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Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts

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.

Thursday 28 May 2015

Skin Devils - Ability Score Thieves

Humanoids with light grey skin, large-sized hands, feet and ears - they can usually pass for human in the distance, bad weather or when wearing a cowl. Stronger than average in strength and speed, they don't look particularly threatening. Their palms have small sticky bulbs that instantly attach to any other living flesh in comes in contact with, While this appendage immediately releases, but when it does, they tear away some of their victim's abilities. This body theft is their primary skill focus; they seem to master physical attacks and strategies in order to better steal abilities from their victims.

Because of their reputation as body thiefs, Gleshialis or Skin Devils as they are usually called, spend their lives as highway brigands trying to stay ahead of lawful forces that hunt them down, They often lurk outside dungeons in small groups, scouting for potential victims who are about to go inside or leave- but they rarely go inside dungeons themselves. Most are evil and greedy but not particularly bloodthirsty despite their reputations. They will sometimes use the threat of permanently stealing a creature's abilities in order to extract information. They are notorious drunks, few of them are able to handle strong alcohol, and get addicted quickly to almost any foreign substance which is one of many reasons why their leaders avoid cities if they can make their profits in raiding or on the road.

Skin Devils
CR 2
NE         Humanoid
Init +0; Perception +5

DEFENSE
AC 16, touch 15, flat-footed 14 (+4 Armor, +1 natural)
hp 15 (2d10+4)
Fort +3, Ref +1, Will +1

OFFENSE
Speed 30 ft.
Melee Long sword +3 (1d8+3)
Special Absorb Touch +14 vs CMD

TACTICS
Skin devils are masters of melee combat, and quickly attempt to tear down their foes. Usually found in small groups, they disdain range combat with intelligent creatures, as they need to be able to touch an opponent in order to temporarily absorb a feature or ability the creature has.

Morale 15 (As the default save, if they are inflicted in the middle of a group.)

STATISTICS
Str 12, Dex 13, Con 14, Int 8, Wis 9, Cha 8
Base Atk +2; CMB 13 CMD 21
Feats Weapon Focus (Long sword), Combat Expertise
Skills Perception +5, Craft (Armor or Weapons) +5, Acrobatics +5, Survival +5
Languages Common, Dwarven or Minotaur
SQ Absorb 1 Feature

Absorb: Skin Devils have the unique ability to absorb other creature's abilities, ability scores, specific skills, class features or even spells. In order to do this they must touch the creature they wish to absorb the feature. While some believe that this absorption steals the feature, this is not true, it enables the skin devil to borrow it temporarily. They are able to steal from any physical ability score (strength, constitution, dexterity or charisma), Their victim must make a fortitude save to suffer half the absorption, their ability score loss returns in 24 hours. Once a victim has an ability score stolen from them, they are immune to other thefts of the same ability score for the next twelve hours.

Absorb:  Gain 1d6 at 2 HD, lasts one hour
               Gain 1d8 at 5 HD or 1 Spell Level (2/day), lasts six hours
               Gain 1d6 X 2 at 8HD or 2 Spell Levels or 1 Class Feature (3/day), lasts 12 hours
               Gain 1d6 X 3 at 12HD or 4 Spell Levels or 1 Class Feature or 1 Racial Feature (5/day) lasts                                 24 hours

By Racial Levels
2 HD  Absorb 1 feature, +2 Str, +2 Con, + 2 Dex; +1 AC
3 HD SR 5, Immune to Poison, Resist 5 cold, acid & Electricity
4 HD +2 str, + 2 Con, + 2 Dex; Gain 1 Feat; +1 AC
5 HD Absorb 2 feature, Immune to Polymorph, Resist 5 cold, acid & Electricity
6 HD SR 10, Uncanny defence; +1 AC
7 HD +2 str, + 2 Con, + 2 Dex; Gain 1 Feat
8 HD Absorb 3 features,  ; +1 AC
9 HD SR 15, Immune to Petrification, Resist 10 cold, acid & Electricity
10 HD +2 str, + 2 Con, + 2 Dex; Gain 1 Feat; +1 AC
11 HD Gain 1 Feat; +1 AC
12 HD Absorb 4 features, SR 20; +1 AC
+1 HD or Level: Gain +1 on SR by HD or level   

Skin Devils can veer away from these racial levels by taking a standard class, but if they do they cannot increase in their natural humanoid racial levels.

Side Note: Unlike a lot of other humanoids I post, I wouldn't really want this as something available for players. It makes a great threat, but nothing that works as a player character, at least a regular character but possible for a short term game sessions.


Tuesday 5 May 2015

Abandoned (Lost Dabus)

I  love the planescape rules, the ideas of being able to travel and adventure in other worlds and face demons or angels. Here is something I borrowed and used a few times, a lost figure that could represent a pathway for some of your players.

Abandoned  (Lost Dabus)

Size/Type:                 Medium Outsider (Extraplanar)
Hit Dice:                   3d8-3 (14 hp)
Initiative:                  +1
Speed:                       30ft.
Armor Class:              13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
Base Attack/Grapple: +3/+4
Attack:                      Masterwok Tool +3 (1d6)
Special Qualities: Hover
Saves:                        Fort +3, Ref +5, Will +4
Abilities:                   Str 11, Dex 13, Con 8, Int 10, Wis 10, Cha 9
Skills:         Craft +13, Disable Device +10, Perception +12, Knowledge (The Planes) +8, Climb +10
Feats:                        Skill Focus (Craft), Endurance
Environment:             Any isolated location
Organization:             Solitary
Challenge Rating:       3
Treasure:                   Masterwork Tools
Alignment:                 Chaotic Neutral (30%), Lawful Neutral (50%)
Advancement:            By HD, those higher than 10 have class levels

Tall, slender humanoids, usually dark grey or light yellow in skin colour, with short horns at their side. Many wear faded work uniforms from their previous existence, along with tools or other personal artefacts. Dabus are best known as workers who maintain the Great Portal city, these outcasts are individuals, usually called Abandoned who were banished from their homes, and in their absence are becoming something else entirely. Reknown for the riddle picture flow or rebus that floats above their heads as this is how they communicate with other creatures. When asked about how they came to be Abandoned, they usually show a picture of a circular tube tearing apart.

Abandoned are solitary beings found in virtually any remote place, usually mortal worlds, rarely found with others of their kind. Many collect debris they find, and construct odd physical replicas of places they once knew well. Their absence from their home both makes them sad but it also inspires them to learn to be more than they ever were. The first thing most Abandoned learn is to use their rebus to imitate a physical mouth and imitate the most common language they hear.  They are often seen as local experts, and help to trade or make connections with beings who would otherwise not get along or trade, acting as a middle-man to distinct parties. They seem to have goals that are little understood, collecting items of indecipherable purpose that will help in tasks later on in their or their allies lived.

The Abandoned are not combative creatures but they find and fit into the roles they have found outside their worker existence. They go on adventures both to build up alliances and to find the unseemingly odd objects that they are bound to collect. They fight with weapons they summon, being fully proficient even if they have never touched the weapon before.

4 HD Speak Other, Gain +2 on Ability Scores
5 HD Summon Dagger
6 HD Magic Circle 10 ft, Gain +2 on Ability Scores
7 HD Summon Whip
8 HD Object Reading, Summon Small Objects, Gain +2 on Ability Scores
9 HD Summon Cage
10 HD Summon Sword, Gain +2 on Ability Scores
11 HD Open Travel Portal (30% chance)

Hover (Ex): A dabus floats off the ground, in a manner similar to flight, save that it cannot hover higher than it's natural reach. They are unimpeded by terrain of any type but they are not considered as flying for effects that interact with that (like wind effects).

Speak Other: Can communicate with any one creature using that creature's native language via a small mouth they project. Their rebus copies the speech words, so everyone can understand what is being said.

Summon Weapon (Dagger, Whip or Sword): Weapons are summoned within two feet of the Abandoned. They attack as if proficient with these summoned weapons. If they lose the weapon (such as being disarmed) they are able to revisualize the weapon automatically the next round.

Magic Circle 10 ft: They can project a ten foot circle, gaining a +2 to attacks versus one specific type of creature. It is a ten minute ritual to change the creature their magic circle affects.

Summon Small Objects: They can visualize any item that is worth less than 100 GP and weighs less than 50 pounds, they can then materialize the item out of their picture flow to use the same as their weapons.

Summon Cage: Can summon a 20 X 10 ft cage within fifty feet of themselves. The cage has standard dimensions and weight, and lasts for ten minutes per HD of the summoner. They can summon it once a day.  Once active, anyone inside the cage cannot summon other items or beings. An abandoned can enter the cage, but if they do, they cannot leave unless they end the spell effect.

Open Travel Portal: The Abandoned can automatically open any portal that they are within fifty feet and direct to any known location. They do not need portal keys, they can open them at will.

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 6 April 2015

Elemental Options - Pick Your Own: Plug and Play Beasts

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

Elemental-Base

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

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

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

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

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

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

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

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

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