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Showing posts with label 3.5. Show all posts
Showing posts with label 3.5. Show all posts

Thursday, 22 June 2017

Barbapapen - shape-shifting fey blobs with highly social and hedonistic tendencies

Was always a large fan of the Barbapapa TV show as a young child. It wasn't until I was much older I realized where they came from and the many books that came much before the show.

Barbapapen
NG Medium Fey
Init +1 Senses Low-light vision; Perception +3

 DEFENSE
AC 15 touch 13, flat-footed 12 (+1 Dex, +2 natural, +2 Dodge)
hp 13hp (3d6+3 con)
Fort +2, Ref +4, Will +3
Defensive Abilities    Shapechange, Reach

 OFFENSE
Speed 30 ft.
Melee Mace +0 (1d6-1)
Ranged Sling +2 (1d4)

 STATISTICS
Str 9, Dex 13, Con 12, Int 9, Wis 11, Cha 10
Base Atk +1 CMB +0 CMD 11 (+4 on trip attacks) 
Feats Agile Maneuvers, Bouncing Dodge*
Skills +3 Knowledge (nature) ,+2 Survival, +3 Perception, +3 Climb,  +3 Acrobatics, +3 Perform or Craft, +7 Escape Artist; (+4 on Escape Artist Checks due to slippery skin)
Languages Faerie, Elf

 ECOLOGY
Environment Usually Forest
Organization  Solitary or Family (2-9)
Treasure Value Standard (50% in goods over wealth)
Advancement: As Monster HD or Class: Rogue, Ranger, Druid Bard or Sorcerer up to 12th level

 SPECIAL ABILITIES

Partial Shapechange (EX): A Barbapapen has a partial shapechange ability three times a day that they mostly use to see and experience the world around them, by increasing their height by a foot, parachute to avoid falling, or add fins to assist swimming. The Barbapapen still looks like their own self, melded with the adaption (may have blue, rough pebbly skin just like their arch-form.) They can add +6 to a skill check for their adaption.

Abilities by HD

4 HD Speak with Animals or Plants (3 / day plus 1 / cha bonus)

5 HD - Special Skill Focus: At 5th HD, they gain +5 on one social skill focus for their innate nature. Perform (arts, instrument or dancing), Craft (Building), swimming or climbing are the most typical choosen. This is apart of their defining nature, they do not pick this.

6 HD - Healing Blob, At this level they often spend long time away from their families and communities, and on of the ways they have adapted is to go back to their essential blob shape. In this form they heal +2 hp / minute. They can maintain this form for ten minutes up to their HD.

7 HD Reach:  Brabrakin can reach out or up to 10 feet away. This is a full round action. They are unable to directly attack another creature, but can be used to assist their kin (holding a foe, trying to trip, etc). At 10th HD or higher, by taking an additional feat - enables them to reach out another ten feet.

8 HD - Match Mentor Skill - By copying a master in their physical movements for up to one minute in a non-threatening environment, they gain a temporary boost, If a Brabapapen imitates their mentor, they can add half a master's skill score to their own skill ability. For example if an expert has +12 on their swimming skill, a barbrpapen can add +6 on their own swimming skill. They can mimic this movement skill for up to 24 hours later. They need to have at least +1 in any skill to be able to learn from a mentor in these ways.

9 HD Full Shapechange: Similar to a druid's shapechange, except it fully inhabits the shape and colour and all other features if they used the 5th level polymorph self spell. They can add +10 to a skill check directly related to their adaption.

A Barbrapapen is an intelligent fey blob that is home in most rural locations, living in harmony with the nature and most other creatures around them. They are highly social beings that builds strong social connections with the plants, animals and all other sentient creatures. They try not to offend other creatures and use their social connections to avoid all kinds of trouble. They can tolerate social deviance just not aggressive action to their friends and allies or innocents.

They appear as a roughly humanoid blob, roughly the same height and weight of a person, with small arms and a roundish bottom that rolls along the ground for movement instead of legs. They can appear as almost any colour and many have features similar to local animals, avians, fish or even simple mechanical devices. They seem to feed off the structure and personalities they like, and then grow to resemble those features. At maturity, or late teen years they are usually a little over six feet in height but grow through-out their lives, an old Barbapapen is usually eight to ten feet tall.

A Brabapapen has the natural ability to shape change. Small changes, such as extending an arm take a few seconds, others can take a round or more to complete. They change shape to better move themselves in the environment. While their basic shape is that of an ooze, they take humanoid shape to better fit in with outsiders, even many of their friends are surprised of their natural form. Among their own, they are happy to get back to their shapeless form, mixing with others of their kin.

Brabapapen are social hedonists, enjoying everything around them and helping others do the same. They enjoy having visitors, to share ideas, food, dress, music almost any other cultural exchange, as they enjoy learning and sharing. Most sinful pleasure can be found in their small villages often located outside larger elven, human or jahlen towns.

While not aggressive in nature, they can be stirred to take action to help allies or to help fey or protect their friends from being harmed. They have been involved in many battles that help their neighbours, but they prefer peace and solitude. Many times after a war has been won they will move away to quieter locations.

Even their allies are unsure of what gender a Barbrapapen actually are. While many assume gender based on their physical appearance or even personality, this is not always true or consistent with this kind. Barbrpapen can take lovers from any species, and can change their partners or their preference on either a whim or cycle that leaves others amused and often confused.A Barbrapapen understands that since they control their physical gender, just like others change their clothes, they need not be limited by others conceptions, they change shape and accept others for whatever they may happen to be. They get bored by rigidity, they don't want their allies or lovers to limit themselves or to limit their own creativity.

Always they are an openly welcoming being faithful, never fearful and open to almost any experience.

Advancement: Racial Class
Gain +2 on attributes every HD up to 10 HD
+6 skill points every HD,
New feat every 2HD
+1 to AC every 2 HD


New Feat: Bouncing Dodge: If a Barbrapapen has a five foot free square adjacent to them, they have a jumping bounce dodge, which gives a +2 instead of the normal +1 dodge bonus. 


Saturday, 3 June 2017

Claw Steed - Wild equine beasts, tooth maw and sharp claws instead of hooves

One of the oldest creatures I ever statted, as the preferred steed in wild regions of my world.

Claw Steed   CR 5
XP 1,600
N Large Animal
Init +4 Senses Low-light vision; Perception +8

 DEFENSE
AC 17 touch 9, flat-footed 17 (+8 natural, -1 size)
hp 47hp (5d8+25 con)
Fort +9, Ref +4, Will +1
Defensive Abilities    Immune to Charm & Hold Spells, +4 on cold or ice spell saving throws

 OFFENSE
Speed 30 ft.
Melee 2 Claws +7 (1d8+5/18-20),  Bite +4 (d6+2) or Tail +4 (1d4)
Special Attacks: Tail +7 - Back Attack only 1d4 dmg, Stampede

 STATISTICS
Str 20, Dex 11, Con 20, Int 6, Wis 11, Cha 11
Base Atk +3 CMB +9 CMD 19
Feats Improved Initiative, Multi-Attack, Imp Critical (18+ double dmg with claw)
Skills +8 Climb, +8 Perception , +5 Swim, +5 Survival, +16 Jump
Other Gear Lone Claw Steeds may have barding

 ECOLOGY
Environment      Grasslands
Organization      Herd (15 - 90)
Treasure Value   None
Advancement     6-12 HD (Large)

Wild equine beasts, whose natural environment are on the Kazurn plains, but they roam throughout the domain. They have a tooth filled maw; a long whip like tail and short heavy fur allows them to survive extremely cold temperatures. Their coats mimic the same as horses but it is much thicker and harder to work with. Their wickedly sharp claws enable travel in rocky terrain, capable of them climbing vertical surfaces, graze thru ice & seize medium sized and smaller creatures.

These steeds are the preferred mounts for those who shun air travel or hunt on the wasteland. Their unique features enable these creatures to thrive in environments that leave most creatures defenseless. Much better in combat than flying animals and able to withstand the cold. But they cannot be breed in captivity, thus only adventurers are ever able to find one to be their steed.

Tribal druids may sometimes beseech these creatures into service, but only if the tasks helps both the tribe and the claw steed herd. Many of these same tribes hunt these beasts for meat, fur, bones and blood, not out of disrespect, but desperation. Upon success, the tribe always thanks the spirit totem for the sacrifice.

Combat
Claw Steeds raise their front claws and attack in a claw, claw bite format, using their tail to eliminate sneak attacks. They have incredibly sharp claws (improved critical), which can seize foes or rip them to shreds. When these wild beasts have a rider, they will follow their master’s attack to compliment the combat style.

Stampede (Attack): This attack is determined by herd size, at least 15 claw steeds must be present to form a stampede.For every three members add +1 to the base attack, +1d6 to damage and +1 on the DC for reflex saving throw.  Herds with 90 or more members have the following combat stats: +37 Attack, 30d6 damage, DC 40, Ref save for half damage. They usually do this only once per attack sequence- stampeding a foe then running off.

Tail Attack  Claw Steeds are always aware of creatures at its backside, getting an attack with their razor sharp tail - lashing anything behind them. This is a free attack, it does not count towards the creatures maximum allowed with their claw and bite routine. Their tail is a thick black whip with small sharp shards, it is constantly swaying back and forth.

Society
The herd is the only society for claw steeds. They run with their herd and follow the oldest and strongest member. Individual claw steeds can part from the herd for a variety of reasons. The most obvious is during a stampede, an individual may have lost footing or wounded and are unable to keep up to the herd. Some hear the call of the divine and leave to become the personal mount for a devout paladin, ranger or druid.

Hunted endlessly, lone members become targets for those seeking a strong and unforgettable mount. Due to their wild natures, a claw steed is immune to all charm and hold spells. A handle animal (DC 40) skill check is required once the creature is subdued but not injured. As a wild, magical beast, claw steeds cannot mate in captivity.

Saturday, 29 April 2017

Holy Sufferers - Prestige Class of Non-Violence

"According to our scripture - there is a finite amount of hurt in the world. When I take on an once more pain, then someone else's burden is lessened." Anonymous Holy Sufferer

Holy Sufferers

For most people, the idea of suffering for others is a strange concept, but the holy sufferers believe they do good by being a target of pain in replacement of others. Blessed sufferers take up the vow of non-violence, and swear an oath to never again pick up a weapon to use it on a living creature. They can still attack non-living entities such as undead, constructs elemental- types or any creatures that do not display intelligence.

They are often involved in quests to banish or destroy evil or chaotic beings. They use their abilities to get around, avoid and help their friends accomplish great deeds. They may be a distraction in physical combat, but out of combat they can help in any way their spells, skills or abilities can enable them to.

Prerequisites:
Feats: Iron Will, Great Fortitude
Oath: Non-Violence   (Nyssian Oaths)
Alignment: Any non-evil
Spells: Must have the capability of casting the Sanctuary spell.

Benefits:
Hit Dice: d6
Skill Points: Int +4/level
Class Skills: Climb, Diplomacy, Fly, Handle Animal, Heal, Knowledge (Any), Perform, Ride, Perception, Sense Motive, Spellcraft, Survival, Swim, Tumble, Use Magic Device

Level   BAB   Fort     Ref      Will     Special                                    Spell Level
1st         +0       +2       +2        +2        Blessed Sanctuary, Aura              --
2nd        +0       +2       +2        +2       Circle of Sanctuary                      +1
3rd         +0       +3       +3        +3       Eye for an Eye I                          +1
4th         +1       +3       +3        +3       Greater Circle of Sanctuary        +1 
5th         +1       +4       +4        +4       Eye for an Eye II                         +1
6th         +1       +4       +4        +4       Eye for an Eye III                        +1
7th         +2       +5       +5        +5       Higher Circle of Sanctuary           --
8th         +2       +5       +5        +5       Eye for an Eye IV                        +1
9th         +2       +6       +6        +6       Peaceful Blessing                        +1


Class features:
Spell Level: A sufferer gains additional spell casting capacity as they increase in their suffering levels; they do not gain any additional abilities: turning, feats, etc.

Blessed Sanctuary: A sufferer is under the constant effects of a Sanctuary spell as long as they do not actively attack through any means (physical, spell or psionic powers) mortal creatures. Undead and constructs are the only exceptions. This spell is continuously active, so, even if an attacker manages to beat the DC in one round, they must continue to save every round to overcome this defence. The benefits on this spell also encompass a sufferer one’s mount or anyone who they may carry in their arms (such as a child or an injured person) The save DC is based on the sufferer’s charisma and wisdom bonuses. (Will DC 10 + HS level + charisma bonus + wisdom bonus)

If a foe bypasses the sanctuary field more than twice in a given combat, most Sufferers do not maintain it and use physical or magical means to help defeat the enemy.

Circle of Sanctuary: As per the spell sanctuary, except any allies of the sufferer ones within a 20 ft radius of them gain the benefits of this spell. One ally per level of the sufferer can also be protected. However, once an enemy bypasses the effect on an ally, the spell ends, and the ally can act normally. If an ally attacks an enemy, the sanctuary effect ends. The Will DC for Blessed Sanctuary is Will DC 10 + HS level + Wisdom bonus.

Greater Circle of Sanctuary: As per Circle of Sanctuary except it can protect two allies per level of
the Sufferer at a range of 30 ft. 

Eye for an Eye I: Whenever someone manages to bypass their sanctuary spell, and use a melee attack on a sufferer, this effect will enable the spell to strike retributively. Eye for an eye will inflict the same damage on the attacker, as the sufferer themselves suffered. There is a save for half damage. DC 10+caster level+Wisdom modifier.

Higher Circle of Sanctuary: As circle of sanctuary except three allies per the Suffers HD within a 50 ft are protected. This is a full round action to call upon the Sanctuary but the radius must be free of enemies to start the effect. So, they often create smaller circles if the full 50 ft radius is not available. Usable 5 + class level / day.

Eye for an Eye II: As per Eye for an Eye I; except, when sufferers receive an injury, whether from melee, missile, spell or psionic effect, the attacker will instantly receive retributive damage. There is a save for half damage. DC 10+caster level+Wisdom modifier

Eye for an Eye III: Similar to Eye for an Eye II except there is no saving throw to avoid the damage. It affects undead as EfE2.

Eye for an Eye IV: Similar to Eye for an Eye III except physical attackers must make a saving throw for any time they attack the sufferer they suffer double damage automatically. Magical or psionic effects are not doubled, but as per EYE III, they do suffer the same damage they inflicted on the Sufferer. It affects undead, constructs and any other non-labelled creatures as EfE3.

Peaceful Blessing: Brings 24 hours uninterrupted sanctuary to any one other creature touched but otherwise as EfE IV. If the protected person does for any reason suffer damage, the spellcaster can will the damage onto themselves for the duration of the spell. The Holy Sufferer can be anywhere on the same plane as the creature the Peaceful Blessing has been cast upon and enact the share damage effect.

Wednesday, 28 December 2016

Aspect of Bacchus - Religious Figure of a Musical Deity

An Aspect is a religious figure - a living embodiment of one of the gods. They appear to serve both the living god and to be a boon to the faithful.  The idea comes from the D&D 3.5 Miniature Handbook, and I still use the equivalents for most of the gods in my world, except for a few where I've set them out like the figure for Bacchus below. 

Aspect of Bacchus      CR 10

CN Medium Outsider

Init +10 Senses Darkvision 60 ft.; Perception +25

DEFENSE

AC 24 touch 16, flat-footed 18 (+6 Dex, +8 natural)
hp 126hp (12d10+60 con)
Fort +13, Ref +14, Will +9
Defensive Abilities Damage Reduction 5/epic,  Immune to cold, electricity, paralysis, enchantment, necromancy, poison & sleep, Resist Acid & Fire 20, SR 21

 OFFENSE

Speed 40 ft. Flight 60 (A)
Melee +4 Mace-Lute+15  (1d10+11)
Ranged Weapon +18 Javelin (1d10+7)
Special Attacks  See Invisibility, Telepathy 1000 ft, Turn Undead (See Below)

 STATISTICS

Str 17, Dex 23, Con 20, Int 17, Wis 16, Cha 24

Base Atk +12 CMB +15 CMD 31

Feats Weapon Finesse, Improved Initiative, Iron Will, Cleave, Power Attack 


Skills Balance +20, Bluff +24, Diplomacy +21, Perform (All) +21, Knowledge (Arcana) +18, Knowledge (History) +18, Knowledge (Nobility) +24, Perception +25, Sense Motive +20, Intimidate+20, Fly +20, Knowledge (Music) +30 

Other Gear  Multiple musical instruments


Languages Common, Dwarf, Elf, Faerie, Minotaur, Gamorec, Phaetox 

Environment Any land or urban (Often an obelisk or Temple or Music Site)
Organization  Solitary with 3-30 0 - 1st level entourage (No more than 1 aspect to a single god is ever in a 10,000 mile radius.)
Treasure Value  Triple
Advancement: By Character class (Bard)

Aspects are religious figures that are best understood as a living embodiment's of a divine ideal. While not actual gods but they do best represent an immortal representative and come to serve the faithful in the mortal planes. Most Aspects are heavily aligned to one of the alignment radials - Lawful, Chaotic, Good or Evil. They serve this radial and the deity equal.

The truest representative form of an Aspect of Bacchus is a ten-foot tall reveler, wearing a toga, sandals and a laurel of ivy in their hair. They often have a lute or other musical instrument on hand, as well as kegs of alcohol nearby. Most times in mortal planes, 
they appear as mortal size and either in the Bacchanalian attire or something more appropriate to their local religious followers. Most are followed by a throng of devotees that come to listen to the god-like music they play at virtually any occasion. Either they or their devotees splurge in an excess of celebrations – wine, music, games. An Aspect of Bacchus is always about imbibing to extremes.

The best way to influence a Bacchanalian is to play music. Beating a perform check of DC 25 will make the aspect neutral to you; a perform check vs a DC 30 will make them positive. Lower than 20 perform, and the aspect will treat you with disdain. Increase the DCs by 5 if the performer attempts to sing or any other non-instrument type of perform. (I use this rule generally, musicianship is associated with playing instruments, not other forms of entertaining.) 
Attempts to use magic to influence the music is seen as cheating and is disdained and rebuked by the faithful. So having a +5 musical instrument is okay, casting a spell to enhance your musicianship isn't kosher.

An Aspect of Bacchus has the Bardic abilities of a 12th level Bard (minimum.)

Intoxicating Voice: Any mortal that listens to an Bacchus Aspect sing or play music must make a DC 18 Will check or fall into a drunken stupor equivalent of being staggered. They are able to take a single move action or standard action each round (unable to take full round actions.) Dispel Magic or Purify Poison will purge the effect. An Aspect can activate or dispel this at will, usually by clapping his hands or laughing.


Turn Undead: Most Aspects represent living faiths, as such they turn as 20th level clerics in their home temples/obelisks. For a Bacchus Aspect they turn at 

between 15th-18th level in urban areas and between 8th-10th in all other spots. Regardless of location, they turn at their optimum at parties and fests with large groups of followers and revelers. They turn at the worst in dungeons or wild natural areas. 


Thursday, 22 December 2016

Snow Cloakers aka Wrapping Deaths

Snow Cloakers (Wrapping Deaths)

Medium Size Aberration (Psionic)

Hit Dice: 5d8+5 (27 hp)
Initiative: +6
Speed: 10ft, Fly 40 ft (good)
AC: 18 (+6 natural, +2 Dex), touch 12, flat-footed 16
BAB / CMB / CMD: +3 / +7 / 19
Regular Attack: Tail slap +7 (1d6+5), Bite +3 (1d4+2)
REACH: 5 ft. / 5 ft.
Special Attacks: Engulf, Psionics
Special Qualities: Darkvision 60
SAVES: Fort: +5 Ref: +5 Will: +7
Abilities: Str 19 Dex 14 Con 13 Int 10 Wis 13 Cha 9
Skills: Perception +12,  Move Silently +10, Knowledge (nature) +10, Survival: +10
Feats: Alertness, Combat Reflexes, Imp Initiative 
Climate: Any Cold Forest or Mountain
Organization: Mob (3-6), Flock (7-12)
CR: 6
Treasure: Standard
Alignment: Lawful Evil

Advancement: 6 - 9 HD (Medium) or 10 - 16 HD (Large)

Out of nowhere, the land arises, moaning and comes flying toward you…

Smaller, faster and a more cunning version of the standard cloakers found in the underground. Most have white wings and light gray body, small eyespots cover it’s back. These creatures are highly intelligent and plot ambushes to minute details. They seek both victims to devour as well as treasure, magic and other items.

They live in small communities called flocks, with at least one higher HD leader. They can be hired or bribed by other evil Masters, looking for their services in trapping victims.

Combat
Snow Cloakers plan combat, and only attack when they believe they have superiority over their victims. They like areas that are close to civilized areas, but also in proximity to caves or valleys where they can use their flight ability to quickly escape. They begin by using psionics. Once their foes are disoriented at least half their numbers will swoop in, attempting to use their engulfing ability to smother anyone left standing. If their initial foray is not properly executed, many snow cloakers retreat. At heart, they are cowards, and will engage with foes only if they believe they have already won the battle.

Engulf: When Snow Cloakers make a grapple check, they wrap themselves around their victim smothering them into unconsciousness. They inflict 1d6 + (20- touch AC of their victim) each round. Any non-blunt attacks done on the cloaker will inflict ½ damage on the cloaker and ½ damage to the victim.

Psionics: Control Light, Deceleration, Distract, Dimension Door, Ectoplasmic Form, Id Insinuation, Chameleon, Recall Pain, Energy Ray (Cold 1d6, 40 ft, DC 15) DC: 15, PSPs: 25

Monday, 14 November 2016

Sylph, Nyssian (Gossamer, Winged, Good-Aligned Humanoids)

The way I created the Sylph is is the opposite of how I handle most beasts. I usually try to scale them down to lower HD levels to introduce them at an earlier point in the story as an (N)PC. If a player wanted to use one, I would just use the Sylph from the PF books - but what is shown here this is the default, for most sylph in my world. They are a happy, energetic people, willing to help fight evil but also to fly around, observe others from afar, play games and music.


Sylph, Nyssian
Medium Sized Fey (Air)

Hit Dice: 5d8+3 (17 hp)
Initiative: +7 (Dex and Imp Initiative)
Speed: 30 ft; Fly 50 ft (good)
AC 17 touch 13, flat-footed 14 (+3 Dex, +4 natural)
Base Atk +2 CMB +0 CMD 13
Melee Rapier +5 (1d6-2) or Shortbow +5 (1d6)
Special Qualities: Invisibility (3 times a day), Spells
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 7, Dex 17, Con 12, Int 11, Wis 14, Cha 17
Skills: Diplomacy +6, Escape Artist +8, Heal +6, Knowledge (local or music) +7, Perception +8, Perform +6 (Wind), Stealth: +8,
Feats: Hover, Imp Initiative, Weapon Finesse
Environment: Any Aerial Location (Towers, Remote Spires or Cloud Isles)
Organization: Solitary or pair
Languages Air Elemental, Avian, Fey, Elf, Dwarf, Common
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By character class  (sorcerer, rogue or ranger)

These elemental spirits of air resemble gossamer winged petite humans, usually dressed in light colours and small pieces of jewelry. Attractive and playful; love to tease and joke with good aligned creatures that they encounter. Often their teasing is a form of subtle way of getting potential allies to come to their help in defending against evil or those who would harm nature or animals. They are a reclusive people, it is a rare and dangerous time when more than a few are ever in the same place at the same time.

They rarely speak out in front of crowds, they usually whisper in the ears of allies, but they do laugh out-loud as they cannot help themselves in moments of glee. More then one falling person of good alignment has been mysteriously rescued by an invisible sylph. The have a great deal of respect of spellcasters, musicians and artists, and will often take an opportunity to reflect on beauty or art.

They have a wonderful relationship with most creatures that reside in mountainous or wild locations, in particular Dwarves, Elves, Jahlen & Phaetox. Always willing to help in times of danger, acting as a scout or warning them of danger. At the same time, they do ask favours, and have at times raised small armies to help them in their tasks.

They are heavily associated with spires - mile high mountains that act similar to islands in the sky. Yet, many do have homes in the cities, near Towers of magic or other crafts. They spend much of their time invisible, and watching children and musicians. They would be a terrific force for good if focused on long range plans, but their interest like their attention span is often compared to a fleeting breeze.

Their gossamer wings are fragile to physical attack - if they take more than 5 points of damage, they are hobbled for the day and cannot fly for the rest of the day.  Normal physical attacks, even to the Sylphs back does not harm the wings, only a deliberate attack. Treat their wings as having a +5 AC deflection bonus in comparison to their regular AC. Spells or magic cannot harm the wings. They regenerate after 8 hours of rest or a cure critical spell is applied to them.

Many mortals believe all Sylph are female, but their numbers are balanced. They are an openly loving species, often getting or being confused with the standard sexual paradigms some mortal creatures seem bound with. They love, just as much as they consume or play or dance, many sylph fornicate without regard, if their partner is a willing one. Other uptight creatures are sometimes confused when a paramour reveals their gender and it is not what they expected.

Combat
Sylphs rarely engage foes directly. Most will try to use their spells to avoid confrontation or to get potential allies to help them. Their two great advantages are their flight and invisibility. The rare sylph that advances in character level, usually does so as either a sorcerer, rogue or ranger.

Energy Resistance: Sylphs have electricity & wind resistance 15. they gain +2 for any new HD or level gained
Abilities:    Gust of Wind, Detect Good (1/charisma bonus)
Featherfall (self or any one other in a 50 ft range), Invisibility (3/day)

A Sylph can remain invisible an unlimited amount of time. If they take an action that would make them noticeable, they remain visible until they get unnoticed for one full minute.


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.

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

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.

Friday, 9 September 2016

Underground Tunnels (Wandering Monster Tables)


Far beneath much of the snowy lands on Nyssa, is a wide geography of tunnels where huge swaths of civil and uncivil races reside. They fight, plunder or hunt, looking for lost magic, treasure and weapons - trying to gain an edge before another group does them in. Just as often it is adventurers from above, as monsters from below. Allies can be made, but assume most things you meet will try to kill you.

Many non-adventures assume everything is controlled by the Lizardith or Lizard men city-nations. 
While they certainly have the largest individual mass, and the most numbers, they tear each other apart just as quick as attack strangers from anywhere. 

Monsters are found in the Pathfinder Monster books I - V, as well as my own beasties, some  left overs from 3.5 edition and other books.

In most dungeons I do an approximate 50-50% breakdown of set creatures and wandering monsters. 
For example in Rooms A, C, E, & F there may be known creatures or situations that the party will most likely interact with. In the other places - Rooms B, D, G - I roll a wandering monster check. Then anytime the party makes significant noise, rests, disturbs the area, etc roll the +/- chance as normal.

Base Chance: 3 / 20 base likelihood.  Add +1 for every missed opportunity. After a hit, reduce by half but never lower than base. 

Otherwise, use the table as you see fit. 

Underground Wandering Monster Table

1. Adult White Dragon               CR 10 PF 1 
2. Omox                                      CR 12 PF 3
3. Neothelid                                CR 15 PF 1   
4. Roper                                      CR 12 PF 1
5. Cave In     (25% something in the debris is useful)
6. Azruverda                               CR 13 PF 2
7. Gorazagh                                CR 13 PF 2
8. Mihstu                                     CR 8  PF 3
9. Vemerak                                  CR 14 PF 3
10. Giant                                     CR 10 PF 1
11. Destrachun                            CR 8   PF 3
12. Deathtrap Ooze                     CR 8   PF 2
13. Caulborn                               CR 7   PF 2
14. Chaos Beast                          CR 7   PF 3
15. Statue     (# 2d4; Reroll to Monster or Humanoid Type)                   
16. Gug                                      CR 10 PF 3
17. Black Pudding                      CR 7  PF 1
18. Civilized Contact (See Subrace Table Below)
19. Shard Slag                            CR 8 PF 4
21. Dire Bear                              CR 7 PF 1
22. Cerebrc Fungus                    CR 3 PF 2
23. Brain Ooze                            CR 7 PF 2
24. Disenchanter Snake              CR 3 PF 2
25. Abandoned Campsite (25% something in the debris is useful)
26. Myceloid                                CR 4 PF 2
27. Adherer.                                 CR 3 PF 2
28. Ascomid                                 CR 5 PF 2
29. Diplomatic (See Subrace Table Below)
30. Belker                                     CR 6 PF 3
31 Amphisbema                           CR 4 PF 3
32 Blood Hag                               CR 8 PF 4
33 Blindheim                               CR 2 PF 3
34 Iron Salamander                      CR 5 PF 1    
35 Stalactites # 2-16 (Reroll to determine if anything is hiding, DMs discretion if not usable)
36 Crysmal                                  CR 3 PF 3
37 Dark Ones                               CR 2+ PF 3
38 Decampus                               CR 4 PF 3
39. Magma Elemental                 CR V PF 3
40. Mud Elemental                      CR V PF 3
41. Faceless Stalker                     CR 4 PF 3
42 Fungal Crawler                       CR 3 PF 3
43. Tarantula Giant                      CR 8 PF 3
44 Grick                                       CR 3 PF 3
45 Pit (see below)
46. Ogre                                        CR 3 PF 1
47. Pech                                        CR 3 PF 3
48. Phycomid                                CR 4 PF 3
49. Sandman                                 CR 3 PF 3   
50 - 51. Patrol (See Subrace Table Below)
52. Seagathi                                  CR 5 PF 3   
53. Slithering Tracker                   CR 4 PF 3        
54. Slur                                         CR 2 PF 3
55. Petrified Mushrooms # 2-16 (Reroll to determine if anything is hiding, DMs discretion if useful)
56. Rock Troll                               CR 4 PF 3  
57. Buggane                                  CR 5 PF 4
58. Beholder, Lesser Nyssian       CR 6  (Six eyes)
59. Fungal Beast                           CR 4 PF 4
60. Graeae                                     CR 5 PF 4
61. Lampad                                   CR 5 PF 4
62. Lurking Ray                            CR 4 PF 4
63. Mudlord                                  CR 6 PF 4
64. Nightgaunt                              CR 4 PF 4
65. Stone Stairs (70% Up, 30% down)
66. Shriezak                                  CR 4 PF 4
67. Animated Object                     CR 6 PF 1 (reroll on object table)
68. Lesser Barghest                       CR 3 PF 1
69. Basilisk                                   CR 5 PF 1
70. Cave Fisher                            CR 2 PF 1
71. Choker                                    CR 2 PF 1
72. Cloaker                                   CR 5 PF 1
73. Cyclops, Kabandha                 CR 9 PF 5
74. Gelatinous Cube                     CR 3 PF 1
75. Shrine / Obelisk / Burial Site    (50% something useful at site)
76. Gray Ooze                              CR 4 PF 1
77. Kyton                                      CR 6 PF 1
78. Mephit                                    CR 3 PF 1
79. Mimic                                     CR 4 PF 1 (reroll on object table)
80. Trader (See Subrace Table Below)
81. Morlock                                   CR 2 PF 1
82. Ochre Jelly                               CR 5 PF 1
83. Otyugh                                     CR 4 PF 1
84. Rust Monster                           CR 3 PF 1
85. Pool of Water  (80% bad stench)
86. Giant Scorpion                        CR 3  PF 1
87. Shadow                                    CR 3 PF 1 
88. Gibbering Mouther                  CR 5 PF 1 
89. Gorgon                                     CR 8 PF 1
90. Caller in Darkness                   CR 9  PF 5
91. Greater Barghest                      CR 7 PF 1
92. Medusa                                    CR 7 PF 1
93. Dark Naga                                CR 8 PF 1
94. Intellect Devourer                    CR 8 PF 1
95. Waterfall  (01-30% hiding monster, 31-70 reroll for hidden monster; 71+ hidden passageway) 
96. Undead (See Subrace Table Below)
97. Ghoul, Leng                            CR 10  PF 5
98. Denizen of Leng                      CR 8  PF 3
99. Purple Worm                           CR 12 PF 1
100. DM's Choice


Pits are usually 20-80 feet deep and covers most of the width of the cave. (Reroll to determine what's inside the Pit) or 5% Reverse Pit (Fall Up to the ceiling; 50% dmg base)

When a general type of monster is found, use the sub-race table and description listed below for purpose. A DM can pick as needed or use the default mentioned by asterisk (*).  


Hunting Patrol           Commerce                           Diplomatic
2. Human                     2. Axomite                           2. Jackalla *
3. Jahlen                       3 - 4. Dwarf *                      3. Mongrelman
4 - 6. Lizardith *          5 - 6. Troglydyte                  4. Corlth
7. Derro                        7. Human                             5. Trox
8. Dwarf                       8. Corlth                               6. Human
9. Clockwork               9. Goblin                              7. Dwarf
10. Trox                       10. Lizardith                         8 - 9. Lizardith
11. Goblin                    11. Corlth                             10. Goblin
12. Minotaur                12. Mercane                         11. Troglydyte
12. Ratling                   13. Ratling                           12.  Azer
                                     14. Azer                               13. Ratling
                                     15. Axomite                        14. Samsaran
                                     16. Shabti                            15. Minotaur      
                                                                                 16. Caligni 

   
Civilized                       Crypt                                 Common Underground Object  
2. Skum                       2-3.  Shabti                           2. Small Statue
3. Troglydyte               4. Crypt Thing     3. Wheel
4 Corlth                       5 .  Restless    4. Debris (Usually Mechanical)
5. Flumph                    6-8. Cadaver *  5. Broken Weapon
6. Mongrelman            9.   Lesser Mummy              6. Broken Armor
7. Goblin                     10.  Wight                             7. Busted Barrel    
8. Derro                       11.  Wraith                            8. Boxes       
9. Human                     12.  Shadow                          9. Broken Camping Gear   
10. Lizardith                13   Festering Spirit              10. Animal Carcass 
11. Minotaur                14. Samsaran                        11. Iron Rations (40% Stale)
12. Azer                       15 - 16 Jackalla                    12. Beer, Barrel or Bottle  
13. Ratling *                                                              13. Wine / Alcohol Bottles  
14. Sinspawn                                                             14. Bundles of Rope     
15. Oread                                                                   15. Candles or Torches  2-4 
16. Changeling                                                          16. Ornamental Decoration / Holy Symbol     
17. Trox                                                                     17. Climbing Gear      
18. Samsaran                                                             18. Broken Mirror      
19. Axomite                                                               19. Unidentified Corpse
20. Mercane                                                               20. Burnt Lamp     
21. Caligni                                                                 21. 50% One Boot; 50% two good boots
22. Ghoran                                                                 22. 2 silver arrows OR daggers (DM`s choice)
23. Shabti                                                                   23. Magical Potion
24. Jackalla                                                                 24. Coin Purse (1d00 silver pieces)
                                                                             
Hunting Patrols: 2-8 individuals, with typical weapons for the race in question. 10% likelihood they are returning home. May provide a +/- 2 on next roll if they are engaged in conversation or bribed via any social skill interaction the DM feels appropriate (Social DC 15).

Commerce: 11-20 people, with trading gear. Half the travelers are defenders. Most groups have a way to hide or protect themselves. 20% likelihood they are returning home. May provide a +/- 3 on next roll if they are engaged in conversation or bribed. (Social DC 18)

Diplomatic: 9-16 people who have arranged to make a meeting to discuss peace. will have 25% or more of spell casters. 33% likelihood they are returning home. May provide a +/- 2 on next roll if they are engaged in conversation or bribed. (Social DC 16)

Civilized: 23-80 individuals, inhabiting a small settlement. 10% chance they will have trading supplies. May provide a +/- 4 on next roll if they are engaged in conversation, have able goods or bribed. (Social DC 13)  

Crypt: 2-8 individuals. Most are lost, hungry or otherwise purposeless, rarely a direct threat to other groups unless the party seems very weak. Undead groups often come from another common groups found in the same region - often they don`t even realize they are dead. Many travelers simply leave any undead they find without interacting with them unless absolutely necessary. Samsaran are living creatures that automatically reincarnate (one time) from dead corpses- they come to crypts to look for guidance. Shabti are former wealthy people who paid for resurrection. Jackalla are undead hunters.