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Thursday, 20 August 2015

Standing Knights (Prestige Class)

Standing Knights

Adventure: These professional warriors are elite soldiers known for their  determination in protecting borderlands and areas overrun by chaos. Many work exclusively with local armies and serve a mundane men-at-arms role but when the need is great enough they organize to overcome the greatest threats to the land. Their name comes from the legend that a standing knight is the very last on the field of battle to fall.

Characteristics: Outside of battle, standing knights have few similarities with each other. Some are serious, others drunkards, some religious, others blasphemers, but in battle  they share the same ruthless determination to overcome every obstacle. They are leaders who prefer to get involved in the action and lead by example.  Despite their enduring popularity, there are no armies of Standing Knights, they are soldiers who are involved with other Lawful Groups but more dedicated to the purpose.

Requirements:
Diplomacy +4, Ride: +7, Sense Motive +3
Any two of the following feats: Endurance, Great Fortitude, Iron Will, Lightning Reflexes
Alignment: LG, NG or LN
Special: Fallen but not died in battle with an enemy. In their awakening, they help to win the day and become something more than they were before.

Class Benefits:

Hit Die: D10

Class Skills: Climb, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (local and nobility), Perception, Ride, Sense Motive, Survival, Swim

Skill Points: 4 + int modifier

Weapon and Armor Proficiency: Knights gain no new weapon or armor proficiencies.

BAB: Good
Will Save: Good, Fort Save: Good, Reflex Save: Bad

1st     Toe-to-toe, Stand-Tall
2nd     Last to Fall, Tough-as-nails
3rd     Freedom (1/day)
4th     Extra Five Foot Step
5th     Call-to-arms
6th     Freedom (3/day)
7th     Sprint
8th     Death Charge
9th     To-the-finish
10th    Freedom

Toe-to-toe: Standing Knights gain +1 / level on tactical or improved attacks for their defense, such as trip, grapple, strength checks, etc as long as they are   not the one initiating the attack

Stand-Tall going from a prone to standing position is a free action, unless they provoke attack of opportunity, in which case, it's a standard action but preventsthe attack of opportunity

Last to Fall: As per the Diehard Feat

Tough-as-Nails: Gains dmg reduction / class level to non-lethal force.

Freedom: At 4th level, a standing knight gains the use of Freedom of Movement effect for one minute. At 6th level they can activate this effect three times a day.  At 10th level they have a continual Freedom of Movement effect in place. While it can be dispelled; a Standing Knight can reactivate it as a standard action next round.

Extra Five Foot Step: A Standing Knight take an extra five-foot step at the end  of their turn; they may not take two five foot steps in a row. Thus they must take the first at the start of the round and the second at the end of their round

Call-to-Arms: Can request aid from low level characters when making a public declaration. The total HD that will arrive is their total class level + charisma bonus X 4.

Sprint: Gain +30 movement for 1 / day per standing knight level. Does not work  in conjunction with any other speed or movement enhancing magic. (DM's decision.)

Death Charge: Gain +4 on the charge attack, inflicting double damage for one round, to pay for this, they take -2 on attacks due to exhaustion for the next 5 rounds  unless curative magics are used.

To-the-Finish: Standing knights are perhaps the most determined people in existence, after more then three rounds in battle vs the same foe, no magic can sway them from their task. Magical coersion (charm, compulsion, emotion or fear)  has no effect on them in relation to changing their course of action.

Monday, 17 August 2015

The Pan - Faerie Enhanced Prestige Class

I just finished the Peter Pan novel a while ago and have to say that I really enjoyed it. Darker than I thought it would be but a nice ambivalent story, not screaming about the inherent superiority of either adulthood or childhood just the events that happened to take place. It inspired me to create a playable game version.

The Pan

This Pan is a wandering pirate-like figure that haunts both the wild and communities by the sea. Many live simple lives of exploring and fighting local threats, most live life to its fullest never dedicating themselves to selfish intentions but not to the holy ones either, always somewhere betwixt the two. They are beings of charm, whimsy and grace, eager to show off their skills or rush in to help their many friends. They are especially enamored by fey, always willing to go out of their way to help these mischievous beings. Many times they take this class as a title for their adventuring names.

Role: These beings mix charm, speed, and, at higher levels, flight to perform heroic acts. They disdain armor and heavier weapons for finesse. The abilities of a Pan complement those of bards, rogues or fighters who wish to accentuate their fighting prowess. They fight in the forefront, deftly avoiding the blades of their opponents while expertly targeting their foe's vulnerabilities. They are also adept at spying, flying, taunting foes and interacting with Fey.

Requirements
To qualify to become a Pan, a character must fulfill all the following criteria.

Base Attack Bonus: +3
Skills: Acrobatics 4 ranks, Perform 3 ranks.
Feats: Dodge, Mobility
Special: Interaction with a fey. Must have made a positive social connection with a fey

Class Features
All of the following are class features of the Pan prestige class.

Alignment: Pan can be of any non-lawful alignment.
Hit Dice: d10.

Weapon and Armor Proficiency: The Pan is proficient with all simple and martial weapons. Pan are proficient with light armor and small shields but rarely use them after 4th level.

Skill Ranks at Each Level: 4 + Int modifier.

Class Skills
The Pan's class skills are Acrobatics, Bluff , Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Knowledge (Any), Perception, Perform, Sense Motive. Stealth, Survival, Swim, Use Magic Device

Table: Pan
Level BAB     Fort     Ref     Will            Special
1st           +1 +0      +1       +0                 Pan`s Parry & Faerie Companion
2nd          +2 +1 +1       +1                 Navigate, Lesser Shadow Creep
3rd           +3 +1   +2    +1                 Fearless, Knowledge (Piracy)
4th           +4       +1 +2     +2                 Assisted Flight, Radiate No Alignment
5th           +5       +2 +3    +3                 Riposte, Pact of Peace
6th           +6 +2      +3    +3                Quick to React, Shadow Spy
7th           +7     +2  +4    +4                Parry 360 Degrees, Taunt Victim
8th           +8     +3      +4        +4                Full Flight, Stir Bravery
9th            +9 +3  +5        +5                Deflect Arrows, Superb Tactics
10th          +10     +4      +6        +6                Share Flight, Summon Fey

Pan`s Parry (Ex) Experts at combat, they exist to duel as it is their primary method of protecting themselves and to gain an advantage in combat. Pan's gain +1 to their parry, and an additional +1 for every two levels to be used agaisnt a single adjacent foe - they must hit an AC higher then the attacking enemy. If the attacker scores higher, the Pan takes the hit, otherwise the Pan deflects the attack. This affects any one melee foe and is done primarily to keep an enemy at a safe distance.

Faerie Companion: Pan's gain a faerie ally, that willingly serves as a friend and ally. They do not risk their lives foolishly but don't shy away from shared causes either If anything should happen to the companion that was not directly caused by the Pan, they can summon another companion with a 12 hour ritual. If the Pan abuses the fey, and is given in-game warnings, the fey may leave the Pan's service. Typical companions: Use the Fey Summoning table below.

Lesser Shadow Creep: Pan can release their shadow for up to 10 rounds once / dexterity bonus. The Shadow is able to move and act as the Pan to investigate, but it cannot take forceful action. These rounds do not have to be consecutive.

Navigate: Gain as a key class skill. They are able to add 8 plus Dexterity Modifier and a +1 for every additional level until 10th. If this number is not high enough to succeed, then roll as normal:
d20 + dex mod + class levels + skill ranks

Fearless: Pan gain Immunity to spells or fear effects when it is unavoidable. If a Pan can choose to not enter a field of fear, and do so anyway, then they willingly face the fear, at these times it can affect a Pan, but they gain +1 / Pan level on these saves.

Knowledge (Piracy) : Gain as a key class skill. They are able to add 12 plus Dexterity Modifier and a +1 for every additional level until 10th. If this number is not high enough to succeed, then roll as normal:  d20 + dex mod + class levels + skill ranks.

Radiate No Alignment : Pan do not radiate alignment.  Pan can also use any item if normally restricted by alignment. They may still suffer penalties for doing so.

Assisted Flight: With the help of a faeries dust, a 4th level Pan gains flight (Fly +8, Poor, Speed 20) once a day for one hour + 20 minutes per charisma bonus. They gain an additional flight every level until 7th level as long as they are with a faerie. Treat as a 3rd level spell for dispel or cancel magic affects.

Riposte: Pan can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.

Pact of Fey Peace: Pan has reached a state of understood peace with Fey, they may not like or agree with a Pan, but none will ever attack or take action against a Pan. This ends if a Pan physically attacks a Fey - bu they can trick or steal from them which doesn't go over the line. If they break the pact they lose the capacity to gain new Pan levels.

Quick to React: Gain +4 to reaction rolls. If the Pan does not act first, they gain +1 every additional round up to their Pan level or they have won initiative. If they delay for any reason, they do not gain this reaction bonus.

Shadow Spy: Pan are able to release their shadow as a semi-intelligent servant, able to travel independently of a Pan and take limited actions. The Shadowy Pan figure has 25% of the Pan's HP and half the skill scores and AC. They can move no more than 1 mile away from the Pan.  While their true shadow is gone, the Pan is left with a pale imitation. If anything should ever happen to the shadow spy, it returns in one day after it has been released.

Parry 360 Degrees; At this point, a Pan can use their Pan`s Parry against any number of creatures that are using light or medium weapons against them. This is a full round action and they cannot do a 360 degree parry and attack.

Taunt Victim: Their target must beat DC 15 + Cha Bonus + level difference to chase the Pan for a minimum of five rounds (4+D6). At the end of this time frame, if the target is still able to see the Pan, they must re-save or the affect lingers for another d8 rounds.

Full Flight: At 8th level, a Pan gains Full Flight, able to fly at will (Fly +15, Good, Speed 50). Treat as a Natural Ability. If dispelled, they will float down to the ground and regain as soon as the dispelled effect ends.

Stir Bravery: By making a DC 16 Diplomacy or Perform Check, they can add +1 for every Pan level to bravery or saving throws for mental effects for comrades who hear their performance.

Superb Tactics: At this level, Pan have so mastered their tactical swordplay that they can mark one target, and each round they they parry in 360 degrees - and can attack them once a round in addition to parrying everyone else.

Share Flight: By sprinkling the faerie's dust on companions, he can assist companions to fly. They can share in his flight path and never be more than 1 mile away from the Pan or the affect will end.

Summon Fey: In times of trouble, the Pan is able to use a ritual to ask their Fey sisters for help. They can summon  d6 X 10 HD of fey creatures once a season (four times a year at most.) They come in small groups as determined by the below list. If a Pan ever abuses his summoning to call creatures for a selfish purpose, they lose access to this Fey Summoning ritual for the future.

% Roll     Fey Type                         Level
1   - 11 Atomie                 CR 1          
12 - 22 Brownie                 CR 1
23 - 27 Buckawn                 CR 2
28 - 29 Dryad                 CR 3
30 - 39 Faun                 CR 1
40 - 44 Forgotten One                 CR 2
45 - 54 Gathlain                         CR 1/2
55 - 59 Leprechaun                 CR 2
60 - 61 Pixie                                CR 4
62 - 63 Satyr                 CR 4
64 - 68 Twigjack                 CR 3
69 - 98     Sprite or Sprite Swarm   CR 5
99 - 00     Swan Maiden                 CR 6

Monday, 10 August 2015

Orynix - Gazelle Humanoids (Horn-Kin)

This is one of my core basic races, one of the Minotaur or Horn-Kin peoples that are found mostly on the cold barren plains. While intelligent and sophisticated, most of them disdain the lifestyle of abundance found in most civilizations. They are naturally high-speed runners whose speed matches that of a horse when they carry little.  Rangers or anyone that can provide food or other necessities in dire times are highly appreciated, they place the Survival skill as key to ensure the safety of the tribe.

Orynix

Personality: Determined and extremely focused, they are like athletes who never waver from their goal. Sometimes they can seem distant, but to allies they are warm, friendly and inviting. The capacity to run is a central motif to them and to perform the best they must always carry little as their speed is determined by how much they carry thus the Orynix put little value in material things. They believe strength lies in flexibility and they never carry something for decoration alone.

Physical Description: Gazelle humanoids, muscular and lean with short white silver fur with long strong legs, standing 6 ½ feet tall not including their foot-high, sharp, silver horns.

Relations: Orynix get along well most druids, nomads, barbarians and others who live off the land. They are comfortable with elves, halflings and centaurs, but they are reserved with humans and dwarves or those who are more lawful based. They have no preset judgement on other Horn-Kin, as they judge them based on how they live and if they are a team player or not.

Alignment: They tend towards neutrality and good. They care about little else other than for the needs of the tribe. Avoiding trouble whenever possible, they use their speed to get away;intervening only when allies are in trouble .

Lands: They are nomads, living off the land harmoniously. They tend to thrive in areas far from civilized lands only coming in to trade or share information.

Religion: They are strongly druidic, following the nature spirits that abound in the land and waters.

Language: They speak Minotaur, Jahlen, Centaur, Faerie, Orynix & the common tongue.

Adventurers: Orynix, quite like their Jahlen cousins, believe that individuals must chart their own course in life. Sometimes that means you run with the tribe and other times, you must run alone. But always, you return to share your experiences with the tribe. And, of course, all Orynix are there when the tribe needs help.

Racial Traits
+1 Natural Armor Bonus
Unencumbered Speed: 60 (see below)
Natural Weapon: Anthril Coloured Horns 1d6 *
+4 Constitution, -1 Intelligence, -1 Charisma
+2 Survival, +2 Knowledge (Geography), +2 Perception
Low-light Vision
Endurance Feat, Skill Focus (Survival)
Racial Hit Dice: 2d8; Attack Bonus and Saving Throws as Cleric;

Base 12 skill points; more if they have exceptional intelligence, to use on their core skills

Core Skills: Climb, Diplomacy, Escape Artist, Gather Information, Heal, Hide, Knowledge (Geography), Move Silently, Perception, Sense Motive, Survival

Encumbrance Level   Max Speed
              Light                  60
              Medium             40
              Heavy                30

Preferred Classes: Bard, Barbarian, Druid, Fighter, Ranger, Rogue or Sorcerer

Anthril Horns:
Anthril is a silver coloured magical metal found on Nyssa. It has the equivalent of silver and +1 magic items found on other worlds. At lower levels, Orynix have silver or Anthril coloured horns. Many elders and high ranking tribe members go through ceremonies to turn their horns into True Anthril. Assume any 6th level or higher non-Barbarian class will have magical horns enabling them to hit magical creatures using their horn attack. These horns are one of the major reasons Orynix tribes are attacked by evil creatures.

Thursday, 30 July 2015

Sand Dwarves (Zinth)

Sand Dwarves or Zinth

One of the first generations of Dwarf-kin born on Nyssa. They are most often found in the Zinthar desert apart of small family tribes of less than two hundred individuals. Unlike their other blood-kin, the Zinth are bound to specific sites and are very unlikely to go far away unless they are in mortal danger.


Sand Dwarves have thin bodies almost always appearing as near starving. Their faces are normally covered by a hood - it is an expression of deep respect for them to talk with someone with an uncovered face. Males tend to grow their hair long and unkempt but many keep stylish goatees. Women can grow beards but few do, they keep their hair short, using jewelry and tattoos to decorate themselves. Both sexes fight for their community as equals, but females with children stay out of all but the most desperate combats.

Their expression: Of the stone but in this world” is their way of expressing themselves as both 
mortal and planar beings. This means that both beneficial and baneful spells that name out planar creatures, affect the Zinth.

Best known for their intricate stone statues of their elders and heroes - these act as a receptacle so when a specific Zinth dies, their spirit is reborn.These highly respected individuals can be considered virtually immortal but most also sleep until called on. Individuals may have only one statue-receptacle at any point and it takes months to prepare one. If their personal statue is not ready, their spirit is lost forever. Some believe that Zinth are neither born nor alive, merely sentient stone - but the Zinth do not bother to correct them as it is unimportant what others think of them.

Individuals can exhibit excellent skills as a worker, warrior and artist; they are one with the stone just as much as they are with other living creatures. When young, their life pattern resembles other mortals - eating, sleeping, trading, loving. As they age, they become more "of the earth." Their elders do not eat or drink in a traditional manner, they absorb their nutrients by absorbing via touch, usually during the hour before or after sunset. This is a highly personal act they rarely share with outsiders.

While they do not starve, when overwhelmed by their surroundings, they go into a comatose state emerging when the environment is safer. Stories of creatures reviving from petrification can be traced to these dwarves awakening from slumber.

Typically, Zinth do not adventure with others and stick to their own caravans or towns. When a noble deed is proposed that will help the overall community, they volunteer. They respect others as long as the rights for all are likewise reciprocated.

Sand Dwarves                                 CR 2
N (30% Good; 10% Evil)               Humanoid (Mountains & Desert)
Init +0;                                          Senses darkvision 60 ft.

DEFENSE

AC 15, touch 14, flat-footed 11    (+4 from Armor, +1 from Natural AC)
hp 13 / 2d8+2
Fort +5, Ref +1, Will +0

OFFENSE

Speed 20 ft.
Melee: Mace +1 (1d6+1 dmg)
Typical Weapons: Mace, Scimitar and Crossbows.

STATISTICS

Str 11 Dex 13 Con 14 Int 10 Wis 10 Cha 8
Base Atk +1; CMB +1; CMD 12
Minor Skills: Craft (Carving), Climb, Diplomacy, Disable Device, Perception, Use Magic Device +2
Major Skills:  Any 2 of Knowledge (dungeoneering, engineering, local) +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Dwarven, Zinth & Phastian

LISTED FEATURES:

Every primary level grants a +1 natural AC bonus.

2 HD: +10 skill points in listed skills; Gain Two Feats, Speak with Stones  (2/day)
3 HD: Gain +2 attribute points; +6 skill points;Blend with Rocks or Sand (2/day, Gain +10 on hide)
4 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Change into Sand Form (2/day, 5 min)
5 HD: +6 skill points; Change into Rock Form & Speak Earth Elemental (2/day)
6 HD: Gain +2 attribute points; +6 skill points; Gain Feat; Summon Rock Allies (1/day)
7 HD: Gain +2 attribute points; +6 skill points; Stone State (1/day)
8 HD  +6 skill points; Gain Feat; Heal from Rock (5 X Constitution Bonus - 1/day)
9 HD  Gain +5 attribute points (no more than 2 in any specific ability score); +10 skill points;                            Summon Earth elemental (2/day); Stone state (3/day)

At 10 HD and higher, they gain in a character class. Preferred classes are: Bard, Fighter, Monk, Psion, Ranger, Rogue & Sorceror.

Sand Dwarves do not need to advance up this listed level chart. They can gain non-Zinth levels at any time, however, if they ever gain non-Zinth HD they are unable to further advance in their natural Zinth class levels again.


CLASS ABILITIES

Speak with Stones: Sand Dwarves can speak to stones, which can only tell them what has been in an area within the last 24 hours

Blend with Rocks or Sand: If the Sand Dwarf does not move, and is near sand can gain a +10 to their stealth check 2/day

Change into Sand Form: Can temporarily change into sand. They cannot move far, but can seep through small holes. Only small weapons and other small items change into sand - not armor or heavy weapons.

Change into Rock Form: Zinth can change into stones, gaining +20  to their stealth scores. They cannot move. When in this form they gain +3 to their AC. Only small weapons and other small items change into rock form - not armor or heavy weapons.

Speak Earth Elemental: Zinth learn the earth elemental language

Summon Rock Allies: Can summon small stone creatures from the Elemental Plane of Earth. These are the equivalent of dogs, cats or birds that can perform small or short actions for the Sand Dwarf.

Stone State: Gain Rock form for 10 min. +6 to AC, plus 1-8 dmg for punching.

Heal from Rock: Can change small stones into healing potions. It can heal creatures 5 times their constitution bonus score (1=5, 2 = 10, etc) to any number of people up to their listed total. If the potions are not used within five minutes, the potions revert back to small stones.

Summon Earth elemental: Can summon a medium earth elemental to either stay and protect an area for 30 minutes, help with manual labour for an hour or complete an attack action. They can perform this summoning twice a day, but never more than once an hour.


Wednesday, 22 July 2015

Corona Salarius

This was an idea that I was playing around with for a while - an outsider spirit that would inhabit mortal creatures and give them a shimmery golden glow and a bunch of powers. Then I realized it was kind of done before - the Incarnate from the 2nd Planescape Monster Compendium (Second Edition). 

Anyway, this is a neat little way to give players a bump-up without increasing their actual levels for a one-shot adventure.

Corona Salarius

Type                Usually Small Outsider
AC                  As per host
HD                  As per host

Saves               Fort +2 Ref +2 Will +2 (Add to host's base)
Init                   +1                               (Add to host's base)
Speed               --
BAB       --      CMB   --    CMD --
Special Defenses +6 on saves versus alignment affecting spells or affects, Lesser Telepathy

Str   --   Con   --    Dex +2                    (Add to host's base)
Int   --   Wis   +5   Cha +5

Skills: Any five: Acrobatics, Climb, Escape Artist, Intimidate, Knowledge (arcana, history, magic, planes or religion), Sense Motive, Survival, or Use Magic Device plus Perception

Typical Feat Selection: Alignment Channel, Alertness, Blind-Fight*, Channel Smite, Deadly Aim, Dodge, Mobility, Eschew Materials, Extra Channel, Iron Will, Lightning Reflexes, Spell Focus, Spell Penetration

Lesser telepathy: Corona can communicate with mortal creatures that are physically near (within 20 feet) their remains or a piece of jewelry their spirit inhabits.

Best known as a shimmering bright halo that surrounds mortal creatures. These “shining lights” are the remains of souls of former outer planar beings that did not depart when their physical forms were defeated on the mortal planes. The heavenly spectres clung to a dungeon on a physical plane, waiting for help from mortals to complete a mission.

Good aligned Corona usually watch mortals to ensure their potential host have similar views to their own. When finding a match, they will ask if they can inhabit the mortal body to complete a specific goal – explaining in detail what is needed and the risks. They accept the answer even if it's not the one they want. 
A mortal's eyes glow golden when utilizing the spells or feats their guest provides for them. Once the task is completed, most Corona depart for the heavens. It is interesting that Corona gives their host the capacity to turn spirits, but they cannot be turned as their host and them form a bond that is only broken when the Corona wishes to depart.

Evil aligned Corona are summoned to the mortal planes by evil clerics for help in their dark plans. These spirits give their hosts apparent freedom, but don't hesitate to exit a host for another of higher level or more useful to them. Some evil Corona may have alternate magics to the spells listed below. They won't hesitate to inhabit lesser beings if they need to escape.

Most Corona inhabit their host as guests and whisper helpful suggestions. In times of stress, they may take a more active role, their hosts exhibit other forms. For good aligned Corona: they take on Golden Halo, Wings, Angelic Appearance. For evil-aligned ones it is small sharp horns, devilish features, and deep sharp claws.

3 HD Detect Alignment*, Curse, Magic; +15 skill points in only their selected skills; Turn as 3rd level cleric
4 HD Gain + 2 to any Ability Score; Turn as 4th level cleric; +5 skill points in their selected skills
5 HD Gain Align Weapon, Remove Curse & Disease;+5 skill points in their selected skills
6 HD Gain Circle against Evil & Discern Lies; Turn as 5th level cleric; +5 skill points in their selected skills
7 HD Gain + 2 to any Ability Score; +5 skill points in their selected skills 
8 HD Dispel Magic & Cure Medium Wounds (2/day); Turn as 6th level cleric; +5 skill points selected skills
9 HD Smite (2/day); Turn as 7th level cleric; +5 skill points in their selected skills
10 HD Blade Barrier (2/day); Turn as 8th level cleric; +5 skill points in their selected skills
11 HD Gain + 2 to any 2 Ability Scores; +5 skill points in their selected skills
12 HD Regenerate Other (2/day); Turn as 12th level cleric

Unlike standard creatures, the levels for a Corona do not change. When a Corona and a mortal merge, the mortal gains the level abilities for the HD or level that they are at.  Also, Corona do not increase skill levels beyond their normal maximum point, so they are not added or increases a character's current skill levels. 

*Spells are cast at the Cleric level indicated or the minimum needed to cast the spell

Friday, 17 July 2015

Rogue Modron


Rogue Modrons were originally outsiders from a lawful plane that were mortally injured on the Nyssian world and unable to continue with their unit. While their internal repair functions fixed them, they were abandoned and are now alone on an alien world.

They are self-aware mechanical units, built for a specific work function not social interactions. Being awkward, they rarely know what to do or say, thus they stand out in mortal communities. Knowing the importance of interaction, they try to fit in to the world by becoming members in lawfully-aligned or large social groups. Most often it's a lawful church (such as Quanna or Casna) or in a city's bureaucracy. From this point, they try to learn the social etiquette, history and culture of their adopted world and the people who they are with and follow the social rules.

If they do not reach an acceptable status point in a hierarchy organization after a certain amount of time, a Rogue Modron usually leaves and strikes it out as an adventurer, seeking fortune, fame and portals to other worlds. If they do reach mid-levels of authority, they are content, and subtlety try to influence law and order in the organization and the world around them.

When Rogue Modrons meet others of its kind, they are instant allies. They physically touch, and immediately share everything about their learning and their own individual pasts.  They never engage in combat or take actions to directly interfere with their kin even if ordered to by their mortal comrades. It is common for Modrons to join with each other in a cause but never as equals, there must be one determined Commander. If they cannot determine among each other this strata - they cannot become partners.

The ultimate goal of a Rogue Modron is to find a portal back to their home plane. Strangely, if they find one, they are hesitant to go through as they are unsure of where or even if they will fit in with "True Modrons". There is no known instance of any Rogue Modron who ever returned back to their home world, so whether they are transformed, destroyed or celebrated is not known among non-kin.

Rogue Modrons

-2 Charisma, +2 Constitution, +2 Intelligence:  Socially inept, the Rogue Modron is nevertheless highly intelligent and their fleshy bodies are optimized for durability.

Box-like body, Face on the upper part of the box, Small legs, Small Wings on their shoulder portion relative to their face. All clothing and armor needs to be custom fitted. Standard pieces of armor or jewelry (even magical pieces) do not fit them.

Outsider (Lawful): Rogue Modrons are lawful aligned outsiders.

Medium: As a Medium creature, a Rogue Modron has no special bonuses or penalties due to its size.

Rogue Modron base land speed is 30 feet. They eventually gain a fly speed (see Wings).

Darkvision: can see 60 feet in the dark.

Racial Skills: A Rogue Modron's outsider levels give it skill points equal to 7 / HD.  Its class skills are Acrobatics, Appraise, Balance, Climb, Craft, Disable Device, Fly, Knowledge (Any, all taken separately), Linguistics, Perception, Profession, Spellcraft, Stealth and Survival.. The rogue Modron gains a +2 racial bonus on Knowledge (Mechanical) and Disable Device checks.

Metal Body: Modrons have some construct traits. While they are healed normally by positive energy, they take half benefit recovery from cleric healing spells. They can count either as a construct type or outsider when its beneficial, but receive none of the types immunities. Rogue Modrons need to eat and sleep at quarter the normal consumption rates of a human. They do not starve if hungry but do slow down. They do not need to breathe.

Racial Feats: A Rogue Modron's outsider levels give it one feat.

Automatic Languages: Rogue Modron. (A non-standard, non-written language based on the Modron Mother tongue.) While unique to the individual rogue modron, others of its kin fully understand
it instantly. Likewise it is 50% likely any Lawfully aligned creature will also understand it.

Bonus Languages: Phaetox, Minotaur, Elven,  Draconic, Dwarven, Celestial, Infernal, and Undercommon.


Natural Armor: Rogue Modrons gain +1 natural armor. As they increase in levels, their armor becomes more hardy. They are unable to wear standard metal armors. Non-metal armors can be sculpted to fir their body template, as it provides little protection to mid or higher level Modrons.

Regulate: A Rogue Modron is able to perform difficult actions with surprising regularity. They can take 10 on any d20 roll 1/day even if it normally would not be able to take 10. It gains an additional use of Regulate at 4th HD and every 4th level beyond. At 20 HD, it becomes an action they can take once per round.

Wings: They possess a pair of small wings on their metal limbs. At low levels they are incapable of supporting themselves in flight, but they minimize falling damage to half or none if they make their saving throw. At 6 HD, the Modron gains a fly speed of 20 feet (poor), and at 9 HD it becomes 50 feet (good).

Socially Awkward: A Rogoue Modron is at best socially awkward for both the modron and non-modron's kin alike, taking a -2 to social interactions with any skill check to non-allies.

Aligned Being (Ex): Rogue Modrons gain a +2 racial bonus on attack rolls, skill checks, and ability checks against chaos-aligned creatures. This bonus doubles against creatures with the [Chaos] sub-type. However, they take a -2 penalty on saving throws against chaos aligned spells and effects.

Energy Resistance Select One: Acid, Cold, Fire 10.

Detect Law or chaos: A Rogue Modron can detect presence of law or chaos. at a range of 120 feet.

2nd: Fortification (Ex): A Rogue Modron possess 10% fortification at 2nd level and an additional 10% every additional level. At 11th level and higher, this bonus changes to 1% each new level.

Logical Mind (Ex): Rogue Modron gain a +3 bonus against mind-affecting effects and illusions.


Rogue Modron HD

1st level Metal Body, +1 AC, +12 Skill Points, Regulate Action, Auto Half Dmg from falling
2nd level + 1 AC, +7 skill points, Gain Fortification (10%/level), Choose Energy Resistance Acid,                                    Cold or Fire 5, Gain Feat
3rd level + 1 AC, +7 on skill points, +2 on one of Dex, Con or Int, Logical Mind, Gain Feat
4th level Aligned Actions (Gain +2 on attacks, skill and ability checks vs Chaos-aligned creatures),                                  +7 on skill points, Regulate Action (2/day)
5th level  + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
6th level Flight 20 (Poor), Choose Energy Resistance Acid, Cold or Fire 10, +7 on skill points
7th level + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
8th level Aligned Actions (Gain +5 on attacks, skill and ability checks vs Chaos-aligned creatures),                                 +7 on skill points, Regulate Action (3/day)
9th level Flight Speed 50 (Good), +7 on skill points, +2 on one of Dex, Con or Int, Gain Feat
10th level   + 1 AC Armor, +7 on skill points, +2 on one of Dex, Con or Int,
11th level   + 3 AC Armor, +12 on skill points, Choose Energy Resistance Acid, Cold orFire 20, +5                                   on any ability score (no more than +2 on any one)

Rogue Modrons do not need to advance up this listed level chart. They can gain non-standard HD or class levels at any time, however, if they ever gain non HD they are unable to further advance in their natural Modron class levels again.

Favored Class: Cleric, Fighter, Monk, or Sorcerer.

Thursday, 9 July 2015

Minion -- Communual Yellow-Skinned Golem-like Servant

Inspired by the many commercials, books and toys my little Peach shows me every time she sees them. This is a way to have a funny referential servant creature in your games that will be a shared joke but still be functional and fitting to either a castle or dungeon setting.

Minion *

Minions were thought to be a golem-like creature from another dimension (sometimes called Deesneey) brought to the mortal plane a long time ago as a type of servant.  When they have strong leaders from the summoning group and are treated well - they serve extraordinarily efficiently, otherwise they just return to their home plane.

Unlike many other creatures Minions don't really evolve as a group, they exist to follow simple directions and then be left alone to complete their task.  However just because the creature doesn't evolve individuals do change, adapting to service a need when it is recognized. They learn special features (listed below) to better survive in their location, in fact there are few creatures better or quicker at adaption.

They appear as small sized yellow skinned humanoids with small legs and arms.  They are in fact a solid blob form, meaning they have no blood or true shape and are immune to bleeding effects. Minions live to a set age, then dissipate. Different tribes have different top-ages but most are between 50-75 years. They often wear a basic uniform of their team or unit with little variation. Most times Minion teams are brought together to perform a service such as maintaining a prison or bridge. They take jobs that are most in need and learn the function. As long as they are treated well, have companionship with their own kin and have enough to eat - they continue to serve. They form extremely tight-knit communities in remote areas, servicing their own needs without interacting with others.  Many times Minions are found in remote locations, they are maintaining a site that has long been forgotten about, by long dead masters but their basic orders are still being followed.

The standard routine is when they are summoned between 1-6 Minions come into the mortal plane by the first level Summon Minion Spell.  If conditions enable, within a week, they summon another 1-4 Minions themselves. The process continues repeatedly until there is enough Minions to service their functions, they are at capacity for their food or space supply, they are either mistreated, suffer loses from the environment or other threats. Barring these negative conditions, Minions continue to summon their own kind until at capacity or there are 100 Minions, they then stop and maintain for a year. After the year point, their top capacity increases by 50% every year, barring no other problems. Minions who are mistreated or starved, just vanish and this usually leads to the entire Minion team leaving service.

As a general rule, Minions fit in and conform to the processes around them. They are not cruel but they seem to ignore these actions if they are not done to their own kind. Many evil masters have tried to summon these simple servants to take care of the non-military aspects of running an empire but the overwhelming majority of times they fail well before the year point, and lose all of the summoned minions.


Minion                                       CR 1
N (tend to LN)                                 Humanoid (Mountains & Desert)
Init +2                                  Senses-  Darkvision 30 ft.

DEFENSE

AC 12, touch 10, flat-footed 10
hp 3 (1d8-1)
Fort +1, Ref +1, Will -1

OFFENSE

Speed 20 ft.
Melee: Bow -1 (1d6), Flail or Mace -2 (1d6)

STATISTICS

Str 7 Dex 12 Con 8 Int 8 Wis 9 Cha 8
Attack -2; CMB -2; CMD 9
Feat: Share Skill Knowledge
Base Skills:  Climb, Disable Device, Any 1 Knowledge (Nature, Magic, Plane, Engineering), Perception, Use Magic Device +2
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Minion-kin and pick one of Goblin, Dwarven or Common

NEW FEAT

Share Skill Knowledge: If able to spend three uninterrupted hours watching another minions perform a specific skill action, they gain +3 to their skill level. Minions can only benefit from this once a month - if they go through the watching ritual again, they lose the bonus and do not re-gain it to a new skill. If they do not go through the performance ritual every month, they lose the skill bonus.

LISTED FEATURES:

1 HD:  Limited Telepathy, Co-Operate, Share health, Small Size
2 HD: Gain 1 advanced Feature; +4 skill points; Gain Feat, Summon Other Minion
3 HD: Gain +3 attribute points; +4 skill points; Immune to Alignment affecting spells or effects
4 HD: Gain +3 attribute points; Gain 2 advanced Features; +4 skill points; Gain Feat  
5 HD: Immune to Charm Spells; +4 skill points, Minion Telepathy (50 ft)
6 HD: Gain +3 attribute points; +4 skill points; Gain Feat
7 HD:  Gain +3 attribute points; Gain 3 advanced Features; +4 skill points
8 HD  Immune to Illusion Spells; +4 skill points; Gain Feat, Minion Telepathy, Greater (500 ft)
9 HD  Grow to Medium Size; Gain +6 attribute points (no more than 2 in any specific ability score); +10 skill points; Gain 4 advanced features

+1 HD Gain level in character class (Bard, Monk, Psion, Ranger, Rogue & Fighter are preferred classes)

Minions do not need to advance up this listed level chart. They can gain non-Minion levels at any time, however, if they ever gain non-Minion HD they are unable to further advance in these natural class levels again.

BASIC FEATURES:

1st Level: Limited Telepathy: Minions have a basic empathy with each other, picking up on the raw emotions of other minions within 100 ft.

1st Level: Share health: Minions can share their hit points through touch. They do this to minimize injuries. They can do this to non-Minions but only if the Minions know and trust them.

1st Level: Co-Operate: Gain +1 to a skill check for every five additional Minions that have the same skill ranking. Twenty-Four Minions with +7 in crafting for example would gain +7, then another three +1, so in total +10 to the skill check.

2nd Level: Advanced Feature. Roll below on the advanced feature listing to determine their learned ability. (20% of tribes share the same features)

5th level: Minion Telepathy:  Minions at this level gain full telepathy with all other Minions within 50 ft radius. as long as one minion with this ability is in the radius, all other Minions share the same mental-link

2nd level: Summon Other Minion: As communal creatures, Minions do not feel comfortable alone. As long as they have the basics needs, a Minion is able to summon others of his kind. They are fine in a community of between 6-10 Minions. Once they are at this point, they do not summon more of their own kind unless it is needed to perform basic functions to their specific location.

3rd Level: Immune to Alignment Affecting Spells: Gain +5 to avoid alignment affecting spells if alone, and another +1 for every three additional minions in a 50 ft radius,

5th Level: Immune to Charm: Immunity to charm person spell. They gain +5 on charm related spell saving throws. For every three additional minions in a 100 ft radius, they gain another +1 on saving throws related to charms spells

8th Level: Immune to Illusions: Gain +5 on illusion spell saving throws. For every five other minions in a 300 ft radius, they another +1 on saving throws related to Illusions

Advanced Features (Roll d100)

1 Choose any Feature from Number 90 or lower
2 Gain +2 on any Ability Score
3  Gain +2 on any Saving Throw
4 Ability Damage and Drain (Ex or Su)
5 All-Around Vision (Ex) Same as Trait of same name
5-6 Amorphous (Ex) Same as Trait of same name
7-8 Amphibious (Ex) Same as Trait of same name
9-10 Attach (Ex) Same as Trait of same name plus +4 to maintain Grapple
11-12 Blindsense (Ex) Blindsense at 30 ft.
13-14 Blindsight (Ex) Same as Trait of same name
15-16 Burrow (Ex) Gain Burrow movement at 20 ft
17-18 Climb                         Gain +15 to their climb skill
19-20 Compression (Ex) Same as Trait of same name
21-22 Stench (Ex) Same as Trait of same name
23-24 Curse (Su) Victims must make a D12+ D-Minions Charisma Score Bonus or                suffer a -3 to physical skill checks for 48 hours
25-26 Disease (Ex or Su) Disease - Itching (Ex) Scratch—injury; save Fort DC 15, onset                    1d2 hours, effect 3 Con damage, cure 2 consecutive saves
27-28 Distraction (Ex) Distraction (DC 15) or nauseated for 1-2 rounds
29-30 Earth Glide (Ex) Same as Trait of same name, can use the ability 3 times / day
31-32 Sound Mimicry (Ex) Same as Trait of same name
33-34 Fear (Su or Sp) As Fear Ray, Will save (DC 12 + racial HD + creature's Cha                         modifier) 3/day
35-36 Ferocity (Ex) Same as Trait of same name
37-38 Flight (Ex or Su) Can sprout wings twice a day @ 30 ft. (average)
39-40 Fortification (Ex) Same as Trait of same name
41-42 Freeze (Ex) Same as Trait of same name
43-44 Frightful Presence (Ex) Same as Trait of same name
47-48 Greensight (Su) Same as Trait of same name
49-50 Heat (Ex) Same as Trait of same name
51-52 Hold Breath (Ex) Same as Trait of same name
53-54 Immunity (Ex or Su) Immune to one type: acid, charm, cold, fire, illusion, paralysis                           (roll d6)
55-56 Incorporeal (Ex) Can become incorporeal for up to five rounds - twice a day
57-58 Keen Scent (Ex) Gain the scent ability
59-60 Lifesense (Su) Same as Trait of same name
61-62 Low-Light Vision (Ex) Same as Trait of same name
63-64 Natural Attacks Gain a natural claw attack (1d6) as a natural attack
65-66 No Breath (Ex) They gain breath through their skin at will
67-68 Paralysis (Ex or Su) Touch effect 3/ day, Will save (DC 12 + racial HD + creature's                            Cha modifier)
69-70 Plant Traits (Ex) Same as Trait of same name
71-72 Poison (Ex or Su) Contact Poison (Fort DC 15 - onset 1d2 hours, effect 3 Con                               damage, cure 2 consecutive saves)
73-74 Pounce (Ex) Same as Trait of same name
75-76 Resistance (Ex)                     Roll: 10 resistance in one of 1-2 Air, 3-4 Earth,  5-6 Electrical, 7-8                     Fire or 9-10 Water
77-78 See in Darkness (Su) Same as Trait of same name
79-80 Spell Resistance (Ex) Gain SR 15
81-82 Telepathy (Su) Gain Telpathy 100 ft, Unlike the creatures base version of this                           affect, can work with non Minion creatures
83-84 Summon (Sp)   Able to summon a specific local small creature 3 times a day.
85-86 Tremorsense (Ex) Same as Trait of same name
87-88 Web (Ex) Same as Trait of same name
89-90 Water Breathing (Ex) Same as Trait of same name
91-92 Unnatural Aura (Su) Same as Trait of same name
93   Breath Weapon (Su) Choose (Fire, Cold, Electricity, Stone) DC 15, 3d6 dmg; 3 / day
94   Change Shape (Su) Change into one creature same as spell effect of same name 2/day
95   Damage Reduction (Su) Gain +10 Dmg Reduction
96   Construct Traits (Ex) Same as Trait of same name
97      Regeneration (Ex) Regenerate 2 hp / rnd
98      Summon Summon Monster Level 4 - Able to cast 2/day
99      Burn (Ex) Same as Trait of same name
100    Greater Flight Sprout wings at will. Speed 50 ft. (average)

* This idea is borrowed from a very popular movie franchise - no copyright infringement is intended*

Monday, 6 July 2015

Sharavan (Pleasure Genie)

The original idea was a kind of sex genie, kept as a servant, primarily in dungeoms where the male to female ratio was low. They could be kept in places like walls or wells, and were apart of the dungeon but not the environment. But when I actually used them, they were less a concubine than a side-power in the throne room, not someone trying to control the whole game but someone who had a corner to herself and used her contacts to advance her causes. This is not too uncommon in my games, as the main power figures clashes and there are interesting parts playimg their role in the shadows.

Sharavan  CR 2
N (NG, NE, LN or CN) Medium monstrous humanoid (Elemental Water)
Init +2 Senses darkvision 60 ft.; Perception +8

DEFENSE

AC 14, touch 11, flat-footed 14 (+2 Dex, +2 natural)
hp 25 (3d8+3)
Fort +4, Ref +3, Will +1; DR 12

OFFENSE

Speed 30 ft.
Melee: dagger  +1 (1d4)

STATISTICS

Str 9 Dex 15 Con 13 Int 12 Wis 10 Cha 19
Base Atk +1; CMB +1; CMD 13
Feats: Combat Reflexes, Elemental Channel (Water)
Primary Skills: Bluff, Diplomacy, Intimidate, Knowledge:Any 2 (Magic, Religion, Plane, Local), Sense Motive +4 Perception  +8,
Racial Modifiers +4 Perception
Languages Elemntal Water, Phastian, Jackalla,

Advancement
3 HD   +2 to any ability score; +6 in skills; First Stage Spells, +2 Dmg Reduction,
4 HD  +1 in Natural AC; Extra Feat, Recognize Portal
5 HD +2 to any ability score; +6 in skills; Second Stage Spells, +2 Dmg Reduction,
6 HD +1 in Natural AC; Extra Feat, Portal History
7 HD +2 to any ability score; +6 in skills; Spell: Irresistible, +2 Dmg Reduction,
8 HD +1 in Natural AC; Gain  Extra Feat, Create Portal Pass
9 HD +2 to any ability score; +6 in skills; Third Stage Spells, +2 Dmg Reduction,
10 HD +4 Dex & Cha; +3 in Natural AC, +9 in skills,  Extra Feat,  2 Dmg Reduction,

Spells:

First Stage Spells: (Calm Person, Lullabye, Create Food and Water): as 2nd level Cleric
Second Stage Spells:(Minor Creation, Open Portal, Resist Energy): as 4th level Cleric
Third Stage Spells: (Bestow Curse, Charm Monster, Dispel Magic): as 6th level Cleric

Irresistible (Su) They project a charisma of 25 for ten minutes as long as the subject is not defensive about the Sharavan or her activities. They use this effect to ask for favours on humanoids they 
interact with. They can cast this spell-effect three times a day.DC.


Few mortal beings on the mortal plane of Nyssa are as attractive as these genies. They seemingly exist to serve others as servants by bringing all kinds of pleasure to humanoids.  Depending upon who you are they may be known as ladies of intrigue, legendary lovers, women of splendid contacts or a deadly rival. They use their bodies the way fighters use their swords, always to advance their cause.

While many mortals have heard of these Genies very few actually understand that these Genie's have secret agendas very different than their traditional tasks. They are continually searching for "sources of soft power" either by pursuing political power, wealth, or a network of contacts that they can call upon when needed. For a Sharavan, it is about having a connection so favours can be used or provided when requested. Caravans in both the desert and the spirelands rely on Sharavan and their networks of contacts.

Other Genies show disdain for these lesser kin, vieing them as non pure strain of genie as as other elemental figures.  Yet, many Genies and other outer planar beings, use these courtesans to make connections and deals that few others could not arrange otherwise.

Some prime Sharavan are bound to a magic device that they cannot be more than a mile away from. In many cases, they have ownership of this device, in other cases, someone has possession, thus they can greatly control their servant's movement. They usually use portals, very often the Church Obelisks found in every town, to travel to exotic or remote locations.

Thursday, 25 June 2015

Tame Harpy

This is an idea I don't think I've ever used in game. It's a type of good Harpy, that doesn't share anything with the other creature of the same name except for their name and a set of wings. They have an appreciation of music and art but are hesitant to interact with other intelligent beings because they are often attacked.

Tame Harpy CR 5
N (G) Medium Sized humanoid
Init +2; Perception +7

DEFENSE

AC 18, touch 13, flat-footed 12 (+3 Dex, Leather armor)
hp 53   (7d10+14)
Fort +4, Ref +7, Will +6

OFFENSE

Speed Fly 40 ft. (Average)
Melee  Sword +3 (1d6)
Melee Crossbow +5 (1d6)
Melee Talons +5 (1d4)

STATISTICS

Str 10 Dex 15 Con 12 Int 9 Wis 13 Cha 15
Base Atk +4; CMB 14; CMD 16
Feats: Dodge, Flyby Attack, Weapon Focus (Spear or Bow)
Skills: Bluff +8, Diplomacy +7, Intimidate +7, Perception +9, Perform +7 / +7 , Knowledge (Any One +7)
Languages  Common, Avian, Aerial, Elf, Dwarf, Minotaur

SPECIAL ABILITIES

3 HD: Affinity to Neutrality: The Tame gain a +4 on attempts to make peace with other creatures that are neutral in alignment (NG, NE, LN, CN). They gain +3 on saves to avoid Harpy magic.

4 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Gain +1d6 dmg for talon damage

5 HD: Peaceful Zone Song (DC 13, +1/2 additional singer): When their affinity does not make accord, their song puts intelligent beings at ease, so they can make some sort of deal with them.

6 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat; Gain +1d8 dmg for talon damage

7 HD Tactical Strike (+4 to hit; X4 dmg) When they are able to dive more that twenty feet down, usable every ten minutes. They gain immunity to charm effects, including the Harpies songs.

8 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat

9 HD: Charming Song: This is a powerful tool that the Tame Elders use. Need three rounds of uninterrupted singing and their targets must make a saving throw (Will DC 22) or fall into a sleep-like slumber for 12 hours. It can affect up to 12 targets.  


10 HD: Gain +2 / +2 to any two ability scores; +9 on skills; Plus one feat; Gain 1d10 for talon damage


Called the Tame by their allies and contacts, often called Tame Harpy by strangers. Appear as falcon or hawk-headed humanoid with great feathery wings and taloned claws for feet. They must use their wings for movement as their feet is ill-disposed to land transportation. They are often hunted by humanoids for their resemblance to "true harpies," which is a term the Tame despise. This is a non-evil subset that prefers lonely peaks and isolation, but because of their resemblance to their distantly related kin, are rarely gifted with peace. 

They are not specifically enemies with standard Harpies, but they don't agree with them on their tactics. The Tame are always trying to negotiate non-violent actions for everyone. .More than once they make amends by freeing prisoners that Harpies take hostage.

Have a great affection of physical art, but because of their hawk wings have little capacity for it. They have sometimes hired bards to play music in a valley or other locations. When they sing they can charm foes into putting down their weapons but they do not eat flesh, they lead foes away. The worst they will do is lead charmed foes into an area trapped or otherwise inhabited by a strong foe that will punish if the creature takes its natural or instinctual actions. Their preferred lairs are remote Gothic temples that they can watch the visitors and fly undisturbed at night.

Sunday, 14 June 2015

Tenderfeet (Nyssian Halflings)

The Halflings found in my world are much the same as the standard ones but they are highly focused on their herbalism and connection to the natural world. For their level abilities, I gave them communication skills, as I wanted them to be the connector between the wild and communities.  It also significantly help in the druid and thieving skills, able to find out useful information even before the adventure starts.

I also prefer the term Tenderfoot over Halfling as they don't believe they are half of anything, It's also a better descriptor of who they are.


Tenderfoot CR 1
NG Small Sized humanoid
Init +3; Perception +5

DEFENSE

AC 15, touch 13, flat-footed 12 (+3 Dex, Leather armor)
hp 6   (1d8+1)
Fort +3, Ref +3, Will +0

OFFENSE

Speed 20 ft.
Melee  Knife +3 (1d3)
Melee Crossbow +3 (1d6)

STATISTICS

Str 7, Dex 16, Con 12, Int 10, Wis 11, Cha 13
Base Atk -1; CMB -3; CMD 10
Typical Feat:  Combat Reflexes
Skills Perception +2, Stealth +6, Profession (Farming)+4, Knowledge (Nature)+2
Racial Modifiers +2 Stealth, +2 Perception, +2 Knowledge (Nature)
Languages  Tenderfoot, Common Any bonus languages for high intelligence (Elf, Dwarf, Minotaur)

SPECIAL ABILITIES

Halfling Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Green Thumb: +4 Bonus to Farming / Agriculture checks; Knowledge (Nature) +2
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Those with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Level Abilities
3rd level: Gain +4 on reaction rolls w/Plants; Speak with Plants (cast 1+ charisma bonus every day)
5th level: Gain +4 on reaction rolls with Fey; Speak with Fey (cast 1+ charisma bonus every day)
7th level: Cast Expeditious Retreat on oneself (cast 2/day)
9th level: Gain +4 on reaction rolls with Animals and Vermin; Speak with Animals or Vermin (cast 1+ charisma bonus every day)


These are well known diminutive humanoids that resemble human children. Many humans refer to them as Halflings, but they prefer the term Tenderfeet for themselves.

A majority of them reside among other race`s settlements though there are some that live in secretive valleys and other little known locations. Viewed as the best gardeners of the domain, having an affinity for raising crops both in and out of Garden Towers. This is one reason why many people believe that Tenderfeet are inherently lucky, they assure the survival of many communities - many common folk refuse to harm them believing it will bring about a curse to the land. Their skills also deems them useful to evil-aligned groups who often enslaved them to grow their crops. When equal members of a community, they prefer to live in burrows surrounding a garden, farm or Ever-Green Tower.

Their lives revolve around the plant`s cycle, including hibernating during the winter and giving birth in the spring.  Their elders often act as ambassadors to animal and plant spirits at least unofficially, speaking on behalf of a community even without the official leaders knowing about it. They are a harmonious people but they do have opinions and they speak out for themselves and others.

Many of their villages have abundant fey, plant and animal protectors that freely come and go, always willing to protect the Tenderfeet and their ways. Tenderfeet are rarely outwardly religious, they appreciate the powers and knowledge of a druid and their connection with the land's spirits but avoid the formal rituals and prayers of the priestly class. Similarly, while wizards are not unknown among their kind, their lack of Spell Towers means most who want to learn spells need to leave for the human cities, few ever return. These industrious hard working kin have a deep appreciation for the works of the vine, enjoying the fruits of their labors as often as they can.

It has often been believed by many that Tenderfeet rarely adventure, this is not true. Many feel the urge to travel and see wondrous sights, such as the Sea of Stones or the forest valley on the Isle of Oromos. Freeing their own kin from the bounds of slavery prompts many into action - especially as rogue and rangers

Druid, Ranger and Rogue are their preferred classes having no class limitation.
Warrior, Bard, Cleric and Wizard all have a 10th level maximum class potential.