Friday, 27 February 2015

Lizardith (Lizard Man PC)

One of the racial monsters I have long used is the Lizard Man. Just love these as the alternative main racial class in direct opposition to humans, not as a foe but someone able to compete with them. The way I've always pictured it: Elves are our higher level cousins, Dwarves are the lower level ones, but neither are really at the par as humans and their complexities. The Lizardith are our true competition. Civilization as broad and a culture as varied, they are just a threat on the high and low scale, wielding magic or in waves of numbers. When players see them their adventuring teams in dungeons, they can be a threat or potential ally. (And I have role played a hissing Lizardith scenario trying to communicate with players so many different times.)


Lizardith (Lizard Men)
Personality: Perhaps next to only humans, Lizardith are the most varied peoples of the domain. It is next to impossible to judge a Lizardith’s motivations before observing one. Every moral habit, weakness or strength is found within these cold-blooded peoples. While they are not xenophobic, they are wary of strangers because of their history.

Physical Description: Semi-aquatic reptilians weighing between 200 – 250 pounds with a 3-4 foot long non-prehensile tail. As they age, many seasoned warriors often sharpen their bodies, so that almost every body part becomes a weapon (claws, teeth & tail.) Most are covered by mottled light green scales, with dark patches of yellow, red or brown depending upon their tribe and homeland.

Relations: Lizardith are reclusive, simply because they have fought for so long and hard, they do not trust anyone fully, even their own people. Instead, a lizardith will judge the individual carefully before making a conclusion, and this is only about the individual, never their race. The individual human, elf or dwarf may earn their living in a lizardith community, just as easily, they may be killed for crimes against the lizardith people.

Alignment: As a race, they generally tend towards neutrality. But individuals may by as holy as saints or as evil as scoundrels.

Lands: Their original swamp cities are in tropical lands far south of the Phastian desert but they have expanded to everywhere including vast territories in the under-earth, caverns beneath the frozen domain.

Religion: While many are strongly druidic there is a small but fervent number of clerics in larger communities gathered around obelisks. Most druids worship Zeyla, the Egg-Mother while clerics worship idealistic gods similar to human faiths.

Language: They speak lizardith which mirrors Dragon linguistically. Individuals often learn dwarf, tenderfoot, callanna, faerie and yuan-ti. Some who travel in the frozen north, may speak a local human tongue but it is a minority.

Adventurers: Many differing lizardith heed the call for adventure. Some seek fame, wealth or power, while others live to serve their deity.

Racial Traits
+2 attack bonus if fighting 50% submerged vs land-based creatures
+3 attack bonus if fighting 100% submerged vs land-based creatures
Hold breath 10 X Constitution
+2 skill bonus to Balance, Perception & Swim

Level Adjustment: +0

Preferred Classes: Any

Lizard Men (Lizardith)
NG humanoid 
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2

DEFENSE
AC 13, touch 8, flat-footed 13 (+4 armor, –1 Dex, +0 natural
hp 5 (1d8+1)
Fort +2, Ref +1, Will +0

OFFENSE
Speed 30 ft. (Swim 40 ft.)
Melee greatclub +1 (1d8)
Ranged javelin +1 (1d8)

STATISTICS
Str 11, Dex 12, Con 11, Int 9, Wis 9, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats: Toughness
Skills Climb +7, Perception +5
Languages Lizardith

Standard Lizardith Tribal Advancement
2 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
3 HD Increased Natural Weapon Damage (1d6 Claws); +1 in Natural AC
4 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
5 HD Increased Natural Weapon Damage (1d8 Claws); +1 in Natural AC
6 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
7 HD +1 in Natural AC; Gain Bite Attack (d4 / 19+)
8 HD +7 in skills; Gain Greater Feat
9 HD +2 to any attribute; +1 in Natural AC
10 HD +7 in skills; Increase Natural weapon Threat Range (17-20), Gain Greater Feat
11 HD Increased Natural Weapon Damage (1d10 Claws / 1d6 Bite); +1 in Natural AC
12 HD +5 to any attribute scores (no more than +2 to any individual) +3 in Natural AC; Gain Greater Feat, +7 in skills

+1 HD Add as per character classes

Lizardith can gain standard class levels at any point but if they do they are then unable to advance in their Racial Lizardith abilities. Many tribes will have individuals of both racial and class levels. This may

Base Skills: Acrobatics, Balance, Climb, Diplomacy, Handle Animal, Jump, Knowledge (geography, history, local, tribe), Perception, Stealth, Survival, Swim

Typical Lesser Feats: Power Attack, Multiattack, Natural Armor (+2), Tail Attack, Improved Initiative, Camouflage (+5 hide bonus in one environment), Improved Climb (+6), Increase Swimming Speed

Advanced Feats (Higher than 8 HD) Improved Camouflage (+10 hide bonus in one environment), Imp Natural armor (+4), Increase Claw Critical, Stunning Head-Butt, Breathe Underwater, Swing Tail, Advanced Swimming Speed

Breathe Underwater: A Lizardith grows gills and can breathe underwater

Tail Attack: Gain an attack at the same range as their primary claw attack. Can be used in any round during their primary attack focus if an enemy is immediately behind them. Does the same damage as their bite. They are unable to score critical attacks with a tail attack.

Tail Swing: If they have have Tail Attack, they can choose this as an advance feat. They attack every creature behind them, they cannot omit anyone, if they swing their tail they potentially attack everything. They roll one attack roll at a -2 penalty.

Increase Speed: Add +10 to their swim speed
Advanced Speed: Add another +10 to their swim speed

Camouflage is an auto-defense that happens when a Lizardith is in a natural environment, as their skin blends in if they are moving at less then half their maximum speed.


Friday, 20 February 2015

Lego d20

This is something I consider weirdly functional as it`s ideas that I have been playing with in one form or another for a long time. Again, these don`t perfectly fit into any world almost by design, as they are alien but it`s fun and weird which are combinations that I can`t resist.

Lego d20 *

Lego entities are not a natural part of a fantasy ecosystem, they are most often brought to worlds as slaves or they come as refugees. They exist as a living block, some with sentience, others inert. Both are still considered fully Lego.

As far as experts can determine, Lego are alive and come from an existence that is distinct from our own. They can be found in virtually any dungeon environment, living their lives separate
from most other creatures, as they have a long history of outsiders taking advantage of them. There are some individuals, usually small sized humanoids like Halflings or Dwarves who have gained the Lego communities trust. Individual Lego will adventure, to learn about their neighbours and find ways to stop evil creatures from taking advantage of their kin.

For the most part, their society matches the non-Lego one, needing to eat, sleep, compete and co-operate. Since they are all Lego, they also have a bond with each other which helps define their existence, as they can uniquely feel and be bonded with everyone in their community. They are almost always aligned to the Neutral Good Alignment. Individuals who do not believe in the shared community are isolationists and are usually Neutral Evil, who seek power for themselves.

Lego generally do not believe in gods, or, for the most part they do not believe they are governed by gods. They respect other creatures beliefs and can co-operate with anyone that they share a connection with. Their clerics adhere to the One Brick, though they do not elaborate what this means with others.

Lastly, Lego strongly follow a shared network of ideas and actions. Outsiders can become a part of a community, as long as they are willing to share ideas, wealth and a commitment to the Lego-kin.
Strangely, it is their own people who have literally grown to a new size (at 7 HD) that seem to have outgrown their connection. These outsiders are needed as stalwart defenders yet do not fit, torn by their responsibility to their kin and their personal desires for wealth or other drivers.

Lego                              CR 1
NG                                Humanoid (Mountains & Desert)
Init +2;                         Senses darkvision 30 ft.

DEFENSE

AC 12, touch 10, flat-footed 10
hp 4 (1d8-2)
Fort +0, Ref +3, Will +0

OFFENSE

Speed 20 ft.
Melee: Bow +3 (1d6+3)

STATISTICS

Str 7 Dex 15 Con 8 Int 8 Wis 8 Cha 10
Base Atk +0; CMB +-3; CMD 12
Feats Skill Power Attack, Improved Unarmed Strike (Combat)
Minor Skills: Acrobatics, Disable Device, Knowledge (Nature, Engineering, Local), Perception, Use                    Magic Device +2
Major Skills:Climb & Stealth +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Lego-kin and pick one of Elven, Dwarven or Common

FEATURES:

1 HD: No Part Alone, Bricks, Lego energy, Small Size, Vulnerable to Force
2 HD: Assemble 1, Absorb,Locked Lego, Gain +2 attribute points
3 HD: Disassemble, Lesser Bond
4 HD: Part of the Whole, Gain +2 attribute points  
5 HD: Regular Bond
6 HD: Assemble 2, Gain +2 attribute points
7 HD: Full Absorb, Grow to Medium Size (Gain +2 in Strength and Constitution)
8 HD  Assemble 3
9 HD  Wholy Linked, Strong Bond, Gain +5 attribute points (no more than 2 in any specific ability score)

+1 HD Gain level in character class (Bard, Cleric, Monk, Psion, Ranger, Rogue & Fighter are preferred classes)

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

Bricks: Unlike many other creatures, Lego have components that are both distinct and apart of the full entity. Anytime they are hit by a blunt force, they can take the damage to one part instead of their whole body, thus separating individual parts instead of taking damage to their HP. 20% of their total HP can be converted from direct damage into losing one of their appendages (their arms or legs). They can take up to 80% of their total HP as brick damage. Any extra damage is not lost, it must be taken to their HP total. It takes one minute per convertible HP to reassemble the piece.

For example: A lego creature with 20 HP, they could convert 4 hp damage to brick damage.  In this example, if they took 7 points of blunt force damage, they can convert 4 points to lose attachment to an arm, but the remainder of 3 points would be lost as HP damage. It would take four minutes to reabsorb a severed appendage.

No Part Alone: Lego-kin are individual entities free to chose and act, however they are bound mentally with others of their kind. Lego can communicate with all others of their kind, gaining base
empathy with any other lego they touch, including inert ones.  (1st)

Lego Energy: As beings from another world, Lego bring an energy not usually found in physical, mortal worlds, as such they are vulnerable, as many evil beings convert Lego to spell energy.  For every 1 HD of active Lego energy, spell casters can gain 1/2 spell level to a spell or enchantment. For every 10 HD of non-active Lego energy, evil spell casters can gain the same amount. Some higher level spell casters can likewise convert this Lego energy to temporarily boost their spells, but it is considered an evil action as the Lego will die  (1st)

Vulnerable to Force: Lego suffer a -2 saving throw penalty to avoid Force effects

Assemble: Lego-kin are part of the infinite Lego-ness, being one with the infinite brick enables them to manipulate Lego in a way that others can not fanthom.
They do not need to roll an intelligence check to build a greater unit.  (2nd)

Absorb: Lego entities are able to absorb other Lego to heal themselves. They can convert 1 pound of loose Lego to heal 1d3 damage. They can do this to heal themselves or other Lego creatures as a standard action up to their Charisma Bonus each day. (2nd)

Lesser Bond: Lego can form strong attachment bonds with their kin. It is a type of magical glue that unites a Lego with others of its kin. It takes DC 12 + Strength Bonus + Lego HD to separate Lego from Lego  (3rd)

Disassemble: Most non-lego creatures that have interacted with Lego, know that Lego shapes can be  taken part through brute force. However, non lego-kin can make an intelligence check (DC 14 + base)  in order to take the pieces apart. Lego do not need to make this check, if they take time they can always disassemble a simple block. (3rd)

Part of the Whole: Lego-kin can communicate with other intelligent Lego through sight, sending messages to each other with subtle movements that no non-Lego can comprehend. treat as full
comprehension as long as the receiver can see some part of their Lego-Kin (4th)

Regular Bond: At this level, it takes DC 15 + Wis Bonus + Str Bonus  + HD to separate Lego from Lego  (5 HD)

Assemble 2: By touching Lego for one full round, they are able to unlock and free blocks from other Lego blocks. They do this in order to reassemble the block in a new formation or to travel past that point. Once they change the blocks arrangement, it is relocked (6 HD)

Full Absorb: They are able to absorb other Lego to heal themselves. They can convert 1 pound of loose Lego to heal 1d6 damage. They can do this to heal themselves or other creatures the same as a healing spell. They can do this once per their HD or level (7 HD)

Assemble 3: Lego-kin gain the ability to manipulate lego without touching it. As long as they are within twenty feet, they can manipulate blocks to lock or unblock by concentration alone. Anything that blocks or hinders Telepathy also blocks this capacity  (8 HD)

Wholly Linked: Lego-kin at this level have made a deep connection with any other lego, able to communicate from any distance with one lego-kin per HD or level. These must be individuals the lego-kin has met and formed an attachment to. Once an individual is named, they are never removed from the list, even if the person is dead or is on another plane. (9 HD)

Strong Bond: At this point, it takes DC 20 + Wis Bonus + Str Bonus + Int or Cha Bonus + HD to separate Lego from Lego (9 HD)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Other Lego Rules

Lego Beasts: In places where Lego entities are found, Lego Template creatures should also be found. These are animal or monster types that have the same square-block look that Lego Figures are famous for.  Use the Brick rule from the above listing to enable Lego creatures to lose their arms or legs in the same manner.

Non-Lego characters can utilize a Knowledge (Engineering) for Lego Crafting Skills.

Lego Bricks are considered to have a Hardness 2 and Hit Points of  10/in. of thickness. Consider them to have a break DC of 30.  Lego don`t usually decompose, unless they are affected by the equivalent of disintegration, they just fall into smaller and smaller pieces.

* This is all for the fun of gaming and combining stuff I loved as a kid and still have a fondness for. This should in no way be considered an infringement of any rights the Lego Corp has.

Thursday, 22 January 2015

Really Simple D20 Rules for young kids

For the last few months my little girl has been playing with my figures and dice. We have a PA day coming up and I want to play some story games with her. Here is a simple version I came up with for us to use, to get her involved in the game, and have her roll some dice.

Things you need: 3 sets of dice, minis and mapping tools.

Rules:
Have all players get two minis and characters.  They come into the area and look for things and avoid monsters.

Have a separate dice for every mini to keep track of health. When hit, change the number showing. When they are reduced to zero, the character runs away.

Character Types:
Strong Girl - 2 Good skills, Use a 10 for health
Fast Girl - 4 Good skills, Use an 8 for health
Smart Girl- 2 Good skills, Use an 8 for health

Move
Roll d6, move that many spaces.
Roll 4 or higher, move and attack at same time

Attack: Must be next to a BG
d20 - 1-5 miss
d20-  6-12 hits, roll avoid
d13- Cannot avoid
If the attacker rolls 13 or higher, they hit doing 1 pip
If the attacker rolls 16 or higher, they hit doing 2 pips
If the attacker rolls 20, they hit doing 3 pips (strong guy only)

Avoid
Roll 6+d6 - if you roll higher than attack, you avoid
(Use 12 +d6 in later games, but otherwise the same)

Skills : Use D8 for good skills, D6 for everything else
Hide=Monsters can`t find you
Find=You can find things
Run = Run away or double Move
Jump = Half the number is how high you jump
Swim = Swim or stay in same spot
Climb= beat target and you climb to where you need
Grunt=any kind of lifting or moving things

Target to beat: easy (3), rough (5) or hard (8)
(We only use Hard level target for later games)

Spells (have 3 at a time, cast any number of times) - Smart Girl only
Bubble: Surrounds someone, they don`t take damage, and can fall or swim safely
Boom-Loud Noise, scare BG for d6 rounds
Back-Push= BG gets pushed back d6
Bop - hit someone for 1 pip from 3 spaces or less away
Beg - you've asked a favor, to avoid, defender must roll 11 or 12 on 6+d6
Help - friend gains back 2 pips

Loot: Set the target at a ertain amount of loot to find. Every time they are at a chest, door, table, etc the character can try a find check, if they beat the target they receive 1d4 bags of loot. The game ends when the good team or the bad team finds the required amount of loot, usually a loot target of 10.

Bad Guys (BG) are Monsters always have D6. They always do one pip of damage. Have no skills or spells. They are looking for the same stuff you are. They scream and cry a lot.

Thursday, 8 January 2015

Favoured of Keran

These suave, human-looking aristocrats are found throughout cities on Nyssa dedicated to serving the evil deity's purposes. They are a corrupting force, dedicated to sowing mistrust on other groups and forces in urban areas. While many people know the danger they represent, the foolish often fail to see the little gifts they offer come with a price that many can't afford.


Favoured of Keran

CR 6
LE Outsider
Init +5; Perception + 8

DEFENSE
AC 19, touch 18, flat-footed 12 (+4 natural, +1 dexterity, +4 Scale Mail)
hp 50 (8d8+16)
Fort +7, Ref +3, Will +6
Morale 15

OFFENSE
Speed 30 ft.
Great Sword +9 (2d6+4)

Spell-Like Abilities (CL 8th)
At Will- Detect Good, Detect Magic, Detect Poison, Fear, 
2/Day- Invisibility (Self Only), Suggestion, Unholy Blight

STATISTICS
Str 17 Dex 13 Con 15 Int 14 Wis 12 Cha 14
Base Atk +6; CMB 12 CMD 16
Feats: Alertness, Blind Fight, Improved Initiative, Power Attack, Cleave, Weapon Focus
Skills Bluff +14, Climb +8, Diplomacy + 8, Gather Info +6, Hide +6, Knowledge (Religion or Planes) +8, Perception +8, Swim +10, Survival +5
Languages: Common, Draconic, Infernal, Telepathy 100 ft

ECOLOGY
Environment: Urban areas or Obelisk of Keran
Organization: Solitary, pair or Platoon (3-6)
Treasure: Standard

SPECIAL ABILITY

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Change Shape (Su) They can assume the form of a dire snake, raven or crocodile twice a day. They do this to go unnoticed and try to avoid transforming if anyone can see them.


These creatures are Keran's steadfast minions and often act as ambassadors and assistants to his clerics on mortal planes. They originate from petitioners, faithful members who have died and reborn on the outer planes. Stripped of their memories, they are transformed to do the will of the dark lord.

Keran is a powerful evil deity that is ever present on Nyssa, found in cities acting as agents of absolute law, manipulative to get their dark order at the center of all important activities in an area. 

Most of the Favoured are usually assigned to an obelisk or church and keep a hand in activities in any way they can, Often supporting evil groups, hiring adventurers or sowing mistrust in good aligned groups and faiths. Many end up leading local churches but can be called back to Keran's domain in Hell's Fifth Circle at almost any time.

The Favoured are usually adorned with symbols of high status, showing their "personal success" and the value of following the dark lord. They are often seen as a part of high society, invited to parties as they are quick to sponsor aristocrats & artists. They are always ready to act as patrons to adventurers and the desperate on wild escapades for the chance of wealth. While not open to admit it, there are often hushed tales told of when promises are stretched too far and they finally ask for payment of the debt – the end result is the damnation of anyone not ready to pay their debt in full.

Wednesday, 31 December 2014

Random Encounter Tables (City)

Encounters - roll as needed when situation is unplanned. My personal rule is as a DM we can decide anything, including not to use these tables. But, if I choose to roll, the roll rules.

Race*
01-70 Human
71-75 Dwarf
76-80 Tenderfoot    (Halfling)
81-85 Elf
86- 88 Sylph            (Winged Humanoids)
89-90 Ogren             (Mostly civilized Ogres)
91-92 Lizardith        (Lizardmen)
93       Quillian         (Humanoid Purcupines that can throw their quills)
94      Jahlen             (Golden Horned Ram Humanoid)
95      Charr               (Pale skinned humanoids with magical armaments)
96      Gargoyle         (Stone figures that haunt towers)
97      Minotaur
97      Jackalla            (furred jackal humanoids that hunt undead)
98      Phaetox            (Flame winged humanoids that cannot tell untruths)
99      Clockwork       (Sentient Mechanoid with freewill)
00      DM's Choice

*The first four selections in the race table can be replaced with each other. So if in a Dwarf city, they take the top choice, and humans go to the next tier.


Basic City Encounter Table
01-08 Beggar or Poor Man
09-12 Cleric (3rd - 5th)
13-16 Undead (roll again **)
17-18 Animals (Swarm, Rats, Insects)
19-20: Pet
21-25: Drunk (Roll Again)
26-28: Gentleman, Nobleman or Rogue (3rd-10th)
29-34: Guild Member or Craftsmen
35-36: Mercenary or City Guard (1st-3rd)
37-40: Dancer, Harlot or Rogue (3rd-10th)
41-45: Labourer
46-55: Worker (2nd-5th)
56-65: Merchant
66-68: Nobleman (5th - 8th lev)
69-70: Busker or Bard (3rd - 6th)
71-72: Animal Handler or Stabler
73-75: Sailor, Dockhand or Labourer
76-80: Visitors or Pilgrims
81-83: Knight or Paladin (3rd - 8th)
84-85: Sorcerer (3rd - 5th)
86-88: Child or Apprentice
89-90: Guild Officer
91-92: Disguised (Roll again)
93-95: Shapechanger (Lycanthrope, Doppleganger, Rakshasa, etc)
96+: DM's Choice

Random Building 
01-04: Artist, Bard, Busker or Entertainer
05-06: Herbalist or Apthecary
07-08: Brewer or Bartender
09-12: Baker or Miller
13-15: Mason, Construction or Wood Worker
16-17: Advocate, Alderman or City Councillor
18-19: Weaver, Tailor, or Leather-Worker
20-24: Shantal (Prostitute)
25-26: Pet-Master, Animal Handler or Taxidermist
27-29: Stabler or Horse-Handler
30: Locksmith, Clocksmith or Tinkersmith
31-32: Jeweler or Goldsmith
33-35: School-Master, Lecturer or Teacher
36-45: Sailor, Dockworker or Labourer
46-48: Librarian, Scribe or Cartographer
49-50: Psychic or Astrologer
51-53: Salonist, Barber, Stylist or Cosmetician
54: Undertaker
55-56: Hooper
57-58: Major Domo, Secretary, Buttler or Herald
59-60: Labourer
61-65: Blacksmith or Armourer
66-70: Food-Worker or Chef
71-73: Moneylender or PawnSmith
74-76: Tobbaconist or Perfumer
77-80: Charcoil, Burning Oil or Fireworks
81-82: Brassworker
83-85: Farmer, Flowerist, Gardener
86-90: Servicing Industry
91-94: Trader
95-98: Auctioneer
99+: DM's Choice

Thursday, 18 December 2014

Darras - God of the Poor and Sponsor of Charitable Acts

While not a god that openly sponsors adventurers, they can be requested for aid. An urban force, that monks and cavaliers often join as they assist the common-man. A good source of cheap potions and reduced costs for spells, if adventurers share their wealth when they have it. They turn no one down, especially those of other races or creeds, one must be open to be apart of the community.

Darras

Alignment: Neutral Good
Follower's Alignment: Any non-evil
Associated Colour: Brown
Holy Days: Twice a week (Alms)
Sacrifice: Tithe (25%) or fifty days of service every year
Patron: The Downtrodden, Cavaliers and Children

Preferred Class: Priest, Cavalier or Monk
Familiar Form: House Dog
Domains: Healing, Knowledge, Protection, Travel

Titles: Givers, Brothers and Sisters of Charity, Almsmen

God of the Poor. The outstretched hand. The Giver. The Humble. Servant of those in need. Lord of Charity. Darras is he who comforts the old and the young alike, and gives them nourishment and aid when nothing else can. He is the apostle of society, for when brothers gather together, he is there to share with those in need.

He is patron to landless cavaliers who have taken the vow of poverty. He fights greed by giving away everything that the church owns. But in so doing, they receive back far more than they had to begin with. While the elite may honour other gods of greater ideals, the god of blessings has the hearts of the downtrodden. Just as they are helped, they too help, and everyone is better off.

His faithful are patient, kind, generous; known for willing to give away everything they own. Legends abound of when Darras has saved a city from plague, or war or natural disaster, even to the extent that other gods are forgotten about. While other clerics may point out great battles and times of crisis where their gods were involved, to his faithful, Darras is ever present, ensuring the hungry, sick and diseased are cared for.They often open up hospitals or soup kitchens to help the impoverished, these are often their gathering places in cities without a temple or obelisk.

His familiar form is of a small light brown hound; which travels in the city unnoticed. They weaken the hearts of misers, and make the raving warrior feel pity and sadness in their hearts. Because they can so easily be unrecognized, one never knows where his hound may be found.

Darras has two avatars. The most common is a simple monk, wearing a brown tunic and no weapons. He comes during crisis, and helps to alleviate the suffering of the common folk. The second form is that of a cavalier, a knight riding on a great steed. He comes to lead the people to safety during time of war or insurrection. Unlike all of the other avatars, he comes to interact with the people, to lead them to victory. The victory of the Vallorria, the breakaway province of Mandos (which is seen to be a paladin’s district) was lead by this avatar, leading the common man to overcome adversity.

Darras' Code

Give freely
Without looking for reward
Accept kindness
Wherever you may find it
Greed is the enemy
A cancer that destroys family, friend, nation
Wealth is a blessing
Take it not for granted
And help others, in all things you do
For when you give charity
You too will be helped

Friday, 12 December 2014

Shandar-Kai - (Shadowy Urban Fey)


These are the shadowy fey figures that seemingly haunt my cities and back alleyways. Not physically powerful, but they get to be fast, quick jumpers and often will make pacts with just about anything to get ahead. Ideal for low level adventurers foes, but the option to grow in power yo be formidable to a higher level challenge.

Shandar-Kai

Shandar-Kai                                             CR 2
NE Monstrous humanoid (Castles & Underearth)
Init +3; Senses darkvision 60 ft.

DEFENSE

AC 16, touch 13, flat-footed 13
hp 7 (2d6)
Fort +1, Ref +5, Will +3

OFFENSE

Speed 30 ft.
Melee: Bow +4 (1d6) or Dagger +2 (1d4)

STATISTICS

Str 10 Dex 17 Con 11 Int 12 Wis 12 Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Skill Weapon Finesse
Minor Skills: Acrobatics, Diplomacy, Disable Device, Knowledge (Nature, Local), Perception +2
Major Skills:Climb & Stealth +5
Feat Choices: Point Blank Shot, Trip, Far Shot, Precise Shot, Power Attack, Cleave, Imp Sunder, Weapon Specialization
Languages Shadow & Elven

ECOLOGY
Environment: Urban
Organization: Solitary or Scouting Party (3-6)
Treasure Full

SPECIAL ABILITIES

Backstab Dmg (+1d6)

Shadowy Curse: By physically holding another creature for one minute, they can send an unwilling person to the shadowy realm if they fail a saving throw (Will DC 20).

Jump: They add their bonus to jump rolls if they are not wearing armor heavier than light encumberance.

Shandar-Kai gain these advanced abilities in replacement of class levels. They may stop advancing in these and gain a class level at any time, but once they do they are unable to gain new racial levels.

Advancement as Rogues for Saving Throws, Hit Points and BAB
3 HD +6 in skills; Gain 1 Feat; +1 in Natural AC; Advance Backstab Dmg (+2d6)
4 HD +2 to Any Ability Score; +4 in skills; Jump +10 ft; Advance Backstab Dmg (+3d6)
5 HD Gain 1 Feat; +6 in skills; +1 in Natural AC, Gain 5 ft base movement; 
6 HD +2 to Any Ability Score; +6 in skills; Advance Backstab Dmg (+4d6)
7 HD +1 in Natural AC; Gain 1 Feat; Jump +20 ft; Lesser Shadow Image (25% HP; 10 rounds max)
8 HD +2 to Any Ability Score; Gain 1 Feat, Advance Backstab Dmg (+5d6)
9 HD +1 in Natural AC; +6 in skills; Jump +20 ft, Gain 1 Feat; Gain 5 ft base movement
10 HD +2 to Any Ability Score; Shadow Image (75% HP; 10 minutes max)
11 HD +4 / +4 to any two ability Scores; +12 in skills, +3 in Natural AC; Gain 1 Feat

Shandar-Kai are shadowy fey, bitter and desperate beings cursed to be continuously banished to the shadowy realm. While they have strength and physical form on prime worlds, each time they are knocked unconscious through damage, they must save vs DC 16 (Wisdom) or be banished to the realm of shadows.As beings of stealth, they take advantage of flanking an opponent whenever they can. Most join thieving guilds, to learn and make contacts, keeping their nature secret whenever possible.

They appear as lithe sharply drawn humans with a darkness all around them. They will often wear elaborate armor and carry many very small sharp daggers. They are continuously planning thieving sprees. They know they will be forced to go back to the shadowy world eventually, so their wealth should be in forms that they can easily carry or store. When they return to their shadowy world, they share their knowledge and make plans for future raids. 

These evil beings mistrust their good-aligned kin, and go to any length to trap or send them back to the shadowy realms to be tortured or worse. Some begin to show empathy towards their light kin if shown it by their prime kind first. They keep this quiet, little is known about the Shandar-Kai's dark society and twisted rituals, but empathy to the light fey is low on their priority list.

Once they are banished, they must remain on the shadowy plains for no less than six days.


Thursday, 11 December 2014

Snow Nymph

To celebrate the season, here is my winter version of the Nymph. A playful figure and a little dangerous as it has a temper if .

Snow Nymph (Winter Shae)

CR 3
N (NG as they age), Humanoid
Init +7; Senses: low light vision, Perception +10

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 natural AC, +3 Dexterity)
hp 17 (5d6)
Fort +1, Ref +8, Will +7
SR 15 and DR 10/ cold iron


OFFENSE
Speed 30 ft.
Melee +6 Rapier (1d6) **
Special Attack: +6 Freezing Touch (1d6) **

Morale 11 (Skittish, they are easy to break ranks and run for cover)

STATISTICS
Str 10, Dex 17, Con 10, Int 15, Wis 14, Cha 17 **
Base Atk +3; CMB +6 CMD 15
Base Skills: Diplomacy +14, Hide +9, Knowledge (History & Geography) +8, Move Silently +9, Perform+7, Perception +10, Survival +8
Feats: Agile Manoeuvre, Improved Initiative, Quicken Spell-like Ability
Languages Fey, Dwarf & Common

The Winter Shae, or Snow Nymph, is a fragile pale skinned elf with elongated ears and fingers. Most have long blond or white hear, and they try to decorate their hair with small jewels carefully embedded in subtle patterns.  They speak Faerie and Elven in clear voices, they can usually speak common or Dwarven poorly. They are only seen during winter, dancing and playing gleefully in the snow, they never speak about where they are during the warmer phases of the yeat.

These fickle beings are happy to play and tease targets for a short time, however if you turn them down they are likely to attack in spite. The best trick is to play with them until they get tired and leave you alone. As they age, they mature into good aligned forest spirits, who are willing to make sacrifices for the collective good. The few documented times they become good friends with settled folk, they are much stronger in their desire to help and protect their allies.

Combat:
Winter Shades shun combat and will usually attempt to flee at first hint of danger. When allies are in trouble, they will sometimes ignore the danger and jump into the fray.

Spell-like Abilities:
Resist Cold – at will, Freezing Touch
3/day - Ray of Frost, Charm Person, Pass Without Trace and Speak with Animals; These spells are cast by a 5th level sorcerer (Save DC: 13 plus spell level.)

Spell Resistance (Su): Snow nymphs has spell resistance equal to 15+ class level (if any).

Freezing Touch (Su): Snow nymphs are incredibly cold to the touch, dealing 1d6 points of cold damage to whoever touches them, with no save allowed. They can also completely freeze or unfreeze small or light weight items without damaging the item.

Saturday, 22 November 2014

Nareg Gargoyle

A Nareg is usually a lonely figure on either an abandoned or lonely area, quested into service for short period of time as a guard or part of an attack force. Over time, as individuals grow, they can summon other kin to help them in their tasks and grow in their damage reduction capacity. The most powerful ones are leaders who make meticulous plans to take down and dominate structures.

These gargoyles rarely attack those who are not deemed enemies. While they have sinister reputations, very few ever threaten more than a particular building. They can be brought into service by powerful domineering forces of law that offer fealty and keep their promises. Many bards use Naregs as spies or informants, and can be paid off in spice or coins.


Nareg Goyle CR 2
LN (E) Medium monstrous humanoid (earth)
Init +2; Senses darkvision 60 ft.; Perception +2

DEFENSE

AC 13, touch 11, flat-footed 14 (+2 Dex, +1natural)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1

OFFENSE

Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +3 (1d4+1), bite +4 (1d3)

STATISTICS

Str 13, Dex 14, Con 16, Int 8, Wis 10, Cha 7
Base Atk +3; CMB +3; CMD 13
Feats Skill Focus (Fly), Hover
Primary Skills Fly +12, Perception +2, Stealth +4 (+10 in stony areas);
Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Terran, Local Humanoid,

Advancement
3 HD   +2 Str or Con; +6 in skills; 2 Dmg Reduction, Command 1d3 Gargoyles (DC 12, 1 minute)
4  HD Increased Natural Weapon Damage (1d6 Claws / 1d4 Bite); +1 in Natural AC
5 HD +2 Str or Con; +6 in skills; 4 Dmg Red, Command 1d6 Gargoyles (DC 14, 5 minute service)
6 HD +1 in Natural AC; Gain Horn Gore Attack (1d4)
7 HD +6 in skills, 6 Dmg Reduction, Summon 1d10 Gargoyles (DC 15)
8 HD +2 Str or Con; +1 in Natural AC, Gain Tail Attack (1d6), Summon 2d8 Gargoyles (DC 16, 10 minute service)
9 HD +6 in skills; Increase Natural weapon Threat Range (18-20), 8 Dmg Red, Gore Attack (1d8)
10 HD Increased Natural Weapon Damage  (1d10 Claws / 1d6 Bite); +1 in Natural AC, Summon 3d8 Gargoyles (DC 16, 2 /day, 1 hour service)
11 HD +6 in skills; +1 in Natural AC, 12 Dmg Reduction, Gore Attack (1d12), Summon 4d8 Gargoyles (DC 16, 2 /day, 2 hour service)
12  HD +4 Str & Con; +3 in Natural AC; Summon 5d8 Gargoyles (DC 18, 3 /day, 4 hour service)

Lesser Feats:
Power Attack, Natural Armor (+2) Freeze, Dive, Flyby Attack, Gore Attack, Improved Initiative

Advanced Feats (Higher than 8 HD)
Imp Natural armor (+4), Increase Claw Critical, Stunning Head-Butt (DC 18 - 2 rounds stunned), Tail Trip (DC 18)


SPECIAL ABILITIES

Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue

Dmg Reduction: Nareg gain stony bodies as they age, able to withstand more physical damage. This is to non-magical weapons. Silver or any magic bypasses it completely.

Summon Gargoyles: When outside, a nareg can summon others of their kind. They need to scream, and utter a simple one sentence command, that their gargoyle-kin will obey. Nareg cannot give complex instructions, thus it is usually to guard a site or attack a single foe. The groups summoned, are usually rivals, thus must be given different commands and do not serve together.

Saturday, 15 November 2014

Artificer - Prestige Class dedicated to Magic Item Creation

In worlds where magic item creation is rare and costly, it is usually in the hands of a select group of individuals that can enchant items. Usually called Artificers or Crafters and are found in places where mana or magic occurs, usually due to conduits to other worlds.

These individuals study ancient manuscripts and gather with like minded souls to study these arts. They form circles or guilds to share their practices with a select group. However, even if they do not welcome an individual, they usually do not become enemies, as comrades often share secrets even if unofficially.

This was always intended to be a non-player character class (NPC), as it helps explains why items are rare but can be found. The time cost of construction is so high, it is highly unlikely that players should have these abilities.

Artificer

Requirements: Any three creation feats (Brew Potion, Scribe Scroll, Create Holy Water, Create Holy Sand, Create Talisman); Ability to cast 2nd level or higher spells; Membership to a artificer guild.

Hit Dice: d3

Class Skills: The artificer’s class skills are: Appraise, Craft, Diplomacy, Disable Device, Knowledge (any), Perception, Profession, Sense Motive, Spellcraft, and Use Magic Device.

Skill Points at Each Additional Level: 5 + Int modifier. Feats:  1 / two levels

Weapon and Armor Proficiency: No extra armor or weapon proficiency. They retain those they previously had in their old class.

Spells: An artificer is not bound by any spell-list, as they increase in level they can learn three spells per level from either the cleric, druid or wizard spell-lists. To learn or cast a spell, an artificer must have an Intelligence score equal to at least 15 + the spell level. The Difficulty Class for a saving throw against an artificer’s spell is 10 + the spell level + the artificer’s Intelligence modifier.

Crafting Time: For every 500 gp an item is valued, it takes 1 week in a proper construction area (usually a lab or forge) to craft an item. The crafters gain depending upon the value of the construction sites facilities, their tools, their assistants, and some other factors will enable the DM to calculate time and costs.

Abilities by Artificer Level.

Co-op: At 1st level, the artificer gains the ability to create magic items cooperatively with another caster. The cooperative partner can provide the spell needed to forge the item; they must be present throughout the entire item creation process.

Craft Wondrous Item: At 2nd level, the artificer gains Craft Wondrous Item Feat

Work Anthril or Trel: At 3rd level the artificer can work Anthril or Trel as if it were steel, needing no special tools or forge to do so

Craft Magic Arms & Armor: At 4th level, the artificer gains Craft Magic Arms and Armor Feat

Craft Construct: At 5th level, the artificer gains Craft Flesh Golem Feat

Work Crystal or Ebal: At 6th level the artificer can work Crystal or Ebal as if it were steel, needing no special tools or forge to do so

Craft Wand: At 7th level, the artificer gains Craft Wand Feat

Craft Rod: At 8th level, the artificer gains Craft Rod Feat

Craft Construct II: At 9th level, the artificer gains Craft Clay Golem Feat

Forge Ring: At 10th level, the artificer gains Forge Ring Feat

Work Verchine or Mithril: At 11th level the artificer can work Mithril as if it were steel, needing no special tools or forge to do so.

Craft Construct III: At 12th level, the artificer gains Craft Stone Golem Feat

Craft Staff: At 13th level, the artificer gains Craft Staff Feat.

Work Adamantine: At 14th level the artificer can work adamantine as if it were steel, needing no special tools or forge to do so.

Craft Construct IV: At 15th level, the artificer gains Craft Iron Golem Feat