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

Tuesday 22 May 2018

Common City Laws

Have been using some of these city laws for awhile in my games. In most cases, there was never a conversation between DM and players, but what they found out during the game sessions. While I love to play impromtu style, in many ways, having the set rules make it easier in many ways as I am consistent in my rulings.


Towers: In Nyssian speak, a Tower is a Guild, or a group of professionals. Most cities are run and controlled by the various Towers, thru the use of laws and bureaucracies. Some of the most common types of towers include: Sollus (Light), Spell (Wizard Training) Sorrow (Mortuary), Silence (Martial Arts), Sword (Military Training), Trade, Paper (Bureaucrats), Merchant or Work. Most cities have a Tower Council that runs most aspects of the cities bureaus and offices, that elect their own on the High Standing Council (Towerocracy) if other ruling governments are not preeminent. Religious holy sites called obelisks are also on the Towerocracy listing. Rich or otherwise powerful Nobles may also get a seat on the Council. The Chair is very rarely a voting seat. Many groups may get multiple seats that represent their prestige and political power, so it is rarely doled out equally.

Taxes: Most travel taxes are paid upon entry thru the city gates paid on the wealth you are carrying, usually coins or other pieces of value. You pay once every two weeks, so entry more than once in that two week cycle will not cause additional taxes, to areas under the same entity. Rates are based on wealth, status, identity and role: Low (5%), Medium (15%), High (30%.) Travel tax is different than tax day; anyone in the city must pay on that day set amounts. Some Nobles may have Right to Travel, which prevents taxation on their horse or person. Magic is rarely taxed unless it is in the form of wealth, armor or items of status.

Gambling: By Tower. Small groups of card or dice rollers take and place bets at specific time and places, they often flee when Lawful groups appear not that they are breaking laws but do not want to be observed. Casinos are temples of Fatanus (Lady Luck), that are located in large communities. They take bets on almost anything, but sports is the most common. There is a fee to enter the Casino, and taxes happen as soon as winning happen, not when you leave the building, usually 10-15% flat charge but it can be more, often in proportion to the bet/risk percentage. Many have tables and specific types of games that are outright rigged, usually there is one or several tables that is completely open to actual fate . Minotaurs and Clockworks are the most common guards. Magic is often hampered by fields.

Jube: This is the most known and feared drug usually referred to as Spice, this is often called the Dream Spice. Most lawful societies allow usage of almost any drugs in medical or religious purposes, but some are restricted by class or nobility. It is rarely illegal to consume, but to create or transport usually is. Jubal is the Lord of Nightmares and Shadows; God of Addicts. They have no obelisks but hovels where they go to consume their dread. While most other types of activity can be covered by bylaws, jube isn't; it is tolerated, never spoken of in polite company and offered assistance by workers of Darras, the dutiful God of the Poor. Addicts aren't technically arrested for being addicts but being drunk or disorderly or causing other problems in public; the unspoken rule is don't arrest anyone if not causing issues for others.

Prostitution: By Tower, Open or Restricted. Open is the rarest type. Nearly every general fetish is accommodated. Payment varies from 20 to 2000 gp depending upon the desired service. Celestial or Devilish or Elemental entertainers are available in most large cities. Protection is guaranteed, so is discretion. Very few good-aligned religions and no neutral ones have rules against this type of vice.

Religion: Except in the largest cities, churches are uncommon. Faith is practiced near an Obelisk which is dedicated to a specific deity or ideal. Many cities have state religion where a particular church or cult takes a flat fee from all taxes paid. The Lawful faiths ones have a strict adherence of what must be done, as well as how and when it should be done.

Slavery: More accustomed to indentured service than slavery, most are captured due to debt, breaking laws or being captured in battle. Normally after a set period of service (20 years) they are granted freedom and settling rights. Children cannot be held enslaved, women and progeny are always freed at a child's birth. Halflings, Ogres, Cat-Kin, Gnolls, & Goblins are the most common beings held; Dwarves can be held as prisoner but very rarely as slaves.  Many lawful and good groups oversee any slave in their area and use political pressure to free anyone they can. In Lawful Bound communities only Nobles with Right of the Chain may purchase slaves. Many communities permit Nobles to utilize slaves, but to a limit of three, five or ten outside of plantations. There may be no market square auctioning, or public lynching but it is seen by most as an evil, unjustice by most people.

Weapon Laws: Rapier, dagger or club can be carried by anyone, virtually anywhere. Some places have the same laws with the use of bow. Most professional adventurers have a license which usually costs from 5 to 50 gp for a year. Some locations have the Right to Carry; where Nobles can carry weapons without license.

Dueling: Most places have at least one day a week where anyone can duel without a witness. Nobles and Adventurers can duel as long as the other person also have the same right. It is not illegal to duel a non-noble or adventurer, but there will be questions if someone dies in a duel. Right of Honour gives Nobles the right to challenge those who have dishonoured them. Again, it is assumed that dueling is to the first three strikes, not death. If someone has a reputation for bloodshed, their actions are highly questioned, and legal experts often find a way to arrest or banish them.

Arena: Similar to Dueling laws except anyone that signs up for Arena fights has no recourse to get out of it later; death may occur though it is not specifically part of the deal. Gladiators are paid, given freedom from slavery or prison, or may be given other noble rights. It is never a one shot, often up to five duels must happen over a month or more. One of the few areas where magic combat openly occurs. Entry to the arena is usually between 1-4 s.p. and dueling occurs at least once a week. There is a continual standing of the top 50 warriors, who must defend their positions for wage and status.

Magic: There are few general rules regarding wizardly magic use. Some magic and users are heavily restricted, to the point where nearly every high level spell-caster stays away, whereas in Lyrria, the most powerful Wizards also virtually rule the entire nation. In most cities, clerics and their obelisks minimize the effect of potential spells as some types of spells (damage, cold, illusion, enchantment, etc) may be blocked. Also, in larger cities, higher level spells are blocked, so that 7th - 9th level spells cannot be cast within several miles. One benefit is that lower level spells, (0 & 1st, sometimes 2nd as well) are not lost when cast, so both clerics and wizard spells virtually guaranteed of being cast an unlimited number of times in cities.

Magic trinkets such as wands are often seized at the gate, to be handed back upon exit. Only weapons or armor are ignored, unless they are full of gems or valuable metals, then they are taxed at obvious value.

Nobility: Nobles represent those of power and stature, most often from wealth or past prestige. Many nobles have unique rights that citizens cannot normally obtain. While the first generation most often keep many of the rights of their parents, it does not descend a second generation unless it is earned. Depending upon the rules of the nation, Nobles have unique responsibilities. They cannot turn away from a request from an officer of the city or nation. They may not have entry fees to a city, but they have a yearly tax, on ALL of their wealth. They may be able to kill a low level commoner for insult but they cannot bad mouth the crown or it's officers.

Their magical rights are tattoos that show their capacity outside of regular laws. These must be shown if questioned. They are very difficult to fake.

Monday 7 May 2018

Spittunnia - Seed Spitting Potted Plant

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


Spittunnia Plant (Spitting Plant)

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

 DEFENSE

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

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

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

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

 SPECIAL ABILITIES

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

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

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

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

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

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


Monday 30 April 2018

Mathai – God of the Hunt; Patron of Rangers

Mathai – God of the Hunt

The arrow flying true. The revealer. The Holy Hunter. Mathai is the one who walks through the darkness to reveal what is there. He is an adventurer, a discoverer and a mystical leader. Always in their hearts his followers emerge from the darkness to overcome.

He is the patron of rangers and all individuals who venture out into the unknown. He is the urging spirit giving all people their wanderlust - to discover what was not known before. Often it is the individual who finds a great evil and must return home to tell the knights or wizards who can slay the beast. Or when people must flee with his guidance they find a sanctuary better than their previous home. Tenderfeet, elves, jahlen, charr and others have built cities in honour of the adventuring ranger who finds them a new home through his aid.  Although gifted with many skills, his followers aren't the best warriors. Stories tell of followers escaping from overwhelming odds through cunning or stealth. His followers believe that the best solution, such as stealth or trickery, is rarely the obvious one, like direct combat. Rather through wisdom, wit or will a better solution can be found.

Green is the most associated colour with his religion for most of his stories involve the forest. Clerics wear dark green tunics or robes with a brown, white or gold edge. Otherwise the rangers will choose colours that most help them blend in with the background environment. One little known druidic circle of his wears dark black tunics with a green edge.

His familiar form is most often a woodland creature: deer, bear, and panther invisible to all but the faithful. They move quickly to lead others in a great hunt versus a terrible foe. Elven tale spinners swear by a green furred deer that leads them to battle. These animal forms can rarely be requested; rather they appear to help rangers and others when the force of good can be helped.   His avatar form is an elder ranger, dressed in studded leather having an antler horned helm carrying a great bow. Never coming to speak, he leads others in a battle to the death. To help in this, the shadowy figure always carries at least six arrows of slaying to help bring down the enemies. He will never enter melee; he stands away from the battle using the arrows to help his allies’ at the most opportune times. At the battle of Oocho-Machat, Mathai' s Avatar stood accompanied by over a hundred Elven human, jahlen, tenderfeet and others to defeat an invading army.

His clerics are called guides, hunters or woodsmen; virtually all rangers revere the Great Hunter. There is no division between races, genders or urban versus rural folk among the faithful, all come to learn. One must do as one is called to do. There is rarely a sermons for the faithful, only personal lessons, as His faithful need not come to the obelisks for morals. Tithing is usually 5%; service time is five days a month (10% - months are 50 days), Yet those who cannot pay serve other way.
At the same time, if you can pay more, you do without being requested. There is plenty of differences between various peoples of the realm - what many find odd is that they do not try to assimilate, merely to serve while being who they are. Most faithful are non-lawful but almost always good aligned.

As always, the code is a personal one for followers - players should be feel to do as they want, as long as they are following the code AS THEY SEE FIT.

Mathai’s Code (CG, Patron of Rangers) 
Harm no one,
But let no harm come to yourself
Defend your rights,
But never take another’s away
Never attack first,
But strike the second blow quickly
Let not fear, laws or custom
Stop you from doing good
Evil is the common enemy
Protect the innocent
And destroy the wicked


Tuesday 24 April 2018

Along the city path; Adventure six (sorta)

The party sees the oncoming group, and look around and are unsure of what to do next and perhaps even more important, where to go. The cleric hears a feminine whisper in his ears, "Get to a doorway. Quickly." The party begins to increase their pace, Solauder, casts mirror image on himself for protection, as the cleric, wanting to increase the elves pace, picks him up to carry him along. The group reaches the first door they find, they realize there is a number of fairies among them.

Four small blue smurflings hanging on the dwarf, three smaller insect-legged grig on the elf, and a two-foot tall, green skinned winged fairy flying just off the cleric. Looking for assurance, Allfray tries to gauge the fae, and he gets no suspision or worries, so he opens the door and they go through. The room is occupied with two lovers on the bed in midst action, one of the fae casts a spell which changes the doorway, they look out and see a different alleyway than the brothel they came from, all step through. Now they are in that alleyway, a few hundred feet from where they once were, and already the doorway changes back into a door.

The fairy starts berating the group, explaining the urgency of their mission but Soulader turns it around and is showing considerable mistrust, he doesn't understand the mission as they usually have a simple task to complete. The green fairy tells them that the faeries were the ones who had started "hiring" the group, they were the benefactors, because the group did missions for both reward and honour.

Allfray inquires how could they have known, and the fairy explains that it was on the city map provided to them, and they had the messenger deliver it to them and it was written in Dral. Soulauder explains that Dral is an above ground, good-aligned dark skinned fey of Nyssa, this world. He may appear as one, but he is actually from another world, as his people are the Drow, very distinct in personality and outlook, he does not know the language. The fairy now identified as Abyssinia expresses her surprise and embarrassment, and agrees to help them interpret the city map. They take out the map, and places the papyrus holy symbol underneath, as the shows and incites fairy explains what must be touched and spoken to show the magic, as they follow the instructions, a different detail emerges. Allfray, a native of the city recognizes most of the spots identified, as he thinks about the areas, and touches the map, it changes, showing a more detailed view of each location.

Their mission consists of fixing something from each of these four sites:

The Sky Bridge, a little used, and very well maintained bridge over a now non-existent river.
The Shallow Well, a near empty and shallow well.
The third location, Allfray is unsure of
Finally, Sevel Aviary, created from an abandoned Seed Tower.

Since it is late, the group decides to take these missions up tomorrow morning. The Dwarf, has already started resting at a Tenderfoot pub with 17 smurflings as it seems every time one of them laughs, another one seems to come around. The Drow heads back to the pub where their drover allies congregate, joining in their ale and conversation.  The cleric returns to his residence at the small monastery for vespers, but he notices a small crowd already there. He feels uncomfortable as many of the eyes glaring at him. While they are welcome, he believes he is being watched.

Tomorrow, the adventure continues at the four sites.

*  *  *  *  *  *  *  *  *  *  *

We started late, and some of us had been imbibing for far too long, so we cut the game short. Very useful session though.

Saturday 21 April 2018

Magical Dungeon Fungus

Dwarven and Tenderfoot (Halfling) druids and clerics in my game world often specialize in magical fungi. They learn how to find and cultivate these fungi the same as above ground mates create potions. There are some subtle differences.


This is a mold that appears on almost anything in a dungeon in a two to five foot spread; it is non-sentient, and comes in a multitude of colours which reflects their magic and origin. It radiates a faint magical effect within a forty foot radius.  When either scratched or consumed it has a magical effect based on its colour. If consumed, the creature must make a Fort Save DC 11 or take 1d3 temporary constitution damage for 20 minutes. One gets the benefit whether one beats the poison effect or not. Many types do not need to be consumed, some just need to be breathed into the body. If one does not breathe or eat, such as a construct, the fungus has no potential effect.

If scrapped off from the object, the magic fades in 10d10 rounds and the entire fungus slowly fades. Some alchemists or underground druids have vials that can prolong the fungus indefinitely. Underground druids often try to keep these molds locations secret, as they can be perpetual sources of magic if they are properly harvested. Unfortunately, above ground humanoids just scratch the fungus, and release the magic in a one shot, instead of utilizing them over periods of time; those who understand the difference find this very wasteful on principle.

They are sold at around the same price points as magical potions. They can be enhanced, but via a secret known to underground druids or dwarven brew masters.

These are just the most common types of fungus known, there are many others.

Blue Fungus – healing, 1d6. Can work if the creature has been dead for less than one minute. If consumed twice or more in 24 hours, the second dose inflicts 2d8 damage, no save.

Red Fungus – Rage inducing, -4 on all will saves or skills involving involving mental activity or concentration for 10d6 minutes. Have temporary immunity to poison or weakness effects for the same time

Yellow Fungus: +3 on Calming skill checks or will saves involving mental activity or concentration. If used more than once in a three hour period, the consumer cannot maintain any concentration check for a 12 hour period.

Orange Fungus: +4 on bravery checks or saves for the next . If used more than once in an hourly period, this changes to a -2 penalty instead.

Green Fungus: +5 on saving throws versus poison for a two hour period. No benefit to multiple uses

Purple Fungus: Focusing, +6 on concentration or meditation effects or checks for ten minutes or until used.

White Fungus: Magic Absorbing, -2 on all magical saving throws; concentration check DC 15 to cast a spell within 60 ft of a white fungus

Silver Fungus: Spells have a 25% chance of rebounding on caster if cast within 50 ft of a silver fungus. If a spell is cast immediately after someone made their saving throw, increaase the rebound chance to 50% for the next two rounds.

Lavender Fungus: Unable to lie or decieve; |DC 23 to avoid this magic.

Thursday 12 April 2018

Cheribuk - Small Winged Angelic Baby with tiny black horns

Inspired by a computer game where you play an angel possessing creatures. Every time I wrote this up I didn't like it as a good creature forcing evil creatures to do their bidding. So I rewrote it as an evil possessing creature, and it works much better. I have used it a few times in my games.

Cheribuk
CE Small Outsider
Init +9 Senses Darkvision 60 ft.; Perception +15
 DEFENSE
AC 22 touch 16, flat-footed 17 (+5 Dex, +6 natural, +1 size)
hp 36 hp (8d10-8 con)
Fort +5, Ref +11, Will +7
Immune: electricity, polymorph, petrification, cold, poison; Resist: acid, sonic, fire 20; DR 10 / Good 
 OFFENSE
Speed 20 ft., Fly 50 ft. Avg
Melee +2 Dagger +16 (1d3+2)
Ranged Weapon +16 (1d3)
Special Attacks Possession
Spells Prepared (CL 12th Sorcerer)
 Spells: blur, detect magic, dispel magic, darkness, see invisible (3/day), tongues (1/day)

 STATISTICS
Str 5, Dex 21, Con 8, Int 15, Wis 21, Cha 15
Base Atk +8 CMB +7 CMD 22
Feats Improved Initiative, Imp Evasion, Uncanny Dodge
Skills +10 Bluff , +8 Knowledge (planes) , +8 Knowledge (Religion), +15 Perception , +13 Sense Motive , +19 Stealth
Languages Common, Elven, Angelic, Horn

 ECOLOGY
Environment  Urban
Organization  Solitary
Treasure Value Half

Cheribuk are a devilish spirit that exists to disrupt peace and order. The rare times they are seen in their actual forms, they appear as small winged babies, similar to the legendary cherubim, except they have small black wings and tiny black horns. Most times they will be encountered while possessing other beings, so foes rarely know that they are actually facing these creatures.

These devils reside in the mortal planes to cause problems for others, tempting creatures on the brink to fall over to the evil side. They are too busy with their plans and schemes to care about wealth or treasure, and they happily exit a body if their host is about to be caught for a crime. Their typical scenario is to exit a host after committing the crime and being arrested.

Cheribuk are horrible in combat directly, as they are very physically weak. However, what they do better than any other creature is to possess creatures, using them as others would use armor. While inside a host, they regenerate and take no damage while their host is attacked. They must be purged from their host to be affected by any spell.

Once they are possessing a host only a dispel evil will evict them from their host. Another way is to kill the host, as a Cheribuk are immediately forced from the host body if this happens.

When a Cheribuk leaves a host for whatever reason, they can act as normal, as it is a free action.
However, the former host will be stunned for the remainder of the round. The host will remember of all of his actions committed while the Cheribuk possessed him, however, the only thing the former host will know is that he was not in control of his body.

Possession: These creatures usually attack unaware beings, hoping in the bodies of mortal animals or humanoids by making a possession attack (+20), if they beat the creatures touch AC, the creature can make a will save vs DC 32. While a protection from evil spell or equivalent will prevent them from inhabiting the body but not purge the spirit if they are infesting someone. Creatures who wear holy symbols of their faith gain a +8 on their saving throws versus possession. Just wearing a holy symbol that you do not actively worship gets a +2 on their saving throw.

----
Inspired by the computer game Messiah, however, this is an evil version of the possessing angel you play in that game.

Friday 6 April 2018

Corrupt Hunter

Imagine you were a soldier, assigned to guard or invade a particularly evil spot, a part of a unit that was attacked by an evil entity. Neither you, nor any of your brothers-in-arms survive, instead you were corrupted into something entirely different, compelled to serve the force you once stood against. You know its wrong, yet you have no control, you exist merely at the whim of this Master, and do its dire bidding. This is the sad story of every corrupt hunter.


Corrupt Hunter

Type Inhuman
LE  Medium Outsider
Init +3; Perception +5

AC 15 touch 15, flat-footed 10 (+1 Dex, +4 Chain Mail ) 
HD 26 hp (4d10+4 con)
Fort +5, Ref +5, Will +0
Init +1, Senses Darkvision 60 ft; Perception +3
Speed 30

BAB +4  CMB +7  CMD 18
Melee  Long Sword +7 (1d6+3)
Range Long Bow +5 (1d6)
Special Qualities Formation Fighting, Detect as Undead
Special Defenses Dmg Reduction 2/Silver or Magic

Str 16 Con 13 Dex 13  Int 7 Wis 7 Cha 8
Typical Skills Handle Animal, Intimidate, Perception, Survival +3
Typical Feats Power Attack, Cleave, Track

Climate: Spirelands or Old South
Organization: Solitary, Group (2-5), Patrol (3-12) or Unit (30-60)
Challenge Rating: 3
Treasure: Half Standard
Alignment: Usually lawful evil
Advancement Range: By Class (Fighter or Barbarian)

Detect as Undead: While they are alive they detect as undead for the purposes of spells, but they cannot be turned, though it is a common next step for clerics once they are detected as such. Creatures still get bonuses for attacking them as undead such as a ranger's favoured enemy bonus.

Formation Fighting: They gain + 2 on combat and moral checks when fighting within 10 ft of another Corrupt Hunter and fighting the same threat. This is for attacks, damage and saving throws.

No Unit is Alone: Suffer a -2 on combat and moral checks if not within 200 feet of another Corrupt Hunter or if they are out of visual sight of another of their kind.

Corrupt Hunters were human soldiers that were lost in dungeons and then corrupted by otherworldly evil. Reappearing weeks after their disappearance, they have been changed and now keep to a strange secretive brotherhood. They exist midway between their past lives and their new evil devotion. It is not known if they actually have died but neither they nor their previous allies wish to be reminded of the past.

Their main task is warding adventurers away from their Masters lair, usually a well known evil location, often a temple, magic tower or place of teleportation streams. They patrol a primary site and keep an unfriendly eye on roadways looking for information and hunting trespassers. While disliked, they are often ignored as they throw around enough coins to be tolerated and help in shared tasks for a region such as patrolling borders or chasing criminals. Even when they help in such a shared task, they do so as a unit, never willingly interact with non-corrupt hunters. There are often rumors that they are involved in vile rituals, but rarely does any proof come to light.

Usually dressed in light chain mail, armed with shield and sword, many still wearing decorations of rank of when they were when alive, though everything they have is in a state of decay. Known for their elaborate formation rituals and keeping their distance from former friends and colleagues. Corrupt hunters that escape service to their Masters, live a life on the run and none speak about the horrors they have encountered.


Tuesday 3 April 2018

Mantarri (Flying Snow Ray)

A quiet animal, long the source of legends in the spirelands. Appear as a large white winged, flying snow ray.

Mantarri                                                                        CR 5
N Large Animal
Init +3 Senses Low-light vision; Perception +6
 DEFENSE
AC 20 touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
hp 52hp (7d8+21 con)
Fort +8, Ref +8, Will +2
Resist Cold 10 (+6 on ice or cold saving throws)
 OFFENSE
Speed Crawl 20 ft., Fly 50 (Good)
Melee Headbutt +10 (1d10+5), Tail Slap +7 (1d6+3)
Special Attack: Double damage from headbutt dive of 40 or more feet
 STATISTICS
Str 20, Dex 16, Con 16, Int 2, Wis 11, Cha 10
Base Atk +5 CMB +11 CMD 24
Feats Flyby Attack, Evasion, Wing-Over & Power Attack
Skills +15 Fly , +10 Survival, +6 Perception

 ECOLOGY
Environment  Spirelands or Cloud Islands
Organization  Solitary, Pair or Flock (4-16)    
Treasure Value none
Advancement 8-15 HD (Large)

A large flying manta ray, has light brown and white fur with a long, near-prehensile tail. Their wings range out between 12 to 20 feet wide. They can carry one large creature on their backs or up to 400 pounds of weight (flight speed reduced to 30 ft.)

While a Pegasi or Hippogrif are the preferred flying steed for the Spires, a Mantarri is a bit more common in the hinterlands. They can be fairly easily caught and trained; most are very loyal to their owners or trainers.

Most reside on the cloud isles, eating vegetation and avoiding contact with almost everything. A few fly down to feed on shrum in the Balashi's (snow whale) trail. Mantarri are peaceful creatures, and can be convinced to take others for a ride. Elven rangers have long used these animals when travelling in the cloud isles or most dangerous spires..

They cannot speak but many understand simple command phrases, similar to a dog or horse's tricks. They communicate with each other via high pitched clicks, inaudible to most humanoid creatures, but they can hear each other up to five miles away. While they can be spurred on by a trusted rider, they naturally flee from almost every encounter simply because they can. A few evil creatures will charm these rays to travel or transport goods. Some phaetox towns herd the mantarri to collect and gather their furs.

Combat
Mantarri begin by either charging their opponents or if possible diving. They have natural evasion, as they can always counter attack an enemy behind them with their tail slap.


Friday 30 March 2018

Oaster Bunny - Large, Anthromorphic Egg Sharing Hare

The Cult of Eggs is a small, group dedicated to promoting and protecting eggs of all kinds. It has a small following in every city, dedicated to creating potent magic eggs and hiding them in places for both other faithful members and the downtrodden.


Oaster Bunny      CR 6
NG Medium Fey
Init +9; Senses darkvision 60 ft., low-light vision; Perception +14

DEFENSE
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 65 (10d6+30); fast healing 2
Fort +6, Ref +12, Will +9
Defensive Abilities Rabbit's Foot; Immune mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun; SR 19

OFFENSE
Speed 40 ft., Jump 120 ft
Melee +3 Dagger +13 (1d4+5), bite +15 (1d3 / 15/X4)
Ranged +2 Long Bow +12 (1d8)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 10th; concentration +16)
Spells—Invisibility & dimension door (5/day) or ethereal jaunt (2/day)

STATISTICS
Str 14, Dex 20, Con 16, Int 15, Wis 12, Cha 23
Base Atk +10; CMB +7; CMD 22 (26 vs. trip)
Feats Dimensional Agility, Dimensional Agility, Improved Initiative, Weapon Finesse, Multi-Attack
Skills Acrobatics +24 (+10 to jump), Bluff +16, Perception +14, Sense Motive +14, Stealth +21, Craft (Painting) +10
Languages Common, Elven, Sylvan, Horn, Phaetox

ECOLOGY

Environment Wonderland (Faerie)
Organization solitary
Treasure standard
Advancement: Ranger or Rogue

SPECIAL ABILITIES

Colouring Display: With a touch, the Oaster Bunny can create colourful displays in decorative styles. While each display is unique, although many patterns are repeatedly used.

Rabbit's Foot Luck (Su) The Oaster Bunny adds double their Charisma bonus as a luck bonus to saving throws. They can split this up any number of times.

Sneak Attack: This special attack can only be done immediately after their a dimension door or exiting their invisibility effect.

Description
As large and slim as a typical elf, the Oaster Bunny is similar to local hares, having smooth white, light brown or golden fur with large floppy or upright ears. It often wears a fine suit in bright colors such as lavender and royal purple if going to a celebration or wearing fatigues if needing camouflage.

He (or she) has long been a near mythical figure that helps to both protect young and innocent creatures and deliver the highly treasured Oaster Eggs. While associated with the Cult of Eggs, it gives aid to the downtrodden and the faithful. It seeks the faithful to reward for both acts of bravery and faith - what many misunderstand is that it is the display of faith, not necessarily a specific religion, though it's always a good alignment. They come once a year, to both help and reward the faithful by distributing the highly valued eggs, often by hiding them so the non faithful cannot locate them.


Magic Items

Oaster Eggs: These are small and often highly decorated eggs are flavourful and greatly desired. They often contain magic, which duplicates a potion effect, counters poison or give other minor benefits. They usually come hidden in groups of 7-12 eggs. 

Oaster Carrots:  These small carrots when consumed can boost a specific ability score by +6 for up to one hour. They usually come in groups of 2-4 carrots.

Oaster Figures These figurines are made of a sweet substance, when consumed it transforms the imbiber into a rabbit or other small woodland creature. This change happens for no more than twenty minutes. While rare, some followers petition the Cult of Egg for a variation of this transformation magic effect to change into another type of animal.

Wednesday 21 February 2018

Balashi (Snow Whale) - Gargantuan Animal with a hypnotic song

My default playland is a campaign that I created years ago - one on oceans of snow, ice and cold with small little islands of violence and tranquility. Most activity happens on these islands - either on top of spires or in gardens that are surrounded by magical pillars. In theory, the way to get to and fro is to travel the oceans of snow. While there are magical flying ships or magic at higher levels, at lower levels a lot of time a big part of the game is getting from those points. These snow whales are always in the background, always a danger, simply because of their size and strength.

Balashi - Snow Whale

N Medium Magical Beast
Init -1 Senses Darkvision 60 ft.; +17 Perception

 DEFENSE
AC 21 touch 9, flat-footed 21 (-1 Dex, +12 natural)
hp 187 hp (15d10+105 con)
Fort +16, Ref +8, Will +5
Resist Water or Cold Spells DR 30

 OFFENSE
Speed Swim 75 ft. (Snow) or 50 ft (Ice)
Melee Tail Slap +25 (4d10+10) or Bite +20 (3d10+8)
Special Attacks Capsize & Song of Peace

 STATISTICS
Str 30, Dex 8, Con 25, Int 10, Wis 11, Cha 15
Base Atk +15 CMB +29 CMD 38
Feats Diehard, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills +17 Perception, -10 Stealth, +33 Swim
Languages Balashi

 ECOLOGY
Environment any oceans
Organization solitary, pair, or pod (3–16)
Treasure Half (swallowed)
Advancement 16-25 HD

 SPECIAL ABILITIES

Song of Peace (Will DC 19 or Will DC 25) Long heralded for their wondrous music, what many people fail to realize is their music has the ability to lull people into a sense of peace and relaxation. Those who hear the music are usually lulled into a mild relaxation, but able to act normally. When threatened, the balashi increases the intensity of their songs, those who hear the wondrous music for two rounds or less, must make a DC 19 saving or fall into a semi-comatose sleep, able to take actions to defend themselves but unable to take violent actions against the snow whale. Those who hear the music for more than nine rounds must save vs Will DC 25 or fall into the same stupor. This music has a 500 meter range.

Capsize (Ex) A whale can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the captain's Profession (sailor) check, whichever is higher. For each size category the ship is larger than the whale's size, the whale takes a cumulative –10 penalty on this CMB check..

Monday 12 February 2018

Pink Unicorn

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

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

DEFENSE

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

OFFENSE

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

STATISTICS

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

ECOLOGY

Environment temperate sylvan forests
Treasure Gems (Usually Rhinestones)

SPECIAL ABILITIES

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

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

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

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

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

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




Monday 5 February 2018

Anchor Cat (Prison Cats)

Anytime players see small cats in a dungeon, it's usually these buggers. Small, unassuming but they have a powerful effect, as they can virtually eliminate teleportation.

Anchor Cat
NG Medium Magical Beast
Init +9 Senses Darkvision 60 ft.; Perception +14
 DEFENSE
AC 15 touch 15, flat-footed 10 (+5 Dex)
hp 22hp (4d10+0 con)
Fort +4, Ref +9, Will +2
 OFFENSE
Speed 30 ft.
Melee Claw +9/+9 (1d3) Bite +5 (1d4)
Special Attack Pounce, Slow Bleed, Dimensional Anchor
 STATISTICS
Str 5, Dex 20, Con 10, Int 10, Wis 12, Cha 15
Base Atk +4 CMB +1 CMD 16
Feats Weapon Finesse (2 claws), Improved Initiative
Skills 8 Skill Points , +5 Acrobatics , +14 Perception , +16 Stealth

 ECOLOGY
Environment     Any land, usually in Settlements
Organization     Solitary
Treasure Value  None  
Advancement    5-12 HD (Small), 13-20 HD (Small)

 SPECIAL ABILITIES
Skills: Cats receive a +8 racial bonus to Stealth and Perception checks

Pounce (Ex): If an anchor cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Slow Bleed: Creatures struck or bit by an Anchor Cat have a long lasting bleed. Treat as a confirmed critical, roll 2d6 for the number of rounds they are affected. They bleed 1 dmg for every round. Any additional damage, adds 2d6 for the cumulative number of rounds they will continue to bleed. Any magical healing or effect used will immediately stop this bleeding. Affected creatures never have more than one bleeding woundm multiple attacks increase duration not the number of wounds.

Dimensional Anchor (Su): An anchor cat can block dimensional travel as dimensional anchor as a 17th level Sorcerer once per round as a free action. If the anchor cat can no longer see the target, the effect ends. The ability effects only a single target at a time; if the anchor cat uses this ability on a second target, the first target is freed from the effect. These cats understand magic and psionics and have a good chance of predicting who the caster will be to target their anchor effect on.

A tiny, furry, multi-coloured cat walks out into the room, and every prisoner in the yard seems to keep a safe distance from it.

There are many legends of where Anchor Cats came from but many scholars believe it was in ancient prisons, where the Tarrin, also known as the Eternal Ones, kept the first known unhuman prisoners.

Their origin story speaks of them as cats that were originally brought to Tarran to hunt for vermin. Over time they became linked to the Eternal plane, learning to absorb the prison energy to trap creatures, especially limiting others ability to teleport away, thus essentially anchoring them. After realizing the cats usefulness, the Tarrin made hunting trips to the mortal lands, letting the cats accompany them, and it was the cats that sometimes left their masters to inhabit the mortal planes, in communities all over various worlds.

On Nyssa they first became beloved pets of  the Elder Elves, then Tenderfeet and then to Horn-Kin. Few people fully know their capabilities, they simply accept that they are both pets and defenders, not just of typical vermin but other external and invisible threats.

Anchor cats care nothing about treasure or knowledge, only that their and their allies are not being trampled on. They don't need to be directly cared for, but that doesn't stop them looking for attention. They care little about alignment, only that their owner treats them well and it doesn't see their Master treat others badly.Many evil creatures with an affinity for animals could keep these protective animals in their care.

It is assumed every prison will have prison cats, even if they aren't anchor cats, it is considered bad luck if you go more than three days without seeing a cat.

Tuesday 30 January 2018

Flesh Ghoul (Living Humanoid with Transparent Skin)

Flesh Ghouls are a scourge in the Spirelands, feared for both their transparent skin and their cannibalistic tendencies. Many believe they are true undead ghouls, but this is untrue - they have twisted ghoulish tendencies but are very much alive with many bad habits and traits.

They are raiders and have little need of trading or adventurous allies. They prefer to attack trading caravans or stealing from smaller Spireland communities. When they attack, they kill what they can and then take anything they need to fill up their larder. Most prisoners are locked up in cages, and half the time they are feasted upon within weeks, the other half they die from ignorance.

Most Flesh Ghouls believe in whoever is the strongest (or smartest or fastest) can lead, but they do so only until their cupboard is bare. While there are sometimes outright revolt, that is not their typical style, most that are unhappy, just leave.

Flesh Ghouls have much the same relationship with their kin, the strongest male usually leads their household, yet some of their matings are equal and more balanced between the partners. Their children are born with some colour in their flesh, but gradually lose it before they reach ten years.

While the overwhelming majority of Flesh Ghouls have twisted habits but like most species, there are variants, but these non-evil versions have few options except to escape.


Flesh Ghoul  

CR 3
NE Humanoid Init +2
Senses detect life, low-light vision; Perception +5

DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 from Dodge)
hp 13 (3d8)
Fort +3, Ref +3, Will +1
Opponents gain -2 to hit them in melee, -4 to hit if using missile weapons

OFFENSE
Speed 30 ft.
Melee short sword +3 (1d6+2)
Ranged short bow +4 (1d6)
Space 5 ft.; Reach 5 ft.

STATISTICS Str 13, Dex 14, Con 10, Int 8, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats: Dodge & Mobility
Skills Escape Artist +5, Perception +5, Stealth +7
Languages Common, Goblin

ECOLOGY
Environment Remote Locations
Organization Gangs (3-12)
Treasure Half
Advancement: By HD or class

SPECIAL ABILITIES
Transparent Skin provides significant advantage, as long as they do not wear armor, opponents gain a -2 if they attack them using melee weapons. If they are using missile weapons within 30 ft, they take a similar -2 disadvantage. If more than 30 ft away this increases to -4 disadvantage. If their opponent is more than 30 feet away, they take -6.

High Level Abilities
4 HD Gain + 2 to any 2 Ability Scores; +1 to AC; +5 skill points
5 HD Rage (1/day); +5 skill points; Gain new feat, Dmg Reduction 2 /Silver
6 HD +1 to AC; +5 skill points; Poisonous Touch
7 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat
8 HD Rage (2/day); +1 to AC; +5 skill points; Dmg Reduction 5 /+1
9 HD +5 skill points; Immunity to Poison; Poisonous Touch (DC 18)
10 HD Gain + 2 to any 3 Ability Scores; Rage (3/day); +1 to AC; +10 skill points; Dmg Red 10 /+1

Flesh Ghouls rarely deviate from this HD schedule before 11th Level. If they do take non-core HD then they cannot take further levels from this schedule. Their most often choices are: Rouge, Fighter, Ranger, Cleric & Sorcerer.

Poisonous Touch: By touching an opponent, they inflict a weakening effect, causing a -1 to physical attacks for up to one hour. The opponent must beat a DC 15 to avoid this poison. If their opponent makes this save, they are immune to further attacks for the next 24 hours. If they roll a natural one on the saving throw, the effect is doubled and lasts for six hours. They can do this three times a day.


Inspired by the Nehwonian Ghoul from Fritz Lieber's Fahrd and the Grey Mouser Series.

Monday 22 January 2018

Low Level Swamp Encounter Table


Jungle Encounter Table (2d12) 

02 Trap (Pit, Falling Logs, Falling Net)
03 Wood Statue (25% Wood Golem, CR4)
04 Spider, Giant (#1d6, CR 1)
05 Dryad                                          (#1d2, CR 3)
06 Cultist                                         (1d4 HD, 1d4)
07 Crocodile                                   (CR 2, 1d3)
08 Lepers or Outcast                         (# 1d4, 1d2 HD)
09 Merchants                                     (# 2d4 ~ 1d4 HD)
10 Undead, Carcass                         (# 1d6, CR 1)
11 Shocker Lizard                           (# 1d4, CR 2)
12 Snake, Anaconda                       (# 1d4, CR 2)
13 Plant (assassin vine)                    (# 1d4, CR 2)
14 Ooze, Garden                             (# 1d4, CR 2)
15 Patrol                                           (# 2d4 ~ 1d4 HD)
16 Gargoyle, (covered with vines)   (# 1d3 ~ CR 4)  **
17 Boggard                                     (1d4 ~ 2 HD)
18 Fey giant toad                             (#1d3, CR 3)
19 Harpy                                        (#1d2, CR 4)
20 Flytrap                                        (#1d3, CR 3)
21 Iron Cobra                                  (#1d4, CR 2)
22 Poison Frog                                 (#1d3, CR 2)
23 Barghest                                     (#1d2, CR 4)
24 Stirge Swarm                              (#1d12, CR 2)

Start with a 5 out of 20 chance encounter. If no encounter is found, reroll and increase the likelihood by +1 every three hours or when the party makes noise / affects the environment.


Typical Jungle Humanoid
2 Leshy (# 2-4,  2-4 HD, Any G or N)
3           Boggard                       (# 3-6,  1-4 HD, Any E)
4 Horn (Minotaur-kin)   (# 1-2,  4-7 HD, Any)
6-10 Lizardith                      (# 1-2,  2-4 HD, Any)
11-13 Human (# 1-20,  1-3 HD, Any)
14-15 Elf (Green Elf)            (# 3-6,  1-3 HD, Any G)
16 Changeling                   (# 1-2,  2-4 HD, Any)
17 Ghoran (# 2-4,  2-5 HD, Any)
18 Goblin                          (#5-8, 1-2 HD, LE)
19 Suli                              (# 1-2,  2-4 HD, Any) 
20 Clockwork                   (# 1-2,  2-4 HD, Any Non-C)

Alternates - when you want to switch out a roll
Bog Lights
Large Hanging Web-Coccoon
Green-skinned Swamp Beavers
Sinkhole
True Dead hammered to tree or chained down
Abandoned home (or one belonging to a farmer, recluse, witch, seer, artist)
Derelict Cart

Friday 19 January 2018

Swamp Swimmer (Dianoga)

Every now and then I am hit by a sudden blast of nostalgia and think of an old toy or game or song that I want to use in my game inspired write-ups. This was definitely one of them. I was looking for the trash monster (Dianoga) from the original Star Wars movie, didn't see it quickly online, and decided to write it up.


Swamp Swimmer (Dianoga)

CN Large aberration
Init +6; Senses blindsight 60 ft.; Perception +5

AC 21, touch 12, flat-footed 17 (-1 Size, +3 Dex, +8 natural)
hp 60hp (8d8+24 con)
Fort +5, Ref +7, Will +6
Defensive Abilities freedom of movement

Speed 20 ft., Swim 40 ft.
Melee bite +11 (1d8+5), 3 tentacles +8 (1d4+3)
Space 5 ft.; Reach 10 ft.

Str 21, Dex 16, Con 18, Int 5, Wis 11, Cha 7
Base Atk +11; CMB +11; CMD 24
Feats Blind-Fight, Improved Initiative, Lightning Reflexes, Power Attack
Skills Swim +15, Perception +5, Stealth +17 (Bonus +10 Stealth and Swim in water or swampy environments)
Languages None spoken (some may understand lizardith or common)
SQ Change colour (add +10 to stealth checks for up to 10 minutes)

Environment Swamp or forest (prefers a wet environment)
Organization solitary
Treasure Incidental
Advancement Large (9 - 15 HD), Huge (16-24 HD)

This creature appears to be a large green-grey slug with at least five ten foot long tentacles and a single eye on a stalk that it can subtly raise out of the water to view everything around it.  It hunts in watery or swampy areas, using it's camouflage abilities to sneak up to their prey. While it can survive on oozes and small creatures that reside in swampy areas, it prefers to hunt larger more intelligent things. Some Swamp Swimmers learn to drown their opponents then store the carcases underwater to feed on them later.

They are equally as active during the day or night. They are solitary creatures, budding one or two tadpole offspring every four to five years, that swim off to survive on their own without need of nurturing.

Many lizardith bards, druids & rangers prefer a Swamp Swimmer to accompany them in their tasks. Unless compelled to, Swamp Swimmers prefer to stick to watery areas, but it can survive for weeks away from its natural habitat. 


Tuesday 16 January 2018

Finding Unlost Items - Third Game Session

Sent by their team to accompany a caravan wagon in their standard routine both unpacking the goods and handling town security in a long, monotonous route, spending days in the wagon travelling between the barren towns. The communities in the far north are mostly on high island spires, more than a mile above the frozen tundra.  After three weeks of travel the group is taken aside, asked if they want to take on a mission, to help a Master-Smith locate a missing tool. They agree and the caravan turns off their course to go to a spire out of their way.

Once reaching the spire the team departs, told they have ten days to complete their mission. Before they even reach the path going up, a group of soldiers greets them and informs the team they are going to accompany them to the town above. The team hesitates, unsure if they want this to happen but they relent. The trip up is long but free from distractions.

At the top, they see a small city in pristine condition, the roads & gates into the city heavily covered by soldiers, but what they find odd is that they are all in very different uniforms and designs. They realize there is not one army but multiple units from various cities. They learn the city of Fonnashi, has been hit repeatedly by a plague, that causes sickness, rapid aging and death. They have received help from its various neighbours in trying to defeat whatever has been infecting the town. While it has been put down, the plague always returns.

The team wants to learn about this plague so they seek out the nearest obelisk (church) to find a cleric and find the largest nearby one is dedicated to Casna, Lord of Laws. They inquire about the city, its history and the plague and find out the plague is not continuous, but something that has hit the city repeatedly. Nobody is sure why or how it spreads. Magic can detect it, but only after it has infected a carrier, most often rats or other vermin. While it hasn't killed a huge number the fear has driven most inhabitants away.

Not sure how to help the city, the group refocuses on their primary mission - and head towards the large, impressive Forge Tower. They enter to find a busy workplace, inside are a dozen dwarves in the midst of their duties slowly building devices and shaping the furnace fires. The Dwarven workers slow as they watch the group come in and look around. All but one of the dwarves look very old and frail, far more feeble than they would have expected. The team asks questions about the ongoing curse but also about their jobs at the forge and why the difference between the dwarves. One of them speaks up and says that the others are near obsessed with production, very rarely leaving the furnaces. When asked about the city, the same younger dwarf says that people get in a fit when a new case is found, but the population had long left in patches over the last 20 years.

They ask about Kossail, the Master-Smith who they were asked to assist, and the dwarves point to a large double door, quite elegant as opposed to the bare and simple decorations and furnishings in the rest of the area. They tell the party that he is an ally but a distant one, mostly concerned with his own efforts. Those who hire him, do so if they have the coin and the materials, many are people from away, not just from the spirelands but many coming to this place just to speak with him. He is distant but dutiful, every month he pays his shares to the Furnace.

Going through the doors they are impressed with decor of a higher substance, intricate detailing showing craftsman of different regions and processors. They immediate see a substantial supply of weapons laid out on racks, various styles and makes. In the center of the room is an intense covered furnace of a completely different style than the dwarves. Solauder, the Drow Sorcerer feels a connection to the warmth here, one unlike he's found anywhere else in the world. Upon concentration, his hands once again covered in holy flame, as it once was. He feels the power, and energy and connection with his magic unlike anywhere else. Near the heat, there are two small grotesque figures, one with angelic wings and markings of peace, the other with cloven hooves, demonic horns and pitchfork. Their eyes seem to turn to watch any who approach too closely.

Kossail, the older man in his full furnace apron and gloves greets them, he is human but something about him looks off. He is quite formal and asks if they need his abilities as a builder. They explain that they have been hired to help him, and ask what it is he needs. The artisan tells them he has misplaced a hammering tool, one that is quite important as he is unable to get proper replacements here. His friends have been looking for it, but even with their spells, they are unable to find it. The only thing he is certain is that it's not far away...it has to be somewhere in the city, as he would know if it was taken farther away.

The drow believes that something is not exactly right, he goes toward the furnace, it is more than what he initially thought, is this an actual connection to the plane of flames? Here in this world, this world. Approaching the flames he feels the burning warmth, then his eyes open and realizes the room as being separate from the realm, the statues are in fact living figures, and Kossail is not a man, but a figure of light, something not of this mortal world, nothing here in this room is.

When asked what he is, where they are, Kossail tells him he is exactly what he appears to be - a builder, just not one from this world. He finds it highly useful for him to be here, on a mortal world. He needs the missing tool, someone has taken it, and he believes it is someone that knows what he is and is trying to hurt him.

The team asks if he can assist them in their task, and he believes so. He gives them a charged arrow amulet, and tells them they can seek out what they need. Stepping back, the drow concentrates on the carving horn. He gets no images. Something is missing, something isn't right. They are not sure what it is. Concentrating again about the plague, he is given directions in his mind, a path heading away.

They leave right away, going towards a much poorer section of the city. They head through an unholy area, supported by a small obelisk to Keran, the dark Lord. No worshipers or other dark features, just menacing. Going into low society housing, where many of the poorer folk reside, they go to a tenement building. Mostly abandoned, just like the rest of the city.

Some of the locals see them, and come out to assist. The tenets open the door and give directions to things in the area that might be helpful. Like the dwarves, they all seem older than they should be.  Making their way through the house, the go through the near abandoned house reaching
stairs heading down...as they do they enter the dark basement, and in a few minutes face three large translucent rats, with a dark greenish smudge on them. Taking defensive stances they move forward, but the rats, jump towards them. Using their spells, they take one out right away as the dwarven fighter blasts forward, smashing another one down. The last rat scratches but misses his aim, as the spells and blade of the dwarf  take it out. They gather up some of the droppings into a glass vial, then doing as they always do use Holy Sand to eradicate the scrappings of the dead rats. They head back to Kossail with a few more questions.


Tuesday 2 January 2018

Rhinto - Hunting Hound with a prominent forehead horn

A hunter's hound long feared when they hunt in packs. Long associated with goblins and other evil hunters, but it is more how they are raised than the animal itself. Some are trained to excel in running and have running speeds far beyond what is listed below.

Rhinto (sometimes called Rhint Dog)
CN Medium Sized magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7

DEFENSE

AC 15, touch 12, flat-footed 13; (+3 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +1
+4 on saves vs cold

OFFENSE

Speed 40 ft.
Melee gore +5 (1d6+4), bite +3 (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, X3 dmg)

STATISTICS

Str 17, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Weapon Focus (horn)
Skills Perception +4, Survival +3 (+7 in forests)
Languages Understand bits of their master's language

ECOLOGY

Environment temperate forests
Organization solitary or hunt (3–6)
Treasure none
Advancement: Medium (3 - 6 HD), Large (7-12 HD)

SPECIAL ABILITIES

Powerful Charge: If a Rhinto is able to do a full charge on it's first attack, it's gore can do triple damage on a confirmed critical hit.

A Rhinto is thought by many to be a breed of hound breed by goblins to help in their night raids. It appears to be a medium-sized, black skinned hound with a hand sized horn in the middle of it's forehead. It is an aggressive animal that hunts in small packs, what it devours is always the nearest creature in their path. Violent and seemingly always hungry, they are greatly feared by many people. They are taught to rarely bark, they wait until they are in the midst of their attacks.

Yet as harsh as these creatures are assumed are, many rangers have seen a playful, loving side to them. If they are raised properly, around their pack, and given enough food and time to play and learn camaraderie -  another less savage side appears.

Saturday 30 December 2017

Astyral Swarm - Ghost fishes found in dungeons

An Astyral Swarm is a silvery ghost fish, they swim in a misty otherworldly fog, that comes from nowhere and goes to more of the same. They are creepily calming, and some dungeon walkers seek them out to either watch their ethereal displays or to feed on their famed succulence.


Astyral Swarm 

N Tiny Magical Beast (Aquatic) (Incorporeal)
Init +7; Senses blindsense 30 ft., keen scent, low-light vision; Perception +3

DEFENSE
AC 18 touch 18, flat-footed 13 (+1 deflection, +5 Dex, +2 size)
hp 30hp (4d10+8 con), Individual hp 7
Fort +6, Ref +9, Will +2
Defensive Abilities swarm traits

OFFENSE
Speed swim 30 ft.
Melee Individual Prime Bite +11 (1d3 dmg)
Melee Astyral swarm (3d6)
Space 10 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 21, Con 15, Int 1, Wis 12, Cha 12
Base Atk +4 CMB +2 CMD 17

Feats Improved Initiative, Skill Focus (Stealth)
Skills +17 Stealth , +16 Swim; +8 Bonus to Swim Score

ECOLOGY
Environment Dungeon and Astyral
Organization Shoal (2–5 swarms), or school (6–10 swarms)
Treasure none

Astyral Flippers are an otherworldly fish that can exist in multiple planes. They are small, thin, and silvery fish with a colourful stripe on their bellies. They swim in the Astyral, a fog like mist that while exists primarily in the Astral plane, seeps into everywhere that magic exists. For mortals, they appear like ghost fishes swimming in a mist coming from literally nowhere going to the same, strangely a calming presence.

Most times the swarm swims through an area, and if a party simply waits a few minutes, the swarm will pass back into the Astral. If the party attempts to interact with the fishes, and attacks the fish, there is a 25% cumulative chance per round the swarm will swim closer to the prime world, and then use the swarm attack damage. Once fully in the prime, they have a 10% chance (non-cumulative) of leaving. every round

The Astyral Flipper is an incredible, indescribable taste, and many foodies are willing to pay small sums (250+ gp) for the chance of trying it as it's taste is legendary. There is no known way of cultivating them, they must be caught individually and in the wild.


Saturday 23 December 2017

Ice Hag often called Ice Crone


This is the default hag on my world, as icy conditions predominate. They are usually found in icy caves, found throughout the realm in virtually every location.

Night Crone
NE  Large Humanoid
Init +1 Sense Perception +9, Nightvision 120 ft
 DEFENSE
A C 19 touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
hp 76hp (9d8+36 con)
Fort +10, Ref +4, Will +4
Dmg Reduction 9/Blunt, Darkvision, Spell Resistance 18
 OFFENSE
Speed 40 ft., Climb 40 ft.
Melee 2 Claws +12 (1d6+7), Bite +8 (1d8+2)
Ranged Icy Staff +6 (1d10+12)
Special Attacks Charming Gaze (DC 18)

Spell Like Abilities (CL 11th)
At will: Meld with Ice, Chill metal, Pass without Trace, Icy Sheen (+4 to AC) 
Snowball swarm (5/day, 3d8 dmg), Wall of ice (3/day).

 STATISTICS
Str 25, Dex 12, Con 18, Int 13, Wis 13, Cha 10
Base Atk +6 CMB +14 CMD 25
Feats Blind-Fight, Combat Casting, Dodge, Mobility, Vital Strike
Skills +5 Climb, +5 Perception, +2 Survival, +10 Craft (Ice)
Languages  Local Dialect, Giant, Dwarf, Elf

 ECOLOGY
Environment Icy Wastes
Organization  Solitary or Covey (3-9)
Treasure Value  Double
 SPECIAL ABILITIES

Charming Gaze (Ability Ex) Anytime a victim meets an ice hag’s gaze, they must resist their powerful trance. The will save is Will DC 18. (The save DC is Charisma based.) The hag must continually look at the victim to keep up the gaze, if the gaze is broken, so too is the powerful charming effect.

A frozen, withered crone looks at you and crackles, you know you are in deep shit.

Horrible creature found throughout the cold wastes of Nyssa, who seek to feed on the living and use the dead as zombies under their command. Hags prefer to attack lone travelers or small groups, when this is not possible, they use their ice manipulation to create scenarios to isolate individuals.

While hags live in communal cave lairs, they work together only for mutual defense. They sometimes share meals in good times, however treasure and magic are always kept hidden from the other covey members. Often one hag’s jealousy can lead to infighting. Once they have fed, an ice hag can easily be bribed with coin or magic.

Hags are similar to undead in that they are created by victims from other races. They trap victims in an icy pit, ice block or similar area, and after years of imprisonment, with both their minds and physical bodies decimated by ice - they emerge as new Ice Crones with a hunger for inflicting horror and carnage on others.

An ice hag uses their spells to weaken and separate groups before entering melee.  What many travelers in the ice often fail to reckon is the horrible, twisted crone they sometimes must face in the wild, can be a sweet, even kind elderly folk that they know. It is not a different personality but a split spirit, in some ways, something like a lycanthrope.

Thursday 7 December 2017

Tinker Faerie (Advanced Pixie)

While I was watching Peter Pan recently, I thought how great it would be for a Tinkerbell companion. I looked at the Pixie creature and wanted to buff it up a bit. I would use these as companion creatures for PCs gaining experience at half the points their companion gains.


Tinker Faerie (Advanced Pixie)

Personality: These fickle beings want to see and experience everything they can. They have a wonderful sense of humour, loving to laugh or make others do the same. While typically not loyal to anything or anyone, the few things that do earn their trust have an ally that will never abandon them. Their size means they care little about possessions, and have a fondness for beings with the same traits. Many have a fascination with children, animals or magic users. They avoid anyone that shows cruelty, regardless of the reason.

Physical Description: They are 12 inches tall and weigh around 2 pounds, smaller than the typical pixie cousins. Most have pale skin, bright blue eyes, with gossamer wings, but pixies from other lands have other skin colours. They usually wear light or green coloured clothing. Most have either tiny rapiers or bows, but tend to rarely use them. They often wear a magical ring as a belt, as this is typically the only type of magic item they can use.

Relations: They get along with other fey and children of any race with a sense of wonder or adventure. They generally shun larger mortal creatures. Some magic users, elves or rangers can earn their trust.

Alignment: Like many fae, they tend towards chaos, shunning rules and order to simply do what they want. Rarely do they desire to hurt other creatures, unless the others represent a threat to them or their fae kin.

Lands: They are found in any fae lands or mortal lands which border these areas, which can be either city or rural areas. They have never actually ruled any lands as they do not care about such things.

Religion: Their devotion is to the the fae realm. Few of them worship the gods and they do not have clerics among their own kind. Many mortal philosophers believe they do not have the intellect for such faith, this is not true, they simply do not feel the need to follow any specific one. If killed, their bodies are transformed into pixie dust and their spirit, like many other faeries, is usually reborn.

Language: Fae & the common tongue. At higher HD they learn to speak with plants, animals and any mortals

Adventurers: For Tinker Faeries they tend to zip around looking for things that capture their interests. They align themselves with mortal creatures who have similar personalities or interests. These are the ony ones who gain HD / levels.


Tinker Faerie (Advanced Pixie)
• -8 Strength, +12 Dexterity
• Tiny size: +4 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Stealth checks, -2 penalty on CMB, lifting and carrying limits ½ those of Medium characters.
• A pixie's base land speed is 20 feet. has a base fly speed of 30 feet (Average); Fly +10
• Low-light vision.
• Racial hit dice: 1d4 ; they start with 2 hp
• +2 racial bonus on Perception checks.
• +1 natural armor bonus.
• Start with 10 skill points at 1 HD
• Gain a +1 bonus at 1 HD  if they chose any skills from the following list: Bluff, Escape Artist, Knowledge (Any 1 listed), Perception,

Special Qualities

Damage Reduction 5 plus 1 per HD /cold iron.

Spell Resistance equal to 10 + 3 X HD.

Light (Ex) : A Tinker Faerie is continuously surrounded by a 1 ft radius of light. At 3 HD they can expand it to a five foot radius, at 6 HD to ten foot radius. If their effect is dispelled, it takes 3 rounds for them to reactivate as a full round action.

Skill Selection: Acrobatics, Bluff, Craft, Disable Device, Escape Artist, Fly, Heal, Knowledge (geography, nature, local, magic), Perception, Sense Motive, Sleight of Hand, Stealth, Use Magic Device

HD Advancement
2 HD +1 AC; +5 skill points; New Feat; Minor Invisibility (3/day);  Know Alignment (at will)
3 HD +1 AC; +5 skill points; Fly 40 ft; Speak with Plants; See Invisibility
4 HD +1 AC; +5 skill points; New Feat; Fairy Dust (3 doses a day + 2/ additional HD)
5 HD +1 AC; +5 skill points; Fly 50 ft (Good); Speak with Animals; Minor Invisibility (at will)
6 HD +1 AC; +5 skill points; New Feat; Summon Insects (2/day)
7 HD +1 AC; +5 skill points; Fly 60 ft; Speak with Other; Summon Fey (1 / day)
8 HD +1 AC; +5 skill points; New Feat; Greater Invisibility (2 / Day + 1 per charisma)
9 HD +3 AC; +15 skill points; New Feat; Teleport Home (1/week)

Tinker Faeries cannot take standard classes. They always advance as per this table. They only gain hit points, skills and feats after 9 HD

Minor Invisibility: As per the invisibility spell in the PHB. At 5 HD, they can activate the spell at will. If their spell is dispelled, it takes 3 rounds for them to reactivate as a full round action.

Speak with plants, animals and other:  They must either be touching or within a five foot radius to activate these abilities. They can use each of these abilities any number of times a day but each use on a particular creature lasts no more than ten rounds.

Fairy Dust: A Tinker learns the secrets to make magical fairy dust and store them in a faerie pouch. They must have one free hand to utilize and this is a free action. These are the most popular dusts a Tinker Faerie makes, but others are possible. If they lose the pouch, the dusts will dissipate in four hours. It takes a week for the Tinker to make a new pouch. They know how to make 2 types of fairy dust at 4 HD plus another type per HD gained.

Levitate (Yellow) 1 dose for medium sized creature;
Fly (Pink): 2 doses for medium sized creatures,
Minor Healing (Blue) 1 dose @ 1d6 healing, creatures can be only healed their charisma bonus each day;
Dispel magic (Red) 2 doses as a druid at 10+their HD;
Friendship (Orange) 1 dose for chaotic alignments (DC 13); 2 doses for other alignments
Slow (DC 14) (Green) 2 doses;
Dancing lights (DC 14) (Purple) 2 doses;
Entangle (DC 15) (Silver) 3 doses
Web (DC 14) (Grey) 2 doses

Teleport Home: Their highest spell invocation. They are able to select one locale they have been to previously as a home base, and once per week they can teleport themselves and up to five others back. It is a full round action to teleport. Once they select a home base, they cannot change the location.