Blog Archive

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