Blog Archive

Showing posts with label Nyssa. Show all posts
Showing posts with label Nyssa. Show all posts

Wednesday 6 April 2016

 Phaetox, Advanced Creautre Class

The Phaetox is one of my oldest playable PC races, used as a flying bastion of strict order in a world of chaos and destruction. My version is loosely based on the Phaeton from the Dragon Lance setting, which itself was based on the Greek myth of the same name. While they have a significant benefit - flight, the harsh penalty of not being able to lie in even the smallest way was a great trade off to minimize power-gaming. 

This is a chance for me to adjust this creature to my new base. I am now leaning most non-player class options to specialized monster levels instead of class ones. When players pick a creature like a Phaetox, they choose whether to advance as the creature or as a class, but if they are an NPC they are always advanced as the creature class.

 PhaetoxThese humanoids appear the same as a human, except on concentration they can sprout flame wings as part of their devotion to their heavenly patron – the Eternal Mother of Order, Lady Phoenix. They are the epitome of order, as they instinctively follow rules even if they don't understand or agree with them.


Personality: They are great believers in discipline but others describe them as sour and serious. Most are peaceful, spending most of their lives in simple work and simple pleasures, such as music, art, sports. They defer to others in areas of specialty (such as magic or legal issues) and avoid conflict with most others in philosophy, but are open to friendly discussions with friends.


Physical Description: Phaetox appear as five feet tall, humans with white, blond or red hair. Most wear simple tunics; if armed they usually use a dagger, cross-bow or staff, Their warriors often use small one-handed crossbows. They avoid heavy armor as it can gives movement penalties. When in danger, they can sprout flame wings from their back. The average citizen use their flame wings to quickly avoid dangers but the warrior caste use their wings as many others use a sword.


Relations: Phaetox view elves, jahlen, and halflings with some suspicion, as these races often bring disruption to Phaetox society. They see the dwarves as a potential ally but rarely have formalized relations. They have no pre-set opinion on humans, though individuals who are bound to Law or their heavenly patron are well received. Unless visitors are known fugitives, they are welcomed to their cities, but no one is above Phaetox laws or customs. Likewise, even if one of the chaotic races, once you've proven your loyalty they will show respect and gratitude.


Alignment: They tend towards both law and neutrality. These peaceful people are highly organized and have followed ceremonial laws for millennium.


Lands: Their territories are mountain regions, spires and the cloud isles, preferring cities to rural areas. They do a mix of hunting and harvesting, and trade with other races when they can.


Religion: Their devotion is to the Phoenix, their living connection with the Mother of Order. Phaetox clerics do not exist, but druids, rangers and monks sometimes act as a center piece of their faith through their actions not their words. Though rare, Paladins exist, as they balance roles of both crusader and custodian of laws.


Language: Phaetox & the common tongue. At higher levels they also learn Avian, the language of common flying beasts.


Adventurers:  The most common reason why Phaetox adventure it is the chosen path for those who fail the ritual of ascension. They depart from their communities to dedicate themselves to a lawful purpose and learn their personal path along the way. Well over eighty percent of those who leave, return and do so with their faith reinvigorated and ready to ascend into unity with the phoenix. A few however are permanently changed, these exiles are usually evil and are bared from re-entry into Phaetox communities.


Phaetox Racial Traits+2 wisdom, +2 charisma, -2 strength
+2 diplomacy, +2 knowledge (religion), +2 Fly
Flame Wings for 1 minute per point of constitution (15 con = 15 minutes)Speed: Fly 30 (Clumsy), Better movement, fly capacity as fight time increases
Racial Hit Dice: 1d6 / level
Attack and saving throws as Cleric; + 6 skill points per HD
Natural Attack: Flame Wings (1d4 dmg), does not gain bonuses for high strength. If creatures are immune to flame, take only one point of damage. At higher levels, quarter the maximum to determine the damage flame wings will do to flame resistant creatures.


Disadvantage: Unable to lie or tell any falsehoods; can not take ranks in disguise or bluff

HD Adjustment Table 
2 HD Radiate Law, Feat, Speak Avian
3 HD Resolve, Law Domain (1st), Feat
4 HD Law Domain (2nd), + 2 Wis & Con, Speak Elemental
5 HD Flame Wings, +2 to wing attacks, 1d8 Damage; Duration (5 min / Con)
6 HD Protection from Chaos - Spells (Constant), Feat, Law Domain (3rd)
7 HD Greater Resolve; + 2 Wis & Con, Speak Elder Lawful
8 HD Flame Wings, +4 to wing attacks, 1d12 damage; Duration (10 min / Con),  Law Domain (4th)
9 HD Protection from Chaos 40 ft Radius (3/day), Feat, Law Domain (5th)
10 HD Absolute Resolve, + 2 Wis & Con; Flame Wings, 2d10 damage (at will), Law Domain (6th)

Phaetox cannot deviate from their creature class features until they reach 5 HD. If they change to gain standard classes, they cannot gain their higher level natural class features at a later point.


Radiate Law: +2 reaction bonus from lawful creatures; -4 from chaotic creatures


Flame Wings are considered a magical touch attack. They inflict damage on creatures that suffer from damage from fire or from a lawful aligned weapon. Their flames are temporary in nature, they do not cause material items such as wood or paper to be consumed. Phaetox can take weapon feats to gain additional specialty or abilities when using their wings in combat.


Resolve: Gain Wis or Cha bonus on saves vs illusions or falsehoods
Greater Resolve; Gain HD bonus + Wis / Cha bonus on saves vs illusions or falsehoods

Absolute Resolve: Immune to falsehoods and illusions


Speak Lawful Languages: While appearing very similar to humans, they are in fact closer to planar beings. As they adventure, they learn to speak avian, then elemental, and finally a lawful dialect that all lawfully aligned creatures understand


Law Domain: Cast Spells from this domain, Can use either their wisdom or charisma score to determine highest level and saving throws same as other spell-casters. Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster


Core Racial Skills: Craft (any), Diplomacy, Heal, Knowledge (local, geography, history, religion), Perception, Perform (Any), Sense Motive, Stealth, Survival


Preferred Classes: Fighter, Monk, Ranger, Sorcerer,


Restricted Classes: Barbarian and Cleric


Phaetar In some locations there is a lawful evil variation called the Phaetar that have pale white skin and their wings are pitch black flames. As they gain levels, they gain protection from good instead of chaos. These are individuals that failed or chose not to ascend. They have chosen another path, one where they lead instead of following laws. Most of these exiles try to gin levels in wizard cabals or evil churches (usually Keran) for power, but a cavalier or ranger options are fairly popular as well. While Phaetar seek power, comfort and personal wealth, they try to take these things from others, as few have the confidence to face their kin as they rarely return to their native lands.

Sunday 3 April 2016

Flumph, Advanced

This was always one of my favorite creatures - and never understood why they were picked on. Yeah they are odd, but lots of creatures in the manuals are weird, and they are interesting.  There are so many beasts that have duplicates ..how many giant variations do we really need? This is how I`ve pictured them, increasing in speed and number of tentacle attacks as they advance in HD.

ADVANCED FLUMPH CR 1
LG Small aberration
Init +3; Senses darkvision 60 ft.; Perception +7

DEFENSE
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
hp 9 (2d8)
Fort +0, Ref +3, Will +5

OFFENSE
Speed 5 ft., fly 20 ft. (perfect)
Melee sting +5 (1d4 plus acid injection)
Special Attacks stench spray

STATISTICS
Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse
Skills Diplomacy +2, Fly +18, Perception +7, Sense Motive +3, Stealth +11
Languages Aklo, Common

ECOLOGY
Environment any land or underground
Organization solitary, pair, or colony (4–16)
Treasure standard

SPECIAL ABILITIES

Acid Injection (Ex) When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid's effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.

Stench Spray (Ex) A flumph can spray a 20-foot line of foul- smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 11 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 11 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).

Flumphs on Nyssa often take an ownership role of many of the under-earth caverns and the less populated spires, wanting to keep them safe if ever needed. While the Flumphs are lawful, they stay in the background, helping out if needed but not enough to be involved, then slowly depart to help another group.

They are not a highly social race but they keep their friends close to them even if separated by long distances as they can reach out via their telepathy abilities. They use this to share knowledge or even show up to assist if needed. They have strong connections to the Dreamlands, and this is what many other creatures heavily associate them with. Some colonies sell their dream travel to non-threatening groups to enter the faerie world awake.

HD Advancement: 6 skill points/HD, 1 new feat every 2 levels

3 HD +2 / +2 to any 2 ability scores, Minor Telepathy, Weapon Use
4 HD Acid Injection (1d6, Heal DC 18), Read Others Dreams
5 HD Stench Spray (DC 15, sickened for 7 rounds),  Two Tentacle Attacks
6 HD +2 / +2 to any 2 ability scores,  Fly Speed 40
7 HD  Acid Injection (1d10, Heal DC 20), Minor Telepathy (2 miles)
8 HD  Stench Spray (DC 19, sickened for 9-16 rounds),  Three Tentacle Attacks
9 HD  Fly Speed 50; Dream Travel
10 HD  Acid Injection (2d8, Heal DC 24); +3 / +3 to any 3 ability scores

At any point a Flumph may proceed in a class level instead of HD advancement. Their typical choices are ranger, rouge or sorcerer.

Small Weapon Use: Flumphs at 3 or higher HD can use small weapons in combat using their tentacles.

Minor Telepathy: Can communicate with any creature of low intelligence or better if they have line of sight

Major Telepathy: Can communicate with allies or individuals they have previously met before and can communicate within 2 miles.  They take 2-5 rounds to make a mental connection, they do not know if the person is there until they spend the entire time mentally looking for them.

Tentacle Attacks: at the HD indicated, they gain multiple tentacle attacks, which can attack at the same time at no penalty

Read Others Dreams: Flumphs can intuitively sense when others are having bad or cursed dreams. They get +20 on sense motive rolls on nearby sleepers to read dreams. They use this to help humanoids overcome any dream or sleep curses.

Dream Travel: Flumphs are one of the few creatures that can travel into the dreams of other creatures and can passengers with them. They do this to break curses for willing allies. They do not take evil or threatening creatures with them when they travel.

Sunday 27 March 2016

Little Piggies (Candyland)

Another one of the Candyland beasts that I created but didn't get a chance to use in my game. 

Little Piggies (Minchies)
N(G)   Small Fey                               CR 1
Init +3 Senses Low-light vision; Perception +3
 DEFENSE
AC 17 touch 14, flat-footed 13 (+3 Dex, +1 natural, +2 leather armor, +1 size) 
hp 4 hp (1d6+1 con)
Fort +1, Ref +5, Will +1
 OFFENSE
Speed 30 ft.
Melee Light Hammer or Axe +3 (1d3)
Ranged Short Bow +3 (1d4)
Special Attacks Squeal
 STATISTICS
Str 8, Dex 16, Con 13, Int 10, Wis 8, Cha 13
Base Atk +0 CMB -1 CMD 12
Feats 
Weapon Finesse 
Skills +2 Craft (any), +2 Perform (Any), +4 Stealth, +7 Perception; +4 bonus on perception checks from their strong snout
 ECOLOGY
Environment     Candyland
Organization     Solitary or Foot (5 Piggies), Sty (21-40)
Treasure Value  Average (Coins or gems)
Advancement    By HD or Class (Bard, Druid, Ranger, or Rogue)

Squeal After one round of combat, a Piggie can squeal, and all other Piggies gain +1 on combat and damage rolls if within 40 ft. A squeal can last for 1 + 1d4 rounds. Higher HD piggies can squeal for a stronger effect. For every 2 additional HD, add +1 to the and squeal bonus. (3 HD=+2, 5 HD=+3, etc) Some higher HD Piggies can make their squeal last much longer, but they specialize by using their feats to increase its efficiency.

Little Piggies (sometimes called Minchies) are one of the oldest inhabitants of Candyland, as they have been there for at least twenty generations, and found in much of the written stories of ages past. They reside almost everywhere in the Dreamlands, as they are well respected for their hard work and friendliness. Almost every game or story town will have a small community of Piggies that has official duties plus others who will help when needed.

They appear as four feet tall pigs with rounded ears, snouts, short wiry tails and cloven hooves. Most are very careful about their appearance, wearing sharp-dressed fashion and make sure they stand out from each other. They have very elaborate rituals for almost every aspect of their lives and interactions as they need to make sure they do not offend. While careful and polite, they sometimes get playfully wild when drinking at night, never enough to hurt each other, but still very different from their calm and polite demeanor during the day.

Appear as the perfect cross between domestic pigs and orcs. They are unsure if they are the result of magical cross-breeding or not but they have no one to ask. One interesting tidbit about them is that all of their spells always affect an orc – in fact, most orcs do not get saving throws for most mind affecting spells cast by their Piggie brethren. They prefer raw vegetables over meats and they never consume pork, and find it bothersome when others eat it in their presence.

Most Piggies are good-aligned and very helpful to citizen and sleeping visitor. But they can be very pig-headed, stubborn to the point of excess. Since they are a communal species, they share the efforts and rewards to everyone in their sty. Occasionally, an intense rivalry will appear between sties, causing friction or worse. Some of these groups break apart, and some go rogue - rarely attacking but will cause other problems with groups of their kin and fey allies.

HD Adjustment: +6 skill points / level
2 HD Reaction bonus +2 from other fey and fey allies; +1 to AC, Gain Feat
3 HD Gain +2 to Squeal bonus, Gain Tracking Feat*
4 HD Gain +3 / +3 to any two attributes+1 to AC, Gain Feat
5 HD Gain +3 to Squeal bonus, Increase Reaction Bonus to +5 to animals, plants and fey
6 HD Gain +3 / +3 to any two attributes+1 to AC, Gain Feat, SR 16

Few Piggies ever get higher than 6 HD, but the few who do gain levels in Bard, Druid, Ranger, or Rogue.

*can substitute with another combat feat

Wednesday 23 March 2016

Strangling Jack

Not specifically a creature for Candyland, but one there in the many farms, a deadly strangling vine that strikes at night.

Strangling Jack  CR 4
NE Medium plant
Init +1; Senses low-light vision, tremorsense 500 ft.; Perception +5

DEFENSE

AC 15, touch 8, flat-footed 11 (+2 Dex, +3 natural)
HP 39 (6d8+12 con)
Fort +7, Ref +3, Will +4
Immune plant traits

OFFENSE

Speed 30 ft. (in patch or the farm) otherwise 10 ft
Melee tentacle vine +7 (1d6+4 plus strangling entangle)
Space 5 ft.; Reach 10 ft.
Special Attacks Strangling Vines +8 to maintain hold on CMB; Cumulative damage (add +1d6 each new round); Up to five vines can emerge, but it can only attack any round and no more than one can wrap around the same victim.

STATISTICS

Str 17, Dex 12, Con 14, Int 3, Wis 14, Cha 7
Base Atk +7; CMB +7; CMD 18 (can't be tripped)
Feats Ability Focus, weapon focus (vine)
Skills Climb +4Perception +5, Stealth +20*, Knowledge (Plants or Farming) +5 Bonus: Gain +8 on stealth checks if not moving

ECOLOGY
Environment temperate forests, hills, or plains (farms)
Organization solitary or patch (2–4)
Treasure none

SPECIAL ABILITIES

Strangling Vines (Ex) Strangling Jack will try to hold and choke opponents. They get +8 to maintain the hold on the second and subsequent rounds. They can attack up to five victims, but they can initiate or respond to only one combatant each round. Victims can try to escape by making a DC 16 Reflex save.  While the target is entangled, its vines also grasp at the target's mouth, preventing the target from speaking or casting spells with verbal components while entangled. When a creature is entangled by this ability, the strangling jack can initiate another vine attack on another creature.

A Strangling Jack is a mysterious and deadly figure in the farmer`s patch, as nobody knows where they originate from. Druids believe they emerge from the patch to kill any "invaders" in the plant`s domain. They have strong choking capability and kill most humanoid figures that appear in their patch at night. Most will leave their farmer and their family alone, as it knows that it needs both daytime feedings as well as their nighttime snacks to thrive.

It appears as a mass of vines, usually attached to a pillar or other outdoor feature. It is only when they make a move to strangle a victim does it roughly take a humanoid-like form. Smaller vines or lesser HD (3 HD) will sometimes take on a vague animal like figure (squirrel or dog) and larger vine masses sometimes form rough imitations of elementals (12 HD).

While evil and insular, Strangling Jacks can be requested to help their farmer or fey neighbours against a shared foe. They may wish to feed, but don't want to be left alone. They can be placated with animal sacrifices as opposed to them hunting intelligent beings. Evil druids like to seek out Strangling Jacks and plant them in their lairs.

Sunday 20 March 2016

Nighttime Lurker (Bed Horror)

One of my few evil Candyland monsters. They haunt both the mundane world and fairy land, slipping in and out of the Dream and Mortal realms to get their screams, and then slip out. Never had a chance to insert them in my Fey themed game, still gonna run a bunch more fey / dream games so they will be getting to make an appearance now and then.


Nighttime Lurker (Candyland Horror) CR 7
NE Small Sized Fey
Init +4; Senses darkvision 90 ft, low-light vision; Perception +16

DEFENSE
AC 20, touch 14, flat-footed 15 (+5 natural)
hp 60 (8d8+24 con)
Fort +5, Ref +10, Will +8
Immune Fear, Charm, Hold Spells

OFFENSE
Speed 30 ft.
Melee 2 claws +10 (1d8+3/18-20)
Special Attacks: Backstab X 2 dmg

STATISTICS
Str 16, Dex 19, Con 16, Int 11, Wis 14, Cha 8
Base Atk +5; CMB +8; CMD 18
Feats Dodge, Improved Critical (claw), Weapon Finesse, Weapon Focus (Claw)
Skills  Disable Device+8, Escape Artist +8, Intimidate + 16, Perception+16, Stealth+16, Sleight of Hand+5

ECOLOGY
Environment  Candyland
Organization  Pair or gang (3–6)
Treasure   Double

Horrific Essence: Lurkers almost by definition are horrific, not to terrify opponent`s but to make opponents hesitate to investigate them. Their aura is to intimidate in a passive way, granting a forget spell, to details the viewer just saw. This gives NPCs a -6 on skill or saving checks on information skill checks against them.

The Lurker is a small, shadowy fey that excels in hiding away and waiting for opportunities to frighten people. It gets considerable glee hearing children or anyone else screaming and it does everything it can to incite others to flee.

A master of intimidation and stealth, it bides its time until it can maximize the affects. They are just smart enough to appreciate partners and do everything they can to be with stronger creatures for support but not to be beholden to them. The hate repaying favors and will hide away to avoid being caught and forced to abide by their promises.

One of the reasons there seems to be so many lurkers is that their haunting is considered a non-lethal kind, so most times they are not considered to be a big enough threat to pursue. But their horrific essence also limits the capacity for others to hunt them down.  Though not undead, will often act as such, so they pretend to be turned, in order to escape conflict.


Saturday 19 March 2016

Mother Goose (Faerie Queen)

As I was preparing for my upcoming Fey themed game, I knew that the lady herself should make an appearance. And for me, in this game, this is the Queen of the Fey, known by most mortals as Mother Goose.

Mother Goose   NG Medium Fey 12 HD* Fey
Init +6 Senses Low-light vision; Perception +15
AC 24 touch 19, flat-footed 22 (+2 Dex, +5 natural, +7 Magic Armor)
hp 84 (13d8+26 con)
Fort +5, Ref +9, Will +12
Defensive Abilities    DR 25    Immune: All Charm and Elemental Attacks

 OFFENSE
Speed 30 ft; Fly (Good) 80 (Broom)
Melee Diamond Encrusted Sharp Rapier +8 (1d6-1 / 12-20 *5 )

Special Attacks See Below

 STATISTICS
Str 10, Dex 15, Con 15, Int 18, Wis 20, Cha 25
Base Atk +5 CMB +4 CMD 16

Feats Improved Initiative, Alertness, Iron Will, Power Attack, Toughness, Weapon Focus (Rapier)

Skills +17 Bluff , +17 Diplomacy , +7, Escape Artist , +18 Fly, +10 Knowledge (geography),  +17 Perception , +14 / +14 Perform  (Lute & Whistle), +17 Sense Motive , 12 Sleight of Hand , +15 Ride +15, Stealth,  +9 Use Magic Device

Languages Fae, Elven, Common, Dwarf, and 12 others

Legendary Gear Storybook of the Fey, Pen of Happy Dreams, Fey Broomstick

 ECOLOGY
Environment Faelands, Candyland or Mortal Plane
Organization Solitary
Treasure Value Triple (Coins, Gems & Old Spell-Books)

As far as most visitors can tell, Mother Goose is an elderly human female, though physically frail she is wise and very charismatic, making friends and allies with both the inhabitants and the many sleeping visitors. While best known for helping sleeping children, she also helps fae and other inhabitants in the Candyland. What few visitors realize is that she is called by another name by the fey - Faerie Queen.

One of the highest level fae in Candyland. She is a well known but mysterious figure as she has had a presence both here and in mortal lands for hundreds of years. Her main foes are those that would steal or otherwise take advantage of the sleeping visitors. She has waged war on both the devils and demons (and many others) but she usually leaves them alone as long as they do not cause problems. Her servants are always watching outsiders.

What is little understood is that there are times Mother Goose is unable to cast her highest level spells or effects, essentially being a mid-level caster while other times she can cast the most powerful spells in all of Candyland. Most believe that she is outside of time, so there are times she appears as various version of herself. She knows the fey and their stories as they are apart of her but does not always remember every mortal creature she interacts with.  Roll below to determine where Mother Goose is in her circle.

Roll below once /night.
01 - 60  As 9 HD Fey
61-70   As 10 HD Fey
71-80   As 12 HD Fey
81-85   As 14 HD Fey
86-90   As 16 HD Fey
91-95   As 18 HD  Fey
96+      As 20 HD Fey

Add +1/attacks & saving throws for every HD added.

 SPECIAL ABILITIES

Constant Friendship to Fey, Animals and Elementals - Both in the feylands and in mortal realms see Mother Goose as a trusted friend.

Charm Speech (Will DC 20) Constant affect, Those she is able to speak with are treated as if they are charmed. Only if they actively resist, do they get a saving throw to avoid. She uses this to convince both allies and foes to stop taking violent action agaisnt fey and others. She will not use this to take advantage of others.

Banish (Will DC 24 - 3 / day) she can banish creatures, having them unable to come back into the Feylands for 72 hours.

Summon Fey - 4 / day - Can summon 20 HD of fae creatures 4 times a day, the only two stipulations are she must have met them before and they are on the same plane as her.

Sleep (Will DC 20 - 2/day) Can affect creatures up to 15 HD, her sleep effect can put anything asleep that naturally sleeps as their base HD level shown below. If they normally do not sleep (Golems, Undead) treat them as double HD, so she can affect them but to a much lesser extent.

1-3 HD; 24 hours
4-5 HD; 12 hours
6-7 HD; 6 hours
8-9 HD; 3 hours
10  HD; 2 hours
11  HD; 1 hour
12  HD; 20 minutes

10 HD  - Forget Me Now: Enemies who are hit by this touch causes them to forget their negative impulses. Creatures who are charmed or otherwise magically affected are brought back to their base emotion. Foes need to save on a Will DC 21. Can affect creatures only once every day. Most planar creatures automatically return to their home plane due to confusion.

12 HD - Dream Realm: Enemies hit by this ray must make a will save vs DC 23 or fall into their own personal realm for a range of time similar to sleep, except they need to re-save every day as the dream realm is highly personal and quite enjoyable. They must realize they are imprisoned, then actively save to escape it (adding +1 on their saves for each successive night.)

14 HD - Deepest Darkest: The Faerie Queen immediately learns a creature's deepest darkest secret. Those trying to resist must make a Will Save vs DC 19.

16 HD - Awakened: One of the few non-aggressive affects the Faerie Queen has. This will awaken a creature to full sentience (Int and Cha to 10.) This is most often done to get immediate helpers to assist with a threatening foe.

18 HD - Am I really here: Somewhat similar to her Forget Me Now affect, but with this, they don't even realize they exist, believing themselves to be images in the dream realm. Most creatures will just wander around as if in a dreamy-sleep state, taking neither negative or positive actions. They need to save once a week as a Will Save vs  DC 25 to break free.

20 HD - No More Dreams (DC 25) If she is able to touch an opponent, she forcibly rips them out of the dream state and prevents them from getting back to the dreaming realm. The consequences are that they are unable to obtain new spells. Most creatures in fact slowly go insane after not sleeping for the number of days equal to their charisma score.


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.

Saturday 5 March 2016

Thorne-Kin (Plant HD character race)

Thornes are a naturally growing sentient plant race found in my game world, their natural colours mimic the natural foliage of the area they reside in.  They see themselves as kin to other plants, and do their best to help protect them. Have small thorns throughout their skin which is a key defense. They also get excellent grapple bonuses at higher levels.

After reviewing my initial racial creature had to adjust them to a higher HD - the base plant defenses made them very powerful for a playable-type race at lower levels.

Thorne-Kin

Abilities: Wis +2, Con +2
Medium Size
Speed 30
Special Abilities: Darkvision, Speak with plant 1/HD every day
Feats Unarmed Strike or Weapon Focus (Club, Mace or Short Sword)
Racial Skill: +2 Climb, +2 Stealth, +6 Knowledge (nature)
Special:  no need for food; need normal human half water requirements and sunlight
Weakness: 2 hour per day must bask in sun;
Weakness: Speed is reduced by 10 ft  during the night or when underground in excess of 12 hours
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Languages: Common and Sylvan
Classes: Ranger and Druid are preferred classes
Alignment: NG or True N

Skills: Climb, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature, geography), Perception,                Sense Motive, Stealth, Survival,
Level Increase:  +4 Skill points, feats every other level, +1 AC every other level, +2 to any ability score every third level (3rd/6th/9th)

The Thorne are a plant humanoid race found in every forest on the realm but most common in areas that have a strong elven presence. They are medium sized green-skinned humanoid plant, but fully aware and capable of movement.

Most live quiet simple lives, tending not to get involved in political or commercial affairs. They reside in forests, and try to help their neighbours, especially to help keep balance in the area. Tend towards a passive lifestyle, uninterested in wealth or fame. Most Thorne think of all plants as kin, some are active and some more passive, though none are more important than anyone else. They come to their protection from over-eager lumberjacks. See the animal or avian inhabitants of their region as neighbours.

They do not tend to wear clothing in their rural habitat but may do so in urban areas to better fit in. Few use metal armor and shields, but they may use their feats to gain proficiency. They consume magical potions and use items created from plants, but will always make sure the plant was in its 'final cycle time' meaning if the plant was sentient (by their standards) it was willing to give of itself
as it didnèt have much time left. Some Thornes shy away from any object made from their related-kin but this is a minority. They fully understand the natural cycle and understand their least kin are consumed on a regular basis but since their cycle is short, this is normal and acceptable.

Thornes rarely come together in groups of more than ten except in times of danger. They realize they need to have their eyes and ears everywhere in order to better protect their kin. Have good relationships with elves, halflings, rangers but above all druids. Most quietly worship the gods, usually either the Lady of the Forest (Holon, N) or the Shining Light (Quanna, LG) most often both.

Thorne HD Advancement

4 HD: Skin of the forest, +1/ HD to stealth checks; Woodland Stride,
5 HD: Thorne Skin (+1 dmg for touch attack, +2 Grapple checks); Improved Grapple
6 HD: Animal friendship and Speak with Animals (1+1/charisma bonus/day)
7 HD  Plantspeech - non-verbal communication with any plant in a 500 ft radius (1 /day)
8 HD Thorne Skin (2-4 dmg for touch attack, +6 Grapple checks); Woodland Protector
9 HD Woodland Defenses
10 HD Throw Thornes (2-7 dmg / 50 foot area, 3+constitution bonus / day)
11 HD Hardened Thorne Skin (5-8 for touch attack; +12 to grapple)
12 HD Commune with Forest (500 mile radius; 1 /week );  +15 Skill points, Gain +3 to any 2 ability scores

Most Thorne that advance do so using this HD advancement table. If they take standard character classes before 12 HD, they cannot take new natural HD levels.

Skin of the forest: Their coloration matches the natural foliage of a forest, giving them a +1 bonus / HD to their stealth checks

Thorne Skin: Similar to many natural flowers, their entire body grows small defensive thorns. They cause damage by coming into contact with predators. This also gives bonuses to grapple checks.

Woodland Protector: Can infuse a small spark of their sentience to a plant defender. Must take 2 months to grow and teach the golem. Appear as a vaguely humanoid walking plant. Most are stationary, most do not travel with their Thorne, but stay in a primary lair. This is the base woodland protector, some get help from other Thornes or allies to grow larger and stronger versions.

AC           15   (+3 Natural, +2 Dex)    
Move       30    
HD           5 HD 
Attack       +6 / 2-8 dmg (Fist)
Str 15    Con 15     Dex 15     Int 5   Wis 10    Cha 5
Special Defenses: Regenerate 1 hp / hour

Woodland Defenses: Gain +3 on AC and saving throws when in natural foliage, as the plants help protect their kin. Gain this benefit (2+ charisma bonus/day)  

Throw Thornes: Have a 50 feet range, doing 2-7 damage

Thursday 3 March 2016

Convention Game PCs

Here are the first backgrounds for the PCs in my upcoming convention game...


Kantani   Female Half-Elf; Medium Humanoid   Cleric8  Hit Dice
Katanai is a faithful priestess who has been asked to help on missions dozens of times. Would prefer to be home with her family, especially her nieces but she usually does as she is asked.  Has turned down her wedding betrothals more times that she can remember, and has explained to her suitors she is uninterested in traditional relationships. She doesn't want to be faithful so why subject herself to commitments she will eventually break. Controlled and respectful, she doesnt let her emotions out when on duty.  Follows the Shining Light, a powerful good deity that represents the ideals of serenity.


Uzek - Male Halfling; Small Humanoid ( Halfling )  Ranger8
Uzek is a survivor, as his caravan allies and town mates have been attacked so many times and he finds a way to help his mates survive. Unafraid of battle, but he knows that many times it is those of wit, charm and speed that helps to find the chance to escape. Appreciates other warriors, if they have the patience to attack at the right time.  Has never taken a companion animal as he doesn`t want to put them at risk for long periods of time, instead he takes a partner for 2-3 days and then lets them go.

Gazzin HardStone  Male Dwarf; Medium Humanoid  Fighter8
Gazzin was once apart of a timber crew but his team was attacked by a group of gargoyles. After being rescued by elven rangers, he dedicated himself to helping his new found allies in every way he can.  Has been rewarded many times, but always returns gifts. He can quote elf verse better then many bards.  Would have picked to be ambassador, but he has little charm and less diplomacy, but is well regarded by kin and his mates. Never afraid to make unpopular decisions if it helps others survive.


Unit 982, Div ID 45  (often calls himself 9.8.)
Clockwork (Medium Shaped Humanoid) Clockwork 8 HD
A sentient machine of gears, created during the Phasic wars more than 1000 years ago,  was one of the few survivors in operable condition at the end of his term. Deactivated more than 900 years ago, but was returned to service by a dwarven tinker hundreds of years later. Has earned his freedom but has good connection with the dwarves and other tinkers.  Usually gets hired to help caravaners, as they like his ability to work without sleep. He appreciates humor but finds it difficult to express it as he cannot laugh or smile. Loves physical art. Dislikes slavery due to his own forced service, has gone into a rage like effect if he sees weaker creatures chained or otherwise enslaved.


Zale; Human; Sorcerer8  
A spoiled human lord who at lower levels led groups of adventurers into multiple dungeons. But when he was taken prisoner by an ogre clan, and his arms were ripped off, he was rescued by halflings who put themselves at risk out of their choice. Has since helped them multiple times since then to repay his debt of honor, and has made allies with halfing, dwarven and elven adventurers. Doesn`t spurn wealth, but he will use it along with his charms and his position to advance all the people and races in his lands, not just the other nobility. Will listen to others before making up his opinion. Isn`t obliged to the law, but to justice and has learned to speak, listen and admit when he`s wrong.

Monday 29 February 2016

Circle Initiative Rules

These are the Initiative sequence rules I use during my games.

Circle Initiative Rules: All players roll D20 at the start, using any spells, feats or skills that would help them. The highest initiative will act first; then go around clockwise if the player ROLLED an odd number, counter-clockwise if they ROLLED an even number. 

During any round, the player who has initiative can take one of three actions: Spell, Skills or roll dice
If you choose either of the two non-dice options, that player cannot repeat that action during the  initiative sequence. 

There is usually a list of monsters or situations, numbered 1 - 20 (or higher).

First round, the player picks (D6, D8 or D10) and rolls.  No player can repeat a dice choice in the first sequence.

Once all dice are rolled - repeat this using D8, D12, D20 and rolls during the second sequence.

Again once all dice are rolled repeat with D12 & D20.

Then go to D20, and remain with this dice.

Until you change areas and tables, do not alter this sequencing for any game night.

If the dice roll indicates combat (or other) action, the player who rolled, acts first. There is no initiative, it continues to go around the circle. Wherever the DM sits, the monsters will act at that point in the game in the sequence. When the combat ends, and initiative action happens again, it goes back to the next player in the initiative sequence before combat was begun.

If a monster, especially bosses or unique creatures, have special initiative rules for combat, and they need to roll dice, then everyone roles initiative. Return to the sequence once that combat is over.  

Sunday 28 February 2016

Candyland Witch

This is the default spell-caster in Candyland, usually seen as a brightly dressed young lady on a broom. They are most known for their capacity to create potions which they use to help allies. Overwhelmingly good in alignment with many fae and magical creature allies. This was one of the most trickiest Candyland encounter creatures for me to write up though easy for me to picture, I wanted to distinguish them from the witch class in the standard rules.

CANDY WITCH       CR 5
NG (NE) Medium monstrous humanoid
Init +1; Senses darkvision 90 ft.; Perception +15

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
39hp (6d10+6 con)
Fort +5, Ref +6, Will +6
SR 16

OFFENSE
Speed 30 ft.
Melee Dagger +8 (1d4)
Spell-Like Abilities (CL 9th)
Constant — Create Food & Water, Tongues, Speak to Animals
At will — alter self, dancing lights, consecrate, invisibility, make whole, whispering wind
magic missile (4/ day)

STATISTICS
Str 11, Dex 12, Con 12, Int 15, Wis 13, Cha 14
Base Atk +6; CMB +6; CMD 17
Feats Alertness, Blind-Fight, Combat Casting, Craft Potion, Great Fortitude
Skills Bluff +10, Diplomacy +18, Disguise +10, Spellcraft +11, Perception +15, Sense Motive +9, Stealth +13,
Languages Common, Giant, Elf, Faerie
SQ +4 reaction bonus to faerie; Advanced Potion Craft, Witches Broom

ECOLOGY
Environment Candyland
Organization solitary or coven (3 witches of any kind)
Treasure standard
Advancement: Most often they take Druid or another class levels

SPECIAL ABILITIES

Witches Broom (Su) A candy witch can create a flying broom with their spell-craft knowledge. The broom has a flight speed of 50 and maneuverability of Average. A green witch can cast her spells on the broom without making balance checks. If the broom is attacked, it has an +4 AC versus the witches own AC. If destroyed, the witch will automatically featherfall. It will take a witch 7 days to create a new broom after taking a day to gather the required components. For some unknown reason, Witches are unable to use invisibility while on their flying brooms.

Advanced Potion Craft (Su) A green witch can create any potion used to mimic a 1st-4th level spell from either the cleric or wizard's spell listing. They can only have up to 1 + their wisdom bonus in potions at any time. Their potions lasts four days per point of intelligence bonus.

Candy Witches are female spell-casters native to Candyland. Almost all are youthful in appearance, dressing in bright colours, with pretty decorations on their clothes, with blond or pink hair very common. Most are quite polite and pleasant, a little self obsessed but otherwise good citizens.  The majority are happy and helpful but a small number of them are vile spellcasters, intent on wrecking vengeance on those they believe have caused them grief.

Most Candy Witches make their living selling potions or minor magical trinkets. They get involved in the adventurers by their friends and allies who sometimes get in trouble and need help to get out of Candyland.

The evil Candy witches are those that have been spurned or tormented and they turn to vile magics to enact their revenge but in doing will horrifically wrinkle their skin and turn it green. Most often Candy Witches will not spurn their evil kin, and try to turn them back to good. Witches rarely fight each other, but each side will try to undermine the worst of their opposite kin. Fortunately, the good aligned witches vastly outnumber the evil ones and can sometimes convince the evil ones to help out in a plan for the common good.

Candy Covens
When three witchs of any type gather, they can form a coven to gain increased magical ability to serve their good cause. Most witches try to meet with their covens at least once a month to share tips and socialize.

Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities once a day: Bless, remove curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.

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. 

Sunday 21 February 2016

Pinocchio (Candyland)

A Candyland resident brought in to act as replacement children. Normally these reside with human or elf residents, acting as a servant and helping in mundane tasks. They often go out at night-time looking for some fun, this is when they get into trouble or find mates to adventure with.

Pinocchio  CR 3
N (G) Medium construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +2

DEFENSE

AC 16, touch 13, flat-footed 13 (+2 Dex, +3 natural)
HP 36 (3d10+20)
Fort +1, Ref +4, Will +0
Construct traits, hardness 1; Resist electricity 5, Cold 5
Weaknesses vulnerable to critical hits

OFFENSE

Speed 30 ft.
Melee 1 Hammer +6 (1d6)
Range 1 Slingshot +6 (1d4)

STATISTICS

Str 11, Dex 17, Con 10*, Int 10, Wis 8, Cha 13
Base Atk +6; CMB +3; CMD 16
Feats Weapon Finesse, Improved Initiative, Iron Will - B
Skills  Climb +3, Disguise +3 (+11 to appear human), Disable device +3, Perception +2, Profession (Farming, Fishing, Carving, etc) +5
Languages Common
Advancement: Above 3 HD they gain class levels, most tend to gain rogue levels.

SPECIAL ABILITIES

Spell Affinity: Unlike most constructs, human spells (charm, healing, etc) work normally on a Pinochio. They are healed by construct spells as well.

Human Appearance (Ex) Designed to fit the role of a human child, a pinocchio appears identical to one when 30 feet or more away. They gain +8 bonus on Disguise checks to appear human (but not to impersonate a specific human).

Vulnerable to critical hits - Despite being constructs, they are vulnerable to critical hits, although they cannot bleed


These were originally made by an famous wood-carver for parents who lost their children due to a curse. Most were loved and cared for for many years, but they were eventually put-aside as a new generation of human children were being born and they were no loner needed. A fey bard cast a spell to bring these marionettes to Candyland, and in doing so the magic of the realm brought them to life. Since this point, many have been adopted both to help in doing chores and care for children or other simple tasks. They are unaging but prone to being broken due to injury - this is how many become so brittle they are unable to continue in their tasks.

Most Pinocchios are happy to live their lives in a semi-human, existence. A few try to become more, to become fully human or to lose their humanity and to fully embrace their construct nature. Some skip out at night to go on fun adventures, and a few become embroiled in wild adventurers, on either side of the conflict - they generally don't care as long as they are having fun.

Individual Pinocchios are of any alignment, most tend towards good, but with the wrong influences, some will head in an evil direction, looking for wealth or to inflict cruelty for their own self above all else.

*Constructs on Nyssa gain 10 on their constitution scores. they do not gain benefits or hindrances from this ability score. As a general rule, this is a fixed number that does not change and they cannot lose hit points or be drained.

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.

Friday 19 February 2016

Bon Homme


Bon Homme  CR 8
NG Medium Elemental (Seven  Feet Tall)
Init +5; Senses darkvision 30 ft., low-light vision; Perception +7

DEFENSE
AC 19, touch 15, flat-footed 14 (+4 natural, +5 Dexterity)
HP  60 (8d8+24 con)
Fort +9, Ref +7, Will +2
Immune cold, Regenerate 5 hp / subzero temperatures
Weaknesses vulnerability to fire (Suffer -3 to all fire saves)

OFFENSE
Speed 50 ft.
Melee 2 Fists + (2d6+6/X4)
Range Snowball +12 (1d10/ X 4) or 3 X Snowball Blitz +8 (1d8)

STATISTICS
Str 21, Dex 20, Con 16, Int 13, Wis 11, Cha 15
Base Atk +10; CMB +10; CMD 25
Feats Weapon Focus (Snowball), Upgrade Weapon Damage, Increase Weapon Critical Range X 2

Skills
+9 Diplomacy, +7 Perception, +8 Performance (Dance, Sing and Instrument)+5 Knowledge (Elemental)+5 Track, +15 stealth (Bonus +8 on Stealth checks in winter)

SQ freeze

ECOLOGY
Environment any land (Quinois)
Organization solitary
Treasure Triple

Bon Homme est une créature de neige élémentaire des terres culturelles de l'élite . Leur tâche principale est de protéger les villages Quinois . Tandis habituellement jovial, ils peuvent être terrifiant si son de personnes sont menacées . Il aime se faire plaisir et de voir les autres avoir du plaisir aussi !

*  *  *  *  *  *  *

Bon Homme is an elemental creature of ice from the cultural lands of the elite. Their main job is protecting the Quinois villages. while ordinarily jovial, they can be terrifying if his
people are threatened. He loves to enjoy himself and see others have fun too!

...pour mon petite fille!

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.

Tuesday 16 February 2016

Winged Monkeys

Another one of the Candyland Monsters that will make an appearance at a local con I am doing very soon. This is a winged pest, that once served evil masters but today is mostly a nuisance.  They make a great companion for evil druids or witches.

Winged Monkeys
Small Sized Magical Beast

Init +1      
Senses low-light vision; Perception +3

AC 15, touch 13, flat-footed 13 (+2 natural, +2 Dex, +1 Size)
HP 16 (3d8+3)
Fort +5, Ref +5, Will +0 DR 1/cold iron

Speed 30 ft. Fly 50 (Average)
Melee 2 claws +4 (1d3+1), Bite +4 (1d4+1)
Special Attacks Swoop

Str 12, Dex 15, Con 14, Int 5, Wis 9, Cha 8
Base Atk +5; CMB +3; CMD 15

Feats Weapon Focus (claw),Multi-Attack
Skills Fly+10 , Perception+3 Survival +4, Stealth+3; Bonus +8 on Fly

Alignment: Neutral (Evil)
Environment Candyland
Organization Small Flock (3-12) o Large Flock (30 - 120)
Treasure Quarter 
Advancement 4-6 HD (Medium); 7-10 HD (Large)

Swoop: Gain a +3 bonus on a single claw attack  if they are able swoop down ten feet down during combat. 

It is believed these creatures were an experiment in cross-breeding by one of Candyland's former Witch Mistresses. They have since escaped and bred wild. 

At one time, their flocks numbered in the hundreds, and they could turn the bright pink sky black as they descended to attack creatures or travelers. But when their masters lost access to the huge revell (corn) fields, they could not be controlled and the flocks broke apart to look for food on their own. Now they mostly survive by raiding or harassing farmlands or sniping travelers.. They can be quite cunning, using their stealth to sneak in and take small objects but they usually just us their numbers to take what they want by strength.

This is the typical specimen, there are more advanced versions that sometimes advance HD in fighter, rogue or druid levels. Some evil druids select these creatures as minions but only if they have been to Candyland previously.

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.


Sunday 14 February 2016

Cupid - small angelic figures

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

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

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

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

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

Languages Common, Elven, Faerie.

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

SPECIAL ABILITIES

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

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

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

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

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

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

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

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


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

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

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