Blog Archive

Thursday 14 May 2015

Cenobite

A horror monster from the 80's, which I have used as a creepy-crawler many times in my games. Often seen as genie-like beings, tempting players with favours and rewards until they risk calling them too many times or are seen as vulnerable, then these figures will turn the table and try to capture one of the party members inside the box.

One idea, if some of your gaming party is away, instead of cancelling a game, players may find themselves inside the Cenob Box, to do missions of rescuing or finding treasures.

Cenobite

Lawful Evil     Medium Outsider
Init +6 Senses Darkvision 60 ft.; Perception +12

 DEFENSE
AC 19 touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 110hp (13d10+39 con)
Fort +11, Ref +10, Will +6

Defensive Abilities  
DR  10/+1  Immune: Fear, Pain, Blindness, Paralyzation, Petrification  
Resistance: All Elemental 20  

OFFENSE
Speed Fly 50 ft.
Melee Scythe or Whip +16/+11 (1d10+3)
Special Attacks: Hooks of Pain

Spell Like Abilities: Cast as 13th level Necromancer. They are able to use each of their spell-effects once a day. Every time one of their Hooks of Pain contacts, they are able to recast any one of their spells again.

 STATISTICS
Str 16, Dex 14, Con 16, Int 10, Wis 15, Cha 9
Base Atk +13 CMB +16 CMD 28
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skill: +9 Bluff , +12 Craft (Armor and Chains) , +15 Knowledge (arcana, planes, religion) , +12 Perception , +10 Sense Motive , +12 Stealth
Languages Dwarf, Minotaur, Kyton, Elf, Common

 ECOLOGY
Environment                             Any Mortal Plane (Always found near a Cenob Box)
Organization                              Small Units (1-3)
Treasure Value                          Half Normal  (Small bits of treasure and magic that can be worn)

 SPECIAL ABILITIES
Spell Like Abilities: Cast as 13th level Priest; Saving Throw (DC 13 + spell level)

Detect: Magic, Invisibility, Illusion (Constant)
Rays of: enfeeblement, paralyze, rusting & fear (all usable 1 / day)
Touches of: Silence, Confusion, Blindness, Polymorph, Electricity (11-20) (all usable 1 / day)

Field of Mercy: Cenobites radiate a 25 foot radius of empathy towards outer-planar beings. Any non-natives that approach a Cenobite on a mortal plane must beat a Will DC 24 to break the field and act normally. However, they are unable to take physical actions or cast spells against a Cenobite until the second round. This effect likewise prevents a Cenobite to take any counter action on planars until the third round. Meaning, on the second round they are totally defenseless against a creature in their field who has made their saving throw. This is a constant effect that they cannot evade. This effects only the Cenobites, not the Cenob Box or their mortal servant.


The Cenobites are outer-planar beings that seek to cause suffering to mortals.  Most were former mortals themselves who manipulated an arcane device called the Cenob Box, which is often used to give physical pleasures, but its main purpose can be used to summon these horrific beings that brings mortals to their world. Most forced into the device, endlessly suffer, but a few are transformed into beings who serve the device, these are the Cenobites. They appear as pale skin humanoids often with visual signs of torture on their bodies, wearing deep-black leather armor. They seem to lack emotion, except for when their sadistic side comes out when interrogating or attacking mortals. Most use scythes or whips, but a small number use other types of weapons.

The Cenob Box is actually a portal to the Demi-Plane of Pain. Cenobites can only come to mortal worlds when summoned through this device. Most who use the devise seek physical pleasure until that sensation is lost - and they are driven to seek the suffering of others. Eventually those who uses the device, can summon the Cenobites, once every 24 hours. While they come to serve the wielder, they always require a "pound of flesh" before they return to the Box. Wielders instinctively know the Cennobites obey the holder of the Cenob Box by attacking, capturing or otherwise destroying an
enemy. When they are able to incapacitate a victim, they drag them into the Cenob Portal and in return the wielder is given a permanent boon 1-3 hp. What few wielders realize is that if they are unsuccessful at finding a victim at least once every ten days, the Cenobites may punish the wielder by permanently draining the wielder 2-5 hp.

While outer-planar, Cenobites prefer the company of mortal beings. They are sometimes seen in medical houses or places or torture, just to hear the screams of victims. They have a deep fear of other Outer planar beings, even those they should have some connection to. They emanate a Field of Mercy which enables them to re-enter the Cenob Box to avoid confrontation. They understand though, if the current mortal wielder is unable to escape, the Cenob box might be found by those they are unable to manipulate.

Hooks of Pain (Su) Cenobites can summon chained hooks to attack a singular victim at +13 to touch attack, inflicting a cumulative 1d6 dmg and a -2 on all rolls (second hook inflicts 2d6 dmg and -4 to rolls, etc.) Each time a chain attaches to a victim, it connects to the nearest hard surface; if the hook does not hit a victim, it disintegrates the next round. When at least three chained hooks are on a victim, the Cenobites can call the victim into the Cenob Box, or whenever they leave. Each of the first three hooks add 20% chance, additional hooks adds +5%. If the victim fails this roll, they are sucked into the Cenob Box. The only way to free the victim is to defeat the Cenobite or destroy the chains holding the victim (AC 30, Requires a +3 weapon, 50 hp).  What many don't realize is that a Cenobite may summon the Hooks even without a Cenob Box, but then it is done merely to inflict suffering.

Cenob Box: A small, intricately carved wooden, bone or metal box with small sliding pieces that when re-positioned change the carvings on the device.  While believed to be a singular artifact, they are in fact several versions in any given mortal plane. These boxes are portals to the Demi-Plane of Pain. By manipulating the pictures, wielders receive happy sensations. The first few times, it is always positive (24 hour +4 bonus to their preferred ability score, rush of happy memories or feelings, etc) but by the fourth time, these leave the wielder wanting something else - usually to inflict pain on others.

Box wielders must then call out the Cenobites at least once every ten days, these beings appear for their sacrifice, and if no one else is there, the Cenobites take their sacrifice from the wielder.  If a wielder is able to go more than 99 days without providing a sacrifice, the Cenobites will either teleport the Box away or begin to tempt another would-be wielder to take it from the current wielder. Once the Cenob Box summons the Cenobite back, it cannot be used again for 24 hours, if they were not successful in having a sacrifice, they must wait 48 hours.

Tuesday 5 May 2015

Abandoned (Lost Dabus)

I  love the planescape rules, the ideas of being able to travel and adventure in other worlds and face demons or angels. Here is something I borrowed and used a few times, a lost figure that could represent a pathway for some of your players.

Abandoned  (Lost Dabus)

Size/Type:                 Medium Outsider (Extraplanar)
Hit Dice:                   3d8-3 (14 hp)
Initiative:                  +1
Speed:                       30ft.
Armor Class:              13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
Base Attack/Grapple: +3/+4
Attack:                      Masterwok Tool +3 (1d6)
Special Qualities: Hover
Saves:                        Fort +3, Ref +5, Will +4
Abilities:                   Str 11, Dex 13, Con 8, Int 10, Wis 10, Cha 9
Skills:         Craft +13, Disable Device +10, Perception +12, Knowledge (The Planes) +8, Climb +10
Feats:                        Skill Focus (Craft), Endurance
Environment:             Any isolated location
Organization:             Solitary
Challenge Rating:       3
Treasure:                   Masterwork Tools
Alignment:                 Chaotic Neutral (30%), Lawful Neutral (50%)
Advancement:            By HD, those higher than 10 have class levels

Tall, slender humanoids, usually dark grey or light yellow in skin colour, with short horns at their side. Many wear faded work uniforms from their previous existence, along with tools or other personal artefacts. Dabus are best known as workers who maintain the Great Portal city, these outcasts are individuals, usually called Abandoned who were banished from their homes, and in their absence are becoming something else entirely. Reknown for the riddle picture flow or rebus that floats above their heads as this is how they communicate with other creatures. When asked about how they came to be Abandoned, they usually show a picture of a circular tube tearing apart.

Abandoned are solitary beings found in virtually any remote place, usually mortal worlds, rarely found with others of their kind. Many collect debris they find, and construct odd physical replicas of places they once knew well. Their absence from their home both makes them sad but it also inspires them to learn to be more than they ever were. The first thing most Abandoned learn is to use their rebus to imitate a physical mouth and imitate the most common language they hear.  They are often seen as local experts, and help to trade or make connections with beings who would otherwise not get along or trade, acting as a middle-man to distinct parties. They seem to have goals that are little understood, collecting items of indecipherable purpose that will help in tasks later on in their or their allies lived.

The Abandoned are not combative creatures but they find and fit into the roles they have found outside their worker existence. They go on adventures both to build up alliances and to find the unseemingly odd objects that they are bound to collect. They fight with weapons they summon, being fully proficient even if they have never touched the weapon before.

4 HD Speak Other, Gain +2 on Ability Scores
5 HD Summon Dagger
6 HD Magic Circle 10 ft, Gain +2 on Ability Scores
7 HD Summon Whip
8 HD Object Reading, Summon Small Objects, Gain +2 on Ability Scores
9 HD Summon Cage
10 HD Summon Sword, Gain +2 on Ability Scores
11 HD Open Travel Portal (30% chance)

Hover (Ex): A dabus floats off the ground, in a manner similar to flight, save that it cannot hover higher than it's natural reach. They are unimpeded by terrain of any type but they are not considered as flying for effects that interact with that (like wind effects).

Speak Other: Can communicate with any one creature using that creature's native language via a small mouth they project. Their rebus copies the speech words, so everyone can understand what is being said.

Summon Weapon (Dagger, Whip or Sword): Weapons are summoned within two feet of the Abandoned. They attack as if proficient with these summoned weapons. If they lose the weapon (such as being disarmed) they are able to revisualize the weapon automatically the next round.

Magic Circle 10 ft: They can project a ten foot circle, gaining a +2 to attacks versus one specific type of creature. It is a ten minute ritual to change the creature their magic circle affects.

Summon Small Objects: They can visualize any item that is worth less than 100 GP and weighs less than 50 pounds, they can then materialize the item out of their picture flow to use the same as their weapons.

Summon Cage: Can summon a 20 X 10 ft cage within fifty feet of themselves. The cage has standard dimensions and weight, and lasts for ten minutes per HD of the summoner. They can summon it once a day.  Once active, anyone inside the cage cannot summon other items or beings. An abandoned can enter the cage, but if they do, they cannot leave unless they end the spell effect.

Open Travel Portal: The Abandoned can automatically open any portal that they are within fifty feet and direct to any known location. They do not need portal keys, they can open them at will.

Tuesday 28 April 2015

Giff - Heavy Hippopotamus Humanoid

Spell-Jammer is a great setting and I miss the zaniness. I love the idea of crazy stuff flying to differing worlds and battling things and getting space-pirate treasure. But some of it, well, some of it isn't just goofy fun but when I looked at it, it just kind of fits my game world. The Giff, magicless but brutally strong enforcers is a nice idea. Sort of updated, so I can use them at higher levels. They tend to congregate in cities where there are teleport gates. There's a reason why they are there, but they generally don't know the full story.

Nyssian Giff

Medium Sized Humanoid
Hit Dice: 2d10 + 2 (14 hp)
Initiative: +0
Speed: 25 ft
AC: 16 (+2 natural, -1 dexterity, +5 chain mail)
Attacks: +5 (melee)
Damage: By weapon (Mace, Halberd, Long Sword)
Special Attacks: Headbutt (1d6+3)
Special Qualities: SR 13, Darkvision 60ft, +5 on saves to avoid being stunned
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 17, Dex 8, Con 13, Int 8, Wis 9, Cha 8
Skills: Knowledge (History) +4, Craft (Armor or Weapons) +4, Perception +4
Feats: Power Attack, Weapon Focus (Any 1: Mace, Halberd, Long Sword)
Climate/Terrain: Any Land
Organization: Unit (2-8) or Platoon (21-40)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Lawful Neutral

The Giff are a race of well-muscled, six-foot tall hippopotamus-like humanoids that naturally disdain magic. Their legs and arms are short and stocky. Their chest is broad, and it's head flat - very good for smashing into things and people. They range in skin colour from pale, gray, light green or gold.

Their strength has always pushed them to a life of military activity working as a team rather than the spoils of exploration or magic. They understood rules and order and follow them to the letter.  Often found in large cities, where they hire themselves to forces of order. Because they do not utilize magic are often used by temples as guards, or raiding mercenaries or enforcers to caravans.

Giff mate for life and usually give birth to small liters every 4 or 5 years. Non-Giff rarely can tell male from females apart, but to Giff, almost everything from voice, dress, attitude and the way they carry their weapons is distinct. They can live up to 150 years, but are fully mature at ten years of age. When two Giff first meet each other will boast of its military achievements then will want to go share a pint. Giff never attack their own kind unless it is personal.

Giffs pride themselves both with their weapon skils and their knowledge of military history. Many wear tattoos to display their personal history of combat, to lament comrades lost in combat as well as their rank or insignia.

There are some stories that speak of Giff sailing in ships that sail through the Aether - Giff just laugh at these jubetales and leave the bards alone to tell their stories.

They gain the skills, HP, feats and saves of a fighter as they increase in HD.

3 HD +1 to Strength, +1 on AC
4 HD +1 to Strength, +2 to any Other Ability Score
5 HD SR Add +5, Running Headbutt (1d8+ / X3)
6 HD +1 to Strength, +1 on AC
7 HD +1 to Strength, +2 to any Other Ability Score
8 HD Grow to Large Size, Gain +1 to Strength, +1 on AC
9 HD SR Add +5, Running Headbutt (1d10 + double strength / X4)
10 HD  +3 to Strength, +4 to any Other Two Ability Scores, +3 on AC

Running Headbutt: They need at least ten feet of running space, but otherwise treated like a charge

Friday 17 April 2015

Charity and Hopes

One of my oldest original creatures, that I have used in my games for a long time. Unlike many others, their appearance of a happy woman never really grabbed attention, she was just there usually in towns acting as a conduit, often leading players to another quest or to shield them from the evil-doers in town. I often use them as a source of connectionss...they are the ones indirectly who help good-aligned adventurers find employment or a contact.

Charity                                                                               CR 10
An overweight lady whose exuberance hides her determination and magical prowess is somehow continually surrounded by colourful butterflies 

Charity                                                                                             
N Medium Outsider (Good)
Init +13 Senses Darkvision 60 ft.; Perception +12

 DEFENSE
AC 24 touch 19, flat-footed 15 (+9 Dex, +5 natural)
hp 90hp (12d10 + 24 con)
Fort +12, Ref +17, Will +9
Defensive Abilities    DR 5/evil
Immune  Persuasion, Charm Spells and Effects, electricity, petrification; SR 20

 OFFENSE
Speed 30 ft.
Melee Light Mace or Dagger +12 (1d6)
Ranged One-Handed Crossbow +21 (1d6)
Special Attacks Aura, Charismatic Boon, Spells, Turn Undead (as 20th level)
Spell Like Abilities (CL 10th)
At will—aid, continual Light, detect evil
Spells Prepared (CL Cleric 10th)
        4th—dismissal (DC 19), Holy Smite, neutralize poison (DC 19), spell immunity
        3rd—cure serious wounds, daylight, invisibility purge, protection from energy, Remove Curse
        2nd—consecrate, cure moderate wounds (2), Delay Poison, Enthrall
        1st—cure light wounds, divine favor, Obscuring mist, sanctuary (DC 16), shield of faith

 STATISTICS
Str 10, Dex 28, Con 14, Int 13, Wis 16, Cha 21
Base Atk +12 CMB +12 CMD 31
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will,  Persuasive
Skills Bluff +12, Craft (Alcohol) +10, Perform (Any 4 Instruments) +12,  Knowledge (Nature) +12, Knowledge (Geography) +10, Knowledge (Planes) +10 Perception , +12 Sense Motive , +18
Languages Celestial, Common, Elf, Faerie, Dwarf

 ECOLOGY
Environment          Any (Tends towards Urban Landscapes)
Organization          Solitary, Duet or Trio
Treasure Value      Quarter of Standard Wealth

 SPECIAL ABILITIES
Divine Music: Can turn undead as twice their effective level when playing an instrument
Aura of Bliss:All creatures within 100 ft must save vs Will DC 21 of fall into a bliss like state 
Charismatic Boon; Kiss bestows 1d3 Charisma Bonus 
Ever-Full Goblet: Limitless alcohol or eight vials of any type of magical potion every day
Summon Hope: Summon 2-8 spirits of protection 1/day

Charities appear as cheerful, rotund human females who regardless of season, are surrounded by 3-18 brilliantly colored butterflies. They are comic figures, famous for their boisterous laugh, playful demeanor, clumsiness and unending generosity. They are often accompanied by a coterie of followers, good aligned creatures and sycophants seemingly there to enjoy the Charities gifts and hospitality. Their giddiness is only one side to these figures, as they are also incredibly dedicated to the causes of good, justice and kindness. They spend their lives travelling, making contacts and giving favours to weaker or trying to convince others to do the same. Children and animals flock to Charities instinctively sensing their goodness.

Few realize a Charities size is not an indication of personal indulgence rather of their generosity, as they share their gifts they increase in size. The reverse is true, as they see greed and selfishness, their gloom drains them, both spiritually and physically. Charities are among the most graceful and dexterous beings in existence; few can tell by their playful and seemingly clumsy demeanor outside of combat.

A Charities aura of calm puts everyone around them in a joyous mood, few creatures could contemplate attacking these charismatic celestials (or anyone else) when near a Charity. They often travel with a contingent of followers so few foes can get close enough to them to have a real chance of hurting them. If they were ever pressed, charities could call upon their spells and spirits of protection (see below) until the tide was turned.

Aura of Bliss: All creatures with a 100 ft radius of a charity must make a will check DC 24 or fall into a state of joy, losing all violent tendencies. This does not make them laughing idiots, as they are still able to think and react normally even able to defend themselves; however, they are unable to make the first aggressive move. Barbarians can not rage in this radius, and all creatures receive a +8 bonus to mind or emotion affecting spells while in the aura. The aura is a continuous effect, beings within the radius must make a saving throw every round to avoid the bliss.

Charismatic Boon: their kiss bestows a temporary bonus to charisma (1d3) for the next 24 hours. Once a month, charities may bestow this blessing for a one week period. They usually only do this for eye-pleasing male paladins who they see doing an act of kindness. They can do this once a day.

Everfull Goblet: With her magical goblet, a charity can summon a limitless supply of food or drink. She shares this with anyone in the aura of bliss not causing disruptions. The goblet will run dry for anyone who tries to drink to excess. It can summon 8 draughts of any type of potion once a day.

Divine Music: While playing their musical instrument, Charities can turn undead as a cleric of twice their effective level. They turn as clerics of their HD if unable to use their divine music.

Hopes or Spirits of Protection

Diminutive Size Fey
Hit Dice:                                1/6 HD            (1 hp)
Initiative:                               +6
Speed:                                    30 ft Fly (Great)
AC:                                        30 (+6 dexterity, +4 size, +10 natural)
Attacks:                                 nil 
Damage:                                nil
Special Attacks:                    Aura
Special Qualities:                  As fey, Detect Evil, Improved Evasion
Saves:                                    Fort +0, Ref +16, Will +1
Abilities:                               Str 1, Dex 22, Con 11, Int 3, Wis 10, Cha 16
Alignment:                            Always Neutral Good
CR                                         1/4

Spirits of protection are fey butterflies that seemingly exist only to fly around celestials. Their favorite leads are Charities, delighting in the celestial’s bliss aura.  Children adore these fey insects, and may spend hours chasing them around but never actually catching them.  Charities often give these fickle fey to good aligned adventurers, to give them a brief enhancement to their skills.

They never fight, as they merely flutter around good-aligned adventurers, using their beneficial aura for their protector. These butterflies, constantly whiz in the region of their protector, never more than two feet away and never obstructing their charge’s vision. They may momentarily land on their protector, but it does not in any way hinder their protector. Their innate detect evil ability enables them to shun all forms of evil.

These spirits are rarely seen away from a Charity. Adventurers would like to find and use these creatures, as their powerful protection auras are amazingly useful, and have often been called “living ioun stones” by good aligned adventurers. Since they will not abide the presence of evil, they are called “crunchy snacks” by anyone unable to use their charms. 

Hopes never survive for no more than a day. They die every night, dissipating into faerie dust before hitting the ground. The next morning, Charities seem to have a full assortment of hopes with them once again. Their colour determines their aura's abilities.

Auras
Red:              Adds + 4 to strength
Orange:         Neutralize Poison (Range: touch*, No more than 7 times a day)
Yellow:         Adds +4 to dexterity
Green:           Adds +1 competence bonus to all attacks, saves and checks
Blue:             Improved Alertness (+4 listen and spot; stacks with standard feat)
Purple:           True Sight Spell    
Crystal:          Non-Detection Spell
Pink:              Adds +4 to charisma
Scarlet:          Adds +3 to spellcasting levels for non-evil or non-necromantic spells
White:           Speak with Animal, Plant or Fey (Range: Touch*; 7/day)
Grey:            Adds +7 psionic power points
Black:           Adds +5 to necromantic spell saves (7/day)
Brown:         Absorbs up to one 4th level spell. (Only one spell can be absorbed, targets discretion.  All excess is wasted.)

* Those indicating a touch range, the protector and not the butterfly must touch the intended target.


Monday 6 April 2015

Elemental Options - Pick Your Own: Plug and Play Beasts

Have long liked the idea of heroes facing elemental threats...not just a blob of  the elemental. This enables you to face any variant of elemental, an animal, a four legged beast or even a humanoid
made of the element. This is mix and match, enabling the DM to create on the fly.

Elemental-Base

AC           14 (+1 / 3 additional HD)
Base Int: 6, Con 14, Wis 10, Str 16, Dex 14, Cha 6
Base Attack Bonus: +4
Base Damage: 1d6 / 1d8 / 1d12 / 2d8/ 2d12
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility
Traits: Darkvision 60 ft., Elemental Traits
Skill Points 16 points at base, 4 points per HD higher than 2nd*
Most common Skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (arcana, elemental, nature), Perception, Spellcraft, Stealth, Survival
Alignment               Neutral
 
*Gain Knowledge (Own elemental Type) free the same as their HD

TYPE
Aether Gain Non-Detection, Gain Elemental Resistance to any one type for 24 hours
Air Gain Elemental Traits, Whirlwind
Earth Gain Elemental Traits, Forceful Blow
Fire Gain Elemental Traits, Enflame
Water Gain Elemental Traits, Whirlpool,

SIZE:
Small 2 HD +6 Int, +4 Con, +6 Wis, -2 Str, -2 Con, +8 Dex
Medium 6 HD +4 Int, +4 Con, +4 Wis, +2 Str, +2 Con, +6 Dex
Large 10 HD +0 Int, +4 Con, +2 Wis, +4 Str, +4 Con, +2 Dex
Huge 14 HD -2 Int, +4 Con, +0 Wis, +6 Str, +6 Con, +-2 Dex
Gigantic 18 HD -4 Int, +4 Con, +0 Wis, +10 Str, +8 Con, -  4 Dex
Titanic 24 HD -6 Int, +8 Con,  +0 Wis, +16 Str, +10 Con, -6 Dex

ANIMAL FORM
Bestial         +2 Str, +4 Dex, Scent, Light "Fur"
Quadraped         +4 Con, +4 Wis; 4 legs, +20 movement, +2 HD, Heavy Fur
Multiple-Headed +4 Con, +4 Wis, -2 Cha, +1 HD / extra head (Rarely more than ten heads)
Avian         +4 Con,  + 6 Dex for thin body, Fly: Good (Never bigger than large)
Spider         +8 Dex, Climb & Balance+20, Spray Poison (Weakness DC 14 / Dc 16  / DC 20 /                                 DC 22  / DC 30)
Whale        +40 Swim, +8 Con, +4 Str, 10 HD (Min)

HUMANOID FORM
Watcher +4 Int, +4 Cha, Read Surface Thoughts, Distant Viewing, Mind-Link,  Mind-Blast
Basher + 4 Str, +4 Con,  Base Dmg, (+1d8 / +1d10 / +2d8 / +2d12 / +3d10)
Archer +4 Dex, +4 Wis, Gain two Elemental Arrow (Dmg 1d4 / 1d6 / 1d8/ 1d10 / 2d8)
Tripper         +4 Str, +4 Dex, Trip Attack DC (DC 14 / Dc 16  / DC 20 / DC 22  / DC 30)
Breath weapon +4 Cha, +4 Dex, +6 HD, (Dmg: 3d6 / 6d6 / 9d6 / 15d6 / 25d6) (As dragon for ranges)

Elementals are a variety of beings that have communities in pocket universes that border on both the elemental planes and the mortal worlds. Their existence is much the same as humans, creating products for external use, raising mindless livestock and flora as well as raising armies to defend themselves. Unlike other communities, they do not consider only humanoids intelligent - all elementals of a certain awareness are considered citizens. Generally elemental communities are
closed, they contain only creatures of the one shared elemental type. Individuals of other species may be found there if they have become allies with individuals elemental beings, but it is never of a another elemental type.

Water is the most commonly found element on prime worlds, deep in the ocean and little known by outsiders. Aether is the next most common, often found in cities with a native citizenry barely if at all aware of their existence; they often make allies in libraries and temples. Air and Earth elementals are uncommon but always there, there are a few on any given prime world, found by the experts in their fields.  The most rare is the Fire Pocket Universes, they are sometimes portals are created spontaneously during forest fires or other extraordinary events, but closed as soon as the fire closes.

What is the most understood by non-elementals is that elemental beings are not bound by one form. Individuals can switch between animal or humanoid forms when needed. It is not a quick or simple process, they can go to their Essence Temple and undergo a cerement to switch from forms. The only thing that doesn't change is their HD, feats and skills; their personality and memories always remain intact.

Thursday 26 March 2015

Nysarian Military Ranks

These are the military ranks that I use in my game. It's mixed with real world and stuff I picked up from other settings...

Nysarian Military Ranks

1st Rank – non-trained, usually volunteers not-soldiers
2nd Rank – trained, low level soldiers (1st – 2nd level)
3rd Rank – trained, med level soldiers (3rd – 4th level)

Constable – leader of small groups, often highly specialized, usually from 5-50
individuals, rarely work as a full unit; usually 4th-7th level. Often an inherited title.

Riding Knight – Allied but not a part nation’s standard military, under a Commander

Standing Knight – exist outside of nation’s standard military, help with defense

Sash Knight – specialists that are outside of a nation’s military, (e.g. giant slayers)

Left Hand – special agent, independent officers or spies, rarely soldiers

Man of Arms: Lead groups of constables, usually 6-7th level.

Captain of Arms: Leads 2 – 20 groups of Constables, (Also called Right Hands); 8+ level

Mayor or Warden: Leads a specific portfolio in a city, may lead small towns or forts

Commander: NCOs, command unique divisions not part of standing army

Solomo: usually NCOs; a Wizard officer, assume 10+level unless ceremonial

Battle Captain: Leads ten Captain of Arms; Usually 12+ level

Battle General: military leader of an army; Usually 14+ level
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Barbarians: not part of standing armies, they do not accept Rank, even unofficially
Bards – left hands, very rarely are in official military ranks
Clerics: usually constables, mayors or commanders; Never Solomo
Druids: left hands, or as Clerics
Fighter and Paladins: any except for Solomo
Monk: may be left hand, warden or commander
Rangers: not part of standing armies, often act as left hands or Commander
Rogue: may be left hand, warden or commander
Sorcerer: may be left hand, warden or commander; rarely act as a Solomo
Wizard: may be left hand, warden, commander but when Solomo are usually 11+ level.