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Showing posts with label Forest. Show all posts
Showing posts with label Forest. Show all posts

Tuesday, 14 August 2018

Serpent Vines

For an upcoming jungle / forest / fey story that I am working on for my (ir)regular gaming group.  They will be going through a forest maze to rescue an imprisoned fey princeling.

Serpent Vines CR 4
N Large magical beast
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11


AC 17 touch 13, flat-footed 22 (+5 Dex, +14 natural, -2 size)
hp 47hp (4d10+70 con)
Fort +10, Ref +3, Will +7


Speed 40 ft., Climb 30 ft.
Melee Bite +9 (2d10+7)
Space 5 ft.; Reach 10 ft.
Special Attacks Poison


Str 13, Dex 17, Con 20, Int 10, Wis 13, Cha 5
Base Atk +8 CMB +5 CMD 18 (42 vs trip)
Feats Skill Focus (Perception),
Skills Perception +5; Stealth +11


Environment Jungle
Organization solitary
Treasure None


Poison: DC 16 (Con -4 / Con -4) The second save is DC 16, after one minute

Serpent vines that are exact duplicate of seemingly simple vines, they just happen to combine the physical features of both snakes and vines. These wild creatures are quite dangerous and they are impossible to detect and have a virulent poison that slows down their victims. All of their animal features are part of the vine, so even if one were to be holding and looking directly at the plant, it would be nearly impossible to determine. (Knowledge Nature DC 18)

Serpent vines are carnivores, seeking out the easiest prey to devour. Their poison weaken their victims, enough to enable them to take down their prey. Typically, the serpent vines then buries their food in leafs, branches and small rocks. It takes the serpent between 10-15 days to completely devour their victim.

Monday, 7 May 2018

Spittunnia - Seed Spitting Potted Plant

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

Spittunnia Plant (Spitting Plant)

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


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

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

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

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


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

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

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

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

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

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

Monday, 12 February 2018

Pink Unicorn

Many times when creating a creature, I take apart the stats, making small adjustment to AC, dmg, skills, etc. Not for the Pink Unicorn, I just wanted to update their magic to better enable them to fight/face lawful creatures, especially ones that try to change others will especially thru magic.

Pink Unicorn
CN (G) Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Aura magic circle against charms & poison


AC 15, touch 12, flat-footed 12; (+3 Dex, +3 natural, –1 size; +2 deflection vs. evil)
hp 34 (4d10+12)
Fort +7, Ref +7, Will +6; +2 resistance vs. lawful (Any save)
Immune charm, compulsion, poison


Speed 60 ft.
Melee gore +8 (1d8+4), 2 hooves +5 (1d3+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8)
Spell-Like Abilities (CL 9th)
At will—detect law (as free action), magical light spray, negate charm (DC 22)
5/day—charm person (short term, 6 hours or less)
1/day—hold monster, teleport-home (within its forest territory)


Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Multiattack, Weapon Focus (horn)
Skills Acrobatics +8, Perception +10, Stealth +8, Survival +7 (+10 in forests); Racial Modifiers +3 Survival in forests, +4 Stealth
Languages Common, Fae
SQ magical strike, wild empathy +17


Environment temperate sylvan forests
Treasure Gems (Usually Rhinestones)


Magic Circle against Law (Su) This ability continually duplicates the effect of the spell. A unicorn cannot suppress this ability.

Magical Strike (Ex) A unicorn's gore attack is treated as a magic weapon for the purposes of damage reduction, It is equivalent to a +1 magic weapon. If the horn is removed, it remains a magic weapon. It takes a unicorn a month to regrow a new horn. The removed horn retains its magic for 1d100 days.

Wild Empathy (Su) This works like the druid's wild empathy class feature, except the unicorn has a +4 racial bonus on the check, +8 vs chaotically aligned.  Unicorns with druid levels add this racial modifier to their wild empathy checks.

Magical Light Spray is an at will ability. It can either shoot a beam of light out to 150 ft from its horn alternatively they can change any magical light into a kaleidoscope of bright multi-coloured display out to 50 feet. Lawful creatures in this kaleidoscope suffer a -2 to attacks, saves and skill checks. Non-lawful creatures with at least +5 skill ranks in dance gain a +2 to attacks, saves and skill checks if in the magical light. 

Negate Charm: Any creature under the effects of charm is freed from the compulsion. (DC 26)

A Pink Unicorn is a sylvan legend, a unicorn with pink streaks of hair and a bright pink horn. It is a charming figure, always looking to make allies to help it in it's tasks, but makes sure that they help it willingly. While their standard kin seems focused on hunting evil, the pink unicorn is devoted to ensuring lawful forces cannot hurt or weaken others. They enjoy acting spontaneously, free to their whims and despise when others enforce their will on weaker creatures. They are welcomed among their sylvan kin, since there are few lawful faeries. Couples in love are sometimes blessed with the appearance of a pink unicorn during moments of coupling or marriage, their appearance foreshadows happiness and good fortune for their future.

Sunday, 3 September 2017

Quillians - humanoid porcupine with isolationist tendencies


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

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

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

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

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

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

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

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

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

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

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

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

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

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

Preferred Classes
: Ranger

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

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

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

Tuesday, 20 September 2016

Fey Forest Wandering Events Table

Fey Forest Wandering Monster Table

This table lists many of the most common creatures and situations found in a mortal forest that borders fey lands. Use it to generate random wandering monsters or ideas about what characters can find in this situation but my general rule is if you want something specific then use it and don't bother with rolling on the WMT.

Fey Domain

What would a fey domain be like? In an environment where everything can charm you or trick you by using illusions, you just can't run away or try to attack it, well you could, but you won't find it an easy way to overcome your challenges. The inhabitants are smart and have magical abilities, and unlike in places of evil, they are much more likely to have allies around the corner, not someone willing to hide you or can be paid off. Yes, be careful, but there are many wonders and magical situations that can throw you for a loop and your logic may not help you. So - what do you need to do? Stay on the inhabitants good side, be entertaining, bribe them with food or drink, speak with them, drink with them, tell them stories and have lots of trinkets that you can give away when they catch someone's eye.

Most faerie communities are much like human ones, there are places to eat, drink, have a party, & trade but for most citizens the danger is in etiquette not in direct physical threats. Communities are made up of groups of like minded friends and allies,  not caring the purpose or alignment of strangers, as long as they obey and are there to have fun. Fey care little for official rules but tradition means much more to them, which is why these magical beings can easily ignore alignment of their fellow fae, as long as they follow protocol. Everyone knows what is and is not acceptable and as long as they stick to the unstated traditions they are mostly fine with their kin. And even if they don't follow tradition, they know not to get caught and are not seen in their community after breaking any of the rules.

Fey in my worlds will usually know the bad reputations and alignments of their kin, but they rarely care. Action and not belief is how they judge their kin, so even if a leprechaun has stolen from you, you probably deserved it. Witches are very common and are tolerated, because they don't generally cause problems in the fairy-lands to the faeries. If someone has caused problems in the human or forest lands, only if the directly wronged party comes and asks for retribution can anything happen.

When they do break the traditions or laws of outsiders there are a number of ways to make amends. One is to reverse the actions, that caused the problem. Another method is to bribe the wronged party for them to keep quiet. Unlike in many humanoid society, doing additional actions will not make the problem disappear as the faerie will not look the other way. In most cases who you kill is less important then why, but for the outsiders they rarely fathom this until too late.

Unlike in many other places, magic is open and freely utilized. Fey have no compunction about using it for their purpose, illusions and charms are used by many to trick both native and visitor. Other fey
believe that this is fine, as long as the person either is not harmed or deserved it. Tricking a visitor for fun is acceptable, but not to cruelly torment them if they have done nothing to provoke it.

One of the biggest differences in how I run these stories is that the Feylands are both a specific location and not. There is a mystical domain that most fey can access and where most reside. Unlike other non-worldly places it is not wholly separate from mortal lands. Humans, may have walked under a bridge or through a door a hundred times, yet the next time they might find themselves in the feylands because of the time or date or other magic in the air. Elves and other fey allies understand these symbiotic place-links, and do their best to shield their homes from these accidental fey-portals but some other mortals get lost here and never make their way out.


Instead of organizing the inhabitants into classes, I've use occupations for the fey inhabitants. This gives you the chance to pick the classes (if you want) for the different peoples of the region.  Also, use whatever classes as you see fit that fit into the occupation listing, not just those in the PHB.

Standard Occupations: Arcanist (A), Craftsman (C), Entertainer (E), Enforcers (F), Merchant (M), Woodsman (W), Guide (G), Pilgrim (P), Spy (S),  A, C, E, F, G, M, P, S, or W

Arcanist - student of arcane lore, Wizard or Sorcerer types. Come to study and practice their crafts.
Crafter - practitioners of physical crafting, all races practice but few are Masters. Any class. Most want to trade, goods for coin.
Enforcer - Hands-on followers, pledge physical action, Fighter, barbarian types
Entertainer - Bards or rogues both official or unofficial practice
Guide - Experts, often of illegal arts and practices,  Bard, Cleric Ranger, Rogue, or Wizard
Merchant - Student of mercantile arts, Anyone
Pilgrim - Follower of godly powers, Often cleric, druids or monks. Looking for followers and gifts.
Spy - Practitioners of illegal arts and practices, Bard, Ranger, Rogue,  Monk
Woodsman - familiar with older, wilder arts, barbarian, druid or ranger

Level and HD adjustment Rules
X% +1: First number zero adjustment, each percentage will be +X higher HD
Usually, use their CR number as the percentage calculator (2 HD = 20%; CR 5 = 50%, etc)

CR 2 (20% ±1: Roll 01-20 no adjustment, 21-40% +1 HD; 41-60% +2, etc)
CR 5 (30% ±2: Roll 01-30 no adjustment, 31-60% +1 HD; 61-90% +2, etc)

If the listed encounters do not have a HD adjustment number, use base HD.


My default is every two hours when traveling in standard populated areas, you can a check. If the party is taking action that may increase the likelihood of an encounter, roll more often. Likewise, if the party is being slower and more careful, decrease the rates - I usually go as low as once every 6 hours during the day. At night, I do two standard checks for most locations, three checks if it is a high population. When there's a chance you might have an encounter, roll the WMT if you have nothing specifically planned or insert as you want.

Chance of running into something: 5 / 20 or a 25% chance. Each time you don't encounter something, add +1 to the next roll. (6/20 on the second roll, 7/20 on the third roll, etc.) When you roll an event, subtract three from the current counter, until the number reaches or falls below 5, then start with that base roll once more. Note there are times, if the encounter isn`t substantial / unusual, I will gloss over it, as apart of the narrative time-skip.

As a side note, I use this current variance allowance in the next situation or environment. For example, if the Heroes are travelling to the Cur of Xennik through the Jorre Forest, and had reached a 9 / 20 chance, I would then add the +4 on their next encounter roll when required at the Cur.

Note that many of these creatures and not just the faeries are good aligned. If the party doesn`t represent a threat, you can speed through the encounter, unless the group wants to interact in order to ask specific questions.

Base List
1 Barometz.                    CR 15 / PF 4/ N Gigantic Plant Protector
2 Charity and Hopes       CR 10 / Mine / NG  - Heavy woman with wondrous music and magic
3 Catfolk Patrol              CR 4 (2d6; ±50%, +3)
4. Moon Dog                  CR 9 / PF 5 / NG
5. Blood Hag                  CR 8  / PF 5 / NE Ghastly pale evil spell using witch
6. Leechroot                   CR 4 / PF 5 / NE - Evil plant
7. Oxylla                         CR 5 / Mine / N   Silver skinned humanoid with sharp tail
8. Maenned                     CR 8 / PF 4/ CE   Savage female humanoid often covered in blood
9. Annis                          CR 8 / Mine / NE
10. Location Seed: Stone Circle or Butcher
11. Faerie: Nixie, (12+2d6), HD 1, Align: NG, All Roles
12. Fossegrim                 CR 4 / PF 4 / NE   Fay from the falls
13 Graeae                       CR 5 / PF 4 / NE    Evil Hag spellcaster
14. Vottinna                    CR 4 / Mine / NE  - Blue Monk like humanoid that can drain magic
15. Huldra                      CR 4 / PF 4 / CN - Fey, wood liney female with fix tale
16. Ijaraq.                       CR 11 / PF 4 / CN - Fey, wears wrappings with head of caribour skull
17. Prickett                     CR 6 / Mine / NG  - Antler Headed Fey Humanoid,
18. Leaf-Kin (2d4), 40% ±1, Roles: C, F, G, S, P or W
19. Lampad                    CR 5 / PF 4 / CN - Fey, Moody Nymphs
20. Location Seed: Vazenne Vines or Obelisk, (40 % Undedicated, 40% Mathai, 20% Beast) **
21. Closed off pathway (Trip slows to 10% speed) or Small Pond
22. Faerie: Korred, (6+d6, 50% ±1), HD 4, Align: CN,
23. Living Topiary         CR 4 / PF 4 / N - Green, leafy bramble with the rough shape of an animal
24. Nightgaunt               CR 4 / PF 4 / N - No face, black body, batlike wings with long prehensile tail
25. Tanuki                      CR 4/ PF 4 / CN - Short, racoonlike humanoid usually drunk
26. Pard                          CR 3/ PF 4 / CN - Bright cheetah
27. Tengu Group (6+1d6; ±90%, +4), Align: N, All Roles
28. Pooka                       CR 2 / PF 4 / CN - Long eared mischevious rabbit
29. Iron Salamander       CR 6 / Mine / NE
30. Location Seed: River Bridge or Guide Post
31. Swan Maiden             CR 6 / PF 4 / CG - Females that can transform into swans
32. Quillian Partol, (1d6+6; ±80%, +2) HD 2 **, Align: NG, All Roles - Humanoid Purcupines
33. Faerie: Brownie, (10+2d6, ±70%, +3), HD 1, Align: NG, All Roles
34. Gripli Hunters (6+2d6; ±80%, +2); HD 1+, Align: NG, All Roles
35. Tame Harpy              CR 6 / Mine / N - Armless Good Harpy with wings, love music
36. Psider                        CR 4 / Mine / NE - Psionic using crafty spider
37. Derhii                        CR 5 / PF 4 / N - Winged apes
38. Faun, (5 + 2d6; ±80%, +3), HD 1+, Align: Any G
39. Roadside Location (see below)        
40. Location Seed: Duelling Circle or  Musical Bandstand
41. Twigjack                   CR 3 / PF 4 / N  **  Tiny humanoid composed of wound sticks
42. Satyr                         CR 4 / PF 1 / N
43. Kech                         CR 3 / PF 3 / NE       Hairless savage primate
44. Faerie: Leprechaun; (2d4  ±80%, +2); HD 2, Align: CN, All Roles
45. Kabhandha               CR 9 / PF 5 / LN - Large headless giant with face in stomach
46. Amphisbema            CR 4 / PF 2 / N - 2 headed snake
47. Sabosan                     CR 5 / PF 3 / NE   Batlike Humanoid, covered in fur
48. Vined Soldier            CR 4 / Mine / N - Fallen soldiers reincarnated by druidic magic
49. Owlbear.                    CR 4 / PF 1 / N
50. Location Seed: Hedge Maze or  Rising Tower
51. Vanara Tribe (12+1d12; ±50%, +3)             Monkey humanoids with prehensile tails
52. Troll                           CR 5 / Mine / NE
53.  Ferrassil                    CR 4 / Mine / N         Green Furred Forest Minotaur  
54. Jungle Drake              CR 6 / PF 5 / NE       Lesser Forest Dragon
55. Faerie: Grig (30+1d20), HD 1, Align: N (G), Non-Combat Roles
56. Aranea.                       CR 4 / PF 2 / N
57. Ogre.                           CR 3 / PF 1 / CE
58. Redcap                        CR 6 / PF 2 / NE       Savage fey that carries a big knife and wears red cap
59. Luminal Sprite            CR 2 / PF 5 / CN  (12+1d12; ±50%, +1) Beautiful tiny fey
60. Abandoned Location (40% Roll on Sites List Below, 40% Tower, 20% Bridge)  ***
61 - 63. Undead: Banshee, Dullahan, Gravebound, Totenmaske, Ghost, Ghoul, Shadow, Carcass ***
63. Shimmerling Swarm.CR 8; four inch tall winged fey with dazzling display
64. Leucretta                     CR 5 / PF 2 / CE
65. Lurker in Light            CR 5 / PF 4 / NE  (Day) or Mngwa   CR 7 / PF 5 / CE (Night)
66. Faerie: Pixie (5d6), HD 4; ±80%, +2, Align: NG, Non-Combat Roles
67. Sylph Followers (1d6; ±50%, +3)
68. Quickling                     CR 3 / PF 2 / CE
69. Peryton                         CR 4 / PF 2 / CE
70. Location Seed: Huntsman Kennels or Roadside Crypt
71. Scarecrow                     CR 4 / Mine / LN
72. Lizardith (1d6+6) Align: Any, All Roles
73. Spriggan                        CR 3 / PF 2 / CE
74. Kitsune Watchers (1d12; ±50%, +3)
75. Ankheg                          CR 3 / PF 1 / N
76. Assassin Vine                CR 3 / PF 1 / N
77. Faerie: Sprite (3d6), HD 1, Align: N (G), Non-Combat Roles
78. Dire Beast (Bear, Boar, Worg, Wolf) CR 7  / PF 1 / N
79. Doppelganger                 CR 3 / PF 1 / NE
80. Location Seed: Tent of Miracles or Hanging Grounds
81. Dryad                              CR 3  / PF 1 / N
82. Ettercaps                         CR 3  / PF 1 / NE
83. Firbolg                            CR 4 / PF 5 / N
84. Girallon                          CR 6 / PF 1 / N
85. Lamia                             CR 5 / PF 5 / CE
86. Tin Man                         CR 4 / Mine / N
87. Merchant Caravan, (20 + 1d20; ±80%, +2), Races: Any M, Supplies: local
88. Faerie: Nymph (1d6), HD 7, Align: CG, All non-combat roles
89. Aurumvorax                   CR 9 / PF 2 / N
90. Location Seed: Mound of Mystery or Untraining Grounds
91. Shambling Mound          CR 6 / PF 1 / N
92. Kirin (Pink) Unicorn      CR 7 /PF 1/ CG
93. Grey Render                   CR 8 / PF 1 / N
94. Mongrelman Watch (2d4; ±50%, +2)
95. Shadow Collector           CR 8 / PF 5 / CN  Youthful, small fey that steals shadows
96. Treeant                            CR 8 / PF 1 / NG
97. Corpse Lotus                   CR 13 / PF 5 / N - Huge Plant
98. Leanan Sidhe                  CR 9 / PF 4 / CN   Regal female fey with powerful artistic powers
99. Faerie: Atomie (6d10), HD 1, Align: NG, All non-combat roles
00. DM'S Choice (I usually go with Rainbow Teleportation Portal)

Typical Races - The only difference between a race and a monster is do they establish a settlements, if they do have permanent homes, then there`s trade, patrols, a society - they are a race.

Cat-Kin  CR 1 Humanoid Catfolk, All Align; Roles: A, C, E, F, M, G, P, S, or W
Caligni Dark-Kin, Any Role, Evil Alignment
Chaneque CR 1. Small bat humanoid, Evil Align, F, G, P, S, or W
Changeling CR 1. Humanoid that can change appearance, Usually Neutral;  A, E, M, G, P, S, or W
Charr. CR 1. Ritual scarred humanoid Often chaotic neutral; C, E, F, M, G, P, S, or W
Clockwork CR 2 Metal machine life, Lawful C, F, G, S, or W
Corlth. CR 3 Thin, Grey-skinned psion using humanoids, Non-Evil; C, E, F, M, G, P, S, or W
Fetchling CR 1 Gaunt, shadowy evil humanoid A, F, M, G, P, S
Forlarren CR 1 Grey skinned, Horned evil fey. A, C, E, F, M, G, P, S, or W
Gripli CR 1 Tree-dwelling frog humanoid; Usually Neutral; G, P, S, or W
Gathlain. CR 1. Small sized winged & can fly; Usually Good; C, E, F, M, G, P, S, or W
Ghoran CR 1 Plant Humanoid, Neutral, C, E, G, M, P, S, or W
Jackalla CR 5 Jackal Faced Humanoid, Hunt Undead; Strongly Lawful;  C, E, G, P & S
Kami  CR 1 Small Plant Humanoid; Usually Neutral; C, F, P, S, or W
Leshy CR 1-4 Small Sentient Plant; Never Evil; W, G, P or S
Kitsune CR 1 Fox humanoid that can change; Usually Neutral; C, E, F, M, G, P, S, or W
Mercane CR 5 Large sized, Blue Skinned merchant traders; Usually Lawful; A, M, P or C
Mongrelman CR 1 amalgam race of loners; Usually Neutral; C, F, M, G, P, S
Reptoid CR 3 Humanoid Reptiles that hide as humans, Often Evil; G, S
Samsaran CR 1 Grey skinned returned from death; Usually Neutral; A, F, M, G, P, S, or W
Sasquatch CR 2 Red Furred Savage Humanoid; Usually Neutral;  F, M, S, or W
Shabti CR3 Blue Humanoid returned from the death; Any non-good; A, G, P, S or W
Skulk CR 1. Invisible, evil, usually lazy humanoids; Any Evil;  C, F, G, P, S, or W
Sylph CR 1 Thin, pale winged lady; Usually Good; C, E, F, M, G, P, S, or W
Tengu CR 1 Black Feathered Avian Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W
Vanara CR 1 Monkey Humanoid; Usually Neutral; A, C, E, F, M, G, P, S, or W

   No Dwarf, Elf, Or Halfling appear on this list - use with extreme caution

Sites - Mentioned Races and numbers are just suggestions. Found either in both fey and mortal lands, or bordering them.  There should be no major locations such as Temples or Major Towers, as these should be planned locations sites, not random events.

2. Butchery (4+2d4, HD 3; ±25%, +2), Align Chaotic, Roles C, M or W
3. Duelling Circle (8+2d6, HD 2 ;±45%, +2) Align: Mostly Lawful, Roles F, G, M, P, S
4. Guide Post, (6+d6), HD 2 +, Align: Mostly Lawful, All Roles
5. Hedge Maze (10 + 1d10), Align Lawful, Race Any (Tengu 3-6; ±25%, +2)
6. Hunting Party (6+1d12), Align Any, Race: Any W Race
7. Huntsman Kennels, (5 + 2d10), HD 2+, Align: Any, Any W Race
8. Hanging Grounds, (0 + 6d10), HD 2+, Align Lawful (Jackalla, 5-8, HD 3; ±25%, +2)
9. Mercane - Oddities (1d3 plus 2d6 other) - heavy fortified, Any F
10 Merchant Caravan, (20 + 1d20), Races: Any M, Supplies: local
11. Mound of Mystery - Place of divine bindings, Races: Any
12. Musical Bandstand, (25 + 2d10), HD 2+, Align: N, All Roles
13. Obelisk, Undedicated, (3d6), HD 3, Races Any P (Catfolk, 3-10; ±25%, +2)
14 Rising Tower, (1d6+6) Align: Any, 50% Arcanist; 50% All Other Roles
15 River Bridge - meeting for legal faerie affairs; (0 or 6d10), Any three faerie races
16 Roadside Crypt (Samsaran, 2-4; ±25%, +2)
17 Stone Circle - Fest Spot, 10d10; 2d4 faerie races
18 Tent of Miracles, temporary, (20+5d10), Any non-chaotic, Any Pilgrim
19 Trading Tent (20 + 1d20); Race: Any M, Align Any
20 Tinkerers Repair Wagon, (2d12), Races: Any C, Supplies: Any (Gnome 2-4; ±25%, +2)
21 Travelling Party (10+1d10), HD: 2+, Roll Any Race or Purpose
22 Untraining Grounds (3+2d10; G), HD: 2+, Roll Any Race (3-6 Vanara; ±60%, +5)
23 Vazenne* Vines, (5+2d10), HD: 2+, Any W or Portal Race (Tenderfoot 11-16; ±25%, +2)
24 Wild Orchard, Races: Any M, (Kami 2d6 ±60%, +2), Product: local

*think of Vazenne as linear zig-zag vines, that blossom when creatures of 15+ charisma touch them, and last for a few hours.  

Tuesday, 24 May 2016

Vined Soldier

These are among the most simplistic servants used by druids. Created from fallen soldiers, they arise from the power of the forest, serving their druidic masters in simple tasks. They appear as skeletons with small green vines covering their bones, similar to a living bodies blood vessels. Since they are not the reanimated bodies or spirits, they are not undead, they are animated through the plants.

Vined Soldier

N Medium Plant
Init -1 Senses Low-light vision; Perception +X
AC 11 touch 9, flat-footed 11 (-1 Dex, +2 natural)
hp 9 hp (2d8)
Fort +3, Ref -1, Will +0 
Speed 30 ft.
Melee Slam +2 (1d6+1)
Ranged Net +0 (1d2), Range 20 ft, Ref DC 11 to avoid or escape
Str 13, Dex 9, Con 10, Int 4, Wis 10, Cha 4
Base Atk +1 CMB +2 CMD 11
Feats Power Attack
Skills +4 climb, +2 Perception , -1 Stealth
Environment     Druids Grove
Organization     Solitary or Clan (3-6)
Treasure Value  Quarter or less
Advancement Range: 3 or 4 HD; +1 level as Barbarian or Fighter Class

Appear as a zombie or skeleton with small, thin but very visible green vines covering them, quite similar to blood vessels but these vines are what is causing the dead skeleton to move, thus this is actually categorized as a plant and not a true undead. They are one of the most common servants that druids use, as they are from living creatures killed in a forest, most often from armies that invade the forest. These corpses are then buried in or near a druid's grove and are raised by the magic of the forest. The vines that surround the dead, act a bit like living blood vessels, but these spread the magic that enables the vine zombie to act, the only requirement for the corpses is that they are complete corpses.  Most druids will tear off the faces of these zombies so they are unrecognizable.

A Vined Soldier is treated as a plant, though most often seen as undead by those unfamiliar with them. However, they can be turned if they are in dungeons as undead, but at +4 bonus to resist. Near a druid's grove, they cannot be turned.

Though rare it is sometimes possible for long-serving vine soldiers to gain sentience, as the vines cognizance combines with the memories of the dead to become more than either alone. Still loyal to the druids cause but they have their own purposes. For this reason, many druids retire them after a few years as these mixed beings are sorrowful creatures, unable to fit in either with the living, the dead or other sentient plant creatures,

Wednesday, 18 May 2016

Smurfling - Small Sized, Blue Coloured Fey

I wanted to create something like these for my fae themed game a while ago, but didn't come up with a good way to run them. Inspired by the tv cartoon that I used to watch in my youth.

Tiny Sized Fey                                   CR 1

AC 16 (+2 Dex, +2 Natural, Size +6), Touch 13, Flat 13
HD 1D6+1 (4 hp)
Saves Fort +1 Ref +4 Will +2
Init +2
Speed 10

Str 5 Con 12 Dex 15. Int 10. Wis 11. Cha 13
Base Atk +3      CMB -4      CMD 8
Melee +3 weapon (Hammer or Slingshot 1d3)
Special Attacks Joined Attack
Special Defenses. Reduce Injury 3 / -, Playful Demeanor
Skills Craft (Any One)+ 3, Climb or Swim +4, Perception +3; Perform (Dance) +10*, Stealth +6
Feats Weapon Finesse or Skill Focus (Any Craft)

Environment Garden or Candyland
Organization Gathering (50-400)
Treasure Half (gems, coins or potions)
Alignment  Any Good ("Bad" Smurflings are Neutral aligned)
Advancement By class (Expert, Rogue, Druid or Ranger most common)

For every additional HD achieved: +2 in Reduce Injury and +1/+1 in ability score adjustments. They also increase +1 in natural AC for every 2 HD gained.

Reduce Injury: Similar to Damage Reduction except it minimizes only after basic injury is inflicted, reducing damage on a one-to-one basis until its limit. For example a 1 HD Smurf would be affected: 
One damage Inflicted = One HP Dmg Taken
Two damage Inflicted = One HP Dmg Taken
Three damage Inflicted = Two HP Dmg Taken

Joined Attack: The few times Smurflings cannot use their charm or escape an encounter through wit, they are able to attack en masse. For every four that attack the same foe, increase both the base calculation and damage dice. (1d3 -- 1d4 -- 1d6 -- 1d8 - 1d10). 

Playful Demeanour Smurflings gain +8 on social skills due to their playfulness. Fey and good aligned outsiders would never consider hurting a Smurfling.

Smurflings are one and a half foot tall fey that have blue skin. They reside in mushroom homes within their forest villages, living in balance with the environment around them. Friendly and helpful, they are keen on making new allies but prefer to avoid strangers as they have been hurt in the past. 

These magical creatures are at one with the animals, plants and fey beings around them. Most of their allies believe they arise spontaneously during blue moon months, a new Smurfling is born inside a blossoming flower. Smurflings are a male species, while there are crazy rumours of females being hatched, this has never been proven. 

Most of their kind focuses on one type of craft to specialize in, not for profit but for the benefits it brings to their village. Smurflings sometimes gain Rogue or Ranger classes to defend their kin and friends from the dangers of the forest. Druid is the most common spell-caster, though Bards just as respected. 

As a magically enriched fey race, Smurflings are living spell components, they do not need components for spells of less than 5th level. In addition, they can create spells that typically fit into another casters area of specialty, but the Smurfling casters can still cast. If working in conjunction with others, they can enhance spells or reduce saving throws beyond comprehension by dance or musical accompaniment. For this reason many evil spell casters seek them out, waiting to use them to buff their castings. While their allies are always concerned, these fey always finds a way to overcome threats.

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

I am leaning towards using  Reduce Injury to replace simple Damage reduction.

Thursday, 21 April 2016

Blue Bees of Boreth

On Nyssa, all healing magics have a blue colour, and some experts believe it was the use of these blue potions from the blue bees that created the first association.

Blue Bees of Boreth
Dimunitive Outsider (Swarm)

Init:                      +6
HD:                     40hp (9d8+0 con) 
Speed:                 Fly 60 (E)
AC                      20 (+2 size, +6 Dex, +2 natural), touch 18, flat-footed 14 
BAB +14           CMB -1      CMD 16
Attack: Swarm (2d6)+
SA:                      Buzzing as Distraction (17)
SQ:                      Immune to Poison, Swarm traits
Saves: F +6, R +11, W +6
Abilities: S 1, D 22, Co 10, In 7, W 12, Ch 10
Skills: Perception +17
Feats: Alertness, Iron Will, Lightning Reflexes
Environment: Spirelands (Bor-Vessan Region)
Organization: Rave (5-7 Swarms)
CR: 4
Treasure: None
Alignment: Neutral
Advancement: None

The blue bees are infamous in the Boreth Spireland region for many reasons, primarily because of the blue honey made from there nectar. Unlike other kinds of bees, they do not have a poisonous sting, but they do significant damage because of their numbers. Few other creatures would dare hold these creatures prisoner, their buzzing sound drives men insane.

Bee farmers from the region discovered that the buzzing could be countered by concentration, they train their young men to ignore the damning buzz, and it is these few that harvest the blue nectar. These bottles of blue honey are usually sold for 50 crowns (g.p.) but some of the more elaborate bottles can go for much higher. Druids often use the blue honey for components for many potions and elixirs.

Buzzing: Their constant buzzing is maddening, those who hear it must save vs Will 17 or go into a blind rage, unable to control their action and will do anything to get away from the sound.

Swarm: These bees inflict 2d6 on the first round. For each additional round, their attack inflicts +1d6 additional damage.

Friday, 5 February 2016

Dral (Shadow Elves)

As much as I adored the Dark Elf stories, that's not really the type of elf I like to use. These forest elves are intelligent, hard-working and very social. They are unlikely to back down from an honorable duel. Their numbers are low but they have many allies willing to come to their aid - though they have never actually needed it.

Dral (Shadow Elves)

NG Medium Humanoid
Init +3 Senses Perception +4

AC 16 touch 13, flat-footed 13 (+3 Dex, +3 Leafy Armour)
hp 9 hp (2d8)
Fort +3, Ref +3,Will +1


Speed 30 ft.
Melee Scimitar +5 (1d6)
Ranged Long Bow +5 (1d6)


Str 10, Dex 16, Con 10, Int13, Wis 11, Cha 15
Base Atk +1 CMB +2 CMD 15
Feats Point Blank Shot or Weapon Finesse
Skills: Craft (Any) +3, Perform (Any) +3, Knowledge (History) +3, Diplomacy: +3 Perception +4

Languages: Fey, Dral, Common
Location: Primarily Oromos Wood (Only known Homeland)
Organization: Pair, Patrol (3-9) or Tribe (600+)
Treasure: Standard

A dark hued elf with black hair, wearing dark green leafy armor and armed with a scimitar approaches.

Dral or sometimes Tree-Shadow Elves are dark-skinned elves with a deep interest in music, lore and all things fey. They collect books, scrolls and scrying devices, but pay most handsomely for diaries or other pieces of historical antiquity. Honorable to a fault, and have kept a 1,000-year pact with the Oromian monarchy. They resent intrusion into their forest-homes and repay it with deadly action. They sometimes invite bards, clerics or wizards into their homes to share or trade information. These elves are wonderful musicians – but they rarely perform for others.

Some humans who are unaware of Dral society and their honour-bound oaths sometimes get them mixed up with strange Fey stories of underground, evil savages living in huge cities. Drow society has never existed on Nyssa, although individual Dral may be evil.

Scimitar and bow are their primary weapons but they have the ability to manipulate sound. Due to their hiding skills, nobody can truly threaten a Dral in a forest if they want to remain hidden.

As Characters
+2 Dexterity, +1 Charisma, -1 Strength
+1 Scimitar or bow
Other abilities per standard elf

Preferred Classes: Bard, Druid, Ranger, Rogue, Sorcerer, Wizard (Enchanter)

Dral usually have twelve levels in any one preferred class. If they deviate or take dual class, they are limited to 10th level.

1st level: Envelope in Shadow (+5 to Hide in Forest Shadows)
3rd level: Audible Glamour (1+cha bonus/day)
5th level: Audible Repetition  (1+cha bonus/day)
7th level: Audible Damper   (1+cha bonus/day)
9th level: Freedom of Movement

Audible Glamour: Create Sound; DC 12 to recognize fake sound
Audible Repetition: Repeat one word to create an Enthrall effect; DC 15 to avoid
Audible Damper: Reduce sound range by half; +10 on an opponent’s perception check DCs
Freedom of Movement: As per the spell of the same name in their natural terrain

Sunday, 20 December 2015

Iron Salamander

My gaming home world is one of various styles: high magic, high technology, social interaction, divine interactions, etc but one of the few sticky points is the unending threat of the cold. Large swathes of the land are still covered in the Icy Death, and getting around this is a significant challenge especially at lower levels. 

While I have lots of unique creatures but there are a few classic ones that I shouldn't use as they violate the spirit of the themes. The Iron Salamander is one of those alternates to let me use the creature adjusted to fit my campaign world. So instead of the fiery salamander, this is the one I use, representing iron strength and metal sharpness.

Iron Salamander
CR 6
LE. Medium Outsider
Init + 1. Senses: Darkvision 60 ft, Perception

AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
HP 76    (8d10+32)
Fort +10 Ref +7 Will +6

DR 10 / Magic Immune Silver or 1st level Spells
Speed 30 

Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13
Base Atk +8; CMB +11 (+15 grapple); CMD 22 (can't be tripped)
Melee. +11 / +6 Spear (d8+4 plus metal spray +1d6)
Constrict. 2d6+4 
Feats Cleave, Iron Will, Power Attack, Skill Focus (Crafting)
Skills: Acrobatics, Bluff, Intimidate, Perception, Sense Motive +5, Craft (Weapon), Knowledge (Planes), Knowledge (Religion or Magic) +8

Environment: Plane of Iron
Organization: Hunting Party (11-20) or Tribe (100-400)
Challenge Rating: 6
Treasure: Standard

Tail Metal Spray: Their tail is a continuous swirling slag of metal. Normally when they attack, their tail flails in the same direction, throwing spikes, doing damage as listed. They can have their ten foot long tail to attack another distinct direction, except they must make separate attack rolls in this circumstance.

Tracking Penalty: Iron Salamanders continuously shed small iron shavings, giving opponents tracking them gain a +4 on their attempts. These shavings usually disintegrate after 12 hours on prime worlds.

Metal Weakness: Iron Salamanders suffer a -2 to sonic saving throws

The Iron Salamander is an intelligent foe from another plane, that comes to many prime worlds to raid for resources and slaves. They are well known in many locations on Nyssa because they have long used portals to make lightning quick attacks to take what they need. Their standard routine is to take over a defensible short-term lair, gather their items and then depart.

They appear bright and shiny in their youth as their silver metal scales cover their serpentine body. As they age, their metal sharpens but the metal fades into an iron like rigidity and colour. Most of these Iron Salamanders work on sharpening their tails, both for decoration and for battle functionality. While they have expertly made weapons such as spears and war hammers, they relish using their tails in battle with weaker creatures.

They are similar to a military society where every citizen understands their role and may be called upon to help in a raid. They usually follow orders when it comes to raids or defense, but they are given flexibility otherwise. Most towns will raid once every two or three years, when their supplies start to run low. Communities are independent of one another but will typically help an allied community if they are not in the midst of planning or executing a raid.

Iron Salamanders are a non specific gender, they go through periods where they change their gender, usually a female in their earlier years and a male in their later ones. Most Iron Salamanders hatched during specific periods will share their role and gender with every other salamander during that same six to nine month period. Gender roles are not recognized, unless the female is pregnant, then it takes priority for the community and they have a five year refrain from taking part in raids.

The listed example is a base Iron Salamander, they can gain levels in fighter, ranger, rogue or sorcerer. Leaders are from all all classes, as they move upward in their society ranking for success in their missions - Salamanders respect cunning and strength above all else.

Monday, 14 December 2015

Disenchanter Beast (multi-tiered template)

I have used these creatures a lot in my dungeons to explain why magic items can be rare. These creatures seek it out and feed on it, not evil creatures but natural ones who are following their instincts. They affect enchanted magic items only, so in my world that means created items. Many simple items are natural and these cannot be enhanced nor drained. These creatures are often raised by non-magic using species to temper the threat of spell-casters.

Disenchanter Beast (3 template bases - Lesser, Greater, Master)

Size and type: does not change
Hit Dice Adjustment: +2 HD or +6 HD or +10 HD
Speed: As original creature

Armor Class: +3 deflection bonus for Lesser, +6 bonus for Greater; +12 bonus for Master
Attack: As per the original creature plus HD bonus
Full Attack: As per the original creature
Spell resistance: SR 15 / SR 20 / SR 25
Special Abilities: Drain Magic, Sense Magic: Anti-Magic Aura, Awakened Ferocity
Special Qualities: Dmg Reduction 3/5/10

Abilities: As base creature plus  +2 / +4 / +8 on any three ability scores
Skills: +5 on perception checks and sense motive; +3 to skill checks for every additional HD attained

Environment: Remote locations
Organization: Solitary
Treasure: None
Alignment: Usually Neutral

Drain Magic: Magic items that touches a disenchanter beast must save vs Will DC 25 / 30 / 35 or be nullified. Items with charges lose all charges, if it is a permanent magic item, the lose it's magic properties for 1d12 hours / 1d3 days / 2d4 days.

Sense Magic: Can sense the presence of any magic (spells or items) in the radius of 500 feet.

Anti-Magic Aura: Magic has a hard time working in a disenchanters presence. Casters must make a concentration check DC 20/25 /30 to be able to cast spells within 50 ft of a disenchanter beast. Items with charges lose three times / five / ten the required charge every time they are used in the 50 ft radius.

Awakened Ferocity: Disenchanters gain a +5 morale bonus if disturbed from their sleep; this bonus applies to all saves, attacks and skills.

Reduced Stealth: When their scales flare due to the presence of magic, they suffer a -5 / -10 / -15 to their stealth checks as their blue scales flare brightly

These creatures were originally breed by the Society of  Contemplation - a neutral aligned cult dedicated to creating magic free areas but they eventually escaped to breed wild and true. Now they usually exist as wild creatures inhabiting herds of their base animal. Most common known herds include:snakes, gorillas, bears, wolves, ferrets and eagles

They are similar in size and shape with their base creature, except they always have light blue skin with dark electric blue triangles spot their body. When in the presence of magic their skin flares to dark blue. These creatures feed on magic items, which they can naturally sense up to 500 feet away.

Disenchanters are passive creatures, attacking only when other beings approach them. It is difficult for adventurers to approach them, as the presence of magic aggravates them to the point of aggression. Items left within 50 feet of the snake’s presence for more than 24 hours; permanently loses their dweomer without a saving throw. For this reason, adventurers avoid disenchanters whenever possible. If they snatch powerful items, they retreat to their lair, curl around it and sleep. In this hibernation, they are actually more aware of their surroundings then when awake as per their ferocity ability.

These creatures often run in the same packs that their base creature come from, with one or two members being of the disenchanter variety and the rest being standard beasts. They are fully compatible with non-magic versions of themselves but their offspring is 90% likely to have disenchanter abilities. Disenchanters, regardless of their type never attack other spell-draining creatures; few are able to communicate with each other but they inherently understand that they share a goal. Most of the oldest varieties haunt lonely tombs, spires and abandoned lairs.

There are a few places that successfully use these creatures to curb the presence of magic. Most fail as they cannot preserve the creatures ferocity with their need to control them. The best, such as the spire city of Lecenna, have wild disenchanter monkeys roaming around, stopping magical threats but limiting their own spell-casters capacities.

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.

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

Monday, 30 November 2015

Ogre (Nyssian Racial HD Advancement)

Ogres are brutes that use their strength and toughness to force their way among allies and enemies alike as they have little else to resolve issues.  Most are evil as their hunger or other appetites lead them to commit vile actions, and once they begin to act they are committed regardless of consequences. Despite their low intelligence and charm, they are often accepted into any army as their brute strength and size offers useful skills. Magic or intimidation are the two ways ogres are usually led - they understand little else.

The very few non-evil ogres are individuals that were somehow separated, whether by choice or accident, and found allies that encouraged a non-violent expression of their hunger and other tendencies. Fey in particular will sometimes capture an ogre and charm it for several weeks trying to show it another way, before releasing it and hoping their efforts have subtlety influenced it to become a willing ally.

NE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +5

AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)
hp 30 (4d8+12)
Fort +6, Ref +0, Will +3

Speed 30 ft. (40 ft. base)
Melee: Greatclub +7 (2d8+7)
Ranged: Javelin +1 (1d8+5)
Space 10 ft.; Reach 10 ft.

Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5, Knowledge (local)+2 , Profession +2, (Any One); Survival +2
Languages Giant


Environment temperate, cold hills or forests
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)

5 HD   +2 Str or Con; +3 in skills; 1 Dmg Reduction, Lesser Feat, Rage
6  HD Increased Natural Weapon Damage (1d8 Claws); +1 in Natural AC, Lesser Feat; +3 in skills
7 HD +2 Str or Con; +3 in skills; 2 Dmg Reduction,  Lesser Feat; +1 in Natural AC
8 HD Increased Natural Weapon Damage  (1d10 Claws / 1d4 Bite); Roar, Lesser Feat, +3 in skills
9 HD +2 Str or Con; +3 in skills;  4 Dmg Reduction, Advanced Feat
10 HD +2 Str or Con; +2 in Natural AC; Leader's Fury, Advanced Feat, +3 in skills
11 HD +3 in skills; Increase Natural weapon Threat Range (18-20), 6 Dmg Reduction, Adv Feat
12 HD +4 Str & Con;Increased Natural Weapon Damage  (2d8 Claws / 1d10 Bite); +7 in skills; +3 in Natural AC, Advanced Feat

Rage - As per Barbarian's Rage ability; (1+ Constitution Bonus / day)
Roar - Instill Rage in other creatures that can hear their screams (2 / day)
Leader's Fury - Lesser allies will be influenced by the ogre's rage by being in his presence and witnessing his fury (2 + Charisma Bonus / day)

Typical Skills: Climb, Perception, Knowledge (Local, Geography, Nature, Tribal), Handle Animal, Profession, Survival

Lesser Feats: Power Attack, Power Swing, Natural Armor (+2), Improved Initiative, Frenzy Rage, Rage

Advanced Feats (Higher than 8 HD) Imp Natural armor (+4), Improve: Intelligence, Wisdom or Charisma by +2, Speak other Language (local), Increase Critical, Stunning Head-Butt,

Few Ogres advance in HD or levels above 12 HD.  Those that do typically advance as barbarian or fighter class. Ogres cannot take non-racial levels until they complete the listed HD.

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.


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.

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

Friday, 27 February 2015

Lizardith (Lizard Man PC)

One of the racial monsters I have long used is the Lizard Man. Just love these as the alternative main racial class in direct opposition to humans, not as a foe but someone able to compete with them. The way I've always pictured it: Elves are our higher level cousins, Dwarves are the lower level ones, but neither are really at the par as humans and their complexities. The Lizardith are our true competition. Civilization as broad and a culture as varied, they are just a threat on the high and low scale, wielding magic or in waves of numbers. When players see them their adventuring teams in dungeons, they can be a threat or potential ally. (And I have role played a hissing Lizardith scenario trying to communicate with players so many different times.)

Lizardith (Lizard Men)
Personality: Perhaps next to only humans, Lizardith are the most varied peoples of the domain. It is next to impossible to judge a Lizardith’s motivations before observing one. Every moral habit, weakness or strength is found within these cold-blooded peoples. While they are not xenophobic, they are wary of strangers because of their history.

Physical Description: Semi-aquatic reptilians weighing between 200 – 250 pounds with a 3-4 foot long non-prehensile tail. As they age, many seasoned warriors often sharpen their bodies, so that almost every body part becomes a weapon (claws, teeth & tail.) Most are covered by mottled light green scales, with dark patches of yellow, red or brown depending upon their tribe and homeland.

Relations: Lizardith are reclusive, simply because they have fought for so long and hard, they do not trust anyone fully, even their own people. Instead, a lizardith will judge the individual carefully before making a conclusion, and this is only about the individual, never their race. The individual human, elf or dwarf may earn their living in a lizardith community, just as easily, they may be killed for crimes against the lizardith people.

Alignment: As a race, they generally tend towards neutrality. But individuals may by as holy as saints or as evil as scoundrels.

Lands: Their original swamp cities are in tropical lands far south of the Phastian desert but they have expanded to everywhere including vast territories in the under-earth, caverns beneath the frozen domain.

Religion: While many are strongly druidic there is a small but fervent number of clerics in larger communities gathered around obelisks. Most druids worship Zeyla, the Egg-Mother while clerics worship idealistic gods similar to human faiths.

Language: They speak lizardith which mirrors Dragon linguistically. Individuals often learn dwarf, tenderfoot, callanna, faerie and yuan-ti. Some who travel in the frozen north, may speak a local human tongue but it is a minority.

Adventurers: Many differing lizardith heed the call for adventure. Some seek fame, wealth or power, while others live to serve their deity.

Racial Traits
+2 attack bonus if fighting 50% submerged vs land-based creatures
+3 attack bonus if fighting 100% submerged vs land-based creatures
Hold breath 10 X Constitution
+2 skill bonus to Balance, Perception & Swim

Level Adjustment: +0

Preferred Classes: Any

Lizard Men (Lizardith)
NG humanoid 
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2

AC 13, touch 8, flat-footed 13 (+4 armor, –1 Dex, +0 natural
hp 5 (1d8+1)
Fort +2, Ref +1, Will +0

Speed 30 ft. (Swim 40 ft.)
Melee greatclub +1 (1d8)
Ranged javelin +1 (1d8)

Str 11, Dex 12, Con 11, Int 9, Wis 9, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats: Toughness
Skills Climb +7, Perception +5
Languages Lizardith

Standard Lizardith Tribal Advancement
2 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
3 HD Increased Natural Weapon Damage (1d6 Claws); +1 in Natural AC
4 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
5 HD Increased Natural Weapon Damage (1d8 Claws); +1 in Natural AC
6 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
7 HD +1 in Natural AC; Gain Bite Attack (d4 / 19+)
8 HD +7 in skills; Gain Greater Feat
9 HD +2 to any attribute; +1 in Natural AC
10 HD +7 in skills; Increase Natural weapon Threat Range (17-20), Gain Greater Feat
11 HD Increased Natural Weapon Damage (1d10 Claws / 1d6 Bite); +1 in Natural AC
12 HD +5 to any attribute scores (no more than +2 to any individual) +3 in Natural AC; Gain Greater Feat, +7 in skills

+1 HD Add as per character classes

Lizardith can gain standard class levels at any point but if they do they are then unable to advance in their Racial Lizardith abilities. Many tribes will have individuals of both racial and class levels. This may

Base Skills: Acrobatics, Balance, Climb, Diplomacy, Handle Animal, Jump, Knowledge (geography, history, local, tribe), Perception, Stealth, Survival, Swim

Typical Lesser Feats: Power Attack, Multiattack, Natural Armor (+2), Tail Attack, Improved Initiative, Camouflage (+5 hide bonus in one environment), Improved Climb (+6), Increase Swimming Speed

Advanced Feats (Higher than 8 HD) Improved Camouflage (+10 hide bonus in one environment), Imp Natural armor (+4), Increase Claw Critical, Stunning Head-Butt, Breathe Underwater, Swing Tail, Advanced Swimming Speed

Breathe Underwater: A Lizardith grows gills and can breathe underwater

Tail Attack: Gain an attack at the same range as their primary claw attack. Can be used in any round during their primary attack focus if an enemy is immediately behind them. Does the same damage as their bite. They are unable to score critical attacks with a tail attack.

Tail Swing: If they have have Tail Attack, they can choose this as an advance feat. They attack every creature behind them, they cannot omit anyone, if they swing their tail they potentially attack everything. They roll one attack roll at a -2 penalty.

Increase Speed: Add +10 to their swim speed
Advanced Speed: Add another +10 to their swim speed

Camouflage is an auto-defense that happens when a Lizardith is in a natural environment, as their skin blends in if they are moving at less then half their maximum speed.