Creator Race (CR 9)
Medium Monstrous Humanoid
Alignment: Usually neutral evil
Initiative: +2 (Dex)
AC: 18 (+2 Dex, +2 natural, +4 mage armor), touch 12, flat-footed 16
Hit Dice: 8d8+8 (44 hp)
Fort +7, Ref +4, Will +7
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +3
Attack: Scimitar +8/+3 melee; or ray +11 ranged touch
Full Attack: Scimitar +8/+3 melee; or ray +11 ranged touch
Damage: Scimitar 1d8; ray (by type)
Special Attacks/Actions: Nexus rays, spells
Abilities: Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 17
Special Qualities: Mage armor, magic nexus, nexus empower
Feats: Combat Casting; Silent Spell; Spell Penetration; Still Spell; Weapon Focus (rays)
Skills: Concentration +10, Hide +11, Knowledge (arcana) +12, Knowledge (the planes) +12, and Spellcraft +12
Advancement: By character class
Climate/Terrain: Temperate and warm mountains and underground
Organization: Solitary, party (4-6), camp (10-20), settlement (100+)
Creators prefer to strike from cover, giving them protection from missile fire, preventing foes from charging them, and buying them more time to attack with spells. Their first targets are often rival spellcasters, although they are intelligent enough to alter their tactics as the situation requires.
Mage Armor (Su): Even when not protected by the magical nexus, magical energy clings tightly to creators. Members of this race are treated as if constantly under the effects of the mage armor spell cast by an 8th-level sorcerer. If dispelled, a creator may renew the effect as a standard action.
Magic Nexus (Su): Creators seem to be made for magic. It literally flows about them when they call to it. As a standard action, creators can summon a swirling mass of magical tendrils about themselves. These weaving strands of magical energy are composed of fire, ice, and the essence of death, and the nexus they form grants the creator the effects of a fire shield (both chill and warm) and negative energy protection as per the spells cast by an 8th-level sorcerer. A creator can use this ability at will.
Nexus Rays (Su): As a standard action, a creator can draw upon the nexus of energy swirling about him and fling a ray of energy from his pointed finger. Once a creator flings a ray, he must succeed at a ranged touch attack. Whether the ray successfully strikes or not, the creator can't fling another ray for 1d4 rounds. A creator may choose one of the following three rays to project:
- Cold Ray: A ray of freezing air and ice projects from the creator's pointing finger. If it hits, the ray deals 3d6 points of cold damage.
- Death Ray: A black ray moans through the air toward the target. If it hits, the ray deals 1d8 points of Strength damage unless the creature struck makes a Fortitude saving throw (DC 17).
- Fire Ray; A ray of scorching air and fire projects from the creator's pointing finger. If it hits, the ray deals 3d6 points of fire damage.
Nexus Empower (Su): As a move- equivalent action, a creator may tap into one of the strands of magic that winds around him and weave it into a spell or nexus ray he casts in that round. The creator must have his magic nexus swirling about him at the time of use. This ability can be used to empower (as the Empower Spell feat) any Necromancy spell or any spell with the fire or cold subtype, or to cause a nexus ray to deal maximum damage. This does not cause a nexus-empowered spell to take a full-round action to cast nor does it require a higher-level spell slot. Spells so empowered cannot be additionally empowered by the Empower Spell feat. When a creator uses this ability, he loses his mage armor and magic nexus and must renew them (by taking the usual standard action to activate the ability) to gain their benefits.
Spells: All creators cast spells as 8th-level sorcerers.