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
Tuesday, 8 September 2015
Nyssian Creature Listing
One of my favorite things about gaming is the creation of both the story adventures and monsters, well, especially the creatures. I have so many new, different or just modified creatures that I will make up on the spot. Others I have been using for a long time, some more than 20 years. Others, are creatures I thought of and wrote up just for my blog posting. In case you want to peruse, the listing of what I posted to the blog over the last few years to this game blog are below. Many more are to come!
(A) Alt Creature - Nyssian Version of creature
(B) Base Race - Generally open to players
(C) PC Race - Open to players but not at lower levels
(F) Fan devotion
1 Jahlen - Golden Horned Ram Humanoid (Horn Kin) (B)
2 Charr - Barbarian with supernatural tribal weapon (B)
3 Nyssian Piercer (A)
4 Purple Owl - Favoured Creature of Lawful Forces
5 Leaf-Kin, Children of the Forest (C)
6 Medusa Elder - More snakes, more spells (A)
7 Phaetox - Flame Winged Phoenix Humanoids, Unable to tell lies (B)
8 Shal - Enhanced Lizardith-female
9 Nyssian Imp - Long-Tailed Imp (A)
10 Chaonaos - Orb of Magical Chaos
11 Nyssian Troll (A)
12 Clockwork - Golem Like Intelligent Machine (C)
13 Snow Nymph (A)
14 Nareg Gargoyle (A)
15 Cat Sphinx - Common pet, smart and magical
16 Wooren - Furred, Strong Armed, Noble Savage aka wookies
17 Gammorec - heavy-set, green brutish thugs aka Gammorean or Alt Orcs (A)
18 Jawatha - Desert bandits & Traders - Jawas
19 Tuthken -Desert Nomads & Raiders -Tusken Raider
20 Primal - Racial Animal Humanoid aka Lycanthropes (A)
21 Nyssian Leprechaun (A)
22 Ter Falcana - Magical Avian
23 Fae-Nom: Faerie Race (C)
24 Necrites - Undead Character Race (C)
25 Shandar-Kai - Shadowy Urban Fey
26 Favoured of Keran - Warrior Servant of an Evil God
27 Lego d20 - Small-sized block humanoid (F)
28 Lizardith - Lizard Man PC (B)
29 Vottinna - Blue Skinned, Magic-Item Destroying Humanoid
30 Elemental Options - Pick Your Own: Plug and Play Beasts (A)
31 Charity and Hopes - Angelic figure spreads goodwill with magical butterflies
32 Giff - Heavy Hippopotamus Humanoid (A)
33 Abandoned - Lost Dabus, From Planescape, surviving in mortal lands (A)
34 Cenobite - Cool Horror Movie Monster (F)
35 Skin Devils - Ability Score Thieves
36 Tenderfeet (Nyssian Halflings) (A)
37 Tame - Avian Headed Noble Creature with artistic bent
38 Sharavan - Pleasure Genie
39 Minion -- Communal Yellow-Skinned Golem-like Servant (F)
40 Rogue Modron - Abandoned Visitor from Lawful Worlds (C)
41 Corona Salarius - Magical Aura that helps adventurers
42 Sand Dwarves (Zinth) Dwarves whose magical abilities revolve around sand (B)
43 Spawning creatures and their never lonely Creator Mistress
44 Orynix - Gazelle Humanoids (Horn-Kin) (B)
45 Nyssian Centaur (A)
46 Orange Slaad (A)
47 Nyssian Beholder (Black, Blue, Gold, Purple, Red, Black) (A)
Labels:
Beast,
Class,
D&D,
D20,
Evil,
Good-Aligned,
Lawful-Aligned,
Monster,
NPC,
Pathfinder,
PC,
Racial Class
Sunday, 6 September 2015
Pack of Useful Items (Simple Magic Item)
I am planning to institute this as a gifted item for all players of 3rd level or higher, especially for one shot games.
All players have a small, unadorned Pack of Useful Items when examined has virtually no weight or items within. Any item from the players handbook of worth less than 20 gp, less than 1 foot in diameter and 10 pounds in weight and are considered common and non-magical to their home location is assumed to be in their pack. It is a standard action to reach into their pack to grab any single item a player will want. The owner can retrieve any specific item 2 times a day (or 4 for small items) but no more than 10 items total can be retrieved on any given day. These packs will only work for their owner or an ally, if stolen, they cease functioning after 24 hours. Items that are not listed in the players handbook are not available until added by the character. Some items, the DM can rule, are too rare to be added to the pack. Items such as cloaks, which can be folded into a one foot diameter, can be summoned in this way.
These items are assumed to be payments for previous missions completed for churches or magic users. Individuals with oaths of poverty or other restrictions with wealth may not have one of these crafted items. These gifts are meant to assist the character in completing missions, not to make wealth, trying to summon items just to sell will make the pack go inert.
Aura faint (gray or rust) or moderate (tan) conjuration; CL 7th
Requirements Craft Wondrous Item, secret chest; Cost 1,250 gp
All players have a small, unadorned Pack of Useful Items when examined has virtually no weight or items within. Any item from the players handbook of worth less than 20 gp, less than 1 foot in diameter and 10 pounds in weight and are considered common and non-magical to their home location is assumed to be in their pack. It is a standard action to reach into their pack to grab any single item a player will want. The owner can retrieve any specific item 2 times a day (or 4 for small items) but no more than 10 items total can be retrieved on any given day. These packs will only work for their owner or an ally, if stolen, they cease functioning after 24 hours. Items that are not listed in the players handbook are not available until added by the character. Some items, the DM can rule, are too rare to be added to the pack. Items such as cloaks, which can be folded into a one foot diameter, can be summoned in this way.
These items are assumed to be payments for previous missions completed for churches or magic users. Individuals with oaths of poverty or other restrictions with wealth may not have one of these crafted items. These gifts are meant to assist the character in completing missions, not to make wealth, trying to summon items just to sell will make the pack go inert.
Aura faint (gray or rust) or moderate (tan) conjuration; CL 7th
Requirements Craft Wondrous Item, secret chest; Cost 1,250 gp
Labels:
D&D,
D20,
Good-Aligned,
Lawful-Aligned,
Magical Item,
Misc,
Monster,
NPC,
Pack,
Pathfinder
Tuesday, 1 September 2015
Nyssian Beholder Types - (Black, Blue, Purple, Gold, Red, White)
One of my favorite creatures in virtually every game edition were the round eyed masters of magic - beholders. These were probably the first creatures that I adjusted so many years ago more as a way to use different magic and lesser strength versions. (I dislike that you can't use cool powerful creatures at lower levels.) As I used them I started to define their personalities which turned them into the monsters that you see below. Just as a note purple and gold are set alignment colours in my campaign, Purple is always LN and Gold is LG. Black is virtually always LE, but its not preset as the other two.
Nyssian Beholder
LE (Varies) Medium Aberration
Init +6 Senses Darkvision 60 ft.; Perception +8
DEFENSE
AC 16 touch 12, flat-footed 14 (+2 Dex, +4 Natural) (plus +1 natural AC /new HD)
hp 30hp (4d8+12 con)
Fort +4, Ref +3, Will +4
OFFENSE
Speed fly 20 ft (good), 6-9 eyes (40 ft fly), 10+ eyes (60 ft fly)
Melee Natural Attack +3 (1d6+0)
Ranged Weapon +5 ranged touch, Bite +0 (1d6)
Special Attacks Eye Rays Attacks (CL 4th +1/HD)
STATISTICS
Str 10, Dex 15, Con 16, Int 14, Wis 10, Cha 8
Base Atk +3 CMB +3 CMD 15
Feats Improved Initiative, Flyby Attack
Skills Skills: Intimidate: +6, Fly +15, Knowledge (arcana)+8, Perception +8, Move Silently +9 (Bonus: Gain +12 in Fly)
Languages Xaositic, Common, Giant, Minotaur
ECOLOGY
Environment Usually Remote Locations
Organization Solitary, pair or clutch (4-12), Hive (10-200)
Treasure Value Standard
Advancement Range: by eye magics, 8+ eyes (Large)
Nysarian beholders begin with four eye magics and they increase in skills & new eye powers as they advance in HD. Their eye magics are not fixed, so no two beholders have the same powers, though each colour has a defined range. Most hives are made up of a mix of HD. 75% are 6 HD or lower, and the remainder are usually evenly distributed. Usually there is no more than one hive Master at 12 HD or higher.
There are at least seven known beholder types: white, red, black, blue, purple, gold and pariahs. The first four have hives across the domain, each controlled by a singular Hive Master. Obsessed with prestige they endlessly scheme for wealth and position while obeying their Master’s rules. Each believes they are the ideal beholder type, killing any other they see of a a different colour. Pariahs are those who fail to fit into the other standard beholder groups, hunted down by all others including their own. These are sexless beings, seemingly random beholders in the tribe become impregnated by magic and give birth to dozens of mini beholders, the strongest ones usually devour the weaker ones within a few hours of their expulsion from their dead parent. The common eye magics for each type is below, most individuals of that colour have those powers.
Many beholders must leave the hive tribe in order to survive, as beholders rarely tolerate anyone who fails or doesn't obey the will of the hive. Some will ally with external leaders and excel in humanoid military or church hierarchies, quickly moving up the ranks for their powers and cunning. Seeing weakness as an opportunity, they eliminate anyone who has failed to live up to expectations – either former subordinates or masters in the humanoid hierarchies. Depending upon their success, the adopting group may not accept the beholder very long before sending them out on a disguised suicide mission. Those of 9 HD or higher will most often return to a hive.
Humanoid communities mercilessly hunt and destroy beholder hives. Nobody really takes the time to know who or what these things are, they just attack and hope that there are no higher level monsters there. Though few have seen a violent beholder as the Purple colour type are predominant in large communities, virtually everyone in the land has heard stories of entire cities being taken prisoner by these vile abominations.
Combat
As they age they gain more eye-powers, to randomly determine their powers the DM should roll to determine which eye stalks. Roll 2d4, (then 2d6, 2d8 & 2d10 on each new HD) to determine the eye power for their HD. Duplicates eyes are possible. Since beholders, unlike a spell-caster, never has to worry about running out of spells, they can freely use their most powerful power on the most dangerous individual every round. They can use no more than 1/3 of their eyes in any direction at any time, except for pointing at something directly above or below them.
Beholders should have +1 eye power, +1 AC, increase in skills (4/level) and feats per HD. They also gain +1 in two ability scores every HD. Their telekinesis eye-ray can move 25 pounds per additional HD after their base.Their spells saves are determined by the spell level plus HD. Hive Masters have 16 or more eye-stalks plus the unique middle eye ability as determined by their colour.
Types
Black Beholders: The most well known of beholders for adventurers, they use their middle eye to drain dexterity. Opulence is a major motivator to these creatures; they enjoy showing off their wealth. Incapable of taking a joke or criticism; black beholders remember insults for decades. These beholders prefer creatures in total submission, eliminating servants who deviate from their exacting orders.
Blues Beholders: One of the most active beholders, they are experts at evasion and stealth. Unlike many of the other types of beholders, they prefer to work alone doing missions. They do not work well with others, and generally do not take orders from others they consider beneath them. Blues have a short polymorphic self effect that they use to talk with others and to eat, as they are the only type not to naturally have telekinesis as one of their primary powers. They are unable to use any of their eye-effects while polymorphed, but they can change back to their natural form as a free action. Individual Blues prefer to lair in cities, hiding from anyone that might hunt them down.
Gold: The only known good aligned beholder, assumed by many to be merely legend. They usually reside near remote planar portals as their preferred goal is to make allies or find a safe home. Unlike every other type of beholder, gold beholders are not born, instead they are individuals who have gone through a transformation - all of their eye magics are changed although they do not lose HD levels. Next to the pariahs, they are the most despised so they do not advertise their locations. Most are gregarious creatures, adoring innocence, youth and the zeal of faith - they can be gracious hosts when given a chance, but they do not abide evil. Their middle eye induces a blissful relaxation, negating the desire or thought to do harm to others.
Pariah Beholders: This is the standard type found in other Monster Manuals. They are mostly individuals, who are rarely found in hives. However, since their average HD is much higher than a typical Nyssian Beholder, they are safe as long as they do not make their presence well known.
Purple Beholders: Quite sophisticated and civilized, as devout worshipers of lawful deities they often serve lawful neutral churches or other groups. Accepted in many cities, they are frequently employed as bodyguards or wardens in prisons. They are the least likely to kill an opponent, preferring to capture and interrogate foes. Their primary residences are in Phaetox or other humanoid cities; they are by habit social creatures and understand that one individual is more easier accepted as opposed to groups of them. Always use their View Alignment ability to makes other creatures alignment visible to gauge ally from potential foe. Their middle eye acts as an unerring dimensional anchor in a 200 ft radius.
Red Beholders: Considered mad by the other types, they are the least likely to team up with others, including their own kin. They lair in the most inhospitable locations; partial to commanding evil races to co-ordinate strategic attacks. Reds enjoy playing sadistic games with both their minions and enemies, but they also have manic tempers causing them to go on unpredictable murderous rampages. They have a soft spot for physical art, and many will secretly sponsor painters & sculptors as it is said they understand an artists temperament. Their middle eye creates a confusion field wherein all non-chaotic creatures do not get a save; chaotic creatures can save every round to avoid the affect.
White Beholders: Perhaps the most powerful type, they seek isolation over wealth. Their middle eye creates a powerful Domination effect, non-lawful creatures do not get a save to avoid. While isolationists, they plot attacks, raiding once or twice a year to eliminate rivals or seize items. They never converse with enemies eliminating them as expediently as possible and then speak with dead if needed. In addition, the middle eye also controls undead as a priest of their same level. Dead creatures in the range of a beholder’s central eye for five or more rounds arise as zombies under their control. They can control five times their level in undead HD.
Black Middle Eye: Drains 3-8 dexterity, then 2 additional points every additional round
A Charm Person 10 Dominate Person
B Ray of Enfeeblement 11 Enervation
C Hold Person 12 Feeblemind
D Telekinesis 13 Interposing Hand
2 Magic Missile 14 Confusion
3 Inflict Moderate Wounds 15 Forceful Hand
4 Sound Burst 16 Blasphemy
5 Fear 17 Mage's Sword
6 Lightning Bolt 18 Disintegrate
7 Meld into Stone 19 Flesh to Stone
8 Stoneskin 20 Spell Turning
9 Gaseous Form
Blue Middle Eye: Baneful Polymorph (only as long as the creature is in the ray field plus 1d6 rounds)
A Charm Person 10 Confusion
B Ray of Enfeeblement 11 Inflict Serious Wounds
C Hold Person 12 True Seeing
D Polymorph Self (5 minutes) 13 Slow
2 Pass thru Stone (1d4 rounds) 14 Dimension Door (1d6 rounds)
3 Vampiric Ray 15 Ethereal Jaunt
4 Blindness 16 Finger of Death
5 Hypnotic Pattern 17 Divert Energy
6 Discern Lies 18 Flesh to Stone
7 Telekinesis 19 Feeblemind
8 Suggestion 20 Disintegrate
9 Hold Monster
Gold Middle Eye: Bliss, unable to take violent action, negates rage or other mind control affects.
A Know Alignment 10 Legend Lore
B Ray of Enfeeblement 11 Inflict Serious Wounds
C Hold Person 12 True Seeing
D Telekinesis 13 Dismissal
2 Hideous Laughter 14 Repulsion
3 Irresitible Dance 15 Forced Cage
4 Blindness 16 Grasping Hand
5 Hypnotic Pattern 17 Divert Energy
6 Discern Lies 18 Flesh to Stone
7 Searing Light 19 Feeblemind
8 Suggestion 20 Conversion - changes alignment to LG, lasts d6+cha bonus 9 Hold Monster after ray is focused on the target.
Purple Middle Eye acts a Dimensional Anchor (No saving throw)
A Charm Person 10 Legend Lore
B Ray of Enfeeblement 11 Pain
C Hold Person or View Alignment 12 True Seeing
D Telekinesis 13 Analyze Magic
2 Hideous Laughter 14 Repulsion
3 Acid Arrow 15 Forced Cage
4 Blindness 16 Grasping Hand
5 Arcane Sight 17 Disintegrate
6 Discern Lies 18 Flesh to Stone
7 Searing Light 19 Feeblemind
8 Suggestion 20 X-Ray
9 Hold Monster
Red Middle Eye: Confusion, no save for non-chaotic creatures unless protected by magic
A Telekinesis 10 Chaos Hammer
B Ray of Enfeeblement 11 Dimension Door
C Charm Person 12 Flame Strike
D Hold Person 13 Discord
2 Command 14 Animate Objects
3 Hypnotic Pattern 15 Irresistible Dance
4 Heat Metal 16 Ethereal Jaunt
5 Hold Monster 17 Reverse Gravity
6 Deep Slumber 18 Finger of Death
7 Inflict Serious Wounds 19 Flesh to Stone
8 Slow 20 Baneful Polymorph
9 Vampiric Ray
White Beholder Middle Eye: Domination, no save for non-lawful creatures unless protected by magic
A Telekinesis 10 Divert Energy
B Turn Flesh to Ice 11 Dismissal
C Blade Barrier 12 Baneful Polymorph
D True Seeing 13 Wall of Ice
2 Shocking Ray 14 Cone of Cold
3 Charm Person 15 Mind Fog
4 Chill Metal 16 Freezing Sphere
5 Clairvoyance 17 Harm
6 Ray of Enfeeblement 18 Finger of Death
7 Hold Person 19 Spell Turning
8 Deep Slumber 20 Disintegrate
9 Dispel Magic
Please note this is not intended as an infringement of anyone's rights, especially big, cool, wonderful gaming companies. This is a work from a fan - if there's any problems, I'll take it down.
Nyssian Beholder
LE (Varies) Medium Aberration
Init +6 Senses Darkvision 60 ft.; Perception +8
DEFENSE
AC 16 touch 12, flat-footed 14 (+2 Dex, +4 Natural) (plus +1 natural AC /new HD)
hp 30hp (4d8+12 con)
Fort +4, Ref +3, Will +4
OFFENSE
Speed fly 20 ft (good), 6-9 eyes (40 ft fly), 10+ eyes (60 ft fly)
Melee Natural Attack +3 (1d6+0)
Ranged Weapon +5 ranged touch, Bite +0 (1d6)
Special Attacks Eye Rays Attacks (CL 4th +1/HD)
STATISTICS
Str 10, Dex 15, Con 16, Int 14, Wis 10, Cha 8
Base Atk +3 CMB +3 CMD 15
Feats Improved Initiative, Flyby Attack
Skills Skills: Intimidate: +6, Fly +15, Knowledge (arcana)+8, Perception +8, Move Silently +9 (Bonus: Gain +12 in Fly)
Languages Xaositic, Common, Giant, Minotaur
ECOLOGY
Environment Usually Remote Locations
Organization Solitary, pair or clutch (4-12), Hive (10-200)
Treasure Value Standard
Advancement Range: by eye magics, 8+ eyes (Large)
Nysarian beholders begin with four eye magics and they increase in skills & new eye powers as they advance in HD. Their eye magics are not fixed, so no two beholders have the same powers, though each colour has a defined range. Most hives are made up of a mix of HD. 75% are 6 HD or lower, and the remainder are usually evenly distributed. Usually there is no more than one hive Master at 12 HD or higher.
There are at least seven known beholder types: white, red, black, blue, purple, gold and pariahs. The first four have hives across the domain, each controlled by a singular Hive Master. Obsessed with prestige they endlessly scheme for wealth and position while obeying their Master’s rules. Each believes they are the ideal beholder type, killing any other they see of a a different colour. Pariahs are those who fail to fit into the other standard beholder groups, hunted down by all others including their own. These are sexless beings, seemingly random beholders in the tribe become impregnated by magic and give birth to dozens of mini beholders, the strongest ones usually devour the weaker ones within a few hours of their expulsion from their dead parent. The common eye magics for each type is below, most individuals of that colour have those powers.
Many beholders must leave the hive tribe in order to survive, as beholders rarely tolerate anyone who fails or doesn't obey the will of the hive. Some will ally with external leaders and excel in humanoid military or church hierarchies, quickly moving up the ranks for their powers and cunning. Seeing weakness as an opportunity, they eliminate anyone who has failed to live up to expectations – either former subordinates or masters in the humanoid hierarchies. Depending upon their success, the adopting group may not accept the beholder very long before sending them out on a disguised suicide mission. Those of 9 HD or higher will most often return to a hive.
Humanoid communities mercilessly hunt and destroy beholder hives. Nobody really takes the time to know who or what these things are, they just attack and hope that there are no higher level monsters there. Though few have seen a violent beholder as the Purple colour type are predominant in large communities, virtually everyone in the land has heard stories of entire cities being taken prisoner by these vile abominations.
Combat
As they age they gain more eye-powers, to randomly determine their powers the DM should roll to determine which eye stalks. Roll 2d4, (then 2d6, 2d8 & 2d10 on each new HD) to determine the eye power for their HD. Duplicates eyes are possible. Since beholders, unlike a spell-caster, never has to worry about running out of spells, they can freely use their most powerful power on the most dangerous individual every round. They can use no more than 1/3 of their eyes in any direction at any time, except for pointing at something directly above or below them.
Beholders should have +1 eye power, +1 AC, increase in skills (4/level) and feats per HD. They also gain +1 in two ability scores every HD. Their telekinesis eye-ray can move 25 pounds per additional HD after their base.Their spells saves are determined by the spell level plus HD. Hive Masters have 16 or more eye-stalks plus the unique middle eye ability as determined by their colour.
Types
Black Beholders: The most well known of beholders for adventurers, they use their middle eye to drain dexterity. Opulence is a major motivator to these creatures; they enjoy showing off their wealth. Incapable of taking a joke or criticism; black beholders remember insults for decades. These beholders prefer creatures in total submission, eliminating servants who deviate from their exacting orders.
Blues Beholders: One of the most active beholders, they are experts at evasion and stealth. Unlike many of the other types of beholders, they prefer to work alone doing missions. They do not work well with others, and generally do not take orders from others they consider beneath them. Blues have a short polymorphic self effect that they use to talk with others and to eat, as they are the only type not to naturally have telekinesis as one of their primary powers. They are unable to use any of their eye-effects while polymorphed, but they can change back to their natural form as a free action. Individual Blues prefer to lair in cities, hiding from anyone that might hunt them down.
Gold: The only known good aligned beholder, assumed by many to be merely legend. They usually reside near remote planar portals as their preferred goal is to make allies or find a safe home. Unlike every other type of beholder, gold beholders are not born, instead they are individuals who have gone through a transformation - all of their eye magics are changed although they do not lose HD levels. Next to the pariahs, they are the most despised so they do not advertise their locations. Most are gregarious creatures, adoring innocence, youth and the zeal of faith - they can be gracious hosts when given a chance, but they do not abide evil. Their middle eye induces a blissful relaxation, negating the desire or thought to do harm to others.
Pariah Beholders: This is the standard type found in other Monster Manuals. They are mostly individuals, who are rarely found in hives. However, since their average HD is much higher than a typical Nyssian Beholder, they are safe as long as they do not make their presence well known.
Purple Beholders: Quite sophisticated and civilized, as devout worshipers of lawful deities they often serve lawful neutral churches or other groups. Accepted in many cities, they are frequently employed as bodyguards or wardens in prisons. They are the least likely to kill an opponent, preferring to capture and interrogate foes. Their primary residences are in Phaetox or other humanoid cities; they are by habit social creatures and understand that one individual is more easier accepted as opposed to groups of them. Always use their View Alignment ability to makes other creatures alignment visible to gauge ally from potential foe. Their middle eye acts as an unerring dimensional anchor in a 200 ft radius.
Red Beholders: Considered mad by the other types, they are the least likely to team up with others, including their own kin. They lair in the most inhospitable locations; partial to commanding evil races to co-ordinate strategic attacks. Reds enjoy playing sadistic games with both their minions and enemies, but they also have manic tempers causing them to go on unpredictable murderous rampages. They have a soft spot for physical art, and many will secretly sponsor painters & sculptors as it is said they understand an artists temperament. Their middle eye creates a confusion field wherein all non-chaotic creatures do not get a save; chaotic creatures can save every round to avoid the affect.
White Beholders: Perhaps the most powerful type, they seek isolation over wealth. Their middle eye creates a powerful Domination effect, non-lawful creatures do not get a save to avoid. While isolationists, they plot attacks, raiding once or twice a year to eliminate rivals or seize items. They never converse with enemies eliminating them as expediently as possible and then speak with dead if needed. In addition, the middle eye also controls undead as a priest of their same level. Dead creatures in the range of a beholder’s central eye for five or more rounds arise as zombies under their control. They can control five times their level in undead HD.
Black Middle Eye: Drains 3-8 dexterity, then 2 additional points every additional round
A Charm Person 10 Dominate Person
B Ray of Enfeeblement 11 Enervation
C Hold Person 12 Feeblemind
D Telekinesis 13 Interposing Hand
2 Magic Missile 14 Confusion
3 Inflict Moderate Wounds 15 Forceful Hand
4 Sound Burst 16 Blasphemy
5 Fear 17 Mage's Sword
6 Lightning Bolt 18 Disintegrate
7 Meld into Stone 19 Flesh to Stone
8 Stoneskin 20 Spell Turning
9 Gaseous Form
Blue Middle Eye: Baneful Polymorph (only as long as the creature is in the ray field plus 1d6 rounds)
A Charm Person 10 Confusion
B Ray of Enfeeblement 11 Inflict Serious Wounds
C Hold Person 12 True Seeing
D Polymorph Self (5 minutes) 13 Slow
2 Pass thru Stone (1d4 rounds) 14 Dimension Door (1d6 rounds)
3 Vampiric Ray 15 Ethereal Jaunt
4 Blindness 16 Finger of Death
5 Hypnotic Pattern 17 Divert Energy
6 Discern Lies 18 Flesh to Stone
7 Telekinesis 19 Feeblemind
8 Suggestion 20 Disintegrate
9 Hold Monster
Gold Middle Eye: Bliss, unable to take violent action, negates rage or other mind control affects.
A Know Alignment 10 Legend Lore
B Ray of Enfeeblement 11 Inflict Serious Wounds
C Hold Person 12 True Seeing
D Telekinesis 13 Dismissal
2 Hideous Laughter 14 Repulsion
3 Irresitible Dance 15 Forced Cage
4 Blindness 16 Grasping Hand
5 Hypnotic Pattern 17 Divert Energy
6 Discern Lies 18 Flesh to Stone
7 Searing Light 19 Feeblemind
8 Suggestion 20 Conversion - changes alignment to LG, lasts d6+cha bonus 9 Hold Monster after ray is focused on the target.
Purple Middle Eye acts a Dimensional Anchor (No saving throw)
A Charm Person 10 Legend Lore
B Ray of Enfeeblement 11 Pain
C Hold Person or View Alignment 12 True Seeing
D Telekinesis 13 Analyze Magic
2 Hideous Laughter 14 Repulsion
3 Acid Arrow 15 Forced Cage
4 Blindness 16 Grasping Hand
5 Arcane Sight 17 Disintegrate
6 Discern Lies 18 Flesh to Stone
7 Searing Light 19 Feeblemind
8 Suggestion 20 X-Ray
9 Hold Monster
Red Middle Eye: Confusion, no save for non-chaotic creatures unless protected by magic
A Telekinesis 10 Chaos Hammer
B Ray of Enfeeblement 11 Dimension Door
C Charm Person 12 Flame Strike
D Hold Person 13 Discord
2 Command 14 Animate Objects
3 Hypnotic Pattern 15 Irresistible Dance
4 Heat Metal 16 Ethereal Jaunt
5 Hold Monster 17 Reverse Gravity
6 Deep Slumber 18 Finger of Death
7 Inflict Serious Wounds 19 Flesh to Stone
8 Slow 20 Baneful Polymorph
9 Vampiric Ray
White Beholder Middle Eye: Domination, no save for non-lawful creatures unless protected by magic
A Telekinesis 10 Divert Energy
B Turn Flesh to Ice 11 Dismissal
C Blade Barrier 12 Baneful Polymorph
D True Seeing 13 Wall of Ice
2 Shocking Ray 14 Cone of Cold
3 Charm Person 15 Mind Fog
4 Chill Metal 16 Freezing Sphere
5 Clairvoyance 17 Harm
6 Ray of Enfeeblement 18 Finger of Death
7 Hold Person 19 Spell Turning
8 Deep Slumber 20 Disintegrate
9 Dispel Magic
Please note this is not intended as an infringement of anyone's rights, especially big, cool, wonderful gaming companies. This is a work from a fan - if there's any problems, I'll take it down.
Saturday, 29 August 2015
Mortal Slaad (Orange Slaad)
Many of the things that I create could potentially be used for PCs, especially in short-term games or one shots but not this one which is purely Monster Material. This is a savage creature, created when the bloody ooze from a slaughtered Red or Blue Slaad infects mortals on Nyssa. Unlike many creatures I create, this one is intended to be infused by chaos or unbalance, so it's not necessarily a "bad guy" just never a nice or fully sane one.
Mortal Slaad (Also called Orange Slaad)
CR 2
NE
Init +2; Perception +3
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 natural AC, +2 Dex)
hp 13 (2d8+4)
Fort +4, Ref +5, Will -1
OFFENSE
Speed 30 ft.
Melee Claws +4
Damage 1d6 + 2
SR sonic and acid resistance 5
Damage 1d6 + 2
SR sonic and acid resistance 5
TACTICS
Morale 15
They are wild and savage in combat, taking no time to leap into battle to tear their enemies apart.
STATISTICS
Str 15, Dex 14, Con 12, Int 8, Wis 8, Cha 7
Base Atk +4; CMB +4 CMD 16
Attacks: Claw 1d6+2, or two attacks at +1 attack doing d6+1 each
1d10 skills 1st to 4th
levels; 1d12 5th to 7th; 1d8 points 9-10
Feats: 1st, 2nd, 4th, 7th, 9th, 10th
Feat: multi-attack (claws)
Skills Perception +3, Acrobatics +5, Survival +5, Escape Artist +8 (Bonus +4 to their escape chances due to their oily skins.)
Languages: Choose any two: Minotaur, Dwarf or Common
Environment Warm Swamps or Deep Caverns
Organization Gang (4d4) at lower levels (1-2) at higher levels
Treasure Quarter
Organization Gang (4d4) at lower levels (1-2) at higher levels
Treasure Quarter
Mortal Slaad are things of chaos and madness that should not exist on prime worlds. The
few experts who have studied them believe they were previously humans
that were warped into this variant of the chaotic slaad by exposure to the slimy ooze containing their microscopic eggs when a Red or Blue Slaad were killed on a mortal plane. Most are hatched in groups of a dozen or more pods, sticking with each other as a frenzied hunting family group.
They are a disturbing sight, a mixture of a large orange frog with human features. Their eye stalks are high on the head, their
arms are too long for their body with stubby legs that are for a far
shorter beast. They seem to have multiple hearts and other internal
organs visible on the outside of their bodies, most of these are
non-functioning but some beat at random points during the day. Their
body secretes slime when they are nervous or excited which happens to be most of
the time.
These creates exist in wet, slimy spots - usually dungeons and swamps. They often reside in small numbers, usually less than ten. At lower levels, they work together, hunting and collecting things. At higher levels, they rarely work with each other, as jealousy often results in fratricide.
Most seek to get into the outer planes to join their perceived kin. The few who reach the outer planes, usually die quick and alone as the other Slaad barely recognize each other as kin let alone this warped variation.
Most seek to get into the outer planes to join their perceived kin. The few who reach the outer planes, usually die quick and alone as the other Slaad barely recognize each other as kin let alone this warped variation.
A few who don't end up on the
planes, grow in enough wisdom to seek other goals. Often they ally with non-good and non-lawful creatures for power and to revel in destruction. Higher level slaad use their ability to transform into oozes to sneak into lower dungeon levels or escape if ever cornered.
Racial Level Advancement
Gain +6 skill points every level
Typical Skills: Acrobatics, bluff, craft, disable device, disguise, escape artist, knowledge (planes, dungeons, geography, religion), perception, spellcraft, stealth, survival,
SR: 5 at 2 HD. Gain +1 on SR by HD or character level.
Feat Levels: 1st, 2nd, 4th, 7th, 9th, 10th levels
2 HD +2 to natural AC, sonic and
acid resistance 5; Immune to Acid, Claws dmg 1d6; +12 skill points; Str, Dex,
Con (+2); Wis & Cha (-2)
3 HD Fast Healing (Swamps, underwater, underground) 1/5 rounds, +1 to
AC
4 HD +2 to any 2 abilities; align weapon chaos, Gain Multi-Attack (Gain bite attack); Spray Poison 1 / ten
minutes (DC 14, Slimy skin, -4 to physical ability checks), +2 to AC
5 HD +3 on saves vs chaos spells or affects, Infuse confusion by touch - Fort DC 16 (lasts d8 rounds)
6 HD +7 on CMD, claws 1d8, dmg reduction 7/lawful, +3 to AC
7 HD +2 to any 2 abilities, Transform into lesser ooze 1/2 HD
8 HD Align weapons (claws 2d6 extra dmg, 4/day), Spray Poison 1
/ 3 rounds (Fort DC 18, Slimy bones, -7 to attacks, lasts 6 rounds)
9 HD Constant Non-detection, Sonic Resistance 26, Immune to Madness spells and effects,
dmg reduction 13/lawful, +2 to AC
10 HD Transform to Greater Ooze; Claws 3d6; align weapons against
non-chaotic creatures (claws + 3d8 extra dmg, 4/day); +3 to any 3 abilities, +3 to AC
After 10 HD they increase in fighter, rogue or sorcerer class levels. They cannot take these levels until they are a fully grown Slaad
Lesser Ooze: Medium Sized Puddle, Move 20, AC +6, Atk -, SA Acidic Touch (1d6), SA submersion (3d8 / rnd), Saves: No Change, Two rounds to complete change
Large Greater Ooze: Move 40, AC +12, Atk Pseudopod (touch), SA Acidic
Touch (3d6), SA submersion (8d8 / rnd), Saves: +5 to all saves. One round to complete change
Labels:
Beast,
D&D,
D20,
Evil,
Outer Planar,
Pathfinder,
PC,
Planescape,
Racial Class
Tuesday, 25 August 2015
Nyssian Centaur
Never really liked the typical centaur write-up found in the monster books - always seemed too weak in terms of their HD. So I changed them to fey and increased their HD. Unlike many other of my creatures, I didn't think this one appropriate to be a small little pony, and then change from their natural HD to levels, so I just wrote this as a 10 HD fey creature. Also, unlike like their Grecian horse-fathers, the Nyssian version are wonderful alcoholics, loving to share in the fruits of their work. Only the older ones settle in human communities, the others are on the run, in the wild, meeting friends and battling foes .
NYSSIAN CENTAUR
N(G) Large Fey CR 10
Init +2 Perception +12
DEFENSE
AC 20, touch 12, flat-footed 18 (+2 armor, +2 Dex, +4 natural, +2 shield, –1 size)
HD: 10d8+30 (61 hp)
F +6, R +9, W+9
OFFENSE
Speed 50 ft. (35 ft. in armor)
Combat +13 / +8
Melee longsword +16/+11; 2 hooves +7 (1d6+1)
Ranged Bow +15 / + 9 (1d8+2/×3)
STATISTICS
Str 17, Dex 14, Con 16, Int 10, Wis 15, Cha 11
Base Atk +8; CMB +8; CMD 20 (24 vs. trip)
Feat Trees - Archery, Expertise & Strength Focus (See Below)
Skills Acrobatics + 5*, Appraise +6, Perception +12, Survival +15, Craft (Any trade) +10, Knowledge (local & nature) +8, *Acrobatics: Centaurs gain a +15 to their score for jumping
Languages Common, Faerie, Giant
SQ undersized weapons
Advancement By Character Class
ECOLOGY
Environment temperate forests and plains
Organization solitary, pair, hunt (3–10), tribe (110–300)
Treasure standard (gems and jewelry are preferred)
SPECIAL ABILITIES
Undersized Weapons (Ex) Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).
Nyssian centaurs are powerful and wise creatures found through-out the domain in small herds. Like many other types of fey, they are creatures of extremes - peaceful in their homes, but wild and uncontrollable when facing an enemy or celebrating. They have considerable knowledge of wildlife, crafting practice and local traditions as well as their communal connections with other fey. Renown for their ability to handle copious amount of alcohol and the calming effect it has on them. While the typical trade is weapon making (Fletcher) there are also artists, chefs, musicians, engineers, etc.
Centaurs live a nomadic lifestyle, roaming from one large grassland to another in small tribes, coming together with fey-kin to trade, share information and socialize. They own little in physical belongings as they usually prefer to be able to pick up and move on a moment's notice. They can hunt for what they need, but some experts make their living as guides for human populations, spending their time between the town and tribe. Elders who are starting to slow down, sometimes settle in small human or elven communities and survive through their crafting. Fey young centaurs ever adopt a set community as they would miss the freedom of running wild with kin.
They use simple weapons that they can easily create themselves (bow, mace, spear) but those who work as guides or mercenaries often have access to much better equipment.
They usually advance by taking character classes - barbarian, bard, druid, fighter, or ranger are the most typical selection. They rarely advance as clerics, and wizards are virtually non-existent.
Archery Feats - Alertness: Point Blank Shot, Deadly Aim, Spirited Charge, Weapon Focus (Bow)
Combat Feats - Expertise, Weapon Focus, Power Attack, Dazzling Display, Gr Weapon Focus*
Strength Attack - Power Attack, Weapon Focus, Cleave, Imp Bull Rush, Imp Overrun
NYSSIAN CENTAUR
N(G) Large Fey CR 10
Init +2 Perception +12
DEFENSE
AC 20, touch 12, flat-footed 18 (+2 armor, +2 Dex, +4 natural, +2 shield, –1 size)
HD: 10d8+30 (61 hp)
F +6, R +9, W+9
OFFENSE
Speed 50 ft. (35 ft. in armor)
Combat +13 / +8
Melee longsword +16/+11; 2 hooves +7 (1d6+1)
Ranged Bow +15 / + 9 (1d8+2/×3)
STATISTICS
Str 17, Dex 14, Con 16, Int 10, Wis 15, Cha 11
Base Atk +8; CMB +8; CMD 20 (24 vs. trip)
Feat Trees - Archery, Expertise & Strength Focus (See Below)
Skills Acrobatics + 5*, Appraise +6, Perception +12, Survival +15, Craft (Any trade) +10, Knowledge (local & nature) +8, *Acrobatics: Centaurs gain a +15 to their score for jumping
Languages Common, Faerie, Giant
SQ undersized weapons
Advancement By Character Class
ECOLOGY
Environment temperate forests and plains
Organization solitary, pair, hunt (3–10), tribe (110–300)
Treasure standard (gems and jewelry are preferred)
SPECIAL ABILITIES
Undersized Weapons (Ex) Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).
Nyssian centaurs are powerful and wise creatures found through-out the domain in small herds. Like many other types of fey, they are creatures of extremes - peaceful in their homes, but wild and uncontrollable when facing an enemy or celebrating. They have considerable knowledge of wildlife, crafting practice and local traditions as well as their communal connections with other fey. Renown for their ability to handle copious amount of alcohol and the calming effect it has on them. While the typical trade is weapon making (Fletcher) there are also artists, chefs, musicians, engineers, etc.
Centaurs live a nomadic lifestyle, roaming from one large grassland to another in small tribes, coming together with fey-kin to trade, share information and socialize. They own little in physical belongings as they usually prefer to be able to pick up and move on a moment's notice. They can hunt for what they need, but some experts make their living as guides for human populations, spending their time between the town and tribe. Elders who are starting to slow down, sometimes settle in small human or elven communities and survive through their crafting. Fey young centaurs ever adopt a set community as they would miss the freedom of running wild with kin.
They use simple weapons that they can easily create themselves (bow, mace, spear) but those who work as guides or mercenaries often have access to much better equipment.
They usually advance by taking character classes - barbarian, bard, druid, fighter, or ranger are the most typical selection. They rarely advance as clerics, and wizards are virtually non-existent.
Archery Feats - Alertness: Point Blank Shot, Deadly Aim, Spirited Charge, Weapon Focus (Bow)
Combat Feats - Expertise, Weapon Focus, Power Attack, Dazzling Display, Gr Weapon Focus*
Strength Attack - Power Attack, Weapon Focus, Cleave, Imp Bull Rush, Imp Overrun
Labels:
Beast,
Cenatur,
D&D,
D20,
Fey,
Good-Aligned,
Monster,
NPC,
Pathfinder,
PC,
Racial Class
Thursday, 20 August 2015
Standing Knights (Prestige Class)
Standing Knights
Adventure: These professional warriors are elite soldiers known for their determination in protecting borderlands and areas overrun by chaos. Many work exclusively with local armies and serve a mundane men-at-arms role but when the need is great enough they organize to overcome the greatest threats to the land. Their name comes from the legend that a standing knight is the very last on the field of battle to fall.
Characteristics: Outside of battle, standing knights have few similarities with each other. Some are serious, others drunkards, some religious, others blasphemers, but in battle they share the same ruthless determination to overcome every obstacle. They are leaders who prefer to get involved in the action and lead by example. Despite their enduring popularity, there are no armies of Standing Knights, they are soldiers who are involved with other Lawful Groups but more dedicated to the purpose.
Requirements:
Diplomacy +4, Ride: +7, Sense Motive +3
Any two of the following feats: Endurance, Great Fortitude, Iron Will, Lightning Reflexes
Alignment: LG, NG or LN
Special: Fallen but not died in battle with an enemy. In their awakening, they help to win the day and become something more than they were before.
Class Benefits:
Hit Die: D10
Class Skills: Climb, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (local and nobility), Perception, Ride, Sense Motive, Survival, Swim
Skill Points: 4 + int modifier
Weapon and Armor Proficiency: Knights gain no new weapon or armor proficiencies.
BAB: Good
Will Save: Good, Fort Save: Good, Reflex Save: Bad
1st Toe-to-toe, Stand-Tall
2nd Last to Fall, Tough-as-nails
3rd Freedom (1/day)
4th Extra Five Foot Step
5th Call-to-arms
6th Freedom (3/day)
7th Sprint
8th Death Charge
9th To-the-finish
10th Freedom
Toe-to-toe: Standing Knights gain +1 / level on tactical or improved attacks for their defense, such as trip, grapple, strength checks, etc as long as they are not the one initiating the attack
Stand-Tall going from a prone to standing position is a free action, unless they provoke attack of opportunity, in which case, it's a standard action but preventsthe attack of opportunity
Last to Fall: As per the Diehard Feat
Tough-as-Nails: Gains dmg reduction / class level to non-lethal force.
Freedom: At 4th level, a standing knight gains the use of Freedom of Movement effect for one minute. At 6th level they can activate this effect three times a day. At 10th level they have a continual Freedom of Movement effect in place. While it can be dispelled; a Standing Knight can reactivate it as a standard action next round.
Extra Five Foot Step: A Standing Knight take an extra five-foot step at the end of their turn; they may not take two five foot steps in a row. Thus they must take the first at the start of the round and the second at the end of their round
Call-to-Arms: Can request aid from low level characters when making a public declaration. The total HD that will arrive is their total class level + charisma bonus X 4.
Sprint: Gain +30 movement for 1 / day per standing knight level. Does not work in conjunction with any other speed or movement enhancing magic. (DM's decision.)
Death Charge: Gain +4 on the charge attack, inflicting double damage for one round, to pay for this, they take -2 on attacks due to exhaustion for the next 5 rounds unless curative magics are used.
To-the-Finish: Standing knights are perhaps the most determined people in existence, after more then three rounds in battle vs the same foe, no magic can sway them from their task. Magical coersion (charm, compulsion, emotion or fear) has no effect on them in relation to changing their course of action.
Adventure: These professional warriors are elite soldiers known for their determination in protecting borderlands and areas overrun by chaos. Many work exclusively with local armies and serve a mundane men-at-arms role but when the need is great enough they organize to overcome the greatest threats to the land. Their name comes from the legend that a standing knight is the very last on the field of battle to fall.
Characteristics: Outside of battle, standing knights have few similarities with each other. Some are serious, others drunkards, some religious, others blasphemers, but in battle they share the same ruthless determination to overcome every obstacle. They are leaders who prefer to get involved in the action and lead by example. Despite their enduring popularity, there are no armies of Standing Knights, they are soldiers who are involved with other Lawful Groups but more dedicated to the purpose.
Requirements:
Diplomacy +4, Ride: +7, Sense Motive +3
Any two of the following feats: Endurance, Great Fortitude, Iron Will, Lightning Reflexes
Alignment: LG, NG or LN
Special: Fallen but not died in battle with an enemy. In their awakening, they help to win the day and become something more than they were before.
Class Benefits:
Hit Die: D10
Class Skills: Climb, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (local and nobility), Perception, Ride, Sense Motive, Survival, Swim
Skill Points: 4 + int modifier
Weapon and Armor Proficiency: Knights gain no new weapon or armor proficiencies.
BAB: Good
Will Save: Good, Fort Save: Good, Reflex Save: Bad
1st Toe-to-toe, Stand-Tall
2nd Last to Fall, Tough-as-nails
3rd Freedom (1/day)
4th Extra Five Foot Step
5th Call-to-arms
6th Freedom (3/day)
7th Sprint
8th Death Charge
9th To-the-finish
10th Freedom
Toe-to-toe: Standing Knights gain +1 / level on tactical or improved attacks for their defense, such as trip, grapple, strength checks, etc as long as they are not the one initiating the attack
Stand-Tall going from a prone to standing position is a free action, unless they provoke attack of opportunity, in which case, it's a standard action but preventsthe attack of opportunity
Last to Fall: As per the Diehard Feat
Tough-as-Nails: Gains dmg reduction / class level to non-lethal force.
Freedom: At 4th level, a standing knight gains the use of Freedom of Movement effect for one minute. At 6th level they can activate this effect three times a day. At 10th level they have a continual Freedom of Movement effect in place. While it can be dispelled; a Standing Knight can reactivate it as a standard action next round.
Extra Five Foot Step: A Standing Knight take an extra five-foot step at the end of their turn; they may not take two five foot steps in a row. Thus they must take the first at the start of the round and the second at the end of their round
Call-to-Arms: Can request aid from low level characters when making a public declaration. The total HD that will arrive is their total class level + charisma bonus X 4.
Sprint: Gain +30 movement for 1 / day per standing knight level. Does not work in conjunction with any other speed or movement enhancing magic. (DM's decision.)
Death Charge: Gain +4 on the charge attack, inflicting double damage for one round, to pay for this, they take -2 on attacks due to exhaustion for the next 5 rounds unless curative magics are used.
To-the-Finish: Standing knights are perhaps the most determined people in existence, after more then three rounds in battle vs the same foe, no magic can sway them from their task. Magical coersion (charm, compulsion, emotion or fear) has no effect on them in relation to changing their course of action.
Monday, 17 August 2015
The Pan - Faerie Enhanced Prestige Class
I just finished the Peter Pan novel a while ago and have to say that I really enjoyed it. Darker than I thought it would be but a nice ambivalent story, not screaming about the inherent superiority of either adulthood or childhood just the events that happened to take place. It inspired me to create a playable game version.
Role: These beings mix charm, speed, and, at higher levels, flight to perform heroic acts. They disdain armor and heavier weapons for finesse. The abilities of a Pan complement those of bards, rogues or fighters who wish to accentuate their fighting prowess. They fight in the forefront, deftly avoiding the blades of their opponents while expertly targeting their foe's vulnerabilities. They are also adept at spying, flying, taunting foes and interacting with Fey.
Requirements
To qualify to become a Pan, a character must fulfill all the following criteria.
Base Attack Bonus: +3
Skills: Acrobatics 4 ranks, Perform 3 ranks.
Feats: Dodge, Mobility
Special: Interaction with a fey. Must have made a positive social connection with a fey
Class Features
All of the following are class features of the Pan prestige class.
Alignment: Pan can be of any non-lawful alignment.
Hit Dice: d10.
Weapon and Armor Proficiency: The Pan is proficient with all simple and martial weapons. Pan are proficient with light armor and small shields but rarely use them after 4th level.
Skill Ranks at Each Level: 4 + Int modifier.
Class Skills
The Pan's class skills are Acrobatics, Bluff , Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Knowledge (Any), Perception, Perform, Sense Motive. Stealth, Survival, Swim, Use Magic Device
Table: Pan
Level BAB Fort Ref Will Special
1st +1 +0 +1 +0 Pan`s Parry & Faerie Companion
2nd +2 +1 +1 +1 Navigate, Lesser Shadow Creep
3rd +3 +1 +2 +1 Fearless, Knowledge (Piracy)
4th +4 +1 +2 +2 Assisted Flight, Radiate No Alignment
5th +5 +2 +3 +3 Riposte, Pact of Peace
6th +6 +2 +3 +3 Quick to React, Shadow Spy
7th +7 +2 +4 +4 Parry 360 Degrees, Taunt Victim
8th +8 +3 +4 +4 Full Flight, Stir Bravery
9th +9 +3 +5 +5 Deflect Arrows, Superb Tactics
10th +10 +4 +6 +6 Share Flight, Summon Fey
Pan`s Parry (Ex) Experts at combat, they exist to duel as it is their primary method of protecting themselves and to gain an advantage in combat. Pan's gain +1 to their parry, and an additional +1 for every two levels to be used agaisnt a single adjacent foe - they must hit an AC higher then the attacking enemy. If the attacker scores higher, the Pan takes the hit, otherwise the Pan deflects the attack. This affects any one melee foe and is done primarily to keep an enemy at a safe distance.
Faerie Companion: Pan's gain a faerie ally, that willingly serves as a friend and ally. They do not risk their lives foolishly but don't shy away from shared causes either If anything should happen to the companion that was not directly caused by the Pan, they can summon another companion with a 12 hour ritual. If the Pan abuses the fey, and is given in-game warnings, the fey may leave the Pan's service. Typical companions: Use the Fey Summoning table below.
Lesser Shadow Creep: Pan can release their shadow for up to 10 rounds once / dexterity bonus. The Shadow is able to move and act as the Pan to investigate, but it cannot take forceful action. These rounds do not have to be consecutive.
Navigate: Gain as a key class skill. They are able to add 8 plus Dexterity Modifier and a +1 for every additional level until 10th. If this number is not high enough to succeed, then roll as normal:
d20 + dex mod + class levels + skill ranks
Fearless: Pan gain Immunity to spells or fear effects when it is unavoidable. If a Pan can choose to not enter a field of fear, and do so anyway, then they willingly face the fear, at these times it can affect a Pan, but they gain +1 / Pan level on these saves.
Knowledge (Piracy) : Gain as a key class skill. They are able to add 12 plus Dexterity Modifier and a +1 for every additional level until 10th. If this number is not high enough to succeed, then roll as normal: d20 + dex mod + class levels + skill ranks.
Radiate No Alignment : Pan do not radiate alignment. Pan can also use any item if normally restricted by alignment. They may still suffer penalties for doing so.
Assisted Flight: With the help of a faeries dust, a 4th level Pan gains flight (Fly +8, Poor, Speed 20) once a day for one hour + 20 minutes per charisma bonus. They gain an additional flight every level until 7th level as long as they are with a faerie. Treat as a 3rd level spell for dispel or cancel magic affects.
Riposte: Pan can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.
Pact of Fey Peace: Pan has reached a state of understood peace with Fey, they may not like or agree with a Pan, but none will ever attack or take action against a Pan. This ends if a Pan physically attacks a Fey - bu they can trick or steal from them which doesn't go over the line. If they break the pact they lose the capacity to gain new Pan levels.
Quick to React: Gain +4 to reaction rolls. If the Pan does not act first, they gain +1 every additional round up to their Pan level or they have won initiative. If they delay for any reason, they do not gain this reaction bonus.
Shadow Spy: Pan are able to release their shadow as a semi-intelligent servant, able to travel independently of a Pan and take limited actions. The Shadowy Pan figure has 25% of the Pan's HP and half the skill scores and AC. They can move no more than 1 mile away from the Pan. While their true shadow is gone, the Pan is left with a pale imitation. If anything should ever happen to the shadow spy, it returns in one day after it has been released.
Parry 360 Degrees; At this point, a Pan can use their Pan`s Parry against any number of creatures that are using light or medium weapons against them. This is a full round action and they cannot do a 360 degree parry and attack.
Taunt Victim: Their target must beat DC 15 + Cha Bonus + level difference to chase the Pan for a minimum of five rounds (4+D6). At the end of this time frame, if the target is still able to see the Pan, they must re-save or the affect lingers for another d8 rounds.
Full Flight: At 8th level, a Pan gains Full Flight, able to fly at will (Fly +15, Good, Speed 50). Treat as a Natural Ability. If dispelled, they will float down to the ground and regain as soon as the dispelled effect ends.
Stir Bravery: By making a DC 16 Diplomacy or Perform Check, they can add +1 for every Pan level to bravery or saving throws for mental effects for comrades who hear their performance.
Superb Tactics: At this level, Pan have so mastered their tactical swordplay that they can mark one target, and each round they they parry in 360 degrees - and can attack them once a round in addition to parrying everyone else.
Share Flight: By sprinkling the faerie's dust on companions, he can assist companions to fly. They can share in his flight path and never be more than 1 mile away from the Pan or the affect will end.
Summon Fey: In times of trouble, the Pan is able to use a ritual to ask their Fey sisters for help. They can summon d6 X 10 HD of fey creatures once a season (four times a year at most.) They come in small groups as determined by the below list. If a Pan ever abuses his summoning to call creatures for a selfish purpose, they lose access to this Fey Summoning ritual for the future.
% Roll Fey Type Level
1 - 11 Atomie CR 1
12 - 22 Brownie CR 1
23 - 27 Buckawn CR 2
28 - 29 Dryad CR 3
30 - 39 Faun CR 1
40 - 44 Forgotten One CR 2
45 - 54 Gathlain CR 1/2
55 - 59 Leprechaun CR 2
60 - 61 Pixie CR 4
62 - 63 Satyr CR 4
64 - 68 Twigjack CR 3
69 - 98 Sprite or Sprite Swarm CR 5
99 - 00 Swan Maiden CR 6
The Pan
This Pan is a wandering pirate-like figure that haunts both the wild and communities by the sea. Many live simple lives of exploring and fighting local threats, most live life to its fullest never dedicating themselves to selfish intentions but not to the holy ones either, always somewhere betwixt the two. They are beings of charm, whimsy and grace, eager to show off their skills or rush in to help their many friends. They are especially enamored by fey, always willing to go out of their way to help these mischievous beings. Many times they take this class as a title for their adventuring names.Role: These beings mix charm, speed, and, at higher levels, flight to perform heroic acts. They disdain armor and heavier weapons for finesse. The abilities of a Pan complement those of bards, rogues or fighters who wish to accentuate their fighting prowess. They fight in the forefront, deftly avoiding the blades of their opponents while expertly targeting their foe's vulnerabilities. They are also adept at spying, flying, taunting foes and interacting with Fey.
Requirements
To qualify to become a Pan, a character must fulfill all the following criteria.
Base Attack Bonus: +3
Skills: Acrobatics 4 ranks, Perform 3 ranks.
Feats: Dodge, Mobility
Special: Interaction with a fey. Must have made a positive social connection with a fey
Class Features
All of the following are class features of the Pan prestige class.
Alignment: Pan can be of any non-lawful alignment.
Hit Dice: d10.
Weapon and Armor Proficiency: The Pan is proficient with all simple and martial weapons. Pan are proficient with light armor and small shields but rarely use them after 4th level.
Class Skills
The Pan's class skills are Acrobatics, Bluff , Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Knowledge (Any), Perception, Perform, Sense Motive. Stealth, Survival, Swim, Use Magic Device
Table: Pan
Level BAB Fort Ref Will Special
1st +1 +0 +1 +0 Pan`s Parry & Faerie Companion
2nd +2 +1 +1 +1 Navigate, Lesser Shadow Creep
3rd +3 +1 +2 +1 Fearless, Knowledge (Piracy)
4th +4 +1 +2 +2 Assisted Flight, Radiate No Alignment
5th +5 +2 +3 +3 Riposte, Pact of Peace
6th +6 +2 +3 +3 Quick to React, Shadow Spy
7th +7 +2 +4 +4 Parry 360 Degrees, Taunt Victim
8th +8 +3 +4 +4 Full Flight, Stir Bravery
9th +9 +3 +5 +5 Deflect Arrows, Superb Tactics
10th +10 +4 +6 +6 Share Flight, Summon Fey
Pan`s Parry (Ex) Experts at combat, they exist to duel as it is their primary method of protecting themselves and to gain an advantage in combat. Pan's gain +1 to their parry, and an additional +1 for every two levels to be used agaisnt a single adjacent foe - they must hit an AC higher then the attacking enemy. If the attacker scores higher, the Pan takes the hit, otherwise the Pan deflects the attack. This affects any one melee foe and is done primarily to keep an enemy at a safe distance.
Faerie Companion: Pan's gain a faerie ally, that willingly serves as a friend and ally. They do not risk their lives foolishly but don't shy away from shared causes either If anything should happen to the companion that was not directly caused by the Pan, they can summon another companion with a 12 hour ritual. If the Pan abuses the fey, and is given in-game warnings, the fey may leave the Pan's service. Typical companions: Use the Fey Summoning table below.
Lesser Shadow Creep: Pan can release their shadow for up to 10 rounds once / dexterity bonus. The Shadow is able to move and act as the Pan to investigate, but it cannot take forceful action. These rounds do not have to be consecutive.
Navigate: Gain as a key class skill. They are able to add 8 plus Dexterity Modifier and a +1 for every additional level until 10th. If this number is not high enough to succeed, then roll as normal:
d20 + dex mod + class levels + skill ranks
Fearless: Pan gain Immunity to spells or fear effects when it is unavoidable. If a Pan can choose to not enter a field of fear, and do so anyway, then they willingly face the fear, at these times it can affect a Pan, but they gain +1 / Pan level on these saves.
Knowledge (Piracy) : Gain as a key class skill. They are able to add 12 plus Dexterity Modifier and a +1 for every additional level until 10th. If this number is not high enough to succeed, then roll as normal: d20 + dex mod + class levels + skill ranks.
Assisted Flight: With the help of a faeries dust, a 4th level Pan gains flight (Fly +8, Poor, Speed 20) once a day for one hour + 20 minutes per charisma bonus. They gain an additional flight every level until 7th level as long as they are with a faerie. Treat as a 3rd level spell for dispel or cancel magic affects.
Riposte: Pan can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.
Pact of Fey Peace: Pan has reached a state of understood peace with Fey, they may not like or agree with a Pan, but none will ever attack or take action against a Pan. This ends if a Pan physically attacks a Fey - bu they can trick or steal from them which doesn't go over the line. If they break the pact they lose the capacity to gain new Pan levels.
Quick to React: Gain +4 to reaction rolls. If the Pan does not act first, they gain +1 every additional round up to their Pan level or they have won initiative. If they delay for any reason, they do not gain this reaction bonus.
Shadow Spy: Pan are able to release their shadow as a semi-intelligent servant, able to travel independently of a Pan and take limited actions. The Shadowy Pan figure has 25% of the Pan's HP and half the skill scores and AC. They can move no more than 1 mile away from the Pan. While their true shadow is gone, the Pan is left with a pale imitation. If anything should ever happen to the shadow spy, it returns in one day after it has been released.
Parry 360 Degrees; At this point, a Pan can use their Pan`s Parry against any number of creatures that are using light or medium weapons against them. This is a full round action and they cannot do a 360 degree parry and attack.
Taunt Victim: Their target must beat DC 15 + Cha Bonus + level difference to chase the Pan for a minimum of five rounds (4+D6). At the end of this time frame, if the target is still able to see the Pan, they must re-save or the affect lingers for another d8 rounds.
Stir Bravery: By making a DC 16 Diplomacy or Perform Check, they can add +1 for every Pan level to bravery or saving throws for mental effects for comrades who hear their performance.
Superb Tactics: At this level, Pan have so mastered their tactical swordplay that they can mark one target, and each round they they parry in 360 degrees - and can attack them once a round in addition to parrying everyone else.
Share Flight: By sprinkling the faerie's dust on companions, he can assist companions to fly. They can share in his flight path and never be more than 1 mile away from the Pan or the affect will end.
Summon Fey: In times of trouble, the Pan is able to use a ritual to ask their Fey sisters for help. They can summon d6 X 10 HD of fey creatures once a season (four times a year at most.) They come in small groups as determined by the below list. If a Pan ever abuses his summoning to call creatures for a selfish purpose, they lose access to this Fey Summoning ritual for the future.
% Roll Fey Type Level
1 - 11 Atomie CR 1
12 - 22 Brownie CR 1
23 - 27 Buckawn CR 2
28 - 29 Dryad CR 3
30 - 39 Faun CR 1
40 - 44 Forgotten One CR 2
45 - 54 Gathlain CR 1/2
55 - 59 Leprechaun CR 2
60 - 61 Pixie CR 4
62 - 63 Satyr CR 4
64 - 68 Twigjack CR 3
69 - 98 Sprite or Sprite Swarm CR 5
99 - 00 Swan Maiden CR 6
Monday, 10 August 2015
Orynix - Gazelle Humanoids (Horn-Kin)
This is one of my core basic races, one of the Minotaur or Horn-Kin peoples that are found mostly on the cold barren plains. While intelligent and sophisticated, most of them disdain the lifestyle of abundance found in most civilizations. They are naturally high-speed runners whose speed matches that of a horse when they carry little. Rangers or anyone that can provide food or other necessities in dire times are highly appreciated, they place the Survival skill as key to ensure the safety of the tribe.
Orynix
Personality: Determined and extremely focused, they are like athletes who never waver from their goal. Sometimes they can seem distant, but to allies they are warm, friendly and inviting. The capacity to run is a central motif to them and to perform the best they must always carry little as their speed is determined by how much they carry thus the Orynix put little value in material things. They believe strength lies in flexibility and they never carry something for decoration alone.
Physical Description: Gazelle humanoids, muscular and lean with short white silver fur with long strong legs, standing 6 ½ feet tall not including their foot-high, sharp, silver horns.
Relations: Orynix get along well most druids, nomads, barbarians and others who live off the land. They are comfortable with elves, halflings and centaurs, but they are reserved with humans and dwarves or those who are more lawful based. They have no preset judgement on other Horn-Kin, as they judge them based on how they live and if they are a team player or not.
Alignment: They tend towards neutrality and good. They care about little else other than for the needs of the tribe. Avoiding trouble whenever possible, they use their speed to get away;intervening only when allies are in trouble .
Lands: They are nomads, living off the land harmoniously. They tend to thrive in areas far from civilized lands only coming in to trade or share information.
Religion: They are strongly druidic, following the nature spirits that abound in the land and waters.
Language: They speak Minotaur, Jahlen, Centaur, Faerie, Orynix & the common tongue.
Adventurers: Orynix, quite like their Jahlen cousins, believe that individuals must chart their own course in life. Sometimes that means you run with the tribe and other times, you must run alone. But always, you return to share your experiences with the tribe. And, of course, all Orynix are there when the tribe needs help.
Racial Traits
+1 Natural Armor Bonus
Unencumbered Speed: 60 (see below)
Natural Weapon: Anthril Coloured Horns 1d6 *
+4 Constitution, -1 Intelligence, -1 Charisma
+2 Survival, +2 Knowledge (Geography), +2 Perception
Low-light Vision
Endurance Feat, Skill Focus (Survival)
Racial Hit Dice: 2d8; Attack Bonus and Saving Throws as Cleric;
Base 12 skill points; more if they have exceptional intelligence, to use on their core skills
Core Skills: Climb, Diplomacy, Escape Artist, Gather Information, Heal, Hide, Knowledge (Geography), Move Silently, Perception, Sense Motive, Survival
Encumbrance Level Max Speed
Light 60
Medium 40
Heavy 30
Preferred Classes: Bard, Barbarian, Druid, Fighter, Ranger, Rogue or Sorcerer
Anthril Horns:
Anthril is a silver coloured magical metal found on Nyssa. It has the equivalent of silver and +1 magic items found on other worlds. At lower levels, Orynix have silver or Anthril coloured horns. Many elders and high ranking tribe members go through ceremonies to turn their horns into True Anthril. Assume any 6th level or higher non-Barbarian class will have magical horns enabling them to hit magical creatures using their horn attack. These horns are one of the major reasons Orynix tribes are attacked by evil creatures.
Orynix
Personality: Determined and extremely focused, they are like athletes who never waver from their goal. Sometimes they can seem distant, but to allies they are warm, friendly and inviting. The capacity to run is a central motif to them and to perform the best they must always carry little as their speed is determined by how much they carry thus the Orynix put little value in material things. They believe strength lies in flexibility and they never carry something for decoration alone.
Physical Description: Gazelle humanoids, muscular and lean with short white silver fur with long strong legs, standing 6 ½ feet tall not including their foot-high, sharp, silver horns.
Relations: Orynix get along well most druids, nomads, barbarians and others who live off the land. They are comfortable with elves, halflings and centaurs, but they are reserved with humans and dwarves or those who are more lawful based. They have no preset judgement on other Horn-Kin, as they judge them based on how they live and if they are a team player or not.
Alignment: They tend towards neutrality and good. They care about little else other than for the needs of the tribe. Avoiding trouble whenever possible, they use their speed to get away;intervening only when allies are in trouble .
Lands: They are nomads, living off the land harmoniously. They tend to thrive in areas far from civilized lands only coming in to trade or share information.
Religion: They are strongly druidic, following the nature spirits that abound in the land and waters.
Language: They speak Minotaur, Jahlen, Centaur, Faerie, Orynix & the common tongue.
Adventurers: Orynix, quite like their Jahlen cousins, believe that individuals must chart their own course in life. Sometimes that means you run with the tribe and other times, you must run alone. But always, you return to share your experiences with the tribe. And, of course, all Orynix are there when the tribe needs help.
Racial Traits
+1 Natural Armor Bonus
Unencumbered Speed: 60 (see below)
Natural Weapon: Anthril Coloured Horns 1d6 *
+4 Constitution, -1 Intelligence, -1 Charisma
+2 Survival, +2 Knowledge (Geography), +2 Perception
Low-light Vision
Endurance Feat, Skill Focus (Survival)
Racial Hit Dice: 2d8; Attack Bonus and Saving Throws as Cleric;
Base 12 skill points; more if they have exceptional intelligence, to use on their core skills
Core Skills: Climb, Diplomacy, Escape Artist, Gather Information, Heal, Hide, Knowledge (Geography), Move Silently, Perception, Sense Motive, Survival
Encumbrance Level Max Speed
Light 60
Medium 40
Heavy 30
Preferred Classes: Bard, Barbarian, Druid, Fighter, Ranger, Rogue or Sorcerer
Anthril Horns:
Anthril is a silver coloured magical metal found on Nyssa. It has the equivalent of silver and +1 magic items found on other worlds. At lower levels, Orynix have silver or Anthril coloured horns. Many elders and high ranking tribe members go through ceremonies to turn their horns into True Anthril. Assume any 6th level or higher non-Barbarian class will have magical horns enabling them to hit magical creatures using their horn attack. These horns are one of the major reasons Orynix tribes are attacked by evil creatures.
Labels:
D&D,
D20,
Horn-Kin,
Monster,
NPC,
Pathfinder,
PC,
Racial Class
Thursday, 30 July 2015
Sand Dwarves (Zinth)
Sand Dwarves or Zinth
One of the first generations of Dwarf-kin born on Nyssa. They are most often found in the Zinthar desert apart of small family tribes of less than two hundred individuals. Unlike their other blood-kin, the Zinth are bound to specific sites and are very unlikely to go far away unless they are in mortal danger.
Sand Dwarves have thin bodies almost always appearing as near starving. Their faces are normally covered by a hood - it is an expression of deep respect for them to talk with someone with an uncovered face. Males tend to grow their hair long and unkempt but many keep stylish goatees. Women can grow beards but few do, they keep their hair short, using jewelry and tattoos to decorate themselves. Both sexes fight for their community as equals, but females with children stay out of all but the most desperate combats.
Their expression: “Of the stone but in
this world” is their way of expressing themselves as both
mortal and planar beings. This means that both beneficial and baneful spells that name out planar creatures, affect the Zinth.
Best known for their intricate stone statues of their elders and heroes - these act as a receptacle so when a specific Zinth dies, their spirit is reborn.These highly respected individuals can be considered virtually immortal but most also sleep until called on. Individuals may have only one statue-receptacle at any point and it takes months to prepare one. If their personal statue is not ready, their spirit is lost forever. Some believe that Zinth are neither born nor alive, merely sentient stone - but the Zinth do not bother to correct them as it is unimportant what others think of them.
Individuals can exhibit excellent skills as a worker, warrior and artist; they are one with the stone just as much as they are with other living creatures. When young, their life pattern resembles other mortals - eating, sleeping, trading, loving. As they age, they become more "of the earth." Their elders do not eat or drink in a traditional manner, they absorb their nutrients by absorbing via touch, usually during the hour before or after sunset. This is a highly personal act they rarely share with outsiders.
mortal and planar beings. This means that both beneficial and baneful spells that name out planar creatures, affect the Zinth.
Best known for their intricate stone statues of their elders and heroes - these act as a receptacle so when a specific Zinth dies, their spirit is reborn.These highly respected individuals can be considered virtually immortal but most also sleep until called on. Individuals may have only one statue-receptacle at any point and it takes months to prepare one. If their personal statue is not ready, their spirit is lost forever. Some believe that Zinth are neither born nor alive, merely sentient stone - but the Zinth do not bother to correct them as it is unimportant what others think of them.
Individuals can exhibit excellent skills as a worker, warrior and artist; they are one with the stone just as much as they are with other living creatures. When young, their life pattern resembles other mortals - eating, sleeping, trading, loving. As they age, they become more "of the earth." Their elders do not eat or drink in a traditional manner, they absorb their nutrients by absorbing via touch, usually during the hour before or after sunset. This is a highly personal act they rarely share with outsiders.
While they do not starve,
when overwhelmed by their surroundings, they go into a comatose state
emerging when the environment is safer. Stories of creatures reviving from petrification can be traced to these dwarves awakening
from slumber.
Typically, Zinth do not adventure with others and stick to their own caravans or towns. When a noble deed is proposed that will help the overall community, they volunteer. They respect others as long as the rights for all are likewise reciprocated.
Sand Dwarves CR 2
N (30% Good; 10% Evil) Humanoid (Mountains & Desert)
Init +0; Senses darkvision 60 ft.
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 from Armor, +1 from Natural AC)
hp 13 / 2d8+2
Fort +5, Ref +1, Will +0
OFFENSE
Speed 20 ft.
Melee: Mace +1 (1d6+1 dmg)
Typical Weapons: Mace, Scimitar and Crossbows.
STATISTICS
Str 11 Dex 13 Con 14 Int 10 Wis 10 Cha 8
Base Atk +1; CMB +1; CMD 12
Minor Skills: Craft (Carving), Climb, Diplomacy, Disable Device, Perception, Use Magic Device +2
Major Skills: Any 2 of Knowledge (dungeoneering, engineering, local) +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Dwarven, Zinth & Phastian
LISTED FEATURES:
Every primary level grants a +1 natural AC bonus.
2 HD: +10 skill points in listed skills; Gain Two Feats, Speak with Stones (2/day)
3 HD: Gain +2 attribute points; +6 skill points;Blend with Rocks or Sand (2/day, Gain +10 on hide)
4 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Change into Sand Form (2/day, 5 min)
5 HD: +6 skill points; Change into Rock Form & Speak Earth Elemental (2/day)
6 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Summon Rock Allies (1/day)
7 HD: Gain +2 attribute points; +6 skill points; Stone State (1/day)
8 HD +6 skill points; Gain Feat; Heal from Rock (5 X Constitution Bonus - 1/day)
9 HD Gain +5 attribute points (no more than 2 in any specific ability score); +10 skill points; Summon Earth elemental (2/day); Stone state (3/day)
At 10 HD and higher, they gain in a character class. Preferred classes are: Bard, Fighter, Monk, Psion, Ranger, Rogue & Sorceror.
Sand Dwarves do not need to advance up this listed level chart. They can gain non-Zinth levels at any time, however, if they ever gain non-Zinth HD they are unable to further advance in their natural Zinth class levels again.
N (30% Good; 10% Evil) Humanoid (Mountains & Desert)
Init +0; Senses darkvision 60 ft.
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 from Armor, +1 from Natural AC)
hp 13 / 2d8+2
Fort +5, Ref +1, Will +0
OFFENSE
Speed 20 ft.
Melee: Mace +1 (1d6+1 dmg)
Typical Weapons: Mace, Scimitar and Crossbows.
STATISTICS
Str 11 Dex 13 Con 14 Int 10 Wis 10 Cha 8
Base Atk +1; CMB +1; CMD 12
Minor Skills: Craft (Carving), Climb, Diplomacy, Disable Device, Perception, Use Magic Device +2
Major Skills: Any 2 of Knowledge (dungeoneering, engineering, local) +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Dwarven, Zinth & Phastian
LISTED FEATURES:
Every primary level grants a +1 natural AC bonus.
2 HD: +10 skill points in listed skills; Gain Two Feats, Speak with Stones (2/day)
3 HD: Gain +2 attribute points; +6 skill points;Blend with Rocks or Sand (2/day, Gain +10 on hide)
4 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Change into Sand Form (2/day, 5 min)
5 HD: +6 skill points; Change into Rock Form & Speak Earth Elemental (2/day)
6 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Summon Rock Allies (1/day)
7 HD: Gain +2 attribute points; +6 skill points; Stone State (1/day)
8 HD +6 skill points; Gain Feat; Heal from Rock (5 X Constitution Bonus - 1/day)
9 HD Gain +5 attribute points (no more than 2 in any specific ability score); +10 skill points; Summon Earth elemental (2/day); Stone state (3/day)
At 10 HD and higher, they gain in a character class. Preferred classes are: Bard, Fighter, Monk, Psion, Ranger, Rogue & Sorceror.
Sand Dwarves do not need to advance up this listed level chart. They can gain non-Zinth levels at any time, however, if they ever gain non-Zinth HD they are unable to further advance in their natural Zinth class levels again.
CLASS ABILITIES
Speak with Stones: Sand Dwarves can speak to stones, which can only tell them what has been in an area within the last 24 hours
Blend with Rocks or Sand: If the Sand Dwarf does not move, and is near sand can gain a +10 to their stealth check 2/day
Change into Sand Form: Can temporarily change into sand. They cannot move far, but can seep through small holes. Only small weapons and other small items change into sand - not armor or heavy weapons.
Change into Rock Form: Zinth can change into stones, gaining +20 to their stealth scores. They cannot move. When in this form they gain +3 to their AC. Only small weapons and other small items change into rock form - not armor or heavy weapons.
Speak Earth Elemental: Zinth learn the earth elemental language
Summon Rock Allies: Can summon small stone creatures from the Elemental Plane of Earth. These are the equivalent of dogs, cats or birds that can perform small or short actions for the Sand Dwarf.
Stone State: Gain Rock form for 10 min. +6 to AC, plus 1-8 dmg for punching.
Heal from Rock: Can change small stones into healing potions. It can heal creatures 5 times their constitution bonus score (1=5, 2 = 10, etc) to any number of people up to their listed total. If the potions are not used within five minutes, the potions revert back to small stones.
Summon Earth elemental: Can summon a medium earth elemental to either stay and protect an area for 30 minutes, help with manual labour for an hour or complete an attack action. They can perform this summoning twice a day, but never more than once an hour.
Labels:
D&D,
D20,
Dwarf,
Elemental,
NPC,
Pathfinder,
PC,
Racial Class
Wednesday, 22 July 2015
Corona Salarius
This was an idea that I was playing around with for a while - an outsider spirit that would inhabit mortal creatures and give them a shimmery golden glow and a bunch of powers. Then I realized it was kind of done before - the Incarnate from the 2nd Planescape Monster Compendium (Second Edition).
Anyway, this is a neat little way to give players a bump-up without increasing their actual levels for a one-shot adventure.
Anyway, this is a neat little way to give players a bump-up without increasing their actual levels for a one-shot adventure.
Corona Salarius
Type Usually Small Outsider
AC As
per host
HD As
per host
Saves Fort +2 Ref +2 Will
+2 (Add to host's base)
Init +1 (Add to host's base)
Speed --
BAB -- CMB -- CMD --
Special
Defenses +6 on saves versus alignment affecting spells or affects,
Lesser Telepathy
Str -- Con -- Dex +2 (Add to host's base)
Int -- Wis +5 Cha +5
Skills:
Any five: Acrobatics, Climb, Escape Artist, Intimidate, Knowledge
(arcana, history, magic, planes or religion), Sense Motive, Survival,
or Use Magic Device plus Perception
Typical
Feat Selection: Alignment Channel, Alertness, Blind-Fight*, Channel
Smite, Deadly Aim, Dodge, Mobility, Eschew Materials, Extra Channel,
Iron Will, Lightning Reflexes, Spell Focus, Spell Penetration
Lesser telepathy: Corona can communicate with mortal creatures that are physically near (within 20 feet) their remains or a piece of jewelry their spirit inhabits.
Best
known as a shimmering bright halo that surrounds mortal creatures.
These “shining lights” are the remains of souls of former outer planar
beings that did not depart when their physical forms were defeated on the mortal planes.
The heavenly spectres clung to a dungeon on a physical plane, waiting
for help from mortals to complete a mission.
Good
aligned Corona usually watch mortals to ensure their potential host
have similar views to their own. When finding a match, they will ask
if they can inhabit the mortal body to complete a specific goal –
explaining in detail what is needed and the risks. They accept the
answer even if it's not the one they want.
A mortal's eyes glow golden when utilizing the spells or feats their guest provides for them. Once the task is completed, most Corona depart for the heavens. It is interesting that Corona gives their
host the capacity to turn spirits, but they cannot be turned as their
host and them form a bond that is only broken when the Corona wishes
to depart.
Evil
aligned Corona are summoned to the mortal planes by evil clerics for
help in their dark plans. These spirits give their hosts apparent
freedom, but don't hesitate to exit a host for another of higher
level or more useful to them. Some evil Corona may have alternate magics to the spells
listed below. They won't hesitate to inhabit lesser beings if they
need to escape.
Most
Corona inhabit their host as guests and whisper helpful suggestions.
In times of stress, they may take a more active role, their hosts
exhibit other forms. For good aligned Corona: they take on Golden
Halo, Wings, Angelic Appearance. For evil-aligned ones it is small
sharp horns, devilish features, and deep sharp claws.
3
HD Detect Alignment*, Curse, Magic; +15 skill points in only their selected skills; Turn as 3rd
level cleric
4
HD Gain + 2 to any Ability Score; Turn as 4th level cleric; +5
skill points in their selected skills
5
HD Gain Align Weapon, Remove Curse & Disease;+5 skill points in their selected skills
6
HD Gain Circle against Evil & Discern Lies; Turn as 5th level
cleric; +5 skill points in their selected skills
7
HD Gain + 2 to any Ability Score; +5 skill points in their selected skills
8
HD Dispel Magic & Cure Medium Wounds (2/day); Turn as 6th level
cleric; +5 skill points selected skills
9
HD Smite (2/day); Turn as 7th level cleric; +5 skill points in their selected skills
10
HD Blade Barrier (2/day); Turn as 8th level cleric; +5 skill points in their selected skills
11
HD Gain + 2 to any 2 Ability Scores; +5 skill points in their selected skills
12
HD Regenerate Other (2/day); Turn as 12th level cleric
Unlike
standard creatures, the levels for a Corona do not change. When a
Corona and a mortal merge, the mortal gains the level abilities for
the HD or level that they are at. Also, Corona do not increase skill levels beyond their normal maximum point, so they are not added or increases a character's current skill levels.
*Spells are cast at the
Cleric level indicated or the minimum needed to cast the spell
Labels:
Ally,
Celestial,
D&D,
D20,
Good-Aligned,
Monster,
NPC,
Outer Planar,
Pathfinder,
Planescape,
Summon
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