A codex is a simplified listing of ideas and instructions for a group of faithful. While technically it doesn't have to be for a specific deity, they usually are. It will list histories associated either with a god figure or one their followers, such as an angel and moral philosophies associated with the figure. Most contain spells and heavenly maps that only those of a particular spell casting level can understand.
Greater Gods
Quanna: Goddess of the Light, Mistress of Flight, LG, Weekly, (Often called the Lady)
Mathai: God of the Hunt, CG, Monthly, Green, Patron of Rangers
Darras: God of the Poor, NG, Weekly, Brown, Patron of Landless Knights & the Poor
Japeth: God of Courage, LG, Monthly, Orange, Patron of Paladins
Keran: God of the Night, Master of Fright; LE, Any, Monthly, Black.
Cush: God of Bloodshed & Murder, CE, Before Battle, Red, Assasins
Shion: (Shine) God of Greed, NE, Any, 3 coins arranged in a triangle, Patron of Finders (Thieves).
Faval: Lord of Destruction & Rebirth, CN, Non-Lawful, Flame / Teardrop
Casna: God of Justice, LN, Weekly, Purple, Patron of Monks
Holon: Earth Mother, Mistress of Druids, Neutral, Any, Seasonal
Demi-Powers
Rowena: Lady of the Cold, NE, White, Patron of Undead
Anubis: Defender of the Dead, LN, Patron of Jackalla
Crayos: Keeper of Secrets, N, Patron of Seers
Jubal: Lord of Shadows, CN, Patron of Spice (Drugs)
Fatanus: Lady Luck, CN, Gaming Wheel / Dice
Orelleo: Lord of Traveling, NG, Any, Patron of the Gypsies
Rosetti: Mistress of Beauty, Lady Love, CG, Patron of Sorcerers
Jamile: Lady of Suffering, CE, Any time when sick.
Jamine: Lady of the Plague, CE, Any time sick
Stradamia: Mistress of music, Patron of Bards, N
Shellonna: Lady of the Oceans, Patron of Sailors
Shi-Lo: Lord of Combat, N, Patron of Monks
Great Horned One: Patron of the Minotaur-kin
Father Stone/ Mother of the Mountains: Patron of the Dwarves
Tree Lord / Spirit Mother : Patron of the Fey
Phoenix: Lord of Flames, Patron of the Phaetox
Fenris: Beast Lord, NE, Any, Grey, Master of Lycanthropes,
Bourdana: Master Chef, Lord of Inspiration, N
* * * * * * * * * *
Keran
God of the Night, Master of Fright;
Alignment: Lawful Evil
Follower's Alignment: Any
Associated Colour: Black
Holy Days: Every Month
Sacrifice: Tithe (20%) or forty hours of service
Familiar Form: Avian (Black Raven or Black Snake)
Domains: Protection, Evil, Fear, Summoning, Darkness, Sickness, Pain, Healing
Followers: All, Evil Aligned people, City Folk, Rogues, Sorcerers, Poor, Gamblers
Rank: Usually referred to as Lord or Master; ordain both genders.
The Dark One, the accursed. Lord of Fear. Master of Horror. Master of Darkness.
His faith is based on fear of what is beyond the coil. Both the dark and night are not just within his domain but represent what is beyond you. While many look to his church to grant them access to power, many more look to the horror to move past their own fears. His church gives relief, but it also
demands payment. Many view His as the true source of all evil in the world, but his followers merely say that only with the strength of Keran can they overcome their fears. Yet other followers say there are only two kinds of people, those who fear and those who are the source of fear, who you are is based on what you choose to be.
He has two primary types of followers, those who want succor and those seeking to inflict fear on others. His good aligned followers appease their dark lord, offering sacrifices of every type to keep their Lord content. They are not happy or proud, yet they know that this way, the dark way they can get done what needs to be done. Many of these types of followers constantly wear a small obvious black article of clothing. When committing their rituals, they wear dark masks or cowls. In some places it is against the law to worship the dark one, but in most places their obelisks are public and those who go there are not questioned for their alignments or choices.
The other type seek power - willing to commit horrific or evil actions in order to get what they want. They are drawn to the dark obelisks to commit both dark rituals and evil actions, and they are then given harder challenges that they must overcome to be granted more powers. Few have any compulsion about doing the horrific actions and often enjoy comitting acts of violence, torture and blasphemy.
While distinct in their attitudes, at most obelisks there is no division. Evil priests often work for good aligned ones, or vice versa up the chain of power. Positional advancement happens because of success. Most times there is no single path -there are direct ones with use of violence and terror but many times, there are other harder less obvious routes; this is how the good aligned Keranites accomplish their goals.
Failure is not just personal for the good aligned Keranite, it also means more influence and power for the evil aligned ones. Perhaps the only blessing is that good-aligned Keranies always help their own, uncaring about personal advancement but doing what they can for others who share
the hope and faith.
Clerics on Nyssa are often dual worshippers, so it is common for Keranites to follow good or Neutral aligned gods. They must always, especially in cities, openly wear their Keranite colours and symbols. They worship the dark one because they feel they must, but follow others because it is in their hearts. As long as they do not proclaim the good (or neutral) over anything else, and commit their service as required, they are not
penalized.
Black is the colour of their priest's vestments. Most good aligned Keranites wear one small but obvious black clothing item; others just do the whole goth thing. Evil ones are much more elaborate, wearing dark, twisted vestments that have obvious twisted features.
His avatar form is usually a rogue dressed in chain mail with two anthril blades, always a precursor to commit a secret action. They come to challenge the faithful to commit dark actions. They never come to help, help is for the weak, and when the avatar assists there is always a cost.
Most religions on Nyssa tend to small shrines or obelisks as modest gathering places - Keran tends towards large, opulent churches and temples with huge monasteries and statues. They often have the most followers, and have huge weekly or more often services. Screams, songs and ritualistic ceremonies are common for public actions - these are where the good-aligned Keranites must come. There are also smaller, dark, horrific rituals where evil actions are done for power or sometimes far worse.
Like many other Nyssian deities, Keranite faithful do not have an official list of rules they must follow. Instead they have a code that they learn to recite in times of danger; this guides them to make the correct decision. Individuals may interpret the code differently. However as long as they truly and faithfully follow their heart, they are true to their High Lord.
Keran Code
In darkness there is truth
Bitter, ugly nasty, truth
Do what cannot be spoken aloud
Do what you may not want to do
Simply because it is the only way
Never hesitate
Kindness or courtesy is a weakness,
Be strong, and bold and take action
Purge hesitation
Do what must be done
And you will be rewarded
Evil is a marking of failure
All your success will be rewarded
* * * * * * * * * *
Cush
God of Bloodshed & Murder,
Alignment: Chaotic Evil
Follower's Alignment: Any Evil or chaotic or blood-thirsty
Associated Colour: Red, Blood or Bloody Weapons
Holy Days: None, Before and After Battle
Sacrifice: Tithe (10%) or twenty hours of service/month
Familiar Form: Red Tinged Bear or Snake
Followers: Chaotic or Evil Aligned people, Soldiers, Barbarians, Rogues, Assassins
Domains: Chaos, Strength, Protection, Evil, Rage, Tyranny, Ferocity, War
Rank: Often referred to as in local military command codes; Mostly Male
The First Killer. lord of Murder. Battle Master. Red Lord.
His faith is of those who kill, for profit, for protection or for fun. They enjoy killing others simply because they can. Many times there are benefits to society, but for his followers, they want to grow in power and prestige as the blood splatters upon them. His church is a military often a city's official militia, under constant threat to act out in violence to protect those who are too weak to do so themselves.
Except for professional, full-time soldiers, few actively worship him outside of battle. Yet during combat, his is the name constantly called out for aid and advice abd accuracy to strike a lethal blow. His followers care little about following specific honorifics, they want to do battle and then drink and brag among colleagues.
There are official churches or obelisks dedicated to Cush, few are utilized on a regular basis. Instead anywhere a group of soldiers gather during a battle, they raise a spear and dump a bunch of corpses around it, this is a simple brutual but effective obelisk to his faithful. In most military compounds there are small carvings that are dedicated to Cush. Both the low-level grunt or highest official Battle General can appreciate Cush and his followers, except most believe they take the blood-rush too far, and try to discourage the boldest acts of his faith. They do not try ban it, as there have been many instances of internal conflicts between the Cush faithful and others. Unlike other faiths they do not have specific holy days, instead, both before a battle or after one, the faithful show their devtion.
Red or blood is the colour of the faithful. They are not expected to wear it, except in the middle of battle when they want it smeared over their clothing. There are few non-chaotic followers, and they do not have official services, merely the faithful take small symbolic action before or immediately after battle. There is rarely official clergy but experienced battle-lords can get the faithful to follow them if they prove successful in battle. In many cases, High Priests are transformed captains who one day was changed into a priest because of the need for one - in most cases these immediate priests will be killed in battle within 10 days of their change.
His avatar is a battle-tested knight wearing half-plate, heavy sword and shield. Only coming after a minimum of nine days of battle, to lead on the tenth day. What is most important is battle, not the purpose of either side. Not common, but the avatar, has sometimes come to help one side on the tenth day and help the other side on the eleventh.
Like many other Nyssian deities, Keranite faithful do not have an official list of rules they must follow. Instead they have a code that they learn to recite in times of danger; this guides them to make the correct decision. Individuals may interpret the code differently. However as long as they truly and faithfully follow their heart, they are true to their High Lord.
Cush's Code
Be strong and true
fight with your brothers
Be brave
to fight with your comrades
Train your mind and soul
to fight with your mates
Kill your enemy
without thought, hesitation or regret
Spill their blood
to show your honour, courage and conviction
Blood will be spilled
Blood will flow
make sure it is not yours
* * * * * * * * * *
Shion: (Shine) God of Greed, NE, Any, 3 coins arranged in a triangle, Patron of Finders (Thieves).
Alignment: Neutral Evil
Follower's Alignment: Any Evil or Rogues
Associated Colour: Gold, Silver and Platnum coins arranged in a triangle
Holy Days: Every Week
Sacrifice: Tithe (10 %) every job
Familiar Form: Rat (Raven or Snake)
Domains: Trickery, Luck, Knowledge, Evil, Darkness,
Followers: All, Evil Aligned people, City Folk, Rogues, Shop-Keepers, Travellers, Homeless
Rank: Usually referred to as Finders
Those of honour or wealth or stature try to make the laws, to control you. Ignore everything except your own impulses. Let Greed be your guide. What you want is yours if you can take it. And when you no longer desire, it is there for another.
Don't try to be greedy, yet never hesitate. Take, because you want, because you desire, because you plan, because you can. And if you can't, it was never yours.
There are just as many official Shion churches as unnofficial ones, and they are all training centres, where the would be finder comes to learn, both in skill and rumour. They plan, using whispered codes for every step. His priests are dual classed clerics or wizard along with rogues. They give advice, but don't give homilies, as only success is important.
Shion has few enemies, as other deities know he just doesn't care about laws or rules, it is not personal, it is just a challenge where nothing is personal. Yet nobody likes or trusts him, as he will steal from you or kill you as it doesn't matter, except success.
Like other Nyssian deities, Shinites faithful do not have an official list of rules they must follow. Instead they have a code that they learn to recite in times of danger; this guides them to make the correct decision. Individuals may interpret the code differently. However as long as they truly and faithfully follow their heart, they are true to their High Lord.
Shion's Code
Greed is your guide
be true to your self
Never hesitate, take what you want
But do so with thought, plan and cunning
Be not cruel or kind
Take because you can
Take because you want
Take because you practiced, long and hard
Greed is your test
Success is your only reward
* * * * * * * * * *
Faval
Lord of Destruction & Rebirth, CN, Non-Lawful, Flame / Teardrop
Alignment: Chaotic Neutral
Follower's Alignment: Any Non Lawful
Associated Colour: Swirl of Colour
Holy Days: Every Day
Holy Symbol: Tai Chi Symbol with a Flame and Teardrop
Sacrifice: Tithe (5%) or fifty hours of service
Familiar Form: Swirlthine (Flying Swirling Snake)
Domains: Protection, Chaos, Summoning, Mothers, Giving Birth, Darkness, Blindness, Sickness, Pain, Healing, Shouting
Followers: All, Chaoticly Aligned people, City Folk, Sorcerers, Gamblers, Sick or Insane
Rank: Usually referred to as Master; ordain both genders.
The Binder. Maker. The Breaker. Open Circle.
Few follow Faval from childhood, it is a blessing that happens to individuals who are shaken to the core and awaken with an appreciation of absudity and non-linear thinking, that others call the insane. Most often his followers awaken from moments of chaos or horror and understand that horrific actions are not personable, one needs to accept that things happen, but then fight them. They are usually the calm one in the midst of terror with a higher plan; perhaps gifted with abilities they never had before.
Faval followers do not have a church or obelisk, rather when fourteen or more come together they can see an obelisk between them. What it says to them is personable, but usually there is a general theme. Unlike other religions they have no pre-set literature or scripture, they speak from their heart or mind or from another place, and if you want to listen you do, if you don't, then walk away. Few Favarians care about personal expressions but if your actions stops or enforces someone else to do what they don't want to do, then Favarites get involved.
Favourines when called or marked, become servants of chaos. Very few become priests, as other religions, but they become dedicated to helping their community. Many become fervent speakers, others speak to just a few at a time, some hide away until called out. Those who become leaders are often gifted with abilities, usually just a few spell like powers. Favines are the only known type of priests that can use a un/holy symbol of anothe power to cast their spells.
Favalites don't make long-term plans, but make hundreds of small term ones. They do tend to help
the greater communities they are in, but it is rarely observed by others. They don't seem to be doing anything, yet they
are always there, always involved.
Rarely trusted, barely tolerated, neither good nor evil can make sense out of these lunatics, but that is the point. They are swirls of chaos, but sometimes when many swirls come together, incredibly powerful acts or statements happen.They have brought down countless kings or bishops, because a community (not necessarily theirs) senses a need to do, so they do, and many times their collective actions can get everyone around them involved - regardless of race or faith the collective madness happens and things change.
Favar's Code
Do,
Do not not do
Act
when you have no script
Count
when there are no numbers
Be
because why not
Action
is purer than thought
And if you think about it
You've already lost
Do
Just do
Just do
just do
or Favians,
* * * * * * * * * *
Anubis
Lord of the Afterlife, LN, Lawful Neutral, Eye
Alignment: Lawful Neutral
Follower's Alignment: Any Lawful
Associated Colour: Purple or Grey
Holy Days: Every week or special days of the dead
Holy Symbol: Ankh
Sacrifice: Tithe (20%) or fifty hours of service
Familiar Form: Jackal
Domains: Law, Protection, Mourning, Undead, Summoning, Darkness, Light, Healing,
Followers: Jackalla, Mourners, Lawfully Aligned, City Folk, Sorcerers, Undead Hunters,
Rank: Usually referred to as Master; ordain both genders.
Anubis is an exception on Nyssa, as he is not originally from this mortal domain. He is from another land but was called on during times of crisis due to the overwhelming threat of undead. Once he and his followers came, they found a new home here, and remained settled in the cities.
Their duties have remained much the same, keep the old vows, protect the living while hunting down undead. The last item is what they are most famed for, as there are few adventurers that haven't seen them do their tasks with religious ferocity.
Unlike other peoples, they do not care to get followers or wealth. They want to be left alone to
practise their rituals. Others can help them, or even change their own ways to match the Anubians, but that is their choice, and the followers of Anubis don't try to convince others, they do what needs
to be done.
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
Thursday, 1 November 2018
Thursday, 25 October 2018
Tranzania (Mundania)
An idea I got while watching one of the Disnee TV shows with my daughter. Thought their set-up as not magical, not historic and not exactly fantastical is a decent set-up, then I started writing it up and found it worked. The base idea is that a separated section of a mundane world (think of Switzerland or even a small island) has connections to D&D style outer planes.
Tranzania (often called Mundania)
Tranzania (often called Mundania)
This is a small sized, little recognized country that has multiple advantages. A long ruling and stable nobility, advanced technology, and many allies. But it has terrible
secrets and connections to other worlds which constantly provides terrible dangers.
Like most mortal worlds, magic exists but here it is practiced by a small number of users, with very few high level users. It is not that it is illegal but it is highly centralized and controlled. Users must prove themselves before they are given access to advanced spells. There are a only a few higher levels and they are mostly used as teachers, who teach a rare few students every generation. While there are limited number of officially sanctioned casters, there are many more hedge wizards and circles of secret practitioners. They are not officially restricted but they are constrained because of the strict control of both training & components.
Like most mortal worlds, magic exists but here it is practiced by a small number of users, with very few high level users. It is not that it is illegal but it is highly centralized and controlled. Users must prove themselves before they are given access to advanced spells. There are a only a few higher levels and they are mostly used as teachers, who teach a rare few students every generation. While there are limited number of officially sanctioned casters, there are many more hedge wizards and circles of secret practitioners. They are not officially restricted but they are constrained because of the strict control of both training & components.
The country has been lead by the Von Trazen family for more than 200 hundred years - noble and sophisticated,
they lead by example. Their family has been involved in the military
and enterprise pursuits for hundreds of years. While not officially a
democracy there are elections to determine speakers, official positions and the nobility listen to the results
and polls. They are no longer interested in expanding the nation as they once were. Now, they wish to keep peace and stability. They
heavily encourage trade, travel and communication between their
subjects and the world. (This world might be a known fantasy world,
our own real world or something else entirely.
What
is little understood by all but a few nobles is there is
a working Gate to the Fey lands, and use this to keep monsters out of
their lands. Fey are key allies and friends, they help maintain the
magical obelisks. The Trazenites use the Fey to ensure magic is
active and to keep the devils out of their lands.
An
occasional giant or Pegasi may be tolerated but everyone in the
Trazen Empire understands that there are threats and they must
contained at all costs. The warrior classes keep outsider beasts at
bay, and priests keep warriors safe by having the protections in
place. The primary reason warriors work with the Empire is to pay the
high taxes, the common hope is to work on watch for ten years then be
given freedom and nobility. Nobles do not have to pay taxes but they
get a small stipend, most still need to work to survive. Depending on their
distinction, their titles may not be passed down to their progeny.
Like
the regular world, guns and technology exist, but the problem is that
anything magical killed by machines will return, so their use is limited a stop-gap measure at best. Magic creatures are warded by magic and killed by
anthril (magical silver) or other magical weapons.
Their peace and their success is used to maintain peace and stability but there is a hidden truth - Trazenites are not human. Perhaps they once were, but their intermingling with the outer planar friends (especially fey) has changed them. Now they must continually resist the lure of the Wild if they want to keep the portion of humanity they still have. They are the perfect neighbours & allies, keeping the fully human friends safe, keeping their fey and other-worldly allies happy but secreted away and the dangers of the other worlds away from this non-magical earth.
Adventurers
Their peace and their success is used to maintain peace and stability but there is a hidden truth - Trazenites are not human. Perhaps they once were, but their intermingling with the outer planar friends (especially fey) has changed them. Now they must continually resist the lure of the Wild if they want to keep the portion of humanity they still have. They are the perfect neighbours & allies, keeping the fully human friends safe, keeping their fey and other-worldly allies happy but secreted away and the dangers of the other worlds away from this non-magical earth.
Adventurers
Any fighter or rogue classes that do not have magical abilities - use standard campaign level wealth
If up to 10th level, adventurers usually do not reside on the mortal or prime world, but after that they may find themselves in the Outer Worlds.
If up to 10th level, adventurers usually do not reside on the mortal or prime world, but after that they may find themselves in the Outer Worlds.
TrazEN - Capital
LG large city
Corruption +0; Crime +2; Economy +3; Law +5; Lore +3; Society +2
Qualities Insular, Academic, holy site, prosperous, strategic location, tourist attraction
Danger +10
DEMOGRAPHICS
Government autocracy
Population 1.000,000 (98% human; other half-human)
Notable NPCs
Captain of the Guard Uranda Hollis (LN female human fighter 5)
High Priest Mallor Rollux (LG male human cleric 10)
Lord Mayor Zalton Valderac (N male human aristocrat 4)
MARKETPLACE
Base Value 12,800 gp; Purchase Limit 75,000 gp; Spellcasting 9th
Minor Items 2d4; Medium Items 314; Major Items Not available
Arcane Magic does work but has a higher cost to utilize. Every spell higher than third has an energy multiplier. 3rd level as 5th level. 4th level as 7th level, 5th as 9th level. Higher level spells are incredibly rare, but through co-operative spell-casting can be cast.
Technology : The world is stuck at late 16th century technology. While their sciences have evolved, many pieces of equipment like their magic is severely limited. Guns, explosives and any 18th century technology isn't available on this world. Even if brought into the world, within days it will break down and cease working.
Sunday, 21 October 2018
Nyssian Minotaurs
Minotaurs are often considered a base humanoid as there are many other variants. On Nyssa they are one of the Horn-Kin, one of the original creatures to begin building civilizations. They are hunters to the core of their essence, it is part of their personality to be watchful and always protectionist in nature.
Unlike their other Horn kin are a rapine species, they have no female cow as part of their species, instead they must mate with other creatures. In the past, when they had empires, they raided for slaves to use as breeding stock. Now they either pay or get into equal relationships to raise their calves, especially female horn-kin. More than half of Minotaurs are in male-to-male relationship with their own kind.
It has been millennia since their empires scrawled the land, now they are a distinct species that make their living among others. In some they are heralded for their gladiatorial skill, act as bodyguards, but usually they work as rangers, protecting the outlands. It was discovered long ago, that because they rarely refuse a personal challenge, it is common for Minotaurs to break rank, thus despite their brute strength, are not a preferred warrior race for the front lines.
Base Stats:
+3 to strength, -1 to any two (intelligence, wisdom and charisma)
Bonus: Tracking Skill +4
+6 to skills
One free feat
Skills and feats as ranger or fighter
2 HD Immune to maze magic, +1 to natural AC, +3 skill points, +2 to strength or constitution
3 HD Specialize in Large Axe, Spear or Mace +3 skill points, New Feat
4 HD Never flat-footed, +1 to natural AC, +3 skill points, +2 to strength or constitution
5 HD Divine Compass, (They never lose their direction), +3 skill points, New Feat
6 HD Hunt skill - Gain their HD as a one time boost to hunt rolls, +1 to natural AC, +3 skill points
7 HD Horn Attack - Double damage, +1 to natural AC, +3 skill points, New Feat, +2 to strength or constitution
8 HD Intimidation Gain their HD as a one time boost to intimidation rolls, +1 to natural AC, +3 skill points
9 HD Charge Attack - Gain triple damage on a hit if charging from more than 20 feet away +9 skill points, New Feat, +4 to any two ability scores
Minotaurs must finish their natural HD progression before they are able to select a new class. If they deviate, they are unable to gain additional levels in this progression path.
Wednesday, 17 October 2018
Corlth aka The Liberated - Blind, Purple Skinned, Hairless Humanoid
At one point in my gaming these were one of my core races, a slave people that escaped to find a home in the most barren regions. While they still make continual war upon slavers, they open their lodges to other psionic using peoples.
Corlth, Liberated
Medium Sized Humanoid
Hit Dice: 5d8 +10 (31 hp)
Initiative: +0
Speed: 30
AC: 16 (+2 natural, +2 leather armor); 10 Touch, 12 FF
Base Attack / Grapple: + 5 / + 7
Attacks: + 7 Spear (1d8+2)
Space/Reach: 5 ft by 5 ft
Special Qualities: Psionics
Saves: Fort: +7, Ref: +4, Will: +7
Abilities: Str 14, Dex 10, Con 14, Int 12, Wis 14, Cha 9
Skills: Perception +8, Knowledge (Psionics) +5, Climb or Swim +6
Feats: Combat Trance, Concentration Focus
Climate/Terrain: Spires, Remote Areas
Organization: Patrol (2-5), Warband (9-16),Tribe (200-500)
Challenge Rating: 4 (Fully mature)
Treasure: Half Normal
Alignment: Usually Neutral (Good)
Advancement Range: By Character Class
Six faintly purple skinned humanoids, without eyes or hair and blank expressionless faces – appear from nowhere to skewer the goblin slavers.
Corlth (pronounced Corrr) were created to be the perfect slave race, blind and deaf without a personality and to instinctively obey telepathic commands. They escaped servitude and have learned psionics to compensate for their weak physical condition. Appear as pale purple skinned humanoids, clean shaven and soul-less blank white eyes. The few who have hair, it's usually very short & white.
Living in isolated, well-protected villages; they survive by hunting and foraging for what they need. They quietly war with slaving races or groups that hurt weaker groups. They continuously plan forays to free thralls. While they don’t welcome visitors, outcasts have sometimes found a home among them. Their leaders are usually psionic masters who teach ethics and skills to the lesser of their kin. They make allies with other non-evil and non-slaving creatures. Adults take the descriptor “liberated”, to denote their status.
Half of their population are non-combative, 1 or 2 HD creatures. Others take barbarian, fighter, ranger, rogue or psionic for any additional HD / classes earned. Druids & bards are the most common spell-caster, wizard and cleric are virtually non-existent in their villages. Individuals in those classes usually leave to serve in larger towns in either the Spell Towers or an obelisk to their dedication. Those individuals are still drawn to service for their community, and do what they can to ensure their tribe's prosperity and survival.
Corlth live simple lives, harvesting what they need, helping to release slaves, and living a nomadic lifestyle. What many village outsiders are often surprised by is their intense respect of knowledge and learning.All adults know how to read, and have story-telling or musical traditions that they use to share their stories. While they are sometimes critical of outsiders, they are respectful and always have plenty of insightful questions.
Combat Foes underestimate corlth only once, then fear them for their psionic powers and combat strategies. They rarely engage foes until they know an enemies weakness. Whenever possible they use their combat trance before battle, increasing their chance of success. While they are known for their psionic powers, only around 20% of the population has psionics beyond their touchsense ability.
Combat Trance (New Feat): Gain +3 on all attack rolls versus a renowned foe. Can be any species enemy, however it must be designated at the beginning of the day and it cannot be changed until the start of the next day. This feat again does not stack, if taken a second time it applies to a second foe. It does stack if the Corlth has similar features from a class ability such as a rangers hunting bonus.
Corlth, Liberated
Medium Sized Humanoid
Hit Dice: 5d8 +10 (31 hp)
Initiative: +0
Speed: 30
AC: 16 (+2 natural, +2 leather armor); 10 Touch, 12 FF
Base Attack / Grapple: + 5 / + 7
Attacks: + 7 Spear (1d8+2)
Space/Reach: 5 ft by 5 ft
Special Qualities: Psionics
Saves: Fort: +7, Ref: +4, Will: +7
Abilities: Str 14, Dex 10, Con 14, Int 12, Wis 14, Cha 9
Skills: Perception +8, Knowledge (Psionics) +5, Climb or Swim +6
Feats: Combat Trance, Concentration Focus
Climate/Terrain: Spires, Remote Areas
Organization: Patrol (2-5), Warband (9-16),Tribe (200-500)
Challenge Rating: 4 (Fully mature)
Treasure: Half Normal
Alignment: Usually Neutral (Good)
Advancement Range: By Character Class
Six faintly purple skinned humanoids, without eyes or hair and blank expressionless faces – appear from nowhere to skewer the goblin slavers.
Corlth (pronounced Corrr) were created to be the perfect slave race, blind and deaf without a personality and to instinctively obey telepathic commands. They escaped servitude and have learned psionics to compensate for their weak physical condition. Appear as pale purple skinned humanoids, clean shaven and soul-less blank white eyes. The few who have hair, it's usually very short & white.
Living in isolated, well-protected villages; they survive by hunting and foraging for what they need. They quietly war with slaving races or groups that hurt weaker groups. They continuously plan forays to free thralls. While they don’t welcome visitors, outcasts have sometimes found a home among them. Their leaders are usually psionic masters who teach ethics and skills to the lesser of their kin. They make allies with other non-evil and non-slaving creatures. Adults take the descriptor “liberated”, to denote their status.
Half of their population are non-combative, 1 or 2 HD creatures. Others take barbarian, fighter, ranger, rogue or psionic for any additional HD / classes earned. Druids & bards are the most common spell-caster, wizard and cleric are virtually non-existent in their villages. Individuals in those classes usually leave to serve in larger towns in either the Spell Towers or an obelisk to their dedication. Those individuals are still drawn to service for their community, and do what they can to ensure their tribe's prosperity and survival.
Corlth live simple lives, harvesting what they need, helping to release slaves, and living a nomadic lifestyle. What many village outsiders are often surprised by is their intense respect of knowledge and learning.All adults know how to read, and have story-telling or musical traditions that they use to share their stories. While they are sometimes critical of outsiders, they are respectful and always have plenty of insightful questions.
Combat Foes underestimate corlth only once, then fear them for their psionic powers and combat strategies. They rarely engage foes until they know an enemies weakness. Whenever possible they use their combat trance before battle, increasing their chance of success. While they are known for their psionic powers, only around 20% of the population has psionics beyond their touchsense ability.
Combat Trance (New Feat): Gain +3 on all attack rolls versus a renowned foe. Can be any species enemy, however it must be designated at the beginning of the day and it cannot be changed until the start of the next day. This feat again does not stack, if taken a second time it applies to a second foe. It does stack if the Corlth has similar features from a class ability such as a rangers hunting bonus.
Typical Psionics PSP: 20; Manifester Level: 4th
1st: Daze, Detect Psionics, Float, Message (Any 2)
2nd: Animal Affinity, Biofeedback, Energy Push, Object Reading (Any 1)
3rd: Touchsense**
*These are typical powers chosen by a corlth, individuals might have a few differing powers but use this combination for most Corlth.
** Corlth manifest touchsense without psp cost at a 30 foot range. Some members specialize using feats to increase their touchsense range by 50 ft for each advancement feat they utilize.
1st: Daze, Detect Psionics, Float, Message (Any 2)
2nd: Animal Affinity, Biofeedback, Energy Push, Object Reading (Any 1)
3rd: Touchsense**
*These are typical powers chosen by a corlth, individuals might have a few differing powers but use this combination for most Corlth.
** Corlth manifest touchsense without psp cost at a 30 foot range. Some members specialize using feats to increase their touchsense range by 50 ft for each advancement feat they utilize.
Tuesday, 16 October 2018
Play by Post Primer
Core Idea:
The party is going down under an old prison, that was officially abandoned 10 years ago, yet goblins and other nurkers have been seen coming from the underground. You are all members of Blue Toppers, an unofficial military team of inexperienced soldiers. None of you have official rights to use your weapons away from from the underground. but the local military men ignore you as long as you don't cause problems. You are being paid 10 crown (gold pieces) for being underground for three days, and another two crowns for each day past that. You need to find out how the goblins are coming in and stop it.
The dungeon is underground, adjacent to a medium sized town in the spirelands, will provide other details as asked or as it comes up. Drow do not exist in my game world; dwarves and lizard-men rule the Below-Lands.
The four characters are part of the lead group, but another twenty foot-men are going down at the same time, this is used for replacements, so if you fall, someone will step up. That someone being who-ever you want to play next. You can tactically use the group ONCE during each turn.
Any official race or class is allowable at the start, as you game you'll meet many more. I use my own world of Nyssa, some of you have good ideas of what monsters are there and are not there. There's no fire magic or spells or creatures, but a land of damning cold, snow and ice.
Dice rolls are by: http://www.pbegames.com/roller/
My plan is to post every two or three days, once we all get started.
Terms:
Crown: GP, Noble: SP, Common: CP
Nurker: Monsters from below
Topper: Goof or inexperienced warrior
Below-Lands: Underdark
Crown: GP, Noble: SP, Common: CP
Nurker: Monsters from below
Topper: Goof or inexperienced warrior
Below-Lands: Underdark
Sunday, 14 October 2018
Vanglore - Strong, brutish, heavily scarred race some have morphing ability
The Vanglore are an ugly but very strong hunting race that fight for territory in almost every environment. They use brute tactics to kill perceived enemies – both real and imagined.
Most Vanglorem are uncharacteristic as they rely on strength and internal power plays
to determine their leadership. Often, when a leader is absent
the group withdraws from any activity as they are accustomed to harsh
penalties if they don't follow a leaders orders, even if its one that
hasn't determined who is actually currently leading them.
A small subset of them
have a unique magic ability: morphing. While most Vangalorem can
morph their body to resemble the body of other races, few can change
and adapt, by picking up a trait or useful skill to help the group.
Abilities
+2 on Climb, Survival and
Intimidation
Gain Endurance as a free
feat
Tribal Weapon Advantage
+2 on either to hit or damage attacks with one weapon, chose at the
sart of any combat
+4 Strength, +4
Constitution, -4 Charisma
Racial Hit Dice:
2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same
level
Base 8 skill points,
more if they have exceptional intelligence, to be used on core skills
only:
Core Racial Skills:
Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local,
geography, nature), Perception, Ride, Survival, Swim (core skills are
always available)
Class Options:
Fighter, Monk, Ranger
Typical Scores
Str 2d8+4
Dex 3d6
Con 2d8+4
Int 2d8+1
Wis 4d4
Cha 2d6+2
Level Adjustment: +1 CR
Gain +4 skill points every
HD, feat at second level and every two levels afterwards
1 HD Youth or
Non-Combatant, Tribal Weapon
2 HD Gain Magic
Resistance; +2 to any ability score;
3 HD Gain damage reduction
1 / - ; Gain Bash
4 HD +2 to any ability
score; Modify Physical appearance (Minor)
5 HD Gain damage reduction
2 / -
6 HD +2 to any ability
score; Gain Physical Adaption
7 HD Double Bash Damage;
+2 to strength or Constitution
8 HD +2 to any ability
score; Modify Physical appearance (Major)
9 HD gain damage reduction
5 / -; Triple Bash Damage
Magic Resistance Gain
advantage on spell resistance
Bash: Gain 1.5 Damage on
physical attacks with their fists
Double Bash Damage on
physical attacks with their fists
Triple Bash Damage on
physical attacks with their fists
Modify Physical appearance
(Minor) Can change their physical appearance for up to one minute.
Modify Physical appearance
(Major) Can alter their physical body to mimic other creatures
physical abilities for up to ten minutes per charisma bonus
Loosely based on the
Mangalores from the Fifth Element movie
Tuesday, 2 October 2018
Muter (Salavanno) - Silver Scaled Lizard Humanoid with Legendary Hearing
Sometimes it is an image that gets me inspired for a creature, and for the hate of everything that is evil, I can't remember what it was for this one.
Muter (Salavanno)
Medium Sized Magical Humanoid
Hit Dice: 10d8+10 (52 hp)
Initiative: +3 (Dexterity)
Speed: 30 ft
AC: 19 (+3 dexterity, +6 Natural), 10 Touch, 19 Flat-Footed
Base Attack/Grapple: +10 / +10
Attack: Slam +10 (1d 8)
Full Attacks: Slam +10 (1d 8)
Space/Reach: 5 ft. by 5 ft.
Special Attacks: Sound Impulse, Silence Rebound, Night-Vision
Special Qualities: SR 40 to sound based spells, Blind-sight 200 ft
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 11, Dex 15, Con 13, Int 14, Wis 16, Cha 8
Skills: Perception +40, Knowledge (History)+8, Knowledge (Local): +8, Move Silently: +8, Sense Motive: +8
Feats: Lightning Reflexes, Toughness, Dodge, Mobility
Climate/Terrain: Mountainous
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Half Standard
Alignment: Usually neutral
Advancement Range: By character class (Rogue, Sorcerer)
Silver scaled body with a ridged head and forehead, bright green eyes and small orange fingernails. They have three silver entwined ponytails, most often go down their backside. They have a multitude of small pock marks all over their body, appearing as something randomly made small cuts on them, these are actually their ears. They have a long tail that snakes along the ground marking their trail, though not capable of fine movement, it can sway things or grab onto a large object if the Muter is falling.
For many years, experts knew what a Salvanno was but could not agree on anything else. For most, they are a lizardith or intelligent lizard humanoid, but no clan claims them, and the lizardith themselves seek the Salvanno out, usually for punishment or execution for learning secrets.
This creature's hearing is legendary, capable of hearing conversations from hundreds of yards away. They can manipulate a sound as a free action. They are also virtually unaffected by any spells requiring a verbal component cast within fifty feet of them, even if the spell manifests by conjuring a physical object or creature. Silence spells cast on or near them always rebound, as if they cast the spell, able to change the placement and shape of the silence effect.
They can break even a nearby silence area of effect by diverting a medium level noise or sonic effect into the radius as a free action. Muters have a listening range of over 5000 yards if unimpeded by physical or magical objects. They have tremendous knowledge on all sorts of information, and can act as terrific contact agents.
If needed they can turn down their hearing by partially closing their ears, if they do so they are able to converse with creatures within 50 feet of them. If they don't hone their hearing, they are immediately aware of all things around them, always careful but unable to focus on any one thing such as a conversation.
Combat
Muters not only avoid combat but they avoid contact with strangers. These enigmatic figures have their own agenda and few if anyone can fathom what it is. Muters tend to manipulate events, by arranging “chance meetings” by warring groups to prevent their own discovery of their lairs. The few times they are seen, is often after major combats, when they mysteriously appear to take items of interest or wealth. Most times, they just do not get involved in any activity.
Sound Impulse: Can reflect and increase the sound impulses within 40 ft. Normal conversation level sounds reflected back inflict 1d3 sonic damage. Shouts reflected result in 2d6 sonic damage. Increased magical sounds (with sonic effects) can inflict 1d6 dmg per spell level when reflected up to 6d6 max.
Blind-Sight: Muters are automatically aware of all beings within a 200 ft radius, unless they are surrounded by a silence & invisibility spells. Invisibility is useless against them within this distance.
Recognize Sound: Just like a dog recognizes smell, a Muter can recognize an individual’s breathing. (Perception DC 2 )
Rebound Silence Effects: Any silence spell cast on or in their vicinity.
Night Vision: As long as they are not in a magical silenced area, treat the Muter as if it had 100 ft vision in all directions.
Sklls: Muters gain a +30 on Perception checks.
Muter (Salavanno)
Medium Sized Magical Humanoid
Hit Dice: 10d8+10 (52 hp)
Initiative: +3 (Dexterity)
Speed: 30 ft
AC: 19 (+3 dexterity, +6 Natural), 10 Touch, 19 Flat-Footed
Base Attack/Grapple: +10 / +10
Attack: Slam +10 (1d 8)
Full Attacks: Slam +10 (1d 8)
Space/Reach: 5 ft. by 5 ft.
Special Attacks: Sound Impulse, Silence Rebound, Night-Vision
Special Qualities: SR 40 to sound based spells, Blind-sight 200 ft
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 11, Dex 15, Con 13, Int 14, Wis 16, Cha 8
Skills: Perception +40, Knowledge (History)+8, Knowledge (Local): +8, Move Silently: +8, Sense Motive: +8
Feats: Lightning Reflexes, Toughness, Dodge, Mobility
Climate/Terrain: Mountainous
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: Half Standard
Alignment: Usually neutral
Advancement Range: By character class (Rogue, Sorcerer)
Silver scaled body with a ridged head and forehead, bright green eyes and small orange fingernails. They have three silver entwined ponytails, most often go down their backside. They have a multitude of small pock marks all over their body, appearing as something randomly made small cuts on them, these are actually their ears. They have a long tail that snakes along the ground marking their trail, though not capable of fine movement, it can sway things or grab onto a large object if the Muter is falling.
For many years, experts knew what a Salvanno was but could not agree on anything else. For most, they are a lizardith or intelligent lizard humanoid, but no clan claims them, and the lizardith themselves seek the Salvanno out, usually for punishment or execution for learning secrets.
This creature's hearing is legendary, capable of hearing conversations from hundreds of yards away. They can manipulate a sound as a free action. They are also virtually unaffected by any spells requiring a verbal component cast within fifty feet of them, even if the spell manifests by conjuring a physical object or creature. Silence spells cast on or near them always rebound, as if they cast the spell, able to change the placement and shape of the silence effect.
They can break even a nearby silence area of effect by diverting a medium level noise or sonic effect into the radius as a free action. Muters have a listening range of over 5000 yards if unimpeded by physical or magical objects. They have tremendous knowledge on all sorts of information, and can act as terrific contact agents.
If needed they can turn down their hearing by partially closing their ears, if they do so they are able to converse with creatures within 50 feet of them. If they don't hone their hearing, they are immediately aware of all things around them, always careful but unable to focus on any one thing such as a conversation.
Combat
Muters not only avoid combat but they avoid contact with strangers. These enigmatic figures have their own agenda and few if anyone can fathom what it is. Muters tend to manipulate events, by arranging “chance meetings” by warring groups to prevent their own discovery of their lairs. The few times they are seen, is often after major combats, when they mysteriously appear to take items of interest or wealth. Most times, they just do not get involved in any activity.
Sound Impulse: Can reflect and increase the sound impulses within 40 ft. Normal conversation level sounds reflected back inflict 1d3 sonic damage. Shouts reflected result in 2d6 sonic damage. Increased magical sounds (with sonic effects) can inflict 1d6 dmg per spell level when reflected up to 6d6 max.
Blind-Sight: Muters are automatically aware of all beings within a 200 ft radius, unless they are surrounded by a silence & invisibility spells. Invisibility is useless against them within this distance.
Recognize Sound: Just like a dog recognizes smell, a Muter can recognize an individual’s breathing. (Perception DC 2 )
Rebound Silence Effects: Any silence spell cast on or in their vicinity.
Night Vision: As long as they are not in a magical silenced area, treat the Muter as if it had 100 ft vision in all directions.
Sklls: Muters gain a +30 on Perception checks.
Friday, 7 September 2018
Prickett - Large Antler Headed Forest Fey
This was inspired by the mystical Herne the Hunter figure, that was featured in the Robin Hood BBC productions of the 80s, coming from much older legends about the legend.
Prickett
XP 2,400
N Large Fey
Init +5 Senses Low-light vision; Perception +12
DEFENSE
AC 19 touch 14, flat-footed 14 (+5 Dex, +5 natural, -1 size)
hp 27hp (5d6+10 con)
Fort +3, Ref +9, Will +7
Defensive Abilities DR 5/Silver
OFFENSE
Speed 50 ft.
Melee Scimitar +3 (1d8+2)
Ranged Longbow +6 (1d6+2)
Special Attacks Antlers +6 (2d8+2)
Spell Like Abilities (CL 7th level Druid)
Typical Spells: (CL 9th - Druid)
1st Entangle, Blend, Nature’s Ally I
2nd Summon Swarm, Snare, Nature’s Ally 2
3rd Speak with Plants, Nature’s Ally 3
4th Giant Vermin
STATISTICS
Str 15, Dex 21, Con 14, Int 12, Wis 16, Cha 15
Base Atk +2 CMB +5 CMD 20
Feats Alertness, Track, Brew Potion, Weapon Focus (Antlers)
Skills , +5 Diplomacy, +9 Perception, +10 Stealth. +10 Steath, +5 Knowledge (nature), +10 Survival
Languages Fey, Common, Elf, Elemental Fire, Celestial
ECOLOGY
Environment Forest
Organization Solitary or Hunt (2-5)
Treasure Value Double
SPECIAL ABILITIES
Invisibility in Forest (+20 to stealth), Immune to natural poison, Non-Changing Form, One with Nature
Invisibility in Forest: A prickett is incredibly difficult to see, gaining invisibility when more than 20 feet away. If a creature is immune to the effects of invisibility treat this as a +20 on their stealth checks
Non-Changing Form: Unlike other druids, who can shapechange at higher levels, a prickett cannot change forms, whether by choice or accident (such as by spells or magic.) They are immune to all spell that changes their form.
One with Nature: If a Pricket calls out to nature, it always heeds their call. They can ask nature to provide bounty, quicken their movements, gain a boon to either physical or magical attacks. They can do this based on their charisma bonus.
These mysterious seven feet tall, antler-headed, hoofed humanoids are fey warriors, and Elven legends say they are the fiercest of all fey. Pricketts have long been a mystery for those who reside or travel in the forest - they seem to have their own agenda. Well known for hiring or luring notorious creatures to do their biding, yet, have just as often been at the core of some righteous cause.
COMBAT
Woe to those who near these creature’s grooves, they are fierce warriors using both spell, animal servants and their own strength to tear foes apart. They are virtually invisible in the forest (gaining a +20 on stealth checks) and they run faster than any deer could within the thickest brambles, as bushes and trees move from their path. They first use animals to distract their foes; next, they use spells to weaken or split foes from each other, finally they jump into the fray attacking with both their antlers and scimitar. Many consider them equivalent to rangers, however, instead of standard ranger abilities they gain +1 in strength, wisdom and dexterity per character level, as well, the antler damage increases in damage dice for every two levels gained.
SOCIETY
Prickett lairs are fey groves where other traditional fey live their wild and carefree ways beside these violent cousins. They are always quiet, participating in festivities during the equinoxes, but at all other times stand ready to help their smaller cousins and defend the forest. Most Prickett live apart from others of their kind, but do congregate in small hunting groups every few days once a month. They can live up to 700 years and they increase in size and power throughout their lifetimes.
Rangers note two things about prickets, they will not touch the dead of any other species and they never alter their physical form. Little else is known about the prickets society, including who leads these enigmatic figures.
Prickett
XP 2,400
N Large Fey
Init +5 Senses Low-light vision; Perception +12
DEFENSE
AC 19 touch 14, flat-footed 14 (+5 Dex, +5 natural, -1 size)
hp 27hp (5d6+10 con)
Fort +3, Ref +9, Will +7
Defensive Abilities DR 5/Silver
OFFENSE
Speed 50 ft.
Melee Scimitar +3 (1d8+2)
Ranged Longbow +6 (1d6+2)
Special Attacks Antlers +6 (2d8+2)
Spell Like Abilities (CL 7th level Druid)
Typical Spells: (CL 9th - Druid)
1st Entangle, Blend, Nature’s Ally I
2nd Summon Swarm, Snare, Nature’s Ally 2
3rd Speak with Plants, Nature’s Ally 3
4th Giant Vermin
STATISTICS
Str 15, Dex 21, Con 14, Int 12, Wis 16, Cha 15
Base Atk +2 CMB +5 CMD 20
Feats Alertness, Track, Brew Potion, Weapon Focus (Antlers)
Skills , +5 Diplomacy, +9 Perception, +10 Stealth. +10 Steath, +5 Knowledge (nature), +10 Survival
Languages Fey, Common, Elf, Elemental Fire, Celestial
ECOLOGY
Environment Forest
Organization Solitary or Hunt (2-5)
Treasure Value Double
SPECIAL ABILITIES
Invisibility in Forest (+20 to stealth), Immune to natural poison, Non-Changing Form, One with Nature
Invisibility in Forest: A prickett is incredibly difficult to see, gaining invisibility when more than 20 feet away. If a creature is immune to the effects of invisibility treat this as a +20 on their stealth checks
Non-Changing Form: Unlike other druids, who can shapechange at higher levels, a prickett cannot change forms, whether by choice or accident (such as by spells or magic.) They are immune to all spell that changes their form.
One with Nature: If a Pricket calls out to nature, it always heeds their call. They can ask nature to provide bounty, quicken their movements, gain a boon to either physical or magical attacks. They can do this based on their charisma bonus.
These mysterious seven feet tall, antler-headed, hoofed humanoids are fey warriors, and Elven legends say they are the fiercest of all fey. Pricketts have long been a mystery for those who reside or travel in the forest - they seem to have their own agenda. Well known for hiring or luring notorious creatures to do their biding, yet, have just as often been at the core of some righteous cause.
COMBAT
Woe to those who near these creature’s grooves, they are fierce warriors using both spell, animal servants and their own strength to tear foes apart. They are virtually invisible in the forest (gaining a +20 on stealth checks) and they run faster than any deer could within the thickest brambles, as bushes and trees move from their path. They first use animals to distract their foes; next, they use spells to weaken or split foes from each other, finally they jump into the fray attacking with both their antlers and scimitar. Many consider them equivalent to rangers, however, instead of standard ranger abilities they gain +1 in strength, wisdom and dexterity per character level, as well, the antler damage increases in damage dice for every two levels gained.
SOCIETY
Prickett lairs are fey groves where other traditional fey live their wild and carefree ways beside these violent cousins. They are always quiet, participating in festivities during the equinoxes, but at all other times stand ready to help their smaller cousins and defend the forest. Most Prickett live apart from others of their kind, but do congregate in small hunting groups every few days once a month. They can live up to 700 years and they increase in size and power throughout their lifetimes.
Rangers note two things about prickets, they will not touch the dead of any other species and they never alter their physical form. Little else is known about the prickets society, including who leads these enigmatic figures.
Labels:
Antler-Headed,
D&D,
D20,
Fey,
Forest,
Herne,
Nyssa,
Pathfinder,
Prickett,
Rangers
Sunday, 26 August 2018
Get rid of your damage dice
Get rid of your damage dice
Your damage is based on your attack roll.
Attack as normal, if you hit, then damage is done as shown below. So, if you need a 14, and roll 13, you miss. But if that hits, do as shown below.
20=double dmg
19=full dmg + double str dmg
18=full dmg + 1 + str dmg
17=full dmg
16=full dmg
15=full dmg
14=3/4 dmg
13=3/4 dmg
12=3/4 dmg
11=1/2 dmg
10=1/2 dmg (no str dmg)
9=1/2 dmg (no str dmg)
8=1/4 dmg (no str dmg)
7=1/4 dmg (no str dmg)
6=1/4 dmg (no str dmg)
5=minimal dmg (4 points of damage)
4=minimal dmg (3 points of damage)
3= minimal dmg (2 points of damage)
2= minimal damage (1 point of damage)
Your damage is based on your attack roll.
Attack as normal, if you hit, then damage is done as shown below. So, if you need a 14, and roll 13, you miss. But if that hits, do as shown below.
20=double dmg
19=full dmg + double str dmg
18=full dmg + 1 + str dmg
17=full dmg
16=full dmg
15=full dmg
14=3/4 dmg
13=3/4 dmg
12=3/4 dmg
11=1/2 dmg
10=1/2 dmg (no str dmg)
9=1/2 dmg (no str dmg)
8=1/4 dmg (no str dmg)
7=1/4 dmg (no str dmg)
6=1/4 dmg (no str dmg)
5=minimal dmg (4 points of damage)
4=minimal dmg (3 points of damage)
3= minimal dmg (2 points of damage)
2= minimal damage (1 point of damage)
1=fumble!
Tuesday, 14 August 2018
Serpent Vines
For an upcoming jungle / forest / fey story that I am working on for my (ir)regular gaming group. They will be going through a forest maze to rescue an imprisoned fey princeling.
Serpent Vines CR 4
N Large magical beast
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11
DEFENSE
AC 17 touch 13, flat-footed 22 (+5 Dex, +14 natural, -2 size)
hp 47hp (4d10+70 con)
Fort +10, Ref +3, Will +7
OFFENSE
Speed 40 ft., Climb 30 ft.
Melee Bite +9 (2d10+7)
Space 5 ft.; Reach 10 ft.
Special Attacks Poison
STATISTICS
Str 13, Dex 17, Con 20, Int 10, Wis 13, Cha 5
Base Atk +8 CMB +5 CMD 18 (42 vs trip)
Feats Skill Focus (Perception),
Skills Perception +5; Stealth +11
ECOLOGY
Environment Jungle
Organization solitary
Treasure None
SPECIAL ABILITIES
Poison: DC 16 (Con -4 / Con -4) The second save is DC 16, after one minute
Serpent vines that are exact duplicate of seemingly simple vines, they just happen to combine the physical features of both snakes and vines. These wild creatures are quite dangerous and they are impossible to detect and have a virulent poison that slows down their victims. All of their animal features are part of the vine, so even if one were to be holding and looking directly at the plant, it would be nearly impossible to determine. (Knowledge Nature DC 18)
Serpent vines are carnivores, seeking out the easiest prey to devour. Their poison weaken their victims, enough to enable them to take down their prey. Typically, the serpent vines then buries their food in leafs, branches and small rocks. It takes the serpent between 10-15 days to completely devour their victim.
Serpent Vines CR 4
N Large magical beast
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11
DEFENSE
AC 17 touch 13, flat-footed 22 (+5 Dex, +14 natural, -2 size)
hp 47hp (4d10+70 con)
Fort +10, Ref +3, Will +7
OFFENSE
Speed 40 ft., Climb 30 ft.
Melee Bite +9 (2d10+7)
Space 5 ft.; Reach 10 ft.
Special Attacks Poison
STATISTICS
Str 13, Dex 17, Con 20, Int 10, Wis 13, Cha 5
Base Atk +8 CMB +5 CMD 18 (42 vs trip)
Feats Skill Focus (Perception),
Skills Perception +5; Stealth +11
ECOLOGY
Environment Jungle
Organization solitary
Treasure None
SPECIAL ABILITIES
Poison: DC 16 (Con -4 / Con -4) The second save is DC 16, after one minute
Serpent vines that are exact duplicate of seemingly simple vines, they just happen to combine the physical features of both snakes and vines. These wild creatures are quite dangerous and they are impossible to detect and have a virulent poison that slows down their victims. All of their animal features are part of the vine, so even if one were to be holding and looking directly at the plant, it would be nearly impossible to determine. (Knowledge Nature DC 18)
Serpent vines are carnivores, seeking out the easiest prey to devour. Their poison weaken their victims, enough to enable them to take down their prey. Typically, the serpent vines then buries their food in leafs, branches and small rocks. It takes the serpent between 10-15 days to completely devour their victim.
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