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Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Monday 9 May 2016

Table Rules

My House Rules - These are the assumed rules I use for running all games. Even when I run other system stories and I am gm, this is what I think should be the default. Again, most times unless it is appropriate, I just use these rules unless there`s apart of the story/game that dictates otherwise.


Clerics, except for raise dead spells, require only one spell component - their holy symbol, this is the rule for all spells regardless of the description in the PHB or other sources. Clerics are utterly tied to their holy symbol, which is why most will have more than one in their possession.  If they lose access to their holy symbol, they cannot cast any spells. One free feat clerics receive at first level is Create Holy Symbol. This requires 1 hour of prayer at an obelisk or holy site, (or six hours otherwise) and they must verbally say the required prayers. If they are unable to complete the verbal and somatic components, they cannot complete this ritual.

Wizards do not require spell components for spells less than 3rd level while in cities, as there is plenty of magical energies as a result of the obelisks or temples nearby. This is not assumed to be the case in remote areas. The dedication of the obelisk is unimportant, if it acts as a connection to the heavenly or demonic forces, it will still charge all spell casters as noted above.

Undead arise when anything dies and the corpse is not properly interned. Things killed by undead generally take 5-12 days, unless a shorter period is listed in the monsters description. If killed by anything else (including a natural death), it usually takes 21-40 days, and will usually arise as a Carcass (HD 1+.) Anything that dies in a settled area will be buried in either a druid's grove, temple's catacombs or public mausoleum usually called Tower of Sorrow. Searing Towers are an archaic tradition of cremation, especially in Phastia, the Desert Lands. Creating undead is perhaps the most vile and hated action imaginable, no society (evil or chaotic ones) condones it.

Constructs treat their HD number as their intelligence, wisdom and charisma scores until they reach 15 HD. If they have an intelligent score higher than 7, they can speak. Otherwise use as per the construct entry in the MM. Constructs have no soul at creation, though rare, it is possible for them to generate one. Some sentient constructs worship the Holy Cog, and can gain cleric levels in lawful forces.

Cosmology There are no stars in the sky. 4 moons dominate. The seasons, magic cycles, predictions are based on their relative locations. There are actually more than 100 moons all around, very few of them are ever actually visible without a telescope, but they all have meaning and most have specific connections to magic, fate and the gods. Weeks are also usually called the Ten-Day. Years are called Cycles. Months are often called Turns, and are each five weeks long there are 15 to a standard year. Holidays occur outside of the weeks.

Deities The High Gods cannot physically come to Nyssa, only their proxies or servants. Most gods have multiple domains, each will have a different proxy or Avatar. These are utterly and completely loyal. Demi-Gods are able to walk the land, but only in areas of their faithful.

Active vs Passive Skill Checks: If the player asks to do something, that is an active roll, and done as normal. At any time, a DM can roll at a half chance check to determine if they notice or realize something that just jumps into their heads, this is a passive roll.

Roll vs Role Playing: How they do something is equally important as a dice roll. For example with trap finding: If a player tells me what they are going to do or how they are going to check, if it fits the scenario, I give them a bonus to the skill check roll. If a player tells me look for traps, without any detail or description, they just roll the dice. This is how a non-thief can potentially disarm a trap, or convince a stranger to do something, or anything else in game, etc.

Low Magic My world is an assumed low magic item world, every dweomered item essentially decays over months (or years), so going into a dungeon they might find info, scrolls and coins, but all the 'Real Magic' has long since faded back into the Ether. Only items found on an outer-plane or at last partially stuck in the Ether can avoid this, but then once on Nyssa, the decay starts to happen. There are ways to avoid this, but usually only available at higher levels.

Free Character Change No penalty for changing characters: outside of a dungeon.  Go ahead, play what you want. Getting killed imposes a slight drop in level for starting a new character.

Dueling Proficiency: Most characters are proficient with both rapier and dagger, as duels are common and it is the weapon of choice for aristocrats and most soldiers. You can carry these anywhere. Many places allow dueling, as it's assumed that both parties consent. Even in places that do not allow dueling as a daily practice, it happens on Sword Day (last day of the Ten-Day week) as its a traditional fair day when competition happens. Duels, both for training and honor occur regularly. The majority of duels are stopped once three strikes happen or other stated condition.

Firearms are available in some remote locations much more common than urban ones. Though guns cannot be enchanted; ammunition can be. However, it is more common for ammunition to be made out of magical materials (like anthril), but is rare and expensive.

Spells or spell-like affects are not affected by critical or fumble rolls unless there are side rules specifically in the spell description.

Teleport Spell (5th level) can only be cast from one teleport pad to another. You must know the exact location of the second pad. If it is blocked (a simple cloth covering it) you cannot teleport through. It takes one hour to carve a temporary teleport insignia in sand (up to six hours if in stone.) The Greater Teleport (7th level) does not need a teleport pad to begin; but it always needs a teleport pad to go to.


A hoard of gold (especially coins) act as a blocker, which is one reasons why kings and dragons cannot be scryed. Top priority.

A hoard of silver (especially coins) acts as an enhancer to many spell & spell effects involving illusions.  Most Fey collect silver for this reason. Seconded priority.

A hoard of platinum (especially coins) prevents charm spells & effects. Some say this is why it is so rare. No Priority - works when there are more platinum in one central location.

A hoard of electrum (especially coins) prevents deception in spells or spell effects.

A hoard of copper coins prevents strength draining magic or effects. Giants always have tonnes of copper in their lairs.

Thursday 28 April 2016

Japeth - High Paladin, Lord of Protection, God of Courage


This was the first of the deities codes that I created for one of my games. A long time ago... I had a good player, but he always seemed to stretch what he could when running his paladin which caused many of the other players frustration. I wrote the code, and said that it was up to him to interpret him, but that I expected him to keep it. He did and always did a good job, and stepped up to game it in a good, consistent and fun way. It worked so well, I eventually wrote the codes as brief belief outlines for my other good aligned gods.

Japeth - God of Courage

Alignment: Lawful Good
Follower's Alignment: Any non-chaotic & non-evil
Associated Colour: Orange
Holy Days: Every Month or once a Tenday
Sacrifice: Tithe (10%) or twenty days of service every year
Patron: Paladin, Lawyers, Scribes, Politicians, Soldiers
Familiar Form: Tiger, Orange Fox
Domains: Good, Law, Protection, War
Prohibited Domains: Chaos, Darkness, Destruction, Evil, Madness, Trickery
Followers Titles: Paladin, Defender, Knight, Orange Sash Knight, General


God of Courage. High Paladin. Lord of the Holy. The sword and the shield. The protector. The ever-vigilant. These are the names for Japeth, the High Lord Paladin, defender of the weak. He is a hero, always willing to sacrifice himself for the greater cause. He is also brother to Cush, the Chaotic Evil Lord of bloodshed and murder, and always they fight in a eternal struggle. Yet, there are stories told of many adventures they undertook together

He is the patron of paladins, and all warriors who risk their lives to protect someone else. He is the celestial general and just as others follow him, so too his followers lead other mortals. Yet, unlike many mortals, Japeth knows he is a leader in wartime, and is a steadfast servant to His queen – Quanna. Studied experts also revere the High Lord, as they know that generals don't just lead because of grace or charm, but work and dedication to a cause.

Orange is the most often worn colour for his faithful, it represents tenacity of purpose. Many times, the devoted wear trim of gold, green, purple or brown to show their unity with other faiths. Perhaps because of the great devotion that mortal paladins show Japeth, he constantly tries to show his own willingness to serve others for he leads by example, an important tenet in the faith.

His familiar form is that of a tiger, large, strong and brave. It appears when invoked, ready to guard an important paladin or cleric. Often, they come not during battle, but in times of supposed safety, to remind the faithful that they must always be ready. These forms can be sent to the faithful, but do not remain under the command of a paladin, always to a cleric, and usually to someone protecting a holy site. An orange-tailed or a fully orange fur-skin animal is a common familiar type, that suddenly appears serving someone of the faith.

His avatar is a paladin, in full plate armor, and a golden vorpal sword; ready to strike down evil. They say few words, but may lead the faithful in a battle song. They stand in front of a leader, and will defend them at any cost. When accompanied by at least a dozen faithful, he can sing a song of sharpness, giving all other warriors within 200 feet of him, remarkable abilities with their own swords. At the battle of Thoresh, he slew avatars to both Keran and Cush; yet he fell from the massive damage inflicted by a greater tyrant.


Japeth’s Code
Remember, lead by example
Show honour to all
Obey the law
Protect the weak, our charge
Enforce the rules
And not your beliefs
Respect the enemy
But never let them see doubt
For we are brave, strong and true
Go in the name of Japeth
He will protect you, Always


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, 50% understand local common
 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 the 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.


Monday 11 April 2016

Candibodies (Candy Antibody Swarm)

Candibodies   (Candy Antibody)

NG Tiny vermin (extraplanar, swarm)                       CR 4
Int+10; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
hp 50 (6d8+36)
Fort +6, Ref +6, Will +4
DR 10/Evil; Immune swarm traits, weapon damage

OFFENSE
Speed Fly 40 ft. (good)
Melee swarm (3d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15), Candy Ray

STATISTICS
Str 1, Dex 20, Con 14, Int 6, Wis 13, Cha 13
Base Atk +5; CMB —; CMD —
Feats Dodge, Improved Initiative
Skills Fly +21, Perception +8
Languages Candinesse (understand, can not speak)

ECOLOGY
Environment Candyland
Organization solitary, pair, or pack (3–6)
Treasure None

SPECIAL ABILITIES

Candy Ray (Ex) Each candy in a Candibody swarm is equipped with a singular ray, able to inflict a small amount of damage. Each swarm can shoot in any number of directions a single time a round. The ray is a bright coloured jumble of colours, inflicting 1d4 damage to outsiders. (Treat as Magic Missile for defenses, etc)

Borrow Body (Ex): Though rare, sometimes a candibody swarm will inhabit a corpse in order to physically move the body to prevent further damage to it. During this time, they can also experience very recent memories of the fallen.

Appear as mass of small circular flying candies, its outside wrapper acting as wings, with one unblinking eye in front. They arise when outsiders cause damage to either the land, visitors or the fey inhabitants in Candyland. Each can shoot a colorful blast of energy, equivalent to a magic missile once a round. Act as a warning system more then a defense mechanism.

If the land is sprouting these candies to ward off a foe, then the land considers whatever it is to be a threat. All fae and their allies will treat a candibody as a trusted ally, and will do everything they can to assist a candibody in repelling the threat. Since nobody has ever seen a candibody except during times of crisis, everyone treats it such, and will do what they can to assist.


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.


Wednesday 16 March 2016

Night Gremlin

This is the gremlin creature inspired by 1984 movie of the same name as opposed to the system version. I've gotten rid of the transformation from cutie to monster, and instead of them multiplying by water, the leader (Primary Gremlin) is able to summon others of their kind.

Night Gremlin

Size/Type: Small Outsider (Native, Shadow)
Hit Dice: 13 hp (2d10+4 con)
Initiative: +3 (+3 Dex)
Speed: 20 ft
Armor Class: 16 (+3 Dex, +1 size, +2 Natural), touch 13, flat-footed 12
Base Atk +2           CMB +2           CMD 15
Full Attack: Bite +5 (1d2/18-20) or 2 Claws +4 (1d4)
Space/Reach: 5 ft/5
Special Attacks: Summoning A, Primary Master
Special Qualities: Low-light vision, Darkvision 60ft, Light Sensitivity, Vulnerability to Sunlight
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 17, Con 15, Int 10, Wis 8, Cha 10*
Skills: Climb, +3, Disable Device, +5, Escape Artist, +4, Perception, +4,  Stealth +7
Feats: Weapon Finesse, Multi-Attack
Environment: Plane of Shadow, Underground, any Urban
Alignment: Chaotic Evil
Organization: Gang (5-20), Throng (21-40), Cult (41-140)
Challenge Rating: 1
Treasure: Half

Primary Gremlin: Gremlin society revolves around a leader, called the Primary Gremlin, which are usually the first to arrive via teleport, Only the Primary Gremlin can summon their kin, he also makes sure that all other Gremlins follow his command. As long as the Gremlins are well fed, his pack will follow his orders. If the Primary Gremlin is killed, the tribe scatters. There is always only one primary, if others come to the location at the same time they either fight or accept his leadership. There are no elections in Night Gremlin society, the pack follows a leader or they destroy each other thru in-fighting. The Primary Gremlin is normally at least 2 HD above their common-kin.

Summon Night Gremlin A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice.

Light Sensitivity: In places of natural light, they suffer from -2 on attacks and saving throws

Vulnerability to Sunlight: They take a cumulative -1 dmg for every round in direct sunlight. Taking -2 on the second round, then -3 dmg, etc. When they reach 0 hp by sunlight they explode, inflicting 1d3 dmg/HD (Reflex DC 10+HD) to creatures within 10 feet. Night Gremlins can not be raised from the dead.


Night Gremlins are small sized abhorrent outsiders from another plane. They usually arrive by hitching a ride on summoning spells as extras, passengers when other beings are summoned, they ride along. They have green-blackish scaled skin, large ears, with sharp claws and teeth. All Night Gremlins are male, and no females of their kind have ever been seen on mortal planes - experts are unsure how they propagate their kin. Not seen as threatening, except if they are apart of their Cults which can grow to enormous size if the right conditions appear.

Annoying more than anything at the start, as the majority are low level that can be easily eliminated.
Their Cult needs a leader, and it can increase in size quickly if a single gremlin is able to establish dominance. If they have the food supply, they can grow their numbers quickly and overwhelm locations. But if they are hassled by personality or other conflicts, they are stuck in the single digits, and no Primary Gremlin emerges.

While intelligent, night gremlins are creatures of passion - they can spend days planning intricate strategy, and execute half the plan, but then lose themselves in a fit of jolly, bursting into laughter, or attacking one of their kin for failing a simple execution. Fortunately, they are limited due to their weakness to sunlight, unless they are deep underground or somewhere their foes cannot use the light to devastate them,

HD Advancement: Gain 6 skill points, 2 attribute points & 1d10 hp/HD

3 HD - Increase Natural Weapon Damage (1d4/1d6); Feat; Short teleport (20 ft)
4 HD - Increase Natural Weapon Damage (1d6/1d8), +1 Natural AC
5 HD - Increase Threat Range (+2), Summon Brethren B, Feat
6 HD - Increase Dexterity +4, Short teleport (100 ft); +1 Natural AC
7 HD - Increase Natural Weapon Damage (1d8/1d10), Summon Brethren C
8 HD - Increase Threat Range (+2); +1 Natural AC; Feat
9 HD - Increase Dexterity +4, Short teleport (500 ft); +1 Natural AC
10 HD - Increase Natural Weapon Damage (1d10/2d6) , Summon Brethren D; +1 Natural AC, Feat

Summon Brethren A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice
Summon Brethren B: 1/day they can summon 1d6 of their kin, if they roll 6, they roll 1d3 and  continue adding if they max the dice
Summon Brethren C: 2/day they can summon 1d8 of their kin, if they roll 8, they roll 1d4 and continue adding if they max the dice
Summon Brethren D: 3/day they can summon 1d12 of their kin, if they roll 12, they roll 1d6 and continue adding if they max the dice

Short teleport - They can do this 1+constitution bonus per day.

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.