I was preparing a fairy tale adventure and needed some storybook monsters. Didn't really find any monsters that fit the Egg-type mold and was inspired to create my Eggston. A bit serious but a kind-hearted fey, they hold important positions in Candyland, a demi-plane of sweet delight.
Eggston (Egg Man)
Medium Sized Fey
Hit Dice: 11 hp (2d6+4 con)
Initiative: +2 (dexterity)
Speed: 30 ft
AC: 13 (+2, dexterity, +1 natural)
Base Atk +1 CMB +3 CMD 15 (Trip 18)
Melee Attacks: +0 Cudgel (1d6)
Range Attacks: +3 Small Crossbow (1d4)
Special Attacks: Rolling Attack +6 (Trip)
Special Qualities: Rolling, DR 1 / Blades and Missiles
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 8, Dex 14, Con 15, Int 12, Wis 8, Cha 14
Skills: +5 Acrobatics , +5 Climb , +4 Diplomacy, +4 Knowledge (local & Fey) +5 Perception
Feats: Weapon Focus (Roll)
Climate/Terrain: Candyland or any Neutral Planar World
Organization: Solitary, Pair or by Pack (3-10)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral (tends towards LN)
Advancement Range: 3-7 HD (Medium)
Disadvantage: Suffer a -4 on saving throws versus crushing & blunt falling damage
Rolling Attack: Dropping to their side as an instant action, they gain a +6 to their rolling attacks in an attempt to trip up their foes. They roll back to their feet in the same round of an attack. They must be able to roll between ten to twenty feet. If the Eggston succeeds on their CMD check, the opponent is knocked down. If they fail by ten or more vs the opponent's CMD, they end their turn on the prone.
A famous humanoid race found throughout Candyland. Appear as a five foot tall egg with short legs and arms. Most wear clothing to fit in with humanoids they interact with but in their own shell-towns they normally only wear their bare white or brown egg shell.
There are many races and creatures found in Candyland, some as travelers or adventurers, but the Egg-shaped Eggston is one of the few true native inhabitants. They are looked to for advice and often given minor positions of authority as they have an intelligence that is thoroughly respected though sometimes misplaced. They are keen to help visitors, and in some instances their advice will actually help. Many times their apparent sophistication is for naught, as they rarely admit that they do not know, and can give false information and not even realize it. Because of their dutiful nature, they rarely turn away from tasks that help defend their posts. The rare Eggston above 7 HD gain levels in bard, rogue, or fighter.
Higher Level HD
3 HD Acrobatics & Climb (Add 3 X HD to Jump and Climb Skill Scores), See Invisible, +1 Natural AC, +6 Skills Points
4 HD Gain +2 to any two ability scores, Immunity to Charm Spells, +1 Natural AC, Feat, +6 Skills Points
5 HD Immunity to Natural Poison, DR 3/Blades and Missiles, Gain +4 on Fae & Bard reaction checks, +6 Skill Points
6 HD Gain +2 to any two ability scores, +1 Natural AC, Feat, +6 Skill Points
7 HD Gain +2 to any two ability scores, SR 15, DR 5/Blades and Missiles , Feat, +6 Skill Points
See Invisible (Su): Due to their keen senses, they have a 85% chance, before rolling a perception check to determine if there are invisible creatures in their line of sight. This increases to 95% if the creature is within twenty feet of them.
Bonus to Jump and Climb skills: Eggston are very adept at quickly moving around, getting a bonus equal to three times current HD to their base skill before rolling d20. They get these adjustments 2 + Cha bonus
Immunity to Natural Poison: Immunity to natural poisons found in the woods - usually from animals or reptiles and those directly from plants. This gives a +4 to manufactured poison saving throws.
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
Monday, 15 February 2016
Eggston (Egg Man)
Labels:
Candy,
D&D,
D20,
Fey,
Magical Location,
Monster,
Neutral,
NPC,
Nyssa,
Pathfinder
Sunday, 14 February 2016
Cupid - small angelic figures
These small angelic figures inhabit temples and places that serve alcohol. Their main task is to find people willing to take on holy tasks, but they have a weakness for supporting lonely hearts into finding mates. While not confirmed, many believe that children can see them, even if they invisible.
Cupid CR 4
CG* Small outsider (native)
Init +3; Senses Darkvision 60 ft, low-light vision; Perception +16
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 Natural, +3 Dex, +1 size)
HP 32hp (5d8+10 con)
Fort +3, Ref +4, Will +3
DR 10/magic;
OFFENSE
Speed 20 ft., Fly 50 ft. (Good)
Melee: Unarmed
Ranged +3 shortbow +10 (1d4)
STATISTICS
Str 8, Dex 17, Con 14, Int 13, Wis 8, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank, Precise shot, weapon focus (short bow)
Skills: Bluff +11, Fly +25, Knowledge (Religion)+15, Perception +16, Sense motive +14
Languages Common, Elven, Faerie.
ECOLOGY
Environment Obelisk (Non-Evil)
Organization solitary, pair, heart (4-7)
Treasure Usually Silver Coins or chocolate hearts
SPECIAL ABILITIES
Bonus to Emotion Based Spells: Gain +1 per their HD to any spells that affect emotions
Invisibility (Sp) Can turn invisible five times a day. Each time they shoot an arrow, they become visible until they re-use this ability.
Possess Other (Sp) A cupid's official task is to seek mortals to do missions for their heavenly patrons. They determine which of the faithful can best accomplish a task and then try to steer them back to their patron's temple. The most used method is to possess them for short periods of time (10-20 minutes.)
Enchanted Arrows (Sp) They are armed with magical short bows that shoot arrows that can either damage the flesh or the heart. A cupid can utilize 2+Cha Bonus magic arrows every day, created when the arrow is knocked. Those struck by a cupid’s arrow are struck as if by a spell-like ability at a caster level equal to the cupid’s Hit Dice. All saves are Charisma based.
Some of the varieties of cupid’s magic arrows are:
Dream - Fall into a deep slumber for 10-60 minutes, Will DC 14
Love - Fall for the nearest person they are looking at, having a -5 to suggestions (or polite requests) made by the same person for the next 24 hours, Will DC 17
Misery - Lose all interest in any positive interaction, wishing to imbibe alcohol or similar substances for the next 20-200 minutes, Will DC 15
Cupids are small angelic spirits best known for helping lovers find their mates but they have many magical skills. They are found in many temples or small pubs looking to help the faithful in tasks. When flirting about a city, they will often use their magic to help out various causes. They are rumored to have many other arrows with emotion affecting magics. While their primary job is not to make mortals fall romantically for each other, they have a weakness for lonely people and try to make them happy.
They have a very strong affection for children and will usually take time to play with or inspire them to engage in artistic endeavors. It is often said that children can see through a Cupid's invisibility.
Cupid CR 4
CG* Small outsider (native)
Init +3; Senses Darkvision 60 ft, low-light vision; Perception +16
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 Natural, +3 Dex, +1 size)
HP 32hp (5d8+10 con)
Fort +3, Ref +4, Will +3
DR 10/magic;
OFFENSE
Speed 20 ft., Fly 50 ft. (Good)
Melee: Unarmed
Ranged +3 shortbow +10 (1d4)
STATISTICS
Str 8, Dex 17, Con 14, Int 13, Wis 8, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank, Precise shot, weapon focus (short bow)
Skills: Bluff +11, Fly +25, Knowledge (Religion)+15, Perception +16, Sense motive +14
Languages Common, Elven, Faerie.
ECOLOGY
Environment Obelisk (Non-Evil)
Organization solitary, pair, heart (4-7)
Treasure Usually Silver Coins or chocolate hearts
SPECIAL ABILITIES
Bonus to Emotion Based Spells: Gain +1 per their HD to any spells that affect emotions
Invisibility (Sp) Can turn invisible five times a day. Each time they shoot an arrow, they become visible until they re-use this ability.
Possess Other (Sp) A cupid's official task is to seek mortals to do missions for their heavenly patrons. They determine which of the faithful can best accomplish a task and then try to steer them back to their patron's temple. The most used method is to possess them for short periods of time (10-20 minutes.)
Enchanted Arrows (Sp) They are armed with magical short bows that shoot arrows that can either damage the flesh or the heart. A cupid can utilize 2+Cha Bonus magic arrows every day, created when the arrow is knocked. Those struck by a cupid’s arrow are struck as if by a spell-like ability at a caster level equal to the cupid’s Hit Dice. All saves are Charisma based.
Some of the varieties of cupid’s magic arrows are:
Dream - Fall into a deep slumber for 10-60 minutes, Will DC 14
Love - Fall for the nearest person they are looking at, having a -5 to suggestions (or polite requests) made by the same person for the next 24 hours, Will DC 17
Misery - Lose all interest in any positive interaction, wishing to imbibe alcohol or similar substances for the next 20-200 minutes, Will DC 15
Cupids are small angelic spirits best known for helping lovers find their mates but they have many magical skills. They are found in many temples or small pubs looking to help the faithful in tasks. When flirting about a city, they will often use their magic to help out various causes. They are rumored to have many other arrows with emotion affecting magics. While their primary job is not to make mortals fall romantically for each other, they have a weakness for lonely people and try to make them happy.
They have a very strong affection for children and will usually take time to play with or inspire them to engage in artistic endeavors. It is often said that children can see through a Cupid's invisibility.
Oddly, they have a changing alignment, it teeters between neutral and good, dedicated and free. Despite this they have free reign in many good temples as they are rarely seen as a misaligned force.
Saturday, 13 February 2016
Oompa-Loompa
Have used these a few times in my games, usually as slave labor in a dark twisted dungeon. These are mystical candy-makers, often found in factories anywhere in the Prime or Outer Planes.
Oompa-Loompa
Small Sized Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 20 feet (4 squares)
Armor Class: 13 (+2 Dex +1 size), touch 12, flat-footed 11
Base Attack/Grapple: +0/-3
Attack: Slam +2 melee (cudgel 1d3)
Special Qualities: low-light vision, teamwork
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 10, Dex 14, Con 10, Int 12, Wis 11, Cha 15
Skills: Craft (any) +3, Perform (Any) +5, Profession (Chocolatier) +5
Feats: Skill Focus (Any Candymaking Skill)
Environment: Any (Loompaland or candy Factory)
Organization: Usually in a Workteam (5-8)
Challenge Rating: 1
Treasure: Standard, items
Alignment: Usually Lawful Neutral
Level Adjustment: Most Gain Levels as Craftsman (Rogue or Bard 10th level Max)
Skill Focus (Candy creation): They have a long history of working with confectionery, gaining +3 in any related profession.
Teamwork: Gain +1 bonus on manual skills performed with their kin. They can gain a bonus up to the number of their kin working with them, normally five for projects.
Oompa-Loompae are known for their small size, colourful hair, orange skin, and white pants with loud boisterous voices. They are mischievous, love good-nature practical jokes, and singing. While not actually fey, they have a personality that fits in with them. They also get along with dwarves and halflings as well. While not always keen for humans, they do appreciate craftsmen who dedicate themselves to an art form.
The few of their kin who do not specialize in candy making usually become rogues and bards.to help take care of their factory home. Rogues take care of security, setting up traps to stop intruders. Bards to encourage the workers and but occasionally to help stop misfits that have found their way into the factory. They also accept small sized humanoids to assist them in their homes - such as halflings, fey or dwarves if they show talent in confectionery or magic.
Though it has never been proven, many believe the Oompa-Loompa are heavy drinkers. There are many unsubstantiated stories of balooshes (beer bashes) that happen at night when the factory is closed, as the fey from Santa's workshop and rabbits from the High Bunny's Warren come over for events.
Oompa-Loompa
Small Sized Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 20 feet (4 squares)
Armor Class: 13 (+2 Dex +1 size), touch 12, flat-footed 11
Base Attack/Grapple: +0/-3
Attack: Slam +2 melee (cudgel 1d3)
Special Qualities: low-light vision, teamwork
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 10, Dex 14, Con 10, Int 12, Wis 11, Cha 15
Skills: Craft (any) +3, Perform (Any) +5, Profession (Chocolatier) +5
Feats: Skill Focus (Any Candymaking Skill)
Environment: Any (Loompaland or candy Factory)
Organization: Usually in a Workteam (5-8)
Challenge Rating: 1
Treasure: Standard, items
Alignment: Usually Lawful Neutral
Level Adjustment: Most Gain Levels as Craftsman (Rogue or Bard 10th level Max)
Skill Focus (Candy creation): They have a long history of working with confectionery, gaining +3 in any related profession.
Teamwork: Gain +1 bonus on manual skills performed with their kin. They can gain a bonus up to the number of their kin working with them, normally five for projects.
Oompa-Loompae are known for their small size, colourful hair, orange skin, and white pants with loud boisterous voices. They are mischievous, love good-nature practical jokes, and singing. While not actually fey, they have a personality that fits in with them. They also get along with dwarves and halflings as well. While not always keen for humans, they do appreciate craftsmen who dedicate themselves to an art form.
The few of their kin who do not specialize in candy making usually become rogues and bards.to help take care of their factory home. Rogues take care of security, setting up traps to stop intruders. Bards to encourage the workers and but occasionally to help stop misfits that have found their way into the factory. They also accept small sized humanoids to assist them in their homes - such as halflings, fey or dwarves if they show talent in confectionery or magic.
Though it has never been proven, many believe the Oompa-Loompa are heavy drinkers. There are many unsubstantiated stories of balooshes (beer bashes) that happen at night when the factory is closed, as the fey from Santa's workshop and rabbits from the High Bunny's Warren come over for events.
Labels:
Candy,
City,
D&D,
D20,
Faerie,
Lego,
Magical Location,
Monster,
Neutral,
NPC,
Nyssa,
Pathfinder
Friday, 5 February 2016
Dral (Shadow Elves)
As much as I adored the Dark Elf stories, that's not really the type of elf I like to use. These forest elves are intelligent, hard-working and very social. They are unlikely to back down from an honorable duel. Their numbers are low but they have many allies willing to come to their aid - though they have never actually needed it.
NG Medium Humanoid
Init +3 Senses Perception +4
DEFENSE
AC 16 touch 13, flat-footed 13 (+3 Dex, +3 Leafy Armour)
hp 9 hp (2d8)
Fort +3, Ref +3,Will +1
OFFENSE
Speed 30 ft.
Melee Scimitar +5 (1d6)
Ranged Long Bow +5 (1d6)
STATISTICS
Str 10, Dex 16, Con 10, Int13, Wis 11, Cha 15
Base Atk +1 CMB +2 CMD 15
Feats Point Blank Shot or Weapon Finesse
Skills: Craft (Any) +3, Perform (Any) +3, Knowledge (History) +3, Diplomacy: +3 Perception +4
Languages: Fey, Dral, Common
Location: Primarily Oromos Wood (Only known Homeland)
Organization: Pair, Patrol (3-9) or Tribe (600+)
Treasure: Standard
A dark hued elf with black hair, wearing dark green leafy armor and armed with a scimitar approaches.
Dral or sometimes Tree-Shadow Elves are dark-skinned elves with a deep interest in music, lore and all things fey. They collect books, scrolls and scrying devices, but pay most handsomely for diaries or other pieces of historical antiquity. Honorable to a fault, and have kept a 1,000-year pact with the Oromian monarchy. They resent intrusion into their forest-homes and repay it with deadly action. They sometimes invite bards, clerics or wizards into their homes to share or trade information. These elves are wonderful musicians – but they rarely perform for others.
Some humans who are unaware of Dral society and their honour-bound oaths sometimes get them mixed up with strange Fey stories of underground, evil savages living in huge cities. Drow society has never existed on Nyssa, although individual Dral may be evil.
Scimitar and bow are their primary weapons but they have the ability to manipulate sound. Due to their hiding skills, nobody can truly threaten a Dral in a forest if they want to remain hidden.
As Characters
+2 Dexterity, +1 Charisma, -1 Strength
+1 Scimitar or bow
Other abilities per standard elf
Preferred Classes: Bard, Druid, Ranger, Rogue, Sorcerer, Wizard (Enchanter)
Dral usually have twelve levels in any one preferred class. If they deviate or take dual class, they are limited to 10th level.
1st level: Envelope in Shadow (+5 to Hide in Forest Shadows)
3rd level: Audible Glamour (1+cha bonus/day)
5th level: Audible Repetition (1+cha bonus/day)
7th level: Audible Damper (1+cha bonus/day)
9th level: Freedom of Movement
Audible Glamour: Create Sound; DC 12 to recognize fake sound
Audible Repetition: Repeat one word to create an Enthrall effect; DC 15 to avoid
Audible Damper: Reduce sound range by half; +10 on an opponent’s perception check DCs
Freedom of Movement: As per the spell of the same name in their natural terrain
Monday, 1 February 2016
Time Lord (Fantasy) Prestige Class
There are stories told of a Madman with a box that travels across time and space, visiting, learning and helping others. The Time Lord is a class to capture the whimsy and skills of a character that I have followed for so very long. Since my preferred game style is fantasy, I've had to tweak it to fit within that vision instead of the standard sci-fi universe thing.
Time Lord
Requirement: Int 20
Skills: Any three knowledge skills at 10+
Special: Must have traveled to at least three Outer Planes
Oath: Membership to the Time Lord's Circle
Alignment: Any non-chaotic or non-evil
Typical Skills: Bluff, Diplomacy, Disable Device, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (Any), Perception, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Use Magic Device
Hit Points: Gain 1d3 every level
Gain 6 skill points every level.
If they were spellcasters before becoming a time lord, they gain spells at the levels indicated
Abilities
Level 1 Gain Time Lords Spells, Tardis Access, Gain one spell level
Level 2 1st Dimension Access; Gain any one Tardis power
Level 3 Gain 6 Knowledge Skill Points, +2, Greater Regeneration, Gain one spell level
Level 4 2nd Dimension Access; Gain any one Tardis power
Level 5 Gain 6 Knowledge Skill Points, +2, Greater Dispel Magic, Gain one spell level
Level 6 3rd Dimension Access; Gain any one Tardis power
Level 7 Gain 6 Knowledge Skill Points, +2, Call Upon Allies, Gain one spell level
Level 8 4th Dimension Access; Gain any one Tardis power
Level 9 Gain 6 Knowledge Skill Points, +2, Reroll any skill check (once), Gain one spell level
Level 10 Access any Dimension or Tardis Power, Gain additional spell level
Time Lords Spells: Has unlimited casting of these spells every day, no components are required
Speak Other - Speak any one creature's spoken language at a time.
Summon Common Item - Summon any item worth less than 5 gold pieces
Object Reading - Learn about an objects history, composition and other details
Knowledge Skill Bump: Time Lords are well traveled and highly knowledgeable about many things, they gain additional knowledge skills as they adventure. The can add +6 knowledge skill points per the levels listed to any areas. the typical chosen are Arcana, Engineering, and Planes. Regardless of which they choose, no more than 2 free knowledge skill points at any level to any individual skill.
Tardis Powers
Identify Portals: DC30 to determine destination location of the portal; DC40 to identify exact location
Open Portals: Roll versus portal lock DC to open the portal
Disable Portals - Roll versus portal lock DC to open the portal
Change Portals - Can change a portals final destination for the next immediate trip, Must be a location that the Time Lord has been to before
Remove Portals: Roll vs Portals to either close or destroy a travel gate
Create Portal: They are able to create a temporary travel gate, to be able to come out of any portal. It must be on the same material plane
Dimensional Access: A dimension is a portal, that has an access to all reality. All worlds fall into a perspective, and once you gain access, you can travel there. Unlike with regular portals, once you get access, you can, in theory, triangulate to travel to any point you want. Once you travel to a plane, you cannot redirect. For example if you travel to the Beast Plane, you cannot skip to a different point in the same plane. Roll 1d000, for the percentage you are to your exact goal.
Material Plane - All Material Planes are Zero Dimensional, meaning any Tardis can access them
Transitive Planes - 2nd Dimension
Inner - 1st Dimension
Upper - 1st Dimension
Balance - 2nd Dimension Access
Lawful - 2nd Dimension Access
Chaotic - 2nd Dimension Access
Time 1-10 years - 2nd level Access
Time 100 years - 3rd level Access (requires Time 1-10 Access)
Time 1000+ years - 4th level Access (requires Time 10-100 Access)
Greater Regeneration - Death does not stop Time Lord, at this point, either your body will regenerate you or the mortal world will regenerate an entirely new physical body. It will take one week to fully regenerate. You can only regenerate a number of times equal to your original constitution score when you first became a Time Lord.
Greater Dispel Magic- Gain a Greater Dispel Magic, Spell or Enchantment - 3/day; Gain +20 on spell checks to dispel or cancel opposition rolls
Call Upon Allies: Once a day, a Time Lord can reach out to any ally for aid or advice. This can be anyone that is not an enemy met in their adventures. Either use NPCs or allow Time Lords to have a retinue equal to their charisma score.
Re-roll any Dice Roll: Re-roll any failed non-combat related skill roll - once regardless of the normal consequence for failure, If in the middle of combat, they may have to make other rolls first,
Tardis Access: Few non Time Lords understand what this mystical item that enables the Lords to travel as its a Universal Gate Key, usable to open any Portal Gate. They travel through known and virtually unknown gates that are scattered throughout every mortal world. A small number have access to portal device so they can create a portal, but most use their gate key to travel through cleric or wizard dimensional portals. For most Time Lords, their gate key is a simple non-descript item, that is bonded to them. For the rare few, it will be a device that they can travel inside (such as a car or even a phone booth.) They are the only group known to fully understand how to create a Tardis but there are a few non time lords that have access to a Tardis usually by stealing them from a dead Time Lord.
Time Lord's Circle: This is a select group of intellectuals who travel in order to learn about the past, as well as other races, magic and tradition. Originally they came from a singular world, but as their prominence grew, others learned their secrets, Time Lords from other world's eventually appeared. By Oath, they are not supposed to change or interfere with other cultures - and while they claim not to, history has proven otherwise. According to their own records, when they were first created they could travel the planes, but eventually they learned to travel in time as well. They have dedicated records and means to determine if time events have been changed. For the most part, they are invisible and unknown, but some experts do claim that they leave a subtle trail if you know how to look for them.
Time Lord
Requirement: Int 20
Skills: Any three knowledge skills at 10+
Special: Must have traveled to at least three Outer Planes
Oath: Membership to the Time Lord's Circle
Alignment: Any non-chaotic or non-evil
Typical Skills: Bluff, Diplomacy, Disable Device, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (Any), Perception, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Use Magic Device
Hit Points: Gain 1d3 every level
Gain 6 skill points every level.
If they were spellcasters before becoming a time lord, they gain spells at the levels indicated
Abilities
Level 1 Gain Time Lords Spells, Tardis Access, Gain one spell level
Level 2 1st Dimension Access; Gain any one Tardis power
Level 3 Gain 6 Knowledge Skill Points, +2, Greater Regeneration, Gain one spell level
Level 4 2nd Dimension Access; Gain any one Tardis power
Level 5 Gain 6 Knowledge Skill Points, +2, Greater Dispel Magic, Gain one spell level
Level 6 3rd Dimension Access; Gain any one Tardis power
Level 7 Gain 6 Knowledge Skill Points, +2, Call Upon Allies, Gain one spell level
Level 8 4th Dimension Access; Gain any one Tardis power
Level 9 Gain 6 Knowledge Skill Points, +2, Reroll any skill check (once), Gain one spell level
Level 10 Access any Dimension or Tardis Power, Gain additional spell level
Time Lords Spells: Has unlimited casting of these spells every day, no components are required
Speak Other - Speak any one creature's spoken language at a time.
Summon Common Item - Summon any item worth less than 5 gold pieces
Object Reading - Learn about an objects history, composition and other details
Heal Other - Can heal other living creatures (+3d6) once per their wisdom modifier a day. Creatures can only be healed once a week in this fashion.
Knowledge Skill Bump: Time Lords are well traveled and highly knowledgeable about many things, they gain additional knowledge skills as they adventure. The can add +6 knowledge skill points per the levels listed to any areas. the typical chosen are Arcana, Engineering, and Planes. Regardless of which they choose, no more than 2 free knowledge skill points at any level to any individual skill.
Identify Portals: DC30 to determine destination location of the portal; DC40 to identify exact location
Open Portals: Roll versus portal lock DC to open the portal
Disable Portals - Roll versus portal lock DC to open the portal
Change Portals - Can change a portals final destination for the next immediate trip, Must be a location that the Time Lord has been to before
Remove Portals: Roll vs Portals to either close or destroy a travel gate
Create Portal: They are able to create a temporary travel gate, to be able to come out of any portal. It must be on the same material plane
Dimensional Access: A dimension is a portal, that has an access to all reality. All worlds fall into a perspective, and once you gain access, you can travel there. Unlike with regular portals, once you get access, you can, in theory, triangulate to travel to any point you want. Once you travel to a plane, you cannot redirect. For example if you travel to the Beast Plane, you cannot skip to a different point in the same plane. Roll 1d000, for the percentage you are to your exact goal.
Material Plane - All Material Planes are Zero Dimensional, meaning any Tardis can access them
Transitive Planes - 2nd Dimension
Inner - 1st Dimension
Upper - 1st Dimension
Balance - 2nd Dimension Access
Lawful - 2nd Dimension Access
Chaotic - 2nd Dimension Access
Time 1-10 years - 2nd level Access
Time 100 years - 3rd level Access (requires Time 1-10 Access)
Time 1000+ years - 4th level Access (requires Time 10-100 Access)
Greater Regeneration - Death does not stop Time Lord, at this point, either your body will regenerate you or the mortal world will regenerate an entirely new physical body. It will take one week to fully regenerate. You can only regenerate a number of times equal to your original constitution score when you first became a Time Lord.
Greater Dispel Magic- Gain a Greater Dispel Magic, Spell or Enchantment - 3/day; Gain +20 on spell checks to dispel or cancel opposition rolls
Call Upon Allies: Once a day, a Time Lord can reach out to any ally for aid or advice. This can be anyone that is not an enemy met in their adventures. Either use NPCs or allow Time Lords to have a retinue equal to their charisma score.
Re-roll any Dice Roll: Re-roll any failed non-combat related skill roll - once regardless of the normal consequence for failure, If in the middle of combat, they may have to make other rolls first,
Tardis Access: Few non Time Lords understand what this mystical item that enables the Lords to travel as its a Universal Gate Key, usable to open any Portal Gate. They travel through known and virtually unknown gates that are scattered throughout every mortal world. A small number have access to portal device so they can create a portal, but most use their gate key to travel through cleric or wizard dimensional portals. For most Time Lords, their gate key is a simple non-descript item, that is bonded to them. For the rare few, it will be a device that they can travel inside (such as a car or even a phone booth.) They are the only group known to fully understand how to create a Tardis but there are a few non time lords that have access to a Tardis usually by stealing them from a dead Time Lord.
Time Lord's Circle: This is a select group of intellectuals who travel in order to learn about the past, as well as other races, magic and tradition. Originally they came from a singular world, but as their prominence grew, others learned their secrets, Time Lords from other world's eventually appeared. By Oath, they are not supposed to change or interfere with other cultures - and while they claim not to, history has proven otherwise. According to their own records, when they were first created they could travel the planes, but eventually they learned to travel in time as well. They have dedicated records and means to determine if time events have been changed. For the most part, they are invisible and unknown, but some experts do claim that they leave a subtle trail if you know how to look for them.
Wednesday, 27 January 2016
Novarin - Dungeon Caretakers
The core idea for these creatures is kind of like petitioners for dungeons. These are dungeon inhabitants, not monsters, not adventurers but people who look after the dungeon...picking up things, cleaning up the messes, etc. They should be neutral to both sides of the adventuring game, neither to help the creatures or the adventurers. Fun to use when the major scene is over and they come in to do some clean-up, see the adventuring party on spot, then have them make an awkward exit.
Novarin
N Medium Humanoid
Init +2 Senses Low-Light Vision, Perception +4
DEFENSE
AC 14 touch 14, flat-footed 12 (+2 Dex, +2 natural)
hp 11hp (2d8+2 con)
Fort +4, Ref +2, Will +0
Defensive Abilities Dmg Rebound +1 / 2 levels for native creatures; +1/level for outsiders
OFFENSE
Speed 30 ft.
Melee Short Sword +3 (1d6+1)
Ranged Short Bow+3 (1d6)
STATISTICS
Str 12, Dex 14, Con 13, Int 10, Wis 11, Cha 12
Base Atk +1 CMB +2 CMD 14
Feats Weapon Focus
Skills Acrobatics, Knowledge (Dungeon), Perception, Stealth, +4
Languages Dwarf, or Common
Typical Gear: Hammer, Bucket, Pitons, Rope, Lantern
ECOLOGY
Environment Always Dungeon or outside of a dungeon entrance
Organization Group (3-6) or Clan (21-40)
Treasure Value Poor, Quarter of the stated wealth of adventurers
Novarin are an odd group, humanoids whose job is to work at the most infamous dungeons in the land but not as raiders or even protectors but caretakers. They clean up messes, instruct visitors of the etiquette, clear bodies when they begin to reek, and try to keep vermin under control. They remain neutral in terms of the dungeon process as they are are not permitted inside of sealed or locked doors nor take treasure.
Only accidents or mortal creatures harm them in the dungeons that they care for as they have a damage rebound - the dungeon itself is taking care of them, harming those that hurt the Novarin. Evil creatures are fully aware of them and most just ignore them. Some try to torment the caretakers but the Novarin try to to be vigilant for illusions or other tricks that the monsters use. These evil creatures may get local mortal creatures to attack the Novarin, knowing they suffer less rebound damage. While threatened or ridiculed, the wisest of the Novarin understand that their job is not to serve the monsters but the dungeon itself as a living entity, so they refuse many orders that the monster inhabitants may try to impose on them.
They appear very similar to the local human population, but their eyes are pupil-less. Their hair grows in small circular batches on their head, never growing very long. Their skins brightly shine, especially in darkness thus most wrap themselves tightly in bandages when inside dungeons. Unwrapping their facial bandages is a highly personal act of trust, never doing so in front of creatures they do not trust. Their skins cannot be permanently marked even by tattoos, as their skin always repairs itself within a few days of cutting or marking.
Novarin appear as full adults at the dungeon they are to serve, within small villages that often appear outside dungeon sites. They seem to know the general areas of the dungeon by instinct but not the secret or hidden places. They do not willingly discuss the dungeon or its features. They state only vague generalities such as the rumors around the dungeon or creatures within, never confirming anything. One of the dungeon services they do provide are supplies, outside an entrance site, selling various items. Some of these items may be useful, some are not, it is based on what a typical adventurer will bring – not what is actually needed. This is one of the ways they can earn their own limited funds. Few adventurers should ever realize these little recognized vendors outside the dungeon are also inside it, doing maintenance.
No children or youth of their kind have ever been seen. Some claim that they are the offspring of adventurers caught in the bowels of dungeons, raised by a lawful entity until ready to serve. Others believe they are the reincarnated adventurers who died in a dungeon, nobody is sure and since the Novarin have no knowledge of their predecessors it remains a mystery. There is no stratum or level among the Novarin, all are equal, all serve the dungeon and do not give orders to each other, instinctively knowing their task for the day.
These humanoids serve active dungeons with willing adventurers and inhabitants regardless of the alignment of either. When dungeons are cleared of both monsters and treasure, their numbers start to dwindle as they seem to be reassigned to other locations. Some believe this means there must be a divine power with a portfolio of dungeons that either rules or controls the Novarin.
The overwhelming number of Novarin serve their dungeon faithfully but a few take risks for personal gain. If caught by their kin, they can be stripped of their status as dungeon inhabitants. These forsaken individuals must turn away from dungeons as every door, trap or mechanism fails in their presence, not just their own but in every dungeon they enter.
2 HD Damage Rebound 1 / 2 HD; Open Door or Portal; +5 skill points; +2 to any ability score
3 HD Charm Person (3/day);+5 skill points; feat
4 HD Damage Rebound 1 / HD; +1 in Natural AC; +5 skill points; +2 to any ability score
5 HD Dimension Door (200 feet); +5 skill points; feat; +1 in Natural AC
6 HD Double Rebound (2/day); +5 skill points;
7 HD Charm Monster (3/day); +1 in Natural AC; +5 skill points; feat; +2 to any ability score
8 HD Charm Fey (3/day); +5 skill points; +1 in Natural AC
9 HD Triple Rebound +3 dmg (3/day); +5 skill points; feat
10 HD Charm Elemental or (3/day); +3 in Natural AC; +10 skill points; ; +2 to any 3 ability scores
Novarin continue this racial ability chart when they gain levels. For the few that reach the highest HD, they can choose to gain new levels as fighter, rogues but bard, cleric or sorcerer is also possible. Except for the forsaken, no Novarin chose other classes until they complete this listing.
Open Door: When in their native Dungeon, Novarin can mentally open or close doors within 200 ft.
Damage Rebound: One of their main defenses is that the dungeon gives them a type of damage rebound, any time they are damaged (by spell or weapon), one half their HD level is reflected back onto their attacker each round. Foes only take this type damage once a round, regardless of how many Novarinn they hurt in any given round. At higher levels, they can temporarily increase the rebound damage inflicted (double at 6 HD, triple at 9 HD) for the same number of rounds as their HD. Outsiders automatically suffer an increased multiplier, so at 4 HD, they suffer two damage per HD instead of 1 damage, etc.
Charm Person (or Monster, Fey, Elemental): For the most part, they allow monster or animal or adventurer to do as they wish, however, if creatures interfere with their activities, they can use their magic charming to convince them to depart.
Dimension Door: As per the spell of the same name. They get another casting every two additional levels.
Novarin
N Medium Humanoid
Init +2 Senses Low-Light Vision, Perception +4
DEFENSE
AC 14 touch 14, flat-footed 12 (+2 Dex, +2 natural)
hp 11hp (2d8+2 con)
Fort +4, Ref +2, Will +0
Defensive Abilities Dmg Rebound +1 / 2 levels for native creatures; +1/level for outsiders
OFFENSE
Speed 30 ft.
Melee Short Sword +3 (1d6+1)
Ranged Short Bow+3 (1d6)
STATISTICS
Str 12, Dex 14, Con 13, Int 10, Wis 11, Cha 12
Base Atk +1 CMB +2 CMD 14
Feats Weapon Focus
Skills Acrobatics, Knowledge (Dungeon), Perception, Stealth, +4
Languages Dwarf, or Common
Typical Gear: Hammer, Bucket, Pitons, Rope, Lantern
ECOLOGY
Environment Always Dungeon or outside of a dungeon entrance
Organization Group (3-6) or Clan (21-40)
Treasure Value Poor, Quarter of the stated wealth of adventurers
Novarin are an odd group, humanoids whose job is to work at the most infamous dungeons in the land but not as raiders or even protectors but caretakers. They clean up messes, instruct visitors of the etiquette, clear bodies when they begin to reek, and try to keep vermin under control. They remain neutral in terms of the dungeon process as they are are not permitted inside of sealed or locked doors nor take treasure.
Only accidents or mortal creatures harm them in the dungeons that they care for as they have a damage rebound - the dungeon itself is taking care of them, harming those that hurt the Novarin. Evil creatures are fully aware of them and most just ignore them. Some try to torment the caretakers but the Novarin try to to be vigilant for illusions or other tricks that the monsters use. These evil creatures may get local mortal creatures to attack the Novarin, knowing they suffer less rebound damage. While threatened or ridiculed, the wisest of the Novarin understand that their job is not to serve the monsters but the dungeon itself as a living entity, so they refuse many orders that the monster inhabitants may try to impose on them.
They appear very similar to the local human population, but their eyes are pupil-less. Their hair grows in small circular batches on their head, never growing very long. Their skins brightly shine, especially in darkness thus most wrap themselves tightly in bandages when inside dungeons. Unwrapping their facial bandages is a highly personal act of trust, never doing so in front of creatures they do not trust. Their skins cannot be permanently marked even by tattoos, as their skin always repairs itself within a few days of cutting or marking.
Novarin appear as full adults at the dungeon they are to serve, within small villages that often appear outside dungeon sites. They seem to know the general areas of the dungeon by instinct but not the secret or hidden places. They do not willingly discuss the dungeon or its features. They state only vague generalities such as the rumors around the dungeon or creatures within, never confirming anything. One of the dungeon services they do provide are supplies, outside an entrance site, selling various items. Some of these items may be useful, some are not, it is based on what a typical adventurer will bring – not what is actually needed. This is one of the ways they can earn their own limited funds. Few adventurers should ever realize these little recognized vendors outside the dungeon are also inside it, doing maintenance.
No children or youth of their kind have ever been seen. Some claim that they are the offspring of adventurers caught in the bowels of dungeons, raised by a lawful entity until ready to serve. Others believe they are the reincarnated adventurers who died in a dungeon, nobody is sure and since the Novarin have no knowledge of their predecessors it remains a mystery. There is no stratum or level among the Novarin, all are equal, all serve the dungeon and do not give orders to each other, instinctively knowing their task for the day.
These humanoids serve active dungeons with willing adventurers and inhabitants regardless of the alignment of either. When dungeons are cleared of both monsters and treasure, their numbers start to dwindle as they seem to be reassigned to other locations. Some believe this means there must be a divine power with a portfolio of dungeons that either rules or controls the Novarin.
The overwhelming number of Novarin serve their dungeon faithfully but a few take risks for personal gain. If caught by their kin, they can be stripped of their status as dungeon inhabitants. These forsaken individuals must turn away from dungeons as every door, trap or mechanism fails in their presence, not just their own but in every dungeon they enter.
2 HD Damage Rebound 1 / 2 HD; Open Door or Portal; +5 skill points; +2 to any ability score
3 HD Charm Person (3/day);+5 skill points; feat
4 HD Damage Rebound 1 / HD; +1 in Natural AC; +5 skill points; +2 to any ability score
5 HD Dimension Door (200 feet); +5 skill points; feat; +1 in Natural AC
6 HD Double Rebound (2/day); +5 skill points;
7 HD Charm Monster (3/day); +1 in Natural AC; +5 skill points; feat; +2 to any ability score
8 HD Charm Fey (3/day); +5 skill points; +1 in Natural AC
9 HD Triple Rebound +3 dmg (3/day); +5 skill points; feat
10 HD Charm Elemental or (3/day); +3 in Natural AC; +10 skill points; ; +2 to any 3 ability scores
Novarin continue this racial ability chart when they gain levels. For the few that reach the highest HD, they can choose to gain new levels as fighter, rogues but bard, cleric or sorcerer is also possible. Except for the forsaken, no Novarin chose other classes until they complete this listing.
Open Door: When in their native Dungeon, Novarin can mentally open or close doors within 200 ft.
Damage Rebound: One of their main defenses is that the dungeon gives them a type of damage rebound, any time they are damaged (by spell or weapon), one half their HD level is reflected back onto their attacker each round. Foes only take this type damage once a round, regardless of how many Novarinn they hurt in any given round. At higher levels, they can temporarily increase the rebound damage inflicted (double at 6 HD, triple at 9 HD) for the same number of rounds as their HD. Outsiders automatically suffer an increased multiplier, so at 4 HD, they suffer two damage per HD instead of 1 damage, etc.
Charm Person (or Monster, Fey, Elemental): For the most part, they allow monster or animal or adventurer to do as they wish, however, if creatures interfere with their activities, they can use their magic charming to convince them to depart.
Dimension Door: As per the spell of the same name. They get another casting every two additional levels.
Wednesday, 20 January 2016
Spire Giant
Spire Giant
N(E) Giant CR 14
Init +1 Senses Perception +10
DEFENSE
AC 22 touch 11, flat-footed 21 (+2 Leather Armor, +11 natural)
hp 142hp (15d8+75 con)
Fort +14, Ref +5, Will +7
OFFENSE
Speed 40 ft.
Melee Slam +21 (2d10+10)
STATISTICS
Str 31, Dex 10, Con 21, Int 6, Wis 14, Cha 8
Base Atk +11 CMB +21 CMD 32
Feats: Awesome Blow, Cleave, Great Cleave, Improved Sunder, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +16, Jump +15, Intimidation +15, Perception +10, Survival +12
Languages Giant, Common or one other local (Dwarven or Jahlen most common)
SQ Low Light Vision, Elemental Resistance (20), Unnamed Magical Resistance (20), Immune to Necromancy or Undead spells or effects
ECOLOGY
Environment Spirelands
Organization Solitary or Group (3-6); Tribes rarely have more than 100 members
Treasure Value Quarter Standard
This is the default giant-kin on Nyssa, a brute which is both gentle outside battle but savage in combat. Standing 20 feet tall and weighing more then two tons, these giants are a sight to behold. Incredibly strong and physically in proportion to humans. Most mimic in a very general way, the local human population lifestyle.
They are among the most destructive creatures known when provoked or hungry. They usually reside in remote caverns and spires, and are utterly despised for their unceasing hunger, hunting all animal life in the region around them. When an area is depleted, they move on to find a new hunting ground. It usually takes a giant clan 10-20 years before clearing a 500 mile radius of all life. Spire Giants fear nothing and attack all animal life they encounter. One of the most dangerous consequences of these giants moving into a new area is their constant attack on ice-jammers (ships) by bombarding these vehicles with rocks and spears. While it is rarely successful in destroying a vessel, it certainly does tend to limit travel to those regions. Perhaps the only benefit to Spire Giants invading an area is their their ability to devour any type of carrion or corpse. They are one of the few creatures known to consume corporeal undead (ghouls, skeletons); thus when they clear out a region it is virtually empty of all moving entities not smart enough to hide or too slow to run.
While far from intellectuals, spire giants are not mindless. These creatures organize patrols, and are selective before moving to a new area. Manically violent when hunting, they are peaceful around kin, they care for and educate their young, rarely engage in group fighting and even attempt artistic endeavors. The few treaties they have made, they devoutly keep. However they are usually paid off with food, and when the food runs out they tend to go back to hunting everything in sight. Rangers and druids understand it is their hunger that drives their impulses - and while they are quick to attack a ship or caravan, small groups can beseech them for favors or to work for a cause.
Elemental & Magical Resistance: Spire Giants have 20 resistance versus any type of elemental and unnamed magical damage.
N(E) Giant CR 14
Init +1 Senses Perception +10
DEFENSE
AC 22 touch 11, flat-footed 21 (+2 Leather Armor, +11 natural)
hp 142hp (15d8+75 con)
Fort +14, Ref +5, Will +7
OFFENSE
Speed 40 ft.
Melee Slam +21 (2d10+10)
STATISTICS
Str 31, Dex 10, Con 21, Int 6, Wis 14, Cha 8
Base Atk +11 CMB +21 CMD 32
Feats: Awesome Blow, Cleave, Great Cleave, Improved Sunder, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +16, Jump +15, Intimidation +15, Perception +10, Survival +12
Languages Giant, Common or one other local (Dwarven or Jahlen most common)
SQ Low Light Vision, Elemental Resistance (20), Unnamed Magical Resistance (20), Immune to Necromancy or Undead spells or effects
ECOLOGY
Environment Spirelands
Organization Solitary or Group (3-6); Tribes rarely have more than 100 members
Treasure Value Quarter Standard
This is the default giant-kin on Nyssa, a brute which is both gentle outside battle but savage in combat. Standing 20 feet tall and weighing more then two tons, these giants are a sight to behold. Incredibly strong and physically in proportion to humans. Most mimic in a very general way, the local human population lifestyle.
They are among the most destructive creatures known when provoked or hungry. They usually reside in remote caverns and spires, and are utterly despised for their unceasing hunger, hunting all animal life in the region around them. When an area is depleted, they move on to find a new hunting ground. It usually takes a giant clan 10-20 years before clearing a 500 mile radius of all life. Spire Giants fear nothing and attack all animal life they encounter. One of the most dangerous consequences of these giants moving into a new area is their constant attack on ice-jammers (ships) by bombarding these vehicles with rocks and spears. While it is rarely successful in destroying a vessel, it certainly does tend to limit travel to those regions. Perhaps the only benefit to Spire Giants invading an area is their their ability to devour any type of carrion or corpse. They are one of the few creatures known to consume corporeal undead (ghouls, skeletons); thus when they clear out a region it is virtually empty of all moving entities not smart enough to hide or too slow to run.
While far from intellectuals, spire giants are not mindless. These creatures organize patrols, and are selective before moving to a new area. Manically violent when hunting, they are peaceful around kin, they care for and educate their young, rarely engage in group fighting and even attempt artistic endeavors. The few treaties they have made, they devoutly keep. However they are usually paid off with food, and when the food runs out they tend to go back to hunting everything in sight. Rangers and druids understand it is their hunger that drives their impulses - and while they are quick to attack a ship or caravan, small groups can beseech them for favors or to work for a cause.
Elemental & Magical Resistance: Spire Giants have 20 resistance versus any type of elemental and unnamed magical damage.
Labels:
D&D,
D20,
Earth,
Elemental,
Giant,
Monster,
Neutral,
Nyssa,
Pathfinder,
Spirelands
Wednesday, 13 January 2016
Prestige Class - Cult of the Vine (Unholy Drunks)
Cult of the Vine
Cult of the Vine is a low-level menace found in virtually every city on Nyssa and are especially active in the warmest parts of the domain. They believe intoxication is a divine state of being and most would prefer to be inebriated as often as they can. While not seen as a grave threat, many communities are torn apart by their celebrations. Their history and lack of culture makes other groups find them distasteful. Even worse they have significant connections with evil groups. Their presence does portend significant dangers. Many lawful groups ban them but do not actively pursue them, trying to make it more difficult for them to meet or gain new members.
They exploit their members to gain abilities to temporarily boost their capacity to enable them to commit acts. Very few common members understand that this group has dark, twisted intentions as most just associate them with wild, fun communal events. Virtually everything they do is to sow mistrust and dissension so the cult and their allies can grow in their power.
Role: To share their love of excess, engage in fun activities and to watch for signs, then report what they see. Most times, it is meaningless, but these cultists always seem to be watching and preparing for a time to strike their foes down.
Alignment: Any non-lawful or good. They are chaotic by nature.
Hit Dice: D6
Requirements: To qualify to become a Vine Cultist a character must fulfill all the following criteria.
Base Attack Bonus: +1
Skills: Acrobatics 3 ranks and Perform 3 ranks or Knowledge (Religion) +2 and Knowledge (nature)
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Beer or Winemaking) Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering), Knowledge (nature), Knowledge (Religion), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Attack and saving Throws as a rogue
Class Features: They gain no new weapons or armor
Cult of the Vine
1st: Hideous Laughter (1 + 1/cha bonus), Feat, +6 skill points
2nd: Drunken Rage 1/3 levels; Bonus to Poison Saves (+2), +3 skill points, Gain +2 to any ability score
3rd: Share Damage 1; Share a Drink Effect, +3 skill points, Feat
4th: Hideous Shaking, Debauchery 1/day, +3 skill points
5th: Share Damage 3; +3 skill points, Gain +2 to any ability score, Bonus to Poison Saves (+5 to saving throws)
6th: Drunk Dance (1/day, ten round max); Hideous Stare, +3 skill points, Feat
7th: Touch of Drunkenness, Debauchery 3/day, +3 skill points
8th: Share Damage 5; Immunity to mind-affects , +3 skill points, Gain +2 to any ability score
9th Share Damage 9; +3 skill points, Feat, Immunity to Poison
10th: Debauchery 5/day, +10 skill points, Feat,, Gain +2 to any ability score
Hideous Laughter: Afflicts a subject with uncontrollable laughter as per the spell for 1+ 1/cha bonus rounds. Victim can save every round to avoid. DC 10+Caster Level+Cha Bonus
Drunken Rage: The same as a barbarian's rage, except they can only induce this if they are drinking. It takes one round to be in affect. They do not need to be actually drunk, but once they are in the drunken rage, they cannot exit it until combat is over. They collapse for two times the number of rounds spent in rage induced combat.
Share a Drink: This is a ritual that has long been utilized but rarely recognized unless it's too late. Anyone who shares a drink with a cult of the vine member, has a 24 hour reprieve from taking actions against that cult member, equivalent to a charm person spell. There is no saving throw against the effect though magic resistance is effective. At the end of the drink, the cult member usually announces the effect. If the cult member, leaves without making the announcement, then the effect is nullified. If the drinker leaves and they break the social protocol, or they are not otherwise coerced or tricked, the charm effect is still in place. This trick rarely works more than once, although it could work with another cult member.
Hideous Shaking: Afflicts the subject with uncontrollable shaking, causing victims to take -4 to their dexterity, checks and move at half speed. Victims can save every round to avoid. DC 10+Caster Level+Cha Bonus
Debauchery: Cult of the vine members can psyche themselves up to perform acts of vileness or danger. They can add +3 to any wisdom saving throw or ability check if they can spend one round preparing themselves. They can hold this advanced save adjustment for the next situation that calls for that roll, but if an unavoidable situation happens, they will use that bonus even if its not what they intended. At 7th level they can gain a +4 to their wisdom save, at 10th level this increases to +5.
Drunk Dance: While looking drunk and awkward, they are incredibly focused on completing their tasks. They gain +6 to dexterity skill checks and +2 to reflex saving throws.
Hideous Stare: afflicts the subject with an impenetrable and uncontrolled stare, doing nothing else for 4-6 rounds. Victim can save every round to avoid. DC 10+lev+Cha Bonus
Touch of Drunkeness: Victims who are touched, immediately feel inebriated, they begin to sway, talk loudly and take -4 on dexterity or strength checks due to awkwardness, -2 on attacks, (stacks with dexterity loss). They can take one round to calm down taking no physical action, and they can make a saving throw to throw off the drunken effects. DC 10+lev+Cha Bonus
Gain Bonus to Poison Save: Cult of Poison members prepare themselves by building up a significant range of poisons they have build up resistances to. At 9th level assume they have immunity to any poison that has a DC 24 or under.
Share Damage: Just as the crowd somehow seems to share mindful tactics, those involved in the cult of the vine divide damage among themselves. They pass along damage to other cult members that are within 20 feet, they can pass one point of damage every round that they take damage. They can do this automatically once every round as long as the recipient would not die or be incapacitated by this damage. At higher levels, they can share more damage, but no recipient can take more than 1 damage any round. For example, if they share 3 damage, none of those members would have been inflicted shared damage from a different cult member that round.
Shared Damage 1 Range: 20 ft
Shared Damage 3 Range: 25 ft
Shared Damage 5 Range: 30 ft
Shared Damage 9 Range: 50 ft
Cult of the Vine is a low-level menace found in virtually every city on Nyssa and are especially active in the warmest parts of the domain. They believe intoxication is a divine state of being and most would prefer to be inebriated as often as they can. While not seen as a grave threat, many communities are torn apart by their celebrations. Their history and lack of culture makes other groups find them distasteful. Even worse they have significant connections with evil groups. Their presence does portend significant dangers. Many lawful groups ban them but do not actively pursue them, trying to make it more difficult for them to meet or gain new members.
They exploit their members to gain abilities to temporarily boost their capacity to enable them to commit acts. Very few common members understand that this group has dark, twisted intentions as most just associate them with wild, fun communal events. Virtually everything they do is to sow mistrust and dissension so the cult and their allies can grow in their power.
Role: To share their love of excess, engage in fun activities and to watch for signs, then report what they see. Most times, it is meaningless, but these cultists always seem to be watching and preparing for a time to strike their foes down.
Alignment: Any non-lawful or good. They are chaotic by nature.
Hit Dice: D6
Requirements: To qualify to become a Vine Cultist a character must fulfill all the following criteria.
Base Attack Bonus: +1
Skills: Acrobatics 3 ranks and Perform 3 ranks or Knowledge (Religion) +2 and Knowledge (nature)
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Beer or Winemaking) Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering), Knowledge (nature), Knowledge (Religion), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Attack and saving Throws as a rogue
Class Features: They gain no new weapons or armor
Cult of the Vine
1st: Hideous Laughter (1 + 1/cha bonus), Feat, +6 skill points
2nd: Drunken Rage 1/3 levels; Bonus to Poison Saves (+2), +3 skill points, Gain +2 to any ability score
3rd: Share Damage 1; Share a Drink Effect, +3 skill points, Feat
4th: Hideous Shaking, Debauchery 1/day, +3 skill points
5th: Share Damage 3; +3 skill points, Gain +2 to any ability score, Bonus to Poison Saves (+5 to saving throws)
6th: Drunk Dance (1/day, ten round max); Hideous Stare, +3 skill points, Feat
7th: Touch of Drunkenness, Debauchery 3/day, +3 skill points
8th: Share Damage 5; Immunity to mind-affects , +3 skill points, Gain +2 to any ability score
9th Share Damage 9; +3 skill points, Feat, Immunity to Poison
10th: Debauchery 5/day, +10 skill points, Feat,, Gain +2 to any ability score
Hideous Laughter: Afflicts a subject with uncontrollable laughter as per the spell for 1+ 1/cha bonus rounds. Victim can save every round to avoid. DC 10+Caster Level+Cha Bonus
Drunken Rage: The same as a barbarian's rage, except they can only induce this if they are drinking. It takes one round to be in affect. They do not need to be actually drunk, but once they are in the drunken rage, they cannot exit it until combat is over. They collapse for two times the number of rounds spent in rage induced combat.
Share a Drink: This is a ritual that has long been utilized but rarely recognized unless it's too late. Anyone who shares a drink with a cult of the vine member, has a 24 hour reprieve from taking actions against that cult member, equivalent to a charm person spell. There is no saving throw against the effect though magic resistance is effective. At the end of the drink, the cult member usually announces the effect. If the cult member, leaves without making the announcement, then the effect is nullified. If the drinker leaves and they break the social protocol, or they are not otherwise coerced or tricked, the charm effect is still in place. This trick rarely works more than once, although it could work with another cult member.
Hideous Shaking: Afflicts the subject with uncontrollable shaking, causing victims to take -4 to their dexterity, checks and move at half speed. Victims can save every round to avoid. DC 10+Caster Level+Cha Bonus
Debauchery: Cult of the vine members can psyche themselves up to perform acts of vileness or danger. They can add +3 to any wisdom saving throw or ability check if they can spend one round preparing themselves. They can hold this advanced save adjustment for the next situation that calls for that roll, but if an unavoidable situation happens, they will use that bonus even if its not what they intended. At 7th level they can gain a +4 to their wisdom save, at 10th level this increases to +5.
Drunk Dance: While looking drunk and awkward, they are incredibly focused on completing their tasks. They gain +6 to dexterity skill checks and +2 to reflex saving throws.
Hideous Stare: afflicts the subject with an impenetrable and uncontrolled stare, doing nothing else for 4-6 rounds. Victim can save every round to avoid. DC 10+lev+Cha Bonus
Touch of Drunkeness: Victims who are touched, immediately feel inebriated, they begin to sway, talk loudly and take -4 on dexterity or strength checks due to awkwardness, -2 on attacks, (stacks with dexterity loss). They can take one round to calm down taking no physical action, and they can make a saving throw to throw off the drunken effects. DC 10+lev+Cha Bonus
Gain Bonus to Poison Save: Cult of Poison members prepare themselves by building up a significant range of poisons they have build up resistances to. At 9th level assume they have immunity to any poison that has a DC 24 or under.
Share Damage: Just as the crowd somehow seems to share mindful tactics, those involved in the cult of the vine divide damage among themselves. They pass along damage to other cult members that are within 20 feet, they can pass one point of damage every round that they take damage. They can do this automatically once every round as long as the recipient would not die or be incapacitated by this damage. At higher levels, they can share more damage, but no recipient can take more than 1 damage any round. For example, if they share 3 damage, none of those members would have been inflicted shared damage from a different cult member that round.
Shared Damage 1 Range: 20 ft
Shared Damage 3 Range: 25 ft
Shared Damage 5 Range: 30 ft
Shared Damage 9 Range: 50 ft
Tuesday, 5 January 2016
Corunus - Nevesh district within Mandos
Corunus
A city within the Nevesh district, on the South-Western edge of Mandos. Well known for its many sea battles to put down several races on the Desolate Seas. It has a sizable navy made up of both official navy ships as well as free-ships hired upon the need. Officially they are still at wars with the elven tribes, but they do not openly attack or suppress them anymore, unless they cause issues in the city itself. Other Mandorrian districts look down upon them for their less than strict discipline, but the Nevians tend to ignore them, as they are given no backlash from the Mandorrian High Lord.
Long ignored rumors about powerful undead in the city itself are starting to show themselves. Some rather gruesome murders have been committed recently, high-ups are unsure if they are connected or not. There is less than stable peace with connected pirate ships that have been working with the navy, many are starting to complain their coin purses are growing very light.
Corunus: capital city of 200,000, Mandorrian city
Obelisks: Japeth, Quanna, Casna, Keran; Temple of Keran
Horn Maze, Statue Garden, Fountains, Snake Maze
Towers: Song, Spell, War, Watch, Guild, Sorrow, Silence
Noble Families:
di Corleon: Tharon noble family that promotes smuggling
di Manzanna: This Tharon noble family is into racketeeting, smuggling
di Vaza: Tharon noble family, heavily indebted. Owes lots of favors to smugglers and gamblers
di Vladaam: This Tharon Noble family runs the towns bureaucracies.
di Jammare: Tharon Noble family known for their smuggling.
di Van Deth: Tharon Noble family, well known for capturing and training animals, many are rangers or city knives (thieves)
Random Humanoid Encounters
01-70 Human
71-75 Dwarf
76-80 Tenderfoot (Halflings, city based, great artists and craftsmen )
81-82 Lizardith (Lizardmen, highly educated. Disdain armor, beautiful crafted magical weapons)
83-84 Elf (Wild elves great with bows)
85-86 Sylph (Graceful, Winged Fae Humanoids, Skittish, always want to be travelling)
87 Goblin (Gray skinned outcasts, Used as sewer servants, some are wickedly smart)
88 Ogren (Mostly civilized Ogre Brutes, Very strong,some are quite artistic. Peaceful.)
89 Rogue Modron (Accidental machine outcast from Outsider Lawful Plane)
90 Shandar-Kai (Very thin, black wearing city dwelling rogue fey. Wickedly twisted humour.)
91 Minotaur (Large, Strong, but loyal Fighter. Prefer to hunt in wild hunts or in honor duels)
92 Gnoll (Former slave race, evil tendencies, can be quite accomplished craftsmen)
93 Quillian (Humanoid Purcupines can throw their quills, many are rangers or druids, )
94 Jahlen (Golden Horned Ram Humanoid, Minotaur-Kin)
95 Charr (Pale skinned humanoid hunters with magical armaments)
96 Gargoyle (Winged figures that haunt towers, fully aware - both good and evil aligned)
97 Necrites (Undead appearing humanoids that have returned to full life)
97 Jackalla (Furred jackal humanoids that hunt undead, extremely lawful)
98 Phaetox (Flame winged humanoids that cannot tell lies)
99 Clockwork (Sentient Golem Mechanoid with freewill)
00 DM's Choice
Basic City Encounter Table - Daytime
01-06 Beggar or Poor Man
07-08 Favored of Keran
09-12 Cleric of Keran (4th - 6th)*
13-14 Undead usually chained (Low level only)
15-16: Tame (Bird-Headed Humanoids)
17-18 Animals (Swarm, Rats, Insects)
19-20: Pet (Cat, Dog, Snake, Owl, Weasel, Daybat, large insect)
21-22: Cat Sphinx
23-25: Drunk (Roll Again)
26-28: Gentleman, Nobleman or Rogue (3rd-10th)
29-34: Guild Member or Craftsmen
35-36: Soldier or City Guard (1st-3rd)
37-38: Mercenary or Men at Arms (4th-6th) (Licensed to carry weapons)
39-40: Dancer, Harlot or Rogue (3rd-10th)
41-42: Professional Hunter or Ranger (4th - 8th)
43-45: Laborer
46-55: Worker
56-65: Merchant
66-68: Nobleman
69-70: Busker
71-72: Animal Handler or Stabler
73-75: Sailor or Dock hand
76-77: Farmhands
78: Small Mob # 11-30 (children at play, upset workers, sport fans, protesters, etc)
79 -80: Visitors or Pilgrims
81-83: Silver Knight or Paladin (3rd - 8th)
84-85: Sorcerer (3rd - 6th)
86-88: Apprentice
89-90: Guild Officer
91-92: Disguised (Roll again)
93-95: Shapechanger (Lycanthrope, Doppleganger, Rakshasa, etc)
96+: DM's Choice
*Assume all NPCs are average 2-4th level in their field unless noted
**10% of all workers are dual classed rogues
***For a city or region in Mandos, assume all random religious figures or wizards have loyalty to the Dark Lord Keran
Random Building
01 Artist
02-04: Bard, Busker or Entertainer
05-06: Apothecary or Herbalist ^
07-08: Brewer
09-12: Baker or Miller
13-15: Mason, Construction or Wood Worker ^
16-17: Offices (Advocate, Alderman or City Councillor) ^
18-19: Weaver, Tailor, or Leather-Worker
20-22: Shantal (Free Prostitute)
23-24: Water Tower or Well
25-26: Pet-Master, Animal Handler or Taxidermist
27-29: Stables
30: Clocksmith (Locksmith or Tinkersmith) ^
31-32: Jeweler or Goldsmith ^
33: School, Private-Expert, Lecturer or Teacher ^
34-39: Bar, Tavern or Restaurant
40-45: Sailor, Dockworker or Labourer ^
46-48: Library (Scribe or Cartographer) ^
49-50: Psychic or Astrologer ^
51-53: Barber, Stylist or Cosmetician
54: Undertaker ^
55-56: Hooper
57-58: Secretary, Butler or Herald
59-60: Labourer
61-65: Armoury (Blacksmith or Armourer) ^
66-70: Restaurant (Butcher or Chef)
71-73: Bank (Accountant, Moneylender or PawnSmith) ^
74: Tobbaconist
75-76: Perfumer
77-80: Charcoil, Burning Oil or Fireworks ^
81-82: Brassworker ^
83-85: Gardener (Farmer or Flowerist)
86-88: Guilder ^
89 -90: Servicing Industry
91-94: Music Hall
95-98: Auctioneer or Trader ^
99: Known Location (see below)
00 DM's Choice.
^ - Usually considered a part of city or guilded union. Membership is limited and much more expensive to join ranks for training - their prices they charge are also much higher. Often have a vote on city guild decisions. Each city can have different listing.
Locations in the City
Unicorn’s Rest – cheap inn & pub. Lots of adventurers gather here. Always a few Minotaur wardens, paid by the owners. Cassannus: Elven Rogue, campaigner & former pirate spends his time here. All the serving women are very endowed. Many adventuring contacts are here.
Trollip: low-life bar, known spice hall. Many low level criminals reside here. Knights avoid it, as many have been poisoned here.
Scer’s Anvil: Dwarven run bar. K’Nerr
Zammo’s: This was once a movable citadel, apart of a great series of battles against the Tergen. Some say it was retired here, others claim it was broken and can no longer move until fixed. Many use it as a training site, for others it is a meeting point. Some clerics bring faithful members into the citadel to test them, many are driven mad.
Keen Axe: near the port district, Well known as a place knights and like-minded adventurers hang out. No official ownership and the menus change substantially quite often. While left alone, it is always well watched.
Red Bulline: very fancy restaurant and bar. Dram decorations abound. Well loved by clerics & faithful of Keran who often come here to dine in peace. Some illegal spices can be purchased here, but never actually consumed. Best place to find wine and other liquors in the town. While two clockworks maintain the peace. This is an unofficial guilder sanctuary – meaning there are few rogue types that would dare upset the calm here knowing what would happen to them. Used by high-level mobsters to discuss policies. Nazaan di Corleon (9th level Rogue/6th level Assassin) owns the bar, however Horvath di Corleon: 5th lev Rogue runs it.
The Silver Razor: a barber shop, is the best place to find information on the criminals. Run by a Phastian free-man named: Hassan ibn Kallin (human, N, rogue). The price for a shave is expensive (25 crowns) but they may ask questions and he often knows the best places to investigate. Hassan employs Mavanna & Killileo as grooms.
Tower of Delights: While not an official “pleasure guild” it is effectively one, as the proprietor runs it as one. This is one of the few areas where cult members hang out and are left alone. It is run by Delilah D’Evermore who appears as a thirty year old incredibly attractive and sharp-tongued madam; in truth she is an exiled Succubus. She treats her workers well and makes sure they are not harmed. Devious sexual activity has a high price but never reported, and the girls are paid very well. There are ten minotaurs and Reginna (Halfling female, Bard) keep the peace. Cost: 5 crowns to enter and unlimited drinks, Prices range from 5 – 50 crowns for service. There are no halflings working here, but there are young men. Delilah uses her brothel to hunt for powerful individuals and perhaps more importantly rumors. She has given powerful magical daggers to good aligned adventuring groups.
Obelisk of Casna: low obelisk with simple decorations and a small group of humble faithful. Osorii: 9 headed Purple Beholder acts as the High priest of Casna. He also acts as a judge for conflicts between nobles. He does not give sanctuary to those who break the law; very through with questions about why someone is seeking city asylum.
Tower of Sorrow: Internment of the dead happens here without formality or ritual, unless the mourners request & pay for it. Eilithieen a Jackalla cleric of Anubis controls the tower. She has a hatred for necromancers and will not bury them. The only people she meets with are adventurers who have encountered undead; for these groups she allow them to cast necromancer / information spells for detailed information on the undead they face. She will often lead undead raids herself. She believes leaders should lead by example.
Obelisk of Keran: a small but highly elaborate obelisk in the east of town. Run by Oppullin di Zeck (human, cleric of Keran) who only recently inherited his position. All services have a heavy fee attached, so much so that many others will request help from other clerics while in town. It is assumed he has a debt to pay off. He does not keep requests by the church of Keran - avoiding them.
A city within the Nevesh district, on the South-Western edge of Mandos. Well known for its many sea battles to put down several races on the Desolate Seas. It has a sizable navy made up of both official navy ships as well as free-ships hired upon the need. Officially they are still at wars with the elven tribes, but they do not openly attack or suppress them anymore, unless they cause issues in the city itself. Other Mandorrian districts look down upon them for their less than strict discipline, but the Nevians tend to ignore them, as they are given no backlash from the Mandorrian High Lord.
Long ignored rumors about powerful undead in the city itself are starting to show themselves. Some rather gruesome murders have been committed recently, high-ups are unsure if they are connected or not. There is less than stable peace with connected pirate ships that have been working with the navy, many are starting to complain their coin purses are growing very light.
Corunus: capital city of 200,000, Mandorrian city
Obelisks: Japeth, Quanna, Casna, Keran; Temple of Keran
Horn Maze, Statue Garden, Fountains, Snake Maze
Towers: Song, Spell, War, Watch, Guild, Sorrow, Silence
LE Large City
Corruption +3; Crime +2; Economy +2; Law +3; Lore +1; Society +1
Qualities notorious, prosperous, rumormongering citizens, superstitious
Danger +20
DEMOGRAPHICS
Government autocracy
Population 200,000 (150,000 humans; 20,000 dwarves)
MARKETPLACE
Base Value 27,200 gp; Purchase Limit 200,000 gp; Spellcasting 8th
di Corleon: Tharon noble family that promotes smuggling
di Manzanna: This Tharon noble family is into racketeeting, smuggling
di Vaza: Tharon noble family, heavily indebted. Owes lots of favors to smugglers and gamblers
di Vladaam: This Tharon Noble family runs the towns bureaucracies.
di Jammare: Tharon Noble family known for their smuggling.
di Van Deth: Tharon Noble family, well known for capturing and training animals, many are rangers or city knives (thieves)
Random Humanoid Encounters
01-70 Human
71-75 Dwarf
76-80 Tenderfoot (Halflings, city based, great artists and craftsmen )
81-82 Lizardith (Lizardmen, highly educated. Disdain armor, beautiful crafted magical weapons)
83-84 Elf (Wild elves great with bows)
85-86 Sylph (Graceful, Winged Fae Humanoids, Skittish, always want to be travelling)
87 Goblin (Gray skinned outcasts, Used as sewer servants, some are wickedly smart)
88 Ogren (Mostly civilized Ogre Brutes, Very strong,some are quite artistic. Peaceful.)
89 Rogue Modron (Accidental machine outcast from Outsider Lawful Plane)
90 Shandar-Kai (Very thin, black wearing city dwelling rogue fey. Wickedly twisted humour.)
91 Minotaur (Large, Strong, but loyal Fighter. Prefer to hunt in wild hunts or in honor duels)
92 Gnoll (Former slave race, evil tendencies, can be quite accomplished craftsmen)
93 Quillian (Humanoid Purcupines can throw their quills, many are rangers or druids, )
94 Jahlen (Golden Horned Ram Humanoid, Minotaur-Kin)
95 Charr (Pale skinned humanoid hunters with magical armaments)
96 Gargoyle (Winged figures that haunt towers, fully aware - both good and evil aligned)
97 Necrites (Undead appearing humanoids that have returned to full life)
97 Jackalla (Furred jackal humanoids that hunt undead, extremely lawful)
98 Phaetox (Flame winged humanoids that cannot tell lies)
99 Clockwork (Sentient Golem Mechanoid with freewill)
00 DM's Choice
Basic City Encounter Table - Daytime
01-06 Beggar or Poor Man
07-08 Favored of Keran
09-12 Cleric of Keran (4th - 6th)*
13-14 Undead usually chained (Low level only)
15-16: Tame (Bird-Headed Humanoids)
17-18 Animals (Swarm, Rats, Insects)
19-20: Pet (Cat, Dog, Snake, Owl, Weasel, Daybat, large insect)
21-22: Cat Sphinx
23-25: Drunk (Roll Again)
26-28: Gentleman, Nobleman or Rogue (3rd-10th)
29-34: Guild Member or Craftsmen
35-36: Soldier or City Guard (1st-3rd)
37-38: Mercenary or Men at Arms (4th-6th) (Licensed to carry weapons)
39-40: Dancer, Harlot or Rogue (3rd-10th)
41-42: Professional Hunter or Ranger (4th - 8th)
43-45: Laborer
46-55: Worker
56-65: Merchant
66-68: Nobleman
69-70: Busker
71-72: Animal Handler or Stabler
73-75: Sailor or Dock hand
76-77: Farmhands
78: Small Mob # 11-30 (children at play, upset workers, sport fans, protesters, etc)
79 -80: Visitors or Pilgrims
81-83: Silver Knight or Paladin (3rd - 8th)
84-85: Sorcerer (3rd - 6th)
86-88: Apprentice
89-90: Guild Officer
91-92: Disguised (Roll again)
93-95: Shapechanger (Lycanthrope, Doppleganger, Rakshasa, etc)
96+: DM's Choice
*Assume all NPCs are average 2-4th level in their field unless noted
**10% of all workers are dual classed rogues
***For a city or region in Mandos, assume all random religious figures or wizards have loyalty to the Dark Lord Keran
Random Building
01 Artist
02-04: Bard, Busker or Entertainer
05-06: Apothecary or Herbalist ^
07-08: Brewer
09-12: Baker or Miller
13-15: Mason, Construction or Wood Worker ^
16-17: Offices (Advocate, Alderman or City Councillor) ^
18-19: Weaver, Tailor, or Leather-Worker
20-22: Shantal (Free Prostitute)
23-24: Water Tower or Well
25-26: Pet-Master, Animal Handler or Taxidermist
27-29: Stables
30: Clocksmith (Locksmith or Tinkersmith) ^
31-32: Jeweler or Goldsmith ^
33: School, Private-Expert, Lecturer or Teacher ^
34-39: Bar, Tavern or Restaurant
40-45: Sailor, Dockworker or Labourer ^
46-48: Library (Scribe or Cartographer) ^
49-50: Psychic or Astrologer ^
51-53: Barber, Stylist or Cosmetician
54: Undertaker ^
55-56: Hooper
57-58: Secretary, Butler or Herald
59-60: Labourer
61-65: Armoury (Blacksmith or Armourer) ^
66-70: Restaurant (Butcher or Chef)
71-73: Bank (Accountant, Moneylender or PawnSmith) ^
74: Tobbaconist
75-76: Perfumer
77-80: Charcoil, Burning Oil or Fireworks ^
81-82: Brassworker ^
83-85: Gardener (Farmer or Flowerist)
86-88: Guilder ^
89 -90: Servicing Industry
91-94: Music Hall
95-98: Auctioneer or Trader ^
99: Known Location (see below)
00 DM's Choice.
^ - Usually considered a part of city or guilded union. Membership is limited and much more expensive to join ranks for training - their prices they charge are also much higher. Often have a vote on city guild decisions. Each city can have different listing.
Locations in the City
Unicorn’s Rest – cheap inn & pub. Lots of adventurers gather here. Always a few Minotaur wardens, paid by the owners. Cassannus: Elven Rogue, campaigner & former pirate spends his time here. All the serving women are very endowed. Many adventuring contacts are here.
Trollip: low-life bar, known spice hall. Many low level criminals reside here. Knights avoid it, as many have been poisoned here.
Scer’s Anvil: Dwarven run bar. K’Nerr
Zammo’s: This was once a movable citadel, apart of a great series of battles against the Tergen. Some say it was retired here, others claim it was broken and can no longer move until fixed. Many use it as a training site, for others it is a meeting point. Some clerics bring faithful members into the citadel to test them, many are driven mad.
Keen Axe: near the port district, Well known as a place knights and like-minded adventurers hang out. No official ownership and the menus change substantially quite often. While left alone, it is always well watched.
Red Bulline: very fancy restaurant and bar. Dram decorations abound. Well loved by clerics & faithful of Keran who often come here to dine in peace. Some illegal spices can be purchased here, but never actually consumed. Best place to find wine and other liquors in the town. While two clockworks maintain the peace. This is an unofficial guilder sanctuary – meaning there are few rogue types that would dare upset the calm here knowing what would happen to them. Used by high-level mobsters to discuss policies. Nazaan di Corleon (9th level Rogue/6th level Assassin) owns the bar, however Horvath di Corleon: 5th lev Rogue runs it.
The Silver Razor: a barber shop, is the best place to find information on the criminals. Run by a Phastian free-man named: Hassan ibn Kallin (human, N, rogue). The price for a shave is expensive (25 crowns) but they may ask questions and he often knows the best places to investigate. Hassan employs Mavanna & Killileo as grooms.
Tower of Delights: While not an official “pleasure guild” it is effectively one, as the proprietor runs it as one. This is one of the few areas where cult members hang out and are left alone. It is run by Delilah D’Evermore who appears as a thirty year old incredibly attractive and sharp-tongued madam; in truth she is an exiled Succubus. She treats her workers well and makes sure they are not harmed. Devious sexual activity has a high price but never reported, and the girls are paid very well. There are ten minotaurs and Reginna (Halfling female, Bard) keep the peace. Cost: 5 crowns to enter and unlimited drinks, Prices range from 5 – 50 crowns for service. There are no halflings working here, but there are young men. Delilah uses her brothel to hunt for powerful individuals and perhaps more importantly rumors. She has given powerful magical daggers to good aligned adventuring groups.
Obelisk of Casna: low obelisk with simple decorations and a small group of humble faithful. Osorii: 9 headed Purple Beholder acts as the High priest of Casna. He also acts as a judge for conflicts between nobles. He does not give sanctuary to those who break the law; very through with questions about why someone is seeking city asylum.
Tower of Sorrow: Internment of the dead happens here without formality or ritual, unless the mourners request & pay for it. Eilithieen a Jackalla cleric of Anubis controls the tower. She has a hatred for necromancers and will not bury them. The only people she meets with are adventurers who have encountered undead; for these groups she allow them to cast necromancer / information spells for detailed information on the undead they face. She will often lead undead raids herself. She believes leaders should lead by example.
Obelisk of Keran: a small but highly elaborate obelisk in the east of town. Run by Oppullin di Zeck (human, cleric of Keran) who only recently inherited his position. All services have a heavy fee attached, so much so that many others will request help from other clerics while in town. It is assumed he has a debt to pay off. He does not keep requests by the church of Keran - avoiding them.
Saturday, 26 December 2015
Maedar - Male Medusae
Maedar
Type Medium Monstrous
Humanoid
NE Medium Aberration
Init +2 Senses Darkvision 60 ft.; Perception +4
hp 11 hp (2d8+2 con)
Fort +1, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee One-Handed Weapon +3 (1d6+1) or Fist +2 (1d6+1)
Ranged Weapon +3 (Heavy Crossbow 1d6)
Init +2 Senses Darkvision 60 ft.; Perception +4
DEFENSE
AC 14 touch 12, flat-footed 12 (+2 Dex, +2 natural)hp 11 hp (2d8+2 con)
Fort +1, Ref +2, Will +3
OFFENSE
Melee One-Handed Weapon +3 (1d6+1) or Fist +2 (1d6+1)
Ranged Weapon +3 (Heavy Crossbow 1d6)
STATISTICS
Base Atk +1 CMB +2 CMD 14
Feats Weapon Finesse
Skills +2 Disguise, +3 Perception , +4 Stealth , +4 Survival
ECOLOGY
Organization Solitary or Duo or Trio
Treasure Value Half
Male medusa, often referred to as maedar, happens when a medusa mates with a male of
another species. Dark spidery skin, highly muscular, but they are unable to grow
hair anywhere on their body. Most have tattoos on their arms and upper body to denote who owns these lesser medusa.
They are lower status beings in the medusa clans, as the matriarchs rule their familial groups. There are fewer who survive their young years as many are killed due to their mistresses rage. They are trained in a specialized function such as soldier, servant or spy. Because of their status, many maedar look for opportunities to escape the clan. Those that find their way out, are often quite successful in both legal or nefarious skills, but few will speak of their time with the medusa clans.
When maedar mate with medusa, they give birth to large sized intelligent snakes. When they mate with human or elf females, half the time the mother's give birth to female members of their mother's species or a medusa, otherwise their children are maedar.
They are lower status beings in the medusa clans, as the matriarchs rule their familial groups. There are fewer who survive their young years as many are killed due to their mistresses rage. They are trained in a specialized function such as soldier, servant or spy. Because of their status, many maedar look for opportunities to escape the clan. Those that find their way out, are often quite successful in both legal or nefarious skills, but few will speak of their time with the medusa clans.
When maedar mate with medusa, they give birth to large sized intelligent snakes. When they mate with human or elf females, half the time the mother's give birth to female members of their mother's species or a medusa, otherwise their children are maedar.
What is little recognized
by members of the medusa clans is that while maedar are born weaker,
as they age they grow in power and eventually have more powers than
their female kin. Few clans realize this, as many maedar are killed by kin well before they show any status or signs of power.
Abilities by HD
3 HD Shatterstone
(1/day); +5 skill points; Gain new feat
4 HD Gain + 2 to any
Ability Score; Fist 1d8; +1 to AC; +5 skill points
5 HD Shatterstone
(3/day);+5 skill points; Gain new feat
6 HD Speak with Stone
(2/day);+1 to AC; +5 skill points; Gain new feat
7 HD Gain + 2 to any
Ability Score; Fist 1d10; +5 skill points; Gain new feat
8 HD Summon Lesser
Elemental Earth Form (1/day); +1 to AC; +5 skill points
9 HD Liquefy Earth by
touch (at will); Gain Immunity to Petrification; +5 skill points
10 HD Shatterstone (1/hour); +1 to AC; +5 skill points; Gain new feat
11 HD Gain + 2 to any 3 Ability Scores; Fist 2d8; +5 skill points; Gain new feat
12 HD Restore Stone to
Flesh by touch; +3 to AC; +12 skill pointsMaedar do not need to advance up this listed level chart. They can gain non-Maedar levels at any time, however, if they ever gain non-Maedar HD they are unable to further advance in their natural Maedar class levels again.
Fist: A maedar learns to harden their fist into stone for a few moments in battle, this is why this simple attack can become so deadly at higher levels.
Speak with Stone: Able to get visual images of creatures who passed near the stone within a 24 hour period at 6 HD, a month at 8 HD, and a year at 10 HD.
Summon Lesser Elemental Earth Form - As per Medium Sized Elemental. Will either engage in combat or stay and serve in other capacity for 12 hours.
Liquefy Earth: Create an area on stone that a medium sized creature can walk through. Can be roughly twice the size of the hole created via shatterstone. It is very difficult to discover (Perception DC 30) as it appears identical to normal stone and lasts for ten minutes.If inside the bolt-hole when it collapses, they are shunted out in the direction they came from.
Restore Stone to Flesh: Able to restore creatures turned to stone as long as their full body is still apart of the statue, if organs or appendages are missing, the restoration will not work. It takes one full minute per year that the creature was petrified of uninterrupted touch.
Labels:
D&D,
D20,
Earth,
Monster,
NPC,
Pathfinder,
Racial Class
Subscribe to:
Posts (Atom)