Blog Archive

Wednesday 31 December 2014

Random Encounter Tables (City)

Encounters - roll as needed when situation is unplanned. My personal rule is as a DM we can decide anything, including not to use these tables. But, if I choose to roll, the roll rules.

Race*
01-70 Human
71-75 Dwarf
76-80 Tenderfoot    (Halfling)
81-85 Elf
86- 88 Sylph            (Winged Humanoids)
89-90 Ogren             (Mostly civilized Ogres)
91-92 Lizardith        (Lizardmen)
93       Quillian         (Humanoid Purcupines that can throw their quills)
94      Jahlen             (Golden Horned Ram Humanoid)
95      Charr               (Pale skinned humanoids with magical armaments)
96      Gargoyle         (Stone figures that haunt towers)
97      Minotaur
97      Jackalla            (furred jackal humanoids that hunt undead)
98      Phaetox            (Flame winged humanoids that cannot tell untruths)
99      Clockwork       (Sentient Mechanoid with freewill)
00      DM's Choice

*The first four selections in the race table can be replaced with each other. So if in a Dwarf city, they take the top choice, and humans go to the next tier.


Basic City Encounter Table
01-08 Beggar or Poor Man
09-12 Cleric (3rd - 5th)
13-16 Undead (roll again **)
17-18 Animals (Swarm, Rats, Insects)
19-20: Pet
21-25: Drunk (Roll Again)
26-28: Gentleman, Nobleman or Rogue (3rd-10th)
29-34: Guild Member or Craftsmen
35-36: Mercenary or City Guard (1st-3rd)
37-40: Dancer, Harlot or Rogue (3rd-10th)
41-45: Labourer
46-55: Worker (2nd-5th)
56-65: Merchant
66-68: Nobleman (5th - 8th lev)
69-70: Busker or Bard (3rd - 6th)
71-72: Animal Handler or Stabler
73-75: Sailor, Dockhand or Labourer
76-80: Visitors or Pilgrims
81-83: Knight or Paladin (3rd - 8th)
84-85: Sorcerer (3rd - 5th)
86-88: Child or Apprentice
89-90: Guild Officer
91-92: Disguised (Roll again)
93-95: Shapechanger (Lycanthrope, Doppleganger, Rakshasa, etc)
96+: DM's Choice

Random Building 
01-04: Artist, Bard, Busker or Entertainer
05-06: Herbalist or Apthecary
07-08: Brewer or Bartender
09-12: Baker or Miller
13-15: Mason, Construction or Wood Worker
16-17: Advocate, Alderman or City Councillor
18-19: Weaver, Tailor, or Leather-Worker
20-24: Shantal (Prostitute)
25-26: Pet-Master, Animal Handler or Taxidermist
27-29: Stabler or Horse-Handler
30: Locksmith, Clocksmith or Tinkersmith
31-32: Jeweler or Goldsmith
33-35: School-Master, Lecturer or Teacher
36-45: Sailor, Dockworker or Labourer
46-48: Librarian, Scribe or Cartographer
49-50: Psychic or Astrologer
51-53: Salonist, Barber, Stylist or Cosmetician
54: Undertaker
55-56: Hooper
57-58: Major Domo, Secretary, Buttler or Herald
59-60: Labourer
61-65: Blacksmith or Armourer
66-70: Food-Worker or Chef
71-73: Moneylender or PawnSmith
74-76: Tobbaconist or Perfumer
77-80: Charcoil, Burning Oil or Fireworks
81-82: Brassworker
83-85: Farmer, Flowerist, Gardener
86-90: Servicing Industry
91-94: Trader
95-98: Auctioneer
99+: DM's Choice

Thursday 18 December 2014

Darras - God of the Poor and Sponsor of Charitable Acts

While not a god that openly sponsors adventurers, they can be requested for aid. An urban force, that monks and cavaliers often join as they assist the common-man. A good source of cheap potions and reduced costs for spells, if adventurers share their wealth when they have it. They turn no one down, especially those of other races or creeds, one must be open to be apart of the community.

Darras

Alignment: Neutral Good
Follower's Alignment: Any non-evil
Associated Colour: Brown
Holy Days: Twice a week (Alms)
Sacrifice: Tithe (25%) or fifty days of service every year
Patron: The Downtrodden, Cavaliers and Children

Preferred Class: Priest, Cavalier or Monk
Familiar Form: House Dog
Domains: Healing, Knowledge, Protection, Travel

Titles: Givers, Brothers and Sisters of Charity, Almsmen

God of the Poor. The outstretched hand. The Giver. The Humble. Servant of those in need. Lord of Charity. Darras is he who comforts the old and the young alike, and gives them nourishment and aid when nothing else can. He is the apostle of society, for when brothers gather together, he is there to share with those in need.

He is patron to landless cavaliers who have taken the vow of poverty. He fights greed by giving away everything that the church owns. But in so doing, they receive back far more than they had to begin with. While the elite may honour other gods of greater ideals, the god of blessings has the hearts of the downtrodden. Just as they are helped, they too help, and everyone is better off.

His faithful are patient, kind, generous; known for willing to give away everything they own. Legends abound of when Darras has saved a city from plague, or war or natural disaster, even to the extent that other gods are forgotten about. While other clerics may point out great battles and times of crisis where their gods were involved, to his faithful, Darras is ever present, ensuring the hungry, sick and diseased are cared for.They often open up hospitals or soup kitchens to help the impoverished, these are often their gathering places in cities without a temple or obelisk.

His familiar form is of a small light brown hound; which travels in the city unnoticed. They weaken the hearts of misers, and make the raving warrior feel pity and sadness in their hearts. Because they can so easily be unrecognized, one never knows where his hound may be found.

Darras has two avatars. The most common is a simple monk, wearing a brown tunic and no weapons. He comes during crisis, and helps to alleviate the suffering of the common folk. The second form is that of a cavalier, a knight riding on a great steed. He comes to lead the people to safety during time of war or insurrection. Unlike all of the other avatars, he comes to interact with the people, to lead them to victory. The victory of the Vallorria, the breakaway province of Mandos (which is seen to be a paladin’s district) was lead by this avatar, leading the common man to overcome adversity.

Darras' Code

Give freely
Without looking for reward
Accept kindness
Wherever you may find it
Greed is the enemy
A cancer that destroys family, friend, nation
Wealth is a blessing
Take it not for granted
And help others, in all things you do
For when you give charity
You too will be helped

Friday 12 December 2014

Shandar-Kai - (Shadowy Urban Fey)


These are the shadowy fey figures that seemingly haunt my cities and back alleyways. Not physically powerful, but they get to be fast, quick jumpers and often will make pacts with just about anything to get ahead. Ideal for low level adventurers foes, but the option to grow in power yo be formidable to a higher level challenge.

Shandar-Kai

Shandar-Kai                                             CR 2
NE Monstrous humanoid (Castles & Underearth)
Init +3; Senses darkvision 60 ft.

DEFENSE

AC 16, touch 13, flat-footed 13
hp 7 (2d6)
Fort +1, Ref +5, Will +3

OFFENSE

Speed 30 ft.
Melee: Bow +4 (1d6) or Dagger +2 (1d4)

STATISTICS

Str 10 Dex 17 Con 11 Int 12 Wis 12 Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Skill Weapon Finesse
Minor Skills: Acrobatics, Diplomacy, Disable Device, Knowledge (Nature, Local), Perception +2
Major Skills:Climb & Stealth +5
Feat Choices: Point Blank Shot, Trip, Far Shot, Precise Shot, Power Attack, Cleave, Imp Sunder, Weapon Specialization
Languages Shadow & Elven

ECOLOGY
Environment: Urban
Organization: Solitary or Scouting Party (3-6)
Treasure Full

SPECIAL ABILITIES

Backstab Dmg (+1d6)

Shadowy Curse: By physically holding another creature for one minute, they can send an unwilling person to the shadowy realm if they fail a saving throw (Will DC 20).

Jump: They add their bonus to jump rolls if they are not wearing armor heavier than light encumberance.

Shandar-Kai gain these advanced abilities in replacement of class levels. They may stop advancing in these and gain a class level at any time, but once they do they are unable to gain new racial levels.

Advancement as Rogues for Saving Throws, Hit Points and BAB
3 HD +6 in skills; Gain 1 Feat; +1 in Natural AC; Advance Backstab Dmg (+2d6)
4 HD +2 to Any Ability Score; +4 in skills; Jump +10 ft; Advance Backstab Dmg (+3d6)
5 HD Gain 1 Feat; +6 in skills; +1 in Natural AC, Gain 5 ft base movement; 
6 HD +2 to Any Ability Score; +6 in skills; Advance Backstab Dmg (+4d6)
7 HD +1 in Natural AC; Gain 1 Feat; Jump +20 ft; Lesser Shadow Image (25% HP; 10 rounds max)
8 HD +2 to Any Ability Score; Gain 1 Feat, Advance Backstab Dmg (+5d6)
9 HD +1 in Natural AC; +6 in skills; Jump +20 ft, Gain 1 Feat; Gain 5 ft base movement
10 HD +2 to Any Ability Score; Shadow Image (75% HP; 10 minutes max)
11 HD +4 / +4 to any two ability Scores; +12 in skills, +3 in Natural AC; Gain 1 Feat

Shandar-Kai are shadowy fey, bitter and desperate beings cursed to be continuously banished to the shadowy realm. While they have strength and physical form on prime worlds, each time they are knocked unconscious through damage, they must save vs DC 16 (Wisdom) or be banished to the realm of shadows.As beings of stealth, they take advantage of flanking an opponent whenever they can. Most join thieving guilds, to learn and make contacts, keeping their nature secret whenever possible.

They appear as lithe sharply drawn humans with a darkness all around them. They will often wear elaborate armor and carry many very small sharp daggers. They are continuously planning thieving sprees. They know they will be forced to go back to the shadowy world eventually, so their wealth should be in forms that they can easily carry or store. When they return to their shadowy world, they share their knowledge and make plans for future raids. 

These evil beings mistrust their good-aligned kin, and go to any length to trap or send them back to the shadowy realms to be tortured or worse. Some begin to show empathy towards their light kin if shown it by their prime kind first. They keep this quiet, little is known about the Shandar-Kai's dark society and twisted rituals, but empathy to the light fey is low on their priority list.

Once they are banished, they must remain on the shadowy plains for no less than six days.


Thursday 11 December 2014

Snow Nymph

To celebrate the season, here is my winter version of the Nymph. A playful figure and a little dangerous as it has a temper if .

Snow Nymph (Winter Shae)

CR 3
N (NG as they age), Humanoid
Init +7; Senses: low light vision, Perception +10

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 natural AC, +3 Dexterity)
hp 17 (5d6)
Fort +1, Ref +8, Will +7
SR 15 and DR 10/ cold iron


OFFENSE
Speed 30 ft.
Melee +6 Rapier (1d6) **
Special Attack: +6 Freezing Touch (1d6) **

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

STATISTICS
Str 10, Dex 17, Con 10, Int 15, Wis 14, Cha 17 **
Base Atk +3; CMB +6 CMD 15
Base Skills: Diplomacy +14, Hide +9, Knowledge (History & Geography) +8, Move Silently +9, Perform+7, Perception +10, Survival +8
Feats: Agile Manoeuvre, Improved Initiative, Quicken Spell-like Ability
Languages Fey, Dwarf & Common

The Winter Shae, or Snow Nymph, is a fragile pale skinned elf with elongated ears and fingers. Most have long blond or white hear, and they try to decorate their hair with small jewels carefully embedded in subtle patterns.  They speak Faerie and Elven in clear voices, they can usually speak common or Dwarven poorly. They are only seen during winter, dancing and playing gleefully in the snow, they never speak about where they are during the warmer phases of the yeat.

These fickle beings are happy to play and tease targets for a short time, however if you turn them down they are likely to attack in spite. The best trick is to play with them until they get tired and leave you alone. As they age, they mature into good aligned forest spirits, who are willing to make sacrifices for the collective good. The few documented times they become good friends with settled folk, they are much stronger in their desire to help and protect their allies.

Combat:
Winter Shades shun combat and will usually attempt to flee at first hint of danger. When allies are in trouble, they will sometimes ignore the danger and jump into the fray.

Spell-like Abilities:
Resist Cold – at will, Freezing Touch
3/day - Ray of Frost, Charm Person, Pass Without Trace and Speak with Animals; These spells are cast by a 5th level sorcerer (Save DC: 13 plus spell level.)

Spell Resistance (Su): Snow nymphs has spell resistance equal to 15+ class level (if any).

Freezing Touch (Su): Snow nymphs are incredibly cold to the touch, dealing 1d6 points of cold damage to whoever touches them, with no save allowed. They can also completely freeze or unfreeze small or light weight items without damaging the item.

Saturday 22 November 2014

Nareg Gargoyle

A Nareg is usually a lonely figure on either an abandoned or lonely area, quested into service for short period of time as a guard or part of an attack force. Over time, as individuals grow, they can summon other kin to help them in their tasks and grow in their damage reduction capacity. The most powerful ones are leaders who make meticulous plans to take down and dominate structures.

These gargoyles rarely attack those who are not deemed enemies. While they have sinister reputations, very few ever threaten more than a particular building. They can be brought into service by powerful domineering forces of law that offer fealty and keep their promises. Many bards use Naregs as spies or informants, and can be paid off in spice or coins.


Nareg Goyle CR 2
LN (E) Medium monstrous humanoid (earth)
Init +2; Senses darkvision 60 ft.; Perception +2

DEFENSE

AC 13, touch 11, flat-footed 14 (+2 Dex, +1natural)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1

OFFENSE

Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +3 (1d4+1), bite +4 (1d3)

STATISTICS

Str 13, Dex 14, Con 16, Int 8, Wis 10, Cha 7
Base Atk +3; CMB +3; CMD 13
Feats Skill Focus (Fly), Hover
Primary Skills Fly +12, Perception +2, Stealth +4 (+10 in stony areas);
Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Terran, Local Humanoid,

Advancement
3 HD   +2 Str or Con; +6 in skills; 2 Dmg Reduction, Command 1d3 Gargoyles (DC 12, 1 minute)
4  HD Increased Natural Weapon Damage (1d6 Claws / 1d4 Bite); +1 in Natural AC
5 HD +2 Str or Con; +6 in skills; 4 Dmg Red, Command 1d6 Gargoyles (DC 14, 5 minute service)
6 HD +1 in Natural AC; Gain Horn Gore Attack (1d4)
7 HD +6 in skills, 6 Dmg Reduction, Summon 1d10 Gargoyles (DC 15)
8 HD +2 Str or Con; +1 in Natural AC, Gain Tail Attack (1d6), Summon 2d8 Gargoyles (DC 16, 10 minute service)
9 HD +6 in skills; Increase Natural weapon Threat Range (18-20), 8 Dmg Red, Gore Attack (1d8)
10 HD Increased Natural Weapon Damage  (1d10 Claws / 1d6 Bite); +1 in Natural AC, Summon 3d8 Gargoyles (DC 16, 2 /day, 1 hour service)
11 HD +6 in skills; +1 in Natural AC, 12 Dmg Reduction, Gore Attack (1d12), Summon 4d8 Gargoyles (DC 16, 2 /day, 2 hour service)
12  HD +4 Str & Con; +3 in Natural AC; Summon 5d8 Gargoyles (DC 18, 3 /day, 4 hour service)

Lesser Feats:
Power Attack, Natural Armor (+2) Freeze, Dive, Flyby Attack, Gore Attack, Improved Initiative

Advanced Feats (Higher than 8 HD)
Imp Natural armor (+4), Increase Claw Critical, Stunning Head-Butt (DC 18 - 2 rounds stunned), Tail Trip (DC 18)


SPECIAL ABILITIES

Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue

Dmg Reduction: Nareg gain stony bodies as they age, able to withstand more physical damage. This is to non-magical weapons. Silver or any magic bypasses it completely.

Summon Gargoyles: When outside, a nareg can summon others of their kind. They need to scream, and utter a simple one sentence command, that their gargoyle-kin will obey. Nareg cannot give complex instructions, thus it is usually to guard a site or attack a single foe. The groups summoned, are usually rivals, thus must be given different commands and do not serve together.

Saturday 15 November 2014

Artificer - Prestige Class dedicated to Magic Item Creation

In worlds where magic item creation is rare and costly, it is usually in the hands of a select group of individuals that can enchant items. Usually called Artificers or Crafters and are found in places where mana or magic occurs, usually due to conduits to other worlds.

These individuals study ancient manuscripts and gather with like minded souls to study these arts. They form circles or guilds to share their practices with a select group. However, even if they do not welcome an individual, they usually do not become enemies, as comrades often share secrets even if unofficially.

This was always intended to be a non-player character class (NPC), as it helps explains why items are rare but can be found. The time cost of construction is so high, it is highly unlikely that players should have these abilities.

Artificer

Requirements: Any three creation feats (Brew Potion, Scribe Scroll, Create Holy Water, Create Holy Sand, Create Talisman); Ability to cast 2nd level or higher spells; Membership to a artificer guild.

Hit Dice: d3

Class Skills: The artificer’s class skills are: Appraise, Craft, Diplomacy, Disable Device, Knowledge (any), Perception, Profession, Sense Motive, Spellcraft, and Use Magic Device.

Skill Points at Each Additional Level: 5 + Int modifier. Feats:  1 / two levels

Weapon and Armor Proficiency: No extra armor or weapon proficiency. They retain those they previously had in their old class.

Spells: An artificer is not bound by any spell-list, as they increase in level they can learn three spells per level from either the cleric, druid or wizard spell-lists. To learn or cast a spell, an artificer must have an Intelligence score equal to at least 15 + the spell level. The Difficulty Class for a saving throw against an artificer’s spell is 10 + the spell level + the artificer’s Intelligence modifier.

Crafting Time: For every 500 gp an item is valued, it takes 1 week in a proper construction area (usually a lab or forge) to craft an item. The crafters gain depending upon the value of the construction sites facilities, their tools, their assistants, and some other factors will enable the DM to calculate time and costs.

Abilities by Artificer Level.

Co-op: At 1st level, the artificer gains the ability to create magic items cooperatively with another caster. The cooperative partner can provide the spell needed to forge the item; they must be present throughout the entire item creation process.

Craft Wondrous Item: At 2nd level, the artificer gains Craft Wondrous Item Feat

Work Anthril or Trel: At 3rd level the artificer can work Anthril or Trel as if it were steel, needing no special tools or forge to do so

Craft Magic Arms & Armor: At 4th level, the artificer gains Craft Magic Arms and Armor Feat

Craft Construct: At 5th level, the artificer gains Craft Flesh Golem Feat

Work Crystal or Ebal: At 6th level the artificer can work Crystal or Ebal as if it were steel, needing no special tools or forge to do so

Craft Wand: At 7th level, the artificer gains Craft Wand Feat

Craft Rod: At 8th level, the artificer gains Craft Rod Feat

Craft Construct II: At 9th level, the artificer gains Craft Clay Golem Feat

Forge Ring: At 10th level, the artificer gains Forge Ring Feat

Work Verchine or Mithril: At 11th level the artificer can work Mithril as if it were steel, needing no special tools or forge to do so.

Craft Construct III: At 12th level, the artificer gains Craft Stone Golem Feat

Craft Staff: At 13th level, the artificer gains Craft Staff Feat.

Work Adamantine: At 14th level the artificer can work adamantine as if it were steel, needing no special tools or forge to do so.

Craft Construct IV: At 15th level, the artificer gains Craft Iron Golem Feat