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Showing posts with label Celestial. Show all posts
Showing posts with label Celestial. Show all posts

Sunday, 14 February 2016

Cupid - small angelic figures

These small angelic figures inhabit temples and places that serve alcohol. Their main task is to find people willing to take on holy tasks, but they have a weakness for supporting lonely hearts into finding mates. While not confirmed, many believe that children can see them, even if they invisible.

Cupid                CR 4
CG* Small outsider (native)
Init +3; Senses Darkvision 60 ft, low-light vision; Perception +16

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 Natural, +3 Dex, +1 size)
HP 32hp (5d8+10 con)
Fort +3, Ref +4, Will +3
DR 10/magic;

OFFENSE
Speed 20 ft., Fly 50 ft. (Good)
Melee: Unarmed
Ranged +3 shortbow +10  (1d4)

STATISTICS
Str 8, Dex 17, Con 14, Int 13, Wis 8, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank, Precise shot, weapon focus (short bow)
Skills: Bluff +11, Fly +25, Knowledge (Religion)+15, Perception +16, Sense motive +14

Languages Common, Elven, Faerie.

ECOLOGY
Environment Obelisk (Non-Evil)
Organization solitary, pair, heart (4-7)
Treasure Usually Silver Coins or chocolate hearts

SPECIAL ABILITIES

Bonus to Emotion Based Spells: Gain +1 per their HD to any spells that affect emotions

Invisibility (Sp) Can turn invisible five times a day. Each time they shoot an arrow, they become visible until they re-use this ability.

Possess Other (Sp) A cupid's official task is to seek mortals to do missions for their heavenly patrons. They determine which of the faithful can best accomplish a task and then try to steer them back to their patron's temple. The most used method is to possess them for short periods of time (10-20 minutes.)

Enchanted Arrows (Sp)  They are armed with magical short bows that shoot arrows that can either damage the flesh or the heart.  A cupid can utilize 2+Cha Bonus magic arrows every day, created when the arrow is knocked.  Those struck by a cupid’s arrow are struck as if by a spell-like ability at a caster level equal to the cupid’s Hit Dice. All saves are Charisma based.

Some of the varieties of cupid’s magic arrows are:

Dream - Fall into a deep slumber for 10-60 minutes, Will DC 14

Love - Fall for the nearest person they are looking at, having a -5 to suggestions (or polite requests) made by the same person for the next 24 hours, Will DC 17

Misery - Lose all interest in any positive interaction, wishing to imbibe alcohol or similar substances for the next 20-200 minutes, Will DC 15


Cupids are small angelic spirits best known for helping lovers find their mates but they have many magical skills.  They are found in many temples or small pubs looking to help the faithful in tasks. When flirting about a city, they will often use their magic to help out various causes.  They are rumored to have many other arrows with emotion affecting magics. While their primary job is not to make mortals fall romantically for each other, they have a weakness for lonely people and try to make them happy.

They have a very strong affection for children and will usually take time to play with or inspire them to engage in artistic endeavors. It is often said that children can see through a Cupid's invisibility.

Oddly, they have a changing alignment, it teeters between neutral and good, dedicated and free. Despite this they have free reign in many good temples as they are rarely seen as a misaligned force.  

Wednesday, 22 July 2015

Corona Salarius

This was an idea that I was playing around with for a while - an outsider spirit that would inhabit mortal creatures and give them a shimmery golden glow and a bunch of powers. Then I realized it was kind of done before - the Incarnate from the 2nd Planescape Monster Compendium (Second Edition). 

Anyway, this is a neat little way to give players a bump-up without increasing their actual levels for a one-shot adventure.

Corona Salarius

Type                Usually Small Outsider
AC                  As per host
HD                  As per host

Saves               Fort +2 Ref +2 Will +2 (Add to host's base)
Init                   +1                               (Add to host's base)
Speed               --
BAB       --      CMB   --    CMD --
Special Defenses +6 on saves versus alignment affecting spells or affects, Lesser Telepathy

Str   --   Con   --    Dex +2                    (Add to host's base)
Int   --   Wis   +5   Cha +5

Skills: Any five: Acrobatics, Climb, Escape Artist, Intimidate, Knowledge (arcana, history, magic, planes or religion), Sense Motive, Survival, or Use Magic Device plus Perception

Typical Feat Selection: Alignment Channel, Alertness, Blind-Fight*, Channel Smite, Deadly Aim, Dodge, Mobility, Eschew Materials, Extra Channel, Iron Will, Lightning Reflexes, Spell Focus, Spell Penetration

Lesser telepathy: Corona can communicate with mortal creatures that are physically near (within 20 feet) their remains or a piece of jewelry their spirit inhabits.

Best known as a shimmering bright halo that surrounds mortal creatures. These “shining lights” are the remains of souls of former outer planar beings that did not depart when their physical forms were defeated on the mortal planes. The heavenly spectres clung to a dungeon on a physical plane, waiting for help from mortals to complete a mission.

Good aligned Corona usually watch mortals to ensure their potential host have similar views to their own. When finding a match, they will ask if they can inhabit the mortal body to complete a specific goal – explaining in detail what is needed and the risks. They accept the answer even if it's not the one they want. 
A mortal's eyes glow golden when utilizing the spells or feats their guest provides for them. Once the task is completed, most Corona depart for the heavens. It is interesting that Corona gives their host the capacity to turn spirits, but they cannot be turned as their host and them form a bond that is only broken when the Corona wishes to depart.

Evil aligned Corona are summoned to the mortal planes by evil clerics for help in their dark plans. These spirits give their hosts apparent freedom, but don't hesitate to exit a host for another of higher level or more useful to them. Some evil Corona may have alternate magics to the spells listed below. They won't hesitate to inhabit lesser beings if they need to escape.

Most Corona inhabit their host as guests and whisper helpful suggestions. In times of stress, they may take a more active role, their hosts exhibit other forms. For good aligned Corona: they take on Golden Halo, Wings, Angelic Appearance. For evil-aligned ones it is small sharp horns, devilish features, and deep sharp claws.

3 HD Detect Alignment*, Curse, Magic; +15 skill points in only their selected skills; Turn as 3rd level cleric
4 HD Gain + 2 to any Ability Score; Turn as 4th level cleric; +5 skill points in their selected skills
5 HD Gain Align Weapon, Remove Curse & Disease;+5 skill points in their selected skills
6 HD Gain Circle against Evil & Discern Lies; Turn as 5th level cleric; +5 skill points in their selected skills
7 HD Gain + 2 to any Ability Score; +5 skill points in their selected skills 
8 HD Dispel Magic & Cure Medium Wounds (2/day); Turn as 6th level cleric; +5 skill points selected skills
9 HD Smite (2/day); Turn as 7th level cleric; +5 skill points in their selected skills
10 HD Blade Barrier (2/day); Turn as 8th level cleric; +5 skill points in their selected skills
11 HD Gain + 2 to any 2 Ability Scores; +5 skill points in their selected skills
12 HD Regenerate Other (2/day); Turn as 12th level cleric

Unlike standard creatures, the levels for a Corona do not change. When a Corona and a mortal merge, the mortal gains the level abilities for the HD or level that they are at.  Also, Corona do not increase skill levels beyond their normal maximum point, so they are not added or increases a character's current skill levels. 

*Spells are cast at the Cleric level indicated or the minimum needed to cast the spell

Tuesday, 9 June 2015

Elder World - Local Outer Plane

Long ago for my gaming, I decided the planar stuff was a little convoluted. I liked the ideas though, and came up with a linked outer planar world that would be the base of most planar excursions. Essentially, this was home to my own version of the Titans or Elders, who were like little gods. They each had their own realm and were in between everything. Mortals came seeking knowledge and equipment, gods came for recruits and magic, and the dead came both as free and bound petitioners.
Each Elder realm was independent with specific rules and rites.

From Scroll Vitae Laenum Nem Xl IIV  -  Elderworld History

The home plane of the Elders (once referred to as Titans) the original offspring of the gods. These immortal beings are feared for being able to tap directly into mystical energies found in every plane. Some scholars call these energies arcane or even divine sources, but for the Elders it is all the same, and is used to power their personal abilities. Even more than the gods, these creatures are spurred by their own personal direction - not a particular idea, religion, faith or view. Thus it is incredibly difficult to gauge them except as individuals. Like the gods, their alignment varies, but, they usually don't interfere with each others plans unless they directly contradict.

It is believed humans were their spawn, and originally lived on the Elderworld. How long mortals were underlings is unknown, but how it changed is recognised due to the actions of one person, a human named Hamja. While perhaps not the first one to discover how to escape, he was the first known individual that left via the magical planar gates.to travel to the lower mortal worlds. Upon realising they could escape, many mortals began the treacherous act of running away from their cruel masters. This enraged the Elders, many began limiting their servant's activities as well as hunting down and destroying the rebellious offspring in the mortal world.

Knowing he was to blame for their suffering, Hamja returned to the Elderworld, demanding to be put on trial for his actions. The Elders tried to immediately attack him, but couldn't, as he was protected by the gods, a singularly rare event on the Elderworld. Agreeing to terms, a trial was held, witnessed by Casna, Lord of Justice.

The trial was quick. Hamja was found guilty of sedition but not for escaping. The humans who escaped were free and the Elders couldn't, by divine decree, recapture them by using force. The gods essentially shut down the planar gates, so the Elders couldn't travel to the lower world. This had a treacherous side-affect,while the knowledge was now recognised, the mortals lost their chance to escape.  (*For Hamja`s fate see Scroll Vitae Laenum Nem XX V ven Q*)

The Elders didn't realise the gods were intending to use the mortals as free and willing servants instead of the slaves as the Elders were using them. Within less than a century after their escape, the humans numbers had exploded and they had found a magical energy that they could utilise, that of the divine faith in the gods.

For their part, Elders, never organised a mass retrieval of the mortals. Some clamped down on their personal servants, others put up more elaborate traps to keep their servants in line and just as many to keep others out. A few learned other lessons, and begin to give their mortal children more freedoms to serve both themselves and their masters equally.

(Linked to Scroll Vitae Laenum Nem OV ven ii*) Most scholars know the Elder World as the mid-level between the Heavens and Mortal Planes. It is now understood that all mortal souls must return to this realm for a mere moment, as they travel to their final destination to the heavens or hells. What is not fully understood is the small number of souls that don`t leave the Elder World but are reborn as petitioners, destined to live a new life here in service to the plane and its needs without memories of their previous mortal existence.

Each individual Elder rules their own realm. Most are the size of a small mortal town; the largest are enormous counties with various races and beasts from across the planes. The spaces between the Elder Realms are wild, with shifting physical features causing near constant danger - while physical travel is possible, usually it is done via linked portals, indirectly from realm to another, often using multiple linked portals,

Many of these communities trade with Outer Planar groups, contact with the mortal realms is rare but a few have connections with High Level Wizards or Clerics. Portals to the High Planes are common and often permanent in the Elders communities. Those to the Lower Mortal Planes are rarer and seemingly uncontrolled, when they appear it is usually in remote areas and are open for short periods of time.

Elder World Random Encounter Table

02  High Petitioner (8th level or higher)
03  Githzen
04  Kyton
05  Reave
06  Yugoloth (Usually Mezzoloth or Nycaloth)
07  Nightmare
08  Night Hag
09  Astral Giant
10  Mortal Travellers (3-18, Levels 3+)
11  Imp (# 2-12)
12  Nightmare
13  Bladeling
14  Einheriar
15  Jackalla
16  Angel
17  Lower Level Elder Petitioner (1-3)
18   Quashi
19  Maelephant
20  Manticore
21  Yeth Hounds
22  Sphinx
23  Lillend
24  Coatl

Friday, 17 April 2015

Charity and Hopes

One of my oldest original creatures, that I have used in my games for a long time. Unlike many others, their appearance of a happy woman never really grabbed attention, she was just there usually in towns acting as a conduit, often leading players to another quest or to shield them from the evil-doers in town. I often use them as a source of connectionss...they are the ones indirectly who help good-aligned adventurers find employment or a contact.

Charity                                                                               CR 10
An overweight lady whose exuberance hides her determination and magical prowess is somehow continually surrounded by colourful butterflies 

Charity                                                                                             
N Medium Outsider (Good)
Init +13 Senses Darkvision 60 ft.; Perception +12

 DEFENSE
AC 24 touch 19, flat-footed 15 (+9 Dex, +5 natural)
hp 90hp (12d10 + 24 con)
Fort +12, Ref +17, Will +9
Defensive Abilities    DR 5/evil
Immune  Persuasion, Charm Spells and Effects, electricity, petrification; SR 20

 OFFENSE
Speed 30 ft.
Melee Light Mace or Dagger +12 (1d6)
Ranged One-Handed Crossbow +21 (1d6)
Special Attacks Aura, Charismatic Boon, Spells, Turn Undead (as 20th level)
Spell Like Abilities (CL 10th)
At will—aid, continual Light, detect evil
Spells Prepared (CL Cleric 10th)
        4th—dismissal (DC 19), Holy Smite, neutralize poison (DC 19), spell immunity
        3rd—cure serious wounds, daylight, invisibility purge, protection from energy, Remove Curse
        2nd—consecrate, cure moderate wounds (2), Delay Poison, Enthrall
        1st—cure light wounds, divine favor, Obscuring mist, sanctuary (DC 16), shield of faith

 STATISTICS
Str 10, Dex 28, Con 14, Int 13, Wis 16, Cha 21
Base Atk +12 CMB +12 CMD 31
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will,  Persuasive
Skills Bluff +12, Craft (Alcohol) +10, Perform (Any 4 Instruments) +12,  Knowledge (Nature) +12, Knowledge (Geography) +10, Knowledge (Planes) +10 Perception , +12 Sense Motive , +18
Languages Celestial, Common, Elf, Faerie, Dwarf

 ECOLOGY
Environment          Any (Tends towards Urban Landscapes)
Organization          Solitary, Duet or Trio
Treasure Value      Quarter of Standard Wealth

 SPECIAL ABILITIES
Divine Music: Can turn undead as twice their effective level when playing an instrument
Aura of Bliss:All creatures within 100 ft must save vs Will DC 21 of fall into a bliss like state 
Charismatic Boon; Kiss bestows 1d3 Charisma Bonus 
Ever-Full Goblet: Limitless alcohol or eight vials of any type of magical potion every day
Summon Hope: Summon 2-8 spirits of protection 1/day

Charities appear as cheerful, rotund human females who regardless of season, are surrounded by 3-18 brilliantly colored butterflies. They are comic figures, famous for their boisterous laugh, playful demeanor, clumsiness and unending generosity. They are often accompanied by a coterie of followers, good aligned creatures and sycophants seemingly there to enjoy the Charities gifts and hospitality. Their giddiness is only one side to these figures, as they are also incredibly dedicated to the causes of good, justice and kindness. They spend their lives travelling, making contacts and giving favours to weaker or trying to convince others to do the same. Children and animals flock to Charities instinctively sensing their goodness.

Few realize a Charities size is not an indication of personal indulgence rather of their generosity, as they share their gifts they increase in size. The reverse is true, as they see greed and selfishness, their gloom drains them, both spiritually and physically. Charities are among the most graceful and dexterous beings in existence; few can tell by their playful and seemingly clumsy demeanor outside of combat.

A Charities aura of calm puts everyone around them in a joyous mood, few creatures could contemplate attacking these charismatic celestials (or anyone else) when near a Charity. They often travel with a contingent of followers so few foes can get close enough to them to have a real chance of hurting them. If they were ever pressed, charities could call upon their spells and spirits of protection (see below) until the tide was turned.

Aura of Bliss: All creatures with a 100 ft radius of a charity must make a will check DC 24 or fall into a state of joy, losing all violent tendencies. This does not make them laughing idiots, as they are still able to think and react normally even able to defend themselves; however, they are unable to make the first aggressive move. Barbarians can not rage in this radius, and all creatures receive a +8 bonus to mind or emotion affecting spells while in the aura. The aura is a continuous effect, beings within the radius must make a saving throw every round to avoid the bliss.

Charismatic Boon: their kiss bestows a temporary bonus to charisma (1d3) for the next 24 hours. Once a month, charities may bestow this blessing for a one week period. They usually only do this for eye-pleasing male paladins who they see doing an act of kindness. They can do this once a day.

Everfull Goblet: With her magical goblet, a charity can summon a limitless supply of food or drink. She shares this with anyone in the aura of bliss not causing disruptions. The goblet will run dry for anyone who tries to drink to excess. It can summon 8 draughts of any type of potion once a day.

Divine Music: While playing their musical instrument, Charities can turn undead as a cleric of twice their effective level. They turn as clerics of their HD if unable to use their divine music.

Hopes or Spirits of Protection

Diminutive Size Fey
Hit Dice:                                1/6 HD            (1 hp)
Initiative:                               +6
Speed:                                    30 ft Fly (Great)
AC:                                        30 (+6 dexterity, +4 size, +10 natural)
Attacks:                                 nil 
Damage:                                nil
Special Attacks:                    Aura
Special Qualities:                  As fey, Detect Evil, Improved Evasion
Saves:                                    Fort +0, Ref +16, Will +1
Abilities:                               Str 1, Dex 22, Con 11, Int 3, Wis 10, Cha 16
Alignment:                            Always Neutral Good
CR                                         1/4

Spirits of protection are fey butterflies that seemingly exist only to fly around celestials. Their favorite leads are Charities, delighting in the celestial’s bliss aura.  Children adore these fey insects, and may spend hours chasing them around but never actually catching them.  Charities often give these fickle fey to good aligned adventurers, to give them a brief enhancement to their skills.

They never fight, as they merely flutter around good-aligned adventurers, using their beneficial aura for their protector. These butterflies, constantly whiz in the region of their protector, never more than two feet away and never obstructing their charge’s vision. They may momentarily land on their protector, but it does not in any way hinder their protector. Their innate detect evil ability enables them to shun all forms of evil.

These spirits are rarely seen away from a Charity. Adventurers would like to find and use these creatures, as their powerful protection auras are amazingly useful, and have often been called “living ioun stones” by good aligned adventurers. Since they will not abide the presence of evil, they are called “crunchy snacks” by anyone unable to use their charms. 

Hopes never survive for no more than a day. They die every night, dissipating into faerie dust before hitting the ground. The next morning, Charities seem to have a full assortment of hopes with them once again. Their colour determines their aura's abilities.

Auras
Red:              Adds + 4 to strength
Orange:         Neutralize Poison (Range: touch*, No more than 7 times a day)
Yellow:         Adds +4 to dexterity
Green:           Adds +1 competence bonus to all attacks, saves and checks
Blue:             Improved Alertness (+4 listen and spot; stacks with standard feat)
Purple:           True Sight Spell    
Crystal:          Non-Detection Spell
Pink:              Adds +4 to charisma
Scarlet:          Adds +3 to spellcasting levels for non-evil or non-necromantic spells
White:           Speak with Animal, Plant or Fey (Range: Touch*; 7/day)
Grey:            Adds +7 psionic power points
Black:           Adds +5 to necromantic spell saves (7/day)
Brown:         Absorbs up to one 4th level spell. (Only one spell can be absorbed, targets discretion.  All excess is wasted.)

* Those indicating a touch range, the protector and not the butterfly must touch the intended target.