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Showing posts with label Faerie. Show all posts
Showing posts with label Faerie. Show all posts

Sunday 14 February 2016

Cupid - small angelic figures

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

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

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

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

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

Languages Common, Elven, Faerie.

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

SPECIAL ABILITIES

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

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

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

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

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

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

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

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


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

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

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

Saturday 13 February 2016

Oompa-Loompa

Have used these a few times in my games, usually as slave labor in a dark twisted dungeon. These are mystical candy-makers, often found in factories anywhere in the Prime or Outer Planes.

Oompa-Loompa

Small Sized Humanoid
Hit Dice:                    2d8 (9 hp)
Initiative:                    +2
Speed:                        20 feet (4 squares)
Armor Class:               13 (+2 Dex +1 size), touch 12, flat-footed 11
Base Attack/Grapple: +0/-3
Attack:                        Slam +2 melee (cudgel 1d3)
Special Qualities: low-light vision, teamwork
Saves:                         Fort +1, Ref +3, Will +1
Abilities:                    Str 10, Dex 14, Con 10, Int 12, Wis 11, Cha 15
Skills:                         Craft (any) +3, Perform (Any) +5, Profession (Chocolatier) +5
Feats:                          Skill Focus (Any Candymaking Skill)
Environment:              Any (Loompaland or candy Factory)
Organization:              Usually in a Workteam (5-8)
Challenge Rating: 1
Treasure:                    Standard, items
Alignment:                  Usually Lawful Neutral
Level Adjustment: Most Gain Levels as Craftsman (Rogue or Bard 10th level Max)

Skill Focus (Candy creation): They have a long history of working with confectionery, gaining +3 in any related profession.

Teamwork: Gain +1 bonus on manual skills performed with their kin. They can gain a bonus up to the number of their kin working with them, normally five for projects.

Oompa-Loompae are known for their small size, colourful hair, orange skin, and white pants with loud boisterous voices. They are mischievous, love good-nature practical jokes, and singing. While not actually fey, they have a personality that fits in with them. They also get along with dwarves and halflings as well. While not always keen for humans, they do appreciate craftsmen who dedicate themselves to an art form.

The few of their kin who do not specialize in candy making usually become rogues and bards.to help take care of their factory home. Rogues take care of security, setting up traps to stop intruders. Bards to encourage the workers and but occasionally to help stop misfits that have found their way into the factory. They also accept small sized humanoids to assist them in their homes - such as halflings, fey or dwarves if they show talent in confectionery or magic.

Though it has never been proven, many believe the Oompa-Loompa are heavy drinkers. There are many unsubstantiated stories of balooshes (beer bashes) that happen at night when the factory is closed, as the fey from Santa's workshop and rabbits from the High Bunny's Warren come over for events.

Tuesday 8 December 2015

Ferrasil - Forest Minotaur

My standard forest Minotaur, a creature often found lurking around abandoned temples or other sites. Unlike their labyrinth kin, they are less likely to attack strangers or even get involved, they would rather stay in the background.   

Ferrasil - Forest Minotaur

N Medium Humanoid
Init +0 Senses Perception +5

AC 15 touch 13, flat-footed 15 (+2 natural)
hp 11 hp (2d8+2 con)
Fort +4, Ref +0, Will +0

Speed 30 ft.
Melee Heavy Axe +5 (1d8+5) or Horns +4 (1d4+3)
Special Attack: Horn Charge +6 (2d4+3 or double base horn damage) usable with a 20 ft dash
Abilities: Scent

Str 16, Dex 10, Con 13, Int 9, Wis 10, Cha 8
Base Atk +2 CMB +4 CMD 14
Feats  Improved Charge (Double damage with horns)
Skills +3 Climb, +4 Handle Animal , +4 Survival, +5 Perception

Environment: Any forest
Organization: Solitary or pair of cluster (4-8)
Challenge Rating: 2

Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

Kin of the standard Minotaur, these neutral aligned hermits inhabit dark corners of great forests. These broad humanoids are comparable in size and build to an orc warrior in their youth with bull ears, short horns, and neatly combed green fur that covers their entire body except for their face, hands and hooves. They grow in size and brute strength as they age, especially their horns which eventually grow to be more than four feet high. Like all Nyssian Minotaurs, Ferrasil is a male species, with no female Minotaurs they must mate with other species to birth their young. Male offspring are Minotaurs 90% of the time, females are always of the mother's species.

Some believe the Ferrasil are less intelligent than their standard kin, this is untrue as they just prefer to observe opponents over confrontation until absolutely necessary. Their preferred companions are druids, followed by rangers or faerie. Although they can speak Minotaur, their usual response to any question is a snort; fortunately friends usually learn what any given snort means: yes, no, or leave me alone. They learn Elven, Faerie or Phaetox languages in that order.

Ferrasil are neutral on their interactions with many other races, caring little what other creatures do unless it directly interferes with the forest. They don't share territory with the labyrinth delving kind or other horn-kin, so they leave well enough alone. They generally don't get along with elves or small, talkative races, but as long as they keep their hands and voices to themselves, the Ferrasil won't do anything to them. They actively dislike dwarves, but they also rarely interact. For most others, it depends on why they are in the forest and if they intend to harm the land or its inhabitants.

Combat
Ferrasil usually fight with great axes, maces or spears but only if there is no other alternative, They usually charge with their horns as their primary gambit, then bash the foe down.

Character Adjustments
+2 constitution; +2 Strength
+2 racial bonus to Survival and Perception checks

Racial Hit Dice: 2d8; Attack Bonus, skill points and saving throws as Fighter for NPCs

Natural Attack: Horns 1d4+2 dmg 1st - 2nd level
Horns 1d6+4 dmg 3rd - 5th level
Horns 1d8+5 dmg 6th - 9th level, Large Size, +2 on strength and constitution scores
Horns 1d10+6 dmg 10th- 14th level
Horns 1d12+8 dmg 15th + level
Horn Charge inflicts double base horn damage when charging

The additional strength damage is inflicted regardless of their actual strength score. It is not further affected if they are given enhancing or weakening magic.

Preferred Classes: Barbarian, Fighter, Ranger, Rogue

Saturday 3 October 2015

Sameel's Sugar Shack

Someone was running a mini-contest on one of the boards about magical locations. I remember starting this and couldn't hack down all the details I wanted at the time...but here it is.

Sameel's Sugar Shack

An infamous sugar shop well known for sweets and a unique tasting experience has recently come back on the market. Plain looking store in a rough area of any city. It is always busy as its customer base is very loyal and protective of their favored sweet shop.

Exquisite furnaces and cold-boxes, all custom made for this shop, as well as a sitting area for up to twelve patrons at a time.  There are larger room upstairs but they are not available for rental anymore. The current workers are unsure but some older patrons say that these rooms were rented out in other worlds, and when they would enter the rooms they would then be able to come to this location.  It is not known if these still work, if these legends are true, or if one could visit other worlds through it any longer. **

Scattered through-out every foot in the interior of the building are stones and quasi-precious gemstones from many differing worlds.  They are arranged so they appear to be candies in various decorative patterns such as a child riding a tricycle, teddy-bear, carousel, etc along the wall in configuration with the stones.  The rumored sugar faeries are real and entertain the little ones and protect the shop. Anyone that even appears to threaten the shop finds themselves outside, hung over and usually tied up within three rounds - the sugar faeries protect this shop as their own.

Anytime food or drink is imbibed in this room (even if not prepared at the shop), there is a 2% chance that they are filled with an overpowering and magical taste. There is a 20% chance if the food is prepared and eaten at the shop. It was said that the original owner Sameel could make the number rise to 50%, and pre-determine the taste. The current owner, named Sameel as well is the third or fourth generation of his family that runs the sugar shack.

Most patrons come for the lovely candies and experiencing the sugar faeries that are rumored to lair in the building. The price is 2 nobles (silver pieces), and both the child and adult get their pick. Children get any ten pieces and adults get two non-special flavored pieces.

For those willingly to pay more 150 crowns (gold pieces), they can pick out some special flavors and roll 2d10. They can have only two picks. If they pay 500 crowns, they can chose one piece from selection 3-12 and get a bucket flavoured candy piece.

Customers can only come to the Sugar Shack once every 50 days or once a month, if they try to come back they are unable to purchase the sweetest types.  Only those who purchase the sweet magic can use them.

Roll 2d10 - Sweetest Flavor Types

2 - 3. Desert's Dry Sand: taste of sand fills ones mouth; +7 on exhaustion or dehydration checks for the next 48 hours

3. Sour: filled with vinegar, your teeth feel like they are about to fall out; +5 on poison saving throws

4. Salty: you begin to feel the power of the salty ocean, you can breathe underwater for 2-12 rounds

5. Metalic: your mouth feels and tastes like its filling with cold metallic coins; 50% chance to avoid critical hits for the next 24 hours

6. Bitter: sharp bitter stinging; +4 on saving throws on charm spells and effects, always get a second save the following round if you fail the first but no bonus

7. Cheesy: strong bad ale; you feel `happy drunk` for an hour, but smell really bad for the next twenty-four hours; +6 on charm saving throws for 24 hours

8. Disgusting: taste of ooze fills the nose; +5 on perception checks to notice items in dungeons or other dark places for the next six hours

9. Deathly: taste of sand from a crypt; +3 on all necromancy saving throws for the next 24 hours

10.super tangy drops:  sharp sour taste, 2 invisible sugar faeries come and tease you, taking things away in jest - they stay with you for 12 hours. They will make you invisible if any threats appear.

11. Sticky Cloudiness: cotton candy - 85% you start to float a foot or more, 15% you are completely weightless, strong winds will carry you away

12. Heavenly: divine taste of euphoria; +5 on the first saving throw made in the twenty-four hours, +2 to any others in the same period

13  - 19: Bucket taste, almost metallic but it is a long lasting flavor; adds 1d3 temporary hit points for the next 24 hours

20 Roll 2d6 - they get two pieces lumped together for the price of one, the duration of that type is doubled.


** The legend is true, visitors from other worlds used to come when Sameel's father ran the shop. They would come not for the sweets but the cages that could hold any beast which is the lower defunct areas. These cages would remove the magic from any large-sized creature or smaller if they were imprisoned for 1000 days.  The cages no longer work, and nobody is quite sure of what happened.

Tuesday 29 September 2015

District - Sea of Stones

One of my districts that I have used in many games.

Sea of Stones

An area in the South East naturally protected from the cold, containing the only known large body of unfrozen water. A tropical temperature dominates with jungle environments found on many small islands that dot the region. It is also the last living vestige of the Hembrian Empire, the people blamed for bringing the Great Winter to the land. Those who live here best exemplify the ancient traditions, both good and bad, of the lost people.

Two main nations exist, Tharon & Lazell, each represent an extreme opposite outlook. Lazell is ruled by a mix of clerics and knights, voted into power by all of the citizenry. Isolated to one island, they represent an ideal as they are the only known location that has a compliant dragon population to help keep them safe. They do not accept an influx of refugees or visitors, only those of noble heritage or those of extreme wealth are permitted to reside here, outside of their citizens. 

The strongest nation, certainly in terms of size and population is Tharon, a human empire ruled by wizards, according to the ancient Hembrian customs. Everyone in Tharon society belongs to a caste; wizards are on top, followed by knights, priests, nobility, soldiers, guild-men and serfs. Each has a distinct set of responsibilities, but only the male wizards truly have power. Most bureaucracies in Tharon are determined by local counsel, and controlled by a family clan or house. Both the clan and bureaucrats keep these lucrative positions for as long as they prove successful.

The eldest male wizard has complete control of their noble house if they can manage it. If they cannot, family members may kill them without political or criminal consequence. Family issues are considered an in-house problem, and only failure of duty brings official prosecution. In fact, the eldest son is required by tradition to kill their fathers to grab the ring of power. The fathers do not resent them for trying, only for failing to do so. It is a weird power game that most non-Tharons fail to grasp. Fratricide is common, as positions within the family are also fought for as is the political connections for specific bureaucracies. Women, as a general rule are outside the political arena, thus, they are not prey to the same kind of machinations. However, once women throw their hat into the ring, they are fair game. Most women do not however play these games, many prefer to work behind the scenes to get wealthy rather than for pure power. Others try to gain power by getting involved in the church of Keran.

Beyond this, while other Tharon nobles cannot directly use force to gain new positions, there is much bloodshed and sponsored violence to eliminate other threats and failures. Those playing this game must be careful, for while murder in the family is ignored, between houses it is not; and failure is punished on both the individual and the house.

On a wider scale, there are seventeen districts each ruled by a Lord, and each has complete authority in their region. While district competition is rife violence is frowned upon the High Counsel. Each Lord has the requirement to attend the High Counsel at least three times a year where regional disputes are settled. They elect a High Lord, who essentially acts as a judge between the regions, and has direct taxation powers. The High Lord has, in theory, complete authority but there have been times when these kings have been silently replaced if they fail to act in the best interest of the Tharon people. Of course, those who try with a coup must make sure they are successful, as those who fail lose more than their power.

Knights fall under the auspices of the local houses, while not officially the power-arm of the nobility they are often treated as such. There are three kinds of knights; lesser nobles who fail magical training, guild-sponsored knights who serve a specific purpose for a special group, and lastly, military knights who arose from successful service in the military to be awarded their positions. All three types are in a given bureaucracy and serve their masters with great autonomy. Violence between knights is forbidden. The only way to grow beyond this position is through valuable service.

Priests are next on the line of power, but they serve a very limited function of succor, aid and advice. While in previous times, the priesthood could also serve as nobles, this was taken away as too many Keranic priests used their position to serve the church before the needs of the nation. With this being said, most family members do try to sponsor a few clerics in addition to their wizards, as it is useful for the house armies to access the healing and prophecy capacities. Most families tend to worship two or three of the powers, and make sure that some of their family members are in the hierarchies of these groups. Women, in particular are asked to serve and almost 65 % of all clerics are priestess. Often the youngest sisters of powerful older brothers in line for the knife…or ready to backstab the father are asked to serve. Sometimes, however, these priestess’ realize the futility of the entire Tharon power structure, and turn away from their family and their role, which is an utter disgrace to the house. Another role the priests serve, especially the lawful ones of Casna, Zalia, and Keran is to act as judges between houses in times when the local lord does not have to get involved.

Next are the noblemen and women - most serve charities or non-military functions. This is probably the most ignored and safest positions, as there is very little violence for those who don't seek power. Left alone, they help guide the nation in their quiet ways. They are always encouraging trade and communication between both the island districts and various races. They are one of the few groups that can hire independent soldiers, body guards and bounty hunters as long as things are recorded in the bureaucratic towers. They are one of the few groups to have strong non-family connections, so knight, wizard, priest and guild-man all have a few nobles as comrades, ready to bribe to sway things their way.

Soldiers and guild-men are next, and these form the bulk of the lower classes. They do every role except for farmer, which is usually reserved for tenderfoot slaves. Guild-men in particular while having no significant rights do have great chance for wealth if they are cunning or just lucky. Commerce is open in Tharon, and while they can not compete with a Noble House directly, what often happens is that two or three Houses tear each other apart (either literally or just in business) while the lower guild-men come up through the middle, having a fine business in dealing with the non-nobleman. Business is cut-throat and many guilders like it this way, as Nobles are just as busy with politics to realize what is going on. An even more so, due to the strict Tharon laws, many items are expensive and there are vast amounts of crowns (gold coins) to be made with smuggling.

Soldiers serve either in a bureaucracy or serve as part of a house’s standing army. Their lot is cruel; they get paid little and asked to risk their life constantly. Many flee, and willing to risk their lives among the pirates and monsters of the seas as sailors, than serve in a death march. For those who survive, the chance of becoming a knight with a lower house and all the privileges awaits.

At the bottom of the soldiers are two forms of scum: sailors and slaves. Sailors are treated as miscreants in Tharon, there to serve on the waters and be tucked away in the worst areas of the cities. They risk their lives every time they go to sea. Their pay is significant, but then again it has to be to get anyone in the open water. When they are on land, they live to drink and whore and waste their lives with jube and crake…and then when out of coin, to go back to the sea. This is actually the only half way decent life an elf can make officially in Tharon; usually they are killed when coming into the Common. But this is also a great way for criminals and escaped slaves to make a living.

Below even sailors, are slaves, or better put anyone other than human, dwarf or Minotaur. Tharon are slavers and do not give these non-humans full rights. Tenderfeet have an open bounty for capture. Elves are usually killed on sight, unless they are under a sea captain. Anyone else, they are usually captured, imprisoned and if they are not found to have a useful skill, are put to work in the fields. This is their life, unless they can escape.

Dwarves are the only race to have full rights within Tharon, and one of the reasons is that Tharon need the political and commerce connections that many Dwarven nations can provide. They are seen as guilders without guild, and do not need papers to walk freely in the cities. Many cities in fact have Dwarven ghettos, or the largest, actual embassies. Dwarven knights and mercenaries, while having no place under Tharon law, flourish for the same reason as guildmen - they can be trusted to do their job, and not betray their employer for wealth or prestige.. 

Minotaurs were the only significant threat the Tharon Empire ever faced. (Lazell is a political & philosophical enemy, while they may have fought skirmishes, they have never been at war.) However, more than five hundred years ago, after a millennium of war the Tharons finally won. They respected the Minotaurs for their strength and battle prowess, and rather than reducing them to mere slaves, they created a place for these hulks in their society. As spell-less creatures, Minotaurs serve a unique role for the nobles, body guards, without the usual fear of magical reprisals. Those who grow to maturity serve the nobles directly for significant pay. 

Laws
Taxes: Paid once a ten-day, depending upon role. Reasonable rates; most pay with service not coin
Prostitution: Officially sanctioned; much cheaper and non-reported in port areas
Weapons: Soldiers and knights only. Sell-swords only with a mark of standing.
Jube and other drugs: officially banned, but readily available in port areas
Magic Items: officially banned, many are readily available
Necromancy: banned, ruthlessly enforced by Jackalla who also hunt undead
Slavery: Any non-Tharon human or dwarf; without a Mark of Freedom, can be seized for service 
Thievery: Imprisonment or loss of rights.
Psionics: Banned and imprisoned/killed on sight
Wizard Spells: Rigidly controlled. Non-Tharon Nobles will be arrested on sight.
Clerical Spells: Taxed 300% at any obelisk or Temple
Sorcerer Spells: Treated the same as clerical spells
Gambling: Open; but no official guilds
Duels: Only soldiers, knights, men of standing and nobles. Note it is illegal for a non-noble to duel a noble unless it is sanctioned during Sword Day. This is the only way to legally kill a noble.

Style: The Sea of Stones is reminiscent of the Greek islands during the days when their city states ruled the Mediterranean. In terms of the military, nothing comes close to threatening their rule; while the green elves, giants, and lizardith harass the fringes, they are insignificant challenges to Tharon dominance of the region.

The greatest danger nobleman face is internal, as the rich and powerful outwit each other for wealth and favor. While there are many laws that prevent virtually any danger or vice, corruption is rampant, many cities have marketplaces set up to cater to the needs and whims of the criminal element. Assassins, poison, black magic, and even marks of authority or nobility are available without too much effort. Nobody acknowledges what lurks beneath the veneer of Tharon society.

Officially, adventurers exist to protect the borders, but many make their living by facing each other in the alleyways at night, sneaking into their rival houses, sabotaging trade or even planting evidence of betrayal. For those that can play the game, there is much profit to be made. The two side activities are pirating and adventuring in the desert Pharonic lands where there seems to be an endless supply of riches to find. Nobles lead in both of these activities, sometimes publicly but most often quietly. Virtually every noble house has at least one pirate ship, and they attack their rivals, especially traders in other districts. As long as cities are safe, and are not invaded, the royal houses allow the petty nobles to play their games.

Coin is not the most important tenet of Tharon society, but it is critical. Nobility understand that wealth is a means of showing and acquiring power. Territorial gain is exceedingly limited, as to the south the phastian desert lies, to the north and east – the wasteland, and to the west, the Endless Sea itself. So, those who provide tribute, are the ones who keep the favor of the royalty.

Thursday 10 September 2015

Holon - Goddess of Balance (Druids, Land, Nature the Holy Circle)

This is the druid`s goddess of life, whom many believe is the incarnation of the world itself.

Holon

Alignment: Neutral
Follower's Alignment: Any (Usually Neutral based)
Favored Color: Green,  Associated: White, Beige, Black
Holy Days: None - local fests are used to promote
Sacrifice: Time - payment is their primary payment
Patron: Druids
Familiar Form: Any animal
Domains: Animal, Community, Plant, Air, Earth, Fire, Water; 

Prohibited Domains: Evil, Good, Law and Chaos 
Titles: Brother or Sister (of the Land, of the Circle, of Balance)

Earth Mother. Druid Guide, Spirit of the land. Bosom of life. Lady of druids. Lady of balance. Blessed Lady. Cradle. Gaia. Holon has more names and titles than any other power on Nyssa, because many believe she is Nyssa herself. She is life, or perhaps better described, she is the cosmic balance that offers life. Law, Chaos, Good, Evil and all shades of neutrality exist inside of her, and she and her followers ensure that balance is always maintained.

Life and the living are her primary cause, especially creatures and plants with sub-intelligence. Druids, her direct and closest followers, say that animals and plants are more blessed because they do not rationalize their devotion to the mother goddess – for they are always beholden to her in all of their actions. Other beings – the civilized races and the most powerful monsters that pervert the blessings. Holon provides everything they need to exist, and while she doesn’t want payment or adoration, she does expect them to respect the balance. Anyone living their life in harmony with the land, and the creatures within it is following her ways, perhaps more than even the druids, who follow her by contemplating nature and how to best to serve her. True instinct, past the mind or will, is guided by her, or so, nysarians of all types believe.

When these intelligent races or creatures, pillage the land, the elements, and take more than they need, that the balance is tilted. Some might say she sends animals and elements to punish these intelligent creatures who would upset the balance, but this is not entirely true. She allows the balance to take care of itself, and the land does what it must. But even when the land is harmed, by beseeching to the eternal mother, many communities can save themselves from harm.

Because her worship is so all encompassing, there is little to distinguish her followers from each other. Their rituals, dress and prayer substantially vary according to the regions. Druids often wear green, with an assortment of other local colours. She is the only faith that doesn’t specifically require obelisks, but some do in fact create wooden obelisks as a way of explaining her devotion to others accustomed to these traditions. They are far from the only ones who worship her, some in fact claim that druids themselves are a civilized order and a much older faith truly represents the Blessed Lady.

Druids in her service, usually live communally, sharing their basic needs. They don't give titles based on power levels, rather its service and success, so in many groves, low level druids can lead the community. Unlike other religious communities, the faithful don't participate or lead in religious services with prayer or song, the faithful need only to meditate in any rural area to complete their daily devotional. Druids from every race openly welcome each other, and share information, gossip and spirit. Each may have distinct personal or local traditions, but druids never hold an ideal, knowing that all ways are true if they serve the balance, they change just as the seasons do. While many circles, as their communities are called, hold fests on certain days - especially during seasonal equinoxes, these are unofficial, the ideal is how you live your life, and taking time each day to cherish and promote balance.

Her familiar form is any animal, however, its eyes are totally a bright glowing green. Her avatar form is unique because she doesn’t really have a specific one. When she needs an avatar to act, she directly inhabits the body of the faithful. Because she is of the land, her spirit can not be dismissed or banished. However, death to the avatar means the spirit of the slain will be reborn within another, willing to serve the cause.

Her blessing is the ideal players should try to uphold. How they keep these ideals should be left to the player.


Holon’s Blessing
Life perseveres
The balance is a dance
And we all sing the music
Actions done or undone
Words spoken or left unsaid
The balance will be held
Raw emotion or calculated logic
Steps out of key
For balance is the way
Action, re-action a child’s game
Cause, effect played by the fool

Monday 17 August 2015

The Pan - Faerie Enhanced Prestige Class

I just finished the Peter Pan novel a while ago and have to say that I really enjoyed it. Darker than I thought it would be but a nice ambivalent story, not screaming about the inherent superiority of either adulthood or childhood just the events that happened to take place. It inspired me to create a playable game version.

The Pan

This Pan is a wandering pirate-like figure that haunts both the wild and communities by the sea. Many live simple lives of exploring and fighting local threats, most live life to its fullest never dedicating themselves to selfish intentions but not to the holy ones either, always somewhere betwixt the two. They are beings of charm, whimsy and grace, eager to show off their skills or rush in to help their many friends. They are especially enamored by fey, always willing to go out of their way to help these mischievous beings. Many times they take this class as a title for their adventuring names.

Role: These beings mix charm, speed, and, at higher levels, flight to perform heroic acts. They disdain armor and heavier weapons for finesse. The abilities of a Pan complement those of bards, rogues or fighters who wish to accentuate their fighting prowess. They fight in the forefront, deftly avoiding the blades of their opponents while expertly targeting their foe's vulnerabilities. They are also adept at spying, flying, taunting foes and interacting with Fey.

Requirements
To qualify to become a Pan, a character must fulfill all the following criteria.

Base Attack Bonus: +3
Skills: Acrobatics 4 ranks, Perform 3 ranks.
Feats: Dodge, Mobility
Special: Interaction with a fey. Must have made a positive social connection with a fey

Class Features
All of the following are class features of the Pan prestige class.

Alignment: Pan can be of any non-lawful alignment.
Hit Dice: d10.

Weapon and Armor Proficiency: The Pan is proficient with all simple and martial weapons. Pan are proficient with light armor and small shields but rarely use them after 4th level.

Skill Ranks at Each Level: 4 + Int modifier.

Class Skills
The Pan's class skills are Acrobatics, Bluff , Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Knowledge (Any), Perception, Perform, Sense Motive. Stealth, Survival, Swim, Use Magic Device

Table: Pan
Level BAB     Fort     Ref     Will            Special
1st           +1 +0      +1       +0                 Pan`s Parry & Faerie Companion
2nd          +2 +1 +1       +1                 Navigate, Lesser Shadow Creep
3rd           +3 +1   +2    +1                 Fearless, Knowledge (Piracy)
4th           +4       +1 +2     +2                 Assisted Flight, Radiate No Alignment
5th           +5       +2 +3    +3                 Riposte, Pact of Peace
6th           +6 +2      +3    +3                Quick to React, Shadow Spy
7th           +7     +2  +4    +4                Parry 360 Degrees, Taunt Victim
8th           +8     +3      +4        +4                Full Flight, Stir Bravery
9th            +9 +3  +5        +5                Deflect Arrows, Superb Tactics
10th          +10     +4      +6        +6                Share Flight, Summon Fey

Pan`s Parry (Ex) Experts at combat, they exist to duel as it is their primary method of protecting themselves and to gain an advantage in combat. Pan's gain +1 to their parry, and an additional +1 for every two levels to be used agaisnt a single adjacent foe - they must hit an AC higher then the attacking enemy. If the attacker scores higher, the Pan takes the hit, otherwise the Pan deflects the attack. This affects any one melee foe and is done primarily to keep an enemy at a safe distance.

Faerie Companion: Pan's gain a faerie ally, that willingly serves as a friend and ally. They do not risk their lives foolishly but don't shy away from shared causes either If anything should happen to the companion that was not directly caused by the Pan, they can summon another companion with a 12 hour ritual. If the Pan abuses the fey, and is given in-game warnings, the fey may leave the Pan's service. Typical companions: Use the Fey Summoning table below.

Lesser Shadow Creep: Pan can release their shadow for up to 10 rounds once / dexterity bonus. The Shadow is able to move and act as the Pan to investigate, but it cannot take forceful action. These rounds do not have to be consecutive.

Navigate: Gain as a key class skill. They are able to add 8 plus Dexterity Modifier and a +1 for every additional level until 10th. If this number is not high enough to succeed, then roll as normal:
d20 + dex mod + class levels + skill ranks

Fearless: Pan gain Immunity to spells or fear effects when it is unavoidable. If a Pan can choose to not enter a field of fear, and do so anyway, then they willingly face the fear, at these times it can affect a Pan, but they gain +1 / Pan level on these saves.

Knowledge (Piracy) : Gain as a key class skill. They are able to add 12 plus Dexterity Modifier and a +1 for every additional level until 10th. If this number is not high enough to succeed, then roll as normal:  d20 + dex mod + class levels + skill ranks.

Radiate No Alignment : Pan do not radiate alignment.  Pan can also use any item if normally restricted by alignment. They may still suffer penalties for doing so.

Assisted Flight: With the help of a faeries dust, a 4th level Pan gains flight (Fly +8, Poor, Speed 20) once a day for one hour + 20 minutes per charisma bonus. They gain an additional flight every level until 7th level as long as they are with a faerie. Treat as a 3rd level spell for dispel or cancel magic affects.

Riposte: Pan can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.

Pact of Fey Peace: Pan has reached a state of understood peace with Fey, they may not like or agree with a Pan, but none will ever attack or take action against a Pan. This ends if a Pan physically attacks a Fey - bu they can trick or steal from them which doesn't go over the line. If they break the pact they lose the capacity to gain new Pan levels.

Quick to React: Gain +4 to reaction rolls. If the Pan does not act first, they gain +1 every additional round up to their Pan level or they have won initiative. If they delay for any reason, they do not gain this reaction bonus.

Shadow Spy: Pan are able to release their shadow as a semi-intelligent servant, able to travel independently of a Pan and take limited actions. The Shadowy Pan figure has 25% of the Pan's HP and half the skill scores and AC. They can move no more than 1 mile away from the Pan.  While their true shadow is gone, the Pan is left with a pale imitation. If anything should ever happen to the shadow spy, it returns in one day after it has been released.

Parry 360 Degrees; At this point, a Pan can use their Pan`s Parry against any number of creatures that are using light or medium weapons against them. This is a full round action and they cannot do a 360 degree parry and attack.

Taunt Victim: Their target must beat DC 15 + Cha Bonus + level difference to chase the Pan for a minimum of five rounds (4+D6). At the end of this time frame, if the target is still able to see the Pan, they must re-save or the affect lingers for another d8 rounds.

Full Flight: At 8th level, a Pan gains Full Flight, able to fly at will (Fly +15, Good, Speed 50). Treat as a Natural Ability. If dispelled, they will float down to the ground and regain as soon as the dispelled effect ends.

Stir Bravery: By making a DC 16 Diplomacy or Perform Check, they can add +1 for every Pan level to bravery or saving throws for mental effects for comrades who hear their performance.

Superb Tactics: At this level, Pan have so mastered their tactical swordplay that they can mark one target, and each round they they parry in 360 degrees - and can attack them once a round in addition to parrying everyone else.

Share Flight: By sprinkling the faerie's dust on companions, he can assist companions to fly. They can share in his flight path and never be more than 1 mile away from the Pan or the affect will end.

Summon Fey: In times of trouble, the Pan is able to use a ritual to ask their Fey sisters for help. They can summon  d6 X 10 HD of fey creatures once a season (four times a year at most.) They come in small groups as determined by the below list. If a Pan ever abuses his summoning to call creatures for a selfish purpose, they lose access to this Fey Summoning ritual for the future.

% Roll     Fey Type                         Level
1   - 11 Atomie                 CR 1          
12 - 22 Brownie                 CR 1
23 - 27 Buckawn                 CR 2
28 - 29 Dryad                 CR 3
30 - 39 Faun                 CR 1
40 - 44 Forgotten One                 CR 2
45 - 54 Gathlain                         CR 1/2
55 - 59 Leprechaun                 CR 2
60 - 61 Pixie                                CR 4
62 - 63 Satyr                 CR 4
64 - 68 Twigjack                 CR 3
69 - 98     Sprite or Sprite Swarm   CR 5
99 - 00     Swan Maiden                 CR 6

Thursday 25 June 2015

Tame Harpy

This is an idea I don't think I've ever used in game. It's a type of good Harpy, that doesn't share anything with the other creature of the same name except for their name and a set of wings. They have an appreciation of music and art but are hesitant to interact with other intelligent beings because they are often attacked.

Tame Harpy CR 5
N (G) Medium Sized humanoid
Init +2; Perception +7

DEFENSE

AC 18, touch 13, flat-footed 12 (+3 Dex, Leather armor)
hp 53   (7d10+14)
Fort +4, Ref +7, Will +6

OFFENSE

Speed Fly 40 ft. (Average)
Melee  Sword +3 (1d6)
Melee Crossbow +5 (1d6)
Melee Talons +5 (1d4)

STATISTICS

Str 10 Dex 15 Con 12 Int 9 Wis 13 Cha 15
Base Atk +4; CMB 14; CMD 16
Feats: Dodge, Flyby Attack, Weapon Focus (Spear or Bow)
Skills: Bluff +8, Diplomacy +7, Intimidate +7, Perception +9, Perform +7 / +7 , Knowledge (Any One +7)
Languages  Common, Avian, Aerial, Elf, Dwarf, Minotaur

SPECIAL ABILITIES

3 HD: Affinity to Neutrality: The Tame gain a +4 on attempts to make peace with other creatures that are neutral in alignment (NG, NE, LN, CN). They gain +3 on saves to avoid Harpy magic.

4 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Gain +1d6 dmg for talon damage

5 HD: Peaceful Zone Song (DC 13, +1/2 additional singer): When their affinity does not make accord, their song puts intelligent beings at ease, so they can make some sort of deal with them.

6 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat; Gain +1d8 dmg for talon damage

7 HD Tactical Strike (+4 to hit; X4 dmg) When they are able to dive more that twenty feet down, usable every ten minutes. They gain immunity to charm effects, including the Harpies songs.

8 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat

9 HD: Charming Song: This is a powerful tool that the Tame Elders use. Need three rounds of uninterrupted singing and their targets must make a saving throw (Will DC 22) or fall into a sleep-like slumber for 12 hours. It can affect up to 12 targets.  


10 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat; Gain 1d10 for talon damage


Called the Tame by their allies and contacts, often called Tame Harpy by strangers. Appear as falcon or hawk-headed humanoid with great feathery wings and taloned claws for feet. They must use their wings for movement as their feet is ill-disposed to land transportation. They are often hunted by humanoids for their resemblance to "true harpies," which is a term the Tame despise. This is a non-evil subset that prefers lonely peaks and isolation, but because of their resemblance to their distantly related kin, are rarely gifted with peace. 

They are not specifically enemies with standard Harpies, but they don't agree with them on their tactics. The Tame are always trying to negotiate non-violent actions for everyone. .More than once they make amends by freeing prisoners that Harpies take hostage.

Have a great affection of physical art, but because of their hawk wings have little capacity for it. They have sometimes hired bards to play music in a valley or other locations. When they sing they can charm foes into putting down their weapons but they do not eat flesh, they lead foes away. The worst they will do is lead charmed foes into an area trapped or otherwise inhabited by a strong foe that will punish if the creature takes its natural or instinctual actions. Their preferred lairs are remote Gothic temples that they can watch the visitors and fly undisturbed at night.

Sunday 14 June 2015

Tenderfeet (Nyssian Halflings)

The Halflings found in my world are much the same as the standard ones but they are highly focused on their herbalism and connection to the natural world. For their level abilities, I gave them communication skills, as I wanted them to be the connector between the wild and communities.  It also significantly help in the druid and thieving skills, able to find out useful information even before the adventure starts.

I also prefer the term Tenderfoot over Halfling as they don't believe they are half of anything, It's also a better descriptor of who they are.


Tenderfoot CR 1
NG Small Sized humanoid
Init +3; Perception +5

DEFENSE

AC 15, touch 13, flat-footed 12 (+3 Dex, Leather armor)
hp 6   (1d8+1)
Fort +3, Ref +3, Will +0

OFFENSE

Speed 20 ft.
Melee  Knife +3 (1d3)
Melee Crossbow +3 (1d6)

STATISTICS

Str 7, Dex 16, Con 12, Int 10, Wis 11, Cha 13
Base Atk -1; CMB -3; CMD 10
Typical Feat:  Combat Reflexes
Skills Perception +2, Stealth +6, Profession (Farming)+4, Knowledge (Nature)+2
Racial Modifiers +2 Stealth, +2 Perception, +2 Knowledge (Nature)
Languages  Tenderfoot, Common Any bonus languages for high intelligence (Elf, Dwarf, Minotaur)

SPECIAL ABILITIES

Halfling Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Green Thumb: +4 Bonus to Farming / Agriculture checks; Knowledge (Nature) +2
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Those with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Level Abilities
3rd level: Gain +4 on reaction rolls w/Plants; Speak with Plants (cast 1+ charisma bonus every day)
5th level: Gain +4 on reaction rolls with Fey; Speak with Fey (cast 1+ charisma bonus every day)
7th level: Cast Expeditious Retreat on oneself (cast 2/day)
9th level: Gain +4 on reaction rolls with Animals and Vermin; Speak with Animals or Vermin (cast 1+ charisma bonus every day)


These are well known diminutive humanoids that resemble human children. Many humans refer to them as Halflings, but they prefer the term Tenderfeet for themselves.

A majority of them reside among other race`s settlements though there are some that live in secretive valleys and other little known locations. Viewed as the best gardeners of the domain, having an affinity for raising crops both in and out of Garden Towers. This is one reason why many people believe that Tenderfeet are inherently lucky, they assure the survival of many communities - many common folk refuse to harm them believing it will bring about a curse to the land. Their skills also deems them useful to evil-aligned groups who often enslaved them to grow their crops. When equal members of a community, they prefer to live in burrows surrounding a garden, farm or Ever-Green Tower.

Their lives revolve around the plant`s cycle, including hibernating during the winter and giving birth in the spring.  Their elders often act as ambassadors to animal and plant spirits at least unofficially, speaking on behalf of a community even without the official leaders knowing about it. They are a harmonious people but they do have opinions and they speak out for themselves and others.

Many of their villages have abundant fey, plant and animal protectors that freely come and go, always willing to protect the Tenderfeet and their ways. Tenderfeet are rarely outwardly religious, they appreciate the powers and knowledge of a druid and their connection with the land's spirits but avoid the formal rituals and prayers of the priestly class. Similarly, while wizards are not unknown among their kind, their lack of Spell Towers means most who want to learn spells need to leave for the human cities, few ever return. These industrious hard working kin have a deep appreciation for the works of the vine, enjoying the fruits of their labors as often as they can.

It has often been believed by many that Tenderfeet rarely adventure, this is not true. Many feel the urge to travel and see wondrous sights, such as the Sea of Stones or the forest valley on the Isle of Oromos. Freeing their own kin from the bounds of slavery prompts many into action - especially as rogue and rangers

Druid, Ranger and Rogue are their preferred classes having no class limitation.
Warrior, Bard, Cleric and Wizard all have a 10th level maximum class potential.

Friday 17 April 2015

Charity and Hopes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Hopes or Spirits of Protection

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

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

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

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

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

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

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


Monday 16 March 2015

Nyssian Druid

Here is the druid found in my game worlds. I created it awhile ago with the intention of getting rid of
the shape-shifting ability.

Druids regardless of alignment are loosely connected and very rarely attack each other. They are all bound by mission, it`s just the way they take steps to complete their duties will differ. They usually organize themselves in Circles, all are bound to a group, equivalent to a church or Obelisk. Many Circles are specific to a single race, alignment or other feature. Non druids often join a Circle in remote areas, if the Circle Elders are open to this.


Nyssian Druid

Alignment: Any Neutral

Hit Dice: d8
Class Skills: As per Player`s Handbook
Weapon and Armor Options:  As per Player`s Handbook
Spells: Per the druid spell list. They cannot cast spells from the Chaotic, Evil, Good, and Lawful Spells domains

Bonus Languages: A druid’s bonus language options include Sylvan, Faerie, & Druid.

Animal Companion, Nature Sense, Wild Empathy: Per PhB at 1st level

Woodland Stride: Per PhB at 2nd level.

Animals Step (Ex): A druid can make their footprints to match any medium sized animal at will.

Brew Draught (Su): At 6th level a druid can create simple natural potions in ten minutes for any first level spells that they can cast. At 8th, 10th & 12 they learn how to make potions of the next spell level. They can brew only one spell draught every day which can have from one to six sips and last 24 hours.

Adaptation (Su): Can change their body to better handle the dangers around them mimicking an animal’s natural properties (Some examples: Legs to run faster, Gills to Breathe Underwater, Wings for limited flight, etc). Each adaptation is a free action to enact the change.

Speak with Animals (Ex): Can speak with animals as the spell at will if within 10 feet of the animal.

Venom Immunity (Ex): Gains immunity to all natural poisons found in the wild or can be created from natural sources. They gain +6 to all other (non-natural) toxins.

Druid Grove (Su): Magic Circle Campsite affects 50 feet in circular radius with fire in the center, Lasts 12 hours, Natural Healing Rate Doubles, +4 on all re-rolls to avoid negative magic affects, +6 spotting strangers approaching, Natural resources available.

Speak With Plants (Ex): Can speak with plants at will as per spell if within 10 feet of the plant

A Thousand Faces (Su): Can change their appearance at will as if using the alter self spell

Animate Plants (Su): Can animate plants once per day.

Greater Druid Grove (Su): Magic Circle Campsite affects 100 feet circular radius with small fire in the center, Lasts 24 hours, Natural Healing Rate Triples, +10 on all re-rolls to avoid negative magic affects, Automatic spotting strangers approaching, Natural resources available, 50% chance of magical merchant (friendly to the Druid's cause) available

Eyes of the Forest (Su): Can commune with all animals within a region, the spell is similar to commune with the forest except the distance is 20 miles per druid level

LevelBABFortRefWillSpecialZero1st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Wild empathy31







2nd+1+3+0+3Woodland Stride42







3rd+2+3+1+3Animal’s Step43







4th+3+4+1+41st Adaptation531






5th+3+4+1+4Speak w/Animals542






6th+4+5+2+5Brew Draught543






7th+5+5+2+52nd Adaptation6531





8th+6+6+2+6Venom immunity6542





9th+6+6+3+6Druidic Grove6643





10th+7+7+3+73rd Adaptation66531




11th+8+7+3+7Speak with Plants66542




12th+9+8+4+8A thousand Faces67543




13th+9+8+4+84th Adaptation676431



14th+10+9+4+9Animate Plants676542



15th+11 / +1+9+5+95th Adaptation6865431


16th+12/+2+10+5+10G Druidic Grove6875432


17th+12/+2+10+5+106th Adaptation68764421

18th+13/+3+11+6+11Eyes of the Forest687654321
19th+14/+4+11+6+117th Adaptation6886553321
20th+15/+5+12+6+12Perfect Self6887554332

Monday 17 March 2014

Nyssian Leprechaun

In celebration of the day, the Leprechaun the way I run them in my game world. The biggest difference is that these sprites have found a way to force peace between themselves and others. They still trick anyone, but they do so for fun and not profit. Many evil creatures avoid contact with a Leprechaun, as they know they simply can do no violent action after meeting one.

Nyssian Leprechaun CR 2
XP 600
Any Non-Evil or Non Lawful; Small fey
Init +5; Senses low-light vision; Perception +7

DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (2d6+2)
Fort +2, Ref +7, Will +6
DR 1/cold iron; SR 15

OFFENSE
Speed 20 ft.
Melee club +4 (1d8–1)
Spell-Like Abilities (CL 4th; concentration +7)

Spells: Gain +1 to casting level for every level gained
Options: dancing lights, ghost sound (DC 13), invisibility (self only), mage hand, major image (visual and auditory elements only, DC 16), prestidigitation, ventriloquism (DC 14)

STATISTICS
Str 7, Dex 16, Con 13, Int 14, Wis 15, Cha 16 (Typical)
Base Atk +2; CMB –1; CMD 12
Base Feats Improved Initiative, Weapon Finesse
Skills: They gain +1 on every major skill rank every level, +1 on their minor ranks every second level
Major Skills: Any four; Minor any six
Typical skills: Bluff,  Escape Artist,  Knowledge (nature), Knowledge (religion), Perception, Perform (comedy), Perform (dance), Sense Motive, Sleight of Hand , Stealth,
Racial Modifiers +4 Perception, +4 Sleight of Hand
Languages Common, Elven, Halfling, Sylvan, Faerie, Elemental
SQ leprechaun magic

SPECIAL ABILITIES

2nd: Shillelagh (at will), SR 15,
3rd; At will: Choose 3 new minor spells; DR 3; Peace of the Goblet, Gain Feat
4th At will: Choose any 4 new minor spells; Gain +4 (total) to any three ability scores (Dex, Int, Wis, Cha)
5th: Colour Spray; DR 5; Speed 30; Peace of the Path, Gain Feat
6th: Immune to Intoxication or Charms; Gain +4 (total) to any three ability scores (Dex, Int, Wis, Cha)
7th: Fabricate; DR 7; Speed 40; Faerie Peace; Luck (1 / day), Gain Feat
8th: Major Creation, Find Treasure; Peace of the Forest, Gain Feat
9th: Trade Luck (3 / day):  DR 10; Speed 50; Gain +6 (total) to any three ability scores (Dex, Int, Wis, Cha), Gain Feat

Peace of the Goblet: Leprechaun are mischievous creatures, but they are never intentionally cruel. Their peace abilities are sometimes used to trick opponents, but they NEVER cheat or attack someone that even another leprechaun has made a peace pact with. Their initial ability comes into place if they share fare with another traveler and make an offer, if it is accepted, then the leprechaun and their partner(s) are into a non-aggression pact. If their `friend`wishes to  attack or take an aggressive action, they must beat a Will DC 20.  This effect lasts for one day.

Peace of the Path: Like PotG, except the peace pact is extended to anyone that shares a small beneficial action to any other faerie traveler. Warning of weather or pirates, getting out of the way, the smallest act creates a peaceable intent between the leprechaun and other travelers. Their would be foes must beat a Will DC 25 to break the peace.  This effect lasts for one day.

Faerie Peace: Like PotG except it is automatically extended to all faeries, elven folk or those who visit faerie communities. So, while Leprechauns are notorious for their tricks, they are always allies with their faerie kin.

Peace of the Forest: Like Faerie Peace, except this extends to the entire forest. Anyone that is an ally, or that has been helped by elves, cannot take harmful action. This extends to everyone in a group. So if there is even one faerie ally, none would be able to find or deliberately take harmful action; if they try they must beat a Will DC 30.  This effect lasts for one day after the peaceable ally is still in a group.

Luck: Add + 20 on any individual saving throw in the next 12 hours

Trade Luck: Like luck, except they can give individual instances of luck to someone else.  The recipient can wait no more than 24 hours before utilizing this given luck. Most times they give this luck for a favour or gift.


Monday 17 February 2014

Fae-Nom: Pathfinder Faerie Playable Character Race

This is the NPC faerie race that I use in my games. They usually reside in rural environments and while never loud or dangerous, they are always ready to lend a hand. 

Fae-Nom

Fae-Nom (Fae-Na is the singular) appear as shorter than average humans, though not as cherubic as Halflings or as quick as Elves. Most reside in rural areas and having atypical clothing of farmers, fishers or work-hands. They use simple tools that can also be used as weapons. Their simplistic appearance disguises their nature: fae beings with a dual bond to both the settlements and the Fae Wild-Lands.

Their existence in farming towns is known but little understood. They have the same desires as many civilized races to work, earn coin and enjoy the finer things in life – thus they have a pull to live in towns to earn these things. However, they can never truly abandon their connection to the Wild-Lands. Also, since this is the fey Homeland, they have a strong responsibility to keep it safe and free from external threats (orcs, undead, etc)

While many Fae-Nom live a blended lifestyle, a rare few, due to demand gain in experience, and turn literally into a more typical representation of faeries. They shrink in size, gain wings and gain more magical abilities, especially their dreaded fae strike.

Personality: They are at heart rural simple folk, with a deep connection both to nature, the wild and the benefits of society. When threats appear, they are driven to protect both of their homes regardless of the cost. They try to avoid conflicts with allies, both within and outside of civilization.

Physical Description: Fae-Nom appear as five feet tall, humans with shaggy brown hair and farm clothing. They carry simple farm or fishing lifestyle weapons. Those who gain levels, become more typical of the fairies, with paler skin, tipped ears and eventually gossamer wings. They use very light weapons when needed.

Relations: Fae-Nom families usually reside in farms or rural areas, and few know of them even their friends. As they grow and gain in abilities, their adventures often help them build strong connections with halflings, elves, and dwarves as they all have a strong belief in keeping the home and nature safe. Humans rarely know the Fae-Nom are in their presence.

Alignment: They tend towards both goodness and neutrality. These peaceful folk are rarely officially organized in groups, most times individuals step forward to take heroic acts.

Lands: They have no territory of their own. They reside in larger human or elf communities.

Religion: Their faith is most often druidic, neutral or good aligned spirits that assist in agriculture, communities or fertility. They have many more druids than clerics.

Language: Druid, Halfling, Elf & the common tongue.

Adventurers: Technically, every Fae-Na is tasked to help keep the Wildlands free from corruption, thus, they help in patrols or called into action during times of peril. A hardy few, whether lucky or truly courageous, are defined by their bravery, and experience moments that enable them to grow into the wondrous examples of True Fae. These individuals travel to make allies, find magic or just to escape the monotony of their mundane farming existence.

Favored Class: Ranger, Druid or Rogue.


Fae-Nom

CR 2
NG Humanoid
Init +3; Perception +5

DEFENSE
AC 16, touch 13, flat-footed 13 
hp 9 (2d6+2)
Fort +1, Ref +6, Will +0

OFFENSE
Speed 30 ft.
Melee Dagger +2 (1d4-1)

TACTICS
Morale 12

STATISTICS
Str 8, Dex 16, Con 12, Int 10, Wis 9, Cha 15
Base Atk +1; CMB 2 CMD 13
Feats: Agile Maneuvers, Dodge
Skills Escape Artist +7, Knowledge (nature) +7, Perception, +5, Perform (Singing), +7, Sense Motive +4, Stealth, +8, Survival, +7
Weapons: Short Sword or Dagger (Typical)
Languages Elf, Halfling, Dwarven & Common

Fae-Nom Character Creation

Base: Medium Size
Spells: detect chaos,detect evil, detect magic, mage hand (1/day)
Str -4, Dex +4, Cha +4
Skills: Gain 6 skill points every level
Bonus Skills: +2 Survival & +2 Knowledge (Nature)
Racial Hit Dice: 2d6
Attack and saving throws as Rogue; + 6 skill points per HD

May gain either their racial levels or standard class levels. They may select standard class levels at any time, but when they do, they generally are unavailable to select racial levels again.

Racial Levels
3 HD Prestidigitation, Shield, Ghost Sound, Dancing Lights (3/day)
4 HD Invisibility (2/day), Hideous Laughter (3/day), Fae Strike Lev 1
5 HD Grow Wings (2/day, Fly Base Speed 30), Increase Ability Scores,
6 HD Detect thoughts & Entangle (2/day), Dispel magic (personal), Damage Reduction (Silver)
7 HD Perm Change Shape (Small Size + Wings at Will, Speed 40), Fae Strike Lev 2
8 HD Invisibility (at will), Lesser Confusion (2/day), Dispel Magic (Other)
9 HD Increase Ability Scores, Dimension Door (2/day), Fae Strike Lev 3
10 HD Dispel Magic (Area), Mirror Image (4 images, 2/day), Damage Reduction (Magic)
11 HD Major Creation, Increase Ability Scores, Perm Change Shape (Tiny, Speed 60)

All Spells are cast at their HD + Spell Level + Charisma Bonus. 

Typical Skills: Acrobatics, Bluff, Diplomacy, Escape Artist, Knowledge (nature, religion, magic), Perception, Perform (Perform, Singing, Dancing), Sense Motive, Sleight of Hand, Stealth, Survival, Use Magic Device; They Gain Fly +12 at 4HD

Increase Ability Score: Gain +2 in any two ability scores (Dex, Cha, Int, Wis)

Wings: Their small gossamer wings are out for 1 hour per HD. If they land or not in use for more than 10 minutes, they shrink into their body.

Dispel Magic (Personal): These Fae are able to shed negative magical affects by concentrating. These effects must have affected themselves personally. They dispel at their HD / level plus their charisma-bonus. They are able to try and negate a single affect once every ten minutes.

Dispel Magic (Other Creature): Like Dispel Magic Personal except it is for other individuals. They can attempt to purge negative magical effects on another creature every hour.

Dispel Magic (Area Affect): Like Dispel Magic Personal except it can affect an area affect or any number of individuals within a 50 ft radius of the same negative effect or curse. They can attempt this once every day.

Fae Strike: Able to create a partially quasi-physical magical attack, used to distract opponents in the middle of combat. It usually manifests as a simple weapon attacking within 10 feet. If the attack is successful, the opponent is considered distracted. No special effects or tricks can be added with the Fae Strike. Fae-Nom are able to cast spells or attack the same round as using their Fae Strike affect.

Level 1: Fae-Nom's Dexterity bonus, Does 1 point of temp damage, Range 10 ft
Level 2: +2 plus Fae-Nom's Attack Bonus, Does 2 points of temp damage, Range 20 ft
Level 3: +4 to hit plus Fae-Nom's full attack Bonus, Does 3-6 points of temp damage, Range 50 ft