Blog Archive

Showing posts with label Fairytale. Show all posts
Showing posts with label Fairytale. Show all posts

Friday 1 February 2019

Chesshire Template (orange striped animal with green ethereal eyes)

Was inspired by a short story  Lilly-White & the Thief of Lesser Night by CSE Cooney for this idea. It works really well as have a ton of creatures from similar types of creatures from nursery rhymes.


CHESHIRE Template CR +2
CN Magical beast
Init +8; Senses darkvision 60 ft., low-light vision; Perception +11

DEFENSE

AC +6 luck bonus
hp +2d8 HD fast healing 2
Fort +6, Ref +6, Will +6
Defensive Abilities Immune mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun; SR 19

OFFENSE

Speed As base creature
Melee 2 claws +5 (1d4 plus poison), bite +5 (1d3 plus poison)
Special Attacks Ethereal Poison, sneak attack +2d6
Spell-Like Abilities (CL 10th; concentration +16)
Spells—ethereal jaunt (2/day); greater invisibility 3/day (10% failure rate)

STATISTICS

Dex +4, Cha +2, Wis -2
Feat Bumps Dimensional Assault, Improved Initiative, Weapon Finesse
Skills Bumps: Bluff +8, Perception +8, Stealth +12
Languages Common, Elven, Faerie plus other common languages in the area
--------------------
SPECIAL ABILITIES
--------------------
Ethereal Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round; effect slip into the ethereal for an unspecified number of rounds; cure 1 save. The save DC is Constitution-based. The time the poison lasts depends on the saving throw. If a 1 is rolled, use 11-20 rounds; if 2 is rolled, use 9-16 rounds, if a 3 is rolled use 7-12 rounds, if a 4 or higher is rolled use 3 or 4 rounds. Any roll effectively higher but that still fails, causes the victim to slip into the ethereal for 1d2 rounds.
--------------------
ECOLOGY
--------------------
Environment Wonderland (Faerie)
Organization solitary
Treasure standard
Advancement: As monster HD or class

The Cheshire Template is for animals or creatures exposed to the madening effect of the Cheshire disease.They appear the same as the animal or creature they originated from, but have bright orange or purple stripes all over their body and green ethereal eyes. When they experience surprise or feel threatened, they need to roll a will saving throw or they lose themselves to the ethereal and fade into the other plane.

Most adventurers don't know about the Chessires and those that do, just believe them harmless. In fact, Chessires have the ability to hide so well that they are just unnoticed. They often follow adventurers going into a dungeon, simply for the kicks, and remain hidden or invisible until something strikes it's fancy and then will lose focus and become visible. Cheshire's are generally cautious, and will run away or go ethereal but when roused or care about individuals, they can be brave and cunning to help their allies.

Cheshire Creatures abstain from combat, simply because they can. They have no real allies, as they spend much of their time around sites they find interesting or following other creatures. They also have no true enemies, as they don't tend to cause problems. Some high level Sorcerers or Alchemists seek Chessire beasts to milk them for their ethereal poison glands. A rare number make connections with adventurers and wish to travel around with them, but they seem to be interested in fun not combat and especially not getting treasure.

While most Chessires tend to be aloof, some are in fact extremely curious and want to get involved in power plays to help their cause.

Experts are not entirely sure what causes a few creatures to become inflicted with the Chesshire disease template. It was formerly believed to be their bite, but now most experts do not think this is the case. Others surmise it is simply spending time around a chesshire or even sleeping near one.

Invisibility Flaw: There is a 10% chance that when trying to go invisible, not all of their body is affected by their spell-like ability, and this part will still remain visible. Sometimes a leg, tail or part of their face is visible. A failed attempt does not count in their daily invisibility usages.

Inspired by: Lilly-White & the Thief of Lesser Night by CSE Cooney in the collection Mad Hatters and March Hares short story collection



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

Thursday 28 July 2016

Snoopy. Advanced White Hair Beagle (Animal Companion)

Should have wrote this beastie for my Candyland game I ran a few months back. But will be going into my random tables very soon!


Snoopy
Advanced White Haired Beagle
Small Sized Fae CR 3

AC 17 touch 14, flat-footed 13 (+4 Dex, +3 natural) 
HD 5D6+15 (32 hp)
Saves Fort +4 Ref +8 Will +4
Init +8
Speed 30 or 50 when running on four paws
BAB +2 CMB +2  CMD +16
Melee +6 bite (1d6) or by weapon +6 (Hammer, Dagger or Slingshot)

Special Attacks Backstab as rogue (Backstab damage as HD for = Rogue Level)
Special Defenses Dmg Reduction 5 / Magic
Skills Climb +7, Bluff +9, Perception +9; Perform (Dance) +8, Knowledge (Geography, Magic, Music) +10, Stealth +12, Swim +8
Feats Track, Dodge, Weapon Finesse, Imp Initiative
Str 11 Con 17 Dex 19. Int 13. Wis 11. Cha 15

Environment Garden or Candyland
Organization Solitary or Pair
Treasure Average (Coins or gems)
Advancement By HD

Many of my NPC ranger types will have an apparently simple white hound as a pet. They are often in the background, ready to do simple tasks for its master or their allies. Often a Snoopy will leave their master for short periods of time to help allies.

An advanced beagle hound - usually white haired dog with small black spots. They appears to be a hound that can stand upright, walk and run erect and manipulate items or devices with considerable skill with their front paws. They have strong connections with both mortals and fey, seemingly always wanting to help - ready in the background for their friends, watching and protecting when they can. Very well regarded by the Faerie in the Dreamlands, they often hang around portals waiting for their many mates. 

A Snoopy is poor in combat as they rarely use weapons and cannot utilize standard armors. But while not strong in direct confrontations they excel as rogues, having an excellent maneuverability, back stab and knowledge skills. A Snoopy does everything they can to help their allies, but is also willing to abandon them if unable to assist them. Most are careful, thoughtful allies trying to be prepared.

Non Target: A Snoopy cannot be specifically targeted by spells, any attempt to target him fails. They can be caught in an area of effect spell where the Snoopy is one of a number of non specified targets. But they cannot be individualized as the target such as with an aiming spell like magic missile.

Imagineering: A Snoopy can add +20 to any skill rolls every day. He can add these bonuses as an non-named adjustment bonus to single or multiple checks, as long as the cumulative adjustment total does not add to more than 20 in any given day.

Advancement A Snoopy gains 6 skill points and +2 DR every new HD, +1 AC every 2 HD. 
Bite damage is increased by dice every 3 HD to the next dice.

Special Attack Backstab : Their backstab attack is always a bite. 

Wednesday 18 May 2016

Smurfling - Small Sized, Blue Coloured Fey

I wanted to create something like these for my fae themed game a while ago, but didn't come up with a good way to run them. Inspired by the tv cartoon that I used to watch in my youth.

Smurfling
Tiny Sized Fey                                   CR 1

AC 16 (+2 Dex, +2 Natural, Size +6), Touch 13, Flat 13
HD 1D6+1 (4 hp)
Saves Fort +1 Ref +4 Will +2
Init +2
Speed 10

Str 5 Con 12 Dex 15. Int 10. Wis 11. Cha 13
Base Atk +3      CMB -4      CMD 8
Melee +3 weapon (Hammer or Slingshot 1d3)
Special Attacks Joined Attack
Special Defenses. Reduce Injury 3 / -, Playful Demeanor
Skills Craft (Any One)+ 3, Climb or Swim +4, Perception +3; Perform (Dance) +10*, Stealth +6
Feats Weapon Finesse or Skill Focus (Any Craft)

Environment Garden or Candyland
Organization Gathering (50-400)
Treasure Half (gems, coins or potions)
Alignment  Any Good ("Bad" Smurflings are Neutral aligned)
Advancement By class (Expert, Rogue, Druid or Ranger most common)

For every additional HD achieved: +2 in Reduce Injury and +1/+1 in ability score adjustments. They also increase +1 in natural AC for every 2 HD gained.

Reduce Injury: Similar to Damage Reduction except it minimizes only after basic injury is inflicted, reducing damage on a one-to-one basis until its limit. For example a 1 HD Smurf would be affected: 
One damage Inflicted = One HP Dmg Taken
Two damage Inflicted = One HP Dmg Taken
Three damage Inflicted = Two HP Dmg Taken

Joined Attack: The few times Smurflings cannot use their charm or escape an encounter through wit, they are able to attack en masse. For every four that attack the same foe, increase both the base calculation and damage dice. (1d3 -- 1d4 -- 1d6 -- 1d8 - 1d10). 

Playful Demeanour Smurflings gain +8 on social skills due to their playfulness. Fey and good aligned outsiders would never consider hurting a Smurfling.

Smurflings are one and a half foot tall fey that have blue skin. They reside in mushroom homes within their forest villages, living in balance with the environment around them. Friendly and helpful, they are keen on making new allies but prefer to avoid strangers as they have been hurt in the past. 

These magical creatures are at one with the animals, plants and fey beings around them. Most of their allies believe they arise spontaneously during blue moon months, a new Smurfling is born inside a blossoming flower. Smurflings are a male species, while there are crazy rumours of females being hatched, this has never been proven. 

Most of their kind focuses on one type of craft to specialize in, not for profit but for the benefits it brings to their village. Smurflings sometimes gain Rogue or Ranger classes to defend their kin and friends from the dangers of the forest. Druid is the most common spell-caster, though Bards just as respected. 

As a magically enriched fey race, Smurflings are living spell components, they do not need components for spells of less than 5th level. In addition, they can create spells that typically fit into another casters area of specialty, but the Smurfling casters can still cast. If working in conjunction with others, they can enhance spells or reduce saving throws beyond comprehension by dance or musical accompaniment. For this reason many evil spell casters seek them out, waiting to use them to buff their castings. While their allies are always concerned, these fey always finds a way to overcome threats.

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

I am leaning towards using  Reduce Injury to replace simple Damage reduction.

Sunday 27 March 2016

Little Piggies (Candyland)

Another one of the Candyland beasts that I created but didn't get a chance to use in my game. 

Little Piggies (Minchies)
N(G)   Small Fey                               CR 1
Init +3 Senses Low-light vision; Perception +3
 DEFENSE
AC 17 touch 14, flat-footed 13 (+3 Dex, +1 natural, +2 leather armor, +1 size) 
hp 4 hp (1d6+1 con)
Fort +1, Ref +5, Will +1
 OFFENSE
Speed 30 ft.
Melee Light Hammer or Axe +3 (1d3)
Ranged Short Bow +3 (1d4)
Special Attacks Squeal
 STATISTICS
Str 8, Dex 16, Con 13, Int 10, Wis 8, Cha 13
Base Atk +0 CMB -1 CMD 12
Feats 
Weapon Finesse 
Skills +2 Craft (any), +2 Perform (Any), +4 Stealth, +7 Perception; +4 bonus on perception checks from their strong snout
 ECOLOGY
Environment     Candyland
Organization     Solitary or Foot (5 Piggies), Sty (21-40)
Treasure Value  Average (Coins or gems)
Advancement    By HD or Class (Bard, Druid, Ranger, or Rogue)

Squeal After one round of combat, a Piggie can squeal, and all other Piggies gain +1 on combat and damage rolls if within 40 ft. A squeal can last for 1 + 1d4 rounds. Higher HD piggies can squeal for a stronger effect. For every 2 additional HD, add +1 to the and squeal bonus. (3 HD=+2, 5 HD=+3, etc) Some higher HD Piggies can make their squeal last much longer, but they specialize by using their feats to increase its efficiency.

Little Piggies (sometimes called Minchies) are one of the oldest inhabitants of Candyland, as they have been there for at least twenty generations, and found in much of the written stories of ages past. They reside almost everywhere in the Dreamlands, as they are well respected for their hard work and friendliness. Almost every game or story town will have a small community of Piggies that has official duties plus others who will help when needed.

They appear as four feet tall pigs with rounded ears, snouts, short wiry tails and cloven hooves. Most are very careful about their appearance, wearing sharp-dressed fashion and make sure they stand out from each other. They have very elaborate rituals for almost every aspect of their lives and interactions as they need to make sure they do not offend. While careful and polite, they sometimes get playfully wild when drinking at night, never enough to hurt each other, but still very different from their calm and polite demeanor during the day.

Appear as the perfect cross between domestic pigs and orcs. They are unsure if they are the result of magical cross-breeding or not but they have no one to ask. One interesting tidbit about them is that all of their spells always affect an orc – in fact, most orcs do not get saving throws for most mind affecting spells cast by their Piggie brethren. They prefer raw vegetables over meats and they never consume pork, and find it bothersome when others eat it in their presence.

Most Piggies are good-aligned and very helpful to citizen and sleeping visitor. But they can be very pig-headed, stubborn to the point of excess. Since they are a communal species, they share the efforts and rewards to everyone in their sty. Occasionally, an intense rivalry will appear between sties, causing friction or worse. Some of these groups break apart, and some go rogue - rarely attacking but will cause other problems with groups of their kin and fey allies.

HD Adjustment: +6 skill points / level
2 HD Reaction bonus +2 from other fey and fey allies; +1 to AC, Gain Feat
3 HD Gain +2 to Squeal bonus, Gain Tracking Feat*
4 HD Gain +3 / +3 to any two attributes+1 to AC, Gain Feat
5 HD Gain +3 to Squeal bonus, Increase Reaction Bonus to +5 to animals, plants and fey
6 HD Gain +3 / +3 to any two attributes+1 to AC, Gain Feat, SR 16

Few Piggies ever get higher than 6 HD, but the few who do gain levels in Bard, Druid, Ranger, or Rogue.

*can substitute with another combat feat

Saturday 19 March 2016

Mother Goose (Faerie Queen)

As I was preparing for my upcoming Fey themed game, I knew that the lady herself should make an appearance. And for me, in this game, this is the Queen of the Fey, known by most mortals as Mother Goose.

Mother Goose   NG Medium Fey 12 HD* Fey
Init +6 Senses Low-light vision; Perception +15
AC 24 touch 19, flat-footed 22 (+2 Dex, +5 natural, +7 Magic Armor)
hp 84 (13d8+26 con)
Fort +5, Ref +9, Will +12
Defensive Abilities    DR 25    Immune: All Charm and Elemental Attacks

 OFFENSE
Speed 30 ft; Fly (Good) 80 (Broom)
Melee Diamond Encrusted Sharp Rapier +8 (1d6-1 / 12-20 *5 )

Special Attacks See Below

 STATISTICS
Str 10, Dex 15, Con 15, Int 18, Wis 20, Cha 25
Base Atk +5 CMB +4 CMD 16

Feats Improved Initiative, Alertness, Iron Will, Power Attack, Toughness, Weapon Focus (Rapier)

Skills +17 Bluff , +17 Diplomacy , +7, Escape Artist , +18 Fly, +10 Knowledge (geography),  +17 Perception , +14 / +14 Perform  (Lute & Whistle), +17 Sense Motive , 12 Sleight of Hand , +15 Ride +15, Stealth,  +9 Use Magic Device

Languages Fae, Elven, Common, Dwarf, and 12 others

Legendary Gear Storybook of the Fey, Pen of Happy Dreams, Fey Broomstick

 ECOLOGY
Environment Faelands, Candyland or Mortal Plane
Organization Solitary
Treasure Value Triple (Coins, Gems & Old Spell-Books)

As far as most visitors can tell, Mother Goose is an elderly human female, though physically frail she is wise and very charismatic, making friends and allies with both the inhabitants and the many sleeping visitors. While best known for helping sleeping children, she also helps fae and other inhabitants in the Candyland. What few visitors realize is that she is called by another name by the fey - Faerie Queen.

One of the highest level fae in Candyland. She is a well known but mysterious figure as she has had a presence both here and in mortal lands for hundreds of years. Her main foes are those that would steal or otherwise take advantage of the sleeping visitors. She has waged war on both the devils and demons (and many others) but she usually leaves them alone as long as they do not cause problems. Her servants are always watching outsiders.

What is little understood is that there are times Mother Goose is unable to cast her highest level spells or effects, essentially being a mid-level caster while other times she can cast the most powerful spells in all of Candyland. Most believe that she is outside of time, so there are times she appears as various version of herself. She knows the fey and their stories as they are apart of her but does not always remember every mortal creature she interacts with.  Roll below to determine where Mother Goose is in her circle.

Roll below once /night.
01 - 60  As 9 HD Fey
61-70   As 10 HD Fey
71-80   As 12 HD Fey
81-85   As 14 HD Fey
86-90   As 16 HD Fey
91-95   As 18 HD  Fey
96+      As 20 HD Fey

Add +1/attacks & saving throws for every HD added.

 SPECIAL ABILITIES

Constant Friendship to Fey, Animals and Elementals - Both in the feylands and in mortal realms see Mother Goose as a trusted friend.

Charm Speech (Will DC 20) Constant affect, Those she is able to speak with are treated as if they are charmed. Only if they actively resist, do they get a saving throw to avoid. She uses this to convince both allies and foes to stop taking violent action agaisnt fey and others. She will not use this to take advantage of others.

Banish (Will DC 24 - 3 / day) she can banish creatures, having them unable to come back into the Feylands for 72 hours.

Summon Fey - 4 / day - Can summon 20 HD of fae creatures 4 times a day, the only two stipulations are she must have met them before and they are on the same plane as her.

Sleep (Will DC 20 - 2/day) Can affect creatures up to 15 HD, her sleep effect can put anything asleep that naturally sleeps as their base HD level shown below. If they normally do not sleep (Golems, Undead) treat them as double HD, so she can affect them but to a much lesser extent.

1-3 HD; 24 hours
4-5 HD; 12 hours
6-7 HD; 6 hours
8-9 HD; 3 hours
10  HD; 2 hours
11  HD; 1 hour
12  HD; 20 minutes

10 HD  - Forget Me Now: Enemies who are hit by this touch causes them to forget their negative impulses. Creatures who are charmed or otherwise magically affected are brought back to their base emotion. Foes need to save on a Will DC 21. Can affect creatures only once every day. Most planar creatures automatically return to their home plane due to confusion.

12 HD - Dream Realm: Enemies hit by this ray must make a will save vs DC 23 or fall into their own personal realm for a range of time similar to sleep, except they need to re-save every day as the dream realm is highly personal and quite enjoyable. They must realize they are imprisoned, then actively save to escape it (adding +1 on their saves for each successive night.)

14 HD - Deepest Darkest: The Faerie Queen immediately learns a creature's deepest darkest secret. Those trying to resist must make a Will Save vs DC 19.

16 HD - Awakened: One of the few non-aggressive affects the Faerie Queen has. This will awaken a creature to full sentience (Int and Cha to 10.) This is most often done to get immediate helpers to assist with a threatening foe.

18 HD - Am I really here: Somewhat similar to her Forget Me Now affect, but with this, they don't even realize they exist, believing themselves to be images in the dream realm. Most creatures will just wander around as if in a dreamy-sleep state, taking neither negative or positive actions. They need to save once a week as a Will Save vs  DC 25 to break free.

20 HD - No More Dreams (DC 25) If she is able to touch an opponent, she forcibly rips them out of the dream state and prevents them from getting back to the dreaming realm. The consequences are that they are unable to obtain new spells. Most creatures in fact slowly go insane after not sleeping for the number of days equal to their charisma score.


Thursday 10 March 2016

Fiddling Cat

Fiddling Cat

Small Sized Magical Beast
Hit Dice: 5d8+5 (26 hp)
Initiative: +3 (dexterity)
Speed: 30 ft

AC 16 touch 13, flat-footed 13 (+3 Dex, +3 Natural)
hp 32hp (5d10+5 con)
Fort +5, Ref +7, Will +3
Base Attacks: +8 Rapier (1d6/19-20) or +2 Claw (1d3)
Special Qualities: Low Light Vision, Elemental Resistance (10), Turn Otherworld Creatures  (as 5th level cleric)

Saves: Fort +5, Ref +7, Will +3
Abilities: Str 8, Dex 17, Con 13, Int 11, Wis 15, Cha 16
Base Atk +5 CMB +4 CMD 17
Skills: Acrobatics +4, Perception +5, Jump +5,  Stealth +5, Perform +8 (Fiddle)
Feats: Combat Reflexes, Skill Focus (Perform), Weapon Finesse

Climate/Terrain: Spirelands or Candyland
Organization: Solitary or Circle (3-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral (50% Good)
Advancement Range: By Class (Ranger, Rogue or Bard)

This is a small sized anthropomorphized cat that has excellent music and conversational skills. They were little known as an intelligent felines on the mortal planes, but when some found their way to Candyland, their unique skill set made them a wonderful companion to the visitors to the otherworld. They now reside mostly in the Candyland, most as plump and pampered pets, but they have strong skill sets and are incredibly loyal to the cause of hunting out enemies in the fae-lands. Many wear very nice boots, a stylized hat along with a rapier.

While there are no undead in Candyland, there are many otherworld creatures, which is best defined as anything that is in the Candylands that is not asleep. Those that are sleeping, come by Mother Goose's sleep gates and have agreed (knowingly or not) to the rules and conditions. Those that have physically traveled here have not, and can get into all kinds of mischief. These Fiddling Cats have been blessed and they can use music to ward off otherworldly creatures. They must warn the creatures that they are being bothersome or unwanted, then if the unwanted do not depart or stop as they are being asked, the cat can fiddle to ward them away.

Turn / Ward Living: The Will DC is 10 + 1/2 HD + your Charisma modifier. This normally works for 3 rounds + 1 round / charisma bonus. If the creatures affected does not immediately leave, they suffer -3 on all subsequent saving throws, skill checks or attack rolls for double the amount of time they would feel the affects. Fiddling cats can turn for 5 + charisma modifier / day.

Thursday 25 February 2016

Card Soldiers (Candyland)

Apart of the Candyland game I am putting together. There are dozens of different colours or design on their back. Each is part of a distinct card family. They can be aligned or enemies of each other, for the outsider, there is no way to tell who works with which other family.

Card Soldiers
Type Magical Construct  (Mid Rank)

Init +3
AC 21 (+3 Dex, +3 Natural, +4 chain armor)
58 hp  (7d10+20 size) (card # 6-8)
Saves Fort +2  Ref +5    Will +3

Speed 30
BAB+11  CMB +11   CMD  +24
Melee +11  Long Sword or Mace  d8+5 
Range +9  Long Bow (1d8)
Special Defenses. Dmg Reduction 5/+1, Elemental Resistance 20

Skills Acrobatics, Acrobatics, Climb, Perception, Survival +7; Knowledge (Games) +11
Feats Dodge, Paired Attack, Power Attack, Weapon Focus (Long Sword)
Str 18 Con 10 Dex 17  Int 11 Wis 13 Cha 12

ECOLOGY
Environment Candyland
Organization Pair (1-2), Apart of Deck (54 Soldiers)
Treasure none
Advancement: Unless they get promoted, No Advancement


SPECIAL ABILITIES

Paired Attack: Card soldiers are trained to attack from all sides of an opponent. As long as there is a two to one ratio and enough room for them to maneuver. they gain +2 to their attacks on foes.

Appear as five foot tall by two and a half feet wide playing card with a distinct coloured pattern on their backside. When they move or intereact with objects (including combat) they no longer appear to be 2-dimensional beings, instead they are fully recognized 3D creatures.

Playing Cards were once considered a magical construct controlled by a master, objects that had a defined purpose. At some point in the near past, a group of them found a way to escape from their master's evil purposes to become free. Now they work as a self-contained group, independent and free to make allies among other free-willed beings. Primary purpose is always to to find 54 unscathed corpses from four distinct races to complete their deck. But they also look for well-defendable sites to make their lairs.

There are four ranks, Low (2-5), Junior (6-8), Mid (9-10) and Senior (J-Q-K-A-Joker). All senior levels have distinct ability by suit.