DM Sketchpad V.4 – July 2009 Authors: Jason Beardsley, Bill Browne, Mark Gedak, Nathan Irving, Shane O’Connor, Marc Sant, Stefen Styrsky Editor: Still none, but that doesn’t stop us from trying. Design/Layout: Slowly accomplished by Mark. Companies I’m Excited About This Month: Adamant Entertainment, Louis Porter Jr. Design, Open Design, Paizo Publishing, Radiance House, Rogue Games, Tricky Owlbear Publishing, Vigilance Press Foreword by David S. Gallant 2 OGL Horror 51 Game Reviews 3 I’ll Be Right Back… (Genre Set) 51 OGL Fantasy Content (3.X) 5 OGL Modern 53 Class Variations 5 GreenWay 53 Feats 7 GreenWay Advanced Classes 54 Fighting Mages 11 GreenWay Adversaries 58 59 Gods of the Grand OGL Wiki 14 Modern20 Character Modern Magic 60 Otyghinomicon 17 Public Service Announcement 60 Psionic Bestiary 18 Races 23 Map of Mystery (12 Room) 63 Templates 25 Appendix of 3.X Monsters 74 Unusual Rogues 43 Appendix of 3.X Spells 84 Swords and Wizardry Adaptations 86 OGL Crusades 45 Open Game License 87 A Collection of Demons 45 This edition of DM Sketchpad V.4 ‐ July 2009 is produced under version 1.0 and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document. Artwork: Some artwork provided by Louis Porter Jr.’s Image Portfolio series. Some artwork copyright Octavirate Entertainment, used with permission. Some artwork by Maciej Zagorski and Pawel Dobosz of Forge Studios. Some artwork provided by Shaman's Stockart. Some artwork provided by Kiss Márton Gyula (Kimagu). Some artwork by Black Hand Source. Swords & Wizardry, S&W and Mythmere Games are trademarks of Matthew J. Finch. Purple Duck Creations has no affiliation with Mythmere Games or Matthew J. Finch. Modern20 is a trademark of Rpgobjects. For more information about Modern20 check out its website. Map: Poorly drawn by Mark on Battlegraph Tiles. Designation of Open Game Content: All text on the following pages (XX‐XX) that were first published on the Grand OGL Wiki (http://grandwiki.wikidot.com) are designated as open game Content with the exception of the product identity indicated above.
FOREWORD Hello. My name is David S. Gallant, often times known by the aliases Roudi, Zvarri, or HWY_Z, and I was made by open gaming. Perhaps I should explain: to start, I am indeed a human being and not a construct of stats and mechanics. I am twenty‐six years old and have been writing ever since I was introduced to a computer at the tender age of seven. I am a product of the digital age; I was surfing the web on a 14.4kbs modem before most of my peers even knew a computer could be used for more than playing Oregon Trail. My friends would come to invite me to a game of street hockey to find me busy programming math games in QBasic. I socialized with contacts online as much as I did with my family and friends (if not moreso). With this in mind, it's no surprise that I came to discover roleplaying digitally. My first game was a haphazard AD&D 2nd Edition adventure run online by a group I barely knew from high school. It was inconsistent, loose with the rules, and eventually fell apart due to scheduling. Nonetheless, it hooked me into "this RPG thing" for life. I soon after found a group of RIFTS players and engaged in a true tabletop game. It's a miracle that my gaming career survived that table. It should also come as no surprise that my introduction to open gaming came from a conversation with a stranger in an IRC chat room. The stranger, known to me then only by the handle "Ralts," was looking for writers for 3rd Edition D&D material. I sent him some of my material to evaluate, and I soon found myself writing for The Brood and for the indefatigable Tim Willard. My early work was very rough and most of it remains unpublished, which might be for the best. I still remember my first introduction to the OGL and my fascination with what it meant. Before The Brood, I had written reams of homebrew material based on all the D&D books available to me (which were many, because in all honesty, I had received
pirated scans from a friend). I knew that I could never use that material commercially, despite my desire to see it published. The OGL didn't change that, but it did change my perception of how to write my material from that point forward. I no longer had to look through my illicit D&D books to find rules to represent my ideas, or even use those books as the basis for my ideas. Using the core rules in the System Reference Documents, I could craft the mechanic I wanted for my ideas, represent my ideas the way I wanted to represent them, and see them published legally. It was a mind‐ opening experience. Then d20 Modern came, and brought with it the Modern System Reference Documents; that was it. I was hooked for life. My final years in elementary school and most of my university days saw a huge dip in grades as I focused less of essays and more on feats, NPCs, and adventures. In a three‐year timespan I contributed tens of thousands of words to UKG Publishing, TheLe Games, Reality Deviant Publishing, RPGObjects, and even Green Ronin. Somehow I've been behind the scenes for some of the most important events in the history of open gaming. I've witness the establishment of RPGNow as a legitimate outlet of electronic RPG material, saw the rise and fall of the EN Game Store, and was a publisher myself when RPGNow and DriveThruRPG merged into OneBookShelf. I was once a one‐man publisher under the name Gallantry Productions, producing 11 PDFs as well as the OGC modern gaming periodical MODERNIZED. My proudest moment was when Phil Reed used some of my OGC mech equipment in one of his Ronin Arts PDFs. That's the power of the Open Gaming License; when a nobody like me can produce an idea and one of the most talented writers in the industry can include with his own work. In any other field, that might be plagarism; thanks to the OGL, credit went where it was due. The experiences that formed me as a writing professional were all centered around the OGL. My understanding of copyright law sprung from
a need to understand the OGL better. Even my desire to share my work came from the pride I got when I found my OGC used by those I admire. Who I am as a person has been directly and indirectly shaped by open gaming. So you see, I really was made by open gaming. I hope that the Grand OGL Wiki inspires you, and not just by the content you find there; I hope that you become inspired, like I was, to use the OGL to create and share your creations with the world.
GAME REVIEW
Kobold Quarterly 10
I can’t believe it’s been 2 ½ years since the launch of Kobold Quarterly. This magazine has grown and matured as the page counts and issue numbers have swelled. Wolfgang has had a difficult path to walk since the release of 4th edition as he has tried to cater to multiple games and I think under his skilled editorial hand this issue represents a really good balance for all gamers of OGL Fantasy. I’ve been going back and forth on how exactly to review a magazine and what I should focus on and I think what I’m going to do is talk about my five favourite articles in this volume.
First up on my list of articles to talk about is Swords Against Darkness – Dungeon and Underground Skill Challenges by Michael Brewer, Quinn Murphy and Jonathan Jacobs. If you are not familiar with 4th edition a skill challenge is a type of challenge that does not necessarily involve combat. This article presents three skill challenges – one for 5th level and two for 10th level. The three skill challenges presented here are very cinematic in nature involve chases on mine carts, moving through machinery and navigating submerged rooms and tunnels. They are clear “good action sequences” from a movie standpoint and with a quick renaming of some of the skills involved could provide a nice narrative challenge that isn’t bogged down by precise map movement. I think I’ll be stealing these skill challenges for my 3.X game and will look for more challenge‐ related 3pp niche products. Second has to be the Pathfinder Roleplaying Game preview. In this section Jason provides an overview of some of the decision goals and some of the changes that did and did not occur as a result of the playtesting process. I’m very excited for the release of the Pathfinder RPG and since the Grand OGL Wiki did not receive a publisher preview copy (didn’t really expect to either) I’ve had to check the blogs, scan the forums and hunt down other pieces wherever possible. In this preview Kobold Quarterly also released the first glimpse of the shadowdancer prestige class. This is the first class preview that I’ve seen that we can look as the class format and not just a finished npc. There is also another article on protean magic (the salad‐replacements) and an Katapesh location covered in another section.
Zobeck takes the third spot for me and this time the two articles that I like most about Zobeck are Ed Greenwood’s take on Ninkash the dwarven matron goddess of ale and Wolfgang article on the spring and harvest festival that are held on the edge of Zobeck. Open design has been focused on dwarves a lot lately so it is not surprising to see that another dwarven faith snuck into this issue. Both articles are concept rich and mechanics light making them very useable for gamers of any system. Okay, I know I’m cheating and lumping articles together but it is really hard to pick just five. The coveted fourth spot goes to the Kobold Ecologies entry for this month. Richard Pett looks at the ecology of the Hill Giant and I’m really glad he did. I don’t remember ever using hill giants in my campaigns for some reason I always seem to go ogre, troll, stone giant, frost giant and stone giant – totally skipping the hill giants as nothing more than bigger ogres. There are a host of new giant‐ based feats that can make these opponents more devastating. It looks at the traditional view of hill giants as powerful but stupid, stupid opponents, as well as providing a rationale for having some hill giant tribes better prepared and better armed. What I like about this article is that it is forcing me to relook at a monster that I’ve traditionally glossed over. The final article that made my list this issue is PCs without Backgrounds by Amber E. Scott. This is a game advice column that looks at the role of backgrounds for the development of player characters. In my campaigns, I’ve had problems on both sides of this spectrum I’ve have character sheet players who are not attached to their PCs at all and often have unexpected accidents then new rule supplements come out so
they can bring in new characters and I’ve have the generologist who has their entire past outline so that everything they do has to be consistent with their backstory otherwise they lack the motivation to continue (why isn’t it always about me). Amber provides suggestions for a middle of the road approach that PCs can take to support the story (without overwhelming it) and avoid character apathy from poor/nondevelopmental characters. I’ll problem find a way to leave a couple copies of this article around the table to see if its read by any of my usual suspects.
OGL FANTASY (3.X)
John Wick’s article on halflings did not make the cut of top five articles. It is an interesting premise and I’m interested to see what he does with the next fantasy re‐ envisioning. I think the problem for me is that I like halflings just the way they are in 3.X so I can’t see haffuns making an appearance in my game. I expect other reviews will definitely mention it though because is clear a break from tradition while seeming consistent with our expectations of the fantasy genre. I have one complaint though for this issue. It’s one that has been nagging at me for a while but it’s just been getting worse and worse each issue as the overall magazine continues to improve. Why is this magazine still quarterly? How come we can’t get six issues a year? Please keep up the good work.
CLASS VARIATIONS
RANGER CLASS BUILDS Beast‐Man Ranger
Beast Combat Style At 2nd level a ranger may choose the beast‐man combat style rather than the archery or two‐weapon combat style. Once selected it can not be changed. 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 gains the Improved Unarmed Strike feat. In addition, he can make a bite attack as a standard action. This bite is considered a natural weapon which means the ranger does not get additional attacks for a high base attack bonus. This bite deals 1d6 damage (1d4 if you are Small). At 5th level this bite attack is considered a magic weapon for the purposes of overcoming damage reduction.
The Trapper
Rangers are woodsmen, protectors and hunters. This last role is sometimes neglected when there are orc tribes to defend against or undead to keep in check. However, many rangers are first and foremost hunters, men who capture and subdue prey for their pelts or other valuable body parts such as scales, teeth and organs. These rangers are known as trappers and develop a combat style based around the net, a way of fighting no less deadly than other methods. Trapper
Combat Style Expertise: The beast‐man ranger has spent most of his life in the open, developing characteristics of an animal. Instead of choosing a new favored enemy at 5th, 10th, 15th and 20th levels, he may instead choose a feat from the following list: Alertness, Animal Affinity, Beast Senses, Blood of the Lycanthrope, Howl of the Predator, Improved Grapple, Improved Natural Attack, Killer’s Reflexes, Run, Self‐Sufficient, Stealthy, Weapon Finesse (bite) and Weapon Focus (bite). He must meet each feat’s prerequisites, if any. Improved Combat Style At 6th level, the beast‐man ranger relishes close combat. He may charge through obstacles and difficult terrain. At the end of a charge the beast man can make a full‐attack action against his opponent, including a bite attack. Combat Style Mastery At 11th level, the beast‐man ranger is a vicious, natural killer. The threat range of his bite attack increases by 1. If he scores a critical with a bite attack, he deals 2 points of Constitution damage to his opponent, or half that on a Fort save (DC = 10 + damage of critical hit).
Combat Style At 2nd level a ranger may choose the net 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 gains Exotic Weapon Proficiency (net). He may make trip attempts with his net against entangled opponents. Also at 2nd level the trapper can rewind his net in 1 round, rather than two. Combat Style Expertise The trapper learns to use the net for maximum effectiveness. Instead of choosing a new favored enemy at 5th, 10th, 15th and 20th levels, he may instead choose a feat from the following list: Combat Reflexes, Deft Hands, Entangling Critical, Expert Cast, Expert Weaver, Far Cast, Improved Initiative, Improved Trip, Quick Draw, Stealthy, Weapon Finesse (net), and Weapon Focus
(net). He must meet each feat’s prerequisite and can only use a feat while wielding a net. Improved Combat Style A trapper’s tactics involve dragging an opponent to the ground and then exploiting their vulnerability when the foe tries to stand. The trapper gains the Combat Reflexes feat. If he already possesses that feat he gains a +2 competence bonus to hit on attacks of opportunity against foes entangled in his net who attempt to stand up.
FEATS Armored Caster [General] You can move freer in armor. Benefit: Reduce the arcane spell failure of any armor you wear by 5%. Beast Senses [General] Your time among the animals has sharpened your senses. Benefit: You gain the scent ability. You take a ‐2 penalty to saves against debilitating poisons and odors such as a troglodyte’s Stench ability.
Combat Style Mastery At 11th level the trapper has learned superior net technique. He may entangle a creature two size categories larger than himself. An entangled creature takes a ‐4 penalty on attack rolls and a ‐6 penalty on Dexterity. The trapper gains a +2 bonus to trip attempts he makes against a foe entangled in his net.
Blood of the Lycanthrope [General] You have always felt more comfortable among wolves. Perhaps the blood of the wolf runs in you. Prerequisite: Must be 1st level. Benefit: You gain DR 1/silver, but your bestial nature repels others. You suffer a ‐4 penalty on Bluff, Diplomacy, Disguise and Gather Information checks. Close Mind [General] You are difficult to corrupt from your set purpose. Benefit: You receive a +4 bonus on saving throws against mind‐affecting spells and effects.
Crack of Thunder [Technique] Those stand against you are awestruck by your strength Prerequisites Base Atk +6, Power Attack, Way of Power Benefit Any time you inflict more than 15 damage with a single attack, the opponent must make a Fortitude save (DC damage dealt) or be staggered for one round. Targets immune to critical hits are immune to this feat. Education [General] You have picked up special skills during your varied life. Benefit: Choose two skills. These skills are always class skills for you.
Entangling Critical [General] You can aim for just the right spot. Prerequisite: Expert Cast, base attack bonus +6 Benefit: When you score a critical hit with a net, your opponent’s limb or other vulnerable body part becomes tightly wrapped in the net’s strands. As long as the creature is entangled it takes 1d8 points of damage each round. Special: A fighter may select Entangling Critical as one of his fighter bonus feats. Creatures immune to critical hits do not take extra damage from this feat. Expert Cast [General] You can throw a net into combat without hampering allies. Prerequisite: Exotic Weapon Proficiency (net), 3rd level, Dexterity 15 Benefit: You can throw a net into melee combat without taking a ‐4 penalty. Special: A fighter may select Expert Cast as one of his fighter bonus feats.
Expert Weaver [General] You can make nets of superior quality and strength. Prerequisite: Craft (net making) 5 ranks, Use Rope 5 ranks. Benefit: A net you weave has a number of hit points equal to your ranks in Craft (net making) and is burst on DC 30 Strength check. When you wield this net, entangled creatures add another 2 to the DC of Concentration and Escape Artist checks for every 5 ranks you possess in Use Rope. Far Cast [General] Your proficiency at winding and throwing a net allows you to throw it farther than normal. Prerequisite: Expert Cast Benefit: When you throw a net you double its range increment. Special: A fighter may select Far Cast as one of his fighter bonus feats.
Howl of the Predator [General] The wolf weakens prey with a howl that foretells death. You can do the same. Benefit: You can make an Intimidate check to demoralize an opponent against all foes within 30 feet who can hear you. If successful, they are shaken for 1 round. Immune to Disease [General] You are immune to disease. Benefit: You are immune to diseases of all sorts. Immune to Poison [General] You have built up your immunity to poison. Benefit: You are immune to poisons of all sorts. Improved Darkvision [General] You have keen vision in the dark. Prerequisites: Darkvision. Benefit: The range of your darkvision improves by 60 ft. Keen Caster [General] Your magic can be carefully and mathematically applied to have greater effect. Benefit: Three times a day, add +2 to the Difficulty Class or caster level of a spell you cast. Killer’s Reflexes [General] When blood is spilled it only increases your ferocity. Benefit: Whenever you score a critical hit or inflict massive damage against an opponent, you gain a +4 bonus to hit and damage rolls against the foe until the end of your next turn. Neck Hairs [General] You have a keen sense for danger. Benefit: You can act in any surprise round, whether or not you were surprised. Night Eyes [General] You can see in the dark. Benefit: You gain darkvision out to 30 ft. Power Shot [General] You can make powerful attacks at the expense of accuracy.
Benefit: You can take a penalty to your ranged attack (no greater than your base attack bonus) and add it to your damage. Ranged Cleave [General] You can shoot through multiple foes. Prerequisites: Power Shot. Benefit: If your ranged weapon drops (kills, stuns or knocks prone or unconscious) one foe, it deflects off or cuts through the target. This gives you an immediate extra ranged attack against another foe within 20 feet of the target, if any exist. The extra attack is with the same weapon and at the same bonsu as the attack that dropped the previous creature. You can use this feat once per round. Ranged Cleave, Improved [General] You can shoot through multiple foes. Prerequisites: Power Shot, Ranged Cleave. Benefit: You can use the Ranged Cleave feat more than once a round, if you meet the requirements. Resist Malady [General] Your fortitude is formiddable. Benefit: You have a +4 bonus to saving throws against diseases and poisons of all sorts. Revised Open Minded [General] You are talented. Benefit: You gain skill points equal to three plus your character level. Each time you gain a level, you gain an additional skill point.
Revised Spell Focus [General] Your spells are more potent. Benefit: Choose a school of magic, subschool or a spell descriptor. Add +1 to the Difficulty Class for all saving throws against spells with the descriptor or from the school or subschool of magic you selected. If the spell does not have a Difficulty Class, add +1 to the caster level of the spell. Special: You can gain this feat multiple times. Its effects may stack. Each time you take the feat, it applies to a new school of magic, subschool or descriptor. For an illusionist to improve her evocation spells beyond Spell Focus (evocation), he or she must take feats like Spell Focus (fire). There is no Greater Spell Focus. Revised Toughness [General] You are tough. Benefit: You gain hit points equal to three plus your character level. Each time you gain a level, you gain an additional hit point. School Resistance [General] You are difficult to affect with spells from a certain school. Benefit: Choose a school. You gain +4 to saving throws against spells and spell‐like abilities from that school. Seasonal Mage [General] Your spells change with the seasons. Benefit: When you cast a spell of the appropriate school in the appropriate season, you receive a benefit until the end of your next turn. Autumnal abjuration: Winds whip around you for one round, granting a +1 deflection bonus to AC. Spring evocation: Coloured sparks play across your body. The first person to hit you with a melee weapon takes damage equal to your caster level. Summer illusion: Your eyes glow with strange light. You receive a +2 bonus to skill checks. Winter enchantment: Your mind becomes as cold as ice. You receive a +2 bonus to Will saves.
Seen Death’s Face [General] You have stared into the face of death, and now nothing can cow you. Prerequisites: Must have died. Benefit: You are immune to energy drain and ability drain and damage. Skill Training [General] You have a variety of skills. Benefit: Choose two skills. You gain a +2 bonus to each of those skills. If you choose two skills from the list below, you also gain the listed benefit. • Bluff, Disguise: Once a day, you can cast ghost sound as a caster of your character level. • Knowledge (arcana), Spellcraft: Once a day, you can cast prestidigitation as a caster of your character level. • Knowledge (arcana), Forgery: Once a day, you can cast read magic as a caster of your character level. • Craft, Profession: Once a day, you can cast mending as a caster of your character level. • Sleight of Hand, Open Lock: Once a day, you can cast mage hand as a caster of your character level. • Sense Motive, Diplomacy: Once a day, you can cast detect evil as a caster of your character level. • Knowledge (religion), Heal: Once a day, you can cast disrupt undead as a caster of your character level. • Survival, Heal: Once a day, you can cast cure minor wounds as a caster of your character level. Spellfueled Armor [Spellfueled] You can use magic to block attacks. Benefit: As a swift action, sacrifice a spell slot or prepared spell. Until the end of your next turn, you gain a bonus to your Armor Class equal to the spell’s level. Spellfueled Array [Spellfueled] You can use magic items as spellfuel.
Benefit: You can use spells in scrolls, wands, staves and potions to activate your Spellfueled feats. Spellfueled Blow [Spellfueled] You can use magic to sharpen your blade. Benefit: As you make an attack, sacrifice a spell slot or prepared spell. Whether or not your attack hits, you do damage equal to the minimum caster level of the spell. Spellfueled Evocation [Spellfueled] You can use magic to heighten your evocations. Benefit: As you cast an evocation spell, sacrifice a spell slot or prepared spell. Choose whether you want to add the minimum caster level of the sacrificed spell to the damage done by the evocation or the level of the sacrificed spell to the evocation’s duration (only if it has a duration listed in rounds). Spellfueled Hide [Spellfueled] You can use magic to harden your flesh. Benefit: As a swift action, sacrifice a spell slot or prepared spell. Until the end of your next turn, you gain damage reduction equal to the minimum caster level of the spell. Spellfueled Skill [Spellfueled] You can use magic to improve your skill. Benefit: As you make a skill check, sacrifice a spell slot or prepared spell. You receive a bonus to the skill check equal to the spell’s level. Spellfueled Speed [Spellfueled] You can use magic to increase your speed. Benefit: As a swift action, sacrifice a spell slot or prepared spell. Your speed increases by a number of squares equal to the spell’s level. This benefit lasts for a number of rounds equal to the spell’s level. Spellfueled Strike [Spellfueled] You can use magic to strengthen your swordarm. Benefit: As you make an attack, sacrifice a spell slot or prepared spell. You receive a bonus to the attack roll equal to the spell’s level.
Spellfueled Summoning [Spellfueled] You can use magic to strengthen your summoned minions. Benefit: As you cast a summoning spell, sacrifice a spell slot or prepared spell. The summoning lasts a number of additional rounds equal to the spell’s level (if it has a duration measured in rounds). The hit points of any summoned creatures are increased by the minimum caster level of the spell. Vulnerable Attack [General] You can take a hit and retaliate with renewed fury. Benefit: As a swift action, you can reduce your Armor Class by a number up to your base attack bonus. Until the end of your next turn, the next attack you make does extra damage equal to the penalty you took. Way of Power [Technique] Like many power disciples, you possess skill with a variety of crude and unpredictable weapons. Prerequisites Base Atk +1 or higher, Dex 13+ Benefit Select three light weapons, or two one‐ handed weapons, or one large weapon and one small one, with which you are currently not proficient. You gain proficiency in the selected weapon or weapons. You may not select a weapon worth more than 50 gp. Special This feat can be taken multiple times Warded from Magic [General] You are difficult to affect with spells. Benefit: You gain +2 to saving throws against spells and spell‐like abilities. Winds of Fate [General] You are preternaturally lucky. Benefit: Three times a day, after rolling a skill check, attack roll or saving throw but before determining if you succeed, you may add a +2 bonus to the roll.
FIGHTING MAGES
Brult When Brult was born it was rumored he was a son of the Forge God. His fiery temper and screaming rages only confirmed the suspicions of his parentage. When his sorcery emerged in a blast of heat and fire everyone finally knew the truth. He was divine. None of this was good enough to keep in his clan. His outbursts made others of his clan hate and fear him, and he abandoned his mountain home for life as a mercenary, a profession his skills and powers have made him particularly suited. His most distinguishing mark is his complete lack of body hair, even eyebrows and beard. The heat he exudes when raging burns it all off, so at most his face is a mass of stubble if it’s been a while since he was in a fight. He prepares for combat by casting bull’s strength and shield on himself before entering combat in a rage. If he can, he uses Intimidate against a foe just before going into a rage. Brult, Offspring of Volcanoes CR 8 Male dwarf barbarian 4 /sorcerer 4 CN Medium humanoid Init +1; Senses darkvision 60 ft., Listen +5, Spot ‐2 Languages Common, Dwarven AC 18, touch 12, flat‐footed 18; Dodge, uncanny dodge (+1 Dex, +4 armor, +1 deflection, +2 natural) hp 65 (8 HD) Fort +8 Ref +3 Will +3; +2 vs. poison, +2 vs. spells
of him. Creatures with the fire descriptor are immune to this effect, while creatures with the cold descriptor suffer double damage.
Spd 30 ft. Melee +1 dwarven waraxe +9/+4 (1d10+3) Ranged javelin +8 (1d6+1) Base Atk +6; Grp +7 Combat Gear scroll of bear’s endurance Str 13, Dex 12, Con 16, Int 10, Wis 8 Cha 15 SQ dwarf traits, trap sense +1, fiery soul, overflowing, rage 2/day Feats Dodge, Spell Focus (evocation), Weapon Focus (dwarven waraxe) Skills Bluff +10, Climb +8, Diplomacy +4, Intimidate +11, Knowledge (nature) +2, Listen +5, Survival +5 Possessions +1 dwarven waraxe, 3 mwk javelins, +1 studded leather, +2 amulet of natural armor, +1 ring of protection, 3 days of rations, waterskin Sorcerer Spells Known (CL 4th ) 2nd level (4/day) flaming sphere (DC 16), bull’s strength 1st level (7/day) burning hands (DC 15), expeditious retreat, magic missile, shield 0 level (6/day) acid splash, arcane mark, detect magic, flare, prestidigitation, resistance
Fiery Soul (Su): Instead of summoning a familiar, Brult can use that spiritual energy to awaken the shard of the Forge God within his heart. He becomes what amounts to a fire specialist; he can learn one additional spell per level as long as it has the fire descriptor (spells per day remain unchanged) and gains a +1 bonus to the save DC of spells with the fire descriptor. This bonus stacks with the one from Spell Focus and Greater Spell Focus. Overflowing (Su): When Brult enters a rage, his veins pulse with heat as if magma were pouring from his heart. Brult emits an intense heat that deals 2 automatic points of fire damage to all creatures within 5 feet
When Brult Rages his stat change as follows: (This includes bonuses from bull’s strength and shield.) AC 20 hp 81 Fort +10 Will +5 Aura 5 feet (2 fire damage) Melee +1 dwarven waraxe +13/+8 (1d10+8) Str 21 Con 20 Climb +10
If given even more time to prepare for combat, Brult also uses or has a colleague cast bear’s endurance on him as well. This pumps his Hit Points up to 97, and gives him a +12 Fort Save.
YARIS OF GATH
Yaris was the smartest of all wizards in Gath, just not the wisest. She attempted a ritual to make herself into a lich for too early in her career, and instead transformed himself into a dread skeleton. Enraged at his accidental fate, Yaris hates all living beings and still dreams to one day become a lich. She prepares for combat by casting false life, vampiric touch, and chill touch on himself, and then haste on herself and her skeletal minion, and other accompanying undead. (These spells are reflected in their stats). Just before entering melee Yaris casts blindness/deafness or ray of enfeeblement on either the cleric or toughest fighter. With false life, DR, immunity to critical hits and sneak attacks Yaris does not fear melee. She wades into combat and uses his touch attack until the spells wear off. Don’t forget he gains extra hit points from vampiric touch. Once his chill touch is used up, he moves out of range, casts vampiric touch and goes back to it. If she can, Yaris also likes to enter a fight with a few undead he has animated. They give her cover while casting spells and soak up any cleric’s turning attempts. Yaris also knows he seems like a lich, and exploits the misconception to frighten and scare away opponents who might otherwise pose a challenge to her.
YARIS OF GATH CR 7 Elite dread skeleton necromancer 6 (AB, UA) NE Medium undead (augmented humanoid) Init +6; Senses darkvision 60 ft., Spot +1, Listen +1 Language Common, Draconic AC 20, touch 15, flat‐footed 16 (+3 Dex, +3 natural, +2 armor, +1 deflection, +1 dodge) hp 67 (6 HD); DR 10/bludgeoning Immume cold, undead immunities Fort +3 Ref +7 Will +5 Spd 60 ft. Melee 3 claws +5 (1d4+1) Touch +7 (3d6 plus 1d6 plus 1 Strength [DC 16]) and +7 (1d6 plus 1 Strength [DC 16]) Base Atk +3; Grp +4 Combat Gear brooch of shielding (50 hit points) scroll of cone of cold Wizard Spells Prepared (CL 6th, +7 ranged touch) 3rd – haste, (DC 16), ray of exhaustion (DC 18), vampiric touch (2) 2nd – blindness/deafness (DC 17), false life (2), scorching ray, spectral hand 1st — chill touch, expeditious retreat, ray of enfeeblement, shield 0th – acid splash, detect magic, resistance, touch of fatigue Str 12, Dex 16, Con —, Int 16, Wis 8, Cha 14 SQ command skeletons, skeletal minion, turn resistance +4, undead traits, unnatural aura Feats Combat Casting, Greater Spell Focus (necromancy), Improved Initiative, Improved Turn Resistance, Spell Focus (necromancy), Undead Vigor Skills Concentration +10, Decipher Script +11, Knowledge (arcana) +11, Knowledge
(religion) +10, Spellcraft +9, Use Magic Device +2 (+4 with scrolls) Possessions combat gear, +2 bracers of defense, +1 amulet of natural armor, +1 ring of protection, +1 cloak of resistance Command Skeletons (Su): Yaris can automatically command all normal skeletons within 30 feet as a free action. Normal skeletons never attack Yaris unless compelled. Skeletal Minion (Su): Instead of gaining a familiar Yaris gains a skeletal minion. This skeleton is a loyal servant that follows Yaris’s commands. The skeleton has a number of Hit Dice equal to Yaris’s necromancer level, a bonus to its natural armor equal to one‐half Yaris’s necromancer level, and a bonus to its Strength and Dexterity scores equal to one‐ third Yaris’s necromancer level. Undead Vigor (Ex): Yaris adds his Charisma modifier to each Hit Die when calculating hit points. Unnatural Aura (Su): Any creature of the animal type within 30 feet of Yaris automatically becomes panicked and remains so until the distance between it and Yaris is at least 30 feet. SKELETAL MINION CR — NE Medium advanced undead Init +6; Senses darkvision 60 ft., Spot +0, Listen +0 Language None AC 24, touch 13, flat‐footed 21 (+2 Dex, +5 natural, +4 armor, +2 shield, +1 dodge) hp 39 (6 HD); DR 5/bludgeoning Immume cold, undead immunities Fort +2 Ref +5 Will +5
Spd 60 ft. Melee +1 scimitar +9/+9 (1d6+4/18‐20) or 3 claws +7 (1d4+3) Base Atk +3; Grp +6 Str 16, Dex 15, Con —, Int —, Wis 10, Cha 1 SQ undead traits Feats Improved Initiative, Weapon Focus (scimitar), Toughness Possessions +1 scimitar, heavy steel shield, chain shirt
Gods of the Grand OGL Wiki
Artefaitus Bringer of Law, Civilization Builder God of cities, wealth, merchants, and law Alignment: LN Domains: Earth, Law, Nobility, Protection, Travel Favored Weapon: Light crossbow The Civilization builder makes these demands of the faithful:
•
To live within cities, as they are the center of order, peace and progress.
• •
To always carry a gold coin as a symbol of wealth but never spend it. Support civil projects and laws that allow civilization to progress.
Lucifer First of the Fallen, The Morning Star God of tyranny, slavery, pride, and contracts Alignment: LE Domains: Evil, Fire, Law, Magic, Trickery Favored Weapon: Mace
Jevonus The Liquid Courage, The Free Thought God of freedom, ale, wine, and bravery Alignment: CG Domains: Chaos, Charm, Good, Strength, Travel Favored Weapon: Rapier The Liquid Courage makes these demands of the faithful: •
•
The First of the Fallen makes these demands of the faithful: • • •
•
In all deal‐making, only accept deals that are advantageous to you. Demand recognition for the deeds you accomplish Take opportunities to lead whenever they present themselves.
Keliterisata The Mercurial Faith, The Cold Embrace Goddess of trickery, lust, and revenge Alignment: CN Domains: Chaos, Charm, Knowledge, Luck, Trickery Favored Weapon: Whip
Aevis The Farwalker, The Wishing Star Goddess of dreams, stars, travelers, and luck Alignment: CG Domains: Chaos, Good, Liberation, Luck, Travel Favored Weapon: Starknife The Farwalker makes these demands of the faithful: • •
The mercurial faith makes these demands of the faithful:
• • • •
Love frequently, but not for long. Slights against your person or your family must not go unaddressed. Make all men or women want you but make them wait until the fires are properly stoked.
Wine and ale grant wisdom and courage that are often restricted by sobriety. Show bravery in the face of oppression. Voice your opinions freely and encourage others to speak as freely.
Never let a roof rest about your head more than a month. Grant aid to any traveller who requests it. Remember that the stars reveal more wisdom than the harsh light of day.
Is Your Faith Strong Enough? A Matter of Faith In 12th-century England, the Welsh-English border is an unstable place. But one Christian outpost is determined to make a stand—with the PCs help, of course! Part adventure and part setting, A Matter of Faith is a 1st-level adventure designed for beginner Game Masters and brings 3.5/OGL fantasy adventure to medieval England.
A Matter of Faith provides...
A murder-mystery featuring equal parts roleplaying and combat.
Detailed maps of the Malbank Outpost, its church, and the English landscape around it.
Over 20 fully-detailed NPCs that bring the Malbank Outpost to life
Numerous adventure possibilities that use the outpost as a backdrop (including a quest for a religious item of biblical proportions!)
Will your novice characters have enough faith both in their abilities and in their hearts to overcome the forces of evil and save the outpost from certain doom?
www.TrickyOwlbear.com/faith
Crackling Beast of Crakoon! CR 11 (Advanced Otyugh, Behirling) N Huge magical beast Init +3; Senses darkvision 30 ft., dragonscent, low‐light vision, scent; Listen +4, Spot +5
OYTUGHINOMICON
AC 22, touch 7, flat‐footed — (‐2 size, ‐1 Dex, +15 natural) hp 207 (18d10+108) Fort +17, Ref +10, Will +7 Special Defenses electricity immunity
Crackling Beast of Crakoon! In the Valley of Crakoon, a terrible beast thunders through the darkness, destroying all in its path. Some say it is as old as the world itself, others think it moved in last Saturday. But all are sure that it that is ill‐ tempered and smells funny. ‐ from Local Villager’s Accounts Covered in blue scales, this strange three‐ legged monster trudges across the broken ground. Above its grasping tentacles are another pair of small functional arms like that of a dragon or dinosaur. From the back of its eyestalk sprout spikey horn‐like growths and electricity crackles about its gaping mouth…
Spd 20 ft , climb 10 ft. Melee 4 tentacles +26 (1d8+9) and bite +23 (2d6+4 plus disease) Space 10 ft.; Reach 5 ft. (10 ft. with tentacles) Special Attacks breath weapon (6d6 electricity, DC 25 Reflex halves), constrict (1d8+7), disease (filth fever DC 14), improved bull rush, improved grab, power attack, swallow whole
Str 28, Dex 8, Con 22, Int 8, Wis 12, Cha 6 Base Atk +18; Grp +39 Feats Improved Bull Rush, Improved Grapple (B), Improved Initiative, Monstrous Flanker, Multiattack, Power Attack, Skill Focus (Listen), Weapon Focus (tentacle) Skills Climb +17, Hide +12, Search +3 Language Common SQ all‐around vision Advancement 19‐36 HD (Gargantuan), 39+ HD (Colossal) [Special Abilities] All‐Around Vision (Ex) The Crackling Beast of Crakoon!’s flexible eyestalk allows it to rapidly look in all directions. He is never flat‐footed and never flanked. He has a +4 racial bonus on Spot and Search checks. Breath Weapon (Su): The Crackling Beast of Crakoon! can release a 15 ft. line of electricity that deals 6d6 electricity damage
(DC 25 Reflex halves). This can be useable every 1d8 rounds. Disease (Ex) Filth Fever – bite, Fortitude DC 25, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution based. Dragonscent (Ex):The Crackling Beast of Crakoon! has the scent ability for the purposes of detecting dragons. Improved Grab (Ex) To use this ability, the Crackling Beast of Crakoon! 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 Climber (Ex): The Crackling Beast of Crakoon! has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Swallow Whole (Ex): The Crackling Beast of Crakoon! can swallow an opponent that it has held in a grapple with a successful check. Creatures swallowed suffer 1d8+9 points of bludgeoning damage plus 6 points of electricity damage per round. It is said that the Crackling Beast of Crakoon! could gobble up 2 men, 8 halflings, or 32 pseudodragons (yum!). Typical Encounters: EL 11 – Crackling Beast of Crakoon!* *
Thankfully, multiple Crackling Beasts have never been spotted.
PSIONIC BESTIARY
According to the Book of Gygax the following are core psionics monsters: brain mole, cerebral parasite, couatl, demon (major), demon (minor), demon (prince), devil (arch), devil (greater), gray ooze, intellect devourer, ki‐rin, lich, men, XXXX XXXXXX, yellow mold, shedu, su‐monster, titan, triton (5%). I have been told by people that Gary regretted the inclusion of psionics in D&D and if that is true, the inclusion of psionics is easily one of my favourite mistakes in the game. Below is a psionics update of some classic monsters.
BRAIN MOLE Brain moles are burrowing animals that use psionic powers to overcome large psionic prey. Small, furry, and nearly blind, brain moles are almost indistinguishable from their common animal cousins. Brain moles hunger for psionic energy. They hide in loose dirt and detritus on forest floors, watching for the approach of psionic creatures with their detect psionics power. When a suitable target comes in range, the brain moles then attack with their power leech ability. The moles remain hidden as long as possible. If threatened, they use aversion and mind thrust to discourage attackers, using their bite only as a last resort. Brain moles eat small insects when they can’t get psionic energy. Brain Mole CR ½ N Tiny Magical Beast (psionic) Init +2; Senses low‐light vision, scent; Listen +6, Spot +2 AC 14, touch 14, flat‐footed 12 (+2 size, +2 Dex) hp 3 (1d10‐2) Fort +0, Ref +4, Will +2 Spd 15 ft., burrow 15 ft. Melee bite +5 (1d3‐4 plus disease) Space 2 ½ ft.; Reach 0 ft. Psi‐Like Abilities (ML 5th) * Powers include augmentation At‐will ‐ detect psionics, power leech (DC 14) 3/day ‐ aversion*(DC 13), mind thrust* (DC 13) Str 2, Dex 14, Con 7, Int 2, Wis 14, Cha 11 Base Atk +1; Grp ‐11
Feats Alertness, Weapon FinesseB Skills Hide +15, Move Silently +7, Listen +6, Spot +2 Environment Temperate Forest Organization Nest (3‐8) Trease Value 0 gp
Disease (Ex) Cascade Flu ‐ bite; Fortitude DC 9, incubation period one day, damage psionic cascade (every time an afflicted character manifests a power, she must make a DC 16 Concentration check; on a failed check, a psionic cascade is triggered [see Psionic Maladies]). The save DC is Constitution‐based. Hide Mind (Su): A brain mole cannot be identified as psionic by divination spells or clairsentience powers. Power Conversion (Su): When a brain mole drains a power point by means of its power leech power, it immediately heals 1 hit point. If it is already at full normal hit points, it instead gains psionic sustenance sufficient to supply its need for nourishment for 24 hours. Skills: Brain moles have a +4 racial bonus on Hide and Move Silently checks and a –2 racial penalty on Spot checks.
DISEASE, CEREBRAL PARASITES Spread by contact with infected psionic creatures; contact; DC 15; incubation 1d4 days; damage 1d8 power points. Cerebral parasites are tiny organisms, undetectable to normal sight. An afflicted character may not even know he carries the parasites—until he discovers he has fewer power points for the day than expected. Psionic creatures with cerebral parasites are limited to using each of their known powers only once per day (instead of freely
manifesting them). See the note about diseases under Cascade Flu, above.
COUATL A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs about 1,800 pounds. A couatl uses its read thoughts ability on any creature that arouses its suspicions. Since it is highly intelligent, a couatl usually manifests powers from a distance before closing. If more than one couatl is involved, they discuss their strategy before a battle. Couatl CR 10 LG Large Outsider (Native, Psionic) Init +7; Sensesdarkvision 60 ft.; Listen +16, Spot +16 AC 21, touch 12, flat‐footed 18 (‐1 size, +3 Dex, +9 natural) hp58 (9d8+18) Fort +8, Ref +9, Will +10 Spd 20 ft. (4 squares), fly 60 ft. (good) Melee bite +12 (1d3+6 plus poison) Space 10 ft.; Reach 5 ft. Special Attacks constrict 2d8+6, improved grab, psionics Psi‐Like Abilities (ML 9th) * Powers include Augmentation At‐will ‐ aura sight, cloud mind (DC 15), detect psionics, read thoughts (DC 15) 3/day ‐ mental barrier (+5 deflection)*, metamorphosis, psionics plane shift, power resistance (PR 19)* Telepath Powers Known (ML 9th; PP 85 of 85) 5th ‐ adapt body, mind probe 4th – empathic feedback, energy adaptation, psionics dominate, psionics modify memory
3rd –body adjustment, danger sense, energy bolt, false sensory input 2nd –brain lock, cloud mind, ego whip,, psionics suggestion 1st –attraction, empathy, mindlink (animals only), psionic charm , telempathic projection Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17 Base Atk +9; Grp +17 Feats Dodge, Empower Power, Hover, Improved Initiative Skills Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Psicraft +15 (+17 power stones), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Psionic Device +15 (+17 power stones) Languages Celestial, Common, and Draconic, Telepathy 90 ft. SQ Ethereal Jaunt Environment Warm Forests Organization Solitary, pair, or flight (3–6) Treasure 5,800 gp (psionics items) Ethereal Jaunt (Su) This ability works like the ethereal jaunt spell (caster level 16th). Improved Grab (Ex) To use this ability, a couatl must hit a creature of up to two size categories larger with its bite 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. Poison (Ex) Injury, Fortitude DC 16, initial damage 2d4 Str, secondary damage 4d4 Str. The save DC is Constitution‐based.
DEMONS (Major) Traditionally many demon types had access to psionics abilities. Some of the species known to exhibit psionics abilities include
balor, glabrezu, hezrou, nalfeshnee, marilith and succubus. Due to their chaotic nature demons then to have psionics powers of the same nature as the wilder class. Demon, Balor
A balor stands about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds. Balors love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few psionics powers effects at the foe. A balor’s +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage. A balor’s natural weapons, as well as any weapons it wields, are treated as chaotic‐ aligned and evil‐aligned for the purpose of overcoming damage reduction. Demon, Balor CR 20 CE Large Outsider (Chaotic, Extraplanar, Evil, Psionic) Init +11; Senses darkvision 60 ft., true
seeing; Listen +38, Spot +38 Auraevil, flaming body (6d6 fire) AC 35, touch 16, flat‐footed (‐1 size, +7 Dex, +19 natural) hp 290 (20d8+200) Fort +22, Ref +19, Will +19 DR 15/cold iron and good; Immune electricity, fire, poison Resist acid 10, cold 10; PR 28; SR 18
Spd 40 ft., fly 90 ft. (good) Melee +1 coup de grace longsword +31/+26/+21/+16 melee (2d6+8/19‐20) and +1 flaming whip +30/+25 (1d4+4 plus 1d6 fire plus entangle) Space 10 ft.; Reach 10 ft. (20 ft. with +1 flaming whip) Special Attacksdeath throes, entangle, psionics, summon demon Spell‐like Abilities (CL 14th) At‐will ‐ cause fear (no HD limit) (DC 19), deeper darkness, detect magic,dispel magic, greater teleport, pyrotechnics (DC 20), read magic,symbol of fear (DC 24), symbol of sleep (DC 23), symbol of stunning (DC 24), telekinesis (DC 23) Wilder Powers Known (ML 12th; PP 174 of 174) 5th – psychic crush 4th – death urge 3rd – mental barrier 2nd – though shield 1st – demoralize, mind thrust Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26 Base Atk +20; Grp +36 Feats Cleave, Improved Initiative, Improved Two‐Weapon Fighting, Power Attack, Quicken Spell‐Like Ability (telekinesis), Two‐ Weapon Fighting, Weapon Focus (longsword) Skills Bluff +31, Concentration +33,
Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Psicraft +30 (+32 power stones), Spot +38, Survival +7 (+9 following tracks), Use Psionic Device +31 (+33 power stones) Languages telepathy 100 ft. Environment A chaotic evil‐aligned plane Organization Solitary or troupe (1 balor, 1 marilith, and 2–5 hezrous) Treasure 80,000 gp (psionics items) plus +1 coup de grace greatsword and +1 flaming whip Death Throes (Ex)When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution‐based. Entangle (Ex) A balor’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the whip. Coup de Grace Sword (Su) Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning. Summon Demon (Sp) Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th‐level spell. Skills Balors have a +8 racial bonus on Listen and Spot checks.
Glabrezu
Like succubi, glabrezu tempt victims into ruin, but they lure their prey with power or wealth rather than passion. Glabrezu have penetrating violet eyes, and their skin color ranges from deep russet to pitch black. A glabrezu stands about 15 feet tall and weighs about 5,500 pounds. Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires—but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation. A glabrezu’s natural weapons, as well as any weapons it wields, are treated as chaotic‐
aligned and evil‐aligned for the purpose of overcoming damage reduction.
Survival +3 (+5 following tracks) Languages telepathy 100 ft.
Glabrezu CR 13 CE Huge Outsider (Chaotic, Extraplanar, Evil, Psionic) Init +0; Senses darkvision 60 ft, true seeing; Listen +26, Spot +26 AC 27, touch 8, flat‐footed 27 (‐2 size, +19 natural) hp 174 (12d8+120) Fort +18, Ref +8, Will +11 DR 10/good; Immune electricity, poison Resist acid 10, cold 10, fire 10; PR 21; SR 11 Spd 40 ft. Melee 2 pincers +20 melee (2d8+10) and 2 claws +18 (1d6+5) and bite +18 (1d8+5) Space 15 ft.; Reach 15 ft. Special Attacks improved grab, psionics, summon demon Spell‐Like Abilties (CL 9th) At‐will ‐ cause fear (no HD limit) (DC 16), deeper darkness, levitate,polymorph, pyrotechnics (DC 17), telekinesis (DC 20) Wilder Powers Known (ML 10th; PP 113 of 113) 5th – psychic crush 4th – mindwipe 3rd – energy retort 2nd – id insinutation 1st – matter agitation, psionic grease Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20 Base Atk +12; Grp +30 Feats Cleave, Great Cleave, Multiattack, Persuasive, Power Attack Skills Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Psicraft +18, Spot +26,
Environment A chaotic evil‐aligned plane Organization Solitary or troupe (1 glabrezu, 1 succubus, and 2–5 vrocks) Treasure 13, 000 gp (psionics items)
Improved Grab (Ex) To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Summon Demon (Sp) Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th‐level spell. True Seeing (Su) Glabrezu continuously use true seeing as the spell (caster level 14th). Skills Glabrezu have a +8 racial bonus on Listen and Spot checks.
RACES
Archanus
Archanus are a relatively new race in the lands of Gow. They walk, talk and have emotions like fleshy creatures but they are clearly of a mechanical nature. The origin of the archanus is a mystery as some scholars believe that they were created by a college of technomancers who sought a more intelligent construct to assist with their research, while others suggest that they are ex‐patriots of the plane of Regulus. Archanus have no written history and only record history from when they first came online. Personality Archanus tend to be quiet and reserved. They see that other races are hesitant of them but do not understand why they evoke suspicion. They tend to say little in the an attempt to offend no one. Alone or in groups of other archanus they tend to be quite social and inquisitive often asking why or are very anxious to try new things as their personal experience is quite limited. Physical Description Archanus stand roughly 5 ft. tall, but are heavier due to their mechanical bodies. They often have coppery or silvery looking bodies but this is just cosmetic. They tend to have two hands, two legs and two eyes. They rarely have mouths but instead speak through a voice box in a crackily, hissing way. They tend not to wear armour or clothing and any they do wear needed to be specially made. Some archanus (of a more warrior bend) sometimes replace grasping hands with fixed weapons. Relations Archanus get along best with gnomes and humans. Elves and half‐orcs have an inherent distrust of them (probably the only thing those two races can agree on) as they are so out of touch with the
natural world. Archanus do not dislike any race because from all others there are things to learn. Alignment Archanus can be of any race but they do have a tendency toward lawful alignments. This adherence to normative behaviour may lead some credit to the Regulus theory of species origin. Archanus Lands Archanus do not have their own kingdoms or nations but instead work in factory groups, industrial units or research sectors within larger human and demihuman cities. They tend to favour more metropolitan cities where they presence is not noticed as much and they are left to their own devices. Religion Anagrava (god of forge, protection and strategy) and Olia (goddess of magic) are two gods that many archanus make devotions to or whose strictures they follow. Languages Archanus speak common and one other language. Typically the language is one of a race that they have frequent contact with or have trade with. Sometimes, archanus will possess strange languages at initialization that are unknown in the region. When a new initialized archanus possesses a foreign language it is often seen as a sign that they are supposed to travel to new langs. Names Archanus are not given names at initialization but instead chose their names from the humanoid nations that surround them. They do this as a sign of respect and to try to be accepted but others. Adventurers An archanus adventurer is often motivated by a desire to gain new
experiences. However, as they learn from other cultures they may develop a wider and more mature set of motivations. Archanus Race • +2 Intelligence, ‐2 Dexterity: Archanus are intelligent constructs that have slowed reflexes. • Medium: Archanus are medium creatures, and have no bonuses or penalties due to their size. • Type: Extant. Archanus mechanus are a special class of constructs called Extants. Extants have been given sentience by the gods. They possess none of the standard construct immunities. • Vision: Archanus have low‐light vision. • Immunities: Archanus are immune disease, paralysis and poison. • Resistance: Archanus have resistance 5 to electricity. • Armored Hide: Archanus have a +2 natural armour bonus • Knowledgeable: Archanus have a +2 racial bonus to any two knowledge skills that are always considered class skills. • Languages: Common and one other. • Favored Class: Wizard
TEMPLATES
DAEMANTHROPE Template
Daemanthropes are humanoids that can call upon the powers and abilities of a fiend, undergoing a physical transformation in the process. Superficially similar to lycanthropes, daemanthropes are neither infected nor born – they are either the result of a willing pact with the forces of woe, or a cursed being possessed by the malicious power of a fiend. APPEARANCE CHANGES Daemanthropes gradually take on features reminiscent of their fiendish aspect, such as ruddy skin, tiny horn nubs, an emaciated appearance, or unusually long and sharp nails.
CREATING A DAEMANTHROPE “Daemanthrope” is an acquired template that can be added to any humanoid (referred to hereafter as the base creature). The base creature gains abilities and qualities from a fiendish being (referred to hereafter as the base fiend). Daemanthropes retain their normal form, and can adopt either of two special forms: a ridden form that combines the mental attributes and special qualities of the base creature and the base fiend without changing the base creature’s size or appearance, or a hybrid form that combines physical and mental features of the base creature and base fiend. A daemanthrope uses either the base creature’s or the base fiend’s statistics and special qualities in addition to those described here. Size and Type: The base creature’s type does not change, but the creature gains the evil and shapechanger subtypes. If the base fiend has the Chaos or Law subtype, the daemanthrope gains that subtype also. The daemanthrope can also adopt a hybrid shape that combines features of the base creature and the base fiend. If the base fiend is a different size than the base creature, the daemanthrope’s hybrid form is one step away from the base creature’s size towards the base fiend’s size (i.e., a Small creature would become Medium size if the base fiend was Medium or larger). Hit Dice and hit points: Same as the base creature, modified by any Constitution increase.
Speed: Same as the base creature. Hybrids use either the base creature’s or the base fiend’s speed, whichever is better. If either creature has a special movement mode (fly, swim, or burrow), the hybrid retains it. If both creatures have the same special movement mode, the hybrid uses the best qualities from each form. Armor Class: The base creature’s natural armor class bonus increases by +4 in all forms. In hybrid form, the daemanthrope’s natural armor bonus is equal to the natural armor bonus of the base creature or the base fiend, whichever is better. Base Attack/Grapple: Recalculate the base creature’s base attack bonus to equal +1/racial Hit Dice, plus the base attack bonus from any class levels. The daemanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the daemanthrope’s form. Attacks: Same as the base creature in normal or ridden form. As the base fiend in hybrid form, adjusting for changes in size. Damage: As the base creature or base fiend, depending on which form the daemanthrope is in. If the hybrid form is smaller or larger than the base fiend, adjust dice size accordingly. Special Attacks: A daemanthrope retains the special attacks of the base creature or base fiend, depending on which form it is using. In ridden form, the daemanthrope retains the special attacks of the base creature and gains any supernatural or spell‐like attack of
the base fiend that don’t rely on a physical body part or attack. •
In hybrid form, the daemanthrope gains all the special attacks of the base fiend in addition to those of the base creature.
•
A daemanthrope does not gain the ability to summon fiends. Special Qualities: A daemanthrope retains the special qualities of the base creature, and also gains those described below. •
• •
•
•
Alternate Form (Su): A daemanthrope can shift into a bipedal hybrid form as though using the polymorph spell on itself, though its gear is not affected and it does not regain hit points for changing form. It does not assume the ability scores of the base fiend. Changing to or from ridden or hybrid form is a standard action. A slain daemanthrope reverts to its base creature form, although it remains dead. Telepathy – range 100 feet. Resistances – A daemanthrope gains resistance 10 to any energy form the base fiend has immunity to, and a +4 to saves versus any other special attacks (ie, disease or poison) the base fiend is immune to. A daemanthrope gains resistance 5 to any energy the base fiend has resistance to. Fast healing/regeneration – A daemanthrope has fast healing or regeneration as the base fiend. Spell resistance – A daemanthrope has spell resistance equal to ½ the base fiend’s spell resistance, or as
•
•
the base creature, whichever is better. Darkvision (Ex): As base fiend or the base creature, whichever is better. Damage reduction (Ex): A ridden or hybrid daemanthrope gains damage reduction equal to the base fiend. If the base creature also has damage reduction, the two stack as appropriate. Spell‐like abilities – A ridden or hybrid daemanthrope gains the spell‐like abilities of the base fiend. A ridden daemanthrope does not gain any special qualities that rely on a physical body part or attack. Supernatural abilities – A ridden or hybrid daemanthrope gains the supernatural abilities of the base fiend. A ridden daemanthrope does not gain any special qualities that rely on a physical body part or attack.
Base Save Bonuses: As the base creature. Abilities: Daemanthropes gain a +4 bonus to Wisdom and a bonus to Constitution equal to the Hit Dice of the base fiend, rounded up to an even number. In ridden form, a daemanthrope gains a bonus to Intelligence and Charisma equal to the base fiend’s Intelligence and Charisma scores, ‐ 10 or –11, or retains the normal creature’s ability scores, whichever is better. A daemanthrope in hybrid form also modifies its Strength and Dexterity scores in the same way. Skills: As the base creature. A daemanthrope in ridden or hybrid form gains bonus skill points equal to 4 x Intelligence modifier. These skill points can only be allocated to a skill given in the base
fiend’s description. The skill points are allocated once, when the daemanthrope is created, and not each time it changes form. Any skill given in the fiend’s description is a class skill for the daemanthrope in all forms. In any form, a daemanthrope also has any racial skill bonuses of the base creature and of the base fiend, although conditional skill bonuses only apply in the associated form. Feats: A daemanthrope gains Iron Will, Great Fortitude, and Lightning Reflexes as bonus feats.
alignment, but these cases are rare and inevitably tragic. Advancement: As base creature. Level Adjustment: +3 + 25% SAMPLE DAEMANTHROPE
The sample creatures given here use a 4th‐ level halfling rogue and a quasit as the base creature.
Organization: Solitary.
Challenge Rating: As base creature, plus ½ the Challenge Rating of the base fiend.
Alignment: Usually evil. Particularly noble creatures might retain their good
QUASITHROPE
Quasithrope, Halfling Form
Small Humanoid (Evil, Small Humanoid (Evil, Chaotic, Shapechanger) Chaotic, Shapechanger)
Tiny Humanoid (Evil, Chaotic, Shapechanger)
Hit Dice:
4d6+8 (22 hp)
4d6+8 (22 hp)
4d6+8 (22 hp)
Initiative:
+8
+8
+8
20 ft. (4 squares)
20 ft. (4 squares)
20 ft. (4 squares), fly 50 ft. (perfect)
22 (+1 size, +4 Dex, +4 natural, +3 studded leather), touch 15, flat‐ footed 18
29 (+2 size, +7 Dex, +7 natural, +3 studded leather), touch 19, flat‐ footed 22
+3/–1
+3/–1
Speed:
22 (+1 size, +4 Dex, +4 natural, +3 studded Armor Class: leather), touch 15, flat‐ footed 18 Base +3/–1 Attack/Grapple: Attack: Full Attack:
Quasithrope, Ridden Form
Quasithrope, Hybrid Form
Shortsword +7 melee Shortsword +7 melee (1d4/19–20) or sling +8 (1d4/19–20) or sling +8 ranged (1d3) ranged (1d3)
2 claws +10 melee (1d3 plus poison)
Shortsword +7 melee
2 claws +10 melee (1d3
Longsword +7 melee
(1d4/19–20) or sling +8 (1d4/19–20) or sling +8 ranged (1d3) ranged (1d3) Space/Reach: 5 ft./5 ft. Halfling traits, sneak Special Attacks: attack +2d6
Special Qualities:
Saves: Abilities:
Alternate form, darkvision 60 ft., evasion, fast healing 2, halfling traits, resistance to fire 5, telepathy, trap sense +1, uncanny dodge, +4 to saves vs poison
plus poison) and bite +5 melee (1d4)
5 ft./5 ft.
2 ½ ft. / 0 ft.
Halfling traits, sneak attack +2d6, spell‐like abilities
Halfling traits, poison, sneak attack +2d6, spell‐ like abilities
Alternate form, damage Alternate form, damage reduction 5/cold iron or reduction 5/cold iron or good, darkvision 60 ft., good, darkvision 60 ft., evasion, fast healing 2, evasion, fast healing 2, halfling traits, resistance halfling traits, resistance to fire 5, telepathy, trap to fire 5, telepathy, trap sense +1, uncanny dodge, sense +1, uncanny dodge, +4 to saves vs poison +4 to saves vs poison
Fort +6, Ref +11, Will +5 Fort +6, Ref +11, Will +5 Fort +6, Ref +14, Will +5 Str 11, Dex 18, Con 14, Str 11, Dex 18, Con 14, Int Str 11, Dex 24, Con 14, Int Int 14, Wis 12, Cha 12 14, Wis 12, Cha 14 14, Wis 12, Cha 14
Skills:
Bluff +6, Climb +3, Bluff +6, Climb +3, Disable Device +9, Hide Disable Device +9, Hide +14, Jump +1, Listen +8, +14, Jump +1, Listen +8, Move Silently +13, Move Silently +13, Open Open Lock +11, Search Lock +11, Search +9, Spot +9, Spot +8, Sleight of +8, Sleight of Hand +12, Hand +12, Use Magic Use Magic Device +8. Device +8.
Bluff +9, Climb +7, Diplomacy +10, Disable Device +12, Hide +25, Jump +2, Listen +8, Move Silently +20, Open Lock +17, Search +9, Spot +8, Sleight of Hand +18, Use Magic Device +9.
Feats:
Great FortitudeB, Great FortitudeB, Improved Initiative, Iron Improved Initiative, Iron WillB, Lightning WillB, Lightning ReflexesB, B Reflexes , Weapon Weapon Finesse Finesse
Great FortitudeB, Improved Initiative, Iron WillB, Lightning ReflexesB, Weapon Finesse
Environment: Any warm land
Any warm land
Any warm land
Organization: Solitary
Solitary
Solitary
Challenge Rating:
5
5
5
Treasure:
Standard
Standard
Standard
Chaotic Evil
Chaotic Evil
Chaotic Evil
By character class
By character class
+4
+4
Alignment:
Advancement: By character class Level +4 Adjustment:
Halfling Traits (Ex): Halflings possess the following racial traits. — +2 Dexterity, –2 Strength. —Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. —A halfling’s base land speed is 20 feet. — +2 racial bonus on Climb, Jump, and Move Silently checks. — +1 racial bonus on all saving throws. — +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general. — +1 racial bonus on attack rolls with thrown weapons and slings. — +2 racial bonus on Listen checks. —Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc. —Favored Class: Rogue. Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Trap Sense (Ex): A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Uncanny Dodge (Ex): A rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught
flat‐footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Poison (Ex): Injury, Fortitude DC 18, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution‐based and includes a +2 racial bonus. Spell‐Like Abilities: At will—detect good, detect magic, and invisibility (self only); 1/day—cause fear (as the spell, except that its area is a 30‐foot radius from the quasithrope, save DC 12). Caster level 6th. The save DCs are Charisma‐based. Once per week a quasithrope can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th). Alternate Form (Su): A quasithrope can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasithrope does not regain hit points for changing form, and any individual quasithrope can assume only one or two forms (not including its ridden and hybrid forms) no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasithrope in alternate form loses its poison attack. A quasithrope in normal or ridden form can only assume normal, ridden, or hybrid form.
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NeoExodus: The World of Exodus Here!
Half-Anarchic Template Half‐anarchic creatures tend to be asymmetrical in appearance, though this is usually cosmetic in nature (one wing being feathered while the other is bat‐like, for example). Creating a Half‐Anarchic "Half‐anarchic" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonlawful alignment (referred to hereafter as the base creature). A half‐anarchic uses all the base creature’s statistics and special abilities except as noted here. Size and Type The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half‐anarchics are normally native outsiders. Speed A half‐anarchic has mis‐matched wings and can fly at twice the base creature’s base land speed (average maneuverability). If the base creature has a fly speed, use that instead. Armor Class Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). Attack A half‐anarchic has a natural attack, determined randomly by rolling 1d4: 1 = bite attack; 2 = slam attack; 3 = two claw attacks; 4 = tail attack. If the base creature already has the natural attack form rolled,
use that instead. If the base creature can use weapons, the half‐anarchic retains this ability. A half‐anarchic fighting without weapons uses a natural attack when making an attack action. When it has a weapon, it usually uses the weapon instead. Full Attack A half‐anarchic fighting without weapons uses its natural weapon when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its natural weapon as a natural secondary attack. Damage Half‐anarchics have a natural attack. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater. Size Fine
Bite Slam Claw Tail 1
1
1
1
Diminutive 1d2 1
1
1
Tiny
1d3 1
1d2 1d2
Small
1d4 1d3 1d3 1d4
Medium
1d6 1d4 1d4 1d6
Large
1d8 1d6 1d6 1d8
Huge
2d6 1d8 1d8 2d6
Gargantuan 2d8 2d6 2d6 2d8 Colossal
4d6 2d8 2d8 4d6
Special Attacks A half‐anarchic retains all the special attacks of the base creature and gains the following special attack. •
Smite Law (Su)
Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a lawful foe. •
Spell‐Like Abilities
A half‐anarchic with an Intelligence or Wisdom score of 8 or higher has spell‐like abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma‐based. HD
Abilities
1‐2 Color spray 3/day, entropic shield 3‐4 Hideous laughter 5‐6 Confusion, meld into stone 7‐8 Rainbow pattern, wind wall 9‐10 Insect plague 11‐ 12
Word of chaos
13‐ 14
Cloak of chaos 3/day, mind fog
15‐ 16
Polymorph any object
17‐ 18
Summon monster IX (chaotic creatures only)
19‐ 20
Control weather
• Resistance to cold 10, electricity 10, fire 10, and sonic 10. • Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more). • A half‐anarchic’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. • Spell resistance equal to the creature’s HD + 10 (maximum 35). Abilities Str +4, Dex +4, Con +2, Int +2, Wis +2, Cha +4. Skills A half‐anarchic gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD +3). Do not include Hit Dice from class levels in this calculation—the half‐anarchic gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross‐class. Challenge Rating HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3. Alignment Always chaotic (any). Level Adjustment +4.
Special Qualities A half‐anarchic has all the special qualities of the base creature, plus the following special qualities.
• Darkvision out to 60 ft. • Immunity to paralysis.
SAMPLE CREATURE: HALF‐ANARCHIC GRIFFON Half‐anarchic griffons are often the result when the whimsical creatures of the chaotic planes lay eyes on the regal bearing of a griffon. Smarter and stronger than their mundane brethren, half‐anarchic griffons have a much more holistic mix of feline and avian features, rather than the front half being bird‐like and the back half leonine. Each of their wings has a very different pattern and shade to their feathers.
electricity resistance 10, fire resistance 10, immune to paralysis, low‐light vision, scent, sonic resistance 10, spell resistance 17 Saves:
Fort +9, Ref +9, Will +6
Abilities:
Str 22, Dex 19, Con 18, Int 7, Wis 15, Cha 12
Skills:
Hide +5, Jump +20, Listen +12, Move Silently +9, Spot +16, Survival +7
This half‐anarchic griffon rolled for a bite attack for its natural weapon, which the base creature already has.
Feats:
Iron Will, Multiattack, Weapon Focus (bite)
Environment:
Temperate hills
HALFANARCHIC GRIFFON
Organization:
Solitary, pair, or pride (6– 10)
Challenge Rating:
6
Treasure:
None
Alignment:
Always chaotic neutral
Advancement:
8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:
+7 (cohort)
Large Outsider (Augmented Magical Beast, Native)
Hit Dice:
7d10+28 (66 hp)
Initiative:
+4
Speed:
30 ft. (6 squares), fly 80 ft. (average)
Armor Class:
20 (–1 size, +4 Dex, +7 natural), touch 13, flat‐ footed 16
Base +7/+17 Attack/Grapple: Attack:
Bite +13 melee (2d6+6)
Full Attack:
Bite +13 melee (2d6+6) and 2 claws +10 melee (1d4+3)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, rake 1d6+3, smite law, spell‐like abilities
Special Qualities:
Cold resistance 10, damage reduction 5/magic, darkvision 60 ft.,
A half‐anarchic griffon cannot speak, but understands Common. COMBAT Half‐anarchic griffons prefer to pounce on their prey, either diving to the attack or leaping from above. Their natural weapons count as magic weapons for the purpose of overcoming damage reduction. Pounce (Ex): If a half‐anarchic griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +10 melee, damage 1d6+3. Smite Law (Su): Once per day can make a normal melee attack to deal 7 points of extra damage against a lawful foe. Spell‐like Abilities: 3/day – color spray (DC 12); 1/day – confusion (DC 15), entropic shield, hideous laughter (DC 13), meld into stone, rainbow pattern (DC 15), wind wall (DC 14). Caster level 7th. Save DCs are Charisma‐based. Skills: Half‐anarchic griffons have a +4 racial bonus on Jump and Spot checks.
land speed (average maneuverability). If the base creature has a fly speed, use that instead. Armor Class Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). Attack A half‐axiomatic has two claw attacks. If the base creature can use weapons, the half‐ axiomatic retains this ability. A half‐ axiomatic fighting without weapons uses a claw attack when making an attack action. When it has a weapon, it usually uses the weapon instead.
Half-Axiomatic Half‐axiomatic creatures usually have perfect symmetry in their appearance, giving them a cold sort of beauty, similar to a perfectly‐ formed sculpture.
Creating a Half‐Axiomatic "Half‐axiomatic" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonchaotic alignment (referred to hereafter as the base creature). A half‐axiomatic uses all the base creature’s statistics and special abilities except as noted here. Size and Type The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half‐axiomatics are normally native outsiders. Speed A half‐axiomatic metallic‐looking wings and can fly at twice the base creature’s base
Full Attack A half‐axiomatic fighting without weapons uses its claws when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and if it has a hand free, it uses a claw as an additional natural secondary attack. Damage Half‐axiomatics have claw attacks. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater. Size Fine
Claw 1
Diminutive 1 Tiny
1d2
Small
1d3
Medium
1d4
Large
1d6
Huge
1d8
18
only)
Gargantuan 2d6
19‐ 20
Reverse gravity
Colossal
2d8
Special Attacks A half‐axiomatic retains all the special attacks of the base creature and gains the following special attack. •
Smite Chaos (Su)
Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a chaotic foe. •
Spell‐Like Abilities
A half‐axiomatic with an Intelligence or Wisdom score of 8 or higher has spell‐like abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma‐based. HD
Abilities
1‐2
Command 3/day, shield
3‐4
Shatter
5‐6
Stoneskin, invisibility purge
7‐8
Resilient sphere, haste
9‐10 True seeing 11‐ 12
Dictum
13‐ 14
Shield of law 3/day, interposing hand
15‐ 16
Iron body
17‐
Summon monster IX (lawful creatures
Special Qualities A half‐axiomatic has all the special qualities of the base creature, plus the following special qualities. • Darkvision out to 60 ft. • Immunity to petrifaction. • Resistance to cold 10, electricity 10, fire 10. • Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more). • A half‐axiomatic’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. • Spell resistance equal to the creature’s HD + 10 (maximum 35). • +2 racial bonus on Will saves against mind‐affecting effects. Abilities Str +4, Dex +2, Con +4, Int +4, Wis +2, Cha +2. Skills A half‐axiomatic gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD +3). Do not include Hit Dice from class levels in this calculation—the half‐axiomatic gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross‐ class. Challenge Rating HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment Always lawful (any).
Armor Class:
Level Adjustment +4.
Base +1/+4 Attack/Grapple: Attack:
Longsword +4 melee (1d8+3/19–20) or claw +4 melee (1d4+3) or javelin +3 ranged (1d6+3)
Full Attack:
Longsword +4 melee (1d8+3/19–20) and claw ‐1 melee (1d4+1) or javelin +3 ranged (1d6+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Smite chaos, spell‐like abilities
Special Qualities:
Cold resistance 10, electricity resistance 10, fire resistance 10, darkvision 60 ft., damage reduction 5/magic, immune to petrifaction, spell resistance 11
Saves:
Fort +5, Ref +2, Will +0 (+2 vs. mind‐affecting effects)
Abilities:
Str 17, Dex 15, Con 18, Int 14, Wis 11, Cha 10
Half‐Axiomatic Hobgoblin, 1st‐Level Warrior
Skills:
Medium Outsider (Augmented Humanoid, Goblinoid, Native)
Climb +5, Handle Animal +4, Hide +2, Intimidate +4, Jump +5, Listen +2, Move Silently +8, Ride +6, Spot +2, Swim +3
Feats:
Alertness
Environment:
Warm hills
Organization:
Gang (4–9), band (10–100 plus 50% noncombatants plus 1 3rd‐level sergeant per 20 adults and 1 leader of 4th–6th level), warband
SAMPLE CREATURE: HALFAXIOMATIC HOBGOBLIN
17 (+2 Dex, , +1 natural, +3 studded leather, +1 light shield), touch 12, flat‐ footed 15
Hit Dice:
1d8+4 (8 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), fly 60 ft. (average)
(10–24), or tribe (30–300 plus 50% noncombatants plus 1 3rd‐level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 2–4 dire wolves, and 1–4 ogres or 1–2 trolls) Challenge Rating:
1
Treasure:
Standard
Alignment:
Always lawful evil
Advancement: By character class Level Adjustment:
+5
Half‐axiomatic hobgoblins are the results of a eugenics program by the hobgoblin god. At his command, hobgoblin clerics summon fiends from Acheron to sire new, stronger hobgoblins to lead their tribes and help establish the formation of a mighty empire. Already, these monstrous creatures have expanded the borders of a number of hobgoblin lands, bringing their race’s long‐ held dream of establishing a mighty empire much closer to fruition. Half‐axiomatic hobgoblins look much like their terrestrial counterparts, but for the large rust‐colored wings that spread behind them. More intelligent and more powerful than normal hobgoblins, they quickly rise to positions of leadership within their clan, taking over all aspects of their brutal society before looking for conquest. COMBAT Half‐axiomatic hobgoblins speak Goblin and Common. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Chaos (Su): Once per day can make a normal melee attack to deal 1 point of extra damage against a chaotic foe. Spell‐like Abilities: 3/day – command (DC 11); 1/day – shield. Caster level 1st. Save DCs are Charisma‐based. Skills: Half‐axiomatic hobgoblins have a +4 racial bonus on Move Silently checks. The hobgoblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
MUNDANE BEAST Mundane beasts resemble magical creatures, but utterly lack any magical or supernatural abilities. They are the result of failed magical experiments, pervasive antimagic, or random mutation. APPEARANCE CHANGES None. Mundane beasts appear exactly as normal members of their species. Shapechangers appear in their natural form. CREATING A MUNDANE BEAST “Mundane beast” is an inherited template that can be applied to any aberration, dragon, or magical beast. A mundane beast uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to animal. They do not gain the augmented subtype. They lose all subtypes except aquatic or swarm. Base creatures with the water subtype gain the aquatic subtype. Recalculate the creature’s Hit Dice, hit
points, base attack bonus, saves, and skills. Size is unchanged.
spells or magical effects, and ability to change forms.
Speed: A mundane beast’s land and swim speeds are unchanged. If the base creature has wings, fly speed is reduced by ½ and manuverability is reduced by one. If the base creature doesn’t have wings, the mundane beast can’t fly. Burrow speed is reduced by ½.
A mundane beast gains low‐light vision if the base creature did not have it already.
Armor Class: A mundane beast loses any deflection bonus to armor class, and any bonus based on supernatural abilities, spells, or spell‐like abilities. Special Attacks: A mundane beast loses all psionic, supernatural, and spell‐like abilities. It loses any extraordinary ability or attack that inflicts ability damage or drain, acid, cold, electricity, fire, force, or sonic damage, disease, fear, level drain, paralysis, petrification, or relies on magical knowledge or alignment to function. It loses any poison attacks unless it is inflicted via a bite or tail stinger; poison damage is reduced by half (rounded down) unless the base creature has a serpentine or verminous appearance. It loses all breath weapons, gaze attacks, and ranged attacks. Special Qualities: A mundane beast loses all psionic, supernatural, and spell‐like abilities. They lose any extraordinary ability that protects from, utilizes, or grants immunity to ability damage or drain, acid, cold, electricity, fire, force, or sonic damage, fear, level drain, paralysis, petrification, or relies on magical knowledge or alignment to function. They lose all planar travel ability, damage reduction, darkvision, energy resistance and immunities, fast healing, incorporeal status, magic resistance, regeneration, resistance or immunity to
Abilities: Reduce Intelligence to 2, or if base creature’s Intelligence is already 2 or lower, leave unchanged. Skills: A mundane beast loses access to Intelligence‐based skills. Recalculate skills and skill points using the mundane beast’s new intelligence and type. Feats: A mundane beast loses any feats related to metamagic; item creation; spells or spell‐like abilities; supernatural abilities; attacks, qualities, and movements it no longer possesses; and Intelligence‐based skills. Environment: If the base creature’s environment is uninhabitable or unreachable due to changes in its qualities, change environment to a more suitable one. Challenge Rating: Change to ½ Hit Dice, +1 if the mundane beast is unusually strong, tough, or quick for its’ size. Treasure: None. Alignment: Always neutral. Advancement: As base creature. If the base creature advances by character class, change to advancement by Hit Dice. Maximum Hit Dice is usually triple base Hit Dice. Size changes are usually at double base Hit Dice, subject to the following suggested minimums (Small, minimum Hit Dice ½; Medium, minimum Hit Dice 1;
Large, minimum Hit Dice 3; Huge, minimum Hit Dice 6; Gargantuan, minimum Hit Dice 12; Colossal, minimum Hit Dice 24).
vision
Level Adjustment: Mundane beasts aren’t suitable as characters, and do not have a level adjustment. SAMPLE MUNDANE BEAST
The following examples use a gibbering mouther and a young red dragon as the base creatures.
Saves:
Fort +10, Ref +5, Will +2
Abilities:
Str 10, Dex 13, Con 22, Int 2, Wis 13, Cha 13
Skills:
Listen +4, Spot +9, Swim +8
Feats:
Lightning Reflexes, Weapon Finesse
Environment:
Underground
Organization:
Solitary
Challenge Rating: 3 Treasure:
MUNDANE MOUTHER
Alignment:
None Usually neutral
Advancement: 5–12 HD (Large) Level Adjustment:
—
This creature looks like a pool of melted flesh, in which eyeballs and toothed mouths float. It growls and snarls randomly as it pulsates.
Medium Animal Hit Dice:
4d8+24 (42 hp)
Initiative:
+1
Speed:
10 ft. (2 squares), swim 20 ft.
Armor Class:
19 (+1 Dex, +8 natural), touch 11, flat‐footed 18
Base +3/+3 Attack/Grapple: Attack: Full Attack: Space/Reach:
Bite +4 melee (1) 6 bites +4 melee (1) 5 ft./5 ft.
Mundane mouthers are created when a gibbering mouther reproduces, deliberately or by accident, in an antimagic field. The resulting mundane mouther usually has a very short life, but one occasionally survives to maturity in remote caves and passages. They hunt small animals and vermin as prey, though they will attack smaller humanoids if given the opportunity. Mundane mouthers have a fixed number of eyes and mouths, and cannot form new ones at will. A damaged eye or mouth heals or is replaced in one or two days.
Improved grab, blood drain, engulf
Special Qualities: Amorphous, low‐light
Special Attacks:
COMBAT A mundane mouther attacks by shooting out elastic tentacles, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round. Improved Grab (Ex): To use this ability, a mundane mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Blood Drain (Ex): On a successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a DC 12 Strength check or severed by a successful sunder attempt (the mouth has 2 hit points). A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed. Engulf (Ex): A mundane mouther can try to engulf a Medium or smaller opponent grabbed by three or more mouths. The opponent must succeed on a DC 14 Reflex save or fall and be engulfed. In the next round, the mouther makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others. The save DC is Strength‐based and includes a +2 racial bonus.
Amorphous (Ex): A mundane mouther is not subject to critical hits. It cannot be flanked. Skills: Thanks to their multiple eyes, mundane mouther have a +4 racial bonus on Spot checks. A mundane mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
MUNDANE YOUNG RED DRAGON
slap +14 melee (1d8+10) Space/Reach:
10 ft./5 ft. (10 ft. with bite)
Special Attacks: —‐ Special Qualities:
Blindsense 60 ft., keen senses, low‐light vision, scent
Saves:
Fort +11, Ref +8, Will +5
Abilities:
Str 25, Dex 10, Con 17, Int 2, Wis 13, Cha 12
Skills:
Bluff +5, Jump +15, Listen +5, Spot +5
Feats:
Alertness, Flyby Attack, Improved Initiative, Multiattack, Toughness
Environment: Warm mountains Organization: Solitary, or clutch (2‐5)
Large Animal Hit Dice:
13d8 +39 (100 hp)
Initiative:
+4 (+4 Improved Initiative)
Speed:
40 ft. (6 squares), fly 75 ft. (clumsy)
Armor Class:
21 (–1 size, +12 natural), touch 9, flat‐footed 21
Base +9/+20 Attack/Grapple:
Attack:
Full Attack:
Bite +16 melee (2d6+7) or claw +14 melee (1d8+3) or wing +14 melee (1d6+3) or tail slap +14 melee (1d8+3) Bite +16 melee (2d6+7) and 2 claws +14 melee (1d8+3) and 2 wing +14 melee (1d6+3) and tail
Challenge Rating:
8
Treasure:
None
Alignment: Advancement: Level Adjustment:
Always neutral 14‐15 HD (Large); 16‐26 HD (Huge) +3 (cohort)
This dragon is the size of a horse, with burnished red scales, serrated horns, and large leathery wings. Mundane red dragons are the result of magical experimentation on red dragon eggs, usually in an attempt to create a more docile dragon that can be safely ridden into battle. On the rare occasions these experiments result in a living creature, a mundane red dragon is created.
Mundane red dragons lack the intelligence and breath weapon of a true dragon, as well as all spell‐like and supernatural abilities, making them little more than a powerful flying lizard. Unfortunately for the creators, mundane red dragons are still extremely aggressive, territorial, and possessive, and attempts to domesticate them have failed.
raise an army, he prefers to hunt, kill and live alone.
Combat Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. MINDLESS MUNDANE BEAST TEMPLATE
Sometimes a mundane beasts regresses even further, and loses all but the most basic of abilities – how to hunt food, seek shelter, and reproduce. A mindless mundane beast, in addition to the changes above, has no Intelligence score, loses all skills and feats, and is immune to all mind‐ affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
UNUSUAL ROGUES
The Ghost Bull The tribes of the Northland speak of the Ghost Bull in hushed tones. To some he is thought to be a story to scare children, but to others he is a terrible spectre of death. Born different from his kin, the Ghost Bull grew up in the wild preying on the superstitions of man. His appearance is said to freeze the blood of his opponent (where in actuality it is an application of his brian lock power) or send foes screaming. He is a deadly efficient killer who concentrates on scattering and picking off foes one at a time. Though it would be possible for him to
The Ghost Bull Phrenic Minotaur Soulknife* 4 CE Large monstrous humanoid (psionic) Init +3; Senses darkvision 60 ft., scent; Listen +10, Spot +19 AC 16, touch 11, flat‐footed — (+5 natural, +3 dex, –1 size) hp 70 (10d8+30) Fort +6, Ref +11, Will +10 Defensive Abilities natural cunning
Spd 30'; 40' while focused Melee +1 greataxe +15/+10 (3d6+8/x3) and gore +8 (1d8+2) Ranged +1 shortsword +13 (1d8+6/19‐20) Space 10 ft.; Reach 10 ft. Special Attacks powerful charge, psychic strike +1d8 Psi‐like abilities (CL 10, 3 power points) 3/day –defensive precognition, empty mind, mind thrust, intellect fortress 1/day – force screen, body adjustment,
brain lock, aversion, psionic blast, psychic crush Str 20, Dex 17, Con 17, Int 12, Wis 12, Cha 10 Base Atk +9; Grp +18 Feats Stealthy, Combat Reflexes, Track, Wild Talent, Weapon Focus (Mindblade), Speed of Thought, Exotic Mind Blade (Greataxe) Skills Hide +6, Intimidate +6, Listen +6, Move Silently +6, Search +1, Spot +6, Survival +6 Language Giant SQ natural cunning, mind blade, throw mind blade, naturally psionic
Natural Cunning (Ex) The Albino Minotaur possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat‐footed. Powerful Charge (Ex) When the Albino Minotaur charges it can make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage. Mind Blade (Su) Albino Minotaur can create a semisolid blade composed of psychic energy distilled from his own mind. He can shape it in the form of a +1 large shortsword (1d8+1/19‐20x2) or a +1 large greataxe (3d6+1/x3). Throw Mind Blade (Ex) The Albino Minotaur can throw his mind blade as a ranged weapon with a range increment of 30'. Psychic Strike (Su) As a move action, the Albino Minotaur can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, non‐mindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind
blade ability). Creatures immune to mind‐ affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, non‐mindless creatures not immune to mind‐affecting effects.) A mind blade deals this extra damage only once when this ability is called upon, but the Albino Minotaur can imbue his mind blade with psychic energy again by taking another move action. Once a he has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Albino Minotaur drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when he next materializes it. * The variant Soulknife from Untapped Potential is used here
OGL CRUSADES A Collection of Demons
Alignment Chaotic Evil Type XP
Extraplanar 810 +7
Demons are terrible creatures of suffering and destruction that inhabit the infernal abyss. While, devils may attempt to corrupt, trick or manipulate mortals, demons are concern with the destruction of beauty, life and hope.
Babau are the traitorous scum of the underworld. It is postulated by some that when an chaotic evil rogue dies his soul upon entering the Abyss becomes a Babau. They are thin humanoids with oily black skin that leaks a corrosive acid.
All demons possess the following traits: ‐ Chaotic evil alignment. ‐ Darkvision 60 ft. ‐ Immunity: Cold (half), Electricity (half), Fire (half) ‐ Telepathy: They communicate telepathically and can speak every language. ‐ Plane Shift: Demons are trapped in the evil planes, they can move freely among them by plane shifting as a 14th level wizard 5 times/day but cannot come to the Material plane without the aid of dark magic and mortal aid.
Combat Babau are sneaky opponents who seek to eliminate spellcasters first followed by heavily armoured warriors.
Name
Babau
No. 1, 3‐6 Encountered Size
Medium
HD
7(d8)
Move
30 ft.
AC
19
Acid Skin The babau is covered in an acidic coating that deals 1d6 points of damage to creatures that strike him unarmed or with natural weapons. Metal weapons have a 25% chance of dissolving when striking the babau. Magic weapons are unaffected. Back Attack The babau has the back attack abilities of a 5th level rogue. Spell‐Like Abilitiesdarkness, dispel magic, see invisibility, teleport. All usable once per day as a 7th level caster. Summon Demon A babau has a 40% chance of summoning another babau. Name
Balor
No. 1 Encountered
Attacks
2 Claw (1d6), Bite (1d6)
Special
Acid Skin, Demon traits, Back Attack, Spell‐Like Abilities, Summon Demon
Saves
M,P
Move
Int
High
AC
Size
Large
HD
20(d8)
Attacks
40 ft., 90 ft. (fly) 28 +4 vorpal sword (2d6+4),
flaming whip (1d4 plus 1d6 fire) Special
Death throes, Demon traits, Immune, Spell‐Like Abilities, Summon Demon, Weapon Resistant, SR 18
Saves
M, P
Int
Supra‐Genius
Alignment Chaotic Evil Type XP
Extraplanar 16050+20
The balor is the pinnacle of demonic power below the demon lords. They are large creatures with horned heads, powerful bodies and huge wings of flame. They wield a vorpal sword in one hand and a flaming whip in the other. Balors are terrible opponent that should be avoided by almost all mortals. Combat Balors have little few of any combatant. Out of habit they target divine characters first (paladins, clerics, druids, monk – in that order). They are relatively immune to most physical and magical attacks and this makes them careless, often letting opponent surround them. Death Throes When a balor dies a burst of magical energy deals 6d6 points of damage to everyone within 30 ft of its body (no save). Immune Balors are immune to electricity, fire and poison on top of their demon immunities. Spell‐Like Abilities charm monster, dispel magic, fire storm, incendiary cloud, teleport, unholy aura, and unholy word. All are usuable once per day as a 18th level caster.
Summon Demon A balor can summon 4d4 dretches or 1d4 hezrous or one marilith or one glabrezu. Weapon Resistant Balors take ½ damage from any non‐iron, non‐magic weapons. Name
Bebilith
No. 1 Encountered Size
Large
HD
12(d8)
Move AC
40 ft., 20 ft. (climb) 21
Attacks
Bite (2d6), 2 Claws (2d4)
Special
Demon traits, Plane Shift, Poison, Rend Armor, Scent, Weapon Resitant, Web
Saves
P
Int
Average
Alignment Chaotic Evil Type XP
Extraplanar 5400+12
Bebiliths are enormous, predatory, arachnid demons that hunt other demons. A bebilith has a body the size of a plow horse, with legs spanning more than 14 feet. It weighs more than two tons. Combat A bebilith attacks any creature it sees. It usually picks one target and concentrates its attacks on that opponent, using its webs to isolate the target from its comrades. Should the bebilith become overwhelmed by tougher opponents, it often attempts to bite one or more of its victims and retreats, allowing its poison to do its work.
Plane Shift A bebilith can plane shift to any chaotic or evil plane as a move. Poison Any creature biten by the bebilith takes and addition 3d6 points of damage from its poison. If they make a constitution save they only take ½ damage. There is a ‐2 penalty on this save. Rend Armor If a bebilith hits an opponent with two claws it tears their armor apart (no save). Magical armor have a 10% chance ‐ 1% per “+” of being ruined by this attack. Weapon Resistant Bebiliths take ½ damage from weapons not coated in silver or made from cold iron. Web Bebilith have a spider‐like gland that produces a strong, crimson webbing. They can use these strands to make a web attack that is identical to the web spell. There is no limit to home many such attacks it can make. Name
Dretch
No. 10‐40 Encountered Size
Small
HD
2(d8)
Move
20 ft.
AC
16
Attacks
2 Claw (1d6)
Special
Demon Traits, Summon Demon, Weapon Resistant
Saves
P
Int
Dretches are stupid, cannon fodder that serve a nameless militia in demonic forces. They have little intellect, skill or effectiveness. They are short, bloated humanoid creatures that kill and maim anything they can pick on. Combat Dretches are slow, stupid, and not very effective combatants. In one‐on‐one combat, they shy rely on their resistance to weapons to keep them alive. In groups, they depend on sheer numbers to overcome foes and immediately summon other dretches to improve the odds in battle. They flee at the first sign of adversity unless more powerful demons are present to intimidate them into fighting. Dretches’ fear of their greater kin is stronger then even their fear of death. Summon Demons A dretch has a 35% chance of summoning another dretch. Weapon Resistant A dretch takes 1/2 damage from weapons that are non‐magic or not blessed.
Inferior
Alignment
Chaotic Evil
Type
Extraplanar
XP
30 + 2
Name
Glabrezu
No. 1 Encountered
Size
Large
HD
12(d8)
Move
40 ft.
AC
29
Attacks
2 Pincer (2d8), 2 Claw (2d6), Bite (1d8)
Special
Demon Traits, Improved Grab, Spell‐Like Abilities, SR 11, Summon Demons, Weapon Resistant
Saves
M
Int
Superior
Alignment
Chaotic Evil
Type
Extraplanar
XP
4700+12
Like succubi, glabrezu tempt victims into ruin, but they lure their prey with power or wealth rather than passion.Glabrezu have penetrating violet eyes, and their skin color ranges from deep russet to pitch black. A glabrezu stands about 15 feet tall and weighs about 5,500 pounds. Combat Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. They follow a confusion attack with melee attacks, hoping to finish off wounded foes with spell‐like abilities. Improved Grab When a glabrezu strikes with its pincers, an opponent must make a successful strength save or be held, immobile, in the creature's pincers. A creature held this way suffers pincer damage each subsequent round. It can attempt to make another escape attempt
with a strength save after each rounds damage. Spell‐Like Abilities Galbrezu can use the following spells as spell‐like abilities once per day as a 14th level caster: confusion, dispel magic, ice storm, mirror image, power word stun, telekinesis, teleport, and unholy word. Summon Demons Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. Weapon Resistant Glabrezu take 1/2 damage from non‐blessed weapons. Name
Hezrou
No. 1‐4 Encountered Size
Large
HD
10(d8)
Move
30 ft.
AC
23
Attacks
Bite (4d4), 2 Claw (1d8)
Special
Demon Traits, Improved Grab, Spell‐Like Abilities, SR 9, Stench, Summon Demons, Weapon Resistant
Saves
P
Int
High
Alignment Chaotic Evil Type XP
Extraplanar 3030 + 10
non‐hezrou within 10 ft. must make a successful constitution save. If this save fails, the victim suffers a ‐2 penalty on attack and damage rolls due to nausea. Summon Demons Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. Name
Manes
NO. ENCOUNTERED 2‐12 Hezrou are toad like demons who revel in combat. A hezrou can walk both upright and on all fours, but it always fights standing up. A hezrou is about 8 feet tall and weighs about 750 pounds.
Spell‐Like Abilities Hezrou can use the following spells as spell‐like abilities once per day as a 13th level caster: fire shield, gaseous form, polymorph, teleport, and unholy word. Stench A hezrou's skin produces a foul‐ smelling, toxic liquid when it fights. Any
Medium
HD
1 (d8)
Move
30 ft.
AC
Combat Hezrous enjoy melee combat even more than vrocks do. They eagerly press an attack deep into the heart of enemy forces, so their stench can take effect as quickly as possible. Improved Grab When a hezrou strikes with both its claws, an opponent must make a successful strength save or be held, immobile, in the creature's claws. A creature held this way suffers claw and bite damage each subsequent round. It can attempt to make another escape attempt with a strength save after each rounds damage.
SIZE
13
Attacks
2 claws (1d4)
Special
Demon traits, Scent
Saves
P
Int
Inferior
Alignment
Chaotic Evil
Type
Extraplanar
Treasure XP
1 5+2
The simplest type of demon is the manes. These wretched creatures are the physical manifestation of a soul who has committed evil and chaotic acts in life and has been condemned to the Abyss in the hereafter. Though they stand and have the shape of a beastial humanoid they are little more than animals. They attack any living creature they encounter with two clawed hands.
They know the Secrets. Do you? Some may think they know everything that has transpired in the colonies, but they are wrong. There are dark things afoot. There are those with vengeance in their heart who seek to unleash it. There are creatures prowling the shadows awaiting to entangle the unsuspecting in their maws. There is evil flowing in the wind. These are the secrets of Colonial Gothic.
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OGL HORROR I’ll Be Right Back… (Genre Set) “I’ll Be Right Back…” is a genre set to help emulate the trappings and style of teenager‐focused, R‐rated horror/slasher movie fun. Below are several victim paths for new characters looking for a quickstart guide. Victim paths are only five levels long because the lethality of an “I’ll Be Right Back” game makes it unlikely for characters to survive four sequel (or still be teenagers).
Game Information Cheerleaders have the following traits: Role Expert Starting Skills Acrobatics, Perform (Dance) Starting Feats Contacts, Fascinate, Inspire, Taunt Level Cheerleaders Feat Progression 2
Benefit (status)
3
Dedicated
4
Defensive Roll
5
Second Chance
Victim Path: The Jock Jock excel in physical sports, individually or as part of a team. They often have a prized place within the high school class hierarchy and use their status to influence others. Because of their physical training, the Jock is often the best prepared character to deal with the physical threat posed by the adversary of the story. Game Information
Victim Path: The Cheerleader Cheerleaders are like the most popular and like special people there are in all of high school. They are leaders of culture and school spirit. They are athletic, well‐ connected and inspiring. The Cheerleader may not but much of a direct threat to the adversary but she can hold the group of victims together and direct them to greater success or at least survival.
Jocks have the following traits: Role Warrior Starting Skills Acrobatics, Climb Starting Feats Benefit (status), Diehard, Improved Speed, Seize Initiative Level Jock Feat Progression 2
Tireless
3
Tough
4
Move‐By Action
5
Spirited Charge
Victim Path: The Nerd
Nerds excel in the study of strange topics and staying out of the way of Jocks. Nerds are masters of obscure knowledge and useless trivia. The Nerd may provide beneficial information to defeat or escape the adversary and are quite adept at hiding from the adversary. Game Information Nerds have the following traits: Role Expert Starting Skills Gather Information, Knowledge (any one) Starting Feats Elusive Target, Jack‐of‐All‐ Trades, Low Profile, Run Level Nerd Feat Progression 2
Hide In Plain Sight
3
Skill Training
4
Master Plan
5
Talented
Starting Skills Bluff, Sleight of Hand Starting FeatsDedicated (practical jokes),Lucky, Suggestion, Well‐Informed Level Wiseguy Feat Progression 2
Evasion
3
Set‐Up
4
Canny Dodge
5
Improved Evasion
Victim Path: The Weirdo The Weirdo is the person in the social hierarchy of high school that cause Nerds to say, “damn, that kid is a freak.” The Weirdo is the victim of some horrible tragedy or natural psionics talent that allows them to move objects with their minds or sense emotions. The Weirdo is a social outcast that may be able to understand the adversaries motives or smash him in the head with a piano.
Victim Path: The Wiseguy
Game Information
The Wiseguy is a practical joker that seems to move freely up and down the social hierarchy of high school based on the popularity of his last prank. Wiseguys are deeply devoted to the practice of playing jokes on their peers, they tend to know what is going on and are extremely lucky. Wiseguy often find ways to be killed by adversaries in particularly funny, ironic or embarrassing ways…which allows them to have one final laugh. Let’s face it these guys never survive.
Role Adept Starting Skills Stealth, Survival Starting Feats Eidetic Memory, Heart Reading, Move Object, Trackless
Game Information Wiseguys have the following traits: Role Expert
Level Weirdo Feat Progression 2
Blind‐fight
3
Improved Defense
4
Fire Shaping
5
Supernatural Focus
OGL MODERN GreenWay
Modern Campaign: The Green Revolution You don’t understand. They’ve gotten to you with their green‐washing. Come, you’ve got to hurry to the old power plant, they can’t hear us in there…”
Summary Radical environmentalists have reordered society through both physical violence and psionic manipulation.
Campaign in Brief In The Green Revolution campaign places the characters on the edge of society far from the seat of power. The world has embraced a live green, be green motto so that anyone who doesn’t live in a zero footprint way is seen as a criminal. At first the change seemed positive with cleaner air and water, but slowly overtime the characters began to notice little things, things that couldn’t be explained away by “clean living”. First it was little things; Greenways members being appointed to key positions in the government then oil companies and exploration firms being shut out of competitions to eventually the disruption of the cell and computer networks – at least those not a part of GreenSpeak. It wasn’t long until “polluters” were classed as criminals on the same level as rapists and murderers. Greenway also began in infuse society with a number of biotechnologies
that act in symbiosis with humanity. Unable to accept the changes, or flagged as a criminal due to their wasteful habits or reliance on artificial technology, the characters have broken away from society.
Role of the Characters The heroes are freedom fighters trying to understand how the Greenway organization came to power and how it manages to have such a grip on a traditionally consumptive and fossil fuel based society. It is the heroes job to stay under Greenway’s radar, disrupt the greening of society, dispel the green‐ washing of GreenSpeak and determine how Greenway has controlled so much of the population. How the heroes accomplish these tasks is very much up to them. As freedom fighters they can really on little support and have few people they can trust as they don’t know who has been greenwashed. They need to avoid organic rich areas as well as biotech monstrosities that have been created by Greenway to protect the new status quo.
Campaign Traits The Green Revolution puts the heroes in the middle of a near‐future conspiracy like the work of Philip K. Dick. FX rules are in effect with the presence of psionics power and creatures. Menaces of the aberration, animal, construct, humanoid and monstrous humanoid types are all possible. The progress level campaign is PL 5, although Greenway has access to PL 6 technology.
GREENWAY ADVANCED CLASSES
Green Commando Greenway has many enemies and many interests it needs to protect. They are the elite soldiers of the Green Revolution and in the fight against polluters, murderers and meat eaters. Green commandos have a number abilities that are psionics expressions of their devotion to a greener way of life.
(Wis), Profession (Wis), Spot (Wis), Swim (Str) Skill Points at Each Level: 3 + Int modifier Class Features All of the following features pertain to the Green Commando advanced class.
Requirements To qualify to become a Green Commando, a character must fulfill the following criteria Skills: Concentration 6 ranks, Intimidate 6 ranks, Knowledge (earth and life sciences) 6 ranks, Knowledge (tactics) 6 ranks. Feat: Wild Talent Class Information The following information pertains to the Green Commando advanced class. Hit Die The Green Commando gains 1d8 hit points per level. The character’s Constitution modifier applies. Action Points The Green Commando gains a number of action points equal 6 + one‐half his character level, rounded down, every time he attains a new level in the class. Class Skills The Green Commando’s class skills are as follows. Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Demolitions (Int), Intimidate (Cha), Jump (Str), Knowledge (current events, earth and life sciences, streetwise, tactics) (Int), Listen
The Green Commando Class Level
Base Attack Bonus
Fort Ref Will Save Save Save
Defense Bonus
Special
Reputation Bonus
1
+0
+0
+2
+0
Psionic skills, Claws of the +1 Green
+0
2
+1
+0
+3
+0
Adaptation (1/encounter), +2 Green Repletion
+0
3
+2
+1
+3
+1
Improved Claws of the +2 Green, Rooted to the Earth
+0
4
+3
+1
+4
+1
Hurl Thorns
+3
+0
5
+3
+1
+4
+1
Bonus Feat, Improved Claws of the Green
+4
+1
6
+4
+2
+5
+2
Arm of the Great Oak
+4
+1
7
+5
+2
+5
+2
A Butterfly’s Wingbeat
+5
+1
8
+6
+2
+6
+2
Improved Claws of the Green
+6
+1
9
+6
+3
+6
+3
Venomous Secretions
+6
+2
10
+7
+3
+7
+3
Bonus Feat
+7
+2
Psionic Skills A Green Commando has access to the following psionic skills. These skills are considered class skills for the Green Commando, and he can use his skill points to buy ranks in them, just like other skills in the game. Autohypnosis (Wis): Trained only. You have trained your mind to resist certain injuries and threats while also gaining a few select benefits. Check: The DC and effect depend on the task you attempt.
Task
DC
Resist fear
15
Memorize
15
Tolerate poison Poison’s DC Willpower
20
Resist Fear: In response to a fear effect, you can make an Autohypnosis check on your next action even if you’ve been overcome by fear. A successful check grants you another saving throw with a +4 morale bonus to resist the fear effect.
Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or other particularly difficult piece of information. Each successful check allows you to memorize up to 250 words or the equivalent of what could be comfortably contained on an 8 1/2‐by‐11‐inch sheet of paper. You always retain this information; however, you can only recall it with a successful Autohypnosis check. Tolerate Poison: In response to being poisoned, you can make an Autohypnosis check on your next action. A successful check grants you a +4 morale bonus on your saving throw to resist the poison’s secondary damage. Willpower: If reduced to 0 hit points (disabled), you may make an Autohypnosis check. If successful, you can perform a strenuous action without taking 1 point of damage. A failed check carries no penalties—you can choose not to perform the strenuous action. If you do perform the strenuous action after failing the check, you take 1 point of damage, as normal. Try Again?: For resist fear and memorize, you can make a check once per round. You can’t try again to tolerate poison. You can’t try again in the same round for willpower. Special: You can take 10 on Autohypnosis checks, but you can’t take 20. Most uses of Autohypnosis are attack actions. Willpower is a free action that can be attempted once per round. Concentration (Con): The normal Concentration skill expands to include psionic applications, as defined below. Check: You must make a Concentration check whenever you may potentially be
distracted while engaged in an activity, including manifesting a power or concentrating on an active power, that requires your full attention. If the check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of manifesting a power, the power is lost. If you were concentrating on an active power, the power ends. The table in the Concentration skill description summarizes the various types of distractions. In situations where the distraction occurs while you are manifesting a power, you add the level of the power to the DC. Try Again?: You can try again, but doing so doesn’t cancel the effects of a previous failure. If you lost a power, the power is lost. Special: By making a check (DC 15 + power level), you can use Concentration to manifest a power defensively, thus avoiding attacks of opportunity. If the check succeeds, you can attempt the action without incurring any attacks of opportunity. Claws of the Green As a move action, a green commando can call upon their training and genetic manipulation to psionically transform their hands into wooden claws covered with sharp thorns. The claws remain as long as the character wills it and as long as they have a power point reserve is 1 or more. His claws are natural weapons that deal 1d3 points of slashing damage. When using claws of the green the character makes natural attacks as if he were a menace (one
attack for an attack action, but two claw attacks on a full attack action). At 2nd level his claws deal 1d4 slashing damage and a +1 enhancement bonus, at 5th level it improves to 1d6 slashing damage and a +3 enhancement bonus and at 8th level it improves to 1d8 slashing damage and a +4 enhancement bonus. Adaptation Once per encounter, a green warrior can choose to add a +4 bonus to one saving throw (before rolling). Green Repletion Early in their career Green Commandos have undergone Greenway’s chlorophyll treatments and can sustain their body without food or drinking water. They are able to absorb ambient moisture from the air. Rooted to the Earth By making a Concentration check DC 20 as a move action, the Green Commando is able to root himself to the spot he is standing on. As long as he remains at the same location he gains a +4 bonus to resist trips and bull rushes. This cannot be used with any other ability that requires a Concentration check for activation. Hurl Thorns You can hurl the thorns created as part of the Claws of the Green ability a distance of 30 ft. as a ranged attack. This causes your hands to transform back to normal until the claws are remanifested as a move action. Arms of the Great Oak By making a Concentration check DC 20 as a move action, the Green Commando is able to strength their limbs to have the strength of a great Oak Tree. This provides a +4
bonus on grapple checks, grants them a reach of 10 ft. and allows them to constrict opponents that are held for 1d8 bludgeoning damage. This cannot be used with any other ability that requires a Concentration check for activation. A Butterfly’s Wingbeat The connection that Green Commando’s have with the natural world is not understood by most people. They can sense slight changes in the environment and respond to them accordingly. Green Commandos can once per encounter spend an Action Point at any time to take an additional attack or move action. Venomous Secretions By making a Concentration check DC 20 as a move action, the Green Commando is able to secrete a poisonous fluid onto the surface of his claws and thorns. On a successful claw attack, the Green Commando also deals 1d4 temporary Constitution damage immediately and 1d4 points of temporary Constitution damage 1 minute later. A Fortitude save based on Constitution negates this power. This cannot be used with any other ability that requires a Concentration check for activation.
GREENWAY ADVERSARIES
Green Wolf Green wolves, although possessing an animal shape, are something entirely different. These plant‐imbued creatures have awakened personalities and psionics potential. They are the elite non‐human forces of the Greenway organization. They represent the pinnacle of what can be accomplished by living in harmony with nature.
Species Traits Acute Senses (Ex): Green wolves can instantly sense anything within 60 feet; they cannot be flanked or surprised and gain Improved Uncanny Dodge as if they possessed rogue levels equal to their Hit Dice. They can also detect invisible foes or opponents in heavy fog or other obscuring conditions allowing them to strike without any miss chance. Scent (Ex) This ability allows a green wolf to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information. Psi‐Like AbilitiesAt‐will ‐ freedom of movement (as spell); 3/day ‐ combat prescience, fire bolt,object reading; 1/day ‐ fire storm, tailor memory; As a 9th level manifester. Trip (Ex) A green wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the green wolf. Woodland Stride (Ex): Green wolves can move through any sort of undergrowth at their full movement rate without taking any penalties or suffering any damage. Magical
enchantments designed to impede movement still affect them. Skill Bonuses: Green wolves receive a +4 species bonus on Survival checks when tracking by scent. They also have a +4 species bonus to hide in forested areas. Green Wolf: CR 4; Medium‐size Plant (acquired); HD 2d8+4; hp 13; Mas 15; Init +2; Spd 50 ft.; Defense 18, touch 12, flat‐ footed 16 (+2 Dex, +6 natural); BAB +1; Grp +2; Atk +3 melee (1d6+1, bite); Full Atk +3 melee (1d6+1, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ acute senses, darkvision 60 ft., DR 5/blue stone, psi‐like abilities, scent, trip, low‐light vision, PR/SR 12, woodland stride; AL none; SV Fort +5, Ref +5, Will +1; AP 0; Rep +0; Str 13, Dex 15, Con 15, Int 7, Wis 16, Cha 14. Skills: Hide+3 (+7 forested areas), Listen +8, Move Silently +4, Spot +6, Survival +3 (+7 when tracking by scent). Advancement: by character class (often Dedicated, Telepath).
Spikydile These aggressive predators are used in the sewers, subways and tunnels to root out any environmental terrorists seeking shelter beneath the city. By combine plant and crocodile genetics these greenish, purple predators are covered with sharp thorns.
Species Traits Aquatic Spikydiles can move in water without making Swim checks. Improved Grab (Ex) To use this ability, a spikydile must hit an opponent of its size or smaller with its bite attack. If it gets a hold, the spikydile grabs the opponent with its mouth and drags it into deep water, attempting to pin it at the bottom (and
drown it). Thorns (Ex) Spikydiles are covered with sharp thorns. Anyone attacking a spikydile with a handheld weapon or a natural attack take 2d6+1 piercing damage from the spikes. Skill Bonus Spikydiles gain a +12 species bonus to Hide checks when submerged. They also gain a +4 species bonus to Hide (normally), Listen, Move Silently and Spot checks. Huge Spikydile CR 4; Huge Plant; HD 9d8+36; hp 76; Mas 19; Init +1; Spd 30 ft., swim 40 ft.; Defense 17, touch 9, flat‐footed 16 (–2 size, +1 Dex, +8 natural); BAB +6; Grap +21; Atk +11 melee (2d8+12, bite), or +11 melee (1d12+12, tail slap); Full +XX melee (2d8+12, bite), or +XX melee (1d12+12, tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ aquatic, improved grab, low‐light vision, thorns, plant traits; AL none; SV Fort +10, Ref +4, Will +4; AP 0; Rep +0; Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2. Skills: Hide ‐3 (+5 when submerged), Listen +5, Move Silently +5, Spot +5 Feats: None. Advancement: 8–16 HD (Huge); 17–32 HD (Gargantuan).
MODERN20 CHARACTER (Suitable for the GreenWay Campaign Model) Stevie Fins was an entry level employee with Greenway. He had just completed basic security training. One night while doing rounds at the Amstread Facility, a sustainable food research facility, he spied a door he never saw before. When he investigate he discovered a laboratory operating room filled with human bodies
merged with plant‐like growths. Horrified, he fled the facility and has been seeking out the resistance ever since. Stevie Fins Male human Powerhouse 1 Init +0;Senses Perception 2 Defense 10, touch 10, flatfooted (+0 Dex, +0 Class) hp 13 (1d10+3) Fort +5, Ref +0, Will +2, Rec +2 Spd 30 ft. Melee unarmed +4 (1d4+5) Ranged weapon +1 (by weapon) Action Points 6 Str 17, Dex 10, Con 16, Int 14, Wis 14, Cha 10 Hobby Academics Background Law Enforcement; Perks (Identity Theft, Security Systems) Occupation Athletics, Perception, Weapons; Reputation 0 Skills Academics (Physical Science) 4, Athletics 6, Art (Drama) 4, Computers 4, Crime 4, Firearms 4, Influence 4, Streetwise 4, Perception 6, Weapons 6 Feats Combat Martial Arts, Enemy (Greenway), Flying Tackle, Melee Smash Class Abilities Melee Master Wealth 4 Possessions Chemical Light Sticks (5), Duct Tape, Flashlight, Road Atlas, Passcard to the Amstread Facility. Quote You go, I’ll watch your back.
New Occupation: Security Guard (Modern20)
You work to make sure your employer’s property and materials are safe from criminals. Professional Skills Athletics, Perception, Weapons Improved Feats Awareness: your Will save is increased by +2 for purposes of this feat; High Pain Theshold: +3 bonus to recovery saves; Improved Disarm you Unarmed or Weapons skill is considered +2 for purposes of this feat.
MODERN MAGIC
M‐Ω Tenebrous Mass Cannon Description A magically modified M‐300 Rhino Mass Cannon, with thirteen bands of a titanium‐gold alloy along the barrel, with a rim‐ band at the end of the barrel made of a battle carbon‐gold alloy. The surface the cannon absorbs more light than it reflects, and an occasional arc of heavy, dark energy is seen jolting along the barrel. At some point, the cannon always bears a symbol in some language, meaning "end". Lore A result of the Operation Omega Program, a series HUB government black projects known to only a handful of scientists and mage‐ engineers. (Knowledge [Technology] DC 30). It was created using a cache of powerful scrolls found within a secret laboratory of a long‐ abandoned fortress belonging to a powerful artificer, along with 20% completed schematics for a version using an archaic cannon. Using what little knowledge that could be scrounged, the researchers of OperationOmega developed the Tenebrous Mass Cannon from those same notes, albeit at a weaker level. (Knowledge [Technology] DC 35). The schematics described equations that would allow the cannon's powers to be used limitlessly, but these equations were incomplete, and entirely
nonsensical. Perhaps, if the correct key could be found, they could be used to unlock the secrets to an artifact‐level weapon… (Knowledge [Technology] DC 45) Activation The cannon's enhancement bonus is always active. Its incredible ability, however, is usable once every 30 days. Effect The Tenebrous Mass cannon is a +1 M‐ 300 Rhino Mass Cannon, meant to be installed on huge mecha or on large battleships or airships. Once every 30 days, the wielder or operator may activate a Reality Maelstrom effect (Spell Compendium pg. 168 or Manual of the Planes pg. 38) Aura/Caster Level Very Strong Evocation; Cl 17 Construction Craft magic Arms and Armor, Reality Maelstrom, 110,000 gp OR Purchase DC 42 and Craft (Electronic) (Mechanical) and (Chemical) DC 30 (to build entire cannon and enchant). Market Price 220,000 gp OR Purchase DC 47
Public Service Announcement We are on the cusp of a Green Revolution. From the shores of both oceans, through the heartland, across the great mountains ordinary citizens are giving up their polluting, avaricious, wasteful lifestyles to embrace the purity of the Green. Men and women are recycling their cars, growing their own food, even refusing to have children all for the betterment of our environment and Great Mother Earth. But the fight is not over. Yes, the president is a GreenWay Party member, and the House and Senate are firmly GreenWay majorities, but many communities and individuals refuse to relinquish their selfish
attitudes. Just today, even in the Green state of Colorado, the town council of Springfield refused to outlaw cars despite GreenWay’s threat of embargo and financial penalties. Similar injustices occur daily in our Green country.
What You Can Do! It’s more than a matter of turning off the lights when you’re not in a room pledging to stop using paper. It’s a whole new way of thinking and living. First and foremost, let GreenWay know about your neighbors. Do they compost their garbage? Have they installed solar panels? Do you smell their secret cache of gasoline and other petroleum products they use to run illicit generators? We’re in this together and won’t succeed unless everyone does their part. If you suspect someone doesn’t have a completely carbon‐neutral footprint, tell GreenWay. They’ll find out for sure! Second, join the Green Revolution. Don’t just swear off meat, become a vegetarian. Thousands have chosen GreenWay’s completely safe chlorophyll treatment and sworn off eating altogether. After three simple injections your skin can transform sunlight into food the same way a plant does. Imagine, never having to eat again except for some water and a few vitamins. No longer will food have to be shipped to market for you, nor will you produce waste that must be hauled to landfills. You will break the food/pollution cycle entirely. Have you ever thought of public service? Even with the draft, GreenWay still has many positions open in the Green Force. Join today and you might become a Green Soldier or even a member of the elite Green
Commandos. Imagine, fighting for Great Mother Earth against polluters, murderers and meat eaters. Lastly, if you are a true lover of Great Mother Earth consider giving yourself to her completely. GreenWay Units wait around the country for your donation. We know this is only for the most dedicated, but the process is quick and painless. Your family will receive additional carbon allowances and the Great Mother Earth will thank you.
The GreenWay Way There were detractors. Some said GreenWay imposed their beliefs on others, violated the Constitution, and the rights to property and the pursuit of happiness. The results speak for themselves. Sea levels are stable, our air is pure, forests return to once barren land, and our cities are clean and healthy. So, join the GreenWay Way.
Wargames 1: Threats of the Cold War
Coming in Fall of 2009 from Vigilance Press
MAP OF MYSTERY
Room 1 – An Unwelcome Committee Summary Built upon a small rise, the stairs lead up to the black walls of Veridig Keep. The entrance to the keep is guarded by two mechanical watchman. Sights and Sounds The keep was built upon a small plug of bedrock that was violently raised from the ground. The region around the keep is surrounded by the typical sounds of forest creatures. The trees that conceal the keep end with about twenty‐ five feet before the stone steps.
Besides the stone steps leading up to the front door, two men made of creaking and whirling metal stand guard. The move with the ease of a humanoid and converse with each other as old friends. The two guards are currently discussing the merits of working with humanoids in a mercenary‐like way and whether that is a valid use of their existence or is their current employment limiting their true potential.
Inhabitants Clovis and Jamicon are 5th level archanus rogues (hp 23, 27). They are new “help” and are not completely committed to this new employment. They attitude toward outsiders is initially Indifferent. Tactics If attacked, Clovis will try to cover Jamicon so that he can move up the stairs to warn the others inside. Once the others are alerted, Jamicon will return to battle and provide flanking opportunities for Clovis. Clovis and Jamicon will surrender if they get too badly hurt. Development Clovis or Jamicon is expected to check in with the head guard in Area 2 every 30 minutes. If they fail to check in on time the keep will be put on alert. When opening the door C&J are supposed to knock twice before opening the door, if they don’t knock those inside will know they are being forced or attacked. Treasure None. Connections The door at the top of the stairs leads to location #2. The door is locked (DC 18) but both Jamicon and Clovis carry a key to the door.
flimsy and has been patched over several times. The air is still but hangs on the room with a dank, mouldy smell. The walls have splotches of dried blood but the floors of clean. Inhabitants The state of the inhabitants depends on whether they have been alerted to the outside danger (see Room 1 An Unwelcome Committee) see development. This room is home to a tworc guardsman (hp 94, 88). Tactics The Tworcs will try to fight from a corner or with their back to the wall to help reduce the chance of being flanked. They will concentrate on single foes, hopefully unarmed spellcasters first, then cleave to the next and next. If they feel they could be over overpowered they will whistle for Whiskers (see Room 3 – The Kennel) who will attempt to burst from his room to assist. Their goal is to guard the west doors but they want to make it look like they are guarding the north doors (see Room 5 – The Barracks). Although they don’t like their employer, they have come to respect his power.
Room 2 – The Front Entrance Summary This is the front entrance to Veridig Keep. It is guarded by two orc twin barbarians (tworcs) and their mundane kamadan (room #3) that they have raised since infancy. Sights and Sounds This long entryway is lighted by several everburning torches. There are two doors on each side of the entryway and one at the far end flanked by two comfortable wooden chairs. The door on the southern part of the west wall looks
Development If the twin orc barbarians have been alerted they will merge into a single tworc. Treasure The tworc’s personal treasure is located in Room 5a. If they are separated when they are defeated the PC’s will gain two +1 falchions, +1 light fortification studded leather armors, 2 potions of cure moderate wounds, and a minor circlet of blasting.
Connections From room you may enter: Room 1 An Unwelcome Committee, Room 3 The Kennel, Room 4 The Cloakroom, Room 5 The Barracks and Room 7‐ The Binding Room.
Room 3 – The Kennel Summary This is the home of Karve and Kane’s pet Kamadan. Sights and Sounds This cramped room stinks of urine, dung and rotting corpses. Much of the organic debris is pushed into the corners to provide a mostly open nesting spot in the middle of the room. Inhabitants Whiskers, the mundane Kamadan (hp 30), lives in this room. He understands attack and track well as commands but has a poor understanding of stay. This often leads him to bust his kennel door and attack visitors until told to heel. Tactics Whiskers is not a magical beast but instead an animal. As such it should behave much the same way. It is loyal to the twin orc brothers Kane and Karve and understands that they are also the Tworc creature. It will respond to their commands (attack, heel, track, and occasionally stay) but will try to flee if reduced below 5 hit points. It also comes when whistled for. Development The door to the kennel has a hardness of 5 but only 8 hit points because it has had to be repaired so often. Treasure Whisker’s doesn’t actively collect treasure but if characters want to search through the remains of his meals they will discover a silver dagger, an amulet (worth 125 gp) and assorted coins worth 53 gp.
Connections This room leads to Room 2 The Front Entrance
Room 4 – The Cloakroom Summary This room is used by Drusilia Sianoliair, a spirit binder, to store the personal effects of guest who come to her to pay tribute. Sights and Sounds This room is lined with pegs upon which to hang coats, cloaks or robes on the north and east walls. On south wall is a rack for weapons. The weapon rack is currently empty but the on the hooks lie three hooded green cloaks and a black cloak with a constellation on it. Inhabitants There are no inhabitants in this room. Development Drusilia makes her orc minions were the hooded green cloaks whenever they come to speak to her. They don’t particularly like her either but she pays well and they hope that they will be able to learn her strange magic. The PCs could use the green cloaks to surprise Drusilla. The constellation on the black cloak can be identified as the Genie with a Knowledge (arcana) DC 19. Treasure There are 2d6 gold coins in the pockets of the green cloaks, but the real prize in this room is Drusilia’s Fiend Constellation Cloak (see below) Connections This room leads to Room 2 The Front Entrance Constellation Cloak
Provides a bonus to bind spirits of a particular constellation.
Description A beautiful cloak with pact seals of five (or possibly more) spirits all belonging to the same constellation. Activation Wear the cloak while binding a spirit. The cloak works once per day. Effect Grants +6 bonus on binding checks for spirits of the indicated constellation, and grants the benefits of the Ignore Binding Requirements feat and Rapid Binding feat for spirits of that constellation only. Aura/Creator Level Moderate Transmutation; CL 9; BL 3. Creation Craft Wondrous Item, Focal Constellation feat of the appropriate type, Ignore Binding Requirements, Rapid Binding, cast ensure binding; 9000 gp; 360 XP; 4 days; plus, a masterwork cloak worth at least 120 gp. Weight 1 pound. Price 18,120 gp.
Room 5 – The Barracks Summary This is the room set aside for Kane and Karve (the tworc brothers), as well as Mako the third orcish minion. He is currently meditating in this room. Sights and Sounds The door opens into an expansive room that has been converted into a makeshift barracks. There is a weapons rack here (with an assortments of swords, axes and exotic weapons), three cots, three small footlockers and a dresser. Sitting on the floor of the room is an orc in quiet contemplation. The Cots The cots are all in good repair and made up for the next night’s rests. Mako keeps this room meticulously clean and organized much to the annoyance of Kane
and Karve who regular clutter the place in attempts to annoy him. The Foot Lockers Mako’s footlocker has a change of clothes, a set of rations, a backpack, a battle poi and scorpion whip (both masterwork) and an everdarkening torch. Kane and Karve’s footlockers are a mess – dirty clothes, half‐eaten food, a deck of cards and 1d3 sp. The Weapon Rack On the rack there is three falchions, two great axes, a battle poi, a wakizashi, two tonfa and a masterwork najinata. The Treasure Stash The tworc store their treasure in Room 5a on the map. It is concealed by a sliding panel that can be discovered with a Search DC 18 check. Inside this treasure stash is a small chest with 826 gp (The chest is trapped with a CR 1 poison needle trap [see srd]), a 10 lb. white gold idol of Keliterisata – Goddess of Trickery worth (799 gp), treasure map (Authors Note ‐ man it has been a long time since I saw a treasure map as treasure, two potions (one of bone tattoo and one of wizard’s light, and a winetaster’s boon. Inhabitants This room is currently occupied by Mako, a 7th level samuraiAEG (hp 66) who has pledged his service to Drusilia. He serves this role with honour even though he despises her race. The young orc sits cross‐legged on a mat of bamboo. Across his knee lies a beautiful sword. His attire and hair is meticulously kept, a fair different sight than the orc barbarian brothers. Tactics Mako is an honourable opponent and will try to challenge the leader of the
group. If the PCs fight with honour he will do so as well. If the PCs are dishonourable he will utilize his elemental gems to bring extra combatants to the fight as well as use the open his chest to release The magic of the everdarkening torch which will plunge the room into darkness.
closet that is worth less than 25 gp. There is also a small pouch of moonseed berries from Urher's territory that could be made into a 3d6 Con/‐ poison worth 1,500 gp. Connections This room leads to Room 7 The Binding Room.
Room 6 ‐ The Moonseed Berry Thief
Room 7 ‐ The Binding Chamber
Summary This is a storage room off the main summoning chamber. Sights and Sounds The door opens into a small closet. On the walls hang a variety of arcane tools and shelves stock with reagents and material components. Inhabitants The closest is currently being searched by a buckawn (hp 3). This forest fey uses his spell‐like abilities to remain hidden from Drusilia and the manicora. Development Urher's territory was trespassed upon by Drusila on one of her excursions into the forest to collect material components. While in his territory she stole a number of moonseed berries (Buckawn use them to make their poison). He has used his invisibility to inflitrate her lair but was wounded by the manicora (see Room 7) on his search of her lair. He has been hiding in the closet trying to heal find the right opportunity to escape. He could be of use to party members if they are non‐ threatening. He may even use disguise self to appear as a halfling (if there are no halflings in the party). Treasure The closet is a treasure trove of material components and arcane instruments used for the binding of spirits. The binding tools are worth 120 gp to an interested party and a spellcaster can find any material component he needs in this
Summary This chamber is used by Drusilia to binding spirits, contact other planes, torture creatures and conduct magical research. Sights and Sounds The room is light by everburning torches in a variety of yellows, oranges and reds set about the room at regular intervals. Incense burns at the three marked corners. To the north‐east is mace, the north‐west is bergamot and the south‐ west is lavender as these are the scents most liking with the chaotic‐planes. The cold, smooth steps lead up into a gargantuan chamber that is easily the largest room you've seen in this keep. In the southern centre of the room lies a great magic circle in which a terrible creature writhes and twists. The terrain around it shudders and shifts from forest to ocean to chamber floor to arid desert in quick succession as a thirty‐foot‐long serpentine humanoid slithers about in the magic circle, appearing to simply jump between points rather than actually moving. The creature’s scales slowly shift in color and pattern, iridescent on a glossy black surface. The only constant features are its smoldering violet eyes and a crown‐like cloud of symbols that swirls about its head. Along the south, west and north walls are shelves lined with books and scrolls. In the
north central area lies a workbench littered with alchemical equipment, and dissection tools. In the north‐east is hangs an iron cage and growling creature. She looks like a quadruped scaly reptile the size of a lion; it has a blonde woman’s head. The creature’s tail ends in a serpent’s head and the claws on its four feet are more like those of a lion’s than a lizard’s. Its human head has the pride and bearing of a queen but her gaze is cruel and reptilian. There are two doors along the north wall. Inhabitants At a minimum there are two creatures in this room. The first is a manicora (38/68 hp) that Drusilia captured some time ago. Drusilia has been attempting to communicate with it but since its captivity it has regressed to little more than a savage beast. Now, Drusilia mostly likes torturing it for her own amusement. The manicora can speak and is quite intelligent, but it doesn't like Drusilia and would attack her in an instant if freed. She is very hungry and has been very ill‐ treated. If she were rescued she would likely true on her saviours when she had properly assessed their capabilities. Trapped within the magic circle is an extradimensional creature known as a keketar protean (hp 270). Using various incantations or occult rituals Drusilia has summoned it to learn of potential new spirits or aspects she could bind with. It is trapped within the circle and on the material plane for 4 hours. Its powers and abilities are trapped within the magic circle. If the circle is broken it will be free to destroy as much as possible to assert the
dominance of chaos over order (see development) Lastly Drusilia may also be in this room discussing the nature of spirits and aspects with the keketar. Drusilia is a young, power‐ hungry grey elf who has explored the forbidden magic known as spirit binder. She is normally she is tall, beautiful and pale. However, when a person binds with spirits they cause changes in her physical appearance. Currently there are four spirits affecting her appearance. Appearance Changes ‐ She may appear like a crooked old woman, with yellow teeth, stringy unkempt hair and reeking of moldy food. (suppressible) ‐ She may have geometric lines covering her skin as tattoos. The lines glow and move as a drawbridge or wheel might.(suppressible) ‐ She may be covered in war paint, tattoos and piercings. (suppressible) ‐ Her skin becomes pus‐covered and scaly. An almost overpowering stench of sweat surrounds you. (She cannot change this but it is only evident when she calls upon her reserve spirit.) Drusilia has a huge array of powers and abilities but she is not a stupid combatant and will run if outmatched (see development). Development This room can play out a number of ways depending on how the player characters approached the room. If they have been able to approach this chamber stealthily they may be able to catch Drusilia in the room in conversation with the protean. If she received warning of their approach she will gather her important personal
effects from room 12 and fled through the secret door in this room or teleported out. The keketar protean hates the order of the material plane and would love to reshape it with its powers. It will try to trick the player characters into break the magic circle and free it. If it is aware of the player character’s approach and they have not seen it, he will shift into a less threatening form like a trapped little girl. If they player characters free the keketar they will likely be decimated. The manicora has simplifier goals. Basically, she would like to get out of the cage, devour the tasty fey in the closet and escape this accursed keep. She will plead and beg for release. It is possible that she may even agree not to attack the player characters if they release her. Where or not she will stick to that agreement remains to be seen. Cage The cage that holds the manicora is locked. The key to this cage lies on the equipment table but it can be opened with a Open Lock check (DC 22). The cage hangs from the roof and can comfortable contain one Medium creature. Workbench The workbench is scattered with odds and ends of alchemical, magical and summoning research. Most magical components for summoning spells can be located on this table with 1d4 rounds of searching as well as 1d4 samples of acid, thunderstones, tanglefoot bags and other miscellaneous items. There is also a number of bags of salt, chalk, gold dust and silver dust for drawing binding circles. Secret Door (West) On the west way of this room is a secret door it his hidden behind
the illusion of a bookcase (Will save DC 18, negate) that Drusilia contracted to have created before killing the contractor. The secret door leads into a hidden passage (room 8). The door can be barred from the other side requiring a Break (DC 24) to open it. Treasure Much of Drusilia’s personal treasure is stored in room 12 however there are some things of value in this room. One such item is the Guide to Experimental Summoning (see below). Another is a suit of +3 scale mail that Drusilia took from a young knight who foolishly attacked her keep before being used as a blood sacrifice to summon the keketar protean. If you wanted to expand on the tale of the knight perhaps the player characters could find his pack here as well with details about his former life. A final item is a green blade (see below) that Drusilia uses from time to time. Green Blade Appearance A superior longsword, the blade a rich emerald in color. The handle and hilt of this weapon are also green, though of an even deeper shade that almost appears dark. Fine scrollwork is engraved into the blade. Appraise Information DC 12. A masterwork longsword fashioned by dwarvish weaponsmiths thousands of years ago. The metal of the blade is a superior quality mithril, even more durable than that mined in more recent years. Value 1,935 gp (15 gp for the longsword, 300 gp for masterwork, 120 gp for the scrollwork engraving, and 1,500 gp worth of mithril). Special Rules +1 enhancement bonus to attack rolls (masterwork). Weight 3 lbs.
The Guide to Experimental Summoning Appearance The Guide to Experimental Summoning is battered, the cover worn, scarred, and destroyed in places. The pages inside are all soiled in some way with everything from mud to blood. Of the 100 pages inside, only 30 of them are intact. The rest of the pages are so damaged that they are unusable. Spells All Summon Monster spells from the SRD, Call Undead, and Summon Shadow Raven. Special Features The notes within the book, if properly understood, make the reader’s summoning spells more powerful. After two weeks of studying, and on a successful Spellcraft check (DC 35), the reader, if already an arcane spellcaster, gains a +1 level bonus when determining the effects of any Conjuration (Summoning) spell. If the check is failed the reader may not retry. Value 64,000 gp. Connections There is a secret door on the west wall concealed by an illusion that leads to room 8. To the north there is a one‐way door leading into room 9 and another door leading into room 10. On the east wall near the stairs is a door leading into a storage closet (room 6).
Room 8 – The Escape Passage
Summary This is an escape passage that Drusilia can use to escape the player characters if she is surprised by their appearance. Sights and Sounds This hallway is dark. One the far north wall there is an everburning torch near a door. The passageway is colder at the southern end than at the northern end due to an enduring figment placed
there. A knowledge (arcana) DC 18 can reveal the trickery. This narrow passage runs north and south along the length of the keep. Where the secret door opened into this passage is quite cool. To the north is a single light source that illuminates a single iron door. Cold The cold is caused by a figment placed in the chamber some time ago. The south ten feet of this room feels ten degrees cooler than the rest. This figment was put in place to discourage investigation of the southern end of the hall and discovering the secret doorway out. Iron Door The iron door is trap meant to catch reckless players. It is a false door and doesn’t open. Iron Door CR 6 (2400 XP) Type magical; Search 28; Disable 28 Trigger touch (contact with door); Reset none Effect spell effect (glyph of warding [blast], 8d8 sonic, Reflex DC 14 (half), all within 5 ft). Secret Door At the south end of the hall is a secret door (Search DC 20) that leads out of Veridig Keep. Drusilia uses this route if she is caught off guard. Once she has lead the characters away, she will teleport back, pick up her belongings and escape. Inhabitants There are typically no inhabitants in this hallway. However if you wish to torment your players further you could throw in a trained gang of cave fishersTOH or chain devil from Drusillia’s fiendish cauldron ability. I do not think a combat encounter is necessary here.
Connections A secret door leads back into the binding chamber (room 7). This door can be barred with a wooden beam requiring a Break DC of 24 to crack it open. A second secret door at the south end opens into the hills around Veridig Keep.
Room 9 – Trash Disposal
Summary This room is used by Drusilia as waste disposal. Within the room is a 12 HD gelatinous cube that engulfs and consumes anything that enters. Sights and Sounds The room itself is clean except for bits of non‐digestable material such metal items. The narrative description below is for outside of the door. The door on the north wall is made entirely of stone. It has heavy bar handle on the left side to pivot inward. There is no other markings on the door. Development If the player characters push on the door they will find it resists opening this is due to the fluid pressure of the gelatinous cube on the inside. To push the door open requires Strength check DC 12. Doing so breaks the cube exposing the pusher to the cube’s anesthetizing slime. If they fail their saving throw, they are yanked inside (engulfed) and the door is pushed shut again. Inhabitants The room contains a gelatinous cube (hp 174). Feeding Obviously Drusilia would be eating by the gelatinous cube if she tried feeding it through the door. Instead she has a concealed compartment (Search DC 22) that she can place scraps (bone, flesh, orc,
what have you) in that can be accessed by the cube. Treasure The gelatinous cube collects no treasure but has failed to consume 85 gp, 12 sp, two bloodstones (worth 45 gp each) and a moonstone (worth 88 gp). Connections The stone door that leads into this room is also its only exit. Once the gelatinous cube is slain it can be opened from either side.
Room 10 – Drusilia’s Bedroom
Summary This room serves as drusilia’s oasis from the drudgery of dealing with the archanus guards or orc minions. This is where she retires for a night or sleep or mediation. This large room is the neatest and most cared for in the entire keep. To the northwest lies a large four‐poster bed that looks to not be built but instead grew into that shape as the entirety of the frame is but a single piece of ashen wood. Curtains of the finest elven silk frame the bed and conceal the interior from prying eyes. To the northwest is a floor to ceiling dresser and vanity. A stool also formed from a single piece of wood sits in front of the vanity. Development These are the personal chambers of Drusilia. No orc has ever stepped foot in this room as it is off limits to them under promise of death. The room is elegantly appointed and has many pieces of exquisite elven design that she moved here from the Gray Isles.
Treasure To a collector there are many things of value in this room. The bureau and bed along would be valued at over 12,000 gp. Her vanity is organized with a host of exotic elven make‐up and perfumes worth an additional 425 gp. Additional the four following non‐magical treasures can be found in this room. * Dark Elf Buckler of the Spider Appearance This small metal shield is extremely light and the straps are made of a silky material that is strong and resists attempts to cut it with any non‐magical blade. A silvery metal spider’s web pattern covers the face of the buckler. Appraise Information DC 15. The buckler is constructed of a mithril/steel composite metal that gives it increased strength and keeps it lighter than the average buckler. The straps are made of a rare spider’s web that can only be cut with enchanted blades. The pattern on the face is quite detailed and is made of polished steel. Value 1,040 gp (15 gp for the buckler, 500 gp for the mithril, 225 gp for the spider’s web straps, 150 gp for the artistic qualities, and 150 gp for masterwork). Special Rules The armor check penalty is reduced to 0. Weight: 2 lbs. * Dragon Broach Appearance A 4” round gold broach in the shape of a dragon’s head. Appraise Information DC 14. This broach, while gold in color, is simply gold‐plated iron. The true value of the broach comes from the fine artistry involved in its manufacture. Value 126 gp (1 gp for the broach, 125 gp for the craftsmanship and artistry). Special Rules None. Weight 1 lb. * Elvish Ring
Appearance A gold ring with beautiful engravings of plants and flowers. Inside the band is written “With Love” in elvish. Appraise Information DC 12. This elvish ring is more than a thousand years old. It is the style of ring used in elvish weddings. Value 430 gp (10 gp for the ring, 420 gp for the age and artistry). Special Rules None. Weight <1 lb. * Ornamental Mask Appearance Human‐sized and in the shape of a cephalopod humanoid, this costume party mask is light in weight and carefully made. The tentacles and “skin” of the mask feel rubbery to the touch while red gemstones set into the cheeks and the end of each tentacle add to the mask’s value (6 gemstones total). The mask is secured to the wearer’s face with thin silk strands. Appearance DC 12. The mask is made of the actual head of a cephalopod humanoid that has been preserved. The gems are small star rubies, each extremely valuable. Value 11,910 gp (4,300 gp for the cephalopod’s head, 1,250 gp for each star ruby, 10 gp for the silk, and 100 gp for the craftsmanship of the mask). Special Rules None. Weight 12 lbs. Connections The door on the south wall leads back to the Binding Chamber (Room 7). The east door leads into Drusilia’s walk‐ in closet (Room 11).
Room 11 – The Walkin Closet
Summary This is Drusilia’s personal walk‐in closet. It holds her favourite clothes, boots and accessories. It is also the only way into her treasure vault. She does not leave this route unguarded.
This small room is lined with hanging coats, gowns and dresses. Beneath the clothes lie a horde of boots, shoes and heels. To the east lies an elaborate chest that glows with colours dancing upon its surface. Inhabitants The elaborate chest sitting in the corner is in actuality a prismatic mimic (hp 91). He is kept well fed by Drusilia and they have an understanding. Treasure The mimic secretly killed a sorcerer who tried to breach Drusilia’s treasure room using a staff of size alteration. The mimic still has the staff, it has 23 charges left. Additionally, this room has a number of non‐magical treasures (see below). The non‐magical treasures include: Cloak of the Spider Appearance This lightweight cloak shimmers in the light, at times appearing almost translucent. Polished metal clasps keep the cloak held securely about the wearer’s neck. The cloak and clasps are both resistant to damage and cannot be cut or burned with non‐magical means. Appraise Information DC 20. The cloak is woven from the finest of spider silk and the silver clasps are actually made of mithril. Value 1,728 gp (8 gp for the cloak, 120 gp for the mithril clasps, and 1,600 gp for the finely woven spider silk). Special Rules None. Weight <1 lb. Dragonhide Boots Appearance These thigh‐high boots are fashioned of dragonskin. Bright metal buckles and dark red leather straps are used to secure the boots when worn. The boots are impervious to fire and acid. Appraise Information DC 16. These masterwork boots are hundreds of years old. The metal buckles are silver.
Value 158 gp (3 gp for boots, 200 gp for the dragonhide, 5 gp for the silver buckles, and 150 gp for masterwork). Special Rules None. Weight 1 lb. Fur‐Lined Boots Appearance These high leather boots, black in color, are lined with a rich black fur. The leather straps and metal buckles are in excellent condition. Appraise Information DC 16. These high leather boots are lined with yeti fur that has been dyed. The buckles are simple iron. Value 153 gp (3 gp for boots and 150 gp for the yeti fur). Special Rules None. Weight 3 lbs. Hydraskin Open Coat Appearance This richly ‐ crafted open coat is knee length and designed to be worn open (to reveal whatever fine tunic or shirt the wearer is also we a ring at the time). The fur lining of this coat makes it quite warm if worn indoors or in warmer months. The “slashed” sleeves of the coat are trimmed with small gold buttons, each one stamped with five small stars. Appraise Information DC 14. This coat, fashioned of hydraskin and lined with the fur of a barghest, is no more than five years old. The gold buttons (30 of them) are small but still add some value to the outfit. Value 212 gp (5 gp for the open coat, 125 gp for the hydraskin, 45 gp for the barghest fur, 12 gp worth of gold, and 25 gp for the artistry of the stitching and cut). Special Rules +1 bonus to Fortitude saves when faced with the possibility of cold danger. Acts as leather armor when worn. Weight 21 lbs. Sequined Gloves Appearance A pair of leather gloves with straps so that they can be tightened when
worn. The gloves are covered in tiny sequins that sparkle in the light. Appraise Information DC 12. The sequins are false diamonds. Value 2 gp (1 gp for the gloves, 1 gp for the fine stitching, the sequins add no value). Special Rules None. Weight <1 lb. Connections The west door leads to Drusilia’s bed chamber (room 10). The secret door (behind the mimic) can be found with a Search check (DC 24).
Room 12 – The Treasure Room
Summary This is Drusilia’s treasure room it is piled with the wealth and cherished items that she has accumulated over her years at Veridig Keep. Treasure Drusilia has a wide assortment of treasure. This is best left up to the DM running this scenario. The total treasure value should be about 10,000 gp worth and should include art and gems as well as coins and items as Drusilia like pretty things. Drusilia due to her level should have about 30,000 gp worth of gear as well (however her constellation cloak eats 18,000 of that).
Appendix of 3.X Monster Stats Buckawn CR 2 (800 XP) Urher Wiggler, Male Buckawn N Small Fey Init +4; Senses low‐light vision; Listen +7, Spot +7 AC 17, touch 15, flat‐footed 13 (+1 size, +4 Dex, +2 natural) hp 3 (1d6) Fort + 0, Ref +6, Will +3 DR 5/cold iron; SR 12 Spd 30 ft. Melee dagger +5 (1d3, 19‐20) Ranged dart +5 (1d3) Spell‐Like Abilities (CL 6th) 1/day ‐ entangle (DC 13), pass without trace, insect plague(one swarm only) At‐will ‐ dancing lights, disguise self, ghost sound (DC 12), invisibility (self only) Str 10, Dex 18, Con 11, Int 12, Wis 13, Cha 14 Base Atk +1; Grp ‐3 Feats Dodge, Weapon Finesseb Skills Bluff +5, Craft (poisonmaking) +5, Escape Artist +8, Hide +8, Listen +7, Move Silently +8, Search +6, Spot +7 Languages Common, Sylvan SQ Poison Use Poison Use Buckawns never risk poisoning themselves when applying poison to a weapon. Racial Bonus Buckawns have a +2 racial bonus to Craft (poisonmaking), Listen, Search and Spot.
Clovis/Jamicon CR 5 (2000 XP each) Male archanus rogue 5 N Medium Extant Init +1; Senses low‐light vision; Listen +1, Spot +1 AC 17, touch 11, flat‐footed 17 (+1 Dex, +4 mw chain shirt, +2 natural) hp 23/27 (5d6) Fort +1, Ref +5, Will+2 Defensive Abilities evasion, trap sense +1, uncanny dodge; Immune disease, paralysis, poison; Resist electricity 5 Spd 30 ft. Melee mwk heavy mace +6 (1d8+2) Ranged mwk gieve (6‐armed) +6 (1d6+2, 19‐20) Special Attacks sneak attack +3d6 Str 14, Dex 13, Con 10, Int 12, Wis 12, Cha 13 Base Atk +3; Grp +5 Feats Dodge, EWP (geive), Mobility Skills Appraise +9 (8), Bluff +9(8), Decipher Script +9(8), Diplomacy +3, Disable Device +9(8), Knowledge (geography) +11 (8), Knowledge (history) +11(8), Open Lock +9(8), Sense Motive +9(8), Use Magic Device +9(8)/+11 scrolls Languages Common, Elven, Orc SQ trapfinding Possessions combat gear plus thieves tools, backpack, door key, 38 pp, bottled lightning (1d6 electricity, rta).
Drusilia Sianoliair CR 12 (4800 XP) Female Gray Elf Spirit Binder 12 NE Medium Humanoid (Elf) Init +1; Senses low‐light vision, superior darkvision; Listen +2, Spot +2
AC 22, touch 14, flat‐footed 20 (+2 Dex, +8 +3 elven chain, ring of protection +2) hp 96 (12d8+16 + 12 [pact augment]) Fort +10, Ref +8, Will +8 (+2 vs. enchantment) Defensive Abilities Immune to ghoul paralysis, sleep, fear Spd 30 ft. Melee touch poison touch +11/+6 (unconsciousness, Fort DC 18) Ranged transdimensional ray (5d4) Special Attacks counterspell +14, dark mantle, eject spirit, sneak attack +3d6 profane Str 6, Dex 14, Con 14, Int 15, Wis 10, Cha 16 Base Atk +9; Grp +7 Feats Augment Pact, Boost Reserve Spirit, Capstone Binder, Extended Tactical Bonus, Lightning Reflexes Skills Concentration +17, Escape Artist +10, Gather Information +18, Hide +10, Jump +10, Knowledge (arcana) +17 (+24 identify spirits), Knowledge (the planes) +17, Open Locks +10, Search +4 Languages Common, Draconic, Elven, Goblin SQ bind spirit +15, reserve spirit Gear deck of illusions Binder Secret 1/day ‐ swift action, heal 1d4+12 hp. At‐will ‐ Detect Pact Spirits as a paladin detects evil. At‐will ‐ Analyze Pact Spirits Any attempt to exorcise your bound spirit automatically fails.
Under the effects of death ward for 24 hours. Reserve Spirit Drusilia has the Broken Athlete bound as a reserve spirit. These abilities can be made available for a 2 minute period by using a standard action to call upon the reserve spirit. Drusilia can do this twice per day. Canny Wrestler You gain a +4 insight bonus on grapple and trip checks when grappling or tripping an opponent two or more sizes larger than you. Moreover, as an immediate action, you can take a five‐foot step away from any creature that attempts to grapple you. Usually, this negates a grapple attempt. When taking a 5‐foot step, you must wait 5 rounds before using that ability again, and you lose your bonus on grapple checks while you wait. Fleet of Foot Your land speed increases by +10 feet and you gain Endurance and Run as bonus feats. Monstrous Mien As a swift action, you can increase your reach by 5 feet until the start of your next turn. After you use this ability, you must wait 4 rounds before using it again. Throw Anything You can throw any object you can carry as a thrown weapon with a range increment of 10 feet. Improvised thrown weapons inflict 1d10+Str damage (a confirmed critical hit on a 20 inflicts double damage). Spirits Drusilia has the following spirits bound to her at this time Vandrae, Drowess Poisontouch (DC 18) Counterspelling You may attempt a counterspell action as if using dispel magic, rolling d20 + your binder level + your
Constitution modifier. You must wait 5 rounds between each use. Dark Mantle As a swift action, you can create an area of intense magical darkness that cloaks a 20‐foot‐radius area around you for 1 full round. Only you and creatures that can see in magical darkness see normally. All foes caught in the mantle glow as if illuminated by the faerie fire spell. Once you use this ability, you must wait 3 rounds before using it again. Poison Touch A touched foe must succeed on a Fortitude save or be rendered unconscious. A failed 2nd save after 1 minute makes it sleep for 2d4 hours; otherwise it awakens. You cannot poison yourself. Giants suffer a ‐4 penalty to their save. You must wait 5 rounds between each use of this ability. Shadow Blend You become harder to spot. In any condition except full daylight, you gain a +8 bonus to Hide checks. Sneak Attack Whenever you strike a foe you are flanking, you add an additional 3d6 hit points of profane damage. This works like a rogue’s sneak attack except that it is supernatural and works against all creature types. Witch Yaba, She Who Hunts For Flesh (DC 18) Fiendish Cauldron You can summon fiends by filling a cauldron or similar pot with pieces of your foes. You can place into the cauldron up to 7 Hit Dice of foes killed in the last 24 hours. You then use the cauldron to summon one or more fiendish creatures with a number of Hit Dice equal to or less than the number of Hit Dice put in. For example, if the pot holds 6 Hit Dice of foes, then you can summon one chain devil (6 Hit Dice), three imps (2 Hit Dice each), or any other combination totalling 6 Hit Dice. The summoning processes is a full‐round
action. The summoned creatures remain until you use the cauldron again, until they are dismissed or die, or until you are no longer bound to Witch Yaba. The fiends melt screaming into the earth when they are killed, dismissed, or the ability ends. Locate Creature You can sense which direction to move to locate a specific familiar creature you have met or a kind of creature you have in mind. As the spell of the same name, the creature must be within long range. Unlike the spell, if the creature is within 30 feet then you locate the exact square that it occupies. The ability does not inform you of a creature’s new location if it moves to a new square. Teleport Three times in a 24‐hour period, you can teleport yourself, your hut if present, and anyone inside the hut. Otherwise, this works like the teleport spell. Unhinge the Spirit You instantly eject a living creature’s life force from its body. If it passes its Fortitude save, it suffers 3d6 hit points of damage and the effect ends. If it fails its save, it is immobilized (helpless) for 3 rounds; each round it loses 1 energy level and you gain 1d8 temporary hit points. You may exceed your normal maximum hit point total, and damage is applied to these bonus hit points first. At the end of the three rounds, the creature suffers 10d6 points of damage, or half that amount if it succeeds on a second Fortitude save. A creature that dies with negative levels rises 24 hours later as a free‐willed ghoul that begins as friendly to you. A binder killed this way rises as a flame ghoul. You do not need to concentrate to maintain the unhinging and may take other actions once it takes effect. However, you can only unhinge one creature at a time. The temporary hit points last 1 hour. See unhinge the spirit for details. Once you use this ability, you must wait 3 rounds before using it again.
Witch’s Hut As a full‐round action, you can create a sturdy cottage made of material common to the area you are in. In all respects it resembles and functions as a normal 20‐foot square cottage with crude furnishings, although an alarm spell protects its doors, windows, and chimney. At your command you can cause the cottage to rise up as a full‐round action and walk on giant, 20‐foot long legs with a speed of 60 feet. The lodge lasts until destroyed. You can create a replacement lodge as a full‐round action. You can only have lodge at a time. Witch’s Senses You gain superior darkvision out to 60 feet (you can see in magical as well as normal darkness). Moreover, you see invisible and ethereal creatures at will, as see invisibility, and you smell creatures nearby per the scent ability. The effect lasts 24 hours. Loh'Moi, The Mad Geometer (DC 18) Dimensional Anchor You project an emerald‐green ray at a target. If the ray hits, the target is surrounded in a shimmering green field that prevents transdimensional movement of any kind, such as astral projection, dimension door, shadow walk, or teleport. The effect lasts 1 minute per level. This works like dimensional anchor, except you have an option regarding how you strike the creature. You can make a ranged touch attack as usual, which means you may hit or miss. Alternatively, you force your mind to “see through” space and time to unerringly hit the target unless it has total cover or total concealment; however, you immediately suffer a ‐8 penalty to your Wisdom for 1 hour. You cannot use this option if your Wisdom is less than 9. You must wait 5 rounds between each use of this ability.
Many Pockets When the pact is sealed, one article of your clothing acts as an extra‐ dimensional bag for 24 hours. It can hold up to 250 pounds or 30 cubic feet. Every 10 pounds added to the bag adds 1 pound to your load. Living creatures can remain in the bag for up to 10 minutes before suffocating. If the clothing is destroyed or the pact ends, all contents fall harmlessly to the ground. If the clothing is placed within another extra‐dimensional space, except for Loh’moi’s rope trick, then the clothing is torn to shreds and all pocketed items are lost. Dimension Leap You freely ignore the constraints of distance and physics as you move at will to any open space within close range. This works like the dimension door spell, except that you are limited to 20 feet and can only move yourself. Rope Trick You create an extra‐dimensional pocket space to contain you and up to 5 of your allies. This works like the rope trick spell except that the space remains for up to 24 hours. As the spell, you use a normal piece of rope. You can only maintain one space at a time. Flatten and Fold For up to 1 round per level per day, you enjoy the benefits of displacement, causing attack rolls against you to suffer a 50% miss chance as your form flattens to two dimensions. While in this form you can squeeze through spaces as narrow as one millionth of an inch. Such spaces must still accommodate one‐half your height (you crouch while squeezing through). Activating and ending this ability is a free action. Transdimensional Ray You project an invisible ray of force that strikes a target within 20 feet with unerring accuracy. The ray ignores anything less than total cover or total concealment, and even ignores incorporeality as it bypasses normal paths
of spatial and planar geometry to home in on the target for an automatic hit. The ray delivers 1d4 hit points of force damage + 1d4 points per two binder levels beyond 1st (2d4 at 3rd level, 3d4 at 5th, to a maximum of 6d4 at 13th level). You can use this ability at will but no more than once per round. Bend to Freedom You gain a +8 bonus to Escape Artist, Jump, and Open Locks checks. We a character binds with spirits they undergo many changes. Mentioned already was the appearance changes and the additional abilities but they also gain tactical bonuses. When Drusilia gains a +1 tactical bonus for two minutes when she does any of the following things: » Kills a creature with a coup de grace. » Make a successful sneak attack. » Remain hidden for 3 or more rounds. » Take a portion of a foe as a trophy. » On the Ethereal Plane or in an extra‐ dimensional space. » See a father and son together. » Spend one full round drawing a pact magic symbol. » Within 5 feet of a ghost or other ethereal creature. » Consume a portion of an innocent child. » Make a successful melee attack against a humanoid male. » Smell a living creature of good alignment using your witch’s senses scent ability. » Stand within 5 feet of a chicken. Drusilia is a very power opponent with many abilities available to her. She should be able to hurt the party and escape to become a meaningful reoccurring villain.
3d6 rounds. The cube can automatically engulf a paralyzed opponent.
Gelatinous Cube CR 5 (2000 XP) Advanced Gelatinous Cube N Ooze Init ‐5; Senses blindsight 60 ft.; Listen ‐5, Spot ‐5 AC 3, touch 3, flat‐footed 3 (‐2 size, ‐5 Dex) hp 174 (12d10 + 108) Fort +13, Ref ‐1, Will ‐1 Defensive Abilities ooze traits, transparent; Immune electricity Spd 15 ft. Melee slam +7 (1d6 plus 1d6 acid) Special Attacks engulf, paralysis Str 10, Dex 1, Con 28, Int ‐, Wis 1, Cha 1 Base Atk +9; Grp +17
Acid The gelatinous cube’s acid does not harm metal or stone. Engulf Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 17 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body. Paralysis A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 25 Fortitude save or be paralyzed for
Mako CR 7 (2900 XP) Male Orc Samurai 7 LE Medium Humanoid (Orc) Init +1; Senses darkvision 60 ft.; Listen ‐1, Spot ‐1 AC 17, touch 13, flat‐footed 17 (+1 Dex, bracers of armor +4, ring of protection +2) hp 66 (7d10+14) Fort +7, Ref +3, Will +4 Weakness light sensitivity Spd 30 ft. Melee +1 humanbane katana +13/+8 (1d10+7/19‐20; +3 plus 2d6 vs humans) Special Attacks crack of thunder
Str 19, Dex 13, Con 14, Int 11, Wis 8, Cha 10 Base Atk +7; Grp +9 Feats Cleave, Crack of Thunder, Quick Draw, Power Attack, Way of Power, Weapon Focus (Katana) Skills Battle +9, Diplomacy +10, Intimidate +10, Sense Motive +9 Languages Common, Orc, Elven Gear elemental gems (2) – dark brown (wood elemental) and silver (metal elemental) Way of Power Mako knows how to use a battle poi and scorpion whip
Keketar Protean CR 17 CN Large outsider (chaotic, extraplanar, protean, shapechanger) Init +6; Senses blindsense 60 ft., darkvision 60 ft.; Listen +30, Spot +30 Aura spatial riptide (30 feet) AC 35, touch 15, flat‐footed 29 (+6 Dex, +20 natural, –1 size) hp 270 (20d8+180); fast healing 10 Fort +21, Ref +18, Will +19 Defensive Abilities amorphous anatomy, freedom of movement; DR 15/lawful; Immune acid, polymorph; Resist electricity 10, sonic 10; 28
Spd 40 ft., fly 40 ft. (perfect), swim 40 ft. Melee +3 dancing heavy flail +33/+28/+23/+18 (2d8+19/17–20) and 2 claws +28 (1d8+5 plus transmutation) and bite +28 (2d6+5) and tail +28 (1d8+5 plus improved grab) Space 10 ft.; Reach 10 ft. Special Attacks bonded weapon, change shape, constrict 1d8+11, reshape reality Spell‐Like Abilities (CL 17th) At will—chaos hammer (DC 21), detect law, greater dispel magic, greater teleport (self plus 50 lb. of objects only), major creation, move earth, quench (DC 20), shatter (DC 19) 3/day—quickened confusion (DC 21), dispel law (DC 22), empowered chaos hammer (DC 21), ethereal jaunt, polymorph any object (DC 25) 1/day—disintegrate (DC 23), prismatic spray (DC 24), prismatic sphere (DC 26) Str 33, Dex 22, Con 28, Int 20, Wis 25, Cha 24 Base Atk +20; Grp +35 Feats Combat Expertise, Empower Spell‐ Like Ability (chaos hammer), Improved Bull Rush, Improved Critical (heavy flail),
Multiattack, Power Attack, Quicken Spell‐ Like Ability (confusion) Skills Bluff +30, Concentration +32, Hide +25, Intimidate +32, Knowledge (arcana) +28, Knowledge (any 3 others) +28, Listen +30, Move Silently +29, Sense Motive +30, Spellcraft +30, Spot +30 Languages Abyssal, Protean; telepathy 100 ft. SQ change shape Gear +3 heavy flail Amorphous Anatomy (Ex) A keketar’s vital organs shift and change shape and position constantly, granting it a 50% chance to ignore additional damage caused by critical hits and sneak attacks. A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised. Bonded Weapon (Su) A keketar can bond itself to a weapon by gripping it in its claws for 1 minute. Once bonded, the weapon gains the dancing quality (with no limit on how long it can remain dancing), and the keketar can conjure the weapon into its hands as if using instant summons, even if it is held by another creature. Most keketars bond with a +3 heavy flail. Change Shape (Su) Once per day, as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL 17). Reshape Reality (Su) Once per hour, a keketar can reshape reality as a full‐round action. This ability functions as the spell mirage arcana (CL 17th), except the changes created are quasi‐real, like those created by shadow conjuration. Reshaped reality
remains in its new form for an hour; if the keketar is still present, it can use this ability to seamlessly maintain an area of reshaped reality. A creature that interacts with reshaped reality may make a DC 25 Will save to see through the semi‐real illusion. Terrain can provide concealment, and against foes who do not make the Will save to see through the facade, the reshaped reality can also provide cover. For disbelievers, quasi‐real objects and terrain have only 20% their normal hardness and hit points, and break DCs are 10 lower than normal. Dangerous terrain (such as acid lakes or lava rivers) cannot exceed 5d6 points of damage per round (1d6 per round against disbelievers). This ability cannot damage existing structures, nor does it function in areas where planar travel is prohibited. The save DC is Intelligence‐ based. Spatial Riptide (Su) A keketar’s aura interacts strangely with teleportation effects. Any creature teleporting into the creature’s aura must make a DC 29 Fortitude save or enter a state of suspended animation (identical to temporal stasis) for 1d3 rounds; success means the creature is merely nauseated for 1 round. Creatures teleporting out of the creature’s aura must save against this effect; those that fail are in suspended animation for 1d3 rounds and then teleport to their destinations automatically. While in suspended animation, the creature is fixed in time and space; it can be released with a freedom spell, and freedom of movement provides immunity to its effects. The save DC is Constitution‐based. Transmutation (Su) A creature struck by a keketar’s claw attack must make a DC 29 Fortitude save or be affected by polymorph any object (CL 17th). The keketar usually opts to polymorph victims into statues or
harmless animals (duplicating the effects of flesh to stone or baleful polymorph). The save DC is Constitution‐based.
Prismatic Mimic CR 6 (2400 XP) CN Large aberration (psionic) Init +1; Senses Darkvision 60 ft; Listen +14, Spot +14 AC 15, touch 10, flat‐footed 15 (‐1 size, +1 Dex, +5 natural) hp 91 (10d8 + 46) Fort +3, Ref +3, Will +7 Defensive Abilities prismatic body; Immune acid, critical hits (25% chance), all light‐ based effects. Spd 10 ft. Melee 2 slam +10 (1d8+4) Space 10 ft.; Reach 10 ft. Special Attacks adhesive, crush Spell‐like Abilities (CL 10th) 1/day – daylight, hypnotic pattern, searing light 2/day – color spray 3/day – dancing lights At‐will ‐ flare Str 19, Dex 12, Con 18, Int 10, Wis 13, Cha 14 Base Atk +7; Grp +15 Feats Aligned Attack (evil), Psionic Body, Psionic Fist, Weapon Focus (slam) Skills Concentration +17, Disguise +23, Listen +14, Spot +14 Languages Common SQ bizarre anatomy, mimic shape, naturally psionics (2 PP)
Adhesive A mimic automatically grapples any opponent it hits with a slam attack. This grapple cannot be broken while the mimic lives. A weapon that strikes the mimic will also be held if the wielder fails to make a DC 18 Reflex save. Crush A mimic deals 1d8+4 points of damage to a grappled opponent each round.
Mimic Shape A mimic 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. Prismatic Body The prismatic mimics colouration randomly shifts from through the colours of the rainbow. Each color offers a different immunity in order: fire, acid, electricity, poison, mind‐affecting, cold and sonic (ROYGBIV). Racial Bonus Prismatic mimics have a +8 racial bonus on Disguise and has a ‐8 penalty to Hide.
Tworc Guardsman CR 9 (3600 XP) Kane Gutsplitter and Karve Gutsplitter (twins) CE Large monstrous humanoid barbarian 8 (Orc) Init +4; Senses darkvision 60 ft., low‐light, scent; Listen +3, Spot +4 AC 18, touch 10, flat‐footed 17 (‐1 size, +1 Dex, +4 natural, +4 +1 light fortification studded leather armour) hp 94/88 (2d8+6 plus 8d12+24) Fort +11, Ref +6, Will +4 Defensive Abilities trap sense +2, improved uncanny dodge; DR 1/‐; Immune critical 25%
Spd 50 ft. Melee +1 falchion +17/+12 (2d6+11/18‐20) Ranged Javelin +10 (1d8+3) Space 10 ft.; Reach 10 ft. Atk Options rage (3/day ‐ 8 rounds with modifications below) • AC 15, touch 8, touch 14 • hp 114 • Will +6 • +1 falchion +19/+14 (2d6+14/18‐20) Combat Gear minor circlet of blasting (3d8), potion of cure moderate wounds Str 25, Dex 12, Con 16, Int 8, Wis 9, Cha 8 Base Atk +10; Grp +21 Feats Alertness, Cleave, Great Cleave, Great FortitudeB, Power Attack Skills Handle Animal +7, Intimidate +7, Listen +3, Spot +4, Survival +7 Languages Common, Orc SQ fast movement, illiteracy, split Split (Ex) A tworc is a hybrid creature of two orcs. In this case them being two 4th level barbarians. As a standard action, the twin orcs may touch and fuse into the tworc stated above.
Similarly, the tworc may as a standard action split into two orcs with stats listed below. Once per day, when a tworc merges or splits they heal 2d8 hit points. Something is flawed with this tworc’s magical nature, if it is merged and receives a critical hit it will automatically split into two orc (after the damage is resolved). The 4th level barbarians have the following statistics: • Medium • hp ½ (merged hit points remaining) • Fort +7, Ref +5, Will +3 • +1 falchion +10 (2d4+4, 18‐20) • Atk Options (rage 2/day – 6 rounds) o AC 16, touch 8, touch 15 o hp +10 o Will +5 o Falchion +11 (2d4+7, 18‐20) • Cleave, Power Attack • Descriptive Text for Tworc Without further notice, the two orcs touch each other and a disgusting, aberrant process seems to take place. Limbs and features mix and flow in a sickening twist of flesh, cloth and bone until, where two orcs stood, there is a nightmarish, not entirely orc‐like beast. This creature has a muscular, hairy body, larger and better armour and weapons and a monstrous head that resembles a boar more than an orc…
Whiskers, Mundane Kamadan CR 2 N Large Animal Init +2; Senses low‐light vision, scent; Listen +5, Spot +5 AC 16, touch 11, flat‐footed 14 hp 30 (4d10+8) Fort +6, Ref +6, Will +2 Spd 40 ft. Melee 2 claws +6 melee (1d6+4) and 6 snakes +1 (1d4) and bite +1 (1d8+2) Space 10 ft.; Reach 5 ft. (10 ft. with snakes) Str 18, Dex 15, Con 15, Int 2, Wis 12, Cha 9 Base Atk +3; Grp +11 Feats Alertness, Dodge Skills Balance +10, Hide +3, Listen +5, Move Silently +6, Spot +5 Snakes (Ex) Each snake attacks independently each round at the listed attack bonus. The snakes do not gain the kamadan’s Strength bonus to damage. Skills Kamadans have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance checks. *In areas of tall grass or undergrowth, the Hide bonus improves to +8. Descriptive Text for Kamadan This creature resembles a large leopard‐like cat with emerald green eyes. From its shoulders sprout six long serpents, blackish‐ green in color, each about twice the length of a normal human. The serpents’ eyes are reddish‐yellow.
Appendix of 3.X Spells Call Undead Necromancy, Enchantment (Compulsion) Level Nec 1 Components V, S, M Casting Time 1 hour Range Medium 1 mile/level
Effect Attracts undead Duration 8 hours Saving Throw Yes Spell Resistance Yes With this spell the caster creates an invisible magical beacon that attracts undead like moths to a flame. Once the ritual is properly performed, any undead within range make their way directly to the site without delay. Once there, they remain in the area for the remainder of the spell’s duration. There is no guarantee that the undead are friendly, but the caster may attempt to awe or control the undead through normal means. Uncontrolled undead attack the caster, returning to their lairs if they succeed in killing the one who disturbed their rest. If the caster leaves the site, the undead go first to the site and then follow after the caster for the remainder of the spell duration, unerringly sensing his current location. In such a case, the control roll is made for each undead whenever it first encounters the caster. Should any undead fail to reach the caster before the spell duration elapses, each returns to its own lair. The effects of this spell are keyed to the caster’s level with regard to the potency of the undead so contacted. If the caster’s level is 1st through 5th, only skeletons and zombies will answer the summons. Once the caster reaches 6th level, ghouls, ghasts, and shadow will also respond. At 11th level, the caster can compel wights, raiths, and mummies to come, and at 15th level and above even vampires, spectres, and ghosts must make the journey. Liches are immune to this spell, although they will hear the call and may investigate on their own accord out of curiosity. Material Component A small funerary bell (1 gp).
Summon Shadow Raven Conjuration (Summoning) Level Clr 3, Sor/Wiz 3 Components V, S, F/DF Casting Time 1 full round Range Close (25 ft. +5 ft./2 levels) Effect Summons shadow raven. Duration 1 round/level of caster Saving Throw None Spell Resistance No This spell summons a shadow raven from the Demi‐Plane of Shadow (see below). Once the raven in on the spellcaster’s plane, the spellcaster may attempt to bind it as a familiar. The shadow raven enters this world through any shadow within range of the spell, so the spell won’t work in total darkness or total light. The shadow raven serves faithfully for the spell’s duration. If the spellcaster has the proper tribute, the shadow raven may serve as a familiar. The GM is the final arbiter for what tribute is appropriate. Arcane Foci A small, shiny object and a shadow. Shadow Raven Small Undead Animal (Incorporeal) Hit Dice 2d8+2 (11) Initiative +3 Speed fly 60 ft. (Good) Armor Class 15 (+3 Dex, +1 size, +1 deflection) Attacks Incorporeal claw +3 Damage Incorporeal claw 1d2 Strength damage Saves Fort +1, Ref +4, Will +2 Abilities Str –, Dex 16, Con –, Int 2, Wis 11, Cha 12 Skills Hide +10, Listen +5, Spot +5 Feats Flyby attack Climate/Terrain Any Organization Solitary Challenge Rating 2 Treasure None Alignment Always Chaotic Evil Advancement 2‐3 HD (small)
Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts fom evil gods or manufactured by necromancers by some unknown ritual. They have the general size and shape of regular ravens, but are entirely made of shadows. Their eyes glow dark red, and their cries are screeching whispers. They will obey their masters but are wilful and sly. They are always looking to feed (see below). Combat Shadow ravens love to attack out of the night sky, dive‐bombing the unaware. When indoors, they lie in wait in high, dark corners, always watchful for opportunities. Strength Damage On a successful strike, a living creature suffers 1d2 points of temporary Strength damage. A creature reduced to 0 Strength in this way dies. This is the only way a shadow raven can feed. Undead The shadow raven is undead, and is immune to all mindaffecting spells, disease, stunning attacks, critical hits, poison, paralysis, subdual damage, or death from massive attack. Incorporeal The shadow raven is impervious to damage except by enchanted weapons, magic, or other incorporeal creatures. Any damage sustained from a corporeal source only deals 50% damage. Shadow ravens may pass through solid objects at will.
Swords and Wizardry Adaptations This material is made to make the Map of Mystery entry compatible with the Swords & Wizardry Core Rules. Buckawn Armor Class 4 [15] Hit Dice 2 Attacks Dagger (1d4) Saving Throw 16 Special ½ damage from non‐cold iron, poison use Move 6 Challenge Level/XP 1/15 A buckawn is a fey creature related to brownies. They stand as tall as a halfling but look more like dwarves. They often coat their weapons in a poison that knocks out opponents for 1d4 hours.
Gelatinous Cube Increase HD to 10 and adjust its Saving Throw and Challenge Level/XP. Mako is a 7th level fighting man with 18 strength, who wields a +1 bastard sword. An elemental gem summons a 8 HD elemental to fight for you. Use the stats for fire and earth elementals.
Clovis and Jamicon are living constructs called Archanus. They are immune to disease, paralysis and poison. They act and talk like humans but are clearly mechanical.
Protean, Keketar Armor Class ‐11 [31] Hit Dice 20 Attacks dancing heavy mace (1d6+2); 2 claws (1d8), bite (2d6), tail (1d8) Saving Throw 3 Special polymorph claw, spells Move 15 Challenge Level/XP 20/4,400 Proteans are powerful chaotic outsiders with snake‐like forms. A keketar is able to cast move earth, dispelmagic, teleport, confusion, polymorph object as a 20th level wizard. Opponents struck by the protean’s claw must make a saving throw or be polymorphed into another creature (often harmless like a bunny or toad). Prismatic Mimic Increase HD to 10 and adjust its Saving Throw and Challenge Level/XP. Additional it gains the ability to cast light and pyrotechnics.
Drusilia is not easy to mimic in Swords and Wizardry. The best option would be a 12th level elven wizard or something unique to mimic some of her bizarre pact abilities particularly poison touch, transdimensional ray and unhinge the spirit.
Tworc Armor Class 2 [17] Hit Dice 10 Attacks Weapon (2d6) Saving Throw 5 Special Split Move 12 Challenge Level/XP 9/1,100 XP
Clovis/Jamicon Armour Class 3 [16] Hit Dice 5 Attacks heavy mace (1d6+1) Saving Throw12 Special Immunities Move 12 Challenge Level/XP:5/240
A tworc is the magic union of two twin orcs into a superior monster. It takes a round to merge or separate into the orc barbarians listed below. Only 2% of orc twins have the power to form a tworc. Orc, Barbarians Armour Class 3 [16] Hit Dice 5 Attacks Weapon (1d6) Saving Throw 12 Special Merge Move 9 Challenge Level/XP: 5/240 These two orcs can merge into a single entity that is called a tworc. These are terrible pig‐headed humanoids that love to raid and destroy. Kamadan, Mundane Armour Class 3 [16] Hit Dice 4 Attacks 2 claws (1d4) and 6 snake bites (1d3) and bite (1d6) Saving Throw 12 Special None Move 12 Challenge Level/XP:5/240 A kamadan is a magical creature that is shaped like a tiger with multiple snakes coming off its back. Typically the snakes have a poisonous bite but this mundane version does not have that ability.
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d20 Skills‐n‐Feats Martial Arts System, Copyright 2001, Kenneth S. Hood d20 Skills‐n‐Feats Psionics System, Copyright 2001, Kenneth S. Hood d20 Weekly August 28, 2002 Copyright 2002, Steve Jackson Games Incorporated. d20 Weekly September 4, 2002 Copyright 2002, Steve Jackson Games Incorporated. Dark Walkers Copyright 2003, Mystic Eye Games; Authors Steven Creech and Kevin Ruesch Dawnforge Copyright 2003, Fantasy Flight Publishing, Inc. Denizens of Avadnu Copyright 2003, The Inner Circle. Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc. Death in Freeport, Copyright 2000, Green Ronin Publishing Diomin, Copyright 2000, OtherWorld Creations, Inc. Dragons Copyright 2001, Alderac Entertainment Group, 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. Dread Codex, copyright 2005 Adamant Entertainment. Author: Bret Boyd. 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 Eldest Sons: The Essential Guide to Elves, Copyright 2002, Paradigm Concepts, Inc. e‐Minions: Cunning Creatures, copyright 2001, Bastion Press En Route Copyright 2001, Trident Inc. d/b/a Atlas Games Evil, Copyright 2001, Alderac Entertainment Group Fading Suns d20, Copyright 2001, Holistic Design, Inc; Authors Bill Bridges and Andy Harmon
Faeries Copyright 2003, Bastion Press, Inc. Forbidden Kingdoms, Copyright 2002, OtherWorld Creations, Inc. Forged in Magic, Copyright 2002, Paradigm Concepts, Inc. Fortunes and Winds (c) 2002 Alderac Entertainment Group, Inc. Freeport, the City of Adventure, Copyright 2002 Green Ronin Publishing, lead design by Chris Pamas and Matt Forbeck. From Stone to Steel Copyright 203, 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‐n‐Gritty Hit Point and Combat Rules, Copyright 2001, Kenneth S. Hood Hammer & Helm: A guidebook to Dwarves, Copyright 2002, Green Ronin Publishing; Author Jesse Decker Heroes of High Favor: Dwarves Copyright 2002 Benjamin R. Durbin; published by Bad Axe Games, LLC. Hollowfaust: City of Necromancers Copyright 2001, White Wolf Publishing, Inc. Hornsaw: Forest of Blood Copyright 2002, White Wolf Publishing, Inc. http://www.dungeonaday.com/ Copyright Monte J. Cook, 2009.
Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell. All rights reserved. If Thoughts Could Kill Copyright 2002 Bruce R. Cordell. All Rights Reserved. Improved Caster Level Copyright 2001, Carl Cramér 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. 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 Kamadan from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth. Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas Librum Equitis Vol 1 Copyright 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. Magic of Rokugan, (c) 2001, Alderac Entertainment Group, Inc. Magus, Copyright 2001, Hector Hernandez 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 Minions: Fearsome Foes, Copyright 2001, Bastion Press Minor Invisibility is Open Game Content from SeanKReynolds.com; Copyright © 2001‐2004 Sean K Reynolds. All rights reserved. Mithril: City of the Golem Copyright 2001, White Wolf Publishing, Inc.
Modern20, Copyright 2007, RPGObjects; Author Charles Rice Monster, Copyright 2002 Alderac Entertainment Group, Editors Jim Pinto and Shane Lacy Hensley. Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved. Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved. Moon Elves, Copyright 2002 DarkQuest, LLC Mundane Beast copyright 2009 Nathan E. Irving Mutants & Masterminds RPG, Copyright 2002, Green Ronin Publishing; Author Steve Kenson Mythic Races Copyright 2001, Fantasy Flight, Inc. Necromancer’s Legacy—Thee Compleat Librum ov Gar’Udok’s Necromantic Artes Copyright 2002, Mystic Eye Games & Ambient Inc. Nightmares & Dreams: A Creature Collection, Copyright 2001, Mystic Eye Games Nightmares & Dreams II: A Creature 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 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. Open game content from Encyclopaedia Arcane: Demonology Copyright 2001, Mongoose Publishing Open game content from Encyclopedia Arcane: Necromancy – Beyond the Grave Copyright 2001, Mongoose Publishing. Open Game Content from The Penumbra Fantasy Bestiary Copyright 2003, Trident Inc., d/b/a Atlas Games; editor Michelle A. Brown Nephew. Open game content from The Quintessential Cleric copyright 2002, Mongoose Publishing.
Open game content from The Quintessential Dwarf II: Advanced Tactics copyright 2004, Mongoose Publishing Ltd. Open game content from The Quintessential Fighter II: Advanced Tactics copyright 2003, Mongoose Publishing Ltd. Open game content from The Quintessential Rogue, Copyright 2002, Mongoose Publishing Open game content from The Quintessential Wizard copyright 2002, Mongoose Publishing. Open Game Content from Seas of Blood – Fantasy on the High Seas Copyright 2001, 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. Open game content from Monster Encyclopaedia Volume 1 ‐ Dark Bestiary copyright 2005, Mongoose Publishing Ltd. Oriental Adventures, (c) Wizards of the Coast, Inc. Pale Designs: A Poisoner’s Handbook, Copyright 2002, Bastion Press Pathfinder Chronicles: The Great Beyond, A Guide to the Multiverse. Copyright 2009, Paizo Publishing, LLC; Author: Todd Stewart. Pathfinder Companion: Legacy of Fire Player’s Guide, Copyright 2009, Paizo Publishing, LLC; Authors: Brian Cortijo, Stephen S. Greer, James Jacobs, Jonathan H. Keith, F. Wesley Schneider, Amber E. Scott, and James L. Sutter. Pathfinder Module: Crypt of the Everflame Copyright 2009, Paizo Publishing, LLC. Author: Jason Bulmahn. Pathfinder Roleplaying Game: Bonus Bestiary, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn. 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. Player’s Guide to Clerics and Druids Copyright 2003, White Wolf Publishing, Inc. Player’s Guide to Rangers and Rogues Copyright 2003, White Wolf Publishing, Inc. Player’s Guide to Fighters and Barbarians Copyright 2003, White Wolf Publishing, Inc. Player’s Guide to Wizards, Bards, and Sorcerers Copyright 2003, White Wolf Publishing, Inc. Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing; Author Matthew Sernett Pocket Grimoire Arcane Copyright 2002, Green Ronin Publishing Psionics Toolkit Copyright 2002, Fiery Dragon Productions, Inc., www.fierydragon. com; Author Mike Mearls Relics & Rituals Copyright 2001, Clark Peterson Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc. Rokugan Copyright 2001, Alderac Entertainment Group. Scarred Lands Campaign Setting: Ghelspad Copyright 2001, White Wolf Publishing, Inc. Scarred Lands Gazetteer: Termana Copyright 2002, White Wolf Publishing, Inc. Seafarer’s Handbook, Copyright 2001, Fantasy Flight Publishing, Inc. Secret College of Necromancy, Copyright 2002, Green Ronin Publishing; Authors David “Zeb” Cook and Wolfgang Baur. Secrets of Pact Magic, Copyright 2007 by Dario Nardi Secrets of the Lion (c) 2002 Alderac Entertainment Group, Inc. Secrets of the Mantis (c) 2002 Alderac Entertainment Group, Inc. Secrets & Societies Copyright 2002, White Wolf Publishing, Inc. Shelzar: City of Sin Copyright 2003, White Wolf Publishing, Inc.
Spells & Magic Copyright 2002, Bastion Press, Inc. Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc. Spycraft, Copyright 2002, Alderac Entertainment Group Swashbuckler, Copyright 2001, Felix Lim Jr. Swords of our Fathers Copyright 2003, The Game Mechanics, Inc. Staves of Ascendance Copyright 2003, The Game Mechanics, Inc. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Template Troves, Volume I: Serpents, Spiders, & Godlings, © 2004 Silverthorne Games; Author: Sean K Reynolds Testament: Roleplaying in the Biblical Era copyright 2003, Green Ronin Publishing; Author Scott Bennie The Assassins Guide to Poisons Copyright 2002, Philip Reed, www.philipjreed.com The Assassin’s Handbook, Copyright 2002, Green Ronin Publishing; Authors Wolfgang Bauer and David “Zeb” Cook The Book of Eldritch Might Copyright 2001‐3 Monte J. Cook. All Rights Reserved. The Book of Eldritch Might II: Songs and Souls of Power Copyright 2002‐3 Monte J. Cook. All rights reserved. The Book of Eldritch Might III: The Nexus Copyright 2003 Monte J. Cook. All rights reserved. The Book of the Righteous, Copyright 2002, Aaron Loeb The Book of Unusual Treasures Copyright 2002, Philip Reed, www.philipjreed.com The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All rights reserved. The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc. The Codex Compendium, Copyright 2002, Paradigm Concepts, Inc. The Devil Player’s Guide Copyright 2003, Fast Forward Entertainment, Inc. The Faithful and the Forsaken Copyright 2003, White Wolf Publishing, Inc. The Lore of the Gods: The Asgardians, copyright 2002, Bastion Press
The Lore of the Gods: The Olympians, copyright 2002, Bastion Press 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 Penumbral Pentagon Copyright 2003, White Wolf Publishing, Inc. The Primal Codex Copyright 2001, Netherland Games Inc. The Psychic's Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson The Serpent in the Fold: Serpent Amorpha Cycle, Book I Copyright 2002, White Wolf Publishing, Inc. The Serpent and the Scepter: Serpent Amorpha Cycle, Book II Copyright 2002, White Wolf Publishing, Inc. The Serpent Citadel: Serpent Amorpha Cycle, Book III Copyright 2003, White Wolf Publishing, Inc. The Shaman’s Handbook, Copyright 2002, Green Ronin Publishing, Author, Steve Kenson. The Tomb of Abysthor Copyright 2001, Necromancer Games, Inc., Authors Clark Peterson and Bill Webb The Village of Briarton Copyright 2003 by Gold Rush Games; Authors Patrick Sweeney, Christina Stiles; Editing and Additional material by Spike Y. Jones The Unholy Warrior’s Handbook, Copyright 2003, Green Ronin Publishing; Author Robert J. Schwalb The Wise & the Wicked Copyright 2001, White Wolf Publishing, Inc. The Witch’s Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson Thee Compleat Librum ov Gar’Udok’s Necromantic Artes Copyright 2002, Ambient
Inc.; Authors M Jason Parent, Denise Robinson, Chester Douglas III 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. Touched by the Gods, Copyright 2001 Trident, Inc., Editor Michelle A. Brown Nephew. 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. True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson. Uncommon Character Copyright 2003, Trident Inc., d/b/a/ Atlas Games Undead Copyright 2001, Alderac Entertainment Group; Authors: Noah Dudley, Andrew Getting, Travis Heerman, Mike Mearls, Jim Pinto, Ree Soesbee, Eric Steiger, Douglas Sun and Rich Wulf. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Any Collins, Jesse Decker, David Noonan, Rich Redman. Untapped Potential: New Horizons in Psionics Copyright 2006 Brian Dupuis, Greg Jacob, Jeremy Smith, Michel Fiallo‐Perez, Will Elyea Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing, Inc.
Vigil Watch: Warren of the Ratmen Copyright 2002, White Wolf Publishing, Inc. Villains, Copyright 2002, Bastion Press, Inc. Vitality and Wound Points, A d20 System Conversion Guide, Copyright 2000 by Bradley D Thompson War, Copyright 2002, Alderac Entertainment Group Way of the Ninja, (c) 2002 Alderac Entertainment Group, Inc. Way of the Samurai, (c) 2002 Alderac Entertainment Group, Inc. Way of the Shugenja, (c) 2002 Alderac Entertainment Group, Inc. 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 Wilderness & Wasteland Copyright 2002, White Wolf Publishing, Inc. Wrath & Rage: A Guidebook to Orcs and Half‐ orcs, Copyright 2002, Green Ronin Publishing; Author Jim Bishop www.andycollins.net, Copyright 2001, Andy Collins. This work relies upon material from Secrets of Pact Magic and Villains of Pact Magic, published by Radiance House; Author Dario Nardi. The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008‐ 2009 Purple Duck Creations; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O'Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser. DM Sketchpad ‐ July 2009; Copyright 2009, Published by Purple Duck Creations. Authors: Jason Beardsley, Bill Browne, Mark Gedak,
Nathan Irving, Shane O'Connor, Marc Sant, Stefen Styrsky.