Gammorec - green-skinned, heavy-set, brutish pig-like thugs
My fantasy version of the piggish Gammorean Guard from Star Wars, though originally in a desert environment, are found virtually everywhere. Though dangerous they are too lazy too be too much of a menace, kept around to do the dirty duties that few other creatures dare to do. These have been my default orc creatures for a long time.
Gammorec CR 2
CN Monstrous humanoid (Desert)
Init +0; Senses darkvision 60 ft.
DEFENSE
AC 14, touch 11, flat-footed 13 (+ 1 natural, +3 Studded Leather)
hp 13 (2d8+2)
Fort +4, Ref +0, Will +0
OFFENSE
Speed 30 ft.
Melee: Battle Axe +5 (1d8+3)
STATISTICS
Str 15 Dex 9 Con 13 Int 7 Wis 9 Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Skill Power Attack, Weapon Focus (Axes)
Minor Skills: Handle Animal, Knowledge (Dungeoneering), Profession, Survival +2
Major Skills:Intimidation +5
Feat Choices: Point Blank Shot, Far Shot, Precise Shot (Range Feats always With Throwing Axe), Power Attack, Cleave, Imp Bull Rush, Overrun, Imp Sunder, Weapon Specialization
Languages Orc, Dwarven or Common
ECOLOGY
Environment: Desert or Spire
Organization: Guarding Group (1-4) or Scouting Party (5-12)
Treasure Half
SPECIAL ABILITIES
Magical Rejection: Gain 10 + Bonuses as Magical Resistance (MR). Roll agaisnt this even for positive magical spells or affects such as healing spells. Gammorec cannot lower their resistance, but it is still effective even if they are asleep or unaware.
Advancement as Fighter for Saving Throws, and BAB
3 HD +3 in skills; Gain 1 Feat; +1 in Natural AC; Gain +1 in MR
4 HD +2 to Str or Con score; +3 in skills; +1 in MR Bonus; Gain +1 in MR
5 HD Gain 1 Feat; +3 in skills; +1 in Natural AC; Gain +1 in MR
6 HD +2 to Str or Con score; +3 in skills; Intimidating Presence; Gain +1 in MR
7 HD +1 in Natural AC; Gain 1 Feat; +1 in MR Bonus; Gain Gain +1 in MR
8 HD +2 to Str or Con score; Gain 1 Feat, Gain Desert Adaption; Gain +1 in MR
9 HD +1 in Natural AC; +3 in skills; Gain 1 Feat; Gain +1 in MR
10 HD +4 to Str and Con score; +5 in skills, +3 in Natural AC; Gain 1 Feat; Gain +3 in MR
Intimidating Presence: Gain a bonus to intimidation checks equivalent to their HD if they are either physically taller (medium or smaller) or have higher strength score (more than +3 ranks or higher) to creatures that are 4 HD or fewer.
The Gammorec are heavy-set, green-skinned, brutes that naturally reside in desert areas. While they can scavenge with fair success, they have long utilized brute strength to force their way into uneasy pacts with reluctant allies. In a cosmopolitan fantasy society, few dare turn these creatures away, as you might not like them but your armies could always use extra arms to wield another weapon. One of the primary reasons for being accepted into many societies is their utter lack of magical finesse thus they may make adequate warriors. Under a strong, decisive leaders they can become fair at their duties. Under sloppy or mean ones, they tend to match in those tendencies.
Having low morale and quick to flee is matched by their boorish, mean tempered attitudes almost everywhere else. They make poor workers in non-combat fields, as they tend to shirk duties to go drinking or gambling or even just falling asleep. If they have a strong leader that is involved with them on a daily basis they can be motivated to be a tolerable military force. Because of their resistance to magic, rogues are a bigger threat to them as opposed to spells.
Eighty percent of their population is male. Females enter fertile stages around a half dozen times in their lives; when they give birth to litters of five to ten births are common. Otherwise the females are barely better then slaves, kept as servants and birthing conduits. Not all tribes are this brutal, some have fairly equal partnerships.
Oddly they have fairly stable relationships with each other, as long as the clan leaders are obviously dominant and successful. Challenge for position is uncommon but happens when failure brings potential hardship to the clan.
While generally seen as savage, there is a very small number in stable, harmonious relationships with both nature and each other. These are essentially druids that reside in remote areas and in small numbers.
A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
Blog Archive
Friday 29 August 2014
Monday 25 August 2014
Guessmith - Master of Riddles and Ryhmes
This was from a forum contest on the giantitp website a few years ago.
Guessmiths
Uname looked at the gynosphinx as if she had three heads. The riddle she had rhymed off made no sense to him. If only the bugger had horns instead of the upper body of a woman, he could be justified in striking the beast down. But she had given him a reasonable request to pass into the pyramid, and as much as he would have liked to, he could not bash her head in. This was her duty, just as it was his to find and return the scepter.
Uname left the sphinx and the pyramid for another day. Returning to Lomer, the city on the edge of the desert took most of the gold in his pack. All the time, he repeated the riddle to himself. He hated the desert almost as much as his steed Rashop, but he promised the Lady Monique that he would retrieve the scepter inside the pyramid.
Asking around, while none of his comrades could give him an answer to the riddle, they did direct him to a small gnomish pub far from the hectic market place. After cleaning himself off, he ventured in. While it was in a gnomish section in town, there were many others here, including dwarves, elves and halflings. All of them sat around with half-empty tankards either rolling the bones, playing cards or hunched over a piece of paper repeating simple riddles to themselves. A harmless lot, Uname thought.
A serving lady came over to ask him what he wanted, "Umm, I need help with a riddle." The entire crowd in the pub seemingly stood still, as two dozen faces turned towards him. A young gnome raised his hand and approached, "Yes, Wastelander, how can we help?"
Uname looked at the gnome strangely, without any apparent weapon or holy symbol, who had seemingly guessed at his little recognized heritage. "How did you...?" Uname's question was left unsaid as the gnome both finished his question and answered it at the same time:
"Heritage, oh that's easy, your hair colour for one. Most desert people don't have red hair, besides your weapons seem to have a slight greenish tinge to them, an often noted side effect from the cold tempering used in the cold wasteland. Geography is one of my many interests."
After a brief introduction Uname learned that Bromsby, this gnome, was one of the guessmiths, a group of riddle and lore masters who gathered here at the Laughing Lass pub to test each other in games of chance and riddles. Explaining his predicament, Bromsby eagerly volunteered to accompany the elderly Wastelander into the desert.
Less than a week later, Bromsby and Uname were back at the pyramid.
“So,” said the large imposing gynosphinx, “I see you are back, and brought a friend.”
Uname nodded.
“I ask thee again: What runs all day, but never walks. Often murmurs, never talks...”
In the middle of the riddle, Bromsby joined with perfect harmony with the sphinx, “Has a bed, but never sleeps. Has a mouth, but never eats?”
Rather than saying a word, the little gnome threw a waterskin up to her, she easily caught it with her claw, and opened it, letting a stream of water flow into her mouth.
“What you need here in the desert; the answer is a river, my lady.”
The gynosphinx roared with laughter, “How right you are little one!”
Seven hours later, as Uname emerged from the pyramid with a scepter in hand as well as newly found cuts and bruises from the undead inside the tomb, he saw the gnome and gynosphinx still in conversation, sharing riddles and laughing at glee in one another in a friendly game of one-up-manship.
Guessmith: Prestige Class
A guessmith is a student of riddles and games of chance. While they have no formal training or organization, their shared love of riddles and guessing games unites them in a loose circle of friends. While some may use these talents for riches, most are intrigued more by the challenge than wealth.
Most who take this class are rogues or bards, but a smattering of others can take this prestige class if they can qualify. Barbarians because of their starting illiteracy are extremely rare.
Hit Dice: d6
Requirements: To qualify to become a guessmith, a character must fulfill all the following criteria: Decipher Script 6 Ranks, Any two Knowledge skills +3
Special: Must be able to read and speak in a minimum of three languages
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (all), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Swim and Use Magic Device.
Skill Points at Each Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: A guessmith gains no additional proficiency with any weapon or armor.
Special Abilities
Minor Trivia (Ex): A guessmith excels in being able to remember things they have previously read or heard. They add their class level to any one knowledge check, chosen at first level; once chosen this is based on their charisma does not change.
Skill Focus (Limericks) (Ex): Since many riddles are in the form of limericks, a guessmith learns to repeat all kinds of limericks or jokes in an entertaining way.
Friends of the Game (Ex): Because most guessmiths are not motivated purely by wealth, they can easily make friends of other creatures who also enjoy games of chance or riddles, such as gynosphinxes, fey or any other creature the DM designates. On these creatures, a guessmith has a +6 charisma bonus.
Second Guess (Su): Once a day, a guessmith can make a second try at guessing an answer without repercussion, even if a second attempt would normally negatively affect the outcome. This may be in regards to any trained intelligence or charisma based skill check or any type of riddle.
Major Trivia (Ex): Like minor trivia, except they add their class level to any two additional knowledge skills. This does not stack with minor trivia, so there is no benefit in choosing the same knowledge skill twice.
Second Chance (Su): Like Second Guess, except this re-roll applies to any skill check or saving throw. They must use this ability immediately after the failed roll. They can use this ability as many times as their charisma bonus.
Guessmiths
Uname looked at the gynosphinx as if she had three heads. The riddle she had rhymed off made no sense to him. If only the bugger had horns instead of the upper body of a woman, he could be justified in striking the beast down. But she had given him a reasonable request to pass into the pyramid, and as much as he would have liked to, he could not bash her head in. This was her duty, just as it was his to find and return the scepter.
Uname left the sphinx and the pyramid for another day. Returning to Lomer, the city on the edge of the desert took most of the gold in his pack. All the time, he repeated the riddle to himself. He hated the desert almost as much as his steed Rashop, but he promised the Lady Monique that he would retrieve the scepter inside the pyramid.
Asking around, while none of his comrades could give him an answer to the riddle, they did direct him to a small gnomish pub far from the hectic market place. After cleaning himself off, he ventured in. While it was in a gnomish section in town, there were many others here, including dwarves, elves and halflings. All of them sat around with half-empty tankards either rolling the bones, playing cards or hunched over a piece of paper repeating simple riddles to themselves. A harmless lot, Uname thought.
A serving lady came over to ask him what he wanted, "Umm, I need help with a riddle." The entire crowd in the pub seemingly stood still, as two dozen faces turned towards him. A young gnome raised his hand and approached, "Yes, Wastelander, how can we help?"
Uname looked at the gnome strangely, without any apparent weapon or holy symbol, who had seemingly guessed at his little recognized heritage. "How did you...?" Uname's question was left unsaid as the gnome both finished his question and answered it at the same time:
"Heritage, oh that's easy, your hair colour for one. Most desert people don't have red hair, besides your weapons seem to have a slight greenish tinge to them, an often noted side effect from the cold tempering used in the cold wasteland. Geography is one of my many interests."
After a brief introduction Uname learned that Bromsby, this gnome, was one of the guessmiths, a group of riddle and lore masters who gathered here at the Laughing Lass pub to test each other in games of chance and riddles. Explaining his predicament, Bromsby eagerly volunteered to accompany the elderly Wastelander into the desert.
Less than a week later, Bromsby and Uname were back at the pyramid.
“So,” said the large imposing gynosphinx, “I see you are back, and brought a friend.”
Uname nodded.
“I ask thee again: What runs all day, but never walks. Often murmurs, never talks...”
In the middle of the riddle, Bromsby joined with perfect harmony with the sphinx, “Has a bed, but never sleeps. Has a mouth, but never eats?”
Rather than saying a word, the little gnome threw a waterskin up to her, she easily caught it with her claw, and opened it, letting a stream of water flow into her mouth.
“What you need here in the desert; the answer is a river, my lady.”
The gynosphinx roared with laughter, “How right you are little one!”
Seven hours later, as Uname emerged from the pyramid with a scepter in hand as well as newly found cuts and bruises from the undead inside the tomb, he saw the gnome and gynosphinx still in conversation, sharing riddles and laughing at glee in one another in a friendly game of one-up-manship.
Guessmith: Prestige Class
A guessmith is a student of riddles and games of chance. While they have no formal training or organization, their shared love of riddles and guessing games unites them in a loose circle of friends. While some may use these talents for riches, most are intrigued more by the challenge than wealth.
Most who take this class are rogues or bards, but a smattering of others can take this prestige class if they can qualify. Barbarians because of their starting illiteracy are extremely rare.
Hit Dice: d6
Requirements: To qualify to become a guessmith, a character must fulfill all the following criteria: Decipher Script 6 Ranks, Any two Knowledge skills +3
Special: Must be able to read and speak in a minimum of three languages
Class Skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (all), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Swim and Use Magic Device.
Skill Points at Each Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: A guessmith gains no additional proficiency with any weapon or armor.
Special Abilities
Minor Trivia (Ex): A guessmith excels in being able to remember things they have previously read or heard. They add their class level to any one knowledge check, chosen at first level; once chosen this is based on their charisma does not change.
Skill Focus (Limericks) (Ex): Since many riddles are in the form of limericks, a guessmith learns to repeat all kinds of limericks or jokes in an entertaining way.
Friends of the Game (Ex): Because most guessmiths are not motivated purely by wealth, they can easily make friends of other creatures who also enjoy games of chance or riddles, such as gynosphinxes, fey or any other creature the DM designates. On these creatures, a guessmith has a +6 charisma bonus.
Second Guess (Su): Once a day, a guessmith can make a second try at guessing an answer without repercussion, even if a second attempt would normally negatively affect the outcome. This may be in regards to any trained intelligence or charisma based skill check or any type of riddle.
Major Trivia (Ex): Like minor trivia, except they add their class level to any two additional knowledge skills. This does not stack with minor trivia, so there is no benefit in choosing the same knowledge skill twice.
Second Chance (Su): Like Second Guess, except this re-roll applies to any skill check or saving throw. They must use this ability immediately after the failed roll. They can use this ability as many times as their charisma bonus.
Level
|
BAB
|
FORT
|
REF
|
WILL
|
Special
|
Casting
Level
|
1st
|
+0
|
+0
|
+0
|
+2
|
Minor
Trivia, Skill Focus
|
+1 Effective
level
|
2nd
|
+1
|
+0
|
+1
|
+3
|
Friends of
the Game
|
+1 Effective
level
|
3rd
|
+1
|
+1
|
+1
|
+4
|
Second Guess
|
+1 Effective
level
|
4th
|
+1
|
+2
|
+2
|
+4
|
Major Trivia
|
+1 Effective
level
|
5th
|
+1
|
+2
|
+2
|
+5
|
Second
Chance
|
+1 Effective
level
|
Sunday 24 August 2014
Jawatha - Desert Dwarven wanderers & bandits
Jawas from Star Wars were always a favorite creature of mine. A friend and I had created our own language and made so many jokes about their size, demeanor and cuteness. They were always seen by me as dwarf or gnome-kin when I thought of them in the fantasy gaming genre, so here is the fantasy version.
Jawatha
Jawatha
Sand
Dwarves (Jawatha) CR 3
CN
Small monstrous humanoid (Desert)
Init
+2; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC
16, touch 11, flat-footed 14 (+2 Dex, + 2 natural, +2 leather)
hp
16 (3d8+3)
Fort
+4, Ref +3, Will +1
OFFENSE
Speed
20 ft.
Melee:
Dagger +2 (1d4)
STATISTICS
Str
8 Dex 14 Con 13 Int 13 Wis 10 Cha 8
Base
Atk +2; CMB +0; CMD 12
Feats
Skill Combat Expertise, Imp Trip
Minor
Skills: Appraise, Diplomacy, Knowledge (Magic), Knowledge (Desert),
Handle Animal, Stealth +2
Major
Skills: Disable Device +5, Use Magic Device +5
Languages
Dwarven, Elven, Tenderfoot, Any 3 others
ECOLOGY
Environment:
Desert
Organization:
Scouting Party (1-6), Caravan (100-300)
Treasure
Normal
SPECIAL
ABILITIES
Stone
Immersion: With one round of concentration, a Jawatha can temporarily
merge themselves with stone or sand. They cannot travel or walk
through the stone, merely step into it. They can perceive their
surroundings with 75% reduction in range. They are able to stay in
the stone for ten minutes per point of constitution.
Immortality:
A Javatha`s spirit upon physical death leaves their body and returns
to their spirit crypt, and if family has raised their stone copy,
they are reborn. It takes ten days after rebirth for them to have
full control and emerge from their stone crypt. There is a 75% + 2% /
level chance that any Jawatha will have their stone copy ready.
Reduce this by 25% if they had died in the three months previously.
One
of the first generations born in the Phastian desert, they are unique
because they are considered both mortal AND planar beings. Shorter
and thinner than regular dwarves, they cover themselves in heavy robes, usually only their hands and glowing eyes can be seen.
They cannot grow beards and no one can ever recall seeing any female
Jawatha, they do exist but seem to be at most 20% of the population.
As
planar beings, they are technically immortal as they do not die from
either starvation or from old age.
They
erect stone statues that perfectly imitate one of their kin, when
that specific person is killed their spirit is reborn; but if their
statue is not ready, their spirit is lost forever. Sometimes, one will awaken though it is not a old spirit, this very infrequent event is treated the same as a birth.
They
do not eat or drink in a traditional manner, they absorb their
nutrients via touch, usually during the hour before sunrise or
sunset. This is a highly personal act that they rarely share with
outsiders. While many stories are told of them swimming in pools of
refuse, this is untrue, they merely need to touch the food with any
part of their skin, usually the hands or in the company of non-kin
with mouths. While they do not starve, when overwhelmed by their surroundings, they go into a comatose state emerging when the environment is safer.
Wonderful
carvers, fighters, singers with a curiosity around magic especially
crafted items. For the most part, these dwarves live in caves far
from civilization. A smaller number roam the desert in caravans, eternally searching for items to buy and sell.
Advancement
as Humanoid for Saving Throws, and BAB
4
HD +2 to any ability score; +3 in skills; +2 to Desert Reaction
5
HD Gain Any 1 Minor Feat; +3 in skills; +1 in Natural AC
6
HD +2 to any ability score; +3 in skills; +2 to Desert Reaction
7
HD +1 in Natural AC; Gain Desert Adaption
8
HD +2 to any ability score; +2 to Desert Reaction
9
HD Gain Any 1 Minor Feat; +3 in skills
10
HD +2 to any ability score; +3 in skills, +1 in Natural AC; Gain Any
1 Major Feat
11
HD Bypass Magical Traps or Locks, +2 to Desert Reaction
12
HD Gain Any 1 Minor Feat; +3 in skills, +1 in Natural AC, Magic
Resistance 20 on traps
12
HD +8 in skills; +1 in Natural AC; Gain Any 1 Major Feat **
14
HD +4 to any two ability scores; +3 in Natural AC;
Desert
Inhabitants Bonus Reaction: Jawatha's have terrible initial reactions
from desert inhabitants, as their fame for scrounging for food, magic
or simply their curiosity leave many feeling upset at just the sight
of these scavengers. However, as they age and gain experience, they
learn how to temper their unseemly ways and to reach out to others.
These reaction bonuses are the daily total bonuses from desert
creatures that are aware of the Jawatha's. Thus a 10 HD Jawatha can
use one +10 reason bonus once a day, or any combination, so two +5
bonues, etc.
Minor
Feats:
Speak
with Stone: as per the spell, twice a day
Stone
Teleport Level I: Twice a day during their stone immersion, they can
jump from one stone to another as long as it is within 100 feet.
Stone
Teleport Level II: Five times a day they can jump from one stone to
another within 500 feet
Walk
thru Stone: After stone immersion they can walk through stone at ten
feet a round. They can stay moving in the stone 1 round per 3 points
of constitution. They can do this once a day
Stone
Elemental Minor Resistance: 10
Major
Feats
*Stone
Shape: Able to change stone shape as per spell of the same name three
times a day
*Stone
Familiar: Create an animal familiar that lasts for 10 minutes. As
base animal, except may have one unusual feature: +5 AC, Fly (Speed
30), Attack +2, Dmg +4
*Stone
Elemental Resistance 20
Stone
Teleport III: Twice a day during a stone immersion they can teleport
themselves and allies within twenty feet of them to another stone
within 100 miles.(Require ST I & II)
Sunday 3 August 2014
Tuthken - Desert Humanoid Nomads, Scavengers, Raiders and sometimes Reluctant Heroes
This is my take on the Tusken Raiders found in the desert parts of my fantasy world. Not cruel, just hungry and desperate that are well know for their attacking anyone that approaches "their territory." They can make temporary allies, if the other group keeps their word and has something the Tuthken need. In the desert, they are a constant threat, in the pyramids, they maintain a delicate treaty to ensure things are better left undisturbed.
Tuthken CR 2
LN (Tend to LE) Medium monstrous humanoid (Desert)
Init +2; Senses: Darkvision 60 ft.; Perception +5
DEFENSE
AC 13, touch 11, flat-footed 14 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +6, Ref +2, Will +0
OFFENSE
Speed: 30 ft.
Melee: Gaffe Club +3 (1d6+1)
Group Back Stab: +1d6
STATISTICS
Str 13, Dex 14, Con 16, Int 8, Wis 10, Cha 7
Base Atk +3; CMB +3; CMD 15
Feats Skill Power Attack. Combat Expertise
Minor Skills: Acrobatics +2, Climb +2, Ride +2
Major Skills: Intimidate +5, Perception +5
Languages Phastian (Local Humanoid Language)
ECOLOGY
Environment: Desert
Organization: Patrol (3–6), Hunting Party (11-16)
Treasure: Half
SPECIAL ABILITIES
Grouped Back Stab Attack: A Tuthken if apart of a team of group surrounding a foe in melee combat, can inflict back stabbing bonus of +1d6. Another Tuthken must succeed on an attack, then if another scores a hit in the same round, treat as a back stab. This can happen only once every round, regardless of how many Tuthken surround or attack their victim. This increases to +2d6 at 6HD and +3d6 at 10HD.
Advancement as Humanoid for Saving Throws, and BAB otherwise as below
3 HD +2 Str or Con; +6 in skills; +1 Damage Reduction
4 HD Gain Any 1 Minor Feat; +1 in Natural AC
5 HD +2 Dex or Con; +6 in skills; +2 Damage Reduction
6 HD Gain Desert Adaption; Gain Double Damage with Back Stab
7 HD Gain Any 1 Minor Feat; +3 Damage Reduction
8 HD +2 Str or Dex or Con; +1 in Natural AC; Gain Any 1 Major Feat
9 HD +6 in skills; Increase Gaffe Club Threat Range (18-20), +5 Damage Reduction
10 HD Gain Any 1 Minor Feat; Gain Triple Damage with Back Stab
11 HD +6 in skills; Gain Any 1 Major Feat **
12 HD +4 Str & Con; +3 in Natural AC;
Lesser Feats:
Imp Disarm, Natural Armor (+2) Imp Feint, Imp Trip, Improved Initiative, Gaffe Club Proficiency (+2 to hit)
Advanced Feats (Higher than 7 HD)
Imp Natural armor (+2), Critical, Stunning Head-Butt, Greater Combat Adv - Gaffe Club (+4/+2 dmg)
Tuthken are powerful and despotic desert raiders who prey on any other travelers that are smaller in numbers that they believe they can defeat. Similar to humans in appearance, but they cover themselves in grey or sand-colored rags both to conceal themselves and protect themselves from the harsh desert winds. Their body is covered by brutally horrid scars that occasionally erupt in pus if exposed to extreme heat. If they start to suffer, they are helpless for long periods to their infections, it is their hands and faces that continually breakout. For the few who reach higher age and skills, they become immune (Desert Adaption at 6 HD)
They have a strong clan type of organization that welcomes any singular Tuth, but those who join are treated terribly until they prove themselves. Any adult male can be sent out on hunting expeditions that has only one rule - do not come back empty handed. While they use keen tactics to hunt fearsome beasts, they sometimes must rely on raiding towns or caravans to ensure they are not punished or shamed by their clansmen.
They have multiple tactics that they reuse such as rigging a bridge, or stalking a road with pits, they time their attacks when victims will be most disadvantaged. Tuthken are smart enough to scavenge anything that falls into their clutches, often sold again to other raiders, they sometimes make exceptions for weapons or magic. They are often seen trailing caravans, and many experienced desert folk attack these raiders on sight.
When they make contracts they keep their promises. In most instances they are extremely favorable for them. If they believe the other side is not keeping their word, will look for a chance for revenge at an opportune time.
While many stories tell of their dark appetites, fortunately these are mostly jube-tails, told to inspire fear. They attack for profit and slaves are not their preferred spoils; usually they prefer to end fights by letting individuals flee. These nomads never enter the Phastian pyramids scattered throughout the desert except in dangerous times when they have no other option. Their tales tell of horrible monstrosities that if disturbed would bring misery to the world.
Tuthken CR 2
LN (Tend to LE) Medium monstrous humanoid (Desert)
Init +2; Senses: Darkvision 60 ft.; Perception +5
DEFENSE
AC 13, touch 11, flat-footed 14 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +6, Ref +2, Will +0
OFFENSE
Speed: 30 ft.
Melee: Gaffe Club +3 (1d6+1)
Group Back Stab: +1d6
STATISTICS
Str 13, Dex 14, Con 16, Int 8, Wis 10, Cha 7
Base Atk +3; CMB +3; CMD 15
Feats Skill Power Attack. Combat Expertise
Minor Skills: Acrobatics +2, Climb +2, Ride +2
Major Skills: Intimidate +5, Perception +5
Languages Phastian (Local Humanoid Language)
ECOLOGY
Environment: Desert
Organization: Patrol (3–6), Hunting Party (11-16)
Treasure: Half
SPECIAL ABILITIES
Grouped Back Stab Attack: A Tuthken if apart of a team of group surrounding a foe in melee combat, can inflict back stabbing bonus of +1d6. Another Tuthken must succeed on an attack, then if another scores a hit in the same round, treat as a back stab. This can happen only once every round, regardless of how many Tuthken surround or attack their victim. This increases to +2d6 at 6HD and +3d6 at 10HD.
Advancement as Humanoid for Saving Throws, and BAB otherwise as below
3 HD +2 Str or Con; +6 in skills; +1 Damage Reduction
4 HD Gain Any 1 Minor Feat; +1 in Natural AC
5 HD +2 Dex or Con; +6 in skills; +2 Damage Reduction
6 HD Gain Desert Adaption; Gain Double Damage with Back Stab
7 HD Gain Any 1 Minor Feat; +3 Damage Reduction
8 HD +2 Str or Dex or Con; +1 in Natural AC; Gain Any 1 Major Feat
9 HD +6 in skills; Increase Gaffe Club Threat Range (18-20), +5 Damage Reduction
10 HD Gain Any 1 Minor Feat; Gain Triple Damage with Back Stab
11 HD +6 in skills; Gain Any 1 Major Feat **
12 HD +4 Str & Con; +3 in Natural AC;
Lesser Feats:
Imp Disarm, Natural Armor (+2) Imp Feint, Imp Trip, Improved Initiative, Gaffe Club Proficiency (+2 to hit)
Advanced Feats (Higher than 7 HD)
Imp Natural armor (+2), Critical, Stunning Head-Butt, Greater Combat Adv - Gaffe Club (+4/+2 dmg)
Tuthken are powerful and despotic desert raiders who prey on any other travelers that are smaller in numbers that they believe they can defeat. Similar to humans in appearance, but they cover themselves in grey or sand-colored rags both to conceal themselves and protect themselves from the harsh desert winds. Their body is covered by brutally horrid scars that occasionally erupt in pus if exposed to extreme heat. If they start to suffer, they are helpless for long periods to their infections, it is their hands and faces that continually breakout. For the few who reach higher age and skills, they become immune (Desert Adaption at 6 HD)
They have a strong clan type of organization that welcomes any singular Tuth, but those who join are treated terribly until they prove themselves. Any adult male can be sent out on hunting expeditions that has only one rule - do not come back empty handed. While they use keen tactics to hunt fearsome beasts, they sometimes must rely on raiding towns or caravans to ensure they are not punished or shamed by their clansmen.
They have multiple tactics that they reuse such as rigging a bridge, or stalking a road with pits, they time their attacks when victims will be most disadvantaged. Tuthken are smart enough to scavenge anything that falls into their clutches, often sold again to other raiders, they sometimes make exceptions for weapons or magic. They are often seen trailing caravans, and many experienced desert folk attack these raiders on sight.
When they make contracts they keep their promises. In most instances they are extremely favorable for them. If they believe the other side is not keeping their word, will look for a chance for revenge at an opportune time.
Wednesday 16 July 2014
Casna : Lord of law, Master of Order, the Eternal Enforcer, Giver and Keeper of Justice
Casna
Alignment: Lawful Neutral
Follower's Alignment: Any non-chaotic
Associated Colour: Purple
Holy Days: Every Month (15 times a year)
Sacrifice: Tithe (20%) or one day of service a month
Familiar Form: Avian (Owl)
Domains: Law, Community, Protection, Nobility
Oaths: Obedience, Loyalty, Minor Faith, Challenge
Priests: usually referred to as Lords or Lawgiver
This force or Ultimate Order is known by many titles: the Lord of
law, Master of Order, the Eternal Enforcer. God of Justice; Casna is the force
of justice and truth in a cruel unjust land. He is the patron of Sash Knights
and others who struggle against chaos and maintain order in remote communities.
Casna is one of the oldest and most well respected gods of the
south; his followers can make allies with both ends of good and evil, as long
as they obey the laws. He is a fair god, eternally steady as long as order is
maintained and everyone is equal under the eyes of the law. He is patron to
many orders of monks, also to sash knight and the legion warriors. They stand
vigilant; unbending to cries of goodness or to cruelty; they ensure the laws
are obeyed regardless of the cost.
Yet, most people knowing the cost of being thrown out of the town
are quick to obey the edicts of the law-makers. While cynics say that the laws
are obeyed only as long as the Casnian knights are watching, the knights are
beholden to their word, knowing that to punish the law-breakers they must catch
them. His few wizard followers are almost always urban ones, often experts in
matter of law, time and divination. Many of his clerics are assigned to rural
areas to maintain peace and good relations with others of the lawful demeanor.
The colour purple is greatly associated with this god; and many
creatures created to serve the enforcers have this colour for their fur, skin scale
or eyes. The two most well-known servants are the purple beholder and purple
dragons that are extremely loyal to the faithful. However the most common are
the watcher (a purple owl) and a sniffer (psionic weasel) that are continually
helping to defend the urban faithful. Priests usually wear purple vestments;
while knights commonly use purple shields.
His familiar form is usually the owl; that keeps an ever-present
eye on spell-casters who break the law or who unlawfully summon creatures. Few
obelisks in urban areas do not have at least a dozen of these animals.
His avatar form is a Sash Knight who comes to fight the forces of
chaos. Unlike most other avatars, he is commonly found fighting great threats
with the armies from other faiths, especially those of Japeth, Quanna and
Keran. Chaos and destruction are the foes Casna and his faithful despise and
they will work with other lawful groups to eliminate these threats. During
these troubling times, his knights and priests gather to meditate, pray or work
to ensure their success.
Casna’s
Code
No
one is above
The
law stands firm
All
else means naught
Illusion
and fantasy will fail
For
Truth is absolute
Justice
unbending
Order
is the goal
And
the method is our trial
Respect
& obedience are our tools
Saturday 5 April 2014
Primal - Racial Animal Humanoid
My Primal racial class is a mix of human and animals. I've always thought that lycanthropes are a mixed bag, but this was a way to avoid the whole curse-thing attached to them. These are beasts that are driven to adventure, trying to stay true to both their animalistic natures as well as the adventurer. Were-creatures always have the impending doom of their insatiable hungers and preying on the weak. Primals should be the opposite of that. Yes, they are trying to keep their presence quiet, but they don't represent a threat of carrying a curse.
Primal (Bear)
CR 2
Align: N Humanoid
Init +0; Perception + 5
DEFENSE
AC 14, touch 10, flat-footed 12 (+2 natural)
hp 9 (2d10-2)
Fort +6, Ref +3, Will +3
OFFENSE
Speed 30 ft.
Melee Short Sword +4 (1d8+2) or Claws +4 (d4+2)
TACTICS
Morale 12
STATISTICS
Str 14, Dex 10, Con 16, Int 9, Wis 12, Cha 10
Base Atk +2; CMB 4; CMD 14
Feats Iron Will
Skills Acrobatics +5, Survival +6, Handle Animal +5, Intimidate +5,
Weapons: Short Sword or Dagger (Typical)
Languages Elven & Common
Primals appear as furred humanoid animals, mixing animal traits and physical features with humanoid intelligence. Some foolish urban folk believe these are lycanthropes but were-beasts do not naturally exist on Nyssa. Instead these wild beings inhabit a primal existence. Many exist on the fringes of human society and are spoken of in whispers if at all. Their closest allies are usually rangers or druids, those like themselves that balance both the wild and civilized aspects of their nature.
They have communities in wild places, unknown to all but a few allies. They prefer to live naturally in balance with the land, a majority are hunters or farmers, but some are called on to action to help protect their homes and kin. Many Elven villages have small numbers of these wild-ones, as they fit into most societies if given a chance.
The four most common primal varieties are listed but others are possible. Their communities are usually consisting of one primal species, but they always harbor any exile, especially their own kin.
Racial Levels
Base 2 HD
Attack and save as rangers of the same level
6 points every level for skill points
+2 to natural AC, track, natural attack ; Plus as noted below.
Tiger: +4 strength, Claws: 1d4 dmg; Racial Modifiers +4 Acrobatics, +4 Stealth
Bear: +2 Strength, +2 Constitution; Claws: 1d4 dmg; Racial Modifiers +4 Perception, +4 Survival
Wolf, +2 Strength, +2 Constitution; Bite 1d4 dmg; Racial Modifiers +4 Perception, +4 Survival
Rat +4 Dexterity; Immune to Natural Disease; Racial Modifiers +4 Climb +4 Survival
3 HD Calm Animals; Resist Elements 5; Ferocity
4 HD Control animals; Evasion, Ability Boost, Beast Shape I
5 HD Summon Animals (2-4 of their own kind, 3/day); +2 on natural AC; Resist Elements 10
6 HD Increased Ferocity 2, Ability Boost, Beast Shape II
7 HD Dominate Non-Intelligent animals & monsters; +2 on natural AC
8 HD Increased Ferocity 3; SR 10, Ability Boost; Resist Elements 15
9 HD Beast Shape III; +2 on natural AC, Summon Pack (1/day; 5-15 members)
10 HD Increased Ferocity 4, Ability Boost; Resist Elements 20
Calm Animals: Able to put animals and other low intelligent creatures at ease with their calming presence, and have them not attack the Primal or their allies. If the Primal or any of their ally takes an aggressive action, the effect is immediately dispelled. If there is an obvious advantage for the attacking side, no saving throw is needed. Otherwise, use Will DC 13+ Wisdom Bonus+ HD of caster to avoid the effect
Ability Boost: +2 to any ability score
Control animals: Able to give a basic command in a language that animals understand that lasts for five founds + one round / level of the Primal. Will DC 14+ Wisdom Bonus+ HD of caster to avoid command
Dominate Non-Intelligent animals & monsters: Give orders to animal and low level creatures. The more the targets understand the primal. the better commands are given. Some are base instructions (stay, help, etc) but much more advanced and detailed orders can be given if they share a language. The effects last for up to 24 hours. Saving Throw: Will DC 16+ Wisdom Bonus+HD of caster
Increased Ferocity
Ferocity Level 1; Gain an extra 1/2 strength damage when using their natural weapons
Ferocity Level 2: Increase base damage to 1d6+ Hit Silver
Ferocity Level 3: Increase base damage to 1d8 Able to hit +1 plus double natural strength bonus
Ferocity Level 4: Increase base damage to 2d6 + Hit +2
Primals are able to either take their natural HD abilities or class levels. Once they take a class level they are unable to increase further in their natural creature levels.
Preferred Classes: Barbarian, Druid, Fighter, Ranger, Rogue or Sorceror
Monday 17 March 2014
Nyssian Leprechaun
In celebration of the day, the Leprechaun the way I run them in my game world. The biggest difference is that these sprites have found a way to force peace between themselves and others. They still trick anyone, but they do so for fun and not profit. Many evil creatures avoid contact with a Leprechaun, as they know they simply can do no violent action after meeting one.
Nyssian Leprechaun CR 2
XP 600
Any Non-Evil or Non Lawful; Small fey
Init +5; Senses low-light vision; Perception +7
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (2d6+2)
Fort +2, Ref +7, Will +6
DR 1/cold iron; SR 15
OFFENSE
Speed 20 ft.
Melee club +4 (1d8–1)
Spell-Like Abilities (CL 4th; concentration +7)
Spells: Gain +1 to casting level for every level gained
Options: dancing lights, ghost sound (DC 13), invisibility (self only), mage hand, major image (visual and auditory elements only, DC 16), prestidigitation, ventriloquism (DC 14)
STATISTICS
Str 7, Dex 16, Con 13, Int 14, Wis 15, Cha 16 (Typical)
Base Atk +2; CMB –1; CMD 12
Base Feats Improved Initiative, Weapon Finesse
Skills: They gain +1 on every major skill rank every level, +1 on their minor ranks every second level
Major Skills: Any four; Minor any six
Typical skills: Bluff, Escape Artist, Knowledge (nature), Knowledge (religion), Perception, Perform (comedy), Perform (dance), Sense Motive, Sleight of Hand , Stealth,
Racial Modifiers +4 Perception, +4 Sleight of Hand
Languages Common, Elven, Halfling, Sylvan, Faerie, Elemental
SQ leprechaun magic
SPECIAL ABILITIES
2nd: Shillelagh (at will), SR 15,
3rd; At will: Choose 3 new minor spells; DR 3; Peace of the Goblet, Gain Feat
4th At will: Choose any 4 new minor spells; Gain +4 (total) to any three ability scores (Dex, Int, Wis, Cha)
5th: Colour Spray; DR 5; Speed 30; Peace of the Path, Gain Feat
6th: Immune to Intoxication or Charms; Gain +4 (total) to any three ability scores (Dex, Int, Wis, Cha)
7th: Fabricate; DR 7; Speed 40; Faerie Peace; Luck (1 / day), Gain Feat
8th: Major Creation, Find Treasure; Peace of the Forest, Gain Feat
9th: Trade Luck (3 / day): DR 10; Speed 50; Gain +6 (total) to any three ability scores (Dex, Int, Wis, Cha), Gain Feat
Peace of the Goblet: Leprechaun are mischievous creatures, but they are never intentionally cruel. Their peace abilities are sometimes used to trick opponents, but they NEVER cheat or attack someone that even another leprechaun has made a peace pact with. Their initial ability comes into place if they share fare with another traveler and make an offer, if it is accepted, then the leprechaun and their partner(s) are into a non-aggression pact. If their `friend`wishes to attack or take an aggressive action, they must beat a Will DC 20. This effect lasts for one day.
Peace of the Path: Like PotG, except the peace pact is extended to anyone that shares a small beneficial action to any other faerie traveler. Warning of weather or pirates, getting out of the way, the smallest act creates a peaceable intent between the leprechaun and other travelers. Their would be foes must beat a Will DC 25 to break the peace. This effect lasts for one day.
Faerie Peace: Like PotG except it is automatically extended to all faeries, elven folk or those who visit faerie communities. So, while Leprechauns are notorious for their tricks, they are always allies with their faerie kin.
Peace of the Forest: Like Faerie Peace, except this extends to the entire forest. Anyone that is an ally, or that has been helped by elves, cannot take harmful action. This extends to everyone in a group. So if there is even one faerie ally, none would be able to find or deliberately take harmful action; if they try they must beat a Will DC 30. This effect lasts for one day after the peaceable ally is still in a group.
Luck: Add + 20 on any individual saving throw in the next 12 hours
Trade Luck: Like luck, except they can give individual instances of luck to someone else. The recipient can wait no more than 24 hours before utilizing this given luck. Most times they give this luck for a favour or gift.
Nyssian Leprechaun CR 2
XP 600
Any Non-Evil or Non Lawful; Small fey
Init +5; Senses low-light vision; Perception +7
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (2d6+2)
Fort +2, Ref +7, Will +6
DR 1/cold iron; SR 15
OFFENSE
Speed 20 ft.
Melee club +4 (1d8–1)
Spell-Like Abilities (CL 4th; concentration +7)
Spells: Gain +1 to casting level for every level gained
Options: dancing lights, ghost sound (DC 13), invisibility (self only), mage hand, major image (visual and auditory elements only, DC 16), prestidigitation, ventriloquism (DC 14)
STATISTICS
Str 7, Dex 16, Con 13, Int 14, Wis 15, Cha 16 (Typical)
Base Atk +2; CMB –1; CMD 12
Base Feats Improved Initiative, Weapon Finesse
Skills: They gain +1 on every major skill rank every level, +1 on their minor ranks every second level
Major Skills: Any four; Minor any six
Typical skills: Bluff, Escape Artist, Knowledge (nature), Knowledge (religion), Perception, Perform (comedy), Perform (dance), Sense Motive, Sleight of Hand , Stealth,
Racial Modifiers +4 Perception, +4 Sleight of Hand
Languages Common, Elven, Halfling, Sylvan, Faerie, Elemental
SQ leprechaun magic
SPECIAL ABILITIES
2nd: Shillelagh (at will), SR 15,
3rd; At will: Choose 3 new minor spells; DR 3; Peace of the Goblet, Gain Feat
4th At will: Choose any 4 new minor spells; Gain +4 (total) to any three ability scores (Dex, Int, Wis, Cha)
5th: Colour Spray; DR 5; Speed 30; Peace of the Path, Gain Feat
6th: Immune to Intoxication or Charms; Gain +4 (total) to any three ability scores (Dex, Int, Wis, Cha)
7th: Fabricate; DR 7; Speed 40; Faerie Peace; Luck (1 / day), Gain Feat
8th: Major Creation, Find Treasure; Peace of the Forest, Gain Feat
9th: Trade Luck (3 / day): DR 10; Speed 50; Gain +6 (total) to any three ability scores (Dex, Int, Wis, Cha), Gain Feat
Peace of the Goblet: Leprechaun are mischievous creatures, but they are never intentionally cruel. Their peace abilities are sometimes used to trick opponents, but they NEVER cheat or attack someone that even another leprechaun has made a peace pact with. Their initial ability comes into place if they share fare with another traveler and make an offer, if it is accepted, then the leprechaun and their partner(s) are into a non-aggression pact. If their `friend`wishes to attack or take an aggressive action, they must beat a Will DC 20. This effect lasts for one day.
Peace of the Path: Like PotG, except the peace pact is extended to anyone that shares a small beneficial action to any other faerie traveler. Warning of weather or pirates, getting out of the way, the smallest act creates a peaceable intent between the leprechaun and other travelers. Their would be foes must beat a Will DC 25 to break the peace. This effect lasts for one day.
Faerie Peace: Like PotG except it is automatically extended to all faeries, elven folk or those who visit faerie communities. So, while Leprechauns are notorious for their tricks, they are always allies with their faerie kin.
Peace of the Forest: Like Faerie Peace, except this extends to the entire forest. Anyone that is an ally, or that has been helped by elves, cannot take harmful action. This extends to everyone in a group. So if there is even one faerie ally, none would be able to find or deliberately take harmful action; if they try they must beat a Will DC 30. This effect lasts for one day after the peaceable ally is still in a group.
Luck: Add + 20 on any individual saving throw in the next 12 hours
Trade Luck: Like luck, except they can give individual instances of luck to someone else. The recipient can wait no more than 24 hours before utilizing this given luck. Most times they give this luck for a favour or gift.
Sunday 9 March 2014
Quanna - High Goddess, Queen of Light, Mistress of Flight, She who Soars
Quanna
Goddess of Light, Mistress of Flight, Queen of the GodsAlignment: Lawful Good
Follower's Alignment: Any non-evil
Associated Colour: Gold or Bright Yellow
Holy Days: Every Week
Sacrifice: Tithe (10%) or two hours of service
Familiar Form: Avian (dove)
Domains: Air, Good, Healing, Protection, Sun
Followers: All, Good Aligned people, Tenderfeet, City Folk, Farmers
Rank: Usually called Sisters, Most places only ordain female priestess. Males that are in command position are often Paladins or Knights
The Shining One, the light-bringer, the one holy sun. Her faith is simple and unquestionable, just as the light is. She looks down upon all the mortal children and blesses them with her wisdom, her heat, her light and her glory. Unlike many other faiths, hers does not have a specific focus as the other good holy gods, instead.hers is the center, the ideal, which unites all good aligned beings to a common cause.
Her followers fight evil in all its many forms: injustice, social impropriety, prejudice, and greed. She strives to establish peace and community to all beings, regardless of origin. Yet because of their broad range of activity they rarely fall into the constructs of battle. Often the Quannian preacher will go into an evilly aligned community and talk of peace, harmony and fellowship. Or they may work against unjust laws to rectify a constraint against a particular race. They struggle to defeat enemies without shedding blood, for all beings are children under the sun. And the loss of life is an unhappy, unjoyous act that is to be avoided if possible. This does not mean they are simple pacifists, they understand the danger of leaving oneself open to attacks. The church uses members of all races and professions, including openly professed wizards and thieves in their employ.
Since they operate in so many levels all across the domain, they are also despised by evil; sought out by evil creatures to be executed and tortured. The dark-magi understands what the light means to the people and they will always work against her to dim if not extinguish the light. They fear the hope her faith brings, and the church’s ability to bring all people and all races together to defeat a common foe.
Bright yellow is the colour of her priest’s vestments. They will also use gold, silver, blue and green as their edge. Quannians wear amulets or robes adorned with avians for they believe birds to be blessed, able to get nearer to the heaven, and thus closer to their Queen. Her familiar form is an avian, usually a golden hawk or eagle, flying high above, its shimmer hidden by the glow of the sun itself. It comes toward the faithful to show a true path, straight towards either the sought after foe or a safe haven. Many Wastelander Charr revere the golden dove a symbol of gentle passiveness, always leading the charr towards a sanctuary from the cold.
Her avatar form is usually a devout priest or soldier dressed in chain mail with a shield and mace of honour, always a precursor to battle. They come to give good aligned peoples a chance to prepare. If the foes attack, the avatar will hold off the enemy to give the faithful enough time to prepare their defenses. In fact, a lone cleric approaching a town or spire with a single raven or other carrion circling the rider is seen as an ominous sign of oncoming battle. Quanna is the eye and she sees all and will always give her people time to prepare.
Like many other Nyssian deities, the Quannian faithful do not have an official list of rules they must follow. Instead they have a code that they learn to recite in times of danger; this guides them to make the correct decision. Individuals may interpret the code differently. However as long as they truly and faithfully follow their heart, they are true to their Queen.
Quanna’s Code
The light shines
On all her children
All her equal
All are born to be free
Let no injustice
Fall on any of her children
For you must protect them
As they will protect you
The evil can never overcome
The light and the faith
You have in your hearts
Do good,
In your thoughts, actions and beliefs
And you too will have her blessing
Sunday 23 February 2014
Ter Falcana - Magical Flying Avian
Ter Falcana CR 10
N (NG) Magical Beast
Init +7; Senses Perception +15
DEFENSE
AC 24, touch 24, flat-footed 7 (+7 Dexterity, +7 natural)
HP 85 (10d10 +30 hp)
Fort +9, Ref +14, Will +3
DR 5/magic, Cold, Electricity and Fire resistance 20. Immune to air spells
OFFENSE
Speed 10 ft., fly 90 ft. (Great)
Melee +10 Bite (1d12+2), +7 claws (1d8+1 claws)
Special Attacks Dive: Triple damage with claws, Wounding with claws
STATISTICS
Str 14, Dex 24, Con 15, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +12; CMD +29
Feats Aerial Dodge, Improved Critical (claws on 15+), Flyby Attack, Wing-Over, Improved Initiative
Skills Fly +24, Perception +15, Special: Knowledge (Geography) +20, Fly +12
Languages Avian, Common
Environment: Clouds, Mountain Peaks or the Plane of Air
Organization: Solitary or mated pair
Aerial Dodge: They gain a +4 on their armor class vs non-flying foes. They also get this benefit to all saving throws versus non-flying foes.
A noble white eagle with a diamond beak and talons.
Ter Falcana are descendants of a great air elemental that appeared on the prime material plane and mated with an avian. They have a great hatred for dragons and will warn towns and good tribes of imminent attack. They speak avian, but understand common. Ter Falcanna can be psionically or magically contacted and beseeched to act as a companion for up to two weeks. They serve as an airborne set of eyes, a guide, or simply a good-aligned creature willing to share their knowledge of geography and any other matters that they have observed.
They inhabit cloud isles or remote mountain peaks amidst the strongest known winds. These ladies of the air rarely engage in combat, as their flight enables them to flee before virtually every confrontation.
Combat
When forced to engage in combat, they prefer to dive at their foes, tearing them apart with their diamond tipped claws. Once they inflict the wounds, they depart quickly, soaring into the clouds for cover.
N (NG) Magical Beast
Init +7; Senses Perception +15
DEFENSE
AC 24, touch 24, flat-footed 7 (+7 Dexterity, +7 natural)
HP 85 (10d10 +30 hp)
Fort +9, Ref +14, Will +3
DR 5/magic, Cold, Electricity and Fire resistance 20. Immune to air spells
OFFENSE
Speed 10 ft., fly 90 ft. (Great)
Melee +10 Bite (1d12+2), +7 claws (1d8+1 claws)
Special Attacks Dive: Triple damage with claws, Wounding with claws
STATISTICS
Str 14, Dex 24, Con 15, Int 10, Wis 14, Cha 14
Base Atk +8; CMB +12; CMD +29
Feats Aerial Dodge, Improved Critical (claws on 15+), Flyby Attack, Wing-Over, Improved Initiative
Skills Fly +24, Perception +15, Special: Knowledge (Geography) +20, Fly +12
Languages Avian, Common
Environment: Clouds, Mountain Peaks or the Plane of Air
Organization: Solitary or mated pair
Aerial Dodge: They gain a +4 on their armor class vs non-flying foes. They also get this benefit to all saving throws versus non-flying foes.
A noble white eagle with a diamond beak and talons.
Ter Falcana are descendants of a great air elemental that appeared on the prime material plane and mated with an avian. They have a great hatred for dragons and will warn towns and good tribes of imminent attack. They speak avian, but understand common. Ter Falcanna can be psionically or magically contacted and beseeched to act as a companion for up to two weeks. They serve as an airborne set of eyes, a guide, or simply a good-aligned creature willing to share their knowledge of geography and any other matters that they have observed.
They inhabit cloud isles or remote mountain peaks amidst the strongest known winds. These ladies of the air rarely engage in combat, as their flight enables them to flee before virtually every confrontation.
Combat
When forced to engage in combat, they prefer to dive at their foes, tearing them apart with their diamond tipped claws. Once they inflict the wounds, they depart quickly, soaring into the clouds for cover.
Monday 17 February 2014
Fae-Nom: Pathfinder Faerie Playable Character Race
This is the NPC faerie race that I use in my games. They usually reside in rural environments and while never loud or dangerous, they are always ready to lend a hand.
Fae-Nom
Fae-Nom (Fae-Na is the singular) appear as shorter than average humans, though not as cherubic as Halflings or as quick as Elves. Most reside in rural areas and having atypical clothing of farmers, fishers or work-hands. They use simple tools that can also be used as weapons. Their simplistic appearance disguises their nature: fae beings with a dual bond to both the settlements and the Fae Wild-Lands.
Their existence in farming towns is known but little understood. They have the same desires as many civilized races to work, earn coin and enjoy the finer things in life – thus they have a pull to live in towns to earn these things. However, they can never truly abandon their connection to the Wild-Lands. Also, since this is the fey Homeland, they have a strong responsibility to keep it safe and free from external threats (orcs, undead, etc)
While many Fae-Nom live a blended lifestyle, a rare few, due to demand gain in experience, and turn literally into a more typical representation of faeries. They shrink in size, gain wings and gain more magical abilities, especially their dreaded fae strike.
Personality: They are at heart rural simple folk, with a deep connection both to nature, the wild and the benefits of society. When threats appear, they are driven to protect both of their homes regardless of the cost. They try to avoid conflicts with allies, both within and outside of civilization.
Physical Description: Fae-Nom appear as five feet tall, humans with shaggy brown hair and farm clothing. They carry simple farm or fishing lifestyle weapons. Those who gain levels, become more typical of the fairies, with paler skin, tipped ears and eventually gossamer wings. They use very light weapons when needed.
Relations: Fae-Nom families usually reside in farms or rural areas, and few know of them even their friends. As they grow and gain in abilities, their adventures often help them build strong connections with halflings, elves, and dwarves as they all have a strong belief in keeping the home and nature safe. Humans rarely know the Fae-Nom are in their presence.
Alignment: They tend towards both goodness and neutrality. These peaceful folk are rarely officially organized in groups, most times individuals step forward to take heroic acts.
Lands: They have no territory of their own. They reside in larger human or elf communities.
Religion: Their faith is most often druidic, neutral or good aligned spirits that assist in agriculture, communities or fertility. They have many more druids than clerics.
Language: Druid, Halfling, Elf & the common tongue.
Adventurers: Technically, every Fae-Na is tasked to help keep the Wildlands free from corruption, thus, they help in patrols or called into action during times of peril. A hardy few, whether lucky or truly courageous, are defined by their bravery, and experience moments that enable them to grow into the wondrous examples of True Fae. These individuals travel to make allies, find magic or just to escape the monotony of their mundane farming existence.
Favored Class: Ranger, Druid or Rogue.
Fae-Nom
CR 2
NG Humanoid
Init +3; Perception +5
DEFENSE
AC 16, touch 13, flat-footed 13
hp 9 (2d6+2)
Fort +1, Ref +6, Will +0
OFFENSE
Speed 30 ft.
Melee Dagger +2 (1d4-1)
TACTICS
Morale 12
STATISTICS
Str 8, Dex 16, Con 12, Int 10, Wis 9, Cha 15
Base Atk +1; CMB 2 CMD 13
Feats: Agile Maneuvers, Dodge
Skills Escape Artist +7, Knowledge (nature) +7, Perception, +5, Perform (Singing), +7, Sense Motive +4, Stealth, +8, Survival, +7
Weapons: Short Sword or Dagger (Typical)
Languages Elf, Halfling, Dwarven & Common
Fae-Nom Character Creation
Base: Medium Size
Spells: detect chaos,detect evil, detect magic, mage hand (1/day)
Str -4, Dex +4, Cha +4
Skills: Gain 6 skill points every level
Bonus Skills: +2 Survival & +2 Knowledge (Nature)
Racial Hit Dice: 2d6
Attack and saving throws as Rogue; + 6 skill points per HD
May gain either their racial levels or standard class levels. They may select standard class levels at any time, but when they do, they generally are unavailable to select racial levels again.
Racial Levels
3 HD Prestidigitation, Shield, Ghost Sound, Dancing Lights (3/day)
4 HD Invisibility (2/day), Hideous Laughter (3/day), Fae Strike Lev 1
5 HD Grow Wings (2/day, Fly Base Speed 30), Increase Ability Scores,
6 HD Detect thoughts & Entangle (2/day), Dispel magic (personal), Damage Reduction (Silver)
7 HD Perm Change Shape (Small Size + Wings at Will, Speed 40), Fae Strike Lev 2
8 HD Invisibility (at will), Lesser Confusion (2/day), Dispel Magic (Other)
9 HD Increase Ability Scores, Dimension Door (2/day), Fae Strike Lev 3
10 HD Dispel Magic (Area), Mirror Image (4 images, 2/day), Damage Reduction (Magic)
11 HD Major Creation, Increase Ability Scores, Perm Change Shape (Tiny, Speed 60)
All Spells are cast at their HD + Spell Level + Charisma Bonus.
Typical Skills: Acrobatics, Bluff, Diplomacy, Escape Artist, Knowledge (nature, religion, magic), Perception, Perform (Perform, Singing, Dancing), Sense Motive, Sleight of Hand, Stealth, Survival, Use Magic Device; They Gain Fly +12 at 4HD
Increase Ability Score: Gain +2 in any two ability scores (Dex, Cha, Int, Wis)
Wings: Their small gossamer wings are out for 1 hour per HD. If they land or not in use for more than 10 minutes, they shrink into their body.
Dispel Magic (Personal): These Fae are able to shed negative magical affects by concentrating. These effects must have affected themselves personally. They dispel at their HD / level plus their charisma-bonus. They are able to try and negate a single affect once every ten minutes.
Dispel Magic (Other Creature): Like Dispel Magic Personal except it is for other individuals. They can attempt to purge negative magical effects on another creature every hour.
Dispel Magic (Area Affect): Like Dispel Magic Personal except it can affect an area affect or any number of individuals within a 50 ft radius of the same negative effect or curse. They can attempt this once every day.
Fae Strike: Able to create a partially quasi-physical magical attack, used to distract opponents in the middle of combat. It usually manifests as a simple weapon attacking within 10 feet. If the attack is successful, the opponent is considered distracted. No special effects or tricks can be added with the Fae Strike. Fae-Nom are able to cast spells or attack the same round as using their Fae Strike affect.
Level 1: Fae-Nom's Dexterity bonus, Does 1 point of temp damage, Range 10 ft
Level 2: +2 plus Fae-Nom's Attack Bonus, Does 2 points of temp damage, Range 20 ft
Level 3: +4 to hit plus Fae-Nom's full attack Bonus, Does 3-6 points of temp damage, Range 50 ft
Friday 7 February 2014
Lady Fatanus' Cards of Destiny
Lady Fatanus' Cards of Destiny
AD Ability to Heal Other (1/Day; never the same person more than once a month)KD Gain 20,000 ex-points
QD Granted 2 Wishes
JD Angelic Intervention
2D Choose 1 Permanency Spell
AH Immune to Petrification
KH Gain +3 Weapon (with 3 weapon proficiencies with that specific weapon)
QH Gain a lover of the same alignment
JH Kill one type of monster upon command (200 ft range)
2H Comprehend All Spoken Languages
AS Charisma reduced to 4 immediately
KS Lose all wealth for a period of 6-13 months
QS Hatred between you and a Devil (Medium)
JS Defeat a Minor Death or permanently slain. You must find and invoke the minor death
2S Lose 10 points between intelligence & wisdom
AC Lose all AC Bonus or benefits (AC 10 regardless of armor worn)
KC Lose 30,000 Ex Points (Lose no levels.)
QC All exactly opposite aligned creatures attack you in preference
JC Make Dex Check or drop weapon each round or fall prone if using no weapon
2C You and everyone around you (1000 ft) is teleported to Lower Planes
J Red Enforced Quest, Pick again
J Black Lose 1-12 Hit Points - Choice of One More Pick
Friday 20 December 2013
Basic Nyssian Assumptions
Fire spells, items or
creatures do not exist on Nyssa.
Magic (often called the
Frequency) comes from the gods, given to clerics directly. Obelisks
are divine outlets by which the frequency comes to the domain. Any
time obelisks are in towns they become the equivalent to churches; the central location for meeting.
Wizards
are believed to (theoretically) steal the energy needed to cast
spells. Psionicists and sorcerers create the frequency within
themselves, sometimes they are called living obelisks.
0
& 1st level spells generally are not lost in cities, due to being near obelisks, for both clerics and priests. Must still memorize spells as normal. Larger obelisks sometimes enable additional spell levels not to be lost, but only for the faithful.
Clerics, except for death
spells, require only one spell component - their holy symbol. If they
lose access to their holy symbol, they cannot cast any spells. One
virtual feat clerics receive at first level is create holy symbol
which takes one hour of prayer. Clerics have 15 + wisdom modifier, of
clerical spells in their prayer books by spell level they can cast. They can replace spells freely
with other priests at holy sites.
Wizards gain 2 spells
every level until 10th. They gain one spell per level until 15th.
Wizards no longer gain spells
automatically every level past 15th
level, they must research them.
Raise the Dead can ONLY
be cast at an obelisk. There is no material components, but the god
will not enable them to be cast on an opposed aligned creature or
someone that has angered the gods. Most times a service is required.
Reincarnation is much more popular, but the listing is significantly
different and so is the mandatory service.
Teleportation spells
require teleportation circles. It takes one uninterrupted hour to
create one in sand or other physical element as a temporary circle. A
permanent one can be created in stone. If
an open circle, anyone can use, and will take them to a Matched Location or to any other Circle the caster has been to or is aware of. If sealed (requires a password to
step into AND step out of) must contain the true name of anyone going
to use it.
Weeks
are also called ten-days or a cycle. The most important day is Sword
Day, wherein adults must spend four hours in weapon training. This is
also the day duels are held and gladiatorial combat usually occurs.
Most people are pagan,
meaning they worship more than one god. Only Paladins are required to
worship at least one god. It is standard practice to make an offering to any
obelisk you go to or pass by; it is considered extremely rude not to.
You can use any god from any setting…. Most good aligned people say
they follow the Quadrane (Quanna, Japeth, Darras & Mathai)
Hembria was an ancient
magical empire that spanned the domain; Hembrian is vernacular for
anything old.
Guilds are also known as
Towers and they commonly hold seats of power in communities. Rather
than one-person one vote, each tower has one vote on the governing
counsel. Some common towers: sollus (gardens), song (Bardic), sorrow
(mortuaries), silence (martial arts), Solomon (wizards), law
(bureaucracy), Trade (merchants), war (military). Many others exist.
In theory they are equal in the power, but this rarely works without
political entanglements.
Dragons are generally
called Tyrants, only two known types of dragons are native: purple & ice.
Drow
do not exist in Nyssa. (There is a good-aligned, highly musical black skinned Elf called the Dral.)
Psionics exist on Nyssa;
they are heavily located in one known area of the world, rare
elsewhere.
Talented: pseudonym for
psionic. Tallene are psionic humans.
Coinage: Oromians (the nation of sailors) mint
all Nysarian coins. All bear official seals of the local government
(City, Region or Nation) and a Tyrant. Wing/Seal, is the equivalent
to Heads/Tails. One slight difference, if the coin is subsequently
lost, it should not be looked for. This is called an offering to
Fatanus (Lady Luck.) Common (Copper), Noble (Silver), Crown (gold),
Lord (Electrum) are the names.
Constructs have at
completion maximum HD. For example, an 8 HD flesh golem would have 80
hp. Most constructs are intelligent, part of the elemental spirits
that are bound in their creation. All can speak in a limited fashion,
but they can be given much more advanced directions.
Guns were once utilized,
heavily in some sections of the world. For some reason, around five
hundred years ago they fell into disrepute, no known reason. They
still work, and some Smokers use them, but they are despised. Most
must go to specialized collectors to buy ammunition. Guns themselves cannot be made magical, however, ammunition can be enchanted.
There are no stars in the
night sky, rather there are four constant moons. Another seven moons
can be seen at differing times. The seasons of the year are based on
Curen’s (Prime Moon) position; Rising, Peak, Descent, Dearth. The
other moons are: Drelth (Red), Frel (Blue); Kredant (Green).
While slavery is common
in many parts of the world; it’s much closer to forced service.
Most are criminals, prisoners of war, or of a differing race. In all
but the most evil nations, children are granted freedom at birth
(along with their mothers). Halflings are the most common type, next
followed by Ogres, Goblins, Gnolls and Minotaurs; dwarves are the
least common. Good aligned characters may not keep slaves; but not
required to rescue slaves. Lyrria has an open door gate policy, the
law does not enforce return, so they are essentially immediately
free.
Rapine Creatures:
Salamanders, Minotaurs and Gargoyles are a neuter sex; they can
create brute drones or forcefully mate with other humanoids to
reproduce unique combinations.
Rule of the fist. In most civilized areas large bladed weapons, missile weapons,
martial weapons or exotic weapons are illegal to carry on the street.
Everyone can use a dagger, staff or fist. In some areas, the list
also includes free use of the rapier. Beating someone up (unless an
elder, child or invalid) is very rarely criminal.
Spice, is the word used
for illicit drugs, some varieties are: Bliss, rage, dream, jube,
pixie dust, and angel blood. They are illegal in most lawful
societies, but they are available.
Taint rules are found on
Nyssa. Association with undead or demonic beings may cause the
physical body to rot away or become deformed.
Undead
are a constant threat. Any corpse not properly interned will arise as
undead in 3-12 days. Jackalla, servants of Anubis serve as
undertakers in 95% of all communities and are obsessed with destroying undead. Usually found in Sorrow
Towers, large mortuaries, that serve as their mortuaries.
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