Second group of characters for upcoming local convention.
Tezzline, Male Half-Elf Bard8
Formerly a slave in a large human city, was released due to her beautiful voice, able to captivate those who hear her. Strong connections with many travelling groups, and been on many adventures with warriors of virtually every known groups. Can become very excited when she sees evil, but is always willing to give humanoids the chance to redeem themselves.
Dazzina Elf Rogue 8
An elf from a working class family that has reached for a better life by taking it from those who already have it. Once believed that it was best to take anything you wanted, but has since learned it is best to temper your spirit by looking at the person as well as the item. Doesn't have any loyalty to any group, but she also doesn't want to hurt anyone either. She doesn't think mortal creatures are evil, so she tries not to kill them. Has many friends, but few she trusts.
Vennesora Female Half-Elf; Sorcerer8
A city brat, she was spoiled as a child of a wealthy merchant. When she met an exiled aunt, she learned she had magic in her blood, and has devouted herself to magic ever since. Has few strong friends but many contacts in cities. Charming and loving, she loves to help the weaker group. Has many connections within the fey communities. Her family doensn't know she adventures, as she always seems to be away for study.
Frellgrin Male Dwarf Fighter8 ;
Was a patrol soldier who fell into considerable debts due to same bad bets, he needed to make a lot of coin and began to go into the deeper more dangerous parts of the underground cities. Has met tons of underearth creatures but tries to judge them based on what they do, not their lineage. Once worked for a paladin, and has come to miss his departed friend. He doesn't drink or consume excess foods, very careful in most things he does. His family has many barbarian in the tribe so he knows how to control his temper very well.
Deillinor: Male Elf Ranger8
From a broken family, his father an honoured warrior killed in defending his homeland agaisnt the frost giants. He simply left to look around, and has never stopped wandering. many good connections with human and halfling warriors. Has learned not to ask but to do, then make up for it if caught. Not overly concerned about laws, but will control his actions if it will hurt those he knows.
Pezzeno D'Aquann, Male Human; Paladin8
A trusted son of a nobleman, his family was quite surprised when he turned up for training instead of making excuses like the others in his peer group. Has never used his familys wealth or prestige to get out of official duties. Has deep faith - he questions everything as he wants to understand why, but will still follow mortal and heavenly rules. Strong voice, knows many beautiful songs. Has an affinity for elven ladies, hopes to marry one and to start his city warden position, wants to bring justice, authority and piety to the rule, but only if he can also be a husband and father, otherwise he will stay on the front-line fighting evil.
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Tezzline, Male Half-Elf Bard8 CR 8; Size: M Face: 5 ft. Type Humanoid ( Elf );
HD (8d6)+16; hp 54;
Init +2 (+2 Dex, +0 Misc);
Spd Walk 30 ft.;
AC 16 (touch 12, flatfooted 14),
*Adamantine Dagger +7/+2 0 ft./PS (1d4 19-20/x2 Primary M Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness ) or
*Adamantine Dagger (Thrown) +9/+4 10 ft./PS (1d4 19-20/x2 Primary M Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness );
SA: +1 racial bonus on Listen, Search, and Spot checks., +2 racial bonus on Diplomacy and Gather Information checks., +2 racial bonus on Listen, Search, and Spot checks., Armored Casting, Bardic Knowledge, Bardic Music, Elven Blood, Humanoid Traits, Humanoid Traits, Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects., Low-Light, Low-Light Vision, Low-Light Vision, Low-Light Vision (Ex), Merely passing within 5 feet of a secret or concealed door entitles you to a Search check to notice it as if you were actively looking for it, Racial Traits, Weapon and Armor Proficiency, Weapon Proficiency, ; Vision: Low-Light AL: NG;
Sv: Fort +5, Ref +11, Will +9; STR 10, DEX 14, CON 14, INT 12, WIS 10, CHA 18
Skills and Feats: Appraise +4, Balance +6, Bluff +9, Climb +4, Concentration +6, Concentration (Cast defensively) +10, Diplomacy +11, Disguise +8, Disguise (Act in character) +10, Escape Artist +7, Gather Information +11, Hide +5, Intimidate +6, Jump +3, Listen +5, Move Silently +10, Search +3, Sense Motive +4, Sleight of Hand +9, Spellcraft +6, Spot +2, Use Magic Device +8, Use Magic Device (Scroll) +10, Use Rope (Bind someone) +4; Combat Casting, Iron Will, Lightning Reflexes
Possessions: 1 Adamantine Dagger, 1 Bracers of Armor +3 ( Save Bonus (Insight) (+1)), 1 Glove of Storing, 1 Cloak of Charisma +2, 1 Mithral Shirt, 1 Boots of Elvenkind
Bard: Spells per Day: (3/4/4/2 - DC:14+spell level)
Known: 0th - Detect Magic, Light, Mage Hand, Message, Open/Close, Read Magic
1st - Detect Secret Doors, Feather Fall, Remove Fear, Unseen Servant
2nd - Calm Emotions, Delay Poison, Glitterdust, Heroism
3rd - Dispel Magic, Gaseous Form, See Invisibility
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Dazzina Elf Rogue 8
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +13
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 48 (8d8+9)
Fort +4, Ref +10, Will +2; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge, trap sense +3; Immune sleep
Speed 30 ft.
Melee +1 rapier +10/+5 (1d6+1/18–20)
Ranged dagger +9/+4 (1d4/19–20)
Special Attacks sneak attack +4d6
Str 10, Dex 18, Con 12, Int 14, Wis 8, Cha 14
Base Atk +5; CMB +9 (+13 disarm); CMD 19 (21 vs. disarm)
Feats Agile Maneuvers, Combat Expertise, Deceitful, Greater Disarm, Improved Disarm, Weapon Finesse
Skills Acrobatics +16, Bluff +16, Diplomacy +14, Disable Device +16, Disguise +16, Escape Artist +16, Knowledge (local) +14, Perception +13, Sense Motive +11, Sleight of Hand +16, Sneaking +16
Languages Common, Draconic, Dwarven, Elven
SQ elven magic, rogue talents (bleeding attack +5, finesse rogue, quick disable, surprise attack), trapfinding +4, weapon familiarity
Combat Gear potion of cure moderate wounds, potion of invisibility, potion of tongues; Other Gear +2 studded leather, +1 rapier, hat of disguise, dagger, thieves' tools, 373 gp
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Vennesora
Male Half-Elf; Medium Humanoid ( Elf ) Sorcerer8
Hit Dice: (8d4)+16 Hit Points: 40 Initiative: +3 Speed: Walk 40 ft.
AC: 16 (touch 13, flatfooted 13)
Attacks: *Quarterstaff (Darkwood) +4; *Quarterstaff (Darkwood/Head 1 only) null; *Quarterstaff (Darkwood/Head 2 only) null;
Damage: *Quarterstaff (Darkwood) 1d6-1/-1; *Quarterstaff (Darkwood/Head 1 only) 1d6-1; *Quarterstaff (Darkwood/Head 2 only) 1d6-1;
Special Qualities: +2 racial bonus on Listen, Search, and Spot checks., Elven Blood, Humanoid Traits, Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects., Low-Light Vision, Merely passing within 5 feet of a secret or concealed door entitles you to a Search check to notice it as if you were actively looking for it,
Racial Traits, Summon Familiar, Weapon and Armor Proficiency, Weapon Proficiency
Saves: Fortitude: +4, Reflex: +5, Will: +7
STR 8 (-1), DEX 16 (+3), CON 14 (+2), INT 15 (+2), WIS 13 (+1), CHA 18 (+4)
Skills: Appraise: 2; Balance: 3; Bluff: 12; Climb: -1; Concentration: 12; Concentration (Cast defensively): 16; Craft (Untrained): 2; Diplomacy: 10; Disguise: 4; Disguise (Act in character): 6; Escape Artist: 3; Forgery: 2; Gather Information: 8; Heal: 1; Hide: 3; Intimidate: 7; Jump: 8; Knowledge (Arcana): 12; Listen: 3; Move Silently: 3; Ride: 3; Search: 4; Sense Motive: 1; Spellcraft: 15; Spot: 3; Survival: 1; Swim: -1; Use Magic Device: 7; Use Magic Device (Scroll): 9; Use Rope: 3;
Feats: Combat Casting, Simple Weapon Proficiency, Spell Focus (Evocation), Spell Penetration
Challenge Rating: 8
Alignment: Neutral Good
Possessions: Amulet of Health +2; Bracers of Armor +3; Quarterstaff (Darkwood); Boots of Striding and Springing;
Sorcerer - Spells per Day: (6/7/7/6/4/0/0/0/0/ DC:14 + spell level); Known: Level 1: Charm Person, Grease, Mage Armor, Magic Missile, Unseen Servant Level 2: Acid Arrow, Mirror
Image, Web Level 3: Deep Slumber, Dispel Magic Level 4: Polymorph
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Frellgrin Male Dwarf Fighter8 ;
Medium Humanoid (Dwarf);
HD (8d10)+40; hp 94; Init +3;
Spd Walk 20 ft.;
AC 19, touch 13, flat-footed 16,
Base Atk +8/+3; CMB +12; CMD +25;
Atk: +15 Melee (1d8+7/19-20/x3, *Battleaxe +1 (Adamantine) )
Full Atk: +15/+10 Melee (1d8+7/19-20/x3, *Battleaxe +1 (Adamantine) )
SA: Armor Training (Ex), Bonus Feats, Bravery (Ex), Darkvision (Ex), Defensive Training (Ex), Greed (Ex), Hardy (Ex), Hatred (Ex), Stability (Ex), Steady (Ex), Stonecunning (Ex),
Weapon Familiarity (Ex), Weapon Training (Ex)
Damage Reduction 2/-, ; SQ: Darkvision (60 ft.); AL: Neutral Good
SV Fort +11, Ref +5, Will +5; STR 18, DEX 16, CON 20, INT 10, WIS 12, CHA 8 .
Skills and Feats: Appraise (Precious metals and gemstones) +2, Climb +8, Handle Animal +4, Intimidate +6, Perception (Notice unusual stonework) +3, Ride +8, Survival +7, Swim +8;
Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Combat Reflexes, Defensive Combat Training, Enforcer, Greater Weapon Focus
(Battleaxe), Improved Critical (Battleaxe), Iron Will, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus
(Battleaxe), Weapon Specialization (Battleaxe).
Possessions: Amulet of Mighty Fists +1; Battleaxe +1 (Adamantine); Adamantine Breastplate;
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Deillinor: Male Elf Ranger8 ; CR 7;
Medium Humanoid (Elf);
HD (8d10)+17; hp 67; Init +5; Spd Walk 20 ft.;
AC 22, touch 13, flat-footed 20, Base Atk +8/+3;
CMB +11; CMD +27;
Atk: +16 Ranged (1d8+2/20/x3, *Longbow +2 (Composite) , Range 110 ft. ) or ;
Full Atk: +16/+11 Ranged (1d8+2/20/x3, *Longbow +2 (Composite) , Range 110 ft. ) or ;
SA: Animal Companion (Ex), Bonus Critical Confirm (Elf), Class Skills, Elven Immunities (Ex), Elven Magic (Ex), Improved Empathic Link (Su), Keen Senses (Ex), Low-Light Vision
(Ex), Swift Tracker (Ex), Track (Ex), Weapon Familiarity (Ex), Wild Empathy (Ex), Woodland Stride (Ex), ; SQ: Low-light; AL: Neutral Good
SV Fort +8, Ref +11, Will +4; STR 16, DEX 20, CON 15, INT 13, WIS 15, CHA 14 .
Skills and Feats: Climb +7, Handle Animal +12, Heal +13, Intimidate +11, Knowledge (Nature) +6, Perception +14, Ride +10, Spellcraft +7, Spellcraft (Identify magic item) +9, Stealth +9, Survival +13, Survival (Follow or identify tracks) +17; Armor Proficiency, Light, Armor Proficiency, Medium, Endurance, Martial Weapon Proficiency, Point-Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Longbow).
Possessions: Ring of Animal Friendship; Belt of Incredible Dexterity +4 ( AC Bonus (Deflection) (+1)); Chainmail +3; Arrow, Searing; Arrow, Sizzling; Bolt, Tangle; Bullet, Dustburst;
Magic Item Spell-Like Abilities: charm animal ( DC 10, at will)
Ranger: Spells per Day: (0/2/2/0/0/0/0/0/0/ DC:12+spell level) Known:
1st - Alarm, Call Animal, Delay Poison, Detect Poison, Entangle, Pass without Trace, Speak with Animals, Summon Nature's Ally I
2nd -Bear's Endurance, Bloodhound, Cure Light Wounds, Hold Animal, Protection from Energy, Speak with Plants,
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Pezzeno D'Aquann, Knight of Quanna / Shining Light
Male Human; Medium Humanoid ( Human )
Paladin8
Hit Dice: (8d10) Hit Points: 55 Initiative: +1
Speed: Walk 20 ft.
AC: 19 (touch 11, flatfooted 18) Wearing heavy armor
Attacks: *Longsword +2 (Cold Iron) +16/+11;
Damage: *Longsword +2 (Cold Iron) 1d8+7;
Special Attacks: Smite Evil 6 / day (+3 on attack, +8 dmg), Turn Undead 6 / day as 7th level Cleric
Special Qualities: Aura of Courage, Aura of Good, Detect Evil, Divine Grace, Divine Health, Humanoid Traits, Lay on Hands, Remove Disease, Special Mount,
Saves: Fortitude: +9, Reflex: +6, Will: +6
Abilities: STR 20 (+5), DEX 12 (+1), CON 10 (+0), INT 10 (+0), WIS 12 (+1), CHA 16 (+3)
Skills: Concentration: 2; Diplomacy: 10; Handle Animal: 6; Heal: 6; Intimidate: 3; Knowledge (Nobility and Royalty): 4; Knowledge (Religion): 6; Sense Motive: 3;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Overrun, Improved Sunder, Martial Weapon Proficiency, Power Attack,
Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Longsword)
Alignment: Lawful Good
Possessions: Longsword +2 (Cold Iron); Ring of Jumping; Belt of Giant Strength +4; Full Plate;
Class Prepared Spell List: Paladin (CL 8):
Paladin - Spells per Day: (2 DC:11 + spell level); Known: Level 1: Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Protection from Evil,
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.
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Thursday, 3 March 2016
Convention Game PCs
Here are the first backgrounds for the PCs in my upcoming convention game...
Kantani Female Half-Elf; Medium Humanoid Cleric8 Hit Dice
Katanai is a faithful priestess who has been asked to help on missions dozens of times. Would prefer to be home with her family, especially her nieces but she usually does as she is asked. Has turned down her wedding betrothals more times that she can remember, and has explained to her suitors she is uninterested in traditional relationships. She doesn't want to be faithful so why subject herself to commitments she will eventually break. Controlled and respectful, she doesnt let her emotions out when on duty. Follows the Shining Light, a powerful good deity that represents the ideals of serenity.
Uzek - Male Halfling; Small Humanoid ( Halfling ) Ranger8
Uzek is a survivor, as his caravan allies and town mates have been attacked so many times and he finds a way to help his mates survive. Unafraid of battle, but he knows that many times it is those of wit, charm and speed that helps to find the chance to escape. Appreciates other warriors, if they have the patience to attack at the right time. Has never taken a companion animal as he doesn`t want to put them at risk for long periods of time, instead he takes a partner for 2-3 days and then lets them go.
Gazzin HardStone Male Dwarf; Medium Humanoid Fighter8
Gazzin was once apart of a timber crew but his team was attacked by a group of gargoyles. After being rescued by elven rangers, he dedicated himself to helping his new found allies in every way he can. Has been rewarded many times, but always returns gifts. He can quote elf verse better then many bards. Would have picked to be ambassador, but he has little charm and less diplomacy, but is well regarded by kin and his mates. Never afraid to make unpopular decisions if it helps others survive.
Unit 982, Div ID 45 (often calls himself 9.8.)
Clockwork (Medium Shaped Humanoid) Clockwork 8 HD
A sentient machine of gears, created during the Phasic wars more than 1000 years ago, was one of the few survivors in operable condition at the end of his term. Deactivated more than 900 years ago, but was returned to service by a dwarven tinker hundreds of years later. Has earned his freedom but has good connection with the dwarves and other tinkers. Usually gets hired to help caravaners, as they like his ability to work without sleep. He appreciates humor but finds it difficult to express it as he cannot laugh or smile. Loves physical art. Dislikes slavery due to his own forced service, has gone into a rage like effect if he sees weaker creatures chained or otherwise enslaved.
Zale; Human; Sorcerer8
A spoiled human lord who at lower levels led groups of adventurers into multiple dungeons. But when he was taken prisoner by an ogre clan, and his arms were ripped off, he was rescued by halflings who put themselves at risk out of their choice. Has since helped them multiple times since then to repay his debt of honor, and has made allies with halfing, dwarven and elven adventurers. Doesn`t spurn wealth, but he will use it along with his charms and his position to advance all the people and races in his lands, not just the other nobility. Will listen to others before making up his opinion. Isn`t obliged to the law, but to justice and has learned to speak, listen and admit when he`s wrong.
Kantani Female Half-Elf; Medium Humanoid Cleric8 Hit Dice
Katanai is a faithful priestess who has been asked to help on missions dozens of times. Would prefer to be home with her family, especially her nieces but she usually does as she is asked. Has turned down her wedding betrothals more times that she can remember, and has explained to her suitors she is uninterested in traditional relationships. She doesn't want to be faithful so why subject herself to commitments she will eventually break. Controlled and respectful, she doesnt let her emotions out when on duty. Follows the Shining Light, a powerful good deity that represents the ideals of serenity.
Uzek - Male Halfling; Small Humanoid ( Halfling ) Ranger8
Uzek is a survivor, as his caravan allies and town mates have been attacked so many times and he finds a way to help his mates survive. Unafraid of battle, but he knows that many times it is those of wit, charm and speed that helps to find the chance to escape. Appreciates other warriors, if they have the patience to attack at the right time. Has never taken a companion animal as he doesn`t want to put them at risk for long periods of time, instead he takes a partner for 2-3 days and then lets them go.
Gazzin HardStone Male Dwarf; Medium Humanoid Fighter8
Gazzin was once apart of a timber crew but his team was attacked by a group of gargoyles. After being rescued by elven rangers, he dedicated himself to helping his new found allies in every way he can. Has been rewarded many times, but always returns gifts. He can quote elf verse better then many bards. Would have picked to be ambassador, but he has little charm and less diplomacy, but is well regarded by kin and his mates. Never afraid to make unpopular decisions if it helps others survive.
Unit 982, Div ID 45 (often calls himself 9.8.)
Clockwork (Medium Shaped Humanoid) Clockwork 8 HD
A sentient machine of gears, created during the Phasic wars more than 1000 years ago, was one of the few survivors in operable condition at the end of his term. Deactivated more than 900 years ago, but was returned to service by a dwarven tinker hundreds of years later. Has earned his freedom but has good connection with the dwarves and other tinkers. Usually gets hired to help caravaners, as they like his ability to work without sleep. He appreciates humor but finds it difficult to express it as he cannot laugh or smile. Loves physical art. Dislikes slavery due to his own forced service, has gone into a rage like effect if he sees weaker creatures chained or otherwise enslaved.
Zale; Human; Sorcerer8
A spoiled human lord who at lower levels led groups of adventurers into multiple dungeons. But when he was taken prisoner by an ogre clan, and his arms were ripped off, he was rescued by halflings who put themselves at risk out of their choice. Has since helped them multiple times since then to repay his debt of honor, and has made allies with halfing, dwarven and elven adventurers. Doesn`t spurn wealth, but he will use it along with his charms and his position to advance all the people and races in his lands, not just the other nobility. Will listen to others before making up his opinion. Isn`t obliged to the law, but to justice and has learned to speak, listen and admit when he`s wrong.
Labels:
Convention,
D&D,
D20,
Nyssa,
Pathfinder,
PC,
Player Characters
Monday, 29 February 2016
Circle Initiative Rules
These are the Initiative sequence rules I use during my games.
Once all dice are rolled - repeat this using D8, D12, D20 and rolls during the second sequence.
Again once all dice are rolled repeat with D12 & D20.
Then go to D20, and remain with this dice.
Until you change areas and tables, do not alter this sequencing for any game night.
Circle Initiative
Rules: All players roll D20 at the start, using any spells, feats or skills that would help them. The highest initiative
will act first; then go around clockwise if the player ROLLED an odd number, counter-clockwise if
they ROLLED an even number.
During any round, the
player who has initiative can take one of three actions: Spell,
Skills or roll dice
If you choose either of
the two non-dice options, that player cannot repeat that action
during the initiative sequence.
There is usually a list of monsters or situations, numbered 1 - 20 (or higher).
First round, the player picks (D6, D8 or
D10) and rolls. No player can repeat a dice choice in the first sequence.
Once all dice are rolled - repeat this using D8, D12, D20 and rolls during the second sequence.
Again once all dice are rolled repeat with D12 & D20.
Then go to D20, and remain with this dice.
Until you change areas and tables, do not alter this sequencing for any game night.
If the dice roll indicates
combat (or other) action, the player who rolled, acts first. There is
no initiative, it continues to go around the circle. Wherever the DM sits, the monsters will act at that point in the game in the sequence. When the combat
ends, and initiative action happens again, it goes back to the next
player in the initiative sequence before combat was begun.
If a monster, especially bosses or unique creatures, have special initiative rules for combat, and they need to roll dice, then everyone roles initiative. Return to the sequence once that combat is over.
Labels:
Combat,
D&D,
D20,
Initiative Rules,
Nyssa,
Pathfinder
Sunday, 28 February 2016
Candyland Witch
This is the default spell-caster in Candyland, usually seen as a brightly dressed young lady on a broom. They are most known for their capacity to create potions which they use to help allies. Overwhelmingly good in alignment with many fae and magical creature allies. This was one of the most trickiest Candyland encounter creatures for me to write up though easy for me to picture, I wanted to distinguish them from the witch class in the standard rules.
CANDY WITCH CR 5
NG (NE) Medium monstrous humanoid
Init +1; Senses darkvision 90 ft.; Perception +15
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
39hp (6d10+6 con)
Fort +5, Ref +6, Will +6
SR 16
OFFENSE
Speed 30 ft.
Melee Dagger +8 (1d4)
Spell-Like Abilities (CL 9th)
Constant — Create Food & Water, Tongues, Speak to Animals
At will — alter self, dancing lights, consecrate, invisibility, make whole, whispering wind
magic missile (4/ day)
STATISTICS
Str 11, Dex 12, Con 12, Int 15, Wis 13, Cha 14
Base Atk +6; CMB +6; CMD 17
Feats Alertness, Blind-Fight, Combat Casting, Craft Potion, Great Fortitude
Skills Bluff +10, Diplomacy +18, Disguise +10, Spellcraft +11, Perception +15, Sense Motive +9, Stealth +13,
Languages Common, Giant, Elf, Faerie
SQ +4 reaction bonus to faerie; Advanced Potion Craft, Witches Broom
ECOLOGY
Environment Candyland
Organization solitary or coven (3 witches of any kind)
Treasure standard
Advancement: Most often they take Druid or another class levels
SPECIAL ABILITIES
Witches Broom (Su) A candy witch can create a flying broom with their spell-craft knowledge. The broom has a flight speed of 50 and maneuverability of Average. A green witch can cast her spells on the broom without making balance checks. If the broom is attacked, it has an +4 AC versus the witches own AC. If destroyed, the witch will automatically featherfall. It will take a witch 7 days to create a new broom after taking a day to gather the required components. For some unknown reason, Witches are unable to use invisibility while on their flying brooms.
Advanced Potion Craft (Su) A green witch can create any potion used to mimic a 1st-4th level spell from either the cleric or wizard's spell listing. They can only have up to 1 + their wisdom bonus in potions at any time. Their potions lasts four days per point of intelligence bonus.
Candy Witches are female spell-casters native to Candyland. Almost all are youthful in appearance, dressing in bright colours, with pretty decorations on their clothes, with blond or pink hair very common. Most are quite polite and pleasant, a little self obsessed but otherwise good citizens. The majority are happy and helpful but a small number of them are vile spellcasters, intent on wrecking vengeance on those they believe have caused them grief.
Most Candy Witches make their living selling potions or minor magical trinkets. They get involved in the adventurers by their friends and allies who sometimes get in trouble and need help to get out of Candyland.
The evil Candy witches are those that have been spurned or tormented and they turn to vile magics to enact their revenge but in doing will horrifically wrinkle their skin and turn it green. Most often Candy Witches will not spurn their evil kin, and try to turn them back to good. Witches rarely fight each other, but each side will try to undermine the worst of their opposite kin. Fortunately, the good aligned witches vastly outnumber the evil ones and can sometimes convince the evil ones to help out in a plan for the common good.
Candy Covens
When three witchs of any type gather, they can form a coven to gain increased magical ability to serve their good cause. Most witches try to meet with their covens at least once a month to share tips and socialize.
Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities once a day: Bless, remove curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.
CANDY WITCH CR 5
NG (NE) Medium monstrous humanoid
Init +1; Senses darkvision 90 ft.; Perception +15
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
39hp (6d10+6 con)
Fort +5, Ref +6, Will +6
SR 16
OFFENSE
Speed 30 ft.
Melee Dagger +8 (1d4)
Spell-Like Abilities (CL 9th)
Constant — Create Food & Water, Tongues, Speak to Animals
At will — alter self, dancing lights, consecrate, invisibility, make whole, whispering wind
magic missile (4/ day)
STATISTICS
Str 11, Dex 12, Con 12, Int 15, Wis 13, Cha 14
Base Atk +6; CMB +6; CMD 17
Feats Alertness, Blind-Fight, Combat Casting, Craft Potion, Great Fortitude
Skills Bluff +10, Diplomacy +18, Disguise +10, Spellcraft +11, Perception +15, Sense Motive +9, Stealth +13,
Languages Common, Giant, Elf, Faerie
SQ +4 reaction bonus to faerie; Advanced Potion Craft, Witches Broom
ECOLOGY
Environment Candyland
Organization solitary or coven (3 witches of any kind)
Treasure standard
Advancement: Most often they take Druid or another class levels
SPECIAL ABILITIES
Witches Broom (Su) A candy witch can create a flying broom with their spell-craft knowledge. The broom has a flight speed of 50 and maneuverability of Average. A green witch can cast her spells on the broom without making balance checks. If the broom is attacked, it has an +4 AC versus the witches own AC. If destroyed, the witch will automatically featherfall. It will take a witch 7 days to create a new broom after taking a day to gather the required components. For some unknown reason, Witches are unable to use invisibility while on their flying brooms.
Advanced Potion Craft (Su) A green witch can create any potion used to mimic a 1st-4th level spell from either the cleric or wizard's spell listing. They can only have up to 1 + their wisdom bonus in potions at any time. Their potions lasts four days per point of intelligence bonus.
Candy Witches are female spell-casters native to Candyland. Almost all are youthful in appearance, dressing in bright colours, with pretty decorations on their clothes, with blond or pink hair very common. Most are quite polite and pleasant, a little self obsessed but otherwise good citizens. The majority are happy and helpful but a small number of them are vile spellcasters, intent on wrecking vengeance on those they believe have caused them grief.
Most Candy Witches make their living selling potions or minor magical trinkets. They get involved in the adventurers by their friends and allies who sometimes get in trouble and need help to get out of Candyland.
The evil Candy witches are those that have been spurned or tormented and they turn to vile magics to enact their revenge but in doing will horrifically wrinkle their skin and turn it green. Most often Candy Witches will not spurn their evil kin, and try to turn them back to good. Witches rarely fight each other, but each side will try to undermine the worst of their opposite kin. Fortunately, the good aligned witches vastly outnumber the evil ones and can sometimes convince the evil ones to help out in a plan for the common good.
Candy Covens
When three witchs of any type gather, they can form a coven to gain increased magical ability to serve their good cause. Most witches try to meet with their covens at least once a month to share tips and socialize.
Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities once a day: Bless, remove curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.
Saturday, 27 February 2016
Care Bear (Candyland)
These are not part of my Candyland adventure, but I was playing around with them anyway. These are the famous stuffed animals really popular in my youth, never had one (or wanted one) but they are a neat little creature to have wandering around the faelands. They are travelers and defenders of the weak. I couldn't really fit them in my con adventure though, but I probably will with a later game.
Care Bear
NG Medium Fey 5 HD
Init +6 Senses Low-light vision; Perception +5
AC 16 touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 22 (5d6+5 con)
Fort +2, Ref +6, Will +9
Defensive Abilities DR 15 Immune: All Charm or Emotion-Based Spells; Resist Elemental Attacks 10
OFFENSE
Speed 30 ft
Melee Paw (1d8+3)
Special Attacks Emotion Blast
STATISTICS
Str 14, Dex 15, Con 13, Int 12, Wis 16, Cha 16
Base Atk +4 CMB +4 CMD 16
Feats Improved Initiative, Iron Will, Weapon Focus (Paw)
Skills +6 Diplomacy, +5 Sense Motive, +5 Perception, +9 Perform (Any) +10 Knowledge (Magic, Music)
Languages Fae, Elven, Common, Dwarf, Natural Bear
ECOLOGY
Environment Candyland
Organization Circle (3-6)
Treasure Standard (Coins, Gems)
Advancement: Medium (7-10 HD), Large (11-16 HD)
Special
Calming Effect: They emote a 60 ft radius of calm on animals or other creatures of low or no intelligence.
Emotion Blast: This is the Care Bears primary defensive technique. They study how to manipulate emotion it not for personal wealth but to deflect danger or help when someone is being threatened. Three times a day, they can blast a strong emotion up to sixty feet, granting a +/- 8 to a particular type of saving throws. (Fear, Charm, etc) There is no saving throw directly to this affect as it adjusts other creatures reactions. Higher level care bears have stronger affects, increase by 50% each additional HD advancement level.
Care Bears are emotional manipulators, best known for their capacity to relieve stress and help outsiders in the fey realm. Once they traveled extensively in the mortal realms, helping children and others in their tasks and dreams. Now they stick mostly to the fae realms, doing the same type of tasks but in much more safer means.
Appear as medium sized colorful bears. They don`t need to wear clothing or carry weapons. Their most definitive feature is a large emotional emblem on their chest. They use this to use their emotion blast. Their colour and emblems are usually very different, as groups of anti-depression bears for instance don`t congregate together. While it is assumed their home is in the faelands, nobody is quite sure if they have a a homeland anymore, as they usually don`t congregate in groups of more than half a dozen bears. They don't speak about their past, or in their words, "Don't dwell on the negative."
They are strong defenders of weaker beings and much beloved by fae and many others in Candyland. They are quick to get involved with anyone in trouble. While it cannot be proven, many believe that these bears have a means of being re-born, as they show no fear or hesitation in regards to combat with negative or evil forces.
Sample Emotion - Many other types not listed here.
Love: +8 on spells related to hate related affects
Respect: +8 on spells related to fear,
Kindness: +8 on spells related greed
Faith: +8 on spells related to an enemy religion
Curiosity: +8 on spells related to ignorance
Playfulness: +8 on spells related to lethargy affects
Calm: +8 on spells related to rage
Care Bear
NG Medium Fey 5 HD
Init +6 Senses Low-light vision; Perception +5
AC 16 touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 22 (5d6+5 con)
Fort +2, Ref +6, Will +9
Defensive Abilities DR 15 Immune: All Charm or Emotion-Based Spells; Resist Elemental Attacks 10
OFFENSE
Speed 30 ft
Melee Paw (1d8+3)
Special Attacks Emotion Blast
STATISTICS
Str 14, Dex 15, Con 13, Int 12, Wis 16, Cha 16
Base Atk +4 CMB +4 CMD 16
Feats Improved Initiative, Iron Will, Weapon Focus (Paw)
Skills +6 Diplomacy, +5 Sense Motive, +5 Perception, +9 Perform (Any) +10 Knowledge (Magic, Music)
Languages Fae, Elven, Common, Dwarf, Natural Bear
ECOLOGY
Environment Candyland
Organization Circle (3-6)
Treasure Standard (Coins, Gems)
Advancement: Medium (7-10 HD), Large (11-16 HD)
Special
Calming Effect: They emote a 60 ft radius of calm on animals or other creatures of low or no intelligence.
Emotion Blast: This is the Care Bears primary defensive technique. They study how to manipulate emotion it not for personal wealth but to deflect danger or help when someone is being threatened. Three times a day, they can blast a strong emotion up to sixty feet, granting a +/- 8 to a particular type of saving throws. (Fear, Charm, etc) There is no saving throw directly to this affect as it adjusts other creatures reactions. Higher level care bears have stronger affects, increase by 50% each additional HD advancement level.
Care Bears are emotional manipulators, best known for their capacity to relieve stress and help outsiders in the fey realm. Once they traveled extensively in the mortal realms, helping children and others in their tasks and dreams. Now they stick mostly to the fae realms, doing the same type of tasks but in much more safer means.
Appear as medium sized colorful bears. They don`t need to wear clothing or carry weapons. Their most definitive feature is a large emotional emblem on their chest. They use this to use their emotion blast. Their colour and emblems are usually very different, as groups of anti-depression bears for instance don`t congregate together. While it is assumed their home is in the faelands, nobody is quite sure if they have a a homeland anymore, as they usually don`t congregate in groups of more than half a dozen bears. They don't speak about their past, or in their words, "Don't dwell on the negative."
They are strong defenders of weaker beings and much beloved by fae and many others in Candyland. They are quick to get involved with anyone in trouble. While it cannot be proven, many believe that these bears have a means of being re-born, as they show no fear or hesitation in regards to combat with negative or evil forces.
Sample Emotion - Many other types not listed here.
Love: +8 on spells related to hate related affects
Respect: +8 on spells related to fear,
Kindness: +8 on spells related greed
Faith: +8 on spells related to an enemy religion
Curiosity: +8 on spells related to ignorance
Playfulness: +8 on spells related to lethargy affects
Calm: +8 on spells related to rage
Thursday, 25 February 2016
Card Soldiers (Candyland)
Apart of the Candyland game I am putting together. There are dozens of different colours or design on their back. Each is part of a distinct card family. They can be aligned or enemies of each other, for the outsider, there is no way to tell who works with which other family.
Init +3
Skills Acrobatics, Acrobatics, Climb, Perception, Survival +7; Knowledge (Games) +11
ECOLOGY
Environment Candyland
Organization Pair (1-2), Apart of Deck (54 Soldiers)
Treasure none
Advancement: Unless they get promoted, No Advancement
SPECIAL ABILITIES
Paired Attack: Card soldiers are trained to attack from all sides of an opponent. As long as there is a two to one ratio and enough room for them to maneuver. they gain +2 to their attacks on foes.
Appear as five foot tall by two and a half feet wide playing card with a distinct coloured pattern on their backside. When they move or intereact with objects (including combat) they no longer appear to be 2-dimensional beings, instead they are fully recognized 3D creatures.
Playing Cards were once considered a magical construct controlled by a master, objects that had a defined purpose. At some point in the near past, a group of them found a way to escape from their master's evil purposes to become free. Now they work as a self-contained group, independent and free to make allies among other free-willed beings. Primary purpose is always to to find 54 unscathed corpses from four distinct races to complete their deck. But they also look for well-defendable sites to make their lairs.
There are four ranks, Low (2-5), Junior (6-8), Mid (9-10) and Senior (J-Q-K-A-Joker). All senior levels have distinct ability by suit.
Card Soldiers
Type Magical Construct (Mid Rank)
Init +3
AC 21 (+3 Dex, +3 Natural, +4 chain armor)
58 hp (7d10+20 size) (card # 6-8)
Saves Fort +2 Ref +5 Will +3
Speed 30
BAB+11 CMB +11 CMD +24
Melee +11 Long Sword or
Mace d8+5
Range +9 Long Bow (1d8)
Special Defenses.
Dmg Reduction 5/+1, Elemental Resistance 20
Skills Acrobatics, Acrobatics, Climb, Perception, Survival +7; Knowledge (Games) +11
Feats
Dodge, Paired Attack, Power Attack, Weapon Focus (Long Sword)
Str 18 Con 10 Dex 17 Int 11 Wis 13 Cha 12
ECOLOGY
Environment Candyland
Organization Pair (1-2), Apart of Deck (54 Soldiers)
Treasure none
Advancement: Unless they get promoted, No Advancement
SPECIAL ABILITIES
Paired Attack: Card soldiers are trained to attack from all sides of an opponent. As long as there is a two to one ratio and enough room for them to maneuver. they gain +2 to their attacks on foes.
Appear as five foot tall by two and a half feet wide playing card with a distinct coloured pattern on their backside. When they move or intereact with objects (including combat) they no longer appear to be 2-dimensional beings, instead they are fully recognized 3D creatures.
Playing Cards were once considered a magical construct controlled by a master, objects that had a defined purpose. At some point in the near past, a group of them found a way to escape from their master's evil purposes to become free. Now they work as a self-contained group, independent and free to make allies among other free-willed beings. Primary purpose is always to to find 54 unscathed corpses from four distinct races to complete their deck. But they also look for well-defendable sites to make their lairs.
There are four ranks, Low (2-5), Junior (6-8), Mid (9-10) and Senior (J-Q-K-A-Joker). All senior levels have distinct ability by suit.
Monday, 22 February 2016
Munchkin (Candyland Citizens)
This is the basic citizen of Candyland, small sized fey humanoids that excel in empathy. They are usually farmers or crafters, and most reside in small towns along the Golden Brickway, the usual road taken in Candyland to get to anywhere.
Munchkin CR 1
NG Small Sized Humanoid
Init +1; Senses darkvision 30 ft., low-light vision; Perception +1
DEFENSE
AC 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
HP 3 (1d6+0)
Fort +1, Ref +2, Will +1
OFFENSE
Speed 20 ft.
Melee +0 Small Hammer or Tool (1d3)
Space 5 ft.; Reach 5 ft.
Special Quality: Fey empathy
STATISTICS
Str 7, Dex 12, Con 10, Int 8, Wis 9, Cha 11
Base Atk -1; CMB -3; CMD 8
Feats Grouping
Skills +1 Diplomacy, +1 Perception, +1 Craft (Any), +2 Knowledge (Candyland), +1 Sense Motive, +5 Stealth
Environment Candyland
Organization solitary or gang (7–12)
Treasure none
Fey Empathy: Able to get simple base emotions from fey creatures. With this, they gain +4 bonus on social skills (Bluff, Diplomacy, Intimidate, Perform, Sense Motive) interacting with that fey. If they gain levels, they gain this simple empathy from animals, plants and humanoid types.
New Feat: Grouping: Munchkin are a collective, they tend to do everything in groups. They gain +1 for every two other munchkin completing a task. They can have up to 10 others (+5) for simple tasks, and up to 20 other munchkin (+10) if they have a Munchkin of 4 HD or higher leading their actions. They can perform this as long as half of the members haven't done this with the same team.
It is unknown if the Munchkin were the first natural inhabitants of Candyland or not, but they have been here for so long they treat it like home. Short, plump with pointy ears, they are often mistaken for halflings. They are very hard workers, they do not always excel in everything but they put an effort in everything they do. Most reside in the small towns that dot Candyland's Golden Brickway. They usually do not form governments, however they will sometimes adhere to the rule of powerful magical spell-casters (like wizards) who reside in the area.
Munchkin are generally well disposed of with each other and with the citizenry of Candyland. They communicate before they do tasks, as they are always better with explicit instructions then vague ones. They work very well in small teams, and virtually every group of them seems to have a bard among them so they can sing along to do their daily tasks in near perfect pitch.
They are extremely passive and highly unlikely to cause a social disturbance. In times of trouble, they tend to hide or just not get involved unless there is a champion (usually from the outside.) Because of their empathy skills, they can usually avoid bad interactions with most creatures except of course for evil creatures that are outside their skill set.
HD Advancement
2 HD Gain +9 skills, Gain +2 to any ability score, feat, +1 on natural AC, Gain Animal Empathy
3 HD Gain +9 skills, Gain +2 to any two ability scores, +2 on natural AC, Gain Plant Empathy
4 HD Gain +9 skills, Gain +2 to any 3 ability scores,+3 on natural AC, feat Gain Humanoid Empathy
While it is rare, Munchkin Above 4 HD gain standard classes. Bard, Druid, Ranger, Rogue and Sorcerer are the most common choices. Strangely, they are not limited, they can follow any path they qualify for.
Munchkin CR 1
NG Small Sized Humanoid
Init +1; Senses darkvision 30 ft., low-light vision; Perception +1
DEFENSE
AC 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
HP 3 (1d6+0)
Fort +1, Ref +2, Will +1
OFFENSE
Speed 20 ft.
Melee +0 Small Hammer or Tool (1d3)
Space 5 ft.; Reach 5 ft.
Special Quality: Fey empathy
STATISTICS
Str 7, Dex 12, Con 10, Int 8, Wis 9, Cha 11
Base Atk -1; CMB -3; CMD 8
Feats Grouping
Skills +1 Diplomacy, +1 Perception, +1 Craft (Any), +2 Knowledge (Candyland), +1 Sense Motive, +5 Stealth
Environment Candyland
Organization solitary or gang (7–12)
Treasure none
Fey Empathy: Able to get simple base emotions from fey creatures. With this, they gain +4 bonus on social skills (Bluff, Diplomacy, Intimidate, Perform, Sense Motive) interacting with that fey. If they gain levels, they gain this simple empathy from animals, plants and humanoid types.
New Feat: Grouping: Munchkin are a collective, they tend to do everything in groups. They gain +1 for every two other munchkin completing a task. They can have up to 10 others (+5) for simple tasks, and up to 20 other munchkin (+10) if they have a Munchkin of 4 HD or higher leading their actions. They can perform this as long as half of the members haven't done this with the same team.
It is unknown if the Munchkin were the first natural inhabitants of Candyland or not, but they have been here for so long they treat it like home. Short, plump with pointy ears, they are often mistaken for halflings. They are very hard workers, they do not always excel in everything but they put an effort in everything they do. Most reside in the small towns that dot Candyland's Golden Brickway. They usually do not form governments, however they will sometimes adhere to the rule of powerful magical spell-casters (like wizards) who reside in the area.
Munchkin are generally well disposed of with each other and with the citizenry of Candyland. They communicate before they do tasks, as they are always better with explicit instructions then vague ones. They work very well in small teams, and virtually every group of them seems to have a bard among them so they can sing along to do their daily tasks in near perfect pitch.
They are extremely passive and highly unlikely to cause a social disturbance. In times of trouble, they tend to hide or just not get involved unless there is a champion (usually from the outside.) Because of their empathy skills, they can usually avoid bad interactions with most creatures except of course for evil creatures that are outside their skill set.
HD Advancement
2 HD Gain +9 skills, Gain +2 to any ability score, feat, +1 on natural AC, Gain Animal Empathy
3 HD Gain +9 skills, Gain +2 to any two ability scores, +2 on natural AC, Gain Plant Empathy
4 HD Gain +9 skills, Gain +2 to any 3 ability scores,+3 on natural AC, feat Gain Humanoid Empathy
While it is rare, Munchkin Above 4 HD gain standard classes. Bard, Druid, Ranger, Rogue and Sorcerer are the most common choices. Strangely, they are not limited, they can follow any path they qualify for.
Sunday, 21 February 2016
Pinocchio (Candyland)
A Candyland resident brought in to act as replacement children. Normally these reside with human or elf residents, acting as a servant and helping in mundane tasks. They often go out at night-time looking for some fun, this is when they get into trouble or find mates to adventure with.
Pinocchio CR 3
N (G) Medium construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 16, touch 13, flat-footed 13 (+2 Dex, +3 natural)
HP 36 (3d10+20)
Fort +1, Ref +4, Will +0
Construct traits, hardness 1; Resist electricity 5, Cold 5
Weaknesses vulnerable to critical hits
OFFENSE
Speed 30 ft.
Melee 1 Hammer +6 (1d6)
Range 1 Slingshot +6 (1d4)
STATISTICS
Str 11, Dex 17, Con 10*, Int 10, Wis 8, Cha 13
Base Atk +6; CMB +3; CMD 16
Feats Weapon Finesse, Improved Initiative, Iron Will - B
Skills Climb +3, Disguise +3 (+11 to appear human), Disable device +3, Perception +2, Profession (Farming, Fishing, Carving, etc) +5
Languages Common
Advancement: Above 3 HD they gain class levels, most tend to gain rogue levels.
SPECIAL ABILITIES
Spell Affinity: Unlike most constructs, human spells (charm, healing, etc) work normally on a Pinochio. They are healed by construct spells as well.
Human Appearance (Ex) Designed to fit the role of a human child, a pinocchio appears identical to one when 30 feet or more away. They gain +8 bonus on Disguise checks to appear human (but not to impersonate a specific human).
Vulnerable to critical hits - Despite being constructs, they are vulnerable to critical hits, although they cannot bleed
These were originally made by an famous wood-carver for parents who lost their children due to a curse. Most were loved and cared for for many years, but they were eventually put-aside as a new generation of human children were being born and they were no loner needed. A fey bard cast a spell to bring these marionettes to Candyland, and in doing so the magic of the realm brought them to life. Since this point, many have been adopted both to help in doing chores and care for children or other simple tasks. They are unaging but prone to being broken due to injury - this is how many become so brittle they are unable to continue in their tasks.
Most Pinocchios are happy to live their lives in a semi-human, existence. A few try to become more, to become fully human or to lose their humanity and to fully embrace their construct nature. Some skip out at night to go on fun adventures, and a few become embroiled in wild adventurers, on either side of the conflict - they generally don't care as long as they are having fun.
Individual Pinocchios are of any alignment, most tend towards good, but with the wrong influences, some will head in an evil direction, looking for wealth or to inflict cruelty for their own self above all else.
*Constructs on Nyssa gain 10 on their constitution scores. they do not gain benefits or hindrances from this ability score. As a general rule, this is a fixed number that does not change and they cannot lose hit points or be drained.
Pinocchio CR 3
N (G) Medium construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 16, touch 13, flat-footed 13 (+2 Dex, +3 natural)
HP 36 (3d10+20)
Fort +1, Ref +4, Will +0
Construct traits, hardness 1; Resist electricity 5, Cold 5
Weaknesses vulnerable to critical hits
OFFENSE
Speed 30 ft.
Melee 1 Hammer +6 (1d6)
Range 1 Slingshot +6 (1d4)
STATISTICS
Str 11, Dex 17, Con 10*, Int 10, Wis 8, Cha 13
Base Atk +6; CMB +3; CMD 16
Feats Weapon Finesse, Improved Initiative, Iron Will - B
Skills Climb +3, Disguise +3 (+11 to appear human), Disable device +3, Perception +2, Profession (Farming, Fishing, Carving, etc) +5
Languages Common
Advancement: Above 3 HD they gain class levels, most tend to gain rogue levels.
Spell Affinity: Unlike most constructs, human spells (charm, healing, etc) work normally on a Pinochio. They are healed by construct spells as well.
Human Appearance (Ex) Designed to fit the role of a human child, a pinocchio appears identical to one when 30 feet or more away. They gain +8 bonus on Disguise checks to appear human (but not to impersonate a specific human).
Vulnerable to critical hits - Despite being constructs, they are vulnerable to critical hits, although they cannot bleed
These were originally made by an famous wood-carver for parents who lost their children due to a curse. Most were loved and cared for for many years, but they were eventually put-aside as a new generation of human children were being born and they were no loner needed. A fey bard cast a spell to bring these marionettes to Candyland, and in doing so the magic of the realm brought them to life. Since this point, many have been adopted both to help in doing chores and care for children or other simple tasks. They are unaging but prone to being broken due to injury - this is how many become so brittle they are unable to continue in their tasks.
Most Pinocchios are happy to live their lives in a semi-human, existence. A few try to become more, to become fully human or to lose their humanity and to fully embrace their construct nature. Some skip out at night to go on fun adventures, and a few become embroiled in wild adventurers, on either side of the conflict - they generally don't care as long as they are having fun.
Individual Pinocchios are of any alignment, most tend towards good, but with the wrong influences, some will head in an evil direction, looking for wealth or to inflict cruelty for their own self above all else.
*Constructs on Nyssa gain 10 on their constitution scores. they do not gain benefits or hindrances from this ability score. As a general rule, this is a fixed number that does not change and they cannot lose hit points or be drained.
Saturday, 20 February 2016
Gourd-Men (Candyland Scarecrow)
Continuing on in the listing of low-level monster creatures that inhabit Candyland. This is the Gourd-Man, a plant-humanoid who was made to watch over growing crops to scare pests and avians away.
Gourd-Men (Candyland Scarecrow) CR 3
N Medium construct
Init -1; Senses darkvision 120 ft., low-light vision; Perception +5
DEFENSE
AC 13, touch 10, flat-footed 16 (+3 natural)
hp 42 (4d10+20)
Fort +1, Ref +0, Will +3
Immune cold, construct traits
Weaknesses vulnerability to fire (Suffer -3 to all fire saves)
OFFENSE
Speed 30 ft.
Melee 2 scythe +6 (2d4+2/X4)
STATISTICS
Str 13, Dex 8, Con 10, Int 11, Wis 14, Cha 13
Base Atk +5; CMB +8; CMD 18
Feats Weapon Focus (Scythe), Skill Focus (Handle Animal)
Skills +4 Diplomacy, +5 Perception, +6 Handle Animal, +5 Knowledge (Agriculture & Candyland)
SQ freeze
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–6)
Treasure none
Freeze (Ex) The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, etc ). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.
Gourd-Men are a farmer's tool meant to scare avians away from their stock, in candyland (and in some other magically innate domains) they become infused by the magic of the land to come to life. Appear as a rudimentary mundane scarecrows, with an intricately carved pumpkin or other gourd for their head. They are usually armed with a club or scythe.
While physically awkward and of adequate intelligence, they are invaluable to farmers and travelers who come to rely on them for their advice. They are not book-smart, but they have considerable experience of working on the farm and interacting with animals and fey that inhabit the lands. Unlike many other candyland residents, they are ill-disposed to adventure but they sometimes fall into it to help out someone they know. They have considerable attachment to the farmer that created them, and once they gain sentience, will help them and their families doing chores around the farmstead. Gourd-Men speak very little, even to the ones they care about, for them, they show their emotions by doing kind-hearted actions instead.
It is not possible for Gourd-Men to gain experience as they very rarely adventure. However, some farmers will pay for improvements to increase their HD with a local spell-caster. Higher level ones often gain animal empathy or fear abilities to better ward their homes.
Gourd-Men (Candyland Scarecrow) CR 3
N Medium construct
Init -1; Senses darkvision 120 ft., low-light vision; Perception +5
DEFENSE
AC 13, touch 10, flat-footed 16 (+3 natural)
hp 42 (4d10+20)
Fort +1, Ref +0, Will +3
Immune cold, construct traits
Weaknesses vulnerability to fire (Suffer -3 to all fire saves)
OFFENSE
Speed 30 ft.
Melee 2 scythe +6 (2d4+2/X4)
STATISTICS
Str 13, Dex 8, Con 10, Int 11, Wis 14, Cha 13
Base Atk +5; CMB +8; CMD 18
Feats Weapon Focus (Scythe), Skill Focus (Handle Animal)
Skills +4 Diplomacy, +5 Perception, +6 Handle Animal, +5 Knowledge (Agriculture & Candyland)
SQ freeze
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–6)
Treasure none
Freeze (Ex) The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, etc ). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.
Gourd-Men are a farmer's tool meant to scare avians away from their stock, in candyland (and in some other magically innate domains) they become infused by the magic of the land to come to life. Appear as a rudimentary mundane scarecrows, with an intricately carved pumpkin or other gourd for their head. They are usually armed with a club or scythe.
While physically awkward and of adequate intelligence, they are invaluable to farmers and travelers who come to rely on them for their advice. They are not book-smart, but they have considerable experience of working on the farm and interacting with animals and fey that inhabit the lands. Unlike many other candyland residents, they are ill-disposed to adventure but they sometimes fall into it to help out someone they know. They have considerable attachment to the farmer that created them, and once they gain sentience, will help them and their families doing chores around the farmstead. Gourd-Men speak very little, even to the ones they care about, for them, they show their emotions by doing kind-hearted actions instead.
It is not possible for Gourd-Men to gain experience as they very rarely adventure. However, some farmers will pay for improvements to increase their HD with a local spell-caster. Higher level ones often gain animal empathy or fear abilities to better ward their homes.
Friday, 19 February 2016
Bon Homme
Bon Homme CR 8
NG Medium Elemental (Seven Feet Tall)
Init +5; Senses darkvision 30 ft., low-light vision; Perception +7
DEFENSE
AC 19, touch 15, flat-footed 14 (+4 natural, +5 Dexterity)
HP 60 (8d8+24 con)
Fort +9, Ref +7, Will +2
Immune cold, Regenerate 5 hp / subzero temperatures
Weaknesses vulnerability to fire (Suffer -3 to all fire saves)
OFFENSE
Speed 50 ft.
Melee 2 Fists + (2d6+6/X4)
Range Snowball +12 (1d10/ X 4) or 3 X Snowball Blitz +8 (1d8)
STATISTICS
Str 21, Dex 20, Con 16, Int 13, Wis 11, Cha 15
Base Atk +10; CMB +10; CMD 25
Feats Weapon Focus (Snowball), Upgrade Weapon Damage, Increase Weapon Critical Range X 2
Skills
+9 Diplomacy, +7 Perception, +8 Performance (Dance, Sing and Instrument)+5 Knowledge (Elemental)+5 Track, +15 stealth (Bonus +8 on Stealth checks in winter)
SQ freeze
ECOLOGY
Environment any land (Quinois)
Organization solitary
Treasure Triple
Bon Homme est une créature de neige élémentaire des terres culturelles de l'élite . Leur tâche principale est de protéger les villages Quinois . Tandis habituellement jovial, ils peuvent être terrifiant si son de personnes sont menacées . Il aime se faire plaisir et de voir les autres avoir du plaisir aussi !
* * * * * * *
Bon Homme is an elemental creature of ice from the cultural lands of the elite. Their main job is protecting the Quinois villages. while ordinarily jovial, they can be terrifying if his
people are threatened. He loves to enjoy himself and see others have fun too!
...pour mon petite fille!
Labels:
Beast,
Candy,
Elemental,
Fey,
Good-Aligned,
NPC,
Nyssa,
Pathfinder
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