Friday, 5 February 2016

Dral (Shadow Elves)

As much as I adored the Dark Elf stories, that's not really the type of elf I like to use. These forest elves are intelligent, hard-working and very social. They are unlikely to back down from an honorable duel. Their numbers are low but they have many allies willing to come to their aid - though they have never actually needed it.

Dral (Shadow Elves)

NG Medium Humanoid
Init +3 Senses Perception +4

AC 16 touch 13, flat-footed 13 (+3 Dex, +3 Leafy Armour)
hp 9 hp (2d8)
Fort +3, Ref +3,Will +1


Speed 30 ft.
Melee Scimitar +5 (1d6)
Ranged Long Bow +5 (1d6)


Str 10, Dex 16, Con 10, Int13, Wis 11, Cha 15
Base Atk +1 CMB +2 CMD 15
Feats Point Blank Shot or Weapon Finesse
Skills: Craft (Any) +3, Perform (Any) +3, Knowledge (History) +3, Diplomacy: +3 Perception +4

Languages: Fey, Dral, Common
Location: Primarily Oromos Wood (Only known Homeland)
Organization: Pair, Patrol (3-9) or Tribe (600+)
Treasure: Standard

A dark hued elf with black hair, wearing dark green leafy armor and armed with a scimitar approaches.

Dral or sometimes Tree-Shadow Elves are dark-skinned elves with a deep interest in music, lore and all things fey. They collect books, scrolls and scrying devices, but pay most handsomely for diaries or other pieces of historical antiquity. Honorable to a fault, and have kept a 1,000-year pact with the Oromian monarchy. They resent intrusion into their forest-homes and repay it with deadly action. They sometimes invite bards, clerics or wizards into their homes to share or trade information. These elves are wonderful musicians – but they rarely perform for others.

Some humans who are unaware of Dral society and their honour-bound oaths sometimes get them mixed up with strange Fey stories of underground, evil savages living in huge cities. Drow society has never existed on Nyssa, although individual Dral may be evil.

Scimitar and bow are their primary weapons but they have the ability to manipulate sound. Due to their hiding skills, nobody can truly threaten a Dral in a forest if they want to remain hidden.

As Characters
+2 Dexterity, +1 Charisma, -1 Strength
+1 Scimitar or bow
Other abilities per standard elf

Preferred Classes: Bard, Druid, Ranger, Rogue, Sorcerer, Wizard (Enchanter)

Dral usually have twelve levels in any one preferred class. If they deviate or take dual class, they are limited to 10th level.

1st level: Envelope in Shadow (+5 to Hide in Forest Shadows)
3rd level: Audible Glamour (1+cha bonus/day)
5th level: Audible Repetition  (1+cha bonus/day)
7th level: Audible Damper   (1+cha bonus/day)
9th level: Freedom of Movement

Audible Glamour: Create Sound; DC 12 to recognize fake sound
Audible Repetition: Repeat one word to create an Enthrall effect; DC 15 to avoid
Audible Damper: Reduce sound range by half; +10 on an opponent’s perception check DCs
Freedom of Movement: As per the spell of the same name in their natural terrain

Monday, 1 February 2016

Time Lord (Fantasy) Prestige Class

There are stories told of a Madman with a box that travels across time and space, visiting, learning and helping others. The Time Lord is a class to capture the whimsy and skills of a character that I have followed for so very long. Since my preferred game style is fantasy, I've had to tweak it to fit within that vision instead of the standard sci-fi universe thing.

Time Lord 

Requirement: Int 20
Skills: Any three knowledge skills at 10+
Special: Must have traveled to at least three Outer Planes

Oath: Membership to the Time Lord's Circle
Alignment: Any non-chaotic or non-evil

Typical Skills: Bluff, Diplomacy, Disable Device, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (Any), Perception, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Use Magic Device

Hit Points: Gain 1d3 every level
Gain 6 skill points every level.
If they were spellcasters before becoming a time lord, they gain spells at the levels indicated

Level 1  Gain Time Lords Spells, Tardis Access, Gain one spell level
Level 2  1st Dimension Access; Gain any one Tardis power
Level 3  Gain 6 Knowledge Skill Points, +2, Greater Regeneration, Gain one spell level
Level 4  2nd Dimension Access; Gain any one Tardis power
Level 5  Gain 6 Knowledge Skill Points, +2, Greater Dispel Magic, Gain one spell level
Level 6  3rd Dimension Access; Gain any one Tardis power
Level 7  Gain 6 Knowledge Skill Points, +2, Call Upon Allies, Gain one spell level
Level 8  4th Dimension Access; Gain any one Tardis power
Level 9  Gain 6 Knowledge Skill Points, +2, Reroll any skill check (once), Gain one spell level
Level 10  Access any Dimension or Tardis Power, Gain additional spell level

Time Lords Spells: Has unlimited casting of these spells every day, no components are required
Speak Other - Speak any one creature's spoken language at a time.
Summon Common Item - Summon any item worth less than 5 gold pieces
Object Reading - Learn about an objects history, composition and other details
Heal Other - Can heal other living creatures (+3d6) once per their wisdom modifier a day. Creatures can only be healed once a week in this fashion.

Knowledge Skill Bump: Time Lords are well traveled and highly knowledgeable about many things, they gain additional knowledge skills as they adventure. The can add +6 knowledge skill points per the levels listed to any areas. the typical chosen are Arcana, Engineering, and Planes. Regardless of which they choose, no more than 2 free knowledge skill points at any level to any individual skill.

Tardis Powers
Identify Portals: DC30 to determine destination location of the portal; DC40 to identify exact location
Open Portals: Roll versus portal lock DC to open the portal
Disable Portals - Roll versus portal lock DC to open the portal
Change Portals - Can change a portals final destination for the next immediate trip, Must be a location that the Time Lord has been to before
Remove Portals: Roll vs Portals to either close or destroy a travel gate
Create Portal: They are able to create a temporary travel gate, to be able to come out of any portal. It must be on the same material plane

Dimensional Access: A dimension is a portal, that has an access to all reality. All worlds fall into a perspective, and once you gain access, you can travel there. Unlike with regular portals, once you get access, you can, in theory, triangulate to travel to any point you want. Once you travel to a plane, you cannot redirect. For example if you travel to the Beast Plane, you cannot skip to a different point in the same plane. Roll 1d000, for the percentage you are to your exact goal.

Material Plane - All Material Planes are Zero Dimensional, meaning any Tardis can access them
Transitive Planes - 2nd Dimension
Inner -  1st Dimension
Upper -  1st Dimension
Balance - 2nd Dimension Access
Lawful - 2nd Dimension Access
Chaotic - 2nd Dimension Access
Time 1-10 years - 2nd level Access
Time 100 years - 3rd level Access (requires Time 1-10 Access)
Time 1000+ years - 4th level Access (requires Time 10-100 Access)

Greater Regeneration - Death does not stop Time Lord, at this point, either your body will regenerate you or the mortal world will regenerate an entirely new physical body. It will take one week to fully regenerate. You can only regenerate a number of times equal to your original constitution score when you first became a Time Lord.

Greater Dispel Magic- Gain a Greater Dispel Magic, Spell or Enchantment - 3/day; Gain +20 on spell checks to dispel or cancel opposition rolls

Call Upon Allies: Once a day, a Time Lord can reach out to any ally for aid or advice. This can be anyone that is not an enemy met in their adventures. Either use NPCs or allow Time Lords to have a retinue equal to their charisma score.

Re-roll any Dice Roll: Re-roll any failed non-combat related skill roll - once regardless of the normal consequence for failure, If in the middle of combat, they may have to make other rolls first,

Tardis Access: Few non Time Lords understand what this mystical item that enables the Lords to travel as its a Universal Gate Key, usable to open any Portal Gate. They travel through known and virtually unknown gates that are scattered throughout every mortal world. A small number have access to portal device so they can create a portal, but most use their gate key to travel through cleric or wizard dimensional portals.  For most Time Lords, their gate key is a simple non-descript item, that is bonded to them. For the rare few, it will be a device that they can travel inside (such as a car or even a phone booth.)  They are the only group known to fully understand how to create a Tardis but there are a few non time lords that have access to a Tardis usually by stealing them from a dead Time Lord.

Time Lord's Circle: This is a select group of intellectuals who travel in order to learn about the past, as well as other races, magic and tradition. Originally they came from a singular world, but as their prominence grew, others learned their secrets, Time Lords from other world's eventually appeared. By Oath, they are not supposed to change or interfere with other cultures - and while they claim not to, history has proven otherwise. According to their own records, when they were first created they could travel the planes, but eventually they learned to travel in time as well. They have dedicated records and means to determine if time events have been changed. For the most part, they are invisible and unknown, but some experts do claim that they leave a subtle trail if you know how to look for them.

Wednesday, 27 January 2016

Novarin - Dungeon Caretakers

The core idea for these creatures is kind of like petitioners for dungeons.  These are dungeon inhabitants, not monsters, not adventurers but people who look after the dungeon...picking up things, cleaning up the messes, etc. They should be neutral to both sides of the adventuring game, neither to help the creatures or the adventurers. Fun to use when the major scene is over and they come in to do some clean-up, see the adventuring party on spot, then have them make an awkward exit.


N Medium Humanoid
Init +2 Senses Low-Light Vision, Perception +4

AC 14 touch 14, flat-footed 12 (+2 Dex, +2 natural)
hp 11hp (2d8+2 con)
Fort +4, Ref +2, Will +0
Defensive Abilities   Dmg Rebound +1 / 2 levels for native creatures; +1/level for outsiders  

Speed 30 ft.
Melee Short Sword +3 (1d6+1)
Ranged Short Bow+3 (1d6)

Str 12, Dex 14, Con 13, Int 10, Wis 11, Cha 12
Base Atk +1 CMB +2 CMD 14
Feats Weapon Focus
Skills Acrobatics, Knowledge (Dungeon), Perception, Stealth, +4
Languages Dwarf, or Common
Typical Gear: Hammer, Bucket, Pitons, Rope, Lantern

Environment      Always Dungeon or outside of a dungeon entrance
Organization      Group (3-6) or Clan (21-40)
Treasure Value  Poor, Quarter of the stated wealth of adventurers

Novarin are an odd group, humanoids whose job is to work at the most infamous dungeons in the land but not as raiders or even protectors but caretakers. They clean up messes, instruct visitors of the etiquette, clear bodies when they begin to reek, and try to keep vermin under control. They remain neutral in terms of the dungeon process as they are are not permitted inside of sealed or locked doors nor take treasure.

Only accidents or mortal creatures harm them in the dungeons that they care for as they have a damage rebound - the dungeon itself is taking care of them, harming those that hurt the Novarin. Evil creatures are fully aware of them and most just ignore them. Some try to torment the caretakers but the Novarin try to to be vigilant for illusions or other tricks that the monsters use. These evil creatures may get local mortal creatures to attack the Novarin, knowing they suffer less rebound damage. While threatened or ridiculed, the wisest of the Novarin understand that their job is not to serve the monsters but the dungeon itself as a living entity, so they refuse many orders that the monster inhabitants may try to impose on them.

They appear very similar to the local human population, but their eyes are pupil-less. Their hair grows in small circular batches on their head, never growing very long. Their skins brightly shine, especially in darkness thus most wrap themselves tightly in bandages when inside dungeons. Unwrapping their facial bandages is a highly personal act of trust, never doing so in front of creatures they do not trust. Their skins cannot be permanently marked even by tattoos, as their skin always repairs itself within a few days of cutting or marking.

Novarin appear as full adults at the dungeon they are to serve, within small villages that often appear outside dungeon sites. They seem to know the general areas of the dungeon by instinct but not the secret or hidden places. They do not willingly discuss the dungeon or its features. They state only vague generalities such as the rumors around the dungeon or creatures within, never confirming anything. One of the dungeon services they do provide are supplies, outside an entrance site, selling various items. Some of these items may be useful, some are not, it is based on what a typical adventurer will bring – not what is actually needed. This is one of the ways they can earn their own limited funds. Few adventurers should ever realize these little recognized vendors outside the dungeon are also inside it, doing maintenance.

No children or youth of their kind have ever been seen. Some claim that they are the offspring of adventurers caught in the bowels of dungeons, raised by a lawful entity until ready to serve. Others believe they are the reincarnated adventurers who died in a dungeon, nobody is sure and since the Novarin have no knowledge of their predecessors it remains a mystery. There is no stratum or level among the Novarin, all are equal, all serve the dungeon and do not give orders to each other, instinctively knowing their task for the day.

These humanoids serve active dungeons with willing adventurers and inhabitants regardless of the alignment of either. When dungeons are cleared of both monsters and treasure, their numbers start to dwindle as they seem to be reassigned to other locations. Some believe this means there must be a divine power with a portfolio of dungeons that either rules or controls the Novarin.

The overwhelming number of Novarin serve their dungeon faithfully but a few take risks for personal gain. If caught by their kin, they can be stripped of their status as dungeon inhabitants. These forsaken individuals must turn away from dungeons as every door, trap or mechanism fails in their presence, not just their own but in every dungeon they enter.

2 HD Damage Rebound 1 / 2 HD; Open Door or Portal; +5 skill points; +2 to any ability score
3 HD Charm Person (3/day);+5 skill points; feat
4 HD Damage Rebound 1 / HD; +1 in Natural AC; +5 skill points; +2 to any ability score
5 HD Dimension Door (200 feet); +5 skill points; feat;  +1 in Natural AC
6 HD Double Rebound (2/day); +5 skill points;
7 HD Charm Monster (3/day); +1 in Natural AC; +5 skill points; feat; +2 to any ability score
8 HD Charm Fey (3/day); +5 skill points; +1 in Natural AC
9 HD Triple Rebound +3 dmg (3/day);  +5 skill points; feat
10 HD Charm Elemental or  (3/day); +3 in Natural AC; +10 skill points; ; +2 to any 3 ability scores

Novarin continue this racial ability chart when they gain levels. For the few that reach the highest HD, they can choose to gain new levels as fighter, rogues but bard, cleric or sorcerer is also possible. Except for the forsaken, no Novarin chose other classes until they complete this listing.

Open Door: When in their native Dungeon, Novarin can mentally open or close doors within 200 ft.

Damage Rebound: One of their main defenses is that the dungeon gives them a type of damage rebound, any time they are damaged (by spell or weapon), one half their HD level is reflected back onto their attacker each round. Foes only take this type damage once a round, regardless of how many Novarinn they hurt in any given round. At higher levels, they can temporarily increase the rebound damage inflicted (double at 6 HD, triple at 9 HD) for the same number of rounds as their HD. Outsiders automatically suffer an increased multiplier, so at 4 HD, they suffer two damage per HD instead of 1 damage, etc.

Charm Person (or Monster, Fey, Elemental): For the most part, they allow monster or animal or adventurer to do as they wish, however, if creatures interfere with their activities, they can use their magic charming to convince them to depart.

Dimension Door: As per the spell of the same name. They get another casting every two additional levels.

Wednesday, 20 January 2016

Spire Giant

Spire Giant

N(E) Giant                CR 14
Init +1 Senses Perception +10

AC 22 touch 11, flat-footed 21 (+2 Leather Armor, +11 natural) 
hp 142hp (15d8+75 con)
Fort +14, Ref +5, Will +7
Speed 40 ft.
Melee Slam +21 (2d10+10) 

Str 31, Dex 10, Con 21, Int 6, Wis 14, Cha 8
Base Atk +11 CMB +21 CMD 32
Feats: Awesome Blow, Cleave, Great Cleave, Improved Sunder, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +16, Jump +15, Intimidation +15, Perception +10, Survival +12 
Languages Giant, Common or one other local (Dwarven or Jahlen most common)
SQ Low Light Vision, Elemental Resistance (20), Unnamed Magical Resistance (20), Immune to Necromancy or Undead spells or effects

Environment      Spirelands
Organization      Solitary or Group (3-6); Tribes rarely have more than 100 members
Treasure Value   Quarter Standard

This is the default giant-kin on Nyssa, a brute which is both gentle outside battle but savage in combat.  Standing 20 feet tall and weighing more then two tons, these giants are a sight to behold. Incredibly strong and physically in proportion to humans. Most mimic in a very general way, the local human population lifestyle.

They are among the most destructive creatures known when provoked or hungry. They usually reside in remote caverns and spires, and are utterly despised for their unceasing hunger, hunting all animal life in the region around them. When an area is depleted, they move on to find a new hunting ground. It usually takes a giant clan 10-20 years before clearing a 500 mile radius of all life. Spire Giants fear nothing and attack all animal life they encounter. One of the most dangerous consequences of these giants moving into a new area is their constant attack on ice-jammers (ships) by bombarding these vehicles with rocks and spears. While it is rarely successful in destroying a vessel, it certainly does tend to limit travel to those regions. Perhaps the only benefit to Spire Giants invading an area is their their ability to devour any type of carrion or corpse. They are one of the few creatures known to consume corporeal undead (ghouls, skeletons); thus when they clear out a region it is virtually empty of all moving entities not smart enough to hide or too slow to run.

While far from intellectuals, spire giants are not mindless. These creatures organize patrols, and are selective before moving to a new area. Manically violent when hunting, they are peaceful around kin, they care for and educate their young, rarely engage in group fighting and even attempt artistic endeavors. The few treaties they have made, they devoutly keep. However they are usually paid off with food, and when the food runs out they tend to go back to hunting everything in sight. Rangers and druids understand it is their hunger that drives their impulses - and while they are quick to attack a ship or caravan, small groups can beseech them for favors or to work for a cause.

Elemental & Magical Resistance: Spire Giants have 20 resistance versus any type of elemental and unnamed magical damage.

Wednesday, 13 January 2016

Prestige Class - Cult of the Vine (Unholy Drunks)

Cult of the Vine

Cult of the Vine is a low-level menace found in virtually every city on Nyssa and are especially active in the warmest parts of the domain. They believe intoxication is a divine state of being and most would prefer to be inebriated as often as they can. While not seen as a grave threat, many communities are torn apart by their celebrations. Their history and lack of culture makes other groups find them distasteful. Even worse they have significant connections with evil groups. Their presence does portend significant dangers.  Many lawful groups ban them but do not actively pursue them, trying to make it more difficult for them to meet or gain new members.

They exploit their members to gain abilities to temporarily boost their capacity to enable them to commit acts. Very few common members understand that this group has dark, twisted intentions as most just associate them with wild, fun communal events. Virtually everything they do is to sow mistrust and dissension so the cult and their allies can grow in their power.

Role: To share their love of excess, engage in fun activities and to watch for signs, then report what they see. Most times, it is meaningless, but these cultists always seem to be watching and preparing for a time to strike their foes down.

Alignment: Any non-lawful or good. They are chaotic by nature.

Hit Dice: D6

Requirements: To qualify to become a Vine Cultist  a character must fulfill all the following criteria.

Base Attack Bonus: +1
Skills: Acrobatics 3 ranks and Perform 3 ranks or Knowledge (Religion) +2 and Knowledge (nature)

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Beer or Winemaking) Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering), Knowledge (nature), Knowledge (Religion), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Attack and saving Throws as a rogue

Class Features: They gain no new weapons or armor

Cult of the Vine

1st: Hideous Laughter (1 + 1/cha bonus), Feat, +6 skill points
2nd: Drunken Rage 1/3 levels; Bonus to Poison Saves (+2), +3 skill points, Gain +2 to any ability score
3rd: Share Damage 1; Share a Drink Effect, +3 skill points, Feat
4th: Hideous Shaking, Debauchery 1/day, +3 skill points
5th: Share Damage 3;  +3 skill points, Gain +2 to any ability score, Bonus to Poison Saves (+5 to saving throws)
6th: Drunk Dance (1/day, ten round max);  Hideous Stare, +3 skill points, Feat
7th: Touch of Drunkenness, Debauchery 3/day, +3 skill points
8th: Share Damage 5; Immunity to mind-affects , +3 skill points, Gain +2 to any ability score
9th Share Damage 9;  +3 skill points, Feat, Immunity to Poison
10th: Debauchery 5/day, +10 skill points, Feat,, Gain +2 to any ability score

Hideous Laughter: Afflicts a subject with uncontrollable laughter as per the spell for 1+ 1/cha bonus rounds. Victim can save every round to avoid. DC 10+Caster Level+Cha Bonus

Drunken Rage: The same as a barbarian's rage, except they can only induce this if they are drinking. It takes one round to be in affect. They do not need to be actually drunk, but once they are in the drunken rage, they cannot exit it until combat is over. They collapse for two times the number of rounds spent in rage induced combat.

Share a Drink: This is a ritual that has long been utilized but rarely recognized unless it's too late. Anyone who shares a drink with a cult of the vine member, has a 24 hour reprieve from taking actions against that cult member, equivalent to a charm person spell. There is no saving throw against the effect though magic resistance is effective. At the end of the drink, the cult member usually announces the effect. If the cult member, leaves without making the announcement, then the effect is nullified. If the drinker leaves and they break the social protocol, or they are not otherwise coerced or tricked, the charm effect is still in place. This trick rarely works more than once, although it could work with another cult member.

Hideous Shaking: Afflicts the subject with uncontrollable shaking, causing victims to take -4 to their dexterity, checks and move at half speed. Victims can save every round to avoid. DC 10+Caster Level+Cha Bonus

Debauchery: Cult of the vine members can psyche themselves up to perform acts of vileness or danger. They can add +3 to any wisdom saving throw or  ability check if they can spend one round preparing themselves. They can hold this advanced save adjustment for the next situation that calls for that roll, but if an unavoidable situation happens, they will use that bonus even if its not what they intended. At 7th level they can gain a +4 to their wisdom save, at 10th level this increases to +5.

Drunk Dance: While looking drunk and awkward, they are incredibly focused on completing their tasks.  They gain +6 to dexterity skill checks and +2 to reflex saving throws.

Hideous Stare: afflicts the subject with an impenetrable and uncontrolled stare, doing nothing else for 4-6 rounds. Victim can save every round to avoid.  DC 10+lev+Cha Bonus

Touch of Drunkeness: Victims who are touched, immediately feel inebriated, they begin to sway, talk loudly and take -4 on dexterity or strength checks due to awkwardness, -2 on attacks, (stacks with dexterity loss). They can take one round to calm down taking no physical action, and they can make a saving throw to throw off the drunken effects. DC 10+lev+Cha Bonus

Gain Bonus to Poison Save: Cult of Poison members prepare themselves by building up a significant range of poisons they have build up resistances to. At 9th level assume they have immunity to any poison that has a DC 24 or under.

Share Damage:  Just as the crowd somehow seems to share mindful tactics, those involved in the cult of the vine divide damage among themselves. They pass along damage to other cult members that are within 20 feet, they can pass one point of damage every round that they take damage. They can do this automatically once every round as long as the recipient would not die or be incapacitated by this damage. At higher levels, they can share more damage, but no recipient can take more than 1 damage any round. For example, if they share 3 damage, none of those members would have been inflicted shared damage from a different cult member that round.

Shared Damage 1 Range: 20 ft
Shared Damage 3 Range: 25 ft
Shared Damage 5 Range: 30 ft
Shared Damage 9 Range: 50 ft

Tuesday, 5 January 2016

Corunus - Nevesh district within Mandos


A city within the Nevesh district, on the South-Western edge of Mandos. Well known for its many sea battles to put down several races on the Desolate Seas. It has a sizable navy made up of both official navy ships as well as free-ships hired upon the need. Officially they are still at wars with the elven tribes, but they do not openly attack or suppress them anymore, unless they cause issues in the city itself. Other Mandorrian districts look down upon them for their less than strict discipline, but the Nevians tend to ignore them, as they are given no backlash from the Mandorrian High Lord.

Long ignored rumors about powerful undead in the city itself are starting to show themselves. Some rather gruesome murders have been committed recently, high-ups are unsure if they are connected or not. There is less than stable peace with connected pirate ships that have been working with the navy, many are starting to complain their coin purses are growing very light.

Corunus: capital city of 200,000, Mandorrian city
Obelisks: Japeth, Quanna, Casna, Keran; Temple of Keran
Horn Maze, Statue Garden, Fountains, Snake Maze
Towers: Song, Spell, War, Watch, Guild, Sorrow, Silence

LE Large City
Corruption +3; Crime +2; Economy +2; Law +3; Lore +1; Society +1
Qualities notorious, prosperous, rumormongering citizens, superstitious
Danger +20
Government autocracy
Population 200,000 (150,000 humans; 20,000 dwarves)
Base Value 27,200 gp; Purchase Limit 200,000 gp; Spellcasting 8th

Noble Families:
di Corleon: Tharon noble family that promotes smuggling
di Manzanna: This Tharon noble family is into racketeeting, smuggling
di Vaza: Tharon noble family, heavily indebted. Owes lots of favors to smugglers and gamblers
di Vladaam: This Tharon Noble family runs the towns bureaucracies.
di Jammare: Tharon Noble family known for their smuggling.
di Van Deth: Tharon Noble family, well known for capturing and training animals, many are rangers or city knives (thieves)

Random Humanoid Encounters
01-70  Human
71-75   Dwarf
76-80  Tenderfoot    (Halflings, city based, great artists and craftsmen )
81-82  Lizardith       (Lizardmen, highly educated. Disdain armor, beautiful crafted magical weapons)
83-84  Elf                 (Wild elves great with bows)
85-86  Sylph            (Graceful, Winged Fae Humanoids, Skittish, always want to be travelling)
87  Goblin                (Gray skinned outcasts, Used as sewer servants, some are wickedly smart)
88  Ogren                 (Mostly civilized Ogre Brutes, Very strong,some are quite artistic. Peaceful.)
89  Rogue Modron   (Accidental machine outcast from Outsider Lawful Plane)  
90  Shandar-Kai       (Very thin, black wearing city dwelling rogue fey. Wickedly twisted humour.)
91  Minotaur            (Large, Strong, but loyal Fighter. Prefer to hunt in wild hunts or in honor duels)
92  Gnoll                  (Former slave race, evil tendencies, can be quite accomplished craftsmen)
93  Quillian              (Humanoid Purcupines can throw their quills, many are rangers or druids, )
94  Jahlen                 (Golden Horned Ram Humanoid, Minotaur-Kin)
95  Charr                  (Pale skinned humanoid hunters with magical armaments)
96  Gargoyle            (Winged figures that haunt towers, fully aware - both good and evil aligned)
97  Necrites              (Undead appearing humanoids that have returned to full life)
97  Jackalla               (Furred jackal humanoids that hunt undead, extremely lawful)
98  Phaetox               (Flame winged humanoids that cannot tell lies)
99  Clockwork          (Sentient Golem Mechanoid with freewill)
00  DM's Choice

Basic City Encounter Table - Daytime
01-06 Beggar or Poor Man
07-08 Favored of Keran
09-12 Cleric of Keran (4th - 6th)*
13-14  Undead usually chained (Low level only)
15-16: Tame    (Bird-Headed Humanoids)
17-18 Animals (Swarm, Rats, Insects)
19-20: Pet (Cat, Dog, Snake, Owl, Weasel, Daybat, large insect)
21-22: Cat Sphinx
23-25: Drunk (Roll Again)
26-28: Gentleman, Nobleman or Rogue (3rd-10th)
29-34: Guild Member or Craftsmen
35-36: Soldier or City Guard (1st-3rd)
37-38: Mercenary or Men at Arms (4th-6th) (Licensed to carry weapons)
39-40: Dancer, Harlot or Rogue (3rd-10th)
41-42: Professional Hunter or Ranger (4th - 8th)
43-45:  Laborer
46-55: Worker
56-65: Merchant
66-68: Nobleman
69-70: Busker
71-72: Animal Handler or Stabler
73-75: Sailor or Dock hand
76-77: Farmhands
78: Small Mob # 11-30 (children at play, upset workers, sport fans, protesters, etc)
79 -80: Visitors or Pilgrims
81-83: Silver Knight or Paladin (3rd - 8th)
84-85: Sorcerer (3rd - 6th)
86-88: Apprentice
89-90: Guild Officer
91-92: Disguised (Roll again)
93-95: Shapechanger (Lycanthrope, Doppleganger, Rakshasa, etc)
96+: DM's Choice

*Assume all NPCs are average 2-4th level in their field unless noted
**10% of all workers are dual classed rogues
***For a city or region in Mandos, assume all random religious figures or wizards have loyalty to the Dark Lord Keran

Random Building 
01       Artist
02-04: Bard, Busker or Entertainer
05-06: Apothecary or Herbalist  ^
07-08: Brewer
09-12: Baker or Miller
13-15: Mason, Construction or Wood Worker  ^
16-17: Offices (Advocate, Alderman or City Councillor)  ^
18-19: Weaver, Tailor, or Leather-Worker
20-22: Shantal (Free Prostitute)
23-24: Water Tower or Well
25-26: Pet-Master, Animal Handler or Taxidermist
27-29: Stables
30: Clocksmith  (Locksmith or Tinkersmith)  ^
31-32: Jeweler or Goldsmith  ^
33: School, Private-Expert, Lecturer or Teacher  ^
34-39: Bar, Tavern or Restaurant
40-45: Sailor, Dockworker or Labourer  ^
46-48: Library (Scribe or Cartographer)  ^
49-50: Psychic or Astrologer  ^
51-53: Barber, Stylist or Cosmetician
54:       Undertaker  ^
55-56: Hooper
57-58: Secretary, Butler or Herald
59-60: Labourer
61-65: Armoury (Blacksmith or Armourer) ^
66-70: Restaurant (Butcher or Chef)
71-73: Bank (Accountant, Moneylender or PawnSmith) ^
74:      Tobbaconist
75-76: Perfumer
77-80: Charcoil, Burning Oil or Fireworks ^
81-82: Brassworker ^
83-85: Gardener (Farmer or Flowerist)
86-88: Guilder  ^
89 -90: Servicing Industry
91-94: Music Hall
95-98: Auctioneer or Trader ^
99:       Known Location (see below)
00        DM's Choice.

 ^ - Usually considered a part of city or guilded union. Membership is limited and much more expensive to join ranks for training - their prices they charge are also much higher. Often have a vote on city guild decisions. Each city can have different listing.

Locations in the City

Unicorn’s Rest – cheap inn & pub. Lots of adventurers gather here. Always a few Minotaur wardens, paid by the owners. Cassannus: Elven Rogue, campaigner & former pirate spends his time here. All the serving women are very endowed. Many adventuring contacts are here.

Trollip: low-life bar, known spice hall. Many low level criminals reside here. Knights avoid it, as many have been poisoned here.

Scer’s Anvil: Dwarven run bar. K’Nerr

Zammo’s: This was once a movable citadel, apart of a great series of battles against the Tergen. Some say it was retired here, others claim it was broken and can no longer move until fixed. Many use it as a training site, for others it is a meeting point. Some clerics bring faithful members into the citadel to test them, many are driven mad.

Keen Axe: near the port district, Well known as a place knights and like-minded adventurers hang out. No official ownership and the menus change substantially quite often. While left alone, it is always well watched.

Red Bulline: very fancy restaurant and bar. Dram decorations abound. Well loved by clerics & faithful of Keran who often come here to dine in peace. Some illegal spices can be purchased here, but never actually consumed. Best place to find wine and other liquors in the town. While two clockworks maintain the peace. This is an unofficial guilder sanctuary – meaning there are few rogue types that would dare upset the calm here knowing what would happen to them. Used by high-level mobsters to discuss policies. Nazaan di Corleon (9th level Rogue/6th level Assassin) owns the bar, however Horvath di Corleon: 5th lev Rogue runs it.

The Silver Razor: a barber shop, is the best place to find information on the criminals. Run by a Phastian free-man named: Hassan ibn Kallin (human, N, rogue). The price for a shave is expensive (25 crowns) but they may ask questions and he often knows the best places to investigate. Hassan employs Mavanna & Killileo as grooms.

Tower of Delights: While not an official “pleasure guild” it is effectively one, as the proprietor runs it as one. This is one of the few areas where cult members hang out and are left alone. It is run by Delilah D’Evermore who appears as a thirty year old incredibly attractive and sharp-tongued madam; in truth she is an exiled Succubus. She treats her workers well and makes sure they are not harmed. Devious sexual activity has a high price but never reported, and the girls are paid very well. There are ten minotaurs and Reginna (Halfling female, Bard) keep the peace. Cost: 5 crowns to enter and unlimited drinks, Prices range from 5 – 50 crowns for service. There are no halflings working here, but there are young men. Delilah uses her brothel to hunt for powerful individuals and perhaps more importantly rumors. She has given powerful magical daggers to good aligned adventuring groups.

Obelisk of Casna: low obelisk with simple decorations and a small group of humble faithful. Osorii: 9 headed Purple Beholder acts as the High priest of Casna. He also acts as a judge for conflicts between nobles. He does not give sanctuary to those who break the law; very through with questions about why someone is seeking city asylum.

Tower of Sorrow: Internment of the dead happens here without formality or ritual, unless the mourners request & pay for it. Eilithieen a Jackalla cleric of Anubis controls the tower. She has a hatred for necromancers and will not bury them. The only people she meets with are adventurers who have encountered undead; for these groups she allow them to cast necromancer / information spells for detailed information on the undead they face. She will often lead undead raids herself. She believes leaders should lead by example.

Obelisk of Keran: a small but highly elaborate obelisk in the east of town. Run by Oppullin di Zeck (human, cleric of Keran) who only recently inherited his position. All services have a heavy fee attached, so much so that many others will request help from other clerics while in town. It is assumed he has a debt to pay off. He does not keep requests by the church of Keran - avoiding them.

Saturday, 26 December 2015

Maedar - Male Medusae


Type Medium Monstrous Humanoid
NE Medium Aberration
Init +2 Senses Darkvision 60 ft.; Perception +4

AC 14 touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 hp (2d8+2 con)
Fort +1, Ref +2, Will +3

Speed 30 ft.
Melee One-Handed Weapon +3 (1d6+1) or Fist +2 (1d6+1)
Ranged Weapon +3 (Heavy Crossbow 1d6)

Str 13, Dex 15, Con 12, Int 9, Wis 10, Cha 8
Base Atk +1 CMB +2 CMD 14
Feats Weapon Finesse
Skills +2 Disguise, +3 Perception , +4 Stealth , +4 Survival

Environment      Mountainous or Deep Caverns 
Organization      Solitary or Duo or Trio
Treasure Value  Half

Male medusa, often referred to as maedar, happens when a medusa mates with a male of another species. Dark spidery skin, highly muscular, but they are unable to grow hair anywhere on their body. Most have tattoos on their arms and upper body to denote who owns these lesser medusa.

They are lower status beings in the medusa clans, as the matriarchs rule their familial groups. There are fewer who survive their young years as many are killed due to their mistresses rage. They are trained in a specialized function such as soldier, servant or spy. Because of their status, many maedar look for opportunities to escape the clan. Those that find their way out, are often quite successful in both legal or nefarious skills, but few will speak of their time with the medusa clans.

When maedar mate with medusa, they give birth to large sized intelligent snakes. When they mate with human or elf females, half the time the mother's give birth to female members of their mother's species or a medusa, otherwise their children are maedar.

What is little recognized by members of the medusa clans is that while maedar are born weaker, as they age they grow in power and eventually have more powers than their female kin. Few clans realize this, as many maedar are killed by kin well before they show any status or signs of power.

Abilities by HD
3 HD Shatterstone (1/day); +5 skill points; Gain new feat
4 HD Gain + 2 to any Ability Score; Fist 1d8; +1 to AC; +5 skill points
5 HD Shatterstone (3/day);+5 skill points; Gain new feat
6 HD Speak with Stone (2/day);+1 to AC; +5 skill points; Gain new feat
7 HD Gain + 2 to any Ability Score; Fist 1d10; +5 skill points; Gain new feat
8 HD Summon Lesser Elemental Earth Form (1/day); +1 to AC; +5 skill points
9 HD Liquefy Earth by touch (at will); Gain Immunity to Petrification; +5 skill points
10 HD Shatterstone (1/hour); +1 to AC; +5 skill points; Gain new feat
11 HD Gain + 2 to any 3 Ability Scores; Fist 2d8; +5 skill points; Gain new feat
12 HD Restore Stone to Flesh by touch; +3 to AC; +12 skill points

Maedar do not need to advance up this listed level chart. They can gain non-Maedar levels at any time, however, if they ever gain non-Maedar HD they are unable to further advance in their natural Maedar class levels again.

Fist: A maedar learns to harden their fist into stone for a few moments in battle, this is why this simple attack can become so deadly at higher levels.

Shatterstone: By touching stone, they can create a hole in a large area, just enough for a medium sized creature to pass thru. At 3 HD, this can be five feet in height and distance; length at 5 HD this can be twenty feet in distance length; at 10 HD it can be 100 feet in distance length

Speak with Stone: Able to get visual images of creatures who passed near the stone within a 24 hour period at 6 HD, a month at 8 HD, and a year at 10 HD.

Summon Lesser Elemental Earth Form - As per Medium Sized Elemental. Will either engage in combat or stay and serve in other capacity for 12 hours.

Liquefy Earth: Create an area on stone that a medium sized creature can walk through. Can be roughly twice the size of the hole created via shatterstone. It is very difficult to discover (Perception DC 30) as it appears identical to normal stone and lasts for ten minutes.If inside the bolt-hole when it collapses, they are shunted out in the direction they came from.

Restore Stone to Flesh: Able to restore creatures turned to stone as long as their full body is still apart of the statue, if organs or appendages are missing, the restoration will not work. It takes one full minute per year that the creature was petrified of uninterrupted touch.

Tuesday, 22 December 2015

Bish - Nation in the Southlands


Everyone on Nyssa has heard the ancient tales of Hembria - the infamous wizard nation that most people believe started the great winter. Virtually all peoples of the domain fell under their shadows long ago... but not all. A few outpost nations remained free of the tyranny and out of these renegades, and out of these, only one still stands, Bishollo - the people of the falls live on.

West of the old south, southeast of the Ferrensil Forest stands this ancient land. Starting at the Great Bish Falls - it's temperate forest and gentle surging rivers expand and cross the whole sub-continent. Dire animals are the greatest threats spoken of here, and no dragon or other great beast stalks the land, even Rowena’s minions are rare in this realm, the standard undead types are found but none of the powerful ice variety. There is only one city Vromel, and civilized territories owe fealty to the ruling Prince.

How and why these people are protected from the cold is the basis of their culture and way of life, the Codex. From the onset of civilization people all over Nyssa have argued over who the gods were and how best to represent them. The obelisk is a universal Nyssian symbol of faith. In all other locations each religion has their own obelisk a free standing monument to the one ideal, usually to a specific divinity. Not so in Bishollo, here the gods are not seen as distinct but always a unity. The idea of many obelisks is foreign to these people, just all gods sit at one heavenly table people worship at the one obelisk, and this is the mile high Codex. This is the core of all Bish peoples and races, their faith, and their protection from the cold.

The Bish share most of the views on the magical frequency but here they call it the Surge. Anywhere else on Nyssa, the frequency emerges somewhat randomly, spreading out like mild ripples of energy and colours without form. In Bish, because mana emanates outward from the one obelisk, there is a continual gush, as a bright colourful wave, repeating several well-known patterns, dispersing mana to the mortal world. Near the Codex the strongest known magical energies in the domain exists, and at certain times spells can be cast with spectacular results. This ever-circling aura is so overpowering that many clerics spend their entire lives in Vromel, at one of the many temples that reside around the Codex.

Proximity to the surge has many other consequences, because the surge comes from the gods, anyone of piety with enough worship, prayer, sacrifice or devotion, can cast a spell at least once in their lifetime. These free magic’s are a thing of wonder and many people await their whole lives before approaching the codex and asking for a "favor" or spell. But just because one asks, doesn't necessarily mean that the favor asked is the one requested, nor even if one may be given at that time. Often those who just lost a parent or lover will come asking for fates to be reversed, only to find no deity is listening to their prayer. Others have their wish granted, not just once, but many times, who or how these spells are granted are beyond a mortal to decipher.

Another affect of the Codex is the closeness of the faiths. All of the gods have open, non-walled temples, facing the obelisk and in the path of the surge. This means that they can all cast enhanced spells at their temples, but because their traditional enemies can as well, magic is not seen as a destructive force, merely one that gives aid and succor. The light and dark here are more of competitors, and few priests dare use force or violence in their contests with the other followers of the gods. This unity has created a great upheaval in the political power the clerics wield. They control Vromel's army, bureaucracy, major guilds, educational facilities and most importantly the monarchy. They manage the city and do so to benefit themselves, the ruling theocracy. Openly, it does not matter which god you worship, as long as you are able to summon priestly might. Secretly, however, wars of favor are still played out by some "holy" and "unholy" men for positions of prestige.

In all of their secretive campaigns, one foe remains true, wizards remain anathema - enemies of the state, purged, at all costs. No spell tower (the traditional Nyssian method if wizardly education) has arisen in Bishollo in over three thousand years, and public executions are still permitted when one is caught casting an arcane spell. The reason for their mistrust is the same as everywhere else - the Great Winter. It came here, catching everyone unaware, and plunging the land into a long deadly winter, but here the ice retreated back past the mountains, never to re-appear. However, their mistrust has not abated, these people view arcane magic as perverted magic and sinful, and if they do not try to destroy wizards outright, they will certainly thumb their noses at the individual, or alert the Standing Knights. Wizards from the outside world are usually arrested upon arrival, thrown in jail and subjected to torture.

Sorcerers do not fall prey to the same mistrust, for while wizards must deliberately choose the arcane arts, sometimes individuals are blessed with a natural aptitude and this is not to be shunned, rather it's to be celebrated. There is always some hesitation at first, did the individual seek out the magic or otherwise attempt to steal it from the gods, spell casters must go through an arduous process if they wish to reveal their unique abilities as sorcerous. The most celebrated sorcerers are who manifested their powers as infants and teens because they are too young to have studies the magical arts, it is always assumed that these individuals are authentic and are not subject to the same scrutiny as their elderly compatriots. There are many folk tales of sorcerer-heroes, given their power from the gods, come to save the people during great crisis. Most often the hero has red hair and from a barbarian tribe.

The priests may control the city, but warriors maintain peace in the hinterlands. Rangers, paladins and even barbarians are tremendously important in the regions and towns, and except for a wondering monk, few preacher-like types are rarely seen. In fact, there is little magic outside of Vromel, and few divine spellcasters ever bother to go adventuring. This creates a huge problem for the outlanders, for while powerful magics can be cast in the city; outside they are left defenseless to creatures that cast spells. It is due to the loyalty of the people that they work together to end these threats.

None of the “popular” races are enemies with each other, but some like or dislike each other more than the others, and of course, there are always those who are hated even by their own kind. Humans, who call themselves the Bishine, are the most dominant divine spell-casters and merchants, and they rule their six provinces from the capital, Vromel. Conflicts between the provinces are outlawed, but flare-ups sometimes occur for lucrative property (especially mines and the rune forests) between local Lords. Officially, all owe fealty and their taxes to the Prince of the City – but most Princes do not attempt to enforce taxes on any province except for Pron – the Prime. Four other confederate nations exist on the Bish peninsula; all are organized along racial lines. While all of them are considered allied nations, each of them (non-officially at least) realize that Vromel rules all, and go out of their way not to antagonize the military masters of the realm, as the humans have invaded the smaller nations to eliminate a perceived threat.

And, for all their "unity" there is a great deal of threats to Bishollo. While dire animals are the worst known to the commoner there are far greater secrets known to the royal hunters and knights. The bleak-lands, the northern-most region, has for thousands of years been covered gray-black stone is emerging from the bowels of the earth, which destroys all plant-life. The Bish have lived their entire history near the aside this barren land, as it acted just as much as a protector as a threat. Recently, the bleak-lands have begun to expand, and many strange chaotic beasts capable of performing terrible spells or brute acts of force are appearing. It has taken the army some time to determine what they have known now, and the theocracy knows nothing of the approaching danger. While some of the citizens are aware of what is happening, few consider it a threat as the Knights and the Codex have long protected them, and most feel confidently that they will continue to do so.

Animals: Boars, Shard-Birds, Shard-Bullettes, Kazurn hounds,
Steeds: Horses, Hederaks, Griffons
Races: Human, Jivine Elf, Ubine Dwarves, Tenderfeet (Halflings), Gnoll, Quillian, Kinzarri (Phaeton), and Lizardith
Enemies: Ogres, Shard-beasts, Prism, Cult of the Vine, Cult of the Gorgon, Gobbers, Kenku, Hand of the Shadows

Ubine: The Bish Dwarves reside in the south, throughout the Thunderlands and the Therrik Mantle. They are a rich race with connections to many other races and groups in the peninsula. They have a healthy mercantile tradition, and readily use the cat-kin and Oromian merchants that come to them for trade. In times past, the dwarves were more ready to take to the caravan, but this has steadily decreased over the last hundred years.

The noble families, Axe, Shield, Stone & Barrel speak, and vote as a single voice, and this block is one of the first the Imperial League attempt to sway in military matters. They usually double the numbers required by the Treaty for the Border Patrols. The Shield family which is the strongest block does not elect non-Shield representatives to the speaker position, Other clans can beseech this dominant one, and is tradition for the Shield to respect the requests by the other dwarves.

Jivine: The Bish elves are perhaps the longest continuing inhabitants of the Bish peninsula, as their monuments from the past dot the landscape. However, out of all the major races, they are rarely away from the Jesh, their forest homeland in the northwest. While some sages claim that their numbers have dropped in the last two hundred years, the elves do not divulge the truth. They show their loyalty to the Senatas in the means dictated by the Treaty, but they steadfastly refuse to allow anyone inside the forest. Bish Elves are wild elves, which have druid, ranger, rogue and sorcerer as their preferred classes. Their Vilne emeralds are considered the best spell-gems in the world, and they equip their heroes and sell them to their allies. They do not send representatives to the Senatas, unless requested for a specific vote, but they never raise objections either as long as their territory is respected. Once they tried to change attitudes on magic, but they don't speak up about it anymore. Their noble families are called Root, Fey and Vilne (green emerald).

Kinzarri: Are land bound, city dwelling phaetox, clustered to the Bish penisula. There are a few small cloud isles in the Bish, so they never developed a separate culture and distinction that their Phaeton cousins developed elsewhere. Heavily religious, they still follow the Phoenix, but they also have faith in other gods and powers. Most are loyal citizens who work in many types of craft businesses. The non warriors fly but usually only do so at sunrise or sunset, as they are unable to alight their flame wings for very long. The warrior caste has more authority, but those who have reached Status are rarely in the city, as they are busy on missions for the nation.They are very strict adherents of the culture they live within, the very last to upset their neighbours. The flame and wing are the two noble families.

Lizardith: An outsider culture and race that has not fully integrated with others, and while they are mistrusted they have proven their value over and over again. They have a culture, education and belief system is very different, Found in a few underground caverns, they are keen in studying peoples, faiths and magic. Many temples in Vromel have a few lizardith acolytes studying there. Monk, Cleric, Ranger and Rogue are their preferred classes, but for many of the tribal brutes, they only want to gain levels as barbarians. They do not recognize nobility, they select their four members by electing counselors to vote on political matters.


Annash: Gardens that spontaneously arise whose harvest is magically enhanced, similar to potions
Battery: places, usually caves, where Iron-hearted are located until called upon to serve in battle
Bish: The subcontinent; anything from here is Bishollo
Bleaklands: dead lands, that are a border to the outside world and a home to many evil creatures
Blessing: Ability to cast a spell or a wish granted by the surge when at the Codex
Circle: Druidic cult that attempts to create nature sanctuaries and protect animals
Code: The list of laws and traditions that knights follow
Codex: Mile high obelisk located in Vromel
Cult of the Vine: cults that cause wild drunken orgies that sometimes cause great destruction.
Curse: Lycanthropy, it is punishable by death; sometimes known as Curse of the Moon
Dral: Good aligned, black-skinned elves, tremendously respected by the Bish
Fentorrik: An Iron-Hearted warrior that once commanded an army that destroyed Vromel
Ferric: Iron Mines in the eastern province well infested with gobbers
Gray: creatures that come from the bleaklands
Gromwell: Canyon homeland of the gnomes, this individual believed to be a legend
Hands: Members of the faithful
Handmaidens: term for priestesses of Quanna
Hunters: Rangers given permission by the crown to hunt in the preserves
Iron Hearted: War forged, created for war. Hundreds sleep ready to be awakened for service.
Jesh: The “Sleeping Forest” of the Jivine elves in the north
Knights: Well-respected cavaliers that serve various groups, some are Paladins
Legion: Elite warriors that continually patrol the bleak borderlands
Mandorrian: Waring nation across the eastern sea, often act as mercenaries
Muse: a fey being that inhabits the body for a brief time for an artistic performance. “Calling for a muse” is a dangerous thing, as the results are unpredictable at best.
Oasis of Thought: Little known monasteries that promote unarmed combat
Order: the title of the noble families that rule Bish, Order of the Green, Order of the Feather, etc
Oromians: Bearded merchants across the eastern sea that also control jammers (flying ships)
Patriarch: Leader of the council of churches; only the Prince holds more political power
Rage: A drug that causes bloodthirsty madness
Red Haired: Spellcaster or more specifically a sorcerer
Rez’l: titanspawn, a powerful lich hundreds of years ago that seized control of the iron forged
Rowena: Goddess of the undead, colloquially known as the Ice Bitch
Rune Forests: forests that contain magically enhanced wood used, spontaneously develop
Scarlet: Knights that directly serve the Prince of Vromel
Senatas: The ruling body, where the noble families meet to rule
Shadowy Hand: Group of cultists that kill good aligned clerics and paladins
Shard Mage: Outcasts sorcerers who travel to the bleaklands to gain power at a tremendous cost
Silver Claws: Group of good aligned gnolls that help to protect roadside shrines
Standing Knight: Knights who help protect the nation from wizards and outsiders
Surge: Magical energy, sometimes known as mana or the frequency
Thunderlands: Volcanic territory controlled by the Ubine Dwarves
Titan: heretics that actively attempt to destroy obelisks and kill anyone that serves the gods
Titanspawn: created creatures that serve the Titans, or, mortal followers of the Titans
Teeth or Tooth: Slang for rouges and thieves.
Treaty: The agreement that forged Vromel as the capital, it sees each province and neighbouring nation pay tax as well as soldiers to help keep the border peace
Trueborn: creatures born without a hint of stain or impurity
Vilne: Emerald spell-stones
Vromel: The capital city near the center of the nation

Sunday, 20 December 2015

Iron Salamander

My gaming home world is one of various styles: high magic, high technology, social interaction, divine interactions, etc but one of the few sticky points is the unending threat of the cold. Large swathes of the land are still covered in the Icy Death, and getting around this is a significant challenge especially at lower levels. 

While I have lots of unique creatures but there are a few classic ones that I shouldn't use as they violate the spirit of the themes. The Iron Salamander is one of those alternates to let me use the creature adjusted to fit my campaign world. So instead of the fiery salamander, this is the one I use, representing iron strength and metal sharpness.

Iron Salamander
CR 6
LE. Medium Outsider
Init + 1. Senses: Darkvision 60 ft, Perception

AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
HP 76    (8d10+32)
Fort +10 Ref +7 Will +6

DR 10 / Magic Immune Silver or 1st level Spells
Speed 30 

Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13
Base Atk +8; CMB +11 (+15 grapple); CMD 22 (can't be tripped)
Melee. +11 / +6 Spear (d8+4 plus metal spray +1d6)
Constrict. 2d6+4 
Feats Cleave, Iron Will, Power Attack, Skill Focus (Crafting)
Skills: Acrobatics, Bluff, Intimidate, Perception, Sense Motive +5, Craft (Weapon), Knowledge (Planes), Knowledge (Religion or Magic) +8

Environment: Plane of Iron
Organization: Hunting Party (11-20) or Tribe (100-400)
Challenge Rating: 6
Treasure: Standard

Tail Metal Spray: Their tail is a continuous swirling slag of metal. Normally when they attack, their tail flails in the same direction, throwing spikes, doing damage as listed. They can have their ten foot long tail to attack another distinct direction, except they must make separate attack rolls in this circumstance.

Tracking Penalty: Iron Salamanders continuously shed small iron shavings, giving opponents tracking them gain a +4 on their attempts. These shavings usually disintegrate after 12 hours on prime worlds.

Metal Weakness: Iron Salamanders suffer a -2 to sonic saving throws

The Iron Salamander is an intelligent foe from another plane, that comes to many prime worlds to raid for resources and slaves. They are well known in many locations on Nyssa because they have long used portals to make lightning quick attacks to take what they need. Their standard routine is to take over a defensible short-term lair, gather their items and then depart.

They appear bright and shiny in their youth as their silver metal scales cover their serpentine body. As they age, their metal sharpens but the metal fades into an iron like rigidity and colour. Most of these Iron Salamanders work on sharpening their tails, both for decoration and for battle functionality. While they have expertly made weapons such as spears and war hammers, they relish using their tails in battle with weaker creatures.

They are similar to a military society where every citizen understands their role and may be called upon to help in a raid. They usually follow orders when it comes to raids or defense, but they are given flexibility otherwise. Most towns will raid once every two or three years, when their supplies start to run low. Communities are independent of one another but will typically help an allied community if they are not in the midst of planning or executing a raid.

Iron Salamanders are a non specific gender, they go through periods where they change their gender, usually a female in their earlier years and a male in their later ones. Most Iron Salamanders hatched during specific periods will share their role and gender with every other salamander during that same six to nine month period. Gender roles are not recognized, unless the female is pregnant, then it takes priority for the community and they have a five year refrain from taking part in raids.

The listed example is a base Iron Salamander, they can gain levels in fighter, ranger, rogue or sorcerer. Leaders are from all all classes, as they move upward in their society ranking for success in their missions - Salamanders respect cunning and strength above all else.

Monday, 14 December 2015

Disenchanter Beast (multi-tiered template)

I have used these creatures a lot in my dungeons to explain why magic items can be rare. These creatures seek it out and feed on it, not evil creatures but natural ones who are following their instincts. They affect enchanted magic items only, so in my world that means created items. Many simple items are natural and these cannot be enhanced nor drained. These creatures are often raised by non-magic using species to temper the threat of spell-casters.

Disenchanter Beast (3 template bases - Lesser, Greater, Master)

Size and type: does not change
Hit Dice Adjustment: +2 HD or +6 HD or +10 HD
Speed: As original creature

Armor Class: +3 deflection bonus for Lesser, +6 bonus for Greater; +12 bonus for Master
Attack: As per the original creature plus HD bonus
Full Attack: As per the original creature
Spell resistance: SR 15 / SR 20 / SR 25
Special Abilities: Drain Magic, Sense Magic: Anti-Magic Aura, Awakened Ferocity
Special Qualities: Dmg Reduction 3/5/10

Abilities: As base creature plus  +2 / +4 / +8 on any three ability scores
Skills: +5 on perception checks and sense motive; +3 to skill checks for every additional HD attained

Environment: Remote locations
Organization: Solitary
Treasure: None
Alignment: Usually Neutral

Drain Magic: Magic items that touches a disenchanter beast must save vs Will DC 25 / 30 / 35 or be nullified. Items with charges lose all charges, if it is a permanent magic item, the lose it's magic properties for 1d12 hours / 1d3 days / 2d4 days.

Sense Magic: Can sense the presence of any magic (spells or items) in the radius of 500 feet.

Anti-Magic Aura: Magic has a hard time working in a disenchanters presence. Casters must make a concentration check DC 20/25 /30 to be able to cast spells within 50 ft of a disenchanter beast. Items with charges lose three times / five / ten the required charge every time they are used in the 50 ft radius.

Awakened Ferocity: Disenchanters gain a +5 morale bonus if disturbed from their sleep; this bonus applies to all saves, attacks and skills.

Reduced Stealth: When their scales flare due to the presence of magic, they suffer a -5 / -10 / -15 to their stealth checks as their blue scales flare brightly

These creatures were originally breed by the Society of  Contemplation - a neutral aligned cult dedicated to creating magic free areas but they eventually escaped to breed wild and true. Now they usually exist as wild creatures inhabiting herds of their base animal. Most common known herds include:snakes, gorillas, bears, wolves, ferrets and eagles

They are similar in size and shape with their base creature, except they always have light blue skin with dark electric blue triangles spot their body. When in the presence of magic their skin flares to dark blue. These creatures feed on magic items, which they can naturally sense up to 500 feet away.

Disenchanters are passive creatures, attacking only when other beings approach them. It is difficult for adventurers to approach them, as the presence of magic aggravates them to the point of aggression. Items left within 50 feet of the snake’s presence for more than 24 hours; permanently loses their dweomer without a saving throw. For this reason, adventurers avoid disenchanters whenever possible. If they snatch powerful items, they retreat to their lair, curl around it and sleep. In this hibernation, they are actually more aware of their surroundings then when awake as per their ferocity ability.

These creatures often run in the same packs that their base creature come from, with one or two members being of the disenchanter variety and the rest being standard beasts. They are fully compatible with non-magic versions of themselves but their offspring is 90% likely to have disenchanter abilities. Disenchanters, regardless of their type never attack other spell-draining creatures; few are able to communicate with each other but they inherently understand that they share a goal. Most of the oldest varieties haunt lonely tombs, spires and abandoned lairs.

There are a few places that successfully use these creatures to curb the presence of magic. Most fail as they cannot preserve the creatures ferocity with their need to control them. The best, such as the spire city of Lecenna, have wild disenchanter monkeys roaming around, stopping magical threats but limiting their own spell-casters capacities.