Blog Archive

Tuesday 15 September 2015

Sash Knight - Singular Knight Dedicated to Promoting the Peace

These are non-political knights that are in virtually every civilized location in my game world. They ensure peace and stability, as their position allows them to be above the political fray. They are respected for both their duties and their dedication to a cause. Not officially bound by law but by tradition to do what's right. They are the first to volunteer when a nation is faced by an internal magical threat.

Sash Knight

Adventure: Primary role is to promote peace, and serve a city or nation. They are not apart of a standing military, rather they are men-at-arms, professional warriors with free standing to travel and take up cause. This unique position allows them to find and confront the enemy anywhere, or assist individuals and groups to do the same. Each Sash Knight group has their own leadership, but it is expected to give aid, training and support to each other, and very loosely to give specific direction to other knights on shared dilemmas.

Virtually every country, state and city has their own sash knight, and can be recognized by the colour of the sash they wear. Sash knights fight in defense of their homes so they do not attack offensively outside their home region. In theory, at least in terms of war, they should never engage in combat with each other. If they ever were to face each other, their code would dictate both knights would walk away - they do not have to be friends or allies, but they will never willingly fight each other. It is said, if a Sash Knight were to ever kill another Sash Knight, regardless of reason, they would immediately be stripped of their Sash Knight status and levels.

Most are supported by tithe from a local lawful group usually a specific church - a small weekly stipend that takes care of their basic needs. There are few knights, not supported by the citizens, many are often given alms wherever they go as they usually hold the people's respect.

Characteristics: Many are stern warriors that prefer simple and effective weapons over flashier ones. Half of these knights come from the upper classes, and they are taught from an early age the importance of defending the nation, but perhaps even more importantly, know the effects of in-fighting, and do everything they can to remain above the political fray. Others come from the lower middle class bureaucratic families that see the city or nation as both their employer and source of stability. Ranks are given only from mission success, above the political and monetary gifts that often taint other groups.

Requirements: +3 BAB; any lawful alignment; Diplomacy +5
Oath: Obedience *
Alignment: Any Lawful alignment to join. There are neutral aligned knights if they chose to drop their lawful beliefs, but they cannot gain new levels.

Class Benefits

Hit Die:
 D10

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

Skill Points:
 6 + int modifier

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

LevelBABFortRefWillSpecial
1st+1+2+0+0Authority, Detect Lie (1/level), Smite Enemy (1/day)
2nd+2+2+0+0Divine Grace, Lay on Hands
3rd+3+3+1+1Aura of Courage, divine health
4th+4+3+1+1Command (as spell. 2/day)
5th+5+4+2+2Smite enemy (2/day)
6th+6+4+2+2Lesser Ward
7th+7+5+3+3Summon Temp Mount
8th+8+5+3+3Command (as spell. 5/day)
9th+9+6+4+4Greater Ward (2/day)
10th+10+6+4+4Smite Enemy (3/day)

Authority
: They can order the common folk to act in the name of the crown. This does not take the form of epic quests but short simple actions, such as holding a man, running to tell other knights, etc. There should be no immediate danger in these requests.

Detect Lie: A Sash knight can detect lie as per the spell. The knight must be the one to ask a short direct question. The respondent gets a will check (DC 12 + level of knight + cha bonus) otherwise the knight knows if the respondent did lie or is trying to evade. Some spells and Magic Resistance prevents this effect from working.

Smite Enemy
: A sash knight can inflict damage on enemies as a paladin can on evil. They do not stack, but can be used in different rounds in the same combat as long as all conditions apply.

Divine Health
: Not affected by disease

Command: Similar to authority, except it is simple requests for action by any non-enemy to aid the paladin in a cause. It should be a reasonable, simple and direct request made to an individual and can be performed within ten minutes. It can be resisted by a will check (DC 12 + level of knight + cha bonus) but most citizens are generally happy to oblige an honoured knight.

Divine Grace
: +2 on saving throws. This does not stack if the Sash Knight happens to have prior paladin levels.

Lay on Hands
: Per paladin ability. Stacks if the sash knight happens to be a paladin before becoming a sash knight.

Lesser Ward
: Can create a temporary glyph of warding in an area no larger than 20 ft by 20 ft which lasts one hour per knight level. If individuals try to cross it they take (unnamed) damage at 1d6 / Sask Knight level - there is no saving throw. This does not remove the glyph, that individual simply takes the damage. For example, if the glyph is used to barricade a tunnel, going through it once from east to west inflicts the damage. Exiting it will not inflict damage, but if again they enter the warded area, again they will take the same damage.

Greater Ward: Can create a temporary glyph of warding  in an area no larger than 30 by 30 ft which lasts one day per knight level. If individuals try to cross it they take (unnamed) damage at 1d10 / Sash Knight level. Otherwise as lesser ward.

*Oaths are in my campaign world are magical promises which knight, clerics and monks are required to swear in order to advance in levels. An Obedience Oath means that they are bound to obey a direct command given to them by an elder in their knighthood. It is uncommon for a knight of one sash colour to give an order to an individual of another colour, though they are still bound if this happens.

Thursday 10 September 2015

Holon - Goddess of Balance (Druids, Land, Nature the Holy Circle)

This is the druid`s goddess of life, whom many believe is the incarnation of the world itself.

Holon

Alignment: Neutral
Follower's Alignment: Any (Usually Neutral based)
Favored Color: Green,  Associated: White, Beige, Black
Holy Days: None - local fests are used to promote
Sacrifice: Time - payment is their primary payment
Patron: Druids
Familiar Form: Any animal
Domains: Animal, Community, Plant, Air, Earth, Fire, Water; 

Prohibited Domains: Evil, Good, Law and Chaos 
Titles: Brother or Sister (of the Land, of the Circle, of Balance)

Earth Mother. Druid Guide, Spirit of the land. Bosom of life. Lady of druids. Lady of balance. Blessed Lady. Cradle. Gaia. Holon has more names and titles than any other power on Nyssa, because many believe she is Nyssa herself. She is life, or perhaps better described, she is the cosmic balance that offers life. Law, Chaos, Good, Evil and all shades of neutrality exist inside of her, and she and her followers ensure that balance is always maintained.

Life and the living are her primary cause, especially creatures and plants with sub-intelligence. Druids, her direct and closest followers, say that animals and plants are more blessed because they do not rationalize their devotion to the mother goddess – for they are always beholden to her in all of their actions. Other beings – the civilized races and the most powerful monsters that pervert the blessings. Holon provides everything they need to exist, and while she doesn’t want payment or adoration, she does expect them to respect the balance. Anyone living their life in harmony with the land, and the creatures within it is following her ways, perhaps more than even the druids, who follow her by contemplating nature and how to best to serve her. True instinct, past the mind or will, is guided by her, or so, nysarians of all types believe.

When these intelligent races or creatures, pillage the land, the elements, and take more than they need, that the balance is tilted. Some might say she sends animals and elements to punish these intelligent creatures who would upset the balance, but this is not entirely true. She allows the balance to take care of itself, and the land does what it must. But even when the land is harmed, by beseeching to the eternal mother, many communities can save themselves from harm.

Because her worship is so all encompassing, there is little to distinguish her followers from each other. Their rituals, dress and prayer substantially vary according to the regions. Druids often wear green, with an assortment of other local colours. She is the only faith that doesn’t specifically require obelisks, but some do in fact create wooden obelisks as a way of explaining her devotion to others accustomed to these traditions. They are far from the only ones who worship her, some in fact claim that druids themselves are a civilized order and a much older faith truly represents the Blessed Lady.

Druids in her service, usually live communally, sharing their basic needs. They don't give titles based on power levels, rather its service and success, so in many groves, low level druids can lead the community. Unlike other religious communities, the faithful don't participate or lead in religious services with prayer or song, the faithful need only to meditate in any rural area to complete their daily devotional. Druids from every race openly welcome each other, and share information, gossip and spirit. Each may have distinct personal or local traditions, but druids never hold an ideal, knowing that all ways are true if they serve the balance, they change just as the seasons do. While many circles, as their communities are called, hold fests on certain days - especially during seasonal equinoxes, these are unofficial, the ideal is how you live your life, and taking time each day to cherish and promote balance.

Her familiar form is any animal, however, its eyes are totally a bright glowing green. Her avatar form is unique because she doesn’t really have a specific one. When she needs an avatar to act, she directly inhabits the body of the faithful. Because she is of the land, her spirit can not be dismissed or banished. However, death to the avatar means the spirit of the slain will be reborn within another, willing to serve the cause.

Her blessing is the ideal players should try to uphold. How they keep these ideals should be left to the player.


Holon’s Blessing
Life perseveres
The balance is a dance
And we all sing the music
Actions done or undone
Words spoken or left unsaid
The balance will be held
Raw emotion or calculated logic
Steps out of key
For balance is the way
Action, re-action a child’s game
Cause, effect played by the fool

Tuesday 8 September 2015

Nyssian Creature Listing


One of my favorite things about gaming is the creation of both the story adventures and monsters, well, especially the creatures. I have so many new, different or just modified creatures that I will make up on the spot. Others I have been using for a long time, some more than 20 years.  Others, are creatures I thought of and wrote up just for my blog posting. In case you want to peruse, the listing of what I posted to the blog over the last few years to this game blog are below. Many more are to come!

(A) Alt Creature - Nyssian Version of creature
(B) Base Race - Generally open to players
(C) PC Race - Open to players but not at lower levels
(F) Fan devotion

1 Jahlen - Golden Horned Ram Humanoid   (Horn Kin)                                                 (B)
2 Charr - Barbarian with supernatural tribal weapon                                                       (B)
3 Nyssian Piercer                                                                                                              (A)
4 Purple Owl - Favoured Creature of Lawful Forces
5 Leaf-Kin, Children of the Forest                                                                                   (C)
6 Medusa Elder - More snakes, more spells                                                                     (A)
7 Phaetox - Flame Winged Phoenix Humanoids,  Unable to tell lies                              (B)
8 Shal - Enhanced Lizardith-female
9 Nyssian Imp - Long-Tailed Imp                                                                                    (A)
10 Chaonaos - Orb of Magical Chaos
11 Nyssian Troll                                                                                                                (A)
12 Clockwork  - Golem Like Intelligent Machine                                                            (C)
13 Snow Nymph                                                                                                                (A)    
14 Nareg Gargoyle                                                                                                             (A)
15 Cat Sphinx - Common pet, smart and magical
16 Wooren - Furred, Strong Armed, Noble Savage aka wookies
17 Gammorec - heavy-set, green brutish thugs  aka Gammorean or Alt Orcs                   (A)
18 Jawatha - Desert bandits & Traders - Jawas
19 Tuthken -Desert Nomads & Raiders -Tusken Raider
20 Primal - Racial Animal Humanoid   aka Lycanthropes                                                  (A)
21 Nyssian Leprechaun                                                                                                       (A)
22 Ter Falcana - Magical Avian
23 Fae-Nom:  Faerie Race                                                                                                   (C)
24 Necrites - Undead Character Race                                                                                  (C)
25 Shandar-Kai - Shadowy Urban Fey
26 Favoured of Keran -  Warrior Servant of an Evil God
27 Lego d20  - Small-sized block humanoid                                                                        (F)
28 Lizardith  - Lizard Man PC                                                                                              (B)
29 Vottinna - Blue Skinned, Magic-Item Destroying Humanoid
30 Elemental Options - Pick Your Own: Plug and Play Beasts                                           (A)
31 Charity and Hopes - Angelic figure spreads goodwill with magical butterflies
32 Giff - Heavy Hippopotamus Humanoid                                                                          (A)
33 Abandoned - Lost Dabus, From Planescape, surviving in mortal lands                          (A)
34 Cenobite - Cool Horror Movie Monster                                                                           (F)
35 Skin Devils - Ability Score Thieves
36 Tenderfeet (Nyssian Halflings)                                                                                        (A)
37 Tame -  Avian Headed Noble Creature with artistic bent
38 Sharavan - Pleasure Genie
39 Minion -- Communal Yellow-Skinned Golem-like Servant                                            (F)
40 Rogue Modron - Abandoned Visitor from Lawful Worlds                                             (C)
41 Corona Salarius - Magical Aura that helps adventurers
42 Sand Dwarves (Zinth) Dwarves whose magical abilities revolve around sand               (B)
43 Spawning creatures and their never lonely Creator Mistress
44 Orynix - Gazelle Humanoids (Horn-Kin)                                                                        (B)
45 Nyssian Centaur                                                                                                               (A)
46 Orange Slaad                                                                                                                    (A)
47 Nyssian Beholder (Black, Blue, Gold, Purple, Red, Black)                                            (A)





Sunday 6 September 2015

Pack of Useful Items (Simple Magic Item)

I am planning to institute this as a gifted item for all players of 3rd level or higher, especially for one shot games.

All players have a small, unadorned Pack of Useful Items when examined has virtually no weight or items within. Any item from the players handbook of worth less than 20 gp, less than 1 foot in diameter and 10 pounds in weight and are considered common and non-magical to their home location is assumed to be in their pack. It is a standard action to reach into their pack to grab any single item a player will want. The owner can retrieve any specific item 2 times a day (or 4 for small items) but no more than 10 items total can be retrieved on any given day. These packs will only work for their owner or an ally, if stolen, they cease functioning after 24 hours. Items that are not listed in the players handbook are not available until added by the character. Some items, the DM can rule, are too rare to be added to the pack. Items such as cloaks, which can be folded into a one foot diameter, can be summoned in this way.

These items are assumed to be payments for previous missions completed for churches or magic users. Individuals with oaths of poverty or other restrictions with wealth may not have one of these crafted items. These gifts are meant to assist the character in completing missions, not to make wealth, trying to summon items just to sell will make the pack go inert.

Aura faint (gray or rust) or moderate (tan) conjuration; CL 7th
Requirements Craft Wondrous Item, secret chest; Cost 1,250 gp

Tuesday 1 September 2015

Nyssian Beholder Types - (Black, Blue, Purple, Gold, Red, White)

One of my favorite creatures in virtually every game edition were the round eyed masters of magic - beholders. These were probably the first creatures that I adjusted so many years ago more as a way to use different magic and lesser strength versions. (I dislike that you can't use cool powerful creatures at lower levels.) As I used them I started to define their personalities which turned them into the monsters that you see below. Just as a note purple and gold are set alignment colours in my campaign, Purple is always LN and Gold is LG. Black is virtually always LE, but its not preset as the other two.


Nyssian Beholder

LE (Varies) Medium Aberration
Init +6 Senses Darkvision 60 ft.; Perception +8

 DEFENSE
AC 16 touch 12, flat-footed 14 (+2 Dex, +4 Natural) (plus +1 natural AC /new HD)
hp 30hp (4d8+12 con)
Fort +4, Ref +3, Will +4

 OFFENSE
Speed  fly 20 ft (good), 6-9 eyes (40 ft fly), 10+ eyes (60 ft fly)
Melee Natural Attack +3 (1d6+0)
Ranged Weapon +5 ranged touch, Bite +0 (1d6)
Special Attacks Eye Rays Attacks (CL 4th +1/HD)

 STATISTICS
Str 10, Dex 15, Con 16, Int 14, Wis 10, Cha 8
Base Atk +3 CMB +3 CMD 15
Feats Improved Initiative, Flyby Attack
Skills Skills: Intimidate: +6, Fly +15, Knowledge (arcana)+8, Perception +8, Move Silently +9 (Bonus: Gain +12 in Fly)
Languages Xaositic, Common, Giant, Minotaur

 ECOLOGY
Environment   Usually Remote Locations
Organization    Solitary, pair or clutch (4-12), Hive (10-200)
Treasure Value  Standard
Advancement Range: by eye magics, 8+ eyes (Large)

Nysarian beholders begin with four eye magics and they increase in skills & new eye powers as they advance in HD. Their eye magics are not fixed, so no two beholders have the same powers, though each colour has a defined range. Most hives are made up of a mix of HD. 75% are 6 HD or lower, and the remainder are usually evenly distributed. Usually there is no more than one hive Master at 12 HD or higher.

There are at least seven known beholder types: white, red, black, blue, purple, gold and pariahs. The first four have hives across the domain, each controlled by a singular Hive Master. Obsessed with prestige they endlessly scheme for wealth and position while obeying their Master’s rules. Each believes they are the ideal beholder type, killing any other they see of a a different colour. Pariahs are those who fail to fit into the other standard beholder groups, hunted down by all others including their own. These are sexless beings, seemingly random beholders in the tribe become impregnated by magic and give birth to dozens of mini beholders, the strongest ones usually devour the weaker ones within a few hours of their expulsion from their dead parent. The common eye magics for each type is below, most individuals of that colour have those powers.

Many beholders must leave the hive tribe in order to survive, as beholders rarely tolerate anyone who fails or doesn't obey the will of the hive. Some will ally with external leaders and excel in humanoid military or church hierarchies, quickly moving up the ranks for their powers and cunning. Seeing weakness as an opportunity, they eliminate anyone who has failed to live up to expectations – either former subordinates or masters in the humanoid hierarchies.  Depending upon their success, the adopting group may not accept the beholder very long before sending them out on a disguised suicide mission. Those of 9 HD or higher will most often return to a hive.

Humanoid communities mercilessly hunt and destroy beholder hives. Nobody really takes the time to know who or what these things are, they just attack and hope that there are no higher level monsters there. Though few have seen a violent beholder as the Purple colour type are predominant in large communities, virtually everyone in the land has heard stories of entire cities being taken prisoner by these vile abominations.

Combat
As they age they gain more eye-powers, to randomly determine their powers the DM should roll to determine which eye stalks. Roll 2d4, (then 2d6, 2d8 & 2d10 on each new HD) to determine the eye power for their HD. Duplicates eyes are possible. Since beholders, unlike a spell-caster, never has to worry about running out of spells, they can freely use their most powerful power on the most dangerous individual every round. They can use no more than 1/3 of their eyes in any direction at any time, except for pointing at something directly above or below them.

Beholders should have +1 eye power, +1 AC, increase in skills (4/level) and feats per HD. They also gain +1 in two ability scores every HD. Their telekinesis eye-ray can move 25 pounds per additional HD after their base.Their spells saves are determined by the spell level plus HD. Hive Masters have 16 or more eye-stalks plus the unique middle eye ability as determined by their colour.

Types

 Black Beholders:  The most well known of beholders for adventurers, they use their middle eye to drain dexterity. Opulence is a major motivator to these creatures; they enjoy showing off their wealth. Incapable of taking a joke or criticism; black beholders remember insults for decades. These beholders prefer creatures in total submission, eliminating servants who deviate from their exacting orders.

Blues Beholders: One of the most active beholders, they are experts at evasion and stealth. Unlike many of the other types of beholders, they prefer to work alone doing missions. They do not work well with others, and generally do not take orders from others they consider beneath them. Blues have a short polymorphic self effect that they use to talk with others and to eat, as they are the only type not to naturally have telekinesis as one of their primary powers. They are unable to use any of their eye-effects while polymorphed, but they can change back to their natural form as a free action. Individual Blues prefer to lair in cities, hiding from anyone that might hunt them down.

Gold: The only known good aligned beholder, assumed by many to be merely legend. They usually reside near remote planar portals as their preferred goal is to make allies or find a safe home.  Unlike every other type of beholder, gold beholders are not born, instead they are individuals who have gone through a transformation - all of their eye magics are changed although they do not lose HD levels. Next to the pariahs, they are the most despised so they do not advertise their locations. Most are gregarious creatures, adoring innocence, youth and the zeal of faith - they can be gracious hosts when given a chance, but they do not abide evil. Their middle eye induces a blissful relaxation, negating the desire or thought to do harm to others.

Pariah Beholders: This is the standard type found in other Monster Manuals. They are mostly individuals, who are rarely found in hives. However, since their average HD is much higher than a typical Nyssian Beholder, they are safe as long as they do not make their presence well known.

Purple Beholders: Quite sophisticated and civilized, as devout worshipers of lawful deities they often serve lawful neutral churches or other groups. Accepted in many cities, they are frequently employed as bodyguards or wardens in prisons. They are the least likely to kill an opponent, preferring to capture and interrogate foes. Their primary residences are in Phaetox or other humanoid cities; they are by habit social creatures and understand that one individual is more easier accepted as opposed to groups of them.  Always use their View Alignment ability to makes other creatures alignment visible to gauge ally from potential foe.  Their middle eye acts as an unerring dimensional anchor in a 200 ft radius.

Red Beholders: Considered mad by the other types, they are the least likely to team up with others, including their own kin. They lair in the most inhospitable locations; partial to commanding evil races to co-ordinate strategic attacks. Reds enjoy playing sadistic games with both their minions and enemies, but they also have manic tempers causing them to go on unpredictable murderous rampages. They have a soft spot for physical art, and many will secretly sponsor painters & sculptors as it is said they understand an artists temperament. Their middle eye creates a confusion field wherein all non-chaotic creatures do not get a save; chaotic creatures can save every round to avoid the affect.

White Beholders: Perhaps the most powerful type, they seek isolation over wealth. Their middle eye creates a powerful Domination effect, non-lawful creatures do not get a save to avoid. While isolationists, they plot attacks, raiding once or twice a year to eliminate rivals or seize items. They never converse with enemies eliminating them as expediently as possible and then speak with dead if needed. In addition, the middle eye also controls undead as a priest of their same level.   Dead creatures in the range of a beholder’s central eye for five or more rounds arise as zombies under their control. They can control five times their level in undead HD.


Black Middle Eye: Drains 3-8 dexterity, then 2 additional points every additional round
A Charm Person 10 Dominate Person
B Ray of Enfeeblement 11 Enervation
C Hold Person 12 Feeblemind
D Telekinesis                                 13 Interposing Hand
2 Magic Missile 14 Confusion
3 Inflict Moderate Wounds 15  Forceful Hand
4 Sound Burst                              16  Blasphemy
5 Fear                                          17  Mage's Sword
6 Lightning Bolt 18  Disintegrate
7 Meld into Stone 19 Flesh to Stone
8 Stoneskin                                   20 Spell Turning
9 Gaseous Form


Blue Middle Eye: Baneful Polymorph (only as long as the creature is in the ray field plus 1d6 rounds)
A  Charm Person 10  Confusion
B Ray of Enfeeblement 11 Inflict Serious Wounds
C Hold Person                         12  True Seeing
D Polymorph Self (5 minutes) 13  Slow
2  Pass thru Stone (1d4 rounds) 14 Dimension Door (1d6 rounds)
3  Vampiric Ray 15 Ethereal Jaunt
4  Blindness                             16 Finger of Death
5  Hypnotic Pattern 17 Divert Energy
6  Discern Lies 18 Flesh to Stone
7  Telekinesis                          19 Feeblemind
8  Suggestion                           20 Disintegrate
9  Hold Monster

Gold Middle Eye: Bliss, unable to take violent action, negates rage or other mind control affects.
A  Know Alignment 10  Legend Lore
B  Ray of Enfeeblement 11  Inflict Serious Wounds
C  Hold Person 12  True Seeing
D  Telekinesis                          13  Dismissal
2  Hideous Laughter 14  Repulsion
3  Irresitible Dance 15  Forced Cage
4  Blindness                            16  Grasping Hand
5  Hypnotic Pattern 17  Divert Energy
6  Discern Lies 18  Flesh to Stone
7 Searing Light 19 Feeblemind
8  Suggestion                          20 Conversion  - changes alignment to LG, lasts d6+cha bonus           9 Hold Monster                                                                after ray is focused on the target.
    

Purple Middle Eye acts a Dimensional Anchor (No saving throw)
A  Charm Person                                 10  Legend Lore
B  Ray of Enfeeblement                       11  Pain
C  Hold Person or View Alignment       12  True Seeing
D  Telekinesis                                      13  Analyze Magic
2  Hideous Laughter                            14  Repulsion
3  Acid Arrow                                      15  Forced Cage
4  Blindness                                        16  Grasping Hand
5  Arcane Sight                                   17  Disintegrate
6  Discern Lies                                   18  Flesh to Stone
7  Searing Light                                  19  Feeblemind
8  Suggestion                                      20  X-Ray
9  Hold Monster


Red Middle Eye: Confusion, no save for non-chaotic creatures unless protected by magic
A  Telekinesis                                  10  Chaos Hammer
B  Ray of Enfeeblement 11  Dimension Door
C  Charm Person 12  Flame Strike
D  Hold Person 13  Discord
2  Command                                     14  Animate Objects
3  Hypnotic Pattern 15  Irresistible Dance
4  Heat Metal                                   16  Ethereal Jaunt
5  Hold Monster 17  Reverse Gravity
6  Deep Slumber 18  Finger of Death
7  Inflict Serious Wounds 19 Flesh to Stone
8 Slow                                             20  Baneful Polymorph
9 Vampiric Ray


White Beholder Middle Eye: Domination, no save for non-lawful creatures unless protected by magic
A   Telekinesis 10  Divert Energy
B  Turn Flesh to Ice 11  Dismissal
C  Blade Barrier 12 Baneful Polymorph
D True Seeing                                    13 Wall of Ice
2 Shocking Ray 14  Cone of Cold
3  Charm Person 15  Mind Fog
4  Chill Metal                                    16  Freezing Sphere
5  Clairvoyance 17  Harm
6 Ray of Enfeeblement 18 Finger of Death
7 Hold Person                                   19 Spell Turning
8 Deep Slumber 20 Disintegrate
9 Dispel Magic


Please note this is not intended as an infringement of anyone's rights, especially big, cool, wonderful gaming companies. This is a work from a fan - if there's any problems, I'll take it down.

Saturday 29 August 2015

Mortal Slaad (Orange Slaad)

Many of the things that I create could potentially be used for PCs, especially in short-term games or one shots but not this one which is purely Monster Material. This is a savage creature, created when the bloody ooze from a slaughtered Red or Blue Slaad infects mortals on Nyssa. Unlike many creatures I create, this one is intended to be infused by chaos or unbalance, so it's not necessarily a "bad guy" just never a nice or fully sane one.

Mortal Slaad (Also called Orange Slaad)

CR 2
NE        
Init +2; Perception +3

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 natural AC, +2 Dex)
hp 13 (2d8+4)
Fort +4, Ref +5, Will -1

OFFENSE
Speed 30 ft.
Melee Claws +4
Damage 1d6 + 2
SR sonic and acid resistance 5

TACTICS

Morale 15

They are wild and savage in combat, taking no time to leap into battle to tear their enemies apart.

STATISTICS
Str 15, Dex 14, Con 12, Int 8, Wis 8, Cha 7
Base Atk +4; CMB +4 CMD 16
Attacks: Claw 1d6+2, or two attacks at +1 attack doing d6+1 each
1d10 skills 1st to 4th levels; 1d12 5th to 7th; 1d8 points 9-10
Feats: 1st, 2nd, 4th, 7th, 9th, 10th

Feat: multi-attack (claws)
Skills Perception +3, Acrobatics +5, Survival +5, Escape Artist +8 (Bonus +4 to their escape chances due to their oily skins.)
Languages: Choose any two: Minotaur, Dwarf or Common
Environment   Warm Swamps or Deep Caverns
Organization   Gang (4d4) at lower levels (1-2) at higher levels
Treasure          Quarter

Mortal Slaad are things of chaos and madness that should not exist on prime worlds. The few experts who have studied them believe they were previously humans that were warped into this variant of the chaotic slaad by exposure to the slimy ooze containing their microscopic eggs when a Red or Blue Slaad were killed on a mortal plane. Most are hatched in groups of a dozen or more pods, sticking with each other as a frenzied hunting family group. 

They are a disturbing sight, a mixture of a large orange frog with human features. Their eye stalks are high on the head, their arms are too long for their body with stubby legs that are for a far shorter beast. They seem to have multiple hearts and other internal organs visible on the outside of their bodies, most of these are non-functioning but some beat at random points during the day. Their body secretes slime when they are nervous or excited which happens to be most of the time.

These creates exist in wet, slimy spots - usually dungeons and swamps. They often reside in small numbers, usually less than ten. At lower levels, they work together, hunting and collecting things. At higher levels, they rarely work with each other, as jealousy often results in fratricide.

Most seek to get into the outer planes to join their perceived kin. The few who reach the outer planes, usually die quick and alone as the other Slaad barely recognize each other as kin let alone this warped variation.

A few who don't end up on the planes, grow in enough wisdom to seek other goals. Often they ally with non-good and non-lawful creatures for power and to revel in destruction. Higher level slaad use their ability to transform into oozes to sneak into lower dungeon levels or escape if ever cornered.

Racial Level Advancement

Gain +6 skill points every level

Typical Skills: Acrobatics, bluff, craft, disable device, disguise, escape artist, knowledge (planes, dungeons, geography, religion), perception, spellcraft, stealth, survival,

SR: 5 at 2 HD. Gain +1 on SR by HD or character level.

Feat Levels: 1st, 2nd, 4th, 7th, 9th, 10th levels

2 HD +2 to natural AC, sonic and acid resistance 5; Immune to Acid, Claws dmg 1d6; +12 skill points; Str, Dex, Con (+2); Wis & Cha (-2)
3 HD Fast Healing (Swamps, underwater, underground) 1/5 rounds, +1 to AC
4 HD +2 to any 2 abilities; align weapon chaos, Gain Multi-Attack (Gain bite attack); Spray Poison 1 / ten minutes (DC 14, Slimy skin, -4 to physical ability checks), +2 to AC
5 HD +3 on saves vs chaos spells or affects, Infuse confusion by touch -  Fort DC 16 (lasts d8 rounds)
6 HD +7 on CMD, claws 1d8, dmg reduction 7/lawful, +3 to AC
7 HD +2 to any 2 abilities, Transform into lesser ooze 1/2 HD
8 HD Align weapons (claws 2d6 extra dmg, 4/day), Spray Poison 1 / 3 rounds (Fort DC 18, Slimy bones, -7 to attacks, lasts 6 rounds)
9 HD Constant Non-detection, Sonic Resistance 26, Immune to Madness spells and effects, dmg reduction 13/lawful, +2 to AC
10 HD Transform to Greater Ooze; Claws 3d6; align weapons against non-chaotic creatures (claws + 3d8 extra dmg, 4/day); +3 to any 3 abilities, +3 to AC

After 10 HD they increase in fighter, rogue or sorcerer class levels. They cannot take these levels until they are a fully grown Slaad

Lesser Ooze: Medium Sized Puddle, Move 20, AC +6, Atk -, SA Acidic Touch (1d6), SA submersion (3d8 / rnd), Saves: No Change, Two rounds to complete change

Large Greater Ooze: Move 40, AC +12, Atk Pseudopod (touch), SA Acidic Touch (3d6), SA submersion (8d8 / rnd), Saves: +5 to all saves. One round to complete change

Tuesday 25 August 2015

Nyssian Centaur

Never really liked the typical centaur write-up found in the monster books - always seemed too weak in terms of their HD. So I changed them to fey and increased their HD. Unlike many other of my creatures, I didn't think this one appropriate to be a small little pony, and then change from their natural HD to levels, so I just wrote this as a 10 HD fey creature. Also, unlike like their Grecian horse-fathers, the Nyssian version are wonderful alcoholics, loving to share in the fruits of their work. Only the older ones settle in human communities, the others are on the run, in the wild, meeting friends and battling foes .

NYSSIAN CENTAUR

N(G)      Large Fey     CR 10
Init +2   Perception +12

DEFENSE
AC 20, touch 12, flat-footed 18 (+2 armor, +2 Dex, +4 natural, +2 shield, –1 size)
HD:     10d8+30 (61 hp)
F +6, R +9, W+9

OFFENSE
Speed 50 ft. (35 ft. in armor)
Combat +13 / +8
Melee longsword +16/+11; 2 hooves +7 (1d6+1)
Ranged Bow +15 / + 9 (1d8+2/×3)

STATISTICS
Str 17, Dex 14, Con 16, Int 10, Wis 15, Cha 11
Base Atk +8; CMB +8; CMD 20 (24 vs. trip)
Feat Trees - Archery, Expertise & Strength Focus (See Below)
Skills Acrobatics + 5*, Appraise +6, Perception +12, Survival +15, Craft (Any trade) +10, Knowledge (local & nature) +8,  *Acrobatics: Centaurs gain a +15 to their score for jumping
Languages Common, Faerie, Giant
SQ undersized weapons
Advancement  By Character Class

ECOLOGY
Environment temperate forests and plains
Organization solitary, pair, hunt (3–10), tribe (110–300)
Treasure standard (gems and jewelry are preferred)

SPECIAL ABILITIES
Undersized Weapons (Ex) Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).

Nyssian centaurs are powerful and wise creatures found through-out the domain in small herds.  Like many other types of fey, they are creatures of extremes - peaceful in their homes, but wild and uncontrollable when facing an enemy or celebrating. They have considerable knowledge of wildlife, crafting practice and local traditions as well as their communal connections with other fey. Renown for their ability to handle copious amount of alcohol and the calming effect it has on them. While the typical trade is weapon making (Fletcher) there are also artists, chefs, musicians, engineers, etc.

Centaurs live a nomadic lifestyle, roaming from one large grassland to another in small tribes, coming together with fey-kin to trade, share information and socialize. They own little in physical belongings as they usually prefer to be able to pick up and move on a moment's notice.  They can hunt for what they need, but some experts make their living as guides for human populations, spending their time between the town and tribe. Elders who are starting to slow down, sometimes settle in small human or elven communities and survive through their crafting. Fey young centaurs ever adopt a set community as they would miss the freedom of running wild with kin.

They use simple weapons that they can easily create themselves (bow, mace, spear) but those who work as guides or mercenaries often have access to much better equipment.

They usually advance by taking character classes - barbarian, bard, druid, fighter, or ranger are the most typical selection. They rarely advance as clerics, and wizards are virtually non-existent.

Archery Feats -  Alertness: Point Blank Shot, Deadly Aim, Spirited Charge, Weapon Focus (Bow)
Combat Feats - Expertise, Weapon Focus, Power Attack, Dazzling Display, Gr Weapon Focus*
Strength Attack - Power Attack, Weapon Focus,  Cleave, Imp Bull Rush, Imp Overrun

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.