Blog Archive

Sunday 15 January 2017

"Company of the Hardened Anvil" Pt 2.

Play by Post Game
"Company of the Hardened Anvil" Pt 2.

Roll 1 - Required DC 12 (+2) = 22
Roll 2 - Required DC 15 (+2) = 7
Roll 3 - Required DC 18 (+3) = 15

With very little prodding, Caventh was lucky, finding some old friends of his in one of the few small tent pubs set up to serve the soldiers. Bowyers he fought with years before, who gave him a good inkling of the groups found here. Officially the Savinyon Kingdom required every family to send no fewer than two male children to serve for two months (100 days) every Cycle (Year) in the military. Almost half served with the religious groups that came, from all of the good and lawfully aligned faiths. The Quadrane, the four holy gods of good alignment were the most worshiped and represented here, and Vassano, one of his own group served, Darras, Lord of the Downtrodden.

After the human churches, the dwarven military consisted of the next highest in number and might.  Apart of a multitude of families and clans, coming in here in equal numbers to serve a Power or to collect a pay - unlike the human volunteers who served their kingdom. Many of them hundreds of years ago were the workers and warriors that were stationed here. Their tents were larger in size and stayed to themselves mostly. Unlike the humans who helped to patrol both the tower and the ground around it, the dwarves stuck to the lower reaches. Considerably smaller in size, an elven and tenderfoot (halfling) and jahlen (ram-humanoids) also sent soldiers to serve alongside either dwarven or human counterparts.

Lastly, there were the scum, the lowest file, the mostly human mercenary bands that came for the legendary hordes of riches found in years past. Quite a few of the bands had an open place on their ranks, but most of them would have conflicting views with his own party members. There were dozens of these groups, almost as small as his own, that found a way to wedge themselves into the patrols and hunts.

If stuck, Caventh believed the faithful of Darras were the most obvious way to get permission to enter the Tower.  They would probably have to wait from two to three weeks on their own before being permitted to go into the Towers below...unless they could make some sort of arrangement.

Many stories have long been told of the Dark Tower as it has been a source of both legends and struggle for more than two hundred bloody years. soldiers first came to fight creatures that periodically emerged, then once the initial waves were pushed back, they mortals went inside, only to find more otherworldly creatures, which would eventually come back out in hordes. This up-down struggle kept on, as the mortals have never been able to find the primary portal to end the eternal dance. Students of the magical arts came here, some seemingly able to cast spells without effort, without losing the spell in their memory, but other times, in other places, lost spells or unable cast anything at all. Finders came with both of these, to find the unlost magic trinkets from other worlds. It was Bards that were favoured here in camp and in the tunnels, as songs were often heard in many of the rooms with no apparent musician or instrument. In camp, it was unlucky to refuse a favour. The musicians often called this place the Tower of Song. Clerics often came to the site, but many preferred to stay outside in the camps to care for the faithful instead of inside the Tower.

Rillo and Vassano go to the soldiers logs, where postings and messages were listed. This was where different groups were looking for servants or soldiers to join their ranks. None of them showed promise to get them closer to their goal  to enter the tunnels beneath the Dark Tower. Most were to run patrol or messages on the outside, not their preferred task. They gave up rather quickly, to have a few ales.

What next steps should the party take:

1. Investigate the tent of Darras for details on patrols? (DC 12)

2. Can the wizards gain any inkling into the area, tunnels or Tower? (DC 12 / 15 / 18)

3. Any weapons or equipment they can find that could be useful?  (DC 15)

4. Any other suggestions?


Sunday 8 January 2017

Company of the Hardened Anvil - Play By Post Style Game

"Company of the Hardened Anvil"
Twenty days to get through the Lair of Sancgen

A small company hired to find a new entrance to the Sancgen, an infamous dwarven site, abandoned years ago for an unknown reason. Dark, evil creatures are rumored to infest the site. The Tower is an infamous site of many battles, but it is the mountainous lands underneath that the party is much more interested in.

Party

Rillo -short haired human female, can appear as a male...quick with blades, heavily tattooed, a former slave with city contacts. Role: Finder (Rogue)

Vassano - male, naive face, halo around his head at certain times, comes from a noble family. Follower of Darras. Role: Spiritual and Combat

Caventh -Hunter - Jahlen ranger, without his golden horns...looking for a way to them to be reborn, has a helmet that copies his innate shape. Role: Animal Trainer and Pathfinder

Unnos - Mystic, bald human male, robed, snake for a familiar that never leaves his arm: Role: Sorcerer

Ennoss -Slender, blue skinned humanoid female with white hair; thin rapier, two daggers. Role: Combat

*  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *

The Black Tower loomed high over the cascading camps - dozens of organized groups of soldiers hunkered down in their tents. War had come again and again for the soldiers here, as each generation a new monster, a new threat emerged from the depths. Each city and many other had sent small groups here, both to help in the defending and the reaping, to find the unlost treasures among the hordes.

The town of delvers concerned itself with the comings and goings into the Tower, to the Sancgen, where the lost riches of the Dwarven peoples reside. This was the center of the Trade, trails into the heart of the mountains. The tunnels is where many an adventurer are pulled to make their name and find riches.

This party, this small circle of five, came to search, using secret knowledge known only to themselves, of a cache of riches. They assigned themselves jobs here on the surface to learn what they need before going below. The only one among them who had been here before, Caventh, went among the ramshackle tents, to see if he could find a tavern, or a place to find rumours.  Rillo and Vassano went among the soldiers, looking for any contacts or connections. Ennos, the otherworldly wanderer and Unnos, the sorcerer, stayed behind in their wagon, trying not to cause commotion.

What next steps should the party take:

1. Find a contact to learn about the camped soldier groups

2. Learn more about the legendary Dark Tower

3. Look for an ally

4. Any other suggestions?

*  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *  *

Tuesday 3 January 2017

Fuuls Running - Quick Adventure Path

Was going to run this at a local pop-up gaming session that fell through, so here it is.

My Pitch
Fools Running - Your team have been hired to find the Fool, a famous elven mascot, lost in a woodland maze. With rumours of undead, ravenous beasts and far worse haunting this local; is your team you hardy enough, brave enough or foolish enough to complete the fool's run? It was intended to be run as a Pathfinder Adventure for 7th level adventurers.

Background
The Maze is a hedge, maintained by the elves for holidays and other special events where they chase the Fool around in a drunken revelry. The Fool is a celebrated elven mascot, a small pink winged cat-like creature, (think Pokemon) that has multiple teleport jumps to elude hunters. Only the Fool can teleport into or around the Maze - those who capture it, are given a great feast and then release it before the next morning.

But something has gone horribly wrong, and teams have gone missing in the woods for the last month. After sending in multiple groups, the Elves have hired you all - brave and noble adventurers to find the Fool or at least, survive the maze and rescue anyone lost inside.

What`s Really Going On
A blood hag witch known as The Collector has captured the Fool and is trying to drain the creature of its magic. Should be the last action the team completes. Some of the other fey creatures

Rumours
For quick games like this, I don't bother with a specific listing of rumours. Instead, I generate them as players interact with the creatures in the maze, if they do charisma or knowledge checks on the monsters.

How to Run: Roll 2d6 for first encounter; then 2d8 and add to the last result for the second encounter, then 2d10 for all others. Regardless of what the team does, they will run into the Collector with 20-30 minutes left in the session.

No exact number of monsters for the listing - adjust to better enable the players to get past the threat

Fool's Wandering Monster
2. Glade of Moss and Flowers, with dozens of sleeping warriors, all standing around DC19 to realize they are cursed.
3. Very Large Wagon, too large to fit into the maze or go through it
4. Waterfall that begins from no where, flows into a small pond
5. 40 ft Ivory Stone Tower; DC 30 to climb,
6. Red Bee Swarm    CN, AC 15, Fly 40, HD 7 (35), F +5, R +3, W +5; Swarm (1d8 dmg, Fort 14 to avoid welts), Fly / Perception +11                                                
7. Brownie, NG, AC 17, Spd 20, HD 5 (20), F +4, R +8, W +6; +8 Stick (1d4+3), Spells: Dancing Lights, Confusion, Dimension Door, Mirror Image; Bluff, Escape, Perception +8, Stealth +20
8. Redcap goblin      CR 6 / PF 2 / NE
9. Zunnel (long haired fey) -   CN, AC 17, HD 11 (60), F +5, R +11, W +10, Resist 10 elemental, +9 Hair (1d6+5 / 15 ft reach), Spells as 9th lev bard, +12 diplomacy, Bluff, Perception +16, Perform +18, Stealth +12
10. Gremlins  HD 16, In +3, Spd 30, AC 16, +6 Bite 1d4; +5 claws 1d6, F +5, R +6, W +0, Escape, Perception +5, Stealth +8, Short Teleport (50 ft / 2 day)
11.  Living Topiary  - CR 4 / PF 4 / N
12. Vazenne Vines  - Zig-zag vines on trees, strong natural magic, plant know DC 13. Make Cha / Wis DC 17, to create one type of temp art or msg
13.  Scarecrow       AC 13, Init -1, HP 42, F +1 R +0 W +3, Scythe Atk +6 2d4          
14. Peryton      CR 4 / PF 2 / CE
15 Pit, 20 ft down, Ref DC 16                                              
16 Purple pseudodragon - Treat as normal, except add +10 to animal empathy rolls once a day         
17. Tin Man      AC 15, HP 35, Init +1, DR 1, F +1, R +2 W +1, +6 Axe (1d6+2), Survival / Perception +4, Align LN, Belief: Dwarves are dangerous, Hunters are very bad                                     18. Spider          N, AC 15, Climb 40, HD 5 (35), F +7, R +3, W +1; Bite +6 (1d8 +6 dmg, Fort 17 Poison dbl dmg), Climb +20                                      
19. Giant Walking Mushroom - Treat as Treeant; CR 8 / PF 1 / NG
20. Green Minotaurs    N, AC 15, HP 11, F +4, R +0, W +0, Spd 30, BAB +5 Heavy Axe (1d8+5), Horns 1d4+3, Survival / Perception / Handle Animal +5                                      

Collector - Blood Hag, AC 23, Init +10, AC 23, Touch 17, HP 90, F +6, R +14, W +11, DR 5 / cold, SR 19, Bite +18 (2d4+4), 2 X Claw +18 (1d6 +4+grab), Blood Drain (1d2 Con), Spells: inflict moderate wounds, scorching ray, spider climb, 3/day deep slumber, CMB +18, Acrobat +18, Bluff +16, intimidate +18,  Perception +18,stealth +18, (fiery form, mask evil)


Wednesday 28 December 2016

Aspect of Bacchus - Religious Figure of a Musical Deity

An Aspect is a religious figure - a living embodiment of one of the gods. They appear to serve both the living god and to be a boon to the faithful.  The idea comes from the D&D 3.5 Miniature Handbook, and I still use the equivalents for most of the gods in my world, except for a few where I've set them out like the figure for Bacchus below. 

Aspect of Bacchus      CR 10

CN Medium Outsider

Init +10 Senses Darkvision 60 ft.; Perception +25

DEFENSE

AC 24 touch 16, flat-footed 18 (+6 Dex, +8 natural)
hp 126hp (12d10+60 con)
Fort +13, Ref +14, Will +9
Defensive Abilities Damage Reduction 5/epic,  Immune to cold, electricity, paralysis, enchantment, necromancy, poison & sleep, Resist Acid & Fire 20, SR 21

 OFFENSE

Speed 40 ft. Flight 60 (A)
Melee +4 Mace-Lute+15  (1d10+11)
Ranged Weapon +18 Javelin (1d10+7)
Special Attacks  See Invisibility, Telepathy 1000 ft, Turn Undead (See Below)

 STATISTICS

Str 17, Dex 23, Con 20, Int 17, Wis 16, Cha 24

Base Atk +12 CMB +15 CMD 31

Feats Weapon Finesse, Improved Initiative, Iron Will, Cleave, Power Attack 


Skills Balance +20, Bluff +24, Diplomacy +21, Perform (All) +21, Knowledge (Arcana) +18, Knowledge (History) +18, Knowledge (Nobility) +24, Perception +25, Sense Motive +20, Intimidate+20, Fly +20, Knowledge (Music) +30 

Other Gear  Multiple musical instruments


Languages Common, Dwarf, Elf, Faerie, Minotaur, Gamorec, Phaetox 

Environment Any land or urban (Often an obelisk or Temple or Music Site)
Organization  Solitary with 3-30 0 - 1st level entourage (No more than 1 aspect to a single god is ever in a 10,000 mile radius.)
Treasure Value  Triple
Advancement: By Character class (Bard)

Aspects are religious figures that are best understood as a living embodiment's of a divine ideal. While not actual gods but they do best represent an immortal representative and come to serve the faithful in the mortal planes. Most Aspects are heavily aligned to one of the alignment radials - Lawful, Chaotic, Good or Evil. They serve this radial and the deity equal.

The truest representative form of an Aspect of Bacchus is a ten-foot tall reveler, wearing a toga, sandals and a laurel of ivy in their hair. They often have a lute or other musical instrument on hand, as well as kegs of alcohol nearby. Most times in mortal planes, 
they appear as mortal size and either in the Bacchanalian attire or something more appropriate to their local religious followers. Most are followed by a throng of devotees that come to listen to the god-like music they play at virtually any occasion. Either they or their devotees splurge in an excess of celebrations – wine, music, games. An Aspect of Bacchus is always about imbibing to extremes.

The best way to influence a Bacchanalian is to play music. Beating a perform check of DC 25 will make the aspect neutral to you; a perform check vs a DC 30 will make them positive. Lower than 20 perform, and the aspect will treat you with disdain. Increase the DCs by 5 if the performer attempts to sing or any other non-instrument type of perform. (I use this rule generally, musicianship is associated with playing instruments, not other forms of entertaining.) 
Attempts to use magic to influence the music is seen as cheating and is disdained and rebuked by the faithful. So having a +5 musical instrument is okay, casting a spell to enhance your musicianship isn't kosher.

An Aspect of Bacchus has the Bardic abilities of a 12th level Bard (minimum.)

Intoxicating Voice: Any mortal that listens to an Bacchus Aspect sing or play music must make a DC 18 Will check or fall into a drunken stupor equivalent of being staggered. They are able to take a single move action or standard action each round (unable to take full round actions.) Dispel Magic or Purify Poison will purge the effect. An Aspect can activate or dispel this at will, usually by clapping his hands or laughing.


Turn Undead: Most Aspects represent living faiths, as such they turn as 20th level clerics in their home temples/obelisks. For a Bacchus Aspect they turn at 

between 15th-18th level in urban areas and between 8th-10th in all other spots. Regardless of location, they turn at their optimum at parties and fests with large groups of followers and revelers. They turn at the worst in dungeons or wild natural areas. 


Saturday 24 December 2016

Nutcracker

As my two little angels were decorating for the holidays, I thought this would be a good fit in my fey game setting.


Nutcracker

XP 1,200
NG Medium Construct
Init +7 Senses Darkvision 60, Low-light vision; Perception +6

 DEFENSE
AC 18 touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 47hp (5d10+20 size)
Fort +1, Ref +4, Will +2
Defensive Abilities    DR 5 /Adamantine,  Immune Construct Traits
 
 OFFENSE
Speed 30 ft.
Melee Two-Handed Weapon +8 (1d12+4.5)
Special Attacks Trumpeting, Smash Object
Special Trait Learning
Space 5 ft   Reach 5 ft

 STATISTICS
Str 17, Dex 16, Con 10, Int 10, Wis 12, Cha 14
Base Atk +5 CMB +8 CMD 21
Skills: Perform (Dance, Percussion or String) +5
Languages Common, Elf, Dwarf
Gear Trumpet

 ECOLOGY
Environment  Any
Organization   Solitary or Troupe (7-12)
Treasure Value  None
Advancement: Unlimited

Trumpeting: A nutcracker has a magical trumpet that has a 10 mile radius. Any creature aligned with the nutcracker hears the blast and can respond if it is able. They can blast the trumpet no more than
three times a week.

Smash Object: A nutcracker is designed to defend their castle or other area.  If they are able to seize either a weapon or amour, their smash effect will destroy the item.  This effect can be dome twice a day but no more than once a day on any specific object

Learning: As a construct, nutcrackers should have no ability outside of their military prowess. However, nutcrackers often spend time around families, and pick up many skills suck as music, baking or dancing from interacting with their living. They have the same number of skill points as their HD.

A nutcracker is a construct designed to protect an area of importance, often home locations when armies are away.  They are assigned to areas in a castle and rarely leave.  Many times, living creatures form a bond to these constructs, and they form a very strong affection to those weaker then themselves, often children or fey which they can earn skills.

Unlike many other construct-types, Nutcrackers are unlimited in their HD. They can be built up to become any size HD, if their designer has the time and coins to do so.

Thursday 22 December 2016

Snow Cloakers aka Wrapping Deaths

Snow Cloakers (Wrapping Deaths)

Medium Size Aberration (Psionic)

Hit Dice: 5d8+5 (27 hp)
Initiative: +6
Speed: 10ft, Fly 40 ft (good)
AC: 18 (+6 natural, +2 Dex), touch 12, flat-footed 16
BAB / CMB / CMD: +3 / +7 / 19
Regular Attack: Tail slap +7 (1d6+5), Bite +3 (1d4+2)
REACH: 5 ft. / 5 ft.
Special Attacks: Engulf, Psionics
Special Qualities: Darkvision 60
SAVES: Fort: +5 Ref: +5 Will: +7
Abilities: Str 19 Dex 14 Con 13 Int 10 Wis 13 Cha 9
Skills: Perception +12,  Move Silently +10, Knowledge (nature) +10, Survival: +10
Feats: Alertness, Combat Reflexes, Imp Initiative 
Climate: Any Cold Forest or Mountain
Organization: Mob (3-6), Flock (7-12)
CR: 6
Treasure: Standard
Alignment: Lawful Evil

Advancement: 6 - 9 HD (Medium) or 10 - 16 HD (Large)

Out of nowhere, the land arises, moaning and comes flying toward you…

Smaller, faster and a more cunning version of the standard cloakers found in the underground. Most have white wings and light gray body, small eyespots cover it’s back. These creatures are highly intelligent and plot ambushes to minute details. They seek both victims to devour as well as treasure, magic and other items.

They live in small communities called flocks, with at least one higher HD leader. They can be hired or bribed by other evil Masters, looking for their services in trapping victims.

Combat
Snow Cloakers plan combat, and only attack when they believe they have superiority over their victims. They like areas that are close to civilized areas, but also in proximity to caves or valleys where they can use their flight ability to quickly escape. They begin by using psionics. Once their foes are disoriented at least half their numbers will swoop in, attempting to use their engulfing ability to smother anyone left standing. If their initial foray is not properly executed, many snow cloakers retreat. At heart, they are cowards, and will engage with foes only if they believe they have already won the battle.

Engulf: When Snow Cloakers make a grapple check, they wrap themselves around their victim smothering them into unconsciousness. They inflict 1d6 + (20- touch AC of their victim) each round. Any non-blunt attacks done on the cloaker will inflict ½ damage on the cloaker and ½ damage to the victim.

Psionics: Control Light, Deceleration, Distract, Dimension Door, Ectoplasmic Form, Id Insinuation, Chameleon, Recall Pain, Energy Ray (Cold 1d6, 40 ft, DC 15) DC: 15, PSPs: 25

Monday 12 December 2016

Displacerus - quadruped with vicious, sharpened tentacles and a vision effecting field

A snarling, dangerous beast from another world that hunts both highly populated forests or remote spires. It's most unique feature is a vision reducing field that mimics the displacement area of effect spell that limits missile spells and effects. Even non spellcasters are hampered as their sharpened tentacles regenerate quickly.


DISPLACERUS

CR: 4
NE Large magical beast
Init: +2; Senses: Darkvision 60 ft., low-light vision, scent; Perception +10

AC: 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, -1 size)
hp: 42 (5 +15 HD)
Fort +8, Ref +7, Will +3
Defensive Abilities: Displacement, resistance to ranged attacks, Tentacle Regrowth, Posion

Speed: 40 ft.
Melee: Bite +8 (1d8+4), 2 tentacles +8 (1d6+4/18-20)
Space: 10 ft.; Reach: 10 ft. (15 ft. with tentacles)
Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8
Base Atk: +5; CMB: +10; CMD: 23 (31 vs. trip)
Feats: Dodge, Skill Focus (Perception, Stealth)
Skills: Perception +10, Stealth +12; Racial Modifiers: +8 Stealth

Languages: Common (Understand but cannot speak)
Environment: Forest or Spire
Organization: Solitary or pair
Treasure: Standard
Advancement: 6 - 10 HD (Large) or 11-20 HD (Huge - 20 ft tentacles)

Displacement (Su): A vision affecting field surrounds a displacerus, making it difficult to see it’s exact location. Any melee or range attack (within 50 ft) directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast’s position, but see invisibility has no effect. Missile or spell attacks greater than 50 ft away miss 100% of the time.

Resistance to Ranged or Magic Attacks (Su): A displacer beast has a +4 resistance bonus on saves against any ranged magical attack that specifically targets it. Area of effect spell attacks of 10 ft or more radius do not suffer this resistance. Spell users that have a True Seeing or equivalent spell in effect are not affected by this resistance.

Tentacle Regrowth: This creature will regrow a large primary tentacle in 1d3+1 rounds when destroyed. Each tentacle has 8+1d4 hp and an AC of 21. The tentacles they must be attacked specifically. All critical hits scored against a tentacle if confirmed, can sever one of them (if choosen or targeted by the PC.)

Infectious Poison (Su): Twice a year a displacerus must poison other creatures to spread its seed. The infected animal must make a Fort DC 18 to avoid the three day transformation process. It picks either very strong, fast or charming creatures.

This terrific hunter species known to terrorize many forests and other remote locales.  They exist to feed and to inflict suffering on others. They have a sleek but long dog-like body, and usually a red-purple leathery skin, small black eyes and a fang filled mouth but there is a membrane inside it, preventing food from being directly absorbed.

It's most prominent feature are it's four main tentacles that are ten feet long, and five to six smaller tentacles. It feeds through absorbing blood from suckers on the smaller tentacles. They can attack with two of these large tentacles every round. It is common for these creatures to lose one tentacle during a combat and continue on but if they lose two or more they will immediately flee.

These weird, barren creatures are unable to mate even with its own kind. Once a year they are able to infect other quadruped creatures with a poison that if the creatures fails the save, they will transform into a displacerus. Even when more than one comes through portals from other worlds together, they rarely stick near each other as willing pack-mates. They will sometimes track each other, and come to another's aid or help, if they can either receive or steal a good meal from the combat.

It is surmised by some experts that Displacerus are not native to Nyssa, but come as unintended guests when other creatures either travel or summoned here from other worlds via summoning spells. Unlike the base creature, they are not dismissed when the summoning spells end.

Monday 14 November 2016

Sylph, Nyssian (Gossamer, Winged, Good-Aligned Humanoids)

The way I created the Sylph is is the opposite of how I handle most beasts. I usually try to scale them down to lower HD levels to introduce them at an earlier point in the story as an (N)PC. If a player wanted to use one, I would just use the Sylph from the PF books - but what is shown here this is the default, for most sylph in my world. They are a happy, energetic people, willing to help fight evil but also to fly around, observe others from afar, play games and music.


Sylph, Nyssian
Medium Sized Fey (Air)

Hit Dice: 5d8+3 (17 hp)
Initiative: +7 (Dex and Imp Initiative)
Speed: 30 ft; Fly 50 ft (good)
AC 17 touch 13, flat-footed 14 (+3 Dex, +4 natural)
Base Atk +2 CMB +0 CMD 13
Melee Rapier +5 (1d6-2) or Shortbow +5 (1d6)
Special Qualities: Invisibility (3 times a day), Spells
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 7, Dex 17, Con 12, Int 11, Wis 14, Cha 17
Skills: Diplomacy +6, Escape Artist +8, Heal +6, Knowledge (local or music) +7, Perception +8, Perform +6 (Wind), Stealth: +8,
Feats: Hover, Imp Initiative, Weapon Finesse
Environment: Any Aerial Location (Towers, Remote Spires or Cloud Isles)
Organization: Solitary or pair
Languages Air Elemental, Avian, Fey, Elf, Dwarf, Common
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By character class  (sorcerer, rogue or ranger)

These elemental spirits of air resemble gossamer winged petite humans, usually dressed in light colours and small pieces of jewelry. Attractive and playful; love to tease and joke with good aligned creatures that they encounter. Often their teasing is a form of subtle way of getting potential allies to come to their help in defending against evil or those who would harm nature or animals. They are a reclusive people, it is a rare and dangerous time when more than a few are ever in the same place at the same time.

They rarely speak out in front of crowds, they usually whisper in the ears of allies, but they do laugh out-loud as they cannot help themselves in moments of glee. More then one falling person of good alignment has been mysteriously rescued by an invisible sylph. The have a great deal of respect of spellcasters, musicians and artists, and will often take an opportunity to reflect on beauty or art.

They have a wonderful relationship with most creatures that reside in mountainous or wild locations, in particular Dwarves, Elves, Jahlen & Phaetox. Always willing to help in times of danger, acting as a scout or warning them of danger. At the same time, they do ask favours, and have at times raised small armies to help them in their tasks.

They are heavily associated with spires - mile high mountains that act similar to islands in the sky. Yet, many do have homes in the cities, near Towers of magic or other crafts. They spend much of their time invisible, and watching children and musicians. They would be a terrific force for good if focused on long range plans, but their interest like their attention span is often compared to a fleeting breeze.

Their gossamer wings are fragile to physical attack - if they take more than 5 points of damage, they are hobbled for the day and cannot fly for the rest of the day.  Normal physical attacks, even to the Sylphs back does not harm the wings, only a deliberate attack. Treat their wings as having a +5 AC deflection bonus in comparison to their regular AC. Spells or magic cannot harm the wings. They regenerate after 8 hours of rest or a cure critical spell is applied to them.

Many mortals believe all Sylph are female, but their numbers are balanced. They are an openly loving species, often getting or being confused with the standard sexual paradigms some mortal creatures seem bound with. They love, just as much as they consume or play or dance, many sylph fornicate without regard, if their partner is a willing one. Other uptight creatures are sometimes confused when a paramour reveals their gender and it is not what they expected.

Combat
Sylphs rarely engage foes directly. Most will try to use their spells to avoid confrontation or to get potential allies to help them. Their two great advantages are their flight and invisibility. The rare sylph that advances in character level, usually does so as either a sorcerer, rogue or ranger.

Energy Resistance: Sylphs have electricity & wind resistance 15. they gain +2 for any new HD or level gained
Abilities:    Gust of Wind, Detect Good (1/charisma bonus)
Featherfall (self or any one other in a 50 ft range), Invisibility (3/day)

A Sylph can remain invisible an unlimited amount of time. If they take an action that would make them noticeable, they remain visible until they get unnoticed for one full minute.


Saturday 29 October 2016

Restless - Undead Template

In my game world, undead are very common as they spontaneously arise from any creature not properly buried or disposed of. This template is the base undead found everywhere, arising due to accident or carelessness, not specifically evil actions. 


Restless-Undead [Template]

This template can be added to any dead creature that arise from its corpse being improperly interred. The creature appears as it did during the time of death often wearing funeral dress or wrapped linen over some portion of their body. Their eyes have a dark hue that covers most of their face, and many times they have a distinct jerk in their movements, especially at the start.

These undead are similar to self-aware zombies, that struggle to eke out an existence in their undeath. Most reside in crypts or dungeons, uninterested in moving out of the location where they reside. 

Size and Type: Change type to Undead (d12), If originally 3 HD or less, the new creature now has 3 HD. Creatures over 5 HD, lose 2 HD.

Speed: Same as original creature.

Armor Class: Gains a natural armor bonus of +5, this replaces any natural armor bonus the creature may have had previously. If they wore armor when buried, they will most likely will still be wearing it.

Attack: If it was originally a beast, the restless gain an additional bite attack doing the same damage as when they were alive. If humanoid, they have two natural slam attacks. The Restless if they have over a modicum of intelligence (7 or higher) and have their weapons, may opt to continue to use this option.

Size               Slam Damage
Small                 1d4
Medium             1d6
Large                 1d8
Huge                  2d6

Special Attacks: They retain all the attacks they had in life and gain despair wail & restless fever.

Despair Wail (Su) All creatures within a 60-foot radius that hear a restless must make a Will save at DC 13 (+ 1 / HD). or be paralyzed by fear for 2d5 rounds. Whether or not the save is successful, that creature cannot be affected again by the same despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.

Restless Fever: touch; save Fort DC 14, onset time 1 minute; every 6 hours make another save.
Initial effect: 1d3 Constitution drain.
Ongoing Effect: Every six hours make another save to take another point of Constitution drain.
Save: 2 non-successive successful saves to prevent any additional loss. While the restless effect is happening, the victim cannot properly rest, only magical healing can help revive them. The save DC is Charisma-based. This can also be removed by two successive remove curse spells.

Skills and Feats: Undead of five intelligence or more maintain the skills and feats they had in life.

Game Focus
Most restless have at least faint memories of their lives before they were killed, but now they exist to try and satiate their endless hunger. Warrior types try to organize any other undead into small legions to protect their property. Former wizards most often are the weakest, as they do not automatically gain spells, have lost some intelligence, and do not have spell books. A few rogues lucky enough to have their equipment can prosper and gain access to buried wealth.

It seems only clerics, who are often buried with symbols of their devotion follow their previous path. If they were evil, they exist to gain power and followers at any cost. If previously good, their existence makes them go slightly mad, and spend their time in their lair, angry at the world. They are still not willing to do evil to others, but will lash out if others come to them. Though rare, sometimes they can be convinced to help the living in good causes within their dark dungeon lairs.

Restless know they are not alive and do not pretend to be. They are obsessed with death, symbols around it and keeping their small circle free from anything they disdain - such as the living.

Any Restless with at least a low intelligence will try to avoid the undead hunting Jackalla.

Special Qualities: An undead creature has the following features.

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Will Saves.
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Many undead, however, are mindless and gain no skill points or feats. The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

Abilities: Adjust the base creature as follows: Str +4, Con --, Int -4, Wis +4, Dex --, Cha --. These undead lose some of the intelligence they had in life, but they gain in most other ways.

*   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   

Thursday 20 October 2016

Fuul or Fool - Small, pink furred winged elven cat

This is probably the fastest creature I have ever stated up. Got a chance to volunteer for a one-night event early next month, and this is the focus of the game... find the Fool!

Fuul CR6
N Small Fey
Init +8 Senses Low-light vision; Perception +9

 DEFENSE
AC 17 touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 21hp (6d6+0 con)
Fort +2, Ref +9, Will +6
Misdirect Magic or Arrows, Resistance to Electricity 20

 OFFENSE
Speed 40 ft., Fly 20 ft.
Melee Bite +8 (1d3-1)
Special Attacks Evasion, Agility

 STATISTICS
Str 8, Dex 19, Con 10, Int 9, Wis 12, Cha 16
Base Atk +3 CMB +1 CMD 15
Feats Improved Initiative, Dodge, Mobility
Skills +20 Fly, +8 Perception, +5 Knowledge (local / nature), +12 Stealth, +5 Sense Motive
Languages  Fey or Elven (Understand and read, but cannot speak)

 ECOLOGY
Environment Forest, Spire or Dungeon
Organization Solitary, Pack (2-5)
Treasure Value Half Standard (gems, coins, keys)

A Fuul (usually mispronounced Fool) is a fey creature long beloved by Elves and other woodland creatures.  It appears as a small, pink furred, double tailed, winged cat. They form very strong attachments to those some who travel into the wilder parts of the forest. They are quite intelligent, and can understand words spoken or written in the lands around them but they cannot speak - they meow or purr.

Some are trained to act as the hunted foe in an Elven forest game, where the challengers must capture the fool using nets. It is difficult for the challengers to use magic against the Fuul as it can redirect any spell cast near it.

Combat

Misdirect Magic (Su): Twice a round, a Foul can misdirect any magic cast at or near it.  They usually redirect it at the caster, or safely away from other creatures. Their tails actually misdirect the spells, if the tails are cut off they lose this ability.

Agility (Su): A Fuul may act as if hasted for a number of rounds per day equal to their Charisma modifier. This ability can be activated or suppressed as a free action.










(Pikachu...I see you!!!)