Tuesday, 24 May 2016

Vined Soldier

These are among the most simplistic servants used by druids. Created from fallen soldiers, they arise from the power of the forest, serving their druidic masters in simple tasks. They appear as skeletons with small green vines covering their bones, similar to a living bodies blood vessels. Since they are not the reanimated bodies or spirits, they are not undead, they are animated through the plants.


Vined Soldier

N Medium Plant
Init -1 Senses Low-light vision; Perception +X
 DEFENSE
AC 11 touch 9, flat-footed 11 (-1 Dex, +2 natural)
hp 9 hp (2d8)
Fort +3, Ref -1, Will +0 
 OFFENSE
Speed 30 ft.
Melee Slam +2 (1d6+1)
Ranged Net +0 (1d2), Range 20 ft, Ref DC 11 to avoid or escape
 STATISTICS 
Str 13, Dex 9, Con 10, Int 4, Wis 10, Cha 4
Base Atk +1 CMB +2 CMD 11
Feats Power Attack
Skills +4 climb, +2 Perception , -1 Stealth
 ECOLOGY
Environment     Druids Grove
Organization     Solitary or Clan (3-6)
Treasure Value  Quarter or less
Advancement Range: 3 or 4 HD; +1 level as Barbarian or Fighter Class

Appear as a zombie or skeleton with small, thin but very visible green vines covering them, quite similar to blood vessels but these vines are what is causing the dead skeleton to move, thus this is actually categorized as a plant and not a true undead. They are one of the most common servants that druids use, as they are from living creatures killed in a forest, most often from armies that invade the forest. These corpses are then buried in or near a druid's grove and are raised by the magic of the forest. The vines that surround the dead, act a bit like living blood vessels, but these spread the magic that enables the vine zombie to act, the only requirement for the corpses is that they are complete corpses.  Most druids will tear off the faces of these zombies so they are unrecognizable.

A Vined Soldier is treated as a plant, though most often seen as undead by those unfamiliar with them. However, they can be turned if they are in dungeons as undead, but at +4 bonus to resist. Near a druid's grove, they cannot be turned.

Though rare it is sometimes possible for long-serving vine soldiers to gain sentience, as the vines cognizance combines with the memories of the dead to become more than either alone. Still loyal to the druids cause but they have their own purposes. For this reason, many druids retire them after a few years as these mixed beings are sorrowful creatures, unable to fit in either with the living, the dead or other sentient plant creatures,


Wednesday, 18 May 2016

Smurfling - Small Sized, Blue Coloured Fey

I wanted to create something like these for my fae themed game a while ago, but didn't come up with a good way to run them. Inspired by the tv cartoon that I used to watch in my youth.

Smurfling
Tiny Sized Fey                                   CR 1

AC 16 (+2 Dex, +2 Natural, Size +6), Touch 13, Flat 13
HD 1D6+1 (4 hp)
Saves Fort +1 Ref +4 Will +2
Init +2
Speed 10

Str 5 Con 12 Dex 15. Int 10. Wis 11. Cha 13
Base Atk +3      CMB -4      CMD 8
Melee +3 weapon (Hammer or Slingshot 1d3)
Special Attacks Joined Attack
Special Defenses. Reduce Injury 3 / -, Playful Demeanor
Skills Craft (Any One)+ 3, Climb or Swim +4, Perception +3; Perform (Dance) +10*, Stealth +6
Feats Weapon Finesse or Skill Focus (Any Craft)

Environment Garden or Candyland
Organization Gathering (50-400)
Treasure Half (gems, coins or potions)
Alignment  Any Good ("Bad" Smurflings are Neutral aligned)
Advancement By class (Expert, Rogue, Druid or Ranger most common)

For every additional HD achieved: +2 in Reduce Injury and +1/+1 in ability score adjustments. They also increase +1 in natural AC for every 2 HD gained.

Reduce Injury: Similar to Damage Reduction except it minimizes only after basic injury is inflicted, reducing damage on a one-to-one basis until its limit. For example a 1 HD Smurf would be affected: 
One damage Inflicted = One HP Dmg Taken
Two damage Inflicted = One HP Dmg Taken
Three damage Inflicted = Two HP Dmg Taken

Joined Attack: The few times Smurflings cannot use their charm or escape an encounter through wit, they are able to attack en masse. For every four that attack the same foe, increase both the base calculation and damage dice. (1d3 -- 1d4 -- 1d6 -- 1d8 - 1d10). 

Playful Demeanour Smurflings gain +8 on social skills due to their playfulness. Fey and good aligned outsiders would never consider hurting a Smurfling.

Smurflings are one and a half foot tall fey that have blue skin. They reside in mushroom homes within their forest villages, living in balance with the environment around them. Friendly and helpful, they are keen on making new allies but prefer to avoid strangers as they have been hurt in the past. 

These magical creatures are at one with the animals, plants and fey beings around them. Most of their allies believe they arise spontaneously during blue moon months, a new Smurfling is born inside a blossoming flower. Smurflings are a male species, while there are crazy rumours of females being hatched, this has never been proven. 

Most of their kind focuses on one type of craft to specialize in, not for profit but for the benefits it brings to their village. Smurflings sometimes gain Rogue or Ranger classes to defend their kin and friends from the dangers of the forest. Druid is the most common spell-caster, though Bards just as respected. 

As a magically enriched fey race, Smurflings are living spell components, they do not need components for spells of less than 5th level. In addition, they can create spells that typically fit into another casters area of specialty, but the Smurfling casters can still cast. If working in conjunction with others, they can enhance spells or reduce saving throws beyond comprehension by dance or musical accompaniment. For this reason many evil spell casters seek them out, waiting to use them to buff their castings. While their allies are always concerned, these fey always finds a way to overcome threats.

*    *    *   *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *    *  

I am leaning towards using  Reduce Injury to replace simple Damage reduction.

Monday, 9 May 2016

Table Rules

My House Rules - These are the assumed rules I use for running all games. Even when I run other system stories and I am gm, this is what I think should be the default. Again, most times unless it is appropriate, I just use these rules unless there`s apart of the story/game that dictates otherwise.


Clerics, except for raise dead spells, require only one spell component - their holy symbol, this is the rule for all spells regardless of the description in the PHB or other sources. Clerics are utterly tied to their holy symbol, which is why most will have more than one in their possession.  If they lose access to their holy symbol, they cannot cast any spells. One free feat clerics receive at first level is Create Holy Symbol. This requires 1 hour of prayer at an obelisk or holy site, (or six hours otherwise) and they must verbally say the required prayers. If they are unable to complete the verbal and somatic components, they cannot complete this ritual.

Wizards do not require spell components for spells less than 3rd level while in cities, as there is plenty of magical energies as a result of the obelisks or temples nearby. This is not assumed to be the case in remote areas. The dedication of the obelisk is unimportant, if it acts as a connection to the heavenly or demonic forces, it will still charge all spell casters as noted above.

Undead arise when anything dies and the corpse is not properly interned. Things killed by undead generally take 5-12 days, unless a shorter period is listed in the monsters description. If killed by anything else (including a natural death), it usually takes 21-40 days, and will usually arise as a Carcass (HD 1+.) Anything that dies in a settled area will be buried in either a druid's grove, temple's catacombs or public mausoleum usually called Tower of Sorrow. Searing Towers are an archaic tradition of cremation, especially in Phastia, the Desert Lands. Creating undead is perhaps the most vile and hated action imaginable, no society (evil or chaotic ones) condones it.

Constructs treat their HD number as their intelligence, wisdom and charisma scores until they reach 15 HD. If they have an intelligent score higher than 7, they can speak. Otherwise use as per the construct entry in the MM. Constructs have no soul at creation, though rare, it is possible for them to generate one. Some sentient constructs worship the Holy Cog, and can gain cleric levels in lawful forces.

Cosmology There are no stars in the sky. 4 moons dominate. The seasons, magic cycles, predictions are based on their relative locations. There are actually more than 100 moons all around, very few of them are ever actually visible without a telescope, but they all have meaning and most have specific connections to magic, fate and the gods. Weeks are also usually called the Ten-Day. Years are called Cycles. Months are often called Turns, and are each five weeks long there are 15 to a standard year. Holidays occur outside of the weeks.

Deities The High Gods cannot physically come to Nyssa, only their proxies or servants. Most gods have multiple domains, each will have a different proxy or Avatar. These are utterly and completely loyal. Demi-Gods are able to walk the land, but only in areas of their faithful.

Active vs Passive Skill Checks: If the player asks to do something, that is an active roll, and done as normal. At any time, a DM can roll at a half chance check to determine if they notice or realize something that just jumps into their heads, this is a passive roll.

Roll vs Role Playing: How they do something is equally important as a dice roll. For example with trap finding: If a player tells me what they are going to do or how they are going to check, if it fits the scenario, I give them a bonus to the skill check roll. If a player tells me look for traps, without any detail or description, they just roll the dice. This is how a non-thief can potentially disarm a trap, or convince a stranger to do something, or anything else in game, etc.

Low Magic My world is an assumed low magic item world, every dweomered item essentially decays over months (or years), so going into a dungeon they might find info, scrolls and coins, but all the 'Real Magic' has long since faded back into the Ether. Only items found on an outer-plane or at last partially stuck in the Ether can avoid this, but then once on Nyssa, the decay starts to happen. There are ways to avoid this, but usually only available at higher levels.

Free Character Change No penalty for changing characters: outside of a dungeon.  Go ahead, play what you want. Getting killed imposes a slight drop in level for starting a new character.

Dueling Proficiency: Most characters are proficient with both rapier and dagger, as duels are common and it is the weapon of choice for aristocrats and most soldiers. You can carry these anywhere. Many places allow dueling, as it's assumed that both parties consent. Even in places that do not allow dueling as a daily practice, it happens on Sword Day (last day of the Ten-Day week) as its a traditional fair day when competition happens. Duels, both for training and honor occur regularly. The majority of duels are stopped once three strikes happen or other stated condition.

Firearms are available in some remote locations much more common than urban ones. Though guns cannot be enchanted; ammunition can be. However, it is more common for ammunition to be made out of magical materials (like anthril), but is rare and expensive.

Spells or spell-like affects are not affected by critical or fumble rolls unless there are side rules specifically in the spell description.

Teleport Spell (5th level) can only be cast from one teleport pad to another. You must know the exact location of the second pad. If it is blocked (a simple cloth covering it) you cannot teleport through. It takes one hour to carve a temporary teleport insignia in sand (up to six hours if in stone.) The Greater Teleport (7th level) does not need a teleport pad to begin; but it always needs a teleport pad to go to.


A hoard of gold (especially coins) act as a blocker, which is one reasons why kings and dragons cannot be scryed. Top priority.

A hoard of silver (especially coins) acts as an enhancer to many spell & spell effects involving illusions.  Most Fey collect silver for this reason. Seconded priority.

A hoard of platinum (especially coins) prevents charm spells & effects. Some say this is why it is so rare. No Priority - works when there are more platinum in one central location.

A hoard of electrum (especially coins) prevents deception in spells or spell effects.

A hoard of copper coins prevents strength draining magic or effects. Giants always have tonnes of copper in their lairs.

Thursday, 28 April 2016

Japeth - High Paladin, Lord of Protection, God of Courage


This was the first of the deities codes that I created for one of my games. A long time ago... I had a good player, but he always seemed to stretch what he could when running his paladin which caused many of the other players frustration. I wrote the code, and said that it was up to him to interpret him, but that I expected him to keep it. He did and always did a good job, and stepped up to game it in a good, consistent and fun way. It worked so well, I eventually wrote the codes as brief belief outlines for my other good aligned gods.

Japeth - God of Courage

Alignment: Lawful Good
Follower's Alignment: Any non-chaotic & non-evil
Associated Colour: Orange
Holy Days: Every Month or once a Tenday
Sacrifice: Tithe (10%) or twenty days of service every year
Patron: Paladin, Lawyers, Scribes, Politicians, Soldiers
Familiar Form: Tiger, Orange Fox
Domains: Good, Law, Protection, War
Prohibited Domains: Chaos, Darkness, Destruction, Evil, Madness, Trickery
Followers Titles: Paladin, Defender, Knight, Orange Sash Knight, General


God of Courage. High Paladin. Lord of the Holy. The sword and the shield. The protector. The ever-vigilant. These are the names for Japeth, the High Lord Paladin, defender of the weak. He is a hero, always willing to sacrifice himself for the greater cause. He is also brother to Cush, the Chaotic Evil Lord of bloodshed and murder, and always they fight in a eternal struggle. Yet, there are stories told of many adventures they undertook together

He is the patron of paladins, and all warriors who risk their lives to protect someone else. He is the celestial general and just as others follow him, so too his followers lead other mortals. Yet, unlike many mortals, Japeth knows he is a leader in wartime, and is a steadfast servant to His queen – Quanna. Studied experts also revere the High Lord, as they know that generals don't just lead because of grace or charm, but work and dedication to a cause.

Orange is the most often worn colour for his faithful, it represents tenacity of purpose. Many times, the devoted wear trim of gold, green, purple or brown to show their unity with other faiths. Perhaps because of the great devotion that mortal paladins show Japeth, he constantly tries to show his own willingness to serve others for he leads by example, an important tenet in the faith.

His familiar form is that of a tiger, large, strong and brave. It appears when invoked, ready to guard an important paladin or cleric. Often, they come not during battle, but in times of supposed safety, to remind the faithful that they must always be ready. These forms can be sent to the faithful, but do not remain under the command of a paladin, always to a cleric, and usually to someone protecting a holy site. An orange-tailed or a fully orange fur-skin animal is a common familiar type, that suddenly appears serving someone of the faith.

His avatar is a paladin, in full plate armor, and a golden vorpal sword; ready to strike down evil. They say few words, but may lead the faithful in a battle song. They stand in front of a leader, and will defend them at any cost. When accompanied by at least a dozen faithful, he can sing a song of sharpness, giving all other warriors within 200 feet of him, remarkable abilities with their own swords. At the battle of Thoresh, he slew avatars to both Keran and Cush; yet he fell from the massive damage inflicted by a greater tyrant.


Japeth’s Code
Remember, lead by example
Show honour to all
Obey the law
Protect the weak, our charge
Enforce the rules
And not your beliefs
Respect the enemy
But never let them see doubt
For we are brave, strong and true
Go in the name of Japeth
He will protect you, Always


Thursday, 21 April 2016

Blue Bees of Boreth

On Nyssa, all healing magics have a blue colour, and some experts believe it was the use of these blue potions from the blue bees that created the first association.

Blue Bees of Boreth
Dimunitive Outsider (Swarm)

Init:                      +6
HD:                     40hp (9d8+0 con) 
Speed:                 Fly 60 (E)
AC                      20 (+2 size, +6 Dex, +2 natural), touch 18, flat-footed 14 
BAB +14           CMB -1      CMD 16
Attack: Swarm (2d6)+
SA:                      Buzzing as Distraction (17)
SQ:                      Immune to Poison, Swarm traits
Saves: F +6, R +11, W +6
Abilities: S 1, D 22, Co 10, In 7, W 12, Ch 10
Skills: Perception +17
Feats: Alertness, Iron Will, Lightning Reflexes
Environment: Spirelands (Bor-Vessan Region)
Organization: Rave (5-7 Swarms)
CR: 4
Treasure: None
Alignment: Neutral
Advancement: None

The blue bees are infamous in the Boreth Spireland region for many reasons, primarily because of the blue honey made from there nectar. Unlike other kinds of bees, they do not have a poisonous sting, but they do significant damage because of their numbers. Few other creatures would dare hold these creatures prisoner, their buzzing sound drives men insane.

Bee farmers from the region discovered that the buzzing could be countered by concentration, they train their young men to ignore the damning buzz, and it is these few that harvest the blue nectar. These bottles of blue honey are usually sold for 50 crowns (g.p.) but some of the more elaborate bottles can go for much higher. Druids often use the blue honey for components for many potions and elixirs.

Buzzing: Their constant buzzing is maddening, those who hear it must save vs Will 17 or go into a blind rage, unable to control their action and will do anything to get away from the sound.

Swarm: These bees inflict 2d6 on the first round. For each additional round, their attack inflicts +1d6 additional damage.


Monday, 18 April 2016

Nyssian Choker

I have always loved the choker creature, as it seems to be the most typical dungeon creeper: looking for food and scraps of treasure, never overly dangerous, but something that fits into the underground lurker theme so well. But I dislike their small size and bare intelligence, Mine is adjusted for levels and size, you can scale the HD to use them not just as threats for the lowest levels. Good stand alone protector, willing to hide until the time is right to strike.  

Nyssian Choker

NE Small Aberration
Init +6 Senses Darkvision 60 ft.; Perception +X
 DEFENSE
AC 17 touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 16hp (3d8+3 con)
Fort +2, Ref +3, Will +4
 OFFENSE
Speed 20 ft. Climb 10 ft
Melee 2 tentacles +6 (1d4+3)
 STATISTICS
Str 16, Dex 14, Con 13, Int 6, Wis 13, Cha 7
Base Atk +2 CMB +4 CMD 16
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +16,Stealth + 13
Languages Undercommon
 ECOLOGY
Environment  Any non Extreme (Garden or Urban)
Organization  Solitary or Pair 
Treasure Value Half Standard
Advancement Typically Monster / HD or rogue levels

Appear identical to standard creature, but increases to a medium size at 4 HD. They are also much smarter then typical chokers found on many other worlds. This doesn't mean their primary tactics are vastly different but they do have an escape route ready if the attack fails. They are anti-social, preferring to be left alone to do their work, guarding small areas, either in dungeons or locations next to them.

Unlike their kin, they often work for others, as part of lair defenses to protect an area. they kill weaker creatures and capture others so they can be questioned. They follow simple orders, as they have problems with anything too complex. Stories abound over city revolutions, where one group is deposed and another coming into power, and they still don't even know where the choker guards or their safe words to get through dangerous passageways protected by these critters.

HD Advancement Table

4 HD +6 skills, Feat, Increase to Medium Size, +1 natural AC, Increase Dmg (1d6+3)*
5 HD +6 skills, Increase Tentacle Dmg (1d6+Double Strength Dmg)
6 HD. +2/+2 to any 2 Ability Scores, +6 skills, Feat, +1 natural AC
7 HD +6 skills, Increase Tentacle Dmg (1d8+Double Strength Dmg)
8 HD Gain +2/+2 to any 2 Ability Scores, +6 skills, Feat, +1 natural AC
9 HD +6 skills, Increase Tentacle Dmg (1d10+Triple Strength Dmg), +1 natural AC
+HD Natural AC increase every other HD, +6 skills, Increase choking multiplier dmg every +3 HD

Monster HD increase is the most typical route for advancement but the rare few will gain rogue levels. Once they take non-HD levels they are unable to gain additional Monster HD.

*Only one tentacle does maximum damage, the other is one damage level down. Normally if the first attack is successful that one inflicts max damage. If the second one hits, it does the higher damage capacity.


Thursday, 14 April 2016

Clockwork Clicker (Winder)

I like clock-works. In a fantasy world, this is the only type of low-level construct that is common place in my setting. I created the default one as the (N)PC humanoid one awhile ago. This one presented here will most likely be the small tinker one. It can be done for a larger, strong base, but it so works like a wind-up toy.


Clockwork Clicker CR 1
N Small construct (clockwork)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2

DEFENSE

AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 21hp (2d10+10 size)
Fort +0, Ref +1, Will -1
DR 5 Clockwork traits; Resist cold 10, fire 10

OFFENSE

Speed Flight 30 ft.,  (Average)
Melee Peck +3 (1d3)

STATISTICS

Str 5, Dex 13, Con 10, Int 3, Wis 9, Cha 5
Base Atk +2; CMB -1; CMD 10
Feats Weapon Finesse
Skills Perception +2
Languages Common (Understand - can not speak)
SQ winding

ECOLOGY
Environment any (Usually urban)
Organization solitary
Treasure none

SPECIAL ABILITIES

Winding (Ex) Clockwork winders need to be wound up in order to be active. The standard model has 12 hours of operation per HD after winding. They form a temporary bond with whoever wound them up. Once their time ends, they cease operating. They do not die from not being wound-up, they are just inactive. If left inactive for long periods of time, their mechanical parts break and they can no longer be wound into action.

Mechanical Tricks (Ex): works similarly to the Teach an Animal a Trick process found in the PHB. Every clockwork can be coded with one trick per two HD by a Mechanist who can code the clockwork with a Knowledge (Clockwork) skill check.

This small metallic creature is shaped like a raven, tiny gears connecting its metal plates. An even smaller wind-up mechanism is at the base.

A typical clockwork clicker or winder is roughly the shape of a small doll or animal, usually 2 feet tall or long and weighs 10 pounds. The stat block here represents an avian companion, but other animal forms and movements are possible.  They originated from clerics of Zathera, and became a collectors items. Eventually some mechanist found a way to instill them with a semblance of life-energy, and have been used as mechanical servants ever since.

Most clickers are used to scout or send messages but many have been taught almost any craft skill. They have limited intelligence, but as they are active and experience life, they learn, and this increases their intelligence. Typically their intelligence score is equal to their 1+HD, a few are even higher due to upgrades. Despite their intelligence, they cannot speak. Assume they learn a new language for every +2 intelligence score higher than 10.

Mechanical Skills: Acrobatics, Climb, Craft, Disable Device, Fly, Knowledge (Clockwork, Engineering, local), Perception, Stealth, Swim,

For every additional HD gained:
Gain +4 skill points & +1 to their intelligence score  (Int 20 Max)
Gain feat and an +2 increase in two ability scores every second even-numbered HD.
Add +1 to their natural AC and DR every odd-numbered HD.

Upgrade: Every 5 HD they get a +2 to any one of the following: Natural Armor, one skill check, +5 on any movement type, attack with one weapon, damage with one weapon or gain a new feat if they have all of the qualifications.

Clickers, as mechanized objects, do not grow in size. Only experience will enable them to gain HD levels. The object presented in the primary block, started as a 1 HD clockwork. The starting number of tricks = half DC. The DC to create a new clicker clockwork is noted below.

1 HD    = Small Size; Knowledge (Clockwork DC 10); Cost 100 exp points, 200 gold pieces
5 HD    = Medium Size; Knowledge (Clockwork DC 15); Cost 1000 exp points, 2,000 gold pieces
10 HD  = Medium Size; Knowledge (Clockwork DC 25); Cost 10,000 exp points, 10,000 gold pieces
15 HD  = Large Size; Knowledge (Clockwork DC 35); Cost 250000 exp points, 30.000 gold pieces

1 HD = Small Weapon (Base 1d3)
5 HD  = Medium Weapon (Base 1d6)
10 HD  = Two Medium Weapon (Base 1d6) or Heavier Weapon (1d10)
15 HD   = Two Large Weapons (Base 1d10) or Single Significant Weapon (Base 3d6)

Free willed Clickers (those with Int & Wis = 10 or higher) can choose to gain class levels. When they are free willed, they no longer gain mechanical tricks as listed in the primary entry.

Clockwork Traits: Immune to poison, sleep, paralysis, disease, death effects, necromancy spells or any fortitude save unless it affects objects.  They are immune to emotion based spells (fear) but other enchantment charm spells work normally. They are subject to critical hits but not bleeding effects. They gain no constitution bonus. Healing spells, such as Cure Light Wound, have no affect on them but restoration spells or effects (make whole or rapid repair) do work. Potions and magical items that fit humanoids (boots, hats, rings, etc) also do not work or fit them. 

They do not sleep. They repair themselves at a rate of 1 hp/hour if they are fully active and take no other action. If they are not wound up, even at full hit points, they cease functioning. When below 0 hit points, they are staggered, and lose 1 hit point for every day they are not repaired. At -20 hit points, they cease operating. At -50 hit points they are damaged beyond repair and can not be repaired short of a wish spell. 

If at -20 to 0 HP, a knowledge check (clockwork DC 20 or engineering DC 30) will repair a clock work to one hit point. If active this can repair the clockworks for 1d6 hit points once a day. This takes 6 hours to complete.

If under -20 HP, a knowledge check (clockwork DC 25 or engineering DC 35)  will reactivate the clockwork, bringing it to 1 hit point. This takes 24 hours to complete and 100 gold pieces per hit point below -20 for replacement parts.


Monday, 11 April 2016

Candibodies (Candy Antibody Swarm)

Candibodies   (Candy Antibody)

NG Tiny vermin (extraplanar, swarm)                       CR 4
Int+10; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
hp 50 (6d8+36)
Fort +6, Ref +6, Will +4
DR 10/Evil; Immune swarm traits, weapon damage

OFFENSE
Speed Fly 40 ft. (good)
Melee swarm (3d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15), Candy Ray

STATISTICS
Str 1, Dex 20, Con 14, Int 6, Wis 13, Cha 13
Base Atk +5; CMB —; CMD —
Feats Dodge, Improved Initiative
Skills Fly +21, Perception +8
Languages Candinesse (understand, can not speak)

ECOLOGY
Environment Candyland
Organization solitary, pair, or pack (3–6)
Treasure None

SPECIAL ABILITIES

Candy Ray (Ex) Each candy in a Candibody swarm is equipped with a singular ray, able to inflict a small amount of damage. Each swarm can shoot in any number of directions a single time a round. The ray is a bright coloured jumble of colours, inflicting 1d4 damage to outsiders. (Treat as Magic Missile for defenses, etc)

Borrow Body (Ex): Though rare, sometimes a candibody swarm will inhabit a corpse in order to physically move the body to prevent further damage to it. During this time, they can also experience very recent memories of the fallen.

Appear as mass of small circular flying candies, its outside wrapper acting as wings, with one unblinking eye in front. They arise when outsiders cause damage to either the land, visitors or the fey inhabitants in Candyland. Each can shoot a colorful blast of energy, equivalent to a magic missile once a round. Act as a warning system more then a defense mechanism.

If the land is sprouting these candies to ward off a foe, then the land considers whatever it is to be a threat. All fae and their allies will treat a candibody as a trusted ally, and will do everything they can to assist a candibody in repelling the threat. Since nobody has ever seen a candibody except during times of crisis, everyone treats it such, and will do what they can to assist.


Wednesday, 6 April 2016

 Phaetox, Advanced Creautre Class

The Phaetox is one of my oldest playable PC races, used as a flying bastion of strict order in a world of chaos and destruction. My version is loosely based on the Phaeton from the Dragon Lance setting, which itself was based on the Greek myth of the same name. While they have a significant benefit - flight, the harsh penalty of not being able to lie in even the smallest way was a great trade off to minimize power-gaming. 

This is a chance for me to adjust this creature to my new base. I am now leaning most non-player class options to specialized monster levels instead of class ones. When players pick a creature like a Phaetox, they choose whether to advance as the creature or as a class, but if they are an NPC they are always advanced as the creature class.

 PhaetoxThese humanoids appear the same as a human, except on concentration they can sprout flame wings as part of their devotion to their heavenly patron – the Eternal Mother of Order, Lady Phoenix. They are the epitome of order, as they instinctively follow rules even if they don't understand or agree with them.


Personality: They are great believers in discipline but others describe them as sour and serious. Most are peaceful, spending most of their lives in simple work and simple pleasures, such as music, art, sports. They defer to others in areas of specialty (such as magic or legal issues) and avoid conflict with most others in philosophy, but are open to friendly discussions with friends.


Physical Description: Phaetox appear as five feet tall, humans with white, blond or red hair. Most wear simple tunics; if armed they usually use a dagger, cross-bow or staff, Their warriors often use small one-handed crossbows. They avoid heavy armor as it can gives movement penalties. When in danger, they can sprout flame wings from their back. The average citizen use their flame wings to quickly avoid dangers but the warrior caste use their wings as many others use a sword.


Relations: Phaetox view elves, jahlen, and halflings with some suspicion, as these races often bring disruption to Phaetox society. They see the dwarves as a potential ally but rarely have formalized relations. They have no pre-set opinion on humans, though individuals who are bound to Law or their heavenly patron are well received. Unless visitors are known fugitives, they are welcomed to their cities, but no one is above Phaetox laws or customs. Likewise, even if one of the chaotic races, once you've proven your loyalty they will show respect and gratitude.


Alignment: They tend towards both law and neutrality. These peaceful people are highly organized and have followed ceremonial laws for millennium.


Lands: Their territories are mountain regions, spires and the cloud isles, preferring cities to rural areas. They do a mix of hunting and harvesting, and trade with other races when they can.


Religion: Their devotion is to the Phoenix, their living connection with the Mother of Order. Phaetox clerics do not exist, but druids, rangers and monks sometimes act as a center piece of their faith through their actions not their words. Though rare, Paladins exist, as they balance roles of both crusader and custodian of laws.


Language: Phaetox & the common tongue. At higher levels they also learn Avian, the language of common flying beasts.


Adventurers:  The most common reason why Phaetox adventure it is the chosen path for those who fail the ritual of ascension. They depart from their communities to dedicate themselves to a lawful purpose and learn their personal path along the way. Well over eighty percent of those who leave, return and do so with their faith reinvigorated and ready to ascend into unity with the phoenix. A few however are permanently changed, these exiles are usually evil and are bared from re-entry into Phaetox communities.


Phaetox Racial Traits+2 wisdom, +2 charisma, -2 strength
+2 diplomacy, +2 knowledge (religion), +2 Fly
Flame Wings for 1 minute per point of constitution (15 con = 15 minutes)Speed: Fly 30 (Clumsy), Better movement, fly capacity as fight time increases
Racial Hit Dice: 1d6 / level
Attack and saving throws as Cleric; + 6 skill points per HD
Natural Attack: Flame Wings (1d4 dmg), does not gain bonuses for high strength. If creatures are immune to flame, take only one point of damage. At higher levels, quarter the maximum to determine the damage flame wings will do to flame resistant creatures.


Disadvantage: Unable to lie or tell any falsehoods; can not take ranks in disguise or bluff

HD Adjustment Table 
2 HD Radiate Law, Feat, Speak Avian
3 HD Resolve, Law Domain (1st), Feat
4 HD Law Domain (2nd), + 2 Wis & Con, Speak Elemental
5 HD Flame Wings, +2 to wing attacks, 1d8 Damage; Duration (5 min / Con)
6 HD Protection from Chaos - Spells (Constant), Feat, Law Domain (3rd)
7 HD Greater Resolve; + 2 Wis & Con, Speak Elder Lawful
8 HD Flame Wings, +4 to wing attacks, 1d12 damage; Duration (10 min / Con),  Law Domain (4th)
9 HD Protection from Chaos 40 ft Radius (3/day), Feat, Law Domain (5th)
10 HD Absolute Resolve, + 2 Wis & Con; Flame Wings, 2d10 damage (at will), Law Domain (6th)

Phaetox cannot deviate from their creature class features until they reach 5 HD. If they change to gain standard classes, they cannot gain their higher level natural class features at a later point.


Radiate Law: +2 reaction bonus from lawful creatures; -4 from chaotic creatures


Flame Wings are considered a magical touch attack. They inflict damage on creatures that suffer from damage from fire or from a lawful aligned weapon. Their flames are temporary in nature, they do not cause material items such as wood or paper to be consumed. Phaetox can take weapon feats to gain additional specialty or abilities when using their wings in combat.


Resolve: Gain Wis or Cha bonus on saves vs illusions or falsehoods
Greater Resolve; Gain HD bonus + Wis / Cha bonus on saves vs illusions or falsehoods

Absolute Resolve: Immune to falsehoods and illusions


Speak Lawful Languages: While appearing very similar to humans, they are in fact closer to planar beings. As they adventure, they learn to speak avian, then elemental, and finally a lawful dialect that all lawfully aligned creatures understand


Law Domain: Cast Spells from this domain, Can use either their wisdom or charisma score to determine highest level and saving throws same as other spell-casters. Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster


Core Racial Skills: Craft (any), Diplomacy, Heal, Knowledge (local, geography, history, religion), Perception, Perform (Any), Sense Motive, Stealth, Survival


Preferred Classes: Fighter, Monk, Ranger, Sorcerer,


Restricted Classes: Barbarian and Cleric


Phaetar In some locations there is a lawful evil variation called the Phaetar that have pale white skin and their wings are pitch black flames. As they gain levels, they gain protection from good instead of chaos. These are individuals that failed or chose not to ascend. They have chosen another path, one where they lead instead of following laws. Most of these exiles try to gin levels in wizard cabals or evil churches (usually Keran) for power, but a cavalier or ranger options are fairly popular as well. While Phaetar seek power, comfort and personal wealth, they try to take these things from others, as few have the confidence to face their kin as they rarely return to their native lands.

Sunday, 3 April 2016

Flumph, Advanced

This was always one of my favorite creatures - and never understood why they were picked on. Yeah they are odd, but lots of creatures in the manuals are weird, and they are interesting.  There are so many beasts that have duplicates ..how many giant variations do we really need? This is how I`ve pictured them, increasing in speed and number of tentacle attacks as they advance in HD.

ADVANCED FLUMPH CR 1
LG Small aberration
Init +3; Senses darkvision 60 ft.; Perception +7

DEFENSE
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 9 (2d8)
Fort +0, Ref +3, Will +5

OFFENSE
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +5 (1d4 plus acid injection)
Special Attacks stench spray

STATISTICS
Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse
Skills Diplomacy +2, Fly +18, Perception +7, Sense Motive +3, Stealth +11
Languages Aklo, Common

ECOLOGY
Environment any land or underground
Organization solitary, pair, or colony (4–16)
Treasure standard

SPECIAL ABILITIES

Acid Injection (Ex) When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid's effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.

Stench Spray (Ex) A flumph can spray a 20-foot line of foul- smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 11 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 11 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).

Flumphs on Nyssa often take an ownership role of many of the under-earth caverns and the less populated spires, wanting to keep them safe if ever needed. While the Flumphs are lawful, they stay in the background, helping out if needed but not enough to be involved, then slowly depart to help another group.

They are not a highly social race but they keep their friends close to them even if separated by long distances as they can reach out via their telepathy abilities. They use this to share knowledge or even show up to assist if needed. They have strong connections to the Dreamlands, and this is what many other creatures heavily associate them with. Some colonies sell their dream travel to non-threatening groups to enter the faerie world awake.

HD Advancement: 6 skill points/HD, 1 new feat every 2 levels

3 HD +2 / +2 to any 2 ability scores, Minor Telepathy, Weapon Use
4 HD Acid Injection (1d6, Heal DC 18), Read Others Dreams
5 HD Stench Spray (DC 15, sickened for 7 rounds),  Two Tentacle Attacks
6 HD +2 / +2 to any 2 ability scores,  Fly Speed 40
7 HD  Acid Injection (1d10, Heal DC 20), Minor Telepathy (2 miles)
8 HD  Stench Spray (DC 19, sickened for 9-16 rounds),  Three Tentacle Attacks
9 HD  Fly Speed 50; Dream Travel
10 HD  Acid Injection (2d8, Heal DC 24); +3 / +3 to any 3 ability scores

At any point a Flumph may proceed in a class level instead of HD advancement. Their typical choices are ranger, rouge or sorcerer.

Small Weapon Use: Flumphs at 3 or higher HD can use small weapons in combat using their tentacles.

Minor Telepathy: Can communicate with any creature of low intelligence or better if they have line of sight

Major Telepathy: Can communicate with allies or individuals they have previously met before and can communicate within 2 miles.  They take 2-5 rounds to make a mental connection, they do not know if the person is there until they spend the entire time mentally looking for them.

Tentacle Attacks: at the HD indicated, they gain multiple tentacle attacks, which can attack at the same time at no penalty

Read Others Dreams: Flumphs can intuitively sense when others are having bad or cursed dreams. They get +20 on sense motive rolls on nearby sleepers to read dreams. They use this to help humanoids overcome any dream or sleep curses.

Dream Travel: Flumphs are one of the few creatures that can travel into the dreams of other creatures and can passengers with them. They do this to break curses for willing allies. They do not take evil or threatening creatures with them when they travel.