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Showing posts with label Dungeon. Show all posts
Showing posts with label Dungeon. Show all posts

Saturday 21 April 2018

Magical Dungeon Fungus

Dwarven and Tenderfoot (Halfling) druids and clerics in my game world often specialize in magical fungi. They learn how to find and cultivate these fungi the same as above ground mates create potions. There are some subtle differences.


This is a mold that appears on almost anything in a dungeon in a two to five foot spread; it is non-sentient, and comes in a multitude of colours which reflects their magic and origin. It radiates a faint magical effect within a forty foot radius.  When either scratched or consumed it has a magical effect based on its colour. If consumed, the creature must make a Fort Save DC 11 or take 1d3 temporary constitution damage for 20 minutes. One gets the benefit whether one beats the poison effect or not. Many types do not need to be consumed, some just need to be breathed into the body. If one does not breathe or eat, such as a construct, the fungus has no potential effect.

If scrapped off from the object, the magic fades in 10d10 rounds and the entire fungus slowly fades. Some alchemists or underground druids have vials that can prolong the fungus indefinitely. Underground druids often try to keep these molds locations secret, as they can be perpetual sources of magic if they are properly harvested. Unfortunately, above ground humanoids just scratch the fungus, and release the magic in a one shot, instead of utilizing them over periods of time; those who understand the difference find this very wasteful on principle.

They are sold at around the same price points as magical potions. They can be enhanced, but via a secret known to underground druids or dwarven brew masters.

These are just the most common types of fungus known, there are many others.

Blue Fungus – healing, 1d6. Can work if the creature has been dead for less than one minute. If consumed twice or more in 24 hours, the second dose inflicts 2d8 damage, no save.

Red Fungus – Rage inducing, -4 on all will saves or skills involving involving mental activity or concentration for 10d6 minutes. Have temporary immunity to poison or weakness effects for the same time

Yellow Fungus: +3 on Calming skill checks or will saves involving mental activity or concentration. If used more than once in a three hour period, the consumer cannot maintain any concentration check for a 12 hour period.

Orange Fungus: +4 on bravery checks or saves for the next . If used more than once in an hourly period, this changes to a -2 penalty instead.

Green Fungus: +5 on saving throws versus poison for a two hour period. No benefit to multiple uses

Purple Fungus: Focusing, +6 on concentration or meditation effects or checks for ten minutes or until used.

White Fungus: Magic Absorbing, -2 on all magical saving throws; concentration check DC 15 to cast a spell within 60 ft of a white fungus

Silver Fungus: Spells have a 25% chance of rebounding on caster if cast within 50 ft of a silver fungus. If a spell is cast immediately after someone made their saving throw, increaase the rebound chance to 50% for the next two rounds.

Lavender Fungus: Unable to lie or decieve; |DC 23 to avoid this magic.

Saturday 30 December 2017

Astyral Swarm - Ghost fishes found in dungeons

An Astyral Swarm is a silvery ghost fish, they swim in a misty otherworldly fog, that comes from nowhere and goes to more of the same. They are creepily calming, and some dungeon walkers seek them out to either watch their ethereal displays or to feed on their famed succulence.


Astyral Swarm 

N Tiny Magical Beast (Aquatic) (Incorporeal)
Init +7; Senses blindsense 30 ft., keen scent, low-light vision; Perception +3

DEFENSE
AC 18 touch 18, flat-footed 13 (+1 deflection, +5 Dex, +2 size)
hp 30hp (4d10+8 con), Individual hp 7
Fort +6, Ref +9, Will +2
Defensive Abilities swarm traits

OFFENSE
Speed swim 30 ft.
Melee Individual Prime Bite +11 (1d3 dmg)
Melee Astyral swarm (3d6)
Space 10 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 21, Con 15, Int 1, Wis 12, Cha 12
Base Atk +4 CMB +2 CMD 17

Feats Improved Initiative, Skill Focus (Stealth)
Skills +17 Stealth , +16 Swim; +8 Bonus to Swim Score

ECOLOGY
Environment Dungeon and Astyral
Organization Shoal (2–5 swarms), or school (6–10 swarms)
Treasure none

Astyral Flippers are an otherworldly fish that can exist in multiple planes. They are small, thin, and silvery fish with a colourful stripe on their bellies. They swim in the Astyral, a fog like mist that while exists primarily in the Astral plane, seeps into everywhere that magic exists. For mortals, they appear like ghost fishes swimming in a mist coming from literally nowhere going to the same, strangely a calming presence.

Most times the swarm swims through an area, and if a party simply waits a few minutes, the swarm will pass back into the Astral. If the party attempts to interact with the fishes, and attacks the fish, there is a 25% cumulative chance per round the swarm will swim closer to the prime world, and then use the swarm attack damage. Once fully in the prime, they have a 10% chance (non-cumulative) of leaving. every round

The Astyral Flipper is an incredible, indescribable taste, and many foodies are willing to pay small sums (250+ gp) for the chance of trying it as it's taste is legendary. There is no known way of cultivating them, they must be caught individually and in the wild.


Monday 18 April 2016

Nyssian Choker

I have always loved the choker creature, as it seems to be the most typical dungeon creeper: looking for food and scraps of treasure, never overly dangerous, but something that fits into the underground lurker theme so well. But I dislike their small size and bare intelligence, Mine is adjusted for levels and size, you can scale the HD to use them not just as threats for the lowest levels. Good stand alone protector, willing to hide until the time is right to strike.  

Nyssian Choker

NE Small Aberration
Init +6 Senses Darkvision 60 ft.; Perception +X
 DEFENSE
AC 17 touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 16hp (3d8+3 con)
Fort +2, Ref +3, Will +4
 OFFENSE
Speed 20 ft. Climb 10 ft
Melee 2 
Tentacles +6 (1d4+3)
 STATISTICS
Str 16, Dex 14, Con 13, Int 6, Wis 13, Cha 7
Base Atk +2 CMB +4 CMD 16
Feats Improved Initiative, Skill Focus (Stealth)
Skills Climb +16,Stealth + 13
Languages Undercommon, 50% understand local common
 ECOLOGY
Environment  Any non Extreme (Garden or Urban)
Organization  Solitary or Pair 
Treasure Value Half Standard
Advancement Typically Monster / HD or rogue levels

Appear identical to the standard creature, but increases to a medium size at 4 HD. They are also much smarter then typical chokers found on many other worlds. This doesn't mean their primary tactics are vastly different but they do have an escape route ready if the attack fails. They are anti-social, preferring to be left alone to do their work, guarding small areas, either in dungeons or locations next to them.

Unlike their kin, they often work for others, as part of lair defenses to protect an area. they kill weaker creatures and capture others so they can be questioned. They follow simple orders, as they have problems with anything too complex. Stories abound over city revolutions, where one group is deposed and another coming into power, and they still don't even know where the choker guards or their safe words to get through dangerous passageways protected by these critters.

HD Advancement Table

4 HD +6 skills, Feat, Increase to Medium Size, +1 natural AC, Increase Dmg (1d6+3)*
5 HD +6 skills, Increase Tentacle Dmg (1d6+Double Strength Dmg)
6 HD. +2/+2 to any 2 Ability Scores, +6 skills, Feat, +1 natural AC
7 HD +6 skills, Increase Tentacle Dmg (1d8+Double Strength Dmg)
8 HD Gain +2/+2 to any 2 Ability Scores, +6 skills, Feat, +1 natural AC
9 HD +6 skills, Increase Tentacle Dmg (1d10+Triple Strength Dmg), +1 natural AC
+HD Natural AC increase every other HD, +6 skills, Increase choking multiplier dmg every +3 HD

Monster HD increase is the most typical route for advancement but the rare few will gain rogue levels. Once they take non-HD levels they are unable to gain additional Monster HD.

*Only one tentacle does maximum damage, the other is one damage level down. Normally if the first attack is successful that one inflicts max damage. If the second one hits, it does the higher damage capacity.


Wednesday 16 March 2016

Night Gremlin

This is the gremlin creature inspired by 1984 movie of the same name as opposed to the system version. I've gotten rid of the transformation from cutie to monster, and instead of them multiplying by water, the leader (Primary Gremlin) is able to summon others of their kind.

Night Gremlin

Size/Type: Small Outsider (Native, Shadow)
Hit Dice: 13 hp (2d10+4 con)
Initiative: +3 (+3 Dex)
Speed: 20 ft
Armor Class: 16 (+3 Dex, +1 size, +2 Natural), touch 13, flat-footed 12
Base Atk +2           CMB +2           CMD 15
Full Attack: Bite +5 (1d2/18-20) or 2 Claws +4 (1d4)
Space/Reach: 5 ft/5
Special Attacks: Summoning A, Primary Master
Special Qualities: Low-light vision, Darkvision 60ft, Light Sensitivity, Vulnerability to Sunlight
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 17, Con 15, Int 10, Wis 8, Cha 10*
Skills: Climb, +3, Disable Device, +5, Escape Artist, +4, Perception, +4,  Stealth +7
Feats: Weapon Finesse, Multi-Attack
Environment: Plane of Shadow, Underground, any Urban
Alignment: Chaotic Evil
Organization: Gang (5-20), Throng (21-40), Cult (41-140)
Challenge Rating: 1
Treasure: Half

Primary Gremlin: Gremlin society revolves around a leader, called the Primary Gremlin, which are usually the first to arrive via teleport, Only the Primary Gremlin can summon their kin, he also makes sure that all other Gremlins follow his command. As long as the Gremlins are well fed, his pack will follow his orders. If the Primary Gremlin is killed, the tribe scatters. There is always only one primary, if others come to the location at the same time they either fight or accept his leadership. There are no elections in Night Gremlin society, the pack follows a leader or they destroy each other thru in-fighting. The Primary Gremlin is normally at least 2 HD above their common-kin.

Summon Night Gremlin A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice.

Light Sensitivity: In places of natural light, they suffer from -2 on attacks and saving throws

Vulnerability to Sunlight: They take a cumulative -1 dmg for every round in direct sunlight. Taking -2 on the second round, then -3 dmg, etc. When they reach 0 hp by sunlight they explode, inflicting 1d3 dmg/HD (Reflex DC 10+HD) to creatures within 10 feet. Night Gremlins can not be raised from the dead.


Night Gremlins are small sized abhorrent outsiders from another plane. They usually arrive by hitching a ride on summoning spells as extras, passengers when other beings are summoned, they ride along. They have green-blackish scaled skin, large ears, with sharp claws and teeth. All Night Gremlins are male, and no females of their kind have ever been seen on mortal planes - experts are unsure how they propagate their kin. Not seen as threatening, except if they are apart of their Cults which can grow to enormous size if the right conditions appear.

Annoying more than anything at the start, as the majority are low level that can be easily eliminated.
Their Cult needs a leader, and it can increase in size quickly if a single gremlin is able to establish dominance. If they have the food supply, they can grow their numbers quickly and overwhelm locations. But if they are hassled by personality or other conflicts, they are stuck in the single digits, and no Primary Gremlin emerges.

While intelligent, night gremlins are creatures of passion - they can spend days planning intricate strategy, and execute half the plan, but then lose themselves in a fit of jolly, bursting into laughter, or attacking one of their kin for failing a simple execution. Fortunately, they are limited due to their weakness to sunlight, unless they are deep underground or somewhere their foes cannot use the light to devastate them,

HD Advancement: Gain 6 skill points, 2 attribute points & 1d10 hp/HD

3 HD - Increase Natural Weapon Damage (1d4/1d6); Feat; Short teleport (20 ft)
4 HD - Increase Natural Weapon Damage (1d6/1d8), +1 Natural AC
5 HD - Increase Threat Range (+2), Summon Brethren B, Feat
6 HD - Increase Dexterity +4, Short teleport (100 ft); +1 Natural AC
7 HD - Increase Natural Weapon Damage (1d8/1d10), Summon Brethren C
8 HD - Increase Threat Range (+2); +1 Natural AC; Feat
9 HD - Increase Dexterity +4, Short teleport (500 ft); +1 Natural AC
10 HD - Increase Natural Weapon Damage (1d10/2d6) , Summon Brethren D; +1 Natural AC, Feat

Summon Brethren A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice
Summon Brethren B: 1/day they can summon 1d6 of their kin, if they roll 6, they roll 1d3 and  continue adding if they max the dice
Summon Brethren C: 2/day they can summon 1d8 of their kin, if they roll 8, they roll 1d4 and continue adding if they max the dice
Summon Brethren D: 3/day they can summon 1d12 of their kin, if they roll 12, they roll 1d6 and continue adding if they max the dice

Short teleport - They can do this 1+constitution bonus per day.

Thursday 18 February 2016

Teddy Bear Golem (Candyland)

These Candyland favorites are not natives, as they reside principally in our own land of Mundania. They are children's defenders who have served a mortal child to adulthood, they can sleep-travel to Candyland to help visitors there. Most times they help one child for a night or two, then the child gets a good night sleep and no longer needs them.

Teddy Bear Golem

Size/Type:                  Tiny Construct
Hit Dice:                    2d10   (11 hp)
Initiative:                   +1
Speed:                        20 ft. (4 squares)
Armor Class:               15 (+2 size, +1 Dex, +2 natural)
Base Attack/Grapple: +2 / --
Attack:                        Bite +2 melee (1d2)
Special Qualities: Wielder immune to Fear & Charm effects, Sleepytime
Saves:                         Fort +0, Ref +1, Will +1
Abilities:                    Str 7, Dex 13, Con 10*, Int 10, Wis 12, Cha 16
Skills:                         Perception +5, Knowledge (Candyland & Fey) +6, Stealth +8
Feats:                         Improved Holding On
Alignment                    Neutral Good
Environment:              Candyland
Organization:              Solitary or pair
Challenge Rating: 1
Advancement:             3-8 HD (Small), 9-16 (Medium)

Immune to Magic - Similar to other golem types, Teddy Bears have immunities to mind affecting and other spells.

Sleepytime - Wielder gains the benefits of a full night of sleep as long as they rested for 2 hours (non-cumulative) during the preceding night

Immune to Fear and Charm effects: Those who hold on to the Teddy Bear are granted immunity to fear and charm spells. This bonus is only given to one person at a time, and usually for the smallest or weakest character in a group. This immunity is not granted if the wielder carries the Teddy Bear in a backpack - it must be visible. Also, if the person commits evil actions, the Teddy Bear will stop giving any kind of help.

New feat: Improved Holding: Gain +12 on skill checks or saving throws involved in physically holding on to their ward

It is said that when little kids grow up in the land of Mundania, many toys are misplaced, given away or worse, but there rare few are kept in special places that never stop defending the smallest. They often go missing in the nighttime in their native land, but Candyland residents have long known that Teddy Bears in fact are one of the primary defenders of the lost or accidental visitors in their demi-plane dream realm.

They go to well traveled spots where they believe visitors may be found. Children are the primary users of the Teddy bears but any mortal creatures may use them if they are found and carried around for safety. Teddy bears have weak voices, as they are only able to be heard within the same five foot square foot they are in. They will try to give advice if asked, but only when asked. Their primary concern is always the safety of their ward not of any other well intentioned goal

Tuesday 16 February 2016

Winged Monkeys

Another one of the Candyland Monsters that will make an appearance at a local con I am doing very soon. This is a winged pest, that once served evil masters but today is mostly a nuisance.  They make a great companion for evil druids or witches.

Winged Monkeys
Small Sized Magical Beast

Init +1      
Senses low-light vision; Perception +3

AC 15, touch 13, flat-footed 13 (+2 natural, +2 Dex, +1 Size)
HP 16 (3d8+3)
Fort +5, Ref +5, Will +0 DR 1/cold iron

Speed 30 ft. Fly 50 (Average)
Melee 2 claws +4 (1d3+1), Bite +4 (1d4+1)
Special Attacks Swoop

Str 12, Dex 15, Con 14, Int 5, Wis 9, Cha 8
Base Atk +5; CMB +3; CMD 15

Feats Weapon Focus (claw),Multi-Attack
Skills Fly+10 , Perception+3 Survival +4, Stealth+3; Bonus +8 on Fly

Alignment: Neutral (Evil)
Environment Candyland
Organization Small Flock (3-12) o Large Flock (30 - 120)
Treasure Quarter 
Advancement 4-6 HD (Medium); 7-10 HD (Large)

Swoop: Gain a +3 bonus on a single claw attack  if they are able swoop down ten feet down during combat. 

It is believed these creatures were an experiment in cross-breeding by one of Candyland's former Witch Mistresses. They have since escaped and bred wild. 

At one time, their flocks numbered in the hundreds, and they could turn the bright pink sky black as they descended to attack creatures or travelers. But when their masters lost access to the huge revell (corn) fields, they could not be controlled and the flocks broke apart to look for food on their own. Now they mostly survive by raiding or harassing farmlands or sniping travelers.. They can be quite cunning, using their stealth to sneak in and take small objects but they usually just us their numbers to take what they want by strength.

This is the typical specimen, there are more advanced versions that sometimes advance HD in fighter, rogue or druid levels. Some evil druids select these creatures as minions but only if they have been to Candyland previously.

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 27 January 2016

Novarin - Dungeon Caretakers

The core idea for these creatures is kind of like petitioners for dungeons.  These are dungeon inhabitants, not monsters, not adventurers but people who look after the dungeon...picking up things, cleaning up the messes, etc. They should be neutral to both sides of the adventuring game, neither to help the creatures or the adventurers. Fun to use when the major scene is over and they come in to do some clean-up, see the adventuring party on spot, then have them make an awkward exit.

Novarin

N Medium Humanoid
Init +2 Senses Low-Light Vision, Perception +4

 DEFENSE
AC 14 touch 14, flat-footed 12 (+2 Dex, +2 natural)
hp 11hp (2d8+2 con)
Fort +4, Ref +2, Will +0
Defensive Abilities   Dmg Rebound +1 / 2 levels for native creatures; +1/level for outsiders  

 OFFENSE
Speed 30 ft.
Melee Short Sword +3 (1d6+1)
Ranged Short Bow+3 (1d6)

 STATISTICS
Str 12, Dex 14, Con 13, Int 10, Wis 11, Cha 12
Base Atk +1 CMB +2 CMD 14
Feats Weapon Focus
Skills Acrobatics, Knowledge (Dungeon), Perception, Stealth, +4
Languages Dwarf, or Common
Typical Gear: Hammer, Bucket, Pitons, Rope, Lantern

 ECOLOGY
Environment      Always Dungeon or outside of a dungeon entrance
Organization      Group (3-6) or Clan (21-40)
Treasure Value  Poor, Quarter of the stated wealth of adventurers

Novarin are an odd group, humanoids whose job is to work at the most infamous dungeons in the land but not as raiders or even protectors but caretakers. They clean up messes, instruct visitors of the etiquette, clear bodies when they begin to reek, and try to keep vermin under control. They remain neutral in terms of the dungeon process as they are are not permitted inside of sealed or locked doors nor take treasure.

Only accidents or mortal creatures harm them in the dungeons that they care for as they have a damage rebound - the dungeon itself is taking care of them, harming those that hurt the Novarin. Evil creatures are fully aware of them and most just ignore them. Some try to torment the caretakers but the Novarin try to to be vigilant for illusions or other tricks that the monsters use. These evil creatures may get local mortal creatures to attack the Novarin, knowing they suffer less rebound damage. While threatened or ridiculed, the wisest of the Novarin understand that their job is not to serve the monsters but the dungeon itself as a living entity, so they refuse many orders that the monster inhabitants may try to impose on them.

They appear very similar to the local human population, but their eyes are pupil-less. Their hair grows in small circular batches on their head, never growing very long. Their skins brightly shine, especially in darkness thus most wrap themselves tightly in bandages when inside dungeons. Unwrapping their facial bandages is a highly personal act of trust, never doing so in front of creatures they do not trust. Their skins cannot be permanently marked even by tattoos, as their skin always repairs itself within a few days of cutting or marking.

Novarin appear as full adults at the dungeon they are to serve, within small villages that often appear outside dungeon sites. They seem to know the general areas of the dungeon by instinct but not the secret or hidden places. They do not willingly discuss the dungeon or its features. They state only vague generalities such as the rumors around the dungeon or creatures within, never confirming anything. One of the dungeon services they do provide are supplies, outside an entrance site, selling various items. Some of these items may be useful, some are not, it is based on what a typical adventurer will bring – not what is actually needed. This is one of the ways they can earn their own limited funds. Few adventurers should ever realize these little recognized vendors outside the dungeon are also inside it, doing maintenance.

No children or youth of their kind have ever been seen. Some claim that they are the offspring of adventurers caught in the bowels of dungeons, raised by a lawful entity until ready to serve. Others believe they are the reincarnated adventurers who died in a dungeon, nobody is sure and since the Novarin have no knowledge of their predecessors it remains a mystery. There is no stratum or level among the Novarin, all are equal, all serve the dungeon and do not give orders to each other, instinctively knowing their task for the day.

These humanoids serve active dungeons with willing adventurers and inhabitants regardless of the alignment of either. When dungeons are cleared of both monsters and treasure, their numbers start to dwindle as they seem to be reassigned to other locations. Some believe this means there must be a divine power with a portfolio of dungeons that either rules or controls the Novarin.

The overwhelming number of Novarin serve their dungeon faithfully but a few take risks for personal gain. If caught by their kin, they can be stripped of their status as dungeon inhabitants. These forsaken individuals must turn away from dungeons as every door, trap or mechanism fails in their presence, not just their own but in every dungeon they enter.

2 HD Damage Rebound 1 / 2 HD; Open Door or Portal; +5 skill points; +2 to any ability score
3 HD Charm Person (3/day);+5 skill points; feat
4 HD Damage Rebound 1 / HD; +1 in Natural AC; +5 skill points; +2 to any ability score
5 HD Dimension Door (200 feet); +5 skill points; feat;  +1 in Natural AC
6 HD Double Rebound (2/day); +5 skill points;
7 HD Charm Monster (3/day); +1 in Natural AC; +5 skill points; feat; +2 to any ability score
8 HD Charm Fey (3/day); +5 skill points; +1 in Natural AC
9 HD Triple Rebound +3 dmg (3/day);  +5 skill points; feat
10 HD Charm Elemental or  (3/day); +3 in Natural AC; +10 skill points; ; +2 to any 3 ability scores

Novarin continue this racial ability chart when they gain levels. For the few that reach the highest HD, they can choose to gain new levels as fighter, rogues but bard, cleric or sorcerer is also possible. Except for the forsaken, no Novarin chose other classes until they complete this listing.

Open Door: When in their native Dungeon, Novarin can mentally open or close doors within 200 ft.

Damage Rebound: One of their main defenses is that the dungeon gives them a type of damage rebound, any time they are damaged (by spell or weapon), one half their HD level is reflected back onto their attacker each round. Foes only take this type damage once a round, regardless of how many Novarinn they hurt in any given round. At higher levels, they can temporarily increase the rebound damage inflicted (double at 6 HD, triple at 9 HD) for the same number of rounds as their HD. Outsiders automatically suffer an increased multiplier, so at 4 HD, they suffer two damage per HD instead of 1 damage, etc.

Charm Person (or Monster, Fey, Elemental): For the most part, they allow monster or animal or adventurer to do as they wish, however, if creatures interfere with their activities, they can use their magic charming to convince them to depart.

Dimension Door: As per the spell of the same name. They get another casting every two additional levels.