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Showing posts with label Earth. Show all posts
Showing posts with label Earth. Show all posts

Monday, 27 June 2016

Jann - Genie-Kin

The least powerful Genie are found through-out in both the cold and the desert wastelands of Nyssa, building relationships with savage and adventurer alike. They are a key group with their trade and social connections.

 Jann: Genie-Kin

CR 2
N         Medium outsider (native)
Init +2; Perception +5

AC 16, touch 18, flat-footed 18 (+2 natural AC, +2 dexterity)
hp 11 (2d8+4)
Fort +3, Ref +1, Will +1

Speed 30 ft, Flight 20 ft (1/day)
Melee Short sword +3 (1d6)
Special Elemental Blast (1d6, 3/day)

Jann are quiet, reclusive people that watch dangerous foes and magical sites. When they do approach an enemy, they are usually well prepared and ready to make a sacrifice but they do this only if absolutely required. 

Morale 11 (Skittish, they are easy to break ranks and run for cover)

Str 14, Dex 15, Con 12, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +1 CMD 13
Feats Combat Reflexes
Skills Appraise +3, Perception +5, Craft (Armor or Weapons) +4, Diplomacy +5, Survival +6, Fly +6
Languages Base Elemental, Common & Giant
SQ Favored Element, Resist Element (10), Telepathy 10 ft

Languages: Phastian & Phaetox; Common, Elven, Giant & Dwarf  ae also often spoken
Location: Primarily Oromos Wood, Spirelands or Northern Reaches
Organization: Pair, Patrol (3-9) or Tribe (15 – 100)

Class Options: By Racial HD or Class

Jann are the descendants of genies, considered lesser elementals by their kin, due to their need to reside on the prime planes and they lack permanent protection from the elements at lower HD levels. Not typical adventurers - they usually seek both knowledge and allies, to maintain their place in both their adopted home and the elemental planes. Looked down upon by genies and humanoids for their weaker abilities, yet they often become brokers, using their knowledge, connections and expertise for a price. 

They often disguise themselves, trying not to openly promote who they are as they can be sometimes forced into providing services. Appear as a dark skinned humanoid, their eyes radiate brightly, and their hands often sparkle with the colour of one of the elements. They always try to build allegiances especially to clerics and wizards but any high ranking soldier or thief can also be quite useful,

A Jann will sell their services for favors when needed. Many times when reached out to for help, the Jann call upon friends upon friends, they will often know someone that can help for a reasonable price. Tend to stay away from most cities, as they can be caught for servitude by both primal and planar adversaries. Get along very well with Phaetox, many wealthy Jann seek to buy nobility or title in these quiet, safe, lawfully-bound communities. Many Elven lords have strong alliances with them, not necessarily for trade but to share information.

Every Jann has a favored element, usually their parental type, with it they are able to use to inflict extra damage. They have no problems working with any type of elemental regardless of the type, it is only the higher HD genie-kin with prejudices. They stay away from summoning creatures, Jann have seen a lifetime of forced servitude - they seek allies not servants, to their cause.

By Racial Levels: All levels gain +5 skill points, Gain new Feat every 2 levels 

3 HD +2 to any ability, Invisibility to Animals, Create Food and Water (2/day); +1 AC
4 HD +2 to any ability, Change Size (2/day) & Element Blast (2d6 - 3/day)
5 HD +2 to any ability, Speak with Animals and Elements, Flight 50 ft (3/day); +1 AC
6 HD +2 to any ability, Telepathy 100 ft, Resist Elements (20)
7 HD +2 to any ability, Invisibility (3/day), Element Blast (3d8 dmg 2 / day); +1 AC
8 HD +2 to any ability, Enter Ethereal Plane (2/day), SR 15, Flight (Good) at will
9 HD +2 to any ability, Full Elemental Resistance, +1 AC
10 HD + 4 Dex & +2 to three others; Gain +2 AC, Element Blast (4d10, 5 /day)
11 HD Plane Shift (3/day), SR 25
+1 HD or Level: Gain +1 on SR by HD or level

Jann usually stay on this advancement path but if they choose to take other classes, they are unable to return to improve their HD any further.

Typical Skills: Appraise, Craft, Diplomacy, Disable Device, Escape Artist, Fly, Heal, Knowledge (nature, geography, religion), Perception, Ride, Sense Motive, Stealth, Survival

Elemental Blast: DC 10+ Con Bonus + HD (+2 for favored element) - Half Damage; Range 60 ft
2 HD – 1d6 dmg; 1/HD, until 5 HD and then at will (Any Element)
4 HD – 2d6 dmg; 3/ Day (Any Element); Range 100 ft
7 HD – 3d8 dmg; 2/Day (Any Element)
10 HD – 4d10 dmg; 5/day (Favored Element only); Changed to Elemental Blast, Range 150 ft

2 HD: Gain Flight 20 ft (Clumsy) 1 / day plus 1 for HD; +6 on Fly Skill
5 HD: Gain  Flight 40 ft (Average) 3/day; gain +6 on Fly skill
8 HD: Gain Flight 80 ft (Good) at will; gain +6 on fly skill

Note: Elementals in my game world are sentient. While not incredibly wise, they know a few things about what is around them and the things they interact with. If summoned they must obey the Summoner. If not summoned, they cam be reasoned with to follow instructions. Assume their intelligence, wisdom and charisma is equal to their HD number up until 16 HD unless the stat for the actual beast is higher in the standard rules.

Wednesday, 20 January 2016

Spire Giant

Spire Giant

N(E) Giant                CR 14
Init +1 Senses Perception +10

AC 22 touch 11, flat-footed 21 (+2 Leather Armor, +11 natural) 
hp 142hp (15d8+75 con)
Fort +14, Ref +5, Will +7
Speed 40 ft.
Melee Slam +21 (2d10+10) 

Str 31, Dex 10, Con 21, Int 6, Wis 14, Cha 8
Base Atk +11 CMB +21 CMD 32
Feats: Awesome Blow, Cleave, Great Cleave, Improved Sunder, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +16, Jump +15, Intimidation +15, Perception +10, Survival +12 
Languages Giant, Common or one other local (Dwarven or Jahlen most common)
SQ Low Light Vision, Elemental Resistance (20), Unnamed Magical Resistance (20), Immune to Necromancy or Undead spells or effects

Environment      Spirelands
Organization      Solitary or Group (3-6); Tribes rarely have more than 100 members
Treasure Value   Quarter Standard

This is the default giant-kin on Nyssa, a brute which is both gentle outside battle but savage in combat.  Standing 20 feet tall and weighing more then two tons, these giants are a sight to behold. Incredibly strong and physically in proportion to humans. Most mimic in a very general way, the local human population lifestyle.

They are among the most destructive creatures known when provoked or hungry. They usually reside in remote caverns and spires, and are utterly despised for their unceasing hunger, hunting all animal life in the region around them. When an area is depleted, they move on to find a new hunting ground. It usually takes a giant clan 10-20 years before clearing a 500 mile radius of all life. Spire Giants fear nothing and attack all animal life they encounter. One of the most dangerous consequences of these giants moving into a new area is their constant attack on ice-jammers (ships) by bombarding these vehicles with rocks and spears. While it is rarely successful in destroying a vessel, it certainly does tend to limit travel to those regions. Perhaps the only benefit to Spire Giants invading an area is their their ability to devour any type of carrion or corpse. They are one of the few creatures known to consume corporeal undead (ghouls, skeletons); thus when they clear out a region it is virtually empty of all moving entities not smart enough to hide or too slow to run.

While far from intellectuals, spire giants are not mindless. These creatures organize patrols, and are selective before moving to a new area. Manically violent when hunting, they are peaceful around kin, they care for and educate their young, rarely engage in group fighting and even attempt artistic endeavors. The few treaties they have made, they devoutly keep. However they are usually paid off with food, and when the food runs out they tend to go back to hunting everything in sight. Rangers and druids understand it is their hunger that drives their impulses - and while they are quick to attack a ship or caravan, small groups can beseech them for favors or to work for a cause.

Elemental & Magical Resistance: Spire Giants have 20 resistance versus any type of elemental and unnamed magical damage.

Saturday, 26 December 2015

Maedar - Male Medusae


Type Medium Monstrous Humanoid
NE Medium Aberration
Init +2 Senses Darkvision 60 ft.; Perception +4

AC 14 touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 hp (2d8+2 con)
Fort +1, Ref +2, Will +3

Speed 30 ft.
Melee One-Handed Weapon +3 (1d6+1) or Fist +2 (1d6+1)
Ranged Weapon +3 (Heavy Crossbow 1d6)

Str 13, Dex 15, Con 12, Int 9, Wis 10, Cha 8
Base Atk +1 CMB +2 CMD 14
Feats Weapon Finesse
Skills +2 Disguise, +3 Perception , +4 Stealth , +4 Survival

Environment      Mountainous or Deep Caverns 
Organization      Solitary or Duo or Trio
Treasure Value  Half

Male medusa, often referred to as maedar, happens when a medusa mates with a male of another species. Dark spidery skin, highly muscular, but they are unable to grow hair anywhere on their body. Most have tattoos on their arms and upper body to denote who owns these lesser medusa.

They are lower status beings in the medusa clans, as the matriarchs rule their familial groups. There are fewer who survive their young years as many are killed due to their mistresses rage. They are trained in a specialized function such as soldier, servant or spy. Because of their status, many maedar look for opportunities to escape the clan. Those that find their way out, are often quite successful in both legal or nefarious skills, but few will speak of their time with the medusa clans.

When maedar mate with medusa, they give birth to large sized intelligent snakes. When they mate with human or elf females, half the time the mother's give birth to female members of their mother's species or a medusa, otherwise their children are maedar.

What is little recognized by members of the medusa clans is that while maedar are born weaker, as they age they grow in power and eventually have more powers than their female kin. Few clans realize this, as many maedar are killed by kin well before they show any status or signs of power.

Abilities by HD
3 HD Shatterstone (1/day); +5 skill points; Gain new feat
4 HD Gain + 2 to any Ability Score; Fist 1d8; +1 to AC; +5 skill points
5 HD Shatterstone (3/day);+5 skill points; Gain new feat
6 HD Speak with Stone (2/day);+1 to AC; +5 skill points; Gain new feat
7 HD Gain + 2 to any Ability Score; Fist 1d10; +5 skill points; Gain new feat
8 HD Summon Lesser Elemental Earth Form (1/day); +1 to AC; +5 skill points
9 HD Liquefy Earth by touch (at will); Gain Immunity to Petrification; +5 skill points
10 HD Shatterstone (1/hour); +1 to AC; +5 skill points; Gain new feat
11 HD Gain + 2 to any 3 Ability Scores; Fist 2d8; +5 skill points; Gain new feat
12 HD Restore Stone to Flesh by touch; +3 to AC; +12 skill points

Maedar do not need to advance up this listed level chart. They can gain non-Maedar levels at any time, however, if they ever gain non-Maedar HD they are unable to further advance in their natural Maedar class levels again.

Fist: A maedar learns to harden their fist into stone for a few moments in battle, this is why this simple attack can become so deadly at higher levels.

Shatterstone: By touching stone, they can create a hole in a large area, just enough for a medium sized creature to pass thru. At 3 HD, this can be five feet in height and distance; length at 5 HD this can be twenty feet in distance length; at 10 HD it can be 100 feet in distance length

Speak with Stone: Able to get visual images of creatures who passed near the stone within a 24 hour period at 6 HD, a month at 8 HD, and a year at 10 HD.

Summon Lesser Elemental Earth Form - As per Medium Sized Elemental. Will either engage in combat or stay and serve in other capacity for 12 hours.

Liquefy Earth: Create an area on stone that a medium sized creature can walk through. Can be roughly twice the size of the hole created via shatterstone. It is very difficult to discover (Perception DC 30) as it appears identical to normal stone and lasts for ten minutes.If inside the bolt-hole when it collapses, they are shunted out in the direction they came from.

Restore Stone to Flesh: Able to restore creatures turned to stone as long as their full body is still apart of the statue, if organs or appendages are missing, the restoration will not work. It takes one full minute per year that the creature was petrified of uninterrupted touch.

Monday, 6 April 2015

Elemental Options - Pick Your Own: Plug and Play Beasts

Have long liked the idea of heroes facing elemental threats...not just a blob of  the elemental. This enables you to face any variant of elemental, an animal, a four legged beast or even a humanoid
made of the element. This is mix and match, enabling the DM to create on the fly.


AC           14 (+1 / 3 additional HD)
Base Int: 6, Con 14, Wis 10, Str 16, Dex 14, Cha 6
Base Attack Bonus: +4
Base Damage: 1d6 / 1d8 / 1d12 / 2d8/ 2d12
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility
Traits: Darkvision 60 ft., Elemental Traits
Skill Points 16 points at base, 4 points per HD higher than 2nd*
Most common Skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (arcana, elemental, nature), Perception, Spellcraft, Stealth, Survival
Alignment               Neutral
*Gain Knowledge (Own elemental Type) free the same as their HD

Aether Gain Non-Detection, Gain Elemental Resistance to any one type for 24 hours
Air Gain Elemental Traits, Whirlwind
Earth Gain Elemental Traits, Forceful Blow
Fire Gain Elemental Traits, Enflame
Water Gain Elemental Traits, Whirlpool,

Small 2 HD +6 Int, +4 Con, +6 Wis, -2 Str, -2 Con, +8 Dex
Medium 6 HD +4 Int, +4 Con, +4 Wis, +2 Str, +2 Con, +6 Dex
Large 10 HD +0 Int, +4 Con, +2 Wis, +4 Str, +4 Con, +2 Dex
Huge 14 HD -2 Int, +4 Con, +0 Wis, +6 Str, +6 Con, +-2 Dex
Gigantic 18 HD -4 Int, +4 Con, +0 Wis, +10 Str, +8 Con, -  4 Dex
Titanic 24 HD -6 Int, +8 Con,  +0 Wis, +16 Str, +10 Con, -6 Dex

Bestial         +2 Str, +4 Dex, Scent, Light "Fur"
Quadraped         +4 Con, +4 Wis; 4 legs, +20 movement, +2 HD, Heavy Fur
Multiple-Headed +4 Con, +4 Wis, -2 Cha, +1 HD / extra head (Rarely more than ten heads)
Avian         +4 Con,  + 6 Dex for thin body, Fly: Good (Never bigger than large)
Spider         +8 Dex, Climb & Balance+20, Spray Poison (Weakness DC 14 / Dc 16  / DC 20 /                                 DC 22  / DC 30)
Whale        +40 Swim, +8 Con, +4 Str, 10 HD (Min)

Watcher +4 Int, +4 Cha, Read Surface Thoughts, Distant Viewing, Mind-Link,  Mind-Blast
Basher + 4 Str, +4 Con,  Base Dmg, (+1d8 / +1d10 / +2d8 / +2d12 / +3d10)
Archer +4 Dex, +4 Wis, Gain two Elemental Arrow (Dmg 1d4 / 1d6 / 1d8/ 1d10 / 2d8)
Tripper         +4 Str, +4 Dex, Trip Attack DC (DC 14 / Dc 16  / DC 20 / DC 22  / DC 30)
Breath weapon +4 Cha, +4 Dex, +6 HD, (Dmg: 3d6 / 6d6 / 9d6 / 15d6 / 25d6) (As dragon for ranges)

Elementals are a variety of beings that have communities in pocket universes that border on both the elemental planes and the mortal worlds. Their existence is much the same as humans, creating products for external use, raising mindless livestock and flora as well as raising armies to defend themselves. Unlike other communities, they do not consider only humanoids intelligent - all elementals of a certain awareness are considered citizens. Generally elemental communities are
closed, they contain only creatures of the one shared elemental type. Individuals of other species may be found there if they have become allies with individuals elemental beings, but it is never of a another elemental type.

Water is the most commonly found element on prime worlds, deep in the ocean and little known by outsiders. Aether is the next most common, often found in cities with a native citizenry barely if at all aware of their existence; they often make allies in libraries and temples. Air and Earth elementals are uncommon but always there, there are a few on any given prime world, found by the experts in their fields.  The most rare is the Fire Pocket Universes, they are sometimes portals are created spontaneously during forest fires or other extraordinary events, but closed as soon as the fire closes.

What is the most understood by non-elementals is that elemental beings are not bound by one form. Individuals can switch between animal or humanoid forms when needed. It is not a quick or simple process, they can go to their Essence Temple and undergo a cerement to switch from forms. The only thing that doesn't change is their HD, feats and skills; their personality and memories always remain intact.