Blog Archive

Monday 29 February 2016

Circle Initiative Rules

These are the Initiative sequence rules I use during my games.

Circle Initiative Rules: All players roll D20 at the start, using any spells, feats or skills that would help them. The highest initiative will act first; then go around clockwise if the player ROLLED an odd number, counter-clockwise if they ROLLED an even number. 

During any round, the player who has initiative can take one of three actions: Spell, Skills or roll dice
If you choose either of the two non-dice options, that player cannot repeat that action during the  initiative sequence. 

There is usually a list of monsters or situations, numbered 1 - 20 (or higher).

First round, the player picks (D6, D8 or D10) and rolls.  No player can repeat a dice choice in the first sequence.

Once all dice are rolled - repeat this using D8, D12, D20 and rolls during the second sequence.

Again once all dice are rolled repeat with D12 & D20.

Then go to D20, and remain with this dice.

Until you change areas and tables, do not alter this sequencing for any game night.

If the dice roll indicates combat (or other) action, the player who rolled, acts first. There is no initiative, it continues to go around the circle. Wherever the DM sits, the monsters will act at that point in the game in the sequence. When the combat ends, and initiative action happens again, it goes back to the next player in the initiative sequence before combat was begun.

If a monster, especially bosses or unique creatures, have special initiative rules for combat, and they need to roll dice, then everyone roles initiative. Return to the sequence once that combat is over.  

Sunday 28 February 2016

Candyland Witch

This is the default spell-caster in Candyland, usually seen as a brightly dressed young lady on a broom. They are most known for their capacity to create potions which they use to help allies. Overwhelmingly good in alignment with many fae and magical creature allies. This was one of the most trickiest Candyland encounter creatures for me to write up though easy for me to picture, I wanted to distinguish them from the witch class in the standard rules.

CANDY WITCH       CR 5
NG (NE) Medium monstrous humanoid
Init +1; Senses darkvision 90 ft.; Perception +15

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
39hp (6d10+6 con)
Fort +5, Ref +6, Will +6
SR 16

OFFENSE
Speed 30 ft.
Melee Dagger +8 (1d4)
Spell-Like Abilities (CL 9th)
Constant — Create Food & Water, Tongues, Speak to Animals
At will — alter self, dancing lights, consecrate, invisibility, make whole, whispering wind
magic missile (4/ day)

STATISTICS
Str 11, Dex 12, Con 12, Int 15, Wis 13, Cha 14
Base Atk +6; CMB +6; CMD 17
Feats Alertness, Blind-Fight, Combat Casting, Craft Potion, Great Fortitude
Skills Bluff +10, Diplomacy +18, Disguise +10, Spellcraft +11, Perception +15, Sense Motive +9, Stealth +13,
Languages Common, Giant, Elf, Faerie
SQ +4 reaction bonus to faerie; Advanced Potion Craft, Witches Broom

ECOLOGY
Environment Candyland
Organization solitary or coven (3 witches of any kind)
Treasure standard
Advancement: Most often they take Druid or another class levels

SPECIAL ABILITIES

Witches Broom (Su) A candy witch can create a flying broom with their spell-craft knowledge. The broom has a flight speed of 50 and maneuverability of Average. A green witch can cast her spells on the broom without making balance checks. If the broom is attacked, it has an +4 AC versus the witches own AC. If destroyed, the witch will automatically featherfall. It will take a witch 7 days to create a new broom after taking a day to gather the required components. For some unknown reason, Witches are unable to use invisibility while on their flying brooms.

Advanced Potion Craft (Su) A green witch can create any potion used to mimic a 1st-4th level spell from either the cleric or wizard's spell listing. They can only have up to 1 + their wisdom bonus in potions at any time. Their potions lasts four days per point of intelligence bonus.

Candy Witches are female spell-casters native to Candyland. Almost all are youthful in appearance, dressing in bright colours, with pretty decorations on their clothes, with blond or pink hair very common. Most are quite polite and pleasant, a little self obsessed but otherwise good citizens.  The majority are happy and helpful but a small number of them are vile spellcasters, intent on wrecking vengeance on those they believe have caused them grief.

Most Candy Witches make their living selling potions or minor magical trinkets. They get involved in the adventurers by their friends and allies who sometimes get in trouble and need help to get out of Candyland.

The evil Candy witches are those that have been spurned or tormented and they turn to vile magics to enact their revenge but in doing will horrifically wrinkle their skin and turn it green. Most often Candy Witches will not spurn their evil kin, and try to turn them back to good. Witches rarely fight each other, but each side will try to undermine the worst of their opposite kin. Fortunately, the good aligned witches vastly outnumber the evil ones and can sometimes convince the evil ones to help out in a plan for the common good.

Candy Covens
When three witchs of any type gather, they can form a coven to gain increased magical ability to serve their good cause. Most witches try to meet with their covens at least once a month to share tips and socialize.

Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities once a day: Bless, remove curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.

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. 

Monday 22 February 2016

Munchkin (Candyland Citizens)

This is the basic citizen of Candyland, small sized fey humanoids that excel in empathy. They are usually farmers or crafters, and most reside in small towns along the Golden Brickway, the usual road taken in Candyland to get to anywhere.

Munchkin CR 1
NG  Small Sized Humanoid
Init +1; Senses darkvision 30 ft., low-light vision; Perception +1

DEFENSE
AC 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
HP  3 (1d6+0)
Fort +1, Ref +2, Will +1

OFFENSE
Speed 20 ft.
Melee +0 Small Hammer or Tool (1d3)
Space 5 ft.; Reach 5 ft.
Special Quality:  Fey empathy

STATISTICS
Str 7, Dex 12, Con 10, Int 8, Wis 9, Cha 11
Base Atk -1; CMB -3; CMD 8
Feats Grouping
Skills +1 Diplomacy, +1 Perception, +1 Craft (Any), +2 Knowledge (Candyland), +1 Sense Motive, +5 Stealth

Environment Candyland
Organization solitary or gang (7–12)
Treasure none

Fey Empathy: Able to get simple base emotions from fey creatures. With this, they gain +4 bonus on social skills (Bluff, Diplomacy, Intimidate, Perform, Sense Motive) interacting with that fey. If they gain levels, they gain this simple empathy from animals, plants and humanoid types.

New Feat: Grouping: Munchkin are a collective, they tend to do everything in groups. They gain +1 for every two other munchkin completing a task. They can have up to 10 others (+5) for simple tasks, and up to 20 other munchkin (+10) if they have a Munchkin of 4 HD or higher leading their actions. They can perform this as long as half of the members haven't done this with the same team.

It is unknown if the Munchkin were the first natural inhabitants of Candyland or not, but they have been here for so long they treat it like home. Short, plump with pointy ears, they are often mistaken for halflings. They are very hard workers, they do not always excel in everything but they put an effort in everything they do. Most reside in the small towns that dot Candyland's Golden Brickway. They usually do not form governments, however they will sometimes adhere to the rule of powerful magical spell-casters (like wizards) who reside in the area.

Munchkin are generally well disposed of with each other and with the citizenry of Candyland. They communicate before they do tasks, as they are always better with explicit instructions then vague ones. They work very well in small teams, and virtually every group of them seems to have a bard among them so they can sing along to do their daily tasks in near perfect pitch.

They are extremely passive and highly unlikely to cause a social disturbance. In times of trouble, they tend to hide or just not get involved unless there is a champion (usually from the outside.) Because of their empathy skills, they can usually avoid bad interactions with most creatures except of course for evil creatures that are outside their skill set.

HD Advancement
2 HD Gain +9 skills, Gain +2 to any ability score, feat, +1 on natural AC, Gain Animal Empathy
3 HD Gain +9 skills, Gain +2 to any two ability scores, +2 on natural AC, Gain Plant Empathy
4 HD Gain +9 skills, Gain +2 to any 3 ability scores,+3 on natural AC, feat Gain Humanoid Empathy

While it is rare, Munchkin Above 4 HD gain standard classes. Bard, Druid, Ranger, Rogue and Sorcerer are the most common choices. Strangely, they are not limited, they can follow any path they qualify for.

Sunday 21 February 2016

Pinocchio (Candyland)

A Candyland resident brought in to act as replacement children. Normally these reside with human or elf residents, acting as a servant and helping in mundane tasks. They often go out at night-time looking for some fun, this is when they get into trouble or find mates to adventure with.

Pinocchio  CR 3
N (G) Medium construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +2

DEFENSE

AC 16, touch 13, flat-footed 13 (+2 Dex, +3 natural)
HP 36 (3d10+20)
Fort +1, Ref +4, Will +0
Construct traits, hardness 1; Resist electricity 5, Cold 5
Weaknesses vulnerable to critical hits

OFFENSE

Speed 30 ft.
Melee 1 Hammer +6 (1d6)
Range 1 Slingshot +6 (1d4)

STATISTICS

Str 11, Dex 17, Con 10*, Int 10, Wis 8, Cha 13
Base Atk +6; CMB +3; CMD 16
Feats Weapon Finesse, Improved Initiative, Iron Will - B
Skills  Climb +3, Disguise +3 (+11 to appear human), Disable device +3, Perception +2, Profession (Farming, Fishing, Carving, etc) +5
Languages Common
Advancement: Above 3 HD they gain class levels, most tend to gain rogue levels.

SPECIAL ABILITIES

Spell Affinity: Unlike most constructs, human spells (charm, healing, etc) work normally on a Pinochio. They are healed by construct spells as well.

Human Appearance (Ex) Designed to fit the role of a human child, a pinocchio appears identical to one when 30 feet or more away. They gain +8 bonus on Disguise checks to appear human (but not to impersonate a specific human).

Vulnerable to critical hits - Despite being constructs, they are vulnerable to critical hits, although they cannot bleed


These were originally made by an famous wood-carver for parents who lost their children due to a curse. Most were loved and cared for for many years, but they were eventually put-aside as a new generation of human children were being born and they were no loner needed. A fey bard cast a spell to bring these marionettes to Candyland, and in doing so the magic of the realm brought them to life. Since this point, many have been adopted both to help in doing chores and care for children or other simple tasks. They are unaging but prone to being broken due to injury - this is how many become so brittle they are unable to continue in their tasks.

Most Pinocchios are happy to live their lives in a semi-human, existence. A few try to become more, to become fully human or to lose their humanity and to fully embrace their construct nature. Some skip out at night to go on fun adventures, and a few become embroiled in wild adventurers, on either side of the conflict - they generally don't care as long as they are having fun.

Individual Pinocchios are of any alignment, most tend towards good, but with the wrong influences, some will head in an evil direction, looking for wealth or to inflict cruelty for their own self above all else.

*Constructs on Nyssa gain 10 on their constitution scores. they do not gain benefits or hindrances from this ability score. As a general rule, this is a fixed number that does not change and they cannot lose hit points or be drained.

Saturday 20 February 2016

Gourd-Men (Candyland Scarecrow)

Continuing on in the listing of low-level monster creatures that inhabit Candyland. This is the Gourd-Man, a plant-humanoid who was made to watch over growing crops to scare pests and avians away.

Gourd-Men  (Candyland Scarecrow) CR 3
N Medium construct
Init -1; Senses darkvision 120 ft., low-light vision; Perception +5

DEFENSE
AC 13, touch 10, flat-footed 16 (+3 natural)
hp 42 (4d10+20)
Fort +1, Ref +0, Will +3
Immune cold, construct traits
Weaknesses vulnerability to fire (Suffer -3 to all fire saves)

OFFENSE
Speed 30 ft.
Melee 2 scythe +6 (2d4+2/X4)

STATISTICS
Str 13, Dex 8, Con 10, Int 11, Wis 14, Cha 13
Base Atk +5; CMB +8; CMD 18
Feats Weapon Focus (Scythe), Skill Focus (Handle Animal)
Skills +4 Diplomacy, +5 Perception, +6 Handle Animal, +5 Knowledge (Agriculture & Candyland)
SQ freeze

ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–6)
Treasure none

Freeze (Ex) The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, etc ). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.

Gourd-Men are a farmer's tool meant to scare avians away from their stock, in candyland (and in some other magically innate domains) they become infused by the magic of the land to come to life. Appear as a rudimentary mundane scarecrows, with an intricately carved pumpkin or other gourd for their head. They are usually armed with a club or scythe.

While physically awkward and of adequate intelligence, they are invaluable to farmers and travelers who come to rely on them for their advice. They are not book-smart, but they have considerable experience of working on the farm and interacting with animals and fey that inhabit the lands. Unlike many other candyland residents, they are ill-disposed to adventure but they sometimes fall into it to help out someone they know. They have considerable attachment to the farmer that created them, and once they gain sentience, will help them and their families doing chores around the farmstead. Gourd-Men speak very little, even to the ones they care about, for them, they show their emotions by doing kind-hearted actions instead.

It is not possible for Gourd-Men to gain experience as they very rarely adventure. However, some farmers will pay for improvements to increase their HD with a local spell-caster. Higher level ones often gain animal empathy or fear abilities to better ward their homes.

Friday 19 February 2016

Bon Homme


Bon Homme  CR 8
NG Medium Elemental (Seven  Feet Tall)
Init +5; Senses darkvision 30 ft., low-light vision; Perception +7

DEFENSE
AC 19, touch 15, flat-footed 14 (+4 natural, +5 Dexterity)
HP  60 (8d8+24 con)
Fort +9, Ref +7, Will +2
Immune cold, Regenerate 5 hp / subzero temperatures
Weaknesses vulnerability to fire (Suffer -3 to all fire saves)

OFFENSE
Speed 50 ft.
Melee 2 Fists + (2d6+6/X4)
Range Snowball +12 (1d10/ X 4) or 3 X Snowball Blitz +8 (1d8)

STATISTICS
Str 21, Dex 20, Con 16, Int 13, Wis 11, Cha 15
Base Atk +10; CMB +10; CMD 25
Feats Weapon Focus (Snowball), Upgrade Weapon Damage, Increase Weapon Critical Range X 2

Skills
+9 Diplomacy, +7 Perception, +8 Performance (Dance, Sing and Instrument)+5 Knowledge (Elemental)+5 Track, +15 stealth (Bonus +8 on Stealth checks in winter)

SQ freeze

ECOLOGY
Environment any land (Quinois)
Organization solitary
Treasure Triple

Bon Homme est une créature de neige élémentaire des terres culturelles de l'élite . Leur tâche principale est de protéger les villages Quinois . Tandis habituellement jovial, ils peuvent être terrifiant si son de personnes sont menacées . Il aime se faire plaisir et de voir les autres avoir du plaisir aussi !

*  *  *  *  *  *  *

Bon Homme is an elemental creature of ice from the cultural lands of the elite. Their main job is protecting the Quinois villages. while ordinarily jovial, they can be terrifying if his
people are threatened. He loves to enjoy himself and see others have fun too!

...pour mon petite fille!

Thursday 18 February 2016

Teddy Bear Golem (Candyland)

These Candyland favorites are not natives, as they reside principally in our own land of Mundania. They are children's defenders who have served a mortal child to adulthood, they can sleep-travel to Candyland to help visitors there. Most times they help one child for a night or two, then the child gets a good night sleep and no longer needs them.

Teddy Bear Golem

Size/Type:                  Tiny Construct
Hit Dice:                    2d10   (11 hp)
Initiative:                   +1
Speed:                        20 ft. (4 squares)
Armor Class:               15 (+2 size, +1 Dex, +2 natural)
Base Attack/Grapple: +2 / --
Attack:                        Bite +2 melee (1d2)
Special Qualities: Wielder immune to Fear & Charm effects, Sleepytime
Saves:                         Fort +0, Ref +1, Will +1
Abilities:                    Str 7, Dex 13, Con 10*, Int 10, Wis 12, Cha 16
Skills:                         Perception +5, Knowledge (Candyland & Fey) +6, Stealth +8
Feats:                         Improved Holding On
Alignment                    Neutral Good
Environment:              Candyland
Organization:              Solitary or pair
Challenge Rating: 1
Advancement:             3-8 HD (Small), 9-16 (Medium)

Immune to Magic - Similar to other golem types, Teddy Bears have immunities to mind affecting and other spells.

Sleepytime - Wielder gains the benefits of a full night of sleep as long as they rested for 2 hours (non-cumulative) during the preceding night

Immune to Fear and Charm effects: Those who hold on to the Teddy Bear are granted immunity to fear and charm spells. This bonus is only given to one person at a time, and usually for the smallest or weakest character in a group. This immunity is not granted if the wielder carries the Teddy Bear in a backpack - it must be visible. Also, if the person commits evil actions, the Teddy Bear will stop giving any kind of help.

New feat: Improved Holding: Gain +12 on skill checks or saving throws involved in physically holding on to their ward

It is said that when little kids grow up in the land of Mundania, many toys are misplaced, given away or worse, but there rare few are kept in special places that never stop defending the smallest. They often go missing in the nighttime in their native land, but Candyland residents have long known that Teddy Bears in fact are one of the primary defenders of the lost or accidental visitors in their demi-plane dream realm.

They go to well traveled spots where they believe visitors may be found. Children are the primary users of the Teddy bears but any mortal creatures may use them if they are found and carried around for safety. Teddy bears have weak voices, as they are only able to be heard within the same five foot square foot they are in. They will try to give advice if asked, but only when asked. Their primary concern is always the safety of their ward not of any other well intentioned goal

Wednesday 17 February 2016

Tin Man

Continuing with the creatures that are in my newly created Candyland, for an upcoming con adventure. Here is the consummate warden, the ever shiny and vigilant Tin Man. 

Tin Man (Lesser Golem) CR 3
LN (G)  Medium Sized construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +3

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
HP  36 (3d10+20)
Fort +1, Ref +2, Will +1
DR 1/-;  Immune construct traits, magic

OFFENSE
Speed 30 ft.
Melee +6 Sharpened Wood Axe (1d6+2/18-20)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 14, Dex 13, Con 10*, Int 10, Wis 11, Cha 10
Base Atk +5; CMB +7; CMD 16
Feats Weapon Focus (Axe), Skill Focus (Perception)
Skills +4 Survival, +4 Perception, +5 Knowledge (Candyland or Forest),

Environment Candyland
Organization solitary or gang (2–4)
Treasure none

Special Attacks: Sharp Axe - Increase critical range by 2 after three days of sharpening
Special Weakness: Heavy rain or water spells will inflict rusting, causing them to lose full motion. If they are at half hit points due to water damage, they move at 50% speed, if they are at 5% of hit points due to water damage, they lose all physical motion until they are oiled up again.

Tin Men were created long ago by The Great Wizard to help protect Candyland for the times when he was away from his post They were originally stationed at cross-roads, bridges and castles and all other places of high traffic to be gardeners and wardens, to alert the Candy Cane soldiers when problems appeared and assist when force had to be used. Though originally non-sentient like most other Golem types, they eventually became self-aware as the magical energies of the demi-plane soaked into them. Most are not overly smart or wise or highly charismatic, but they certainly do their jobs quite well and are dedicated to the people, places and magic of Candyland.

Most Tin Men will return to their station posts after getting the authorities, but a rare few will engage in quests if they believe it is in the interest of Candyland or the inhabitants. They are uninterested in personal glory or wealth, they are happiest doing their task - alone or with others is meaningless for them as they seem to be uninterested in building personal relationships. Strangely, many citizens that reside near particular Tin Men grow very fond of them, and the citizens realize the Tin Men do not understand or can even appreciate as they often do not pick up on their positive emotional feelings for them.

Higher Level Advancement (HD)

4 HD +3 skill points, Feat, DR 3/Magic, Increase any 2 ability scores by +2
5 HD +3 skill points , Gain Natural AC +2
6 HD  +3 skill points, Track, Increase Wood Axe's Critical range (+1)
7 HD  +3 skill points, Feat, DR 5/Magic, Increase any 2 ability scores by +2
8 HD  +3 skill points, Gain Natural AC +2
9 HD  +9 skill points, Feat, DR 9/Magic, Increase Wood Axe's Critical range (+2), Increase any 3 ability scores by +2

Few Tin Men ever attain 9 HD as they need to adventure and this would mean venturing away from their post which they are highly unlikely to do. In theory, as free-willed constructs they could gain levels in Fighter, Ranger, Paladin or Rogue. It has not been recorded if a Tin Men has ever tried to achieve class levels before 10 HD / level.

Gain Natural AC - These are physical improvements and better quality metal used in their bodies.

DR - The damage reduction is for non-magic weapons only.

Weapon Critical Range - They can increase any axe or bladed weapon`s critical range. It takes one week per range increase. The Tin Man must continually sharpen it, otherwise it slowly loses its sharpness after one day being uncared for. It will lose one +1 for each successive day it is not sharpened.

Construct Constitution - In my games constructs have 10 on their constitution. They do not gain or lose hit points, it always remains at this point and it cannot be drained.

Tuesday 16 February 2016

Winged Monkeys

Another one of the Candyland Monsters that will make an appearance at a local con I am doing very soon. This is a winged pest, that once served evil masters but today is mostly a nuisance.  They make a great companion for evil druids or witches.

Winged Monkeys
Small Sized Magical Beast

Init +1      
Senses low-light vision; Perception +3

AC 15, touch 13, flat-footed 13 (+2 natural, +2 Dex, +1 Size)
HP 16 (3d8+3)
Fort +5, Ref +5, Will +0 DR 1/cold iron

Speed 30 ft. Fly 50 (Average)
Melee 2 claws +4 (1d3+1), Bite +4 (1d4+1)
Special Attacks Swoop

Str 12, Dex 15, Con 14, Int 5, Wis 9, Cha 8
Base Atk +5; CMB +3; CMD 15

Feats Weapon Focus (claw),Multi-Attack
Skills Fly+10 , Perception+3 Survival +4, Stealth+3; Bonus +8 on Fly

Alignment: Neutral (Evil)
Environment Candyland
Organization Small Flock (3-12) o Large Flock (30 - 120)
Treasure Quarter 
Advancement 4-6 HD (Medium); 7-10 HD (Large)

Swoop: Gain a +3 bonus on a single claw attack  if they are able swoop down ten feet down during combat. 

It is believed these creatures were an experiment in cross-breeding by one of Candyland's former Witch Mistresses. They have since escaped and bred wild. 

At one time, their flocks numbered in the hundreds, and they could turn the bright pink sky black as they descended to attack creatures or travelers. But when their masters lost access to the huge revell (corn) fields, they could not be controlled and the flocks broke apart to look for food on their own. Now they mostly survive by raiding or harassing farmlands or sniping travelers.. They can be quite cunning, using their stealth to sneak in and take small objects but they usually just us their numbers to take what they want by strength.

This is the typical specimen, there are more advanced versions that sometimes advance HD in fighter, rogue or druid levels. Some evil druids select these creatures as minions but only if they have been to Candyland previously.

Monday 15 February 2016

Eggston (Egg Man)

I was preparing a fairy tale adventure and needed some storybook monsters. Didn't really find any monsters that fit the Egg-type mold and was inspired to create my Eggston. A bit serious but a kind-hearted fey, they hold important positions in Candyland, a demi-plane of sweet delight.

Eggston    (Egg Man)
Medium Sized Fey

Hit Dice: 11 hp (2d6+4 con)
Initiative: +2 (dexterity)
Speed: 30 ft

AC: 13 (+2, dexterity, +1 natural)
Base Atk +1 CMB +3 CMD 15 (Trip 18)
Melee Attacks: +0 Cudgel (1d6)
Range Attacks: +3 Small Crossbow (1d4)
Special Attacks: Rolling Attack +6 (Trip)
Special Qualities: Rolling, DR 1 / Blades and Missiles

Saves: Fort +2, Ref +5, Will +2
Abilities: Str 8, Dex 14, Con 15, Int 12, Wis 8, Cha 14
Skills: +5 Acrobatics , +5 Climb , +4 Diplomacy, +4 Knowledge (local & Fey) +5 Perception
Feats: Weapon Focus (Roll)

Climate/Terrain: Candyland or any Neutral Planar World
Organization: Solitary, Pair or by Pack (3-10)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral (tends towards LN)
Advancement Range: 3-7 HD (Medium)

Disadvantage: Suffer a -4 on saving throws versus crushing & blunt falling damage
Rolling Attack: Dropping to their side as an instant action, they gain a +6 to their rolling attacks in an attempt to trip up their foes. They roll back to their feet in the same round of an attack. They must be able to roll between ten to twenty feet. If the Eggston succeeds on their CMD check, the opponent is knocked down. If they fail by ten or more vs the opponent's CMD, they end their turn on the prone.

A famous humanoid race found throughout Candyland. Appear as a five foot tall egg with short legs and arms. Most wear clothing to fit in with humanoids they interact with but in their own shell-towns they normally only wear their bare white or brown egg shell.

There are many races and creatures found in Candyland, some as travelers or adventurers, but the Egg-shaped Eggston is one of the few true native inhabitants. They are looked to for advice and often given minor positions of authority as they have an intelligence that is thoroughly respected though sometimes misplaced. They are keen to help visitors, and in some instances their advice will actually help. Many times their apparent sophistication is for naught, as they rarely admit that they do not know, and can give false information and not even realize it. Because of their dutiful nature, they rarely turn away from tasks that help defend their posts. The rare Eggston above 7 HD gain levels in bard, rogue, or fighter.

Higher Level HD

3 HD Acrobatics & Climb (Add 3 X HD to Jump and Climb Skill Scores), See Invisible, +1 Natural AC, +6 Skills Points
4 HD Gain +2 to any two ability scores, Immunity to Charm Spells, +1 Natural AC, Feat, +6 Skills Points
5 HD Immunity to Natural Poison, DR 3/Blades and Missiles, Gain +4 on Fae & Bard reaction checks, +6 Skill Points
6 HD Gain +2 to any two ability scores, +1 Natural AC, Feat, +6 Skill Points 
7 HD Gain +2 to any two ability scores, SR 15, DR 5/Blades and Missiles , Feat, +6 Skill Points

See Invisible (Su): Due to their keen senses, they have a 85% chance, before rolling a perception check to determine if there are invisible creatures in their line of sight. This increases to 95% if the creature is within twenty feet of them.

Bonus to Jump and Climb skills: Eggston are very adept at quickly moving around, getting a bonus equal to three times current HD to their base skill before rolling d20. They get these adjustments 2 + Cha bonus

Immunity to Natural Poison: Immunity to natural poisons found in the woods - usually from animals or reptiles and those directly from plants. This gives a +4 to  manufactured poison saving throws.


Sunday 14 February 2016

Cupid - small angelic figures

These small angelic figures inhabit temples and places that serve alcohol. Their main task is to find people willing to take on holy tasks, but they have a weakness for supporting lonely hearts into finding mates. While not confirmed, many believe that children can see them, even if they invisible.

Cupid                CR 4
CG* Small outsider (native)
Init +3; Senses Darkvision 60 ft, low-light vision; Perception +16

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 Natural, +3 Dex, +1 size)
HP 32hp (5d8+10 con)
Fort +3, Ref +4, Will +3
DR 10/magic;

OFFENSE
Speed 20 ft., Fly 50 ft. (Good)
Melee: Unarmed
Ranged +3 shortbow +10  (1d4)

STATISTICS
Str 8, Dex 17, Con 14, Int 13, Wis 8, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank, Precise shot, weapon focus (short bow)
Skills: Bluff +11, Fly +25, Knowledge (Religion)+15, Perception +16, Sense motive +14

Languages Common, Elven, Faerie.

ECOLOGY
Environment Obelisk (Non-Evil)
Organization solitary, pair, heart (4-7)
Treasure Usually Silver Coins or chocolate hearts

SPECIAL ABILITIES

Bonus to Emotion Based Spells: Gain +1 per their HD to any spells that affect emotions

Invisibility (Sp) Can turn invisible five times a day. Each time they shoot an arrow, they become visible until they re-use this ability.

Possess Other (Sp) A cupid's official task is to seek mortals to do missions for their heavenly patrons. They determine which of the faithful can best accomplish a task and then try to steer them back to their patron's temple. The most used method is to possess them for short periods of time (10-20 minutes.)

Enchanted Arrows (Sp)  They are armed with magical short bows that shoot arrows that can either damage the flesh or the heart.  A cupid can utilize 2+Cha Bonus magic arrows every day, created when the arrow is knocked.  Those struck by a cupid’s arrow are struck as if by a spell-like ability at a caster level equal to the cupid’s Hit Dice. All saves are Charisma based.

Some of the varieties of cupid’s magic arrows are:

Dream - Fall into a deep slumber for 10-60 minutes, Will DC 14

Love - Fall for the nearest person they are looking at, having a -5 to suggestions (or polite requests) made by the same person for the next 24 hours, Will DC 17

Misery - Lose all interest in any positive interaction, wishing to imbibe alcohol or similar substances for the next 20-200 minutes, Will DC 15


Cupids are small angelic spirits best known for helping lovers find their mates but they have many magical skills.  They are found in many temples or small pubs looking to help the faithful in tasks. When flirting about a city, they will often use their magic to help out various causes.  They are rumored to have many other arrows with emotion affecting magics. While their primary job is not to make mortals fall romantically for each other, they have a weakness for lonely people and try to make them happy.

They have a very strong affection for children and will usually take time to play with or inspire them to engage in artistic endeavors. It is often said that children can see through a Cupid's invisibility.

Oddly, they have a changing alignment, it teeters between neutral and good, dedicated and free. Despite this they have free reign in many good temples as they are rarely seen as a misaligned force.  

Saturday 13 February 2016

Oompa-Loompa

Have used these a few times in my games, usually as slave labor in a dark twisted dungeon. These are mystical candy-makers, often found in factories anywhere in the Prime or Outer Planes.

Oompa-Loompa

Small Sized Humanoid
Hit Dice:                    2d8 (9 hp)
Initiative:                    +2
Speed:                        20 feet (4 squares)
Armor Class:               13 (+2 Dex +1 size), touch 12, flat-footed 11
Base Attack/Grapple: +0/-3
Attack:                        Slam +2 melee (cudgel 1d3)
Special Qualities: low-light vision, teamwork
Saves:                         Fort +1, Ref +3, Will +1
Abilities:                    Str 10, Dex 14, Con 10, Int 12, Wis 11, Cha 15
Skills:                         Craft (any) +3, Perform (Any) +5, Profession (Chocolatier) +5
Feats:                          Skill Focus (Any Candymaking Skill)
Environment:              Any (Loompaland or candy Factory)
Organization:              Usually in a Workteam (5-8)
Challenge Rating: 1
Treasure:                    Standard, items
Alignment:                  Usually Lawful Neutral
Level Adjustment: Most Gain Levels as Craftsman (Rogue or Bard 10th level Max)

Skill Focus (Candy creation): They have a long history of working with confectionery, gaining +3 in any related profession.

Teamwork: Gain +1 bonus on manual skills performed with their kin. They can gain a bonus up to the number of their kin working with them, normally five for projects.

Oompa-Loompae are known for their small size, colourful hair, orange skin, and white pants with loud boisterous voices. They are mischievous, love good-nature practical jokes, and singing. While not actually fey, they have a personality that fits in with them. They also get along with dwarves and halflings as well. While not always keen for humans, they do appreciate craftsmen who dedicate themselves to an art form.

The few of their kin who do not specialize in candy making usually become rogues and bards.to help take care of their factory home. Rogues take care of security, setting up traps to stop intruders. Bards to encourage the workers and but occasionally to help stop misfits that have found their way into the factory. They also accept small sized humanoids to assist them in their homes - such as halflings, fey or dwarves if they show talent in confectionery or magic.

Though it has never been proven, many believe the Oompa-Loompa are heavy drinkers. There are many unsubstantiated stories of balooshes (beer bashes) that happen at night when the factory is closed, as the fey from Santa's workshop and rabbits from the High Bunny's Warren come over for events.

Friday 5 February 2016

Dral (Shadow Elves)


As much as I adored the Dark Elf stories, that's not really the type of elf I like to use. These forest elves are intelligent, hard-working and very social. They are unlikely to back down from an honorable duel. Their numbers are low but they have many allies willing to come to their aid - though they have never actually needed it.

Dral (Shadow Elves)

NG Medium Humanoid
Init +3 Senses Perception +4

DEFENSE
AC 16 touch 13, flat-footed 13 (+3 Dex, +3 Leafy Armour)
hp 9 hp (2d8)
Fort +3, Ref +3,Will +1

OFFENSE

Speed 30 ft.
Melee Scimitar +5 (1d6)
Ranged Long Bow +5 (1d6)

STATISTICS

Str 10, Dex 16, Con 10, Int13, Wis 11, Cha 15
Base Atk +1 CMB +2 CMD 15
Feats Point Blank Shot or Weapon Finesse
Skills: Craft (Any) +3, Perform (Any) +3, Knowledge (History) +3, Diplomacy: +3 Perception +4

Languages: Fey, Dral, Common
Location: Primarily Oromos Wood (Only known Homeland)
Organization: Pair, Patrol (3-9) or Tribe (600+)
Treasure: Standard

A dark hued elf with black hair, wearing dark green leafy armor and armed with a scimitar approaches.

Dral or sometimes Tree-Shadow Elves are dark-skinned elves with a deep interest in music, lore and all things fey. They collect books, scrolls and scrying devices, but pay most handsomely for diaries or other pieces of historical antiquity. Honorable to a fault, and have kept a 1,000-year pact with the Oromian monarchy. They resent intrusion into their forest-homes and repay it with deadly action. They sometimes invite bards, clerics or wizards into their homes to share or trade information. These elves are wonderful musicians – but they rarely perform for others.

Some humans who are unaware of Dral society and their honour-bound oaths sometimes get them mixed up with strange Fey stories of underground, evil savages living in huge cities. Drow society has never existed on Nyssa, although individual Dral may be evil.

Scimitar and bow are their primary weapons but they have the ability to manipulate sound. Due to their hiding skills, nobody can truly threaten a Dral in a forest if they want to remain hidden.

As Characters
+2 Dexterity, +1 Charisma, -1 Strength
+1 Scimitar or bow
Other abilities per standard elf

Preferred Classes: Bard, Druid, Ranger, Rogue, Sorcerer, Wizard (Enchanter)

Dral usually have twelve levels in any one preferred class. If they deviate or take dual class, they are limited to 10th level.

1st level: Envelope in Shadow (+5 to Hide in Forest Shadows)
3rd level: Audible Glamour (1+cha bonus/day)
5th level: Audible Repetition  (1+cha bonus/day)
7th level: Audible Damper   (1+cha bonus/day)
9th level: Freedom of Movement

Audible Glamour: Create Sound; DC 12 to recognize fake sound
Audible Repetition: Repeat one word to create an Enthrall effect; DC 15 to avoid
Audible Damper: Reduce sound range by half; +10 on an opponent’s perception check DCs
Freedom of Movement: As per the spell of the same name in their natural terrain

Monday 1 February 2016

Time Lord (Fantasy) Prestige Class

There are stories told of a Madman with a box that travels across time and space, visiting, learning and helping others. The Time Lord is a class to capture the whimsy and skills of a character that I have followed for so very long. Since my preferred game style is fantasy, I've had to tweak it to fit within that vision instead of the standard sci-fi universe thing.

Time Lord 

Requirement: Int 20
Skills: Any three knowledge skills at 10+
Special: Must have traveled to at least three Outer Planes

Oath: Membership to the Time Lord's Circle
Alignment: Any non-chaotic or non-evil

Typical Skills: Bluff, Diplomacy, Disable Device, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (Any), Perception, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Use Magic Device

Hit Points: Gain 1d3 every level
Gain 6 skill points every level.
If they were spellcasters before becoming a time lord, they gain spells at the levels indicated

Abilities
Level 1  Gain Time Lords Spells, Tardis Access, Gain one spell level
Level 2  1st Dimension Access; Gain any one Tardis power
Level 3  Gain 6 Knowledge Skill Points, +2, Greater Regeneration, Gain one spell level
Level 4  2nd Dimension Access; Gain any one Tardis power
Level 5  Gain 6 Knowledge Skill Points, +2, Greater Dispel Magic, Gain one spell level
Level 6  3rd Dimension Access; Gain any one Tardis power
Level 7  Gain 6 Knowledge Skill Points, +2, Call Upon Allies, Gain one spell level
Level 8  4th Dimension Access; Gain any one Tardis power
Level 9  Gain 6 Knowledge Skill Points, +2, Reroll any skill check (once), Gain one spell level
Level 10  Access any Dimension or Tardis Power, Gain additional spell level

Time Lords Spells: Has unlimited casting of these spells every day, no components are required
Speak Other - Speak any one creature's spoken language at a time.
Summon Common Item - Summon any item worth less than 5 gold pieces
Object Reading - Learn about an objects history, composition and other details
Heal Other - Can heal other living creatures (+3d6) once per their wisdom modifier a day. Creatures can only be healed once a week in this fashion.

Knowledge Skill Bump: Time Lords are well traveled and highly knowledgeable about many things, they gain additional knowledge skills as they adventure. The can add +6 knowledge skill points per the levels listed to any areas. the typical chosen are Arcana, Engineering, and Planes. Regardless of which they choose, no more than 2 free knowledge skill points at any level to any individual skill.

Tardis Powers
Identify Portals: DC30 to determine destination location of the portal; DC40 to identify exact location
Open Portals: Roll versus portal lock DC to open the portal
Disable Portals - Roll versus portal lock DC to open the portal
Change Portals - Can change a portals final destination for the next immediate trip, Must be a location that the Time Lord has been to before
Remove Portals: Roll vs Portals to either close or destroy a travel gate
Create Portal: They are able to create a temporary travel gate, to be able to come out of any portal. It must be on the same material plane

Dimensional Access: A dimension is a portal, that has an access to all reality. All worlds fall into a perspective, and once you gain access, you can travel there. Unlike with regular portals, once you get access, you can, in theory, triangulate to travel to any point you want. Once you travel to a plane, you cannot redirect. For example if you travel to the Beast Plane, you cannot skip to a different point in the same plane. Roll 1d000, for the percentage you are to your exact goal.

Material Plane - All Material Planes are Zero Dimensional, meaning any Tardis can access them
Transitive Planes - 2nd Dimension
Inner -  1st Dimension
Upper -  1st Dimension
Balance - 2nd Dimension Access
Lawful - 2nd Dimension Access
Chaotic - 2nd Dimension Access
Time 1-10 years - 2nd level Access
Time 100 years - 3rd level Access (requires Time 1-10 Access)
Time 1000+ years - 4th level Access (requires Time 10-100 Access)

Greater Regeneration - Death does not stop Time Lord, at this point, either your body will regenerate you or the mortal world will regenerate an entirely new physical body. It will take one week to fully regenerate. You can only regenerate a number of times equal to your original constitution score when you first became a Time Lord.

Greater Dispel Magic- Gain a Greater Dispel Magic, Spell or Enchantment - 3/day; Gain +20 on spell checks to dispel or cancel opposition rolls

Call Upon Allies: Once a day, a Time Lord can reach out to any ally for aid or advice. This can be anyone that is not an enemy met in their adventures. Either use NPCs or allow Time Lords to have a retinue equal to their charisma score.

Re-roll any Dice Roll: Re-roll any failed non-combat related skill roll - once regardless of the normal consequence for failure, If in the middle of combat, they may have to make other rolls first,

Tardis Access: Few non Time Lords understand what this mystical item that enables the Lords to travel as its a Universal Gate Key, usable to open any Portal Gate. They travel through known and virtually unknown gates that are scattered throughout every mortal world. A small number have access to portal device so they can create a portal, but most use their gate key to travel through cleric or wizard dimensional portals.  For most Time Lords, their gate key is a simple non-descript item, that is bonded to them. For the rare few, it will be a device that they can travel inside (such as a car or even a phone booth.)  They are the only group known to fully understand how to create a Tardis but there are a few non time lords that have access to a Tardis usually by stealing them from a dead Time Lord.

Time Lord's Circle: This is a select group of intellectuals who travel in order to learn about the past, as well as other races, magic and tradition. Originally they came from a singular world, but as their prominence grew, others learned their secrets, Time Lords from other world's eventually appeared. By Oath, they are not supposed to change or interfere with other cultures - and while they claim not to, history has proven otherwise. According to their own records, when they were first created they could travel the planes, but eventually they learned to travel in time as well. They have dedicated records and means to determine if time events have been changed. For the most part, they are invisible and unknown, but some experts do claim that they leave a subtle trail if you know how to look for them.

Wednesday 27 January 2016

Novarin - Dungeon Caretakers

The core idea for these creatures is kind of like petitioners for dungeons.  These are dungeon inhabitants, not monsters, not adventurers but people who look after the dungeon...picking up things, cleaning up the messes, etc. They should be neutral to both sides of the adventuring game, neither to help the creatures or the adventurers. Fun to use when the major scene is over and they come in to do some clean-up, see the adventuring party on spot, then have them make an awkward exit.

Novarin

N Medium Humanoid
Init +2 Senses Low-Light Vision, Perception +4

 DEFENSE
AC 14 touch 14, flat-footed 12 (+2 Dex, +2 natural)
hp 11hp (2d8+2 con)
Fort +4, Ref +2, Will +0
Defensive Abilities   Dmg Rebound +1 / 2 levels for native creatures; +1/level for outsiders  

 OFFENSE
Speed 30 ft.
Melee Short Sword +3 (1d6+1)
Ranged Short Bow+3 (1d6)

 STATISTICS
Str 12, Dex 14, Con 13, Int 10, Wis 11, Cha 12
Base Atk +1 CMB +2 CMD 14
Feats Weapon Focus
Skills Acrobatics, Knowledge (Dungeon), Perception, Stealth, +4
Languages Dwarf, or Common
Typical Gear: Hammer, Bucket, Pitons, Rope, Lantern

 ECOLOGY
Environment      Always Dungeon or outside of a dungeon entrance
Organization      Group (3-6) or Clan (21-40)
Treasure Value  Poor, Quarter of the stated wealth of adventurers

Novarin are an odd group, humanoids whose job is to work at the most infamous dungeons in the land but not as raiders or even protectors but caretakers. They clean up messes, instruct visitors of the etiquette, clear bodies when they begin to reek, and try to keep vermin under control. They remain neutral in terms of the dungeon process as they are are not permitted inside of sealed or locked doors nor take treasure.

Only accidents or mortal creatures harm them in the dungeons that they care for as they have a damage rebound - the dungeon itself is taking care of them, harming those that hurt the Novarin. Evil creatures are fully aware of them and most just ignore them. Some try to torment the caretakers but the Novarin try to to be vigilant for illusions or other tricks that the monsters use. These evil creatures may get local mortal creatures to attack the Novarin, knowing they suffer less rebound damage. While threatened or ridiculed, the wisest of the Novarin understand that their job is not to serve the monsters but the dungeon itself as a living entity, so they refuse many orders that the monster inhabitants may try to impose on them.

They appear very similar to the local human population, but their eyes are pupil-less. Their hair grows in small circular batches on their head, never growing very long. Their skins brightly shine, especially in darkness thus most wrap themselves tightly in bandages when inside dungeons. Unwrapping their facial bandages is a highly personal act of trust, never doing so in front of creatures they do not trust. Their skins cannot be permanently marked even by tattoos, as their skin always repairs itself within a few days of cutting or marking.

Novarin appear as full adults at the dungeon they are to serve, within small villages that often appear outside dungeon sites. They seem to know the general areas of the dungeon by instinct but not the secret or hidden places. They do not willingly discuss the dungeon or its features. They state only vague generalities such as the rumors around the dungeon or creatures within, never confirming anything. One of the dungeon services they do provide are supplies, outside an entrance site, selling various items. Some of these items may be useful, some are not, it is based on what a typical adventurer will bring – not what is actually needed. This is one of the ways they can earn their own limited funds. Few adventurers should ever realize these little recognized vendors outside the dungeon are also inside it, doing maintenance.

No children or youth of their kind have ever been seen. Some claim that they are the offspring of adventurers caught in the bowels of dungeons, raised by a lawful entity until ready to serve. Others believe they are the reincarnated adventurers who died in a dungeon, nobody is sure and since the Novarin have no knowledge of their predecessors it remains a mystery. There is no stratum or level among the Novarin, all are equal, all serve the dungeon and do not give orders to each other, instinctively knowing their task for the day.

These humanoids serve active dungeons with willing adventurers and inhabitants regardless of the alignment of either. When dungeons are cleared of both monsters and treasure, their numbers start to dwindle as they seem to be reassigned to other locations. Some believe this means there must be a divine power with a portfolio of dungeons that either rules or controls the Novarin.

The overwhelming number of Novarin serve their dungeon faithfully but a few take risks for personal gain. If caught by their kin, they can be stripped of their status as dungeon inhabitants. These forsaken individuals must turn away from dungeons as every door, trap or mechanism fails in their presence, not just their own but in every dungeon they enter.

2 HD Damage Rebound 1 / 2 HD; Open Door or Portal; +5 skill points; +2 to any ability score
3 HD Charm Person (3/day);+5 skill points; feat
4 HD Damage Rebound 1 / HD; +1 in Natural AC; +5 skill points; +2 to any ability score
5 HD Dimension Door (200 feet); +5 skill points; feat;  +1 in Natural AC
6 HD Double Rebound (2/day); +5 skill points;
7 HD Charm Monster (3/day); +1 in Natural AC; +5 skill points; feat; +2 to any ability score
8 HD Charm Fey (3/day); +5 skill points; +1 in Natural AC
9 HD Triple Rebound +3 dmg (3/day);  +5 skill points; feat
10 HD Charm Elemental or  (3/day); +3 in Natural AC; +10 skill points; ; +2 to any 3 ability scores

Novarin continue this racial ability chart when they gain levels. For the few that reach the highest HD, they can choose to gain new levels as fighter, rogues but bard, cleric or sorcerer is also possible. Except for the forsaken, no Novarin chose other classes until they complete this listing.

Open Door: When in their native Dungeon, Novarin can mentally open or close doors within 200 ft.

Damage Rebound: One of their main defenses is that the dungeon gives them a type of damage rebound, any time they are damaged (by spell or weapon), one half their HD level is reflected back onto their attacker each round. Foes only take this type damage once a round, regardless of how many Novarinn they hurt in any given round. At higher levels, they can temporarily increase the rebound damage inflicted (double at 6 HD, triple at 9 HD) for the same number of rounds as their HD. Outsiders automatically suffer an increased multiplier, so at 4 HD, they suffer two damage per HD instead of 1 damage, etc.

Charm Person (or Monster, Fey, Elemental): For the most part, they allow monster or animal or adventurer to do as they wish, however, if creatures interfere with their activities, they can use their magic charming to convince them to depart.

Dimension Door: As per the spell of the same name. They get another casting every two additional levels.

Wednesday 20 January 2016

Spire Giant

Spire Giant

N(E) Giant                CR 14
Init +1 Senses Perception +10

 DEFENSE
AC 22 touch 11, flat-footed 21 (+2 Leather Armor, +11 natural) 
hp 142hp (15d8+75 con)
Fort +14, Ref +5, Will +7
    
 OFFENSE
Speed 40 ft.
Melee Slam +21 (2d10+10) 

 STATISTICS
Str 31, Dex 10, Con 21, Int 6, Wis 14, Cha 8
Base Atk +11 CMB +21 CMD 32
Feats: Awesome Blow, Cleave, Great Cleave, Improved Sunder, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +16, Jump +15, Intimidation +15, Perception +10, Survival +12 
Languages Giant, Common or one other local (Dwarven or Jahlen most common)
SQ Low Light Vision, Elemental Resistance (20), Unnamed Magical Resistance (20), Immune to Necromancy or Undead spells or effects

 ECOLOGY
Environment      Spirelands
Organization      Solitary or Group (3-6); Tribes rarely have more than 100 members
Treasure Value   Quarter Standard

This is the default giant-kin on Nyssa, a brute which is both gentle outside battle but savage in combat.  Standing 20 feet tall and weighing more then two tons, these giants are a sight to behold. Incredibly strong and physically in proportion to humans. Most mimic in a very general way, the local human population lifestyle.

They are among the most destructive creatures known when provoked or hungry. They usually reside in remote caverns and spires, and are utterly despised for their unceasing hunger, hunting all animal life in the region around them. When an area is depleted, they move on to find a new hunting ground. It usually takes a giant clan 10-20 years before clearing a 500 mile radius of all life. Spire Giants fear nothing and attack all animal life they encounter. One of the most dangerous consequences of these giants moving into a new area is their constant attack on ice-jammers (ships) by bombarding these vehicles with rocks and spears. While it is rarely successful in destroying a vessel, it certainly does tend to limit travel to those regions. Perhaps the only benefit to Spire Giants invading an area is their their ability to devour any type of carrion or corpse. They are one of the few creatures known to consume corporeal undead (ghouls, skeletons); thus when they clear out a region it is virtually empty of all moving entities not smart enough to hide or too slow to run.

While far from intellectuals, spire giants are not mindless. These creatures organize patrols, and are selective before moving to a new area. Manically violent when hunting, they are peaceful around kin, they care for and educate their young, rarely engage in group fighting and even attempt artistic endeavors. The few treaties they have made, they devoutly keep. However they are usually paid off with food, and when the food runs out they tend to go back to hunting everything in sight. Rangers and druids understand it is their hunger that drives their impulses - and while they are quick to attack a ship or caravan, small groups can beseech them for favors or to work for a cause.

Elemental & Magical Resistance: Spire Giants have 20 resistance versus any type of elemental and unnamed magical damage.

Wednesday 13 January 2016

Prestige Class - Cult of the Vine (Unholy Drunks)

Cult of the Vine

Cult of the Vine is a low-level menace found in virtually every city on Nyssa and are especially active in the warmest parts of the domain. They believe intoxication is a divine state of being and most would prefer to be inebriated as often as they can. While not seen as a grave threat, many communities are torn apart by their celebrations. Their history and lack of culture makes other groups find them distasteful. Even worse they have significant connections with evil groups. Their presence does portend significant dangers.  Many lawful groups ban them but do not actively pursue them, trying to make it more difficult for them to meet or gain new members.

They exploit their members to gain abilities to temporarily boost their capacity to enable them to commit acts. Very few common members understand that this group has dark, twisted intentions as most just associate them with wild, fun communal events. Virtually everything they do is to sow mistrust and dissension so the cult and their allies can grow in their power.

Role: To share their love of excess, engage in fun activities and to watch for signs, then report what they see. Most times, it is meaningless, but these cultists always seem to be watching and preparing for a time to strike their foes down.

Alignment: Any non-lawful or good. They are chaotic by nature.

Hit Dice: D6

Requirements: To qualify to become a Vine Cultist  a character must fulfill all the following criteria.

Base Attack Bonus: +1
Skills: Acrobatics 3 ranks and Perform 3 ranks or Knowledge (Religion) +2 and Knowledge (nature)

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Beer or Winemaking) Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering), Knowledge (nature), Knowledge (Religion), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Attack and saving Throws as a rogue

Class Features: They gain no new weapons or armor

Cult of the Vine

1st: Hideous Laughter (1 + 1/cha bonus), Feat, +6 skill points
2nd: Drunken Rage 1/3 levels; Bonus to Poison Saves (+2), +3 skill points, Gain +2 to any ability score
3rd: Share Damage 1; Share a Drink Effect, +3 skill points, Feat
4th: Hideous Shaking, Debauchery 1/day, +3 skill points
5th: Share Damage 3;  +3 skill points, Gain +2 to any ability score, Bonus to Poison Saves (+5 to saving throws)
6th: Drunk Dance (1/day, ten round max);  Hideous Stare, +3 skill points, Feat
7th: Touch of Drunkenness, Debauchery 3/day, +3 skill points
8th: Share Damage 5; Immunity to mind-affects , +3 skill points, Gain +2 to any ability score
9th Share Damage 9;  +3 skill points, Feat, Immunity to Poison
10th: Debauchery 5/day, +10 skill points, Feat,, Gain +2 to any ability score

Hideous Laughter: Afflicts a subject with uncontrollable laughter as per the spell for 1+ 1/cha bonus rounds. Victim can save every round to avoid. DC 10+Caster Level+Cha Bonus

Drunken Rage: The same as a barbarian's rage, except they can only induce this if they are drinking. It takes one round to be in affect. They do not need to be actually drunk, but once they are in the drunken rage, they cannot exit it until combat is over. They collapse for two times the number of rounds spent in rage induced combat.

Share a Drink: This is a ritual that has long been utilized but rarely recognized unless it's too late. Anyone who shares a drink with a cult of the vine member, has a 24 hour reprieve from taking actions against that cult member, equivalent to a charm person spell. There is no saving throw against the effect though magic resistance is effective. At the end of the drink, the cult member usually announces the effect. If the cult member, leaves without making the announcement, then the effect is nullified. If the drinker leaves and they break the social protocol, or they are not otherwise coerced or tricked, the charm effect is still in place. This trick rarely works more than once, although it could work with another cult member.

Hideous Shaking: Afflicts the subject with uncontrollable shaking, causing victims to take -4 to their dexterity, checks and move at half speed. Victims can save every round to avoid. DC 10+Caster Level+Cha Bonus

Debauchery: Cult of the vine members can psyche themselves up to perform acts of vileness or danger. They can add +3 to any wisdom saving throw or  ability check if they can spend one round preparing themselves. They can hold this advanced save adjustment for the next situation that calls for that roll, but if an unavoidable situation happens, they will use that bonus even if its not what they intended. At 7th level they can gain a +4 to their wisdom save, at 10th level this increases to +5.

Drunk Dance: While looking drunk and awkward, they are incredibly focused on completing their tasks.  They gain +6 to dexterity skill checks and +2 to reflex saving throws.

Hideous Stare: afflicts the subject with an impenetrable and uncontrolled stare, doing nothing else for 4-6 rounds. Victim can save every round to avoid.  DC 10+lev+Cha Bonus

Touch of Drunkeness: Victims who are touched, immediately feel inebriated, they begin to sway, talk loudly and take -4 on dexterity or strength checks due to awkwardness, -2 on attacks, (stacks with dexterity loss). They can take one round to calm down taking no physical action, and they can make a saving throw to throw off the drunken effects. DC 10+lev+Cha Bonus

Gain Bonus to Poison Save: Cult of Poison members prepare themselves by building up a significant range of poisons they have build up resistances to. At 9th level assume they have immunity to any poison that has a DC 24 or under.

Share Damage:  Just as the crowd somehow seems to share mindful tactics, those involved in the cult of the vine divide damage among themselves. They pass along damage to other cult members that are within 20 feet, they can pass one point of damage every round that they take damage. They can do this automatically once every round as long as the recipient would not die or be incapacitated by this damage. At higher levels, they can share more damage, but no recipient can take more than 1 damage any round. For example, if they share 3 damage, none of those members would have been inflicted shared damage from a different cult member that round.

Shared Damage 1 Range: 20 ft
Shared Damage 3 Range: 25 ft
Shared Damage 5 Range: 30 ft
Shared Damage 9 Range: 50 ft

Tuesday 5 January 2016

Corunus - Nevesh district within Mandos

Corunus

A city within the Nevesh district, on the South-Western edge of Mandos. Well known for its many sea battles to put down several races on the Desolate Seas. It has a sizable navy made up of both official navy ships as well as free-ships hired upon the need. Officially they are still at wars with the elven tribes, but they do not openly attack or suppress them anymore, unless they cause issues in the city itself. Other Mandorrian districts look down upon them for their less than strict discipline, but the Nevians tend to ignore them, as they are given no backlash from the Mandorrian High Lord.

Long ignored rumors about powerful undead in the city itself are starting to show themselves. Some rather gruesome murders have been committed recently, high-ups are unsure if they are connected or not. There is less than stable peace with connected pirate ships that have been working with the navy, many are starting to complain their coin purses are growing very light.

Corunus: capital city of 200,000, Mandorrian city
Obelisks: Japeth, Quanna, Casna, Keran; Temple of Keran
Horn Maze, Statue Garden, Fountains, Snake Maze
Towers: Song, Spell, War, Watch, Guild, Sorrow, Silence

LE Large City
Corruption +3; Crime +2; Economy +2; Law +3; Lore +1; Society +1
Qualities notorious, prosperous, rumormongering citizens, superstitious
Danger +20
DEMOGRAPHICS
Government autocracy
Population 200,000 (150,000 humans; 20,000 dwarves)
MARKETPLACE
Base Value 27,200 gp; Purchase Limit 200,000 gp; Spellcasting 8th

Noble Families:
di Corleon: Tharon noble family that promotes smuggling
di Manzanna: This Tharon noble family is into racketeeting, smuggling
di Vaza: Tharon noble family, heavily indebted. Owes lots of favors to smugglers and gamblers
di Vladaam: This Tharon Noble family runs the towns bureaucracies.
di Jammare: Tharon Noble family known for their smuggling.
di Van Deth: Tharon Noble family, well known for capturing and training animals, many are rangers or city knives (thieves)

Random Humanoid Encounters
01-70  Human
71-75   Dwarf
76-80  Tenderfoot    (Halflings, city based, great artists and craftsmen )
81-82  Lizardith       (Lizardmen, highly educated. Disdain armor, beautiful crafted magical weapons)
83-84  Elf                 (Wild elves great with bows)
85-86  Sylph            (Graceful, Winged Fae Humanoids, Skittish, always want to be travelling)
87  Goblin                (Gray skinned outcasts, Used as sewer servants, some are wickedly smart)
88  Ogren                 (Mostly civilized Ogre Brutes, Very strong,some are quite artistic. Peaceful.)
89  Rogue Modron   (Accidental machine outcast from Outsider Lawful Plane)  
90  Shandar-Kai       (Very thin, black wearing city dwelling rogue fey. Wickedly twisted humour.)
91  Minotaur            (Large, Strong, but loyal Fighter. Prefer to hunt in wild hunts or in honor duels)
92  Gnoll                  (Former slave race, evil tendencies, can be quite accomplished craftsmen)
93  Quillian              (Humanoid Purcupines can throw their quills, many are rangers or druids, )
94  Jahlen                 (Golden Horned Ram Humanoid, Minotaur-Kin)
95  Charr                  (Pale skinned humanoid hunters with magical armaments)
96  Gargoyle            (Winged figures that haunt towers, fully aware - both good and evil aligned)
97  Necrites              (Undead appearing humanoids that have returned to full life)
97  Jackalla               (Furred jackal humanoids that hunt undead, extremely lawful)
98  Phaetox               (Flame winged humanoids that cannot tell lies)
99  Clockwork          (Sentient Golem Mechanoid with freewill)
00  DM's Choice

Basic City Encounter Table - Daytime
01-06 Beggar or Poor Man
07-08 Favored of Keran
09-12 Cleric of Keran (4th - 6th)*
13-14  Undead usually chained (Low level only)
15-16: Tame    (Bird-Headed Humanoids)
17-18 Animals (Swarm, Rats, Insects)
19-20: Pet (Cat, Dog, Snake, Owl, Weasel, Daybat, large insect)
21-22: Cat Sphinx
23-25: Drunk (Roll Again)
26-28: Gentleman, Nobleman or Rogue (3rd-10th)
29-34: Guild Member or Craftsmen
35-36: Soldier or City Guard (1st-3rd)
37-38: Mercenary or Men at Arms (4th-6th) (Licensed to carry weapons)
39-40: Dancer, Harlot or Rogue (3rd-10th)
41-42: Professional Hunter or Ranger (4th - 8th)
43-45:  Laborer
46-55: Worker
56-65: Merchant
66-68: Nobleman
69-70: Busker
71-72: Animal Handler or Stabler
73-75: Sailor or Dock hand
76-77: Farmhands
78: Small Mob # 11-30 (children at play, upset workers, sport fans, protesters, etc)
79 -80: Visitors or Pilgrims
81-83: Silver Knight or Paladin (3rd - 8th)
84-85: Sorcerer (3rd - 6th)
86-88: Apprentice
89-90: Guild Officer
91-92: Disguised (Roll again)
93-95: Shapechanger (Lycanthrope, Doppleganger, Rakshasa, etc)
96+: DM's Choice

*Assume all NPCs are average 2-4th level in their field unless noted
**10% of all workers are dual classed rogues
***For a city or region in Mandos, assume all random religious figures or wizards have loyalty to the Dark Lord Keran

Random Building 
01       Artist
02-04: Bard, Busker or Entertainer
05-06: Apothecary or Herbalist  ^
07-08: Brewer
09-12: Baker or Miller
13-15: Mason, Construction or Wood Worker  ^
16-17: Offices (Advocate, Alderman or City Councillor)  ^
18-19: Weaver, Tailor, or Leather-Worker
20-22: Shantal (Free Prostitute)
23-24: Water Tower or Well
25-26: Pet-Master, Animal Handler or Taxidermist
27-29: Stables
30: Clocksmith  (Locksmith or Tinkersmith)  ^
31-32: Jeweler or Goldsmith  ^
33: School, Private-Expert, Lecturer or Teacher  ^
34-39: Bar, Tavern or Restaurant
40-45: Sailor, Dockworker or Labourer  ^
46-48: Library (Scribe or Cartographer)  ^
49-50: Psychic or Astrologer  ^
51-53: Barber, Stylist or Cosmetician
54:       Undertaker  ^
55-56: Hooper
57-58: Secretary, Butler or Herald
59-60: Labourer
61-65: Armoury (Blacksmith or Armourer) ^
66-70: Restaurant (Butcher or Chef)
71-73: Bank (Accountant, Moneylender or PawnSmith) ^
74:      Tobbaconist
75-76: Perfumer
77-80: Charcoil, Burning Oil or Fireworks ^
81-82: Brassworker ^
83-85: Gardener (Farmer or Flowerist)
86-88: Guilder  ^
89 -90: Servicing Industry
91-94: Music Hall
95-98: Auctioneer or Trader ^
99:       Known Location (see below)
00        DM's Choice.

 ^ - Usually considered a part of city or guilded union. Membership is limited and much more expensive to join ranks for training - their prices they charge are also much higher. Often have a vote on city guild decisions. Each city can have different listing.


Locations in the City

Unicorn’s Rest – cheap inn & pub. Lots of adventurers gather here. Always a few Minotaur wardens, paid by the owners. Cassannus: Elven Rogue, campaigner & former pirate spends his time here. All the serving women are very endowed. Many adventuring contacts are here.

Trollip: low-life bar, known spice hall. Many low level criminals reside here. Knights avoid it, as many have been poisoned here.

Scer’s Anvil: Dwarven run bar. K’Nerr

Zammo’s: This was once a movable citadel, apart of a great series of battles against the Tergen. Some say it was retired here, others claim it was broken and can no longer move until fixed. Many use it as a training site, for others it is a meeting point. Some clerics bring faithful members into the citadel to test them, many are driven mad.

Keen Axe: near the port district, Well known as a place knights and like-minded adventurers hang out. No official ownership and the menus change substantially quite often. While left alone, it is always well watched.

Red Bulline: very fancy restaurant and bar. Dram decorations abound. Well loved by clerics & faithful of Keran who often come here to dine in peace. Some illegal spices can be purchased here, but never actually consumed. Best place to find wine and other liquors in the town. While two clockworks maintain the peace. This is an unofficial guilder sanctuary – meaning there are few rogue types that would dare upset the calm here knowing what would happen to them. Used by high-level mobsters to discuss policies. Nazaan di Corleon (9th level Rogue/6th level Assassin) owns the bar, however Horvath di Corleon: 5th lev Rogue runs it.

The Silver Razor: a barber shop, is the best place to find information on the criminals. Run by a Phastian free-man named: Hassan ibn Kallin (human, N, rogue). The price for a shave is expensive (25 crowns) but they may ask questions and he often knows the best places to investigate. Hassan employs Mavanna & Killileo as grooms.

Tower of Delights: While not an official “pleasure guild” it is effectively one, as the proprietor runs it as one. This is one of the few areas where cult members hang out and are left alone. It is run by Delilah D’Evermore who appears as a thirty year old incredibly attractive and sharp-tongued madam; in truth she is an exiled Succubus. She treats her workers well and makes sure they are not harmed. Devious sexual activity has a high price but never reported, and the girls are paid very well. There are ten minotaurs and Reginna (Halfling female, Bard) keep the peace. Cost: 5 crowns to enter and unlimited drinks, Prices range from 5 – 50 crowns for service. There are no halflings working here, but there are young men. Delilah uses her brothel to hunt for powerful individuals and perhaps more importantly rumors. She has given powerful magical daggers to good aligned adventuring groups.

Obelisk of Casna: low obelisk with simple decorations and a small group of humble faithful. Osorii: 9 headed Purple Beholder acts as the High priest of Casna. He also acts as a judge for conflicts between nobles. He does not give sanctuary to those who break the law; very through with questions about why someone is seeking city asylum.

Tower of Sorrow: Internment of the dead happens here without formality or ritual, unless the mourners request & pay for it. Eilithieen a Jackalla cleric of Anubis controls the tower. She has a hatred for necromancers and will not bury them. The only people she meets with are adventurers who have encountered undead; for these groups she allow them to cast necromancer / information spells for detailed information on the undead they face. She will often lead undead raids herself. She believes leaders should lead by example.

Obelisk of Keran: a small but highly elaborate obelisk in the east of town. Run by Oppullin di Zeck (human, cleric of Keran) who only recently inherited his position. All services have a heavy fee attached, so much so that many others will request help from other clerics while in town. It is assumed he has a debt to pay off. He does not keep requests by the church of Keran - avoiding them.