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Showing posts with label Neutral. Show all posts
Showing posts with label Neutral. Show all posts

Wednesday, 28 June 2017

Ravok - living exo-skeleton battle armour

Have used these creatures a few times, as end the big-bad monsters at the end of the dungeon, hunting anyone that come inside their domain. Their tail is quite powerful and a source of known magic in a low magic world. They were inspired by the predator movies, an intelligent creature, that uses their hunting skill to inflict mayhem. Now, imagine them in a magical setting, and they did not choose to wear the hyper-magical suit but it was imposed on them due to trickery, forced to commit unspeakable actions that they cannot fully control.

Ravok

Medium Winged Insectoids AC 21 (+6 Dex, +5 Natural)
HD 7d8 +14 (60 hp)

Saves Fort +7 Ref +12 Will +2
Init +7
Speed 50 ft

BAB +6 CMB +15 CMD +22
Melee +13 / +13 pinchers (1d10+5) +13 tail (1d12/15-20)
Range +16 (Spear 2-12 +8 dmg)
Special Attacks Tail acts as a +3 enchanted weapon
Special Defenses Immune to 3rd level and lower enchantment and illusion effects, Insectoid Telepathy 100 ft

Str 19       Con 15    Dex 24
Int 13       Wis 10    Cha 13
Skills Acrobatics, Climb, Intimidate, Perception, Stealth Survival +12, Jump + 24

Feats Imp Bull Rush, Power Attack, Cleave, Jumping Attack Focus (+3)
Tail Feats Only: Imp critical & Imp Disarm 

Climate/Terrain Any Remote / Night time on mission
Organization         Solitary, Pair or Order  (3-12)
Challenge Rating 6
Treasure               None
Alignment             Strongly Lawful (50% Neutral, 40% Evil)

The Ravok were initially adapted as an exo-skeleton for an insectoid race that were dying off due to the great winter.  The people were enclosed within dark gray armored skin, and their natural features were enhanced given huge pincer claws, mandibles, multi-sectioned eyes with an acutely sensitive antenna & large, extremely spiked tail. The pincers can open up for the wearer's hands to perform delicate actions for about 20% of them. Most use spears as their primary weapon but their tail is important due to its strength and in ceremonial rites. They cannot fully speak. but can scream in pain or if it brings terror to those it hunts.

They are known as an unmatched terror, long feared for their assassinations, and dark plots bringing destruction to individuals and groups alike. They are feared and watched for, but their history and their situation isn't. It's long been misunderstood why they attack groups within cities, but they are compelled to complete missions. Their vendettas are more subtle and very personal, often much less violent.

Many communities will attack the Ravok on sight because of their histories of devastating raids. Ravok have few battle scruples, they attack and maim weaker beings on sight. One favorite tactic is to rip the arms off an opponent to attack those who investigate the screams. Because these creatures attack at night or during storms, many places don`t places realize they are being threatened until too late. Small circles of them will sometimes take over castles or dungeons to plan long term actions.

Originally this insectoid race were called the Ryush, an intelligent, hard-working trading group found in hives through-out the North. When the endless winter came, the conditions caused their numbers to drop, and their leaders turned to the Chavok, the ruling elite for help. They hired the Doposylla, an infamous slug race known for their body modification magic, who promised life but did not reveal the entire truth of the transformation. The Ryush were transformed into the Ravok and were doomed to remain in the exo-suit as they cannot survive outside their armor. Their controls were held by the Chavok Lords, as they paid for the transformation. Ever since their rebirth, the Ravok cannot survive in the wilds and even worse they are bound to obey their Chavok Lords as was written into their contract. The Ryush have ever since despised the Chavok and work to bring ruin to them and their allies as well as to free their kin locked inside the armored skins.

Some groups of the Ryush remain hidden in secret locations, as a few frozen nests of unborn Ryush were kept safe until their new homes were created. They dedicate themselves to staying free from the influence of the Chavok or other would be Masters.  These are only a few hives that the non-armored Ryush can exist, and this is usually where they give birth to their young. The most talented or strongest are choosing to inherit the body armor of the champions who fall. These Ryush are fully aware beings, trying to both protect their kin, make connection with other races and to bring the Chavok to justice.

Ryush AC 12 (+1 Dex, +1 natural armor), HD 1d8 +1 (5 hp), Saves Fort +2 Ref +2 Will +2, Init +1, Speed Fly 40, Attack: Pinchers +2 (1d4+1) or Tail +0 (1-3), Special Insectoid telepathy within 20 ft; Advance in any class. 

Thursday, 13 October 2016

Doposylla - Green Skinned Slug Disc-Flying, Exo-Biologist-Scientist with Bodily Upgrades / Discoveries

My games are inherently fantasy. I like most of the tropes - elves, fairies, dragons and knights among many others. While I also love sci-fi movies and TV, I generally don't mix the two. The Doposylla is one of the few variations to this rule, as they are aliens flying around on small personal saucers, shooting energy rays and doing augmentations to other creatures. They are seen as kooky and untrustworthy but worthwhile for many races looking for body modifications for their underlings, in particular, their evil masters. The Doposylla are obsessed with body changes and care little for ethics or the health of their subjects. They are heavily inspired by Sil, the alien species from classic Doctor Who.

Doposylla

CN Small Aberation
Init +4 Senses Perception +5

 DEFENSE
AC 16 touch 14, flat-footed 12 (+4 Dex, +2 natural) 
hp 22hp (3d8+9 con)
Fort +6, Ref +5, Will +4

 OFFENSE
Speed 10 ft., Fly 20 ft. (E)
Melee Dagger +3 (1d4+1) 
Ranged +6 Electrical Ray  (Touch Attack)

 STATISTICS
Str 13 (7), Dex 19 (11), Con 17 (10), Int 15, Wis 12, Cha 11  *Unadjusted Scores
Base Atk +2 CMB +3 CMD 17
Feats Weapon Finesse, Iron Will
Skills +5 Perception, +6 Knowledge (Magic or Genetics), +6 Spell Craft, Fly +12
Languages Giant, Dragon, Planar Trade

 ECOLOGY
Environment     Spirelands or Astral Islands or Large Cities 
Organization     Solitary, pair, or syndicate (3–6) 
Treasure Value  Double
Items: Adult Doposylla at 3 HD or higher have a Personal Flying Disc

The Doposylla are infamous small sized, green scaled slugs well known for the abilities to enhance creatures, either by creating cross-breed or boosting beasts. While they are often sought out by evil creatures looking to utilize their unique skills. But they are not evil just self absorbed, focused on doing their experiments. Three foot tall, dark -green overweight, slug-like humanoids with small horns, small arms and no legs.  Their skin has many abrasions, cuts as they show signs of multiple incisions from operations, a majority of the injuries are self-inflicted.  Most live on a personal flying device, equivalent to a Magic Disc or have large creatures (ogres) to ferry them around on their backs as man-servants. 

Originally found in an Outer Plane, as a traveling people around the Great Circle. The rumors have it that their world was invaded by the domineering Hasick Devil-kin and they were put to hard laborious work.  Unsuited for typical physical slave labour, one of the few areas they excelled in was medical augmentations that eventually lead them to perform operations to enhance the Master's war slaves.  Legends speak of them eventually escaping by cutting their own legs to make a permanent connection with their personal travelling device.  Whatever factions made these deals no longer mention it and the Doposylla never reveal anything about their own past. 

Most Doposylla are not actually spell casters, but they have learned to use spell components to mimic spells in order to upgrade their target's physical attributes or create temporary boons. They can do this no more than the recipient's natural constitution bonus (i.e. 17 Con = 3 times.) If a recipient wants a repeat, it will be considered duplication in terms of cost. Prices: 4,000 gold piece for 1 adj; 10.000 for the second adjustment; 16000 for the third, etc. Half of the cost is for components. It takes one day per the level of adjustment to prepare the medicine and just as long to recover after the treatment is completed.

Very rarely a young (1 or 2 HD) Doposylla are found, they are incapable of movement, residing in vats of liquid, observing its species and learning. They are fed, but there is little other emotional connection, Doposylla who are strong enough to climb out of the vats, begin working on their first motion machine (usually a disc), once it's completed they are accepted into the community. There is always competition between the infantile slugs, and some of the adults enjoy it when one youth physically maims another one.

Many Doposylla have odd senses of humour and love to test their subjects not just physically but emotionally as well. They are open to working with almost anyone that is willing to experiment on themselves but even more important that are willing to pay them their fees. 

Personal Flying Disc - Four foot wide flat disc, that the Doposylla use for travel. The Disc has Flying rating E (Perfect) and speed of 20. It can hold no more than 50 pounds of weight more the Doposylla. A small ray gun or discharge device is attached to the front of the disc. Alternatively, some will have a small flexible grapple hand, that has a 10 ft reach, but can hold things less than 40 pounds. It radiates a small force field, adding +6 on the Doposylla's AC. It cannot fly higher than 5 feet of the ground. Some Dopo upgrade their flying disc with their feats, increasing speed, flying height, force field, grapplers, capacity, etc. They do not sell or make these devices for other beings.

Discharge Device - They have a small electrical ray device, which can shoot a ray out to 50 ft directly in front of them. This is a touch attack. This does 1d6 base electrical damage every round. Some Dopo upgrade their ray gun with their feats.

HD Advancement Table: +7 skill points per level, feats every second level, (+2) ability increases every three HD levels, +1 AC bonus every level (when on their disc.)

Typical Skill Selection: Knowledge (Any),  Appraise, Bluff, Diplomacy, Disable Device, Fly, Perception, Survival, Use Magic Device

4 HD - Discovery 
5 HD - Improve Ray (Touch Attack, Electrical Discharge 1d8)
6 HD - Discovery
7 HD - Anesthesia 
8 HD - Discovery
9 HD - Improve Ray (Touch Attack, Electrical Discharge 1d10, or 2 attacks at 1d6)
10 HD - Discovery 
11 HD - Improve Ray (Touch Attack, Electrical Discharge 2d8, or 2 attacks at 1d10)
12 HD - Discovery 
+1 HD - Gain New Discovery for every two new HD, Gain an extra electrical discharge at lowest dmg rate every two new HD

This advancement table is the standard way for Doposylla to advance, a rare few advance by taking sorcerer levels. If they don't advance in their Doposylla HD levels, they do not gain new discoveries.

Anesthesia - Can inject apart of their own blood, to provide relief from pain, it dulls the recipient`s senses so that hit point loss is postponed off until the medicine wears off (HD * constitution bonus in number of days.) Most often, they will be in a resting bed and the Doposylla will allow the recipient to heal naturally. The recipient must make a Will DC roll to determine the hit point affect. The Doposylla usually charge 500 gp for this service. The Doposylla can do this any number of times a day, as long as they have the serum ready, which takes 1d3 days to prepare 1d6 doses.
Will DC 13 for 1 HP/ HD up to 5th HD
Will DC 16 for 2 HP/ HD up to 12th HD
Will DC 20 for 3 HP/ HD up to 18th HD
Will DC 25 for 4 HP/ HD up to 15th HD
Will DC 30 for 6 HP/ HD up to 20th HD+
+1 HP / level for every +5 DC beaten

Discovery - A Doposylla finds their own technique for completing a physical upgrade to a body. The assumption is that they need to have done this on themselves. 

Typical Discoveries:
Temporary Attribute Boost: Add +5 to any attribute score for 2d10 days 

Increase Natural AC - Add +1 to recipient's natural AC

Increase Natural Damage - Increase damage to the next highest dice for a natural weapon, such as claw, bite, etc

Increase Natural Speed - Increase land speed by 10; -2 on all other movement skill checks (climb, fly, etc)

Secrete Base Poison - The creature gets a poison that secretes from their blood. The poison does -2 constitution damage (-4 dmg on a sneak attack or critical) if injected. The save is Dc 10 + HD + Constitution bonus. This is the base Doposylla poison.

Concentrate poison - Add +2 on saving throws for a creature's own natural poisons

Greater Poison - Add +5 on saving throws for a creature's own natural poisons

Feral Bonus- recipient loses 1d3 on intelligence score but gains 1d4 on a physical attribute 

Replacement organs - Gain as needed replacement body parts or organs, these do not need to be attached immediately. (Heart, Lungs, Kidneys, Eyes are the typical ones created.)

Lesser wings - Creature gains wings, (Flight 20, maneuverability: Poor –4 on fly skill checks, 5 minute / level)

Upgrade wings - Creature gains an improvement in their wings, Flight 30,  maneuverability: Average +0 on fly skill checks, Flight time 10 min / HD 

Small Horns - These small black horns confer +2 on the heads AC, and +4 on stun checks

Larger Horns -These medium sized black horns confer +6 on the heads AC, +4 on intimidation checks and immune to stun checks; upgrade from sharp horns

Tail: Give a recipient a five foot long tail, adding +4 on balance checks.

Sharpened Tail: This upgrade makes the tail much stronger, adding +8 on balance checks and an attack as a primary weapon doing 1d4 dmg (18-20/ X 3 dmg) to creatures behind them.

Lesser Tentacle: The creature gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle enables a tentacle attack to creatures within five foot radius (1d6 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. Those with a tentacle use it as a free attack, it does not count on their normal maximum number of allowable attacks per round.

Upgraded Tentacle: With this upgrade, this tentacle enables a tentacle attack as per their primary attack roll (+2) to seize creatures in a 10 foot radius. (1d10 damage for a Large Tail, 1d8 for a Medium Tail and 1d6 damage for a Small one) with the grab ability. Those with a tentacle use it as a free attack, it does not count on their normal maximum number of allowable attacks per round.

Monday, 27 June 2016

Jann - Genie-Kin

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

 Jann: Genie-Kin

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

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

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

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

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

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

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

Class Options: By Racial HD or Class

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

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

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

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

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

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

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

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

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

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

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

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.


Monday, 18 April 2016

Nyssian Choker

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

Nyssian Choker

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

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

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

HD Advancement Table

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

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

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


Thursday, 14 April 2016

Clockwork Clicker (Winder)

I like clock-works. In a fantasy world, this is the only type of low-level construct that is common place in my setting. I created the default one as the (N)PC humanoid one awhile ago. This one presented here will most likely be the small tinker one. It can be done for a larger, strong base, but it so works like a wind-up toy.


Clockwork Clicker CR 1
N Small construct (clockwork)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2

DEFENSE

AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 21hp (2d10+10 size)
Fort +0, Ref +1, Will -1
DR 5 Clockwork traits; Resist cold 10, fire 10

OFFENSE

Speed Flight 30 ft.,  (Average)
Melee Peck +3 (1d3)

STATISTICS

Str 5, Dex 13, Con 10, Int 3, Wis 9, Cha 5
Base Atk +2; CMB -1; CMD 10
Feats Weapon Finesse
Skills Perception +2
Languages Common (Understand - can not speak)
SQ winding

ECOLOGY
Environment any (Usually urban)
Organization solitary
Treasure none

SPECIAL ABILITIES

Winding (Ex) Clockwork winders need to be wound up in order to be active. The standard model has 12 hours of operation per HD after winding. They form a temporary bond with whoever wound them up. Once their time ends, they cease operating. They do not die from not being wound-up, they are just inactive. If left inactive for long periods of time, their mechanical parts break and they can no longer be wound into action.

Mechanical Tricks (Ex): works similarly to the Teach an Animal a Trick process found in the PHB. Every clockwork can be coded with one trick per two HD by a Mechanist who can code the clockwork with a Knowledge (Clockwork) skill check.

This small metallic creature is shaped like a raven, tiny gears connecting its metal plates. An even smaller wind-up mechanism is at the base.

A typical clockwork clicker or winder is roughly the shape of a small doll or animal, usually 2 feet tall or long and weighs 10 pounds. The stat block here represents an avian companion, but other animal forms and movements are possible.  They originated from clerics of Zathera, and became a collectors items. Eventually some mechanist found a way to instill them with a semblance of life-energy, and have been used as mechanical servants ever since.

Most clickers are used to scout or send messages but many have been taught almost any craft skill. They have limited intelligence, but as they are active and experience life, they learn, and this increases their intelligence. Typically their intelligence score is equal to their 1+HD, a few are even higher due to upgrades. Despite their intelligence, they cannot speak. Assume they learn a new language for every +2 intelligence score higher than 10.

Mechanical Skills: Acrobatics, Climb, Craft, Disable Device, Fly, Knowledge (Clockwork, Engineering, local), Perception, Stealth, Swim,

For every additional HD gained:
Gain +4 skill points & +1 to their intelligence score  (Int 20 Max)
Gain feat and an +2 increase in two ability scores every second even-numbered HD.
Add +1 to their natural AC and DR every odd-numbered HD.

Upgrade: Every 5 HD they get a +2 to any one of the following: Natural Armor, one skill check, +5 on any movement type, attack with one weapon, damage with one weapon or gain a new feat if they have all of the qualifications.

Clickers, as mechanized objects, do not grow in size. Only experience will enable them to gain HD levels. The object presented in the primary block, started as a 1 HD clockwork. The starting number of tricks = half DC. The DC to create a new clicker clockwork is noted below.

1 HD    = Small Size; Knowledge (Clockwork DC 10); Cost 100 exp points, 200 gold pieces
5 HD    = Medium Size; Knowledge (Clockwork DC 15); Cost 1000 exp points, 2,000 gold pieces
10 HD  = Medium Size; Knowledge (Clockwork DC 25); Cost 10,000 exp points, 10,000 gold pieces
15 HD  = Large Size; Knowledge (Clockwork DC 35); Cost 250000 exp points, 30.000 gold pieces

1 HD = Small Weapon (Base 1d3)
5 HD  = Medium Weapon (Base 1d6)
10 HD  = Two Medium Weapon (Base 1d6) or Heavier Weapon (1d10)
15 HD   = Two Large Weapons (Base 1d10) or Single Significant Weapon (Base 3d6)

Free willed Clickers (those with Int & Wis = 10 or higher) can choose to gain class levels. When they are free willed, they no longer gain mechanical tricks as listed in the primary entry.

Clockwork Traits: Immune to poison, sleep, paralysis, disease, death effects, necromancy spells or any fortitude save unless it affects objects.  They are immune to emotion based spells (fear) but other enchantment charm spells work normally. They are subject to critical hits but not bleeding effects. They gain no constitution bonus. Healing spells, such as Cure Light Wound, have no affect on them but restoration spells or effects (make whole or rapid repair) do work. Potions and magical items that fit humanoids (boots, hats, rings, etc) also do not work or fit them. 

They do not sleep. They repair themselves at a rate of 1 hp/hour if they are fully active and take no other action. If they are not wound up, even at full hit points, they cease functioning. When below 0 hit points, they are staggered, and lose 1 hit point for every day they are not repaired. At -20 hit points, they cease operating. At -50 hit points they are damaged beyond repair and can not be repaired short of a wish spell. 

If at -20 to 0 HP, a knowledge check (clockwork DC 20 or engineering DC 30) will repair a clock work to one hit point. If active this can repair the clockworks for 1d6 hit points once a day. This takes 6 hours to complete.

If under -20 HP, a knowledge check (clockwork DC 25 or engineering DC 35)  will reactivate the clockwork, bringing it to 1 hit point. This takes 24 hours to complete and 100 gold pieces per hit point below -20 for replacement parts.


Thursday, 10 March 2016

Fiddling Cat

Fiddling Cat

Small Sized Magical Beast
Hit Dice: 5d8+5 (26 hp)
Initiative: +3 (dexterity)
Speed: 30 ft

AC 16 touch 13, flat-footed 13 (+3 Dex, +3 Natural)
hp 32hp (5d10+5 con)
Fort +5, Ref +7, Will +3
Base Attacks: +8 Rapier (1d6/19-20) or +2 Claw (1d3)
Special Qualities: Low Light Vision, Elemental Resistance (10), Turn Otherworld Creatures  (as 5th level cleric)

Saves: Fort +5, Ref +7, Will +3
Abilities: Str 8, Dex 17, Con 13, Int 11, Wis 15, Cha 16
Base Atk +5 CMB +4 CMD 17
Skills: Acrobatics +4, Perception +5, Jump +5,  Stealth +5, Perform +8 (Fiddle)
Feats: Combat Reflexes, Skill Focus (Perform), Weapon Finesse

Climate/Terrain: Spirelands or Candyland
Organization: Solitary or Circle (3-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral (50% Good)
Advancement Range: By Class (Ranger, Rogue or Bard)

This is a small sized anthropomorphized cat that has excellent music and conversational skills. They were little known as an intelligent felines on the mortal planes, but when some found their way to Candyland, their unique skill set made them a wonderful companion to the visitors to the otherworld. They now reside mostly in the Candyland, most as plump and pampered pets, but they have strong skill sets and are incredibly loyal to the cause of hunting out enemies in the fae-lands. Many wear very nice boots, a stylized hat along with a rapier.

While there are no undead in Candyland, there are many otherworld creatures, which is best defined as anything that is in the Candylands that is not asleep. Those that are sleeping, come by Mother Goose's sleep gates and have agreed (knowingly or not) to the rules and conditions. Those that have physically traveled here have not, and can get into all kinds of mischief. These Fiddling Cats have been blessed and they can use music to ward off otherworldly creatures. They must warn the creatures that they are being bothersome or unwanted, then if the unwanted do not depart or stop as they are being asked, the cat can fiddle to ward them away.

Turn / Ward Living: The Will DC is 10 + 1/2 HD + your Charisma modifier. This normally works for 3 rounds + 1 round / charisma bonus. If the creatures affected does not immediately leave, they suffer -3 on all subsequent saving throws, skill checks or attack rolls for double the amount of time they would feel the affects. Fiddling cats can turn for 5 + charisma modifier / day.

Thursday, 25 February 2016

Card Soldiers (Candyland)

Apart of the Candyland game I am putting together. There are dozens of different colours or design on their back. Each is part of a distinct card family. They can be aligned or enemies of each other, for the outsider, there is no way to tell who works with which other family.

Card Soldiers
Type Magical Construct  (Mid Rank)

Init +3
AC 21 (+3 Dex, +3 Natural, +4 chain armor)
58 hp  (7d10+20 size) (card # 6-8)
Saves Fort +2  Ref +5    Will +3

Speed 30
BAB+11  CMB +11   CMD  +24
Melee +11  Long Sword or Mace  d8+5 
Range +9  Long Bow (1d8)
Special Defenses. Dmg Reduction 5/+1, Elemental Resistance 20

Skills Acrobatics, Acrobatics, Climb, Perception, Survival +7; Knowledge (Games) +11
Feats Dodge, Paired Attack, Power Attack, Weapon Focus (Long Sword)
Str 18 Con 10 Dex 17  Int 11 Wis 13 Cha 12

ECOLOGY
Environment Candyland
Organization Pair (1-2), Apart of Deck (54 Soldiers)
Treasure none
Advancement: Unless they get promoted, No Advancement


SPECIAL ABILITIES

Paired Attack: Card soldiers are trained to attack from all sides of an opponent. As long as there is a two to one ratio and enough room for them to maneuver. they gain +2 to their attacks on foes.

Appear as five foot tall by two and a half feet wide playing card with a distinct coloured pattern on their backside. When they move or intereact with objects (including combat) they no longer appear to be 2-dimensional beings, instead they are fully recognized 3D creatures.

Playing Cards were once considered a magical construct controlled by a master, objects that had a defined purpose. At some point in the near past, a group of them found a way to escape from their master's evil purposes to become free. Now they work as a self-contained group, independent and free to make allies among other free-willed beings. Primary purpose is always to to find 54 unscathed corpses from four distinct races to complete their deck. But they also look for well-defendable sites to make their lairs.

There are four ranks, Low (2-5), Junior (6-8), Mid (9-10) and Senior (J-Q-K-A-Joker). All senior levels have distinct ability by suit. 

Saturday, 20 February 2016

Gourd-Men (Candyland Scarecrow)

Continuing on in the listing of low-level monster creatures that inhabit Candyland. This is the Gourd-Man, a plant-humanoid who was made to watch over growing crops to scare pests and avians away.

Gourd-Men  (Candyland Scarecrow) CR 3
N Medium construct
Init -1; Senses darkvision 120 ft., low-light vision; Perception +5

DEFENSE
AC 13, touch 10, flat-footed 16 (+3 natural)
hp 42 (4d10+20)
Fort +1, Ref +0, Will +3
Immune cold, construct traits
Weaknesses vulnerability to fire (Suffer -3 to all fire saves)

OFFENSE
Speed 30 ft.
Melee 2 scythe +6 (2d4+2/X4)

STATISTICS
Str 13, Dex 8, Con 10, Int 11, Wis 14, Cha 13
Base Atk +5; CMB +8; CMD 18
Feats Weapon Focus (Scythe), Skill Focus (Handle Animal)
Skills +4 Diplomacy, +5 Perception, +6 Handle Animal, +5 Knowledge (Agriculture & Candyland)
SQ freeze

ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–6)
Treasure none

Freeze (Ex) The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, etc ). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.

Gourd-Men are a farmer's tool meant to scare avians away from their stock, in candyland (and in some other magically innate domains) they become infused by the magic of the land to come to life. Appear as a rudimentary mundane scarecrows, with an intricately carved pumpkin or other gourd for their head. They are usually armed with a club or scythe.

While physically awkward and of adequate intelligence, they are invaluable to farmers and travelers who come to rely on them for their advice. They are not book-smart, but they have considerable experience of working on the farm and interacting with animals and fey that inhabit the lands. Unlike many other candyland residents, they are ill-disposed to adventure but they sometimes fall into it to help out someone they know. They have considerable attachment to the farmer that created them, and once they gain sentience, will help them and their families doing chores around the farmstead. Gourd-Men speak very little, even to the ones they care about, for them, they show their emotions by doing kind-hearted actions instead.

It is not possible for Gourd-Men to gain experience as they very rarely adventure. However, some farmers will pay for improvements to increase their HD with a local spell-caster. Higher level ones often gain animal empathy or fear abilities to better ward their homes.

Thursday, 18 February 2016

Teddy Bear Golem (Candyland)

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

Teddy Bear Golem

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

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

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

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

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

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

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

Wednesday, 17 February 2016

Tin Man

Continuing with the creatures that are in my newly created Candyland, for an upcoming con adventure. Here is the consummate warden, the ever shiny and vigilant Tin Man. 

Tin Man (Lesser Golem) CR 3
LN (G)  Medium Sized construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +3

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
HP  36 (3d10+20)
Fort +1, Ref +2, Will +1
DR 1/-;  Immune construct traits, magic

OFFENSE
Speed 30 ft.
Melee +6 Sharpened Wood Axe (1d6+2/18-20)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 14, Dex 13, Con 10*, Int 10, Wis 11, Cha 10
Base Atk +5; CMB +7; CMD 16
Feats Weapon Focus (Axe), Skill Focus (Perception)
Skills +4 Survival, +4 Perception, +5 Knowledge (Candyland or Forest),

Environment Candyland
Organization solitary or gang (2–4)
Treasure none

Special Attacks: Sharp Axe - Increase critical range by 2 after three days of sharpening
Special Weakness: Heavy rain or water spells will inflict rusting, causing them to lose full motion. If they are at half hit points due to water damage, they move at 50% speed, if they are at 5% of hit points due to water damage, they lose all physical motion until they are oiled up again.

Tin Men were created long ago by The Great Wizard to help protect Candyland for the times when he was away from his post They were originally stationed at cross-roads, bridges and castles and all other places of high traffic to be gardeners and wardens, to alert the Candy Cane soldiers when problems appeared and assist when force had to be used. Though originally non-sentient like most other Golem types, they eventually became self-aware as the magical energies of the demi-plane soaked into them. Most are not overly smart or wise or highly charismatic, but they certainly do their jobs quite well and are dedicated to the people, places and magic of Candyland.

Most Tin Men will return to their station posts after getting the authorities, but a rare few will engage in quests if they believe it is in the interest of Candyland or the inhabitants. They are uninterested in personal glory or wealth, they are happiest doing their task - alone or with others is meaningless for them as they seem to be uninterested in building personal relationships. Strangely, many citizens that reside near particular Tin Men grow very fond of them, and the citizens realize the Tin Men do not understand or can even appreciate as they often do not pick up on their positive emotional feelings for them.

Higher Level Advancement (HD)

4 HD +3 skill points, Feat, DR 3/Magic, Increase any 2 ability scores by +2
5 HD +3 skill points , Gain Natural AC +2
6 HD  +3 skill points, Track, Increase Wood Axe's Critical range (+1)
7 HD  +3 skill points, Feat, DR 5/Magic, Increase any 2 ability scores by +2
8 HD  +3 skill points, Gain Natural AC +2
9 HD  +9 skill points, Feat, DR 9/Magic, Increase Wood Axe's Critical range (+2), Increase any 3 ability scores by +2

Few Tin Men ever attain 9 HD as they need to adventure and this would mean venturing away from their post which they are highly unlikely to do. In theory, as free-willed constructs they could gain levels in Fighter, Ranger, Paladin or Rogue. It has not been recorded if a Tin Men has ever tried to achieve class levels before 10 HD / level.

Gain Natural AC - These are physical improvements and better quality metal used in their bodies.

DR - The damage reduction is for non-magic weapons only.

Weapon Critical Range - They can increase any axe or bladed weapon`s critical range. It takes one week per range increase. The Tin Man must continually sharpen it, otherwise it slowly loses its sharpness after one day being uncared for. It will lose one +1 for each successive day it is not sharpened.

Construct Constitution - In my games constructs have 10 on their constitution. They do not gain or lose hit points, it always remains at this point and it cannot be drained.

Monday, 15 February 2016

Eggston (Egg Man)

I was preparing a fairy tale adventure and needed some storybook monsters. Didn't really find any monsters that fit the Egg-type mold and was inspired to create my Eggston. A bit serious but a kind-hearted fey, they hold important positions in Candyland, a demi-plane of sweet delight.

Eggston    (Egg Man)
Medium Sized Fey

Hit Dice: 11 hp (2d6+4 con)
Initiative: +2 (dexterity)
Speed: 30 ft

AC: 13 (+2, dexterity, +1 natural)
Base Atk +1 CMB +3 CMD 15 (Trip 18)
Melee Attacks: +0 Cudgel (1d6)
Range Attacks: +3 Small Crossbow (1d4)
Special Attacks: Rolling Attack +6 (Trip)
Special Qualities: Rolling, DR 1 / Blades and Missiles

Saves: Fort +2, Ref +5, Will +2
Abilities: Str 8, Dex 14, Con 15, Int 12, Wis 8, Cha 14
Skills: +5 Acrobatics , +5 Climb , +4 Diplomacy, +4 Knowledge (local & Fey) +5 Perception
Feats: Weapon Focus (Roll)

Climate/Terrain: Candyland or any Neutral Planar World
Organization: Solitary, Pair or by Pack (3-10)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral (tends towards LN)
Advancement Range: 3-7 HD (Medium)

Disadvantage: Suffer a -4 on saving throws versus crushing & blunt falling damage
Rolling Attack: Dropping to their side as an instant action, they gain a +6 to their rolling attacks in an attempt to trip up their foes. They roll back to their feet in the same round of an attack. They must be able to roll between ten to twenty feet. If the Eggston succeeds on their CMD check, the opponent is knocked down. If they fail by ten or more vs the opponent's CMD, they end their turn on the prone.

A famous humanoid race found throughout Candyland. Appear as a five foot tall egg with short legs and arms. Most wear clothing to fit in with humanoids they interact with but in their own shell-towns they normally only wear their bare white or brown egg shell.

There are many races and creatures found in Candyland, some as travelers or adventurers, but the Egg-shaped Eggston is one of the few true native inhabitants. They are looked to for advice and often given minor positions of authority as they have an intelligence that is thoroughly respected though sometimes misplaced. They are keen to help visitors, and in some instances their advice will actually help. Many times their apparent sophistication is for naught, as they rarely admit that they do not know, and can give false information and not even realize it. Because of their dutiful nature, they rarely turn away from tasks that help defend their posts. The rare Eggston above 7 HD gain levels in bard, rogue, or fighter.

Higher Level HD

3 HD Acrobatics & Climb (Add 3 X HD to Jump and Climb Skill Scores), See Invisible, +1 Natural AC, +6 Skills Points
4 HD Gain +2 to any two ability scores, Immunity to Charm Spells, +1 Natural AC, Feat, +6 Skills Points
5 HD Immunity to Natural Poison, DR 3/Blades and Missiles, Gain +4 on Fae & Bard reaction checks, +6 Skill Points
6 HD Gain +2 to any two ability scores, +1 Natural AC, Feat, +6 Skill Points 
7 HD Gain +2 to any two ability scores, SR 15, DR 5/Blades and Missiles , Feat, +6 Skill Points

See Invisible (Su): Due to their keen senses, they have a 85% chance, before rolling a perception check to determine if there are invisible creatures in their line of sight. This increases to 95% if the creature is within twenty feet of them.

Bonus to Jump and Climb skills: Eggston are very adept at quickly moving around, getting a bonus equal to three times current HD to their base skill before rolling d20. They get these adjustments 2 + Cha bonus

Immunity to Natural Poison: Immunity to natural poisons found in the woods - usually from animals or reptiles and those directly from plants. This gives a +4 to  manufactured poison saving throws.


Saturday, 13 February 2016

Oompa-Loompa

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

Oompa-Loompa

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

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

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

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

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

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

Wednesday, 27 January 2016

Novarin - Dungeon Caretakers

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

Novarin

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wednesday, 20 January 2016

Spire Giant

Spire Giant

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

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

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

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

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

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

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

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

Wednesday, 13 January 2016

Prestige Class - Cult of the Vine (Unholy Drunks)

Cult of the Vine

Cult of the Vine is a low-level menace found in virtually every city on Nyssa and are especially active in the warmest parts of the domain. They believe intoxication is a divine state of being and most would prefer to be inebriated as often as they can. While not seen as a grave threat, many communities are torn apart by their celebrations. Their history and lack of culture makes other groups find them distasteful. Even worse they have significant connections with evil groups. Their presence does portend significant dangers.  Many lawful groups ban them but do not actively pursue them, trying to make it more difficult for them to meet or gain new members.

They exploit their members to gain abilities to temporarily boost their capacity to enable them to commit acts. Very few common members understand that this group has dark, twisted intentions as most just associate them with wild, fun communal events. Virtually everything they do is to sow mistrust and dissension so the cult and their allies can grow in their power.

Role: To share their love of excess, engage in fun activities and to watch for signs, then report what they see. Most times, it is meaningless, but these cultists always seem to be watching and preparing for a time to strike their foes down.

Alignment: Any non-lawful or good. They are chaotic by nature.

Hit Dice: D6

Requirements: To qualify to become a Vine Cultist  a character must fulfill all the following criteria.

Base Attack Bonus: +1
Skills: Acrobatics 3 ranks and Perform 3 ranks or Knowledge (Religion) +2 and Knowledge (nature)

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Beer or Winemaking) Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering), Knowledge (nature), Knowledge (Religion), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Attack and saving Throws as a rogue

Class Features: They gain no new weapons or armor

Cult of the Vine

1st: Hideous Laughter (1 + 1/cha bonus), Feat, +6 skill points
2nd: Drunken Rage 1/3 levels; Bonus to Poison Saves (+2), +3 skill points, Gain +2 to any ability score
3rd: Share Damage 1; Share a Drink Effect, +3 skill points, Feat
4th: Hideous Shaking, Debauchery 1/day, +3 skill points
5th: Share Damage 3;  +3 skill points, Gain +2 to any ability score, Bonus to Poison Saves (+5 to saving throws)
6th: Drunk Dance (1/day, ten round max);  Hideous Stare, +3 skill points, Feat
7th: Touch of Drunkenness, Debauchery 3/day, +3 skill points
8th: Share Damage 5; Immunity to mind-affects , +3 skill points, Gain +2 to any ability score
9th Share Damage 9;  +3 skill points, Feat, Immunity to Poison
10th: Debauchery 5/day, +10 skill points, Feat,, Gain +2 to any ability score

Hideous Laughter: Afflicts a subject with uncontrollable laughter as per the spell for 1+ 1/cha bonus rounds. Victim can save every round to avoid. DC 10+Caster Level+Cha Bonus

Drunken Rage: The same as a barbarian's rage, except they can only induce this if they are drinking. It takes one round to be in affect. They do not need to be actually drunk, but once they are in the drunken rage, they cannot exit it until combat is over. They collapse for two times the number of rounds spent in rage induced combat.

Share a Drink: This is a ritual that has long been utilized but rarely recognized unless it's too late. Anyone who shares a drink with a cult of the vine member, has a 24 hour reprieve from taking actions against that cult member, equivalent to a charm person spell. There is no saving throw against the effect though magic resistance is effective. At the end of the drink, the cult member usually announces the effect. If the cult member, leaves without making the announcement, then the effect is nullified. If the drinker leaves and they break the social protocol, or they are not otherwise coerced or tricked, the charm effect is still in place. This trick rarely works more than once, although it could work with another cult member.

Hideous Shaking: Afflicts the subject with uncontrollable shaking, causing victims to take -4 to their dexterity, checks and move at half speed. Victims can save every round to avoid. DC 10+Caster Level+Cha Bonus

Debauchery: Cult of the vine members can psyche themselves up to perform acts of vileness or danger. They can add +3 to any wisdom saving throw or  ability check if they can spend one round preparing themselves. They can hold this advanced save adjustment for the next situation that calls for that roll, but if an unavoidable situation happens, they will use that bonus even if its not what they intended. At 7th level they can gain a +4 to their wisdom save, at 10th level this increases to +5.

Drunk Dance: While looking drunk and awkward, they are incredibly focused on completing their tasks.  They gain +6 to dexterity skill checks and +2 to reflex saving throws.

Hideous Stare: afflicts the subject with an impenetrable and uncontrolled stare, doing nothing else for 4-6 rounds. Victim can save every round to avoid.  DC 10+lev+Cha Bonus

Touch of Drunkeness: Victims who are touched, immediately feel inebriated, they begin to sway, talk loudly and take -4 on dexterity or strength checks due to awkwardness, -2 on attacks, (stacks with dexterity loss). They can take one round to calm down taking no physical action, and they can make a saving throw to throw off the drunken effects. DC 10+lev+Cha Bonus

Gain Bonus to Poison Save: Cult of Poison members prepare themselves by building up a significant range of poisons they have build up resistances to. At 9th level assume they have immunity to any poison that has a DC 24 or under.

Share Damage:  Just as the crowd somehow seems to share mindful tactics, those involved in the cult of the vine divide damage among themselves. They pass along damage to other cult members that are within 20 feet, they can pass one point of damage every round that they take damage. They can do this automatically once every round as long as the recipient would not die or be incapacitated by this damage. At higher levels, they can share more damage, but no recipient can take more than 1 damage any round. For example, if they share 3 damage, none of those members would have been inflicted shared damage from a different cult member that round.

Shared Damage 1 Range: 20 ft
Shared Damage 3 Range: 25 ft
Shared Damage 5 Range: 30 ft
Shared Damage 9 Range: 50 ft