DM Sketchpad V.3 – June 2009 Authors: Jason Beardsley, Bill Browne, Mark Gedak, Nathan Irving, Stefen Styrsky Guest Submission: Wolfgang Baur Some Artwork: Bradley K McDevitt Editor: I thought I saw one but it was just an illusion Design/Layout: Functionally done by Mark Gedak Companies I’m Excited About This Month: Applied Vectors, Hero Games, One Bad Egg, Open Design, Paizo Publishing, Rite Publishing, RpgObjects Foreword by Steve Russell 2 Modern Template 51 Game Reviews 3 Starship 53 Hard‐Boiled Ideas: Cultures 3 OGL Supers 55 Modern Dispatch #135 – Dark Future 3 Public Domain Heroes 55 OGL Fantasy Content 6 With the Magpie RPG 56 Alternate Class Features 6 Otyugh 56 Campaign Sketch 9 Sleep Spell 56 Monster Templates 11 With Permission of Wolfgang Baur 58 Otyughnomicon 30 Shadowsworn Class 58 Quickstarts 35 Spell List 62 Summoning Rules 43 New Spells 64 Tile Inspirations 45 With Permission of Hero Games 75 Treasure Packets 48 Fantasy Hero Monster 75 Unusual Rogues 49 A Plea to Modern Gamers 77 OGL Modern/Future Content 51 Open Game License 78 This edition of the DM Sketchpad V.3 – June 2009 is produced under version 1.0a of the Open Game License. Some artwork copyright Octavirate Entertainment, used with permission. Council of Ghouls map is copyright 2009 Ed Bourelle. Used here with permission. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: 1) Hero SystemTM is a registered trademark of DOJ, Inc. Hero System and Fantasy Hero are copyright DOJ, Inc. d/b/a Hero Games. The use of this system is done with permission for a non‐commercial product. No challenge of trademark or copyright is intended for this topic. 2) The Magpie Codex and Magpie RPG are the sole copyright of Paul Jessup Designation of Open Game Content: The sections entitled OGL Fantasy Content, OGL Modern/Future Content, OGL Supers, Magpie System and With permission of Wolfgang Baur are open game content. Note: New Open Game Content can be found everyday at http://grandwiki.wikidot.com/dm‐sketchpad
Foreword It is always the potential fear of a publisher that when you produce an Open Gaming License (OGL) product that someone is going to take all of your hard work and release it for free. I am here to tell you that is not what the Grand OGL Wiki (GOW) is about. The GOW and Mark Gedak have been nothing but respectful in their approach to cataloging Open Gaming Content. Marks respect for publishers, who are not in this to get rich but are fans themselves supporting a game they love, instantly made me want to sponsor and contribute to the GOW. I started doing small contributions of gaming content from my home games and then from products I had worked on as a freelancer that were no longer available or stuck in development limbo with defunct product lines. Finally Rite Publishing offered an exclusive preview as part of the DM Sketch Pad. I am sure it won’t be the last time I do an exclusive preview via the DM Sketch Pad. Even now I am constantly amazed by the quantity and quality of the content that the GOW is able to gather together. The amount of time and energy that goes into a project like this is demanding, having worked on similar projects in the past myself I have nothing but admiration for Mark, GOW and all its supporters and especially other publishers like Ronin Arts and Highmoon Media who realize the value of GOW and the DM Sketch Pad to the open gaming network. Rite Publishing (and I believe other publishers) value the GOW as both a marketing opportunity, to show off our content to dedicated gamers who are looking for quality content they are likely not aware of, and as a network that will continue to support a game
system I produce products for. In essence the GOW helps keep the interest level of gamers who might not buy my product now, to remain gaming so that they can potentially buy Rite Publishing products later. In addition these gamers recruit new potential customers as new players join their games. Now the designer in me finds the GOW and the DM Sketch Pad to be a treasure trove of inspiration, because of both original content and OGL content from products that I never would have picked up until I was exposed to it via the GOW. As a GM I can cherry pick ideas from the Sketch Pad and the GOW, plop them down in my game as is, or tweak them to suit my desires. The DM Sketch Pad and the GOW are full of awesome amounts of inspirational and functional content that I can access as I need it, because I have transitioned to running my game using my laptop, making it a incredibly impressive tool. I am also constantly impressed by the production quality of a 100% free product such as the DM Sketch Pad. Ronin Arts proved that this should be a product folks are willing to pay for. So while I might call Mark crazy for giving it away for free, I am also very happy that he does. The only thing Mark ever really asks for is your feedback so he can appreciate the use of his ever‐evolving masterpiece, so send him a message tell him what you think about it, what you want the GOW and the DM Sketch Pad to do. Steve Russell Rite Publishing P. S. – Mark, thank you for making my home game a better game.
Game Reviews
think there are good ideas in here that are easily used for any system.
Hard Boiled Ideas±m Cultures is a 4th edition supplement writing by Fred Hicks and Jonathon Walton for One Bad Egg. It is 14‐pages in length and runs you about $4 at Rpgnow and the One Bad Egg store. This product is a bit different from most 4th edition supplements I’ve seen. It is not a crunchy book filled with cultural options (as one might expect from the title) but instead is more of a design essay and guide for creating and customizing the races in your campaign world. Though written from the perspective of 4th edition (whose races lack differentiation within race) this product is probably useable for anyone looking to add variant to the stock races. Without revealing too much, the text suggests that are four main ways to affect the cultural context of your races. First you need to state a cultural norm for your you race. I’m going to use elves and make adjustments for them in my Eldfjallon setting. The norm I’m working from is: Elves are freedom-loving wilderness folk. For adjustments the text suggests that I can embody or strengthen that norm, twist or be heretical to the norm, break from the norm completely or be changed by the expectations of the norm. For Eldfjallon, I’m going with the break approach – the elves that first encountered the elemental invasion became transformed, now called Litalinyna or “Betrayers” by their southern cousins. The Litalinyna have embraced life under elemental rule and seek to teach others about the value of service to our elemental masters. There that’s pretty good. In HBI: Cultures there are ideas on providing mechanical adjustments for the cultural offshoot from ability scores, skills, languages to racial powers. Though written for 4e, these could be also adapted to fit with your own campaign in you are not a 4e player. The book ends with an extended example of culture building using One Bad Eggs own Apelord race and a Dwarf example. I found the book at little pricey at $4.00 and may have passed over it initially but I
Modern Dispatch #135 ‐ Dark Future If you read X‐men comics in late 1980 or early 1981 one of the comics that probably stood out the most for Claremont and Byrne’s run was the two issue Days of Future Past storyline. In #141 and #142 of Uncanny X‐men readers were treated to a view of a possible apocalyptic future world (circa 2013) ruled by Sentinels with most superheroes or villains dead or on the run. Modern Dispatch #135 – Dark Future by Charles Rice of RpgObjects is a campaign model for their Supers20 and Modern20 that emulates some of the elements of this classic arc while remaining fixed within their own developing mythos. The PDF is 16 pages and costs $2.25 at Rpgnow or RpgObjects. The world envisioned by Charles Rice one set in the near future of 2020 and is not as overtly bleak as the world created by Claremont/Byrne but it is one set at a tipping point. A place that can dramatically change based on the action or inaction of the player characters. Dark Future feels to be part of a larger story that Charles is working on because he has threaded this campaign model into existing concepts such as U.S.H.E.R. (United States Headquarters for Emergency Response) as well as connecting it to the timeline seen in Modern Dispatch #122‐125 which ties superhero gaming into World War II. The product is divided broadly into two sections
background and mechanics. The background section covers the rise of mutant awareness in 1909 to their persecution in 2010 after the assassination of the president. Now mutants are confined to mutant containment zones or operate in secret. There are no hunter‐killer robots but there are armed patrols and security scanners to make sure the jinxes stay where they belong. The mechanics section takes up more than half the products and brings several new items to the table. First is superpower to transfer powers from one character to another (sort of a reverse Rogue power). In the Dark Future there are two main kinds of mutants, those that can pass for humans and those that can’t. Those that can’t are usually deformed or have obvious mutations, they are called jinxes (in X‐men they would be called morlocks). Half of the product is devoted to non‐player characters that PCs can interact with. There are four main types of NPCs covered – independents, Old Guard [mutant haters], MAN members (Mutant Army of Nationalism [mutant terrorists]), Resistance [mutant rights avocates], and U.S.H.E.R. (Government Enforcement). Some of the NPCs presented here like Protocol actually is an advanced version of a character that appear in the Supers20 or extrapolations like the new U.S.H.E.R armor suits. The rest, about 12 or so, are completely new to this product. Four that I especially liked were Mugshot, Stench, Dealer and Punchline. Dealer is an independent mutant who is able to transfer powers between a mutant and a human, he charges by the hour for this service and will do this for whoever can pay. When the power transfer occurs neither the mutant or the human register on mutant scanners a feature that MAN has used to aid in there terrorist activities. Punchline is also an independent operator, he works as a bodyguard for celebrities and conceals his mutant nature from the public and government. Stench is a pheromone‐based killer who is lashes out at humanity for the isolation and rejection she
experienced as a child. Lastly, Mugshot is resistance member with plasticity and appearance mimicry powers that he uses for infiltration and scouting missions for the resistance. If you are looking for a more Modern setting or Near Future setting for your Superhero game the model presented in Dark Future should give a good‐basis for an mutant hysteric campaign were tensions run high and the opportunity for change is at the forefront. I think the only weakness of Dark Future is the lack of formal adventure hooks. Normally Charles includes a few formal ones but since the product makes no assumptions about the role of the heroes (MAN, independent, Resistance, U.S.H.E.R) there probably wasn’t a way to serve all options in a Modern Dispatch release because of the size.
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PLANET STORIES AUTHORS Piers Anthony Leigh Brackett Gary Gygax
Robert E. Howard Otis Adelbert Kline Michael Moorcock Henry Kuttner C. L. Moore
OGL Fantasy Content
Alternate Class Features Below is a series of class features to make other classes more divine in nature. Barbarian Barbarians are intimately tied to nature’s riotous exuberance. Their life in the open creates a special link to the wild and its forces. They learn that even the sound of wind through the trees or the howl of a wolf is an aspect of the power behind the world. Sometimes such barbarians are so attuned to this force they are able to channel its energy. Wild Shaman Instead of developing the destructive power of your tribe‐mates you have learned to use this force against the enemies of life.
Level: 1st Replaces: This benefit replaces the rage class feature at first level and all subsequent levels, as well as any other class abilities associated with rage. Benefit: You gain the ability to turn undead as a cleric equal to your barbarian level. Because this ability is a manifestation of your physical prowess, you may add your Strength modifier to turning checks. This is a supernatural ability. When you would have gained the Greater Rage ability at 11th level you can perform a greater turning once per day instead of a normal turning. Knowledge (religion) also becomes a class skill for you. Any other class you take with the turning ability stacks with this class. If you take levels in another class that also has the rage or frenzy class feature you may give up this ability to have these levels stack with the wild shaman’s turning ability. Beastmaster Even though you are first and foremost a warrior, you possess an unusual connection to the natural world. Level: 1st Replaces: This benefit replaces the rage class feature at first level and all subsequent levels, as well as any other class abilities associated with rage. Benefit: You gain an animal companion as per a druid. The animal companion advances as if you were a druid equal to your barbarian levels. This class’s levels stack with other classes that possess the animal companion class feature. If you take levels in another class other than barbarian that possesses the rage class feature you may give up this ability to have these levels stack with your barbarian levels for purposes of advancing your animal companion.
This is a supernatural ability. You also gain the Wild Empathy class feature. Bard By nature bards are connected to life’s divine elements. Usually, this is a haphazard link, formed through chance more than study or devotion. However, some bards are devout enough a deity speaks through their music, granting them powers other bards lack. Golden Tongue Level: 1st Replaces: This benefit replaces the inspire courage bardic music ability. Benefit: As a standard action a number of times per day equal to your Charisma modifier you may remove from an ally one of the following conditions: cowered, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. Your ally merely needs to hear you perform for this power to be effective. Use of this ability does not count against your daily bardic music use. This is a spell‐like ability. Singer of the Dark Threnody Your songs fill the air with doom, sapping enemies of strength and will. Level: 1st Replaces: Inspire Courage, Inspire Competence, Inspire Greatness, Song of Freedom, and Inspire Heroics. Benefit: You can cast the following spells at the indicated level once per day without affecting your normal spells per day allowance. 1st – cause fear, 4th – blindness/deafness, 7th – fear, 10th – bestow curse, 13th – waves of fatigue, 15th – song of discord, 16th – eyebite. Any spell you cast with an evil, death or necromancy descriptor that also has verbal component has its DC increased by 2. This ability stacks with Spell Focus and Greater Spell Focus.
Once per day you can add the evil descriptor to a spell you cast. You cannot learn or cast any spell with the good descriptor. This is a supernatural ability. Fighter Every fighter worships a god, if not with constant pronouncements, at least in small ways: a muttered prayer before battle, a respectful glance towards a statue, a silent thank you after victory. Some fighters, however, declare their force of arms to be a deity’s gift. These individuals often find themselves rewarded with special abilities from gods who use them to do their will on the mortal plane. Divine Nemesis You are your god’s earthly vengeance. Level: 1st Replaces: This benefit replaces the 1st‐level fighter bonus feat. Benefit: Four times per day as a standard action you may show an intelligent creature its past misdeeds. Your power is so great even evil beings are affected when witnessing the hurt and anguish they have caused. You may target one creature within 60 feet. The targeted creature must make a Will saving throw (DC 10 + one‐half your fighter level + Str modifier). The creature is cowered for a number of rounds equal to your Strength modifier (minimum 1). This is a supernatural ability. Defender Your deity has turned you into a living shield. Level: 1st Replaces: This benefit replaces your 1st level fighter bonus feat. Benefit: A number of times per day equal to your Strength modifier you may summon a shield for a number of rounds equal to one‐half your fighter level (minimum 1). This shield manifests as a ghostly hand and hovers in front of you. It does not require a free hand to use
and grants a +2 sacred or profane bonus (depending on your alignment) to your AC. Instead of granting yourself an AC bonus you may instead chose to aid another in combat with this shield. The AC of your ally increases by +4 instead. You may also use the shield to deflect missile weapons directed at an ally in an adjacent square as if you possessed the Deflect Arrows feat. You may do so even if you hold a weapon or shield. This is a supernatural ability. Monk Monks may appear devout, embracing the conventions of the religious ascetic, but their practice is centered towards self‐development rather than reverence of a higher power. Some monks do include devotion in their training, attempting to mimic their gods in thought and action. Weapon Adept You have dedicated your training to mastering your deity’s weapon. Level: 1st Replaces: This benefit replaces the flurry of blows class feature and the monk’s bonus feats at 1st, 2nd and 6th level. Benefit: Weapon Proficiency (if necessary) with your deity’s favored weapon. Through a special ritual you are mystically bonded to a single version of your deity’s weapon. You gain bonus feats as a fighter from the fighter bonus feats list as long as you meet the prerequisites, and each feat can be applied to this weapon. Any feat so selected can be only be used while wielding your bonded weapon. If the weapon is lost or destroyed you may bond yourself to another by completing a 24‐hour ritual and spending 100gp in sacred oils and incense. You may also bond yourself to a different version of your deity’s weapon with the same ritual, but you may be bonded to only one weapon at any time. This is a supernatural ability.
Holy Fist Your deity has granted you special abilities against his enemies. Level: 1st Replaces: Flurry of blows. Benefit: You can channel divine power in such a way as to deal extra damage to undead creatures with your unarmed strikes. You gain the ranger’s favored enemy (undead) class ability at 1st level, including the usual bonuses to Bluff, Listen, Sense Motive, Spot and Survival checks. You gain the bonus to damage only when using unarmed strikes against undead. You never gain any other favored enemies, but your favored enemy (undead) bonuses increase as if you were a ranger equal to your monk level. Also you may use stunning fist and score critical hits against undead creatures. This is a supernatural ability. Rogue Those living on society’s edges are not usually associated with deities, the temple‐going, or holy men. Yet, even among pickpockets, scam artists, street thugs and second‐story men the divine makes its presence felt. Rat Lord Your life in the city’s underworld has granted you the ability to commune with creatures much like yourself – down‐trodden, but also nimble, hardy and silent. Level: 1st Replaces: This benefit replaces the sneak attack class feature. Benefit: You gain a dire rat animal companion as per a druid. The animal companion advances as if you were a druid equal to your rogue levels. You gain a +2 divine bonus (sacred or profane, depending on your alignment) to Fortitude saves as long as the dire rat is within five feet of you. This is a supernatural ability. Handle Animal becomes a class skill for you.
This class’s levels stack with other classes that possess the animal companion class feature. If you take levels in another class other than rogue that possesses the sneak attack class feature you may give up this ability to have these levels stack with your rogue levels for purposes of advancing your animal companion. Silver Tongue The cloak of the gods, whether for good or ill, works through you. Level: 1st Replaces: Sneak attack. Gain: You are able to use the bardic abilities of fascinate, suggestion, and mass suggestion as a bard equal to your rogue levels as long as you possess the requisite number of ranks in Perform or Sleight of Hand skill and are of the appropriate level. You may also add your Dexterity modifier to all Charisma‐based skills. This is a supernatural ability. Sorcerer Legends tell that long ago shape‐changing dragons mixed their blood with other creatures, spawning magical progeny. This is only partly true. Other powerful creatures, some divine, have dallied with mortals, leaving their mark in the blood of a child. Green Child While some of your kind claims kinship with dragons, you are descended from the forces of the Wood. Level: 1st Replaces: This benefit replaces the summon familiar class feature. Benefit: Once per day, if you still have an uncast spell slot available, instead of one of your known spells, you may use it to cast summon nature’s ally of the same level or lower. This is a supernatural ability.
Add the following spells to your list spell list. 0 – create water, 1st – entangle, 2nd – tree shape, 3rd – speak with plants, 4th – repel vermin, 5th – commune with nature, 6th – transport via plants, 7th – change staff, 8th – control plants, 9th — shamble Knowledge (nature) becomes a class skill for you. Faith Healer You are not a priest, but the strength of your beliefs allows you to channel positive energy. Level: 1st Replaces: Summon Familiar Gain: You gain the lay on hands ability as if you were a paladin equal to your sorcerer level, except that you can use this ability at 1st level. At 6th level you may use remove disease as if you were a paladin equal to your sorcerer level. This is a supernatural ability. Heal also becomes a class skill for you. Seer The gods speak through you. Level: 1st Replaces: Summon Familiar Gain: Whenever you can gain a new spell you also gain a bonus divination spell of that level. You cast divination spells as a caster one level higher than your sorcerer level and saving throws DCs against your divination spells increase by a +1 sacred or profane bonus. This is a supernatural ability. Wizard Not all divine power comes through prayer and devotion. The lesser races have spent centuries recording encounters with gods and powers, holy and infernal. This knowledge is available to those who spend the time to locate and study it. Sometimes this study reveals the greater truths, allowing the scholar to channel forces usually only manipulated by a deity’s servant.
Theologian of the Grave Your comprehensive study has allowed you to channel necromantic energy. Level: 1st Replaces: This benefit replaces the summon familiar class feature. Benefit: As a standard action twice per day for a number of rounds equal to your Intelligence bonus you can transform yourself into an undead creature. You gain all undead traits (SRD). You are considered undead for spells or abilities that affect the undead except you can not be turned or rebuked. Your Hit Dice change to d12s and any hit point damage you have suffered is considered healed until you revert to your normal form, at which time your hit points return to their previous level. If your hit points are reduced to zero while in this state you are destroyed and your body reverts to its former state (although dead). This is a supernatural ability. Spirit Listener You can speak to the invisible beings that permeate the material world. Their knowledge is unnerving and the longer you listen to them the greater it disturbs your sanity. Level: 1st Replaces: Summon Familiar Gain: Every Intelligence‐based check you make gains a +4 divine or profane bonus, depending on your alignment. Once per day you may use bardic knowledge as if you were a bard equal to your wizard level, but for a number of hours there after equal to your intelligence modifier your Wisdom score suffers a ‐4 circumstance penalty. This is a supernatural ability. You are considered trained in all Knowledge skills even if you do not possess ranks in it.
Campaign Sketch Sorcerers and Sellswords A swords and sorcery campaign sketch. The Great City of Jaranpur rests at the delta between two rivers. Its ivory spires and impossibly thin minarets are linked by bridges stretching through the cloudless skies. Some of the most esteemed Bearded Ones of the Thousand‐Tier Court have never touched the base earth, preferring instead to travel only by bridge and the baskets they drag across ropes. But far below their towers, the city has streets – wide ones for markets and troubadours and thin alleyways sprouting knives and rats and rubbish. Beneath those streets are the infamous Dungeons of Samaar, the winding tunnels and rooms that were once the Mad Caliph's courts, menagerie and dungeons. Thieves and immigrants lurk in the upper levels, but even the scum of the earth won't venture into the Earth's deepest bowels. The heroes include … * a hardened bounty hunter who suffered at the hands of thugs and rogues as an orphan thief before deciding to take them to justice – either the courts of the Bearded Ones or Mithras' eternal damnation. Perhaps you even studied as a mage hunter given this city crawls with magisters and magi. * a mithraem‐sponsored investigator who must choose between greater allegiance to the church as an eye of Mithras or the law courts of the Bearded One, who seek inquisitors. * a young fool from the Albion Isles, exiled by his king for indiscretions and insults though he meant only to serve. He is accompanied by the king's daughter, a wayward and forward‐spoken noble princessly hero who will not leave the man she loves. * a hungry gnoll beastmaster roaming the city with his two savage hyenas, waiting for an employer who needs his tracking skills and the protection of three teeth‐filled jaws. * a dutiful minotaur, freed from his slavery to the Mithraic church for his family’s generations
of loyal service as a bodyguard, used to the ways of the soldier but hoping he can become a respected and learned enforcer of Mithras' will as a lawkeeper. * a naïve magister from the Academy who can trace her bloodline back to djinn and efreet. * a haunted street‐side singer has discovered an affinity for heroic epics and is drafted by a band of mercenaries to serve as their warrior‐ poet. * a shaman from one of the desert tribes who stumbled into the city plagued by dreams but with no memories of her past. The villains they face are … * an undead lesser noble, buried in the Dungeons of Samaar centuries ago, and only now returned to the Earth with the intention of ruling all he once controlled. * a large hyena, corrupted by the blasphemies of heretics, roams the street hunting children and beggars. * the guardians of the gates of Hell, the scorpionfolk, have been dispatched upon the Earth by some unseen force – and they are collecting souls. * a monstrous turtle lives in the rich soil of the greatest of rivers. When the rains do not come, it stirs with fury in its heart. * a noble, studying without perfecting the arts of sorcery, has turned his entire staff into apefolk and they are running amok. * a temple, packed with the idols of a thousand chattering gods, is cursed by a priest of Mithras upon his death at the hands of heathens. Each idol blinks awake, a thoughtless but malevolent imp spurred to harm pagan worshipers.
Monster Templates Ancient Template Among every race there are beings that live far past their allotted lifespan. Whether through magic, luck, or divine favor, their long life spans have enabled the ancients to accumulate a store of knowledge and wisdom far greater than most of their kind. APPEARANCE CHANGES Ancient creatures are old and wizen, with thinning hair, gnarled joints, and wrinkled skin. Their eyes are often white and clouded, though their sight may be as keen as ever. Reptilian and avian creatures have faded and patchy scales or plumage. CREATING AN ANCIENT CREATURE “Ancient” is an acquired template that can be added to any corporeal animal, aberration, animal, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of neutral alignment (referred to hereafter as the base creature). An ancient creature uses all the base creature’s statistics and abilities except as noted here. Speed: An ancient creature’s speed in all forms of movement is reduced by ½ (rounded down). Special Attacks: Ancients gain one additional use of each of their spell‐like abilities. Special Qualities: Ancients are immune to charms and compulsions. Abilities: Change from the base creature as follows Str –8, Dex –8, Con –8, Int +6, Wis +6, Chr +6. These changes do not stack with the aging effects from the Core Rulebook I. None of the creature’s physical abilities can be reduced below 1 in this way. Skills: An ancient gains 8 bonus skill points at his first HD, and 2 bonus skill points per HD thereafter. Ancients have a +2 modifier to all
Knowledge (history) and Knowledge (local) checks. Feats: An ancient gains a bonus feat at 1 HD, 3 HD, and every 3 HD thereafter, chosen from the following list: Alertness, Animal Affinity, Deceitful, Diehard, Diligent, Endurance, Great Fortitude, Investigator, Iron Will, Magical Aptitude, Negotiator, Persuasive, Self‐Sufficient, Skill Focus (any Intelligence, Wisdom, or Charisma skill). An ancient must meet the prerequisites to take a bonus feat. Challenge Rating: +0 if the creature has spellcasting abilities or relies heavily on spell‐ like abilities (has more than 10), otherwise –1. Level Adjustment: +1 if the creature has spellcasting abilities or relies heavily on spell‐ like abilities, otherwise +0 SAMPLE ANCIENT CREATURE This sample uses a lamia as the base creature. XEVBER (ANCIENT LAMIA) Large Magical Beast Hit Dice: 9d10‐27 (22 hp) Initiative: ‐2 Speed: 30 ft. (12 squares) Armor Class: 14 (–1 size, ‐2 Dex, +7 natural), touch 7, flat‐footed 16 Base Attack/Grapple: +9/+13 Attack: Touch +8 melee (1d4 Wisdom drain) or dagger +8 melee (1d6/19–20) or claw +8 melee (1d4) Full Attack: Touch +8 melee (1d4 Wisdom drain); or dagger +8/+3 melee (1d6/19–20) and 2 claws 3 melee (1d4) Space/Reach: 10 ft./5 ft. Special Attacks: Spell‐like abilities, Wisdom drain Special Qualities: Darkvision 60 ft., immune to charms and compulsions, low‐light vision Saves: Fort +5, Ref +4, Will +10 Abilities: Str 10, Dex 7, Con 4, Int 19, Wis 21, Cha 18
Skills: Bluff +22, Concentration +3, Diplomacy +20, Disguise +10 (+12 acting), Gather Information +18, Hide +8, Intimidate +20, Knowledge (history)+16, Knowledge (local) +16, Listen +7, Sense Motive +7, Spot +13 Feats: AlertnessB, Dodge, Great FortitudeB, Iron Will, Mobility, NegotiatorB, PersuasiveB, Spring Attack Environment: Temperate deserts Organization: Solitary, pair, or gang (3–4) Challenge Rating: 5 Treasure: Standard Alignment: Usually chaotic evil Advancement: 10–13 HD (Large); 14–27 HD (Huge) Level Adjustment: +4 The creature walks stiffly, the fur on its lion‐like lower body thin and dull with age. The human torso and head are thin and wrinkled, and a once magnificent mane of dark hair is now stringy and gray. Xevber has dominated the desert trade route near his lair for as long as any living human can remember. In his youth he used brute force to exhort tolls from the passing caravans, but he now relies on guile and his magical abilities to keep his coffers full. Paying travelers are guaranteed safe passage through Xevber’s territory. Those who refuse are soon ambushed by four young and bloodthirsty hieracosphinxes the lamia keeps under his control. Combat Spell‐Like Abilities: At will—disguise self, ventriloquism; 4/day—charm monster (DC 18), major image (DC 17), mirror image, suggestion (DC 17); 2/day—deep slumber (DC 17). Caster level 9th. The save DCs are Charisma‐based. Wisdom Drain (Su): A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion.
Skills: Lamias have a +4 racial bonus on Bluff and Hide checks. Adventure Hooks A young red dragon has moved into Xevber’s territory, mauling his heiracosphinxes and extorting more money from caravans the lamia protects. Xevber’s reputation is going swiftly downhill, and he’s looking for some gullible adventurers to get rid of the dragon – and maybe a few other irritants. Xevber isn’t ignorant of his age, and he’s recently become very concerned about his legacy. His children from his younger years have been killed or disappeared into the high desert, and there are no other lamia suitable for mates in the nearby area. With no other recourse, he’s searching for an envoy or envoys to find and contact a gynosphinx he has heard rumors of. Assuming the envoys are successful, the two might actually have a chance – the lamia and the gynosphinx are intellectual equals, and Xevber’s frequent contact with humans give him access to many puzzles, riddles, and philosophical conundrums the gynosphinx finds fascinating. Now if only he can get rid of the four bored, lonely, bachelor heiracosphinxes…. A small tribe of powerful kobolds have begun threatening the nearest town, seeking to control it in the name of their goddess/queen, a blue great wyrm that disappeared nearly a century ago. The azure kobolds are far stronger and tougher than most of their race, shrugging off everything the townsfolk have thrown at them. Desperate, the townspeople hire adventurers to contact Xevber, the only creature around that was alive in the time of the dragon Praviktyahzul, and might know how to defeat her kobold minions.
ARCANE GUARDIAN An arcane guardian is a magical construct that is keyed to retain the soul of a single person. That person can have his soul projected into the guardian from a distance and use the construct’s form to defend his family when he is far away from home.
“Arcane Guardian” is an acquired template that can be added to any living creature that can be raised from the dead. An arcane guardian uses all the base creature’s statistics and special abilities as noted here. Size and Type The creature’s type changes to construct with the appropriate augmented subtype. Do not recalculate base attack bonus, saves or skill points. Size becomes Large (this creates a ‐1 penalty to attack rolls and armor class). Hit Dice Change all Hit Dice to d10 and add 30 points based on the construct’s size.
Armor Class Lose any bonuses due to equipment but gain a natural armor bonus equal to 3 plus the base creature’s Hit Dice. Attacks Typically the arcane guardian wields weapons similar to the base creature. If the arcane guardian is weapon less, he may make two slam attacks a round at his highest base attack bonus that deal 1d8 points of damage. Special Attacks The arcane guardian retains all the base creature’s special attacks and class abilities of the base creature and gains those described here. Drive From Home (Ex) Arcane guardians have a +8 racial bonus to make an Awesome Blow attack. Special Qualities The arcane guardian retains all the base creature’s special qualities and gains those listed below. Must be Called (Su) When an arcane guardian is created it is keyed to a specific person. That person is the soul that empowers the arcane guardian. As a full‐round action, a person holding the key crystal can summon the chosen soul into the arcane guardian giving it life. The soul can only reside within the arcane guardian for 1 hour before it automatically returns to its own body. If the arcane guardian body is destroyed the soul must make a Fortitude save DC 15 or die, otherwise it will be sent back to its body. While the soul is outside the body, someone must protect the body. Greater Sanctuary (Sp) 3/day as a swift action an arcane guardian can cast sanctuary as if a cleric of its hit dice except the spell has a range of 25 ft. + 5/2 levels and can affect four targets. Abilities Change the from the base creature as follows: +4 Str, +4 Dex. An arcane guardian has no Constitution score. Feats Arcane guardians always have Awesome Blow, Improved Bull Rush and Power Attack as bonus feats. (Note: If your campaign features construct player character races I may be
tempted to add one of more PC construct feats to this list) Challenge Rating Same as base creature +1 Level Adjustment Same as base creature +2 Sample Arcane Guardian Since this template is applied to player characters I don’t have one prepared. Use of the Arcane Guardian The arcane guardian is a magical construct that is keyed to an individual, “the host”, who provides it with the vital force to activate. A trusted loved is given an amulet that can summon the soul of the individual into the arcane guardian for a period of 1 hour. When the host’s soul is transferred, his body become helpless and must be protected from harm. The host can always voluntarily leave the arcane guardian form but that usually means they are choosing their own life over their families. If the arcane guardian is destroyed, the host’s soul returns to his own body. If the host’s body is killed while in the arcane guardian they become trapped as a construct. I think the arcane guardian is superior to the shield guardian because: 1. It scales with you. 2. It allows you to access your skills, feats and spells. 3. It allows you control over the situation. 4. Sanctuary is a better spell to protect loved one than shield other
Grand Wiki User Questions about the Arcane Guardian: 1) It's never stated, but the arcane guardian seems to imply that it is (usually) constructed in the image of the person whom it's keyed to, save that it's built at Large size. Answer: The arcane guardian is a Large humanoid in shape. It appearance is up to the creator. It could look like a fierce warrior, a beautiful statue or even the character who will be keyed to it. 2) What are the construction statistics for the construct (of which presumably the key crystal is a part)? Since this is a template for PCs, that's information that'll need to be had. Answer: Since the construct is not fixed in value I don’t think typical construction statistics are going to be appropriate. Perhaps it would work best as a invocation/ritual such as this: Awaken the Arcane Guardian Necromancy Effective Level: 8th Skill Check: Knowledge (arcana) DC 23, 4 success, Knowledge (architecture and engineering) DC 23, 2 successes Failure: Betrayal Components: V, S, F, XP Range: Touch Target: One construct Duration: Instantaneous Saving Throw: None Spell Resistance: None This incantation animates the form of the arcane guardian and ties its physical body to the soul of a willing creature (usually the creator) – called the host. Upon completion of this ritual invocation, the host can be called into the arcane guardian’s form for a period of 1 hour per day. Failure: If two consecutive skill checks are failed in this ritual, the arcane guardian becomes
tainted. 1d6 rounds after transferring into the guardian he will turn on his loved ones and attack them instead. The arcane guardian acts on its own evil accord with the host trapped and forced to watch its family killed. After one hour the host is ejected from the arcane guardian who becomes free‐willed. Focus: The body of an arcane guardian costs 50, 000 gp to construct. XP: 500 XP 3) What are the stats (hit points, hardness, and break DC) of the key crystal? What happens if it's destroyed while the arcane guardian remains? The key crystal has a hardness of 8, 25 hp and a cost of 1,000 gp on top of the ritual cost.
BLIND HORROR Blind horrors dwell in the lightless depths of the earth. Whether the descendents of creatures trapped in the darkness for centuries, the result of diabolical experiments by the races below, or natural evolution, blind horrors are superbly adapted to the endless night. APPEARANCE CHANGES Blind horrors generally appear as the base creature, but lack eyes. Some blind horrors have undergone further mutation and possess tentacles, scales, or tumorous growths. They are usually monochromatic in coloration. CREATING A BLIND HORROR “Blind horror” is an inherited template that can be applied to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, or monstrous humanoid (referred to hereafter as the base creature). A blind horror uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skills if its type changes. Size and Type: Animals with this template become magical beasts, and humanoids with this template become monstrous humanoids, but otherwise the creature type is unchanged. Size is unchanged. Armor Class: Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has). Special Attacks: A blind horror retains all the special attacks of the base creature, except as modified below. • If the base creature has a gaze attack, it loses the gaze attack and gains a breath weapon or sonic attack. The breath weapon is a 30 ft. cone with the same effect and save as the gaze attack; the sonic attack may be a cone effect or it may vary depending on the nature of the original attack. The breath weapon or sonic attack is usable every 1d4 rounds, or as often as
the base creature’s gaze attack functions, whichever is less frequent. • If the base creature has a ray attack, it loses the ray attack and gains a number of tentacles equal to the base creature’s eyes. The tentacle is a natural weapon and uses the blind horror’s primary attack bonus. The tentacle’s reach is equal to the base creature’s reach + 10 ft. It inflicts 1d4 points of slam damage with a successful attack, and can be used to grapple. Once per round the blind horror can use the tentacle to deliver a touch attack; the touch attack creates the same effect and save as the base creature’s ray attack. If the ray could only be used a limited number of times per day, the tentacle’s touch attack is likewise limited. Spell‐like ability ‐ darkness 3/day. As the sorcerer spell, except the effect is always centered on the blind horror. Caster level is equal to Hit Dice. Special Qualities: A blind horror has all the special qualities of the base creature, plus the following special qualities. Blind horrors lose darkvision and low‐light vision. Blindsight (Ex): A blind horror has blindsight with a range of 10 ft. per HD; minimum 30 feet. Immunities: Blind horrors are immune to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight. Scent (Ex): A blind horror gains the scent ability, if it does not already have it. Abilities: Increase from the base creature as follows: Str +2, Con +2, Int –2 (to a minimum of 1), Wis +2 Skills: Blind horrors have a +4 racial bonus on Listen checks. Environment: Any underground. Challenge Rating: As base creature +1. Level Adjustment: As base creature +2.
SAMPLE BLIND HORROR This sample uses an ogre as the base creature.
EVERDARK OGRE Large Giant Hit Dice: 4d8+15 (33 hp) Initiative: –1 Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. Armor Class: 18 (–1 size, –1 Dex, +7 natural, +3 hide armor), touch 10, flat‐footed 18 Base Attack/Grapple: +3/+13 Attack: Greatclub +9 melee (2d8+9) or javelin +2 ranged (1d8+6) Full Attack: Greatclub +9 melee (2d8+9) or javelin +2 ranged (1d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: Spell‐like ability Special Qualities: Blindsight 40’, immunities, scent Saves: Fort +7, Ref +0, Will +1 Abilities: Str 23, Dex 8, Con 17, Int 4, Wis 12, Cha 7 Skills: Climb +6, Listen +7, Spot +3 Feats: Toughness, Weapon Focus (greatclub) Environment: Any underground Organization: Solitary, pair, gang (3–4), or band (5–8) Challenge Rating: 4 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +4 The humanoid brute is hunched and twisted, but still stands over eight feet tall. Its arms are long,
almost dragging on the ground, and its legs are short and bowed, but still powerful. Its thin white hair stands out against the dull black skin. It has no eyes, only shallow, skin‐covered hollows. Everdark ogres are an infrequent threat in the depths of the earth. Descended from ogres taken from the surface millennia ago, everdark ogres have adapted by becoming stronger, tougher, and more aware of their surroundings – albeit at the cost of their already low intellect. Everdark ogres stand ten feet tall when fully upright, but spend most of their time hunched to fit into smaller tunnels and passages. They habitually drag their hands across the floors, walls, or ceilings as they move, but don’t need to do this to be aware of their surroundings. Their blindsight is a combination of enhanced hearing, smell, sensitivity to temperature, and a magical perception enhanced by the malign energies of the depths. Everdark ogres live in small tribes of six to ten individuals. A few civilized races keep everdark ogres as slaves, but their low intelligence and natural obstinacy make them difficult to manage. Everdark ogres speak a crude form of Giant. Enslaved ogres speak their captor’s tongue instead. COMBAT The combat tactics of everdark ogres are similar to those of their surface kin. They favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They do not use ranged attacks, instead waiting silently until they can surprise their targets at close range, and then active their darkness, and attack as a mob. Once they enter melee, any pretense of organization or discipline disappears.
Spell‐like ability ‐ darkness 3/day. As the sorcerer spell, except the effect is always centered on the everdark ogre. Caster level 4th. EVERDARK OGRES AS CHARACTERS Everdark ogre characters possess the following racial traits. — +12 Strength, –2 Dexterity, +6 Constitution, – 6 Intelligence, +2 Wisdom, –4 Charisma. —Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. —Space/Reach: 10 feet/10 feet. —An everdark ogre’s base land speed is 40 feet. —Blindsight out to 40 feet. —Spell‐like ability 3/day – darkness. Caster level 4th. —Scent natural ability. —Immunity to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight. —Racial Hit Dice: An everdark ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1. —Racial Skills: An everdark ogre’s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot. —Everdark ogres have a +4 racial bonus on Listen checks. —Racial Feats: An everdark ogre’s giant levels give it two feats. —Weapon and Armor Proficiency: An everdark ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields. — +7 natural armor bonus. —Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran. —Favored Class: Barbarian. —Level adjustment +4.
Cloud Creature Cloud creatures have adapted to live on the semi‐solid floating cloud realms that drift above the earth. Many cloud creatures are slaves of the cloud giants that rule most cloud realms on the Material Plane, but a few rule their own realms. Many cloud creatures live on the Plane of Air.
APPEARANCE CHANGES Cloud creatures usually feature blue, white, or silver coloration. They otherwise appear as a normal member of their race. CREATING A CLOUD CREATURE “Cloud” is an inherited template that may be applied to any corporeal aberration, animal, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, undead, or vermin (referred to hereafter as the base creature). An cloud creature uses all the base creature’s statistics and abilities except as noted here. Size and Type: Creature type is unchanged. Cloud creatures gain the Air subtype, but do not gain a fly speed if the base creature cannot fly. Size is unchanged.
Speed: As base creature. If the base creature has a fly speed, improve maneuverability by one step (Clumsy to Poor, Poor to Average, Average to Good, Good to Perfect). Special Attacks: An cloud creature retains all the special attacks of the base creature and also gains the following attack. Spell‐like Ability: crackling ray – 3/day. Caster level is equal to Hit Dice. Special Qualities: An cloud creature retains all the special qualities of the base creature and also gains the following qualities. Hit Dice Electricity Resistance 1‐5 5 6‐10 10 11‐15 15 16+ 20 Air walk (Su): At will. This ability functions as the sorcerer spell, except that the cloud creature can only cast it on itself. Beings in physical contact with an air walking cloud creature are also affected by air walk. Spell‐like Ability: obscuring mist – 3/day. Caster level is equal to Hit Dice. Abilities: Increase from the base creature as follows Dex +2, Wis +2. Skills: Cloud creatures gain a +4 racial bonus to Balance checks, and can speak Auran if their Intelligence score is 3 or higher. Environment: Any non‐underground. Challenge Rating: +1 Level Adjustment: Same as the base creature +2. NEW SPELL CRACKLING RAY Evocation [Electricity] Level: Sor/Wiz 1 Components: V, S, M
Casting Time: 1 standard action Range: Close (25 + 5ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A crackling ray of electricity springs from your hand. You must succeed on a ranged touch attack with the ray to strike a target. The ray deals 1d6 points of electricity damage per two caster levels (maximum 5d6). The crackling ray sets fire to combustibles it strikes, but cannot damage objects or melt metals. Material Component: A crystal bead. SAMPLE CLOUD CREATURE This example uses a goblin as the base creature. SKY GOBLIN Small Humanoid (Air, Goblinoid) Hit Dice: 2d8 (9 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 16 (+1 size, +2 Dex, +2 leather armor, +1 light shield), touch 13, flat‐footed 14 Base Attack/Grapple: +1/–3 Attack: Morningstar +2 melee (1d6) or javelin +4 ranged (1d4) or crackling ray +4 (1d6 electricity) Full Attack: Morningstar +2 melee (1d6) or javelin +4 ranged (1d4) or crackling ray +4 (1d6 electricity) Space/Reach: 5 ft./5 ft. Special Attacks: Crackling ray Special Qualities: Air walk, darkvision 60 ft., spell‐like ability Saves: Fort +0, Ref +5, Will +1 Abilities: Str 10, Dex 15, Con 11, Int 10, Wis 12, Cha 9 Skills: Balance +6, Hide +4, Listen +5, Move Silently +8, Ride +8, Spot +5 Feats: Alertness Environment: Temperate plains
Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd‐level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 with 3‐6 spider eater mounts), or tribe (40–400 plus 100% noncombatants plus 1 3rd‐level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th– 8th level, and 12 ‐24 spider eaters) Challenge Rating: 1 Treasure: Standard Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +2 A sky goblin stands 3‐1/2 to 4 feet tall and weigh 50 to 60 pounds. Its eyes are iridescent white. A sky goblin’s skin color ranges from light blue to a deep purple; usually all members of a single tribe are about the same color. Sky goblins wear clothing of dark leather, tending toward drab, soiled‐looking colors. Sky goblins live in tight‐knit tribal groups governed by the eldest members. Each tribe has a complex set of beliefs and rituals that govern everyday life; violation or neglect of the rituals is cause for exile. Enslaved sky goblin tribes maintain their rituals as best they can. Sky goblins speak Auran and Goblin; those with Intelligence scores of 12 or higher also speak Common. Sky goblins enslaved by cloud giants speak Giant. COMBAT Sky goblins never engage in melee on the ground if they can help it. They attack from ambush, using obscuring mist to conceal their movements, and hurling javelins. Cloud giants use sky goblin troops to distract and flank opponents. Spell‐like Abilities: crackling ray, obscuring mist – 3/day. Caster level 1st. Skills: Sky goblins have a +4 racial bonus on Balance, Move Silently and Ride checks. Sky goblin cavalry (mounted three or four to a spider eater) usually select the Mounted
Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +5 to +3. SKY GOBLIN CHARACTERS Sky goblin characters are usually exiles who make their way in the surface world as thieves, or scouts in mountainous areas. Sky goblin leaders are usually rogues. Sky goblin clerics usually worship a neutral or evil god of air, winds, or darkness. A sky goblin cleric has access to two of the following domains: Air, Evil, Law, or Trickery. Sky goblin characters possess the following racial traits. —+4 Dexterity, +2 Wisdom, –2 Charisma. —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 sky goblin’s base land speed is 30 feet. —Darkvision out to 60 feet. —+4 racial bonus on Move Silently and Ride checks. —Electricity resistance 5. —Air walk (Su): At will. This ability functions as the sorcerer spell, except that the cloud creature can only cast it on itself. Beings in physical contact with an air walking cloud creature are also affected by air walk. —Spell‐like Abilities: crackling ray, obscuring mist – 3/day. Caster level is equal to racial Hit Dice. —Racial Hit Dice: A sky goblin begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +3. —Racial Skills: A sky goblin’s humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Balance, Hide, Listen, Move Silently, Ride, and Spot. —Racial Feats: A sky goblin’s humanoid levels give it one feat. —Automatic Languages: Auran, Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored Class: Rogue. —Level Adjustment: +2 Adventure Hooks A tribe of sky goblins have moved over a remote village, and are plundering it at their leisure, using their air walk abilities to escape whenever they’re threatened. Shows of defiance have cost the village a quarter of its homes, as the sky goblins drop burning torches down on the houses. The villagers are desperate for assistance, but any reprisal on the goblins would have to be swift and silent, to prevent them from destroying the remainder of the village out of spite. The cloud giants have gone to war, and the countryside below them is bearing the brunt of the damage. Both sides are using sky goblin troops, and while the goblins aren’t that happy about dying, they don’t have the magical prowess to rebel against the cloud giants. A skillful negotiator might be able to convince the goblin armies to revolt and leave, if the ruling giants were dealt with first. EQUITUS CREATURE Equiti creatures dwell on the middle planes, between the planes of good and evil, and law and chaos. Less intelligent equiti seek simply to exist; more intelligent and perceptive equiti seek to bring the universe into perfect equilibrium, and act to oppose whatever ethical or moral force they believe to be ascendant. Many of these balance‐seekers believe that if the forces of law and chaos, good and evil, can be brought into perfect equality for a single instant, all of reality will ascend to a higher, forever balanced state of being. APPEARANCE CHANGES Equiti creatures resemble beings found on the Material Plane. They are more confident and more serene than their material counterparts. CREATING AN EQUITUS CREATURE “Equitus” is an inherited template that can be added to any corporeal animal, aberration,
animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of neutral alignment (referred to hereafter as the base creature). An equitus creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes. Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Equiti creatures encountered on the Material Plane have the extraplanar subtype. Special Attacks: An equitus creature retains all the special attacks of the base creature and also gains the following attack. Smite Aligned (Su): Once per day an equitus creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a foe with a chaotic, evil, good, or lawful subtype. Special Qualities: An equitus creature retains all the special qualities of the base creature and also gains the following qualities. —Darkvision out to 60 feet. —Damage reduction (see the table below). —Resistance to acid, electricity, and sonic (see the table below). —Spell resistance equal to HD + 5 (maximum 25). Hit Dice Resistance to Damage Acid, Reduction Electricity and Sonic 1‐3 5 ‐ 4‐7 5 5/magic 8‐11 10 5/magic 12+ 20 10/magic
If the base creature already has one or more of these special qualities, use the better value. If an equitus creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Abilities: Same as the base creature, but Intelligence is at least 3. Environment: Any neutral‐aligned plane. Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2. Alignment: Always neutral (any). Level Adjustment: Same as the base creature +2. SAMPLE EQUITUS CREATURE This example uses a heavy warhorse advanced to 8 HD and the elder beast template as the base creature.
ACTEON WARHORSE Equitus Elder Beast Advanced Heavy Warhorse Large Magical Beast (Augmented Animal, Extraplanar) Hit Dice: 8d10+24 (68 hp) Initiative: +1
Speed: 50 ft. (10 squares) Armor Class: 18 (–1 size, +1 Dex, +8 natural), touch 10, flat‐footed 17 Base Attack/Grapple: +8/+18 Attack: Hoof +13 melee (1d8+6) Full Attack: 2 hooves +13 melee (1d8+6) and bite +8 melee (1d4+5) Space/Reach: 10 ft./5 ft. Special Attacks: Smite aligned Special Qualities: Damage reduction 5/magic, darkvision 60 ft., resistance to acid, electricity, and sonic 10, low‐light vision, scent, speech, spell resistance 13 Saves: Fort +9, Ref +7, Will +6 Abilities: Str 22, Dex 13, Con 17, Int 10, Wis 14, Cha 9 Skills: Listen +13, Spot +13 Feats: Endurance, Iron Will, Run Environment: Temperate plains Organization: Solitary or herd (4‐24) Challenge Rating: 6 Treasure: None Alignment: Always neutral (any) Advancement: 9‐12 HD (Large), 13‐24 HD (Huge) Level Adjustment: +1 (cohort) This powerful equine creature has a silky grey coat, and its mane and tail have both black and white strands of hair. It has a unusually calm and intelligent air about it. Acteon warhorses are the favored steeds of the middle planes, where clashes between opposing ideologies are commonplace. They are aggressive and intelligent fighters, and highly sought after by powerful knights. Acteons are slightly larger than a mundane heavy warhorse. Their coat is usually a single neutral color, with multi‐colored hair in their mane and tail. Acteons encountered with a rider usually have barding. Acteons can speak Common and Sylvan, but rarely do so.
Combat Acteons prefer to fight under the direction of a rider. They can attack while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Smite Aligned (Su): Once per day an acteon can make a normal melee attack to deal extra damage equal to its HD against a foe with a chaotic, evil, good, or lawful subtype. Carrying Capacity: A light load for an acteon warhorse is up to 519 pounds; a medium load, 520–1038 pounds; and a heavy load, 1039– 1560 pounds. An acteon warhorse can drag 7,800 pounds.
HALF‐SPHINX
Sphinxes are magical creatures, and the peculiarities of their species sometimes leads them into unusual unions. Hieraco‐ and criosphinxes are particularly likely to look outside their own species for mates, but magical experimentation or intellectual attraction can affect even andro‐ and gynosphinxes. Half‐sphinxes are the result of such a union, a winged leonine creature with traits and abilities far different that that of most sphinxes.
APPEARANCE CHANGES A half‐sphinx always has a leonine body with large, feathered wings, and the head of the non‐sphinx creature. CREATING A HALF‐SPHINX Half‐sphinx is an inherited template that can be applied to any corporeal animal, dragon, giant, humanoid, magical beast, or monstrous humanoid (referred to hereafter as the base creature). The template creates a generic half‐ sphinx. Custom templates for specific base sphinx species are given at the end. A half‐sphinx uses all of the base creature’s abilities and statistics except as noted here. Size and Type: Type becomes magical beast. Size does not change. Speed: Half‐sphinxes move at 30 ft. (6 squares) and a fly speed of 60 feet (poor) or the base creature’s speed, if better. Armor Class: Half‐sphinxes have a natural armor bonus of +6, plus one‐half the base creature’s natural armor bonus. Attack: Half‐sphinxes gain 2 claw attacks, or retains the base creature’s claw attacks, whichever is better. The base damage for a half‐ sphinx’s claw attack varies with its size as follows: Fine, 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6. If the base creature has a bite, gore, tail, or wing attack, the half‐sphinx retains it. Special Attacks: A half‐sphinx has the special attacks of the base creature as well as those listed below. They lose any special attacks for which the new form does not have the capability. Pounce (Ex): If a half‐sphinx charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): A half‐sphinx that pounces onto a creature can make two rake attacks with its hind legs. The rake attacks are at the half‐ sphinx’s full attack bonus, and inflict damage as a claw attack plus ½ Strength bonus. Special Qualities: A half‐sphinx has the special qualities of the base creature as well as those listed below. They lose any special qualities for which the new form does not have the capability. Darkvision (Ex): Half‐sphinxes can see in non‐ magical darkness up to a range of 60 ft. If the base creature has better darkvision, that is retained instead. Low‐light Vision (Ex): Half‐sphinxes can see twice as far as humans in poor lighting conditions. If the base creature has better low‐ light vision, it is retained. Mixed Blood (Ex): For all special abilities and effects, a half‐sphinx is considered a sphinx and the base creature. Abilities: Modify the base creature as follows: Strength +2, Constitution +2, Wisdom +4, Charisma +2 Feats: Half‐sphinxes often favor Alertness and Flyby Attack. Skills: Half‐sphinxes speak Common. Environment: Half‐sphinxes prefer warm climates. Organization: Solitary or as base creature. Challenge Rating: As base creature +2. Alignment: Usually neutral. Level Adjustment: +3 (cohort) if the half‐sphinx has an Intelligence score above 3.
HALF‐ANDROSPHINX TEMPLATE A half‐androsphinx are always male. Speed: Half‐androsphinxes move at 50 ft. (10 squares) and have a fly speed of 80 feet (poor) or the base creature’s speed, if better. Armor Class: Half‐androsphinxes have a natural armor bonus of +10, plus one‐half the base creature’s natural armor bonus. Special Attacks: As the base creature and a half‐ sphinx, as well as those listed below: Roar (Su): Once per day per 4 Hit Dice (rounded down) a half‐androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a Will save (DC 10 + ½ HD + Charisma modifier) or be affected as though by a fear spell for 2d6 rounds. If the half‐androsphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a Fortitude save (DC 10 + ½ HD + Charisma modifier) or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a Fortitude save (DC 10 + ½ HD + Charisma modifier) or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a Fortitude (DC 10 + ½ HD + Charisma modifier) save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a Reflex save (DC 10 + ½ HD + Charisma modifier). Androsphinxes and half‐ androsphinxes are immune to these effects. The save DCs are Charisma‐based. Abilities: Modify the base creature as follows (these modifiers replace those given above):
Strength +4, Dexterity –2, Constitution +2, Intelligence +2, Wisdom +4, Charisma +4. Challenge Rating: As the base creature +3. Level Adjustment: As base creature +3 (cohort) if the half‐androsphinx has an Intelligence score above 3. HALF‐CRIOSPHINX TEMPLATE A half‐criosphinx has sharp ram’s horns on its head, and is always male. Armor Class: Half‐criosphinxes have a natural armor bonus of +8, plus one‐half the base creature’s natural armor bonus. Attack: As a half‐sphinx, plus a gore attack (base damage is as the claw attack of a half‐sphinx one size larger), or if the base creature has a better gore attack, as the base creature. Abilities: Modify the base creature as follows (these modifiers replace those given above): Strength +2, Constitution +2. Challenge Rating: As the base creature +2. HALF‐GYNOSPHINX TEMPLATE A half‐gynosphinx is always female. Speed: Half‐gynosphinxes move at 40 ft. (8 squares) and gain a fly speed of 60 feet (poor) or the base creature’s speed, if better. Armor Class: Half‐gynosphinxes have a natural armor bonus of +8, plus one‐half the base creature’s natural armor bonus. Special Qualities: A half‐gynosphinx has the special qualities of the base creature and a half‐ sphinx as well as those listed below. They lose any special qualities for which the new form does not have the capability.
Spell‐like Abilities: 3/day— clairaudience/clairvoyance, detect magic, read magic, see invisibility; 1/day—comprehend languages, locate object, dispel magic, remove curse (DC 10 + ½ HD + Charisma modifier), legend lore. Caster level is equal to Hit Dice + Wisdom modifier. The save DC is Charisma‐ based. Abilities: Modify the base creature as follows (these modifiers replace those given above): Intelligence +6, Wisdom +4, Charisma +6. Challenge Rating: As the base creature +3. Level Adjustment: As the base creature +3 (cohort) if the half‐gynosphinx has an Intelligence score above 3. HALF‐HIERACOSPHINX TEMPLATE Half‐hieracosphinxes have a beak and feathers, and are always male. Speed: Half‐hiercosphinxes move at 30 ft. (6 squares) and gain a fly speed of 90 feet (poor) or the base creature’s speed, if better. Attack: As a half‐sphinx, plus a bite attack (base damage is as the claw attack of a half‐sphinx one size larger) or if the base creature has a better bite attack, as the base creature. Abilities: Modify the base creature as follows (these modifiers replace those given above): Dexterity +2, Intelligence –2, Wisdom +2. Skills: +4 racial bonus to Spot checks. Challenge Rating: As the base creature +2. Alignment: Usually chaotic evil.
SAMPLE HALF‐SPHINX The following samples use a wyvern and a lamia/gynosphinx as the base creatures. The Challenge Rating was reduced by one to reflect the large number of duplicate abilities between between the wyvern and the generic half‐spinx template.
WYVENX (HALF‐SPHINX WYVERN) Large Dragon Hit Dice: 7d12+21 (66 hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 60 ft. (poor) Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat‐footed 19 Base Attack/Grapple: +7/+16 Attack: Sting +11 melee (1d6+5 plus poison) or claw +11 melee (2d6+5) or bite +11 melee (2d8+5) Full Attack: Sting +11 melee (1d6+5 plus poison) and bite +9 melee (2d8+5) and 2 wings +9 melee (1d8+2) and 2 claws +9 melee (2d6+5) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, improved grab, pounce, rake 2d6+2 Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low‐light vision, mixed blood, scent Saves: Fort +8, Ref +6, Will +8 Abilities: Str 21, Dex 12, Con 17, Int 6, Wis 16, Cha 11 Skills: Hide +7, Listen +15, Move Silently +11, Spot +18 Feats: Ability Focus (poison), Alertness, Flyby Attack, MultiattackB Environment: Warm hills
Organization: Solitary, pair, or flight (3–6) Challenge Rating: 7 Treasure: Standard Alignment: Usually neutral evil Advancement: 8–10 HD (Huge); 11–21 HD (Gargantuan) Level Adjustment: — This creature is bigger than an ox, with a lizard‐ like head, a scaled leonine body, leathery bat wings, and a long tail with a poisonous stinger on the end. The territories of wyverns and sphinxes sometimes overlap, and the occasional result is a wyvernx, a vicious, simple‐minded crossbreed that combines the worst traits of both species. Wyvernxes have reddish‐brown scales, with long strands of brown fur between each scale. They are larger and heavier than either sphinxes or wyverns. A wyvernx’s body is 10 feet long, and it’s tail is 8 feet long, including the large stinger. It has a 25 foot wingspan, and weighs slightly more than a ton. Wyvernxes try to dominate whatever creatures are around them, usually a flight of wyverns. Wyvernxes are always male, and they drive out or kill male wyverns to form a harem of female wyverns for themselves. They are constantly on the lookout for competitors to steal females from, and won’t hesitate to force compatible non‐wyverns into their harems, including dragons and gynosphinxes. Their covetousness extends to treasure – wyvernxes hoard any valuables they can find or steal, the shinier the better. The only saving grace of a wyvernx is that almost all are sterile – once one is killed or driven away, there is rarely another to take its place. Wyvernxes speak Draconic and understand Common, but usually don’t bother speaking or listening. Combat Wyvernxes are always aggressive: they attack anything that isn’t obviously more powerful
than themselves. A wyvern pounces from the air, slashing the opponent with its claws and stinging it to death. They are not particularly swift or agile on the ground, but are skilled at using their tremendous bulk to drive an opponent down. Improved Grab (Ex): To use this ability, a wyvernx must hit with its claws. 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 stings. Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution‐based. Pounce (Ex): If a wyvernx charges a foe, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +11 (2d6+2) Mixed Blood (Ex): For all special abilities and effects, a wyvenx is considered both a sphinx and a wyvern. Skills: Wyvenx have a +3 racial bonus on Spot checks. Adventure Hooks A powerful wyvernx has moved into the territories of a flight of wyverns near a prosperous mining town. The wyverns were never much of a threat before, but the wyvernx has driven the males away from their feeding grounds in the high pastures, and down towards the town. Even if the males are killed or driven away, however, the wyvernx begins raiding caravans on the single road in and out of town, indiscriminately destroying food and supplies in its search for treasure. The summer after the wyvernx is defeated, the town begins to suffer an even worse series of attacks. Unbeknownst to the townspeople, this wyvernx was not only fertile, but he had successfully mated with a female red dragon
several years ago, and the young half‐dragon wyvernxes have adopted their father’s old territory as their own. A gynosphinx seeks out a party of adventurers in desperation. She’s being pursued by a wyvernx looking to form a harem, with her as his first conquest, and he’s been skillfully tracking her every move with his scent ability. She doesn’t have any treasure with her, but she can reward anyone who gets rid of the wyvernx with information. AZEVEL (3rd‐LEVEL CLERIC, FEMALE LAMINX; HALF‐GYNOSPHINX LAMIA) Large Magical Beast; 3rd level cleric Hit Dice: 9d10+3d8+24 (87 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 60 ft. (12 squares), fly 60 ft. (poor) Armor Class: 32 (–1 size, +4 Dex, +11 natural, +8 +1 breastplate and +1 light shield), touch 13, flat‐footed 28 Base Attack/Grapple: +11/+18 Attack: Touch +13 melee (1d4 Wisdom drain) or +1 spell storing morningstar +14 melee (2d6+4) or claw +13 melee (1d8+3) Full Attack: Touch +13 melee (1d4 Wisdom drain); or +1 spell storing morningstar +14/+9 melee (2d6+4) and 2 claws +8 melee (1d8+1) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d8+1, rebuke undead, spells, spell‐like abilities, spontaneous casting (inflict), Wisdom drain Special Qualities: Darkvision 60 ft., low‐light vision, mixed blood Saves: Fort +11, Ref +11, Will +13 Abilities: Str 16, Dex 18, Con 14, Int 22, Wis 21, Cha 24 Skills: Bluff +24, Concentration +17, Diplomacy +20, Disguise +18 (+20 acting), Gather Information +13, Hide +21, Knowledge (history) +11, Knowledge (local) +11, Listen +20, Intimidate +24, Spot +20 Feats: Alertness, Iron Will, Mobility, Flyby Attack, Improved Initiative Environment: Temperate deserts
Organization: Solitary Challenge Rating: 12 Treasure: Standard Alignment: Neutral Advancement: 10–13 HD (Large); 14–27 HD (Huge) or by character class Level Adjustment: +7 This stunning creature has the head and torso of an athletic young woman, the sleek body of a lioness, and a pair of great feathered wings. A thick mane of glossy black hair hangs down her back, and her only clothing is a sturdy breastplate. She carries a morningstar in one hand and a steel shield in the other. Azevel is a laminx, the daughter of a lamia and a gynosphinx. Both of her parents have died, and Azevel has inherited their territory, a low range of dry hills overlooking a major trade route. She has also inherited traits from each of her parents. From her father, Azevel learned to plot and scheme, and uses her considerable wiles to maintain control of the considerable network of enforcers and informants he had built up. From her mother, Azevel learned to value knowledge and information, the rarer the better. When she’s not busy directing her network, the laminx investigates the numerous ruins in the hills, the last remains of a kingdom long dead. Azevel is average size for a lamia, and slight for a sphinx. Her human torso and arms are unusual in a laminx, most of whom are nearly indistinguishable from true sphinxes. She is just under six feet tall, and is nine feet long, not including her tail. She can speak and read Common, Draconic, and Sphinx. Combat Azevel avoids outright combat whenever possible, relying on her enforcers (a small tribe of powerful ogres) to delay any attackers long enough for her to escape. If caught without her bodyguards (who cannot fly), she escapes if possible, and fights if she must. She fights from the air if possible, using Flyby Attack, or making an aerial charge and a full attack. She usually
stores hold person in her morningstar, and uses it on flying foes, arcane spellcasters, divine spellcasters, or foes with ranged weapons, in that order. Spell‐Like Abilities: At will—disguise self, ventriloquism; 3/day—charm monster (DC 21), clairaudience/clairvoyance, detect magic, major image (DC 20), mirror image, read magic, suggestion (DC 20); 1/day—comprehend languages, deep slumber (DC 20), dispel magic, locate object, remove curse (DC 20), legend lore. Caster level 13th. The save DCs are Charisma‐based. Wisdom Drain (Su): Azevel drains 1d4 points of Wisdom each time she hits with iher melee touch attack. (Unlike with other kinds of ability drain attacks, Azevel does not heal any damage when she uses her Wisdom drain.) Azevel tries to use this power early in an encounter to make foes more susceptible to charm monster, hold person, and suggestion. Pounce (Ex): If Azevel charges a foe, she can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +13 (1d8+2) Mixed Blood (Ex): For all special abilities and effects, Azevel is considered both a sphinx and a lamia. Skills: Azevel has a +4 racial bonus on Bluff and Hide checks. Typical Cleric Spells Prepared: 4/3/2; save DC 15 + spell level):0 – create water, cure minor wounds, light, purify food and drink; 1st – detect secret doors*, cure light wounds, sanctuary; 2nd – detect thoughts*, hold person. *Domain spell. Deity: —‐. Domains: Knowledge (cast divinations at +1 caster level) and Magic (use spell trigger or spell completion items as a 1st level wizard). Possessions: +1 breastplate, +1 light steel shield, +1 spell storing morningstar, ring of mind
shielding, potion of cure moderate wounds, potion of invisibility. Adventure Hooks Azevel has recovered a large number of tablets and other writings from the ruins. They are in an ancient Common dialect, but deciphering them has proven beyond the laminx’s abilities. Azevel believes the tablets to be ancient tax records, and is looking to acquire (through whatever means necessary) someone to translate them in hopes of finding the treasury. Spring is in the air, and the young laminx’s thoughts have turned to love. Despite her genius intellect and intuition, she has developed an overwhelming crush on someone totally unsuitable for her – an adventurer. She sends secret gifts and notes, follows her beloved everywhere (under the effects of disguise self ), flirts outrageously, and generally behaves like a giddy, love struck teenager. While Azevel isn’t likely to fall for a character with a low Charisma score, she may not automatically go for the highest either. Depending on the characters and players in a campaign, the laminx could pine for the bookish wizard (an intellectual match?), the crude barbarian (a big, strong, tough, “man’s man”), or the cagey rogue (a man with an eye for the finer things). Azevel’s diggings in the ruins have unearthed something that should’ve been left buried. The Jade Master terrorized the region centuries ago, until being buried alive in its lair by adventurers. Now Azevel has accidently unleashed the elder scorpion, but the centuries of entrapment have given the creature terrible new abilities. Design Notes Azevel was created using the elite array of ability scores in this order: Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 15. Her ability score increases gave her a +1 bonus to her Charisma score and a +2 bonus to her Dexterity score.
Mi’raj Template Mi’raj creatures are unusual enchanted beasts with magical powers and a unicorn‐like horn on their forehead. The rabbit‐like al‐mi’raj is the most well‐known of these creatures, but other mi’raj creatures are possible, through either arcane experimentation or natural manifestation. Most mi’raj creatures are found in or near unspoiled natural areas. APPEARANCE CHANGES Mi’raj creatures are distinguished by their single horn and unusual coloration (usually pastel shades). Some mi’raj species are larger in size than their animal counterparts. CREATING A MI’RAJ Mi’raj is an inherited template that can be applied to any animal or dire animal. A mi’raj uses all the base creature’s statistics and abilities except as noted here. Size and Type: Animals with this template become magical beasts. Size is unchanged. Hit Dice: Increase to d10. Base Attack/Grapple: Recalculate the creature’s base attack bonus equal to total Hit Dice. Attacks: Mi’raj gain a gore attack with their horn at their full attack bonus, in addition to the base creature’s normal attack routine. Damage: The gore attack inflicts damage according to the base creature’s size, as follow: Fine 1d2, Diminutive1d3, Tiny 1d4, Small 1d6, Medium 1d8, Large 2d6, Huge 3d6, Gargantuan 4d6. Special Qualities: A mi’raj has all the special qualities of the base creature, plus the following special qualities. Darkvision out to 60 ft.
Blink (Su): Mi’raj can blink as the spell cast by a 4th‐level sorcerer and can start or end the effect as a free action. Dimension door (Su): A mi’raj can teleport as a dimension door cast by a 4th‐level sorcerer, once per round, as a free action. The ability affects only the mi’raj, which never appears within a solid object, and can act immediately after teleporting. Immune to Poisons (Ex): A mi’raj is immune to all poisons. Abilities: Int +4, Wis +2, Cha +2 Feats: Mi’raj gain Weapon Focus (horn) as a bonus feat. Challenge Rating: +1 Adventure Hooks Greedy hunters have flooded into the area recently, following rumors of a herd of unicorns. None of them have been successful yet, but the good denizens of the wood are worried – not for the horse‐like mi’raj, who can easily escape, but for the mated pair of real unicorns that have lived in the wood for years, and are hampered by a young foal.
SAMPLE MI’RAJ The following sample creature uses a boar as the base creature. BOR‐MI’RAJ Medium Magical Beast Hit Dice: 3d10+12 (28 hp) Initiative: +0
Speed: 40 ft. (8 squares) Armor Class: 16 (+6 natural), touch 10, flat‐ footed 16 Base Attack/Grapple: +3/+5 Attack: Gore (horn) +6 melee (1d8+2) or gore (tusk) +5 melee (1d8+2) Full Attack: Gore (horn) +6 melee (1d8+2) and gore (tusk) +5 melee (1d8+3) Space/Reach: 5 ft./5 ft. Special Attacks: Ferocity Special Qualities: Blink, darkvision 60 ft., dimension door, immune to poison, low‐light vision, scent Saves: Fort +6, Ref +3, Will +3 Abilities: Str 15, Dex 10, Con 17, Int 6, Wis 15, Cha 6 Skills: Listen +8, Spot +6 Feats: Alertness, Toughness, Weapon Focus (horn)B Environment: Temperate forests Organization: Solitary or herd (5–8) Challenge Rating: 3 Advancement: 4–5 HD (Medium) Level Adjustment: — This creature resembles a wild boar, but with pale yellow hair, and a single ivory horn in the center of its forehead. Bor‐mi’raj are foul‐tempered creatures that resemble boar. They have a single white horn protruding from their forehead, and their coarse hair is light blue, yellow, or green in color. Adult males are about 4 feet long and 3 feet high at the shoulder. They live in small family groups with an established territory, and aggressively defend their terrain against any and all intruders. Bor‐mi’raj can understand simple Common, but don’t speak except to swear. Combat Bor‐mi’raj are aggressive and vicious opponents, charging into melee at every opportunity. They are cunning fighters and make sophisticated use of their abilities.
Ferocity (Ex): A bor‐mi’raj is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Blink (Su): Bor‐mi’raj can blink as the spell cast by a 4th‐level sorcerer and can start or end the effect as a free action. Dimension door (Su): A bor‐mi’raj can teleport as a dimension door cast by a 4th‐level sorcerer, once per round, as a free action. The ability affects only the bor‐mi’raj, which never appears within a solid object, and can act immediately after teleporting. Immune to Poisons (Ex): A bor‐mi’raj is immune to all poisons. Skills: Bor‐mi’raj have a +4 racial bonus on Survival checks when tracking by scent. Otyughnomicon
Tas’kal the Seelie Otyugh Deep in the forests of the Seelie Courts you can hear the drums beating, the drums of a unique individual. Given to him as a gift of the Seelie Courts as a welcoming to their world, Tas'kal's prised possessions are his drums. The gifts of the Fey were bestowed upon him by Priestess Siliria (Nymph Druid 9) after he had warned them of an oncoming attack of Xill Marauders.
He now lives in the forests of the Seelie Courts on the Ethereal Plane, calmly playing his drums, watching for intruders and foreigners, changing the beat when he sees a potential threat. Tas'kal CR 9 Seelie Otyugh Bard 4 N Large magical beast (extraplanar, feyblood) Init +8; Senses darkvision 30 ft., low‐light vision, scent, seelie sight; Listen +10, Spot +15 AC 21, touch 13, flatfooted — (+4 dex, ‐1 size, +8 natural); Dodge hp 67 (6d10+4d6+20); DR 5/Cold Iron Fort +8, Ref +13, Will +6; Charmed Life Spd 20 ft Melee 2 tentacles +11 (1d6+2) and bite +9 (1d8+1 plus disease) Space 10 ft.; Reach 5 ft. (10 ft. with tentacles) Special Attacks constrict (1d6+2), disease (filth fever DC 17), improved grab Spell‐Like Abilities (CL 10, DC 12 + Spell Level): 3/day—dancing lights, ghost sound, silent image, speak with animals, speak with plants 1/day—change self, magic mouth, quench, sleep Bard Spells Known (CL 4, DC 12 + Spell Level): 2nd (1/day) – cure moderate wounds, invisibility 1st (3/day) – cure light wounds, expeditious retreat, summon monster I 0 (3/day) – detect magic, read magic, prestidigitation, lullaby, summon instrument, mage hand Str 14, Dex 18, Con 14, Int 13, Wis 10, Cha 15 Base Atk +9; Grp +11 Feats Improved Initiative, Multiattack, Skill Focus (Listen), Dodge Skills Heal +4, Hide +13 (+21 in lair), Knowledge (Nature) +12, Listen +10, Perform (Percussion) +9, Search +12, Spellcraft +8, Spot +15, Survival +4 (+6 in aboveground natural environments or when following tracks), Use Magical Device +1 (+3 involving scrolls) Language Common, Sylvan SQ all‐around vision, charmed life, faerie walk, seelie pact Equipment Masterwork Drums, 1100gp in gear
All‐Around Vision (Ex) Tas'kal’s flexible eyestalk allows he to rapidly look in all directions. Tas'kal is never flatfooted and never flanked. he has a +4 racial bonus on Spot and Search checks. Disease (Ex) Filth Fever – bite, Fortitude DC 17, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. Improved Grab (Ex) To use this ability, Tas'kal must hit with a tentacle attack. he can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict. Natural Colouration (Ex) Due to its natural colouration, Tas'kal receives a +8 racial bonus to Hide in its lair. Charmed Life (Ex) Tas'kal gains a +4 luck bonus on saves against figment‐based illusions and compulsion effects. Faerie Walk (Su) In a forest or field where living plants thrive, Tas'kal can become ethereal as per the ethereal jaunt spell at will as a full‐ round action. He can remain ethereal for as long as he wishes, so long as he remains in a forest or natural field of living plants, and he can return to the Material Plane as a free action. Tas'kal using its faerie walk power cannot enter structures on the Material Plane that were not built by a seelie creature, nor can they go underground or pass beyond the boundaries of forests and fields where living plants thrive. Tas'kal that crosses into such forbidden areas ethereally immediately leaves the Ethereal Plane and becomes tangible on the Material Plane. In addition, Tas'kal that willingly crosses such a boundary while ethereal loses the ability to use faerie walk for 1 week. Swamps, caverns, deserts, barren rock, and frozen wastelands are the territory of the unclean unseelie, and cities and mortal‐made structures are too far removed from nature for this ability to work. Tas'kal can use its faerie walk ability to bring another willing creature or a creature affected by its sleep spell to the Ethereal Plane. The creature is subject to the same constraints of
movement as the seelie creature, becoming material and losing the ability to travel to the Ethereal Plane with Tas'kal for 1 week should it voluntarily cross the boundaries prohibited by the faerie walk ability. In addition, the creature remains ethereal for only as long as the seelie creature does, or until Tas'kal decides to send it back to the Material Plane. Seelie Pact (Ex) If Tas'kal becomes evil he loses the seelie template and gains the unseelie template. Seelie Sight (Ex) Seelie creatures can see ethereal creatures and objects to the extent of their normal vision, low‐light vision, or darkvision, whichever provides the greatest range. In addition, Tas'kal can identify an unseelie creature on sight, regardless of mundane or magical disguises. Effects that prevent Tas'kal from seeing the unseelie creature (such as invisibility) prevent such identification. Bardic Knowledge Tas'kal may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. Countersong (Su) Tas'kal can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including Tas'kal himself) that is affected by a sonic or language‐ dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or
language‐dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. Tas'kal may keep up the countersong for 10 rounds. Fascinate (Sp) Tas'kal can use his music or poetics to cause two creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a ‐4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind‐affecting ability. Inspire Courage (Su) Tas'kal can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving
throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mind‐affecting ability. Inspire Competence (Su) Tas'kal can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind‐affecting ability.
Quickstarts Fighters Characters created with this method will not be 100% accurate but they will be able to be used quickly. If they survive the first session then you can double check the math. Step 1: Race Selection The race you select affects many primary characteristics including abilities, languages, speed and skills. I want to Mechanical Benefits play a... Dwarf Abilities Str 15, Dex 12, Con 16, Int 12, Wis 13, Cha 6 Speed; 20 ft.; +1 Initiative Saves Fort +6, Ref +1, Will +1 (+2 vs. poison, spells) Hit Points; 13; Common, Dwarf, Languages Goblin Senses Darkvision 60 ft; Listen +1, Spot +1 Racial Appraise +1 (+3 Skills stonework), Craft (stonework +3) Attacks Melee +3 (+4 goblins, orcs); Ranged +2; Damage Bonus +2 Other +4 resist trips and bull Benefits rushes Elf Abilities Str 15, Dex 14, Con 12, Int 12, Wis 13, Cha 8 Speed; 30 ft.; +2 Initiative Saves Fort +4, Ref +1, Will +1; (+2 vs. enchantment, immune sleep) Hit Points; 11; Common, Elven, Languages Sylvan Senses Low‐light; Listen +3, Spot +3 Racial Search +3 Skills
Attacks Half‐Elf
Abilities Speed; Initiative Saves
Half‐Orc
Halfing
Human
Melee +3; Ranged +3; Damage Bonus +2 Str 15, Dex 12, Con 14, Int 12, Wis 13, Cha 8 30 ft; +1
Fort +5, Ref +1, Will +1 (+2 vs. enchantment, immune sleep) Hit Points; 12; Common, Elven, Languages Draconic Senses Low‐light; Listen +2, Spot +2 Racial Diplomacy +1, Gather Skills Information +1, Search +2 Attacks Melee +3; Ranged +2; Damage Bonus +2 Abilities Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 6 Speed; 30 ft.; +1 Initiative Saves Fort +5, Ref +1, Will +1 Hit Points; 12; Common, Orc Languages Senses Darkvision 60 ft.; Listen +1, Spot +1 Racial None Skills Attacks Melee +4; Ranged +2; Damage Bonus +3 Abilities Str 13, Dex 14, Con 14, Int 12, Wis 13, Cha 8 Speed; 20 ft; +2 Initiative Saves Fort +6, Ref +3, Will +3 (+2 vs. fear) Hit Points; 12; Common, Halfling, Languages Gnome Senses Listen +3, Spot +1 Racial Climb +1, Jump ‐3, Skills Move Silently +4 Attacks Melee +3; Ranged +4; Thown/Sling +5; Damage Bonus +1 Abilities Str 15, Dex 12, Con 14, Int 12, Wis 13, Cha 8
Speed; Initiative Saves Hit Points; Languages Senses Racial Skills Attacks Gnome
Abilities
Speed; Initiative Saves
30 ft.; +1 Fort +6, Ref +1, Will +2 12; Common, Elven Listen +1, Spot +1 None Melee +3; Ranged +2; Damage Bonus +2 Str 13, Dex 12, Con 16, Int 12, Wis 13, Cha 8 20 ft.; +1
Fort +7, Ref +1, Will +1 (+2 vs. illusions) Hit Points; 13; Common, Languages Burrowing Mammal, Dwarf Senses Low‐light; Listen +3, Spot +1 Racial Craft (alchemy) +3 Skills Attacks Melee +3; Ranged +3; Damage Bonus +1 Other +4 to AC vs. Giants Abilities
Step 2: Background (Skills) A background can provide you with a sense of identity. It helps you define who you were before you became an adventurer. If you already have a skill and there is a different value given in the section below for the same skill keep the higher value. I was... Skills (Pick 3; Half‐Orcs get 2, Humans get 4) Born in the Handle Animal +1 (+0 Dwarf, Saddle Half‐Orc), Knowledge (local) +5 (+4 Half‐Orc), Ride +5 (+6 Elf, Halfling), Survival +3 Raised by Climb +6 (+7 Half‐Orc), Hide +3 Wolves (+4 Elf, +8 Halfling, +7 Gnome), Move Silently +3 (+4 Elf, +6 Halfling), Survival +3
Part of a Traveling Circus
Balance +3 (+4 Elf, Halfling), Climb +6 (+7 Half‐Orc, +5 Halfling), Handle Animal +1 (+0 Dwarf, Half‐Orc), Tumble +3 (+4 Elf, Halfling) Apprenticed Appraise +3 (+2 Half‐Orc, +5 to a stone Dwarf), Diplomacy +1 Craftsman (+2 Half‐Elf, +0 Half‐Orc), Craft (one type) +3 (+2 Half‐Orc, +5 stonework Dwarf, +5 alchemy Gnome), Sense Motive +3 An Escaped Bluff +1 (+0 Dwarf, Half‐Orc), Slave Escape Artist +3 (+4 Elf, Halfling), Hide +3 (+4 Elf, Halfling), Search +3 (+2 Half‐ Orc, +5 Elf) Born of Diplomacy +1 (+2 Half‐Elf, +0 Nobility Dwarf, Half‐Orc), Knowledge (nobility) +3 (+2 Half‐Orc), Ride +5 (+6 Elf, Halfling), Sense Motive +3 Part of My Climb +6 (+7 Half‐Orc), Craft Tribe (any one) +3 (+2 Half‐Orc, +5 stonework Dwarf), Survival +3, Swim +6 (+7 Half‐Orc, +5 Halfling) A Professional Craft (armor or weapon) +3 (+2 Soldier Half‐Orc), Intimidate* +6 (+7 Half‐orc, +5 halfling), Ride +5 (+6 Elf, Halfling), Listen +3 (+4 Half‐Elf, +5 Elf, Halfling) Born on a Climb +6 (+7 Half‐Orc), Pirate Ship Knowledge (geography) +3 (+2 Half‐Orc), Swim +6 (+7 Half‐ Orc, +5), Use Rope +3 (+4 Elf, Halfing) Exploring Lost Climb +6 (+7 Half‐Orc), Jump Dungeons +6 (+7 Half‐Orc, +2 Halfling, +3 Gnome), Knowledge (Dungeoneering) +3 (+2 Half‐ Orc), Search +3 (+2 Half‐Orc, +5 Elf) * For Intimidate fighter are using their Strength bonus instead of Charisma.
Steps 3: Amazing Stunts (Feat selection) Fighters are also defined by their actions and the feats of heroic they achieve. I want Feat If human to... Gained/Benefit add... Strike Improved Initiative Sprint / +5 first / +4 to Init speed Strike Power Attack / ‐1 Cleave / make hard attack to do +1 an extra damage attack if opponent falls Get out Dodge / +1 AC off the against 1 target way (Elf, Halfling Only) Charge Mounted Combat Trample / on my (must have a cause mount horse background with to run down Ride skill) / make opponents Ride checks to protect mount Be an Point Blank Shot/ Precise Shot / excellent +1 ranged attack Can fire into shot within 30 ft. melee without penalty Know Improved Iron Will / +2 Kung Fu Unarmed Strike/ Will save Unarmed 1d3 (1d2 Gnome, Halfling) Let Blind‐Fight / reroll Alertness / +2 nothing a miss due to Listen and sneak by concealment Spot me Hit Improved Shield Shield Focus people Bash / keep shield /+1 AC, flat‐ with a bonus when footed when shield making a shield wielding a bash shield Attack Reckless Offense / Power Attack recklessly ‐4 AC for one / ‐1 attack to round for +2 attack do +1 damage bonus
Prevent Retreat
Be a weapon expert Favor finesse over strength Attack without being seen Tough to Kill
Blessed by Chance
Stand Still / If your attack of opportunity hits a moving target they must stop. Weapon Focus (one weapon) Weapon Finesse / use ranged bonus for melee attacks
Stealthy / +2 Hide and Move Silently
Endurance / resist exhaustion
Lightning Reflexes / +2 Reflex
Combat Reflexes / 1 additional attack of opportunity Power Attack / ‐1 attack to do +1 damage Combat Reflexes / 1 additional attack of opportunity Quickdraw
Diehard / stabilize between ‐1 and ‐9 hit points Iron Will / +2 Will
Step 4: Gear Fighter tend to be defined as much by their possessions as their skill at arms. Adventurer’s Contents (approx 150 gp) Pack Tank Chain Shirt, Heavy Steel Shield (AC 17, flatfooted 16; 18/16 Elf, Gnome; 19/17 Halfling); One‐ Handed Melee (battleaxe, flail, longsword, trident or warhammer 1d8; 1d6 Gnome, Halfling); Backpack, Belt pouch, Wineskin; 10 gp Dungeon Studded Leather (AC 14, flat‐ Delver footed 13; 15/14 Elf, Gnome; 16/15 Halfling); One‐Handed Melee (battleaxe, flail, longsword, trident or warhammer 1d8; 1d6 Gnome, Halfling); Light Crossbow (1d8; 1d6 Gnome, Halfling); Backpack, Belt pouch, Wineskin, 10 Crossbow Bolts, 50 ft Silk Rope, Hammer with 5 Pitons, Rations (trail) 6 days, 2 Acid Flasks, 1 Smokestick, 2 Sunrods, Mirror, 2 Sacks, Crowbar; 15 gp Soldier Scale mail, Heavy Steel Shield (AC 17, flat‐footed 16, ‐10 ft speed (‐5 ft speed Gnome, Halfling); 18/17 Elf, Gnome; 19/18 Halfling); One‐Handed Melee (battleaxe, flail, longsword, trident or warhammer 1d8; 1d6 Gnome, Halfling); Shortbow (1d6; 1d4 Gnome, Halfling); Light mace (1d6; 1d4 Gnome, Halfling); Backpack, Belt pouch, 20 arrows, Bedroll, Rations (trail) 6 days, Shovel, Tent, Wineskin, Weapon/Armor Repair Kit; 13 gp Traveling Padded Armor (AC 12, flatfooted
Rake
Horseman
Outlaw
11; 13/12 Elf, Gnome; 14/12 Halfling); One‐Handed Melee (heavy pick, rapier or scimitar 1d6; 1d4 Gnome, Halfling); Ranged (5 darts or sling 1d4; 1d3 Gnome, Halfling); Potion of cure light wounds, Backpack, Wineskin, Belt pouch, Disguise Kit, Caltrops, Map Case, Hooded Lamp, Oil (pint); 18 gp Padded Armor (AC 12, flatfooted 11; 13/12 Elf, Gnome; 14/12 Halfling); One‐Handed Melee (battleaxe, flail, longsword, trident or warhammer 1d8; 1d6 Gnome, Halfling); Light Horse (War Pony Gnome, Halfling), Military Saddle (+2 Ride), Saddlebags, Belt Pouch, Rations (trail) 6 days; 17 gp Leather Armor (AC 13, flatfooted 12; 14/13 Elf, Gnome; 15/13 Halfling); Longbow (1d8; 1d6 Gnome, Halfling); Light Melee (throwing axe, handaxe or shortsword 1d6; 1d4 Gnome, Halfling); 20 Arrows, Backpack, Belt Pouch, Signal Whistle, Sunrod, Sack, Wineskin, Bedroll, 1 Tindertwig, 1 Thunderstone; 25 gp
Using this method, you should be able to generate over 6000 different 1st level fighters. If you survive your first session – congratulations. Adventuring is a difficult profession and tends to favor the crafty and the lucky. Before going to your second adventure, please take some time to go back and check over the character with your gamemaster.
Sorcerers Characters created with this method will not be 100% accurate but they will be able to be used quickly. If they survive the first session then you can double check the math. Step 1: Race Selection The race you select affects many primary characteristics including abilities, languages, speed and skills. I want Mechanical Benefits to be a… Dwarf Abilities Str 10, Dex 14, Con 15, Int 12, Wis 8, Cha 13 Speed; 20 ft.; +2 Initiative Saves Fort +2, Ref +2, Will +1 (+2 bonus vs. spells, poison AC/T/Ff 12/12/10 HP; 6; Common, Dwarven, Languages Giant Senses Darkvision 60 ft.; Listen ‐ 1, Spot ‐1 Racial Appraise +1 (+3 Skills stonework), Craft (stonework +3) Attacks Melee +0 (+1 goblins, orcs); Ranged +2; Damage Bonus +0 Other +4 resist trips and bull Benefits rushes Elf Abilities Str 10, Dex 16, Con 11, Int 12, Wis 8, Cha 15 Speed; 30 ft.; +3 Initiative Saves Fort +0, Ref +3, Will +1 (+2 bonus vs. enchantment; immune sleep) AC/T/Ff 13/13/10 HP; 4; Common, Elven, Languages Sylvan Senses Low‐light; Listen +1, Spot +1
Racial Skills Attacks Half‐Elf Abilities Speed; Initiative Saves
Search +3 Melee +0; Ranged +3; Damage Bonus +0 Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 15 30 ft; +2
Fort +1, Ref +2, Will +1 (+2 bonus vs. enchantment, immune sleep) AC/T/Ff 12/12/10 HP; 5; Common, Elven, Languages Draconic Senses Low‐light; Listen +1, Spot +1 Racial Diplomacy +4, Gather Skills Information +4, Search +2 Attacks Melee +0; Ranged +2; Damage Bonus +0 Half‐ Abilities Str 12, Dex 14, Con 13, Orc Int 10, Wis 8, Cha 13 Speed; 30 ft.; +2 Initiative Saves Fort +1, Ref +2, Will +1 AC/T/Ff 12/12/10 HP; 5; Common, Orc Languages Senses Darkvision 60 ft.; Listen +1, Spot +1 Racial None Skills Attacks Melee +1; Ranged +2; Damage Bonus +1 Halfling Abilities Str 8, Dex 16, Con 13, Int 12, Wis 8, Cha 15 Speed; 20 ft; +3 Initiative Saves Fort +2, Ref +4, Will +2 (+2 bonus vs. fear) AC/T/Ff 14/14/11 HP; 5; Common, Halfling, Languages Gnome Senses Listen +1, Spot ‐1 Racial Climb +1, Jump ‐5, Move
Skills Attacks
Human Abilities Speed; Initiative Saves AC/T/Ff HP; Languages Senses Racial Skills Attacks Gnome Abilities
Speed; Initiative Saves
Silently +5 Melee +0; Ranged +4; Thown/Sling +5; Damage Bonus +0 Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 15 30 ft; +2
I was... A Diplomat
A Magical Experiment
Fort +1, Ref +2, Will +1 12/12/10 5; Common, Draconic An Oracle Listen ‐1, Spot ‐1 None Melee +0, Ranged +2; Damage +0 Str 8, Dex 14, Con 15, Int 12, Wis 8, Cha 15 20 ft.; +2
Fort +2, Ref +2, Will +1 (+2 bonus vs. illusions) AC/T/Ff 13/13/11 HP; 6; Common, Burrowing Languages Mammal, Dwarf Senses Low‐light; Listen +1, Spot ‐1 Racial Craft (alchemy) +3 Skills Attacks Melee +0; Ranged +3; Damage Bonus +0 Other +4 to AC vs. Giants; Benefits 1/day ‐ dancing lights, ghost sound, prestidigitation; +1 DC illusions Step 2: Background (Skills) A background can provide you with a sense of identity. It helps you define who you were before you became an adventurer. If you already have a skill and there is a different value given in the section below for the same skill keep the higher value.
An Outcast
A Prodigy
A Shaman
A Sideshow Freak
A Soldier
Skills (Pick 3; Half‐Orcs get 2, Humans get 4) Bluff +6 (+5 Dwarf, Half‐Orc), Diplomancy +4 (+3 Dwarf, Half‐ Orc), Knowledge (local) +3 (+2 Half‐Orc), Sense Motive +1 Concentration +5 (+4 Elf, +6 Dwarf, Gnome), Craft (Alchemy) +2 (+1 Half‐Orc), Knowledge (arcana) +3 (+2 Half‐Orc), Spellcraft +5 (+4 Half‐Orc) Bluff +6 (+5 Dwarf, Half‐Orc), Concentration +5 (+4 Elf, +6 Dwarf, Gnome), Knowledge (history) +3 (+2 Half‐Orc), Sleight of Hand +4 (+5 Elf, Halfling) Bluff +6 (+5 Dwarf, Half‐Orc), Intimidate +4 (+3 Dwarf, Half‐ Orc), Knowledge (local) +3 (+2 Half‐Orc), Survival +1 Appraise +3 (+2 Half‐Orc), Autohypnosis +1, Concentration +5 (+4 Elf, +6 Dwarf, Gnome), Use Magic Device +4 (+3 Dwarf, Half‐ Orc) Concentration +5 (+4 Elf, +6 Dwarf, Gnome), Knowledge (nature) +3 (+2 Half‐Orc), Knowledge (religion) +3 (+2 Half‐ Orc), Spellcraft +5 (+4 Half‐Orc) Escape Artist +4 (+5 Elf, Halfling), Gather Information +4 (+3 Dwarf, Half‐Orc), Hide +4 (+5 Elf, +8 Gnome, +9 Halfling), Sleight of Hand +4 (+5 Elf, Halfling) Climb +2 (+3 Halfling, Half‐Orc) Handle Animal +4 (+3 Half‐Orc), Ride +4 (+5 Elf), Swim +2 (+1 Gnome, Halfling, +3 Half‐Orc)
Step 3: Source of Power (Spells, Feats) No one knows for certain where a sorcerer gets their arcane power. There are lots of possible sources for this arcane power but for this section we focus on sorcerers having a magical influence from a past bloodline. In my family Spells and Feats tree there were… Creatures 1st level Obscuring from distant (4/day) mist, summon realms, monster I beyond the 0th level Acid splash, veil … (5/day) detect poison, dancing lights, touch of fatigue Familiar Small octopus; Gain +4 grapple bonus. If on land substitute with Small land octopus Feats Improved Unarmed Strike (humans also get Improved Grapple) Creatures for 1st level cause fear, the foulest (4/day) protection parts of the from law Abyss 0th level daze,mage (5/day) hand, message, resistance Familiar Rat; Gain +2 on Fortitude save Feats Improved Initiative (humans also get Iron Will)
Creatures from Hell’s nine layers
1st level (4/day)
0th level (5/day)
Familiar
Feats
Creatures 1st level with the form (4/day) of dragons 0th level (5/day)
Familiar
Feats
Creatures that dance in the forest at midnight
1st level (4/day) 0th level (5/day) Familiar
Feats
Creatures that trafficked with genies
1st level (4/day) 0th level (5/day)
magic weapon, protection from chaos detect magic, flare, mending, read magic Snake (Tiny Viper); Gain +3 bonus to Bluff Iron Will (humans also add Toughness) burning hands, enlarge person detect magic, detect magic, light, read magic Lizard; Gain a +3 bonus to Climb Toughness (humans also add Alertness) charm person, sleep dancing lights, flare, ghost sound, light Raven; Gain a +3 bonus to Appraise checks Stealthy (humans also add Magical Aptitude) disguise self, endure elements detect magic, light, ray of
frost, prestidigitation Familiar Parrot; speaks one language (and sounds like Gilbert Gottfried) Feats Endurance (humans also add Diehard) Creatures 1st level alarm, hold from the (4/day) portal Clockwork 0th level acid splash, Perfection of (5/day) arcane mark, Regulus read magic, resistance Familiar Armadillo; Reduces arcane spell failure by 5% Feats Great Fortitude (humans also add Improved Counterspell) Creatures 1st level bless, cure from the (4/day) light wounds Heavens 0th level cure minor above* (5/day) wounds, guidance, light, virtue Familiar Dove; Gain +3 bonus on Diplomacy Feats Point Blank Shot (humans also add Precise Shot) * This option uses the Cleric spell list instead of the Sorcerer/Wizard spell list. Step 4: Gear Sorcerers are not particularly know for their equipment choices at low levels, but tend to collect some interesting items at higher levels.
Adventurer’s Contents (approx 75 gp) Pack Basic Backpack, Belt Pouch, Spell Component Pouch, Longspear (1d8, 1d6 Gnome, Halfling), Light Crossbow (1d8, 1d6 Gnome, Halfling), 10 bolts, Sack, Sunrod, 10 ft. Pole, Tent, 15 gp Dungeon Backpack, Belt Pouch, Spell Crawler Component Pouch, 50 ft. Silk Rope, 2 Sunrods, 2 Shortspear (1d6, 1d4 Gnome, Halfling), Smokestick, Leather Armor (+2 AC/FF, 10% Spell Failure) Highwayman Backpack, Belt Pouch, Spell Component Pouch, Club (1d6, 1d4 Gnome, Halfling), Heavy Crossbow (1d10, 1d8 Gnome, Halfling), 10 bolts, 2 Sacks, Signal Whistle, Fake Identification Papers, 12 gp Socialite Backpack, Belt Pouch, Spell Component Pouch, Courtier’s Outfit, Signet Ring, Light Mace (1d6, 1d4 Gnome, Halfling), Sling (20 stones) (1d4, 1d3 Gnome, Halfling), 28 gp Circus Backpack, Belt Pouch, Spell Worker Component Pouch, Padded Armor (+1 AC/FF, 5% spell failure), Dagger (1d4, 1d3 Gnome, Halfling), 4 Darts (1d4, 1d3 Gnome, Halfling), 50 ft. Silk Rope, 2 Bags of Caltrops, Manacles, Common Music Instrument, 25 gp Warrior Backpack, Belt Pouch, Spell Component Pouch, Leather Armor (+2 AC/FF, 10% Spell Failure), Crossbow (light) (1d8, 1d6 Gnome,Halfling), 10 bolts, Morningstar or Heavy Mace (1d8, 1d6 Gnome, Halfling), 11 gp
Summoning Rules Tradition‐Based Summoning Summoning monsters and beings from different realms is a unique process for each of the practitioners of magic. The sorcerer rips holes in the fabric of reality that allows extraplanar creatures to spill forth while wizards reach out and grab the specific creature they are looking for with relative ease. Sorcerers make use of summon monster spells (as revised below) and wizards make use of call [creature] as shown below. Summon Monster I Conjuration (Summoning) Level: Sor 1 Components: V, S, F Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 5 rounds Saving Throw: None Spell Resistance: No This spell tears a hole in the fabric of reality that allows an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane) to spill through. The rift appears where you designate and extraplanar creature acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st‐level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. Monster Alignment Celestial dog LG Celestial owl LG Celestial giant fire beetle NG NG Celestial porpoise1 Celestial badger CG
Celestial monkey CG Fiendish dire rat LE Fiendish raven LE Fiendish monstrous centipede, Medium NE Fiendish monstrous scorpion, Small NE Fiendish hawk CE Fiendish monstrous spider, Small CE CE Fiendish octopus1 Fiendish snake, Small viper CE A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. Arcane Focus: A tiny bag and a small (not necessarily lit) candle. Note Higher level summon monster spells are also Sorcerer only and last 5 rounds. This duration can be doubled with the Extend Spell metamagic feat.
Call [Creature] Conjuration (Calling) Level: Wiz (N) Components: V, S, F Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 minute per level Saving Throw: None Spell Resistance: No This is a series of individual spells. Each has a spell level as determined by this chart: Spell Level Creature CR 1 ½ ‐ 1 2 2 3 3 4 4 5 5 6 6 7 7‐8 8 9‐10 9 11‐12 The named creature can be an aberration, dragon, elemental, fey, magical beast, ooze, outsider or undead. Any summoned creature will possess the extraplanar subtype. This spell summons the named creature from an extraplanar home. It appears where you choose and acts immediately on your turn. It understands your speech and follows your commands to the best of its ability. A summoned creature may not use any summoning, planar travel or teleportation abilities. For example: Call Drudge Devil is a 2nd level wizard spell and must be learned separately from Call Wyvern which is a 6th level wizard spell. Customizatible Summoning Under this model the summon monster lists are not fixed. Characters using these spells may select six creatures of aberration, dragon,
elemental, fey, magical beast, ooze, outsider or undead type to fill each level of the spell. The CR of the creature is limited by the spell’s level as shown below: Spell Level Creature CR 1 ½ ‐ 1 2 2 3 3 4 4 5 5 6 6 7 7‐8 8 9‐10 9 11‐12 All other features of the summon monster spell chain remain unchanged. Ritual Summoning All summoning magic in this model is handled through spell incantations. The default set up for a summoning incantation is as follows. Ritual Summon [Creature] Conjuration (Calling) Effective Level 6th throught 9th Skill Check Diplomacy DC 25, Knowledge (Arcana) DC 25, Knowkledge (the Planes) DC 25 (number of successes for each = effective level; no more than 1/2 to any one skill) Failure Backlash (+4d6 points of damage, secondary casters) Components V, S, M, XP Casting Time 60 minutes to 90 minutes Range Close (25 ft. + 5 ft./2 levels) Effect One summoned creature Duration Instantaneous Saving Throw Will negates (DC 16‐19 + caster’s Cha modifier) Spell Resistance Yes This incantation tears a creature of aberration, dragon, elemental, fey, magical beast, ooze, outsider or undead type from the outer and inner planes and binds them to your service. A sixth level incantation can bind a CR 9 level creature into your service, a 7th level
incantation can bind a CR 11 creature into your service, a 8th level incantation can bind a CR 12 creature into your service and an 9th level incantation can bind a CR 14 creature into your service. Material Component Require a diamond worth at least (5,000 gp) XP 500 XP For example to use ritually bind an abyssal greater basilisk (CR 12) into your service would be an 8th level incantation that would require 8 success, take 80 minutes and allow a saving throw of DC 18 + cha modifier to resist the summoning and binding. Tile Inspirations The Coffin Room (EL 5; 2,000 XP) Summary This room is the north entrance to the council of ghoul’s main chamber. It houses a new breed of mimic. Sights and Sounds The room is poorly lit with an oil lamp posted at the entrance and egress of the room. The lamps are filled with the fat and oil from previous victims. They sputter and flicker providing only shadowy illumination. There is a faint whimpering heard in the room. Roughly‐carved sandstone walls are poorly illuminated by flickering oil that that chock and sputter near the entrance to this small chamber. About the floor, lie the scattered bones of several creatures and three broken and battered coffins Inhabitants The sole inhabitant of this room is an undead mimic (clufalgur) though a loud battle with the clufalgur will attract the Grim Huntsman and his wolf from the main chamber. Mimic, Clufalgur CR 5 NE Large Undead (augmented aberration, shapechanger) Init +2; Senses Darkvision 60 ft., lifesense 60 ft., Listen +1, Spot +1
AC 16, touch 11, flat‐footed 14 (‐1 size, +2 Dex, +5 natural) hp 52 (7d10+14) Fort +2, Ref +4, Will +6 Immune acid, undead; Resist turning +3 Spd 20 ft. Melee 2 slams +9 (1d8+5 plus 2 Str damage plus necrosis) Special Attack Intoxicant, necrosis Str 21, Dex 14, Con —, Int 10, Wis 13, Cha 15 Base Atk +5; Grp +14 Feats Combat Reflexes, First Strike, Skill Focus (Disguise) Skills Disguise +23, Hide +8, Move Silently +12, Perform (mimicry) +12 Languages Common SQ Ruined shape Intoxicant (Ex) A clufalgur exudes a viscous oil that acts as an intoxicant to any creature it touches or touches it. Opponents exposed to the intoxicant in this fashion must make a Fortitude save (DC 15) or suffer a ‐2 penalty to hit and ‐2 penalty on Strength, Dexterity, Intelligence and Wisdom skill checks for 1 minute. Creatures with a bonus to saving throws to poison may apply the bonus in this case. Necrosis (Su) Clufalgurs are bringers of decay. Any opponent struck by a clufalgur must make a Fortitude save (DC 15) or suffer an additional 1d6 points of damage two rounds later as their cells begin to experience a premature death. An opponent can only be affect by necrosis once per round. Racial Traits (Ex) A clufalgur has a +8 racial bonus to Disguise checks. Ruined Shape (Ex) A clufalgur can assume the general shape of any ruined or broken object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a busted chest, a cracked coffin, or a warped door frame. The creature cannot substantially alter its size, though. A clufalgur’s body is hard and has a rough texture, no matter what appearance it might present.
Anyone who examines the clufalgur can detect the ruse with a successful Spot check opposed by the clufagur’s Disguise check. Tactics The clufalgur is a patient opponent. He has resided within the Council’s chambers for many years and has eaten many adventurers who came seeking to end the council’s terrible reign. Using his perform skill, the clufalgur mimics the sound of a person struggling or trapped within a coffin to lure his meal within range. Sometime he will wait until the members of the council such as the Grim Huntsman attack so that he can concentrate on only one noble soul who splits off to rescue a damsel in distress. Treasure This clufalgur has a +1 chain shirt that it is having trouble digesting and an ivory comb worth (28 gp). Connections This room connects to the Main Chamber and the Upper Catacombs First Strike (General) You know how to seize advantage when it comes your way. Prerequisites: Combat Reflexes, Dex 19+ Benefit: If someone provokes an attack of opportunity you strike slightly before they do. This means that your damage is inflicted before they take their action, and any penalties you inflict on them take place before their roll. Normal: Damage is inflicted during the action of the target, so he can complete his action normally.
Main Chamber (EL 5; 2000 XP) Summary A dread ghoul and his wolf companion toy with their prey while waiting for other members of the Council of Ghouls to arrive. (Note: Council of Ghould map is copyright 2009 Ed Bourelle. Used here with permission. For a better version go buy: E‐Adventure Tiles Weekly No.2)
Sights and Sounds The main chamber is lit by a handful of oil lamps. My ghouls possess lifesense instead of darkvision so lighting the chamber makes it easier for them to get around. The lamps are filled with the fat and oil from previous victims. They sputter and flicker providing only shadowy illumination. This massive chamber looks like roughly carved sandstone welcoming hall that leads up a short flight of stairs to a raised dais of greenstone splattered with blood. Around the dais in a semi‐circle sit four well‐appointed chairs. To the north‐east lies a room litters with coffins, to the south‐west snake two passages into the darkness and in the south‐east high on the wall two other passages escape this room. Inhabitants This room is currently occupied by three beings. The Grim Huntsman, a dwarf ranger turned dread ghoul, Rabid his ghoulish wolf and Samantha Redding, a local artist caught by Grim. The Grim Huntsman CR 5 Dread Ghoul Dwarf Ranger 4 CE Medium undead (augmented humanoid) Init +4; Senses Darkvision 60 ft, lifesense 60 ft., scent; Listen +3 (+5 humans), Spot +3 (+5 humans) AC 21, touch 14, flatfooted 17 (+4 Dex, +5 +1 chain shirt, +2 natural) hp 22 (4d10) Fort +4, Ref +8, Will +4 Immune undead Resist turning +2 Spd 20 ft., climb 20 ft. Melee +1 dwarven waraxe +7 (1d8+4/x3) or bite +7 (1d6+3 plus paralysis (DC 12, Fort negates, 1d4+1 rounds)) and 2 claws +2 (1d3+1 plus paralysis (DC 12, Fort negates, 1d4+1 rounds)) Ranged mwk javelin +8 (1d6+3) Special Attacks favoured enemy (human) +2 damage Str 17, Dex 18, Con —, Int 14, Wis 17, Cha 10 Base Atk +4; Grp +7 Feats Cleave, EnduranceB, Great Cleave, Power AttackB, TrackB
Skills Climb +17, Craft (weapons) +8, Hide +10, Knowledge (Dungeoneering) +8, Move Silently +10, Survival +16 (+18 underground, humans) Languages Common, Dwarven, Terran SQ animal companion (Rabid), combat style (two‐handed weapon), command ghouls, create spawn, undead traits, wild empathy +3 Gear bear trap, pouch (50 gp, a silver key with initials J.K. carved in it) Command Ghouls (Su) Grim can command all ghouls within 30 ft. as a free action. Create Spawn (Su) Creatures killed but not consumed by Grim will rise in 24 as a dread ghoul or ghoul. Rabid: Ghoulish Wolf (hp 9) As wolf, AC 17/13/14; bite +4 (1d6+2 plus ghoul fever); Fort +3, Ref +7, Will +3 Ghoul Fever (Ex) Fortitude DC 12, incubation 1 day, 1d3 Con and 1d3; rise as ghoul in 24 hours if killed with fever still virulent. Samantha Redding CR 2 Female human Expert 3; (4/10 hp) Tactics Grim’s tactics depend a lot on how the PCs approach the council chamber. With his lifesense they should be able to at most get within 60 ft of him. In combat he will command Rabid to attack unarmored opponents and trip them to prevent spellcasters from working magic. He will concentrate on anyone with a clerical look first. He will bind the wounds of those he disables because the other council members are coming and its always beneficial to share. Rabid can eat any familiars or animal companions. Treasure Hidden in the dais (Search DC 24) is a 4th level scroll of animate dead and an elixir of truth. Connections The chamber connects to The Coffin Room, The Echo Tunnels and The Wandering Way
Other Council Members The Council of Ghouls has five members in total. This entry only features The Grim Huntsman but the other members include the Avataar of Torment (Dread Ghoul Elf Wiz 11, Medusa enforcer), Whisper of Fear (Dread Ghoul Pseudodragon Halo Knight 7), Gluttony’s Champion (Dread Ghoul, Human Ari12), and Enveloping Darkness (Dread Ghoul Cloaker/Harpy Amalgam Assassin 5). Do you want to see any of them? Treasure Packets A Selection of Treasure for Challenge Rating 5 According to the system reference document the average treasure per fifth level encounter is 1,600 gp. This could contain coins (copper, silver, gold, electrum or platinum), 1‐4 gems, 1‐ 4 art items, 1d4 mundane items or 1d3 minor magic items. d10 Packet Contents 1 321 gp, 14 ep, one alexandrite (115 gp), one amethyst (72 gp), one golden yellow topaz (501 gp), one bloodstone (63 gp), mwk spiked chain (325 gp), a pouch containing 3 samples of death’s doorway (150 gp) [Total value = 1617 gp] 2 548 gp, 33 ep, 127 sp, a ring made of jade (114 gp), an emerald (963 gp) [Total Value = 1802 gp] 3 52 pp, 67 gp, potion of neutralize poison (750 gp), dojre of chameleon (34 charges) (510 gp) [Total Value = 1847 gp] 4 519 gp, a small brass statue of an otyugh (427 gp), a silver pendent with a fire opal drop (1152 gp) [Total Value = 2098 gp] 5 42 pp [Total Value = 420 gp] 6 314 gp, 1276 sp [Total Value = 441 gp] 7 3,003 cp, a score of the Widow’s Tears stored in an ivory scroll case (750 + 372 gp), a magician’s chest of purest falnonwood (761 gp) [Total Value = 1913 gp]
8
9 10
272 gp, personality parasite pearl (1,400 gp), potion of nondetection (750 gp) [Total Value = 2422 gp] 197 gp, a set of death coins (2,000 gp) [Total Value = 2,197 gp] 42,345 cp, arcane scroll of detect magical residue and see the face (300 gp), cloak of resistance +1 (1000 gp) [Total Value = 1723 gp]
Unusual Rogues Hiding in the shadows lurks a hunter, stalking her prey, waiting for her next meal. Alloshu has made her home in the Blackheart Forest as the guardian of the gate to the Shadow Plane. She attacks would‐be travelers on sight, should they show interest in using the gate. She was given the task of guardian to this Shadow Gate by the Unseelie, as they've migrated a large portion of their operations to the Shadow Plane. Knowing Alloshu to be among the deadliest of her kind, and her devotion to their cause, they've bestowed upon her the magic of the Unseelie. Alloshu CR 10 Female Unseelie Manticore Rogue 3 LE large magical beast (extraplanar, feyblood) Init +5; Senses Listen +10, Spot +14, Darkvision 60, lowlight, scent AC 23, touch 14, flat‐footed 18 (size ‐1, dex +5, natural +9) hp 114 (9d10+3d6+72) ; DR 5/silver Resist cold 5 Fort +13, Ref +14, Will +5; Evasion Speed 30 ft, fly 50 ft (clumsy) Melee claw +18 (2d4+5) Ranged 6 spikes +17 (2d6+3) Full attack 2 claws +18 (2d4+5) and bite +16 (1d8+3) or 6 spikes +17 (2d6+3) Special Attacks Spikes, Sneak attack +2d6, Flyby Attack Special Qualities trapfinding, trap sense +1, unseelie pact, unseelie sight Spell‐like Abilities At will—invisibility; 3/day— ghost sound (DC 8), silent image (DC 9); 1/day— alter self, darkness, magic mouth (DC 10), sleep (DC 9). Caster level 12. The save DCs are Charisma‐based Str 25 (+7), Dex 20 (+5), Con 22 (+6), Int 8 (‐1), Wis 12 (+1), Cha 6 (‐2) Base Atk +11; Grapple +22 Feats Track, Flyby Attack, Multiattack, Weapon Focus (spikes), Improved natural attack (spikes), Quicken Spell‐like Ability (invisibility)
Skills Hide +19, Listen +10, Move Silently +19, Spot +14, Survival +3; Languages Common, Sylvan Spikes (Ex) With a snap of its tail, Alloshu can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. She can launch only twenty‐four spikes in any 24‐hour period. Unseelie Pact (Ex) An unseelie creature that becomes neutral or good loses the unseelie template, but it retains the evil subtype and vulnerability to silver weapons. If it becomes a good‐aligned creature, it gains the seelie template. Unseelie Sight (Ex) An unseelie creature using its invisibility ability can see other unseelie creatures using the same ability. In addition, it automatically succeeds on saves against illusion spells and effects produced by unseelie creatures and immediately recognizes such effects as illusions. Sneak Attack Alloshu's attacks deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when she flanks her target. Trapfinding Alloshu can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. She can also use the Disable Device skill to disable magical traps. Evasion (Ex) If Alloshu 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 she is wearing light armor or no armor. If she's helpless, she does not gain the benefit of evasion. Trap sense (Ex) Alloshu gets a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps
+ + + + + +
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Applied Vectors new roleplaying game is under development. This is a science-fiction game created under license with Biohazard Games and utilizing the Synergy games system last seen in Blue Planet V2. This dystopian roleplaying game is set in the world of 2072 where mankind is at the brink of its own destruction. Characters, once part of this self-destructive society now try to fight back against it, and bring some order to the chaos. The long awaited sourcebook for the CORPS games system by BTRC. This book includes: New Ads & Disads New Combat rules and useful game aids Rules for the effects of the environment, inc radiation poisoning New Paranormal powers Expanded Fear Ratings An extensive Cybernetic section Templates for Vampires and Werewolves The long awaited CORPS Bestiary Power Groups reprinted and updated from the original CORPS game.
These and many more of our titles are & available at:
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OGL Modern/Future Content
Modern Template S.L.A.G. ZombieTM The Sentient Lifeless Animated Genus or S.L.A.G. ZombieTM is the new military innovation of the Phoenix Corporation. As a byproduct of their cybernetic research division the Phoenix Corporation has found a way to reanimate dead tissue. Noting the military application of a soldier or army that could not die they set about to create cybernetic undead soldiers. Phoenix Corporation has a lucrative contract with the United States government but it won’t be long before other countries discover or steal their process. Appearance S. L. A. G. Zombies look much like they did in life except for a pallid complexion
and loose skin. They appearance is made more horrific with the addition of cybernetic enhancements to revive and augment them. Template Traits “S.L.A.G. Zombie” is an acquired template that can be added to any intelligent living creature with a discernable anatomy. The creature’s type changes to undead. It uses all the base creature’s statistics and special abilities except as noted here. Challenge Rating Same as base creature +1. Undead S.L.A.G. ZombiesTM have the traits and immunities common to undead. Hit Dice Change to d12. S.L.A.G. ZombiesTM have no Constitution score. Defense The base creature’s natural armor is increased by +2 (Light), +5 (Medium) or +8 (Heavy) subcutaneous body armour. S.L.A.G. ZombiesTM with medium armor suffer a ‐5 ft. speed penalty and heavy armor suffer a ‐10 ft. speed penalty. Attack A S.L.A.G. ZombieTM retains all the attacks of the base creature and gains a slam attack if it didn’t already have one that deals damage according to its size: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Collossal 4d6. Additional they may possess additional cybernetic enhancements. Special Qualities A S.L.A.G. ZombieTM retains all the special qualities of the base creature and gains the additional special qualities described below. Any abilities that were based off of Constitution are now based off of Charisma.
Cybernetics (Ex) S.L.A.G. ZombiesTM are outfitted with a number of cybernetic devices equal to 1 plus 1 per 3 HD. Below are a list of possible enhancements. Anti‐Shock Implant: Negates special vulnerability to electricity. Nightvision Optics: Gain darkvision 60 ft. Skill Implant, Improved: Gain a +2 equipment bonus to two skills. Feat Implant: Gain 1 additional feat. Fortified Skeleton: Gain DR 4/‐ Initiative Implant: Gain +2 equipment bonus to Initiative. Internal Weapon: Laser Pistol (2d8, fire) or Tangler Gun or High Frequency Sword (2d6/19‐ 20) Strengthen Form: +2 equipment bonus to Strength and Dexterity Boost Speed: +10 ft. base speed Targeting Optics: +1 bonus on attack rolls for ranged weapons. Vulnerable to Electricity (Ex) A S.L.A.G. ZombieTM takes 50% more damage from electricity attacks. Allegiances Previous allegiances are lost and a new allegiance is programmed in to make S.L.A.G. ZombiesTM loyal to the Phoenix Corporation and the person/organization that bought them. Ability Scores S.L.A.G. Zombies gain the following ability score adjustments: Str +2, Dex +2, Con —, Wis +4, Cha +2 (Intelligence is raised to 10 if it is lower than that initially). Skills Same as base creature. S.L.A.G. ZombiesTM gain a +4 species bonus to Concentration, Demolitions, Intimidate, Knowledge (tactics), and Survival. Feats Same as base creature but S.L.A.G. ZombiesTM gain Frightful Presence as a bonus feat. Advancement By character class
Rule Breaker: The rules clearly state that only living creatures can have cybernetic attachments. Since this is not a standard procedure I’m going to say that S.L.A.G. Zombies are the produce for “Science!” and not typical progress level developments. S.L.A.G. EagleTM S.L.A.G. EaglesTM were one of the first animal applications of the S.L.A.G. process. They are used for night time reconnaissance and elimination of perimeter guards. They are typically 3 feet long and have a wingspan of about 7 feet. Species Traits S. L. A. G. Eagles have the following traits: Low‐Light Vision (Ex): S.L.A.G EaglesTM can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Cybernetics (Ex) Nightvision optics Vulnerable to Electricity (Ex) A S.L.A.G. EagleTM takes 50% more damage from electricity attacks. Skill Bonuses: S.L.A.G EaglesTM gain a +8 species bonus on Spot checks and a +4 species bonus to Concentration, Demolitions, Intimidate, Knowledge (tactics), and Survival. Bonus Feats: S.L.A.G. EaglesTM gain the bonus feats Frightful Presence, Weapon Finesse (bite) and Weapon Finesse (claw). S. L. A. G. EagleTM: CR 1; Small undead; HD 1d12; hp 6; Mas —; Init +3; Spd 10 ft., fly 80 ft. (average); Defense 17, touch 14, flatfooted 14 (+1 size, +3 Dex, +3 natural); BAB +0; Grap –4; Atk +4 melee (1d3+1, claw); Full Atk +4 melee (1d3+1, 2 claws), –1 melee (1d4 bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft, low‐light
vision; SV Fort +2, Ref +5, Will +4; AP 0; Rep +0; Str 12, Dex 17, Con —, Int 10, Wis 18, Cha 8. Skills: Concentration +3, Demolitions +4, Hide +7, Intimidate +3, Knowledge (tactics) +4, Listen +9, Spot +17. Feats: Frightful Presence, Weapon Finesse (claw, bite). Advancement: By character class
Ultralight Size
Subtype
Personal Transpor t 14 11
Tactical Speed
Gargantua n (‐4) 3,000 ft (6 squares)
Length Weight
55 ft. 180,000 lbs
8
Targeting System Bonus Crew
+2
Defense Flat‐ footed Autopilo t Defense Hardnes s Hit Dice
Starship: The Indigo Dawn The Indigo Dawn is the personal yacht of Allesandro Mel’cor of Viradin IV. Allesandro is an influential business man who is not without his share of enemies. As he uses the Indigo Dawn to hold many private negotiations and business deals he’s upgraded the weapon systems (beyond what is technically legal, but if you know the right people these thing get done) because of a number of attempt on his life. The Indigo Dawn is very well appointed and as much a prestigious chalet as a starship.
Type
20
2 (trained +4) Passenger 8 Capacity 6,000 lbs Cargo Capacity +12 Grapple Modifier
8d20 (160 hp) Initiative +5 Modifier +5 Pilot’s Class Bonus Pilot’s Base +3 48 Dexterity Purchase Modifier DC Gunner’s +2 Restrictio Licensed Attack n (+1) Bonus Attack heavy laser +3 (8d8), rail gun +3 (6d12) Attack of Opportunity Point defense system +2 (1d12x10) Standard PL 6 Design Specs: Engines Photon sails (DC 22), thrusters (DC 34) Armor Polymeric (DC 34) Defense Systems Autopilot system (DC 17), point defense system (DC 31) Sensors Class III sensor array (DC 30), targeting system (DC 23) Communications Laser transceiver (DC 23) Attack heavy laser (DC 31), rail cannon (DC 30) Other Improved maneuvering foils (DC 27), luxury accommodations (DC 18)
DISGUISED WEAPON CONFIGURATION (PL 6) Sometimes for security it necessary for a starship owner to increase the weapon capability of their ship even if it means contravening certain weapon license regulations. To hide their infraction they often add a disguised weapon configuration to their starship. This feature is able to disguise one restricted weapon, making it appear as a lesser licensed weapon or a military weapon to appear as a restricted one. Minimum Ship Size Garguantuan Purchase DC 8 + one‐quarter the base purchase DC of the starship. Restriction Licensed (+1) LUXURY ACCOMMODATIONS (PL 5) A starship outfitted with luxury accommodations is a toy of the wealthy. Every surface, from the floors to the walls to the upholstery on the crew stations and passenger couches, is covered in only the finest of materials. Every square inch of the ship, including maintenance access points and storage closest, is gone over by experts in style until the ship is a mobile palace moving amongst the stars.A ship equipped with luxury accommodations is rarely used as a common workhorse but is, instead, a pleasure ship,a star yacht, if you will. This starship device has absolutely no effect on game mechanics. Minimum Ship Size No minimum. Purchase DC 6 + one‐quarter the base purchase DC of the starship. Restriction None. IMPROVED MANEUVERING FOILS (PL 6) These computer‐assisted wings, each equipped with a small thruster that ties into the ship’s engines, provide the starship with a greater degree of maneuverability. This device grants the pilot a +4 equipment bonus on all Pilot checks.
Minimum Ship Size Huge. Purchase DC 15 + one‐quarter the base purchase DC of the starship. Restriction Licensed (+1).
OGL Superheroes
Public Domain Heroes: Ghost Woman Victoria Falsworth was working as a nurse at St. Liduina of the Ecumenical Flame when she met John Cooper. She was the nurse on duty that had to inform John that his wife died in childbirth, taking his unborn son with her. Inconsolable, John told Victoria he was going to leave the country and fled the hospital. Minutes later, an excited doctor sprang into the waiting area to announce that miraculously the child had been revived. Fearing that John would leave the country without knowing he was a father. She stormed off into the inclement weather to tell him. She lost control of her car on crashed through a guard rail. Victoria lost her life, but Ghost Woman was born. Her determination to tell
John, allowed her to hold onto an existence albeit a different one. As Ghost Woman, she is invisible and intangible to the living and natural but can exert some telekinesis and telepathic control on the natural world. After helping John defeat werewolves she has dedicated herself to protecting others from supernatural threats. Below are three variations each done with a different system. Each is a little bit different depending on how the character felt for each system. 4C: Ghost Woman M 0/6, C 0/10, B 0/10, F 0/10, I 20, A 10, W 20 Damage 0/36; Fortune 50; Lifestyle 0; Repute — Skill Diplomacy (W), Investigation (I), Paramedic (I) Powers Intangible 50 (always on, not vs. supernatural creatures), Invisibility 40 (always on, not vs. supernatural creatures), Mind Control 30, Telekinesis 5, Telepathy 30 Supers20: Ghost Woman Ghost (Empath 4) HD 4d8+12; HP 36; Init +0; Spd 30 ft. Defense 14, flatfooted 13 (+1 deflection, +3 Class); BAB +3; Atk +5 melee (1d4+2 unarmed); SQ Resolute; AL none; SV Fort +7, Ref +5, Will +6; Rep +2; Str ‐/8, Dex ‐ /10, Con ‐/12, Int 14, Wis 13, Cha 16 Background Doctor (Medicine, Perception, 8) Occupation Paramedic 2 perks (Magic, Medicine) Hobby Unarmed Skills Academic 7 (+ 9), Athletics 7 (+10), Power Control 7 (+10), Hide 5 (+6), Influence 6cc (+6), Legal 7 (+9), Magic 4 (+7), Medicine 7 (+8), Perception 7 (+8), Streetwise 7 (+8), Unarmed 7 (+9) Feats Desolidification (spirit, always on), Invisibility (always on), Mind Control, Power Level x3 Access/Contacts/Followers Skill Contact (Streetwise +5) Wealth 8 Possessions Beretta 92F (immaterial, fires psychic bullets)
Character Disadvantages No physical body, except vs, supernatural creatures. Note As Ghost Woman is intangible against the living she uses her Charisma in place of Constitution, Intelligence for Strength and Wisdom for Dexterity for physical actions and attacks. Ghost Woman Power Level 8 Str Dex Con Int Wis Cha ‐‐‐‐ +2 +1 +2 +1 +3 0/10 14 12 14 12 16 Toughness Fortitude Reflex Will +3/+1 ff +5 +8 +9 Skills Bluff +15 (+19 attractive), Diplomacy +7 (+11 attractive), Drive +0 (+6), Gather Information +15, Investigate +14, Knowledge (Life Science) +10, Medicine +9, Notice +13, Search +10, Stealth +14 Feats Attractive, Defensive Attack, Defensive Roll 2, Dodge Focus 2, Eidetic Memory, Equipment, Fearsome Presence 2, Startle Powers Insubstantial 4 (No effective Strength, Permanent, Affects supernatural), Invisible (total, Permanent, Affects supernatural), Telekinesis 2 Equipment Psychic Holdout Pistol +2L Combat Attack +7, Damage – (insubstantial), Defense +12 (+8 flat‐footed), Initiative +2
Magpie Content MONSTER Otyugh The otyugh is a magical solution to a practical problem. As the lands became more settled and communities grew larger, it became more and more difficult to get rid of the communities garbage and waste. Out of the need for environmental clean‐up, the otyugh was
created – some say by mages others say by the druids but neither mage nor druid accepts create for this monstrosity. Otyughs are large creatures the size of a horse that eat garbage and refuse and anything they can get a tentacle on. They have fat, round bodies, a large tooth‐filled mouth in their torsos, a eyestalk rising above its body and two tentacles sprouting from its sides. Attack 6 Defense 8 Magic 0 HP 30 Damage 1d6 Special Defense None Special Attacks Constrict, Disease Special Abilities None XP 65 Constrict: Any opponent hit twice by an otyugh will be constrict by its tentacles for 1d4 additional points of damage. This additional damage can be avoided by a Feat of Agility. Disease: Any opponent struck by an otyugh will contract a terrible disease that will force them in one day to be forced into bed rest for 1d6 days unless magical or herbal treatment can be found. SPELLS 1st Level Mage Sleep The target of this spell falls asleep immediately. They cannot be woken normally and the spell lasts 1 minute x the caster level.
get
Caught up
This set of all-new and revised Ecology articles from Kobold Quarterly magazine compiles a dozen creatures with rich backgrounds, lore, and diagrams—all in one place to make it easy to find the details you need to inspire your next adventure—or your next campaign!
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• Barghest by Nicolas Logue • Centaur by Wolfgang Baur • Cloaker by Paul Leach • Derro by Wolfgang Baur • Golem by Ross Byers • Half-Giant by Clinton Boomer • Homunculus by Joshua Stevens • Lich by Richard Pett • Maenad by Matthew Hanson • Phantom Fungus by Scott Gable • Retriever by Matthew Banach & Clinton Boomer • Revenant by Joshua Stevens
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Shadowsworn Class Alignment: Any nongood. Hit Die: d4 Class Skills: The shadowsworn’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Open Locks (Dex), Profession (Wis), Sleight of Hand (Dex), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha). Skill Points at 1st Level: (4 + Intelligence bonus) x 4 Skill Points at Each Additional Level: 4 + Intelligence bonus Class Features All of the following are class features of the shadowsworn.
Weapon and Armor Proficiency: Shadowsworn are proficient with all simple and martial weapons and with all light armor. Shadowsworn do not use shields, because they hamper spellcasting. Spells: A shadowsworn is an arcane caster, able to cast a small number of arcane spells. To cast a spell, a shadowsworn must have a Charisma of 10 + the spell’s level, so a shadowsworn with a Charisma of 9 or lower cannot even cast cantrips. These spells are cast as if the shadowsworn were a specialist in the school of shadow magic. A shadowsworn does not require a spellbook. Scribe Scroll: A shadowsworn can read arcane scrolls and gains Scribe Scroll as a bonus feat. Darkvision: Beginning at 2nd level, a shadowsworn gains steadily increasing darkvision. If he has no darkvision, he gains it out to 30 feet. If he already has darkvision, he gains an additional 30 feet to his existing range. This increases by another 30 feet at 7th, 14th, and 19th levels. Thus, a human shadowsworn at 19th level has darkvision out to 120 feet, and a dwarf out to 180 feet. Sneak Attack: If a shadowsworn of 3rd level or higher can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. The shadowsworn’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the shadowsworn flanks his target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every three shadowsworn levels thereafter. If a shadowsworn scores a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a shadowsworn can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A shadowsworn can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The shadowsworn must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A shadowsworn cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Shadow Familiar: At 4th level or higher, a shadowsworn may conduct an all‐day ceremony that releases his own shadow to serve as a familiar for him. This shadow has the usual statistics and abilities of a sorcerer or wizard familiar, but is incorporeal and is not undead. It cannot be turned, rebuked, or commanded by a third party. It can be cured with normal curative spells. It resembles a flat, flickering shadow and is invisible in full or partial darkness. The shadow familiar can move under doors and through other tiny openings, and can hide itself perfectly well by posing as its master’s normal shadow. The shadowsworn may communicate with his familiar normally starting at 4th level, rather than at 5th level as most wizards and sorcerers do. All other abilities are as shown on the familiars table in the SRD for a caster of the shadowsworn’s level. If his shadow familiar is killed, a shadowsworn no longer casts a shadow normally during daylight. He may only summon another shadow familiar after somehow regaining his normal shadow. A restoration spell can accomplish this,
as can the use of the summon shadow ability that the shadowsworn gains at 8th level (see below). Summon Shadow (Sp): At 8th level or higher, a shadowsworn can turn natural shadows into the undead creatures known as shadows (see SRD). He can perform this summoning as a standard action up to three times per day, summoning 1d3 shadows plus an additional one for every two shadowsworn levels above 8th. For example, a 14th‐level shadowsworn summons 1d3+3 shadows. Once the shadows are summoned, they obey his mental commands at any range, though they can only communicate with their summoner when they are within 10 feet per shadowsworn level. After a shadowsworn reaches 12th level, he can substitute one greater shadow for every three shadows he would normally summon. Any other creatures summoned at the same time appear as normal shadows. For instance, when a 12th‐ level shadowsworn summons five shadows, he can summon one greater shadow and two normal shadows. This ability is treated like a summon spell cast by a sorcerer of equivalent level. The shadows last for 1 round per shadowsworn level. Blind (Su): At 10th level or higher, a shadowsworn can literally steal a victim’s sight, including darkvision and magical vision, as a free action. This requires a successful ranged touch attack or melee attack and can be combined with a sneak attack, a ranged touch attack, or a melee attack. The victim is entitled to a Will saving throw (DC 10 + half the shadowsworn’s level + Charisma modifier) to resist the theft. If the save succeeds, the shadowsworn cannot blind that target with any future attempts. If the save fails, the victim is blinded for a number of rounds equal to 1d4 + the shadowsworn’s Charisma bonus. A shadowsworn may return a creature’s stolen sight as a free action.
Shadow Self (Su): Once he reaches 14th level, a shadowsworn can call up and control a single copy of himself made from shadow. This shadow self, unlike normal shadows, is corporeal and is subject to critical hits. It appears as a duplicate of the shadowsworn, even wearing and carrying duplicates of the controller’s gear (except that the shadow self ’s gear is always nonmagical). A shadowsworn can direct this body to go places that he could not safely go himself, and can see and hear everything that the shadow self sees and hears. A shadow self can easily be mistaken for its master; its gait, features, and mannerisms all resemble the shadowsworn’s unless they are deliberately distorted by use of the Disguise skill or magic. The shadow self can be given and can use additional gear of any kind up to 40 pounds in weight, including magic items. The shadow self possesses all the shadowsworn’s characteristics, except for having half his hit points, a Dexterity score 4 points higher than the shadowsworn’s, a Strength score 4 points lower, and a +2 natural armor bonus. Also, the shadow self ’s base attack bonus is equal to half its controller’s base attack bonus, plus its own Strength or Dexterity modifier. (Attack figures and AC may need to be further adjusted if any of the shadowsworn’s gear is magical.) A shadow self disperses instantly by exposure to full sunlight, to a daylight spell or the equivalent (any effect that produces bright illumination out to 60 feet or more), or by a dispel magic spell; it is unaffected by attempts to turn undead. The shadow self can move any distance away from the shadowsworn, but it has a limited life span, slowly unravelling whenever it is in partial illumination or full darkness. In an area of twilight or shadow illumination, it lasts for one week. In daylight under cloudy conditions or in place of total darkness, such as an unlit cavern, it fades away within 24 hours. A shadowsworn who has already created one shadow self in a week may attempt to create
additional duplicates, but each attempt requires a successful fortitude save (DC 20, +5 for each additional shadow self beyond the second). If any such save fails, the shadowsworn immediately gains a negative level and cannot create more than one shadow self until the negative level is removed. Shadow Strike (Sp): At 16th level or higher, a shadowsworn attacking from the shadows can call on the power of darkness to strike down a foe once per day. This black, silent mass of negative energy rolls over a 20‐foot‐radius area, dealing 1d8 points of damage per two caster levels to any creature that fails a Reflex save (DC 10 + one‐half shadowsworn’s caster level + Charisma modifier) and half damage to those that do save. Undead are healed by this negative energy effect, and it can only be used under conditions of shadowy illumination. Creatures standing in total darkness or full sunlight (or within the radius of a daylight spell) are immune to this effect. Creatures within the radius of a continual flame or deeper darkness spell gain a +4 bonus on the save. Shadow Walk (Sp): At 19th level, a shadowsworn gains the ability to shadow walk, as the spell, three times per day. Shadeform (Su): Upon reaching 20th level, a shadowsworn can transform himself into a shadow at will, as if using the spell shapechange. Changing form (into a shadow or back again) is a move action.
Shadow Familiar +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is Hit Dice: For the purpose of effects related to better. The familiar uses its own ability number of Hit Dice, use the master’s character modifiers on saves, and it doesn’t share any of level or 2d12 HD, whichever is higher. the other bonuses that its master might have on saves. Hit Points: A shadow familiar has one‐half its master’s total hit points (not including Skills: Hide +8, Listen +7, Search +4, Spot +7. For temporary hit points), rounded down, each of these skills in which the master also has regardless of its actual Hit Dice. ranks, use either the familiar’s skill modifier or the master’s, whichever is better. Armor Class: 13 (+2 Dex, +1 deflection). Ability Scores: Str —, Dex 14, Con —, Int 6, Wis Attacks: Use the master’s base attack bonus, as 12, Cha 13. calculated from all his classes. The familiar deals 1d6 points of damage on a successful melee Special Abilities: Shadow familiars are attack. incorporeal, and impart special abilities to their masters depending on the master’s combined Saving Throws: For each saving throw, use level in classes that grant familiars, as shown on either the familiar’s base save bonus (Fortitude the familiars table in the SRD. Table C‐1: The Shadowsworn Spells Per Day th st Level BAB FS RS WS Special 0 1 2nd 3rd 4th 1 +0 +0 +2 +0 Scribe scrolls 2 ‐ ‐ ‐ ‐ 2 +1 +0 +3 +0 Darkvision +30 ft. 2 0* ‐ ‐ ‐ 3 +2 +1 +3 +1 Sneak attack +1d6 3 1 ‐ ‐ ‐ 4 +3 +1 +4 +1 Shadow familiar 3 2 ‐ ‐ ‐ 5 +3 +1 +4 +1 Evasion 4 3 0* ‐ ‐ 6 +4 +2 +5 +2 Sneak attack +2d6 4 3 1 ‐ ‐ 7 +5 +2 +5 +2 Darkvision +60 ft. 5 4 1 ‐ ‐ 8 +6/+1 +2 +6 +2 Summon shadow 5 4 2 ‐ ‐ 9 +6/+1 +3 +6 +3 Sneak attack +3d6 6 5 2 ‐ ‐ 10 +7/+2 +3 +7 +3 Blind 6 5 3 0* ‐ 11 +8/+3 +3 +7 +3 ‐ 6 6 3 1 ‐ 12 +9/+4 +4 +8 +4 Sneak attack +4d6 6 6 4 1 ‐ 13 +9/+5 +4 +8 +4 Darkvision +90 ft. 6 6 4 2 ‐ 14 +10/+5 +4 +9 +4 Shadow guide 6 6 5 2 ‐ 15 +11/+6/+1 +5 +9 +5 Sneak attack +5d6 6 6 5 3 0* 16 +12/+7/+2 +5 +10 +5 Shadow strike 6 6 6 3 1 17 +12/+7/+2 +5 +10 +5 ‐ 6 6 6 4 2 18 +13/+8/+3 +6 +11 +6 Sneak attack +5d6 6 6 6 4 3 19 +14/+9/+4 +6 +11 +6 Darkvision +120 ft. 6 6 6 5 4 20 +15/+10/+5 +6 +12 +6 Shadeform, sneak attack 6 6 6 5 5 +6d6 *Charisma bonus spells only. If no bonus, no spells gained at this level. A 12 Charisma is required for a bonus 1st‐level spell, 14 Charisma for a 2nd‐level spell, and so on.
Shadowsworn follow a focused path in the arcane arts, using their affinity for shadow magic to cast spells in the same natural, attuned way that sorcerers do. Many shadowsworn say that using magic isn’t so much a practiced skill for them as an extension of themselves deeper into darkness. The shadowsworn’s full spell list will appear next Shadow Sunday Table C‐2: Shadowsworn Spells Known Level 0th 1st 2nd 3rd 4th 1 4 ‐ ‐ ‐ ‐ 2 5 2* ‐ ‐ ‐ 3 5 3 ‐ ‐ ‐ 4 6 3 ‐ ‐ ‐ 5 6 4 2* ‐ ‐ 6 7 4 2 ‐ ‐ 7 7 5 3 ‐ ‐ 8 8 5 3 ‐ ‐ 9 8 5 4 ‐ ‐ 10 9 5 4 2* ‐ 11 9 5 5 2 ‐ 12 9 5 5 3 ‐ 13 9 5 5 3 ‐ 14 9 5 5 4 ‐ 15 9 5 5 4 2* 16 9 5 5 5 2 17 9 5 5 5 3 18 9 5 5 5 3 19 9 5 5 5 4 20 9 5 5 5 4 * If the shadowsworn has a high enough Charisma score to gain a bonus spell of this level. Shadowsworn Spells 0‐Level Spells (Cantrips) Arcane Mark: Inscribes a personal rune (visible Shadowsworn follow a focused path in the or invisible). arcane arts, using their affinity for shadow Daze: Creature loses next action. magic to cast spells in the same natural, attuned Detect Magic: Detect spells and magic items way that sorcerers do. Many shadowsworn say within 60 feet. that using magic isn’t so much a practiced skill Douse*: Extinguishes one candle, torch, or as an extension of the darkness within lantern per level. themselves. Flare: Dazzles one creature (–1 penalty to attacks). The shadowsworn’s spell list is given below. Ghost Sound: Figment sounds. Shadowsworn have access to cantrips and spells Lengthen Shadows*: Darkness falls, –2 penalty of up to 4th level. Spells from the SRD are on Spot and Search checks. unmarked, and spells that are new will appear Read Magic: Read scrolls and spellbooks. next week. Shadow Bite*: Creature must make Concentration check, may drop items.
Shadow Blindness*: Cancel creature’s darkvision. Shadow Knife*: Create a weapon from shadow. Silhouette*: Shadows dance on a wall. Smuggler’s Veil*: Container appears empty. Tongue of Fiends*: Speak Infernal. 1st‐Level Spells Animate Rope: Makes a rope move at your command. Cause Fear: One creature flees for 1d4 rounds. Chill Touch: One touch/level deals 1d6 points of damage and possibly 1 point of temporary Strength damage. Compelling Question*: Target must answer simple question. Feather Fall: Objects or creatures fall slowly. Jump: Subject gets +30 bonus on Jump checks. Light Blindness*: Hampers subject’s vision. Light Warding*: An alarm ward that releases a burst of light then the perimeter is crossed. Mage Armor: Gives subject +4 armor bonus. Moonscript*: Writing invisible except in moonlight. Orb of Light, Lesser*: An orb of light deals positive energy damage. Private Conversation*: Subjects speak without being overheard. Ray of Enfeeblement: Ray reduces Strength by 1d6 points +1 point/two levels. Ray of Exhaustion: Ray makes subject exhausted. Rogue’s Stab*: Target gains +1d6 points of sneak attack damage. Shadow Hands*: Touch deals 1d6 points of cold damage/level (max. 5d6). Shadow Purse*: Purse links to extraplanar space. Silent Sound*: Ranged touch attack deals 1d6 points of sonic damage/level (max. 5d6). Sleep: Put 2d4 HD of creatures into comatose slumber. Trackless*: Splits a trail or erases it, adding +10 to Track DC. 2nd‐Level Spells Blindness/Deafness: Makes subject blind or deaf.
Cat’s Grace: Subject gains 1d4+1 Dexterity for one hour/level. Cloak of Darkness*: Darkness surrounds caster, provides 20 percent miss chance and a +5 bonus on Hide and Move Silently checks. Darkness: 20‐foot radius of supernatural darkness. Darkvision: See 60 feet in total darkness. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 bonus to Strength, and +1 level. Grey Spellbreaker*: Cancel or suppress ongoing spells by touching area, creature, or object. Knock: Opens locked or magically sealed door. Mirror Image: Creates decoy duplicates of you (1d4+1/three levels, max. 8). Misdirection: Misleads divinations for one creature or object. Peerless Camouflage: Allows hiding at full movement. Scare: Panics creatures of less than 6 HD. Shadow Jump*: Move between shadows within 100 feet + 10 feet/level. Shieldbreaker*: Allows one weapon to ignore or break shields, dispels shield. Silent Combat*: Silences combat noises. Slither*: You become an incorporeal shadow for 1 round. Step Under My Shadow*: Hide while in plain sight. Touch of Idiocy: Subject takes 1d6 points of temporary Intelligence, Wisdom, and Charisma damage. 3rd‐Level Spells Blink: You randomly vanish and reappear for 1 round/level. Confusion: Subjects behave oddly for 1 round/level. Deeper Darkness: Object sheds absolute darkness in 60‐foot radius. Dispel Magic: Cancels magical spells and effects. Displacement: Attacks miss subject 50 percent of the time. Enter Shadow*: Become incorporeal and enter target’s shadow.
Feign Death*: Subject takes half damage from attacks, survives coup de grace. Haste: One creature/level moves faster than normal, +1 bonus on attack rolls, Armor Class, and Reflex saves. Leaching Lanthorn*: Steal 1d4 points of Strength, Dexterity or Constitution from all in a 30 ft. radius. Nondetection: Hides subject from divination, scrying. Orb of Light*: A orb of light deals damage on a ranged touch attack, more to undead. Shadow Bridge*: Magically jump between two locations. Silence: Negates sound in 15‐foot radius. Slow: One subject/level takes only one action/round, –2 penalty to Armor Class, –2 penalty on attack rolls. Suggestion: Compels subject to follow stated course of action. Terror*: Subject is panicked for 1 round/level. 4th‐Level Spells Black Hand*: Permanently drains 1d3 points of Strength, Dexterity, and Constitution from enemy; you gain these points. Black Spellbreaker*: Affected item dispels magic by touch. Black Well*: Creatures are pulled toward a well of negative energy. Enervation: Subject gains 1d4 negative levels. Fear: Subjects within cone flee for 1 round/level. Flickering Fate*: +4 bonus to Armor Class, attacks, and saves for one creature. Freedom of Movement: Subject moves normally despite impediments. Ghost Weapon*: Weapon ignores armor and natural armor. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 points of damage. Plane Shift: Up to eight subjects travel to another plane (plane of Shadow only). Scrying: Spies on subject from a distance. Shadow Conjuration: Mimics conjuration below 4th level, but only 20 percent real. New Spells
Black Hand Necromancy Level: Shadowsworn 4, Sor/Wiz 4 Components: V, S Casting Time: Standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No You gather the powers of darkness into your fist and strike with a paralyzing and shadowy chill. Summoning a black hand effect encases your hand in black and purple flames. With a successful touch attack, you deal 1d3 points of permanent Strength, Dexterity, and Constitution drain to an enemy; these ability score points are then added to your own totals as an enhancement bonus for 1 round per your caster level. If the victim makes a Fortitude save (DC 14), she loses (and you gain) just 1 point of Constitution. Black Spellbreaker Abjuration Level: Shadowsworn 4, Sor/Wiz 4 This spell functions as grey spellbreaker (see below), except that the maximum caster level bonus on your check is +10. Black Well Conjuration (Creation) [Shadow] Level: Sor/wiz 6, Shadowsworn 4 Components: V, S Casting Time: 1 full action Range: Long (100 ft. +10 ft/level) Effect: One black orb 5’ diameter; see below Duration: 1 round/level Saving Throw: None; see text Spell Resistance: No You summon a black mass of seething energies that attracts creatures nearby and devours the life force of those it touches. When the spell takes effect, creatures within 90 feet of the black well are pulled toward it a total number of
squares equal to your level. Creatures pulled into the black well’s square suffer 1d8 points of negative energy damage per caster level. Creatures within 10 feet of it may make a Fortitude save (DC 10 + spell level + caster ability bonus) to take either half or no damage from their proximity to the spell. Only one creature may be pulled into the well each round. Other creatures pulled toward it are simply held next to it, and excess “pull” is deducted from their movement on their turn. The caster is never drawn toward the black well, and may stand near it and use it as a form of defensive terrain. For example, a 12th level scáthsidhe sorcerer casts a black well. It appears among a party of adventurers: it is 40 feet from the dwarf who is furthest away, 30 feet from two humans, and adjacent to a half‐elf. The caster has 12 squares to spend moving foes and moves the half‐elf into the sun immediately to take damage as described. The two humans are both moved 6 squares adjacent to the sun and must make Fortitude saves. The dwarf is unaffected. Creatures killed by a black well may be raised normally, but gain the shadowborn template and shift alignment one step toward neutrality unless they first receive a major restoration spell. Cloak of Darkness Evocation [Darkness] Level: Shadowsworn 2 Components: V, S Casting Time: Standard action Range: Personal Target: You Duration: 10 minutes/level (D) You create an area of magical darkness around you. All attacks against you have a 20 percent miss chance. Although you can see normally, you appear to be simply an ominous, cloak‐ shaped area of darkness, which grants you a +2 circumstance bonus on Intimidate checks (but the character you are trying to Intimidate
cannot see you, which may negate other possible modifiers). When in areas of shadow, darkness, or dim lighting, you gain a +5 circumstance bonus on Hide checks. Compelling Question Enchantment (Compulsion) [Language‐Dependent, Mind‐Affecting] Level: Shadowsworn 1 Components: V Casting Time: Standard action Range: Close (25 feet + 5 feet/two levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes You ask another creature one simple question that it can answer with a single word. On the subject’s next turn, as a free action, it answers you as truthfully as possible. The DM is free to assign modifiers to the saving throw based on how important the target considers the information to be. Asking someone whether she is the king’s murderer, for example, involves a closely guarded secret and may earn a trained assassin a +4 competence bonus on the save. Douse Transmutation Level: Drd 1, Shadowsworn 0, Sor/Wiz 1 Components: V, S Casting Time: Standard action Range: Close (25 feet + 5 feet/two levels) Area: One light/level in a 40‐foot radius Duration: Instantaneous Saving Throw: Reflex negates (object) Spell Resistance: Yes (object) You douse a number of small sources of natural light, such as candles, lanterns, or torches. You can extinguish multiple fires at the same time, as long as they are all within the spell’s area. Hearth fires, campfires, bonfires, and magical fires are unaffected.
Enter Shadow Transmutation Level: Shadowsworn 3, Sor/Wiz 4 Components: S,M Casting Time: Standard action Range: Personal or touch Target: You or one creature plus one creature/four levels Duration: One minute/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes You or creatures you touch enter another creature’s shadow and become incorporeal. By joining that creature’s shadow, you and the other subjects that enter its shadow become part of the host creature, lingering within its shadow. If the spell is cast from a hidden location, the host creature does not notice what has happened if you make a successful Hide check (opposed by its Spot check). A creature that does not want to be part of this spell is entitled to a Fortitude save to negate the effect. You can follow the host creature as long as the duration lasts and there is some darkness available. If the host creature ever enters an area of bright illumination (such as an open sky at noon or the area of a daylight spell), the spell ends immediately and the host creature’s shadow ejects all creatures. In this case, each of the ejected creatures must make a Fortitude save (DC 16) or be stunned for 1 round. If you wish to leave the host creature’s shadow before the spell’s duration expires, you can do so at will, but unless you make a successful Hide check (opposed by its Spot check), the host notices the change in its shadow. You determine in what order creatures enter or leave a host creature’s shadow. The host is entitled to an attack of opportunity against any creatures leaving its shadow after the first. You can cast shadow jump (see page 61) from within the host creature, to simplify the process
of leaving its shadow. Doing so moves you (but not other creatures) to the target of the jump. Material Component: One drop of frozen or liquid shadow per creature affected (worth 50 gp each). Feign Death Necromancy Level: Clr 3, Drd 2, Shadowsworn 3, Sor/Wiz 3 Components: V, S Casting Time: Standard action Range: Personal or touch Target: You or one creature touched Duration: 6 rounds + 1 round/level (D) Saving Throw: None Spell Resistance: No You put yourself or a willing creature you touch into a cataleptic state that is almost indistinguishable from death. Only a Heal check (DC 35) or death watch or similar magic shows that the subject is still alive. Someone affected by a feign death spell cannot move or act and has no sense of touch or sight. However, he can still hear and smell and knows what is going on around him. The affected subject cannot feel wounds, kicks, fire, or other harm, nor can he react to such treatment. The subject takes only half damage from normal attacks and a coup de grace reduces him to 1d4 hit points rather than killing him outright. Poison and negative levels do not affect someone under the influence of a feign death spell, but poison still in the subject’s system can affect him after the spell ends. Flickering Fate Divination Level: Shadowsworn 4, Sor/Wiz 4 Components: V, S Casting Time: Standard action Range: Personal or close (25 feet + 5 feet/two levels) Target: You or one creature Duration: 1 round Saving Throw: Will negates
Spell Resistance: No You or the creature you choose see the flickering shadows of the future during combat, or you see a few seconds into the future in a noncombat situation. When the spell is cast, all creatures within range must declare their actions for the next round before the subject of the spell has to decide on his own course of action. All creatures in range are entitled to a Will saving throw; those who succeed need not follow the course of action they declared. Those who fail must take their action exactly as declared. The subject of this spell gains a +4 bonus to attack rolls, Armor Class, and saving throws against any creature that failed its saving throw against flickering fate. Ghost Weapon Transmutation [Force] Level: Shadowsworn 4 Components: V, S, F Casting Time: Standard action Range: Touch Target: One melee weapon touched Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes (harmless) With a touch, a weapon becomes ghostly and translucent. A character can wield it normally, but its attacks ignore armor and natural armor bonuses to Armor Class. At the same time, treat its strikes as force damage when attacking incorporeal foes. Grey Spellbreaker Abjuration Level: Shadowsworn 2, Sor/Wiz 2 Components: S, F Casting Time: Standard action Range: Touch Target: Object or creature touched Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No
You can cancel an existing, ongoing spell effect on an object or creature, or temporarily suppress the magical abilities of a magic item, by touching it with the object affected by this spell, called the spellbreaker. The object you touch when casting the spell is subjected to an effect similar to a dispel magic spell. Spells that cannot be defeated by dispel magic cannot be defeated by this spell. The object or creature you want to affect with the grey spellbreaker must be hit with a melee touch attack. You then make a caster level check (d20 + caster level [maximum +5]) against each ongoing spell currently on the object or creature (DC 11 + the target spell’s caster level). If you succeed on a particular check, that spell is broken; if you fail, the spell remains in force. If the first attempt fails, that particular grey spellbreaker is always unable to break that particular charm or spell. If you target an object or creature that is the effect of an ongoing spell (such as a wall of iron), you may make a check to end the spell that conjured the object or creature. Focus: The spellbreaker object touched. Leeching Lanthorn Enchantment/Charm [ Shadow] Level: Sor/Wiz 4, Shadowsworn 3 Components: V, S, F Casting Time: 1 standard action Effect: One 30 radius circle Duration: 1 round/level or until lantern destroyed Saving Throw: Fort negates Spell Resistance: No You light the lantern and suddenly all shadows freeze and turn to face you. The room’s reflections all seem hardened into place, and the space around you hums with power. By lighting a ritually‐prepared lantern you generate an area where one ability is drawn out of all others creatures around you and
channeled through the lantern into you. At the time of the spell’s casting, you choose Strength, Dexterity, or Constitution: that choice cannot be altered for the spell’s duration. All creatures within the lantern’s light must make a Fortitude save when the spell is cast and each round thereafter that they remain in the area. If the save succeeds, they are unaffected that round; if the save fails, they lose (and you gain) 1d4 points of the relevant ability. You retain these points for the duration of the spell and 10 rounds thereafter. If the lantern is destroyed, the spell ends immediately and you lose all leeched ability points. Creatures whose abilities were leeched do not regain those points except through the passage of time or the use of restoration spells. Arcane Focus: An inscribed and carefully prepared silver lantern fueled with pure oil and shadowstuff (400 gp). Such a lantern always has hardness 4 and 30 hp. Lengthen Shadows Transmutation [Darkness] Level: Shadowsworn 0, Sor/Wiz 1 Components: V, S Casting Time: Standard action Range: Close (25 feet + 5 feet/two levels) Area: 40‐foot‐radius emanation Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No You channel darkness and shadows into your surroundings. The area affected becomes gloomier, murkier, and more difficult to see in without actually becoming too dark to impede movement or combat. Lowlight vision or darkvision is required to see clearly, and even then all Spot and Search checks within the area suffer a –2 penalty for the duration of the spell. Light Blindness Transmutation Level: Shadowsworn 1, Sor/Wiz 1 Components: V, S
Casting Time: Standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes You blind a creature that normally can see in daylight, such that the subject can see only in shadows or in darkness for the duration. If the spell targets a creature with darkvision, it can see only in shadowy illumination or in bright illumination, not in full darkness. Light Warding Abjuration [Shadow] Level: Sor/Wis 2, Shadowsworn 1 Components: V, S, M Casting Time: 1 standard action Effect: One 5 ft square per level Duration: 1 day/level or until discharged Saving Throw: Reflex negates Spell Resistance: No You draw an invisible line as a barrier and warding against one or more types of creatures; when these creatures cross that line, the warding releases a powerful flare of light, visible for miles. The types of creatures affected must be set when the spell is cast: you can choose any of the standard monster types (aberration, humanoid, dragon, etc) or subtypes (Fire, Law, Incorporeal), plus one additional type or subtype per 4 caster levels. Only creatures of the chosen type trigger the spell. Creatures with the Shadow or Dark subtype must make a Will save to cross through the warded square, even after the spell has been triggered. When the appropriate creature type enters a square where the spell is present, the light warding releases a burst of pure light. Creatures in any of the spell squares must make an immediate Reflex saving throw or be blinded for 1d4 hours. The DC of this save increases by 2 for
every 60 feet of darkvision that the target has, and by 1 for creatures with low‐light vision. Arcane material component: A quartz lens ground to a fine sheen and backed with silver (50 gp). Moonscript Transmutation Level: Drd 1, Shadowsworn 1 Components: V, S,M Casting Time: One minute Range: Touch Target: Writing on one sheet of vellum or parchment Duration: Permanent Saving Throw: None Spell Resistance: No You transform one sheet of ordinary writing into magical script visible only under moonlight. The sheet so protected can then be reused to hide the presence of the magical writing. Spells and scrolls can also be protected by moonscript. Material Component: White ink made of crushed mother‐of‐pearl, whey, and spider silk (worth 100 gp). Orb of Light Conjuration (Creation) [Shadow] Level: Sor/Wiz 4, Shadowsworn 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. +5 ft/2 levels) Effect: One orb of light Duration: Instantaneous Saving Throw: Fortitude partial; see text Spell Resistance: No An orb of pure light the size of your hand shoots from your fingertips at a target. If you succeed with a ranged touch attack, the orb causes 1d6 points of positive energy damage per caster level (maximum 15d6). Undead suffer 1d8 points of damage per caster level (maximum 15d8).
If you strike a creature struck with the orb, it takes damage and is blinded for 1 round. A successful Fortitude save prevents the blinding effect but not the damage. NOTE: Shadow fey are able to cast this as a third‐level spell. Orb of Light, Lesser Conjuration (Creation) [ Shadow] Level: Sor/Wiz 1, Shadowsworn 1 Effect: One orb of light Your hand glows from within and you see your bones outlined against your flesh as you complete the spell. From your glowing fingers a fragment of the sun flies across the room. A smallish orb of light leaves your fingertips and shoots to a target. If you succeed on a ranged touch attack, the orb causes 1d8 points of positive energy damage. For every two caster levels you have beyond 1st, you inflict 1d8 more points of damage. That is, your lesser orb causes 2d8 points at 3rd level, 3d8 at 5th, and so on, to the maximum of 5d8 at 9th level or higher. Peerless Camouflage Illusion (Glamer) Level: Brd 2, Shadowsworn 2, Sor/Wiz 2 Components: S,M Casting Time: Standard action Range: Personal Target: You Duration: One minute/level You give yourself the ability to blend in with your surroundings while moving. You can move at full speed or even run while hiding. You suffer no penalties on Hide checks due to movement. Material Component: A perfectly tanned chameleon skin (40 gp). Rogue’s Stab
Transmutation Level: Asn 1, Brd 2, Rgr 1, Shadowsworn 1, Sor/Wiz 2 Components: V, S Casting Time: Standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: None Spell Resistance: Yes The target gains the ability to make sneak attacks, as the rogue ability, against opponents that are denied their Dexterity bonus to Armor Class or those that are flanked. The target deals +1d6 points of damage on a successful sneak attack. If the target can already make sneak attacks, the damage he deals with his sneak attacks increases by +1d6 points. Shadow Bite Illusion (Shadow) Level: Shadowsworn 0, Sor/Wiz 0 Components: V, S Casting Time: Standard action Range: Close (25 feet + 5 feet/two levels) Target: One humanoid creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You create a momentary needle of cold, sharp pain in a target creature. This causes no damage but requires the creature to make Concentration checks (DC 13) while engaged in any action that commands its full attention. On the creature’s next action following a failed check, it suddenly stands up or doubles over (DM’s choice), using a move action. There is a 50 percent chance that such a creature will drop a held item. Shadow Blindness Transmutation Level: Shadowsworn 0, Sor/Wiz 0 Components: V, S Casting Time: Standard action Range: Touch
Target: Creature touched Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes You stop one creature’s darkvision from working. The victim has normal human sight instead and cannot see in complete darkness for the duration of the spell. Shadow Bridge Illusion (Shadow) Level: Shadowsworn 3, Sor/Wiz 3 Components: V Casting Time: Standard action Range: Medium (100 feet + 10 feet/level) Target: One creature or object + one creature or object/five levels Duration: Until full number of creatures or objects crosses Saving Throw: Will negates (object) Spell Resistance: Yes (object) You create a temporary path between two locations, even through walls, up to the maximum range of the spell. This shadow bridge can transport creatures or objects from one location to the other. If it is used to move creatures, they can enter the bridge at either end and be instantly transported to the opposite end. Any creature can use the bridge until the maximum number of creatures allowed by the spell has crossed the shadowy path. Unwilling creatures targeted by a shadow bridge are entitled to a Will save; if it succeeds, the spell fails to move them. If the save fails, the spell instantly moves them either to your location or away from you to the opposite end of the bridge (your choice). When used to move objects, the spell can send them away or bring them to you, as described above. A single casting of the spell cannot move both creatures and objects.
Shadow Hands Evocation [Cold] Level: Asn 1, Shadowsworn 1 Components: V, S Casting Time: Standard action Range: 10 feet Area: Semicircular wave of cold shadow 10 feet in radius, centered on your hands Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A freezing blast of shadow leaps from your hands in a fan pattern. Any creature caught in the shadow takes 1d6 points of cold damage per your caster level (maximum 5d6). Shadow Jump Conjuration (Teleportation) Level: Shadowsworn 2, Sor/Wiz 2 Components: V Casting Time: Standard action Range: Personal Target: You Duration: Instantaneous You may move from one shadow directly to another within medium range (100 feet + 10 feet/level) and within line of sight, without passing through the intervening space. After making a shadow jump, you can’t take any other actions until your next turn. You can bring along any object you are able to carry. You cannot bring other creatures along with you. Shadow Knife Illusion (Shadow) Level: Shadowsworn 0, Sor/Wiz 0 Components: V, S Casting Time: Standard action Range: Personal Effect: One weapon Duration: 1 round/level Saving Throw: No Spell Resistance: None
You create a weapon, the size of which depends on your caster level. At 1st to 4th level, you can create only a dagger or other light weapon. At 5th to 8th level, you can create a longsword, rapier, or other onehanded weapon. At 9th level or above, you can create a two‐handed weapon. Only you can wield a shadow knife; if given to any other creature, the weapon vanishes. The weapon created always has a black blade, guard, and hilt, and feels slightly cold to the touch. The shadow knife provides no bonuses on attack rolls or damage rolls, and does not count as a magic weapon for the purpose of overcoming damage reduction. A shadow knife provides a +4 circumstance bonus on Sleight of Hand checks involving attempts to hide the weapon. One can enchant a shadow knife with magic weapon and other item‐affecting spells as normal. Shadow Purse Illusion (Shadow) Level: Shadowsworn 1 Components: S, F Casting Time: Full round Range: See text Targets: The purse and up to 1 lb. of goods/level Duration: Concentration Saving Throw: None Spell Resistance: No You create a link between a purse of shadow silk (the focus) and an extraplanar hiding place on the Plane of Shadow. You can place items into the purse and retrieve them at will. The purse can contain up to 1 lb. of material per caster level regardless of the purse’s actual size. Living creatures cannot be placed in the purse; attempts to do so destroy the purse and end the spell. Once the spell is cast, you open the purse by concentrating for a single round. You may close it the same way. The spell lasts only
while you concentrate on it; failure to do so means you lose the contents of the purse on the Plane of Shadow and the spell ends. While the spell remains in effect, the shadow purse proves exceptionally difficult to see (Spot check, DC 11 + caster’s total Hide modifier). Even when it is spotted, only you can open it. Focus: A purse worth at least 200 gp, constructed for you by master weavers of shadow silk. Shieldbreaker Transmutation Level: Shadowsworn 2, Sor/Wiz 2 Components: V, S Casting Time: Standard action Range: Touch Target: One weapon Duration: Permanent until triggered Saving Throw: None Spell Resistance: Yes The weapon you cast this spell on becomes particularly useful against opponents with shields. The wielder ignores armor and enhancement bonuses to a foe’s Armor Class gained from a shield. Further, instead of making a normal attack, the weapon’s wielder can make a sundering attack against a nonmagical shield that automatically destroys the shield if the attacker wins the opposed check. Shields with a +3 enhancement bonus or the equivalent in magical abilities are immune to this spell. The wielder may use this shieldbreaking effect only once per casting of the spell. If used against a foe with the shield spell active, this weapon immediately dispels it. Silent Combat Transmutation [Sonic] Level: Shadowsworn 2, Sor/Wiz 2 Components: V, S Casting Time: Standard action Range: Close (25 feet + 5 feet/two levels)
Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Any attack made by the subject of the spell is rendered utterly silent. The spell covers the noise of shouts and screams, rattling armor, clashing blades, or the heavy fall of a body. It does not prevent spellcasters from casting spells with verbal components, and it does not prevent whispers or normal speech—only abrupt or loud noises that carry for a distance. Silent Sound Evocation [Sonic] Level: Brd 1, Shadowsworn 1, Sor/Wiz 1 Components: S Casting Time: Standard action Range: Close (25 feet + 5 feet/two levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You fire from your fingertips a focused beam of sonic energy too shrill to hear. On a successful ranged touch attack, you inflict 1d6 points of sonic damage per level (maximum 5d6). Silhouette Illusion (Shadow) Level: Shadowsworn 0, Sor/Wiz 0 Components: V, S Casting Time: Standard action Range: Touch Area: Wall up to 100 square feet Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes You make a shadow play against a screen or wall up to 100 square feet in size. It can show any number of people or animals, up to the limit of your Intelligence score. The shadow figures do not make any sound, but they can dance, run, move, cast spells, kiss, fight, and so forth.
Most of the figures are general types, such as a rabbit or a dwarf, but a number of forms equal to your Intelligence modifier are recognizable as particular individuals, such as “Prince Banda” or “Silverlock the Elf.” Slither Transmutation Level: Shadowsworn 2, Sor/Wiz 2 Components: V,M Casting Time: Standard action Range: Personal Target: You Duration: 1 round You briefly become a shadow, able to slide under a door, through a keyhole, or any other tiny opening. All of your equipment is transformed with you, and you can move up to your full running speed during the spell’s duration. If you return to your normal size while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you suffer 3d6 points of damage while creating a space just big enough to fit into. You can cast spells without somatic components, speak, and breathe while in such a space. Arcane Material Component: Ashes from a wooden statue of you, made into ink and used to draw your portrait (50 gp). Smuggler’s Veil Illusion (Shadow) Level: Shadowsworn 0, Sor/Wiz 0 Components: V, S Casting Time: Standard action Range: Touch Target: One container no larger than 60 cubic feet Duration: 1 round/level Saving Throw: Will negates (object) Spell Resistance: Yes (object)
You make a container appear empty to a brief inspection. The container can be no more than 60 cubic feet in volume (6 feet by 5 feet by 2 feet, for example). Creatures opening and looking into the container see only empty space, but the container’s weight remains unchanged. Rooms and doorways cannot be affected. Step Under My Shadow Illusion (Shadow) Level: Shadowsworn 2 Components: V, S Casting Time: Standard action Range: Personal or close (25 feet + 5 feet/two levels) Target: You or one creature Duration: See text Saving Throw: Will negates (harmless) Spell Resistance: Yes The subject creature gains a chance to attempt a Hide check even when in plain sight. Unlike invisibility spells, this spell only works if the target is capable of hiding successfully in the first place. The spell lasts as long as the target remains motionless or makes a successful Hide check while moving less than half his normal speed in a round. Terror Necromancy [Fear, Mind‐Affecting] Level: Shadowsworn 3, Sor/Wiz 3 Components: V, S,M Casting Time: Standard action Range: Medium (100 feet + 10 feet/level) Effect: Ray Duration: 1 round/level Saving Throw: Will partial (see text) Spell Resistance: Yes An invisible ray of terror (requiring a ranged touch attack) causes one living creature to become panicked. Even if the save succeeds, the creature is shaken for 1 round. Material Component: An eagle’s claw.
Tongue of Fiends Transmutation [Evil] Level: Clr 0, Shadowsworn 0, Sor/Wiz 0 Components: S Casting Time: Standard action Range: Personal Target: You Duration: 1 round/level You can speak Infernal, allowing you to confer with demons and fiendish beings, as well as give commands to your summoned fiendish creatures. Trackless
Transmutation Level: Shadowsworn 1, Sor/Wiz 1 Components: V, S Casting Time: Standard action Range: Personal Target: You Duration: One minute + one minute/level You choose to either double your trail, splitting a false trail off in a chosen direction for up to 50 feet per level, or erase any trail you leave behind for the duration of the spell. Any creature attempting to track you takes a–10 penalty on the Survival check.
With Permission of Hero Games Hero SystemTM is a registered trademark of DOJ, Inc. Hero System and Fantasy Hero are copyright DOJ, Inc. d/b/a Hero Games. The use of this system is done with permission for a non‐commercial product. No challenge of trademark or copyright is intended for this topic. This material is not open game content. Fantasy Hero: Garbage Devourer Val Char Cost Roll Notes 25 STR 15 15 ‐ Lift 800 kg; 5d6[2] 12 DEX 6 12 ‐ OCV: 4/DCV: 4 16 CON 12 13 ‐ 14 BODY 8 12 ‐ 6 INT ‐4 11 ‐ PER Roll 11‐ 12 EGO 4 12 ‐ ECV: 4 8 PRE ‐2 11 ‐ PRE Attack: 2d6 4 COM ‐3 10‐ 12 PD 7 Total: 12 PD (25% rPD) 8 ED 3 Total: 8 ED (0 rED) 3 SPD 8 Phases: 4, 8, 12 10 REC 4 40 END 4 42 STUN 0 Total Characteristics Cost: 65 Movement Running 6” Leaping 0” (can’t jump – 5) Swimming 2” Cost Powers 15 Rubbery Hide: Physical Damage Reduction, Resistant, 25% 17 Alien Senses: Enhanced Senses (Detect Heat Patterns/Traces; Passive) plus (+4 Enhanced Perception for Sight group) 13 Sticky Tentacles: Entangle 2d6, 2 DEF, No Range (‐1/2) 5 Four Tentacles: Extra limbs (2) 18 Filth Disease: Drain 3d6 DEX, Delayed Return Rate (points return at the rate of 5 per day; +1 ½); Extra Time (1 day; ‐3) 10 Bite: HKA 1d6 (2d6 with STR), No Knockback (‐1/4) Cost Skills 4 +2 OCV with Sticky Tentacles 11 Stealth 16 ‐ 93 Total Powers and Skills 158 Total Cost
End 0
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7 3
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Disadvantages Physical Limitation: Large (4m; ‐2 DCV, +2 PER Rolls to perceive) (Infrequently, Slightly Impairing) Physical Limitation: Unusual Form (makes some tasks difficult or impossible) (Infrequently, Slightly Impairing) Distinctive Features: Not Concealable (Noticed and Recognizable) [spherical body, single mouth in torso, eyestalk, four tentacle arms, three legs] Berserk at the sight/smell of blood (Common), go 11‐, recover 8‐ Experience Points Total Disadvantage Points
35 23 158 Ecology: Garbage devourers are the product of no natural ecology but instead we created by foul magicians who want to be rid of their faulty experiments, wasted portions and spoils of arcane research. The devourers became popular with city officials who saw the creatures as an expedient way to get rid of the garbage generated by civilization. Some garbage devourers has escaped city captivity and live in the sewers or rampaging across the countryside. Personality/Motivation: Garbage devourers are simple beasts who like to eat garbage or anything else they can get their tentacles on. They have very little intelligence but could be negotiated with or tricked provided they are spoken to very, very slowly. Powers/Tactics: Garbage devourers are straightforward combatants. They trudge forward, grab people with their sticky tentacles and then spend the rest of the time chewing on the captured prey. Crafty garbage devourers, though rare, may grab one opponent than then hurl it at another to thin the number of opponents before devouring opponents. Appearance: Garbage devourers can be up to 2.6 m tall at the top of its eyestalk. The creature is a strange beast with rubbery yellow‐brown skin wrapped around a spherical body. From its torso sprouts a toothy maw, three stubby legs and four snapping, gripping tentacles.
A Plea to Modern Gamers We want to do more future and modern content on the DM Sketchpad but we need some direction. Please drop me line at
[email protected] and let me know where your modern games rest.
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Adamantine Wasp Swarm from 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. Advanced Bestiary Copyright 2004, Green Ronin Publishing LLC; Author Matthew Sernett. Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing; Author Skip Williams. Alchemy & Herbalists Copyright 2001, Bastion Press, Inc.; Authors Steven Schend, Charles W. Plemons III, Daniel M. Perez, John D. Frenzel, Jon Keene, Kevin Ruesch, and Michael Thibault. Al‐mi’raj from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Roger Musson. Ancient Template copyright 2009 Nathan E. Irving Armies of the Abyss Copyright 2002, Green Ronin Publishing; Authors Erik Mona and Chris Pramas. Background Levels Copyright 2007, Iain Fyffe dba Fifth Element Games; Author Iain Fyffe. Black Flags: Piracy in the Carribean Copyright 2002, Avalanche Press, Ltd.; Authors Dr. Mike Bennighof, Ph.D. And John R. Phythyon, Jr. Blind Horror Template copyright 2009 Nathan E. Irving Bloodline Levels Copyright 2007, Iain Fyffe; Author Iain Fyffe. Blue Rose Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John Snead. Book of Templates: Deluxe Edition, © 2003, Silverthorne Games; Authors: Ian Johnston and Chris S. Sims. Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and David Bolack Caliphate Nights, Copyright 2006, Paradigm Concepts; Author Aaron Infante‐Levy Castle Shadowcrag, Copyright 2007 Wolfgang Baur, www.wolfgangbaur.com. All rights reserved. Cloud Template copyright 2009 Nathan E. Irving Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games; author Keith Baker. Cromagh’s Guide to Goblinoids Copyright 2003, The Game Mechanics; Author JD Wiker. Cry Havoc, Copyright 2003 Skip Williams. All Rights Reserved. Dark Creeper from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth. Dark Stalker from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Rik Shepard. Dragon Horse from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Chris Aylott. Equitus Template copyright 2009 Nathan E. Irving Extraordinary Rangers Copyright 2007 Iain Fyffe, dba Fifth Element Games; Author Iain Fyffe. Future: 13 Starship Devices, copyright 2005 Philip Reed. Published by Ronin Arts www.roninarts. com. 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.
Half‐Sphinx Templates copyright 2009, Nathan E. Irving Hippocampus from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary Gygax. Ink & Quill Copyright 2002, Bastion Press, Inc. Legions of Hell Copyright 2001, Green Ronin Publishing; Author Chris Pramas. Lux Aeternum, Copyright 2006, BlackWyrm Games; Author Ryan Wolfe, with Dave Mattingly, Aaron Sullivan, and Derrick Thomas. Magpie Codex Rules, Copyright 2009, Paul Jessup Martial Arts20, Copyright 2007, RPGObjects; Author Charles Rice Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan Wright Medieval Player’s Manual, Copyright 2004, Green Ronin Publishing; Author David Chart. Mi’raj Template copyright 2009 Nathan E. Irving Modern20, Copyright 2007, RPGObjects; Author Charles Rice Monte Cook’s Arcana Evolved Copyright 2005 Monte J. Cook. All rights reserved. Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved. Mutants & Masterminds Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Mutants and Masterminds, Second Edition Copyright 2005, Green Ronin Publishing; Author Steve Kenson. Necromancer's Legacy ‐ Bloodlines & Paragons Copyright 2005, E.N. Publishing; Author M. Jason Parent. 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 Divine: Shamans copyright 2002, Mongoose Publishing. Open game content from Heroes of Fantasy copyright 2005, Mongoose Publishing Ltd. Open game content from Monster Encyclopaedia Volume II Dark Bestiary copyright 2005, Mongoose Publishing Ltd. Open game content from The Quintessential Barbarian II: Advanced Tactics copyright 2004, Mongoose Publishing Ltd. Open game content from The Quintessential Bard copyright 2003, Mongoose Publishing Ltd. Open game content from The Quintessential Druid copyright 2002, Mongoose Publishing. Open game content from The Quintessential Human copyright 2003, Mongoose Publishing Ltd. Open game content from The Quintessential Sorcerer copyright 2003, Mongoose Publishing Ltd. 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. Pathfinder 1: Burnt Offerings. Copyright 2007 Paizo Publishing LLC. Author: James Jacobs. Pathfinder 2: The Skinsaw Murders. Copyright 2007 Paizo Publishing LLC. Author: Richard Pett. Rise of the Runelords Player’s Guide. Copyright 2007 Paizo Publishing LLC. Author: F. Wesley Schneider. Secret College of Necromancy, Copyright 2002, Green Ronin Publishing; Authors David “Zeb” Cook and Wolfgang Baur. Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc. Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble. Sinobian from 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. Swords of Our Fathers Copyright 2003, The Game Mechanics; Author JD Wiker. Supers20, Copyright 2008, RPGObjects; Author Charles Rice
Template Booster: Blasphemous Terror, Copyright 2006 Reality Deviant Publications Template Troves, Volume II: Oozes & Aberrations, © 2004 Silverthorne Games; authors Philip J. Reed with Michael Hammes. The Assassin’s Handbook Copyright 2002 Green Ronin Publishing. All rights reserved. The Avatar's Handbook Copyright 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Tomasson. The Book of Fiends Copyright 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb. The Book of Roguish Luck, Copyright 2005, Wolfgang Baur; All rights reserved. The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All rights reserved. The Completist’s Guide to Humanoid Characters Copyright 2008 Iain Fyffe, dba Fifth Element Games; Author Iain Fyffe. The Jester Copyright 2007, Iain Fyffe; Author Iain Fyffe. The Psychic's Handbook Copyright 2004, Green Ronin Publishing; Author Steve Kenson. The Unholy Warrior's Handbook Copyright 2003, Green Ronin Publishing; Author Steve Kenson. 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. True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson. Ultimate Power, Copyright 2006, Green Ronin Publishing; Author Steven Kenson. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David Noonan, and Rich Redman. DM Sketchpad ‐ June 2009; Copyright 2009, Published by Purple Duck Creations. Authors: Jason Beardsley, Bill Browne, Mark Gedak, Nathan Irving, Stefen Styrsky. Special Guest Wolfgang Baur. 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.