As I was preparing for my upcoming Fey themed game, I knew that the lady herself should make an appearance. And for me, in this game, this is the Queen of the Fey, known by most mortals as Mother Goose.
Mother Goose NG Medium Fey 12 HD* Fey
Init +6 Senses Low-light vision; Perception +15
AC 24 touch 19, flat-footed 22 (+2 Dex, +5 natural, +7 Magic Armor)
hp 84 (13d8+26 con)
Fort +5, Ref +9, Will +12
Defensive Abilities DR 25 Immune: All Charm and Elemental Attacks
OFFENSE
Speed 30 ft; Fly (Good) 80 (Broom)
Melee Diamond Encrusted Sharp Rapier +8 (1d6-1 / 12-20 *5 )
Special Attacks See Below
STATISTICS
Str 10, Dex 15, Con 15, Int 18, Wis 20, Cha 25
Base Atk +5 CMB +4 CMD 16
Feats Improved Initiative, Alertness, Iron Will, Power Attack, Toughness, Weapon Focus (Rapier)
Skills +17 Bluff , +17 Diplomacy , +7, Escape Artist , +18 Fly, +10 Knowledge (geography), +17 Perception , +14 / +14 Perform (Lute & Whistle), +17 Sense Motive , 12 Sleight of Hand , +15 Ride +15, Stealth, +9 Use Magic Device
Languages Fae, Elven, Common, Dwarf, and 12 others
Legendary Gear Storybook of the Fey, Pen of Happy Dreams, Fey Broomstick
ECOLOGY
Environment Faelands, Candyland or Mortal Plane
Organization Solitary
Treasure Value Triple (Coins, Gems & Old Spell-Books)
As far as most visitors can tell, Mother Goose is an elderly human female, though physically frail she is wise and very charismatic, making friends and allies with both the inhabitants and the many sleeping visitors. While best known for helping sleeping children, she also helps fae and other inhabitants in the Candyland. What few visitors realize is that she is called by another name by the fey - Faerie Queen.
One of the highest level fae in Candyland. She is a well known but mysterious figure as she has had a presence both here and in mortal lands for hundreds of years. Her main foes are those that would steal or otherwise take advantage of the sleeping visitors. She has waged war on both the devils and demons (and many others) but she usually leaves them alone as long as they do not cause problems. Her servants are always watching outsiders.
What is little understood is that there are times Mother Goose is unable to cast her highest level spells or effects, essentially being a mid-level caster while other times she can cast the most powerful spells in all of Candyland. Most believe that she is outside of time, so there are times she appears as various version of herself. She knows the fey and their stories as they are apart of her but does not always remember every mortal creature she interacts with. Roll below to determine where Mother Goose is in her circle.
Roll below once /night.
01 - 60 As 9 HD Fey
61-70 As 10 HD Fey
71-80 As 12 HD Fey
81-85 As 14 HD Fey
86-90 As 16 HD Fey
91-95 As 18 HD Fey
96+ As 20 HD Fey
Add +1/attacks & saving throws for every HD added.
SPECIAL ABILITIES
Constant Friendship to Fey, Animals and Elementals - Both in the feylands and in mortal realms see Mother Goose as a trusted friend.
Charm Speech (Will DC 20) Constant affect, Those she is able to speak with are treated as if they are charmed. Only if they actively resist, do they get a saving throw to avoid. She uses this to convince both allies and foes to stop taking violent action agaisnt fey and others. She will not use this to take advantage of others.
Banish (Will DC 24 - 3 / day) she can banish creatures, having them unable to come back into the Feylands for 72 hours.
Summon Fey - 4 / day - Can summon 20 HD of fae creatures 4 times a day, the only two stipulations are she must have met them before and they are on the same plane as her.
Sleep (Will DC 20 - 2/day) Can affect creatures up to 15 HD, her sleep effect can put anything asleep that naturally sleeps as their base HD level shown below. If they normally do not sleep (Golems, Undead) treat them as double HD, so she can affect them but to a much lesser extent.
1-3 HD; 24 hours
4-5 HD; 12 hours
6-7 HD; 6 hours
8-9 HD; 3 hours
10 HD; 2 hours
11 HD; 1 hour
12 HD; 20 minutes
10 HD - Forget Me Now: Enemies who are hit by this touch causes them to forget their negative impulses. Creatures who are charmed or otherwise magically affected are brought back to their base emotion. Foes need to save on a Will DC 21. Can affect creatures only once every day. Most planar creatures automatically return to their home plane due to confusion.
12 HD - Dream Realm: Enemies hit by this ray must make a will save vs DC 23 or fall into their own personal realm for a range of time similar to sleep, except they need to re-save every day as the dream realm is highly personal and quite enjoyable. They must realize they are imprisoned, then actively save to escape it (adding +1 on their saves for each successive night.)
14 HD - Deepest Darkest: The Faerie Queen immediately learns a creature's deepest darkest secret. Those trying to resist must make a Will Save vs DC 19.
16 HD - Awakened: One of the few non-aggressive affects the Faerie Queen has. This will awaken a creature to full sentience (Int and Cha to 10.) This is most often done to get immediate helpers to assist with a threatening foe.
18 HD - Am I really here: Somewhat similar to her Forget Me Now affect, but with this, they don't even realize they exist, believing themselves to be images in the dream realm. Most creatures will just wander around as if in a dreamy-sleep state, taking neither negative or positive actions. They need to save once a week as a Will Save vs DC 25 to break free.
20 HD - No More Dreams (DC 25) If she is able to touch an opponent, she forcibly rips them out of the dream state and prevents them from getting back to the dreaming realm. The consequences are that they are unable to obtain new spells. Most creatures in fact slowly go insane after not sleeping for the number of days equal to their charisma score.
A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
Blog Archive
Saturday 19 March 2016
Wednesday 16 March 2016
Night Gremlin
This is the gremlin creature inspired by 1984 movie of the same name as opposed to the system version. I've gotten rid of the transformation from cutie to monster, and instead of them multiplying by water, the leader (Primary Gremlin) is able to summon others of their kind.
Night Gremlin
Size/Type: Small Outsider (Native, Shadow)
Hit Dice: 13 hp (2d10+4 con)
Initiative: +3 (+3 Dex)
Speed: 20 ft
Armor Class: 16 (+3 Dex, +1 size, +2 Natural), touch 13, flat-footed 12
Base Atk +2 CMB +2 CMD 15
Full Attack: Bite +5 (1d2/18-20) or 2 Claws +4 (1d4)
Space/Reach: 5 ft/5
Special Attacks: Summoning A, Primary Master
Special Qualities: Low-light vision, Darkvision 60ft, Light Sensitivity, Vulnerability to Sunlight
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 17, Con 15, Int 10, Wis 8, Cha 10*
Skills: Climb, +3, Disable Device, +5, Escape Artist, +4, Perception, +4, Stealth +7
Feats: Weapon Finesse, Multi-Attack
Environment: Plane of Shadow, Underground, any Urban
Alignment: Chaotic Evil
Organization: Gang (5-20), Throng (21-40), Cult (41-140)
Challenge Rating: 1
Treasure: Half
Primary Gremlin: Gremlin society revolves around a leader, called the Primary Gremlin, which are usually the first to arrive via teleport, Only the Primary Gremlin can summon their kin, he also makes sure that all other Gremlins follow his command. As long as the Gremlins are well fed, his pack will follow his orders. If the Primary Gremlin is killed, the tribe scatters. There is always only one primary, if others come to the location at the same time they either fight or accept his leadership. There are no elections in Night Gremlin society, the pack follows a leader or they destroy each other thru in-fighting. The Primary Gremlin is normally at least 2 HD above their common-kin.
Summon Night Gremlin A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice.
Light Sensitivity: In places of natural light, they suffer from -2 on attacks and saving throws
Vulnerability to Sunlight: They take a cumulative -1 dmg for every round in direct sunlight. Taking -2 on the second round, then -3 dmg, etc. When they reach 0 hp by sunlight they explode, inflicting 1d3 dmg/HD (Reflex DC 10+HD) to creatures within 10 feet. Night Gremlins can not be raised from the dead.
Night Gremlins are small sized abhorrent outsiders from another plane. They usually arrive by hitching a ride on summoning spells as extras, passengers when other beings are summoned, they ride along. They have green-blackish scaled skin, large ears, with sharp claws and teeth. All Night Gremlins are male, and no females of their kind have ever been seen on mortal planes - experts are unsure how they propagate their kin. Not seen as threatening, except if they are apart of their Cults which can grow to enormous size if the right conditions appear.
Annoying more than anything at the start, as the majority are low level that can be easily eliminated.
Their Cult needs a leader, and it can increase in size quickly if a single gremlin is able to establish dominance. If they have the food supply, they can grow their numbers quickly and overwhelm locations. But if they are hassled by personality or other conflicts, they are stuck in the single digits, and no Primary Gremlin emerges.
While intelligent, night gremlins are creatures of passion - they can spend days planning intricate strategy, and execute half the plan, but then lose themselves in a fit of jolly, bursting into laughter, or attacking one of their kin for failing a simple execution. Fortunately, they are limited due to their weakness to sunlight, unless they are deep underground or somewhere their foes cannot use the light to devastate them,
HD Advancement: Gain 6 skill points, 2 attribute points & 1d10 hp/HD
3 HD - Increase Natural Weapon Damage (1d4/1d6); Feat; Short teleport (20 ft)
4 HD - Increase Natural Weapon Damage (1d6/1d8), +1 Natural AC
5 HD - Increase Threat Range (+2), Summon Brethren B, Feat
6 HD - Increase Dexterity +4, Short teleport (100 ft); +1 Natural AC
7 HD - Increase Natural Weapon Damage (1d8/1d10), Summon Brethren C
8 HD - Increase Threat Range (+2); +1 Natural AC; Feat
9 HD - Increase Dexterity +4, Short teleport (500 ft); +1 Natural AC
10 HD - Increase Natural Weapon Damage (1d10/2d6) , Summon Brethren D; +1 Natural AC, Feat
Summon Brethren A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice
Summon Brethren B: 1/day they can summon 1d6 of their kin, if they roll 6, they roll 1d3 and continue adding if they max the dice
Summon Brethren C: 2/day they can summon 1d8 of their kin, if they roll 8, they roll 1d4 and continue adding if they max the dice
Summon Brethren D: 3/day they can summon 1d12 of their kin, if they roll 12, they roll 1d6 and continue adding if they max the dice
Short teleport - They can do this 1+constitution bonus per day.
Night Gremlin
Size/Type: Small Outsider (Native, Shadow)
Hit Dice: 13 hp (2d10+4 con)
Initiative: +3 (+3 Dex)
Speed: 20 ft
Armor Class: 16 (+3 Dex, +1 size, +2 Natural), touch 13, flat-footed 12
Base Atk +2 CMB +2 CMD 15
Full Attack: Bite +5 (1d2/18-20) or 2 Claws +4 (1d4)
Space/Reach: 5 ft/5
Special Attacks: Summoning A, Primary Master
Special Qualities: Low-light vision, Darkvision 60ft, Light Sensitivity, Vulnerability to Sunlight
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 17, Con 15, Int 10, Wis 8, Cha 10*
Skills: Climb, +3, Disable Device, +5, Escape Artist, +4, Perception, +4, Stealth +7
Feats: Weapon Finesse, Multi-Attack
Environment: Plane of Shadow, Underground, any Urban
Alignment: Chaotic Evil
Organization: Gang (5-20), Throng (21-40), Cult (41-140)
Challenge Rating: 1
Treasure: Half
Primary Gremlin: Gremlin society revolves around a leader, called the Primary Gremlin, which are usually the first to arrive via teleport, Only the Primary Gremlin can summon their kin, he also makes sure that all other Gremlins follow his command. As long as the Gremlins are well fed, his pack will follow his orders. If the Primary Gremlin is killed, the tribe scatters. There is always only one primary, if others come to the location at the same time they either fight or accept his leadership. There are no elections in Night Gremlin society, the pack follows a leader or they destroy each other thru in-fighting. The Primary Gremlin is normally at least 2 HD above their common-kin.
Summon Night Gremlin A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice.
Light Sensitivity: In places of natural light, they suffer from -2 on attacks and saving throws
Vulnerability to Sunlight: They take a cumulative -1 dmg for every round in direct sunlight. Taking -2 on the second round, then -3 dmg, etc. When they reach 0 hp by sunlight they explode, inflicting 1d3 dmg/HD (Reflex DC 10+HD) to creatures within 10 feet. Night Gremlins can not be raised from the dead.
Night Gremlins are small sized abhorrent outsiders from another plane. They usually arrive by hitching a ride on summoning spells as extras, passengers when other beings are summoned, they ride along. They have green-blackish scaled skin, large ears, with sharp claws and teeth. All Night Gremlins are male, and no females of their kind have ever been seen on mortal planes - experts are unsure how they propagate their kin. Not seen as threatening, except if they are apart of their Cults which can grow to enormous size if the right conditions appear.
Annoying more than anything at the start, as the majority are low level that can be easily eliminated.
Their Cult needs a leader, and it can increase in size quickly if a single gremlin is able to establish dominance. If they have the food supply, they can grow their numbers quickly and overwhelm locations. But if they are hassled by personality or other conflicts, they are stuck in the single digits, and no Primary Gremlin emerges.
While intelligent, night gremlins are creatures of passion - they can spend days planning intricate strategy, and execute half the plan, but then lose themselves in a fit of jolly, bursting into laughter, or attacking one of their kin for failing a simple execution. Fortunately, they are limited due to their weakness to sunlight, unless they are deep underground or somewhere their foes cannot use the light to devastate them,
HD Advancement: Gain 6 skill points, 2 attribute points & 1d10 hp/HD
3 HD - Increase Natural Weapon Damage (1d4/1d6); Feat; Short teleport (20 ft)
4 HD - Increase Natural Weapon Damage (1d6/1d8), +1 Natural AC
5 HD - Increase Threat Range (+2), Summon Brethren B, Feat
6 HD - Increase Dexterity +4, Short teleport (100 ft); +1 Natural AC
7 HD - Increase Natural Weapon Damage (1d8/1d10), Summon Brethren C
8 HD - Increase Threat Range (+2); +1 Natural AC; Feat
9 HD - Increase Dexterity +4, Short teleport (500 ft); +1 Natural AC
10 HD - Increase Natural Weapon Damage (1d10/2d6) , Summon Brethren D; +1 Natural AC, Feat
Summon Brethren A: 1/day they can summon 1d4 of their kin, if they roll 4, they roll 1d3 and continue adding if they max the dice
Summon Brethren B: 1/day they can summon 1d6 of their kin, if they roll 6, they roll 1d3 and continue adding if they max the dice
Summon Brethren C: 2/day they can summon 1d8 of their kin, if they roll 8, they roll 1d4 and continue adding if they max the dice
Summon Brethren D: 3/day they can summon 1d12 of their kin, if they roll 12, they roll 1d6 and continue adding if they max the dice
Short teleport - They can do this 1+constitution bonus per day.
Saturday 12 March 2016
Zunnel - Hair Beast (Rapunzel`s Daughters)
When I first started preparing ideas for the monsters that became my Candyland themed game, I listed every faeire tale that I could think of, and then posted brief, quick ideas about how I wanted to use them. This was one of many that I didn't have any immediate idea of how to use or how best to incorporate. This is my first second-gen creature, much more changed then many others.
CN (Good) Medium Fey
Init +4 Senses Low-light vision; Perception +16
hp 60hp (11d6+22 con)
Fort +5, Ref +11, Will +10
DR 10 Immune Resist 10 elemental Damage
Melee None
Special Attacks Hair +9 (1d6+5) (treat as tentacle with 20 strength and 15 ft reach)
Spell Like Abilities (CL 9th)
12/day Bardic Performance - Countersong, Inspire, Distraction, Courage, Captivating, Fascination, Obsession, Slumber
Spells Prepared (CL 9th, Spells per day 4/4/3) (DC 16+spell level)
3rd-Crushing Despair, Cure Serious Wounds, Dispel Magic, Lesser Geas
Base Atk +5 CMB +10 CMD 24
Feats 6 total feats from HD Dodge, Weapon Finesse, Focused Attack (Hair)
Skills Bluff +12, Diplomacy +13, Perception +16; Perform (Voice + Any 1)+18, Knowledge (Magic, Music, Religion) +10, Stealth +12 Sense Motive +10, Use Magic Device +10
Languages Fae, Common, Elven
Organization Solitary or Pair
Treasure Value Treasure Average (Coins or gems)
Zunnel
CN (Good) Medium Fey
Init +4 Senses Low-light vision; Perception +16
DEFENSE
AC 17 touch 14, flat-footed 13 (+4 Dex, +3 natural)hp 60hp (11d6+22 con)
Fort +5, Ref +11, Will +10
DR 10 Immune Resist 10 elemental Damage
OFFENSE
Speed 30 ft.Melee None
Special Attacks Hair +9 (1d6+5) (treat as tentacle with 20 strength and 15 ft reach)
Spell Like Abilities (CL 9th)
12/day Bardic Performance - Countersong, Inspire, Distraction, Courage, Captivating, Fascination, Obsession, Slumber
Spells Prepared (CL 9th, Spells per day 4/4/3) (DC 16+spell level)
3rd-Crushing Despair, Cure Serious Wounds, Dispel Magic, Lesser Geas
2nd-Hold Person, Mirror Image, Scare, Suggestion
1st-Cure Light Wounds, Hideous Laughter, Remove Fear, Unseen Servant
1st-Cure Light Wounds, Hideous Laughter, Remove Fear, Unseen Servant
STATISTICS
Str 10, Dex 18, Con 15, Int 15, Wis 17, Cha 23Base Atk +5 CMB +10 CMD 24
Feats 6 total feats from HD Dodge, Weapon Finesse, Focused Attack (Hair)
Languages Fae, Common, Elven
ECOLOGY
Environment CandylandOrganization Solitary or Pair
Treasure Value Treasure Average (Coins or gems)
SPECIAL ABILITIES
Enhanced Criticals (Ex), If AC hit on their hair attack is +4 higher than what is needed, inflicts *2 base weapon dmg on critical confirmation rolls. If AC is +8 higher than what is needed, inflicts * 3 base weapon dmg on critical confirmation rolls.
A Zun (usually referred to as their plural Zunnel) appears as a slender and attractive human-like fae with long hair, pointy ears and most often residing
in abandoned locations. Charming and elegant, they easily make allies and put tremendous efforts in their causes. Appear as physically helpless, most are unwilling to wield a weapon in their physical defense. Do not seem worried or threatened by common dangers as they rely on their bardic abilities. They do not put themselves directly in the line of fire either, of course they don't really need to.
While
they do not take combat action, their hair does, having much higher
strength and the capacity to strangle opponents. Their hair is fully cognizant & able to take action independent of the body. The reach of their hair enables the Zun to dispatch foes without having to face them directly. The hair's priority is the
safety of the Zun and any weaker creatures around her. The Zun is conscious of their defender but take actions in their own way
(Spells and contacts) to defuse dangerous situations first, but know
their hair will protect them. Any time the Zun feels threatened due to injury, they flee
They
are not evil, but very chaotic and generally untrusting of males. They are the generational offspring of Rapunzel,
not her children but the third or later generation. Rapunzel's daughters were wed to selfish, controlling men who took advantage of them. They fled to the fae world for respite, and were transformed for helping those in need. Most are apart of femme cults dedicated to protecting women and creatures smaller than them. They often build traps (both physical and mental / word
games) to ensnare men to catch them for both real and perceived
crimes.
Most tend toward female partners. While
initially mistrusting they can become allies or much closer with males who show
bravery, wit and serve forces of good. Their hair can always assist a Zunnel, after it steps down from their but is much less likely to be ever needed, if they are never threatened.
Spells
as 9th level Bard - usually calming or other peaceful attacks.
Hair Attacks: The Zunnel`s hair is the primary combat attack. It is considered to have a 20 strength (+10 on the Zunnels strength score.) It can grab any basic weapon, or use the environment around it to protect the Zunnel. If it attempts to strangle, it does 1d6 + 5 damage, But it can also strangle as noted above.
Thursday 10 March 2016
Fiddling Cat
Fiddling Cat
Small Sized Magical Beast
Hit Dice: 5d8+5 (26 hp)
Initiative: +3 (dexterity)
Speed: 30 ft
AC 16 touch 13, flat-footed 13 (+3 Dex, +3 Natural)
hp 32hp (5d10+5 con)
Fort +5, Ref +7, Will +3
Base Attacks: +8 Rapier (1d6/19-20) or +2 Claw (1d3)
Special Qualities: Low Light Vision, Elemental Resistance (10), Turn Otherworld Creatures (as 5th level cleric)
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 8, Dex 17, Con 13, Int 11, Wis 15, Cha 16
Base Atk +5 CMB +4 CMD 17
Skills: Acrobatics +4, Perception +5, Jump +5, Stealth +5, Perform +8 (Fiddle)
Feats: Combat Reflexes, Skill Focus (Perform), Weapon Finesse
Climate/Terrain: Spirelands or Candyland
Organization: Solitary or Circle (3-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral (50% Good)
Advancement Range: By Class (Ranger, Rogue or Bard)
This is a small sized anthropomorphized cat that has excellent music and conversational skills. They were little known as an intelligent felines on the mortal planes, but when some found their way to Candyland, their unique skill set made them a wonderful companion to the visitors to the otherworld. They now reside mostly in the Candyland, most as plump and pampered pets, but they have strong skill sets and are incredibly loyal to the cause of hunting out enemies in the fae-lands. Many wear very nice boots, a stylized hat along with a rapier.
While there are no undead in Candyland, there are many otherworld creatures, which is best defined as anything that is in the Candylands that is not asleep. Those that are sleeping, come by Mother Goose's sleep gates and have agreed (knowingly or not) to the rules and conditions. Those that have physically traveled here have not, and can get into all kinds of mischief. These Fiddling Cats have been blessed and they can use music to ward off otherworldly creatures. They must warn the creatures that they are being bothersome or unwanted, then if the unwanted do not depart or stop as they are being asked, the cat can fiddle to ward them away.
Turn / Ward Living: The Will DC is 10 + 1/2 HD + your Charisma modifier. This normally works for 3 rounds + 1 round / charisma bonus. If the creatures affected does not immediately leave, they suffer -3 on all subsequent saving throws, skill checks or attack rolls for double the amount of time they would feel the affects. Fiddling cats can turn for 5 + charisma modifier / day.
Small Sized Magical Beast
Hit Dice: 5d8+5 (26 hp)
Initiative: +3 (dexterity)
Speed: 30 ft
AC 16 touch 13, flat-footed 13 (+3 Dex, +3 Natural)
hp 32hp (5d10+5 con)
Fort +5, Ref +7, Will +3
Base Attacks: +8 Rapier (1d6/19-20) or +2 Claw (1d3)
Special Qualities: Low Light Vision, Elemental Resistance (10), Turn Otherworld Creatures (as 5th level cleric)
Abilities: Str 8, Dex 17, Con 13, Int 11, Wis 15, Cha 16
Base Atk +5 CMB +4 CMD 17
Skills: Acrobatics +4, Perception +5, Jump +5, Stealth +5, Perform +8 (Fiddle)
Feats: Combat Reflexes, Skill Focus (Perform), Weapon Finesse
Climate/Terrain: Spirelands or Candyland
Organization: Solitary or Circle (3-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral (50% Good)
Advancement Range: By Class (Ranger, Rogue or Bard)
This is a small sized anthropomorphized cat that has excellent music and conversational skills. They were little known as an intelligent felines on the mortal planes, but when some found their way to Candyland, their unique skill set made them a wonderful companion to the visitors to the otherworld. They now reside mostly in the Candyland, most as plump and pampered pets, but they have strong skill sets and are incredibly loyal to the cause of hunting out enemies in the fae-lands. Many wear very nice boots, a stylized hat along with a rapier.
While there are no undead in Candyland, there are many otherworld creatures, which is best defined as anything that is in the Candylands that is not asleep. Those that are sleeping, come by Mother Goose's sleep gates and have agreed (knowingly or not) to the rules and conditions. Those that have physically traveled here have not, and can get into all kinds of mischief. These Fiddling Cats have been blessed and they can use music to ward off otherworldly creatures. They must warn the creatures that they are being bothersome or unwanted, then if the unwanted do not depart or stop as they are being asked, the cat can fiddle to ward them away.
Turn / Ward Living: The Will DC is 10 + 1/2 HD + your Charisma modifier. This normally works for 3 rounds + 1 round / charisma bonus. If the creatures affected does not immediately leave, they suffer -3 on all subsequent saving throws, skill checks or attack rolls for double the amount of time they would feel the affects. Fiddling cats can turn for 5 + charisma modifier / day.
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.
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
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.
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 5Special 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
Labels:
3.5,
D&D,
D20,
Druids,
Faerie,
Fey,
NPC,
Nyssa,
Pathfinder,
PC,
Racial Class,
Sentient Plant Race
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,
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.
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.
Labels:
Convention,
D&D,
D20,
Nyssa,
Pathfinder,
PC,
Player Characters
Monday 29 February 2016
Circle Initiative Rules
These are the Initiative sequence rules I use during my games.
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.
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.
Labels:
Combat,
D&D,
D20,
Initiative Rules,
Nyssa,
Pathfinder
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.
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.
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