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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

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.

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.