th and behemoths with ease, Yomi’s life, and chance to complete his Focus, were cut short by a tragic happenstance. Standing before his appointed goal, Yomi was robbed of its completion by a stray bolt of lightning from the stormclouds above him, slaying him almost instantly. The sheer hatred and righteous indignation of being so close and yet so far drove him into Cie’thdom swiftly, and although he does not hold the power of the Undying, his luminous core pulsates with negativity rivaling theirs. Now, cursing and damning his circumstances, Yomi’s appearances are heralded by thunderstorms that rock the countryside, his pained cries falling on ears deafened by the skies he soars.

Yomi is 9 feet tall with a 17-foot wingspan and weighs about 225 pounds.
Reply
#11
And there's the last of the Winged Cie'th, just need to get the Unusual Cie'th out of the way later, and that'll be that.

leave critique plzkthx
Reply
#12
Cie’th, Seeker

What can be best called a ‘thing’ lurches towards you, crawling over the ground like a wounded animal. Little more than a face with an arm attached, the scraping noise of its crystal encasing over the stone floor is almost drowned out by its breathy moaning.

Seeker (CR 1)
XP 300
NE Small outsider (Cie’th, native)
Init +0; Senses darkvision 60 ft.; Perception +5

DEFENSE
AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
hp 18 (2d10+7)
Fort +5 Ref +3 Will +0
DR 5/adamantine or crystal Immune mind-affecting; SR 15

OFFENSE
Speed 20 ft.
Melee slam +3 (1d3+1)

STATISTICS
Str 12, Dex 10, Con 14, Int 2, Wis 10 Cha 8
Base Atk +2; CMB +2; CMD 11
Feats Toughness
Skills Acrobatics +5, Perception +5
Languages Common (cannot speak)

ECOLOGY
Environment any
Organization gang (3-5), crowd (6-12), mob (13+)
Treasure Cie’th tear

Pitiful seekers are the lowest of the low of the Cie’th, most of whom were l’Cie who were branded without a Focus. Even the ghouls are not as reliant on numbers as these poor souls, who are never found numbering less than three at any given time. They have no sense of strategy, able to comprehend rushing their enemies and attacking, but little else.

Seekers are 4 feet long and weigh about 50 pounds.

Cie’th, Vetala

A monstrous abomination lazily hovers in the air before you, looking to be two ghast Cie’th stuck together; indeed, it possesses two faces and two energy cores, and though the heads do not scream in concert, it looses magical attacks as though they are one.

Vetala (CR 8)
XP 4,800
NE Large outsider (Cie’th, native)
Init +10; Senses darkvision 90 ft.; Perception +19

DEFENSE
AC 25, touch 15, flat-footed 19 (+10 natural, +6 Dex, -1 size)
hp 125 (10d10+70)
Fort +13 Ref +13 Will +9
DR 10/adamantine or crystal Immune mind-affecting, death effects, daze, stun; Resist fire 5, ice 5, wind 5, earth 5, lightning 5, water 5; SR 19

OFFENSE
Speed 30 ft.
Melee slam +14 (1d6+11)
Space/Reach 10 ft./10 ft.
Special Attacks inertial barrier I, multicast I

STATISTICS
Str 20, Dex 22, Con 23, Int 2, Wis 22 Cha 14
Base Atk +10; CMB +16; CMD 32
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in statistics above), Furious Focus
Skills Acrobatics +13, Perception +19, Stealth +12
Languages Common (cannot speak)
SQ polar buoyancy

SPECIAL ABILITIES

Inertial Barrier I (Su): Up to three times per day, as a standard action, a vetala can manifest a shield of hexagonal plates of energy that completely surrounds it. The shield renders all physical damage against it completely ineffective (though other effects from attacks may still activate), and negates up to thirty points of energy damage, applying the vetala’s elemental resistances to the damage dealt to the shield, before dispersing. While this shield is in effect, the vetala cannot take full-round actions, nor can it take both a standard and a move action in the same round. Blue mages can learn this ability as a 5th-level spell (DC 25).

Multicast I (Su): As a standard action, a vetala can release a burst of magic formed by the chaotic energies that hold it together. A series of 1d6 ranged touch attacks are made on any enemies within 60 ft. of the vetala’s choice, each one dealing 3d6 damage of a random element, determined by rolling a d6: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water; a roll is required for each attack made. No more than three attacks can be made upon a single target. Blue mages can learn this ability as a 5th-level spell (DC 25).

Polar Buoyancy (Ex): Vetalas are held aloft by two large chunks of crystal that hover just above and just below it. This gives it movement as though it was under the effect of a float spell; this effect cannot be dispelled.

ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear

Truly strange examples of Cie’thkind, the vetala is the result of two l’Cie who shared a Focus and were unable to complete it, falling into Cie’thdom at the same time while too close. Partially fused together, the pair of Cie’th are inextricably bound, but the weird magics that entwine them also grant them great, unpredictable powers. Vetalas, though far from weak, are the least powerful of the three kinds of Cie’th who suffer such a fate, the others being the ispusteke and raktavija.

Vetalas are 7 ½ feet tall and weigh 1,800 pounds.

Cie’th, Ispusteke

At first looking to be little more than a freakish pair of Cie’th whose misfortune has become twofold, it is readily apparent that they are a perfect demonstration of how two and two can equal five. Unfortunately for you, the roiling elemental energy it sheds from its red and fuchsia crystals speaks of more than five ways you can wind up dead.

Ispusteke (CR 13)
XP 25,600
NE Large outsider (Cie’th, native)
Init +12; Senses darkvision 120 ft.; Perception +26

DEFENSE
AC 31, touch 17, flat-footed 23 (+14 natural, +8 Dex, -1 size)
hp 218 (15d10+135); fast healing 5
mp 86
Fort +17 Ref +17 Will +13
DR 10/adamantine and magic or crystal and magic Immune mind-affecting, bleed, curse, death effects, daze, stun, sickening, nauseating; Resist fire 10, ice 10, wind 10, earth 10, lightning 10, water 10; SR 24

OFFENSE
Speed 30 ft.
Melee slam +22 (1d6+15)
Space/Reach 10 ft./10 ft.
Special Attacks inertial barrier II, multicast II
Spells Known (Red Mage CL 15th; concentration +23)
  • 2nd (DC 20)- imperil
  • 4th (DC 22)- imperilra
STATISTICS
Str 24, Dex 26, Con 27, Int 2, Wis 26 Cha 17
Base Atk +15; CMB +23; CMD 40
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above), Furious Focus, Point-Blank Shot, Precise Shot, Persistent Spell
Skills Acrobatics +18, Perception +26, Stealth +17
Languages Common (cannot speak)
SQ polar buoyancy

SPECIAL ABILITIES

Inertial Barrier II (Su): Up to three times per day, as a standard action, an ispusteke can manifest a shield of hexagonal plates of energy that completely surrounds it. The shield renders all physical damage against it completely ineffective (though other effects from attacks may still activate), and negates up to sixty points of energy damage, applying the ispusteke’s elemental resistances to the damage dealt to the shield, before dispersing. While this shield is in effect, the ispusteke cannot take full-round actions, nor can it take both a standard and a move action in the same round. Blue mages can learn this ability as a 7th-level spell (DC 29).

Multicast II (Su): As a standard action, an ispusteke can release a burst of magic formed by the chaotic energies that hold it together. A series of 2d4 ranged touch attacks are made on any enemies within 60 ft. of the ispusteke’s choice, each one dealing 4d6 damage of a random element, determined by rolling a d8: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow; a roll is required for each attack made. No more than four attacks can be made upon a single target. Blue mages can learn this ability as a 7th-level spell (DC 29).

Polar Buoyancy (Ex): Ispustekes are held aloft by two large chunks of crystal that hover just above and just below it. This gives it movement as though it was under the effect of a float spell; this effect cannot be dispelled.

ECOLOGY
Environment any
Organization solitary, pair, trio
Treasure Cie’th tear, blaster’s sapphire

Second of the three sorts of conjoined Cie’th, the ispusteke is a genuinely terrifying threat. Not so easily satisfied with elemental destruction as the lesser vetala, these vicious creatures prefer to pelt their enemies with their spells until a large number, usually around half, are suffering from the Imperil status before laying out round after round of devastation with their multicast ability.

About one in fifty ispustekes have, instead of a normal Cie'th tear, an azure gem called a blaster's sapphire. This stone is a 1-inch sphere and perfectly smooth, and bolsters its user's magical abilities. All Elemental and Non-Elemental spells and spell-like abilities used when wearing this stone (in the neck slot as a pendant) increase the damage dealt by 1 point for every die rolled, e.g. a fire II spell would deal another 3 points of fire damage, on top of whatever other bonuses may come with the spell. As well, the wearer’s spells and spell-like abilities of the Elemental and Non-Elemental schools are treated as though their caster level is two levels higher for the purposes of overcoming spell resistance. Up to three times per day, the sapphire can also be used to apply the effects of the Empower Spell or Maximize Spell metamagic feat to any Elemental or Non-Elemental spell you cast, as though it was a greater metamagic rod. Alternately, it may be used as a double-strength Cie'th tear. These stones can be sold for up to 50,000 gil on the open market, should the buyer know it for what it is.

Ispustekes are 8 ½ feet tall and weigh 3,000 pounds.

Cie’th, Raktavija

Lavender and sky blue pulses of color highlight the ridges of black crystal that envelope the two half-fused Cie’th. A honeycomb of golden energy surrounds it; while it fends off your own attempts to hurt it, the field most certainly does not stop the torrent of elemental magic it flings in your direction.

Raktavija (CR 18)
XP 153,600
NE Large outsider (Cie’th, native)
Init +14; Senses blindsense 120 ft.; Perception +33

DEFENSE
AC 37, touch 19, flat-footed 28 (+18 natural, +10 Dex, -1 size)
hp 330 (20d10+220); fast healing 10
mp 150
Fort +22 Ref +22 Will +16
DR 20/adamantine and good and magic or crystal and good and magic Immune mind-affecting, bleed, curse, death effects, daze, stun, sickening, nauseating; Resist fire 20, ice 20, wind 20, earth 20, lightning 20, water 20, holy 10, shadow 10; SR 29

OFFENSE
Speed 30 ft.
Melee slam +29 (1d6+18)
Space/Reach 10 ft./10 ft.
Special Attacks inertial barrier III, multicast III
Spells Known (Red Mage CL 20th; concentration +30)
  • 2nd (DC 22)- imperil
  • 4th (DC 24)- imperilra
  • 5th (DC 26)- imperilga
STATISTICS
Str 26, Dex 30, Con 30, Int 2, Wis 30 Cha 19
Base Atk +20; CMB +30; CMD 50
Feats Toughness, Improved Initiative, Weapon Focus (slam), Power Attack (included in the statistics above), Furious Focus, Point-Blank Shot, Precise Shot, Widen Spell, Persistent Spell, Quicken Spell
Skills Acrobatics +22, Perception +33, Stealth +22
Languages Common (cannot speak)
SQ polar buoyancy

SPECIAL ABILITIES

Inertial Barrier III (Su): Up to three times per day, as a standard action, a raktavija can manifest a shield of hexagonal plates of energy that completely surrounds it. The shield renders all physical damage against it completely ineffective (though other effects from attacks may still activate), and negates up to one hundred points of energy damage, applying the raktavija’s elemental resistances to the damage dealt to the shield, before dispersing. While this shield is in effect, the raktavija cannot take full-round actions, nor can it take both a standard and a move action in the same round. Blue mages can learn this ability as a 9th-level spell (DC 29).

Multicast III (Su): As a standard action, a raktavija can release a burst of magic formed by the chaotic energies that hold it together. A series of 3d4 ranged touch attacks are made on any enemies within 60 ft. of the raktavija’s choice, each one dealing 5d6 damage of a random element, determined by rolling a d10: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow, 9-10: non-elemental; a roll is required for each attack made. No more than six attacks can be made upon a single target. Blue mages can learn this ability as a 9th-level spell (DC 33).

Polar Buoyancy (Ex): Raktavijas are held aloft by two large chunks of crystal that hover just above and just below it. This gives it movement as though it was under the effect of a float spell; this effect cannot be dispelled.

ECOLOGY
Environment any
Organization solitary, pair
Treasure Cie’th tear

Ever ready for creatures to slay, raktavijas are always to be found with their inertial barrier erected. They begin by tossing around their spells, making use of all the metamagic they can while doing so, and then start to barrage any of their enemies who suffer from the Imperil status. All tactics are abandoned in favor of renewing their inertial barrier if it falls, even if it costs them an opportunity to kill.

Raktavijas are 9 feet tall and weigh 5,230 pounds.
Reply
#13
Spells introduced by the unusual Cie'th:

Imperil
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes

A swirl of color envelopes your target, dealing minor elemental damage and inflicting the Imperil status. They take 3 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.

Imperilra
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) 
Target: 10 ft. radius
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes


Elemental energies burst within the area, digging their way into your enemies. They take 7 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.

Imperilga
Dark/Elemental/Enfeebling/Light
Level: Black Mage//Necromancer/Red Mage 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) 
Target: 20 ft. radius
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes

A kaleidoscopic explosion of elemental power washes over your foes, leaving chinks in their armor for further elemental mayhem. They take 11 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.
Reply
#14
Aaaand that's all, folks! Tell me what you think.
Reply
#15
Now that I think about it, I should add in the Blue Magic too.

Anathema
Enfeebling
Level: Blue Mage 9
Casting Time: 1 standard action
Range: 60 ft.
Target or Area: One creature
Duration: 1d6 + casting modifier rounds
Saving Throw: See below
Spell Resistance: No

The caster mimics the powers of a sacrifice and releases a stream of black, vile mist that homes in and engulfs a single target within 60 ft., using debilitating and antimagic energies to cripple a foe. The target is subjected to a targeted greater dispel effect, and given a menagerie of status effects. The target has to make a saving throw for each effect to avoid the Sap (Fort), Slow (Will)  and Imperil (Will) status. Another Will save being failed imposes a -4 penalty on all saving throws against spells and spell-like abilities. Finally, failing the last Will save forces the target to treat their caster level as four levels lower for determining the effects of any and all spells and spell-like abilities they use.

Concerted Effort
Enhancing
Level: Blue Mage 6
Casting Time: 1 swift action
Range: Personal
Target or Area: You
Duration: 1 minute
Saving Throw: No
Spell Resistance: No (harmless)

The caster emulates the enhancing magic of the wladislaus, imbuing their allies with an empowering, supernatural fervor. While this spell is in effect, whenever you make a successful attack, any single ally except for yourself within 30 ft. may be granted the effects of a protect, shell, or wind runner spell for 1d6 rounds; if the ally is adjacent or you land a successful critical hit, you may grant the ally the effects of protect II, shell II, or haste instead. If you land a critical hit and the ally is adjacent to you, you may offer protect II and barrier, shell II and elemental resistance (three elements of your choice), or haste and enspell (element chosen by you, the elemental damage applying to the first attack made every round for the duration of the effect.

Inertial Barrier
Enhancing
Level: Blue Mage 5
Casting Time: 1 standard action
Range: Personal
Target or Area: You
Duration: See below
Saving Throw: No
Spell Resistance: Yes (harmless)

The caster emulates the vetala's ability to manifest a shield of energy that completely surrounds them. The shield renders all physical damage against it completely ineffective (though other effects from attacks may still activate), and negates up to 30 points of energy damage, applying any other energy resistance to the damage absorbed by the shield, before dispersing. While the shield is in effect, the caster cannot take full-round actions, nor can they take both a standard action and a move action in the same round.

Inertial Barrier II
Enhancing
Level: Blue Mage 7

The caster emulates the ispusteke's ability to manifest a shield of energy that completely surrounds them. This spell functions exactly like inertial barrier, except that the shield absorbs 60 points of energy damage before dispersing.

Inertial Barrier III
Enhancing
Level: Blue Mage 9

The caster emulates the ispusteke's ability to manifest a shield of energy that completely surrounds them. This spell functions exactly like inertial barrier, except that the shield absorbs 100 points of energy damage before dispersing.

Levinbolt
Elemental [Lightning]
Level: Blue Mage 8
Casting Time: 1 standard action
Range: 100 ft.
Target or Area: One or more creatures
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The caster emulates the electrifying power of the cocytus. The chlorinous smell of ozone fills the air as you unleash several blasts of electricity. Make four ranged attacks with a range of 100 ft., each hit dealing 5d8 lightning damage and inflicting the Dazzled and Static status conditions (no save). Upon a failed Fortitude save, those struck are also stunned for 1 round; the stunning effect is not cumulative.

Life Sounding
Healing
Level: Blue Mage 3
Casting Time: 1 standard action
Range: See below
Target or Area: 30 ft. radius, centered on you
Duration: Instantaneous
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

The caster mimics the refreshing hum of the chonchon and penanggalan. All allies within range are healed 2d6 + casting modifier points of damage, are cured of the Poison status effect, and no longer suffer fatigue. Exhausted allies within the radius are instead fatigued.

Meditate
Non-Elemental
Level: Blue Mage 9
Casting Time: 1 full-round action
Range: 50 ft.
Target or Area: One creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

The caster emulates the ability of the malebranche to concentrate their hatred into an infinitely sharp edge and unleash it in all its death-dealing glory. Select a single target within range and make a full attack. All of the attacks automatically hit, although none are critical hits, and all damage dealt is converted into non-elemental damage. You may only cast this spell when using your natural weapons or a weapon with a +6 in total enchantments.

Miasma
Enfeebling/Non-Elemental
Level: Blue Mage 5
Casting Time: 1 standard action
Range: See below
Target or Area: 30 ft. cone
Duration: Instantaneous; 1d8 rounds
Saving Throw: See below
Spell Resistance: Yes

The caster emulates the winged Cie'th's ability to belch forth noxious mists. You deal 5d6 non-elemental damage to all enemies within a 30 ft. cone; a successful Reflex save halves this damage. All enemies within the area of effect must make a series of saving throws to avoid the following status effects: Disease (Fortitude), Imperil (Will), Sap (Fortitude), and Slow (Will), all of which last for 1d8 rounds.

Multicast
Elemental
Level: Blue Mage 5
Casting Time: 1 standard action
Range: 60 ft.
Target or Area: One or more creatures
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

The caster emulates the vetala's ability to release a burst of chaotic elemental energy. Make 1d6 ranged touch attacks on any enemies within 60 ft.; each attack deals 3d6 damage of a random element, determined by rolling a d6: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water. A roll is required for each attack made, and no more than three attacks can be made upon a single target.

Multicast II
Dark/Elemental/Light
Level: Blue Mage 7

The caster emulates the ispusteke's ability to release a burst of chaotic elemental energy. This spell functions exactly like the multicast spell, except that 2d4 ranged touch attacks are made, and each one deals 4d6 damage, determined by rolling a d8: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow. No more than four attacks can be made upon a single target.

Multicast III
Dark/Elemental/Light/Non-Elemental
Level: Blue Mage 9

The caster emulates the raktavija's ability to release a burst of chaotic elemental energy. This spell functions exactly like the multicast spell, except that 3d4 ranged touch attacks are made, and each one deals 5d6 damage, determined by rolling a d10: 1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow, 9-10 = non-elemental. No more than six attacks can be made upon a single target.

Murderous Might
Enhancing
Level: Blue Mage 8
Casting Time: 1 standard action
Range: Personal
Target or Area: You
Duration: 2d6 rounds
Saving Throw: No
Spell Resistance: No (harmless)

The caster mimics the fomoire's ability to strengthen itself, and begins to glow. Your natural attacks are granted a +5 enhancement bonus as though they were magically enchanted weapons, their critical threat range increases by 1 after all other modifiers are accounted for, and they bypass any and all damage reduction. You are given DR 15/-, and you are given spell resistance 12 + caster level if you do not already have spell resistance (which then increases by 5 if you do).

Putrescence
Enfeebling/Non-Elemental
Level: Blue Mage 9
Casting Time: 1 standard action
Range: See below
Target or Area: 60 ft. cone
Duration: Instantaneous; see below
Saving Throw: See below
Spell Resistance: No

The caster emulates Yomi's disgusting emissions of strength-draining, black and magenta mists. All enemies within a 45 ft. cone take 12d8 non-elemental damage (Reflex save for half damage) and are subjected to a targeted greater dispel effect. They must also make a Fortitude save or be afflicted with the Disease status until cured, and suffer the Sap status for 1d6 minutes. A successful save results in the target being Poisoned for 1d6 rounds instead.

Tears of Frustration
Enfeebling/Non-Elemental
Level: Blue Mage 7
Casting Time: 1 standard action
Range: See below
Target or Area: 30 ft. radius, centered on you
Duration: Instantaneous
Saving Throw: Will halves
Spell Resistance: Yes

The caster emulates the pijavica's shrieking cry of despair, milky white liquid dripping from their sealed eyelids. All enemies within a 30 ft. radius take 9d6 non-elemental damage. Any enemy within range who had avoided an effect with a successful saving throw in the previous round must reroll their saving throw, suffering the full effects if they fail, making a saving throw for each effect they had negated. A successful Will save halves the damage, but does not prevent the reroll effect.

Wail
Enfeebling
Level: Blue Mage 5
Casting Time: 1 standard action
Range: See below
Target or Area: 30 ft. radius, centered on you
Duration: See below
Saving Throw: Fortitude partial
Spell Resistance: No

The caster emulates the guttural cry of the shambling Cie'th, shattering the nerves of all who draw near. All enemies who are within a 30 ft. radius must make a Fortitude save or be stunned for 1d6 rounds and then staggered for 1d4 rounds afterward. Those who make the save are instead staggered for 1 round. A creature under the effects of this ability cannot be affected again by it until the effects of the first usage and one additional round have passed, even if they are under the effects from another creature’s use of this spell or ability.

Wind Shear
Elemental [Wind]/Enfeebling
Level: Blue Mage 8
Casting Time: 1 standard action
Range: 100 ft.
Target or Area: One or more creatures
Duration: See below
Saving Throw: Fortitude partial
Spell Resistance: Yes

The caster emulates Yomi's ability to turn the air into knifing blades. Hurling them in the direction of your enemies, you make a series of four ranged touch attacks within 100 ft, all of which deal 5d8 wind damage and inflict 1d6 bleed damage that stacks with other sources of bleed damage and can be removed only by receiving magical healing. A successful Fortitude save negates the bleed damage.
Reply
#16
I'll just go over some abilities I felt were off first and add more laterish.
I've been looking for spells for stun related effects and I feel like Wail might be a little overpowered due to its long stun duration plus it is aoe as well. The only other spell I could find that low level and aoe was color spray but it was based off of HD. I would reduce the stun effect to 1 or 1d2 rounds. I only start noticing a lot of aoe stuns spells until 7th level and most of them are 1 round stuns with extra damage. Since Wail doesn't include damage in it I would safe to say having its duration for the stun 1 to 2 rounds long. I even reduce the mind blast from Mindflayers since it was 2d6 rounds of stuns and aoe.... to 1d4 rounds and single target. I did find this spell which is close to yours without the staggered effect: http://paizo.com/pathfinderRPG/prd/occul...Pulse.html
Murderous Might seems strong compared to other 8th level spells, not only does it boost the caster's offense but defense too. I would completely remove the DR and spell resistance from it.
As for Life Sounding, I like this ability expect for the fact its aoe. I would suggest making it single target or increase the spell level to 3rd.
I just wanted to make sure a successful Reflex save only halves the wind damage and not the slashing damage from Wind Slash?
I can see Tears of Frustration being really powerful with Putrid Breath, lol... oh well, I like it.
I would suggest putting a cool down on Impenetrable Aura or a limit of uses. I know it makes more sense in the actual game but I could see some GM's abusing that ability. The same goes for Putrescence, it works for the video game but removing all positive status effects with no save and is aoe is extremely powerful. I think you might get away with just removing one positive status effect at a time with no save or make it like a superior greater dispel which could function as an area dispel, but it can dispel one spell for every four caster levels you possess starting with the highest level spells and proceeding to lower level spells with Dcs. I guess it basically almost the same thing expect for you have a limit based on level.
As for Wind Shear, I assume you can target one person with this ability. If so, I would reduce the damage to 5d6 because the only other range touch spell I could compare this to was http://paizo.com/pathfinderRPG/prd/coreR...#polar-ray and since you have constitution drain that could add up to an additional 40 damage for level 20s plus the bleed.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#17
Wail is one that I'm reluctant to go changing any further than I already have; I remember when I did this before the forum got rekt, where it was comparable to the mind blast used in D&D 3.5 (and was one spell level lower), and this had been what we decided it being better as; yeah, it's a powerful effect, but it's non-damaging, and being stunned still does not render you helpless. Other people I've asked have also said that it's nasty, but fair, and in my experience, Blue Mage spells tend to be a little on the inferior side anyway. I feel like they should get something nice too.

Murderous Might is just one example of me trying to make the spell function as close to the original ability as I can, but I do see where you're coming from with it being so strong. I think I'll drop the DR to 10/-, and remove the spell resistance, but dropping the defensive capabilities completely seems a little too harsh. After all, it's an 8th-level spell, and such things are supposed to be strong, even if they're not quite 9th-level strong. Also, the offensive bonuses only apply to your natural attacks, of which you'll only get one per round; it's a standard action to make the one attack you get with the ability, so you're not getting in full attacks with it.

Life Sounding I can bump up a level, I think. The ability in XIII heals all of the Cie'th's allies, so I want to keep that.

Impenetrable Aura got itself a cooldown. It may only be one round, but a party that's a high enough level to face Yomi can undo the damage he healed up pretty easily, especially since him using it gives you three rounds to buff up and then wail on him.

Putrescence got a shortened range, but I'm not too fond of powering it down a whole lot. It does far less damage than other spells of its level, even on the Blue Mage list, and as for the dispel effect, what I compared it to is mage's disjunction, which blows away anything and everything within a 40 ft. radius burst with a range of Close, so when you first get it, anything within 105 ft. is at your mercy with that spell. Putrescence, on the other hand, just dispels positive status effects, rather than destroying your items too. Yes, it also has a chance to add in Disease and Sap, but those are both effects that require saving throws, so they're avoidable.

For Wind Shear, rather than lower the damage (which is the same level as Levinbolt, a spell that does similar elemental damage, has some minor no-save-just-suck effects, and can potentially stun an enemy), I instead dropped the Constitution damage and made the bleed damage require a saving throw. You're still having to make touch attacks for each one, and that's four chances you can miss (each miss significantly lowering the damage dealt), so it seems a bit more fair to have the damage be high.
Reply
#18
I did double check the stun status effects. It does not render the target helpless but it however does force you to drop your weapons and lower your AC by 2 plus lose your Dex bonus if you had any which I guess it not too terrible.

Maybe I misread Murderous Might. What I getting out of it was you gain a +5 enhancement, +1 to critical hit range, and bypass all damage reductions to your natural attacks for 2d6 rounds as well as the DR and Spell Resistance bonus. I did find a spell resistance spell at 5th level spell with 12 + caster level for SR.

I was just comparing Life Sounding to other healing spells and I couldn't find any aoe healing spells lower than 3rd level. If you did want to make it 2nd level you could lower the healing since it has other benefits but it honestly felt better being a 3rd level spell to me.

I can understand that and I just play with certain DMs that like to abuse monster abilities if they can and Impenetrable Aura and Putrescene are a nasty combo even in the video game. By the way I wasn't suggesting lower the damage on Putrescene which is fine. I think just change the way the dispelling affect works. Make it have a chance to dispel beneficial buffs from enemies instead of completely removing them all. I was suggesting having it work like greater dispel for single targets but instead make that effect towards a group of targets.

The damage output on Levinbolt was fine even with the stun. The damage output with Wind Shear and its bleed plus the constitution damage seem higher than most spells at 8th.

I just finish looking over the rest of your abilities and they're good at least for me. I would have the GM look over these at some point. Tongue
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
Reply
#19
I think I should clarify what I meant with the natural attacks thing for Murderous Might. It's that a Blue Mage, unless he's a race with natural attacks already, isn't going to be getting more than one attack per round out of it, since the ability applies only to natural weapons. With the Azure Physical Training stuff, they're only able to make a single slam or bite as a standard action. As for Putrescence, I'll have a go at fixing it, but later; I'm pretty tired at the moment.

Thanks for the attention feedback!
Reply
#20
When I was thinking of Murderous Might, I was thinking hand-to-hand combat with feats that make it so you can do more damage output for hand-to-hand combat but from what your saying it might not be that great as I thought of it originally. I know you can get a feat to make your hand-to-hand become lethal damage and more accurate with another. Maybe I misunderstood what natural attacks were. I always assumed hand-to-hand was considered natural attacks.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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