Blog Archive

Saturday, 29 October 2016

Restless - Undead Template

In my game world, undead are very common as they spontaneously arise from any creature not properly buried or disposed of. This template is the base undead found everywhere, arising due to accident or carelessness, not specifically evil actions. 


Restless-Undead [Template]

This template can be added to any dead creature that arise from its corpse being improperly interred. The creature appears as it did during the time of death often wearing funeral dress or wrapped linen over some portion of their body. Their eyes have a dark hue that covers most of their face, and many times they have a distinct jerk in their movements, especially at the start.

These undead are similar to self-aware zombies, that struggle to eke out an existence in their undeath. Most reside in crypts or dungeons, uninterested in moving out of the location where they reside. 

Size and Type: Change type to Undead (d12), If originally 3 HD or less, the new creature now has 3 HD. Creatures over 5 HD, lose 2 HD.

Speed: Same as original creature.

Armor Class: Gains a natural armor bonus of +5, this replaces any natural armor bonus the creature may have had previously. If they wore armor when buried, they will most likely will still be wearing it.

Attack: If it was originally a beast, the restless gain an additional bite attack doing the same damage as when they were alive. If humanoid, they have two natural slam attacks. The Restless if they have over a modicum of intelligence (7 or higher) and have their weapons, may opt to continue to use this option.

Size               Slam Damage
Small                 1d4
Medium             1d6
Large                 1d8
Huge                  2d6

Special Attacks: They retain all the attacks they had in life and gain despair wail & restless fever.

Despair Wail (Su) All creatures within a 60-foot radius that hear a restless must make a Will save at DC 13 (+ 1 / HD). or be paralyzed by fear for 2d5 rounds. Whether or not the save is successful, that creature cannot be affected again by the same despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.

Restless Fever: touch; save Fort DC 14, onset time 1 minute; every 6 hours make another save.
Initial effect: 1d3 Constitution drain.
Ongoing Effect: Every six hours make another save to take another point of Constitution drain.
Save: 2 non-successive successful saves to prevent any additional loss. While the restless effect is happening, the victim cannot properly rest, only magical healing can help revive them. The save DC is Charisma-based. This can also be removed by two successive remove curse spells.

Skills and Feats: Undead of five intelligence or more maintain the skills and feats they had in life.

Game Focus
Most restless have at least faint memories of their lives before they were killed, but now they exist to try and satiate their endless hunger. Warrior types try to organize any other undead into small legions to protect their property. Former wizards most often are the weakest, as they do not automatically gain spells, have lost some intelligence, and do not have spell books. A few rogues lucky enough to have their equipment can prosper and gain access to buried wealth.

It seems only clerics, who are often buried with symbols of their devotion follow their previous path. If they were evil, they exist to gain power and followers at any cost. If previously good, their existence makes them go slightly mad, and spend their time in their lair, angry at the world. They are still not willing to do evil to others, but will lash out if others come to them. Though rare, sometimes they can be convinced to help the living in good causes within their dark dungeon lairs.

Restless know they are not alive and do not pretend to be. They are obsessed with death, symbols around it and keeping their small circle free from anything they disdain - such as the living.

Any Restless with at least a low intelligence will try to avoid the undead hunting Jackalla.

Special Qualities: An undead creature has the following features.

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Will Saves.
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Many undead, however, are mindless and gain no skill points or feats. The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

Abilities: Adjust the base creature as follows: Str +4, Con --, Int -4, Wis +4, Dex --, Cha --. These undead lose some of the intelligence they had in life, but they gain in most other ways.

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Thursday, 20 October 2016

Fuul or Fool - Small, pink furred winged elven cat

This is probably the fastest creature I have ever stated up. Got a chance to volunteer for a one-night event early next month, and this is the focus of the game... find the Fool!

Fuul CR6
N Small Fey
Init +8 Senses Low-light vision; Perception +9

 DEFENSE
AC 17 touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 21hp (6d6+0 con)
Fort +2, Ref +9, Will +6
Misdirect Magic or Arrows, Resistance to Electricity 20

 OFFENSE
Speed 40 ft., Fly 20 ft.
Melee Bite +8 (1d3-1)
Special Attacks Evasion, Agility

 STATISTICS
Str 8, Dex 19, Con 10, Int 9, Wis 12, Cha 16
Base Atk +3 CMB +1 CMD 15
Feats Improved Initiative, Dodge, Mobility
Skills +20 Fly, +8 Perception, +5 Knowledge (local / nature), +12 Stealth, +5 Sense Motive
Languages  Fey or Elven (Understand and read, but cannot speak)

 ECOLOGY
Environment Forest, Spire or Dungeon
Organization Solitary, Pack (2-5)
Treasure Value Half Standard (gems, coins, keys)

A Fuul (usually mispronounced Fool) is a fey creature long beloved by Elves and other woodland creatures.  It appears as a small, pink furred, double tailed, winged cat. They form very strong attachments to those some who travel into the wilder parts of the forest. They are quite intelligent, and can understand words spoken or written in the lands around them but they cannot speak - they meow or purr.

Some are trained to act as the hunted foe in an Elven forest game, where the challengers must capture the fool using nets. It is difficult for the challengers to use magic against the Fuul as it can redirect any spell cast near it.

Combat

Misdirect Magic (Su): Twice a round, a Foul can misdirect any magic cast at or near it.  They usually redirect it at the caster, or safely away from other creatures. Their tails actually misdirect the spells, if the tails are cut off they lose this ability.

Agility (Su): A Fuul may act as if hasted for a number of rounds per day equal to their Charisma modifier. This ability can be activated or suppressed as a free action.










(Pikachu...I see you!!!)

Thursday, 13 October 2016

Doposylla - Green Skinned Slug Disc-Flying, Exo-Biologist-Scientist with Bodily Upgrades / Discoveries

My games are inherently fantasy. I like most of the tropes - elves, fairies, dragons and knights among many others. While I also love sci-fi movies and TV, I generally don't mix the two. The Doposylla is one of the few variations to this rule, as they are aliens flying around on small personal saucers, shooting energy rays and doing augmentations to other creatures. They are seen as kooky and untrustworthy but worthwhile for many races looking for body modifications for their underlings, in particular, their evil masters. The Doposylla are obsessed with body changes and care little for ethics or the health of their subjects. They are heavily inspired by Sil, the alien species from classic Doctor Who.

Doposylla

CN Small Aberation
Init +4 Senses Perception +5

 DEFENSE
AC 16 touch 14, flat-footed 12 (+4 Dex, +2 natural) 
hp 22hp (3d8+9 con)
Fort +6, Ref +5, Will +4

 OFFENSE
Speed 10 ft., Fly 20 ft. (E)
Melee Dagger +3 (1d4+1) 
Ranged +6 Electrical Ray  (Touch Attack)

 STATISTICS
Str 13 (7), Dex 19 (11), Con 17 (10), Int 15, Wis 12, Cha 11  *Unadjusted Scores
Base Atk +2 CMB +3 CMD 17
Feats Weapon Finesse, Iron Will
Skills +5 Perception, +6 Knowledge (Magic or Genetics), +6 Spell Craft, Fly +12
Languages Giant, Dragon, Planar Trade

 ECOLOGY
Environment     Spirelands or Astral Islands or Large Cities 
Organization     Solitary, pair, or syndicate (3–6) 
Treasure Value  Double
Items: Adult Doposylla at 3 HD or higher have a Personal Flying Disc

The Doposylla are infamous small sized, green scaled slugs well known for the abilities to enhance creatures, either by creating cross-breed or boosting beasts. While they are often sought out by evil creatures looking to utilize their unique skills. But they are not evil just self absorbed, focused on doing their experiments. Three foot tall, dark -green overweight, slug-like humanoids with small horns, small arms and no legs.  Their skin has many abrasions, cuts as they show signs of multiple incisions from operations, a majority of the injuries are self-inflicted.  Most live on a personal flying device, equivalent to a Magic Disc or have large creatures (ogres) to ferry them around on their backs as man-servants. 

Originally found in an Outer Plane, as a traveling people around the Great Circle. The rumors have it that their world was invaded by the domineering Hasick Devil-kin and they were put to hard laborious work.  Unsuited for typical physical slave labour, one of the few areas they excelled in was medical augmentations that eventually lead them to perform operations to enhance the Master's war slaves.  Legends speak of them eventually escaping by cutting their own legs to make a permanent connection with their personal travelling device.  Whatever factions made these deals no longer mention it and the Doposylla never reveal anything about their own past. 

Most Doposylla are not actually spell casters, but they have learned to use spell components to mimic spells in order to upgrade their target's physical attributes or create temporary boons. They can do this no more than the recipient's natural constitution bonus (i.e. 17 Con = 3 times.) If a recipient wants a repeat, it will be considered duplication in terms of cost. Prices: 4,000 gold piece for 1 adj; 10.000 for the second adjustment; 16000 for the third, etc. Half of the cost is for components. It takes one day per the level of adjustment to prepare the medicine and just as long to recover after the treatment is completed.

Very rarely a young (1 or 2 HD) Doposylla are found, they are incapable of movement, residing in vats of liquid, observing its species and learning. They are fed, but there is little other emotional connection, Doposylla who are strong enough to climb out of the vats, begin working on their first motion machine (usually a disc), once it's completed they are accepted into the community. There is always competition between the infantile slugs, and some of the adults enjoy it when one youth physically maims another one.

Many Doposylla have odd senses of humour and love to test their subjects not just physically but emotionally as well. They are open to working with almost anyone that is willing to experiment on themselves but even more important that are willing to pay them their fees. 

Personal Flying Disc - Four foot wide flat disc, that the Doposylla use for travel. The Disc has Flying rating E (Perfect) and speed of 20. It can hold no more than 50 pounds of weight more the Doposylla. A small ray gun or discharge device is attached to the front of the disc. Alternatively, some will have a small flexible grapple hand, that has a 10 ft reach, but can hold things less than 40 pounds. It radiates a small force field, adding +6 on the Doposylla's AC. It cannot fly higher than 5 feet of the ground. Some Dopo upgrade their flying disc with their feats, increasing speed, flying height, force field, grapplers, capacity, etc. They do not sell or make these devices for other beings.

Discharge Device - They have a small electrical ray device, which can shoot a ray out to 50 ft directly in front of them. This is a touch attack. This does 1d6 base electrical damage every round. Some Dopo upgrade their ray gun with their feats.

HD Advancement Table: +7 skill points per level, feats every second level, (+2) ability increases every three HD levels, +1 AC bonus every level (when on their disc.)

Typical Skill Selection: Knowledge (Any),  Appraise, Bluff, Diplomacy, Disable Device, Fly, Perception, Survival, Use Magic Device

4 HD - Discovery 
5 HD - Improve Ray (Touch Attack, Electrical Discharge 1d8)
6 HD - Discovery
7 HD - Anesthesia 
8 HD - Discovery
9 HD - Improve Ray (Touch Attack, Electrical Discharge 1d10, or 2 attacks at 1d6)
10 HD - Discovery 
11 HD - Improve Ray (Touch Attack, Electrical Discharge 2d8, or 2 attacks at 1d10)
12 HD - Discovery 
+1 HD - Gain New Discovery for every two new HD, Gain an extra electrical discharge at lowest dmg rate every two new HD

This advancement table is the standard way for Doposylla to advance, a rare few advance by taking sorcerer levels. If they don't advance in their Doposylla HD levels, they do not gain new discoveries.

Anesthesia - Can inject apart of their own blood, to provide relief from pain, it dulls the recipient`s senses so that hit point loss is postponed off until the medicine wears off (HD * constitution bonus in number of days.) Most often, they will be in a resting bed and the Doposylla will allow the recipient to heal naturally. The recipient must make a Will DC roll to determine the hit point affect. The Doposylla usually charge 500 gp for this service. The Doposylla can do this any number of times a day, as long as they have the serum ready, which takes 1d3 days to prepare 1d6 doses.
Will DC 13 for 1 HP/ HD up to 5th HD
Will DC 16 for 2 HP/ HD up to 12th HD
Will DC 20 for 3 HP/ HD up to 18th HD
Will DC 25 for 4 HP/ HD up to 15th HD
Will DC 30 for 6 HP/ HD up to 20th HD+
+1 HP / level for every +5 DC beaten

Discovery - A Doposylla finds their own technique for completing a physical upgrade to a body. The assumption is that they need to have done this on themselves. 

Typical Discoveries:
Temporary Attribute Boost: Add +5 to any attribute score for 2d10 days 

Increase Natural AC - Add +1 to recipient's natural AC

Increase Natural Damage - Increase damage to the next highest dice for a natural weapon, such as claw, bite, etc

Increase Natural Speed - Increase land speed by 10; -2 on all other movement skill checks (climb, fly, etc)

Secrete Base Poison - The creature gets a poison that secretes from their blood. The poison does -2 constitution damage (-4 dmg on a sneak attack or critical) if injected. The save is Dc 10 + HD + Constitution bonus. This is the base Doposylla poison.

Concentrate poison - Add +2 on saving throws for a creature's own natural poisons

Greater Poison - Add +5 on saving throws for a creature's own natural poisons

Feral Bonus- recipient loses 1d3 on intelligence score but gains 1d4 on a physical attribute 

Replacement organs - Gain as needed replacement body parts or organs, these do not need to be attached immediately. (Heart, Lungs, Kidneys, Eyes are the typical ones created.)

Lesser wings - Creature gains wings, (Flight 20, maneuverability: Poor –4 on fly skill checks, 5 minute / level)

Upgrade wings - Creature gains an improvement in their wings, Flight 30,  maneuverability: Average +0 on fly skill checks, Flight time 10 min / HD 

Small Horns - These small black horns confer +2 on the heads AC, and +4 on stun checks

Larger Horns -These medium sized black horns confer +6 on the heads AC, +4 on intimidation checks and immune to stun checks; upgrade from sharp horns

Tail: Give a recipient a five foot long tail, adding +4 on balance checks.

Sharpened Tail: This upgrade makes the tail much stronger, adding +8 on balance checks and an attack as a primary weapon doing 1d4 dmg (18-20/ X 3 dmg) to creatures behind them.

Lesser Tentacle: The creature gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle enables a tentacle attack to creatures within five foot radius (1d6 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. Those with a tentacle use it as a free attack, it does not count on their normal maximum number of allowable attacks per round.

Upgraded Tentacle: With this upgrade, this tentacle enables a tentacle attack as per their primary attack roll (+2) to seize creatures in a 10 foot radius. (1d10 damage for a Large Tail, 1d8 for a Medium Tail and 1d6 damage for a Small one) with the grab ability. Those with a tentacle use it as a free attack, it does not count on their normal maximum number of allowable attacks per round.

Wednesday, 5 October 2016

Chund - Blind, Small Sized Blind Eyeballs with a never ending hunger

I use these as a swarm creature. If the PCs are able to do mass damage, they can scare these buggers away in the general swarm type rules. Many of my evil masterminds seem to keep one or more of these in glass cages as specimens / pets.

 Ch'und

Small-size Aberration
Hit Dice: 3d8+3(15 hp)  or 90 hp
Initiative: +2 (Dex)
Speed: Fly 40 ft.(good)
AC: 16 (+2, Dex,+4 natural)
Single Attack Bite + 4 melee / Swarm Attack *
Single Dmg Bite 1d6+1 / Swarm Damage 4d6
SA Individuals have Improved grab (bite damage every round)
SQ Scent, Night Vision, Immune to necromantic attacks or energy
Saves Fort+4,Ref+18,Will+2
Abilities Str 13,Dex 15, Con 12, Int 2, Wis 8, Cha 5
Skills Fly +12, Perception +6, Survival +8
Feats: None
Climate/Terrain: Underground
Organization: Pod (7-12)
Challenge Rating: 5 or (treat as 6 HD if more than 9 are present)
Treasure: Half
Alignment: Usually neutral evil
Advancement Range: 3 or 4 HD

Chund are a two foot round cylindrical bodies that float in dungeons with long tails resembling stalks that droop down almost touching the floor. They have a single large black splotch in the center of their mouth, which falsely resembles an eye. While they cannot see, they have an incredible sense of smell, able to track living creatures in order to hunt them down.

They try to eat nearly anything that moves near them with a scent. Their lair is below ground, close to openings. 

These beasts cannot be reasoned with, and it is very hard to safely approach them, as they want to feed on virtually anything. Some evil masters use them in protecting lairs, often try to team them up with other beasts that wouldn't set off their hunger pangs, such as undead or constructs.