DM Sketchpad V.5 – August 2009 Authors: Jason Beardsley, Mark Gedak, Charles Rice, Stefen Styrsky, Derek Venezuela Editor: No one qualified. Design/Layout: Done by Mark on a Sunday Cartography/Tiles: Kristian Richards Companies I’m Excited About This Month: 4 Winds Fantasy Gaming, Alluria Publishing, Headless Hydra Games, Paizo Publishing, RpgObjects, Tricky Owlbear Publishing, Vigilance Press, White Wolf 2 Pathfinder Compatible 24 Annoucements 24 Foreword 3 1st Level Heroes Creatures of Legend 24 Fantasy SRD 4 Prestige Class 25 Age of Fantasy Piracy 4 Monsters 26 Diamond Giant 5 PFRPG Map of Mystery 31 Feats, Variant 6 Alert Factor 32 Fighting Mages 8 Rooms 33 Gods of the Grand OGL Wiki 12 Monsters 44 Ranger Combat Styles 13 Spells 53 Variant Rules 17 Treasure 57 Future SRD 20 Stock Art Inspirations 58 Alien Races 20 21 Voyages of Discovery 61 Modern20 It Came From TV 21 Ads 72 Otyughnomicon 22 Battlemaps 75 Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Modern20, Voyages of Discovery and Supers20 are copyright RpgObjects and no challenge is meant to their rights is intended. Some artwork copyright Octavirate Entertainment, used with permission. Some artwork copyright Louis Porter Jr. Design, used with permission. Some artwork done by Kimagu, used with permission.
Arthur Lives! is a complete campaign setting using the True20 system. This book includes: • Complete rules for character generation. You can play any character from Arthurian myth, or even make your own character from the myth that no one has heard of until now! You have been reincarnated in the present and so you have your own modern, mundane life. How will you reconcile these two lives? And with your new life comes old enemies, allies, and rivals. • Rules for Magic and Enchantment. Enchantment is a new Supernatural Philosophy for True20 Adepts, replacing fatigue cost with an ever‐escalating risk that the Enchanter's magic goes out of his control to disastrous effect. This chapter also includes rules for crafting potions and a collection of supernatural Echoes — visions of enchanted objects like Excalibur and the Holy Grail which characters can quest after.
Announcements A Word from Charles Rice! Arthur Lives! is a True20 roleplaying game of supernatural adventure, conspiratorial intrigue, and occult mystery. Heroes and villains from Arthurian myth have been reincarnated, coming back to life in the cinematic present. At first, these individuals don't remember their former lives, but as they begin to recognize each other, old feuds and tragic affairs resurface. Why has the King returned now? Does some unseen danger threaten? And even if the answer is yes, will these legendary heroes be able to put their old grievances aside long enough to oppose it?
Check out the free 20‐page promo for Arthur Lives! Then purchase the PDF here.
RpgWorld Forums Open! Charles Wenzler has set‐up forums to discuss roleplaying games over at http://www.freeyabb.com/rpgworld/index. php?mforum=rpgworld He has helped add content to the Grand OGL Wiki. Go check them out!
Foreword
Uncharted Waters As someone who just wrote a naval fantasy game called Voyages of Discovery, (get the plug out of the way right up front- I'm a professional) uncharted waters seems an apt title for this forward. Now, it isn't the uncharted waters of a sword and sorcery world I am here to discuss but rather the uncharted waters of the current gaming business environment. When Wizards of the Coast moved to 4th edition D&D, something that never happened in the history of role-playing games occurred: 3rd edition continued on without a hitch. Of all the changes wrought by the OGL and there have been many, the ability to unhitch OGL gaming from the Wizards wagon might be the biggest. It will certainly be the longest lasting. In the past, companies decided when and where to pull the plug on editions of gaming. Want to support 1st edition Champions? 2nd edition GURPS? You could do it as a fan site and probably have the parent companies turn a blind eye (willful or otherwise), or you could start selling your magnum opus and wait for them to sue the hell out of you. Now things are different. At this past GenCon we saw two major OGL product launches, FantasyCraft and Pathfinder. These games use the same system designed to power the largest role-playing game in the world. They will not be the last. Until the end of time anyone who wants to make a game can use that system and know they are working with a free license for a game 90% or more of their audience will be familiar with if they are into RPGs or if, say, they have ever played the Knights of the Old
Republic computer games (which used a modified d20 system). The OGL has also helped usher in the age of the retro-clones: OSRIC, Labyrinth Lord and Swords and Wizardry. Collectively these games have emulated AD&D, Basic D&D and OD&D respectively. In short, we now have the ability to support EVERY edition of D&D, from 0 to 3.5 under the OGL. What will this mean for gaming? Are we headed for a tropical paradise? Or is the world flat after all? As officially supported by its parent company, 3rd edition D&D lasted 8 years, from 2000 to 2008. But 2009 continues to see products released for that system and I predict that 2010 will not be the only decade of the OGL. Every edition of D&D has now been returned to the control of the fans. We can support it in any way we wish, from the fan projects we always poured our hearts into all the way through professional, printed books. The seas might be uncharted. They are certainly treacherous in places. But they're ours.
(Alchemy) +6, Diplomacy +7, Gather Information +7, Knowledge (arcana) +6, Use Magic Device +5 SQ Background Skills (Bluff, Diplomacy), Recipes Languages Common, Elven, Halfling Gear Belt pouch (15 gp), chemyste's kit, identification papers, license to practice alchemy, vial of knockout drops (Fort DC 17, 3 uses).
Fantasy SRD
Age of Fantasy Piracy NPC
Madeline deFontaine CR 1 NG Medium Humanoid (human) Chemyste 1 Init +1; Senses Listen +0, Spot +0
AC 11, touch 11, flat‐footed 10 (+1 Dex) hp 6 (1d6) Fort +2, Ref +1, Will +2 Spd 30 ft. Melee bodice dagger ‐1 (1d3‐1, x3) Ranged hatchet +1 (1d4‐1) Str 8, Dex 12, Con 10, Int 15, Wis 11, Cha 13 Base Atk +0; Grp ‐1 Feats Looker, Panache Skills Appraise +6, Bluff +5 (+7 social), Craft
Craft Elixers Madeline can craft 3 levels worth of elixirs each day. A 0th level elixir counts as 1/2 a level. Elixirs are only good for a 24 hour period before they spoil. Recipes Madeline knows how to create the following 0th level elixirs of enlarge person, feather fall and resistance. Madeline was educated in the Old World and moved with her family to the new one. Her father was a chemyste in the King's court and having no sons taught his daughter the craft. Now of age, Madeline has begun to ply her trade in the Port of Agrarante. She is a beautiful girl who is good at controlling and shaping conversations
Piracy Feats
Looker [General] Physically, you are more appealing to others. This can take the form of something blatant (like a perfectly sculpted face), or something more subtle (like a pair of radiant eyes). Prerequisites Cha 11+ Benefits You gain a +2 competence bonus to your Bluff, Diplomacy and Gather Information in social situations. Special You may only take this feat at 1st level.
Panache [General] You have a certain flair that gives you the edge and sets you apart from the norm. Prerequisites Cha 13+ Benefit You begin the day with a number of Panache points equal to your Charisma modifier. Any time you make a attack roll, damage roll, skill check, ability check or save you may spend a Panache point to gain a +1d4 circumstance bonus to that role. Additionaly, before an opponent makes a roll against you, you may spend a Panache point to incur a ‐1d4 circumstance penalty on that roll. Unspent Panache points are lost at the end of the day. Special You may take this feat multiple times. Each additional time increases the size of the die and adds one Panache point.
Diamond Giant (3.X Psionics) Hunted to near extinction for their unique crysmal‐producing blood, these giants tend to hide in all but the most unremarkable environments. They usually tend to make their homes near white, silver, and red dragons. During combat, the Diamond Giant uses it's crystal shard or swarm of crystals ability before closing into melee. He's fiercely territorial, and thus always uses Power Attack for ‐4 to his attack rolls (already calculated in the stats below). He flees if reduced below 52 hit points.
Diamond Giant CR 13 N Huge giant (earth, psionic) Init +1; Senses Listen +4, Spot +4; Lowlight Vision AC 27, touch 9, flat‐footed 26 (+5 armor, +1 dex, +13 natural, ‐2 size) hp 207 (18d8+126); DR 10/adamantine Immune Fire, Cold Resist Electricity 20 Vulnerable Sonic Fort +18, Ref +9, Will +10 Speed 35 ft in breastplate; base 50 ft Space 15 ft; Reach 15 ft Melee greatsword +21/+16/+11 (4d6+25/19‐20) Ranged rock +13 (2d8+13) Special Attacks rock throwing Psi‐like Abilities manifester level 9, at will – detect psionics, chameleon, call weaponry; 3/day – crystal shard (+12 ranged touch, 9d6*), swarm of crystals (9d4*)
Str 37 (+13), Dex 13 (+1), Con 25 (+7), Int 12 (+1), Wis 18 (+4), Cha 16 (+3) Base Atk +13; Grapple +32 Feats Lightning Reflexes, Power Attack, Improved Bull Rush, Improved Overrun, Awesome Blow, Cleave, Great Cleave Skills autohypnosis +25, climb +30, jump +30 Special Qualities rock catching, lowlight vision, crysmal blood Languages giant Treasure standard Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range
increment varies with the giant’s variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt. Crysmal Blood (Ex) The blood of a Diamond Giant is psionic in nature just as the giant is. When a giant bleeds enough, his blood forms into a red‐coloured crysmal at his feet. This effect happens for each 50 damage the giant takes.
Feats, Variants Adroit You have swift fingers and are well balanced. Prerequisite: Dexterity 11+ Benefit: You gain a +1 bonus on all skill checks that uses Dexterity for its ability modifier. Special: This feat must be taken at 1st level. Armor Proficiency (Chain & Scale) You understand how to use chain shirt, chainmail and scale mail armor. Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride. Armor Proficiency (Cloth) You understand how to use hide and padded armor. Benefit: See Armor Proficiency (Chain and Scale). Normal: See Armor Proficiency (Chain and Scale). Armor Proficiency (Leather) You understand how to use leather and studded leather armor. Benefit: See Armor Proficiency (Chain and Scale). Normal: See Armor Proficiency (Chain and Scale).
Armor Proficiency (Mantled) You understand how to use banded and splint armor. Benefit: See Armor Proficiency (Chain and Scale). Normal: See Armor Proficiency (Chain and Scale). Armor Proficiency (Plate) You understand how to use breastplate, full‐plate and half‐plate armor. Benefit: See Armor Proficiency (Chain and Scale). Normal: See Armor Proficiency (Chain and Scale). Cautious Unlike many adventurers that recklessly blunder forth, you have learned to pace yourself. Prerequisite: Base Reflex Save +2, Alertness Benefit: You gain a +2 deflection bonus to your AC. In addition if you succeed on a DC 20 Perception check you are able to act in a surprise round if you normally could not. Evasion Sometimes you are quick enough to avoid being harmed. Prerequisite: Base Reflex Save +3 Benefit: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. You don not benefit from this ability if you are wearing any armor other than those from cloth or leather category.
Hardy You are able to withstand a greater amount of damage before falling in combat. Prerequisite: Base Fortitude Save +2, Endurance Benefit: You gain 4 hit points and receive an extra 2 hit points for each hit die that you have. Improved Evasion Your ability to evade attacks improves. Prerequisite: Base Reflex Save +6 Benefit: You still take no damage on a successful Reflex saving throw against attacks, but henceforth you only take half damage on a failed save. If you are helpless, you do not gain the benefit of improved evasion. Intuitive Your mental clarity gives you flashes of insight. Prerequisite: Wisdom 11+ Benefit: You gain a +1 bonus on all skill checks that uses Wisdom for its ability modifier. Special: This feat must be taken at 1st level. Magnetic Personality People have a hard resisting your charm. Prerequisite: Charisma 11+ Benefit: You gain a +1 bonus on all skill checks that uses Charisma for its ability modifier. Special: This feat must be taken at 1st level. Master of Many Languages You have a knack for learning new languages. Prerequisite: Intelligence 13+ Benefit: You treat linguistics as class skill for all classes that you have levels in. In addition, for every skill point that you invest in linguistics, you learn two languages.
Mystic Resolve You been the come under the effects of magic more times than you’d like and you’ve built up a resistance to it. Prerequisite: Character level 7+, must have come under the effects of an enchantment spell at least three times. Benefit: You gain a +4 bonus to Will saves made to resist enchantment [compulsion] effects. Stalwart You easily succeed at tasks that require raw brawn. Prerequisite: Strength 11+ Benefit: You gain a +1 bonus on all skill checks that uses Strength for its ability modifier. Special: This feat must be taken at 1st level. Stoic More often than not, you stand your ground in the face of fear. Benefit: You gain a +3 morale bonus on saving throws against fear. Vigorous Physically draining tasks are easier to accomplish. Prerequisite: Constitution 11+ Benefit: You gain a +1 bonus on all skill checks that uses Constitution for its ability modifier. Special: This feat must be taken at 1st level. Walking Repository You soak up and retain information like a sponge. Prerequisite: Intelligence 11+ Benefit: You gain a +1 bonus on all skill checks that uses Intelligence for its ability modifier. Special: This feat must be taken at 1st level.
Fighting Mage: Baal‐jhag When Baal‐jhag was born, the village shamans saw in him preternatural powers that made him rare among his race. Instead of growing up in the primitive way of most minotaurs, Baal‐jhag was raised among the shamans, learning the esoteric ways of rune and sword. He emerged as the greatest warrior his tribe had ever produced. He defends his people as their champion. Soon he will become the tribe’s chief, and he plans a war of expansion against the neighboring orc and human nations. Baal‐jhag enters combat with blur already cast on himself, and having drunk his potion of haste. If time permits, he also casts shield. (Add +4 to AC if he does so.) His favored tactic is to use Mobility and Spring Attack to dodge in and out of combat. He employs slice through wards and preternatural knowledge to maul opponents with a 4 point power attack. (The power attack is reflected in his stats, but not the +4 bonus from preternatural knowledge.) If he feels confident he can hit, he increases his power attack to 8 points (or more!), dealing 3d6+28 plus 1d6 fire damage on hit. With slice through wards he is virtually guaranteed a hit. If he can, Baal‐jhag casts shocking grasp and releases when he hits with a charge, doing at total of 9d6+6 points of damage and pushing the target 5 feet with Improved Bull Rush.
BAAL‐JHAG CR 17 Male elite time‐seer minotaur fighter 1/ sorcerer 1/ eldritch warrior 10 LE Large monstrous humanoid Init +5, conflicted vision; Senses darkvision 60ft.; scent; see invisibility; Listen +12, Spot +6 Languages Giant, Goblin AC 29, touch 15, flat‐footed 25; dodge, natural cunning (‐1 size, +1 Dex, +8 armor, +2 dodge, +6 natural, +2 deflection, +1 haste) hp 186 (18 HD) Fort +18 Ref +10 Will +18 Spd 70 ft. Melee +4 flaming greatsword +25/+25/+20/+14/+9/+4 (3d6+20 plus 1d6 fire/18‐20) or gore +17/+17 (1d8+9) or +4 flaming greatsword +25/+25/+20/+14/+9/+4 (3d6+20 plus 1d6 fire/18‐20) and gore +16 (1d8+3) Space 10 ft. Reach 10 ft. Base Atk +17; Grp +27 Special Attacks powerful charge, preternatural knowledge, slice through wards Special Actions enruned weapon (shocking grasp, 5d6), enruned armor (blur, 20% miss chance), spell turning Combat Gear potion of haste, potion of cure serious wounds Spell‐like Abilities (CL 12) at‐will – augury, detect magic 1/day – true strike, vision Spells Known (CL 1) 1st (4/day) – shield, true strike 0 (5/day) – arcane mark, detect poison, read magic, resistance,
Abilities Str 22 (18), Dex 13, Con 23 (21), Int 12, Wis 14, Cha 12 SQ natural cunning, uncanny dodge Feats Dodge, Great Fortitude, Greater Weapon Focus, Improved Bull Rush, Improved Critical (great sword), Improved Initiative, Iron Will, Magical Talent, Mobility, Power Attack, Spring Attack, Weapon Focus (great sword) Skills Climb +10, Concentration +12, Craft (alchemy) +4, Intimidate +20, Jump +15, Knowledge (arcana) +11, Listen +12, Search +11, Sense Motive ‐3, Spellcraft +13, Spot +6 Possessions combat gear, +2 large greatsword, +4 reflecting mithral chain shirt, +2 ring of protection, +2 amulet of health, +4 belt of giant strength 15pp
Arcane Puissance (Ex) Baal‐jhag gains a +1 inherent bonus to Constitution. Conflicted Vision (Ex) Before Baal‐jhag rolls initiative, he must attempt a DC 10 Concentration check. On a success, he gains a +4 bonus on his initiative roll. On a failure by less than 5, Baal‐jhag rolls for initiative normally. A failure by 5 or more imposes a ‐ 4 penalty on the initiative roll. Enrune Armor (Su) Baal‐jhag can spend an hour inscribing a magical symbol on a suit of armor or a shield. This rune adds a +1 enhancement bonus to his armor or shield and stores a 1st‐level arcane spell of his choosing. Baal‐jhag can cast the enruned spell at any time (CL 10th) with no chance of spell failure, although this immediately erases the rune. The rune lasts for 24 hours. Baal‐jhag may have only one armor rune at any given time. Enrune Flesh (Su) Through a week‐long ritual see invisibility was made permanent on Baal‐jhag.
Enrune Weapon (Su) Baal‐jhag can spend an hour inscribing a magical symbol onto a weapon. This rune adds a +1 enhancement bonus to the attack and damage rolls of the weapon and stores a 2nd‐level arcane spell of Baal‐jhag’s choice. Baal‐jhag can cast the enruned spell at any time (CL 10th) with no chance of spell failure, although this immediately erases the rune. The rune lasts for 24 hours. Baal‐jhag may have only one weapon rune at any given time. Infuse with Power (Su) Baal‐jhag can infuse a weapon with arcane energy once per day. The weapon gains a +1 enhancement bonus to attack and damage and a single special ability that is the equivalent of a +1 bonus. This infusion of power lasts for 100 minutes. Magical Talent (Ex) Baal‐jhag receives a +2 bonus on Knowledge (arcane) and Spellcraft checks. Natural Cunning (Ex) Baal‐jhag possesses innate cunning and logical ability. This gives him immunity to maze spells, prevents him from ever becoming lost, and enables him to track enemies. Further, he is never caught flat‐footed. Powerful Charge (Ex) Baal‐jhag typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows Baal‐ jhag to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage. Preternatural Knowledge (Ex) Once per round as a free action, Baal‐jhag may attempt a DC 15 Concentration check. On a success, Baal‐jhag gains a +4 bonus on his next attack roll, check, or saving throw, whichever comes first. On a failure, Baal‐ jhag misinterprets his vision of the future and takes a ‐4 penalty on his next attack roll, check or saving throw, whichever comes first.
Slice Through Wards (Su) Ten times per day, Baal‐jhag can ignore all magical protections (armor class bonuses, stoneskin, iron body and so on) on a foe in a single attack. He must declare the use of this ability before making the attack. Sparkling Shield (Su) Baal‐jhag gains a +1 natural armor bonus in the form of a shimmering hue dancing upon his flesh. Speed of Magic (Su) Baal‐jhag gains an inherent +10 bonus to speed. Skills: Baal‐jhag receives a +4 racial bonus on Listen, Search and Spot checks. As a time seer Baal‐jhag receives a +5 racial bonus on Knowledge and Search checks, and a +5 racial bonus on Spellcraft checks made to identify spells as they are being cast. He takes a ‐5 penalty on Concentration, Sense Motive and Spot checks.
Fighting Mage: Tok‐Tok, Mimic Wizard
Tok‐Tok was created by a wizard who desired an especially powerful guard for his tower. Unfortunately, the wizard’s efforts were too successful, and the intelligent Tok‐ Tok soon bristled at its inferior status. It slew his master and took over. Tok‐Tok prepares for combat by casting mage armor, expeditious retreat and bull’s
strength (and vampiric touch if it has time). These first three spells are already added to Tok‐Tok’s stats. It takes the shape of a chest and casts mirror image so intruders think they have hit the jackpot. While they are distracted with the illusory chests, and perhaps magic aura, the mimic hits them with blindness which can be cast without giving away its position. It uses stilled silent shocking grasp if grappling a foe or maybe just imitate a trapped chest. Tok‐Tok then moves into combat, slamming foes and gaining temporary hit points from vampiric touch. After 3 rounds its AC goes up by +2. TOK‐TOK CR 7 Mimic SavantAB Wizard 5 N Large elite aberration (shapechanger) Init +4; Senses darkvision 60ft.; Listen +19, Spot +19 Languages Common, draconic, dwarf, elf, halfing, infernal, celestial AC 21, touch 11, flat‐footed 21; combat insight, uncanny dodge (‐1 size, +6 natural, +4 armor, +2 deflection) hp 71 (12 HD) Immune acid Fort +4 Ref +4 Will +13; deductive leap +6 Spd 40 ft. (expeditious retreat) Melee 2 slams +15 (2d6+8) Space 10 ft. Reach 10 ft. Base Atk +7; Grp +19 Special Attacks crush 1d8+6 Spells Prepared (CL 5th , +8 ranged touch) 3rd – silent stilled shocking grasp, vampiric touch 2nd – silent blindness/deafness (DC 18), bull’s strength, mirror image, scorching ray 1st – color spray (DC 17), expeditious retreat, mage armor, magic aura, magic missile
0 – detect magic, ghost sound, prestidigitation, resistance Str 18, Dex 10, Con 15, Int 22, Wis 20, Cha 6 SQ adhesive, combat insight, mimic shape Feats Alertness, Blind‐Fight (B), Improved Natural Attack (slam), Lightning Reflexes, Weapon Focus (slam), Scribe Scroll, Silent Spell, Still Spell Skills Climb +18, Concentration +19, Decipher Script +18, Disable Device +6, Disguise +24, Hide +0, Knowledge (arcana) +16, Listen +19, Move Silently +4, Open Lock +16, Search +10, Spellcraft +22, Spot +19, Use Magic Device +8 Possessions +2 ring of protection, +1 amulet of natural armor
Adhesive (Ex) Tok‐Tok exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it, and automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while Tok‐Tok is alive without removing the adhesive first. A weapon that strikes Tok‐Tok is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off. Strong alcohol dissolves the adhesive, but Tok‐Tok still can grapple normally. Tok‐Tok can dissolve its adhesive at will, and the substance breaks down 5 rounds after Tok‐Tok dies. Combat Insight (Ex) Tok‐Tok gains a +2 insight bonus on attack and damage rolls (already figured in its stats), and a +2 insight bonus to AC against any creature it has watched in combat for at least 3 rounds. Crush (Ex) Tok‐Tok deals 1d8+6 points of damage with a successful grapple check. Deductive Leap (Ex) Once per round, Tok‐ Tok can choose to substitute its Intelligence modifier for the ability modifier usually associated with a saving throw it is about to
make. The decision to use this ability must be made before the saving throw is rolled, and this ability can be used even if Tok‐Tok does not know what the saving throw is for. Mimic Shape (Ex) Tok‐Tok can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. Tok‐Tok cannot substantially alter its size. Tok‐Tok’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines Tok‐Tok can detect its ruse with a successful Spot check opposed by Tok‐Tok’s Disguise check. Terrain Insight (Ex) Tok‐Tok gains a +4 insight bonus on initiative rolls, and Hide, Listen, Move Silently, Search and Spot checks in any area with which it is very familiar (that is, a place Tok‐Tok has been to often and feels at home in). These bonuses are already in its stats. Skills Tok‐Tok has a +8 racial bonus on Disguise checks. Tok‐Tok gains a +4 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against creatures it has observed or interacted with for 1 minute. Tok‐Tok is considered trained in all Knowledge skills.
Teluit The Steel Warrior, Thundering Terror God of strength, battle, and weapons Alignment CN Domains Chaos, Destruction, Glory, Strength, War Favored Weapon Greatsword The Thundering Terror makes the following demands of the faithful:
Never to consume food created by magic. Food should be killed or harvested.
Never sheathe a weapon that has not drawn blood. If someone is troubled by the weight they carry, provide assistance gladly. Forge at least one weapon that you will wield in battle during your life.
Loraisia The Calling Wind, The Welcoming Waves Goddess of nature, weather, and the sea Alignment N Domains Air, Animal, Plant, Water, Weather Favored Weapon Trident The Calling Wind makes the following demands of the faithful:
Gods of the Grand OGL Wiki (Part II) Farenius The Huntsman, The Labourer God of Farming, hunting, trade, and family Alignment LG Domains Animal, Community, Good, Law, Plant Favored Weapon Longbow The Huntsman makes the following demands of the faithful:
Never to hire someone to do work that you are capable of doing yourself. If night falls on a family argument, let the dawn bring reconciliation.
At all times you need to carry a bit of the sea with you (whether it is a bag of salt, a vial of seawater, or a necklace of shells). Travel with the wind at your back and hope in your heart. As the Welcoming Waves will shield us from storms, you too must grant shelter to those threatened by weather.
Regailo Leader of Men, Paragon of Honor Goddess of valor, rulership, justice, and honor Alignment LG Domains Glory, Good, Law, Sun, War Favored Weapon Longsword The Leader of Men makes the following demands of the faithful:
GreatAxe Fighter Ranger
The more primitive peoples of the world disdain swords. In remote areas, possessions must have multiple uses to justify their existence. Whereas a sword is good for combat, an axe can serve as a weapon and a tool. It is with this in mind that some rangers choose a combat style based on what is commonly at hand. In many cases it is the great‐axe.
Never break an oath that they have given willingly. Bring peace and civilization to the wilderness. Remember that not all solutions can be found through violence; a fair ear and kind heart have mended many wounds.
Omalous The Reflective Thought, The Inward Eye God of history, knowledge, and self‐ perfection Alignment LN Domains Healing, Knowledge, Law, Rune, Strength Favored Weapon Unarmed strike The Inward Eye makes the following demands of the faithful:
Ranger Combat Styles
Greet each morning though cleansing and restorative exercises. Once in your life make a pilgrimage to a lost site or unknown land to bring knowledge back to your home. Remember that those who ignore the past are doomed to repeat the same mistakes. Wisdom comes from experience.
Combat Style At 2nd level a ranger may choose the great‐axe combat style rather than the archery or two‐weapon combat style. As with other rangers, he only gains the benefits of his combat style when wearing light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. He is treated as having Power Attack even if he does not meet the prerequisites for the feat. Combat Style Expertise The axe‐fighter ranger has almost unparalleled skill in the use of the greataxe in combat. Instead of choosing a new favored enemy at 5th, 10th, 15th and 20th levels, he may instead choose a feat from the following list: Cleave, Great Cleave, Improved Critical (greataxe), Improved Sunder, and Weapon Focus (greataxe). He must meet each feat’s prerequisite and can only use a feat while wielding a great axe.
Improved Combat Style: At 6th level, a great‐axe ranger hits with such force, he damages an opponent’s armor, whether it is a tough hide or metal plate. When a greataxe ranger scores a critical hit with his greataxe his opponent takes a ‐4 penalty to AC for a number of rounds equal to the ranger’s Strength modifier. Combat Style Mastery At 11th level, when wielding a greataxe, the ranger may make a single attack as a full round action. On a hit his opponent must make a Strength check (DC = damage dealt) or be pushed 10 feet. This forced movement provokes attacks of opportunity, but cannot be used to knock a foe off a cliff ledge or into damaging terrain such as a pit of acid. If this forced movement would knock an opponent into such an area, the creature halts just before entering the area.
NEW FEATS Whirling Axe You hammer away at foes, your axe whirling with such speed opponents cannot penetrate beyond the blur of steel and wood. Prerequisite: Axe‐fighting style, must be wielding a greataxe. Benefit: When you make more than one attack in a round using the full attack action, you gain a circumstance bonus to AC equal to one‐third your base attack bonus. Great Hands Your skill with the greataxe allows you to wield a weapon meant for much larger creatures. Prerequisite: Axe‐fighting style, Str 18 Benefit: You can use a greataxe meant for a creature one size category larger than you.
You must be able to wield the weapon with both hands. Sundering Critical Even inanimate objects are vulnerable to your brutal attacks. Prerequisite: Axe‐fighting style, must be wielding a greataxe in both hands. Benefit: You can score critical hits against inanimate objects and constructs. If you do you either ignore the hardness or DR of the object or construct.
Sharpshooter Ranger Many rangers take up the study of the bow. It is a formidable tool well suited to wilderness. However, the normal bow has one drawback: it cannot be fired from a prone position nor steadied against a solid object. For this reason, many rangers, especially those who depend on stealth and concealment to stalk and kill prey, choose the crossbow as their primary weapon. Rangers proficient in the use of the crossbow are called sharp shooters. Unlike other rangers, many sharp shooters are men and women from urban, metropolitan areas. The crossbow is a product of civilization. Sharpshooters find themselves attached to armies as forward skirmishers or even assassins, practiced at stalking and killing important enemy officers.
Sharpshooter Combat Style At 2nd level a ranger may choose the sharpshooter combat style rather than the archery or two‐weapon combat style. As with other rangers, he only gains the benefits of his combat style when wearing light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. At 2nd level the sharpshooter gains Rapid Reload. He can reload all crossbows as a free action. Also, the sharpshooter qualifies as a fighter equal to his ranger level for the purposes of taking Greater Weapon Focus, Greater Weapon Specialization, and Weapon Specialization when employing the crossbow. Combat Style Expertise: The sharpshooter develops unparalleled skill with the crossbow. Instead of choosing a new favored enemy at 5th, 10th, 15th and 20th levels, he may instead choose a feat from the following list: Deadeye, Death from Afar, Duck and Cover, Far Shot, Greater Weapon Focus (crossbow), Greater Weapon Specialization (crossbow), Improved Critical (crossbow), Point Blank Shot, Precise Shot, Shot on the Run, Skill Focus (Hide), Skill Focus (Spot), Stealthy, Weapon Focus (crossbow) and Weapon Specialization (crossbow). He must meet each feat’s prerequisite. Any feat requiring a weapon can only be used with a crossbow. Improved Combat Style: At 6th level a sharpshooter gains Improved Rapid Reload. Also, the sharpshooter can aim a crossbow at a target for a number of rounds equal to his Wisdom modifier. For each round spent aiming, the sharpshooter gains a +2 bonus
to hit and damage if he fires the crossbow at the target immediately at the end of this observation period. The bonus is cumulative only if the rounds are consecutive. While aiming the sharpshooter can not take any other actions. Combat Style Mastery: At 11th level the sharpshooter can damage an opponent almost at will. He gains Improved Precise Shot.
NEW FEATS Dead Eye [General] Your accuracy with a crossbow let’s you target a foe’s vulnerable areas. Prerequisite: Greater Weapon Focus (crossbow), Weapon Focus (crossbow), Weapon Specialization (crossbow) Benefit: You can make ranged sneak attacks as if you were a rogue two level lower than your ranger level against flat‐footed targets unaware of your presence that are more than two range increments away. Special: A fighter may select Dead Eye as one of his fighter bonus feats. Duck and Cover [General] You strike from out of thin air and disappear just as quickly. Prerequisite: Hide 5 ranks, Move Silently 5 ranks, Stealthy Benefit: When you hide immediately after making a ranged attack against a target at least 10 feet away that is not aware of your presence you take a ‐10 penalty to your Hide check. Normal: You take a ‐20 penalty on your Hide check to conceal yourself after the shot.
Death from Afar [General] You can kill from a distance with a single bolt. Prerequisite: Dead Eye, Far Shot, Greater Weapon Specialization (crossbow) Benefit: With a DC 15 Concentration check made as a free action, you can use a crossbow to perform a coup de grace against a flat‐footed opponent unaware of your presence who is no more than two range increments away from you. Special: A fighter may select Death from the Air as one of his fighter bonus feats. Creatures immune to critical hits do not take extra damage from this feat. Improved Rapid Reload [General] Through practice and real‐life experience you have learned to quickly wind and load heavy crossbows. Prerequisite: Rapid Reload, Base Attack +6 Benefit: You can load a heavy crossbow as a swift action. Normal: Reloading a heavy crossbow requires a full‐round action. Special: A fighter may select Improved Rapid Reload as one of his fighter bonus feats. Spotter [General] Your advice helps a sharpshooter hit a target. Prerequisite: Spot 5 ranks Benefit: You can use Aid Another to grant a +2 bonus to an ally’s ranged attack roll. You must be in a square adjacent to the ally, and your ally must be able to hear and understand your speech.
New Weapon Martial Ranged Weapon Co Dmg( Dmg( Ran Weig Ty Crit st S) M) ge ht pe Crossb 12 18‐ 2d6+ 120 ow, 5 2d8+2 20/ 12 lb. P 2 ft. assault gp ×2 Bolts, (10)
1 — gp
—
—
—
1lbb — .
The assault crossbow is made entirely of steel. It is difficult to manufacture and use, so it is usually only found in the hands of specially trained troops among large, well‐ organized armies. Loading an assault crossbow requires two hands and takes a full‐round action and a move action, both of which provoke attacks of opportunity. The Rapid Reload feat reduces the reload time to a full‐round action. The bolts of an assault crossbow are also composed of steel.
Pathfinder Compatibility Addendum Combat Style Feat (Ex) At 2nd level, a ranger must select a combat style to pursue: archery, sharpshooter or two‐ weapon combat. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects sharpshooter, he can choose from the following list whenever he gains a combat style feat: Point Blank Shot, Rapid Reload, Far Shot, and Spotter. At 6th level, he adds Precise Shot and Duck and Cover to the list. At 10th level, he adds
Dead Eye and Death from Afar to the list. Additionally he may take weapon specialization and greater weapon specialization with crossbows. The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Dead Eye [Combat] (Remainder of the text is unchanged) Duck and Cover [General] You strike from out of thin air and disappear just as quickly. Prerequisite: Stealth 5 ranks, Stealthy Benefit: When you hide immediately after making a ranged attack against a target at least 10 feet away that is not aware of your presence you take a ‐10 penalty to your Stealth check. Normal: You take a ‐20 penalty on your Stealth check to conceal yourself after the shot. Death from Afar [Combat] (Remainder of the text is unchanged)
Variant Rules: Combat Fatigue Combat is probably the most tiring thing that adventurers are involved in. Sure they search through lost dungeons, trek across the wilderness and even navigate the halls of court intrigue. But casting spells, swinging swords and dodging blows can really take it out on a guy. To simulate this effect we introduce the concept of Endurance Tokens (ET). At the start of each combat, each adventurer has a set number of Endurance Tokens and different actions require different amounts of tokens to be spent. If you are reduced to 1/2 your combat starting total you are considered tired. If you spend all your ETs in a combat you are fatigued as per the system reference document. Tired Any person that is tired suffers a ‐1 circumstance penalty to attack rolls, damage rolls and saving throws. It is no fun to fight tired. Endurance Tokens = Constitution + Class Bonus + Level + Feats ‐ Encounter Modifier ‐ Circumstance.
Improved Rapid Reload [Combat] (Remainder of the text is unchanged)
Spotter [General] Your advice helps a sharpshooter hit a target. Prerequisite: Perception 5 ranks Benefit: You can use Aid Another to grant a +2 bonus to an ally’s ranged attack roll. You must be in a square adjacent to the ally, and your ally must be able to hear and understand your speech.
Constitution: You add your Constitution score to your base ET value. People with greater health and stamina have naturally higher ET totals. Class Bonus: Martial classes (Full BAB) add 4, Mixed classes (3/4 BAB) add 3, and Learned classes (1/2 BAB) add 2. Level: Each character level adds 1 to the ET total. Feats: Certain feats add additional points. Endurance adds 4 points (for instance). Feats that require a certain minimum Constitution score also add 2 points.
Encounter Modifier: You Endurance Token total is reduced by 2 points for each combat you were actively involved in without resting for 8 hours. Circumstance Modifier: If you were engaged in heavy physical extertion prior to combat (scaling a rope only to be surprised by Gnolls) you suffer a ‐4 penalty at the start of combat. Being ambushed also incurs a ‐2 penalty.
For example: Xanthan Gum (Patrick's 4th level Fighter has a 16 Con) so when he enters combat for the first time in the day he has 24 ET to use. On his 7th battle he would be beginning to get quite tired and only have 12 ET to start. Farnear (Mark's 2nd level halfing rogue has a 14 Con) so when he enters combat for the first time in the day he has 19 ET to use. On his 7th battle he's beginning to wonder if all this killing is really necessary because he's down to 7 ET to start.
Monsters can use the same rules with only a few minor exceptions.
Dragons gain 8 points for their "class bonus" instead of 4 Creatures with no constitution scores (constructs, undead) are tireless and do not spend ET. They just keep killing and killing and killing.
For Example The Tarrasque has a starting ET total of 87. A manticore has 29 ET.
Spending Endurance Tokens Endurance tokens are only spent during combat encounters. In general:
It costs 1 ET to make an attack, cast a spell or manifest a power. It costs 2 ET to make a full attack action, cast a metamagic spell, or manifest a power. It costs 2 ET use a specialize combat tactic like disarm, charge, bullrush, stunning fist.
Endurance costs are modified by your armor or encumberance: +1 for medium armor or medium loads +2 for heavy armor or heavy loads. [Dwarves do not suffer this modifier and it is a terrible thing to face a horde of dwarven fighters and clerics]
Recovering Endurance Tokens As a standard action a character can choose to catch his breath. This recovers a number of ET equal to his Constitution modifier (minimum 1). As a full action a character can rest. This recovers a number of ET equal to his Constitution modifier (minimum 1) plus 1/2
his character level. The first time a rest is taken in combat it also allows the character to heal 2 hp/level.
Why Tokens Instead of Points? Endurance Tokens are a statistic that changes rapidly over the course of the session so it is easier to represent it be a number of tokens that characters can flick aside as they are used. This also saves some wear and tear on the character sheet.
Stefen Had Some Other Ideas… Instead of the Feat bonus I would let a PC add their Constitution modifier to their token total. That would eliminate the need to figure out which feats grant bonuses (a headache), but also gives PCs with high Con a bonus. Once per day the PC can spend ET for hp during a fight. This ET doesn't recover. How about you let a PC spend hit points to gain ET. Sort of pushing so hard, you literally do damage to yourself? In this case we would say 1 hp = 2 ET.
Future SRD
Species Traits
Drazalizx
Drazalizx share the following species traits: Type Monstrous humanoid Size Medium‐size. Drazalizx have no special bonuses or penalties based on their size. Ability Modifiers +2 Dexterity, ‐2 Wisdom; Drazalizx are very agile but tend to miss details or misunderstand the actions of other races. Speed 30 ft. Armor Restriction A drazalizx cannot wear armor designed for other species. Weapon Restriction A drazalizx cannot wield weapons designed for other species. Menacing Appearance Drazalizx have a frightful appearance, all opponents within 10 ft. must make a Will saving throw (DC 10 + Cha modifier) or be shaken for 1d6 rounds. Natural Armor A drazalizx’s chitin provides it with a +2 natural armor bonus. Natural Psionics Drazalizx are naturally psionics. Each drazalizx possesses the ability to manifest one 0th level battlemind power three times per day. Quick to Act Drazalizx gain a +4 racial bonus to initiative. Spiked Arms A drazalizx can stab at opponents with its spiked arms. It can make one stab attack each round that deals 1d6 points of piercing damage.
It’s no wonder you are light years behind, you have only two arms.
Drazalizx are a strange hybrid race of insectoid and serpentine traits. Their skeletal head hangs from a cobra‐like hood and presents a skeletal facade that intimidates many races on first encounters. Their lower bodies are rust colored and sport a number of vestigial legs. On their upper bodies is a thicker brown carapace that supports multiple spiked arms. They slither from place to place with unnatural grace. The average drazalizx stands between 6 and 7 feet tall (though they are often up to 15 ft. long head to tail) and weight 180 to 250 lbs. Drazalizx find other races to be lazy and disorganized. They have a highly production, expansionist, aggressive empire that greedily gobbles up other star systems. They sometimes collect other races in zoos to study the behaviour of lesser species.
Modern20 SRD
Charger Character Disadvantages: Burn Notice: no Wealth bonus from occupation Influence DCs with intelligence and law enforcement agencies increased by +10 (DSR 5), Dependent: Mom (DSR 3), Enemy: The Management (DSR 2) Background: Just watch the show. Quote: My name is Michael Westen. I used to be a spy.
It Came From TV
Michael Westen (Brainiac 8): HD 8d8+16; HP 52; Init +2; Spd 35 ft; Defense 21, flatfooted 16 (+2 Dex, +3 Int, +6 Class); BAB +6; Atk +7 melee (1d10+1 martial arts), or +8 ranged (2d6+4 Browning Hi‐Power); SQ Thinker; AL Sam, Fiona and Mom; SV Fort +4, Ref +6, Will +6, Rec +4; Rep +5; Str 12, Dex 14, Con 14, Int 16, Wis 10, Cha 8. Background: Criminal Occupation: Spy: Perks 2 (Disguise, Precision Strike, Security Systems) Hobby: Firearms Skills: Academics (Intelligence Analysis) 11 (+14), Athletics 11 (+12), Crime 11 (+14), Engineering 11 (+14), Firearms 11 (+13), Influence 11 (+10), Outdoorsman 4 (+4), Perception 11 (+11), Read/Write Language (Arabic, Farsi, Hebrew, Hindi, Russian, Spanish), Speak Language (Arabic, Farsi, Hebrew, Hindi, Russian, Spanish), Stealth 11 (+13), Unarmed 11 (+12), Vehicles 11 (+13), Weapons 11 (+12) Feats: Brains Over Brawn, Career Advancement, Combat Martial Arts, Improved Disarm, Improved Grab, Intelligence Analyst, Master Plan, Scientific Improvisation, Smart Defense, Sneak Attack x2: +2 damage against flat‐footed targets, Teamwork (Sam and Fi), Trick Access/Contacts/Followers: 4 points favors Wealth: 4 Possessions: Browning Hi‐Power, The
Detective Frank Pembleton (Star 4): HD 4d8+4; HP 22; Init ‐1; Spd 30 ft; Defense 12, flatfooted 12 (‐1 Dex, +3 Class); BAB +3; Atk +4 melee (1d4+1 pistol whip), or +2 ranged (2d4+2 S&W M10); SQ Friends in High Places; AL Protect and Serve; SV Fort +2, Ref +1, Will +5, Rec +2; Rep +13; Str 10, Dex 8, Con 12, Int 14, Wis 13, Cha 16. Background: Law Enforcement Occupation: Police Officer: Perks 5 (Called Shot, Professional Reputation x2, Professional Salary, Stealth‐ Urban) Hobby: pick one Skills: Academics (Forensics) 7 (+9), Athletics 4 (+5), Computers 7 (+9), Crime 7 (+9), Firearms 4 (+2), Influence 7 (+23), Leadership 7 (+10), Legal 7 (+9), Perception 7 (+8), Streetwise 7 (+8), Vehicles 4 (+2) Feats: Career Advancement, Dedicated (Protect and Serve), Defensive Driving, Expert In Your Field (Influence), Fascinate, Loner, Suggestion Access/Contacts/Followers: 13 points favors (mostly skill contacts in various areas and political contacts in the police department) Wealth: 15 Possessions: S&W M10 Character Disadvantages: Code: Seeks Justice (DSR 2), Disability: ‐1 Dexterity based skills after stroke (DSR 1)
Background: Homicide Seasons 1‐6 Quote: What you will be privileged to witness will not be an interrogation‐ but an act of salesmanship. As silver‐tongued and thieving as ever moved used cars, floated swampland or bibles. But what I am selling is a long prison term, to a client who has no genuine use for the product. Vic Mackey (Tank 6): HD 7d12+28; HP 73; Init +1; Spd 35 ft (30 ft. in armor); Defense 15, flatfooted 14 (+1 Dex, +4 Class); BAB +4; Atk +6 melee (1d4+3 pistol whip), or +6 ranged (2d6+6 Glock 20); SQ Resilience, 6 DR/piercing; AL Family, Strike Team; SV Fort +9, Ref +4, Will +1, Rec +9; Rep +7; Str 14, Dex 13, Con 18, Int 12, Wis 8, Cha 10. Background: Law Enforcement Occupation: Police Officer: Perks 2 (Called Shot, Professional Reputation) Hobby: Crime Skills: Athletics 6 (+8/+3 in armor), Crime 9 (+10), Firearms 9 (+10), Influence 9 (+15), Legal 9 (+10), Streetwise 9 (+8), Vehicles 6 (+7), Weapons 4 (+6) Feats: Attack Focus (Glock 20), Defensive Driving, Diesel, Endurance Training, Intimidating Presence, Moonlighting (Mobster), Point Blank Shot, Soldier On, Teamwork (Strike Team) Access/Contacts/Followers: Carry Concealed Weapon, Local Police Powers, Medium Rank+, Skill Contact: Medicine 10 ranks (from medium rank‐ police forensics specialist), Supply Contact: LAPD 21 Wealth restricted equipment (from medium rank) Wealth: 22 Possessions: Glock 20, 45 rounds 10x25 mm ammunition (3 clips), Tactical Vest Character Disadvantages: Explosive Secret: Killed Terry Crowley (DSR 5) Background: The Shield Seasons 1‐7 Quote: “Good cop, bad cop‐ I’m a different kind of cop.”
Otyughnomicon
Blooddrinker Otyugh The blooddrinker otyugh is a strange offshoot of the otyugh race. Instead of living on the garbage and filth of society these otyugh instead feast on the blood‐ soaked corpses that litter the world's battlefields. Their blood feasting has granted them abilities not unlike the vampires of legend but they are no undead. Blooddrinker otyughs are often huge or larger having gorged them selves on the life essence of others. They often form packs with fleshbound vampires who are thought to provide them with some of their strength. A huge lumbering beast, this strange otyugh has a reddish pallor to its skin and its eyes drip with blood…
Advanced Blooddrinker Otyugh (Revised) CR 11 NE Huge magical beast Init +3; Senses darkvision 30 ft., low‐light vision, scent; Listen +4, Spot +5 AC 19, touch 7, flat‐footed — (‐2 size, ‐1 Dex, +12 natural) hp 189 (18d10+90); fast healing 5 Fort +16, Ref +10, Will +7 (+4 save vs. disease, poison, sleep, stunning, paralysis, +2 save vs. mind‐affecting). DR 5/silver; Resist electricity 5, cold 5, turning +36 Weakness blood dependency, turn vulnerability Spd 20 ft Melee 2 tentacles +25 (1d8+8) and bite +22 (2d6+4 plus disease) Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) Special Attacks constrict (1d8+8), disease (filth fever DC 24), improved bull rush, improved grab, power attack Str 26, Dex 8, Con 20, Int 8, Wis 12, Cha 6 Base Atk +18; Grp +33 Feats Awesome Blow, Improved Bull Rush, Improved InitiativeB, Monstrous Flanker, Multiattack, Power Attack, Skill Focus (Listen), Weapon Focus (tentacle) Skills Hide +12 (+20 in lair), Search +3 Language Common SQ ageless, all‐around vision, reduced consumption Advancement 19‐36 HD (Gargantuan), 39+ HD (Colossal)
Ageless (Ex) Blooddrinker otyughs do not lose ability points as they age but they do gain any ability bonuses due to age. All‐Around Vision (Ex) A blooddrinker otyugh’s flexible eyestalk allows it to rapidly
look in all directions. A blooddrinker otyugh is never flat‐footed and never flanked. It has a +4 racial bonus on Spot and Search checks. Blood dependency (Ex) A blooddrinking otyugh must consume 12 hp worth of vampire blood each week to retain its abilities. If the otyugh has a willing donor, it must make a Will save (DC 10 + 1/2 donor HD + Cha modifier) or become addicted to that source. While addicted they are under the effects of a lesser charm with respect to the donor. Disease (Ex) Filth Fever – bite, Fortitude DC 24, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. Improved Grab (Ex) To use this ability, a blooddrinker otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Natural Colouration (Ex) Due to its natural colouration, a blooddrinker otyugh receives a +8 racial bonus to Hide in its lair. Reduced Consumption (Ex) A blooddrinker otyugh that has feed on blood does not need any other food to survive in spite of their enormous size. Typical Encounters: EL 11 – Lone Blooddrinker Otyugh EL 13 – Pair of Blood Drinker Otyughs EL 15 – Cluster of four Blooddrinker Otyughs
Pathfinder Compatible
1st Level Heroes: Ratkin Spellblade Honko grew up in the slums of Renault. As he grew older and an affinity for magic blossomed he apprenticed with the Crimson Spellblades to learn their craft. Now a newly minted journeyman he seeks expand his awareness of the outside world and study the magecraft of others. Honko Jasvise CR 1 Male Ratkin Spellblade 1 (Soldier [Climb, Swim]) NG Medium humanoid (ratkin) Init +1; Senses low‐light vision; Perception +0 AC 14, touch 11, flat‐footed 14 (+1 Dex, +3 studded leather) hp 11 (1d10+1)1 Fort +3, Ref +1, Will +0 Immune disease Spd 30 ft. Melee bite +2 (1d4+1) or glaive +3 (1d10+1, x3) Ranged javelin +2 (1d6+1) Special Attacks infuse weapon (5/day, 7 rounds, treat as magical) Spellblade Spells Known (CL 1st) 1st level (2/day) ‐ burning hands, jump 0th level (at will) ‐ arcane mark, detect magic, ray of frost, web splat Str 12, Dex 12, Con 12, Int 17, Wis 11, Cha 8 Base Atk +1; CMB +2; CMD 13
Feats Weapon Focus (glaive) Skills Acrobatics +5, Climb +8, Knowledge (arcana) +7, Spellcraft +7, Swim +8 SQ arcane armor training, carrier Languages Common, Draconic, Goblin, Undercommon Gear backpack, caltrops, grappling hook, rope (silk), spell component pouch, wineskin, 21 gp Arcane Armor Training (Ex) Honko is trained to cast spells while in armor. His armor check penalty is reduced by 20%. Carrier (Ex) If Honko loses a saving throw against a disease he does not become infected but instead becomes a carrier for 1d4 days.
Creatures of Legend: Ahuizhotl
From the water rises a sleek black creature. It is as large as a riding dog, but walks on monkey‐like hands. Its tails ends in a fifth grasping hand. Ahuizhotl CR 3 (800 XP) NE Medium magical beast (amphibious) Init +1; Senses darkvision 30 ft.; Perception +4
AC 15, touch 11, flat‐footed 14 (+1 Dex, +4 natural) hp 26 (4d10+8) Fort +6, Ref +5, Will +3 Spd 30 ft., Swim 30 ft. Melee tail hand +8 (1d6+4) and bite +3 (1d4+2) Special Attacks Improved grab (tail hand)
Str 19, Dex 12, Con 14, Int 14, Wis 14, Cha 12 Base Atk +4; CMB +8; CMD 19
Feats Alertness, Stealthy Skills Bluff +9 (+13 sound human), Escape Artist +9, Stealth +9, Swim +11 Languages Common SQ mimicry Environment tropical jungle Organization solitary, pair, or pond (2‐5) Treasure Value 800 gp
Mimicry (Ex) Ahuizhoti are experts of mimicry. They typically use this ability along with Bluff to make it sound like a child is drowning. Once lured to the edge of the lake they grapple opponents and try to drown them. They have a +4 racial bonus to sound human. Ahuizhotl are terrible creatures that live in small lakes, ponds and watery caves. They use mimicry to lure victims near the watery shores. If they can grapple their opponent they will drag them underwater and attempt to drown them. Once they have killed their prey, the ahuizhotl eat their eyes, nails and tear before disguarding the corpses.
Prestige Class: Master Rat Catcher Raised in large cities and metropolises, master rat catchers protect society from itself. They are often employed by cities to rid its sewers of ratkin, wererats and other vermin that natural swell beneath the notice of those living above. No one class is more suited to this profession than any other though it is often pursued by rangers and rogues who have an affinity for nature or moving beneath the notice of others.
Role Master rat catchers are specialty characters that can help parties move through and sewers. They are can hold their own in a fight while helping others navigate the dangers that lurk beneath the boots of civilization. Alignment Since master rat catchers spend much of their time unseen by the world but helping to make civilization safe from vermin infestations they tend to be of good alignment. If an area is particularly infested it may also attract the type of individual that like slaughter, traps and poison. Hit Dice d8 Requirements
To qualify to become a master rat catcher, a character must fulfill all of the following criteria. Skills Craft (alchemy) 4 ranks, Craft (traps) 4 ranks, Escape Artist 2 ranks, Knowledge (engineering) 3 ranks Feats Great Fortitude, Nimble Moves Special Must have trained with a master rat catcher in a small or large city with an extensive sewer system for a month. Class Skills
The master rat catcher's class skills (and the key ability for each skill are) Climb (Str), Craft (Int), Disable Device (Dex), Knowledge (engineering) (Int), Knowledge (geography) (Int), Perception (Wis) and Survival (Wis). Skill Ranks at Each Level 6 + Int Modifier Class Features
All of the following are class features of the master rat catcher prestige class. Weapon and Armor Proficiency Master rat catchers gain no additional armor or shield proficiencies but their training with another
master rat catcher always includes the use of a net as a weapon.
accidentally poison themselves when applying poison to a trap.
Born to Filth (Ex) Master rat catchers work in the filth of civilization everyday of their lives. This constant contact with the refuse of the world makes them more resistant to its effects. A master rat catcher gains a +2 bonus on saving throws against disease.
See the Unseen (Ex) A master rat catcher has adapted well to their work underground. while in their favored terrain they possess darkvision 30 ft. If they previously had darkvision as a racial ability it is increase by 30 ft.
Favored Terrain (Urban) (Ex) A master rat catcher gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks while in an urban setting (streets, buildings, sewers).
Among the Pipes (Ex) A master rat catcher can move quickly amongst the labyrinth pipes and tunnels that snake below cities. While in his favored terrain he gains a climb speed of 15 ft.
Steady in the Sewers (Ex) While in a sewer system, a master rat catcher suffers no penalty to Acrobatics checks due to slippery surfaces (wet or icy) and can move across narrow surfaces or uneven ground at full speed. Hasty Trapmaking (Ex) A master rat catcher often has to work quickly to deal with vermin in his cities. A master rat catcher can build a mechanical trap in a very short period of time provided they have adequate materials. In 10 minutes, a master rat catcher can build a mechanical trap with a CR equal to one‐half their class level. Any trap made by a master rat catcher in this fashion can have no reset. Antivermin Shell (Sp) Once per day, as a standard action, a master rat catcher can create an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by ratkin, wererats and vermin. This effect last 1 minute per class level. Poison Use (Ex) A master rat catcher is trained in the use of poison and cannot
Level BAB
Fort Ref Will Save Save Save
Special
1
+0 +1
+1
+0
Born to Filth, Favored Terrain (urban) +2
2
+1 +1
+1
+1
Steady in the Sewers
3
+2 +2
+2
+1
Hasty Trapmaking
4
+3 +2
+2
+1
Antivermin Shell (1/day), poison use
5
+3 +3
+3
+2
Amongst the Pipes, See the Unseen
Monsters Planar Dragons Note from Mark: I have no access to the Pathfinder Bestiary and no samples of dragon stats to work from as I stated they guys. It is my understanding that the dragon’s poor Fly manoeuvrability and its size are going to contribute this thing being
a terrible flyer. At this point I can do anything about that.
Spell‐Like Abilities (CL 1st) 1/day ‐ see invisibility
Some publishers have early access to the Pathfinder Bestiary. We do not because we are not a qualified publisher and thus I’m sure these stats are not accurate. I’m sorry for that and will update them later.
Str 8, Dex 10, Con 12, Int 14, Wis 8, Cha 14 Base Atk +5; CMB +3; CMD 13 Feats Horns, Tail Spikes, Wing Spurs Skills Bluff +10, (Fly +4), Intimidate +12, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (the planes) +10, Perception +7, Spellcraft +12, Sense Motive +7 Languages Auran, Common, Draconic SQ Adaptation
‐ Mark Planar dragons are winged serpents native to the outer and inner planes. They adapt naturally to the plane that they are resident on leading many to believe that there are in fact multiple species of planar dragons but this is misconception. Planar dragons prefer neutral planes where they are able to more easily act on their own desires and interests. The typically collect no material treasures but gather histories, stories, riddles, puzzles and jokes as other dragons gather gold and gems. They are excellent guides and sages in regards to planar matters but untrustworthy companions on alignment‐based planes.
Wyrmling Planar Dragon, Wyrmling CR 3 (800 XP) CN Small dragon (extraplanar) Init +0; Senses blindsense 60 ft., darkvision 120 ft, keen senses; Perception +7 AC 16, touch 11, flat‐footed 16 (+1 size, +5 natural) hp 37 (5d12+5) Fort +5, Ref +4 Will +3 Spd 60 ft., Fly 100 ft. (poor) Melee bite +5 (1d6‐1) or gore +5 (1d6‐1) Special Attacks breath weapon (cone, dimensional anchor or plane shift, Fort DC 16)
Environment Any neutral plane Organization Solitary, mated pair, mater pair and clutch (2‐5) or gathering (6‐15) Treasure Value None Adaptation (Su) 1d4 minutes after arriving on a new plane, a planar dragon begins to acquire the elemental and alignment properties of the plane. The dragon can resist these changes by making a Will save (DC 10 + minutes on plane) each minute. Breath Weapon (Su) The cone‐shaped breath weapon of the planar dragon can trap those it hits with a dimensional anchor or plane shift them to a random plane.
Very Young
Planar Dragon, Very Young CR 5 (1600 XP) CN Medium dragon (extraplanar) Init +4; Senses blindsense 60 ft., darkvision 120 ft, keen senses; Perception +12
AC 18, touch 10, flat‐footed 18 (+8 natural) hp 60 (8d12+8) Fort +7, Ref +6 Will +5 Spd 60 ft., Fly 100 ft. (poor) Melee bite +8 (1d6) and 2 wing spurs +3 (1d6) or gore +8 (1d6)
Special Attacks breath weapon (cone, dimensional anchor or plane shift, Fort DC 18) Spell‐Like Abilities (CL 2nd) 1/day ‐ see invisibility Sorcerer Spells Known (CL 1st) 1st level (4/day) ‐ obscuring mist, true strike 0th level (5/day) ‐ daze, detect magic, detect poison, resistance Str 10, Dex 10, Con 12, Int 16, Wis 8, Cha 14 Base Atk +8; CMB +8; CMD 18 Feats Alertness, Horns, Improved Initiative, Tail Spikes, Wing Spurs Skills Bluff +13, (Fly +7), Intimidate +15, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (the planes) +14, Perception +12, Spellcraft +16, Sense Motive +12 Languages Auran, Common, Draconic SQ Adaptation Environment Any neutral plane Organization Solitary, mated pair, mater pair and clutch (2‐5) or gathering (6‐15) Treasure Value None Adaptation (Su) 1d4 minutes after arriving on a new plane, a planar dragon begins to acquire the elemental and alignment properties of the plane. The dragon can resist these changes by making a Will save (DC 10 + minutes on plane) each minute. Breath Weapon (Su) The cone‐shaped breath weapon of the planar dragon can trap those it hits with a dimensional anchor or plane shift them to a random plane.
AC 20, touch 9, flat‐footed 20 (‐1 size, +11 natural) hp 82 (11d12+11) Fort +8, Ref +7 Will +6
Spd 60 ft., Fly 100 ft. (poor) Melee bite +11 (1d6+1) and 2 wing spurs +9 (1d6) and tail slap +9 (1d8 plus 2d6) or gore +11 (1d6+2) Special Attacks breath weapon (cone, dimensional anchor or plane shift, Fort DC 19) Spell‐Like Abilities (CL 3rd) 1/day ‐ see invisibility Sorcerer Spells Known (CL 3rd) 1st level (6/day) ‐ mage armor, obscuring mist, true strike 0th level (6/day) ‐ daze, detect magic, detect poison, ray of frost, resistance Str 12, Dex 10, Con 12, Int 16, Wis 8, Cha 14 Base Atk +11; CMB +13; CMD 23 Feats Alertness, Horns, Improved Initiative, Multiattack, Tail Spikes, Wing Spurs Skills Bluff +13, (Fly +10), Intimidate +18, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (the planes) +17, Perception +15, Spellcraft +19, Sense Motive +15 Languages Auran, Common, Draconic SQ Adaptation, plane shift Environment Any neutral plane Organization Solitary, mated pair, mater pair and clutch (2‐5) or gathering (6‐15) Treasure Value None
Young Planar Dragon, Young CR 7 (3200 XP) CN Large dragon (extraplanar) Init +4; Senses blindsense 60 ft., darkvision 120 ft, keen senses; Perception +15
Adaptation (Su) 1d4 minutes after arriving on a new plane, a planar dragon begins to acquire the elemental and alignment properties of the plane. The dragon can resist these changes by making a Will save (DC 10 + minutes on plane) each minute. Breath Weapon (Su) The cone‐shaped
breath weapon of the planar dragon can trap those it hits with a dimensional anchor or plane shift them to a random plane. Plane Shift (Su) A young planar dragon may plane shift as part of a flying move action of at least 30 ft.
Motive +19 Languages Auran, Common, Draconic SQ Adaptation, plane shift Environment Any neutral plane Organization Solitary, mated pair, mater pair and clutch (2‐5) or gathering (6‐15) Treasure Value None
Juvenile Planar Dragon, Juvenile CR 9 (6400 XP) CN Large dragon (extraplanar) Init +4; Senses blindsense 60 ft., darkvision 120 ft, keen senses; Perception +19 AC 23, touch 9, flat‐footed 23 (‐1 size, +14 natural) hp 119 (14d12+28) Fort +11, Ref +9 Will +9
Spd 60 ft., Fly 100 ft. (poor) Melee bite +16 (1d6+3) and 2 wing spurs +14 (1d6+1) and tail slap +14 (1d8+2d6+1) or gore +16 (1d6+6) Special Attacks breath weapon (cone, dimensional anchor or plane shift, Fort DC 22) Spell‐Like Abilities (CL 5th) 1/day ‐ see invisibility Sorcerer Spells Known (CL 5th) 2nd level (5/day) ‐ shadowbiteswift, web 1st level (7/day) ‐ alarm, mage armor, obscuring mist, true strike 0th level (6/day) ‐ bleed, daze, detect magic, detect poison, ray of frost, resistance Str 16, Dex 10, Con 14, Int 18, Wis 10, Cha 16 Base Atk +14; CMB +18; CMD 28 Feats Alertness, Fly‐By Attack, Horns, Hover, Improved Initiative, Multiattack, Tail Spikes, Wing Spurs Skills Bluff +17, (Fly +16), Intimidate +19, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (the planes) +21, Perception +19, Spellcraft +23, Sense
Adaptation (Su) 1d4 minutes after arriving on a new plane, a planar dragon begins to acquire the elemental and alignment properties of the plane. The dragon can resist these changes by making a Will save (DC 10 + minutes on plane) each minute. Breath Weapon (Su) The cone‐shaped breath weapon of the planar dragon can trap those it hits with a dimensional anchor or plane shift them to a random plane. Plane Shift (Su) A juvenile planar dragon may plane shift as part of a flying move action of at least 30 ft.
Young Adult Planar Dragon, Young Adult CR 12 (19,200 XP) CN Huge dragon (extraplanar) Init +4; Senses blindsense 60 ft., darkvision 120 ft, keen senses; Perception +23 Aura dragonfear (DC 20) AC 25, touch 8, flat‐footed 25 (‐2 size, +17 natural) hp 161 (17d12+51) Fort +13, Ref +10 Will +11 DR 5/magic; SR 15 Spd 60 ft., Fly 100 ft. (clumsy) Melee bite +19 (1d6+4) and 2 wing spurs +17 (1d6+2) and tail slap +17 (1d8+2d6+2) or gore +19 (1d6+8) or crush +19 (2d8+6) Special Attacks breath weapon (cone, dimensional anchor or plane shift, Fort DC 24)
Spell‐Like Abilities (CL 7th) 1/day ‐ see invisibility Sorcerer Spells Known (CL 7th) 3rd level (5/day) ‐ color rippleswift, lightning bolt 2nd level (7/day) ‐ blur, shadowbiteswift, web 1st level (7/day) ‐ alarm, arrow deflection, mage armor, obscuring mist, true strike 0th level (6/day) ‐ bleed, daze, detect magic, detect poison, learn heritage, ray of frost, resistance Str 18, Dex 10, Con 16, Int 20, Wis 12, Cha 18 Base Atk +17; CMB +23; CMD 33 Feats Alertness, Fly‐By Attack, Horns, Hover, Improved Initiative, Multiattack, Tail Spikes, Wing Spurs, Wingover Skills Bluff +21, (Fly +17), Intimidate +23, Knowledge (arcana) +25, Knowledge (history) +25, Knowledge (the planes) +25, Perception +23, Spellcraft +27, Sense Motive +23, Use Magic Device +13 Languages Auran, Common, Draconic SQ Adaptation, plane shift Environment Any neutral plane Organization Solitary, mated pair, mater pair and clutch (2‐5) or gathering (6‐15) Treasure Value None Adaptation (Su) 1d4 minutes after arriving on a new plane, a planar dragon begins to acquire the elemental and alignment properties of the plane. The dragon can resist these changes by making a Will save (DC 10 + minutes on plane) each minute. Breath Weapon (Su) The cone‐shaped breath weapon of the planar dragon can trap those it hits with a dimensional anchor or plane shift them to a random plane. Plane Shift (Su) A young adult planar dragon may plane shift as part of a flying move action of at least 30 ft.
Adult Planar Dragon, Adult CR 14 (38,400 XP) CN Huge dragon (extraplanar) Init +4; Senses blindsense 60 ft., darkvision 120 ft, keen senses; Perception +23 Aura dragonfear (DC 21) AC 28, touch 8, flat‐footed 28 (‐2 size, +20 natural) hp 190 (20d12+60) Fort +15, Ref +12 Will +13 DR 5/magic; SR 17
Spd 60 ft., Fly 100 ft. (clumsy) Melee bite +24 (1d6+6) and 2 wing spurs +22 (1d6+3) and tail slap +22 (1d8+2d6+3) or gore +24 (1d6+12) or crush +24 (2d8+9) Special Attacks breath weapon (cone, dimensional anchor or plane shift, Fort DC 27) Spell‐Like Abilities (CL 9th) 1/day ‐ rainbow pattern, see invisibility Sorcerer Spells Known (CL 9th) 4th level (5/day) ‐ black tentacles, summon monster IV 3rd level (7/day) ‐ color rippleswift, lightning bolt, nondetection, water breathing 2nd level (7/day) ‐ blur, resist energy, shadowbiteswift, web 1st level (7/day) ‐ alarm, arrow deflection, mage armor, obscuring mist, true strike 0th level (6/day) ‐ bleed, daze, detect magic, detect poison, learn heritage, ray of frost, resistance, tongue of fiends
Str 22, Dex 10, Con 16, Int 22, Wis 12, Cha 18 Base Atk +20; CMB +28; CMD 38 Feats Alertness, Fly‐By Attack, Horns, Hover, Improved Fling, Improved Initiative, Multiattack, Snatch, Tail Spikes, Wing Spurs, Wingover Skills Bluff +24, (Fly +20), Intimidate +26, Knowledge (arcana) +29, Knowledge
(history) +29, Knowledge (the planes) +29, Perception +26, Spellcraft +31, Sense Motive +26, Use Magic Device +19 Languages Auran, Common, Draconic SQ Adaptation, plane shift Environment Any neutral plane Organization Solitary, mated pair, mater pair and clutch (2‐5) or gathering (6‐15) Treasure Value None Adaptation (Su) 1d4 minutes after arriving on a new plane, a planar dragon begins to acquire the elemental and alignment properties of the plane. The dragon can resist these changes by making a Will save (DC 10 + minutes on plane) each minute. Breath Weapon (Su) The cone‐shaped breath weapon of the planar dragon can trap those it hits with a dimensional anchor or plane shift them to a random plane.
Plane Shift (Su) A adult planar dragon may plane shift as part of a flying move action of at least 30 ft.
Nest of the Inphidians (PFRPG)
Alert Factor Dungeons are not static environments, or at least they shouldn’t be. The humanoids and creatures that live within the walls of any dungeon have goals, habits and routines that cause them to move from room to room and place to place. This is often not well shown within a typical dungeon. In small dungeons players often need to approach with care and caution to avoid drawing all the combatants to them in a hurry. To simulate the opponents readiness to respond to character actions the Alert Factor (AF) system was developed. Alert Factor (AF) is a tool designed to reflect the changing conditions in the dungeon or other closed social system; an area’s AF score represents the readiness and general state of alert. A dungeon’s AF score changes over time in response to the character’s actions. If the characters use load and obvious spells such as burning hands or shatter, then the dungeon’s AF rises as the inhabitants ready themselves for combat; on the other hand, if the party quietly dispatches its foes, the dungeon’s AF remains stable or may even fall as monsters feel a sense of security and relax their guard. AF is not an absolute measure; rather, it measures the relative state of alert for an area. For instance, an AF of 10 may mean a high state of readiness for the Citadel's inhabitants, but may be a low level for a wary dragon. Each dungeon or adventure area that uses this system should feature its own, unique AF milestones and ratings tailored to its specific inhabitants.
Map of Mystery #2 – The Nest of the Inphidians is a 15 room adventure location designed for 6th level parties. It has an AF of 1 to 15.
Alert Factor
Status
Bonus to Perception (Listen, Spot, Search)
1‐3
The nest is at ease and the commoners, dancer charmers, cobra‐backs and rattlers go about their regular duties.
4‐6
Unease begins to spread through the nest. They do not “gear up” but double check their gear and +0 make sure it’s at scale’s length should they need it.
7‐9
The inphidians sense that something is amiss within the nest. Patrols are doubled and guards are +1 sent to reinforce protection around the hive’s leaders.
‐1
Inphidians are alerted to an emergent threat from within the hide. Areas are secured against intrusion 10‐12 +2 and defensive spells are cast. The inphidians try to drive characters toward ambushes and traps.
13‐ 15+
The nest is on full alert. Inphidians expect an armed attack and have spells and equipment +3 prepared to deal with them. cobra‐backs and rattlers have been dispatched to hunt prey.
AF can be changed by general events and room specific events. Below is a list of general events that can be used to adjust AF within the nest.
Occurrence
Alert Factor Modifier
Light is used in the hallways (natural or magical); Inphidians can see well +2 in the dark and tend to only light rooms 2,6,7,8,11,12,13,15 An opponent escapes to relay a message of intruders
+6
Loud Spells (burning hands,shatter, +3 et cetera Odoriferous Spells (stinking cloud); Inphidians have enhanced sense of +6 smell Appearance of unfamiliar or non‐ reptilian creatures
easier to move prisoners, mercenaries or guests. This long hallway is made of polished black stone. The deep green walls are carved with images of writing serpents and serpentine monsters consuming mammalian and humanoid foes. Sporadically along the hall are mounted everburning torches that give off a soft yellow‐green glow. At the far end of the hall a large fountain can be seen and heard gurgling loudly. Due to the dimness of this hall and the loudness of the fountain all Stealth checks have a +2 circumstance bonus. Casting one or two loud spells in this hallway will not likely raise the AF because of the noise of the fountain. If there is a sustained noisy spell battle it will raise the AF.
+2
Rooms that follow over the next month may have additional AF changes. For now the Nest of the Inphidians has an AF = 1.
Room 1: The Long Entry Hall [EL 6, 2400 XP] Summary This long hallway is the primary entrance to the inphidian’s nest. Guard Posts The doors leading into room #2 have stationed guards. Currently there is one guard for each doorway. If the AF < 7 these are guarded by common inphidians (hp 34) but at AF of 7 or higher these are guarded by cobra‐back inphidians (hp 37). Sights and Sounds The hallway is dim but is lighted by a couple everburning torches. The inphidian possess Darkvision but still post minimal lights through their nest to make it
Inhabitants Aside from the guards stationed at the doors into room 2 the hallway is relatively empty. Tactics The tactics of the guards are simple. The first is to identify the nature and purpose of strangers within the nest. If they are hostile they are to be repelled and the rest of the nest alerted. If they are peaceful they as escorted to the Greeting Hall. Alert Factor Changes
If the AF has risen to at least 7, the inphidians will have launched roaming patrols of one rattler inphidian and two cobra‐back inphidians (EL 6). There are two patrols at AF 7‐9 that circulate through the lair. They have a 10% of coming into this corridor through room 2. If the AF has risen to at least 10, the inphidians will barricade the doors to
room 2 and build cover at the far end of the hall near room 14.
Treasure There is no treasure located in this hallway but the door guards carry some personal treasure on them. Connections There are three good wooden doors (unlocked, but guarded) that lead into room 2. There are two open passages leading into room 3 and room 4 and off course into the well‐lit fountain room (room 14) at the end of the hall.
Room 2: The Greeting Hall [EL 7, 3200 XP] Summary This large chamber is where the inphidian lord greets visitors and supplicants. It is the welcoming room for diplomatic situations. Sights and Sounds This large greeting hall is the welcoming chamber for visiting contacts, mercenaries and supplicants. The room is well‐lit because the inphidians often entertain outsiders in this room. This large chamber is well‐light with bright soft‐yellow everburning torches circling two pillars snaking into the ceiling. To the north end of the chamber is a large, raised pad covered with pillows. On the west wall is a curving, carved throne of green stone. To the north‐west is a narrow hallway leading off into darkness. Inhabitants The greeting hall is the resting home of two inphidian dancers Brd2 (hp 42). Development If the inphidians are receiving peaceful outsiders the will be greeted by krait inphidian Sor2 as well as the two
inphidian dancers Brd2. Additionally he will have two cobra‐back Ftr 2 guards. If the inphidians are not receiving outsiders there while only be the two inphidian dancers. Alert Factor Changes
If the AF is less than 4, the dancers are likely resting on the pillows in the northern recess. If the AF is less than 7, the dancers are probably active in the room, looking down their hallways, listening at the doors and hiding their belongings. If the AF is less than 7 or more, the dancers will be reinforced with two cobra‐back inphidian Ftr2.
Treasure Hidden within the arm of the throne (Perception DC 18) is wand of burning hands (36 charges), inside on the dancer’s resting pillows is a heart‐shaped gem (see below). The dancers have a small collection of coins worth 135 gp. Connections There are three good wooden doors that lead into room 1 and an extension of the room leading into room 5.
Room 3 ‐ The Library [EL 6 or 8, 2,400 or 4,800 XP] Summary This room is the personal library of the krait inphidian sorcerer although he needs no spellbooks to shape his magic he has become quite a collector. Sights and Sounds This room is dark. The krait sorcerer does not like his room normally because he can see fine without it. This room is poorly lit, only the intermittent glow of everburning torches from the entry hall provides any illuminations. The room appears bare with no markings or designs
on the walls. Along the north wall is a couple of chairs, foot rests and a small table.
Inhabitants Normally, there is a 30% chance that the krait inphidian sorcerer is here going through the works in his collection.
The chairs and footrests provide the krait sorcerer someplace comfortable to sit and read. Or perhaps share a quiet moment with a dancer. The table has a drawer containing a wizard's spellbook (he doesn't learn spells from a spell book but likes the look of a spellbook and often jots notes and ideas for improvement of the nest within its pages), ink (red, blue and green) and a collection of inkpens. Beside his chair are a pair of inphidian gauntlets.
Tactics The sorcerer, if present, will not engage player characters by himself. Instead he will slither through the crawlspace to room 4 (The Breakroom) and warn the guards that are resting of intruders. If successful this increases the AF by +6. Once the guards arrive he will defend his library as outlined below.
The roof extends 20 ft. upward and hanging from the ceiling are a number of columnar shelves on which the krait sorcerer stores books of interest. The roof holds twelve columnar shelves that the krait likes to climb around and organize. Fighting from the shelves provides him with cover (+4 AC). The four of the shelves are very heavy and can be manually dislodged from the ceiling to fall on player characters below.
Falling Shelves Trap CR 2 (600 XP) Type mechanical; Perception DC 20; Disable Device DC20 [Effects] Trigger manual; Reset no reset Effect Atk +15 ranged (1d6+6) If the players have a light source and look toward the ceiling you can read the following: Hanging high above are many columnar shelves. They are bursting with books and dangle precariously from the celing with irregular placement.
Alert Factor Changes
If the AF has 7 or more he definitely will make his way to this room to make sure his collection and treasures are safe. If the AF has risen to 10 or more he summons two cobra‐back inphidian fighter 2s to help protect his treasure. They defend the floor while he hids in the cover (+4 AC) of the hanging bookshelves and attacks downward with burning hands, rays of frost, or his necklace of fireballs type I (see below).
Treasure Hidden among the hanging shelves is a strongbox with a good lock (Disable Device, DC 30). Stored within the strongbox are 203 pp, 483 gp and a campaign medal (see below). The shelves are littered with books on ancient mysteries, magic traditions, arcane symbols, constructs, dragons and magical beasts. The exact titles and number of books is left up to you. Also hidden amongst the shelves is a necklace of fireballs type I that the krait sorcerer will seek to recover and use to defend his library. Connections There are two main exits from the room. The first is the passageway east into room 1 (The Long Entry Hall). The second exit is hidden (Perception DC 22)
and not shown on the map. High within the hanging stackes there is a crawlspace running north into room 4 (The Breakroom).
Room 4 ‐ The Breakroom [EL Varies] Summary This is the breakroom or the barracks for the cobra‐backs and commoners. Sights and Sounds This poorly lit room has a number of burrows in the walls for cobra‐ backs and commoners to sleep. On the west wall is a weapon rack (holding 16 fanged blades and an four dozen inphiadian guantlets. On the south is a small table with stools.
the inphidian equivalent game of mixed mice. Tactics If caught off‐guard the awake commoners shout to awake sleeping inphidians and will engage the player characters to give the cobra‐backs time to don gauntlets and grab fanged blades. Any cobra‐back fighter will try to escape to check on the sorcerer, cleric/assassin or dancers. Alert Factor Changes
This room is cloaked in deep shadows. The flickering everburning torches from the entry hall do not pierce the darkness of this room well. With a light source or darkvision you could read:
On the far wall stands a weapon rack filled with curved wooden blades and strange metallic gauntlets. Along the entire length and height of the north wall are a number of burrow for serpent‐men to slither into for a night or day of sleep. Opposite the sleeping burrows is a small wooden table surrounded by three wooden stolls.
If the AF has not risen to at least 7, it will be considered 2 points lower in this room because the cobra‐backs and commoners use this room as a resting place. If the AF has risen to 7, the inphidains in this room have organized into patrols of two commoners and one cobra‐back. The cobra‐back fighters (2) move to defend the krait sorcerer, another moves to defend the dancers and the remaining three seek out the night adder cleric/assassin. If the AF has risen to 10, the inphidains patrols have regrouped to reinforce hallways and set traps. Any patrol will now contain 2 commoners, 1 commoner rogues, and 2 cobra‐backs. If the AF has risen to 13, the rattlers move in pairs because their death rattle can do serious to non‐rattlers while the cobra‐backs move in squads of 5.
Inhabitants This room has roughly one quarter of the nests commoners and cobra‐ backs resting at any time. This generally amounts to 3 cobra‐backs, 1 cobra‐back fighter, 5 commoners and 1 commoner rogue. There is a 20% chance than 1d3 of them will be insonomic up playing cards or
How many of these damn things are there? I'm really not sure. I tend not to stock a dungeon with a set amount of monsters but alter the number opponents based upon the progress of the player characters. I
would put some limits on the size of the serpentine forces. Number
Type
1 per 20 commoners
Krait sorcerer, Night Adder cleric/assassin
1 per 4 commoners
Dancers bards
1 per 2 commoners
Cobra‐Backs
1 per 3 commoners
Cobra‐back fighters
1 per 5 commoners
Commoner rogues, rattlers
So with a band of 20 commoners you would also have one krait sorcerer, one night adder cleric assassin, 5 dancer bards, 10 cobra‐backs, 7 cobra‐back fighters, 4 rattlers, and 4 commoner rogues. So that gives us a total of 52 possible opponents plus non‐combatants. This is a rough figure and I expect I will abuse it myself adding additional leveled inphidians such as the guard captain. Because of the size of the map I'm going to assume that the tribe is of this size. It could be larger with other inphidians away on raids or off the map through the exit on the north of room 15. Treasure The commoners and cobra‐backs are not particularly well off. In their sleeping burrows you are likely to find 4d10 gp per commoner and 3d10 gp plus 1d10 pp per cobra‐back. Connections There are two exits from this room. The first is the open passageway that leads east into room 2 (The Long Entry Hall) and the other is on the south wall at a
height of 10 ft. is a sloping clawlspace that leads up to room 3 the library.
Room 5 ‐ Guard Station [EL 4, 1,200 XP] Summary This hallway serves as the guard station for a rattler or the guard captain. From here they can watch over the prisoners and keep a listen on the temple and the greeting hall. Sights and Sounds This long hallway becomes darker along its length as the light from the greeting hall dwindles away. On the north side of the hall is a refuse chute leading down to a enclosed refuse pit. The long hallway is decorated with images of serpentine monsters devouring mammalian prey. They are several pieces that contain sacrificial rites too horrible to describe. In all images the serpentine figures are larger, more powerful and superior to all other figures. On the north wall there is a grated garbage chute and the far end branches off north into a hall and east into a narrow passage. Inhabitants This area is typically guarded by a rattler who is in charge of the prisoner's (see rooms 7 & 8). Beneath the floor in a thessaotyugh that will attack any non‐ reptilians that approach within 5 ft. of the garbage grate. Tactics The rattler guard is charged with defending this area and will do that to the best of his ability. Try to maneuver the player characters so that they are within range of the thessaotyugh. If the thessaotyugh is not attacking player characters it will be safe from the rattler's death rattle. If it is actively attacking it will need to save vs. the rattle as well.
Alert Factor Changes
The sound of battle here will alert the guard captain in room 6 if he is not stationed here. In two rounds he will join the fight. If the AF rises to 7 this rattler will move to guard the dancers in room 2, while the guard captain replaces him here. If the AF rises to 13 this rattler will join the other rattlers in room 14 to form two serpent hunter squads and the guard captain abandons his post to defend the night adder cleric/assassin.
Treasure The common rattler doesn't carry much in the way of treasure but usually is wearing mw leather armour (+2 AC), and carries an elixer of hiding and 75 gp. If the player character kill the thessaotyugh and lower themselves into the garbage chute they can spend 10 minutes to 1 hour searching for treasure. The thessaotyugh doesn't actively collect treasure but several things have been thrown away by mistake including a scroll containing the spells sandblast and wall of light and a ring of invisibility. Connections There is a sewer grate that leads down into the thessaotyugh's lair (not mapped), a passage way west to room 2 (The Greeting Hall), a passageway north to room 10 (The Atonement Room), a door on the south wall leads to room 6 (The Guard Captain Station), and the narrow hallway east is a dead end flanked by doors leading into room 7 & 8 the two prison cells.
Room 6 ‐ Guard Captain Station [EL 6, 2,400 XP] Summary This is the private quarters of the guard captain a rattler inphidian ranger 3.
Sights and Sounds This is the well‐ appointed room of the guard captain. The door opens into this personal room. The south wall is dominated by a large sleeping burrow that could accommodate four serpent‐folk comfortably. It is has a large sleeping burrow in the south wall (room enough for the guard captain and a dancer or three). There is a table with plans and notes scattered about its surface against the west wall. Personal effects, armor and gauntlets hang on the east wall. Inhabitants The guard captain (a rattler inphidian ranger 3) is currently in his room going over the plans for the next invasion of humanoid lands. Tactics The guard captain will try to disable foes with his death rattle ability. If he feels it necessary to escape to protect he night adder he will use his everfull bag of rats to distract and confuse the heroes that that he can escape. Alert Factor Changes
If the AF has risen to 7, the guard captain is guarding room 5 (The Guard Station) instead. If the AF has risen to 13, the guard captain moves to room 12 to protect the night adder cleric/assasin.
Treasure Hanging on the west wall is a mirror, a number of cloaks, keys to the prison cells (room 7 & 8), a shortbow and 12 arrows, a dagger, +1 studded leather armor, and two pairs of matched inphidians gauntlets (one set black, one set red). On the table is a list of things to do to reinforce the nest (like reduce the number of torches and more traps that need to be slithered past like the Atonement room) written in
Inphidian and a battle plan (Knowledge (local) DC 18 to recognize locations on the battlemap such as the doomed halfling village called the Glendale Shire that borders the Kingdom of Yurthiq). Hidden in a hollow part of his sleeping burrow, the guard captain has amassed 1141 gp, constrictor gloves and a purse of alarm with a bracelet (silver with jade inlay) (175) and a locket (contains a small set of purple scales).
players for a weapon for him to use or as for an escort out of the nest. He has nothing to offer and likely wouldn't honour any deal he made anyway. Alert Factor Changes The inphidians only check on their prisoners once per day. However if the locks appear to be tampered with or a prison cell is level open this immediately will raise the AF of the nest by +6.
Room 7 ‐ Cell #1 [EL ‐‐]
Treasure As a prisoner of the inphidians the satyr has no possessions.The dagger and shortbow listed on his statblock where in his possession when he was captured and are in the guard captain's room.
Summary This is one of the two cells used by the inphidians to hold captured opponents. It is the current home of a satyr psion.
Connections The door of the cell is the only way into the room and out of the room. It leads to the hallway outside of the two cells and room 5 (the guard station).
Sights and Sounds The far end of this passage ends in a smooth stone wall. On the south wall and on the north there are doors. The both are shut with heavy padlocks; the north door is an iron door while the south is wooden. The northern door north door has a notice nailed onto it.
Room 8 ‐ Cell #2 [EL 7, 3,200 XP]
Connections The rooms only exit is the door on the north wall that leads into room 6
The door to the cell has a padlock on it of good quality (DC 25) with a hardness of 15 and 35 hp. Inhabitants Within the cell #1 is a satyr psion who was captured four miles south of the inphidian's nest. He had no interest in the inphidians or in their plans he is simply a victim of being in the wrong place at the wrong time. The satyr just wants to be free and will flee the nest as soon as he is able. He begs the
Summary This is the other cell used by the inphidians to hold captured opponents. It is the current home of a crazed, diseased, evil panda bear nicknamed Franz the Destroyer. Sights and Sounds The far end of this passage ends in a smooth stone wall. On the south wall and on the north there are doors. The both are shut with heavy padlocks; the north door is an iron door while the south is wooden. The northern door north door has a notice nailed onto it. The door to the cell has a padlock on it of good quality (DC 25) with a hardness of 15 and 35 hp. The note on the door is written in inphidian (DC 20 to decipher with Linguistics) A
character attempting to decipher this message who knows the draconic language gains a +2 bonus on his check due to similarities in the languages. The message on the door is simply "Quarantine" Any creature within 5 feet of the door will alert Franz to their presence and send him into a rage. He will begin loudly grinding his ogre hooks against the interior of the door. Inhabitants The only inhabitant of this room is a crazed, diseased, evil panda bear who has ogre hooks grafted on in place of its hands. He is a carrier and victim of the crimson colic disease that has driven him mad. In a blind rage, he entered the nest and began randomly slaughtering inphidians. He was captured alive because the night adder assassin/cleric wants to study the disease to see if he can weaponize it in some way. Tactics Tactics, we don't need no stinking tactics. Franz always attacks the nearest creature, tears it to shreds and moves on the next. If he can see no opponents he will feast on the pieces of his kills. Alert Factor Changes The inphidians are used to this sound and ignore it figuring a guard simply wandered too close. If the sound persists for more than 5 rounds this will raise the AF by +2. Treasure Franz has no treasure. Connections The door of the cell is the only way into the room and out of the room. It leads to the hallway outside of the two cells and room 5 (the guard station).
Room 9 – The Great Serpent Hall [CR 3, 800 XP or CR 10, 9,600 XP]
Summary This chamber is the temple of Inphidians. It is the primary lair of the night adder cleric assassin. At the east end of the room end there is a large statue of huge coiled serpent. Sights and Sounds This room is normally dark as the inphidians do not light rooms they do not expect outsiders to enter. If the players have a source of light you can relate the following. Long shadows writhe across the coiled surfaces of this room. The floor of the long hall is covered with soft pillows for the comfort of those who come to kneel before a great statue of a coiled serpent that decorates the east end of the room. To the north is an alcove and to the west end are two wooden doors leading north and south out of the long hall. Statue The statue of the coiled serpent is depiction of their god’s avatar but it also holds a trap for player characters if they are not careful. The pillows conceal a number of pressure plates on the floor when the players first enter the room they have three rounds to move to and knee in supplication at least three of the cushions or be carrying the night adder priest’s marker. If they do not do this in time the great serpent will animate and attack them. This is not a formal trap but the instructions given to the great serpent which is a Large animated objects. It possesses all the abilities of a normal Large animated object except as noted below: Spd 20 ft; climb 20 ft.
Melee bite +5 (1d10+3), tail whip +5 (1d8+3, grab) Special Attacks constrict (1d8+4) Skills Climb +11 AF Changes If the AF is has not reached 7, there is a 50% chance that the night adder cleric 3/assassin 2 will be in this room playing to the coiled god. If he is not here he will be in the alcove in room If the AF has exceeded 7 but is less than 12, the night adder cleric assassin will be under guard and on the move to room 13 to gather his personal effects and flee through room 15 or out the front entrance. If the AF has exceeded 13 the night adder will have ordered the animated object to attack any non‐ serpentine foes before fleeing. Treasure There is no treasure in this room. The night adder keeps sacred treasures in the room 11. Connections There is are open archways that lead into room 11 and one that leads into room 10. At the far west end of the hall are two wooden doors that lead into room 12 and room 13.
Sights and Sounds Normally this room would not be light however the inphidians have recently ended a religious service and the tallow candles have been lit and provide a soft glow. The soft ebb of candle light with their crackling, sputtering, orange flame provide some light on this small circular chamber. The walls of this chamber are decorated with carvings that depict humanoid forms such as elves, goblins and humans being torn apart by multi‐headed serpentine monsters. A Perception check (DC 18) reveals a number of hidden groove mixed amongst the terrible carvings. The night adder cleric/assassin has planned to add a mechanical trap or two to this room but the construction is going slower than he expected (probably because he was unhappy with the work of the last three craftsman and had them killed). There is no trap here, but it is ready to receive a mechanical mechanism. Connections There are two open archways that connect to this room. One leads north into room 9 and one leads south in room 5.
Room 10 – Coming to God [EL ]
Summary This room is the common entrance for inphidians coming to worship before their coiled guard. The walls are lined tallow candles than illuminate images of humanoids being tortured and consumed.
Room 11 – Priest’s Alcove [CR 10, 9,600 XP] Summary This room is the private alcove of the death adder cleric/assassin uses prepare for religious service. This room is off‐limits to other inphidians in the nest. Sights and Sounds This room is well lit by the nine glowing serpentine eyes.
This room is dominated by a large carving of a multi‐headed serpent that leers down at a simple altar. The eyes of the serpent illuminate the room with an unholy, amber glow. The floor of this room is tiled with an intricate snake‐skin pattern. Inhabitants The death adder cleric 3/assassin 2 has a 50% chance of being in this room if the AF is less than 7. If the AF has risen past 7, the death adder will remove the treasure from this room and try to flee the nest. Treasure A Perception check DC 28 can be use to find a hidden switch of rotating tiles. If moved the tile will trigger a secret panel to open at the base of the multi‐headed serpent statue. Within this hidden cache is the death adder’s personal treasures including horn of evil, phylactery of faithfulness and assorted gems worth (1,200 gp). Connections There is an open archway to the south that leads to room 9.
Room 12 – Rattler Lair [EL 6, 2,400 XP]
Summary This is the lair of the four rattlers that occupy this nest. Sights and Sounds This room is lit by hanging oil lamps. The rattlers keep oil lamps lit in this room because they prefer the room to be warmer that they sleep in. The rectangular room is clear divided into four sections. In each corner lies a nest of damp straw that are large enough from a man or inphidian to curl up on. This room is warm and musty compared to other
chambers and from the ceiling hang many oil lanterns that crackle and sputter. Inhabitants Unless under a state of emergency AF 13+ there will be two common rattlers in this room. The other two rattlers (same mix will be in the room 15 – The Hatchery). Tactics If the players arrive at this section of the nest with the AF still below 7, these rattlers will likely be sleeping because they are off duty from caring for the nests eggs. At AF 7‐13 they will be awake and getting prepared for battle. At AF 13+ working through the lair trying to find the intruders. Treasure The rattlers trust each other and are not shy about leaving their possession strewn about their lair. In the lair the players with a couple minutes of searching can uncover a +2 hand axe (from a previous meal), a clear spindle ioun stone, a third eye of awareness (taken from the Satyr psion), and 433 gp.
Connections There is a wooden door on the north wall with leads to room 9 the hall of the coiled serpent. There is also a wooden door on the west wall that leads to the fountain of blood in room 14.
Room 13 – Death Adder’s Chamber [EL 10, 9,600 XP]
Summary This is the personal chambers of the death adder cleric/assassin. Sights and Sounds This room is light by three glowing gems (350 gp) that hover a foot below the ceiling. This rectangular room has a soft bed in the northeast corner covered with soft animal
furs. Along the north wall is a desk upon which sits a book bound by the flesh of some mammal. Along the south wall is a personal devotion to a multi‐headed serpentine god. Bed The bed is covered with soft bear and wolf fur. This material is quite heavy but it is warm and in good repair. It could be worth 25 gp to a person interested in new bed coverings. Desk The desk is a place for the death adder cleric/assassin to sit and collect his thoughts. The tome on the desk is The Mysteries of Coiled Strength which if read by someone who knows Inphidian can provide a +4 competence bonus to understand the Coiled God’s teachings. Devotion This personal devotion to the Coiled God is a small moving statue that has a human being eternally consumed by a great serpent. It is surrounded by a number of prayer postings in Inphidian and lit tallow candles. Inhabitants There are no inhabitants in this room unless the AF is below 4. If it is then the death adder cleric 3/assassin 2 has a 25% of being in his room in prayer or sleeping. Treasure Hidden beneath his bed (Perception, DC 12), the death adder cleric/assassin has hidden a ring of mind shielding and a purse of 100 pp. Connections There is a locked door on the west wall that leads to the fountain of blood in room 13. The door on the south wall leads to the hall of the coiled serpent (room 9). It is never locked because all
other inphidians are forbidden to enter his room through this way.
Room 14 – Fountain of Blood [EL 8, 4,800 XP]
Summary This room is the lair of a blood weird that was provided by the Coiled God to protect the inphidian nest. Sights and Sounds This room is well lit and has an eerie red glow to it from the reflection of light off the fountain of blood. The center of this room is dominated by a huge marble fountain pool of flowing blood. It gurgles and gushes as if pumped from some hidden heart deep beneath the nest of inphidians. There are two short passages leading off to the east, one to the west and a long hall leading out of this dungeon to the south. In the south east stands a large serpent statue. Inhabitants This room is inhabited by a large animated object, in the form of a great serpent (see room 9 for details), and a blood weird that lives in the blood pool. Both creatures have been ordered to attack anything that enters the room. Tactics The animated object will attack first and try to maneuver the player characters closer to the pool of blood. The blood weird will wait in the pool and ready his attack with the Strike Back feat. The blood weird will attempt to grab and drown player characters one at a time. Treasure Within the blood weird’s pool lies a caster’s shield and blood‐soaked robe of bones.
Connections There is a long hallway leading to room 1 (entrance hall). To the west is a door leading to the hatchery (room 15). On the east wall there are two doors, one leads to the death adder’s chambers and one leads to the rattler’s lair (rooms 13 and 12 respectively).
will take an active role in hunting down intruders. Connections There is a door on the east wall that leads to the fountain of blood (room 14) and other on the north wall that leads to parts unknown.
Room 15 – The Hatchery [EL 6, 2,400 XP]
Map of Mystery Monsters
Summary This is the hatchery room for the inphidian nest. Sights and Sounds This room is lit by glowing orbs hanging from chains that also radiate warmth. This large chamber glows with a warm red light. Around the edge of the room are a number of straw nests containing eggs of various shapes and sizes. Each egg has its own area so that new‐borns can enter the world without too much competitive bloodshed. Eggs There are 12 inphidian eggs in this room. 8 of these will be commoners, 2 will be cobra‐backs, one will be a dancer and one will be a krait. It is possible that inphidian eggs may have some value in the slave markets of the eastern jungles. Inhabitants Unless under a state of emergency AF 13+ there will be two common rattlers in this room. The other two rattlers (same mix will be in the room 12 – Rattler’s Lair). Tactics The two rattlers will be on guard here watching over the eggs. They take this work very seriously as it is crucial to the survival of the nest and will only abandon their post if the AF rises to 13+ when they
Blood Weird A crimson snake composed entirely of blood.
Blood Weird CR 8 XP 4,800 CE Large outsider(chaotic, evil, extraplanar) Init +7; Senses Perception +14 AC 17, touch 12, flat‐footed 14 (‐1 size, +3 Dex, +5 natural) hp 10d8+16 (61) Fort +8, Ref +9, Will +7 DR 10/bludgeoning Spd 40 ft. Melee bite +12 (1d8+6 plus siphon, grab) Space 10 ft.; Reach 5 ft. Special Attacks drench, drown Str 19, Dex 17, Con 15, Int 12, Wis 12, Cha 16 Base Atk +8; CMB +13; CMD 26 Feats Alertness, Improved Initiative, Strike Back, Weapon Focus (bite) Skills Diplomacy +14(8), Knowledge (planes) +12(8), Sense Motive +14(8), Stealth +10(8), Perception +14(8) Languages Common, Sanguine SQ reform, transparency Drench (Ex): The weird’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the weird’s HD total.
Drown (Ex): If a blood weird pins a grabbed foe, it can fully immerses its victim in its blood pool. A victim completely immersed must hold its breath or drown. The victim can hold its breath for a number of rounds equal to twice its Constitution score. After that, the victim must make a successful Constitution check (DC 10, +1 per previous check) each round to continue holding its breath. If the victim fails a check, it drowns. In the first round, the victim falls unconscious (0 hp). In the next round, the creature is dying (‐1 hp), and in the third round the victim drowns. Siphon (Su): A blood weird that hits a foe siphons a portion of its blood off. This attack deals 1d4 points of Constitution damage each time the blood weird hits. A creature struck can make a successful Fortitude save (DC 16) to negate the damage that round. Reform (Ex): When reduced to 0 hit points or less, a blood weird collapses back into its pool. Four rounds later, it reforms at full strength minus any damage taken from fire‐ based spells and effects. Transparency (Ex): A blood weird is effectively invisible in its pool until it attacks.
Spd 50 ft., swim 30 ft. Melee 2 grafted ogre hooks +20 (3d6+15), bite +18 (2d6+15 plus disease) Special Attacks rend (2 ogre hooks, 6d6+15) Str 31, Dex 13, Con 23, Int 7, Wis 12, Cha 4 Base Atk +10; CMB +19 (+23 to sunder); CMD 30 Feats Blind‐fight, Cleave, Combat ReflexesB, Lunge, Power Attack, Weapon Focus (Ogre Hooks) Skills Perception +14, Stealth ‐3 (+5 in snowy areas), Swim +16 Languages Common SQ enraged
(Franz the Destroyer)
Male awakened, crazed, intelligent panda with hooks! An Evil Panda With Hooks CR 7 (3,200 XP) CE Large magical beast (augmented animal) Init +1; Senses low‐light vision, scent; Perception +1 AC 13, touch 8, flat‐footed 12 (‐1 size, + 5 natural, +1 Dex, ‐2 enraged state) hp 105 (10d8+60) Fort +10, Ref +7, Will +5 DR 2/‐
Disease (Ex) Crimson Colic ‐ Fortitude DC 16; onset 1 hour; frequency 1/week; effect 1d6 Wis and make a Will save (DC 16) or adopt the enraged template; Cure 3 successive saves. Enraged (Ex) Enraged creatures attack other living creatures on sight. Such is their madness that they cannot be reasoned with, nor do they seem to recognize (or care about) old friends or loved ones that inadvertently cross their paths. Painless (Ex) Because enraged creatures feel no pain, or perhaps because they feed off of it, they are not considered disabled when they reach 0 hit points, nor are they knocked unconscious when they are reduced to between –1 and –9 hit points. This terrible creature has had its claws amputated and replaces with vicious ogre hooks. He has been infected with crimson colic and now suffers a permanent enraged state that will eventually consume him.
Inphidians (Updated) Powerful snake‐men with the head of a cobra who can spit a powerful poison.
Cobra‐Back Inphidians CR 3 (800 XP) NE Medium monstrous humanoid (reptilian) Init +3; Senses Darkvision 60 ft.; Perception +3 AC 18, touch 13, flat‐footed 15 (+3 Dex, +5 natural) hp 37 (5d10+10) Fort +3, Ref +7, Will +5 Spd 30 ft. Melee fanged blade +8 (1d8+4, 19‐20) or 2 snake‐hand bites +9 (1d4+3 plus poison) Special Attacks spit poison Str 16, Dex 16, Con 15, Int 12, Wis 12, Cha 12 Base Atk +5; CMB +8; CMD 21 Feats Alertness, Weapon Focus (snake‐ hand), Stealthy Skills Acrobatics +11,Escape Artist +5, Perception +11, Sense Motive +3, Stealth +13 Languages Common, Inphidian
series of razor sharp spikes. The hilt of the weapon is normally wrapped in leather, and is often decorated with hanging beadwork and feathers. Many barbarians and druids favor this weapon.
One‐handed Martial (450 gp); 1d6+1(S), 1d8+1(M); 19‐20/x2; Slashing
Cobra‐Back Inphidians, Fighter 2 CR 5 (1,600 XP) NE Medium monstrous humanoid (reptilian) Init +3; Senses Darkvision 60 ft.; Perception +3 AC 18, touch 13, flat‐footed 15 (+3 Dex, +5 natural) hp 58 (5d10+10 plus 2d10+6) Fort +6, Ref +7, Will +5 (+1 vs. fear)
Spd 30 ft. Melee fanged blade +10 (1d8+4, 19‐20) or 2 snake‐hand bites +11 (1d4+3 plus poison) Special Attacks spit poison
Cobra‐Back Poison (Ex): A cobra–back delivers a debilitating poison with a successful bite from its snake–hands. The save is Constitution–based and includes a +2 racial bonus. Cobra–back Inphidian Poison: Snake‐ hands—Injury; save Fortitude DC 16, frequency 1/round for 6 rounds, effect 1d2 Str, cure 2 saves. Spit Poison (Ex): A cobra–back can spit a line of poison from its mouth to a range of 20 feet. This stream deals poison damage as above (same Fortitude save to resist) and can be used once every 1d4 rounds. Blade, Fanged: This blade is similar in length to a longsword, but it is constructed from a rare wood called steelwood and lined with a
Str 16, Dex 16, Con 15, Int 12, Wis 12, Cha 12 Base Atk +7; CMB +10; CMD 23 Feats Alertness, Cleave, Power Attack, Stealthy, Weapon Focus (snake‐hand) Skills Acrobatics +11,Escape Artist +5, Intimidate +8, Perception +11, Sense Motive +3, Stealth +13 Languages Common, Inphidian Favored Class Fighter Cobra‐Back Poison (Ex): A cobra–back delivers a debilitating poison with a successful bite from its snake–hands. The save is Constitution–based and includes a +2 racial bonus. Cobra–back Inphidian Poison: Snake‐ hands—Injury; save Fortitude DC 16,
frequency 1/round for 6 rounds, effect 1d2 Str, cure 2 saves. Spit Poison (Ex): A cobra–back can spit a line of poison from its mouth to a range of 20 feet. This stream deals poison damage as above (same Fortitude save to resist) and can be used once every 1d4 rounds. These snake man have thin, smooth bodies. They have blue‐green skin and snake‐hands. Common Inphidian CR 3 (800 XP) NE Medium monstrous humanoid (reptilian) Init +7; Senses darkvision 60 ft.; Perception +3 AC 17, touch 13, flat‐footed 14 (+3 Dex, +4 natural) hp 30 (4d10+8) Fort +3, Ref +4, Will +5 Spd 30 ft. Melee 2 snake‐hand bites +6 (1d4+2 plus poison) Special Attacks blinding poison Str 14, Dex 16, Con 15, Init 12, Wis 12, Cha 12 Base Atk +4; CMB +6; CMD 19 Feats Alertness, Improved Initiative Skills Craft (alchemy) +8, Perception +10, Sense Motive +3, Stealth +10 Languages Common, Inphidian
Constitution–based. Common Inphidian Poison: Snake‐hands— Injury; save Fortitude DC 14, frequency 1/round for 4 rounds, effect 1d2 Str, cure 1 save The inphidian dancers are feminine in form and style. They have a viper’s head that is often veiled and their scales are blue‐green. Inphidian Dancer CR 3 (800 XP) NE Medium monstrous humanoid (reptilian) Init +3; Senses darkvision 60 ft.; Perception +10
AC 17, touch 13, flat‐footed 14 (+3 Dex, +4 natural) hp 30 (4d10+8) Fort +3, Ref +7, Will +5
Spd 30 ft. Melee 2 snake‐hands +5 (1d4+1 plus poison) Special Attacks entrancing dance
Str 12, Dex 16, Con 14, Int 12, Wis 12, Cha 15 Base Atk +4; CMB +5; CMD 18 Feats Alertness, Skill Focus (Perform) Skills Bluff +9, Perception +10, Perform (dance) +12, Sense Motive +3 Languages Common, Inphidian
Entrancing Dance (Su): A charmer inphidian can sway its body in a rhythmic motion that charms all those within 30 feet viewing the dance. The charmer makes a Perform (dance) check. Those viewing the dance must make a successful Will save (DC 14) or be fascinated for 1d4+2 rounds. A fascinated creature can take no actions other than defending itself. If attacked or threatened, the fascinated creature receives a new Will save with a +4
Blinding Spray (Ex): Once every 1d4 rounds, a common inphidian can spew forth a line of milky–white liquid that causes blindness (as the blindness spell) for 6 rounds to any creature struck. A Reflex save (DC 14) negates the effects. The spray has a range of 20 feet. Poison (Ex): A common inphidian delivers a debilitating poison with a successful bite from its snake–hands. The save is
circumstance bonus (same DC). A creature that makes a successful save is immune to the entrancing dance of that charmer for one day. Poison (Ex): A charmer delivers a debilitating poison with a successful bite from its snake–hands. The save is Constitution–based. Charmer Inphidian Poison: Snake‐hands— Injury; save Fortitude DC 14, frequency 1/round for 6 rounds, effect 1d2 Str, cure 2 saves Inphidian Dancer CR 5 (1,600 XP) NE Medium monstrous humanoid (reptilian) Init +3; Senses darkvision 60 ft.; Perception +10 AC 17, touch 13, flat‐footed 14 (+3 Dex, +4 natural) hp 48 (4d10+8 plus 2d8+6) Fort +3, Ref +10, Will +8 (+4 vs. bardic performance, sonic, language‐dependent effects)
Spd 30 ft. Melee 2 snake‐hands +6 (1d4+1 plus poison) Special Attacks entrancing dance Bard Spells Known (CL 2nd; DC 12 + level) 1st (3/day) ‐ charm person, lesser confusion, summon monster I 0th (at‐will) ‐ confetti, giggle, light, message, resistance Str 12, Dex 16, Con 14, Int 12, Wis 12, Cha 15 Base Atk +5; CMB +6; CMD 19 Feats Alertness, Extra Performance, Skill Focus (Perform) Skills Acrobatics +12, Bluff +9, Knowledge (history) +9, Perception +10, Perform (dance) +12, Sense Motive +3, Use Magic Device +9
Languages Common, Inphidian Favored Class bard SQ bardic knowledge, bardic performance (14 rounds, countersong, distraction, fascinate, inspire courage +1), versatile performance (Acrobatics, Fly), well‐versed
Entrancing Dance (Su): A charmer inphidian can sway its body in a rhythmic motion that charms all those within 30 feet viewing the dance. The charmer makes a Perform (dance) check. Those viewing the dance must make a successful Will save (DC 14) or be fascinated for 1d4+2 rounds. A fascinated creature can take no actions other than defending itself. If attacked or threatened, the fascinated creature receives a new Will save with a +4 circumstance bonus (same DC). A creature that makes a successful save is immune to the entrancing dance of that charmer for one day. Poison (Ex): A charmer delivers a debilitating poison with a successful bite from its snake–hands. The save is Constitution–based. Charmer Inphidian Poison: Snake‐hands— Injury; save Fortitude DC 14, frequency 1/round for 6 rounds, effect 1d2 Str, cure 2 saves Night adders where long cloaks that conceal their bodies and features. They have larger snake hands than commoners, dancers and cobra‐backs. They have the head of a black mamba. Inphidian, Death Adder CR 5 XP 1,600 NE Medium monstrous humanoid (reptilian) Init +6; Senses darkvision 60 ft., Perception +6 AC 16, touch 12, flat‐footed 14 (+2 Dex, +4 flat‐footed) hp 6d10+12 (45)
Fort +4, Ref +7, Will +7 Spd 30 ft. Melee 2 snakehands +8 (1d6+1 plus poison) Spell‐Like Abilities (CL 7th) 3/day – cause fear (DC 13), darkness, hypnotic pattern (DC 14) 1/day – suggestion (DC 15) Str 12, Dex 15, Con 15, Int 13, Wis 14, Cha 14 Base Atk +6; CMB +7; CMD 19 Feats Improved Initiative, Stealthy, Weapon Finesse Skills Disguise +11(6), Knowledge (Religion) +10(6), Stealth +11(6); Racial Bonuses Perception +4, Stealth +8 in darkness. Languages Aklo, Common, Inphidian Death Adder Poison (Ex) Snakehands— injury; save Fort DC 15, frequency 1/round for 4 rounds, effect 1d2 Con and nauseate, cure 2 consecutive saves. Inphidian, Death Adder CR 10 XP 9,600 Death Adder Cleric 3/Assassin 2 NE Medium monstrous humanoid (reptilian) Init +7; Senses darkvision 60 ft., Perception +6 Aura evil AC 21, touch 13, flat‐footed 19 (+2 Dex, +4 flat‐footed, +4 +1 glamered studded leather, ring of protection +1) hp 6d10+12 plus 5d8+10 (81) Fort +8 (+9 vs. poison), Ref +9, Will +11 Spd 30 ft. Melee 2 snakehands +11 (1d6+1 plus poison) or shortsword +11/+6 (1d6+1, 19‐ 20) Melee touch Retributive strike +11 (shaken, 1 round) Special Attacks +1d6 sneak attack, death attack (DC 13) Defensive Abilities uncanny dodge
Spell‐Like Abilities (CL 7th) 6 rounds/day ‐ speak with serpents 3/day – cause fear (DC 13), darkness, hypnotic pattern (DC 14) 1/day – suggestion (DC 15) Cleric Spells Prepared (CL 3rd) At‐will – detect magic, detect magic, resistance, stabilize 1st – bane, cause fear, divine strike (D)BODM, magic stone 2nd – enthral, owl’s wisdom, snake charm (D) Str 12, Dex 16, Con 15, Int 13, Wis 14, Cha 14 Base Atk +9; CMB +10; CMD 23 Feats Craft Wand, Improved Initiative, Selective Channelling, Stealthy, Weapon Finesse Skills Diplomacy +8(3), Disguise +11(6), Knowledge (arcana) +7(3), Knowledge (Religion) +13(9), Spellcraft +7(3), Stealth +12(6); Racial Bonuses Perception +4, Stealth +8 in darkness. Languages Aklo, Common, Inphidian SQ channel negative energy (5/day, 2d6), domains (serpents, retribution), favoured class (cleric), poison use Gear inphidian gauntlet, wand of cure light wounds Death Adder Poison (Ex) Snakehands— injury; save Fort DC 15, frequency 1/round for 4 rounds, effect 1d2 Con and nauseate, cure 2 consecutive saves. The death adder cleric assassin wears a suit of studded leather armor that looks like a simple cleric robes. The rattler inphidian is the most serpentine of all the inphidians. It does not have feet but instead retained a long tail that ends in a rattle.
Rattler Inphidian CR 4 (1,200 XP) NE Medium monstrous humanoid (reptilian) Init +2; Senses darkvision 60 ft.; Perception +15 AC 18, touch 12, flat‐footed 16 (+2 Dex, +4 natural) hp 51 (6d10+18) Fort +5, Ref +7, Will +7 Spd 30 ft., climb 20 ft., swim 20 ft. Melee 2 snake‐hand bites +11 (1d6+4 plus poison) Special Attacks death rattle Str 18, Dex 15, Con 16, Int 12, Wis 14, Cha 14 Base Atk +6; CMB +10; CMD 22 Feat Blind‐Fight, Power Attack, Weapon Focus (snake‐hand) Skills Climb +12, Diplomacy +11, Intimidate +11, Perception +15, Swim +12 Languages Common, Inphidian
creature would miss. It gains a +4 racial bonus on Perception checks. Rattler Inphidian CR 6 (2,400 XP) Male rattler inphidian ranger 3 NE Medium monstrous humanoid (reptilian) Init +2; Senses darkvision 60 ft.; Perception +15
AC 22, touch 12, flat‐footed 20 (+2 Dex, +4 natural, +4 armor) hp 84 (9d10+30) Fort +8, Ref +10, Will +8
Spd 30 ft., climb 20 ft., swim 20 ft. Melee +1 flaming great‐axe +15/+10 (1d12+7 plus 1d6 fire) Special Attacks death rattle
Death Rattle (Su): As a standard action, once every 1d4 rounds, a rattler inphidian can unleash a death rattle in a 40‐foot radius around itself. Creatures caught in the area take 3d6 points of damage. A DC 16 Fortitude save reduces the damage by half. The save DC is Constitution‐based. Creature that cannot hear the death rattle or those protected by a silence spell gain a +4 bonus on their save. Poison (Ex): A rattler inphidian delivers a debilitating poison with a successful bite from its snake‐hands. The save DC is Constitution‐based. Rattler Inphidian Poison: Snake‐hands— Injury; save Fortitude DC 16, frequency 1/round for 6 rounds, effect paralysis 1 round then 1d2 Str, cure 2 saves Skills: The eyes on an inphidian’s snake‐ hands allow it to notice things a normal
Str 18, Dex 15, Con 16, Int 12, Wis 14, Cha 14 Base Atk +9; CMB +13; CMD 25 Feat Blind‐Fight, Cleave, Combat Reflexes, EnduranceB, Lunge, Power AttackB, Weapon Focus (great axe) Skills Climb +12, Diplomacy +11, Intimidate +11, Knowledge (nature) +11, Perception +15, Stealth +12, Swim +12, Survival +12 (+13 tracking) Languages Common, Inphidian Favored Class ranger SQ combat style (great‐axe), favored enemy (humans), favored terrain (plains), wild empathy +5 Combat Gear inphidian gloves, mithral shirt
Death Rattle (Su): As a standard action, once every 1d4 rounds, a rattler inphidian can unleash a death rattle in a 40‐foot radius around itself. Creatures caught in the area take 3d6 points of damage. A DC 16 Fortitude save reduces the damage by half. The save DC is Constitution‐based. Creature that cannot hear the death rattle or those
protected by a silence spell gain a +4 bonus on their save. Poison (Ex): A rattler inphidian delivers a debilitating poison with a successful bite from its snake‐hands. The save DC is Constitution‐based. Rattler Inphidian Poison: Snake‐hands— Injury; save Fortitude DC 16, frequency 1/round for 6 rounds, effect paralysis 1 round then 1d2 Str, cure 2 saves Skills: The eyes on an inphidian’s snake‐ hands allow it to notice things a normal creature would miss. It gains a +4 racial bonus on Perception checks. The krait inphian are thin and low on muscle mass. They have bright blue skin are known to possess powerful magic. Krait Inphidian CR 4 (1,200 XP) NE Medium monstrous humanoid (reptilian) Init +3; Senses darkvision 60 ft.; Perception +1 AC 17, touch 13, flat‐footed 14 (+3 Dex, +4 natural) hp 30 (4d10+8) Fort +3, Ref +7, Will +6 Spd 30 ft., climb 20 ft. Melee chained mace +4 (1d8) or 2 snake‐ hands +7 (1d4 plus poison) Spell‐Like Abilities (CL 4th, DC 13 + spell level) At‐will ‐ one first level spell Str 10, Dex 16, Con 14, Int 14, Wis 12, Cha 16 Base Atk +4; CMB +7; CMD 17 Feats Agile Maneuvers, Weapon Finesse Skills Climb +8, Knowledge(arcana) +10, Perception +1, Spellcraft +10, Stealth +10, Use Magic Device +10
Languages Aklo, Common, Inphidian SQ twisting magics
Poison (Ex)A krait inphidian delivers a neurotoxic venom with a successful bite from its snake‐hands. The save DC is Constitution‐based and includes a +4 racial bonus. Krait Inphidian Poison: Snake‐hands— Injury; save Fortitude DC 16, frequency 1/round for 6 rounds, effect 1d4 Str, cure 3 saves. Whenever a victim’s Strength score is reduced to 0 as the result of that snake’s venom, he must immediately make a Constitution check (DC 16). The check must be repeated each round, with the DC increasing by +1 for each previous check. Twisting Magics (Ex) Krait inphidians magic is strange and hard to understand. Kraits gain a +2 racial bonus to overcome spell resistance and have a +2 racial DC modifier on attempts by non‐reptilians to identify their spells with Spellcraft checks. Mace, Chained: A chained mace functions exactly like a heavy mace until its head is removed. When twisted, the mace head detaches from the haft and a length of chain slides from the hollow handle. This effectively converts the weapon into a light flail. As a flail, the weapon takes on all the properties for disarming or tripping as a regular flail. Changing from one weapon to the other is a move‐equivalent action unless the wielder has the Quick Draw feat (where such a transformation is considered a free action).
One‐handed Simple (75 gp); 1d6 (S), 1d8 (M); x2; B
Krait Inphidian CR 6 (2,400 XP) Female krait inphidian sorcerer 2 (monstrous bloodline)
NE Medium monstrous humanoid (reptilian) Init +3; Senses darkvision 60 ft.; Perception +8 AC 17, touch 13, flat‐footed 14 (+3 Dex, +4 natural) hp 45 (4d10+8 plus 2d6+6) Fort +3, Ref +7, Will +9 Spd 30 ft., climb 20 ft. Melee chained mace +5 (1d8) or 2 snake‐ hands +8 (1d4 plus poison) Spell‐Like Abilities (CL 4th, DC 13 + spell level) At‐will ‐ one first level spell Bard Spells Known (CL 2nd, DC 13 + spell level) 1st (5/day) ‐ burning hands, shocking grasp 0th (at will) ‐ acid splash, arcane mark, dancing lights, ray of frost, touch of fatigue Str 10, Dex 16, Con 14, Int 14, Wis 12, Cha 16 Base Atk +5; CMB +8; CMD 18 Feats Agile Maneuvers, Skill Focus (Spellcraft), Weapon Finesse Skills Climb +8, Knowledge(arcana) +12, Perception +8, Spellcraft +15, Stealth +10, Use Magic Device +10 Languages Aklo, Common, Inphidian Favored Class sorcerer SQ bloodline arcana, bloodline power (6/day, +1d6 sneak attack), twisting magics Bloodline Arcana When a krait inphidian casts a spell with the range of personal, he gains a luck bonus equal to the spell’s level on all your Strength checks and Strength‐ based skill checks for 1 round. Poison (Ex)A krait inphidian delivers a neurotoxic venom with a successful bite from its snake‐hands. The save DC is Constitution‐based and includes a +4 racial bonus.
Krait Inphidian Poison: Snake‐hands— Injury; save Fortitude DC 16, frequency 1/round for 6 rounds, effect 1d4 Str, cure 3 saves. Whenever a victim’s Strength score is reduced to 0 as the result of that snake’s venom, he must immediately make a Constitution check (DC 16). The check must be repeated each round, with the DC increasing by +1 for each previous check. Twisting Magics (Ex) Krait inphidians magic is strange and hard to understand. Kraits gain a +2 racial bonus to overcome spell resistance and have a +2 racial DC modifier on attempts by non‐reptilians to identify their spells with Spellcraft checks. Satyr Psion (seer) 2 CR 3 (800 XP) Male satyr seer CN Medium humanoid (psionic) Init +1; Senses low‐light vision; Perception +14 AC 16, touch 12, flat‐footed 15 (+4 natural, +1 Dex, +1 Dodge) hp 22 (5d6+5) Fort +2, Ref +5, Will +8 DR 5/cold iron
Spd 40 ft. (50 ft. while focused) Melee headbutt +3 (1d6), dagger +3 (1d4/19‐20) Ranged shortbow +3 (1d6) Psi‐Like Abilities 4/day ‐ destiny dissonance Psion Powers Known (ML 2nd, +3 ranged touch attack, 9 PP) 1st level ‐ attraction, call to mind, deja vu, dissipating touch, sense link Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13 Base Atk +3; CMB +3; CMD 14 Feats Alertness, Dodge, Mobility, Speed of
Thought, Wild Talent Skills Bluff +9, Diplomacy +9, Knowledge (nature) +9, Knowledge (psionics) +12, Perception +14, Psicraft +12, Sense Motive +3, Stealth +9 SQ seer's insight (+1 initiative, always act in surprise round)
Thessalotyugh Thessalotyugh (Revised) CR 7 (3,200) N Huge aberration (inherited) Init +4; Senses darkvision 30 ft., low‐light vision, scent; Perception +10 AC 18, touch 8, flat‐footed — ; (‐2 size, +10 natural) hp 57 (6d10+24) Fort +8, Ref +6, Will +3 Defensive Abilities fast healing 5; Immune acid
Domains for the Map of Mystery
Spd 40 ft Melee 8 serpentine bites +11 (2d6 plus 1d6 acid), 2 tentacles +11 (1d8+6 plus grab), bite +11 (2d6+6 plus 1d6 acid plus disease) and pincer tail +6 (2d6+6 plus grab) Space 15 ft.; Reach 10 ft. (15 ft. with tentacles, 20 ft. with snakes) Special Attacks constrict (1d8+6 or 2d6+6), disease (filth fever DC 14), improved grab, spit acid (40 ft. line, 6d6 acid, Reflex DC 17) Str 23, Dex 10, Con 17, Int 8, Wis 12, Cha 6 Base Atk +6; CMB +14; CMD 24 Feats Combat ReflexesB, Improved Initiative, Skill Focus (Perception), Toughness Skills Perception +10, Stealth ‐2 (+6 to hide in lair) Language Common SQ all‐around vision All‐Around Vision (Ex) An thessalotyugh’s flexible eyestalk allows it to rapidly look in
all directions. An otyugh is never flat‐footed and never flanked. It has a +4 racial bonus on Perception checks. Combat Reflexes (Ex) A thessalotyugh can make one attack of opportunity with each serpentine bite per round. Disease (Ex) Filth Fever – bite, Fortitude DC 17, onset 1d3 days; damage 1d3 Dex and 1d3 Con; 1/day; 2 consecutive saves. Heads (Ex) Each of the thessalotyugh's head has 7 hp. Losing a head deals 3 hp of damage to the main bodies health. The serpentine heads do not deal extra damage due to the thessaotygh't Strength. Natural Colouration (Ex) Due to its natural colouration, a thessalotyugh receives a +8 racial bonus to Stealth check to hide in its lair.
Serpent Domain Deities The Coiled Lord Granted Powers You can speak with serpents Speak with Serpents (Sp): You can speak with serpents, as per the spell, for a number of rounds per day equal 3+ your cleric level. Slithering Escape (Sp): At 8th level, you can discorporate into a swarm of harmless snakes. As a swarm you can move at 30 ft. per round, slink through Tiny spaces and are immune to weapon damage. You can maintain this form for a number of rounds equal to 3+ your cleric level at which point you automatically reform into your normal form. Domain Spells 1st—entangle, 2nd—snake charm, 3rd—summon monster III (constrictor snake), 4th—sticks to snakes, 5th—cloak of serpents, 6th—harm, 7th—blasphemy, 8th— xenophobic rage, 9th—shapechange
Spells for the Map of Mystery Arrow Deflection School transmutation; Level sorcerer/wizard 1 Casting Time 1 standard action Components V, S Range personal Target you Duration 1 minute/level Saving Throw none; Spell Resistance no You can deflect one ranged physical (nonspell) attack per round as a free action if you make a Reflex saving throw (DC 20); if the ranged weapon has a magical bonus to attack, the Difficulty Class increases by that amount. If you succeed, you deflect the weapon. You must be aware of the attack and not flat‐footed, however. Cloak of Serpents School abjuration; Level druid 5 Casting Time 1 standard action Components V, S, DF Range personal Target you Duration 1 round/level Saving Throw No (see text); Spell Resistance None A writhing, twisting, and hissing mass of snakes surrounds you, protecting you from attacks and biting those that come near you. This spell has two effects: First, you gain a +2 deflection bonus to your AC for the duration of the spell. Second, the snakes surrounding you are at your command and attack any creature that comes within 5 feet of you if you so desire. All the snakes attack as a single monster and use your base attack bonus + your Strength modifier. On a successful attack, the target takes 1d4 points of damage and
must succeed on a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier) or take 1d8 points of Strength damage. One minute later, another save (same DC) must be made to avoid another 1d8 points of Strength damage. You can attack or move normally (including casting other spells) while this spell is in effect. You do not need to concentrate to maintain it. Confetti School conjuration (creation); Level bard 0
Casting Time 1 standard action Components V, S, M (a tiny bit of parchment or paper)
Range close (25 ft. + 5 ft./2 levels) Area 20 ft. burst Duration 5 rounds Saving Throw none; Spell Resistance none
This spell creates an explosion of brightly colored bits of paper or parchment (depending on which was used as the material component) that fall lazily from the sky. While confetti is most often cast at parties, it can be used in combat situations. All creatures in the 20 ft. burst of confetti are at a ‐1 penalty to attack due to the falling paper bits hindering their vision.
Sandblast School conjuration (creation); Level sorcerer/wizard 4
Giggle School enchantment (compulsion) [mind‐ affecting]; Level bard 0 Casting Time 1 standard action Components V, S
Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 round Saving Throw Will negates; Spell Resistance yes
The target suddenly finds something humorous enough to start giggling, and the laughter lasts for one full round. While the target can still move and attack normally, he is unable to speak, or use bardic abilities or cast spells that rely on verbalization, until he stops giggling. Learn Heritage School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature Duration instantaneous Saving Throw Will negates; Spell Resistance yes You learn details of the family and ancestry of a chosen target. You learn the race of the target as well as detecting the presence of any other unusual elements (dragon blood, for example). You also can mentally check for one specific bloodline and get a yes/no indication. To check for more than one bloodline, you must cast the spell multiple times.
Casting Time 1 standard action Components V, S, M (a pinch of sand) Range 15 ft. Area cone‐shaped emanation Duration instantaneous Saving Throw Reflex partial, see text; Spell Resistance yes
A 15 foot cone of hot sand blasts forth from your hands. The sand deals 2d6 points of damage +1d6 points per four caster levels (to a maximum of +5d6 at 20th level), and leaves its victims blinded for 1d4 rounds. With a successful Reflex save, targets take half damage and are blinded only one round. Snake Charm School enchantment (charm); Level cleric 2, druid 2, ranger 2 Casting Time 1 standard action Components V, S Range close (25 ft. + 5ft./2 levels) Target one or more snake Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes This spell functions like charm person or charm animal, except that it only affects snakes. This spell affects a number of snakes whose combined HD do not exceed twice your level. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD. Unfortunately, this spell only affects snakes of the animal type. Snake‐like creatures (such as magical
beasts, aberrations, outsiders, and so on) cannot be affected by this spell. Sticks to Snakes School transmutation; Level cleric 4, druid 4 Casting Time 1 standard action Components V, S, DF Range 60 ft. Target 1d4 sticks plus 1 stick/level Duration 1 round/level Saving Throw Will negates (object); Spell Resistance Yes (object) By means of this spell, you change 1d4 sticks plus one per caster level (maximum 1d4+20) into Small or Medium poisonous vipers, depending on the size of the wood used (sticks under 4 feet long become Small vipers, and sticks over 4 feet long become Medium vipers). Sticks or wood of a magical nature, or those larger than 6 feet long, cannot be affected by this spell. If a target stick is held or carried by someone other than the caster when this spell is cast, the item receives a Fortitude save just as if the person holding the stick was making the saving throw. The snakes have the abilities and statistics of a standard Small or Medium viper (see the Pathfinder® Roleplaying Game Bestiary). The snakes do not attack you, and seek to attack your opponents to the best of their ability. You can direct a snake as if by telepathy not to attack, to attack particular enemies, or to perform other actions. When reduced to 0 or less hit points, a snake reverts to its original (undamaged) stick form. Sticks to snakes dispels and counters snakes to sticks.
Tongue of Fiends School divination [evil]; Level cleric 0, sorcerer/wizard 0 Casting Time 1 standard action Components S Range personal Target you Duration 1 round/level Saving Throw none; Spell Resistance no You can speak Infernal, allowing you to confer with demons, devils, and fiendish beings, as well as give commands to your summoned fiendish creatures. Wall of Light
School conjuration (creation); Level sorcerer/wizard 3 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area up to 10 square ft./level Duration 1 min./level Saving Throw Fortitude negates; Spell Resistance yes You create a shimmering curtain of bright light, which is one inch thick and covers up to 10 square feet per caster level. It sheds light as the spell light 20 feet in all directions from the walls. Anyone within 10 feet of the wall when it first appears is dazzled for one minute (Fortitude negates), and anyone passing through the wall is blinded (Fortitude negates). While the light shed by the wall is not powerful enough to affect creatures normally affected by sunlight, it will cause them to pause and go around the wall. Such creatures will not willingly pass through the wall of light.
Xenophobic Rage School enchantment (compulsion); Level cleric 8, sorcerer/wizard 7 Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Targets 1 Medium or smaller humanoid/4 levels Duration 1 hour/level (see text) Saving Throw Will partial (see text); Spell Resistance Yes You sow chaos by drawing upon the secret fears of the target(s) to make them instantly aggressive to anyone not of their own race. Elves won’t attack elves, but they do attack the nearest dwarf, halfling, gnome, or human without pause. You give the target an “us against them” mentality where anyone of their own race is “us” and every other creature is “them” and deserving of a deep‐seated feeling of hatred and rage. The targets use all of their skills to the best of their ability to destroy their enemies (which basically include anyone not of their own race). This potent enchantment lasts for up to 1 hour/level and cannot be removed with a dispel magic. A break enchantment, heal, limited wish, wish, miracle, or similar magic must be used to bring the spell to an early end. Those targets fortunate enough to make their Will saves are still affected as if by a confusion spell for 1 round/level.
Treasures for the Map of Mystery Campaign Medal
Appearance: This large medal is about the size of a human palm. It is made of pure gold and stamped with the image of a knight on a rearing horse on one side and a set of inscribed dates on the other. > Appraise Information: DC 18. This
particular medal is known as the “Chevalier” medal and was awarded by the Trythanian army for participation in the Isthmus campaign. There were three levels of the medal awarded: silver to the common soldiers, gold to the company‐ grade officers, and platinum to the field‐ grade officers. Value: 25 gp (10 gp for the gold, 15 gp for collector value). Special Rules: None. Constrictor Gloves
Aura faint transmutation; CL 3rd Slot none; Price 2,500 gp; Weight 1/2 lbs. [Description] These gloves appear almost brand new and feature exquisite craftsmanship, with fine stitching holding the yellow and green snakeskin pieces together. A handful of scales, revealing the leathery skin underneath, are missing along each of the right glove’s fingertips. The gloves provide their wearer with unusual grip strength; they grant a +5 competence bonus to CMD to resist a disarm and a +5 compentence bonus to Climb checks and CMB checks to grapple opponents. While grappling, you may lock your hands around his opponent's throat to cause lethal damage with +5 damage. [Construction] Requirements Craft Wondrous Item, bull's strength; Cost 1,250 gp. Everful Bag of Rats
Aura faint conjuration; CL 5th Slot none; Price1,500 gp; Weight 3 lbs. [Description] This appears to be a common cloth sack about 2 ft. by 4 ft. in size. The bag of everful rats appears to be empty but anyone reaching into the sack can feel a small furry shape. If the shape is removed it becomes a
rat. The bag can produce enough rats each day to feed nine reptillian humanoids. Additionally once per day the bag can be dumped out as an attack action to summon a swarm of rats. The summoned rats are under the control of the bag holder and can be directed as a free action. [Construction] Requirements Craft Wondrous Item, create food and drink, summon swarm; Cost 750 Heart‐Shaped Gem
Appearance This small orange‐red gemstone has been cut into the shape of a heart. Appraise Information DC 15. This is a carnelian of rather poor quality, although the fact that it has been cut into the shape of a heart may have some appeal to those with romantic leanings. Value 30 gp (30 gp gem value). Special Rules The stone is actually a gem of charming. Upon command the gem allows its owner to enchant another person as per the spell charm person with a one‐hour duration. The targeted person receives a Will save (DC 11) to avoid the gem’s effect. Although a gem of charming can be used multiple times during the day, it can never be used more than once per hour whether the charm attempt is successful or not. Faint enchantment; CL 1st; Craft Wondrous Item, charm person; Cost 900 gp.
Inphidian Gauntlets
Inphidian gauntlets are nonmagical leather or metal gauntlets that provide a creature (normally an inphidian) without humanoid hands a set of fully functional hands. When wearing these gauntlets, the creature can manipulate items normally considered unusable (because the creature lacks hands). The wearer can use its full Strength and Dexterity while wearing these
gauntlets. These gauntlets serve no purpose to creatures with humanoid hands. These gauntlets are manufactured by inphidian craftsmen and are virtually unknown outside the inphidian community. Purse of Alarm
Aura faint abjuration; CL 1st Slot none; Price 150 gp; Weight 1/2 lbs. [Description] This fine blue silk purse, monogrammed with the initials L. R. in gold, has unusually thick blue silk purse strings. This is a common item among the wealthy and follows the trend of combining function, especially security function, with fashion. When either the purse strings or the purse itself is cut a shrill alarm sounds that can be heard clearly to a radius of 60 feet. [Construction] Requirements Craft Wondrous Item, alarm; Cost 75 gp.
Triggering the purse of alarm raises the AF by +6.
Stock Art Inspirations ‐ Three Ways
Supers20 ‐ GoGH ‐ Hunter The Guardians of Genetic Honesty are military‐trained individuals tasked with the apprehension of unregistered mutants. The Hunter is a trained scout used to hunt down mutants in remote areas. They appearance is too threatening for deployment in civilized areas. Hunters are typically deployed in packs of four to six when then the eliminate of a mutant can be done covertly. Hunter (Powerhouse 8); HD 8d10+24; HP 72; Init +3; Spd 30 ft.; Defense 22, touch 16, flat‐footed 16 (+3 Dex, +6 class, +3 hyper dodge); BAB +8; Atk +12 melee (1d10+11L, claw, AP) or +11 ranged (2d4 NL, stun rifle); SQ DR 6/‐, melee master; AL Guardians of Genetic Honesty; SV Fort +9, Ref +5, Will +3 (+3 vs, psychic), Rec +7; Rep +4; Str 18, Dex 16, Con 16, Int 12, Wis 13, Cha 10 Background Athlete Occupation Super Agent (Leadership, Legal, Vehicles); Perks 2 + 1 power stunt (professional salary, resistant armor [psychic], rending claws, hyper‐dodge)
Hobby Stealth Skills Leadership 11 (+11), Legal 9(+10), Outdoorsman 9(+22), Perception 9(+10), Power Control 11(+14), Stealth 11(+14), Unarmed 11(+15) Feats Armor (PL +2 worn device, personal, hunter armor), Armor Piercing (claws), Claws (PL +2 worn device, personal, hunter armor), Danger Sense (PL +2 worn device, personal, hunter armor), Quick Change, Power Level (x4), Superskill (Outdoorsman; PL +2 worn device, personal, hunter armor), Stunt Access/Contacts/Followers National Police Powers (Judge and Jury) Wealth 14 Possessions GoGH Identification, GPS system, Secure Digital Communication.
Mecha Suit (400 Points) ‐ GoO Mecha The above is image is the current action profile for the KXZ‐Infiltration suit. This suit developed by Krazekixc Industries is current in the prototype phase. If testing is successful it is thought that these suits will be deployed to the insurgent forces of Amyrisia IV. Mecha Type Size
Class
Medium (6'0", 235 lbs.)
Hit 25 [50] Points
Occupants NA [0] Armor
Infiltration Suit
Suit
10 [50]
Strength +8 [24]
Cargo 0 Defense
10 + 6 bonus = 16 [36]
Land x1.5 [45] Speed
Special Abilities Communications (laser com, secure x3 (+9)) [8], ECM (defensive jammer +5) [15], Life Support
Mecha Integration
[4], Jumping (x5) [5], GPS [2], Reflective Coating (+5 vs laser) [10], Meta‐scanner (3 miles) [24], Stealth (+10 DC) [30], Wall‐crawling [20]
Empath Your health and the health of your mecha are integrated. Prerequisites 10th level Empath Effect The mecha you are piloting or mecha suit you are wearing adds its hit points to your total. You and your mecha work from a single pool of health instead of two seperate pools. The hit points added from the mecha can only be healed with the appropriate Engineering checks.
Exotic Abilities Regeneration 10 [10] Defects None
Splicer Arm‐Blade [54] Damage 4d8 slashing (Armor Piercing II, Concealable) Critical 20 Size small Notes Hardpoint, Melee, Muscle‐Powered
Mecha Pilot
Cost 387 Mecha Points; $1.2 million
Modern^20 Skills Engineering
Mecha (requires perk) This skill represents the knowledge needed to build and repair mecha power suits and units. The higher the skill the more complex mecha you can build (each rank equals 100 Mecha points of complexity).
Modern20 Feats Combat Lunge
Speedfreak You are able to make a made dash to strike a foe typically out of reach. Prerequisite Athletics 4 ranks Effect You are able to move an additional 10 ft. on a charge attack. If successful you do +4 damage but incurs a ‐4 penalty on your Defense until the next action.
General You are gain an entry level mech for your personal use. Prerequisites Vehicles 8 ranks Effect You possess a basic mech built from 400 mecha points from the d20 Mecha SRD. Special You may select this feat multiple times. Each additional time you take it grants you +100 Mecha points to be spent on upgrades.
Rule 3: Failure to create an elixir properly can be disastrous If you fail a Chemistry check to create an elixir you will unknowingly create a poison instead. The ranks required to create an elixir also determine the lethality of the poison. Elixir poisons always target Str initially and Con secondarily.
Voyages of Discovery
Elixir Magic Alternate Magic Many people have heard tales of natural magic and tattoo magic being wielded by the people of Terra but few have heard tell of elixir magic. Elixir magic is a secret craft passed from master to student over a long apprenticeship. Unlike other forms of magic this one relies on an expertise in the science known as chemistry with a specialty in elixirs. A character that wishes to learn elixir magic must take 4 ranks in Chemisty at 1st level.
Guiding Design Goals for Elixirs Rule 1: You can only create some many elixirs a day and they are time consumng to prepare. Elixir are special conconctions of strange ingredients and ritualized formulation there are only so many formula that you can risk creating. Rule 2: All elixir effects are short lived. Restotative elixirs are instantaneous in their effects and enhancing elixirs only provide a benefit for 1 minute (10 rounds) of game time.
This magical training allows you to create a limited number of elixirs, tonic and potions a day. Such elixirs typically have an enhancing or restorative effect. You may produce one elixir per day per rank that you have in Chemistry. Elixirs take 10 minutes to create but can be prepared in advanced. The ingredients spoil after 24 hours. Athlete’s Tonic
Magic This tonic greatly improves the athletic abilities of the inbidder for a short period of time. Prerequisites Chemistry 4 ranks Effects On a successful Chemistry skill check (DC 20), an athlete's tonic can be created. When consumed the character is treated as if he had an Athletics skill 8 ranks higher than normal for 10 rounds. Potion of Gentle Descent
Magic This potion causes the character to fall a great distance without taking damage. Prerequisites Chemistry 4 ranks Effects On a successful Chemistry skill check (DC 20), a potion of gentle descent can be created. When consumed the character can fall from a height of 60 ft. without taking
damage. The effects of this potion last 10 rounds.
lesser restoration, remove paralysis, see invisible
Potion of Giant Growth
Magic This potion causes character to grow larger in size. Prerequisites Chemistry 4 ranks Effects On a successful Chemistry skill check (DC 20), a potion of giant growth can be created. When consumed the character grows to Medium+ size (see Transformative magic for ability adjustments). This has no effect on character larger or smaller than Medium. This effect lasts 10 rounds. Stabilizing Tonic
Magic This tonic has the ability to stablize a dying character. Prerequisite Chemistry 4 ranks Effects On a successful Chemstry skill check (DC 20), a single vial of stabilizing tonic is created that when administered to a dying character changes them to stable. Author Note The above is a set of four 0th level elixirs converted to the VoD format. Each elixir level has a set number of ranks required and a DC check. For additional elixirs I would use the following as a guide. Elixir Ranks of D Leve Chemistr C l y
Similar Spell Effects
1
8
bull's strength, cat's grace, comprehend languages, 24 darkvision, endure elements, spider climb
2
12
aid, barkskin, cure 28 moderate wounds, delay poison, detect thoughts,
3
16
blink, clairaudience/clairvoyance , cure serious wounds, fly, gaseous form, haste, neutralize poison, 32 protection from elements, remove blindness/deafness, remove disease, tongues, water breathing//
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc “Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/ or trademark owners who have contributed Open Game content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e)
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Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002‐2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc. 40 Alchemical Items Copyright 2005, Adamant Entertainment; Authors Steve Honeywell. A Dozen Gems and Jewels Copyright 2005 Michael Hammes, published by Ronin Arts www.roninarts.com. A Dozen War Trophies Copyright © 2004 Michael Hammes. Published by Ronin Arts, www.roninarts.com. A Magical Medieval Society: Western Europe Copyright 2003, Expeditious Retreat Press; authors Suzi Yee and Joseph Browning. A Magical Society: Guide to Monster Statistics, © 2005 Expeditious Retreat Press, Author: Joseph Browning Aasimar & Tiefling: A Guidebook to the Planetouched, © 2005 Green Ronin Publishing, LLC, Author: Robert J. Schwalb Accidents of Birth: Deformities and Deformity Feats, Copyright 2006, Louis Porter Jr. Design, Inc. Advanced Bestiary, © 2004 Green Ronin Publishing, LLC, Author: Matthew Sernett Advanced Gamemaster’s Guide, Copyright 2005, Green Ronin Publishing, LLC; Author Owen K.C. Stephens. Advanced Player’s Manual, Copyright 2004, Green Ronin Publishing, LLC; Author Skip Williams. Aerial AdventureGuide:SkyCaptain’s Handbook, by Michael Mearls, Copyright 2004
Goodman Games Airships, Copyright 2003, Bastion Press, Inc. Alchemy & Herbalists Copyright 2002, Bastion Press, Inc. “Alert Factor System” taken from FDP2000: To Stand On Hallowed Ground ©2001, Fiery Dragon Productions; Authors Mike Mearls and James Bell. Alien Creation Guide Authors: David Caffee and William Andersen. Copyright 2009, ComStar Games of Salem, Oregon Arcana: Societies of Magic, Copyright 2001, Kevin Brennan and James Maliszewski Armies of the Abyss, Copyright 2002, Green Ronin Publishing, LLC; Authors Erik Mona and Chris Pramas. Arms & Armor, Copyright 2001, Bas¬tion Press, Inc. Arms and Armor v3.5, Copyright 2004, Bastion Press, Inc. Art of the Duel. Copyright 2008, Sinister Adventures; Author: Craig Shackleton. Artifacts of the Ages: Swords and Staves Copyright 2003, The Game Mechanics, Inc.; Authors JD Wiker and Rich Redman Assassin’s Handbook, Copyright 2002, Green Ronin Publishing, LLC; Authors David “Zeb” Cook and Wolfgang Baur. Avatar’s Handbook, Copyright 2003, Green Ronin Publishing, LLC; Author Jesse Decker. Book of Fiends, Copyright 2003, Green Ronin Publishing, LLC; Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb. BESM d20 Copyright 2003, Guardians of Order, Inc.; Author Mark C. MacKinnon. Bestiary of Loerem, Copy¬right 2002, Sovereign Press Black Market: The Definitive D20 Guide to Cyberpunk Gear Copyright 2005, Adamant Entertainment.: Authors Elissa Carey & Malcolm Sheppard Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John Snead. Book of Distinctions And Drawbacks Revised Copyright 2003 Scott Thomas Lynch Book of Distinctions And Drawbacks Modern
Copyright 2003 Scott Thomas Lynch Book of Eldritch Might II: Songs and Souls of Power Copyright 2002–3 Monte J. Cook. All rights reserved. Book of Eldritch Might III: The Nexus Copyright 2003 Monte J. Cook. All rights reserved. Book of Erotic Fantasy, Copyright 2003, Valar Proj¬ect, Inc. Book of Templates, © 2002 Silverthorne Games; Author: Ian Johnston. Book of Templates: Deluxe Edition Copyright 2003, Silverthorne Games; Authors Ian Johnston and Chris S. Sims. Book of Templates: Deluxe Edition, © 2005 Silverthorne Games; Authors: Ian Johnston and Chris S. Sims Book of the Righteous, Copyright 2002, Aaron Loeb. Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and David Bolack Bow & Blade: A Guidebook to Wood Elves, Copyright 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Thomasson Caliphate Nights, Copyright 2006, Paradigm Concepts; Author Aaron Infante‐Levy Character Drawbacks, Copyright 2007, Adamant Entertainment. Author: Walt Ciechanowski. Classes of Legend: The Cavalier Copyright 2005, Lion’s Den Press; Author Ari Marmell Cleave Asunder, © 2000 Michael J. Kletch Cloud Warriors, Copyright 2003, Fast ForwardEntertainment Codex Arcanis, Copyright 2001, Paradigm Concepts, Inc.; Author Scott Charlton, Brian Dalrymple, Jarad Fen¬nell, Matt Forbek, Shawn Havraneck, Henry Lopez, William Simoni, Eric Weiner, based upon the original concept by Henry Lopez. Common Ground II – Guard Towers, Private Clubs and Thieves Guild Copyright 2002, Bard’s Productions, LLC Conan the Role‐Playing Game, Copyright 2003 Conan Properties International LLC, Mongoose Publishing Authorized User. Creature Catalog, Copyright 2001, Scott Greene, http://www.enworld.org/cc Creature Collection, © 2000 Clark Peterson.
Creature Collection 2: Dark Menagerie, © 2001 White Wolf Publishing, Inc. Crime and Punish¬ment, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Keith Baker Cross‐Class Learning, © 2000 Bradley H. Bemis, Jr. Cry Havoc © 2003 Skip Williams. All rights reserved. d20 Firearm Mechanics, Copyright 2001, Kenneth S. Hood d20 Freeport Companion, Copyright 2008, Green Ronin Publishing, LLC; Author Robert J. Schwalb d20 Mecha, Copyright 2003, Guardians of Order, Inc.; Author David L. Pulver. d20 Skills‐n‐Feats Mar¬tial Arts System, Copyright 2001, Kenneth S. Hood d20 Skills‐n‐Feats Psionics System, Copyright 2001, Kenneth S. Hood Dark Walkers Copyright 2003, Mystic Eye Games; Authors Steven Creech and Kevin Ruesch Dawnforge Copyright 2003, Fantasy Flight Publishing, Inc. Deadlands d20 Copyright 2001, Pinnacle Entertain¬ment Group, Inc. Death in Freeport, Copyright 2000, Green Ronin Publishing Death in Freeport Revised, Copyright 2000– 2004, Green Ronin Publishing, LLC; Author Chris Pramas. Diomin, Copyright 2000, OtherWorld Creations, Inc. Dragons, © 2001 Alderac Entertainment Group, Inc.; Authors: A. A. Acevedo, J. Darby Douglas III, Peter Flanagan, Andrew Getting, Mike Leader, Mike Mearls, Jim Pinto, Ree Soesbee, Douglas Sun. Dragonstar: Starfarer’s Handbook Copyright 2001, Fantasy Flight Publishing, Inc. Dungeons, Copyright 2000, Alderac Entertainment Group Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Chris Aylott Egyptian Gods, Copyright 2002, Bastion Press, Inc.
Eldest Sons: The Essential Guide to Elves, Copyright 2002, Paradigm Concepts, Inc. e‐Minions: Cunning Creatures, copyright 2001, Bastion Press, Inc. Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick Lawinger, Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt, Casey W. Christofferson, Bill Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, Greg Ragland, Gary Schotter, Joe Walmsley, and Bill Webb. Encyclopaedia Arcane: Demonology Copyright 2001, Mongoose Publishing Everquest: Roleplaying Game Player’s Handbook, © 2002 Sony Computer Entertainment America Inc. Evil, Copyright 2001, Alderac Entertainment Group Fading Suns: d20 Copyright 2001, Holistic Design, Inc. Faeries Copyright 2003, Bas¬tion Press, Inc. Falthar’s Curios, Copyright 2000, Green Ronin Publishing, LLC; Author Chris Pramas. Fantasy Firearms Copyright 2007, Mark Cathro & Skortched Urf Studios; Author Eric Karnes. Fantasy Occupations Copyright 2007, Adamant Entertainment.: Author: Walt Ciechanowski Fatal Flaws, Copyright 2005, Basic Action Games Fleshbound Vampire, Padrafyte (Half‐Medusa), Nettlecloud Vermin (Nettlecloud Spider), Skinrug, Thermic Elemental, and Many‐Headed (Two‐Headed Mutant) are Open Game Content from www.SeanKReynolds.com, © 2001, 2002, 2003 Sean K Reynolds. Focus on Freeport #7: The Jade Serpent of Yig, Copyright 2001, Green Ronin Publishing, LLC; Author William Simoni. Forbidden Kingdoms, Copyright 2002, OtherWorld Creations, Inc. Forged in Magic, Copyright 2002, Paradigm Concepts, Inc. Freeport: The City of Adventure, Copyright 2002, Green Ronin Publishing, LLC; Authors
Matt Forbeck and Chris Pramas. From to Steel Copyright 2003, MonkeyGod Enterprises LP. Future: Heroes — Cyborgs, Copyright 2004, Philip Reed. Published by Ronin Arts. Future Player’s Companion: Tomorrow’s Foundation, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Rodney Thompson, & JD Wiker. Future Player’s Companion: Tomorrow’s Hero, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, Rodney Thompson, & JD Wiker. Future Player’s Companion: Tomorrow’s Evolution, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, & Rodney Thompson. Future Player’s Companion (Print), Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, Rodney Thompson, & JD Wiker. Good, Copyright 2003, Alderac Entertainment Group Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, LLC. Grim‐n‐Gritty Hit Point and Combat Rules, Copyright 2001, Kenneth S. Hood Hammer & Helm. Copyright 2002, Green Ronin Publishing; Author Jesse Decker Heroes of High Favor: Dwarves, © 2002 Benjamin R. Durbin; published by Bad Axe Games, LLC. Hollowfaust: City of the Necromancers, © 2001 White Wolf Publishing, Inc. Hot Pursuit, Copyright 2005, Corey Reid, published by Adamant Entertainment, Inc. Household Knight Copyright 2006, Alea Publishing Group. Immortals Handbook, Copyright 2003, Craig Cochrane. Initiative Cards v2.0 Copyright 2003, Th e Game Mechanics, Inc.; Author JD Wiker. Interludes: Brief Expeditions to Bluffside Copyright 2001, Thunderhead Games, Inc. Into the Black Copyright 2003, Bastion Press, Inc. Into the Green Copyright 2003, Bastion Press,
Inc. Iron Lords of Jupiter, Copyright 2003 Paizo Publishing, Author: Lizard — Used With Permission. Jade Dragons and Hungry Ghosts, Copyright 2001, Green Ronin Publishing; Authors Wolfgang Baur, David “Zeb” Cook, Erik Mona, Leon Phillips, Chris Pramas, and Steven E. Schend Legions of Hell, Copyright 2001, Green Ronin Publishing, LLC; Author Chris Pramas. Librum Equitis, Volume 1, © 2001 Ambient Inc.; Author: Matthew Jason Parent. Love and War, copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart Lux Aeternum, Copyright 2006, BlackWyrm Games; Author Ryan Wolfe, with Dave Mattingly, Aaron Sullivan, and Derrick Thomas. Madness in Freeport Revised, Copyright 2001– 2004, Green Ronin Publishing, LLC; Author William Simoni. Magic, © 2002 Alderac Entertainment Group, Inc. Magic of Rokugan, © 2002 Alderac Entertainment Group, Inc. Magus, Copyright 2001, Hector Hernandez MARS: A Roleplaying Game of Planetary Romance, Copyright 2006, Adamant Entertainment. Authors: Lizard, Gareth‐Michael Skarka, Ian Sturrock Martial Arts20, Copyright 2007, RPGObjects; Author Charles Rice Masters of Arms Copyright 2002, Steven Palmer Peterson Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan Wright Mercenaries, Copyright 2002, Alderac Entertainment Group Mindbender (Non‐Euclidean) template © 2003 Greg Ragland. Minions: Fearsome Foes, Copyright 2001, Bastion Press, Inc. Mithril: City of the Golem, © 2001 White Wolf Publishing, Inc. Modern20, Copyright 2007, RPGObjects; Author Charles Rice Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!
Monster, Copyright 2002, Alderac Entertainment Group Monster’s Handbook Copyright 2002, Fantasy Flight Publishing, Inc. Monster Modifier, Copyright 2008, Adamant Entertainment. Author: Gareth‐Michael Skarka Monte Cook’s Arcana Unearthed, © 2003 Monte J. Cook. All rights reserved. Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved. Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Mythic Races, © 2001 Fantasy Flight, Inc. Necromancer’s Legacy—Thee Compleat Librum ov Gar’Udok’s Necromantic Artes, © 2002 Mystic Eye Games & Ambient Inc. Nightmares & Dreams: A Creature Collection, Copyright 2001, Mystic Eye Games Nightmares & Dreams II: A Crea¬ture Collection, Copyright 2002, Mystic Eye Games Nyambe: African Adventures, Copyright 2002, Trident Inc. d/b/a Atlas Games; author Christopher W. Dolunt Oathbound: Domains of the Forge, Copyright 2002, Bastion Press, Inc. Oathbound: The Plains of Penance, Copyright 2003, Bastion Press, Inc. Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press Occult Lore Copyright 2002, Trident Inc. d/b/a Atlas Games; authors Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb OGL Horror, Copyright 2003, Mongoose Publishing, Inc. One Million Magic Items, Copyright 2007, Adamant Entertainment. Author: Gareth‐ Michael Skarka Open game content from Arms and Armor Copyright 2001, Bastion Press, Inc. Open game content from Classic Play ‐ Book of Dragons is copyright 2004, Mongoose Publishing Ltd. Open game content from Broadsides! Naval Adventuring Copyright 2002, Living Imagination, Inc. Open game content from Codex Arcanis Copyright 2001, Paradigm Concepts, Inc. Open game content from Creatures of Rokugan
Copyright 2001, Alderac Entertainment Group, Inc. Open game content from Dragons Copyright 2001, Alderac Entertainment Group, Inc. Open game content from Dungeons Copyright 2001, Alderac Entertainment Group, Inc. Open game content from Encyclopaedia Arcane – Constructs, © 2002 Mongoose Publishing. Open game content from Encyclopaedia Arcane: Necromancy—Beyond the Grave, © 2001 Mongoose Publishing. Open game content from Encyclopaedia Divine: Shamans copyright 2002, Mongoose Publishing. Open game content from Evil Copyright 2001, Alderac Entertainment Group, Inc. Open game content from Fading Suns: d20 Copyright 2003, Holistic Design Open game content from Gods Copyright 2002, Alderac Entertainment Group, Inc. Open game content from Heroes of Fantasy copyright 2005, Mongoose Publishing Ltd. Open game content from Magic of Rokugan Copyright 2002, Alderac Entertainment Group, Inc. Open game content from Mercenaries Copyright 2002, Alderac Entertainment Group, Inc. Open game content from Monsters Copyright 2002, Alderac Entertainment Group, Inc. Open game content from Rokugan Copyright 2001, Alderac Entertainment Group, Inc. Open game content from Seafarer's Handbook Copyright 2001, Fantasy Flight, Inc. Open game content from Seas of Blood ‐ Fantasy on the High Seas Copyright 2001, Mongoose Publishing. Open game content from The Quintessential Cleric, © 2002 Mongoose Publishing. Open game content from The Quintessential Fighter Copyright 2001, Mongoose Publishing. Open game content from The Quintessential Witch copyright 2002, Mongoose Publishing. Open game content from The Quintessential Wizard, © 2002 Mongoose Publishing. Open Game Content from Seven Strongholds Copyright 2002, Trident Inc. d/b/a Atlas Games; author Robin D. Laws Open Game Content from The Tide of Years,
Copyright 2001, Michelle A. Brown Nephew Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC‐named spells from the Player’s Handbook that were renamed in the System Reference Document. The Compendium can be found on the legal page of www.necromancergames.com. Pale Designs: A Poisoner’s Handbook, Copyright 2002, Bastion Press, Inc. Paleoskeleton template, © 2002 Erica Balsley Path of Faith Copyright 2002, Fantasy Flight Publishing, Inc. Path of Shadow, Copyright 2002, Fantasy Flight Publishing, Inc. Path of the Magi, Copyright 203, Troll Lord Games; Authors Sean K. Reynolds, Jeff Quick, W. Jason Peck and Mike McArtor Path of the Sword Copyright 2002, Fantasy Flight Publishing, Inc. Pathfinder Roleplaying Game: Bonus Bestiary, Copyright 2009, Paizo Publishing, LLC; Author Jason Bulmahn. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing; Author Matthew Sernett Possessors: Children of the Outer Gods Copyright 2003, Philip Reed and Christopher Shy, www.philipjreed.com and www.studioronin. com. Plot & Poison: A Guidebook to Drow, © 2002 Green Ronin Publishing; Author: Matthew Sernett. Ptolus: Monte Cook’s City by the Spire ©2006 Monte J. Cook. Random Fantasy Adventure Generator, Copyright 2007, Adamant Entertainment. Author: Gareth‐Michael Skarka Relics & Rituals, © 2000 Clark Peterson. Rise of Runelords Player's Guide. Copyright 2007 Paizo Publishing LLC. Author F. Wesley Schneider. Rokugan, © 2001 Alderac Entertainment Group, Inc. Salon du Masque, Copyright 2002, Green Ronin
Publishing, LLC; Author Chris Pramas. Seafarer’s Handbook, Copyright 2001, Fantasy Flight Publishing, Inc. Secret College of Necromancy, Copyright 2002, Green Ronin Publishing, LLC; Authors David “Zeb” Cook and Wolfgang Baur. Shock & Awe: Morale for All D20 Games Copyright 2005, Adamant Entertainment.: Author: Malcolm Sheppard Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kensen, Mark C. MacKinnon, Jeff Mackintosh, Jesse Scoble. Skillful Stunts Copyright 2006, Adamant Entertainment.: Author: Barak Blackburn Skull & Bones © 2003, Green Ronin Publishing, LLC; Authors Ian Sturrock, T.S. Luikart, and Gareth‐Michael Skarka. Snakes from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene Spells & Magic, © 2002,Bastion Press, Inc. Spells & Spellcraft, © 2002 Fantasy Flight Inc. Spycraft Copyright 2002, Alderac Entertainment Group. Supers20, Copyright 2007, RPGObjects; Author Charles Rice Swashbuckler, Copyright 2001, Felix Lim Jr. Swashbuckling Adventures Copyright 2002, Alderac Entertainment Group, Inc. Tales of Freeport, Copyright 2003, Green Ronin Publishing, LLC; Author Graeme Davis. Tactical Implant: The Definitive D20 Guide to Cyberpunk Combat Options Copyright 2005, Adamant Entertainment.: Author: Malcolm Sheppard Temporary Enchantments Copyright 2006, Adamant Entertainment.: Author: Barak Blackburn Terror in Freeport Revised, Copyright 2001– 2004, Green Ronin Publishing, LLC; Author Robert J. Toth. Testament: Roleplaying in the Biblical Era copyright 2003, Green Ronin Publishing; Author Scott Bennie The Assassin’s Handbook, Copyright 2002, Green Ronin Publishing; Authors Wolfgang Bauer and David “Zeb” Cook
The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors: Connie J. Thomson and Robert W. Thomson. The Book of Eldritch Might Copyright 2001–3 Monte J. Cook. All rights reserved. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. The Book of the Righteous, Copyright 2002, Aaron Loeb The Cavalier’s Handbook, Copyright 2004, Green Ronin Publishing; Author Robert J. Schwalb The Codex Compendium, Copyright 2002, Paradigm Concepts, Inc. The Complete Book of Eldritch Might Copyright 2004–2006 Monte J. Cook. All rights reserved. The Devil Player’s Guide Copyright 2003, Fast For¬ward Entertainment, Inc. The Divine and the Defeated, © 2001 White Wolf Publishing, Inc. The Freeport Trilogy, Copyright 2005, Green Ronin Publishing, LLC; Authors Chris Pramas, William Simoni, and Robert J. Toth. The Lore of the Gods: The Asgardians, copyright 2002, Bastion Press The Lore of the Gods: The Olympians, copyright 2002, Bastion Press The Noble’s Handbook, Copyright 2003, Green Ronin Publishing, LLC; Author Rodney Thompson. The Pathfinder Chronicles Campaign Setting Copyright 2008, Paizo Publishing; Author: Stan!, Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, David Schwartz, Leandra Christine Schneider, F. Wesley Schneider, Amber E. Scott, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, JD Wiker. The Primal Codex, © 2001 Netherland Games Inc. The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing, LLC; Author Steve Kenson The Quintessential Rogue, Copyright 2002, Mongoose Publishing
The Shaman’s Handbook, © 2002 Green Ronin Publishing; Author; Steve Kenson. The templates: Breath Weapon, Dragon‐ blooded, Gigantic, Half‐Template, Humanoid, and Miniature; domains Construct, Dread, Gloom; spells bestial aspect, bestial aspect other, create undead (revised), create greater undead (revised), fabricate spirit, fabricate greater spirit, greater bestial aspect, greater bestial aspect other, nimbus of fear, small miracle, and voidburst; characters: Kaavaak and Sven Varian; creatures: Elder Deer and Truagekin; items: Kaavaak’s Crown Ruby; and rules: Variant Half‐Dragons and Vorthr are all OGC and © 2003 Chris S. Sims. The Tomb of Abysthor Copyright 2001, Necromancer Games, Inc., Authors Clark Peter¬son and Bill Webb The Unholy Warrior’s Handbook, Copyright 2003, Green Ronin Publishing, LLC; Author Robert J. Schwalb. The Wise and the Wicked, © 2001 White Wolf Publishing, Inc. The Village of Briarton Copyright 2003 by Gold Rush Games; Authors Patrick Sweeney, Christina Stiles; Editing and Addi¬tional material by Spike Y. Jones The Witch’s Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson Thee Compleat Librum ov Gar’Udok’s Necromantic Artes, © 2002 Ambient Inc.; Authors: M. Jason Parent, Denise Robinson, Chester Douglas II. Thessalmonster from from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax and Wizards of the Coast. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Tome of Horrors Revised. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale,
Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook. Tome of Horrors III Copyright 2005 Necromancer Games, Inc.; Author: Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb. Tome of Secrets, Copyright 2009, Adamant Entertainment, Inc. Authors: Walt Ciechanowski and Gareth‐Michael Skarka. Torn Asunder: Critical Hits, Copyright 2003, Bastion Press, Inc. Tournaments, Fairs, and Taverns, Copyright 2002, Natural 20 Press Traps & Treachery Copyright 2001, Fantasy Flight Publishing, Inc. Treasures of Freeport Copyright © 2004 Michael Hammes, published by Ronin Arts. True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson. Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan. Uncommon Character Copyright 2003, Trident Inc., d/b/a/ Atlas Games Undead, © 2001 Alderac Entertainment Group, Inc.; Authors: Noah Dudley, Andrew Getting, Travis Heerman, Mike Mearls, Jim Pinto, Ree Soesbee, Eric Steiger, Douglas Sun, and Rich Wulf. Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. Villains, Copyright 2002, Bastion Press, Inc. Vitality and Wound Points, A d20 System Conversion Guide, Copyright 2000 by Bradley D Thompson Voyages of Discovery, Copyright 2009, RPGObjects; Author Charles Rice War, Copyright 2002, Alderac Entertainment
Group; Way of the Witch, Copyright 2002, Citizen Games; Authors Janet Pack, Jean Rabe, Megan Robertson, and Christina Stiles; Waysides: Book of Taverns Copyright 2003, Eden Studios, Inc.; Weird Wars, Weird War Two, Copyright 2001, Pinnacle Entertainment Group, Inc.; Wild Spellcraft, Copyright 2002, Natural 20 Press; Witch’s Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson Wrath & Rage: A Guidebook to Orcs and Half‐ orcs, Copy¬right 2002, Green Ronin Publishing; Author Jim Bishop; WW16001: The Giant’s Skull ©2001, Fiery Dragon Productions, Inc. www.fierydragon.com. Author James Bell. DM Sketchpad ‐ July 2009; Copyright 2009, Published by Purple Duck Creations. Authors: Mark Gedak. Cartography: Kristian Richards.
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