DM Sketchpad V.1 – April 2009 Authors: Bill Browne, Mark Gedak, Stefen Styrsky Special Guest: Ken Newquist, Zachary Houghton Editor: With my budget? You can’t be serious. Design/Layout: Mark Gedak Foreward by Phil Reed 2 Content for Future Games 35 Content for Espionage Games 3 * Alien Races 36 * Feats 3 * Nanoaugmentors 39 * Rumors 39 Content for Fantasy Games 4 * Campaign Building 4 Content for Labyrinth LordTM 40 * Character Creation 40 * Class Features 7 * Classes 41 * Clerical Domains 8 * Cursed Items 45 * Feats 10 * Monsters 46 * House Rules 11 * Magic Items 12 Content for Modern Games 47 * Monsters 14 * Occupations 47 * Otyughnomicon 17 * NPCs 21 Open Game License 48 * Sup. Spell Components 31 Advertisements * Templates/Templated 32 This edition of DM Sketchpad V.1 April 2009 is produced under version 1.0 and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document. Some artwork copyright Octavirate Entertainment, used 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) The race name cavian is product identity of Louis Porter Jr. Design and is used here with permission. 2) The term breathslain is product identity of Goodman Games and is used here with permission. 3) Labyrinth LordTM is copyright 2007, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM Trademark License 1.0 available at www.goblinoidgames.com. Designation of Open Game Content: All text on the following pages that were first published on the Grand OGL Wiki (http://grandwiki.wikidot.com) are designated as open game content with the exception of the product identity indicated above.
Forward Throughout 2005 Ronin Arts mailed out new content to subscribers on an almost daily basis. Between the DM's Idea Pipeline and the Future: Datastream hundreds of individual game elements ‐‐ from rumors to feats to even starships ‐‐ flooded mailboxes around the world. It was fun . . . but it was a hell of a lot of work. 2005 was a different time for me. My entire purpose was the creation of new game content ‐‐ primarily OGL‐based material ‐‐ and I spent every day working on new rules, treasures, extras, and assorted other stuff. During that time one playtester constantly provided Ronin Arts with excellent, reliable feedback. Mark Gedak, without asking for anything in return, was always there to give me his opinions and suggestions and, at times, even contribute a little something (usually monster stats for anything I was working on, since I suck at creating monster stats). These days I still work on games, but instead of PDF publishing I spend my days working at Steve Jackson Games where I have the title of "Chief Operating Officer." What does that mean? Basically, it means I get to manage day‐ to‐day operations and push hard to keep products on schedule, employees happy and productive, and help Steve guide the company through rough economic times. It's a great job, and a hell of a lot of fun, but it's mentally draining and sucks any desire I may have to create new game material during my free time. That's where Mark Gedak enters the picture again. Inspired by the old Ronin Arts subscriptions of 2005, Mark has created the DM's Sketchpad, a free service through which he dumps tons of material on the world. Reading over this PDF collection brought back a lot of memories and almost makes me want to
start devoting my evenings to writing new OGL material. That's not gonna happen, though, so enjoy Mark's work. I know I do. ‐ Philip Reed
Content for Espionage Games Secret agents prevail not only through superior skill, but with what at times appears to be nothing more than charm and grace. Whether gambling in Monte Carlo or cobbling together a short‐wave receiver, it’s almost as if their poise and aplomb is all they require to bend events in their favor. FAKE LEFT, GO RIGHT You are skilled at creating distractions. Prerequisites: Charisma 13 +, Escape Artist (5 ranks), Tumble (5 ranks) Benefit: When making an Escape Artist check to escape a pin or grapple of another person, or a Tumble check to move past or through opponents without provoking an attack of opportunity, you may use your Bluff skill instead. FLASH THE BADGE You know that the best cons depend on how you carry yourself and the ability to draw someone’s attention to the right place. Prerequisite: Charisma 13+, Forgery (5 ranks), Sleight‐of‐Hand (5 ranks) Benefit: When a forged document is examined in your presence and you have the ability to communicate with the examiner, a successful DC 15 Bluff check lets you add one‐half of your number of skill ranks in Bluff to the DC to detect the document’s forged status. You may also use the Bluff skill to perform any Sleight‐of‐Hand checks while in the presence of an observer.
Benefit: You use the Bluff skill when making Gamble checks. When you win, you win big, gaining an extra bonus to your Wealth Bonus increase equal to the number of opponents (minimum +1). All opponents lose an additional +1 bonus to their Wealth Bonus. LOOK THE PART Wealth isn’t just money, it’s attitude. Prerequisite: Charisma 13+, Confident Benefit: You add your Charisma modifier to all wealth checks when buying something or paying a stake to gamble. WHEN IN DOUBT, GIVE IT A WHACK Machines respond to your pleading (and cajoling) as much as your technical knowledge. Prerequisite: Charisma 13+, Confident Benefit: You may apply your Charisma modifier to Craft (electronic), Craft (mechanical) and Repair checks in addition to any bonuses from a high Intelligence. Also, devices you jury rig last through one additional scene or encounter before having to be fully repaired.
HIGH ROLLER For you gambling is a test of personality more than a game of luck. Your bearing, expressions and manner do as much to affect the outcome as the cards. Prerequisite: Charisma 13+, Confident, Bluff (5 ranks), Gamble (5 ranks)
Content for Fantasy Games Campaign Building Campaign Model: The Bardic Academies and Troubadour Societies By royal decree, only fine academies of music can teach the ancient art of the bard – and only to those who can trace their heritage to the Old Blood druids, bards and soothsayers. In response to this restriction, “troubadour societies” have sprung up around the country. As well as begging, buying and stealing bardic lore from the academies, they have developed their own arts. The Vates: The most prestigious of the academies, the Royal and Ancient Order of Vates trains soothsayers who sing prophecies and read the fates. They take the fatesinger class. Last Laugh Society: The only officially recognised society, the Last Laugh provides jesters and fools to the lords and ladies of the realm. These motley rogues serve as advisors, entertainment, spies and even bodyguards, keeping their lord's interests protected. Shanachie Academy: The storytellers of the Shanachie Academy memorise and deliver epic tales in the rolling, booming language of the Old Blood. They preserve records of the ancient way of life and are often found by the side of an Old Blood hero. Academy of Pure Music: The grandmasters study at the Academy of Pure Music, a scholastic institution devoted to unearthing the secrets of song. The echoing halls and enormous theatres of the Academy are filled with humming, whistling students and academics half‐deaf from lives spent straining to hear an eldritch tinkle in a song. Society of Dawn: The church of the Sunbringer has established its own society, educating
cantors in the hymns of praise and power the church has developed or received through divine gift. The singers of the dawn are loved and respected by their communities. Académie des Chantres: Outside the country and beyond the king's restrictions, the Académie lists itself beside the illustrious academies, all of which consider it something of an upstart. Their strange and sorcerous adaptation of the art, dream dancing, and the replacement of instruments with dance patterns does not endear them to the bards of Albion. Campaign Model: The Fall of Golden Lanka The divine architect Vishwakama laboured for a year to build Golden Lanka, a shining palace nestled in a steep river valley. He invited the great Ravana to say the ancient ritual words of consecratino, and offered the demon king anything in return. Lips curved into a half‐smile, Ravana requested the golden palace itself. And so Golden Lanka, jewel of the gods, fell into the hands of demonspawn. From their fortress, they pushed into neighbouring lands and began their rule of terror. Rakshasa thanes became kings and dukes, while the rightful rulers were enslaved or hunted. The heroes are scions of the ousted monarchies, sworn together in a compact between the kings and queens of the people of the East. Demons of Zahak, including the Brood of Tanar and others from Feurring, haunt Golden Lanka, polluting it with pus, blood and filth. The heroes will have to strike to Lanka's heart if they are to topple Ravana and free humankind. The Lands Enslaved In General: Sovereign kings and princely heroes of devastated peoples are forced to take up arms. Pirates, nobles, explorers, avengers, assassins and alchemists hail from across the land. Sons of celestials, ogre mages, ghosts and
demons mingle with daughters of rakshasa and naga. Tiger Kingdoms: The Tiger Kingdoms have long lived under the iron paw of the rakshasa, but that has only whet their enthusiasm to see the demonkind toppled once and for all. Fakirs practice their arts, and Indra himself has blessed the storm lords. Middle Kingdom: Brothers of dragons and dragon's children trace their line back to the Celestial Dragon. The monastic orders have sent an eternal champion forever reborn in pursuit of Enlightenment, as well as deforming fist stylists, worldshapers and anchorites who cut out their eyes to better fight as unseeing blades. Kingmakers read the cracks in turtle shells and send promising sons of noble families out to win victory for humankind. Horse Plains: The rough and determined people of the Horse Plains consider the demonic occupation an affront to their ancestors. Echoes of the ancestors meet with clan defenders and horsemasters, while the horse nomads and riders of the Golden Horde sharpen their blades. The Free Lands Niho, the Land that Meets the Sun: This island fastness has not yet been conquered. Its sun mages and void‐worshipping spirit carvers hone their sorcery to destroy demonkind. Demon hunters, bedecked in charms and paper scrolls are armed by sacred smiths reforging the thousand‐year old steel of the samurai. Even the embittered sea wolves have rallied behind the king of pirates to loot the rakshasas' palaces. Kabuki jesters and the singers of dawn make unlikely allies, while wanderers and butterflies sing for their supper and a glass of sake. Ninja death shadows and heretic blood mages make unlikely allies for righteous heroes like the samurai and yamabushi pureblades.
Ariya, the Endless Land: The desert emirates of Ariya have dispatched dervishes and zealots sworn to do battle with Shaitan. Campaign Model: Heroes of the Commons Human, dwarf and halfling commoners – the most stolid of the races – gather together in villages and towns across the length and breadth of the kingdom. Considered unexceptional by lords, bishops and heroes, they nonetheless provide the backbone of the country. When a band of adventurers succeed only in stirring up horrors from the deep, the bravest and brightest take up ancestral swords, woodchopping axes and homegrown herbs to solve their town's problems by themselves. Characters could choose almost any of the background levels, become arcane smiths or jesters. An aristocrat or noble dragged along by a sense of duty might choose any of the aristocratic prestige classes. A learned man of few means might take up the quill rather than a sword. Of the heroes of fantasy, alchemists, artificers, cabalists, exorcists, explorers, hedge wizards, knights and mercenaries might fight for their village, as might an investigator. The river by the village is haunted by a drowning shade, a lonely woman who killed herself after her husband left her for another woman. The swamps to the east crawl with dreamtoads, chain beetles and dreary frogs. Thorn demons provoke wild animals to wilder and savager attacks on people and livestock while the daunts and bladeleaves occupy themselves with their private war. Clochelmen, round of stomach and quiet of tongue, share their knowledge with those patient enough to sit by them. The dancer in the glade has tamed a black shuck: she uses the dread hound to hunt for
new members of her ramshackle “Seelie Court”, whose press‐ganged members are waited upon by dancing breezes. A moody rot hag lives in a chicken‐footed hut with her blood bracken and a blood scarecrow for company. She sends the scarecrow on errands, and it shows an alarming desire to be around, even communicate with, human beings. This campaign might work best as an E6 game. Organisation Sketch: Knightly Orders In most medieval countries, minor aristocrats and heroic commoners may be inducted into exclusive orders of knights. As well as a reward for service to the Crown, this is a good way to keep potentially troublesome people closely aligned with the Crown. Perhaps a joust would be the best place to introduce these orders. Tempers are high, egos are fragile and there is a very real potential for intrigue and combat. As well as paladins and knights, here are some less conventional orders. Lionheart Evokers: Brusque and muscled sorcerers, the evokers combine physical excellence with keen magical skill. They are commonly charming but also blunt, reluctant to suffer fools but devoted to the finer things in life. They are disdainful of those that pursue knowledge while neglecting their bodies or focus purely on strength and hardiness. Pureblades: A monastic order as well known for their rigorous discipline and asceticism than their prowess in battle, the pureblades find ways to boast and taunt through gestures and flourishes despite their joust‐long vow of silence (ostensibly a display of humility). Justicars: Privileged agents of the king, justicars are used to enforce the law through writ, word or wound. Though their attendance at the joust is mainly to supervise hot‐tempered warriors, some take the opportunity to challenge corrupt nobles to trials by combat.
Organisation Sketch: The Order of St. Aloysius The Gloaming Knights, so named for their pale blue robes and sashes, are an order dedicated to the paladin Aloysius who rid the Silver Isles of the unquiet dead. Their uncompromising approach to the defeat of the undead has won them few friends amongst pagans wanting traditional burials, gravediggers or the dusty‐ faced bishops hoping for eternal sleep in the catacombs. They are nicknamed Torchers, for they show little hesitation in destroying the bodies of those that could rise once more. Inquisitor and holy warrior paladins are drawn to the Gloaming Knights, as are sacrifices and martyrs, whose personal loss appeals to the order's belief that all must surrender to the Authority upon death instead of selfishly demanding more than their allotted time. Shadow champions and investigators perform the dirty work others are unwilling to do, though the weight of the work falls upon divine hammers and zealots. Avengers, charismatics, crusaders, exorcists and knights, as well as the cloistered, are the main source of recruits into the Knighthood. Members often raise ghosthunter cats to sniff out spectres and ghouls. TRAPS Ryan Stoughton created a framework for preparing for games that involved creating things of only four categories: Threats, Rewards, Assets and Problems, or TRAPs for short. The idea is that all the world‐building the DM does should be channeled towards creating these four things, since they are the building blocks of adventure. * Threats are outright dangers that the characters must resolve. * Problems are threats waiting to happen, unless the heroes nip them in the bud. * Assets are concrete benefits for the player characters.
* Rewards/Resource can be turned into assets through careful management. TRAPS for The Tattered Court Wild and wayward fey are members of the Tattered Court, a loose‐knit league of fairykind united by necessity and a hedonistic spirit. The Tattered Court meets every autumnal equinox to hold their council, and though little is resolved many problems arise. The faery regal of the Tattered Fey has dispatched his fey knights to request the heroes' attendance. Problem: The earthly king has been kidnapped by the Tattered Folk and stands trial. The King's Forest has dispatched its grouser to issue a steady litany of the king's misdeeds. Were the constantly‐complaining genius of the forest to reach the court, the finding would surely go against the hero's liege. The characters must distract or discredit the grouser while escaping its formidable bodyguards. Problem: A jubear is hibernating in the grove where the Tattered Folk hold court. The fey traditionalists must be convinced to move elsewhere or the beast will be roused – or maybe the heroes should destroy the loathsome thing while they can. Threat: An unknown foe has sent a huntsprite to kill the heroes. After a series of clues point to the Tattered Folk's worst enemies, something makes the heroes suspect the sprite was sent by the Tattered Court itself – but why? Threat: A hive spider hive has sent its first exploratory missions and the Tattered Folk want to arm and strike to the heart of the hive. Asset: A greenfolk wolf cub is offered to the heroes to raise as their own. Resource: A trusted and wise bard could negotiate peace between two mortal nations, but she has become one of the greenfolk and is reluctant to leave her new home.
Threat: The emissary of the bonecracker ogres is negotiating a peace treaty with the Tattered Fey and he wants a hero's bones to turn into bread.
Class Features Bardic Music Traveler As itinerant souls, some bards develop music that aids them when crossing the land or meeting strange and different people. Some claim these powers originate with a fey‐touched heritage, but most bards of this persuasion — known as travelers — claim the abilities are simply expressions of their innermost beings. The traveler retains only countersong and song of freedom, and replaces the bard’s other class abilities with the following: Know the Road: The traveler possesses a special form of bardic knowledge. Instead of curious facts and forgotten lore, the traveler is well‐versed on the places “in between” and what he might encounter during a journey. Whenever he must travel (by land or sea) he may make a DC 20 bardic knowledge check to see if he remembers facts about the way there. Success grants him a general sense of the dangers ahead. He gains a +2 circumstance bonus to Listen and Spot checks while on the road, as well as a +2 bonus to Survival checks to avoid getting lost or to avoid natural hazards. He may confer these bonuses to anyone traveling with him if he describes what he knows about the route ahead. For every 5 points he beats the DC he adds another +1 to the above bonuses. 1st: Universal Language: Every time the traveler encounters an individual from an unfamiliar culture he may expend a use of bardic music to quickly intuit aspects of the creature’s society and mores. Even if he doesn’t speak their language, he can communicate enough with the individual to alter their attitude with a
Diplomacy check. For every three levels a bard attains beyond 1st, he can employ Diplomacy against one additional creature with a single use of this ability. 1st: Boost Movement: While playing and for five rounds thereafter a traveler can boost the movement of himself and all allies within 30 feet. To be affected, an ally must be able to hear the bard sing. All affected creatures gain a bonus of +10 feet to their base speed. At 8th level, and every six bard levels thereafter, this bonus increases by +10. (+20 at 8th, +30 at 14th, +40 at 20th) 3rd: Negate Terrain: The traveler may grant one ally or himself the ability to ignore movement penalties due to difficult terrain. The ally must be within 60 feet and able to see and hear the bard. The bard must also be able to see the ally. The effect lasts for as long as the bard sings and 5 rounds thereafter. 6th: Friends: The bard may attempt to make friendlier any creature he has already targeted with the universal language ability. If the creature fails a Will save (DC equals the bard’s Diplomacy check) he is treated as one additional step favorable after the bard’s successful Diplomacy check when employing universal language. This creature’s new attitude is a permanent condition until circumstances arise that might alter it, such as the bard betraying his trust. 9th: Passwall: After a full round of music or poetics the traveler may create a passwall effect as per the spell. 15th: Ethereal Jaunt: The traveler can use his poetics or song to turn one ally or himself ethereal. For every three bard levels he attains beyond 15th, he can turn ethereal one additional creature. To create this affect the bard must sing and an ally must hear the bard sing for one full round. The affect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter.
15th: Friends, mass: This ability functions like friends except the bard can affect any number of creatures he has targeted with universal language.
Cleric Domains The dramatic arts span the ages, occurring in almost every culture and peoples, firing the imagination, revealing truths, or simply entertaining. Wherever intelligent beings congregate, eventually some form of theater develops. It may be as simple as a priest acting out his faith’s creation story or as complex as play with a dozen characters, elaborate costumes and detailed sets. It is no wonder the dramatic arts have gained deific patronage. These domains are not only the province of good deities, sponsors of art and enlightenment. Every race, even evil ones, participates in drama. Their stories might seem cruel or disgusting to others, but serve the same purpose theater does in other communities. Tragedy, of course, finds itself in the service of good and evil gods, though most deities of tragedy are neutral. While comedy and satire often finds themselves in a good deity’s service there are also gods of dark laughter – trickster gods with sinister bends — who embrace those domains as well. Comedy Entertaining and diverting, good clerics of Comedy believe the power of laughter can conquer all. These clerics of Comedy devote themselves to alleviating suffering, either by telling jokes and funny stories to the poor and sick, cheering soldiers just before battle or even laughing at the self‐important. While some might regard the followers of Comedy as flippant and glib, these clerics know laughter can only be the true response to life. Tears are useless. Only through laughter does one gain the power to overcome horrible situations and maintain some hope for a better end.
Clerics who take their duties too far might simply use their abilities to generate laughter at another’s expense, tormenting the helpless or weak in the name of entertainment. Granted Power: Add Perform (comedy) to your list of cleric class skills. As a standard action a number of times per day equal to your Wisdom modifier you may remove one of the following conditions from an ally: fatigued, exhausted, sickened, frightened, cowering, nauseated, panicked, or shaken. Your ally merely needs to hear the sound of your voice for this power to be effective. Comedy Domain Spells 1 Grease: Makes 10‐ft. square or one object slippery. 2 Hideous Laughter: Subject loses actions for 1 round/level. 3 Remove Disease: Cures all diseases affecting subject. 4 Death Ward: Grants immunity to death spells and negative energy effects. 5 Mislead: Turns you invisible and creates illusory double 6 Baleful Polymorph: Transforms subject into harmless creature. 7 Reverse Gravity: Objects and creatures fall upward 8 Irresistible Dance: Forces subject to dance. 9 Shape Change: Transforms you into any creature, and change forms once per round. Tragedy Seen as harbingers of doom, clerics of Tragedy understand their roles as more subtle. The universe exists because it is in balance, neither overrun by the minions of evil or filled with the light of good. In the same way, life must also be a balance. Too much of any one thing is anathema, a challenge to the gods and how they direct existence. Clerics of Tragedy see their powers as maintaining this balance, keeping hubris in check, ensuring the world does not spin out of control. This means that swift and decisive action must sometimes be undertaken.
Sometimes a cleric of Tragedy acts before fully assessing a situation, raining destruction on those they deem deserving. These clerics roam the land, dispensing justice at whim. Granted Power: Once per day you may show an intelligent creature its past misdeeds. The affected creature must make a Will saving throw with a DC equal to 10 plus your cleric level plus your Wisdom modifier. The creature is cowered for a number of rounds equal to your Wisdom modifier plus 1. This is a supernatural ability. Tragedy Domain Spells 1 Doom: One subject takes ‐2 on attack rolls, damage rolls, saves and checks. 2 Darkness: 20‐ft. radius of supernatural shadow. 3 Blindness/Deafness: Makes subject blinded or deafened. 4 Bestow Curse: ‐6 to an ability score; ‐4 on attack rolls, saves, and checks; or 50% chance of losing each action. 5 Nightmare: Sends vision dealing 1d10 damage, fatigue 6 Destruction: Kills subject and destroys remains. 7 Insanity: Subject suffers continuous confusion. 8 Firestorm: Deals 1d6/level fire damage. 9 Storm of Vengeance: Storm rains acid, lightning, and hail. Satire Clerics of Satire seek the truth. Whereas some believe comedy and satire are the same, clerics of satire know the similarities are only superficial. Comedy goes for the easy laugh, the obvious joke, while satire reveals the truth of a situation. Satire might use comedy, strange scenarios or exaggeration not for entertainment but enlightenment. Satire lays low the mighty, the self‐important, the self‐righteous. Clerics of satire debunk oppressive myths and hypocrisy. They question rules that seem to have no
meaning or traditions observed simply because they are tradition. Evil clerics of satire take this responsibility further, sowing chaos or subverting governments. Granted Power: Add Sense Motive to your list of cleric class skills. You cast divination spells at +1 caster level. Satire Domain Spells 1 Zone of Truth: Subjects within range cannot lie. 2 Detect Thoughts: Allows “listening” to surface thoughts. 3 Invisibility Purge: Dispels invisibility within 5ft./level 4 Discern Lies: Reveals deliberate falsehoods. 5 True Seeing: Lets you see all things as they really are. 6 Owl’s Wisdom, mass: As owl’s wisdom, affects one subject/level. 7 Arcane Sight: magical auras become visible to you. 8 Scrying, greater: as scrying, but faster and longer. 9 Prying Eyes, greater: As prying eyes, but eyes have true seeing. Drama Entertaining, didactic, inspiring, fear‐inducing, drama is more about pretend situations or telling lies, it is also a tool through which the gods speak. When a deity wants a certain course of action taken he sends a cleric of Drama as his messenger. Drama is also a mirror in which societies play out their shared hopes, desires, and fears. Clerics of drama inspire community among people, sanctioning performances that retell important myths or cultural events. Granted Power: Add Bluff, Disguise, Intimidate and Perform (act) to your list of cleric class skills. Once per day you may inspire all allies within a 100ft radius. Those who can hear the sound of your voice gain a +2 sacred or profane bonus to attack rolls, skill checks and saves
against fear. This benefit lasts a number of rounds equal to your cleric level. Drama Domain Spells 1 Disguise Self: Alter your appearance. 2 Enthrall: Captivates all within 100 ft. + 10 ft./level. 3 Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks. 4 Tongues: Speak any language 5 Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). 6 Persistent Image: As major image, but no concentration required. 7 Suggestion, mass: As suggestion, plus one subject/level 8 Veil: Changes appearance of group of creatures. 9 Weird: As phantasmal killer, but affects all within 30ft.
Feats Badger Style (General) Gnomes have an affinity with burrowing mammals. Some like the badger are devastating combatants. Gnome monks adapted the teachings of the badger to a martial combat style. Prerequisites: Improved Unarmed Attack, speak with animals (burrowing mammal only) as a spell‐like ability. Benefit: When fighting foes that are one or more sizes larger than you are, you add +1d4 damage to all unarmed strikes. I Remember this One! (General) Gnome have a love of drink and a keen alchemical sense. They use these skills to remember potions and tonics once tasted. Prerequisite: Must be a gnome Benefit: You can automatically identify any potion, tonic or poison you have tasted at least once before by sipping it.
Mine! Not Yours! (General) Gnomes are very protective of their technological and magical items. They are so protective that they often booby‐trap their gear with magical energy. Prerequisite: Must be able to cast arcane mark Benefit: You can charge a number of use‐ activated items equal to your Charisma bonus (minimum 1) with a 1d4 magical booby‐trap. This is triggered by anyone attempting to use the item with your permission. It cannot be disarmed by Disable Device or found with Search. You must mark the item with an arcane mark ahead of time. The charge lasts 24 hours but can be reset each day. Special: You may take this feat multiple times to increase the number of items by 1 and the damage done by an additional 1d4. Technical Prodigy You possess skill beyond what is reasonable for your age and experience. Benefit: Select on technologically‐based Craft or Profession skill. For the purpose of this skill your max ranks may be equal to your class level +6 There. All Fixed (General) Gnomes love to tinker with inventions and magical items. They are able to extend the life of used up items but patching them together with hope and determination. Prerequisite: Craft (machines / steamworks / inventions) 8 ranks Benefit: When you find a technological item or magic item with finite charges that have run out, you make as a full‐round action tinker with it to revive 1d4 charges to the item. These charges are unstable and present a 5% cumulative chance of mishap when used. If a mishap occurs it deals 5 points of damage per remaining charge. When in Doubt, Give It a Whack (General) Gnomes are amazingly skilled technicians, sometimes their skill is surpassed by their style.
Prerequisite: Must be Gnome, Craft (machines) 8 ranks or Repair 8 ranks Benefit: You are able to strike an object to get it to work, this affectively adds your Cha modifier to any Craft(machines) or Repair check. Traditionally it is followed with a thumbs‐up sign and an "Ahhhhhhh!" pronouncement. KickUp Weapon [General] If you have been disarmed but the weapon lies within your reach, you are able to kick it back up into your hand and attack your foe. Prerequisite: Perform (Juggle) 5 ranks* Benefit: As a standard action you make kick an unattended weapon within your reach into your hands and attack a threatening opponent. The opponent who threatens you is considered flat‐ footed for the purpose of this attack. Special: A fighter or psychic warrior may select this feat as one of their bonus feats. * If you campaign does not use Perform (Juggle) as a skill, you could use Quick Draw as a prerequisite.
House Rules The Free Death Each character gets one — and only one — free death. They survive their encounter, but are at ‐ 9 stable.
Mix and Match Encounter Design In this system we are going to work from the assumption that ten average encounters should provide enough experience to “level up” a character. Each monster is assigned a fixed XP value (see table below) and each party level have XP amounts for a given difficulty. To plan an encounter simply pick enough monsters to add up to the appropriate amount of XP.
Challenging Party Level Easy Average (Avg x 1.5) (4 heroes) Avg x.75) 1st 300 400 600 2nd 600 800 1200 3rd 900 1200 1800 4th 1200 1600 2400 5th 1500 2000 3000 6th 1800 2400 3600 7th 2100 2800 4200 8th 2400 3200 4800 9th 2700 3600 5400 10th 3000 4000 6000 11th 3300 4400 6600 12th 3600 4800 7200 13th 3900 5200 7800 14th 4200 5600 8400 15th 4500 6000 9000 16th 4800 6400 9600 17th 5100 6800 10200 18th 5400 7200 10800 19th 5700 7600 11400 20th +300 +400 +600 Sample Monster XP Values Likewise it relies on fixed XP values by Challenge Rating as shown below. CR XP Sample Monsters 1/10 40 Rat 1/8 50 Tiny Monstrous Centipede 1/6 67 Monkey ¼ 100 Kobold warrior 1/3 133 Goblin warrior ½ 200 Orc warrior 1 400 Ghoul 2 800 Rat Swarm 3 1200 Ankheg 4 1600 Otyugh (revised)1 5 6
2000 Manticore 2400 Shambling Mound
7 8 9 10 11 12 13 14 15 16 17 18 19 20
2800 Hill Giant 3200 Gorgon 3600 Spirit Naga 4000 Clay Golem 4400 Dread Wraith 4800 Kraken 5200 Mummy Lord 5600 Trumpet Archon 6000 Shaggy Demodand (TOH) 6400 Nightwalker 6800 Marilith 7200 Elemental Air Dragon (TOH) 7600 Deathleech Horned Devil (TOH III) 8000 Tarasque
1
Coming soon to a Sketchpad near you!
Sample of Encounter Design: I’m designing a challenging encounter for a party of four 6th level characters. Since I want it to be challenging I need to select 3600 XP of monsters, hazards and traps to design the scene. XP
Obstacles Selected Crumbling Stairway (The Dungeoneer’s 400 Field Guide To Hazards) 3200 2 four‐armed gargoyles (TOH) My encounter will take place in a large room with high ceilings. The gargoyles will hide on ledges high above the floor. To effectively combat them the PCs must be traverse the crumbling stairs, fly or rely on ranged weapons.
Monster Frequency Campaign worlds are filled with hundreds, if not thousands, of wondrous creatures, but not all creatures appear with the same regularity. Each creature has a frequency rating to indicate how prevalent a creature is in the campaign world. A creature’s frequency can be common, uncommon, rare, or very rare. Common creatures have a 60% chance of appearing in a given area, uncommon creatures have a 20% chance of appearing in a given area, rare creatures have a 15% chance of appearing in a given area and a very rare have 5% chance of appearing. Each frequency has a modifier that makes is more difficult identify the creature, its special abilities, or its vulnerabilities. The frequency modifier is reduced by 1 for each successful encounter with the creature (to a minimum +0). Frequency Common Uncommon Rare Very Rare
Modifier +0 +4 +8 +12
Knowledge Skill (Monster Info) In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD + frequency modifier*. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
Magical Items Zachary’s Blade of Attunement This longsword has a slight curvature to its blade. Its grip is made of a strange leather that seems to shift as you watch. (If character is
holding the longsword, the grip will match their skin colour.) This is a +1 longsword with a variable energy type. It may act as a +1 flaming or +1 frost or +1 shocking or +1 thundering longsword depending on the circumstance. This blade normally acts as a +1 longsword. Circumstance Effect Normal Use +1 longsword Player “activates” the 01‐25% Energy is energy property activated normally for 5 rounds with the desired type 26‐75% Energy is activated but is of the wrong type (determine randomly); duration 5 rounds 76‐100% Energy is activated but the energy damage is dealt to the player on each attack; duration 5 rounds Player attacks a Weapon is activated monster with a with the proper “weakness” to an energy type for 1 energy type minute Components/special features: doppelganger skin grip, slight curve to the blade. Detect Magic: Moderate Transmutation, CL 8th Creation: Accidental, no notes remain. Alternative to the percentage method Normal Activation: Use Magical Device, DC 25 * Fail by 1 to 9 produces the wrong energy type * Fail by more than 10 produces an energy type that harms the wielder
Monsters Aberration Type (Variation) An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Aberrations are shaped by forces beyond the natural and magical laws of the world. Features An aberration has the following features. * 8‐sided Hit Dice. * Base attack bonus equal to ¾ total Hit Dice (as cleric). * Good Will saves. * Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Traits An aberration possesses the following traits (unless otherwise noted in a creature’s entry). * Bizarre Anatomy: Aberrations bizarre anatomy grant them a 25% chance to avoid a critical hit. * Life Functions: Aberrations eat, sleep, and breathe. * Naturally Psionic: Aberrations gain 2 power points at 1st hit dice. This does not grant them the ability to manifest powers unless they gain that ability through another source. * Proficiencies: Natural weapons. * Vision: Aberration may have normal vision, low‐light vision, or darkvision depending on their habitat. Undead Type (Variation) Undead are once‐living creatures animated by spiritual or supernatural forces. Some “natural” undead are also the creation of the negative energy plane. Features An undead creature has the following features. * 10‐sided Hit Dice.
* Base attack bonus equal to 3/4 total Hit Dice (as cleric). * Good Will saves. * Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats. Traits An undead creature possesses the following traits (unless otherwise noted in a creature’s entry). * No Constitution score. * Proficiencies: Undead retain all proficiencies from before their conversion, or with natural weapons if they are products of the negative energy plane. * Hardiness: Undead ignore critical hits, non‐ lethal damage, ability drain, energy drain, fatigue and exhaustion. They are immune to any effect that requires a Fortitude save and do not need to make Concentration checks. * Healing: Does not heal normally but can be healed by fast healing abilities or spells that deal negative energy. * Immunity: All mind‐affecting effects, poison, sleep, paralysis, stunning, disease and death effects. * Life Functions: Undead do not breathe, and most do not sleep. All undead must consume the blood, flesh or life energy of the living to have their existence continue. * Unholy Vigor: Undead gain or lose additional hit points based upon their Charisma modifier. * Vision: Lifesense 60 ft. Lifesense A creature with lifesense automatically senses the location of living thing within range. If no straight path exists from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path.
Demon, Beggar Shuffling about the filth of human refuse is a figure of strange benevolence. Dressed as a beggar in voluminous robes, the figure hands minor gifts to the downtrodden around it. Suddenly, the homeless look at you with hate in their eyes… Demon, Beggar CR 7 CE Medium Outsider (Chaotic, Evil, Native, shapechanger); Rare Init +2; Senses darkvision 50; Listen +13, Spot +13 Languages Abyssal, Common; telepathy 100 ft. AC 15, touch 11, flat‐footed 14 hp 68 (8 HD); DR 10/cold iron or good Immune electricity, poison Resist acid 10, cold 10, fire 10; SR 17 Fort +10, Ref +8, Will +8 Speed 30 ft. (6 squares) Melee bite +14 (1d8+9) Base Atk +8; Grp +14 Special Actions consume soul, satisfy desires Str 22, Dex 15, Con 19, Int 12, Wis 15, Cha 19 SQ alternate form, steal secrets Feats Ability Focus (Satisfy Desires), Skill Focus (Gather Information), Stealthy Skills Bluff +15, Craft (instrument) +11, Disguise +8, Gather Information +18, Hide +15, Intimidate +6, Listen +13, Move Silently +15, Perform (woodwind) +15, Sense Motive +13, Spot +13 Possessions bone pipe, bone flute Advancement by character class; Favored Class bard Alternate Form (Su) Beggar demons possess the ability to transform themselves to look like any downtrodden or disaffected population. He uses this to hide in the slums of the world. Changing form can be done as a standard action. Consume Soul (Su) Beggar demons can consume the souls of one of their minion’s victims by taking a piece of their corporeal body
and smoking it in their bone pipe, this is a full‐ round action. Consumption of a soul grants the beggar demon +1d8 hp, +2 Con bonus, +1 to attack and damage, +1 on all saves. These bonuses last for 24 hours. A beggar demon can gain the benefit of ½ its Hit Dice worth of souls per day. Satisfy Desires (Su) Beggar demons can produce simple items to satisfy the wants of the population he hides among. It can also create something deeply satisfying for an opponent whose secrets it has stolen. This item forces the opponent to make a Will save (DC 20) or do anything beggar demon wants in exchange for that item. The save DC is Charisma based. This ability can never be used to create something for the beggar demon itself and any item created lasts a maximum of 24 hours. Steal Secrets (Su) Beggar demons are excellent information gatherers, they are able draw out secrets from a victims past with a successful Gather Information check, which can be opposed by a Will save. The secrets draw out are always something the victim would regret revealing. The beggar demon is an outsider native to the material world. They have preyed on the downtrodden for as long as society has neglected its own members. They move about the downtrodden, learning their stories, secrets and desires. Once familiar with the population it uses their desires to force them to commit unspeakable acts in exchange for fleeting satisfaction. Strategies and Tactics Beggar demons rarely fight their own battles, instead relying on the downtrodden to protect them. They are patient soul eaters, who can live with a population for years gathering their secrets before starting to manipulate their victims. If the beggar demon cannot escape combat, he will revert to his true form and tear its opponent apart with its shark‐like teeth. Ecology
Beggar demons left the abyss long ago and for all recorded time have lived amongst their prey. The use their alternate form to move amongst the homeless. For months it will listen to their stories and give them small gifts to ease their lives. When trusted, it begins to offer them their hearts desire for a price. Using their desires against them, it convinces them to lie, cheat, steal, mutilate, murder or rape in order to gain their hearts desires. Environment: Beggar demons are always found in rundown slums where the poor and disaffected congregate. Typically they live in large towns, cities and metropolises. Typical Physical Characteristics: Beggar demons normally look like any of the other vagrants they live with due to their shape‐changing abilities. The wear large, loose‐fitting clothing and are always seen to carry a bone pipe and flute. In their natural form, they are humanoid in shape with hobbled gait. Their mouths are filled with rows and rows of razor sharp teeth, they are hairless and have no discernable eyes. Alignment: True to their demonic natures, beggar demons are always chaotic evil. When integrating themselves into a new homeless population they often act benevolent and kind. Beggar Demon Lore Characters with ranks in Knowledge (the Planes) may have learned something about beggar demons. With a successful skill check, reveal the following lore, including the information from lower DCs. (Normal/Frequency) Information 18/26 Beggar demons befriend homeless populations, and then delight at tearing them apart from within. 23/31 Beggar demons can steal secrets from the weak of mind. 27/36 Beggar demons gain strength from the consumption of doomed souls. Typical Treasure
Beggar demons do not see the value in treasure and do not collect it. All they desire is to consume the soul of those who have sinned. Hydra Subraces Hydras are uncommon reptile‐like monsters with multiple heads. A hydra is gray‐brown to dark brown, with a light yellow or tan underbelly. The eyes are amber and the teeth are yellow‐white. It is about 20 feet long and weighs about 4,000 pounds. Hydras do not speak. Besides the traditional uncommon hydra, there are six rare subraces of hydra. Some of these subraces are well‐documented like the pyrohydra or the cryohydra. This document provides details on the other four subraces. Acidohydra (Frequency: Rare) All acidohydra have the following additional traits. The challenge rating of an acidohydra is +2 over a standard hydra. Breath Weapon (Su): These greenish hydras can breathe jets of acid 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of acid damage per head. A successful Reflex save halves the damage. The save DC is 10 + ½ hydra’s original number of heads + the hydra’s Con modifier. Immunity to Acid (Ex): Acidohydra are completely immune to acid‐based attacks. Since they are immune to acid damage only fire will prevent a head from growing back Electrohydra (Frequency: Rare) All electrohydra have the following additional traits. The challenge rating of an electrohydra is +2 over a standard hydra. Breath Weapon (Su): These bluish hydras can breathe jets of electrical current 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of electricity damage per head. A successful Reflex save halves the damage. The
save DC is 10 + ½ hydra’s original number of heads + the hydra’s Con modifier. Immunity to Electricity(Ex): Electrohydra are completely immune to electricity. Lernaean hydra (Frequency: Very Rare) All lernaean hydra have the following additional traits. The challenge rating of a lernaean hydra is +3 over a standard hydra. Breath Weapon (Su): These blackish hydras can breathe jets of poisonous air 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet can be avoided with a successful Reflex save. If the target fails their save to avoid, they may make a Fortitude save to resist the poison. The poison jet deals 1d6 point of Intelligence and 1d6 points of Wisdom as initial damage, secondary damage is confusion for 1 hour. The save DCs is 10 + ½ hydra’s original number of heads + the hydra’s Con modifier. Poison (Ex) The bite of the lernaean hydra carries a debilitating poison that deals 1d4 points of Constitution damage as initial and secondary damage. It may be resisted with a successful Fortitude save. The save DC is 10 + ½ hydra’s original number of heads + the hydra’s Con modifier. Immunity to Poison (Ex): Lerneaen hydras are immune to all natural and magical poisons. New Poison The blood of a lernaean hydra is poisonous and if harvested correctly could be used as an injury poison with the following statistics. Lernaean Blood Poison Blood of a 10‐headed lernaean hydra; viscous black liquid, tar‐like odour; Injury DC 25; 1d4 Con/1d4 Con; Craft DC 30; Cost 1,500 gp; Exposure DC 22 Sonohydra (Frequency: Rare) All sonohydra have the following additional traits. The challenge rating of a sonohydra is +2 over a standard hydra.
Sonic Scream (Su): These yellowish hydras can emit a terrible scream in a jet 10 feet high, 10 feet wide and 20 feet long. All heads scream once every 1d4 rounds. Each scream deals 3d6 points of sonic damage per head. A successful Fortitude save halves the damage. The save DC is 10 + ½ hydra’s original number of heads + the hydra’s Con modifier. Immunity to Sonics (Ex): Sonohydra are completely immune to sonic and sound‐based attacks. Solar Flayers CR 4 NE Small Elemental (Fire, Extraplanar) Init +7; Senses darkvision 60 ft, Listen +0, Spot +0 AC 17, touch 14, flat‐footed 17 (+1 size, +3 Dex, +3 natural) Hp 44 (8d8+8) Fort +3, Ref +9, Will +2 Immune poison, sleep, paralysis, stun, critical hits, flanking Spd 30 ft. , 60 ft (perfect) Melee 2 tentacles +9 (1d3 plus 1d6 fire); 10 ft. reach Special Attacks burn (Ref DC 15), constrict (1d3 plus 1d6 fire), improved grab During Combat Solar Flayers will often swarm lighter armoured opponents to try to ignite their protection or flammable items. Str 11, Dex 16, Con 12, Int 14, Wis 10, Cha 11 Base Atk +6, Grp +5* (uses Dexterity) Feats Flyby Attack, Improved Initiative, Weapon Finesse Skills Hide +14, Knowledge (the Planes) +13, Move Silently +14, Survival +11 Languages Ignan Environment Elemental Plane of Fire, Volcanic Areas Organization Solitary, Pair (2), or Huddle (4‐12) Treasure None Advancement 9‐12 HD (Small), 13‐18 HD (Medium) Level Adjustment —
Burn (Ex) A solar flayer’s tentacle attack deals bludgeoning damage plus fire damage. Those hit must make a Reflex save or catch fire. The fire will burn for 1d4 rounds causing 1d6 points of fire damage per round. Creatures attacking with natural weapons or unarmed strikes must also make a Reflex save to avoid catching fire. Like motes of lava burst from the pool, coalescing into a melon‐sized ball of molten rock. It hisses and crackles and sheiks in some bizarre language as seething tentacles from its soaring form… Solar flayer appear as molten balls of fire and rock, there fluidic form makes it difficult to decipher an exact anatomy or features but most sport at least two flaming tentacles. These ropey appendages are able to reach out and grab prey at extended distances. They wicked creatures delight in the agony of their prey and have been witness to ignite opponent and then back off to watch them suffer and struggle. Most solar flayers are only about a foot or two in diameter but tend to be several hundred pounds from the large about of metal in their fiery core. Ecology Solar flayers are creates of whim the scour the elemental plane of fire looking for creatures to harm. Occasionally they will come upon a conduit to an active volcano on the material plane, such a find is the greatest thing a solar flayer can discover the material plane is filled with fuel for their internal hunger and their wicked sport. Some sages have suggested that solar flayers are actually a servitor race of an ancient and forgotten god of fire and destruction that will return to consume the material plane when the stars are right. By burning a trail of destruction across the material plane, the solar flayers hope to attract the attention of their forgotten god.
Mostly these theories are discounted as tales used to frighten children. Habitat and Society Solar flayers do not have much in the way of an organized society. They are greedy creatures who form loose hunting partnerships known as huddles for protection. Pairs will also occasionally get together to share traits and subdivide into four new solar flayers. Variant Solar Flayers Some planar travellers tell tales of solar flayers who can hurl balls of fire from their bodies sixty feet as a ranged touch attack. Those struck by these balls of fire are consumed by flame as is struck by a tendril. Others who have face larger solar flayers (12+ HD) have spoken of a flayer’s ability to explode (1/2HD d6 fire damage, 30 ft radius) only to reform into two flayer’s with one‐half their capabilities.
Otyughnomicon
Base Otyugh The otyugh race was originally created by a wizard to be an efficient means of disposing chemical and experimental waste. The original otyugh escaped, reproduced and flourished in the filth of human society. Otyugh (Revised) CR 4 N Large magical beast Init +4; Senses darkvision 30 ft., low‐light vision, scent; Listen +4, Spot +5 AC 17, touch 9, flat‐footed — (‐1 size, +8 natural) hp 39 (6d10+6) Fort +6, Ref +5, Will +3 Spd 20 ft Melee 2 tentacles +7 (1d6+2) and bite +5 (1d8+1 plus disease) Space 10 ft.; Reach 5 ft. (10 ft. with tentacles) Special Attacks constrict (1d6+2), disease (filth fever DC 14), improved grab Str 15, Dex 10, Con 13, Int 8, Wis 12, Cha 6 Base Atk +6; Grp +12 Feats Improved Initiative, Multiattack, Skill Focus (Listen) Skills Hide +5 (+13 in lair), Search +3 Language Common SQ all‐around vision Advancement 6‐8 HD (Large), 9‐18 HD (Huge), 19‐36 HD (Gargantuan), 39+ HD (Colossal) All‐Around Vision (Ex) An otyugh’s flexible eyestalk allows it to rapidly look in all directions. An otyugh is never flat‐footed and never flanked. It has a +4 racial bonus on Spot and Search checks. Disease (Ex) Filth Fever – bite, Fortitude DC 12, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. Improved Grab (Ex) To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Natural Colouration (Ex) Due to its natural colouration, an otyugh receives a +8 racial bonus to Hide in its lair. Typical Encounters: EL 4 – Lone Otyugh EL 6 – Pair of Otyugh EL 8 – Cluster of four Otyughs Advanced Otyugh (Revised) CR 6 N Huge magical beast Init +3; Senses darkvision 30 ft., low‐light vision, scent; Listen +4, Spot +5 AC 18, touch 7, flat‐footed — (‐2 size, ‐1 Dex, +11 natural) hp 76 (9d10+27) Fort +9, Ref +5, Will +4 Spd 20 ft Melee 2 tentacles +14 (1d8+6) and bite +11 (2d6+3 plus disease) Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) Special Attacks constrict (1d8+6), disease (filth fever DC 14), improved grab Str 23, Dex 8, Con 17, Int 8, Wis 12, Cha 6 Base Atk +9; Grp +23 Feats Improved Initiative, Multiattack, Skill Focus (Listen), Weapon Focus (tentacle) Skills Hide +3 (+11 in lair), Search +3 Language Common SQ all‐around vision Advancement 10‐18 HD (Huge), 19‐36 HD (Gargantuan), 39+ HD (Colossal) All‐Around Vision (Ex) An otyugh’s flexible eyestalk allows it to rapidly look in all directions. An otyugh is never flat‐footed and never flanked. It has a +4 racial bonus on Spot and Search checks. Disease (Ex) Filth Fever – bite, Fortitude DC 12, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. Improved Grab (Ex) To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it
wins the grapple check, it establishes a hold and can constrict. Natural Colouration (Ex) Due to its natural colouration, an otyugh receives a +8 racial bonus to Hide in its lair. Typical Encounters: EL 6 – Lone Otyugh EL 8 – Pair of Otyugh EL 10 – Cluster of four Otyughs Advanced Otyugh (Revised) CR 7 N Huge magical beast Init +3; Senses darkvision 30 ft., low‐light vision, scent; Listen +4, Spot +5 AC 18, touch 7, flat‐footed — (‐2 size, ‐1 Dex, +11 natural) hp 114 (12d10+48) Fort +12, Ref +7, Will +5 Spd 20 ft Melee 2 tentacles +17 (1d8+6) and bite +14 (2d6+3 plus disease) Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) Special Attacks constrict (1d8+6), disease (filth fever DC 14), improved grab, power attack Str 23, Dex 8, Con 18, Int 8, Wis 12, Cha 6 Base Atk +12; Grp +26 Feats Improved Initiative, Multiattack, Power Attack, Skill Focus (Listen), Weapon Focus (tentacle) Skills Hide +6 (+14 in lair), Search +3 Language Common SQ all‐around vision Advancement 13‐18 HD (Huge), 19‐36 HD (Gargantuan), 39+ HD (Colossal) All‐Around Vision (Ex) An otyugh’s flexible eyestalk allows it to rapidly look in all directions. An otyugh is never flat‐footed and never flanked. It has a +4 racial bonus on Spot and Search checks. Disease (Ex) Filth Fever – bite, Fortitude DC 12, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con.
Improved Grab (Ex) To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Natural Colouration (Ex) Due to its natural colouration, an otyugh receives a +8 racial bonus to Hide in its lair. Typical Encounters: EL 7 – Lone Otyugh EL 9 – Pair of Otyugh EL 11 – Cluster of four Otyughs Advanced Otyugh (Revised) CR 8 N Huge magical beast Init +3; Senses darkvision 30 ft., low‐light vision, scent; Listen +4, Spot +5 AC 18, touch 7, flat‐footed — (‐2 size, ‐1 Dex, +11 natural) hp 142 (15d10+60) Fort +13, Ref +8, Will +6 Spd 20 ft Melee 2 tentacles +20 (1d8+6) and bite +17 (2d6+3 plus disease) Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) Special Attacks constrict (1d8+6), disease (filth fever DC 14), improved bull rush, improved grab, power attack Str 23, Dex 8, Con 18, Int 8, Wis 12, Cha 6 Base Atk +15; Grp +29 Feats Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Skill Focus (Listen), Weapon Focus (tentacle) Skills Hide +9 (+17 in lair), Search +3 Language Common SQ all‐around vision Advancement 16‐18 HD (Huge), 19‐36 HD (Gargantuan), 39+ HD (Colossal) All‐Around Vision (Ex) An otyugh’s flexible eyestalk allows it to rapidly look in all directions. An otyugh is never flat‐footed and never
flanked. It has a +4 racial bonus on Spot and Search checks. Disease (Ex) Filth Fever – bite, Fortitude DC 12, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. Improved Grab (Ex) To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Natural Colouration (Ex) Due to its natural colouration, an otyugh receives a +8 racial bonus to Hide in its lair. Typical Encounters: EL 8 – Lone Otyugh EL 10 – Pair of Otyugh EL 12 – Cluster of four Otyughs Advanced Otyugh (Revised) CR 9 N Huge magical beast Init +3; Senses darkvision 30 ft., low‐light vision, scent; Listen +4, Spot +5 AC 18, touch 7, flat‐footed — (‐2 size, ‐1 Dex, +11 natural) hp 171 (18d10+72) Fort +15, Ref +10, Will +7 Spd 20 ft Melee 2 tentacles +24 (1d8+7) and bite +21 (2d6+3 plus disease) Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) Special Attacks constrict (1d8+7), disease (filth fever DC 14), improved bull rush, improved grab, power attack Str 24, Dex 8, Con 18, Int 8, Wis 12, Cha 6 Base Atk +18; Grp +33 Feats Improved Bull Rush, Improved Initiative, Monstrous Flanker, Multiattack, Power Attack, Skill Focus (Listen), Weapon Focus (tentacle) Skills Hide +12 (+20 in lair), Search +3 Language Common SQ all‐around vision Advancement 19‐36 HD (Gargantuan), 39+ HD (Colossal)
All‐Around Vision (Ex) An otyugh’s flexible eyestalk allows it to rapidly look in all directions. An otyugh is never flat‐footed and never flanked. It has a +4 racial bonus on Spot and Search checks. Disease (Ex) Filth Fever – bite, Fortitude DC 12, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. Improved Grab (Ex) To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Natural Colouration (Ex) Due to its natural colouration, an otyugh receives a +8 racial bonus to Hide in its lair. Typical Encounters: EL 9 – Lone Otyugh EL 11 – Pair of Otyugh EL 13 – Cluster of four Otyughs
NonPlayer Characters Character Sketches Tathias, Scion of a Forgotten Line: Tathias' ancestors once ruled a united kobold people. Their empire stretched from one end of the continent to the other, and all celebrated the might of the Slithering Folk. Tathias the Great, the man for whom Tathias is named, underwent a strange conversion in the bowels of a slimy temple. He returned to the surface and told his people that the dragons were not worthy of reverence, but instead it was devils that the kobolds should worship. He was ousted from the palace and a mark of shame, the black scales of devilkind, placed upon all of his bloodline by a wizened dragon. Tathias is a diabolist kobold commander of the damned. Sorcerer is probably the best base class for Tathias.
Jarid, Wandering Sword: Jarid spent most of his childhood with the rough mercenaries who would camp near his town to stock up on supplies. From them, he learned how to brawl and to fight, to read tracks and hunt game, and to fear no man however strong or large. When the guildmasters passed over Jarid for an apprenticeship, he took up his crude shield and left with the mercenaries the next day. He became disillusioned after his first battle, and fled his corps. Since then, he has wandered the land purporting to be a fearsome warrior but preferring to take odd‐jobs as a hunter, bodyguard or even tinker to avoid the mess and suffering of battle. Jarid is a human strider training as a runner and scavenger. Inagen, the Wayward Princess: Inagen was never spoiled, but she was hidden far from the world in the deepest recesses of her father's palace. Some quirk or malady had led her to be born with pale green skin and eerie black eyes without irises. Worried about the court's reaction, and suspecting infidelity on the part of his wife, the king kept the girl in the royal gardens under lock and key. Inagen's upbringing was lonely, filled with nursemaids fussing over her long blonde hair – she was not allowed to cut it – and lonely readings of poetry beside the king's prize rosebush. One day, Inagen curled her hair around her finger and realised that it had grown to be many times as long as her body and as thick as a tree's roots. She tied her hair to a statue and let herself down the castle walls, cutting herself free at the bottom. With her hair cropped short, she can pass as an elf boy out to see the world. Inagen is a human noble with the fey bloodline, pursuing the sovereign prestige class. Agrarishni, the Terrible Serpent CR 3 Agrarishni is a Scath. She is the child of a mortal witch and a male deep fey. Agrarishni was
taught to hate humanity and all those that lived upon the surface of the world. As a cavern adapted druid, she discovered the ancient rites needed to become a skinwalker. At night, she often dons the skin of a large constrictor snake to take is form and hunt down foolish mortal to close to her cavernous lair. Lately she has begun to abduct children in search of a potential future mate or for a light snack. The stats below are for Agrarishni in her Large constrictor snake form. Female ScathFaeries Druid 1 (Cavern AdaptationQdru) NE Large Fey (shapechanger) Init +2; Senses greater darkvision 60 ft.; Listen +11, Spot +11 Languages Fae, Slyvan, Undercommon AC 16, touch 12, flat‐footed 13 (‐1 size, +3 Dex, +4 natural) hp 10 (1 HD) plus 51 temporary (skinwalking) Fort +11, Ref +5, Will +3 (+1 save vs. illusion/enchantment) SR 6 Weakness Light Sensitivity Speed 20 ft., climb 20 ft., swim 20 ft. Melee bite +10 (1d4+10) Base Atk +4; Grp +15 Space 10 ft. ; Reach 10 ft. Atk Option 3/day – The serpent aspect (+1 to hit/‐1 to dam), bad medicine, constrict 1d4+10, improved grab, lure Druid Spells Prepared (CL 1st, DC 13 + Spell Level) 1st – elemental weaponS&M, entangle 0th – detect magic, detect poison, flare Spell‐like Abilities (CL 1st) 1/day ‐ deeper darkness, dispel magic Str 25, Dex 15, Con 18, Int 10, Wis 16, Cha 7 SQ animal companion (medium viper), fey blood, nondetection (DC 19), skinwalking, stonecunning, wild empathy ‐1
Feats Natural SpellB, Nature’s Aspect (Predator [The Serpent])Faeries Skills Balance +10, Climb +15, Concentration +6, Heal +7, Hide +6, Listen +11, Search +0 (+2 unusual stonework), Spot +11, Swim +15 Gear potion of cure light wounds, spell component pouch, When not skinwalking as a Large Constrictor Snake (6 HD), Agrarishni has the following stat changes: NE Medium fey (shapechanger) Init +2; AC 12, touch 12, flat‐footed 10 (+2 Dex) hp 10 (1 HD) Fort +4, Ref +2, Will +3 (+1 save vs. illusion/enchantment) Speed 30 ft. Melee mw sickle +2 (1d6+1/x2) Ranged darts (4) +2 (1d4, 20 ft./x2) or paralyzing sand +2 touch (DC 13 negates, hold person as 9th level sorcerer) Base Atk +0; Grp +1 Space 5 ft. ; Reach 5 ft. Atk Option 3/day – The serpent aspect (+1 to hit/‐1 to dam), bad medicine, lure Str 12, Dex 14, Con 14 Skills Concentration +6, Heal +7, Listen +7, Search +0 (+2 unusual stonework), Spot +7 Feats Nature’s Aspect (Predator [The Serpent])Faeries Bad Medicine (Sp) If Agrarishni has a sample of a target’s hair, fingernails or blood, she can create a medicine bag with power over the victim. It takes one day to create the medicine bag, but if she can bury it within 100 ft of her sleeping victim, then they suffer a ‐2 penalty on all saves against her spells. Lure (Sp) If the medicine bag is in place, Agrarishni can draw the sleeper to her to do her bidding. The victim must make a Will save (DC 13). If they fail they sleep walk to Agrarishni and
must make another Will save or act as under a dominate person spell for the remainder of the night. Skinwalking (Sp) At night Agrarishni can don the skin of an animal (typically a Large Constrictor Snake). If the temporary hit points are lost, she reverts to her normal fey form. Skinwalking can only be done at night. Konati, the Fearbringer The cavian are a race of psionics ratmen. Below is a cavian npc across several levels of experience. To build upon their background as a race known for causing fear, I’m using Morphean class. Konati CR 1 Male cavian morphean 1 NE Medium humanoid (psionics) Init +2; Senses toughtsense 20 ft.; Listen ‐1, Spot +0 Languages Cavian, Common, Infernal, Orc AC 14, touch 12, flat‐footed 12 (+2 Dex, +2 leather) hp 6 (1 HD) Fort +0, Ref +4, Will +1 Speed 30 ft. Melee touch of fear +0 touch (1d6 + 1 psionic) Melee bite +0 (1 plus psionics disease (DC 10)) Ranged shortbow +2 (1d6, x3) Base Atk +0; Grp +0 Combat Gear crawling tattoo of concussion Power Points Remaining 4/4; Morphean Powers Known (ML 1st; DC 12 + level + augments) 1st ‐ demoralize, mindlinkR Str 10, Dex 14, Con 11, Int 15, Wis 8, Cha 10 SQ aboleth affinity, cavian racial traits, touch of fear Feats Bloodline (Aboleth), SeveredB Skills Autohypnosis +3, Balance +6, Concentration +4, Escape Artist +6, Hide +6, Intimidate +4, Knowledge (psionics) +6, Move Silently +4, Swim +2
Psionic Disease (Su) Injury, Fort DC 10 negates, incubation 1 day, special. Target is marked by Konati (he can mark 2 targets at any time). As a standard action, Konati can look through the marked target’s eyes as though manifesting the clairvoyant sense power. If the infected individual recovers or is cured from the disease, the marker is removed. Hook “All will taste the fear and feel the bite of the cavian.” Level Up! ‐ Konati CR 5 Male cavian morphean 4/aboleth bloodline 1 NE Medium humanoid (psionics) Init +2; Senses darkvision 60 ft., toughtsense 20 ft.; Listen +1, Spot +2 Languages Cavian, Common, Infernal, Orc AC 15, touch 12, flat‐footed 13 (+2 Dex, +3 +1 leather) hp 25 (5 HD) Fort +1, Ref +6, Will +5 Speed 35 ft. Melee touch of fear +3 touch (1d6 + 4 psionic plus terrors[swift]) Melee bite +3 (1 plus psionics disease (DC 12)) Ranged shortbow +5 (1d6, x3) Base Atk +3; Grp +3 Combat Gear crawling tattoo of concussion Power Points Remaining 16/16; Morphean Powers Known (ML 4th; DC 13 + level + augments) 2nd ‐ Dull the EdgeUP 1st ‐ demoralize, mindlinkR, mind thrust Terrors (4/day or 3 PP, Will DC 15); induce fear (shaken 1d4 rounds)A, overwhelming fear (stunned 1 round)A Str 10, Dex 14, Con 11, Int 16, Wis 8, Cha 10 SQ aboleth affinity, cavian racial traits, fearsome insight, touch of fear, trapfinding Feats AlertnessB, Bloodline (Aboleth), Psionic Body, SeveredB Skills Autohypnosis +3, Balance +9, Concentration +8, Escape Artist +9, Hide +9,
Intimidate +9, Knowledge (psionics) +10, Move Silently +9, Search +7, Swim +6 Gear +1 leather armour of quickness Fearsome Insight (Ex) Konati gains a +2 insight bonus to Intimidate and may demoralize opponents up to 30 ft. away. Psionic Disease (Su) Injury, Fort DC 12 negates, incubation 1 day, special. Target is marked by Konati (he can mark 2 targets at any time). As a standard action, Konati can look through the marked target’s eyes as though manifesting the clairvoyant sense power. If the infected individual recovers or is cured from the disease, the marker is removed. Level Up! ‐ Konati CR 11 Male cavian morphean 7/aboleth bloodline 3/knightmare 1 NE Medium humanoid (psionics) Init +2; Senses darkvision 60 ft., toughtsense 20 ft.; Listen +8, Spot +9 Languages Cavian, Common, Infernal, Orc AC 14, touch 12, flat‐footed 14 (+2 Dex, +2 +1 leather, +1 natural) hp 77 (11 HD) Fort +2 (+4 spider poison), Ref +9, Will +8 Immune fear Speed 35 ft., swim 35 ft., climb 25 ft. Melee touch of fear +8/+3 touch (1d6 + 9 psionic plus terrors[swift]) Melee mindlock +8 touch (Will DC 20, mindlocked 7 minutes allows touch of fear or Intimidate within 60 ft). Melee bite +9 (1 plus psionics disease (DC 15)) Ranged shortbow +10 (1d6, x3) Base Atk +8; Grp +9 Atk Option mind rend +1d8 to touch of fear when denied Dex bonus Combat Gear crawling tattoo of concussion Power Points Remaining 43/43; Morphean Powers Known (ML 9th; DC 13 + level + augments) 3rd ‐ Danger Sense, MindhunterMphn 2nd ‐ Concealing Amorpha, Dull the EdgeUP
1st ‐ demoralize, mindlinkR, mind thrust Terrors (13/day or 3 PP, Will DC 17); induce fear (shaken 1d4 rounds)A, overwhelming fear (stunned 1 round)A, horrible strike (NS, +1d6 damage)A, maddening fear (NS, 2 Wis damage)A, sickening fear (sickened 1d6)A, mind drain (7 pp)A, steal essence (heal = touch of fear damage), haunting steps (slowed 10 minutes) Str 12, Dex 14, Con 12, Int 16, Wis 8, Cha 10 SQ aboleth affinity, cavian racial traits, channel fear (touch fear through melee weapons), fearsome insight, touch of fear, trapfinding Feats AlertnessB, Bloodline (Aboleth), Extra TerrorsB, Power Penetration, Psionic Body, Psionic Endowment, SeveredB Skills Autohypnosis +6, Balance +12, Concentration +12, Escape Artist +12, Hide +13, Intimidate +14, Knowledge (psionics) +19, Listen +8, Move Silently +13, Search +10, Spot +9, Swim +12 (take 10) Gear +1 leather armour of quickness, cloak of arachnidia (1/day web), crystal mask of psionics knowledge Fearsome Insight (Ex) Konati gains a +3 insight bonus to Intimidate and may demoralize opponents up to 30 ft. away. Psionic Disease (Su) Injury, Fort DC 12 negates, incubation 1 day, special. Target is marked by Konati (he can mark 2 targets at any time). As a standard action, Konati can look through the marked target’s eyes as though manifesting the clairvoyant sense power. If the infected individual recovers or is cured from the disease, the marker is removed.
No Cleric? No Problem! Have your PCs alienated every cleric in the realm with their demands for low‐cost healing? Do they hog all the glory after an adventure without a word of credit for the guys who kept them alive? Does no one want to play the party’s cleric? If the heroes in your game can’t find a cleric for their next great exploit because of how they abused their previous divine
spellcaster, I’ve come up with a solution three NPCs to solve this behavioural defect. After one of these guys fills in for the party healer your players will regret their past behavior THE DARKSTALKER Wielding his signature two‐handed mace, Devan Pott spends his time in graveyards, tombs, and crypts, any place that the undead might haunt. He is fanatical about eradicating this evil from the world. A group desiring his assistance must demonstrate that a large part of the action will be spent destroying undead. He’s a good backup cleric. His lay‐on‐hands ability alone can heal 28 points of damage a day. Couple this with his turning power, wand, potions and spells, and any party would be happy to have him. He has two drawbacks. First, his desire to destroy all undead means he’ll attack the ones he has turned. Second, unbeknownst to Devan, he is also being hunted. A year ago he destroyed a brood of vampire spawn, and the vampire (Sorcerer 12), along with his new thralls, has been on Devan’s tail since. Woe to anyone with Sir Devan when the vampire finds him. Sir Devan Pott, the Darkstalker CR 7 Male human paladin 7 (Sun God) LG medium humanoid Init +0; Senses Listen +1, Spot +1 Aura courage (10ft., +4 vs. fear) Language Common AC 20, touch 11, flat‐footed 20 hp 51 (7 HD) Immune fear, disease Fort +10 Ref +6 Will +9 Spd 20 ft. Melee +1 great mace +11/+6 (2d6+4) or mwk longsword +10/+5 (1d8+2/19‐20x2)
Ranged mwk heavy crossbow +8 (1d10/19‐ 20x2) Base Atk +7; Grp +9 Atk Options Smite Evil (2/day) +1 great mace +15 (2d6+11) or mwk longsword +14 (1d8+9/19‐20x2) Special Actions Lay on hands, turn undead 7/day (+6, 2d6+9, 5th) Combat Gear wand of cure light wounds (26 charges) potion of cure moderate wounds (2), potion of lesser restoration, vial of holy water (2), alchemist’s fire (2) Paladin Spells Prepared (CL 3rd): 1st—bless, cure light wounds Spell‐Like abilities (CL 6th): At will – detect evil, 1/week – remove disease Str 14, Dex 10, Con 13, Int 8, Wis 12, Cha 18 SQ aura of good, special mount Feats Improved Turning, Iron Will, Mounted Combat, Weapon Focus (great mace) Skills Diplomacy +5, Handle Animal +6, Heal +6, Knowledge (religion) +5, Ride +4, Sense Motive +3 Possessions combat gear, +1 full plate, +1great mace, +1 ring of protection, mwk longsword, mwk heavy crossbow with 20 bolts, silver holy symbol of Pelor, wooden stakes (3), mallet, backpack, sunrods (3), flask of oil, flint and steel, 10pp Sumibar Keth, aka Brother Maddox Sumibar Keth travels from town to town under the alias of Brother Maddox, a cleric of the sun god, and sells “relics” to the credulous. Lately, he’s been searching for a bigger score and eagerly jumps at the chance to serve as an adventuring party’s healer. With his innate charm and knowledge of religion no one should think twice about Keth’s identity. To allay any suspicions, he’ll offer a small discount on all healing spells. He employs his wand and scrolls just enough to prove he’s legitimate. (With his ranks in Use
Magic Device, this shouldn’t be a problem.) Of course his turning attempts will fail, but he makes them look good. His aim is to bilk explorers of their gold. He’ll sneak away in the middle of an adventure with as much treasure as he can carry, leaving the PCs in a tenuous situation. Sumibar Keth, aka Brother Maddox CR 5 Male human rogue 5 CN medium humanoid Init +7; Senses Listen +6, Spot +4 Languages Common, Elven, Halfling AC 17, touch 13, flat‐footed 17 (uncanny dodge) hp 22 (5 HD) Fort +1 Ref +7 Will +2 (evasion) Spd 30 ft. Melee mwk light mace +3 (1d6‐1) Ranged light crossbow +6 (1d8/19‐20) Base Atk +3; Grp +2 Atk Options Sneak attack +3d6 Combat Gear wand of cure light wounds (20 charges), potion of augury, scroll of cure light wounds, and halt undead Str 8, Dex 16, Con 10, Int 14, Wis 13, Cha 15 SQ evasion, trapfinding, trap sense +1, uncanny dodge Feats Improved Initiative, Persuasive, Skill Focus (Use Magic Device) Skills Bluff +10, Decipher Script +7, Diplomacy +4, Disable Device +7, Disguise +8 (+10 as cleric), Escape Artist +7, Forgery +7, Gather Information +7, Hide +5, Intimidate +8, Knowledge (local) +5, Knowledge (religion) +6, Move Silently +9, Open Lock +6, Search +6, Sense Motive +7, Sleight of Hand +12, Use Magic Device +13 (+15 with scrolls) Possessions combat gear, mwk chain shirt, mwk light mace, light crossbow with 10 bolts, silver‐ painted holy symbol, mwk thieves’ tools, forgery kit, forged identification papers issued by the Church of the Sun, “saint’s relics,” vials of “holy water,” “curative tonics” and “healing salves,” 32gp
Tengri Stone Tengri Stone was a mercenary company’s surgeon during the Orcish Border Wars until an ambush annihilated his comrades. Despite this horrible experience Tengri comes over as the typical happy‐go‐lucky bard. He possesses a genuine desire to help others, and volunteers his services to anyone looking for a healer. He is quite proud of his skills, especially his “bag of tricks”. During combat Tengri uses his bardic abilities and spells first, his crossbow second, and only engages in melee if attacked. For each combat encounter after the first Stone must make a DC 12 Will save or flee for 10 minutes as if panicked. The difficulty of this save goes up by +1 for every subsequent combat action. An encounter with orcs increases the save difficulty by an additional +2. Once he fails this save he will automatically fail the save during every subsequent battle until he get at least eight hours of rest. At that point the DC difficulty resets. TENGRI STONE CR 4 Half‐elf bard 4/expert 1 NG medium humanoid Init +2; Senses low‐light vision, Listen +3, Spot +2 Languages Common, Elven, Halfling, Orc AC 15, touch 12, flat‐footed 13 hp 25 (5 HD) Immune sleep effects Fort +2 Ref +6 Will +6 (+8 vs. enchantment) Spd 30 ft. Melee mwk scimitar +5 (1d6/18‐20x2) Ranged mwk light crossbow +6 (1d8/19‐20x2) Base Atk +3; Grp +3 Special Actions bardic music 1/day (countersong, fascinate, inspire courage +1, inspire competence) Combat Gear wand of cure light wounds (20 charges), potion of invisibility, potion of mage armor, Quaal’s feather token (whip), acid flask
(2), antitoxin (2), alchemist’s fire (2), tanglefoot bag, thunderstone (2) vial of holy water (2) Str 11, Dex 15, Con 12, Int 14, Wis 10, Cha 16 SQ bardic knowledge +8, half‐elf traits Feats Skill Focus (Heal), Weapon Focus (scimitar) Skills Bluff +4, Concentration +8, Decipher Script +3, Diplomacy +8, Gather Information +9, Heal +12, Hide +8, Jump +3, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +4, Knowledge (nobility and royalty) +7, Perform (wind instruments) +9, Perform (sing) +9, Search +3, Spellcraft +3, Tumble +4 Possessions combat gear, mwk studded leather armor, mwk scimitar, mwk light crossbow with 20 bolts, healer’s kit, mwk trumpet, backpack (“bag of tricks”) containing, acid flask (2), antitoxin (2), alchemist’s fire (2), sack of caltrops, tanglefoot bag, thunderstone (2) vial of holy water (2), everburning torch, 5 tindertwigs, and flask of oil, 22gp Bard Spells Known (CL 4) 0 (3/day) – daze, flare (DC 13), ghost sound (DC 13), mending, resistance, read magic 1st (3/day) – bless, cure light wounds, sleep (DC 14) 2nd (1/day) – cure moderate wounds, heroism
Fighting Mages Where is it written that mages have to be ineffective combatants? Below are four NPC mages sure to hold their own in combat. Gsyz CR 8 Male half‐orc barbarian 1/sorcerer 7 NE Medium humanoid Init +1; Senses darkvision 60ft. Listen +4, Spot +0 Languages Common, Orc AC 13, touch 13, flat‐footed 12 hp 56 (8 HD) Fort +7 Ref +5 Will +5 Spd 40 ft. Melee +1 greataxe +9 (1d12+7/x3)
Ranged javelin +4 (1d6+4) Base Atk +4; Grp +8 Atk Options rage 1/day Combat Gear potion of cat’s grace Sorcerer Spells Known (CL 7th, +8 touch, +5 ranged touch) 3rd (4/day) – haste, keen edge 2nd (7/day) — bull’s strength, cat’s grace, invisibility 1st (7/day) – grease, mage armor, magic missile, shield, ray of enfeeblement 0 (6/day) —acid splash, detect magic, flare, light, ray of frost, resistance, touch of fatigue Str 18, Dex 12, Con 16, Int 9, Wis 11, Cha 14 SQ summon familiar (weasel) Feats Combat Casting, Lightning Reflexes, Toughness Skills Concentration +11, Intimidate +8, Knowledge (arcana) +1, Survival +4 Possessions combat gear, +1 greataxe, 3 javelins, ring of protection+2, cloth sack, spell components bag, 10gp. Rage (Ex) When Chezik rages, his stats change as follows: AC 11, touch 11, flat‐footed 10 hp 72 Fort +9 Will +7 Melee +1 greataxe +11 (1d12+10/x3) Ranged javelin +5 (1d6+6) Grp +10 Str 22, Con 20 Melwas CR 6 Melwas is my next fighting mage. I imagine this elf aristocrat, though trained in the military arts of his race (rapier and longbow), for some reason insecure about his abilities. Perhaps his father wished he was more of a warrior rather than a sorcerer. As a reaction to this paternal disapproval, Melwas has overcompensated, equipping himself as a fighter (he wears leather armor) and wielding a bow he can’t use unless he first buffs himself up with bull’s strength.
Instead of an opponent, Melwas is better suited as an ally of the players in your game. However, his inferiority complex with regards to his martial prowess leads him to pick fights with creatures better left alone. A party with Melwas will quickly find themselves embroiled in combats that could have been easily avoided with a bit of negotiation or stealth. Male elf aristocrat 1/fighter 1/sorcerer 5 NG Medium humanoid Init +3; Senses low‐light vision; Listen +5, Spot +5 Languages Elven, Common, Halfling AC 18, touch 15, flat‐footed 15; Dodge hp 33 (7 HD) Immune sleep Fort +4, Ref +4, Will +6 (+2 vs. enchantment) Spd 30 ft. Melee +1 rapier +8 (1d6+1/18‐20x2) Ranged +1 long composite longbow of shock (+2 Strength) +8 (1d8+3 plus 1d6/x3) Base Atk +3; Grp +3 Combat Gear potion of cure moderate wounds, wand of bull’s strength (12 charges) Sorcerer Spells Known (CL 5th, +3 touch, +6 ranged touch, spell failure 10%): 2nd (5/day) – acid arrow, scorching ray 1st (7/day) – color spray, magic missile, mage armor, shocking grasp 0 (6/day) – acid splash, detect magic, light, ray of frost, read magic, resistance Str 10, Dex 16, Con 12, Int 13, Wis 10, Cha 17 SQ summon familiar (cat), elf traits Feats Combat Casting, Dodge, Weapon Finesse (rapier), Weapon Focus (rapier) Skills Bluff +11, Concentration +11, Diplomacy +5, Knowledge (nobility and royalty) +5, Knowledge (arcana) +6, Ride +8, Search +3, Spellcraft +3 Possessions combat gear, +1 rapier, +1 composite longbow of shock (+2 Str), 40 arrows, +1 leather armor, ring of protection +2, spell components bag, ring 50gp
PATAN CR 10 (enlarged + buffs) Patan began his career as a wizard fascinated by the changes magic could work in a creature’s body. As he grew more disciplined, he developed similar control over himself through rigorous mental and physical training. The result is a powerful unarmed combatant. Patan enters a fight with bull’s strength, enlarge person, mage armor and haste already cast, turning his strikes into devastating bludgeons. With Spring Attack he can move into range strike twice and still move away without his enemies being able to strike back. The first version below is Patan with all his buff spells in place. The second is the basic Patan. Male human transmuter 5/monk 5 LE Large humanoid Init +1; Spot +10, Listen +10 Language Common AC 24, touch 24, flat‐footed 17; Dodge, Mobility hp 45 (10 HD) Fort +6 Ref +7 Will +12 (+2 vs. enchantment); evasion; purity of body Spd 70 ft. Melee unarmed strike +9/+9 (3d6+4) or flurry of blows +7/+7/+7 (3d6+4/3d6+4/3d6+4) Ranged mwk light crossbow +7 (2d6/19‐20 x2) Space 10 ft. Reach 10 ft. Base Atk +5; Grp +5 Special Atks stunning fist 7/day (DC 19) Attack Options Combat Reflexes Combat Gear potion of cure serious wounds Wizard Spells Prepared (CL 5th) 0 – acid splash, detect magic, mending, resistance 1st —enlarge person, mage armor, true strike 2nd – bull’s strength, resist energy 3rd – haste Str 16, Dex 13 (13), Con 12, Int 14, Wis 19 (17), Cha 8 SQ evasion, ki strike (magic), purity of body,
slow fall (20 ft), spell mastery (enlarge person, haste), still mind, summon familiar (toad) Feats Alertness, Combat Reflexes, Dodge, Improved Natural Attack, Mobility, Scribe Scroll, Spell Mastery, Spring Attack, Stunning Fist, Weapon Focus (unarmed strike) Skills Climb +8, Concentration +9, Decipher Script +10, Jump +9, Knowledge (arcana) +10, Knowledge (religion) +6, Listen +10, Spot +10, Spellcraft +10, Tumble +10 Possessions combat gear, +2 gloves of dexterity, +2 ring of protection,+1 amulet of mighty fists, monk’s belt, incandescent blue ioun stone (+2 Wis), masterwork light crossbow with 10 bolts PATAN CR 10 (Basic Form) Male human transmuter 5/monk 5 LE Medium humanoid Init +2; Spot +10, Listen +10 Language Common AC 20, touch 20, flat‐footed 18; Dodge, Mobility hp 45 (10 HD) Fort +6 Ref +7 Will +12 (+2 vs. enchantment); evasion; purity of body Spd 40 ft. Melee unarmed strike +8 (2d6+1) or flurry of blows +6/+6 (2d6+1/2d6+1) Ranged mwk light crossbow +8 (1d8/19‐20 x2) Base Atk +5; Grp +5 Special Atks stunning fist 7/day (DC 19) Attack Options Combat Reflexes Combat Gear potion of cure serious wounds Wizard Spells Prepared (CL 5th) 0 – acid splash, detect magic, mending, resistance 1st —enlarge person (2), mage armor (2), true strike 2nd – bull’s strength (2), resist energy 3rd – haste (2) Str 10, Dex 15 (13), Con 12, Int 14, Wis 19 (17), Cha 8
SQ evasion, ki strike (magic), purity of body, slow fall (20 ft), spell mastery (enlarge person, haste), still mind, summon familiar (toad) Feats Alertness, Combat Reflexes, Dodge, Improved Natural Attack, Mobility, Scribe Scroll, Spell Mastery, Spring Attack, Stunning Fist, Weapon Finesse Skills Climb +5, Concentration +9, Decipher Script +10, Jump +6, Knowledge (arcana) +10, Knowledge (religion) +6, Listen +10, Spot +10, Spellcraft +10, Tumble +11 Possessions combat gear, +2 gloves of dexterity, +2 ring of protection,+1 amulet of mighty fists, monk’s belt, incandescent blue ioun stone (+2 Wis), masterwork light crossbow with 10 bolts Sekoth CR 10 Sekoth isn’t so much a melee fighter as Gsyz, though with mage armor and stoneskin he could probably last a few rounds. His trick is to blast away with fireball and not worry about getting caught in the explosion because of his immunity to fire. Smart use of wall of fire could isolate opponents and cut the battlefield in half without hampering Sekoth’s tactics or movement. Male half‐red dragon evoker 8 LE Medium humanoid Init +2; Senses dark‐vision 60ft., low‐light vision,Listen +6, Spot +1 Languages Common, Draconic, Abyssal, Dwarven, Elven AC 21, touch 14, flat‐footed 19 hp 53 (8 HD) Immune fire, sleep, paralysis Fort +6, Ref +4, Will +7 Spd 30 ft. Melee 2 claws +6 (1d4+2) and bite +1 (1d6+1) Ranged mwk light crossbow +7 (1d8/19‐20x2) Base Atk +4; Grp +6 Special Actions breath weapon (30 ft. cone, 1/day, 6d8 fire, Reflex DC 14 half) Combat Gear potion of cure serious wounds,
wand of acid arrow (30 charges) Wizard Spells Prepared (CL 8th, +6 touch, +7 ranged touch) 4th – shout, stoneskin, summon monster IV, wall of fire 3rd – arcane sight, fireball (2) (DC 18), fly, lightning bolt (DC 18), summon monster III 2nd – bull’s strength, flaming sphere, scorching ray (2), web 1st – burning hands, mage armor, magic missile, shocking grasp, true strike 0 – light, flare, ray of frost, read magic, resistance Prohibited Schools Enchantment, Illusion Str 15, Dex 14, Con 18, Int 20, Wis 12, Cha 10 SQ summon familiar (toad) Feats Combat Casting, Improved Counterspell, Scribe Scroll, Spell Focus (evocation), Weapon Focus (ranged touch spells) Skills Concentration +15, Craft (alchemy) +8, Decipher Script +15, Knowledge (arcana) +15, Spellcraft +15, Tumble + 7 Possessions combat gear, mwk crossbow with 20 bolts, bracers of armor +3, ring of protection +2, spell components bag, necklace 60 gp Spellbook as above plus 0 – all except enchantment and illusion; 1st – alarm, hold portal, ray of enfeeblement, floating disk; 2nd – darkness, knock, shatter; 3rd – dispel magic, wind wall; 4th – solid fog Monsters with Character Level In a discussion on Wolfgang Baur’s Open Design blog, I had commented that a genie shouldn’t have character levels because they have advancement by hit dice. It was pointed out by another open design subscriber that, “Any creature with an Intelligence of 3 or more can take levels in a character class.” Now I’m not sure where that caveat is stated in the rules but I do admit that I have heard that comment before in other discussions.
My problem with that is that would allow many inappropriate or silly characters to spring into existence such as “Gursplat the Even‐ Tempered” (see below). Gursplat the Even‐Tempered CR 10 Male otyugh monk 9th LN Large aberration Init +4; Senses darkvision 60 ft., scent; Listen +6, Spot +6 AC 19, touch 10, flat‐footed 19 (‐1 size, +8 natural, +1 monk, +1 Wis) hp 100 (15d8+33) Fort +11, Ref +9, Will +13 (+15 vs. enchantment) Immune diseases Spd 50 ft. (10 squares) Melee unarmed +10/+5 (2d8+1) plus 2 tentacles +8 (1d6) plus bite +8 (1d4 plus disease) Melee unarmed +10/+5 (2d8+1) plus tentacle +8 (1d6) plus bite +8 (1d4 plus disease); with one opponent grappled Melee unarmed flurry +10/+10/+5 (2d8+1) Space 10 ft.; Reach 10 ft. (15 ft. with tentacle) Special Attacks constrict (1d6), improved grab, improved trip, ki strike (magic) Before Combat Gursplat will pretend to be a slow‐witted and cumbersome creature, hoping to make its opponents overconfident. When within range he will charge the least armoured opponent to attempt to grapple him and remove him from combat. During Combat Gursplat will use its wholeness of body ability to negative early attacks and make it appear as though it has fast healing or regeneration. He tends to concentrate on single opponents until they are defeated. Morale Gursplat is not a reckless combatant and will retreat to meditate on his failure if reduced to 25 hp. Str 12, Dex 10, Con 14, Int 5, Wis 13, Cha 6 Base Atk +10; Grp +19 Feats Alertness, Combat Reflexes(B), Hold the Line, Improved Grapple(B), Improved Initiative,
Improved Trip(B), Multiattack, Toughness, Weapon Focus (tentacle) Skills Hide ‐1*(3), Jump +18 (9), Listen +6 (3), Spot +6 (3) Languages Common SQ flurry of blows, improved evasion, ki strike (magic), purity of body, slow fall 40 ft., still mind, unarmed strike, wholeness of body (18 hp) Constrict (Ex) An otyugh deals automatic tentacle damage with a successful grapple check. Disease (Ex) Filth Fever – bite, Fortitude DC 15, incubation 1d3 days; damage 1d3 Dex and 1d3 Con. Improved Grab (Ex) If the otyugh hits with a tentacle attack it may attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Skills An otyugh has a +8 racial bonus on Hide checks in its lair, due to its natural colouration. Gursplat was an otyugh, who while cavorting in his garbage heap began to question the meaning of existence. This inner journey leads him to study the pictures in the books that were thrown in the garbage to gain deeper wisdom of the world. Over time he became more and more reflective and eventually found a master – who was threatened with being devoured – to train him in the ways of the monk. Options: If using Gursplat as a fully realized NPC character, add equipment and magical gear appropriate for his challenge rating. A belt of giant’s strength and an amulet of mighty fists could really ramp up his damage potential.
Supplementary Spell Component The Crystalline Heart of a Solar Flayer Description: Solar Flayers come from deep within the Elemental Plane of Fire. The internal core or “heart” is a alien crystalline substance that is warm to the touch. The hearts break down very slowly through weathering, so they
can be safely transported or stored for a long period of time. Effect: A spellcaster who uses this component with any spell with the fire descriptor that does fire damage gains the Burn special trait. Anyone struck by this spell must make a Reflex save or catch fire for 1d4 rounds and suffer 1d4 points of fire damage. Casting Time: +1 action (+0 with a successfully Spellcraft check DC 18) Component Type: M Knowledge (Arcane) DC: 23 Knowledge (The Planes) DC: 18 Weight: 2 lbs.
Templates/Templated Monsters Template: Lackey Every warlord worth his salt has lackeys to do his dirty work. Lackeys fill a vital role in the world, namely dealing with petty annoyances and allowing leaders to do the thinking, planning and ruling. As minor underlings they possess no individual character or talent that sets them apart from the unwashed masses. A lackey looks exactly like its base creature. They tend to be found in groups of 5 or 10 and carry identical equipment or wear identical clothing. Creating a Lackey "Lackey" is an acquired combat‐role template that be applied to any creature with at least 1 HD. A lackey uses all the base creature's statistics and special abilities except as noted here: Size and Type: Size remains unchanged but all lackeys gain the lackey subtype (see below).
Hit Dice: The lackey creature’s Hit Dice do not change, however their hit points are recalculated to be equal to 1 hit point per Hit Dice. Constitution is not added to this value. Attacks: The lackey creature retains all the base creature’s natural attacks, and its weapon and armor proficiencies. These attacks retain the same primary and secondary status they had for the base creature but the damage of all attacks is altered (see below). Damage: The damage of any of the lackey creature’s attacks are determined by the creature’s Hit Dice plus their strength modifier, as shown in the table: Lackey HD Damage 1‐5 4 points 6‐10 6 points 11‐15 8 points 16‐20 10 points +5 +2 points Special Attacks: The lackey creature retains all the base creature however they never employ their spell‐like abilities and seldom use supernatural ones (GM discretion). Organization: Pack (5) or multiple packs. Challenge Rating: A pack of lackey creatures has a challenge rating equal to the base creature ‐2. A pair of packs has the same challenge rating as the base creature. Treasure: None, lackey creatures are not entitled to treasure. Advancement: Lackey creature never advance in hit dice or by character class. Once a creature has become a lackey they will always remain a lackey. Sample Lackeys (Owlbears) A neutral evil druid may have a pack of owlbears as his lackeys. They would have expanded statistics as listed below:
Pack of Owlbear Lackeys (5) CR 2 N Magical Beasts (lackey) Init +1; Senses darkvision 60 ft., low‐light vision, scent; Listen +8, Spot +8 AC 15, touch 10, flat‐footed 15 (‐1 size, +1 Dex, +5 natural) hp 5 (5 HD) Fort +9, Ref +5, Will +2 Spd 30 ft. (6 squares) Melee 2 claws +9 (9 damage) and bite +4 (6 damage) Special Attacks improved grab (not used) Space 10 ft.; Reach 5 ft. Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10 Base Atk/Grp +5/+14 Feats Alertness, Track Skills Listen +8, Spot +8 And “quick” combat stats: Pack of Owlbear Lackeys (5) Initiative 11; Speed 6 AC 15, 10, 15; Hit Points 5; Saves +9/+5/+2 Melee 2 claws +9 (9 damage) and bite +4 (6 damage) Templated: Breathslain Breathslain are a type of created intelligent undead. If animate dead is cast on the body of humanoid or monstrous humanoid that was slain by dragon breath within 24 hours. They awaken to their new unlife as fuelled by the pain of their death while traumatized by their encounter with dragons. They attack the living, spreading as much fear and pain as possible by staying clear of the path of dragons, half‐ dragons and dragonkin. Talus Rok‐Then, The Ice Reaver Breathslain Minotaur Explorer 3 CR 9 CE Large Undead (Augmented Monstrous Humanoid) Init +5; Senses darkvision 60 ft., scent; Listen +2, Spot +6
AC 17, touch 10, flat‐footed –; dodge (‐1 size, +1 Dex, +7 natural) hp 58 (9d12) Fort +7, Ref +7, Will +5 DR 10/magic; Resist 10 cold; turn resistance +2 Weakness Dragon aversion 60/30/10 (Will DC 20) Spd 40 ft. Melee +1 greataxe +15/+10 (3d6+11/x3) or gore +12 (1d8+7 plus 2d6 cold) Space 10 ft.; Reach 10 ft. Special Attacks Create spawn, death throes (3d4 cold 15 ft. radius, Reflex DC 16 negates), powerful charge 4d6+10 Str 24, Dex 12, Con ‐, Int 7, Wis 8, Cha 12 Base Atk +8; Grp +19 Class Abilities Fast Movement, hale and hearty, internal compass, pathfinder Feats DodgeB, Great Fortitude, Improved InitiativeB, Power Attack, Track Skills Jump +14, Listen +2, Intimidate +12, Spot +6 Language Common, Giant Combat Gear drums of panic Create Spawn (Su) Any humanoid or monstrous humanoid slain by the merchant of suffering’s natural attacks or death throes rises as a breathslain in 48 hours. Dragon Aversion (Ex) A breathslain is able to sense the presence of dragons and cannot approach them without making a Will save. The range varies according to dragon type (60 ft. for true dragons, 30 ft. for dragon monster types, 10 ft. for draconic subtypes). Gaseous Form (Su) As a standard action it can assume gaseous form twice per day as the spell (caster level 5), but it can remain gaseous indefinitely and has fly 20 ft. with perfect maneuverability. Natural Cunning (Ex) Minotaurs immune to maze spells and becoming lost. They are never flat‐footed.
Skills (Ex) Minotaurs have a +4 racial bonus to Search, Spot and Listen. As a breathslain he gains a +8 racial bonus to Intimidate as well. Talus Rok‐Then was a treasure hunter and thief of some daring but little style. Using his strength and size to his take whatever he wished from whomever he wanted. Eventually he met something bigger and stronger. His mortal life was ended by a silver dragon that threw his frozen corpse in to the Northern Sea. His body was recovered and reanimated by forces unknown for reasons unknown. When next seen Talus seem commanding a ship of breathslain that were terrorizing the Northern Sea. Slyin Falrif, The Dragon‐Killer CR 11 Breathslain Daunt Captain (Druid 5/Ranger 3) LE Medium Monstrous Humanoid Init +7; Senses darkvision 60 ft.; Listen +6, Spot +7 AC 20, touch 13, flat‐footed 17; dodge (+3 Dex, +4 natural, +3 hide armour) hp 65 (10d12) Fort +7, Ref +9, Will +8 (+12 vs. fey spell‐like abilities) DR 10/magic; Resist 10 acid; turn resistance Weakness Dragon aversion 60/30/10 (Will DC 20) Spd 30 ft. Melee 2 hooked claws +11 (1d8+3 plus 2d6 acid) Ranged mw longbow +13 (1d8 plus poison [blue whinnis]) Special Attacks create spawn, death throes (3d4 acid in 15 ft. radius, Reflex DC 16) Spells Prepared (CL 5th): 3rd ‐ call lightning 2nd ‐ bear's endurance, cat's grace, fog cloud 1st ‐ entangle (2), longstrider, speak with animals 0th ‐ create water, cure minor wounds (2), flare, light
Str 16, Dex 17, Con ‐, Int 8, Wis 13, Cha 12 Base Atk +8; Grp +11 Class Abilities animal companion (none due to undead nature), combat style (archery), favoured enemy (dragons), nature sense, resist nature’s lure, trackless step, wild empathy ‐1, wildshape (1/day), woodland stride Feats DodgeB, EnduranceB, Improved InitiativeB, Natural Spell, Point Blank Shot, Rapid ShotB, TrackB, Weapon Focus (Longbow) Skills Climb +7, Concentration +5, Craft(woodworking) +6, Diplomacy +6, Handle Animal +7, Heal +1, Hide +11, Knowledge (nature) +6, Listen +7, Move Silently +9, Spellcraft +4, Spot +8, Survival +11 Language Common, Sylvan Combat Gear Potion of haste, potion of heroism, potion of cure serious wounds, scroll of flame strike and set of pipes of haunting. Create Spawn (Su) Any humanoid or monstrous humanoid slain by the merchant of suffering’s natural attacks or death throes rises as a breathslain in 48 hours. Dragon Aversion (Ex) A breathslain is able to sense the presence of dragons and cannot approach them without making a Will save. The range varies according to dragon type (60 ft. for true dragons, 30 ft. for dragon monster types, 10 ft. for draconic subtypes). Gaseous Form (Su) As a standard action it can assume gaseous form twice per day as the spell (caster level 5), but it can remain gaseous indefinitely and has fly 20 ft. with perfect maneuverability. Hooked Claw (Ex) These claws pop out of the daunt’s hands. They give a +4 bonus to Climb checks and, furthermore, when the daunt hits with a claw attack it may choose to make a grapple check immediately. Unlike the normal form of the improved grab ability, this does draw an attack of opportunity. Skills As a breathslain he gains a +8 racial bonus to Intimidate.
Slyin Falrif was a hero to his people for slaying many a green dragon that invaded their homeland, but when he was killed and reanimated as a breathslain he became a monster to those he used to protect. He operates outside of society, killing any dragon or draconic spawn he can from a distance as well as haunting the society of daunts that once praised him. The Fire Spider Breathslain Khraan (Nothra) Halo Knight 3 CR 5 NE Medium Undead (Augmented humanoid, psionics) Init +6; Listen ‐2, Spot ‐2 AC 17, touch 12, flat‐footed 17; Dodge (+2 Dex, +5 inertial armour) hp 19 (3d12) Fort +3, Ref +3, Will +1 DR 10/magic; Resist 10 fire; Turn resistance +2 Weakness Dragon aversion 60/30/10 (Will DC 20) Spd 30 ft. Melee +1 unarmed strike +8 (1d4+6 plus 2d6 fire) Ranged touch webber fleshgraft +4 (1/encounter, entangle 2d4 rounds, range 30 ft.) Special Attacks create spawn, death throes (3d4 fire in 15 ft. radius, Reflex DC 14 negates), psionics fist +2d6 Power Points/Day 9/12; Powers Known (ML 3th); 1st ‐ inertial armour (manifested) Str 19, Dex 14, Con ‐, Int 10, Wis 6, Cha 16 Base Atk +3; Grp +5 Class Abilities Anima Flare (10 ft.), Idealized Weapon (slam) +1, Primary Avatar (Reaver, +2 damage) Feats DodgeB, Improved InitiativeB, Improved Unarmed Strike, Psionic Fist Skills Climb +10, Concentration +6, Intimidate +17, Knowledge (Psionics) +6, Sense Motive +4
Language Khraan Combat Gear boots of landing, webber fleshgraft Create Spawn (Su) Any humanoid or monstrous humanoid slain by the merchant of suffering’s natural attacks or death throes rises as a breathslain in 48 hours. Dragon Aversion (Ex) A breathslain is able to sense the presence of dragons and cannot approach them without making a Will save. The range varies according to dragon type (60 ft. for true dragons, 30 ft. for dragon monster types, 10 ft. for draconic subtypes). Gaseous Form (Su) As a standard action it can assume gaseous form twice per day as the spell (caster level 5), but it can remain gaseous indefinitely and has fly 20 ft. with perfect maneuverability. Inhuman Legacy (Ex) Khraan gain 1 power points/level but suffer a ‐4 penalty to Use Magic Device and have a ‐1 caster level for arcane spellcasting. Family Talent (Ex) Possesses inertial armour as a family talent. Family Legacy (Ex) +1 manifester for determining the power points in the Halo Knight class. Skills As a breathslain he gains a +8 racial bonus to Intimidate. The creature now called the Fire Spider has taken a mental break from its mortal existence. Within the mountains and caves of the IronTeeth Pass, it entraps any prey that enters its lair and burns them as it burned so long ago. Though he still inhabits the mountains in which he was killed by a red dragon name Inferonix. The Merchant of Suffering Breathslain Cave Hermit CR 8 CE Large Undead (Augmented Monstrous Humanoid) Init +4, Senses darkvision 60 ft.; Listen ‐1, Spot ‐1 AC 21, touch 9, flat‐footed 21; Dodge hp 52 (8d12)
Fort +2, Ref +7, Will +5 DR 10/magic; Resist 10 electricity; Turn Resistance +2 Weakness Draconic aversion 60/30/10 (Will DC 20) Spd 20 ft.; climb 20 ft. Melee Gore +14 (2d6+9 plus 2d6 electricity) Space 10 ft., Reach 5 ft. Special Attack Create Spawn, death throes (3d4 electricity 15 ft. radius, Reflex DC 16 negates), dissolving burst (1/hour, 3d6 acid in 10 ft/radius [equipment only]), sneak attack +2d6 Str 22, Dex 10, Con ‐, Int 6, Wis 8, Cha 14 Base Atk +8; Grp + 16 Feats DodgeB, Endurance, Improved Initiative, Negotiator, Skill Focus (Appraise) Skills Appraise +7, Bluff +5, Diplomacy +5, Hide +6 (+16 in shell), Intimidate +10, Search +1 Language Common, Undercommon Create Spawn (Su) Any humanoid or monstrous humanoid slain by the merchant of suffering’s natural attacks or death throes rises as a breathslain in 48 hours. Dragon Aversion (Ex) A breathslain is able to sense the presence of dragons and cannot approach them without making a Will save. The range varies according to dragon type (60 ft. for true dragons, 30 ft. for dragon monster types, 10 ft. for draconic subtypes). Gaseous Form (Su) As a standard action it can assume gaseous form twice per day as the spell (caster level 5), but it can remain gaseous indefinitely and has fly 20 ft. with perfect maneuverability. Shell (Ex) The merchant of suffering is able to withdraw into its shell completely as a move action providing it with a +8 cover bonus but prohibiting it from moving or attacking. Skills As a breathslain he gains a +8 racial bonus to Intimidate. Killed by a blue dragon, whom he tried to swindle, the merchant of suffering preys on those with avarice similar to its own. Depth beneath the harsh light of the sun, the
merchant has set‐up various hidden treasure rooms in an old labyrinthine dungeon. These hidden chambers he uses as lure to entrap foes for him to kill and consume at his leisure. Changes to the above to conform to the Undead type (variation) rules: 1. all darkvision should be lifesense 2. hp should be 58, 65, 25, 60 respectively.
Content for Future Games
Future Alien Race Generator Step 1: Alien Species Type (Roll Once) % Species Type Grants 01‐ Humanoid Roll on 1a ‐ Size 55 56‐ Monstrous Darkvision 60 ft., Armor 78 Humanoid Limitation; Roll on 1a ‐ Size 79‐ Darkvision 60 ft., Armor Aberration 90 Limitation; Roll on 1a ‐ Size Large, Low‐light Vision, +2 91‐ Giant Str, Armor Limitation; +1 00 LA Step 1a: Size (Roll Once, optional see Step 1) % Size 01‐ Small; May reduce speed to 20 ft. for one 30 additional roll on Step 4 but skip Step 3. 31‐ Medium 00 Step 2: Racial Modifiers (Roll twice) (Once for + and once for ‐; if the same ability is rolled twice, then they have no ability adjustment). d6 (twice) +2/‐2 Adjustment 1 Strength 2 Dexterity 3 Constitution 4 Intelligence 5 Wisdom 6 Charisma Step 3: Movement (Roll once) % Type 1‐ Base Speed 30 ft. 75 Base Speed 30 ft., Climb 20 ft. (+8 racial 76‐ bonus to Climb checks, may always take 10 85 on Climb checks) Base Speed 30 ft., Swim 30 ft. (+8 racial 86‐ bonus to Swim checks, may always take 10 95 on Swim checks); Roll 1d8: 1‐6 Amphibious, 7 Water‐breather only, 8 Air‐
Breather only 96‐ Base Speed 30 ft., Burrow 20 ft. 100 Step 4: Species Traits (Roll two times) % Description 01‐ Acidic Saliva (as mutations) 03 04‐ Adaptive Learning (+1 skill point per level) 07 08‐ Adrenaline Jolt (as mutations) 09 10‐ Amphibious – character can breathe on 13 land and underwater 14‐ Arcanist – two 0Th level mage spells (at‐ 18 will), one 1st level mage spell (3/day) 19‐ Bonus Feat (any) 22 23‐ Claws (as mutations) 26 Cybernetics – begins with one cybernetic 27‐ attachment, can have 1 + Con + character 30 level attachments 31‐ Devout – two 0th level acolyte spells (at‐ 34 will), one 1st level acolyte spell (3/day) 35‐ Elasticity (as mutations) 36 37‐ Energy Diffusion (as mutations) 39 40‐ Fangs (as mutations) 44 45 Force Barrier (as mutations) 46 Gazing Eye (as mutations) 47‐ Great Horns (as mutations) 49 50‐ Grappler ‐ +4 bonus on all grapple checks 53 54‐ Hardy ‐ +2 bonus to Fortitude saves 57 58‐ Hyper Sensitivity (as mutations) 60 61‐ Leaper (as mutations) 63 64‐ Quick ‐ +2 bonus on Reflex saves
67 68‐ Planetary Adaptation (as feats) 70 71 Prehensile Tail (as mutations) 72 Prickly Pear (as mutations) Psionics – one 1st level Telepath power (at 73‐ will), one 1st level battlemind power 76 (3/day) 77 Scaly Armor (as mutations) 78‐ Scent (as mutations) 80 81‐ Second Wind (as mutations) 83 84 Skeletal Reinforcement (as mutations) 85‐ Stability ‐ +4 stability bonus on checks 87 made to resist trips and bull rushes 88‐ Stubborn ‐ +2 bonus on Will saves 90 91‐ Smoke Screen (as mutations) 92 93 Stinger (as mutations) 94 Thick Fur Coat (as mutations) 95‐ Ultra Immune System (as mutations) 96 97 Vexing Voice (as mutations) 98‐ Webbed Digits (as mutations) 00 Step 6: Cultural Bonus (Roll once) d12 Cultural Bonus 1 Builders ‐ +2 one Craft skill, Repair Enmity ‐ +1 bonus to attack rolls against 2 another race (pick one) 3 Entertainers ‐ +2 Bluff, one Perform Skill) Environmentalist ‐ +2 Knowledge (earth 4 and life sciences), Survival 5 Far Travellers ‐ +2 Pilot, Navigate 6 Honourable – Oathbound as a bonus feat 7 Linguist ‐ (+2 read/speak Languages) Lorekeepers ‐ +2 one Knowledge skill, 8 Research Peacekeepers ‐ +2 Diplomacy, Knowledge 9 (civics)
Technologists ‐ +2 Computer Use, Knowledge (Technology) Traders – +2 Gather Information, 11 Profession (Merchant) 12 Vagrants – Salvage as a bonus feat 10
Step 7: Review Results/Tweak I used this as method to generate NPC alien races quickly. They will not necessarily be balanced with PC races, but as an opponent I’m not that concerned with a one‐to‐one comparison. If you used it for PC generation, I’d take some time to review and compare their benefits against an existing race. Also sometimes things need to be massaged a bit to produce a coherent race. Sample of Creation My rolls: 72, 6, 5, 1, 93, 4, 85, 92 New Race: Kuttlish The kuttlish are an intelligent race of cephalopod‐humanoids that live in the warm oceans of Rybrillcant IV. The swim and scuttle through there ocean homes on four tentacle legs. There were latecomers to galactic trade, politics and intrigue due to their relative isolation. All who have dealt with them openly have found them to be an honourable and wise species, if somewhat stand offish. They average between 2 ½ ft to 3 ½ ft. in height and weight only 35 lbs on average. Their skin is mutable changing slighting in colour with their mood; their bodies are swollen as if eternally water‐logged.. The honourable nature of kuttlish society produces few criminals but those it does produces are the worst of the worst. Species Traits Kuttlish share the following species traits: • •
Type: Monstrous Humanoids Size: Small. Kuttlish gain a +1 bonus to Defense, a +1 size bonus to attack rolls,
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and a +4 size bonus to Hide checks. They take a ‐4 penalty on grapple checks. Their lifting and carrying limits are ¾ of those of a Medium‐size race. Ability Modifier: ‐2 Strength, +2 Wisdom. Life in the ocean has limited the kuttlish’s physical strength but their observation of the interactions in the natural world have sharpened their senses. Speed: 30 ft., Swim 30 ft. (does not need to make Swim checks except to avoid hazards; +8 racial bonus on Swim checks) Armour Limitation:Kuttlish may not wear armour designed for other species. Amphibious (Ex): Kuttlish can breathe on land and underwater with no special equipment. Darkvision (Ex): Kuttlish have darkvision out to a range of 60 ft. Darkvision is black and white only, but otherwise the same as normal sight, and kuttlish can function with no light at all. Honorable: Kuttlish gain the Oathbound feat as a bonus feat. Ink Cloud (Ex): Once per day, as a free action, kuttlish can produce a 20 ft. cloud of ink centered on themselves. The cloud is stationary once creature. The cloud obscures all sight, including darkvision beyond 5 ft. A creature 5 ft. away have ½ concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attack can’t use sight to locate the target). Stability (Ex): A kuttlish’s four tentacles grant it a +4 stability bonus on checks made to resist trips or bull rush attempts. Free Language Skill: Read/Write Kuttlish, Speak Kuttlish
Nanoaugmenters Chamelex A precursor to the doppelganger nanoaugmenter, the chamelex was created by the ISRF (Internal Security Reconnaissance Force) of the Cranilak Hegemony. This nanoaugmentater can be active for a period of 30 minutes in a 24 hour cycle. During its active phase it constantly shifts the colouration of its host to match the nearest solid surface. This adds +6 equipment bonus to the host’s Hide checks.
Rumors USING THE RUMORS Each rumor follows the format: Rumor Heading (Gather Information DC) Failed Gather Information Check: If the check is failed this is what the PCs hear. A section of this entry is to be read aloud to the players though many DMs will choose to paraphrase the information (especially if any of it needs to be tweaked to better fit the campaign). This entry also discloses the source of the rumor. Successful Gather Information Check: If the check succeeds this is what the PCs hear. Again, this entry is intended to be read aloud and gives the source of the rumor. Follow Up: If the PCs choose to investigate the rumor this information will help the DM to prepare for what could happen. Virulent Plague Ravages Rybrillcant IV (DC 14) Failed Gather Information Check: “30, 000 dead in less than a week! They say it’s transmitted through the skin and those kuttlish shed it directly into the water they live in so it’s like they are all swimming in an ocean of disease. First, your skin begins to swell, and then you begin to develop lesions and bleeding from the skin. The Centre of Extraterrestial
Disease Transmission will be quarantining the whole system in a week. I’d steer clear of Rybrillcant IV, I were you.” Source: Garvin Sarlish (male human, tough ordinary 3/smart ordinary 3, hp 39), a black marketer and member of the Burning Nebula Syndicate. In his early 40s, Garvin is a hard man, aged beyond his years by poor choices, unnecessary risks and substance abuse. Successful Gather Information Check: “It is terrible. I hear there are hundreds or thousands dead. That cosmic storm last we that rolled through the Rybrillcant system, destroy much of their infrastructure and destroyed a number of power reactors. With the number of people injured and homes destroyed by the storm, they are unable to contain the environmental damage from the destroyed reactor. I hear they are going to be putting our requests for aid and offers of employment for people to assist in containing the pollution or aiding in reconstruction.” Source: Marliss Trask (female human, dedicated ordinary 2, hp 7), customs officer of Starbase Farstalk. In her early, 30s, Marliss is always dressed neat and professionally with her long black hair pulled back from her face. She likes her job, finds it rewarding and cherishes the opportunity to talk all the different races that come through customs. Follow‐up: Rybrillcant IV is in desperate need of environmental clean‐up supplies. A major reactor was damaged in a recent storm and with all the humanitarian work needed to re‐ establish the city, the local government is being stretched too thin. Player characters could be of great help containing the environmental damage and investigating if foul‐play caused the reactor to fail.
Content for Labyrinth LordTM
Character Creation (House Rules) Point Buy Instead of rolling for ability scores, which can result in over‐powered or underpowered characters, this variant allows characters to spend ‘points’ on their ability scores. In this way, a player can design exactly the character he or she wants while remaining on an equal footing with the rest of the party. The Labyrinth Lord sets the number of points available – usually 25. Each of the character’s ability scores begins at 6. If a character spends no points on an ability score, it remains on 6. Ability Score Cost to Raise from 6 6 0 7 1 8 2 9 3 10 4 11 5 12 6 13 8 14 9 15 10 16 13 17 14 18 16
Set Hit Points Instead of rolling to determine hit points randomly, characters receive a set number of hit points at each level based on their class. Class 1st Level Additional Lvl Mage 4 3 Thief, cleric, elf, halfling 6 4 Fighter, dwarf 8 5 This variant works well with the Point Buy variant given above, because it allows each character to be balanced without depending on random luck of the dice. Granted Spells Instead of choosing which spells to prepare after resting, clerics receive randomly determined spells. After resting, when a cleric would normally prepare his or her spells, roll a 1d8 for every spell slot the cleric has available. Consult the spell table on page 42 to determine which spells of each level are granted. Spontaneous Spells Instead of needing to prepare healing spells, the cleric can choose to cast a healing spell instead of any other spell he or she has prepared. For example, a cleric who prepared detect evil could choose to cast cure light wounds instead. Prepared Spell Level Healing Spell Available 1 Cure light wounds 4 Cure serious wounds 5 Cure critical wounds 6 Heal This variant works well with the Granted Spells variant given above, because it allows clerics to heal even if they haven’t been granted healing spells.
Class Damage Instead of doing variable amounts of damage depending on the weapon used, in this variant characters do variable amounts of damage based on their class. Magical weapons still increase attack and damage rolls, as normal. LLs using this variant can choose to drop class restrictions on weapons used (e.g. the ban on dwarves using two‐handed weapons or the ban on clerics using non‐bludgeoning weapons) or keep them for flavor. Class 1‐H 2‐H Improvised/Fist Mage 1d4 1d6 1d3 Cleric, thief, halflings, dwarf 1d6 1d8 1d4 Fighter 1d8 1d10 1d6 Elvish Spontaneity Instead of preparing spells from a spellbook as the wizard does, this variant allows the innately magical elves to choose any magic‐user spell of the appropriate level to cast when they start casting the spell. If you use this variant, reduce the number of 1st‐level spells the elf can cast by one.
Classes Dvergar Requirements: WIS 9 Prime Requisites: WIS Hit Dice: 1d8 Maximum Level: 12 Weapons: Any, as long as they were crafted by dvergar, giants or the gods. Armor: Any, as long as they were crafted by dvergar, giants or the gods. Languages: The common tongue, dwarvish, kobold and his own alignment language. The dvergars are the dwellers under the ground. In the dank gloom of their winding ways, they step beneath worms, barrows of long forgotten kings and the thick roots of thousand‐year‐old trees. The thick orange glow
of their furnaces punctuate the deathly chill of their underworld homes and the tunnels carry the sussurus whispers of dweomer, 'dwarf‐talk'. Dvergars stand as tall as a man, their pale and frosty skin giving them the appearance of a corpse. Their hair grows thick and black, making their bulbous noses and squinting eyes seem mismatched. The pallour of their skin and their lightless existence makes them shun the sun for its painful light. The dvergars are older than the hills, and they claim to have crafted the first humans. Dvergar craftsmen whittled bones of oak and ash, bronze organs linked by a gentle gold filigree of veins and skin flayed from unborn lambs so that it would be soft and sensitive. Try as they might, the dvergar could do nothing to quicken the beautiful statues. It took the gods to breathe life into humans. Deepdweller: Dvergar have infravision up to 60 feet. From their experience underground, dvergar have a 2 in 6 (1‐2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. Dvergar must be actively searching for these abilities to function. Level 2: Once a day, a dvergar can petition the spirits of stone to envelop an enemy. The enemy is entitled to a saving throw against petrification. If the saving throw fails, the enemy is trapped in the stone and must make a saving throw each round: if the save is successful, he escapes. Each round the enemy takes 1d6 points of damage. Level 4: A dvergar can read and cast magic from magic‐user scrolls with 90% accuracy. A failed roll means the spell does not function as expected, and can create a horrible effect at the LL’s discretion. The dvergar can also read any arcane writing with an 80% chance of success. Level 5: The dvergar can cast any spell on the magic‐user or cleric spell list that a magic‐user or cleric of his level could cast. He can only do
this once a day and the spell takes an entire round to cast. The dvergar can also identify any magic‐user or elf spell as it is being cast. Level 6: A dvergar can scribe scrolls of spells he does not know, as long as the spells could be cast by a magic‐user of his level or lower. A dvergar can also craft wondrous magic items such as flying ships, weapons and armor fit for the gods, golems (though not intelligent ones), a helm of invisibility or a golden ring which duplicates itself each night. Level 8: A dvergar can lay a terrible curse upon an enemy. The enemy must be within earshot and must be able to comprehend the curse. The enemy is entitled to a saving throw against death magic. Every time the enemy's player rolls dice, roll twice and take the lower of the two results. Not even the dvergar can lift the curse: it only ends when the enemy suffers a terrible tragedy or takes his own life. Reaching 9th Level: When a dvergar reaches level 9, he has the option of creating an underground forge that will attract a dvergar apprentice. Dvergar Level Progression Experience Level Hit Dice (1d8) 0 1 1 2,501 2 2 5,001 3 3 10,001 4 4 20,001 5 5 40,001 6 6 80,001 7 7 160,001 8 8 310,001 9 9 460,001 10 +3 hp only * 610,001 11 +6 hp only * 760,001 12 +9 hp only * *
Hit point modifiers from constitution are ignored
Dvergar Saving Throws
13 10 7
Spells Poison Petrify or Spell‐ or or Wands like Death Paralyze Devices 8 10 9 12 6 8 7 10 4 6 5 8
4
2
Breath Level Attacks 1‐3 4‐6 7‐9 10‐ 12
4
3
6
Attack Values: Roll 1d20 and hit the Armor Class with the listed value or higher: Armor Class Level Ranges ‐6 ‐5 ‐4 ‐3 ‐2 ‐1 0 1 2 3 4 5 6 7 8 9 0 Human 20 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 1‐2 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 3 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 4 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 5 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 7‐8 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 9 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 10‐11 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 12 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 the object, and if it is in the possession of an Psion enemy you suffer a penalty of 1% per level of Requirements: INT 9 the enemy. Magic items can be snatched from Prime Requisites: INT and CHA sheathes or the ground, but not if they are in Hit Dice: 1d6 someone's hand. Trying to manipulate fine Maximum Level: 14 objects (such as placing a key in a lock) carries a Weapons: Daggers, darts, slings and penalty. quarterstaves. Armor: Any, including shields. Stir the Mind: You can read the minds and Languages: The common tongue and his own speak into the minds of your allies if you can see alignment language. them. A roll is required if you cannot see the
Dvergar
Psions are psychics who manifest their own tortured dreams and the dreams of others to transform the world. They are preternaturally aware, able to move objects at a distance and even bring nightmares to life.
target or if you want to speak to or read the thoughts of an enemy (this usage carries a penalty of 1% per level of the enemy). Difficult telepathy, such as communicating to many people at once or communicating a lot of information may carry a further penalty.
Gentle Touch: You can manipulate objects at range using telekinesis. You must be able to see
Recreate Body: Purging your body of a disease or poison requires a recreate body roll. Persistent or magical poisons and diseases carry a penalty to the roll. Once a day, you can also heal your body 1d4 points of damage per character level (this does not require a roll).
460,001 610,001 760,001 910,001 1,060,001
Nightmare: This allows you to create fear in the mind of an enemy you can see. You suffer a 1% penalty to the roll for every level of the enemy. If the enemy is of a higher level than you, it runs away at full speed for 1 round. If the enemy is of a level equal to yours or no more than 4 levels lower than you, it runs away at full speed for 1 round per psion level. If the enemy is 5 or more levels lower than you, it dies of fright.
*
Mind Shove: This allows you to shove the target. It allows you to move the target up to 30 feet and, if you wish, do 4d6 points of damage to it. If the target is an enemy, you suffer a 1% penalty per level of the enemy. Reaching 9th Level: Upon reaching 9th‐level, a psion can found a dreaming glade. Here, the strange and surreal world of dreams is brought into the World. Bizarre phenomenon, twisted landscapes and nightmare creatures all exist in the dreaming glade. The glade also attracts psion apprentices and recruits. Psion Level Progression Experience Level Hit Dice (1d6) 0 1 1 2,501 2 2 5,001 3 3 10,001 4 4 20,001 5 5 40,001 6 6 80,001 7 7 160,001 8 8 310,001 9 9
10 11 12 13 14
+1 hp only * +2 hp only * +3 hp only * +4 hp only * +5 hp only *
Hit point modifiers from constitution are ignored Psion Skills Table
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Stir Gentle the Touch Mind 19 23 17 27 20 31 23 35 33 45 43 55 53 65 63 75 73 85 83 95 93 97 95 100 97 103 99
Recreate Mind Nightmare Body Shove
20 25 30 35 40 45 50 55 60 65
40 45 50 55 60 65 70
50 55 60 65
Psion Saving Throws
16 14 12
Spells Poison Petrify or Spell‐ or Wands or like Death Paralyze Devices 11 14 12 15 9 12 10 12 7 10 8 9
8
3
8
4
6
6
2
6
4
5
Breath Level Attacks 1‐4 5‐8 9‐12 13‐ 16 17+
Psion
Attack Values: Roll 1d20 and hit the Armor Class with the listed value or higher: Armor Class
Level ‐6 Ranges 0 20 Human 1‐3 20 4‐7 20 8‐10 20 11‐12 20 13 20 14 20
‐5
‐4
‐3
‐2
‐1
0
1
2 3 4 5 6 7 8 9
20
20
20
20
20
20
19
18 17 16 15 14 13 12 11
20 20 20 20 20 19
20 20 20 20 19 18
20 20 20 19 18 17
20 20 19 18 17 16
20 19 18 17 16 15
19 18 17 16 15 14
18 17 16 15 14 13
17 16 15 14 13 12 11 10 16 15 14 13 12 11 10 9 15 14 13 12 11 10 9 8 14 13 12 11 10 9 8 7 13 12 11 10 9 8 7 6 12 11 10 9 8 7 6 5
Cursed Items Ring of the Toad GodKing This ring has an unpleasantly warm feeling to it. It is comprised of an unknown dingy yellow alloy, suffused with streaks of green. Originally an artifact of a long‐forgotten cult of swamp dwellers, this accursed item will instantly summon a Giant Toad once a day to fight for the bearer of the ring. However, any time the ring is used, a 2d12 roll must be made on the below table to see what, if any, ill effects are suffered: Ring of the Toad God‐King Curse Chart (roll 2d6) 2‐5 No ill effect 6 Victim begins to develop embarrassing taste for flies and insects 7 Skin becomes profusely warty; ‐2 Charisma Score 8 Voice become an unpleasant wet croaking sound ‐2 Charisma Score if speaking 9 Tongue becomes grotesquely and noticably elongated; ‐3 Charisma Score 10 Skin turns a light, sickly greenish‐yellow; ‐1 Charisma Score 11 Effects 6‐10 all occur simultaneously; however Charisma Score penalty is ‐5 total
12
Polymorphs into a frog for 1d6 hours; retains Intelligence and Wisdom, but cannot speak.
Ill effects from the above table may be removed with a successful Remove Curse spell (pg. 25, LL). The cannot be removed except through a successful Remove Curse spell, after which it may be removed (though if it is voluntarily put back on, another Remove Curse spell must be cast before it is again removed). The Giant Toad will remain for 1d6+1 rounds, and will only obey the most rudimentary of attack commands ("attack the troll" or "attack those goblins"). It possesses no special intelligence beyond that of any other Giant Toad. Toad, Giant No. Enc.: 1d4 Alignment: Neutral Movement: 90' (30') Armor Class: 7 Hit Dice: 2 + 2 Attacks: 1 (bite) Damage: 1d4 + 1 Save: F1 Morale: 6 Hoard Class: None
Monsters Decapus No. Enc.: 1(0) Alignment: Chaotic Movement: 90’ (30’) swinging through trees (Land): 10’ (3’) Armor Class: 6 Hit Dice: 4 Attacks: 9 tentacles (6 on ground) Damage: 1‐4 Save: F3 Morale: 8 Hoard Class: XX The decapus is a bizarre tree dwelling predator. Shaped like an octopus it swings from tree to tree in search of its next meal. Its tentacles can constrict on a successful attack dealing 1d4 damage in subsequent rounds. It has no discernable language of its own but can mimic the sounds of other creatures, which it does to lure prey. Additional the decapus can create a mirror image of itself as per the spell of the same name each day. Decapus only eat the heads of the creatures they kill. Otyugh No. Enc.: 1 (1d2) Alignment: Neutral Movement: 90’ (30’) Armor Class: 4 Hit Dice: 6 Attacks: 3 (2 tentacles and bite) Damage: 1d6/1d6/1d4, disease Save: E4 Morale: 9 Hoard Class: VI (from previous victims) Otyugh are creatures of filth and decay. They are often found trapped within garbage or refuse pits where they thrive on the offal that is thrown from the dungeon. They carry a filth disease similar to rats and giant rats (see their entry) that is transmitted through their bite. The tentacles constrict hit opponents for an
additional 1d6 points of damage on successive rounds. Roper No. Enc.: 1(0) Alignment: Chaotic Movement: 30’ (10’) Armor Class: ‐3 Hit Dice: 10+1 Attacks: 7 (6 strands and bite) Damage: weakness/3d6 Save: F8 Morale: 11 Hoard Class: 1d4 gems The roper is a strange subterranean creature that looks like a stalagmite. From there rocky skin they are able to project six rocky stands up to 50 ft. from its circular form. If a stand hits a character there strength is halved (no save) and they are dragged 10 ft closer. Characters pulled within 10 ft. of the roper are automatically bitten. A strand may be cut by 5 points of damage from a magic weapon. Severed strands regrow in a day. They are immune to cold magic and all spells of 1st or 2nd level.
Content for Modern Games Occupations Indian Agent The occupation of Indian Agent was created in 1876 with the passage of the Indian Act. Indian agents were the chief administrators for all Indian affairs within their assigned reserves. Indian agents had immense power on reserve land. They were the arbitrator of all parts of the Indian Act including the rationing of supplies, they could veto local band council decisions, they controlled the passes that First Nations people need to use to leave reserve and controlled what could be sold by First Nations people. Prerequisite: Age 22+ Skills: Choose three of the following skills as permanent class skills. If a skill is already a class skill, you receive a +1 competence bonus on checks using that skill. * Bluff, Gamble, Gather Information, Intimidate, Knowledge (Civics), Knowledge (Current Events), Profession (Indian Agent), Ride, Sense Motive Wealth Bonus Increase: +3 NorthWest Mounted Police The North‐West Mounted Police were created by an act of Parliament in 1873 in order to help law and order to and assert sovereignty over the Northwest Territories. This mounted force of red outfitted cavalry‐men marched west in 1874 to stabilize relationships with First Nations people and curb the American whiskey trade. Some of the NWMP were riflemen while others were lancers. Prerequisites: Age 21+ Skills: All North‐West Mounted Police have Ride as a permanent class skill. If this skill is already a class skill, you receive a +1 competence bonus on checks using that skill. Additionally, choose two of the following skills as permanent class
skills. If a skill is already a class skill, you receive a +1 competence bonus on checks using that skill. * Concentration, Diplomacy, Gather Information, Handle Animal, Knowledge (Civics), Knowledge (Current Events), Search, Treat Injury Bonus Feat: Select either Archaic Weapon Proficiency or Personal Firearms Proficiency Wealth Bonus Increase: +1
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Extraordinary Rangers Copyright 2007 Iain Fyffe, dba Fifth Element Games; Author Iain Fyffe. Faeries Copyright 2003, Bastion Press, Inc Four‐Armed Gargoyle from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Fulgurate Mushrooms, updated Piercer, Winterbloom, and Witch Grass are Open Game Content from the 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. High Psionics: Fleshcrafting Copyright 2009 Dreamscarred Press Hound of Ill Omen is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Author Scott Green, based on original material by Mike Roberts. Hydra Variants, Copyright 2007 by Mark Gedak, published by Purple Duck Games. Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell. All rights reserved. If Thoughts Could Kill Copyright 2001–2004 Bruce R. Cordell. All rights reserved. Into the Black Copyright 2003, Bastion Press, Inc. Labyrinth LordTM Copyright 2007, Daniel Proctor. Author Daniel Proctor. Legions of Hell Copyright 2001, Green Ronin Publishing; Author Chris Pramas. Medieval Player’s Manual, Copyright 2004, Green Ronin Publishing; Author David Chart. Memory Moss is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Authors Scott Greene and Erica Balsley, based on original material by Gary Gygax. Mindscapes Copyright 2003–2004 Bruce R. Cordell. All rights reserved. Monster Frequency, Copyright 2007 by Mark Gedak, published by Purple Duck Games. Monster Manual II Copyright 2002, Wizards of the Coast, Inc. Monstrous Bloodlines Copyright 2007 Iain Fyffe, dba Fifth Element Games; Author Iain Fyffe. Monte Cook's Arcana Unearthed, Copyright 2003, Monte J. Cook. Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
Necromancer's Legacy ‐ Bloodlines & Paragons Copyright 2005, E.N. Publishing; Author M. Jason Parent. Nyambe: African Adventures. Copyright 2002, Trident, Inc, d/b/a Atlas Games; Author: Christopher W. Dolunt. Open game content from Heroes of Fantasy copyright 2005, Mongoose Publishing Ltd. Open game content from Monster Encyclopaedia Volume 1 copyright 2004, Mongoose Publishing Ltd. Open game content from The Penumbra Bestiary Copyright 2003, Trident Inc. d/b/a Atlas Games; editor Michelle A. Brown Nephew. Open game content from The Quintessential Barbarian ©2003, Mongoose Publishing Open game content from The Quintessential Cleric Copyright 2002, Mongoose Publishing. Open game content from The Quintessential Cleric II: Advanced Tactics copyright 2004, Mongoose Publishing Ltd. Open game content from The Quintessential Fighter II: Advanced Tactics copyright 2003, Mongoose Publishing Ltd. Open game content from The Quintessential Kobold copyright 2004, Mongoose Publishing Ltd. Open game content from The Quintessential Paladin copyright 2002, Mongoose Publishing Ltd. Open game content from The Quintessential Paladin II: Advanced Tactics copyright 2004, 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. Olive Slime is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Pathfinder 19: Howl of the Carrion King. Copyright 2009, Paizo Publishing, LLC; Author: Erik Mona. Phantom is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Harold Johnson and Tom Moldvay. Piercer is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. Poisoncraft: The Dark Art, Copyright 2004, Justin D. Jacobson.
Purple Moss is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells. Races of NeoExodus: Cavian Copyright 2007, Louis Porter Jr. Design, Inc. Rotgrub is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Russet Mold is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Shaggy Demodand from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Slime Zombie template is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Soul Eater from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by David Cook. Spells & Magic Copyright 2002, Bastion Press, Inc. Spinal Leech is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Author Scott Greene. Symbiotic Jelly is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Stunjelly from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Neville White. Swords of Our Fathers Copyright 2003, The Game Mechanics. 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 Dungeoneer’s Field Guide to Hazards Copyright 2007 Philip Reed, published by Ronin Arts www.roninarts.com. The Hypertext d20 SRD Copyright 2004, Jans W Carton. The Mind Divine Copyright 2007 Jeremy Smith The Mind Unveiled: Mind Blade Feats Copyright 2008 Andreas Rönnqvist, Jeremy Smith.
The Mind Unveiled: Halo Knight Copyright 2008 Andreas Rönnqvist, Jeremy Smith. The Mind Unveiled: Dreamscapes Copyright 2007 Jeremy Smith, Andreas Rönnqvist. 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. Throat Leech is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Tome of Horrors 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. Tsathogga from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene. Twilight Mushrooms is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Author Scott Greene. Vegepygmy is Open Game Content from the Tome of Horrors, Copyright © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Vegepygmy template written by Ian Johnston (2004), based on original material by Scott Greene and Gary Gygax. Undead Feats, copyright 2006 Mark Gedak. Published by Purple Duck Publications. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. Untapped Potential: New Horizons in Psionics Copyright 2006 Anthony Ogden, Brian Dupuis, Greg Jacob, Jeremy Smith, Michel Fiallo‐Perez, Will Elyea DM Sketchpad V.1 – April 2009, Copyright March 2009‐April 2009; Purple Duck Creations, Author: Mark Gedak, Stefen Styrsky, Bill Browne. Additional material by Ken Newquist, Zachary Houghton.
The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008 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.
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Neoexodus: A house Divided campaign setting
This setting has one of the best back-stories I have heard in a long time, and I’ve been playing RPG’s for over twenty years. All-in-All, this is one of the coolest game worlds I’ve seen. Very Refreshing... - RPGNow.com -
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