Blog Archive

Saturday, 20 August 2016

Infected Lycanthrope Template

This is how I treat lycanthopy in my games. It is a curse, but it can also be a boon, depending upon the character, as it has quite a few benefits for non-spellcasters, ranger or standard fighters.

If a character is infected by lycanthropy, the player has three game options: find a cure, create a new character OR they take the template below. They do not lose any class abilities, but they gain the abilities listed below and cannot take new levels in any other classes. If they do not seek a cure, they become stronger were-beasts as they increase in HD / class levels.

Infected Lycanthrope Base

Gain Monster HD for any additional levels until cured
Transform when their primary moon is full or if they are severely injured
All HD or level here refers to their lycanthrope HD not total level

Gain +2 to any two ability scores when transformed (Str, Dex, Con)
Gain + 2 to these scores every 3rd HD attained (+4 at 4th HD, +6 at 7th HD, +8 at 10th HD)
Gain natural weapons, animal empathy of their kin, darkvision and low-light vision plus scent.

Infected Lycanthropes gain either hybrid or full Animal form. Gain 3rd form at 10 HD
Increase natural attacks by upsizing dice damage every 3 HD (1d6 -- 1d8 -- 1d10 -- 1d12 -- 2d8)
Gain +1 to Natural AC for every two Lycanthrope HD attained, but only when transformed
Gain DR Silver 1 / Lycanthrope HD but only when transformed

HD Increase: Feat +1/2 levels, +6 skills, statistical increases every 5 levels

They lose ability to utilize weapons in either hybrid or animal form.

If in animal form they take temporary dmg equal to half granted armor AC every hour if the character remains in armor.

An infected Lycanthrope does not transmit the curse unless they bite (total percentage of damage arising inflicted by their bite damage. Any magical healing before the next moon night, reduces the calculated chance.)

A PC who gains 10 Lycanthrope levels gains the Natural Lycanthrope status, and is in full control of their curse and can infect others from their bites but others are not automatically at risk of infection. They cannot be cured of lycanthropy after this point. No other character class options until they reach 10 Monster HD levels

Curse of Lycanthrope

Anytime a character is attacked by a lycanthrope, there is a chance the disease is spread based on the below calculation table if they want to avoid contracting the .

10% or less of Max HP - Fort DC 13
11-25% or less of Max HP - Fort DC 16
26-50% of Max HP - Fort DC 20
51-75% or Max HP - Fort DC 25
+1 DC for every additional 5% dmg inflicted.

A PC may forgo their save to gain the Lycanthrope Curse if they are bitten. They may still be cured, if they go to a cleric who casts remove curse. Lawful Good characters may not gain the curse willingly but they need not lose their class levels from this if they take precautions. They must leave civilizations to hunt on moon filled nights. If they do not attack innocents or break other vows, they should be able to maintain their class vows and morality.

Clerics and Paladins have the most at risk, most will lock themselves up if they cannot find a magical cure.  Druids, however, have little downside and many will seek this as a natural blessing.

Characters who die before the next full moon, but are raised, must save at the next two occasions but each time is at half their normal chance.

PCs can not start as Natural Lycanthropes and cannot control when they change. Immediately after transformation, the PCs becomes an NPC, but the character may be controlled by the player for combat that induces the change - DM'S ruling. Most times the werebeast leaves, does their were business and then returns in the morning. The character may not be at the same HP as when they left. Characters cannot regain spells or HP after a night of hunting.

Transform during full moon nights or when under emotional or physical strain.. Natural Lycanthropes never change uncontrollably unless they are reduces to 10% or less of their full HP total.

Infected lycanthropes can seek a cure. A remove curse by a 15th level cleric of a good deity agaisnt a DC 30 is the default. By making offerings, or going on a quest, can decrease the required DC.

Uncontrolled Transformation

A Lycanthrope will ALWAYS transform when at 10% of Max HP
1 or 2 HD will transform when at 80% of Max HPs - DC 12 Will or Fort save to avoid change
3 HD - Transform when at 60% of max HPs - DC 15 Will or Fort save to avoid change
6 HD - Transform when at 40% of max HPs - DC 18 Will or Fort save to avoid change
9 HD - Transform when at 20% of max HPs - DC 23 Will or Fort save to avoid change
12 HD - An infected Lycanthrope gains mastery over their condition and can change at will
15 HD - Transform into the next size level, double base movement, +6 on all physical changes

The listed HD are for lycanthrope HD levels only. If a 10th level character has seven fighter levels and 3 HD, use only 3 HD for transformation nnumbers.

When the character changes, they continue combat. When fighting is over, they will not attack allies and most leave to hunt until the next morning

PCs control if they want to change back. It the character is in an urban setting, they may have committed evil acts when hunting. If in a rural setting then they may have hunted animals and not have done anything too bad.


Multiple Moons

Nyssa, my game world, has at any point during the year 17 visible moons. Depending upon where the viewer is located only three are fully visible in the sky. Technically, every person born on Nyssa has a corresponding governing moon which influences their destiny. Each moon is full for five days during a 50 day cycle per standard months. These five days for their moon, the lycanthrope will transform.

The problem though is that many moons intersect their magic of other moon, so even if a particular moon isn`t full, one of it`s cousins moon, can affect the magic and lycanthropy cycle.

Refer to the table below on any night their Governing Moon is not full:

2-5       Moon Spinning, No Transformation but will still feel the need to hunt
6-9       Moon waxing with Cousins (50% chance)
10-12   Moon waning with Cousins (75% chance)
13          True full Moon - Will transform
14-16   Moon Waning with Cousins (35%)
17-19   Moon Waning with Cousins (15%)
20-24   Moon Hidden - No Transformation

Thursday, 28 July 2016

Snoopy. Advanced White Hair Beagle (Animal Companion)

Should have wrote this beastie for my Candyland game I ran a few months back. But will be going into my random tables very soon!


Snoopy
Advanced White Haired Beagle
Small Sized Fae CR 3

AC 17 touch 14, flat-footed 13 (+4 Dex, +3 natural) 
HD 5D6+15 (32 hp)
Saves Fort +4 Ref +8 Will +4
Init +8
Speed 30 or 50 when running on four paws
BAB +2 CMB +2  CMD +16
Melee +6 bite (1d6) or by weapon +6 (Hammer, Dagger or Slingshot)

Special Attacks Backstab as rogue (Backstab damage as HD for = Rogue Level)
Special Defenses Dmg Reduction 5 / Magic
Skills Climb +7, Bluff +9, Perception +9; Perform (Dance) +8, Knowledge (Geography, Magic, Music) +10, Stealth +12, Swim +8
Feats Track, Dodge, Weapon Finesse, Imp Initiative
Str 11 Con 17 Dex 19. Int 13. Wis 11. Cha 15

Environment Garden or Candyland
Organization Solitary or Pair
Treasure Average (Coins or gems)
Advancement By HD

Many of my NPC ranger types will have an apparently simple white hound as a pet. They are often in the background, ready to do simple tasks for its master or their allies. Often a Snoopy will leave their master for short periods of time to help allies.

An advanced beagle hound - usually white haired dog with small black spots. They appears to be a hound that can stand upright, walk and run erect and manipulate items or devices with considerable skill with their front paws. They have strong connections with both mortals and fey, seemingly always wanting to help - ready in the background for their friends, watching and protecting when they can. Very well regarded by the Faerie in the Dreamlands, they often hang around portals waiting for their many mates. 

A Snoopy is poor in combat as they rarely use weapons and cannot utilize standard armors. But while not strong in direct confrontations they excel as rogues, having an excellent maneuverability, back stab and knowledge skills. A Snoopy does everything they can to help their allies, but is also willing to abandon them if unable to assist them. Most are careful, thoughtful allies trying to be prepared.

Non Target: A Snoopy cannot be specifically targeted by spells, any attempt to target him fails. They can be caught in an area of effect spell where the Snoopy is one of a number of non specified targets. But they cannot be individualized as the target such as with an aiming spell like magic missile.

Imagineering: A Snoopy can add +20 to any skill rolls every day. He can add these bonuses as an non-named adjustment bonus to single or multiple checks, as long as the cumulative adjustment total does not add to more than 20 in any given day.

Advancement A Snoopy gains 6 skill points and +2 DR every new HD, +1 AC every 2 HD. 
Bite damage is increased by dice every 3 HD to the next dice.

Special Attack Backstab : Their backstab attack is always a bite. 

Monday, 27 June 2016

Jann - Genie-Kin

The least powerful Genie are found through-out in both the cold and the desert wastelands of Nyssa, building relationships with savage and adventurer alike. They are a key group with their trade and social connections.

 Jann: Genie-Kin

CR 2
N         Medium outsider (native)
Init +2; Perception +5

DEFENSE
AC 16, touch 18, flat-footed 18 (+2 natural AC, +2 dexterity)
hp 11 (2d8+4)
Fort +3, Ref +1, Will +1

OFFENSE
Speed 30 ft, Flight 20 ft (1/day)
Melee Short sword +3 (1d6)
Special Elemental Blast (1d6, 3/day)

TACTICS
Jann are quiet, reclusive people that watch dangerous foes and magical sites. When they do approach an enemy, they are usually well prepared and ready to make a sacrifice but they do this only if absolutely required. 

Morale 11 (Skittish, they are easy to break ranks and run for cover)

STATISTICS
Str 14, Dex 15, Con 12, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +1 CMD 13
Feats Combat Reflexes
Skills Appraise +3, Perception +5, Craft (Armor or Weapons) +4, Diplomacy +5, Survival +6, Fly +6
Languages Base Elemental, Common & Giant
SQ Favored Element, Resist Element (10), Telepathy 10 ft

Languages: Phastian & Phaetox; Common, Elven, Giant & Dwarf  ae also often spoken
Location: Primarily Oromos Wood, Spirelands or Northern Reaches
Organization: Pair, Patrol (3-9) or Tribe (15 – 100)

Class Options: By Racial HD or Class

Jann are the descendants of genies, considered lesser elementals by their kin, due to their need to reside on the prime planes and they lack permanent protection from the elements at lower HD levels. Not typical adventurers - they usually seek both knowledge and allies, to maintain their place in both their adopted home and the elemental planes. Looked down upon by genies and humanoids for their weaker abilities, yet they often become brokers, using their knowledge, connections and expertise for a price. 

They often disguise themselves, trying not to openly promote who they are as they can be sometimes forced into providing services. Appear as a dark skinned humanoid, their eyes radiate brightly, and their hands often sparkle with the colour of one of the elements. They always try to build allegiances especially to clerics and wizards but any high ranking soldier or thief can also be quite useful,

A Jann will sell their services for favors when needed. Many times when reached out to for help, the Jann call upon friends upon friends, they will often know someone that can help for a reasonable price. Tend to stay away from most cities, as they can be caught for servitude by both primal and planar adversaries. Get along very well with Phaetox, many wealthy Jann seek to buy nobility or title in these quiet, safe, lawfully-bound communities. Many Elven lords have strong alliances with them, not necessarily for trade but to share information.

Every Jann has a favored element, usually their parental type, with it they are able to use to inflict extra damage. They have no problems working with any type of elemental regardless of the type, it is only the higher HD genie-kin with prejudices. They stay away from summoning creatures, Jann have seen a lifetime of forced servitude - they seek allies not servants, to their cause.

By Racial Levels: All levels gain +5 skill points, Gain new Feat every 2 levels 

3 HD +2 to any ability, Invisibility to Animals, Create Food and Water (2/day); +1 AC
4 HD +2 to any ability, Change Size (2/day) & Element Blast (2d6 - 3/day)
5 HD +2 to any ability, Speak with Animals and Elements, Flight 50 ft (3/day); +1 AC
6 HD +2 to any ability, Telepathy 100 ft, Resist Elements (20)
7 HD +2 to any ability, Invisibility (3/day), Element Blast (3d8 dmg 2 / day); +1 AC
8 HD +2 to any ability, Enter Ethereal Plane (2/day), SR 15, Flight (Good) at will
9 HD +2 to any ability, Full Elemental Resistance, +1 AC
10 HD + 4 Dex & +2 to three others; Gain +2 AC, Element Blast (4d10, 5 /day)
11 HD Plane Shift (3/day), SR 25
+1 HD or Level: Gain +1 on SR by HD or level

Jann usually stay on this advancement path but if they choose to take other classes, they are unable to return to improve their HD any further.

Typical Skills: Appraise, Craft, Diplomacy, Disable Device, Escape Artist, Fly, Heal, Knowledge (nature, geography, religion), Perception, Ride, Sense Motive, Stealth, Survival

Elemental Blast: DC 10+ Con Bonus + HD (+2 for favored element) - Half Damage; Range 60 ft
2 HD – 1d6 dmg; 1/HD, until 5 HD and then at will (Any Element)
4 HD – 2d6 dmg; 3/ Day (Any Element); Range 100 ft
7 HD – 3d8 dmg; 2/Day (Any Element)
10 HD – 4d10 dmg; 5/day (Favored Element only); Changed to Elemental Blast, Range 150 ft

Flight
2 HD: Gain Flight 20 ft (Clumsy) 1 / day plus 1 for HD; +6 on Fly Skill
5 HD: Gain  Flight 40 ft (Average) 3/day; gain +6 on Fly skill
8 HD: Gain Flight 80 ft (Good) at will; gain +6 on fly skill

Note: Elementals in my game world are sentient. While not incredibly wise, they know a few things about what is around them and the things they interact with. If summoned they must obey the Summoner. If not summoned, they cam be reasoned with to follow instructions. Assume their intelligence, wisdom and charisma is equal to their HD number up until 16 HD unless the stat for the actual beast is higher in the standard rules.

Tuesday, 24 May 2016

Vined Soldier

These are among the most simplistic servants used by druids. Created from fallen soldiers, they arise from the power of the forest, serving their druidic masters in simple tasks. They appear as skeletons with small green vines covering their bones, similar to a living bodies blood vessels. Since they are not the reanimated bodies or spirits, they are not undead, they are animated through the plants.


Vined Soldier

N Medium Plant
Init -1 Senses Low-light vision; Perception +X
 DEFENSE
AC 11 touch 9, flat-footed 11 (-1 Dex, +2 natural)
hp 9 hp (2d8)
Fort +3, Ref -1, Will +0 
 OFFENSE
Speed 30 ft.
Melee Slam +2 (1d6+1)
Ranged Net +0 (1d2), Range 20 ft, Ref DC 11 to avoid or escape
 STATISTICS 
Str 13, Dex 9, Con 10, Int 4, Wis 10, Cha 4
Base Atk +1 CMB +2 CMD 11
Feats Power Attack
Skills +4 climb, +2 Perception , -1 Stealth
 ECOLOGY
Environment     Druids Grove
Organization     Solitary or Clan (3-6)
Treasure Value  Quarter or less
Advancement Range: 3 or 4 HD; +1 level as Barbarian or Fighter Class

Appear as a zombie or skeleton with small, thin but very visible green vines covering them, quite similar to blood vessels but these vines are what is causing the dead skeleton to move, thus this is actually categorized as a plant and not a true undead. They are one of the most common servants that druids use, as they are from living creatures killed in a forest, most often from armies that invade the forest. These corpses are then buried in or near a druid's grove and are raised by the magic of the forest. The vines that surround the dead, act a bit like living blood vessels, but these spread the magic that enables the vine zombie to act, the only requirement for the corpses is that they are complete corpses.  Most druids will tear off the faces of these zombies so they are unrecognizable.

A Vined Soldier is treated as a plant, though most often seen as undead by those unfamiliar with them. However, they can be turned if they are in dungeons as undead, but at +4 bonus to resist. Near a druid's grove, they cannot be turned.

Though rare it is sometimes possible for long-serving vine soldiers to gain sentience, as the vines cognizance combines with the memories of the dead to become more than either alone. Still loyal to the druids cause but they have their own purposes. For this reason, many druids retire them after a few years as these mixed beings are sorrowful creatures, unable to fit in either with the living, the dead or other sentient plant creatures,