Spell-Jammer is a great setting and I miss the zaniness. I love the idea of crazy stuff flying to differing worlds and battling things and getting space-pirate treasure. But some of it, well, some of it isn't just goofy fun but when I looked at it, it just kind of fits my game world. The Giff, magicless but brutally strong enforcers is a nice idea. Sort of updated, so I can use them at higher levels. They tend to congregate in cities where there are teleport gates. There's a reason why they are there, but they generally don't know the full story.
Nyssian Giff
Medium Sized Humanoid
Hit Dice: 2d10 + 2 (14 hp)
Initiative: +0
Speed: 25 ft
AC: 16 (+2 natural, -1 dexterity, +5 chain mail)
Attacks: +5 (melee)
Damage: By weapon (Mace, Halberd, Long Sword)
Special Attacks: Headbutt (1d6+3)
Special Qualities: SR 13, Darkvision 60ft, +5 on saves to avoid being stunned
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 17, Dex 8, Con 13, Int 8, Wis 9, Cha 8
Skills: Knowledge (History) +4, Craft (Armor or Weapons) +4, Perception +4
Feats: Power Attack, Weapon Focus (Any 1: Mace, Halberd, Long Sword)
Climate/Terrain: Any Land
Organization: Unit (2-8) or Platoon (21-40)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Lawful Neutral
The Giff are a race of well-muscled, six-foot tall hippopotamus-like humanoids that naturally disdain magic. Their legs and arms are short and stocky. Their chest is broad, and it's head flat - very good for smashing into things and people. They range in skin colour from pale, gray, light green or gold.
Their strength has always pushed them to a life of military activity working as a team rather than the spoils of exploration or magic. They understood rules and order and follow them to the letter. Often found in large cities, where they hire themselves to forces of order. Because they do not utilize magic are often used by temples as guards, or raiding mercenaries or enforcers to caravans.
Giff mate for life and usually give birth to small liters every 4 or 5 years. Non-Giff rarely can tell male from females apart, but to Giff, almost everything from voice, dress, attitude and the way they carry their weapons is distinct. They can live up to 150 years, but are fully mature at ten years of age. When two Giff first meet each other will boast of its military achievements then will want to go share a pint. Giff never attack their own kind unless it is personal.
Giffs pride themselves both with their weapon skils and their knowledge of military history. Many wear tattoos to display their personal history of combat, to lament comrades lost in combat as well as their rank or insignia.
There are some stories that speak of Giff sailing in ships that sail through the Aether - Giff just laugh at these jubetales and leave the bards alone to tell their stories.
They gain the skills, HP, feats and saves of a fighter as they increase in HD.
3 HD +1 to Strength, +1 on AC
4 HD +1 to Strength, +2 to any Other Ability Score
5 HD SR Add +5, Running Headbutt (1d8+ / X3)
6 HD +1 to Strength, +1 on AC
7 HD +1 to Strength, +2 to any Other Ability Score
8 HD Grow to Large Size, Gain +1 to Strength, +1 on AC
9 HD SR Add +5, Running Headbutt (1d10 + double strength / X4)
10 HD +3 to Strength, +4 to any Other Two Ability Scores, +3 on AC
Running Headbutt: They need at least ten feet of running space, but otherwise treated like a charge
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
Tuesday, 28 April 2015
Friday, 17 April 2015
Charity and Hopes
One of my oldest original creatures, that I have used in my games for a long time. Unlike many others, their appearance of a happy woman never really grabbed attention, she was just there usually in towns acting as a conduit, often leading players to another quest or to shield them from the evil-doers in town. I often use them as a source of connectionss...they are the ones indirectly who help good-aligned adventurers find employment or a contact.
Charity CR 10
An overweight lady whose exuberance hides her determination and magical prowess is somehow continually surrounded by colourful butterflies
Charity
N Medium Outsider (Good)
Init +13 Senses Darkvision 60 ft.; Perception +12
DEFENSE
AC 24 touch 19, flat-footed 15 (+9 Dex, +5 natural)
hp 90hp (12d10 + 24 con)
Fort +12, Ref +17, Will +9
Defensive Abilities DR 5/evil
Immune Persuasion, Charm Spells and Effects, electricity, petrification; SR 20
OFFENSE
Speed 30 ft.
Melee Light Mace or Dagger +12 (1d6)
Ranged One-Handed Crossbow +21 (1d6)
Special Attacks Aura, Charismatic Boon, Spells, Turn Undead (as 20th level)
Spell Like Abilities (CL 10th)
4th—dismissal (DC 19), Holy Smite, neutralize poison (DC 19), spell immunity
3rd—cure serious wounds, daylight, invisibility purge, protection from energy, Remove Curse
2nd—consecrate, cure moderate wounds (2), Delay Poison, Enthrall
1st—cure light wounds, divine favor, Obscuring mist, sanctuary (DC 16), shield of faith
Base Atk +12 CMB +12 CMD 31
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Persuasive
Skills Bluff +12, Craft (Alcohol) +10, Perform (Any 4 Instruments) +12, Knowledge (Nature) +12, Knowledge (Geography) +10, Knowledge (Planes) +10 Perception , +12 Sense Motive , +18
Languages Celestial, Common, Elf, Faerie, Dwarf
ECOLOGY
Environment Any (Tends towards Urban Landscapes)
Organization Solitary, Duet or Trio
Treasure Value Quarter of Standard Wealth
SPECIAL ABILITIES
Few realize a Charities size is not an indication of personal indulgence rather of their generosity, as they share their gifts they increase in size. The reverse is true, as they see greed and selfishness, their gloom drains them, both spiritually and physically. Charities are among the most graceful and dexterous beings in existence; few can tell by their playful and seemingly clumsy demeanor outside of combat.
A Charities aura of calm puts everyone around them in a joyous mood, few creatures could contemplate attacking these charismatic celestials (or anyone else) when near a Charity. They often travel with a contingent of followers so few foes can get close enough to them to have a real chance of hurting them. If they were ever pressed, charities could call upon their spells and spirits of protection (see below) until the tide was turned.
Aura of Bliss: All creatures with a 100 ft radius of a charity must make a will check DC 24 or fall into a state of joy, losing all violent tendencies. This does not make them laughing idiots, as they are still able to think and react normally even able to defend themselves; however, they are unable to make the first aggressive move. Barbarians can not rage in this radius, and all creatures receive a +8 bonus to mind or emotion affecting spells while in the aura. The aura is a continuous effect, beings within the radius must make a saving throw every round to avoid the bliss.
Charismatic Boon: their kiss bestows a temporary bonus to charisma (1d3) for the next 24 hours. Once a month, charities may bestow this blessing for a one week period. They usually only do this for eye-pleasing male paladins who they see doing an act of kindness. They can do this once a day.
Everfull Goblet: With her magical goblet, a charity can summon a limitless supply of food or drink. She shares this with anyone in the aura of bliss not causing disruptions. The goblet will run dry for anyone who tries to drink to excess. It can summon 8 draughts of any type of potion once a day.
Divine Music: While playing their musical instrument, Charities can turn undead as a cleric of twice their effective level. They turn as clerics of their HD if unable to use their divine music.
Hit Dice: 1/6 HD (1 hp)
Initiative: +6
Speed: 30 ft Fly (Great)
AC: 30 (+6 dexterity, +4 size, +10 natural)
Attacks: nil
Damage: nil
Special Attacks: Aura
Special Qualities: As fey, Detect Evil, Improved Evasion
Saves: Fort +0, Ref +16, Will +1
Abilities: Str 1, Dex 22, Con 11, Int 3, Wis 10, Cha 16
Alignment: Always Neutral Good
CR 1/4
Spirits of protection are fey butterflies that seemingly exist only to fly around celestials. Their favorite leads are Charities, delighting in the celestial’s bliss aura. Children adore these fey insects, and may spend hours chasing them around but never actually catching them. Charities often give these fickle fey to good aligned adventurers, to give them a brief enhancement to their skills.
They never fight, as they merely flutter around good-aligned adventurers, using their beneficial aura for their protector. These butterflies, constantly whiz in the region of their protector, never more than two feet away and never obstructing their charge’s vision. They may momentarily land on their protector, but it does not in any way hinder their protector. Their innate detect evil ability enables them to shun all forms of evil.
These spirits are rarely seen away from a Charity. Adventurers would like to find and use these creatures, as their powerful protection auras are amazingly useful, and have often been called “living ioun stones” by good aligned adventurers. Since they will not abide the presence of evil, they are called “crunchy snacks” by anyone unable to use their charms.
Hopes never survive for no more than a day. They die every night, dissipating into faerie dust before hitting the ground. The next morning, Charities seem to have a full assortment of hopes with them once again. Their colour determines their aura's abilities.
Auras
Red: Adds + 4 to strength
Orange: Neutralize Poison (Range: touch*, No more than 7 times a day)
Yellow: Adds +4 to dexterity
Green: Adds +1 competence bonus to all attacks, saves and checks
Blue: Improved Alertness (+4 listen and spot; stacks with standard feat)
Purple: True Sight Spell
Crystal: Non-Detection Spell
Pink: Adds +4 to charisma
Scarlet: Adds +3 to spellcasting levels for non-evil or non-necromantic spells
White: Speak with Animal, Plant or Fey (Range: Touch*; 7/day)
Grey: Adds +7 psionic power points
Black: Adds +5 to necromantic spell saves (7/day)
Brown: Absorbs up to one 4th level spell. (Only one spell can be absorbed, targets discretion. All excess is wasted.)
* Those indicating a touch range, the protector and not the butterfly must touch the intended target.
Charity CR 10
An overweight lady whose exuberance hides her determination and magical prowess is somehow continually surrounded by colourful butterflies
Charity
N Medium Outsider (Good)
Init +13 Senses Darkvision 60 ft.; Perception +12
DEFENSE
hp 90hp (12d10 + 24 con)
Fort +12, Ref +17, Will +9
Defensive Abilities DR 5/evil
Immune Persuasion, Charm Spells and Effects, electricity, petrification; SR 20
OFFENSE
Melee Light Mace or Dagger +12 (1d6)
Ranged One-Handed Crossbow +21 (1d6)
Special Attacks Aura, Charismatic Boon, Spells, Turn Undead (as 20th level)
Spell Like Abilities (CL 10th)
At will—aid, continual Light, detect evil
Spells Prepared (CL Cleric 10th)4th—dismissal (DC 19), Holy Smite, neutralize poison (DC 19), spell immunity
3rd—cure serious wounds, daylight, invisibility purge, protection from energy, Remove Curse
2nd—consecrate, cure moderate wounds (2), Delay Poison, Enthrall
1st—cure light wounds, divine favor, Obscuring mist, sanctuary (DC 16), shield of faith
STATISTICS
Str 10, Dex 28, Con 14, Int 13, Wis 16, Cha 21Base Atk +12 CMB +12 CMD 31
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Persuasive
Skills Bluff +12, Craft (Alcohol) +10, Perform (Any 4 Instruments) +12, Knowledge (Nature) +12, Knowledge (Geography) +10, Knowledge (Planes) +10 Perception , +12 Sense Motive , +18
Languages Celestial, Common, Elf, Faerie, Dwarf
ECOLOGY
Environment Any (Tends towards Urban Landscapes)
Organization Solitary, Duet or Trio
Treasure Value Quarter of Standard Wealth
SPECIAL ABILITIES
Divine Music: Can turn undead as twice their effective level when playing an instrument
Aura of Bliss:All creatures within 100 ft must save vs Will DC 21 of fall into a bliss like state
Charismatic Boon; Kiss bestows 1d3 Charisma Bonus
Ever-Full Goblet: Limitless alcohol or eight vials of any type of magical potion every day
Summon Hope: Summon 2-8 spirits of protection 1/day
Charities appear as cheerful, rotund human females who regardless of season, are surrounded by 3-18 brilliantly colored butterflies. They are comic figures, famous for their boisterous laugh, playful demeanor, clumsiness and unending generosity. They are often accompanied by a coterie of followers, good aligned creatures and sycophants seemingly there to enjoy the Charities gifts and hospitality. Their giddiness is only one side to these figures, as they are also incredibly dedicated to the causes of good, justice and kindness. They spend their lives travelling, making contacts and giving favours to weaker or trying to convince others to do the same. Children and animals flock to Charities instinctively sensing their goodness.
Few realize a Charities size is not an indication of personal indulgence rather of their generosity, as they share their gifts they increase in size. The reverse is true, as they see greed and selfishness, their gloom drains them, both spiritually and physically. Charities are among the most graceful and dexterous beings in existence; few can tell by their playful and seemingly clumsy demeanor outside of combat.
A Charities aura of calm puts everyone around them in a joyous mood, few creatures could contemplate attacking these charismatic celestials (or anyone else) when near a Charity. They often travel with a contingent of followers so few foes can get close enough to them to have a real chance of hurting them. If they were ever pressed, charities could call upon their spells and spirits of protection (see below) until the tide was turned.
Aura of Bliss: All creatures with a 100 ft radius of a charity must make a will check DC 24 or fall into a state of joy, losing all violent tendencies. This does not make them laughing idiots, as they are still able to think and react normally even able to defend themselves; however, they are unable to make the first aggressive move. Barbarians can not rage in this radius, and all creatures receive a +8 bonus to mind or emotion affecting spells while in the aura. The aura is a continuous effect, beings within the radius must make a saving throw every round to avoid the bliss.
Charismatic Boon: their kiss bestows a temporary bonus to charisma (1d3) for the next 24 hours. Once a month, charities may bestow this blessing for a one week period. They usually only do this for eye-pleasing male paladins who they see doing an act of kindness. They can do this once a day.
Everfull Goblet: With her magical goblet, a charity can summon a limitless supply of food or drink. She shares this with anyone in the aura of bliss not causing disruptions. The goblet will run dry for anyone who tries to drink to excess. It can summon 8 draughts of any type of potion once a day.
Divine Music: While playing their musical instrument, Charities can turn undead as a cleric of twice their effective level. They turn as clerics of their HD if unable to use their divine music.
Hopes or Spirits of Protection
Diminutive Size FeyHit Dice: 1/6 HD (1 hp)
Initiative: +6
Speed: 30 ft Fly (Great)
AC: 30 (+6 dexterity, +4 size, +10 natural)
Attacks: nil
Damage: nil
Special Attacks: Aura
Special Qualities: As fey, Detect Evil, Improved Evasion
Saves: Fort +0, Ref +16, Will +1
Abilities: Str 1, Dex 22, Con 11, Int 3, Wis 10, Cha 16
Alignment: Always Neutral Good
CR 1/4
Spirits of protection are fey butterflies that seemingly exist only to fly around celestials. Their favorite leads are Charities, delighting in the celestial’s bliss aura. Children adore these fey insects, and may spend hours chasing them around but never actually catching them. Charities often give these fickle fey to good aligned adventurers, to give them a brief enhancement to their skills.
They never fight, as they merely flutter around good-aligned adventurers, using their beneficial aura for their protector. These butterflies, constantly whiz in the region of their protector, never more than two feet away and never obstructing their charge’s vision. They may momentarily land on their protector, but it does not in any way hinder their protector. Their innate detect evil ability enables them to shun all forms of evil.
These spirits are rarely seen away from a Charity. Adventurers would like to find and use these creatures, as their powerful protection auras are amazingly useful, and have often been called “living ioun stones” by good aligned adventurers. Since they will not abide the presence of evil, they are called “crunchy snacks” by anyone unable to use their charms.
Hopes never survive for no more than a day. They die every night, dissipating into faerie dust before hitting the ground. The next morning, Charities seem to have a full assortment of hopes with them once again. Their colour determines their aura's abilities.
Auras
Red: Adds + 4 to strength
Orange: Neutralize Poison (Range: touch*, No more than 7 times a day)
Yellow: Adds +4 to dexterity
Green: Adds +1 competence bonus to all attacks, saves and checks
Blue: Improved Alertness (+4 listen and spot; stacks with standard feat)
Purple: True Sight Spell
Crystal: Non-Detection Spell
Pink: Adds +4 to charisma
Scarlet: Adds +3 to spellcasting levels for non-evil or non-necromantic spells
White: Speak with Animal, Plant or Fey (Range: Touch*; 7/day)
Grey: Adds +7 psionic power points
Black: Adds +5 to necromantic spell saves (7/day)
Brown: Absorbs up to one 4th level spell. (Only one spell can be absorbed, targets discretion. All excess is wasted.)
* Those indicating a touch range, the protector and not the butterfly must touch the intended target.
Labels:
Celestial,
D&D,
D20,
Faerie,
Good-Aligned,
NPC,
Pathfinder
Monday, 6 April 2015
Elemental Options - Pick Your Own: Plug and Play Beasts
Have long liked the idea of heroes facing elemental threats...not just a blob of the elemental. This enables you to face any variant of elemental, an animal, a four legged beast or even a humanoid
made of the element. This is mix and match, enabling the DM to create on the fly.
Elemental-Base
AC 14 (+1 / 3 additional HD)
Base Int: 6, Con 14, Wis 10, Str 16, Dex 14, Cha 6
Base Attack Bonus: +4
Base Damage: 1d6 / 1d8 / 1d12 / 2d8/ 2d12
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility
Traits: Darkvision 60 ft., Elemental Traits
Skill Points 16 points at base, 4 points per HD higher than 2nd*
Most common Skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (arcana, elemental, nature), Perception, Spellcraft, Stealth, Survival
Alignment Neutral
*Gain Knowledge (Own elemental Type) free the same as their HD
TYPE
Aether Gain Non-Detection, Gain Elemental Resistance to any one type for 24 hours
Air Gain Elemental Traits, Whirlwind
Earth Gain Elemental Traits, Forceful Blow
Fire Gain Elemental Traits, Enflame
Water Gain Elemental Traits, Whirlpool,
SIZE:
Small 2 HD +6 Int, +4 Con, +6 Wis, -2 Str, -2 Con, +8 Dex
Medium 6 HD +4 Int, +4 Con, +4 Wis, +2 Str, +2 Con, +6 Dex
Large 10 HD +0 Int, +4 Con, +2 Wis, +4 Str, +4 Con, +2 Dex
Huge 14 HD -2 Int, +4 Con, +0 Wis, +6 Str, +6 Con, +-2 Dex
Gigantic 18 HD -4 Int, +4 Con, +0 Wis, +10 Str, +8 Con, - 4 Dex
Titanic 24 HD -6 Int, +8 Con, +0 Wis, +16 Str, +10 Con, -6 Dex
ANIMAL FORM
Bestial +2 Str, +4 Dex, Scent, Light "Fur"
Quadraped +4 Con, +4 Wis; 4 legs, +20 movement, +2 HD, Heavy Fur
Multiple-Headed +4 Con, +4 Wis, -2 Cha, +1 HD / extra head (Rarely more than ten heads)
Avian +4 Con, + 6 Dex for thin body, Fly: Good (Never bigger than large)
Spider +8 Dex, Climb & Balance+20, Spray Poison (Weakness DC 14 / Dc 16 / DC 20 / DC 22 / DC 30)
Whale +40 Swim, +8 Con, +4 Str, 10 HD (Min)
HUMANOID FORM
Watcher +4 Int, +4 Cha, Read Surface Thoughts, Distant Viewing, Mind-Link, Mind-Blast
Basher + 4 Str, +4 Con, Base Dmg, (+1d8 / +1d10 / +2d8 / +2d12 / +3d10)
Archer +4 Dex, +4 Wis, Gain two Elemental Arrow (Dmg 1d4 / 1d6 / 1d8/ 1d10 / 2d8)
Tripper +4 Str, +4 Dex, Trip Attack DC (DC 14 / Dc 16 / DC 20 / DC 22 / DC 30)
Breath weapon +4 Cha, +4 Dex, +6 HD, (Dmg: 3d6 / 6d6 / 9d6 / 15d6 / 25d6) (As dragon for ranges)
Elementals are a variety of beings that have communities in pocket universes that border on both the elemental planes and the mortal worlds. Their existence is much the same as humans, creating products for external use, raising mindless livestock and flora as well as raising armies to defend themselves. Unlike other communities, they do not consider only humanoids intelligent - all elementals of a certain awareness are considered citizens. Generally elemental communities are
closed, they contain only creatures of the one shared elemental type. Individuals of other species may be found there if they have become allies with individuals elemental beings, but it is never of a another elemental type.
Water is the most commonly found element on prime worlds, deep in the ocean and little known by outsiders. Aether is the next most common, often found in cities with a native citizenry barely if at all aware of their existence; they often make allies in libraries and temples. Air and Earth elementals are uncommon but always there, there are a few on any given prime world, found by the experts in their fields. The most rare is the Fire Pocket Universes, they are sometimes portals are created spontaneously during forest fires or other extraordinary events, but closed as soon as the fire closes.
What is the most understood by non-elementals is that elemental beings are not bound by one form. Individuals can switch between animal or humanoid forms when needed. It is not a quick or simple process, they can go to their Essence Temple and undergo a cerement to switch from forms. The only thing that doesn't change is their HD, feats and skills; their personality and memories always remain intact.
made of the element. This is mix and match, enabling the DM to create on the fly.
Elemental-Base
AC 14 (+1 / 3 additional HD)
Base Int: 6, Con 14, Wis 10, Str 16, Dex 14, Cha 6
Base Attack Bonus: +4
Base Damage: 1d6 / 1d8 / 1d12 / 2d8/ 2d12
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility
Traits: Darkvision 60 ft., Elemental Traits
Skill Points 16 points at base, 4 points per HD higher than 2nd*
Most common Skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (arcana, elemental, nature), Perception, Spellcraft, Stealth, Survival
Alignment Neutral
*Gain Knowledge (Own elemental Type) free the same as their HD
TYPE
Aether Gain Non-Detection, Gain Elemental Resistance to any one type for 24 hours
Air Gain Elemental Traits, Whirlwind
Earth Gain Elemental Traits, Forceful Blow
Fire Gain Elemental Traits, Enflame
Water Gain Elemental Traits, Whirlpool,
SIZE:
Small 2 HD +6 Int, +4 Con, +6 Wis, -2 Str, -2 Con, +8 Dex
Medium 6 HD +4 Int, +4 Con, +4 Wis, +2 Str, +2 Con, +6 Dex
Large 10 HD +0 Int, +4 Con, +2 Wis, +4 Str, +4 Con, +2 Dex
Huge 14 HD -2 Int, +4 Con, +0 Wis, +6 Str, +6 Con, +-2 Dex
Gigantic 18 HD -4 Int, +4 Con, +0 Wis, +10 Str, +8 Con, - 4 Dex
Titanic 24 HD -6 Int, +8 Con, +0 Wis, +16 Str, +10 Con, -6 Dex
ANIMAL FORM
Bestial +2 Str, +4 Dex, Scent, Light "Fur"
Quadraped +4 Con, +4 Wis; 4 legs, +20 movement, +2 HD, Heavy Fur
Multiple-Headed +4 Con, +4 Wis, -2 Cha, +1 HD / extra head (Rarely more than ten heads)
Avian +4 Con, + 6 Dex for thin body, Fly: Good (Never bigger than large)
Spider +8 Dex, Climb & Balance+20, Spray Poison (Weakness DC 14 / Dc 16 / DC 20 / DC 22 / DC 30)
Whale +40 Swim, +8 Con, +4 Str, 10 HD (Min)
HUMANOID FORM
Watcher +4 Int, +4 Cha, Read Surface Thoughts, Distant Viewing, Mind-Link, Mind-Blast
Basher + 4 Str, +4 Con, Base Dmg, (+1d8 / +1d10 / +2d8 / +2d12 / +3d10)
Archer +4 Dex, +4 Wis, Gain two Elemental Arrow (Dmg 1d4 / 1d6 / 1d8/ 1d10 / 2d8)
Tripper +4 Str, +4 Dex, Trip Attack DC (DC 14 / Dc 16 / DC 20 / DC 22 / DC 30)
Breath weapon +4 Cha, +4 Dex, +6 HD, (Dmg: 3d6 / 6d6 / 9d6 / 15d6 / 25d6) (As dragon for ranges)
Elementals are a variety of beings that have communities in pocket universes that border on both the elemental planes and the mortal worlds. Their existence is much the same as humans, creating products for external use, raising mindless livestock and flora as well as raising armies to defend themselves. Unlike other communities, they do not consider only humanoids intelligent - all elementals of a certain awareness are considered citizens. Generally elemental communities are
closed, they contain only creatures of the one shared elemental type. Individuals of other species may be found there if they have become allies with individuals elemental beings, but it is never of a another elemental type.
Water is the most commonly found element on prime worlds, deep in the ocean and little known by outsiders. Aether is the next most common, often found in cities with a native citizenry barely if at all aware of their existence; they often make allies in libraries and temples. Air and Earth elementals are uncommon but always there, there are a few on any given prime world, found by the experts in their fields. The most rare is the Fire Pocket Universes, they are sometimes portals are created spontaneously during forest fires or other extraordinary events, but closed as soon as the fire closes.
What is the most understood by non-elementals is that elemental beings are not bound by one form. Individuals can switch between animal or humanoid forms when needed. It is not a quick or simple process, they can go to their Essence Temple and undergo a cerement to switch from forms. The only thing that doesn't change is their HD, feats and skills; their personality and memories always remain intact.
Thursday, 26 March 2015
Nysarian Military Ranks
These are the military ranks that I use in my game. It's mixed with real world and stuff I picked up from other settings...
Standing Knight – exist outside of nation’s standard military, help with defense
Sash Knight – specialists that are outside of a nation’s military, (e.g. giant slayers)
Man of Arms: Lead groups of constables, usually 6-7th level.
Captain of Arms: Leads 2 – 20 groups of Constables, (Also called Right Hands); 8+ level
Mayor or Warden: Leads a specific portfolio in a city, may lead small towns or forts
Commander: NCOs, command unique divisions not part of standing army
Solomo: usually NCOs; a Wizard officer, assume 10+level unless ceremonial
Battle Captain: Leads ten Captain of Arms; Usually 12+ level
Battle General: military leader of an army; Usually 14+ level
Barbarians: not part of standing armies, they do not accept Rank, even unofficially
Bards – left hands, very rarely are in official military ranks
Clerics: usually constables, mayors or commanders; Never Solomo
Druids: left hands, or as Clerics
Fighter and Paladins: any except for Solomo
Monk: may be left hand, warden or commander
Rangers: not part of standing armies, often act as left hands or Commander
Rogue: may be left hand, warden or commander
Sorcerer: may be left hand, warden or commander; rarely act as a Solomo
Wizard: may be left hand, warden, commander but when Solomo are usually 11+ level.
Nysarian Military Ranks
1st Rank – non-trained, usually volunteers not-soldiers
1st Rank – non-trained, usually volunteers not-soldiers
2nd Rank – trained, low level soldiers (1st – 2nd level)
3rd Rank – trained, med level soldiers (3rd – 4th level)
Constable – leader of small groups, often highly specialized, usually from 5-50
individuals, rarely work as a full unit; usually 4th-7th level. Often an inherited title.
Riding Knight – Allied but not a part nation’s standard military, under a
Commander
Standing Knight – exist outside of nation’s standard military, help with defense
Sash Knight – specialists that are outside of a nation’s military, (e.g. giant slayers)
Left Hand – special agent, independent officers or spies,
rarely soldiers
Man of Arms: Lead groups of constables, usually 6-7th level.
Captain of Arms: Leads 2 – 20 groups of Constables, (Also called Right Hands); 8+ level
Mayor or Warden: Leads a specific portfolio in a city, may lead small towns or forts
Commander: NCOs, command unique divisions not part of standing army
Solomo: usually NCOs; a Wizard officer, assume 10+level unless ceremonial
Battle Captain: Leads ten Captain of Arms; Usually 12+ level
Battle General: military leader of an army; Usually 14+ level
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Barbarians: not part of standing armies, they do not accept Rank, even unofficially
Bards – left hands, very rarely are in official military ranks
Clerics: usually constables, mayors or commanders; Never Solomo
Fighter and Paladins: any except for Solomo
Monk: may be left hand, warden or commander
Rangers: not part of standing armies, often act as left hands or Commander
Rogue: may be left hand, warden or commander
Sorcerer: may be left hand, warden or commander; rarely act as a Solomo
Wizard: may be left hand, warden, commander but when Solomo are usually 11+ level.
Friday, 20 March 2015
Vottinna - Blue Skinned, Magic-Item Destroying Humanoid Monk
This creature was slowly developed as an antidote for magical trapped areas in my dungeon, essentially if using standard rules, either the traps would be too much why would the areas still be around? This race is a way for lower level adventurers can go through these areas because the Vottinna cleared the magical traps. They are sometimes still in the dungeon but most often as strangers to this world, they reside in monasteries where they may be expected to follow the rules but not to talk a lot, which helps them to avoid giving unpopular information.
Fort: +6 Ref + 7 Will + 7
Morale 16
OFFENSE
Speed 40 ft.
Attack: +3 Unarmed Strike (1d8)
Full Attack: +2 Unarmed Strike X 2 (1d8)
Special Attacks: Stunning Attack, Ki Strike (Silver, Magic)
STATISTICS
Feats: Blind Fight, Improved Initiative, Dodge
Skills Appraise +5, Diplomacy +10, Perception +8, Disable Device +8, Sense Motive +5, Knowledge (Arcana) + 5
Treasure: Half Standard
The Vottinna are an elusive and mysterious light blue-furred race with a severe hatred of magical items. Most have long, overflowing bluish-black hair, large ears tipped both on top and below, and small black orbs for eyes. Their long arms end in hands, whose fingers are always curled, they are unable to straighten them. They are able to mate with almost any other humanoid, but their children are never Vottinna half-breeds, only when two Vottinna mate does the blood line run true.
They are often trusted members of peaceful monastic or religious orders, but few people suspect their motivation. They usually have complex plans to cause misery to the cause of arcane magic but strangely not to individual casters of magic. Adventures may encounter a Vottinna if they acquire a cursed magic item and need to rid it from their possession. Many times there is a trade-off, getting paid in a powerful arcane item in payment for retrieving a cursed item. While they abhor a wizard’s created items, they sometimes use clerical ones in the most dire of circumstances, but they will feel need to purge their bodies of the unholy action.
Generally, they are peaceful and friendly but they never willingly share information or their beliefs. It is strongly assumed they come from another world or dimension, and they gravitate towards monasteries because those places are open to strangers.
Combat
They fight as monks at the same level as their HD. They use their stunning blow as often as possible, and never hesitate to use their unique abilities to counteract magic.
Nullify Magic: Each spell has a maximum potency (DC or effective level), if a Vottinna can overcome this by making a full round attack and treating this as a target AC, they cancel the spell effect out immediately. A 10th level wizard, with a 16 intelligence casting a 2nd level spell will have a normal DC of 15; this would be the target AC the Vottinna would have to beat. Any feats or magical devices which increase the DC, likewise increases the DC the Vottinna needs to beat.
Curse Magic: Any item used on to cast a spell on a Vottinna has a chance to be temporarily cursed to either backfire or simply not work (DM to decide, based what is the worst possible outcome.) The likelihood is a Will DC based on the level of the Vottinna (10+ effective level of the Vottinna.) There is no effect on passive magic items, such as a sword or item of protection.
Drain Magic: Once a day, if a Vottinna can grasp an item for one full minute, they can permanently drain the magic from the item. There is no save if the item has an effective level less then the Vottinna. Otherwise, it is a power check based on the Vottinna’s level.
Vottinna CR 5
Medium-Size Humanoid LN
Init +7; Perception + 8
DEFENSE
AC 18 (+3 dexterity, +4 wisdom, +1 Monk AC Bonus), 18 Touch,
18 Flat-foot
hp 32 (5d8+10)Fort: +6 Ref + 7 Will + 7
Morale 16
OFFENSE
Speed 40 ft.
Attack: +3 Unarmed Strike (1d8)
Full Attack: +2 Unarmed Strike X 2 (1d8)
Special Attacks: Stunning Attack, Ki Strike (Silver, Magic)
STATISTICS
Abilities: Str 10, Dex 16, Con 14, Int 10, Wis: 18, Cha 12
Base Atk +3; CMB 13 CMD 16Feats: Blind Fight, Improved Initiative, Dodge
Skills Appraise +5, Diplomacy +10, Perception +8, Disable Device +8, Sense Motive +5, Knowledge (Arcana) + 5
Special Qualities: Nullify Magic, Evasion, Still Mind, Pure
Body, Curse Magic and Drain Magic
Languages: Common, Elf
ECOLOGY
Environment: Monastery or Obelisk
Organization: Solitary or Band (2-7)Treasure: Half Standard
The Vottinna are an elusive and mysterious light blue-furred race with a severe hatred of magical items. Most have long, overflowing bluish-black hair, large ears tipped both on top and below, and small black orbs for eyes. Their long arms end in hands, whose fingers are always curled, they are unable to straighten them. They are able to mate with almost any other humanoid, but their children are never Vottinna half-breeds, only when two Vottinna mate does the blood line run true.
They are often trusted members of peaceful monastic or religious orders, but few people suspect their motivation. They usually have complex plans to cause misery to the cause of arcane magic but strangely not to individual casters of magic. Adventures may encounter a Vottinna if they acquire a cursed magic item and need to rid it from their possession. Many times there is a trade-off, getting paid in a powerful arcane item in payment for retrieving a cursed item. While they abhor a wizard’s created items, they sometimes use clerical ones in the most dire of circumstances, but they will feel need to purge their bodies of the unholy action.
Generally, they are peaceful and friendly but they never willingly share information or their beliefs. It is strongly assumed they come from another world or dimension, and they gravitate towards monasteries because those places are open to strangers.
Combat
They fight as monks at the same level as their HD. They use their stunning blow as often as possible, and never hesitate to use their unique abilities to counteract magic.
Nullify Magic: Each spell has a maximum potency (DC or effective level), if a Vottinna can overcome this by making a full round attack and treating this as a target AC, they cancel the spell effect out immediately. A 10th level wizard, with a 16 intelligence casting a 2nd level spell will have a normal DC of 15; this would be the target AC the Vottinna would have to beat. Any feats or magical devices which increase the DC, likewise increases the DC the Vottinna needs to beat.
Curse Magic: Any item used on to cast a spell on a Vottinna has a chance to be temporarily cursed to either backfire or simply not work (DM to decide, based what is the worst possible outcome.) The likelihood is a Will DC based on the level of the Vottinna (10+ effective level of the Vottinna.) There is no effect on passive magic items, such as a sword or item of protection.
Drain Magic: Once a day, if a Vottinna can grasp an item for one full minute, they can permanently drain the magic from the item. There is no save if the item has an effective level less then the Vottinna. Otherwise, it is a power check based on the Vottinna’s level.
Labels:
D&D,
D20,
Monk,
Monster,
Pathfinder,
PC,
Racial Class
Monday, 16 March 2015
Nyssian Druid
Here is the druid found in my game worlds. I created it awhile ago with the intention of getting rid of
the shape-shifting ability.
Druids regardless of alignment are loosely connected and very rarely attack each other. They are all bound by mission, it`s just the way they take steps to complete their duties will differ. They usually organize themselves in Circles, all are bound to a group, equivalent to a church or Obelisk. Many Circles are specific to a single race, alignment or other feature. Non druids often join a Circle in remote areas, if the Circle Elders are open to this.
Nyssian Druid
Alignment: Any Neutral
Hit Dice: d8
Class Skills: As per Player`s Handbook
Weapon and Armor Options: As per Player`s Handbook
Spells: Per the druid spell list. They cannot cast spells from the Chaotic, Evil, Good, and Lawful Spells domains
Bonus Languages: A druid’s bonus language options include Sylvan, Faerie, & Druid.
Animal Companion, Nature Sense, Wild Empathy: Per PhB at 1st level
Woodland Stride: Per PhB at 2nd level.
Animals Step (Ex): A druid can make their footprints to match any medium sized animal at will.
Brew Draught (Su): At 6th level a druid can create simple natural potions in ten minutes for any first level spells that they can cast. At 8th, 10th & 12 they learn how to make potions of the next spell level. They can brew only one spell draught every day which can have from one to six sips and last 24 hours.
Adaptation (Su): Can change their body to better handle the dangers around them mimicking an animal’s natural properties (Some examples: Legs to run faster, Gills to Breathe Underwater, Wings for limited flight, etc). Each adaptation is a free action to enact the change.
Speak with Animals (Ex): Can speak with animals as the spell at will if within 10 feet of the animal.
Venom Immunity (Ex): Gains immunity to all natural poisons found in the wild or can be created from natural sources. They gain +6 to all other (non-natural) toxins.
Druid Grove (Su): Magic Circle Campsite affects 50 feet in circular radius with fire in the center, Lasts 12 hours, Natural Healing Rate Doubles, +4 on all re-rolls to avoid negative magic affects, +6 spotting strangers approaching, Natural resources available.
Speak With Plants (Ex): Can speak with plants at will as per spell if within 10 feet of the plant
A Thousand Faces (Su): Can change their appearance at will as if using the alter self spell
Animate Plants (Su): Can animate plants once per day.
Greater Druid Grove (Su): Magic Circle Campsite affects 100 feet circular radius with small fire in the center, Lasts 24 hours, Natural Healing Rate Triples, +10 on all re-rolls to avoid negative magic affects, Automatic spotting strangers approaching, Natural resources available, 50% chance of magical merchant (friendly to the Druid's cause) available
Eyes of the Forest (Su): Can commune with all animals within a region, the spell is similar to commune with the forest except the distance is 20 miles per druid level
the shape-shifting ability.
Druids regardless of alignment are loosely connected and very rarely attack each other. They are all bound by mission, it`s just the way they take steps to complete their duties will differ. They usually organize themselves in Circles, all are bound to a group, equivalent to a church or Obelisk. Many Circles are specific to a single race, alignment or other feature. Non druids often join a Circle in remote areas, if the Circle Elders are open to this.
Nyssian Druid
Alignment: Any Neutral
Hit Dice: d8
Class Skills: As per Player`s Handbook
Weapon and Armor Options: As per Player`s Handbook
Spells: Per the druid spell list. They cannot cast spells from the Chaotic, Evil, Good, and Lawful Spells domains
Bonus Languages: A druid’s bonus language options include Sylvan, Faerie, & Druid.
Animal Companion, Nature Sense, Wild Empathy: Per PhB at 1st level
Woodland Stride: Per PhB at 2nd level.
Animals Step (Ex): A druid can make their footprints to match any medium sized animal at will.
Brew Draught (Su): At 6th level a druid can create simple natural potions in ten minutes for any first level spells that they can cast. At 8th, 10th & 12 they learn how to make potions of the next spell level. They can brew only one spell draught every day which can have from one to six sips and last 24 hours.
Adaptation (Su): Can change their body to better handle the dangers around them mimicking an animal’s natural properties (Some examples: Legs to run faster, Gills to Breathe Underwater, Wings for limited flight, etc). Each adaptation is a free action to enact the change.
Speak with Animals (Ex): Can speak with animals as the spell at will if within 10 feet of the animal.
Venom Immunity (Ex): Gains immunity to all natural poisons found in the wild or can be created from natural sources. They gain +6 to all other (non-natural) toxins.
Druid Grove (Su): Magic Circle Campsite affects 50 feet in circular radius with fire in the center, Lasts 12 hours, Natural Healing Rate Doubles, +4 on all re-rolls to avoid negative magic affects, +6 spotting strangers approaching, Natural resources available.
Speak With Plants (Ex): Can speak with plants at will as per spell if within 10 feet of the plant
A Thousand Faces (Su): Can change their appearance at will as if using the alter self spell
Animate Plants (Su): Can animate plants once per day.
Greater Druid Grove (Su): Magic Circle Campsite affects 100 feet circular radius with small fire in the center, Lasts 24 hours, Natural Healing Rate Triples, +10 on all re-rolls to avoid negative magic affects, Automatic spotting strangers approaching, Natural resources available, 50% chance of magical merchant (friendly to the Druid's cause) available
Eyes of the Forest (Su): Can commune with all animals within a region, the spell is similar to commune with the forest except the distance is 20 miles per druid level
Level | BAB | Fort | Ref | Will | Special | Zero | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +0 | +2 | +0 | +2 | Wild empathy | 3 | 1 | ||||||||
2nd | +1 | +3 | +0 | +3 | Woodland Stride | 4 | 2 | ||||||||
3rd | +2 | +3 | +1 | +3 | Animal’s Step | 4 | 3 | ||||||||
4th | +3 | +4 | +1 | +4 | 1st Adaptation | 5 | 3 | 1 | |||||||
5th | +3 | +4 | +1 | +4 | Speak w/Animals | 5 | 4 | 2 | |||||||
6th | +4 | +5 | +2 | +5 | Brew Draught | 5 | 4 | 3 | |||||||
7th | +5 | +5 | +2 | +5 | 2nd Adaptation | 6 | 5 | 3 | 1 | ||||||
8th | +6 | +6 | +2 | +6 | Venom immunity | 6 | 5 | 4 | 2 | ||||||
9th | +6 | +6 | +3 | +6 | Druidic Grove | 6 | 6 | 4 | 3 | ||||||
10th | +7 | +7 | +3 | +7 | 3rd Adaptation | 6 | 6 | 5 | 3 | 1 | |||||
11th | +8 | +7 | +3 | +7 | Speak with Plants | 6 | 6 | 5 | 4 | 2 | |||||
12th | +9 | +8 | +4 | +8 | A thousand Faces | 6 | 7 | 5 | 4 | 3 | |||||
13th | +9 | +8 | +4 | +8 | 4th Adaptation | 6 | 7 | 6 | 4 | 3 | 1 | ||||
14th | +10 | +9 | +4 | +9 | Animate Plants | 6 | 7 | 6 | 5 | 4 | 2 | ||||
15th | +11 / +1 | +9 | +5 | +9 | 5th Adaptation | 6 | 8 | 6 | 5 | 4 | 3 | 1 | |||
16th | +12/+2 | +10 | +5 | +10 | G Druidic Grove | 6 | 8 | 7 | 5 | 4 | 3 | 2 | |||
17th | +12/+2 | +10 | +5 | +10 | 6th Adaptation | 6 | 8 | 7 | 6 | 4 | 4 | 2 | 1 | ||
18th | +13/+3 | +11 | +6 | +11 | Eyes of the Forest | 6 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | |
19th | +14/+4 | +11 | +6 | +11 | 7th Adaptation | 6 | 8 | 8 | 6 | 5 | 5 | 3 | 3 | 2 | 1 |
20th | +15/+5 | +12 | +6 | +12 | Perfect Self | 6 | 8 | 8 | 7 | 5 | 5 | 4 | 3 | 3 | 2 |
Friday, 27 February 2015
Lizardith (Lizard Man PC)
One of the racial monsters I have long used is the Lizard Man. Just love these as the alternative main racial class in direct opposition to humans, not as a foe but someone able to compete with them. The way I've always pictured it: Elves are our higher level cousins, Dwarves are the lower level ones, but neither are really at the par as humans and their complexities. The Lizardith are our true competition. Civilization as broad and a culture as varied, they are just a threat on the high and low scale, wielding magic or in waves of numbers. When players see them their adventuring teams in dungeons, they can be a threat or potential ally. (And I have role played a hissing Lizardith scenario trying to communicate with players so many different times.)
Lizardith (Lizard Men)
Personality: Perhaps next to only humans, Lizardith are the most varied peoples of the domain. It is next to impossible to judge a Lizardith’s motivations before observing one. Every moral habit, weakness or strength is found within these cold-blooded peoples. While they are not xenophobic, they are wary of strangers because of their history.
Lizardith (Lizard Men)
Personality: Perhaps next to only humans, Lizardith are the most varied peoples of the domain. It is next to impossible to judge a Lizardith’s motivations before observing one. Every moral habit, weakness or strength is found within these cold-blooded peoples. While they are not xenophobic, they are wary of strangers because of their history.
Physical Description: Semi-aquatic reptilians weighing between 200 – 250 pounds with a 3-4 foot long non-prehensile tail. As they age, many seasoned warriors often sharpen their bodies, so that almost every body part becomes a weapon (claws, teeth & tail.) Most are covered by mottled light green scales, with dark patches of yellow, red or brown depending upon their tribe and homeland.
Relations: Lizardith are reclusive, simply because they have fought for so long and hard, they do not trust anyone fully, even their own people. Instead, a lizardith will judge the individual carefully before making a conclusion, and this is only about the individual, never their race. The individual human, elf or dwarf may earn their living in a lizardith community, just as easily, they may be killed for crimes against the lizardith people.
Alignment: As a race, they generally tend towards neutrality. But individuals may by as holy as saints or as evil as scoundrels.
Lands: Their original swamp cities are in tropical lands far south of the Phastian desert but they have expanded to everywhere including vast territories in the under-earth, caverns beneath the frozen domain.
Religion: While many are strongly druidic there is a small but fervent number of clerics in larger communities gathered around obelisks. Most druids worship Zeyla, the Egg-Mother while clerics worship idealistic gods similar to human faiths.
Language: They speak lizardith which mirrors Dragon linguistically. Individuals often learn dwarf, tenderfoot, callanna, faerie and yuan-ti. Some who travel in the frozen north, may speak a local human tongue but it is a minority.
Adventurers: Many differing lizardith heed the call for adventure. Some seek fame, wealth or power, while others live to serve their deity.
Racial Traits
+2
attack bonus if fighting 50% submerged vs land-based creatures
+3
attack bonus if fighting 100% submerged vs land-based creatures
Hold
breath 10 X Constitution
+2
skill bonus to Balance, Perception & Swim
Level
Adjustment:
+0
Preferred
Classes:
Any
Lizard
Men (Lizardith)
NG humanoid
Init
+1; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC
13, touch 8, flat-footed 13 (+4 armor, –1 Dex, +0 natural
hp
5 (1d8+1)
Fort
+2, Ref +1, Will +0
OFFENSE
Speed
30 ft. (Swim 40 ft.)
Melee
greatclub +1 (1d8)
Ranged
javelin +1 (1d8)
STATISTICS
Str
11, Dex 12, Con 11, Int 9, Wis 9, Cha 8
Base
Atk +0; CMB +1; CMD 13
Feats:
Toughness
Skills
Climb +7, Perception +5
Languages
Lizardith
Standard Lizardith Tribal Advancement
2
HD +2 to any attribute; +7 in skills; Gain Lesser Feat
3
HD Increased Natural Weapon Damage (1d6 Claws); +1 in Natural AC
4
HD +2 to any attribute; +7 in skills; Gain Lesser Feat
5
HD Increased Natural Weapon Damage (1d8 Claws); +1 in Natural AC
6
HD +2 to any attribute; +7 in skills; Gain Lesser Feat
7
HD +1 in Natural AC; Gain Bite Attack (d4 / 19+)
8
HD +7 in skills; Gain Greater Feat
9
HD +2 to any attribute; +1 in Natural AC
10
HD +7 in skills; Increase Natural weapon Threat Range (17-20), Gain
Greater Feat
11
HD Increased Natural Weapon Damage (1d10 Claws / 1d6 Bite); +1 in
Natural AC
12
HD +5 to any attribute scores (no more than +2 to any individual) +3
in Natural AC; Gain Greater Feat, +7 in skills
+1
HD Add as per character classes
Lizardith
can gain standard class levels at any point but if they do they are
then unable to advance in their Racial Lizardith abilities. Many tribes will have individuals of both racial and class levels. This may
Base
Skills: Acrobatics, Balance, Climb, Diplomacy, Handle Animal, Jump,
Knowledge (geography, history, local, tribe), Perception, Stealth,
Survival, Swim
Typical Lesser
Feats: Power Attack, Multiattack, Natural Armor (+2), Tail Attack,
Improved Initiative, Camouflage (+5 hide bonus in one environment),
Improved Climb (+6), Increase Swimming Speed
Advanced
Feats (Higher than 8 HD) Improved Camouflage (+10 hide bonus in one
environment), Imp Natural armor (+4), Increase Claw Critical,
Stunning Head-Butt, Breathe Underwater, Swing Tail, Advanced
Swimming Speed
Breathe
Underwater: A Lizardith grows gills and can breathe underwater
Tail
Attack: Gain an attack at the same range as their primary claw
attack. Can be used in any round during their primary attack focus if
an enemy is immediately behind them. Does the same damage as their
bite. They are unable to score critical attacks with a tail attack.
Tail
Swing: If they have have Tail Attack, they can choose this as an
advance feat. They attack every creature behind them, they cannot
omit anyone, if they swing their tail they potentially attack
everything. They roll one attack roll at a -2 penalty.
Increase
Speed: Add +10 to their swim speed
Advanced
Speed: Add another +10 to their swim speed
Camouflage
is an auto-defense that happens when a Lizardith is in a natural
environment, as their skin blends in if they are moving at less then
half their maximum speed.
Friday, 20 February 2015
Lego d20
This is something I consider weirdly functional as it`s ideas that I have been playing with in one form or another for a long time. Again, these don`t perfectly fit into any world almost by design, as they are alien but it`s fun and weird which are combinations that I can`t resist.
Lego d20 *
Lego entities are not a natural part of a fantasy ecosystem, they are most often brought to worlds as slaves or they come as refugees. They exist as a living block, some with sentience, others inert. Both are still considered fully Lego.
As far as experts can determine, Lego are alive and come from an existence that is distinct from our own. They can be found in virtually any dungeon environment, living their lives separate
from most other creatures, as they have a long history of outsiders taking advantage of them. There are some individuals, usually small sized humanoids like Halflings or Dwarves who have gained the Lego communities trust. Individual Lego will adventure, to learn about their neighbours and find ways to stop evil creatures from taking advantage of their kin.
For the most part, their society matches the non-Lego one, needing to eat, sleep, compete and co-operate. Since they are all Lego, they also have a bond with each other which helps define their existence, as they can uniquely feel and be bonded with everyone in their community. They are almost always aligned to the Neutral Good Alignment. Individuals who do not believe in the shared community are isolationists and are usually Neutral Evil, who seek power for themselves.
Lego generally do not believe in gods, or, for the most part they do not believe they are governed by gods. They respect other creatures beliefs and can co-operate with anyone that they share a connection with. Their clerics adhere to the One Brick, though they do not elaborate what this means with others.
Lastly, Lego strongly follow a shared network of ideas and actions. Outsiders can become a part of a community, as long as they are willing to share ideas, wealth and a commitment to the Lego-kin.
Strangely, it is their own people who have literally grown to a new size (at 7 HD) that seem to have outgrown their connection. These outsiders are needed as stalwart defenders yet do not fit, torn by their responsibility to their kin and their personal desires for wealth or other drivers.
Lego CR 1
NG Humanoid (Mountains & Desert)
Init +2; Senses darkvision 30 ft.
DEFENSE
AC 12, touch 10, flat-footed 10
hp 4 (1d8-2)
Fort +0, Ref +3, Will +0
OFFENSE
Speed 20 ft.
Melee: Bow +3 (1d6+3)
STATISTICS
Str 7 Dex 15 Con 8 Int 8 Wis 8 Cha 10
Base Atk +0; CMB +-3; CMD 12
Feats Skill Power Attack, Improved Unarmed Strike (Combat)
Minor Skills: Acrobatics, Disable Device, Knowledge (Nature, Engineering, Local), Perception, Use Magic Device +2
Major Skills:Climb & Stealth +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Lego-kin and pick one of Elven, Dwarven or Common
FEATURES:
1 HD: No Part Alone, Bricks, Lego energy, Small Size, Vulnerable to Force
2 HD: Assemble 1, Absorb,Locked Lego, Gain +2 attribute points
3 HD: Disassemble, Lesser Bond
4 HD: Part of the Whole, Gain +2 attribute points
5 HD: Regular Bond
6 HD: Assemble 2, Gain +2 attribute points
7 HD: Full Absorb, Grow to Medium Size (Gain +2 in Strength and Constitution)
8 HD Assemble 3
9 HD Wholy Linked, Strong Bond, Gain +5 attribute points (no more than 2 in any specific ability score)
+1 HD Gain level in character class (Bard, Cleric, Monk, Psion, Ranger, Rogue & Fighter are preferred classes)
Lego-kin do not need to advance up this listed level chart. They can gain non-Lego levels at any time, however, if they ever gain non-Lego HD they are unable to further advance in their natural Lego
class levels again.
Bricks: Unlike many other creatures, Lego have components that are both distinct and apart of the full entity. Anytime they are hit by a blunt force, they can take the damage to one part instead of their whole body, thus separating individual parts instead of taking damage to their HP. 20% of their total HP can be converted from direct damage into losing one of their appendages (their arms or legs). They can take up to 80% of their total HP as brick damage. Any extra damage is not lost, it must be taken to their HP total. It takes one minute per convertible HP to reassemble the piece.
For example: A lego creature with 20 HP, they could convert 4 hp damage to brick damage. In this example, if they took 7 points of blunt force damage, they can convert 4 points to lose attachment to an arm, but the remainder of 3 points would be lost as HP damage. It would take four minutes to reabsorb a severed appendage.
No Part Alone: Lego-kin are individual entities free to chose and act, however they are bound mentally with others of their kind. Lego can communicate with all others of their kind, gaining base
empathy with any other lego they touch, including inert ones. (1st)
Lego Energy: As beings from another world, Lego bring an energy not usually found in physical, mortal worlds, as such they are vulnerable, as many evil beings convert Lego to spell energy. For every 1 HD of active Lego energy, spell casters can gain 1/2 spell level to a spell or enchantment. For every 10 HD of non-active Lego energy, evil spell casters can gain the same amount. Some higher level spell casters can likewise convert this Lego energy to temporarily boost their spells, but it is considered an evil action as the Lego will die (1st)
Vulnerable to Force: Lego suffer a -2 saving throw penalty to avoid Force effects
Assemble: Lego-kin are part of the infinite Lego-ness, being one with the infinite brick enables them to manipulate Lego in a way that others can not fanthom.
They do not need to roll an intelligence check to build a greater unit. (2nd)
Absorb: Lego entities are able to absorb other Lego to heal themselves. They can convert 1 pound of loose Lego to heal 1d3 damage. They can do this to heal themselves or other Lego creatures as a standard action up to their Charisma Bonus each day. (2nd)
Lesser Bond: Lego can form strong attachment bonds with their kin. It is a type of magical glue that unites a Lego with others of its kin. It takes DC 12 + Strength Bonus + Lego HD to separate Lego from Lego (3rd)
Disassemble: Most non-lego creatures that have interacted with Lego, know that Lego shapes can be taken part through brute force. However, non lego-kin can make an intelligence check (DC 14 + base) in order to take the pieces apart. Lego do not need to make this check, if they take time they can always disassemble a simple block. (3rd)
Part of the Whole: Lego-kin can communicate with other intelligent Lego through sight, sending messages to each other with subtle movements that no non-Lego can comprehend. treat as full
comprehension as long as the receiver can see some part of their Lego-Kin (4th)
Regular Bond: At this level, it takes DC 15 + Wis Bonus + Str Bonus + HD to separate Lego from Lego (5 HD)
Assemble 2: By touching Lego for one full round, they are able to unlock and free blocks from other Lego blocks. They do this in order to reassemble the block in a new formation or to travel past that point. Once they change the blocks arrangement, it is relocked (6 HD)
Full Absorb: They are able to absorb other Lego to heal themselves. They can convert 1 pound of loose Lego to heal 1d6 damage. They can do this to heal themselves or other creatures the same as a healing spell. They can do this once per their HD or level (7 HD)
Assemble 3: Lego-kin gain the ability to manipulate lego without touching it. As long as they are within twenty feet, they can manipulate blocks to lock or unblock by concentration alone. Anything that blocks or hinders Telepathy also blocks this capacity (8 HD)
Wholly Linked: Lego-kin at this level have made a deep connection with any other lego, able to communicate from any distance with one lego-kin per HD or level. These must be individuals the lego-kin has met and formed an attachment to. Once an individual is named, they are never removed from the list, even if the person is dead or is on another plane. (9 HD)
Strong Bond: At this point, it takes DC 20 + Wis Bonus + Str Bonus + Int or Cha Bonus + HD to separate Lego from Lego (9 HD)
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Other Lego Rules
Lego Beasts: In places where Lego entities are found, Lego Template creatures should also be found. These are animal or monster types that have the same square-block look that Lego Figures are famous for. Use the Brick rule from the above listing to enable Lego creatures to lose their arms or legs in the same manner.
Non-Lego characters can utilize a Knowledge (Engineering) for Lego Crafting Skills.
Lego Bricks are considered to have a Hardness 2 and Hit Points of 10/in. of thickness. Consider them to have a break DC of 30. Lego don`t usually decompose, unless they are affected by the equivalent of disintegration, they just fall into smaller and smaller pieces.
* This is all for the fun of gaming and combining stuff I loved as a kid and still have a fondness for. This should in no way be considered an infringement of any rights the Lego Corp has.
Lego d20 *
Lego entities are not a natural part of a fantasy ecosystem, they are most often brought to worlds as slaves or they come as refugees. They exist as a living block, some with sentience, others inert. Both are still considered fully Lego.
As far as experts can determine, Lego are alive and come from an existence that is distinct from our own. They can be found in virtually any dungeon environment, living their lives separate
from most other creatures, as they have a long history of outsiders taking advantage of them. There are some individuals, usually small sized humanoids like Halflings or Dwarves who have gained the Lego communities trust. Individual Lego will adventure, to learn about their neighbours and find ways to stop evil creatures from taking advantage of their kin.
For the most part, their society matches the non-Lego one, needing to eat, sleep, compete and co-operate. Since they are all Lego, they also have a bond with each other which helps define their existence, as they can uniquely feel and be bonded with everyone in their community. They are almost always aligned to the Neutral Good Alignment. Individuals who do not believe in the shared community are isolationists and are usually Neutral Evil, who seek power for themselves.
Lego generally do not believe in gods, or, for the most part they do not believe they are governed by gods. They respect other creatures beliefs and can co-operate with anyone that they share a connection with. Their clerics adhere to the One Brick, though they do not elaborate what this means with others.
Lastly, Lego strongly follow a shared network of ideas and actions. Outsiders can become a part of a community, as long as they are willing to share ideas, wealth and a commitment to the Lego-kin.
Strangely, it is their own people who have literally grown to a new size (at 7 HD) that seem to have outgrown their connection. These outsiders are needed as stalwart defenders yet do not fit, torn by their responsibility to their kin and their personal desires for wealth or other drivers.
Lego CR 1
NG Humanoid (Mountains & Desert)
Init +2; Senses darkvision 30 ft.
DEFENSE
AC 12, touch 10, flat-footed 10
hp 4 (1d8-2)
Fort +0, Ref +3, Will +0
OFFENSE
Speed 20 ft.
Melee: Bow +3 (1d6+3)
STATISTICS
Str 7 Dex 15 Con 8 Int 8 Wis 8 Cha 10
Base Atk +0; CMB +-3; CMD 12
Feats Skill Power Attack, Improved Unarmed Strike (Combat)
Minor Skills: Acrobatics, Disable Device, Knowledge (Nature, Engineering, Local), Perception, Use Magic Device +2
Major Skills:Climb & Stealth +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Lego-kin and pick one of Elven, Dwarven or Common
1 HD: No Part Alone, Bricks, Lego energy, Small Size, Vulnerable to Force
2 HD: Assemble 1, Absorb,Locked Lego, Gain +2 attribute points
3 HD: Disassemble, Lesser Bond
4 HD: Part of the Whole, Gain +2 attribute points
5 HD: Regular Bond
6 HD: Assemble 2, Gain +2 attribute points
7 HD: Full Absorb, Grow to Medium Size (Gain +2 in Strength and Constitution)
8 HD Assemble 3
9 HD Wholy Linked, Strong Bond, Gain +5 attribute points (no more than 2 in any specific ability score)
+1 HD Gain level in character class (Bard, Cleric, Monk, Psion, Ranger, Rogue & Fighter are preferred classes)
Lego-kin do not need to advance up this listed level chart. They can gain non-Lego levels at any time, however, if they ever gain non-Lego HD they are unable to further advance in their natural Lego
class levels again.
For example: A lego creature with 20 HP, they could convert 4 hp damage to brick damage. In this example, if they took 7 points of blunt force damage, they can convert 4 points to lose attachment to an arm, but the remainder of 3 points would be lost as HP damage. It would take four minutes to reabsorb a severed appendage.
No Part Alone: Lego-kin are individual entities free to chose and act, however they are bound mentally with others of their kind. Lego can communicate with all others of their kind, gaining base
empathy with any other lego they touch, including inert ones. (1st)
Lego Energy: As beings from another world, Lego bring an energy not usually found in physical, mortal worlds, as such they are vulnerable, as many evil beings convert Lego to spell energy. For every 1 HD of active Lego energy, spell casters can gain 1/2 spell level to a spell or enchantment. For every 10 HD of non-active Lego energy, evil spell casters can gain the same amount. Some higher level spell casters can likewise convert this Lego energy to temporarily boost their spells, but it is considered an evil action as the Lego will die (1st)
Vulnerable to Force: Lego suffer a -2 saving throw penalty to avoid Force effects
Assemble: Lego-kin are part of the infinite Lego-ness, being one with the infinite brick enables them to manipulate Lego in a way that others can not fanthom.
They do not need to roll an intelligence check to build a greater unit. (2nd)
Absorb: Lego entities are able to absorb other Lego to heal themselves. They can convert 1 pound of loose Lego to heal 1d3 damage. They can do this to heal themselves or other Lego creatures as a standard action up to their Charisma Bonus each day. (2nd)
Lesser Bond: Lego can form strong attachment bonds with their kin. It is a type of magical glue that unites a Lego with others of its kin. It takes DC 12 + Strength Bonus + Lego HD to separate Lego from Lego (3rd)
Disassemble: Most non-lego creatures that have interacted with Lego, know that Lego shapes can be taken part through brute force. However, non lego-kin can make an intelligence check (DC 14 + base) in order to take the pieces apart. Lego do not need to make this check, if they take time they can always disassemble a simple block. (3rd)
Part of the Whole: Lego-kin can communicate with other intelligent Lego through sight, sending messages to each other with subtle movements that no non-Lego can comprehend. treat as full
comprehension as long as the receiver can see some part of their Lego-Kin (4th)
Regular Bond: At this level, it takes DC 15 + Wis Bonus + Str Bonus + HD to separate Lego from Lego (5 HD)
Assemble 2: By touching Lego for one full round, they are able to unlock and free blocks from other Lego blocks. They do this in order to reassemble the block in a new formation or to travel past that point. Once they change the blocks arrangement, it is relocked (6 HD)
Full Absorb: They are able to absorb other Lego to heal themselves. They can convert 1 pound of loose Lego to heal 1d6 damage. They can do this to heal themselves or other creatures the same as a healing spell. They can do this once per their HD or level (7 HD)
Assemble 3: Lego-kin gain the ability to manipulate lego without touching it. As long as they are within twenty feet, they can manipulate blocks to lock or unblock by concentration alone. Anything that blocks or hinders Telepathy also blocks this capacity (8 HD)
Wholly Linked: Lego-kin at this level have made a deep connection with any other lego, able to communicate from any distance with one lego-kin per HD or level. These must be individuals the lego-kin has met and formed an attachment to. Once an individual is named, they are never removed from the list, even if the person is dead or is on another plane. (9 HD)
Strong Bond: At this point, it takes DC 20 + Wis Bonus + Str Bonus + Int or Cha Bonus + HD to separate Lego from Lego (9 HD)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Other Lego Rules
Lego Beasts: In places where Lego entities are found, Lego Template creatures should also be found. These are animal or monster types that have the same square-block look that Lego Figures are famous for. Use the Brick rule from the above listing to enable Lego creatures to lose their arms or legs in the same manner.
Non-Lego characters can utilize a Knowledge (Engineering) for Lego Crafting Skills.
Lego Bricks are considered to have a Hardness 2 and Hit Points of 10/in. of thickness. Consider them to have a break DC of 30. Lego don`t usually decompose, unless they are affected by the equivalent of disintegration, they just fall into smaller and smaller pieces.
* This is all for the fun of gaming and combining stuff I loved as a kid and still have a fondness for. This should in no way be considered an infringement of any rights the Lego Corp has.
Thursday, 22 January 2015
Really Simple D20 Rules for young kids
For the last few months my little girl has been playing with my figures and dice. We have a PA day coming up and I want to play some story games with her. Here is a simple version I came up with for us to use, to get her involved in the game, and have her roll some dice.
Things you need: 3 sets of dice, minis and mapping tools.
Rules:
Have all players get two minis and characters. They come into the area and look for things and avoid monsters.
Have a separate dice for every mini to keep track of health. When hit, change the number showing. When they are reduced to zero, the character runs away.
Character Types:
Strong Girl - 2 Good skills, Use a 10 for health
Fast Girl - 4 Good skills, Use an 8 for health
Smart Girl- 2 Good skills, Use an 8 for health
Move
Roll d6, move that many spaces.
Roll 4 or higher, move and attack at same time
Attack: Must be next to a BG
d20 - 1-5 miss
d20- 6-12 hits, roll avoid
d13- Cannot avoid
If the attacker rolls 13 or higher, they hit doing 1 pip
If the attacker rolls 16 or higher, they hit doing 2 pips
If the attacker rolls 20, they hit doing 3 pips (strong guy only)
Avoid
Roll 6+d6 - if you roll higher than attack, you avoid
(Use 12 +d6 in later games, but otherwise the same)
Skills : Use D8 for good skills, D6 for everything else
Hide=Monsters can`t find you
Find=You can find things
Run = Run away or double Move
Jump = Half the number is how high you jump
Swim = Swim or stay in same spot
Climb= beat target and you climb to where you need
Grunt=any kind of lifting or moving things
Target to beat: easy (3), rough (5) or hard (8)
(We only use Hard level target for later games)
Spells (have 3 at a time, cast any number of times) - Smart Girl only
Bubble: Surrounds someone, they don`t take damage, and can fall or swim safely
Boom-Loud Noise, scare BG for d6 rounds
Back-Push= BG gets pushed back d6
Bop - hit someone for 1 pip from 3 spaces or less away
Beg - you've asked a favor, to avoid, defender must roll 11 or 12 on 6+d6
Help - friend gains back 2 pips
Loot: Set the target at a ertain amount of loot to find. Every time they are at a chest, door, table, etc the character can try a find check, if they beat the target they receive 1d4 bags of loot. The game ends when the good team or the bad team finds the required amount of loot, usually a loot target of 10.
Bad Guys (BG) are Monsters always have D6. They always do one pip of damage. Have no skills or spells. They are looking for the same stuff you are. They scream and cry a lot.
Things you need: 3 sets of dice, minis and mapping tools.
Rules:
Have all players get two minis and characters. They come into the area and look for things and avoid monsters.
Have a separate dice for every mini to keep track of health. When hit, change the number showing. When they are reduced to zero, the character runs away.
Character Types:
Strong Girl - 2 Good skills, Use a 10 for health
Fast Girl - 4 Good skills, Use an 8 for health
Smart Girl- 2 Good skills, Use an 8 for health
Move
Roll d6, move that many spaces.
Roll 4 or higher, move and attack at same time
Attack: Must be next to a BG
d20 - 1-5 miss
d20- 6-12 hits, roll avoid
d13- Cannot avoid
If the attacker rolls 13 or higher, they hit doing 1 pip
If the attacker rolls 16 or higher, they hit doing 2 pips
If the attacker rolls 20, they hit doing 3 pips (strong guy only)
Avoid
Roll 6+d6 - if you roll higher than attack, you avoid
(Use 12 +d6 in later games, but otherwise the same)
Skills : Use D8 for good skills, D6 for everything else
Hide=Monsters can`t find you
Find=You can find things
Run = Run away or double Move
Jump = Half the number is how high you jump
Swim = Swim or stay in same spot
Climb= beat target and you climb to where you need
Grunt=any kind of lifting or moving things
Target to beat: easy (3), rough (5) or hard (8)
(We only use Hard level target for later games)
Spells (have 3 at a time, cast any number of times) - Smart Girl only
Bubble: Surrounds someone, they don`t take damage, and can fall or swim safely
Boom-Loud Noise, scare BG for d6 rounds
Back-Push= BG gets pushed back d6
Bop - hit someone for 1 pip from 3 spaces or less away
Beg - you've asked a favor, to avoid, defender must roll 11 or 12 on 6+d6
Help - friend gains back 2 pips
Loot: Set the target at a ertain amount of loot to find. Every time they are at a chest, door, table, etc the character can try a find check, if they beat the target they receive 1d4 bags of loot. The game ends when the good team or the bad team finds the required amount of loot, usually a loot target of 10.
Bad Guys (BG) are Monsters always have D6. They always do one pip of damage. Have no skills or spells. They are looking for the same stuff you are. They scream and cry a lot.
Thursday, 8 January 2015
Favoured of Keran
These suave, human-looking aristocrats are found throughout cities on Nyssa dedicated to serving the evil deity's purposes. They are a corrupting force, dedicated to sowing mistrust on other groups and forces in urban areas. While many people know the danger they represent, the foolish often fail to see the little gifts they offer come with a price that many can't afford.
Favoured of Keran
Favoured of Keran
CR 6
LE Outsider
Init +5; Perception + 8
DEFENSE
AC 19, touch 18, flat-footed 12 (+4 natural, +1 dexterity, +4 Scale Mail)
hp 50 (8d8+16)
Fort +7, Ref +3, Will +6
Morale 15
OFFENSE
Speed 30 ft.
Great Sword +9 (2d6+4)
Spell-Like Abilities (CL 8th)
At Will- Detect Good, Detect Magic, Detect Poison, Fear,
2/Day- Invisibility (Self Only), Suggestion, Unholy Blight
STATISTICS
Str 17 Dex 13 Con 15 Int 14 Wis 12 Cha 14
Base Atk +6; CMB 12 CMD 16
Feats: Alertness, Blind Fight, Improved Initiative, Power Attack, Cleave, Weapon Focus
Skills Bluff +14, Climb +8, Diplomacy + 8, Gather Info +6, Hide +6, Knowledge (Religion or Planes) +8, Perception +8, Swim +10, Survival +5
Languages: Common, Draconic, Infernal, Telepathy 100 ft
ECOLOGY
Environment: Urban areas or Obelisk of Keran
Organization: Solitary, pair or Platoon (3-6)
Treasure: Standard
SPECIAL ABILITY
Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Change Shape (Su) They can assume the form of a dire snake, raven or crocodile twice a day. They do this to go unnoticed and try to avoid transforming if anyone can see them.
These creatures are Keran's steadfast minions and often act as ambassadors and assistants to his clerics on mortal planes. They originate from petitioners, faithful members who have died and reborn on the outer planes. Stripped of their memories, they are transformed to do the will of the dark lord.
Keran is a powerful evil deity that is ever present on Nyssa, found in cities acting as agents of absolute law, manipulative to get their dark order at the center of all important activities in an area.
Keran is a powerful evil deity that is ever present on Nyssa, found in cities acting as agents of absolute law, manipulative to get their dark order at the center of all important activities in an area.
Most of the Favoured are usually assigned to an obelisk or church and keep a hand in activities in any way they can, Often supporting evil groups, hiring adventurers or sowing mistrust in good aligned groups and faiths. Many end up leading local churches but can be called back to Keran's domain in Hell's Fifth Circle at almost any time.
The Favoured are usually adorned with symbols of high status, showing their "personal success" and
the value of following the dark lord. They are often seen as a part
of high society, invited to parties as they are quick to sponsor aristocrats & artists. They are always ready to
act as patrons to adventurers and the desperate on wild escapades
for the chance of wealth. While not open to admit it, there are often
hushed tales told of when promises are stretched too far and they
finally ask for payment of the debt – the end result is the
damnation of anyone not ready to pay their debt in full.
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