Blog Archive

Saturday 5 March 2016

Thorne-Kin (Plant HD character race)

Thornes are a naturally growing sentient plant race found in my game world, their natural colours mimic the natural foliage of the area they reside in.  They see themselves as kin to other plants, and do their best to help protect them. Have small thorns throughout their skin which is a key defense. They also get excellent grapple bonuses at higher levels.

After reviewing my initial racial creature had to adjust them to a higher HD - the base plant defenses made them very powerful for a playable-type race at lower levels.

Thorne-Kin

Abilities: Wis +2, Con +2
Medium Size
Speed 30
Special Abilities: Darkvision, Speak with plant 1/HD every day
Feats Unarmed Strike or Weapon Focus (Club, Mace or Short Sword)
Racial Skill: +2 Climb, +2 Stealth, +6 Knowledge (nature)
Special:  no need for food; need normal human half water requirements and sunlight
Weakness: 2 hour per day must bask in sun;
Weakness: Speed is reduced by 10 ft  during the night or when underground in excess of 12 hours
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Languages: Common and Sylvan
Classes: Ranger and Druid are preferred classes
Alignment: NG or True N

Skills: Climb, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature, geography), Perception,                Sense Motive, Stealth, Survival,
Level Increase:  +4 Skill points, feats every other level, +1 AC every other level, +2 to any ability score every third level (3rd/6th/9th)

The Thorne are a plant humanoid race found in every forest on the realm but most common in areas that have a strong elven presence. They are medium sized green-skinned humanoid plant, but fully aware and capable of movement.

Most live quiet simple lives, tending not to get involved in political or commercial affairs. They reside in forests, and try to help their neighbours, especially to help keep balance in the area. Tend towards a passive lifestyle, uninterested in wealth or fame. Most Thorne think of all plants as kin, some are active and some more passive, though none are more important than anyone else. They come to their protection from over-eager lumberjacks. See the animal or avian inhabitants of their region as neighbours.

They do not tend to wear clothing in their rural habitat but may do so in urban areas to better fit in. Few use metal armor and shields, but they may use their feats to gain proficiency. They consume magical potions and use items created from plants, but will always make sure the plant was in its 'final cycle time' meaning if the plant was sentient (by their standards) it was willing to give of itself
as it didnèt have much time left. Some Thornes shy away from any object made from their related-kin but this is a minority. They fully understand the natural cycle and understand their least kin are consumed on a regular basis but since their cycle is short, this is normal and acceptable.

Thornes rarely come together in groups of more than ten except in times of danger. They realize they need to have their eyes and ears everywhere in order to better protect their kin. Have good relationships with elves, halflings, rangers but above all druids. Most quietly worship the gods, usually either the Lady of the Forest (Holon, N) or the Shining Light (Quanna, LG) most often both.

Thorne HD Advancement

4 HD: Skin of the forest, +1/ HD to stealth checks; Woodland Stride,
5 HD: Thorne Skin (+1 dmg for touch attack, +2 Grapple checks); Improved Grapple
6 HD: Animal friendship and Speak with Animals (1+1/charisma bonus/day)
7 HD  Plantspeech - non-verbal communication with any plant in a 500 ft radius (1 /day)
8 HD Thorne Skin (2-4 dmg for touch attack, +6 Grapple checks); Woodland Protector
9 HD Woodland Defenses
10 HD Throw Thornes (2-7 dmg / 50 foot area, 3+constitution bonus / day)
11 HD Hardened Thorne Skin (5-8 for touch attack; +12 to grapple)
12 HD Commune with Forest (500 mile radius; 1 /week );  +15 Skill points, Gain +3 to any 2 ability scores

Most Thorne that advance do so using this HD advancement table. If they take standard character classes before 12 HD, they cannot take new natural HD levels.

Skin of the forest: Their coloration matches the natural foliage of a forest, giving them a +1 bonus / HD to their stealth checks

Thorne Skin: Similar to many natural flowers, their entire body grows small defensive thorns. They cause damage by coming into contact with predators. This also gives bonuses to grapple checks.

Woodland Protector: Can infuse a small spark of their sentience to a plant defender. Must take 2 months to grow and teach the golem. Appear as a vaguely humanoid walking plant. Most are stationary, most do not travel with their Thorne, but stay in a primary lair. This is the base woodland protector, some get help from other Thornes or allies to grow larger and stronger versions.

AC           15   (+3 Natural, +2 Dex)    
Move       30    
HD           5 HD 
Attack       +6 / 2-8 dmg (Fist)
Str 15    Con 15     Dex 15     Int 5   Wis 10    Cha 5
Special Defenses: Regenerate 1 hp / hour

Woodland Defenses: Gain +3 on AC and saving throws when in natural foliage, as the plants help protect their kin. Gain this benefit (2+ charisma bonus/day)  

Throw Thornes: Have a 50 feet range, doing 2-7 damage

Thursday 3 March 2016

Last Characters


These are the last characters for an upcoming con.

Pezzeno
Male Human; Medium Humanoid ( Human ) Rogue8
 Hit Dice:  (8d6)+8 Hit Points:  47 Initiative:  +4
Speed:  Walk 30 ft. AC:  18 (touch 14, flatfooted 18)
Attacks:  *Silver Dagger +8/+3; *Silver Dagger (Thrown) +11/+6; Shortbow +1 (Composite) +14/+9;
Damage:  *Silver Dagger 1d4; *Silver Dagger (Thrown) 1d4-1; Shortbow +1 (Composite) 1d6+2;

Sneak Attack Backstab 4d6 dmg
Special Qualities:  Evasion, Humanoid Traits, Improved Uncanny Dodge, Trapfinding, Trap Sense, Uncanny Dodge, Weapon and Armor Proficiency

Saves:  Fortitude: +3, Reflex: +10, Will: +3
Abilities:  STR 12 (+1), DEX 18 (+4), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)

Skills: Appraise: 5; Balance: 11; Bluff: 7; Climb: 6; Decipher Script: 5; Diplomacy: 8; Disable Device: 6; Disguise: 6; Disguise (Act in character): 8; Escape Artist: 8; Forgery: 5; Gather Information: 6; Hide: 8; Intimidate: 8; Jump: 7; Listen: 6; Move Silently: 9; Open Lock: 9; Ride: 4; Sense Motive: 5; Sleight of Hand: 10; Spot: 11; Swim: 5; Tumble: 13; Use Magic Device: 7; Use Rope: 8;

Feats:  Armor Proficiency (Light), Point Blank Shot, Precise Shot, Rapid Shot, Simple Weapon Proficiency, Weapon Focus (Shortbow)

Alignment:  Neutral Good
 Possessions:  Eyes of the Eagle (Single Lens); Bracers of Archery, Greater; Silver Dagger; Cloak of Charisma +2; Mithral Shirt; Shortbow +1 (Composite);

Pez was a quick thinking merchant who realized the amount of money he could make by focusing on city dungeons, but was captured and put to work by dark dwarves. After escaping he vowed revenge, he eventually found redemption from his chaotic thoughts. He does not need to work anymore but he does so to get favors for nobility.

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Zenek
Male Halfling; Small Humanoid ( Halfling ) Ranger8
 Hit Dice:  (8d8)+16 Hit Points:  61
Initiative:  +3 Speed:  Walk 20 ft.
AC:  24 (touch 16, flatfooted 21)
Attacks:  *Rapier +2 (Small/Ironwood (+1)) +15/+10;
Damage:  *Rapier +2 (Small/Ironwood (+1)) 1d4+2;

Special Attacks:  Favored Enemy (Aberration), Favored Enemy (Giant)
Qualities:  Animal Companion, Humanoid Traits, Racial Traits, Swift Tracker, Two Weapon Fighting Combat Style, Weapon and Armor Proficiency, Wild Empathy, Woodland Stride

Saves:  Fortitude: +9, Reflex: +10, Will: +5
Abilities:  STR 10 (+0), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)

Skills:  Climb: 5; Climb (Using a rope): 7; Concentration: 2; Handle Animal: 6; Heal: 5; Hide: 12; Knowledge (Dungeoneering): 4; Knowledge (Geography): 3; Knowledge (Nature): 6; Listen: 12; Move Silently: 11; Ride: 11; Spot: 10; Survival: 12; Use Rope: 8;

Feats:  Armor Proficiency (Light), Dodge, Endurance, Improved Two-Weapon Fighting, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier)

Alignment:  Neutral Good

 Possessions:  Rapier +2 (Small/Ironwood (+1)); Ring of Force Shield; Celestial Armor (Small);
Magic Item Prepared Spell List:  Ranger (CL 8):              
Ranger - Spells per Day: (0/2/1 :12 + spell level);

Level 1: Animal Messenger, Delay Poison, Detect Poison, Entangle, Hide from Animals, Magic Fang, Pass without Trace, Speak with Animals, Summon Nature's Ally I

Level 2: Barkskin, Cat's Grace, Cure Light Wounds, Speak with Plants,

Zen was always a wanderer, finding his way into different places and making allies. Knows a dozen languages, he loves to drink to excess, and steal from a good friend hiding an item and promising that it wasn't him. His friends know his mischievous side - but he is always the first one into battle to help his allies.

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Inthek
Male Half-Orc; Medium Humanoid ( Orc ) Monk8
 Hit Dice:  (8d8)+8 Hit Points:  49
Initiative:  +4 Speed:  Walk 50 ft.
AC:  18 (touch 15, flatfooted 18)

Attacks:  *Sai +2 +11/+6; *Sai +2 (Thrown) +8/+3; *Flurry of Blows +8/+8/+3;
Damage:  *Sai +2 1d4+5; *Sai +2 (Thrown) 1d4+2; *Flurry of Blows 2d6+3;
Vision:  Darkvision (60 ft.)

Special Attacks:  Flurry of Blows, Ki Strike

Qualities:  Darkvision, Evasion, Humanoid Traits, AC Bonus, Fast Movement, Orc Blood, Purity of Body, Slow Fall, Still Mind, Weapon and Armor Proficiency, Wholeness of Body

Saves:  Fortitude: +7, Reflex: +6, Will: +9
Abilities:  STR 17 (+3), DEX 11 (+0), CON 12 (+1), INT 11 (+0), WIS 16 (+3), CHA 9 (-1)

Skills:  Balance: 7; Climb: 8; Concentration: 6; Diplomacy: 4; Escape Artist: 5; Heal: 3; Hide: 5; Jump: 18; Move Silently: 5; Sense Motive: 3; Survival: 3; Swim: 3; Tumble: 7
Feats:  Blind-Fight, Combat Reflexes, Exotic Weapon Proficiency (Sai), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Stunning Fist
Alignment:  Lawful Good

Possessions:  Amulet of Natural Armor +3; Sai +2; Belt, Monk's; Flurry of Blows;

A dishonored slave, he was forced into a deadly arena to be sacrificed for the amusement of the crowd along with a dozen other prisoners. He did not flinch, merely kneeling down and accepting his fate. The monks of the Purple Zeal rescued him and began to teach him their ways. He failed their test to join the order - but has soaked up their training becoming an unofficial member and a representative for the lower classes. His Order volunteers him out for missions to be the lawful sneak. His two rules - no slaves and no poison. He doesn`t know the Zeal will change their bylaws at his request to accept him as a full member...but he must come to them to ask.

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Lezza Lethe Female Halfling; Small Humanoid ( Halfling )
Druid8 Hit Dice:  (8d8)+24 Hit Points:  74
Initiative:  +3 Speed:  Walk 20 ft. AC:  18 (touch 14, flatfooted 15)
Attacks:  *Sickle +1 (Small) +6/+1;
Damage:  *Sickle +1 (Small) 1d4-1;

Special Qualities:  Animal Companion, Humanoid Traits, Nature Sense, Racial Traits, Resist Nature's Lure, Spontaneous casting - Summon Nature's Ally, Trackless Step, Weapon and Armor Proficiency, Wild Empathy, Wild Shape, Woodland Stride

Saves:  Fortitude: +10, Reflex: +6, Will: +10
Abilities:  STR 7 (-2), DEX 18 (+4), CON 16 (+3), INT 12 (+1), WIS 17 (+3), CHA 12 (+1)

Skills:  Concentration: 13; Concentration (Cast defensively): 17; Diplomacy: 6; Handle Animal: 6; Heal: 9; Hide: 7; Knowledge (Nature): 10; Listen: 10; Ride: 9; Spot: 8; Survival: 12; Survival (Natural environments): 14;

Feats:  Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Combat Casting, Mounted Combat, Shield Proficiency

Alignment:  True Neutral

 Possessions:  Amulet of Health +4; Bracers of Armor +3; Sickle +1 (Small); Mithral Shirt (Small); Horseshoes of a Zephyr* (For her wolf companion)

Mr Bitey - Wolf Companion HD 6d8+18 (45 hp); Init +2; Spd 50 ft. AC  14 touch 11, flat-footed 12 BAB /Grapple: +4/+15; Attack: Bite +11 melee (1d8+10); SA Trip  Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +7, Will +6; Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* Feats: Alertness, Run, TrackB, Weapon Focus (bite)

Druid - Spells per Day: (6/5/4/4/2 DC:13 + spell level);

Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue

Level 1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature's Ally I

Level 2: Animal Messenger, Animal Trance, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration, Lesser, Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape

Level 3: Call Lightning, Contagion, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Magic Fang, Greater, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall

Level 4: Air Walk, Antiplant Shell, Blight, Command Plants, Control Water, Cure Serious Wounds, Dispel Magic, Flame Strike, Freedom of Movement, Giant Vermin, Ice Storm, Reincarnate, Repel Vermin, Rusting Grasp, Scrying, Spike Stones, Summon Nature's Ally IV

Lezza was a city worker until she found herself in the gardens speaking to an avian, the city druids realized she had potential. She has since worked with them in completing missions. She hasn't failed any missions but many of her kin doesn't like her, as she ignores humans to speak with animals and plants. She always finishes her missions but then she dissapears at the end of them for weeks at a time just to spend it in the wilderness whee she doesn`t have to speak to anyone.

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Sassazak (Sassy)
Male Half-Elf; Medium Humanoid ( Elf )
Sorcerer8 Hit Dice:  (8d4)+16 Hit Points:  40
Initiative:  +3 Speed:  Walk 40 ft.
AC:  16 (touch 13, flatfooted 13) Includes Mage Armor - assume cast for the full daytime at AC 20
Attacks:  *Quarterstaff (Darkwood) +4; *Quarterstaff (Darkwood/Head 1 only) null; *Quarterstaff (Darkwood/Head 2 only) null;
Damage:  *Quarterstaff (Darkwood) 1d6-1/-1; *Quarterstaff (Darkwood/Head 1 only) 1d6-1; *Quarterstaff (Darkwood/Head 2 only) 1d6-1;

Special Qualities:  +2 racial bonus on Listen, Search, and Spot checks., Elven Blood, Humanoid Traits, Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects., Low-Light Vision, Merely passing within 5 feet of a secret or concealed door entitles you to a Search check to notice it as if you were actively looking for it, Racial Traits, Summon Familiar, Weapon and Armor Proficiency, Weapon Proficiency

Saves:  Fortitude: +4, Reflex: +5, Will: +7
Abilities:  STR 8 (-1), DEX 16 (+3), CON 14 (+2), INT 15 (+2), WIS 13 (+1), CHA 18 (+4)

Skills:  Bluff: 12; Concentration: 12; Concentration (Cast defensively): 16; Diplomacy: 10; Gather Information: 8; Intimidate: 7; Jump: 8; Knowledge (Arcana): 12; Search: 4; Spellcraft: 15; Use Magic Device: 7; Use Magic Device (Scroll): 9

Feats:   Combat Casting, Simple Weapon Proficiency, Spell Focus (Evocation), Spell Penetration  (Replace spells with healing same as a cleric.)

Alignment:  Neutral Good

 Possessions:  Amulet of Health +2; Bracers of Armor +3; Quarterstaff (Darkwood); Boots of Striding and Springing;

Sorcerer - Spells per Day: (7/7/6/4 - DC:14 + spell level);
Level 1: Charm Person (Will DC 16) , Grease (Ref DC 16) , Mage Armor**, Magic Missile (2d5 X 4), Unseen Servant
Level 2: Acid Arrow (2d5 for 3 rounds - touch atk), Mirror Image (1-4 + 2 images), Web (DC 16)
Level 3: Deep Slumber (DC 17 - 10 HD), Dispel Magic
Level 4: Polymorph Self  (8 min,  Willing creature touched, get restored hp as if slept at end)

Sassy is a half breed that was disavowed by her elven family and never did know her human father. She took to theft before realizing her dreams were leading her to magic study.
She was welcomed by an older female cleric of her kin, who trained her at a church of the shining light.  Is now apart of the church, being treated as a member and takes missions when requested by the elders. Is looking to get enough funds to build a tower.


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Guinny Female Human; Paladin8
 Hit Dice:  (8d10)+16 Hit Points:  76
Initiative:  +1 Speed:  Walk 20 ft.

AC:  23 (touch 11, flatfooted 22)
Attacks:  *+2 Mace, Heavy +14/+9;
Damage: *Mace, Heavy 1d8+5;

Special Attacks:   Smite Evil, Turn Undead
Special Qualities:   Aura of Courage, Aura of Good, Detect Evil, Divine Grace, Divine Health, Humanoid Traits, Lay on Hands, Remove Disease, Special Mount,

Saves:   Fortitude: +10, Reflex: +5, Will: +6
Abilities:   STR 17 (+3), DEX 12 (+1), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 14 (+2)

Skills:   Concentration: 5; Diplomacy: 10; Handle Animal: 5; Heal: 5; Knowledge (Nobility and Royalty): 5; Knowledge (Religion): 5; Sense Motive: 6; Spot: 2; Survival: 2

Feats:  Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Extra Turning, Improved Critical (Mace (Heavy)), Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Mace (Heavy))

Alignment:   Lawful Good
 Possessions:   Gauntlets of Ogre Power; Mace, Heavy; Ring of Mind Shielding; Dragonhide Plate; Lion's Shield; +2 Mace;

Class Prepared Spell List:  Paladin (CL 8):              
Paladin - Spells per Day: (2/1 DC:12 + spell level);
Level 1: Bless, Create Water, Cure Light Wounds, Detect Poison, Divine Favor, Endure Elements, Read Magic, Resistance,
Level 2: Bull's Strength, Delay Poison, Owl's Wisdom, Remove Paralysis, Resist Energy, Zone of Truth

Guinny was once a rugged villian until a magical accident changed him into a female. She was asked to stay in the form from a church elder as a penance but she didn't realize that the magic needed to be undone within a certain time frame, she is stuck in this form. She has accepted her situation and has learned humility and faith.  Unsure if she is able to change back and has given up trying as she has made friends, most of them don't know her history.

Second group of characters

Second group of characters for upcoming local convention.

 Tezzline, Male Half-Elf Bard8  
Formerly a slave in a large human city, was released due to her beautiful voice, able to captivate those who hear her. Strong connections with many travelling groups, and been on many adventures with warriors of virtually every known groups. Can become very excited when she sees evil, but is always willing to give humanoids the chance to redeem themselves.

Dazzina Elf Rogue 8
An elf from a working class family that has reached for a better life by taking it from those who already have it. Once believed that it was best to take anything you wanted, but has since learned it is best to temper your spirit by looking at the person as well as the item. Doesn't have any loyalty to any group, but she also doesn't want to hurt anyone either. She doesn't think mortal creatures are evil, so she tries not to kill them. Has many friends, but few she trusts.

Vennesora  Female Half-Elf; Sorcerer8
A city brat, she was spoiled as a child of a wealthy merchant. When she met an exiled aunt, she learned she had magic in her blood, and has devouted herself to magic ever since. Has few strong friends but many contacts in cities. Charming and loving, she loves to help the weaker group. Has many connections within the fey communities. Her family doensn't know she adventures, as she always seems to be away for study.

Frellgrin Male Dwarf Fighter8 ;
Was a patrol soldier who fell into considerable debts due to same bad bets, he needed to make a lot of coin and began to go into the deeper more dangerous parts of the underground cities. Has met tons of underearth creatures but tries to judge them based on what they do, not their lineage. Once worked for a paladin, and has come to miss his departed friend. He doesn't drink or consume excess foods, very careful in most things he does. His family has many barbarian in the tribe so he knows how to control his temper very well.

Deillinor: Male Elf Ranger8
From a broken family, his father an honoured warrior killed in defending his homeland agaisnt the frost giants. He simply left to look around, and has never stopped wandering. many good connections with human and halfling warriors. Has learned not to ask but to do, then make up for it if caught. Not overly concerned about laws, but will control his actions if it will hurt those he knows.

Pezzeno D'Aquann, Male Human; Paladin8
A trusted son of a nobleman, his family was quite surprised when he turned up for training instead of making excuses like the others in his peer group. Has never used his familys wealth or prestige to get out of official duties. Has deep faith - he questions everything as he wants to understand why, but will still follow mortal and heavenly rules. Strong voice, knows many beautiful songs. Has an affinity for elven ladies, hopes to marry one and to start his city warden position, wants to bring justice, authority and piety to the rule, but only if he can also be a husband and father, otherwise he will stay on the front-line fighting evil.

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 Tezzline, Male Half-Elf Bard8  CR 8; Size: M Face: 5 ft. Type Humanoid ( Elf );
HD (8d6)+16; hp 54;
Init +2 (+2 Dex, +0 Misc);
Spd Walk 30 ft.;
AC 16 (touch 12, flatfooted 14),

*Adamantine Dagger +7/+2 0 ft./PS (1d4 19-20/x2 Primary M Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness ) or

*Adamantine Dagger (Thrown) +9/+4 10 ft./PS (1d4 19-20/x2 Primary M Weapon=ignore 20 hardness;Armor=40hp/inch and 20 hardness );

SA: +1 racial bonus on Listen, Search, and Spot checks., +2 racial bonus on Diplomacy and Gather Information checks., +2 racial bonus on Listen, Search, and Spot checks., Armored Casting, Bardic Knowledge, Bardic Music, Elven Blood, Humanoid Traits, Humanoid Traits, Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects., Low-Light, Low-Light Vision, Low-Light Vision, Low-Light Vision (Ex), Merely passing within 5 feet of a secret or concealed door entitles you to a Search check to notice it as if you were actively looking for it, Racial Traits, Weapon and Armor Proficiency, Weapon Proficiency, ; Vision: Low-Light AL: NG;

Sv: Fort +5, Ref +11, Will +9; STR 10, DEX 14, CON 14, INT 12, WIS 10, CHA 18

 Skills and Feats:  Appraise +4, Balance +6, Bluff +9, Climb +4, Concentration +6, Concentration (Cast defensively) +10, Diplomacy +11, Disguise +8, Disguise (Act in character) +10, Escape Artist +7, Gather Information +11, Hide +5, Intimidate +6, Jump +3, Listen +5, Move Silently +10, Search +3, Sense Motive +4, Sleight of Hand +9, Spellcraft +6, Spot +2, Use Magic Device +8, Use Magic Device (Scroll) +10, Use Rope (Bind someone) +4; Combat Casting, Iron Will, Lightning Reflexes

Possessions:   1 Adamantine Dagger,  1 Bracers of Armor +3 ( Save Bonus (Insight) (+1)),  1 Glove of Storing,  1 Cloak of Charisma +2,  1 Mithral Shirt,  1 Boots of Elvenkind        

Bard:  Spells per Day: (3/4/4/2 - DC:14+spell level)
Known:  0th -  Detect Magic, Light, Mage Hand, Message, Open/Close, Read Magic
1st -  Detect Secret Doors, Feather Fall, Remove Fear, Unseen Servant
2nd -  Calm Emotions, Delay Poison, Glitterdust, Heroism
3rd -  Dispel Magic, Gaseous Form, See Invisibility

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Dazzina Elf Rogue 8
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +13

AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 48 (8d8+9)
Fort +4, Ref +10, Will +2; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge, trap sense +3; Immune sleep

Speed 30 ft.
Melee +1 rapier +10/+5 (1d6+1/18–20)
Ranged dagger +9/+4 (1d4/19–20)
Special Attacks sneak attack +4d6

Str 10, Dex 18, Con 12, Int 14, Wis 8, Cha 14
Base Atk +5; CMB +9 (+13 disarm); CMD 19 (21 vs. disarm)
Feats Agile Maneuvers, Combat Expertise, Deceitful, Greater Disarm, Improved Disarm, Weapon Finesse

Skills Acrobatics +16, Bluff +16, Diplomacy +14, Disable Device +16, Disguise +16, Escape Artist +16, Knowledge (local) +14, Perception +13, Sense Motive +11, Sleight of Hand +16, Sneaking +16

Languages Common, Draconic, Dwarven, Elven
SQ elven magic, rogue talents (bleeding attack +5, finesse rogue, quick disable, surprise attack), trapfinding +4, weapon familiarity

Combat Gear potion of cure moderate wounds, potion of invisibility, potion of tongues; Other Gear +2 studded leather, +1 rapier, hat of disguise, dagger, thieves' tools, 373 gp


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Vennesora
Male Half-Elf; Medium Humanoid ( Elf )  Sorcerer8
 Hit Dice:  (8d4)+16     Hit Points:  40      Initiative:  +3  Speed:  Walk 40 ft.

AC:  16 (touch 13, flatfooted 13)
Attacks:  *Quarterstaff (Darkwood) +4; *Quarterstaff (Darkwood/Head 1 only) null; *Quarterstaff (Darkwood/Head 2 only) null;

Damage:  *Quarterstaff (Darkwood) 1d6-1/-1; *Quarterstaff (Darkwood/Head 1 only) 1d6-1; *Quarterstaff (Darkwood/Head 2 only) 1d6-1;

Special Qualities:  +2 racial bonus on Listen, Search, and Spot checks., Elven Blood, Humanoid Traits, Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects., Low-Light Vision, Merely passing within 5 feet of a secret or concealed door entitles you to a Search check to notice it as if you were actively looking for it,

Racial Traits, Summon Familiar, Weapon and Armor Proficiency, Weapon Proficiency

Saves:  Fortitude: +4, Reflex: +5, Will: +7
 
STR 8 (-1), DEX 16 (+3), CON 14 (+2), INT 15 (+2), WIS 13 (+1), CHA 18 (+4)

Skills:  Appraise: 2; Balance: 3; Bluff: 12; Climb: -1; Concentration: 12; Concentration (Cast defensively): 16; Craft (Untrained): 2; Diplomacy: 10; Disguise: 4; Disguise (Act in character): 6; Escape Artist: 3; Forgery: 2; Gather Information: 8; Heal: 1; Hide: 3; Intimidate: 7; Jump: 8; Knowledge (Arcana): 12; Listen: 3; Move Silently: 3; Ride: 3; Search: 4; Sense Motive: 1; Spellcraft: 15; Spot: 3; Survival: 1; Swim: -1; Use Magic Device: 7; Use Magic Device (Scroll): 9; Use Rope: 3;

Feats:  Combat Casting, Simple Weapon Proficiency, Spell Focus (Evocation), Spell Penetration

Challenge Rating:  8
Alignment:  Neutral Good
 Possessions:  Amulet of Health +2; Bracers of Armor +3; Quarterstaff (Darkwood); Boots of Striding and Springing;

Sorcerer - Spells per Day: (6/7/7/6/4/0/0/0/0/ DC:14 + spell level); Known: Level 1: Charm Person, Grease, Mage Armor, Magic Missile, Unseen Servant Level 2: Acid Arrow, Mirror

Image, Web Level 3: Deep Slumber, Dispel Magic Level 4: Polymorph  

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Frellgrin Male Dwarf Fighter8 ;
Medium Humanoid (Dwarf);
HD (8d10)+40; hp 94; Init +3;
Spd Walk 20 ft.;

AC 19, touch 13, flat-footed 16,
Base Atk +8/+3;  CMB +12; CMD +25;
Atk: +15 Melee (1d8+7/19-20/x3, *Battleaxe +1 (Adamantine) )
Full Atk: +15/+10 Melee (1d8+7/19-20/x3, *Battleaxe +1 (Adamantine) )

SA: Armor Training (Ex), Bonus Feats, Bravery (Ex), Darkvision (Ex), Defensive Training (Ex), Greed (Ex), Hardy (Ex), Hatred (Ex), Stability (Ex), Steady (Ex), Stonecunning (Ex),

Weapon Familiarity (Ex), Weapon Training (Ex)

Damage Reduction 2/-, ; SQ: Darkvision (60 ft.); AL: Neutral Good
SV Fort +11, Ref +5, Will +5; STR 18, DEX 16, CON 20, INT 10, WIS 12, CHA 8 .

 Skills and Feats: Appraise (Precious metals and gemstones) +2, Climb +8, Handle Animal +4, Intimidate +6, Perception (Notice unusual stonework) +3, Ride +8, Survival +7, Swim +8;

Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Blind-Fight, Combat Reflexes, Defensive Combat Training, Enforcer, Greater Weapon Focus

(Battleaxe), Improved Critical (Battleaxe), Iron Will, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus

(Battleaxe), Weapon Specialization (Battleaxe).

Possessions: Amulet of Mighty Fists +1; Battleaxe +1 (Adamantine); Adamantine Breastplate;          

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Deillinor: Male Elf Ranger8 ; CR 7;
Medium Humanoid (Elf);
HD (8d10)+17; hp 67;                                       Init +5;                             Spd Walk 20 ft.;
AC 22, touch 13, flat-footed 20, Base Atk +8/+3;

CMB +11; CMD +27;

Atk: +16 Ranged (1d8+2/20/x3, *Longbow +2 (Composite) , Range 110 ft. ) or ;
Full Atk: +16/+11 Ranged (1d8+2/20/x3, *Longbow +2 (Composite) , Range 110 ft. ) or ;

 SA: Animal Companion (Ex), Bonus Critical Confirm (Elf), Class Skills, Elven Immunities (Ex), Elven Magic (Ex), Improved Empathic Link (Su), Keen Senses (Ex), Low-Light Vision

(Ex), Swift Tracker (Ex), Track (Ex), Weapon Familiarity (Ex), Wild Empathy (Ex), Woodland Stride (Ex), ; SQ: Low-light; AL: Neutral Good

SV Fort +8, Ref +11, Will +4; STR 16, DEX 20, CON 15, INT 13, WIS 15, CHA 14 .

Skills and Feats: Climb +7, Handle Animal +12, Heal +13, Intimidate +11, Knowledge (Nature) +6, Perception +14, Ride +10, Spellcraft +7, Spellcraft (Identify magic item) +9, Stealth +9, Survival +13, Survival (Follow or identify tracks) +17; Armor Proficiency, Light, Armor Proficiency, Medium, Endurance, Martial Weapon Proficiency, Point-Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Longbow).

Possessions: Ring of Animal Friendship; Belt of Incredible Dexterity +4 ( AC Bonus (Deflection) (+1)); Chainmail +3; Arrow, Searing; Arrow, Sizzling; Bolt, Tangle; Bullet, Dustburst;    
Magic Item Spell-Like Abilities: charm animal ( DC 10, at will)

Ranger:  Spells per Day: (0/2/2/0/0/0/0/0/0/ DC:12+spell level) Known:
1st - Alarm, Call Animal, Delay Poison, Detect Poison, Entangle, Pass without Trace, Speak with Animals, Summon Nature's Ally I

2nd -Bear's Endurance, Bloodhound, Cure Light Wounds, Hold Animal, Protection from Energy, Speak with Plants,

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Pezzeno D'Aquann, Knight of Quanna / Shining Light
Male Human; Medium Humanoid ( Human )
Paladin8
 Hit Dice: (8d10)                         Hit Points:  55                                                    Initiative:  +1
Speed:  Walk 20 ft.
AC:  19 (touch 11, flatfooted 18)  Wearing heavy armor

Attacks:  *Longsword +2 (Cold Iron) +16/+11;
Damage:  *Longsword +2 (Cold Iron) 1d8+7;
Special Attacks:  Smite Evil 6 / day (+3 on attack, +8 dmg), Turn Undead 6 / day as 7th level Cleric
Special Qualities:  Aura of Courage, Aura of Good, Detect Evil, Divine Grace, Divine Health, Humanoid Traits, Lay on Hands, Remove Disease, Special Mount,

Saves:  Fortitude: +9, Reflex: +6, Will: +6

Abilities:  STR 20 (+5), DEX 12 (+1), CON 10 (+0), INT 10 (+0), WIS 12 (+1), CHA 16 (+3)

Skills:  Concentration: 2; Diplomacy: 10; Handle Animal: 6; Heal: 6; Intimidate: 3; Knowledge (Nobility and Royalty): 4; Knowledge (Religion): 6; Sense Motive: 3;

Feats:  Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Overrun, Improved Sunder, Martial Weapon Proficiency, Power Attack,

Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Longsword)

Alignment:  Lawful Good

 Possessions:  Longsword +2 (Cold Iron); Ring of Jumping; Belt of Giant Strength +4; Full Plate;

Class Prepared Spell List:  Paladin (CL 8):              
Paladin - Spells per Day: (2 DC:11 + spell level); Known: Level 1: Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Protection from Evil,



Convention Game PCs

Here are the first backgrounds for the PCs in my upcoming convention game...


Kantani   Female Half-Elf; Medium Humanoid   Cleric8  Hit Dice
Katanai is a faithful priestess who has been asked to help on missions dozens of times. Would prefer to be home with her family, especially her nieces but she usually does as she is asked.  Has turned down her wedding betrothals more times that she can remember, and has explained to her suitors she is uninterested in traditional relationships. She doesn't want to be faithful so why subject herself to commitments she will eventually break. Controlled and respectful, she doesnt let her emotions out when on duty.  Follows the Shining Light, a powerful good deity that represents the ideals of serenity.


Uzek - Male Halfling; Small Humanoid ( Halfling )  Ranger8
Uzek is a survivor, as his caravan allies and town mates have been attacked so many times and he finds a way to help his mates survive. Unafraid of battle, but he knows that many times it is those of wit, charm and speed that helps to find the chance to escape. Appreciates other warriors, if they have the patience to attack at the right time.  Has never taken a companion animal as he doesn`t want to put them at risk for long periods of time, instead he takes a partner for 2-3 days and then lets them go.

Gazzin HardStone  Male Dwarf; Medium Humanoid  Fighter8
Gazzin was once apart of a timber crew but his team was attacked by a group of gargoyles. After being rescued by elven rangers, he dedicated himself to helping his new found allies in every way he can.  Has been rewarded many times, but always returns gifts. He can quote elf verse better then many bards.  Would have picked to be ambassador, but he has little charm and less diplomacy, but is well regarded by kin and his mates. Never afraid to make unpopular decisions if it helps others survive.


Unit 982, Div ID 45  (often calls himself 9.8.)
Clockwork (Medium Shaped Humanoid) Clockwork 8 HD
A sentient machine of gears, created during the Phasic wars more than 1000 years ago,  was one of the few survivors in operable condition at the end of his term. Deactivated more than 900 years ago, but was returned to service by a dwarven tinker hundreds of years later. Has earned his freedom but has good connection with the dwarves and other tinkers.  Usually gets hired to help caravaners, as they like his ability to work without sleep. He appreciates humor but finds it difficult to express it as he cannot laugh or smile. Loves physical art. Dislikes slavery due to his own forced service, has gone into a rage like effect if he sees weaker creatures chained or otherwise enslaved.


Zale; Human; Sorcerer8  
A spoiled human lord who at lower levels led groups of adventurers into multiple dungeons. But when he was taken prisoner by an ogre clan, and his arms were ripped off, he was rescued by halflings who put themselves at risk out of their choice. Has since helped them multiple times since then to repay his debt of honor, and has made allies with halfing, dwarven and elven adventurers. Doesn`t spurn wealth, but he will use it along with his charms and his position to advance all the people and races in his lands, not just the other nobility. Will listen to others before making up his opinion. Isn`t obliged to the law, but to justice and has learned to speak, listen and admit when he`s wrong.

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