Blog Archive

Thursday, 22 June 2017

Barbapapen - shape-shifting fey blobs with highly social and hedonistic tendencies

Was always a large fan of the Barbapapa TV show as a young child. It wasn't until I was much older I realized where they came from and the many books that came much before the show.

Barbapapen
NG Medium Fey
Init +1 Senses Low-light vision; Perception +3

 DEFENSE
AC 15 touch 13, flat-footed 12 (+1 Dex, +2 natural, +2 Dodge)
hp 13hp (3d6+3 con)
Fort +2, Ref +4, Will +3
Defensive Abilities    Shapechange, Reach

 OFFENSE
Speed 30 ft.
Melee Mace +0 (1d6-1)
Ranged Sling +2 (1d4)

 STATISTICS
Str 9, Dex 13, Con 12, Int 9, Wis 11, Cha 10
Base Atk +1 CMB +0 CMD 11 (+4 on trip attacks) 
Feats Agile Maneuvers, Bouncing Dodge*
Skills +3 Knowledge (nature) ,+2 Survival, +3 Perception, +3 Climb,  +3 Acrobatics, +3 Perform or Craft, +7 Escape Artist; (+4 on Escape Artist Checks due to slippery skin)
Languages Faerie, Elf

 ECOLOGY
Environment Usually Forest
Organization  Solitary or Family (2-9)
Treasure Value Standard (50% in goods over wealth)
Advancement: As Monster HD or Class: Rogue, Ranger, Druid Bard or Sorcerer up to 12th level

 SPECIAL ABILITIES

Partial Shapechange (EX): A Barbapapen has a partial shapechange ability three times a day that they mostly use to see and experience the world around them, by increasing their height by a foot, parachute to avoid falling, or add fins to assist swimming. The Barbapapen still looks like their own self, melded with the adaption (may have blue, rough pebbly skin just like their arch-form.) They can add +6 to a skill check for their adaption.

Abilities by HD

4 HD Speak with Animals or Plants (3 / day plus 1 / cha bonus)

5 HD - Special Skill Focus: At 5th HD, they gain +5 on one social skill focus for their innate nature. Perform (arts, instrument or dancing), Craft (Building), swimming or climbing are the most typical choosen. This is apart of their defining nature, they do not pick this.

6 HD - Healing Blob, At this level they often spend long time away from their families and communities, and on of the ways they have adapted is to go back to their essential blob shape. In this form they heal +2 hp / minute. They can maintain this form for ten minutes up to their HD.

7 HD Reach:  Brabrakin can reach out or up to 10 feet away. This is a full round action. They are unable to directly attack another creature, but can be used to assist their kin (holding a foe, trying to trip, etc). At 10th HD or higher, by taking an additional feat - enables them to reach out another ten feet.

8 HD - Match Mentor Skill - By copying a master in their physical movements for up to one minute in a non-threatening environment, they gain a temporary boost, If a Brabapapen imitates their mentor, they can add half a master's skill score to their own skill ability. For example if an expert has +12 on their swimming skill, a barbrpapen can add +6 on their own swimming skill. They can mimic this movement skill for up to 24 hours later. They need to have at least +1 in any skill to be able to learn from a mentor in these ways.

9 HD Full Shapechange: Similar to a druid's shapechange, except it fully inhabits the shape and colour and all other features if they used the 5th level polymorph self spell. They can add +10 to a skill check directly related to their adaption.

A Barbrapapen is an intelligent fey blob that is home in most rural locations, living in harmony with the nature and most other creatures around them. They are highly social beings that builds strong social connections with the plants, animals and all other sentient creatures. They try not to offend other creatures and use their social connections to avoid all kinds of trouble. They can tolerate social deviance just not aggressive action to their friends and allies or innocents.

They appear as a roughly humanoid blob, roughly the same height and weight of a person, with small arms and a roundish bottom that rolls along the ground for movement instead of legs. They can appear as almost any colour and many have features similar to local animals, avians, fish or even simple mechanical devices. They seem to feed off the structure and personalities they like, and then grow to resemble those features. At maturity, or late teen years they are usually a little over six feet in height but grow through-out their lives, an old Barbapapen is usually eight to ten feet tall.

A Brabapapen has the natural ability to shape change. Small changes, such as extending an arm take a few seconds, others can take a round or more to complete. They change shape to better move themselves in the environment. While their basic shape is that of an ooze, they take humanoid shape to better fit in with outsiders, even many of their friends are surprised of their natural form. Among their own, they are happy to get back to their shapeless form, mixing with others of their kin.

Brabapapen are social hedonists, enjoying everything around them and helping others do the same. They enjoy having visitors, to share ideas, food, dress, music almost any other cultural exchange, as they enjoy learning and sharing. Most sinful pleasure can be found in their small villages often located outside larger elven, human or jahlen towns.

While not aggressive in nature, they can be stirred to take action to help allies or to help fey or protect their friends from being harmed. They have been involved in many battles that help their neighbours, but they prefer peace and solitude. Many times after a war has been won they will move away to quieter locations.

Even their allies are unsure of what gender a Barbrapapen actually are. While many assume gender based on their physical appearance or even personality, this is not always true or consistent with this kind. Barbrpapen can take lovers from any species, and can change their partners or their preference on either a whim or cycle that leaves others amused and often confused.A Barbrapapen understands that since they control their physical gender, just like others change their clothes, they need not be limited by others conceptions, they change shape and accept others for whatever they may happen to be. They get bored by rigidity, they don't want their allies or lovers to limit themselves or to limit their own creativity.

Always they are an openly welcoming being faithful, never fearful and open to almost any experience.

Advancement: Racial Class
Gain +2 on attributes every HD up to 10 HD
+6 skill points every HD,
New feat every 2HD
+1 to AC every 2 HD


New Feat: Bouncing Dodge: If a Barbrapapen has a five foot free square adjacent to them, they have a jumping bounce dodge, which gives a +2 instead of the normal +1 dodge bonus. 


Saturday, 3 June 2017

Claw Steed - Wild equine beasts, tooth maw and sharp claws instead of hooves

One of the oldest creatures I ever statted, as the preferred steed in wild regions of my world.

Claw Steed   CR 5
XP 1,600
N Large Animal
Init +4 Senses Low-light vision; Perception +8

 DEFENSE
AC 17 touch 9, flat-footed 17 (+8 natural, -1 size)
hp 47hp (5d8+25 con)
Fort +9, Ref +4, Will +1
Defensive Abilities    Immune to Charm & Hold Spells, +4 on cold or ice spell saving throws

 OFFENSE
Speed 30 ft.
Melee 2 Claws +7 (1d8+5/18-20),  Bite +4 (d6+2) or Tail +4 (1d4)
Special Attacks: Tail +7 - Back Attack only 1d4 dmg, Stampede

 STATISTICS
Str 20, Dex 11, Con 20, Int 6, Wis 11, Cha 11
Base Atk +3 CMB +9 CMD 19
Feats Improved Initiative, Multi-Attack, Imp Critical (18+ double dmg with claw)
Skills +8 Climb, +8 Perception , +5 Swim, +5 Survival, +16 Jump
Other Gear Lone Claw Steeds may have barding

 ECOLOGY
Environment      Grasslands
Organization      Herd (15 - 90)
Treasure Value   None
Advancement     6-12 HD (Large)

Wild equine beasts, whose natural environment are on the Kazurn plains, but they roam throughout the domain. They have a tooth filled maw; a long whip like tail and short heavy fur allows them to survive extremely cold temperatures. Their coats mimic the same as horses but it is much thicker and harder to work with. Their wickedly sharp claws enable travel in rocky terrain, capable of them climbing vertical surfaces, graze thru ice & seize medium sized and smaller creatures.

These steeds are the preferred mounts for those who shun air travel or hunt on the wasteland. Their unique features enable these creatures to thrive in environments that leave most creatures defenseless. Much better in combat than flying animals and able to withstand the cold. But they cannot be breed in captivity, thus only adventurers are ever able to find one to be their steed.

Tribal druids may sometimes beseech these creatures into service, but only if the tasks helps both the tribe and the claw steed herd. Many of these same tribes hunt these beasts for meat, fur, bones and blood, not out of disrespect, but desperation. Upon success, the tribe always thanks the spirit totem for the sacrifice.

Combat
Claw Steeds raise their front claws and attack in a claw, claw bite format, using their tail to eliminate sneak attacks. They have incredibly sharp claws (improved critical), which can seize foes or rip them to shreds. When these wild beasts have a rider, they will follow their master’s attack to compliment the combat style.

Stampede (Attack): This attack is determined by herd size, at least 15 claw steeds must be present to form a stampede.For every three members add +1 to the base attack, +1d6 to damage and +1 on the DC for reflex saving throw.  Herds with 90 or more members have the following combat stats: +37 Attack, 30d6 damage, DC 40, Ref save for half damage. They usually do this only once per attack sequence- stampeding a foe then running off.

Tail Attack  Claw Steeds are always aware of creatures at its backside, getting an attack with their razor sharp tail - lashing anything behind them. This is a free attack, it does not count towards the creatures maximum allowed with their claw and bite routine. Their tail is a thick black whip with small sharp shards, it is constantly swaying back and forth.

Society
The herd is the only society for claw steeds. They run with their herd and follow the oldest and strongest member. Individual claw steeds can part from the herd for a variety of reasons. The most obvious is during a stampede, an individual may have lost footing or wounded and are unable to keep up to the herd. Some hear the call of the divine and leave to become the personal mount for a devout paladin, ranger or druid.

Hunted endlessly, lone members become targets for those seeking a strong and unforgettable mount. Due to their wild natures, a claw steed is immune to all charm and hold spells. A handle animal (DC 40) skill check is required once the creature is subdued but not injured. As a wild, magical beast, claw steeds cannot mate in captivity.

Wednesday, 10 May 2017

City of Terraxxia, in the Human nation of Mandos

Terraxxia

Nation: Mandos
Location: Eastern Section, near the Great Tay Forest

Population: 200,000

Distribution: Human (75%), Dwarf (10%), Minotaur (5%), Tenderfoot (5%), Lizardith (5%)

Major Products: Cay Leaves, Poultice, Tea, Spice, Liqour
Blood Stone, North Stone, Ringing Stone
Weapons (harpoon, javelin and halberd)
Trained Ferrets, war hounds and griffons
Potions (Warmth, Burning, Chimera & Griffon)

City Features:

Obelisks: Keran, Cush, Orelleo, Japeth, Rosetti, Faval, Casna, Fatanus, Crayos
Shrines: Mathai, Fenris, Rowena, Stradamia (while not illegal, all are hidden)
Temples: Keran, Darras, Pains, Father Stone (Dwarf)
Towers: Sash Knights, Camber Knight, Stradamia, Wyvern, Defense, Slave, Guild, Silence, Law, Coin (Casino), Alchemy, Sorrow, Smoke
Gardens: Piercer, Blood & Cay Fields
Arena, Kennel, Aviary, Stables, Museum, Barracks, Mausoleum Graveyard (Silence Tower)
Red Stone Bridge, Hanging Bridge, Tyrant (Dragon) Bridge

City Entry:  All items registered, Tax 5% on all items,  Any non appropriate items confiscated
Unlimited entry up until next Tower-Day (once every ten-day.)
Unofficial races are taxed at 10%. Non-Recognized races at 50%.

All church donations, guild business, gambling wins and training taxed at a standard 20% rate. This is lower than the official Mandorrian rate of between 25 - 35%

Rule: As a Mandorrian city, Terraxxia is ruled by a war counsel, led by Battle Lord Rethnor di Jine leader of the city, armies and Keranic Temple. Rethnor is am honest but brutal master who uses his personality and well trained soldiers to enforce the rules. He has few friends, but even his enemies know his word is his absolute bond. This does not mean he is above trickery, he merely uses deceptive practices to trick both allies and enemies as to his next actions would be. What is surprising is his compassion especially for someone in his position. If halfling slaves escape, he does not send soldiers to pursue as long as they don't return or cause problems from afar. Likewise he allows addicts a chance to clean themselves up, despite official Mandorrian policies on drug or alcohol abuse. He even tolerates soldiers to venerate non lawful deities - he doesn't promote it but doesn't punish it either. However what he never accepts are failure, incompetence or disloyalty among his soldiers. He is married, but most believe his wife and any children do not reside in the city.

There is an abundance of trade going on in the city, as cay is grown both in the wild and domestically. The cay is particularly strong, and many harvesters risk the thorns to harvest the strong spice. The soldiers press strangers to make sure contraband isn't brought into the city proper. Unlike other Mandorrian cities, the soldiers are more likely to kill smugglers then to capture them. Patrols are constant, but are more worried about Tyrants (dragons) and giants then smugglers.

The citizens are relatively content as revolt seems far from their minds. They have heard of attacks and abuses in other Mandorrian cities and believe Rethnor and the counsel keeps things fairly open. The dwarves are compliant and do all that they can to keep their own people in line as they are getting rich and drunk. Tenderfeet are tolerated much more here, and while they are slaves they are left alone as long as cay production is maintained. Unlike a lot of places, they are called citizens and have some rights; they just can't leave nor have a vote on the Tower counsels. Lizardith and Minotaur are mercenaries not citizens- they have jobs in small groups but do not really socialize with their own kin at least not in large groups. Minotaurs keep quiet as they maintain their bloody gladitorial games - these are religious rites for these brutes. Both these groups go on long hunts, which also service the patrols which is very helpful to the soldiers.

As elsewhere in Mandos, Elves and faerie are hunted down and killed on sight. Some believe there is an Elven Sanctuary within the cay forest, but city rangers dispute this. Like common Mandorrian custom, there is an open bounty on Elves, and they seek the fae folk for their dark ceremonies.

Obelisks are the standard places of worship on Nyssa. The faithful visit usually once (or twice) a week; though priests and other adventuring faithful can come every day during the tenday / weekly cycle. Few obelisks have official overseers, but many old clerics reside near them and will service for payments. Offerings are usually made by dropping coins down to the ground, very rarely to an individual that are physically absorbed by the soil. Shrines are usually obelisks in buildings that do not have official members. Temples are only found in large cities, and are much more elaborate with official members and clergy. These are the only places where scrolls or spell services can be oficially purchased in Mandos. All clerics cast spells at +1 casting level near obelisks of opposing views, +2 if aligned, and +3 at obelisks of their specific faith or religion.

Local Product
Cay is a small, round, green-red leaf that wildly grows among thorny vines. It naturally and very quickly absorbs any exposed blood. It can be used to make a huge variety of products, including alcohol, tea and poultices. Traditionally only Tenderfoot farmers could tease the leaf out and make its products, but the Teraxxian Cay is large enough for others to prune them off. Spending one minute in cay vines, will do one point of damage if the skin is unprotected. Pruners get 10 crowns (gp) for a pound of leaves.

Saturday, 29 April 2017

Holy Sufferers - Prestige Class of Non-Violence

"According to our scripture - there is a finite amount of hurt in the world. When I take on an once more pain, then someone else's burden is lessened." Anonymous Holy Sufferer

Holy Sufferers

For most people, the idea of suffering for others is a strange concept, but the holy sufferers believe they do good by being a target of pain in replacement of others. Blessed sufferers take up the vow of non-violence, and swear an oath to never again pick up a weapon to use it on a living creature. They can still attack non-living entities such as undead, constructs elemental- types or any creatures that do not display intelligence.

They are often involved in quests to banish or destroy evil or chaotic beings. They use their abilities to get around, avoid and help their friends accomplish great deeds. They may be a distraction in physical combat, but out of combat they can help in any way their spells, skills or abilities can enable them to.

Prerequisites:
Feats: Iron Will, Great Fortitude
Oath: Non-Violence   (Nyssian Oaths)
Alignment: Any non-evil
Spells: Must have the capability of casting the Sanctuary spell.

Benefits:
Hit Dice: d6
Skill Points: Int +4/level
Class Skills: Climb, Diplomacy, Fly, Handle Animal, Heal, Knowledge (Any), Perform, Ride, Perception, Sense Motive, Spellcraft, Survival, Swim, Tumble, Use Magic Device

Level   BAB   Fort     Ref      Will     Special                                    Spell Level
1st         +0       +2       +2        +2        Blessed Sanctuary, Aura              --
2nd        +0       +2       +2        +2       Circle of Sanctuary                      +1
3rd         +0       +3       +3        +3       Eye for an Eye I                          +1
4th         +1       +3       +3        +3       Greater Circle of Sanctuary        +1 
5th         +1       +4       +4        +4       Eye for an Eye II                         +1
6th         +1       +4       +4        +4       Eye for an Eye III                        +1
7th         +2       +5       +5        +5       Higher Circle of Sanctuary           --
8th         +2       +5       +5        +5       Eye for an Eye IV                        +1
9th         +2       +6       +6        +6       Peaceful Blessing                        +1


Class features:
Spell Level: A sufferer gains additional spell casting capacity as they increase in their suffering levels; they do not gain any additional abilities: turning, feats, etc.

Blessed Sanctuary: A sufferer is under the constant effects of a Sanctuary spell as long as they do not actively attack through any means (physical, spell or psionic powers) mortal creatures. Undead and constructs are the only exceptions. This spell is continuously active, so, even if an attacker manages to beat the DC in one round, they must continue to save every round to overcome this defence. The benefits on this spell also encompass a sufferer one’s mount or anyone who they may carry in their arms (such as a child or an injured person) The save DC is based on the sufferer’s charisma and wisdom bonuses. (Will DC 10 + HS level + charisma bonus + wisdom bonus)

If a foe bypasses the sanctuary field more than twice in a given combat, most Sufferers do not maintain it and use physical or magical means to help defeat the enemy.

Circle of Sanctuary: As per the spell sanctuary, except any allies of the sufferer ones within a 20 ft radius of them gain the benefits of this spell. One ally per level of the sufferer can also be protected. However, once an enemy bypasses the effect on an ally, the spell ends, and the ally can act normally. If an ally attacks an enemy, the sanctuary effect ends. The Will DC for Blessed Sanctuary is Will DC 10 + HS level + Wisdom bonus.

Greater Circle of Sanctuary: As per Circle of Sanctuary except it can protect two allies per level of
the Sufferer at a range of 30 ft. 

Eye for an Eye I: Whenever someone manages to bypass their sanctuary spell, and use a melee attack on a sufferer, this effect will enable the spell to strike retributively. Eye for an eye will inflict the same damage on the attacker, as the sufferer themselves suffered. There is a save for half damage. DC 10+caster level+Wisdom modifier.

Higher Circle of Sanctuary: As circle of sanctuary except three allies per the Suffers HD within a 50 ft are protected. This is a full round action to call upon the Sanctuary but the radius must be free of enemies to start the effect. So, they often create smaller circles if the full 50 ft radius is not available. Usable 5 + class level / day.

Eye for an Eye II: As per Eye for an Eye I; except, when sufferers receive an injury, whether from melee, missile, spell or psionic effect, the attacker will instantly receive retributive damage. There is a save for half damage. DC 10+caster level+Wisdom modifier

Eye for an Eye III: Similar to Eye for an Eye II except there is no saving throw to avoid the damage. It affects undead as EfE2.

Eye for an Eye IV: Similar to Eye for an Eye III except physical attackers must make a saving throw for any time they attack the sufferer they suffer double damage automatically. Magical or psionic effects are not doubled, but as per EYE III, they do suffer the same damage they inflicted on the Sufferer. It affects undead, constructs and any other non-labelled creatures as EfE3.

Peaceful Blessing: Brings 24 hours uninterrupted sanctuary to any one other creature touched but otherwise as EfE IV. If the protected person does for any reason suffer damage, the spellcaster can will the damage onto themselves for the duration of the spell. The Holy Sufferer can be anywhere on the same plane as the creature the Peaceful Blessing has been cast upon and enact the share damage effect.

Saturday, 22 April 2017

Oxylla - Silver scaled lizard-humanoids that dissolve metals



For a while I wasn't using many common creatures, I farted around to create weird combos.  These replaced the rust monster in my dungeons. Weird, mysterious insect-lizardmen that kind of worshiped and used silver for all sorts of arcane/cultish designs. This was one of those that I really liked and kept using, even after switching back to the core book of creatures.

Oxylla

XP 1,600
N Medium Aberration
Init +3 Senses Darkvision 60 ft.; Perception +7

 DEFENSE
AC 18 touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 37hp (5d8+15 con)
Fort +4, Ref +4, Will +6
   
 OFFENSE
Speed 30 ft.
Melee Fists X2  +4 (1d6+1), Tail  +6 (1d3+1)
Special Attacks Glue, Dissolve metal

 STATISTICS
Str 12, Dex 17, Con 16, Int 10, Wis 14, Cha 9
Base Atk +3 CMB +4 CMD 17
Feats Improved Sunder, Improved Trip, Weapon Finesse
Skills  +8 Acrobatics , +4 Climb , +7 Escape Artist , +7 Perception , +8 Stealth , +6 Survival
Languages Oxylla, Dwarven

 ECOLOGY
Environment  Temperate Forests, Non-Cold Environments
Organization  Circle (2-5), Ring (3-18)
Treasure Value  Standard (gems)
Advancement: Large (6-12 HD)

Dissolving Touch: Excluding silver, their touch dissolves up to 200 pounds of metals instantly; mundane items do not get a saving throw. Magical items can save vs Fort DC 18 to avoid this affect. Silver can be dissolved, but they must touch the item for one minute. However, the silvery liquid when applied to wounds acts as a healing salve. For every ten coins (10 onces) of silver, an Oxylla can heal 1d10 points of damage. If kept in a secure container, others can use the salve for up to a week later before it fully re-solidifies.

Glue: From their palm orifice they can release a colorless and odorless glue, which takes one round to smear on an object and another round to activate as it dries. This substance bonds any two physical objects for up to one hour. It is incredibly difficult to remove, requiring a Strength Check vs DC 30.

Silver scaled lizard-humanoids that combine the features of lizards, insects and men. These slim humanoids mix silver scales of a dragon, the eyes, antennae and legs of an insect along with a lizard-men’s large strong tail. They have a narrow elongated head. At the end of their long arms, four clawed fingers emerge with a small sticky black circle in the middle of their palm. This orifice is both the equivalent of their nose and an organ to release a glue-like substance upon touch. Oxylla are metal eaters, despised for their ability to absorb and digest metals.

Little is known about the habits or society of these beings. While they sometimes survive by stealing scraps of refuse metal, they often raid traveling merchants or scavenge battle sites to get the needed metals. Metals are food, clothing and elixir; each has a unique taste to an Oxylla, and they can identify the purity or composition of a metal simply by smelling it. Silver is needed in medicinal, religious and reproductive purposes. They speak their own language and dwarven but can speak any if exposed to it or trained.

Combat
Although they survive through raiding, Oxylla use their stealth abilities to take whatever they need without confrontation. While their main tactic is pummeling enemies with their fists, their strongest abilities come from using their long tail to both knock weapons out of opponent’s hands or to trip their enemies.


Thursday, 6 April 2017

Iron Hearted Clock and Tick Tock Golem


Iron Hearted Clock

In some cities, especially the Old South or in the Phastian Desert, a site can be found in old quarters or other little noticed locations, an enormous four faced clock. Out of place, as an elaborate Gothic style architecture with lithe horrific statutes of naked, demonic figures hidden in the many nooks. Though clocks are not an unknown technology, these Iron Hearted Clocks versions are very different from standard timepieces with other non-time pieces.

A majority of these clocks have four face plates – most common is the clock variety, telling time in the repeated Pernic 12 hour fashion facing in whatever direction that is most likely to have viewers. Clock-towers have at least one clock face, the other faces can be a weather predictor, magic (frequency) predictor, summoner tale or emotional responder. For the common citizen, ignorant of their purposes, it seems like each clock face is showing a different zones time, the truth is a little more obscure.

For most citizens these Iron Hearted Clock-towers run simply due to the magic of the gods. However other folk realize that it is also due to a small group of overseers that maintain operations. The most common protectors are dwarves, usually of the most common type in the region, but they do not generally interact with the citizens. Others, that work here include phaetox, gnomes & dwarves. They may not be open to conducting tours, but they certainly try to help explain what these clocks are and how the common citizenry can utilize the information.

The main thing that holds these mortal beings apart being is that they are extremely lawful in alignment and are deeply dedicated to strict adherence to their codes. What is little recognized is that most clock tower workers have died but have returned due to the help of a lawful force or god. Their dedication to the Iron Heart Tower is how they repay their gratitude. Many of these individuals never leave the clock, and live to serve the never stopping hands. If ever asked, they talk about the unending gears that sway in the eternal-lands, they owe fealty to these clock hands and want to ensure they run in the prime worlds.

During the day, the piece appears generally empty, except for a few followers of gears, mechanics or golems. At night, others come to learn secrets by staring at the mysteries of the clock.

Yet as odd as these things appear, the truth about these objects is even more outrageous. They are not built as much as assembled from clockwork creatures that were previously destroyed. Some of the faithful or fancied bring metal and other working pieces to the Iron-Hearted Clock, and the overseers always find a way to incorporate them into the piece as a whole. Many adventurers know little about this clock except that the inhabitants pay good coin for pieces of the metal dead.

Most of the protectors know little about machinery workings, yet they always find a way to add to the pieces which seems to have a “life” of its own. This is uniquely true as the clock-piece is in fact a sentient being, and exists to serve forces of law and the clock-work order. There are often priests of time, order, and precision that serve the clock, and maintains the pieces.

Lore: Gain +2 on research to Law based magic; Requirement: Lawful Alignment, or Knowledge (Religion) +5 or more. No more than once every day

Lore: Gain +5 on research to Clock, Clockwork or Time based magic. Requirement:  Knowledge (Religion, Clockwork) +9 or more. No more than once every day

Boon (Lawful): Gain a +4 in summoning a lawful aligned creature if the summoning master also has a lawful component in their alignment.

Typical Caretaker
1. Abandoned, no obvious caretaker
2 – 3 Clock Golem also known as Tick Tocks
4 – 5 Tenderfoot
6 – 8 Imp
9 – 10 Dwarf
11 – 12. Mortal Clock Experts, local inhabitants, 2 or 3 HD

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

Tick Tock Golems
CR 3
N (LN) Small construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0

 AC 16, touch 10, flat-footed 26 (+1 Dex, +5 natural)
hp 60 (5d10+10)
Fort +3, Ref +4, Will +3
DR 3/adamantine; Immune construct traits, magic
Speed 20 ft.
Melee 2 slams +4 (1d6 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Perfect Timing, Mechanic Integration

 STATISTICS*
Str 13, Dex 12, Con 10, Int 11, Wis 11, Cha 8
Base Atk +3; CMB +15; CMD 12
Environment  Clock Towers
Organization Solitary or Winding (3-6)
Treasure: None
 *Nyssian Golems have a base constitution scores of 10, meaning they have no inherent bonus or penalty

Appear as a four foot tall mechnical humanoid, with metal skin, small bolts and hinged limbs connecting appendages to the main body. Most have a clock-face in their chest or equivalent humanoid face appears as a clock. While it has clock hands, they do not move. Certain events may make the clock hands appear in specific places on the clock face. (Sad=8:20, Angry=8:45, etc).

They are fully intelligent and loyal to the cause of time, order and most importantly, ensuring the Iron Hearted Clock is maintained.

SPECIAL ABILITIES

Perfect Timing: As a creature that measures and maintains time, it can be an ideal partner to perform exacting actions. Can add +3 on attempts to timed actions if they wait for three or more rounds. Higher HD Tick Tock Golems can add another +1 for their additional HD, so a 6 HD Tick tock can add +6 if they are able to wait six or more rounds.

 Mechanic Integration (Ex) A Tick Tock Golem is a specific creature created to service the basic functions of a clock or other large mechanical device. It can merge itself with any device and remain as apart of the device for an indefinite period of time. They gain a +1 on the Knowledge (Construct or Machine) check for every ten minutes spent inside the device / machine.

 Immunity to Magic (Ex)  A Tick Tock golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a Tick Tock golem, as noted below.

 A grease spell cast on the golem causes it to move quickly for 1d6 rounds, as if under the effects of haste.

 A rusting grasp spell deals damage to the golem normally, and makes the golem staggered for 1d6 rounds (no save).

 
Tick Tock Golems have all other construct traits as per the Monster Manual

Friday, 31 March 2017

Callanna - Giant Snake Humanoid

Inspired by a famous fantasy artist, Boris Vallejo. This was one of the many cards in a set of art cards. He has inspired many of my early creatures.

Callanna
CR 6
XP 2,400

N (NG) Large Aberration
Init +2 Senses Darkvision 60 ft.; Perception +8

DEFENSE
AC 19 touch 15, flat-footed 17 (+2 Dex, +4 natural, -1 size, +4 inertial armor)
hp 45hp (6d8+18 con)
Fort +5, Ref +4, Will +7
Defensive Abilities Immune to Natural Poisons

OFFENSE
Speed 30 ft.
Melee Halberd +6 (1d8+6)
Space 10 ft. Reach 10 ft.
Special Attacks Coil (1d12+ 3)
Psionics: Aversion, Improved Biofeedback, Body Equilibrium, Conceal Thoughts, Greater Concussion, Detect Psionics, Ectoplasmic Form, Energy Barrier, Gravity Arc
PSPs: 50, DC 15 + level of power

STATISTICS
Str 16, Dex 14, Con 17, Int 12, Wis 14, Cha 10
Base Atk +4 CMB +8 CMD 20
Feats Mind-Link, Improved Disarm, Inertial Armour
Skills Swim +8, Perception +8, Knowledge (Psionics) +8, Move Silently +8
Languages Lizardith, Giant, Common

ECOLOGY

Environment Under-earth swamp, warm/forests, jungles
Organization Watch (2-5) or Tribe (15 – 100)
Treasure Value Standard

Callanna are huge, 25 feet long snakes with a green tinged human torso, arms and head. More than half the length of their body is used for stability, they rise between 8 - 12 feet from the ground. They use pouches for carrying objects. Most reside in under-earth swamp caverns seeking isolation over wealth, fame or battle. They are among the most powerful physical psionicists and have longed helped shellar, lizardith and other good-aligned psionic using humanoids to learn the talent. They speak lizardith but usually use the psionic mind-link to communicate with their own kind as well as with other psions.

Combat: These snake-men are exceptional warriors, meshing physical strengths and psionic abilities to create a powerful presence. Their preferred weapon is the halberd, which they use to make long aching arches, doing double strength damage. They use nets and maces if they want to take prisoner.

They mix groups tactics, using front-line physical attackers and others in back using psionic attack (aversion or energy barrier.) But as strong as they are, they rarely attack foes. These usually use their psionics to avoid battle or to watch opponents. Unless one of their own or an ally is in mortal danger, they usually quietly fade into the dense forest or swamp.

Society: The amphibious Callanna are strong swimmers who are also water breathers. They enjoy hot steaming pools where both their eggs are stored and where their young are raised. The young are nursed by the tribal elders until they reach the age of the molt (approximately ten years old) when they are given tests to determine their role in life. At this point they are returned to their parents and assigned an individual mentor to guide them through the next few years before becoming a full member of Callanna society.

As adults, they spend time hunting, foraging and in meditation. While not exactly shy, these snake-men prefer to spend much of their time doing solo activities. While usually called snake-men, the truth is that Callanna chose their gender, based on their own as well as the tribes needs. There is no separation or distinction in their society.

Among the great psionic masters found on Nyssa, as many of the greatest treatises were penned by this race, and many psions seek them out as mentors. Yet, the Callanna themselves venerate the coatl, it is a central figure in much of their art, religion & philosophy.

Mind-Link Feat: This is the Nyssian version of Telepathy. Any two creatures within a 60 foot radius that have this psionic feat can send simple messages to each other without paying a PSP cost. Creatures are able to attack other Open Minded creatures, but few are able to psionically attack a Closed Mind or someone without psionics. There is a small psp cost (usually 1 psp) to send a message to a closed or non-psionic mind.

Sunday, 26 March 2017

Company of the Hardened Anvil PT 9


Roll # 1 - Going thru the halls DC 11 Fail 8
Roll # 2 - Wandering Monster Check (10/20) Result 5 (Success), Finding (D), Result (9/100) - Jackalla
                                 A - 20% Monster (2d10)
                                 B - 20%  Monster (2d20)
                                 C - 50% Monster (3d20)
                                 D - 10% Monster (1d100)
Roll # 3 - Room Check 1d100 - Sequestered Room via stairs heading down

In a few more moments, the rest of the unit joined Caventh in the corridor, content that there was nothing else to be found or looted in the cultist hideaway. The Ranger led them south, through a curve heading north.

There was an unusual kink in the road, a joint turn, one leading ahead straight, the other towards the west. Investigating, they found plenty of debris, but this time from soldiers. Tips of spear-heads and arrows and bits of charred hederak meats and dried vlums, a place of rest or meal. "Half a dozen boot prints. They weren't here long, and not too long ago."  

They headed west not specifically following but still going in the same direction of the boot tracks.  The path narrowed, making it much harder for them to go two abreast. The hallways were more polished, nearly shiny, quite unusual. Ennos, near the back of the group stopped to touch the walls, Unnos watched her quietly. Her blue skinned hand reached out slowly to touch the walls, and she seemed to hesitate. were the walls here? Were they real? She touched the not-so-cool walls, some heat in them, but reflective, very apparently so, when she got very close.  Her Master, Unnos came over to her, and started to peer at the same subtlely mirrored walls - it wasn't obvious, but both believed these walls either caught or reflected magic; was this a natural phenomenom, or was it a trap, neither were entirely sure.

The Ranger asked them to stay put then went up ahead, he was hearing something, an echo of some sort. Going down another side passageway, he say the magical trace of a ward, a very strong or recent one. Going further, there was a furred humanoid standing tall and ready with a large curved sword in his paws. Not much further, another one of these furred humanoids, this one he could see the animal like face, but he had a long two-handed warhammer in his hands smashing down on group of cadavers, a common type of undead found in many dungeons. He look a step forward but the creature near the back of the large room, held up a hand, motioning him to stop. He understood, this wasn't a battle, these threats were minor and was safely in their paw.  `No need, Climber. This is ours to handle.` the creatures voice was calm and non-threateningm just a simple statement in full command.
Caventh realized these creatures were the Jackalla, the morticians known for their dedication to hunting undead creatures.

In almost every large community their Towers of Sorrow stood to intern the dead, as citizens paid a silver to place the True Dead in a peaceful resting place. Adventurers knew them much better for their perpetual hunting of undead, to keep the land and dungeons free from the undead scourge, ever threatening to overcome communities or places of magic.

`My team...` Caventh wondered for a moment if he should share their true goals with the slayers, he didn`t think they would find offense, but Rillo probably wouldn`t like it. 'are here to explore the dungeon.'

The slayer nodded, 'Your activities are of little interest to us, unless you strengthen the undead - either knowlingly or not. We care little for your treasure or politics as long as you maintain the Balance of Life.`

He understood that these lawful beings would turn agaisnt them or anyone that messed with magic that could boost undead creatures. `We are looking for a commander of Tower soldiers, have you seen anyone or any group that fits this general description?'
'
Yes, we passed one, three hours ago. Head north, the group is on a standardized path.`

Caventh`s attention turned to the sole hunter of the Jackalla group, using his warhammer to pound the creatures apart. `Are there many of those things in this Tower?' Caventh asked.

`No. For a Tower of this size, there are many warriors that do our bidding, willingly. The undeads numbers are small, but now and then, a new group is found.`

'You know this Tower?'

'Very well, for most...` the Jackalla priest hesitated for a moment, looking over to his brothers then back to the Jahlen again, `stages. Most stages have known themes, as creatures have similar interests tend towards each other, sometimes deliberately sometimes by accident of the environment. We study these places, to best seek out our foe.`

'If you know these corridors, can you guide us?'

'No. We maintain an alliance with many...creatures.`the cleric said balancing his words carefully. 'If we were to help you, you could come up agaisnt our would-be-allies. Your struggle with evil or politics or social ills is of no importance to us, we mantain the Balance of Life, nothing else. if we were to help you, our balance would be moved, and that is not for the best. The only one way, is payment in advance and eliminate an undead, whether a remnant, a student or an item. Then we repay, action with knowledge of what you are seeking.'

The ranger nodded, he didn`t like, but few civilized people begrudged the Jackalla, and understood their point, appreciating them for the betterment they did for civilization and peace. Caventh looked  over, and realized the combat was over. Three of the Jackalla had begun to gather the dozen bodies into a pile. Another took out a sack, and began to sprinkle dust on them, seconds later, the dust had buried them, immediately. As soon as he saw the Dust of Peace, Caventh had remembered that this was another reason Jackalla were so popular among adventurers, undead were a common threat, and immediate internment was the best way not to face undead repeatedly, as they often rose hours after defeating them. He negotiated with the cleric for a pouch of dust, then headed back.

The ranger explained the events, and none said a word of protest. Few intelligent creatures ever judged a Jackalla and their duties harshly. They were unforgvinging, hell-bent on an honourable duty - attacking the undead scourge. Best to know that they were here, the liklihood of running into an undead, especially powerful ones were much decreased with their ever-present activity. It also helped them understand why their outside figure needed to secret something inside, there were lawful eyes making sure no contraband came from outside. That's what they were carying, they all knew it, but didn't want to admit it to themselves. Sure, it wasn't something that dealt with evil spirits or undead, but it was still borderline illegal among the lawful groups and churches above.

They forged ahead, taking a side passageway, that split again in four, all going north. They took the one that looked the most travelled, plenty of bits of broken armor and weapons. As they through noticed plenty of small side rooms, some used, many looked abandoned. Continuing on, they saw a side-path, one that led to even more pathways. It would be so easy to get lost in here, not exactly a maze but close enough. They continued on, keeping generally the same direction.

They soon stopped, seeing a messy pile of debris on the ground, mostly weapons again, except this time in one of the side rooms.  Rillo looked carefully at the pile, and then realized they weren`t just battered, many of them were partially melted. She picked one of the pieces up, then bashed it on the ground, and it broke in half quite easily. `Caventh - these weapons are partially melted...why would they be piled up like this?`

The jahlen kneeled down and grabbed smaller bits, 'Rusters, I think. Snake like creatures that feed off metal.' He looked up, then put his arms out, Rillo walked back at his quiet insistence.  The Jahlen took a running jump, then bounced agaisnt the wall to hurl himself much higher. He grabbed the ceiling for a few moments then dropped back down. 'There are nets placed above. If we were to rush into them, it would drop the nets...They are hunting the rusters. Dwarven designed traps.'

'So our instinct was good to leave them alone.' Rillo said.
'
But if they are dwarven, then they probably would have a way to see or detect if something was triggered. Unnos?' Caventh spoke out, 'Can you scan the room?'

The sorcerer nodded, and began mumbling that turned louder each second. His eyes glowed purple, then shot out of him as he scanned the room. His eyes stopped and he pointed to an area, he went over and began scratching a the wall, until he caught on to something and threw it on the floor, a small hidden room, with a humanoid figure sitting down. For a second, none of them knew if this was a construct or even a golem or perhaps a living person.  Rillo walked over to it, a metal humanoid figure, sitting still, no motion at all.

'Is that alive?' Rillo asked Unnos, who shook his head.

'It could be a living metal, but we are not doing its activation mode...the trigger to ...'

Rillo nodded, 'Yeah , I get it. So nothing here...'  She waved her hands, motioning for the team to move further into the tunnels, looking for their contact or even better, a magical loci.

Roll # 1 - Going thru the halls DC 15
Roll # 2 - Wandering Monster Check (9/20) then D100 for below
                                 A - 10% Monster (2d10)
                                 B - 10%  Monster (2d20)
                                 C - 70% Monster (3d20)
                                 D - 10% Monster (1d100)
Roll # 3 - Room Check 1d100

Saturday, 25 March 2017

Fairyland Cookie Monster

This was one of the many fairyland monsters I created to run an adventure at a con last year. Didn't actually get a chance to use them.

Biscuit Beast or Cookie Monster
CR 1
N (G); Humanoid (Fey)
Init +1; Perception +5

DEFENSE
AC 12, touch 11, flat-footed 11 (+1 natural, +1 Dexterity)
hp 21 (2d10 +8)
Fort +3, Ref +1, Will +1

OFFENSE
Speed 30 ft.
Melee Bite +2 (1d6+1)

TACTICS

Morale 17 – they very rarely retreat when hungry

STATISTICS
Str 13, Dex 12, Con 19, Int 13, Wis 8, Cha 12
Base Atk +1; CMB 2 CMD 13
Feats: Connoisseur (Double all food related skill rates)
Skills: Perception +5,Survival +5, Knowledge (Food) +12
Weapons: Short Sword or Dagger (Typical)
Languages Faerie, Elf, Dwarven & Common

Location Usually Fey Forest
Alignment Neutral (Good)
Advancement: Bard, Ranger or rogue

Special Abilities

Unending Hunger: While Cookie Monsters can eat a standard amount of food, they are never fully satisfied. If given the opportunity, they eat an unending amount of food without suffering from the ill effects of excess consumption.

Stomach of Iron: Cookie Monsters are not harmed from bad food or natural poison. They may temporarily suffer the ill effects, but once the poison is consumed, it is slowly dissolved into a natural harmless by-products.

Cookie Monsters are five feet tall, blue furred humanoid creatures. They have large eyes and wide mouths. They are welcomed in almost every type of racial community, as dwarves, elves and halfling enjoy their company with open arms for their knowledge of food and food culture. They are infamous in fey communities for their sense of smell and unending hunger – they are never satisfied and will always eat more when offered. While they have an unlimited appetite, they do not need to consume, they merely enjoy it.

Most cookie monsters are quite happy to spend their time in the community or kitchen, but some adventure in order to help friends and allies. A few increase in HD / levels in order to locate rare ingredients.

Raising HD
Increase +5 skill points every HD
+1 in natural AC every HD until 7th, every second HD until 13th, and every three HD thereafter
New feat every second HD
Increase bite damage to higher dice every three HD
Increase attributes every four HD
+1 to Perception and Knowledge (Food) skill ranks every HD

Tuesday, 21 March 2017

Gargoyle Brood ('Goyle or Cross-Breed Template)


One of my favorite creatures in a Tower Dungeon is the Gargoyle and the core idea of this beast was to mix the race to create a mixed variety of them. I really like this template and its one of the most useful templates in my gaming world. The idea is that the Gargoyle brood, referred to as Goyles, is a mish-mash of different creatures, winged warriors with minotaur, elven or dwarven abilities.

I will be honest, it was only after thinking about the whole process that I kinda grossed myself out. It made sense but its ugly. It's not really something that has come up in -game, but its a neat process that works out stylistically.

Gargoyle Brood (Template)

Size and type: Change to Monstrous Humanoid
Hit Dice: +1d8
Speed: As original creature; gains fly 20 (Poor)
Armor Class: +2 natural AC on top of base creature
Attack: Gains Claw Attack (2 X 1d4 dmg)
Feat: Gain Multi-Attack

Adjustments:
1-3 HD: 1d4 dmg; +2 Natural AC Bonus; 1 Dmg Red; Fly 20 (Poor)
3-6 HD:1d6 dmg; +3 Natural AC Bonus; 3 Dmg Red; Fly 30 (Average)
7-8 HD: 1d6 dmg; +4 Natural AC Bonus; 5 Dmg Red; Fly 40 (Average) + Tail Atk (1-3 dmg)
9-10 HD: 1d8 dmg; +5 Natural AC Bonus; 7 Dmg Red; Fly 50 (Good) + Tail Atk (1-6 dmg)
11-13 HD: 1d10 dmg; +6 Natural AC Bonus; 10 Dmg Red; Fly 60 (Good) + Tail Atk (1-8 dmg)
14-16 HD: 2d12 dmg; +8 Natural AC Bonus; 15 Dmg Red; Fly 80 (Perfect) + Tail Atk (1-10 dmg)

Special Attacks: Tail Swing (1d3) at 7 HD
Special Qualities: Dmg Reduction/by HD, Darkvision, Plus feature from maternal side
Abilities: Str +4, Dex +2, Con +4 at birth; +2 / every HD higher
Skills: Gain base skills as per their matron species. Then +4 bonus on acrobatics, intimidate, perception, +8 fly skill check bonus; +6 / every HD higher
Environment: Spirelands or Lonely Towers
Organization: Wing (3-6 gargoyles); Brood (11-20); Family (23-80)
Treasure: Half Standard
Alignment: Always Evil (Tend towards Neutral)
Level Adjustment: As base class +1

Appear quite similar to the standard gargoyle race, but these are the by-products of gargoyle’s ability to inter-breed with other species. Most have small horns, tough leathery skin, long but lightweight wings which appear folded while on foot. While most gargoyles use claws, the brood will use short swords or short bows to gain an advantage on their foes. They prefer smaller weapons as it is easier for them to carry in the air.

A gargoyle has two ways to reproduce: the first is through a rookery, which creates the standard gargoyle found in the Monster Manual, with small broods every year. As a fecund species, they can mate with any other humanoid species to create a cross-breed with features of both. Many tribes expand their numbers by forcefully mating with humanoids for specific traits to grow their tribes abilities.

For example, a dwarf-breed would be short and squat with abilities mimic their home species ability with precious stones. While a minotaur-breed would be larger and stronger. However, Goyle types are infertile, they cannot reproduce to form their own distinct racial group.

Most times, the "other" or mother species, are kept prisoner in the gargoyle lair, as their gestation period is half the time of the non-goyle. Sadly, due to the birthing process, most mothers do not survive the birth, thus there is always a need for more slaves. Mother is a generic breeding term, as the carrying breed does not actually have to be a female, but since the gargoyles are always looking for a mate that can survive the gestation and birth process, they look for female volunteers.

The brood have long been hated through-out the domain, as their slavery and mating process angers many peoples who have suffered at their hands. Their raids occur in a cyclical pattern usually every five to ten years. They attack towns at night to steal females away. They prefer smaller towns because the defenses are usually a lot less, and it is much easier to travel to and from them without being noticed.

Most packs have lairs in abandoned ruins. They will sometimes work with a lamia or medusa, but they really have no need as they have a wide group of brood members with various abilities. Goyles are fiercely territorial, claiming a mountain or Tower as their own territory and defend it to the bitter end.

Every Goyle pack is unique. Some work wing-on-wing with standard gargoyles, others are seen to be servants to the stone masters, in non-combat roles. They are strongest when the Goyle Brood forms a pack on their own.

Goyles do not gain the Freeze ability of full-blooded Gargoyles naturally, however after 7 HD they can gain it by taking using a feat to gain the ability.

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

Minotaur-Goyle
AC 17 touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size) 
hp 60hp (8d10+16 con)
Fort +4, Ref +8, Will +6
Special defenses  8 Dmg reduction

Speed 30 ft.
Melee Heavy Axe +11  (2d6+6/×3) and gore +4 (1d6+2) or +9/+9 claw (1d10+4)
Special Attacks powerful charge (gore +12, 2d6+6)

Str 19, Dex 14, Con 15, Int 7, Wis 10, Cha 8
Base Atk +8 CMB +13 CMD 25
Feats Great Fortitude, Improved Bull Rush, Power Attack, Multi-Attack, Track
Skills Fly +8, Intimidate +10, Perception +10, Stealth +2, Survival +10; Racial Modifiers +4 Perception, +4 Survival
Languages Minotaur, Gargoyle