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Showing posts with label D20. Show all posts
Showing posts with label D20. Show all posts

Monday 7 May 2018

Spittunnia - Seed Spitting Potted Plant

These are low-level, somewhat cognizant plants that are used to protect many locations. Trained to attack anyone that approaches that do not wear or speak the code-word. 


Spittunnia Plant (Spitting Plant)

XP 1,200
N Small Plant
Init +2 Senses Low-light vision; Perception +10

 DEFENSE

AC 16 touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 22hp (3d8+10 con)
Fort +6, Ref +3, Will +2
Defensive Abilities Immune mind-affecting effects, poison, sleep, polymorph, stunning

 OFFENSE
Speed 0 ft.
Melee Bite +5 (1d6+2)
Special Attacks Spit Seed

 STATISTICS
Str 14, Dex 14, Con 14, Int 3, Wis 12, Cha 5
Base Atk +3 CMB +5 CMD 17 / +29 to avoid being tripped, bull rushed, etc
Feats Deep Roots, Skill Bonus +4 Perception
Skills +7 Perception , +10 Stealth; +4 Stealth bonus if planted outside
Languages Druid, Fae* Understand, cannot speak

 ECOLOGY
Environment    Any Forest, Originates from Mario-World
Organization   Pod (2-4)
Treasure Value  Incidental

 SPECIAL ABILITIES

Spit Seed - 1d6 dmg - treat as Magic Missile (50 ft radius, 25 spits/day)
Deep Roots: Gain +12 on CMD checks to avoid being tripped

Look like medium sized orange sunflower plants, many times in potted plants and well cared for. When planted outside they can be hidden among many other non-magical plants. Either when prompted or when an area is threatened, these plants respond by attacking outsiders. Typically with a pod of 2-4 other plants. Druids are often hired to cultivate them.

There is no maliciousness with these plants, they hunger for flesh of any type. While they do not need animal blood, they still desire to feast on it. Many are well trained so they can be kept at bay with a word, symbol or hand gesture. It is harder to train them to hold their bite for a specific action, as opposed to either biting everything or nothing. DC 20 knowledge plants to train them.

While their seed spit is more effective, as it is treated as a magic missile type attack, they prefer a bite
as they can devour victims killed nearby, but can not savor flesh if it falls too far away.

Advancement:
5-10 HD Stone Spitter; Bite: 1d10+2 dmg, Treat Stone Spit as Magic Missile (2d6+2); +4 Int & Dex; Medium Sized; +2 AC

11-16 HD Acid Spitter; Bite 2d8+3 dmg, Treat Acid Spit as Magic Missile (3d6+3);  +6 Str & +4 Con; Large Size; +5 AC


Thursday 12 April 2018

Cheribuk - Small Winged Angelic Baby with tiny black horns

Inspired by a computer game where you play an angel possessing creatures. Every time I wrote this up I didn't like it as a good creature forcing evil creatures to do their bidding. So I rewrote it as an evil possessing creature, and it works much better. I have used it a few times in my games.

Cheribuk
CE Small Outsider
Init +9 Senses Darkvision 60 ft.; Perception +15
 DEFENSE
AC 22 touch 16, flat-footed 17 (+5 Dex, +6 natural, +1 size)
hp 36 hp (8d10-8 con)
Fort +5, Ref +11, Will +7
Immune: electricity, polymorph, petrification, cold, poison; Resist: acid, sonic, fire 20; DR 10 / Good 
 OFFENSE
Speed 20 ft., Fly 50 ft. Avg
Melee +2 Dagger +16 (1d3+2)
Ranged Weapon +16 (1d3)
Special Attacks Possession
Spells Prepared (CL 12th Sorcerer)
 Spells: blur, detect magic, dispel magic, darkness, see invisible (3/day), tongues (1/day)

 STATISTICS
Str 5, Dex 21, Con 8, Int 15, Wis 21, Cha 15
Base Atk +8 CMB +7 CMD 22
Feats Improved Initiative, Imp Evasion, Uncanny Dodge
Skills +10 Bluff , +8 Knowledge (planes) , +8 Knowledge (Religion), +15 Perception , +13 Sense Motive , +19 Stealth
Languages Common, Elven, Angelic, Horn

 ECOLOGY
Environment  Urban
Organization  Solitary
Treasure Value Half

Cheribuk are a devilish spirit that exists to disrupt peace and order. The rare times they are seen in their actual forms, they appear as small winged babies, similar to the legendary cherubim, except they have small black wings and tiny black horns. Most times they will be encountered while possessing other beings, so foes rarely know that they are actually facing these creatures.

These devils reside in the mortal planes to cause problems for others, tempting creatures on the brink to fall over to the evil side. They are too busy with their plans and schemes to care about wealth or treasure, and they happily exit a body if their host is about to be caught for a crime. Their typical scenario is to exit a host after committing the crime and being arrested.

Cheribuk are horrible in combat directly, as they are very physically weak. However, what they do better than any other creature is to possess creatures, using them as others would use armor. While inside a host, they regenerate and take no damage while their host is attacked. They must be purged from their host to be affected by any spell.

Once they are possessing a host only a dispel evil will evict them from their host. Another way is to kill the host, as a Cheribuk are immediately forced from the host body if this happens.

When a Cheribuk leaves a host for whatever reason, they can act as normal, as it is a free action.
However, the former host will be stunned for the remainder of the round. The host will remember of all of his actions committed while the Cheribuk possessed him, however, the only thing the former host will know is that he was not in control of his body.

Possession: These creatures usually attack unaware beings, hoping in the bodies of mortal animals or humanoids by making a possession attack (+20), if they beat the creatures touch AC, the creature can make a will save vs DC 32. While a protection from evil spell or equivalent will prevent them from inhabiting the body but not purge the spirit if they are infesting someone. Creatures who wear holy symbols of their faith gain a +8 on their saving throws versus possession. Just wearing a holy symbol that you do not actively worship gets a +2 on their saving throw.

----
Inspired by the computer game Messiah, however, this is an evil version of the possessing angel you play in that game.

Saturday 7 April 2018

Absinthinia - The Green Fairy

These fickle beings are a little twisted and like to see others squirm if not squeal in pain. They are chaotic but not exactly evil fey that reside in taverns and city hovels, helping but causing pain where they can.


Green Faerie (Advanced Pixie)

Personality: . Unlike some of their fairy-kin, Green Fairies enjoy bringing discomfort to others, either physically or socially, as long as someone else is feeling awkward, they are content. These creatures have no loyalty or honor, they have a twisted sense of humor and like to inflict suffering, especially on those who are strong-willed or mean.

Physical Description: They are 24 inches tall and weigh around 12 pounds. They have pale green skin, very light green wings,and most wear dark green clothing. Most use tiny but very sharp rapiers. They often wear a magical ring as a belt, as this is typically the only type of magic item they can use.

Relations: They get along with anyone that can hold their liquor and can laugh at the world around them.

Alignment: Like many fae, they tend towards chaos, shunning rules and order to simply do what they want. Rarely do they desire to hurt other creatures, unless the others represent a threat to them or their fae kin. But they do enjoy seeing others suffer, that makes them smile.

Lands: They are found in mortal lands, usually cities, and most often in taverns, using their abilities to influence mortals in both committing evil or just doing stupid things.

Religion: Their devotion is not to the the fae realm, unlike others of their kind, but to human or other "civilized" gods of drunkeness. If killed, their bodies are transformed back into fairy dust and their spirit, like many other faeries, can be reborn.

Language: Fae & Elven. At higher HD they learn to speak with plants, animals and any mortals.

Adventurers: They look for trouble and if there is none, they like to cause problems.


Green Faerie (Advanced Pixie)
• -8 Strength, +12 Dexterity  (Max Str 7; Min Dex 16)
• Tiny size: +4 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Stealth checks, -2 penalty on CMB, lifting and carrying limits ½ those of
Medium characters.
• Land speed is 20 feet. has a base fly speed of 40 feet (Average); Fly +10 (+2 / HD)
• Low-light vision.
• Base Racial hit dice: 4d4 ; they start with 10 hp
• Start with 20 skill points at 4 HD
• Gain a +1 bonus at 1 HD  if they chose any skills from the following list: Bluff, Escape Artist, Knowledge (Any 1 listed), Perception, Sleight of Hand, Stealth, Use Magic Device. They gain an additional +1 skill point for every (unadjusted) ranks they have.

Special Qualities

Damage Reduction 10 /cold iron.

Spell Resistance 19

Light (Ex) : A Green Faerie is continuously surrounded by a 1 ft radius of Green light.

Skill Selection: Acrobatics, Bluff, Craft, Disable Device, Escape Artist, Fly, Heal, Knowledge (geography, nature, local, magic), Perception, Sense Motive, Sleight of Hand, Stealth, Use Magic Device

Special Hindrance: Clerics who have taken the vow of abstinence can turn Green Fairies the same as undead of the same HD/level. They cannot be killed but can be forced



HD Advancement: 5 skill points, Feat every 2nd HD
5 HD +1 AC; Fly 50 ft (Good); Speak with Animals; Minor Invisibility (3/day); Drunk A
6 HD +1 AC; Summon Insects (2/day); Speak with Plants; Drunk B
7 HD +1 AC; Fly 60 ft; Speak with Other; Summon Fey (1 / day); Drunk C
8 HD +1 AC; Greater Invisibility (2 / Day + 1 per charisma); Drunk D
9 HD +3 AC; Fly 70 ft; New Feat; Teleport Home (1/week); Drunk E or F

Green Faeries cannot take standard classes until they reach their full HD abilities. They always advance as per this table. They can only gain other skills and feats after 9 HD

Minor Invisibility: As per the invisibility spell in the PHB. At 5 HD, they can activate the spell at will. If their spell is dispelled, it takes 3 rounds for them to reactivate as a full round action.

Speak with plants, animals and other:  They must either be touching or within a five foot radius to activate these abilities. They can use each of these abilities any number of times a day but each use on a particular creature lasts no more than ten rounds.

Drunk Effects

A Tipsy  -3 on social skill saving throws, the Green Fairy must touch their victim to activate the effect
B Clumsy  -5 on on physical saving throws or physical attacks; DC 13
C Trip    DC 15 or trip, must use move action to get up or steady themselves, the Green Fairy must touch their victim
D  Glow-Self: The Green Fairy increases their glow to a 50 ft green radius or
     Glow-Other: They put a glow on someone else, increasing both their ability to see, but they cannot get rid of the glow until it fades in 1 hour
E Blindness: Will DC 15 or the person is blind until the next sunrise, a touch effect is required
F Friendship - Charming Effect to anyone they share a drink with; DC 16
G Repulsion - DC 17, victim is repulsed by the taste of alcohol
H Addiction - DC 19 - 

Friday 6 April 2018

Corrupt Hunter

Imagine you were a soldier, assigned to guard or invade a particularly evil spot, a part of a unit that was attacked by an evil entity. Neither you, nor any of your brothers-in-arms survive, instead you were corrupted into something entirely different, compelled to serve the force you once stood against. You know its wrong, yet you have no control, you exist merely at the whim of this Master, and do its dire bidding. This is the sad story of every corrupt hunter.


Corrupt Hunter

Type Inhuman
LE  Medium Outsider
Init +3; Perception +5

AC 15 touch 15, flat-footed 10 (+1 Dex, +4 Chain Mail ) 
HD 26 hp (4d10+4 con)
Fort +5, Ref +5, Will +0
Init +1, Senses Darkvision 60 ft; Perception +3
Speed 30

BAB +4  CMB +7  CMD 18
Melee  Long Sword +7 (1d6+3)
Range Long Bow +5 (1d6)
Special Qualities Formation Fighting, Detect as Undead
Special Defenses Dmg Reduction 2/Silver or Magic

Str 16 Con 13 Dex 13  Int 7 Wis 7 Cha 8
Typical Skills Handle Animal, Intimidate, Perception, Survival +3
Typical Feats Power Attack, Cleave, Track

Climate: Spirelands or Old South
Organization: Solitary, Group (2-5), Patrol (3-12) or Unit (30-60)
Challenge Rating: 3
Treasure: Half Standard
Alignment: Usually lawful evil
Advancement Range: By Class (Fighter or Barbarian)

Detect as Undead: While they are alive they detect as undead for the purposes of spells, but they cannot be turned, though it is a common next step for clerics once they are detected as such. Creatures still get bonuses for attacking them as undead such as a ranger's favoured enemy bonus.

Formation Fighting: They gain + 2 on combat and moral checks when fighting within 10 ft of another Corrupt Hunter and fighting the same threat. This is for attacks, damage and saving throws.

No Unit is Alone: Suffer a -2 on combat and moral checks if not within 200 feet of another Corrupt Hunter or if they are out of visual sight of another of their kind.

Corrupt Hunters were human soldiers that were lost in dungeons and then corrupted by otherworldly evil. Reappearing weeks after their disappearance, they have been changed and now keep to a strange secretive brotherhood. They exist midway between their past lives and their new evil devotion. It is not known if they actually have died but neither they nor their previous allies wish to be reminded of the past.

Their main task is warding adventurers away from their Masters lair, usually a well known evil location, often a temple, magic tower or place of teleportation streams. They patrol a primary site and keep an unfriendly eye on roadways looking for information and hunting trespassers. While disliked, they are often ignored as they throw around enough coins to be tolerated and help in shared tasks for a region such as patrolling borders or chasing criminals. Even when they help in such a shared task, they do so as a unit, never willingly interact with non-corrupt hunters. There are often rumors that they are involved in vile rituals, but rarely does any proof come to light.

Usually dressed in light chain mail, armed with shield and sword, many still wearing decorations of rank of when they were when alive, though everything they have is in a state of decay. Known for their elaborate formation rituals and keeping their distance from former friends and colleagues. Corrupt hunters that escape service to their Masters, live a life on the run and none speak about the horrors they have encountered.


Tuesday 3 April 2018

Mantarri (Flying Snow Ray)

A quiet animal, long the source of legends in the spirelands. Appear as a large white winged, flying snow ray.

Mantarri                                                                        CR 5
N Large Animal
Init +3 Senses Low-light vision; Perception +6
 DEFENSE
AC 20 touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
hp 52hp (7d8+21 con)
Fort +8, Ref +8, Will +2
Resist Cold 10 (+6 on ice or cold saving throws)
 OFFENSE
Speed Crawl 20 ft., Fly 50 (Good)
Melee Headbutt +10 (1d10+5), Tail Slap +7 (1d6+3)
Special Attack: Double damage from headbutt dive of 40 or more feet
 STATISTICS
Str 20, Dex 16, Con 16, Int 2, Wis 11, Cha 10
Base Atk +5 CMB +11 CMD 24
Feats Flyby Attack, Evasion, Wing-Over & Power Attack
Skills +15 Fly , +10 Survival, +6 Perception

 ECOLOGY
Environment  Spirelands or Cloud Islands
Organization  Solitary, Pair or Flock (4-16)    
Treasure Value none
Advancement 8-15 HD (Large)

A large flying manta ray, has light brown and white fur with a long, near-prehensile tail. Their wings range out between 12 to 20 feet wide. They can carry one large creature on their backs or up to 400 pounds of weight (flight speed reduced to 30 ft.)

While a Pegasi or Hippogrif are the preferred flying steed for the Spires, a Mantarri is a bit more common in the hinterlands. They can be fairly easily caught and trained; most are very loyal to their owners or trainers.

Most reside on the cloud isles, eating vegetation and avoiding contact with almost everything. A few fly down to feed on shrum in the Balashi's (snow whale) trail. Mantarri are peaceful creatures, and can be convinced to take others for a ride. Elven rangers have long used these animals when travelling in the cloud isles or most dangerous spires..

They cannot speak but many understand simple command phrases, similar to a dog or horse's tricks. They communicate with each other via high pitched clicks, inaudible to most humanoid creatures, but they can hear each other up to five miles away. While they can be spurred on by a trusted rider, they naturally flee from almost every encounter simply because they can. A few evil creatures will charm these rays to travel or transport goods. Some phaetox towns herd the mantarri to collect and gather their furs.

Combat
Mantarri begin by either charging their opponents or if possible diving. They have natural evasion, as they can always counter attack an enemy behind them with their tail slap.


Saturday 23 December 2017

Ice Hag often called Ice Crone


This is the default hag on my world, as icy conditions predominate. They are usually found in icy caves, found throughout the realm in virtually every location.

Night Crone
NE  Large Humanoid
Init +1 Sense Perception +9, Nightvision 120 ft
 DEFENSE
A C 19 touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
hp 76hp (9d8+36 con)
Fort +10, Ref +4, Will +4
Dmg Reduction 9/Blunt, Darkvision, Spell Resistance 18
 OFFENSE
Speed 40 ft., Climb 40 ft.
Melee 2 Claws +12 (1d6+7), Bite +8 (1d8+2)
Ranged Icy Staff +6 (1d10+12)
Special Attacks Charming Gaze (DC 18)

Spell Like Abilities (CL 11th)
At will: Meld with Ice, Chill metal, Pass without Trace, Icy Sheen (+4 to AC) 
Snowball swarm (5/day, 3d8 dmg), Wall of ice (3/day).

 STATISTICS
Str 25, Dex 12, Con 18, Int 13, Wis 13, Cha 10
Base Atk +6 CMB +14 CMD 25
Feats Blind-Fight, Combat Casting, Dodge, Mobility, Vital Strike
Skills +5 Climb, +5 Perception, +2 Survival, +10 Craft (Ice)
Languages  Local Dialect, Giant, Dwarf, Elf

 ECOLOGY
Environment Icy Wastes
Organization  Solitary or Covey (3-9)
Treasure Value  Double
 SPECIAL ABILITIES

Charming Gaze (Ability Ex) Anytime a victim meets an ice hag’s gaze, they must resist their powerful trance. The will save is Will DC 18. (The save DC is Charisma based.) The hag must continually look at the victim to keep up the gaze, if the gaze is broken, so too is the powerful charming effect.

A frozen, withered crone looks at you and crackles, you know you are in deep shit.

Horrible creature found throughout the cold wastes of Nyssa, who seek to feed on the living and use the dead as zombies under their command. Hags prefer to attack lone travelers or small groups, when this is not possible, they use their ice manipulation to create scenarios to isolate individuals.

While hags live in communal cave lairs, they work together only for mutual defense. They sometimes share meals in good times, however treasure and magic are always kept hidden from the other covey members. Often one hag’s jealousy can lead to infighting. Once they have fed, an ice hag can easily be bribed with coin or magic.

Hags are similar to undead in that they are created by victims from other races. They trap victims in an icy pit, ice block or similar area, and after years of imprisonment, with both their minds and physical bodies decimated by ice - they emerge as new Ice Crones with a hunger for inflicting horror and carnage on others.

An ice hag uses their spells to weaken and separate groups before entering melee.  What many travelers in the ice often fail to reckon is the horrible, twisted crone they sometimes must face in the wild, can be a sweet, even kind elderly folk that they know. It is not a different personality but a split spirit, in some ways, something like a lycanthrope.

Tuesday 3 October 2017

Hederak - Large furry herd animals


These are an awesome elephant-sized herd animal that is often sought out by traders but are difficult to train and even harder to capture.

Hederak
XP 6,400
N Huge Animal
Init +2 Senses Low-light vision; Perception +9

 DEFENSE
AC 19 touch 5, flat-footed 17 (-4 Dex, -1 Size, +12 natural)
hp 85hp (9d8+45 con)
Fort +11, Ref +4, Will +3
SQ Immune to Charm, Cold, Fear, Hold and Monster Summoning Spells

 OFFENSE
Speed 40 ft.Run, 20 ft standard pace
Melee Gore +13 (2d6+7) or 2 hooves +10 melee (1d10+5)
Special Attacks Trample and Charge

 STATISTICS
Str 25, Dex 7, Con 20, Int 3, Wis 10, Cha 13
Base Atk +6 CMB +13 CMD 21
Feats Improved Initiative,Endurance, Iron Will, Improved Bull Rush, Power Attack,
Skills +9 Perception , +10 Swim
Languages None

 ECOLOGY
Environment  Any Wilderness
Organization  Pack (3-18)
Treasure Value  None
Advancement: 10-17 HD

Charge (Ex): When charging a large or bigger creature, Hederak do double damage with their horn gore attack.

Trample (Ex): When a herd faces a threat, they will often charge towards it to begin a runaway tactic. They inflict 1d10 for every 3 members in the herd. Base save is DC 15+1 for every three additional charging hederaks.

These hulking beasts appear as heavily brown and white furred elephantine creatures without a trunk and three small horns in their nostril and forehead area similar to a rhino. They weigh three tons and stand fifteen feet tall, and quite happily spend their days grazing. They are among the powerful steeds known on Nyssa and are valued as pack animals that can haul wagons weighing five tons or more.

COMBAT
These fearsome creatures are fantastic at combat because of their strength and ability to coordinate with their pack mates. Their first action is to charge with their horns, then crush anything smaller than themselves with their hoofs. While they have animal intelligence, they still know enough to charge the legs of huge sized creatures, bringing them down in order to crush foes with their powerful hooves.

SOCIETY
Naturally very docile and while they cannot be magically charmed into service, they may be trained through a long process of grooming. Their only natural enemies are dragons, giants and barbarian tribes who hunt these creatures for their meat, fur, blood and horns. For a fully intact carcass, hunters can retrieve up to 500 crowns (gold pieces) or more. A living specimen ranges from 1000 - 2000  crowns, but for a fully trained beast, it can be more than 5000 crowns. Most live to 50 years but can live much longer than a hundred years in parks or zoos.
This is the atypical stuffed animal that many children have. Many Nyssian children are fascinated by them, their gait and temperment.

Because of their size and appetites, as well as being difficult to charm them, it is quite difficult to bend them to your will. Individual trainers often have to work with one for many years in order to get them to accomplish basic tasks. Druids or rangers that have helped their herd have a much easier job to get them to do tasks for them.


Sunday 3 September 2017

Quillians - humanoid porcupine with isolationist tendencies

Quillians

A humanoid porcupine, with one to three-inch quills that covers their entire body that lays flat on their skin. Larger quills from five to eight inches are found on their chest and back, and on top of their head, from a distance appearing as long straight hair. Their quills prick upwards when excited or agitated; a few allies can even read their emotions in this fashion. Their unexposed skin colour is brown. Most have blue or green eyes but those with unique destinies may have different colours.

Personality: Quillians are isolationists, preferring not to interact with others. In their own group, they have a range of emotions, but are little shown outside of their immediate friends and allies.

Physical Description: Five feet tall humanoids with quills of various sizes covering their bodies. Most tend not to wear armor, but warriors will wear chain mail or a chain shirt.

Relations: They tend to avoid conflict, and can live in harmony with nature, elves and other fey beings. They will often get into territorial disputes with Minotaur, Giants, evil Naga, Ettercap and any evil creatures that attempt to control territory in forest. While they do not provoke trouble, they won’t back down either.

Alignment: They tend towards neutral good. Individuals within tribes do exist, and these tend towards chaotic good more than other lawful tendencies. They expel anyone who breaks tribal law or tradition.

Lands: Nomads that wander several of the largest untouched forests through-out Nyssa.

Religion: Quillians have a long druidic tradition; clerics and gods are mostly a foreign concept to them. As fey, these humanoids have a strong connection with forest spirits, and do their best to live peacefully with them.

Language: They understand Faerie, and their own tongue – Quillian. Most adventuring Quillian also usually speak common or elven.

Adventurers: Quillians often leave the tribe to discover the world or to be able to add to the tribe’s collective knowledge. They usually adventure as rangers or fighters, and do their best to succeed in societies they little understand, always preferring rural or even wastelands to civilizations. Those who succeed away, can take on other classes.

Quillian Racial Traits
No ability score adjustments
+2 to survival checks & +2 to knowledge (nature)

Base 20 skill points, more if they have exceptional intelligence, to be used on core skills only (Rogues gain an extra +16 points when creating their character.)

Core Racial Skills: Climb, Handle Animal, Heal, Intimidate, Jump, Knowledge (local, nature, and religion), Perception, Ride, Sense Motive, Survival

Spiky Defense: If not wearing armor, their quills provide a +3 AC bonus if an attacker is weaponless or using a touch attack.

Throw Quills
: Range: 20/40/-, Dmg: 1d4+str dmg

Preferred Classes
: Ranger

Possible Classes
: Barbarian, Druid, Fighter, Rogue, Sorcerer or Psion

Quill Master-ThrowerPrestige Class
Requirements: +5 BAB; Survival 7 ranks; Precise Shot (Quills), Weapon Focus (Quills)

BAB, saves, skills points & feats as ranger for every new level.
1st level: Quill damage increase to 1d6 + Str
2nd Level Double base Range
3rd Level: Fire 2 shots / round; must be at the same target
4th Level Quill damage increase to 1d8 + Str
5th Level: Independent targets; triple base range

Monday 17 July 2017

Agypt – An Alternatity, mixture of Desert, Urban & Jungle Land.

This idea stems from a misspelling of the country in the north of Africa. I left the spelling in my monster description, as I thought it kinda fit. Eventually I realized that I wanted that name to be the one in game and then started thinking up an Egyptian themed area of my game world. This is a simple listing of my game ideas, for threads to be built up.

Agypt – often called "Land between the two rivers"
  • Small cities built along the rivers, they hold the wealth and power
  • Outside the cities are desert lands and jungle, the Middle Ocean is impenetrable
  • People are part of guilds, based on family memberships. Clerics rule over all.
  • Humans, Elves, Bastet (Cat-Kin), Tenderfeet, Jackalla & Phaetox are the main races
  • Elves are people of the jungle, green skinned and linked to elemental magic
  • Bastet are my cat-kin, very urban, highly magical many are spies, monks, ninjas
  • Tenderfeet are halflings, tied to oasis, many are druids. Many are prisoners in the cities
  • Jackalla are Jackal-Headed humanoids that protect crypts and ruthlessly hunt undead
  • Phaetox are dedicated to serving the sun cults, have flame wings, Cannot lie, Very Lawful  
  • Crafted Constructs are found in ancient temples, haven't been created in hundreds of years. some active ones still remain in remote regions (why???)
  • Dwarves are well known but not from the Agyptian lands, trading partners
  • Goblins, Gnolls, Giants are seen as enemies, because they cannot be trusted to keep their word
  • Minotaurs are well known from the Beastlands, act as high-end bodyguards
  • Multiple gods that both work together and very distinct, Mix of Nyssian and trad Egyptian ones
  • Every celestial object has an associated deity (Sun, Moons, Stars, Comets)
  • Astrology shows which of the gods have force...power...prestige...
  • Worship is open, most cities are devoted to one deity and have few temples
  • Every god is acceptable, some are only worshiped at specific times of the year
  • Everyone is pagan, worshiping more than one god, especially priests
  • Temples are rarely associated with just one deity, unless its the city Temple
  • Many Obelisks are dedicated to Ideals, not exactly godly overseers but similar
  • The afterlife is important concept, reached through specific actions and specific rituals. Different people needed to do different rituals. Thieving, sacrifice, murder, for some are holy rites. Often it is an art like sculpture, dancing or singing.
  • If you do not complete these rites, then you needed to give lots of coins
  • Temples always use obelisks to gather mana (magic), it is not a finite amount unlike most regions, so depending upon Astrology, certain temples will have more or less access
  • Clerics run the cities via culture, laws and followers
  • Knights ensure laws are kept, they are very rarely involved in political wars

  • Lots of underground passageways in cities, at times of death the people seek shelter below
  • No one is quite sure why the deadly famines happen, but people seek the dark passageways during these troubled times
  • Sacrifices happen during these times, of art, money and children
  • Very rarely do sacrifices happen of adults, but if it happens their faces MUST be covered
  • There are no official city libraries & no spell towers. Sorcery is a little known art, usually taught secretly in city temples, quietly. Many times they say they worship a different god, often referred to as a cult. When caught practicing magic, they are usually banished.
  • Wizards form small cults to study magic at an obelisk during specific times. They are often misunderstood as a religious groups, and many use this to avoid trouble. They use cosmology to cast ALL their spells, this is their spell components, They are sometimes unable to cast specific spells, if the alignment (need another word...) is off 
  • Anyone worshiping a non-recognized god is essentially assumed to be in a cult. A non-recognized cult can be seen as a heresy which calls for banishment
  • Adventurers have many ways to gain riches. Wars, arena combat, defeating cults, battling monsters and undead, trade caravans
  • Rogues have many ways, as they are an integral part of many cults or faiths. Every religion have these quiet hands to ensure their traditions are followed.
  • Theft is rarely wrong in any religion, what is more important is who you are stealing from
  • Poisoning is an art form, many thieving guilds have their own specific poison. For them it is not against their laws to poison as long as there is a bounty,
  • Undead are an ancient tradition, first used to protect wealth, now usually to secure sites
  • Originally cults, evil churches and necromancers started using them;
  • Good groups do use them, but only from the willing and the faithful to be bound 
  • Danger from not doing specific rituals, most people feel like the victim is to blame not the undead. Certain undead (wraiths) are accepted in many buildings, they hurt those who break the rituals, laws, customs, etc
  • Mummies come in many forms, always in the mastabas but elsewhere
  • Pyramids are dedicated to protecting wealth, power, knowledge,
  • Constructs were once very common, now less so
  • Lots of statues were deactivated, some seek the Activation Globes
  • Stories abound of Clock-Work Oasi in the desert 
  • Many believe they are connection points to LAWFUL outer planes
  • Cities and the nobility are always at war with each other
  • Trade & caravaning very popular way to earn favour and wealth

Monsters are based on Eqyptian mythology and desert lands, tables to be defined soon


Wednesday 28 June 2017

Ravok - living exo-skeleton battle armour

Have used these creatures a few times, as end the big-bad monsters at the end of the dungeon, hunting anyone that come inside their domain. Their tail is quite powerful and a source of known magic in a low magic world. They were inspired by the predator movies, an intelligent creature, that uses their hunting skill to inflict mayhem. Now, imagine them in a magical setting, and they did not choose to wear the hyper-magical suit but it was imposed on them due to trickery, forced to commit unspeakable actions that they cannot fully control.

Ravok

Medium Winged Insectoids AC 21 (+6 Dex, +5 Natural)
HD 7d8 +14 (60 hp)

Saves Fort +7 Ref +12 Will +2
Init +7
Speed 50 ft

BAB +6 CMB +15 CMD +22
Melee +13 / +13 pinchers (1d10+5) +13 tail (1d12/15-20)
Range +16 (Spear 2-12 +8 dmg)
Special Attacks Tail acts as a +3 enchanted weapon
Special Defenses Immune to 3rd level and lower enchantment and illusion effects, Insectoid Telepathy 100 ft

Str 19       Con 15    Dex 24
Int 13       Wis 10    Cha 13
Skills Acrobatics, Climb, Intimidate, Perception, Stealth Survival +12, Jump + 24

Feats Imp Bull Rush, Power Attack, Cleave, Jumping Attack Focus (+3)
Tail Feats Only: Imp critical & Imp Disarm 

Climate/Terrain Any Remote / Night time on mission
Organization         Solitary, Pair or Order  (3-12)
Challenge Rating 6
Treasure               None
Alignment             Strongly Lawful (50% Neutral, 40% Evil)

The Ravok were initially adapted as an exo-skeleton for an insectoid race that were dying off due to the great winter.  The people were enclosed within dark gray armored skin, and their natural features were enhanced given huge pincer claws, mandibles, multi-sectioned eyes with an acutely sensitive antenna & large, extremely spiked tail. The pincers can open up for the wearer's hands to perform delicate actions for about 20% of them. Most use spears as their primary weapon but their tail is important due to its strength and in ceremonial rites. They cannot fully speak. but can scream in pain or if it brings terror to those it hunts.

They are known as an unmatched terror, long feared for their assassinations, and dark plots bringing destruction to individuals and groups alike. They are feared and watched for, but their history and their situation isn't. It's long been misunderstood why they attack groups within cities, but they are compelled to complete missions. Their vendettas are more subtle and very personal, often much less violent.

Many communities will attack the Ravok on sight because of their histories of devastating raids. Ravok have few battle scruples, they attack and maim weaker beings on sight. One favorite tactic is to rip the arms off an opponent to attack those who investigate the screams. Because these creatures attack at night or during storms, many places don`t places realize they are being threatened until too late. Small circles of them will sometimes take over castles or dungeons to plan long term actions.

Originally this insectoid race were called the Ryush, an intelligent, hard-working trading group found in hives through-out the North. When the endless winter came, the conditions caused their numbers to drop, and their leaders turned to the Chavok, the ruling elite for help. They hired the Doposylla, an infamous slug race known for their body modification magic, who promised life but did not reveal the entire truth of the transformation. The Ryush were transformed into the Ravok and were doomed to remain in the exo-suit as they cannot survive outside their armor. Their controls were held by the Chavok Lords, as they paid for the transformation. Ever since their rebirth, the Ravok cannot survive in the wilds and even worse they are bound to obey their Chavok Lords as was written into their contract. The Ryush have ever since despised the Chavok and work to bring ruin to them and their allies as well as to free their kin locked inside the armored skins.

Some groups of the Ryush remain hidden in secret locations, as a few frozen nests of unborn Ryush were kept safe until their new homes were created. They dedicate themselves to staying free from the influence of the Chavok or other would be Masters.  These are only a few hives that the non-armored Ryush can exist, and this is usually where they give birth to their young. The most talented or strongest are choosing to inherit the body armor of the champions who fall. These Ryush are fully aware beings, trying to both protect their kin, make connection with other races and to bring the Chavok to justice.

Ryush AC 12 (+1 Dex, +1 natural armor), HD 1d8 +1 (5 hp), Saves Fort +2 Ref +2 Will +2, Init +1, Speed Fly 40, Attack: Pinchers +2 (1d4+1) or Tail +0 (1-3), Special Insectoid telepathy within 20 ft; Advance in any class. 

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.

Wednesday 10 May 2017

City of Terraxxia, in the Human nation of Mandos

Terraxxia

Nation: Mandos
Location: Eastern Section, near the Great Tay Forest

Population: 200,000

Distribution: Human (75%), Dwarf (10%), Minotaur (5%), Tenderfoot (5%), Lizardith (5%)

Major Products: Cay Leaves, Poultice, Tea, Spice, Liqour
Blood Stone, North Stone, Ringing Stone
Weapons (harpoon, javelin and halberd)
Trained Ferrets, war hounds and griffons
Potions (Warmth, Burning, Chimera & Griffon)

City Features:

Obelisks: Keran, Cush, Orelleo, Japeth, Rosetti, Faval, Casna, Fatanus, Crayos
Shrines: Mathai, Fenris, Rowena, Stradamia (while not illegal, all are hidden)
Temples: Keran, Darras, Pains, Father Stone (Dwarf)
Towers: Sash Knights, Camber Knight, Stradamia, Wyvern, Defense, Slave, Guild, Silence, Law, Coin (Casino), Alchemy, Sorrow, Smoke
Gardens: Piercer, Blood & Cay Fields
Arena, Kennel, Aviary, Stables, Museum, Barracks, Mausoleum Graveyard (Silence Tower)
Red Stone Bridge, Hanging Bridge, Tyrant (Dragon) Bridge

City Entry:  All items registered, Tax 5% on all items,  Any non appropriate items confiscated
Unlimited entry up until next Tower-Day (once every ten-day.)
Unofficial races are taxed at 10%. Non-Recognized races at 50%.

All church donations, guild business, gambling wins and training taxed at a standard 20% rate. This is lower than the official Mandorrian rate of between 25 - 35%

Rule: As a Mandorrian city, Terraxxia is ruled by a war counsel, led by Battle Lord Rethnor di Jine leader of the city, armies and Keranic Temple. Rethnor is am honest but brutal master who uses his personality and well trained soldiers to enforce the rules. He has few friends, but even his enemies know his word is his absolute bond. This does not mean he is above trickery, he merely uses deceptive practices to trick both allies and enemies as to his next actions would be. What is surprising is his compassion especially for someone in his position. If halfling slaves escape, he does not send soldiers to pursue as long as they don't return or cause problems from afar. Likewise he allows addicts a chance to clean themselves up, despite official Mandorrian policies on drug or alcohol abuse. He even tolerates soldiers to venerate non lawful deities - he doesn't promote it but doesn't punish it either. However what he never accepts are failure, incompetence or disloyalty among his soldiers. He is married, but most believe his wife and any children do not reside in the city.

There is an abundance of trade going on in the city, as cay is grown both in the wild and domestically. The cay is particularly strong, and many harvesters risk the thorns to harvest the strong spice. The soldiers press strangers to make sure contraband isn't brought into the city proper. Unlike other Mandorrian cities, the soldiers are more likely to kill smugglers then to capture them. Patrols are constant, but are more worried about Tyrants (dragons) and giants then smugglers.

The citizens are relatively content as revolt seems far from their minds. They have heard of attacks and abuses in other Mandorrian cities and believe Rethnor and the counsel keeps things fairly open. The dwarves are compliant and do all that they can to keep their own people in line as they are getting rich and drunk. Tenderfeet are tolerated much more here, and while they are slaves they are left alone as long as cay production is maintained. Unlike a lot of places, they are called citizens and have some rights; they just can't leave nor have a vote on the Tower counsels. Lizardith and Minotaur are mercenaries not citizens- they have jobs in small groups but do not really socialize with their own kin at least not in large groups. Minotaurs keep quiet as they maintain their bloody gladitorial games - these are religious rites for these brutes. Both these groups go on long hunts, which also service the patrols which is very helpful to the soldiers.

As elsewhere in Mandos, Elves and faerie are hunted down and killed on sight. Some believe there is an Elven Sanctuary within the cay forest, but city rangers dispute this. Like common Mandorrian custom, there is an open bounty on Elves, and they seek the fae folk for their dark ceremonies.

Obelisks are the standard places of worship on Nyssa. The faithful visit usually once (or twice) a week; though priests and other adventuring faithful can come every day during the tenday / weekly cycle. Few obelisks have official overseers, but many old clerics reside near them and will service for payments. Offerings are usually made by dropping coins down to the ground, very rarely to an individual that are physically absorbed by the soil. Shrines are usually obelisks in buildings that do not have official members. Temples are only found in large cities, and are much more elaborate with official members and clergy. These are the only places where scrolls or spell services can be oficially purchased in Mandos. All clerics cast spells at +1 casting level near obelisks of opposing views, +2 if aligned, and +3 at obelisks of their specific faith or religion.

Local Product
Cay is a small, round, green-red leaf that wildly grows among thorny vines. It naturally and very quickly absorbs any exposed blood. It can be used to make a huge variety of products, including alcohol, tea and poultices. Traditionally only Tenderfoot farmers could tease the leaf out and make its products, but the Teraxxian Cay is large enough for others to prune them off. Spending one minute in cay vines, will do one point of damage if the skin is unprotected. Pruners get 10 crowns (gp) for a pound of leaves.

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.

Saturday 22 April 2017

Oxylla - Silver scaled lizard-humanoids that dissolve metals



For a while I wasn't using many common creatures, I farted around to create weird combos.  These replaced the rust monster in my dungeons. Weird, mysterious insect-lizardmen that kind of worshiped and used silver for all sorts of arcane/cultish designs. This was one of those that I really liked and kept using, even after switching back to the core book of creatures.

Oxylla

XP 1,600
N Medium Aberration
Init +3 Senses Darkvision 60 ft.; Perception +7

 DEFENSE
AC 18 touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 37hp (5d8+15 con)
Fort +4, Ref +4, Will +6
   
 OFFENSE
Speed 30 ft.
Melee Fists X2  +4 (1d6+1), Tail  +6 (1d3+1)
Special Attacks Glue, Dissolve metal

 STATISTICS
Str 12, Dex 17, Con 16, Int 10, Wis 14, Cha 9
Base Atk +3 CMB +4 CMD 17
Feats Improved Sunder, Improved Trip, Weapon Finesse
Skills  +8 Acrobatics , +4 Climb , +7 Escape Artist , +7 Perception , +8 Stealth , +6 Survival
Languages Oxylla, Dwarven

 ECOLOGY
Environment  Temperate Forests, Non-Cold Environments
Organization  Circle (2-5), Ring (3-18)
Treasure Value  Standard (gems)
Advancement: Large (6-12 HD)

Dissolving Touch: Excluding silver, their touch dissolves up to 200 pounds of metals instantly; mundane items do not get a saving throw. Magical items can save vs Fort DC 18 to avoid this affect. Silver can be dissolved, but they must touch the item for one minute. However, the silvery liquid when applied to wounds acts as a healing salve. For every ten coins (10 onces) of silver, an Oxylla can heal 1d10 points of damage. If kept in a secure container, others can use the salve for up to a week later before it fully re-solidifies.

Glue: From their palm orifice they can release a colorless and odorless glue, which takes one round to smear on an object and another round to activate as it dries. This substance bonds any two physical objects for up to one hour. It is incredibly difficult to remove, requiring a Strength Check vs DC 30.

Silver scaled lizard-humanoids that combine the features of lizards, insects and men. These slim humanoids mix silver scales of a dragon, the eyes, antennae and legs of an insect along with a lizard-men’s large strong tail. They have a narrow elongated head. At the end of their long arms, four clawed fingers emerge with a small sticky black circle in the middle of their palm. This orifice is both the equivalent of their nose and an organ to release a glue-like substance upon touch. Oxylla are metal eaters, despised for their ability to absorb and digest metals.

Little is known about the habits or society of these beings. While they sometimes survive by stealing scraps of refuse metal, they often raid traveling merchants or scavenge battle sites to get the needed metals. Metals are food, clothing and elixir; each has a unique taste to an Oxylla, and they can identify the purity or composition of a metal simply by smelling it. Silver is needed in medicinal, religious and reproductive purposes. They speak their own language and dwarven but can speak any if exposed to it or trained.

Combat
Although they survive through raiding, Oxylla use their stealth abilities to take whatever they need without confrontation. While their main tactic is pummeling enemies with their fists, their strongest abilities come from using their long tail to both knock weapons out of opponent’s hands or to trip their enemies.


Thursday 6 April 2017

Iron Hearted Clock and Tick Tock Golem


Iron Hearted Clock

In some cities, especially the Old South or in the Phastian Desert, a site can be found in old quarters or other little noticed locations, an enormous four faced clock. Out of place, as an elaborate Gothic style architecture with lithe horrific statutes of naked, demonic figures hidden in the many nooks. Though clocks are not an unknown technology, these Iron Hearted Clocks versions are very different from standard timepieces with other non-time pieces.

A majority of these clocks have four face plates – most common is the clock variety, telling time in the repeated Pernic 12 hour fashion facing in whatever direction that is most likely to have viewers. Clock-towers have at least one clock face, the other faces can be a weather predictor, magic (frequency) predictor, summoner tale or emotional responder. For the common citizen, ignorant of their purposes, it seems like each clock face is showing a different zones time, the truth is a little more obscure.

For most citizens these Iron Hearted Clock-towers run simply due to the magic of the gods. However other folk realize that it is also due to a small group of overseers that maintain operations. The most common protectors are dwarves, usually of the most common type in the region, but they do not generally interact with the citizens. Others, that work here include phaetox, gnomes & dwarves. They may not be open to conducting tours, but they certainly try to help explain what these clocks are and how the common citizenry can utilize the information.

The main thing that holds these mortal beings apart being is that they are extremely lawful in alignment and are deeply dedicated to strict adherence to their codes. What is little recognized is that most clock tower workers have died but have returned due to the help of a lawful force or god. Their dedication to the Iron Heart Tower is how they repay their gratitude. Many of these individuals never leave the clock, and live to serve the never stopping hands. If ever asked, they talk about the unending gears that sway in the eternal-lands, they owe fealty to these clock hands and want to ensure they run in the prime worlds.

During the day, the piece appears generally empty, except for a few followers of gears, mechanics or golems. At night, others come to learn secrets by staring at the mysteries of the clock.

Yet as odd as these things appear, the truth about these objects is even more outrageous. They are not built as much as assembled from clockwork creatures that were previously destroyed. Some of the faithful or fancied bring metal and other working pieces to the Iron-Hearted Clock, and the overseers always find a way to incorporate them into the piece as a whole. Many adventurers know little about this clock except that the inhabitants pay good coin for pieces of the metal dead.

Most of the protectors know little about machinery workings, yet they always find a way to add to the pieces which seems to have a “life” of its own. This is uniquely true as the clock-piece is in fact a sentient being, and exists to serve forces of law and the clock-work order. There are often priests of time, order, and precision that serve the clock, and maintains the pieces.

Lore: Gain +2 on research to Law based magic; Requirement: Lawful Alignment, or Knowledge (Religion) +5 or more. No more than once every day

Lore: Gain +5 on research to Clock, Clockwork or Time based magic. Requirement:  Knowledge (Religion, Clockwork) +9 or more. No more than once every day

Boon (Lawful): Gain a +4 in summoning a lawful aligned creature if the summoning master also has a lawful component in their alignment.

Typical Caretaker
1. Abandoned, no obvious caretaker
2 – 3 Clock Golem also known as Tick Tocks
4 – 5 Tenderfoot
6 – 8 Imp
9 – 10 Dwarf
11 – 12. Mortal Clock Experts, local inhabitants, 2 or 3 HD

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

Tick Tock Golems
CR 3
N (LN) Small construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0

 AC 16, touch 10, flat-footed 26 (+1 Dex, +5 natural)
hp 60 (5d10+10)
Fort +3, Ref +4, Will +3
DR 3/adamantine; Immune construct traits, magic
Speed 20 ft.
Melee 2 slams +4 (1d6 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Perfect Timing, Mechanic Integration

 STATISTICS*
Str 13, Dex 12, Con 10, Int 11, Wis 11, Cha 8
Base Atk +3; CMB +15; CMD 12
Environment  Clock Towers
Organization Solitary or Winding (3-6)
Treasure: None
 *Nyssian Golems have a base constitution scores of 10, meaning they have no inherent bonus or penalty

Appear as a four foot tall mechnical humanoid, with metal skin, small bolts and hinged limbs connecting appendages to the main body. Most have a clock-face in their chest or equivalent humanoid face appears as a clock. While it has clock hands, they do not move. Certain events may make the clock hands appear in specific places on the clock face. (Sad=8:20, Angry=8:45, etc).

They are fully intelligent and loyal to the cause of time, order and most importantly, ensuring the Iron Hearted Clock is maintained.

SPECIAL ABILITIES

Perfect Timing: As a creature that measures and maintains time, it can be an ideal partner to perform exacting actions. Can add +3 on attempts to timed actions if they wait for three or more rounds. Higher HD Tick Tock Golems can add another +1 for their additional HD, so a 6 HD Tick tock can add +6 if they are able to wait six or more rounds.

 Mechanic Integration (Ex) A Tick Tock Golem is a specific creature created to service the basic functions of a clock or other large mechanical device. It can merge itself with any device and remain as apart of the device for an indefinite period of time. They gain a +1 on the Knowledge (Construct or Machine) check for every ten minutes spent inside the device / machine.

 Immunity to Magic (Ex)  A Tick Tock golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a Tick Tock golem, as noted below.

 A grease spell cast on the golem causes it to move quickly for 1d6 rounds, as if under the effects of haste.

 A rusting grasp spell deals damage to the golem normally, and makes the golem staggered for 1d6 rounds (no save).

 
Tick Tock Golems have all other construct traits as per the Monster Manual

Friday 31 March 2017

Callanna - Giant Snake Humanoid

Inspired by a famous fantasy artist, Boris Vallejo. This was one of the many cards in a set of art cards. He has inspired many of my early creatures.

Callanna
CR 6
XP 2,400

N (NG) Large Aberration
Init +2 Senses Darkvision 60 ft.; Perception +8

DEFENSE
AC 19 touch 15, flat-footed 17 (+2 Dex, +4 natural, -1 size, +4 inertial armor)
hp 45hp (6d8+18 con)
Fort +5, Ref +4, Will +7
Defensive Abilities Immune to Natural Poisons

OFFENSE
Speed 30 ft.
Melee Halberd +6 (1d8+6)
Space 10 ft. Reach 10 ft.
Special Attacks Coil (1d12+ 3)
Psionics: Aversion, Improved Biofeedback, Body Equilibrium, Conceal Thoughts, Greater Concussion, Detect Psionics, Ectoplasmic Form, Energy Barrier, Gravity Arc
PSPs: 50, DC 15 + level of power

STATISTICS
Str 16, Dex 14, Con 17, Int 12, Wis 14, Cha 10
Base Atk +4 CMB +8 CMD 20
Feats Mind-Link, Improved Disarm, Inertial Armour
Skills Swim +8, Perception +8, Knowledge (Psionics) +8, Move Silently +8
Languages Lizardith, Giant, Common

ECOLOGY

Environment Under-earth swamp, warm/forests, jungles
Organization Watch (2-5) or Tribe (15 – 100)
Treasure Value Standard

Callanna are huge, 25 feet long snakes with a green tinged human torso, arms and head. More than half the length of their body is used for stability, they rise between 8 - 12 feet from the ground. They use pouches for carrying objects. Most reside in under-earth swamp caverns seeking isolation over wealth, fame or battle. They are among the most powerful physical psionicists and have longed helped shellar, lizardith and other good-aligned psionic using humanoids to learn the talent. They speak lizardith but usually use the psionic mind-link to communicate with their own kind as well as with other psions.

Combat: These snake-men are exceptional warriors, meshing physical strengths and psionic abilities to create a powerful presence. Their preferred weapon is the halberd, which they use to make long aching arches, doing double strength damage. They use nets and maces if they want to take prisoner.

They mix groups tactics, using front-line physical attackers and others in back using psionic attack (aversion or energy barrier.) But as strong as they are, they rarely attack foes. These usually use their psionics to avoid battle or to watch opponents. Unless one of their own or an ally is in mortal danger, they usually quietly fade into the dense forest or swamp.

Society: The amphibious Callanna are strong swimmers who are also water breathers. They enjoy hot steaming pools where both their eggs are stored and where their young are raised. The young are nursed by the tribal elders until they reach the age of the molt (approximately ten years old) when they are given tests to determine their role in life. At this point they are returned to their parents and assigned an individual mentor to guide them through the next few years before becoming a full member of Callanna society.

As adults, they spend time hunting, foraging and in meditation. While not exactly shy, these snake-men prefer to spend much of their time doing solo activities. While usually called snake-men, the truth is that Callanna chose their gender, based on their own as well as the tribes needs. There is no separation or distinction in their society.

Among the great psionic masters found on Nyssa, as many of the greatest treatises were penned by this race, and many psions seek them out as mentors. Yet, the Callanna themselves venerate the coatl, it is a central figure in much of their art, religion & philosophy.

Mind-Link Feat: This is the Nyssian version of Telepathy. Any two creatures within a 60 foot radius that have this psionic feat can send simple messages to each other without paying a PSP cost. Creatures are able to attack other Open Minded creatures, but few are able to psionically attack a Closed Mind or someone without psionics. There is a small psp cost (usually 1 psp) to send a message to a closed or non-psionic mind.