Undersea Armors

These armors are often worn by soldiers of the Deep Sea Gnomes, but are not uncommon among the other underwater races.

Sharkskin Armor This very tough light armor is made from the hide of the sea’s deadliest predators. Exceptionally supple and light, underwater combatants prise it for it’s unrestrictiveness. Additionally, skilled armor-crafters can fashion this armor so that the shark’s sharp scales act as armor spikes by alternating the bands of skin, causing the scales’ edges to protrude. Special oils must be used to keep the armor supple and preserve it in aquatic environments.

Armor Bonus: +3 Maximum Dex Bonus: +5 Armor Check Penalty: 0 Arcane Spell Failure Chance: 10% Speed (30ft): 20 ft. Speed (20ft): 15 ft. Weight: 15 lb. Cost: 35 gold

Sharkbone Armor About as protective and tough as a breastplate, parts of the shark’s cartalige, connected by sharkskin, are fashioned into a medium armor that mainly protects the torso. Skilled undersea-armorworkers can incorporate the shark’s jaws and teeth to create ridges of shark-tooth armor spikes on this armor. The cartilige of a sharkbone breastplate remains tough and supple in aquatic environments and does not impede the wearer’s movement much. However, if it is taken out of the water for more than a day or so it dries out and becomes brittle, stiff and useless as armor.

Armor Bonus: +5 Maximum Dex Bonus: +3 Armor Check Penalty: -2 Arcane Spell Failure Chance: 25% Speed (30ft): 20 ft. Speed (20ft): 15 ft. Weight: 30 lb. Cost: 300 gold


Posted in Equipment and tagged , , by with no comments yet.

Onyx / Deep Jungle Dragon

As you may have noticed, dear readers, we’re back! After a creatively-draining couple months or rehearsals for my friend’s student production of Steve Martin’s “Wasp”, I am once again free to pour my energy into bringing you drop-in elements for your d20 games. So without further ado, may I present the latest in our series of new True Dragons, the Onyx, or Deep Jungle Dragon!

-Adam

Onxy dragons, sometimes called Deep Jungle Dragons, hatch with glistening black scales flecked with tiny bright green and gray spots. As they mature their low, long bodies become very physically powerful. Their scales develop long thin spines and change to a lusterless matte black with vague splotches of gray and green. This coloration allows them to blend in with their jungle homes superbly.

Reclusive, secretive and unpredictable, Onyx dragons are very territorial. They can be very dangerous to any creatures they feel are invading their shaded jungles. Onyx dragons will stalk new arrivals and passers-through and observe them before deciding whether to let them pass or to eat them.

Type
: Dragon (Fire)
Environment: Jungle and Plane of Shadow
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Chaotic Neutral with Good tendencies
Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —

Combat
Once they decide to attack, onyx dragons will lay in ambush and attempt to split up, exhaust and frighten off groups of combatants.

Spell-Like Abilities
3/day – blur (very young or older); 3/day—invisibility (juvenile or older); 1/day—shadow conjuration (adult or older), shadow walk (old or older), hallucinatory terrain (ancient or older); greater shadow conjuration (great wyrm).

Breath weapon: a line of burning steam (heat damage, reflex save for half damage) or a steamy cone of fatigue (fort save or become fatigued).

Skills: hide, move silently, and sense motive are considered class skills for onyx dragons. In addition, onyx dragons receive a +8 racial bonus to hide checks when in shadowy or heavily foliaged areas.

Onyx Dragon Abilities by Age

Age

Speed

Initiative

AC

Special Abilities

Caster
Level1

SR

  1. Can also cast cleric spells and those from the Chaos, Luck and Plant domains as arcane spells.

Wyrmling

40 ft., burrow 20 ft., fly 100 ft. (average)

+1

17 (+1 dex, +1 size, +5 natural), touch 12, flat-footed 16

Immunity to fire

Very young

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

19 (+8 natural), touch 11, flat-footed 18

Blur

Young

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

22 (+11 natural), touch 11, flat-footed 21

Juvenile

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

24 (-1 size, +14 natural), touch 10, flat-footed 23

Invisibility

1st

Young adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

27 (-1 size, +17 natural), touch 10, flat-footed 26

DR 5/magic

3rd

19

Adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

29 (-2 size, +20 natural), touch 9, flat-footed 28

Shadow Conjuration

5th

21

Mature adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

32 (-2 size, +23 natural), touch 9, flat-footed 31

DR 10/magic

7th

22

Old

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

35 (-2 size, +26 natural), touch 9, flat-footed 34

Shadow Walk

9th

24

Very old

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

38 (-2 size, +29 natural), touch 9, flat-footed 37

DR 15/magic

11th

25

Ancient

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

39 (-4 size, +32 natural), touch 7, flat-footed 38

Hallucinatory Terrain

13th

27

Wyrm

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

42 (-4 size, +35 natural), touch 7, flat-footed 41

DR 20/magic

15th

29

Great wyrm

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

45 (-4 size, +38 natural), touch 7, flat-footed 44

Greater Shadow Conjuration

17th

31

Onyx Dragons by Age

Age

Size

Hit Dice (hp)

Str

Dex

Con

Int

Wis

Cha

Base Attack/
Grapple

Attack

Fort
Save

Ref
Save

Will
Save

Breath
Weapon (DC)

Frightful
Presence DC

Wyrmling

S

6d12+6 (45)

13

12

13

10

11

10

+6/+3

+8

+6

+5

+5

2d6 (14)

Very young

M

9d12+18 (76)

15

12

15

10

11

10

+9/+11

+11

+8

+6

+6

4d6 (16)

Young

M

12d12+24 (102)

17

12

15

12

13

12

+12/+15

+15

+10

+8

+9

6d6 (18)

Juvenile

L

15d12+45 (142)

19

12

17

14

15

14

+15/+23

+18

+12

+9

+11

8d6 (20)

Young adult

L

18d12+72 (189)

23

12

19

14

15

14

+18/+28

+23

+15

+11

+13

10d6 (23)

21

Adult

H

21d12+105 (241)

27

12

21

16

17

16

+21/+37

+27

+17

+12

+15

12d6 (25)

23

Mature adult

H

24d12+120 (276)

29

12

21

16

17

16

+24/+41

+31

+19

+14

+17

14d6 (27)

25

Old

H

27d12+162 (337)

31

12

23

18

19

18

+27/+45

+35

+21

+15

+19

16d6 (29)

27

Very old

H

30d12+180 (375)

33

12

23

18

19

18

+30/+49

+39

+23

+17

+21

18d6 (31)

29

Ancient

G

33d12+231 (445)

35

12

25

20

21

20

+33/+57

+41

+25

+18

+23

20d6 (33)

31

Wyrm

G

36d12+288 (522)

37

12

27

20

21

20

+36/+61

+45

+28

+20

+25

22d6 (36)

33

Great wyrm

G

39d12+312 (565)

39

10

27

22

23

22

+39/+65

+49

+29

+21

+27

24d6 (37)

35


Posted in Creature and tagged , , by with no comments yet.

Animal Alarm

Transmutation (animal)

Level: Ranger 1, Druid 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

This spell creates an alarm that uses animals in the area to warn of intruders. In all respects it is identical to the alarm spell except as noted here. The spellcaster enchants a group of animals native to the region to act as sentries in the warded area. When the alarm is triggered the enchanted animals will raise the alarm, warning everyone in the area. The alarm is different based on the animals, be it the howling of wolves, an explosion of birds out of the trees, or bats from the cave ceiling, rabbits thumping out a warning, or caicdas chirping.

The material component for this spell is a small amount of food for the type of animal that gives the alarm.


Posted in Uncategorized and tagged , by with no comments yet.

Millennium Con 10

Millennium Con 10: for those of you who don’t know, is a gaming convention put on here in Austin, Texas, or rather just north of us in Round Rock, by LSHM, the Lone Star Historical Miniatures gaming society along with the Austin branch of the RPGA.

There were lots of great games this year. I always love to go and look at the great landscapes and huge armies of miniatures at the wargaming tables, even though I don’t really play tabletop wargames anymore. It makes me think about dusting off the Warhammer Epic scale army I have packed away, though.

It did inspire some of the other guys from Unicorn Rampant and I to break out the Battletech and play a few battles on friday night, though. I hope it leads to a semi-regular Classic Battletech game with us. I still have all my old, original 3025 Technical Readout minis.

But the real excitement for me was running a group through a session of The Horror of the Old Ones. It was my first time running a game at a convention, so I had big pre-game jitters. This is going to be my first published adventure, after all, and I haven’t run a game for complete strangers in, well, basically I’ve never run for strangers.

But the players were all great, and did a great job both role-playing and in combat. All of them survived, even the young teenager for whom that was his first game of D&D. Playtesting credits for them are in the works 🙂

So, without further ado, here are a few of the pictures from Millennium Con 10!












Posted in convention, news and tagged by with no comments yet.

A Cadre of Heroes at 10th Level

Presented below are a group of heroic characters, all 10th level, known collectively as The Cadre of Heroes.

These versions of these characters were used this last weekend to play-test The Horror of the Old Ones at Millennium Con 10. All seven of the players, including a young first-time D&D player, had a great time and did a great job role-playing. More on that, including pictures, in tomorrow’s post.

Percivin, human male paladin 10
Medium-Size Human
Alignment: LG
Languages: common
Initiative: +0

AC: 25 (touch 11, flat-foot 24)
HD 10d10+10
Hit Points: 81
Saves: Fort +11, Ref +6, Will +9

Move: 20 ft
Attack: +16 / +11 longsword (1d8+4 plus 2d6 holy) or +10 / +5 shortbow (1d6+4)
Base Attack: +10 Grapple: +13

Feats: power attack, weapon focus (longsword), cleave, Improved Turning, Iron Will.
Special Qualities: Aura of good, detect evil at will, smite evil 3/day, divine grace, lay on hands, aura of courage, divine health, turn undead, special mount, remove disease 2/week

Str 16(18), Dex 11, Con 12, Int 9, Wis 12, Cha 13.
Skills: +5 diplomacy, +4 heal, +5 knowledge religion, +1 knowledge the planes, +7 ride

Paladin Spells (caster level 5, DC 11 + spell level)
1st (1/day):
2nd (1/day):

Possessions: +1 Holy Longsword, mighty composite shortbow (+4 str), +2 lg steel shield, +2 full plate, cloak of resistance +3, ring of protection +1, gauntlets of ogre power, 2 potions of cure serious wounds, 3 potions cure moderate wounds, special warhorse, saddlebags, bedroll, waterskin, 5 days rations, 2,100 gold.

Heavy Warhorse
Init: +1

AC: 18
HD: 6d8+18
HP: 45
Saves: Fort +8, Ref +6, Will +3

Move: 60 ft
Attack: +6 Hoof (1d6+4)
Full Attack: 2 +6 Hooves (1d6+4) and +1 bite (1d4+2)
Space/Reach: 10ft / 5ft

Special Qualities: Empathic Link, improved evasion, share spells, share saving throws, improved speed

Aeonados, half silver dragon/half elf ranger 7

One of a clutch of 5 offspring to a silver dragon, and her lover, a powerful elven druid in the northern reaches beyond the Danor Mountains. Aeonados has fine, tough silver scales covering his body, vestigial wings, a short tail, and an impressive frill running from his forehead and down his neck that raises when he is angry. He and his siblings were pushed out of the nest at a young age (60 or so), as is typical for dragons. In the fifty years since he has wandered the wild lands on the north shore of the Soral Sea, until meeting and becoming fast friends with Winnie (as she fled the law), who he is teaching about the ways of the wild lands, as he knows nothing of the cities.

Medium-Size dragon
Alignment: NG
Languages: common, elven, draconic
Initiative: +9

AC: 26 (touch 16, flat-foot 21 )
HD 7d8+14
Hit Points: 51
Resistance: fire 10
Saves: Fort +8, Ref +11, Will +4

Move: 30 ft
Attack: +13 / +8 greatsword (2d6+7) or +14 / +9 longbow (1d8+5 and 1d6 fire) (+1 attack / +1 damage under 30 ft.)
Base Attack: +7 Grapple: +11

Feats: Track, Point Blank Shot, (Rapid Shot), Endurance, (Manyshot), Precise Shot, Improved Initative
Special Qualities: Immune to cold, sleep and paralysis, +2 vs enchantment or charm, low-light vision, +6 vs favored enemy (magical beasts), wild empathy, breath weapon (30′ cone of cold, 6d8, reflex DC 11 half), darkvision 60′, archery combat style, Animal Companion, +4 vs favored enemy (aberation), improved combat style, Woodland Stride, Swift Tracker, Evasion, +2 vs favored enemy (construct)

Str 18, Dex 20, Con 12(14), Int 11, Wis 12, Cha 14.
Skills: sp:30 +7 handle animal, +6 heal, knowledges: +1 arcana, +4 dungeoneering, +3 geography, +5 nature, +11 listen, +11 spot, +7 search, +11 survival, +9 swim

Spells: (caster level 5, DC 11 + spell level)
1st (1/day):
2nd (1/day):

Possessions: +2 flaming mighty (+4 str) composite longbow, 20 arrows, +2 chain shirt of fire resistance (10 points), +1 greatsword, amulet of health +2, 2 potions of cure serious wounds, 3 potions cure light wounds, potion of sanctuary, cloak of resistance +1, ring of protection +1, 500 gp, backpack, bedroll, waterskin, 5 days rations.

Animal Companion: Hawk HD +2 AC +2 Str +1 Bonus Tricks 2
Special Qualities: link, share spells, evasion

Galonaden, high-elf fighter 10

Usually thought of as somewhere between “stiff” and “haughty” by those who meet him, Galonaden is nevertheless a loyal friend and a valiant warrior. His reserved nature and his clumsy tongue are balanced by his skill with the bow and blade.

medium-Size elf
Alignment: cG
Languages: common, elven
Initiative: +3

AC: 25 (touch 13, flat-foot 22)
HD 10d10+15
Hit Points: 68
Saves: Fort +9, Ref +6, Will +2

Move: 30 ft
Attack: +16 / +11 longsword (1d8+6 and 1d6 cold) or +15 / +10 longbow (1d8+5 )
Base Attack: +10 Grapple: +13

Feats: weapon focus longsword, weapon focus longbow, point blank shot, rapid shot, weapon specialization longbow, weapon specialization longsword, power attack, cleave, improved sunder, improved bull rush
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm

Str 16, Dex 17, Con 14, Int 9, Wis 8, Cha 8.
Skills: +2 craft bowyer, +1 handle animal, +1 intimidate, +2 listen, +5 ride, +2 spot, +1 search

Possessions: +2 frost longsword, +1 mithril full plate of speed (haste for up to 10 rounds / day), mw composite longbow (+3 str), +1 lg steel shield, 30 arrows, 10 +1 arrows, 2 potions of cure serious wounds, 2 potions of cure light wounds, 1,635 gp, backpack, bedroll, waterskin, 5 days rations

Veladros, wild elf barbarian 7 / were-cougar

Young and full of vim, Veladeos is happy-go-lucky, if somewhat unpredictable at times, and can be obstinate or contrary, but usually only to those he thinks are trying to tell him what to do.

Recently, as a reward for helping defend one of her temples against a goblin horde, Sithadel Veladros was given the ability to turn into a cougar by Elohna. Now, on each full moon, and whenever he is damaged in combat, he must succeed on a DC 25 control shape check or assume his cougar form, remaining so until the next dawn.

Medium-Size Humanoid (Elf)
Alignment: CG
Initiative: +2
Languages: common, elven
Senses: low-light vision, Scent

AC: 22 (23 w dodge) (touch 15, flat-foot 20)
HD 7d12 plus 3d8 +10
Hit Points: 67
Damage Reduction: 5 / silver
Saves: Fort +9, Ref +7, Will +6

Move: 40 ft
Attack: +16 / +11 spear 1d8 +10 and 1d6 shock, or +12 / +7 shortbow 1d6+4
Base Attack: +9 Grapple: +15

Feats: Dodge, Weapon Focus spear, Mobility, Spring Attack, Iron Will
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm, illiterate, Rage 2/day (+4 str, +4 con, +2 will saves, -2 AC: ) for up to 6 rounds, Uncanny Dodge, Improved Uncanny Dodge, Fast movement, alternate form (cougar), damage reduction 5/silver, lycanthropic empathy w/cougars (+4 handle animal), scent

Str 19 (23), Dex 14, Con 12, Int 6, Wis 12, Cha 12
Skills: +10 climb, control shape +13, +4 intimidate, +10 jump, +9 listen, +1 spot, +0 search, +6 survival, +7 swim

Possessions: +1 shocking spear, breastplate, +1 might composite shortbow (+4 str), ring of protection +3, belt of giant strenght +4, amulet of the beast (+5 on control shape checks), 11 arrows, shortsword, 2 potions of cure serious wounds, backpack, bedroll, waterskin, 5 days rations, 500 gold

cougar form:
Initiative: +2
Languages: none

AC: 21 (22 w dodge) (touch 19, flat-foot 15)
HD 7d12 plus 3d8 +30
Hit Points: 84
Saves: Fort +11, Ref +11, Will +6

Move: 50 ft
Attack: +18 bite (1d6+9) and 2 +13 claws (1d3+4)
Base Attack: +9 Grapple: +18

Special Qualities: as above and Improved grab, pounce, +13 rake (1d3+4)

Str 25 (29), Dex 22, Con 16, Int 6, Wis 12, Cha 12
Skills: +13 climb, control shape +13, +4 intimidate, +10 jump, +9 listen, +1 spot, +0 search, +6 survival, +10 swim

Brother Herott, half-orc cleric 10 (Kord)

Humble and pietious, Herott believes Kord called to him, is eager to serve Kord however he can, bringing his strength to those in need, and helping the weak find their own strength
Medium-Size Humanoid
Alignment: Cg
Initiative: -1
Languages: common

HD 10d8
Hit Points: 52
AC: 20 (touch 10, flat-foot 20)
Saves: Fort +9, Ref +5, Will +13

Move: 30 ft
Attack: +14 / +9 greatsword 2d6+8, or +7 sling 1d4+3
Base Attack: +7 Grapple: +11

Feats: Power Attack, Combat Casting, Cleave, Weapon Focus (greatsword)
Special Qualities: Darkvision 60′, Turn Undead, Cleric Spells

Str 18, Dex 9 (11), Con 10, Int 8, Wis 16(18), Cha 10
Skills: concentration +10 (+14 with combat acsting), diplomacy +2, heal +5

Spells: Save DC 14 + spell level, Domains: good, strength
spells / day:
0th: (6)
1st: (5+1)
2nd: (5+1)
3rd: (4+1)
4th: (4+1)
5th: (2+1)

Possessions: holy symbol of kord, +2 greatsword, +2 full plate, sling, 20 sling bullets, periphat of wisdom +2, gloves of dexterity +2, cloak of resistance +2, boots of striding and springing, wand of cure light wounds (13 charges), 2 potions of cure serious wounds, potion of remove curse, potion of remove disease, backpack, bedroll, waterskin, 5 days rations, 5,750 gold

Apeneone Tesonos, female human druid 10
Medium-Size Humanoid
Alignment: ng
Initiative: +2
Languages: common, druidic, sylvan, elven, gnomish

AC: 18 (touch 13, flat-foot 16)
HD 10d8
Hit Points: 54
Saves: Fort +8, Ref +6, Will +11

Move: 30 ft
Attack: +7 quarterstaff 1d6 or +8 sling 1d3
Base Attack: +7 Grapple: +7

Feats: brew potion, self sufficient, track, natural spell, lightning reflexes
Special Qualities: animal companion (owl), nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape 4/day (5 / day with vestment) (large, small or medium animal), venom immunity

Str 10, Dex 11(13), Con 10, Int 12, Wis 18, Cha 12
Skills: 40sp +8 concentration, +11 handle animal, +11 heal, knowledge +11 nature, +7 listen, +5 spellcraft, +6 spot, +11 survival, +5 swim

Spells: Save DC 14 + spell level
spells / day:
0th: (6)
1st: (5+1)
2nd: (5+1)
3rd: (4+1)
4th: (4+1)
5th: (2+1)

Possessions: quarterstaff, sling, 20 sling stones, +2 leather armor, amulet of natural armor +3, gloves of dexterity +2, cloak of resistance +2, druid’s vestment, wand of call lightning (at 5th level, 40 charges) 2 potions of cure serious wounds, potion of cure moderate wounds (2d8+5), 3 potions of cure light wounds (1d8+1), 5 goodberries, 3 potions (actually oils) of produce flame (5th level), 2000 gold, backpack, bedroll, waterskin

In Bear Form:
Size Large
AC: 19 (touch 11, flat-foot 17)
HD 10d8 + 40
Hit Points: 94
Saves: Fort +12, Ref +7, Will +11

Move: 30 ft
Attack: 2 claws +14 melee (1d8+8) and bite +9 melee (2d6+4)
Base Attack: +7 Grapple: +19

Special Qualities: as above and Improved Grab

Str 27, Dex 13(15), Con 19, Int 12, Wis 18, Cha 12
Skills: +12 concentration, +11 handle animal, +11 heal, knowledge +11 nature, +7 listen, +5 spellcraft, +6 spot, +11 survival, +13 swim

Winnie Toepelt, female tallfellow halfling rogue 10

Winnie is a bit wary. She has had some misadventures in recent times, is wising up, and likes to play it safe. She used to be a cut purse and a burgler in the city, and is now reformed. Winnie became friends with Aneanados years ago, when he helped deliver her from the hands of a sheriff who was hunting her in the woods that the half-dragon was traveling through.

Small-Size humanoid
Alignment: ng
Initiative: +5
Languages: common, halfling

AC: 23 (touch 15, flat-foot 28)
HD 10d6
Hit Points: 33
Saves: Fort +4, Ref +12, Will +4

Move: 20 ft
Attack: +11 / +6 short sword 1d4+3 or +14 / +9 sling 1d3 (+1/+1 < 30')
Base Attack: +7 Grapple: +3

Feats: Point Blank Shot, Dodge, Precise Shot, Rapid Shot
Special Qualities: +2 save vs fear, +1 with thrown weapons and slings, sneak attack +5d6, Improved Uncanny Dodge, Trapsense +3, Evasion, Trapfinding, Defensive Roll

Str 10, Dex 18 (20), Con 11, Int 14, Wis 10, Cha 10
Skills: +3 appraise, +10 balance, +10 climb, +13 disable device, +13 escape artist, +2 gather information, +18 hide, +10 jump, +10 listen, +20 move silently, +18 open lock, +8 search, +10 sleight of hand, +12 spot, +13 tumble, +7 use rope

Possessions: masterwork thieves tools, small sling, 20 sling bullets, 5 silver sling bullets, +3 ghost touch small short sword, +3 studded leather armor, gloves of dexterity +2, 9,600 gp, hewards handy haversack, 100′ silk rope, bedroll, waterskin, 5 days rations

Nobinin Glamourwright, male gnome sorcerer 10
Nobinin generally has a sly smile playing across his lips, as though he was laughing to himself. Friendly and jocular, with gnomish fondness for pranks. Generally likes to live in the city, in comfortable appointment, and dabbles with the composition of chamber music, quartets, percussion, etc.

small-Size humanoid
Alignment: n/cG
Initiative: +2
Languages: common, gnome

HD 10d4+10
Hit Points: 32
AC: 18 (touch 14, flat-foot 17)
Saves: Fort +6, Ref +6, Will +10

Move: 20 ft
Attack: +6 heavy mace 1d6-1 or +8 crossbow (1d8)
Base Attack: +5 Grapple: +1

Feats: extend spell, spell focus enchantment, improved spell focus enchantment, spell penetration
Special Qualities: low-light vision, +2 vs illusions, rabbit familiar, 1/day: speak with animals (burrowing mammals only), dancing lights, ghost sound, prestidigitation

Str 8, Dex 12, Con 12, Int 12, Wis 12, Cha 17 (21)
Skills: +6 bluff, +12 concentration, +2 listen, craft +2 alchemy, knowledge +8 arcana, +1 perform various instruments, +1 profession music composition, +11 spellcraft

Spells: spells/day: 0th:6, 1st:8, 2nd:7, 3rd:6, 4th:6, 5th:4
DC 15 + spell level, +1 on illusion DCs, +2 on enchantment DCs.
Spells Known
0th: detect magic, daze, light, mage hand, message, ghost sound, acid splash, read magic, dancing lights
1st: color spray, silent image, sleep, magic missile, shield
2nd: invisibility, scorching ray, glitterdust, hideous laughter
3rd: deep slumber, major image, fireball
4th: charm monster, dimension door
5th: hold monster

Possessions: masterwork small heavy mace, masterwork small light crossbow, 10 bolts, bracers of armor +4, ring of protection +2, cloak of resistance +2, robes of charisma +4, wand of burning hands (1st level, 22 charges), 1 potions of cure serious wounds, backpack, bedroll, waterskin, 5 days rations, 1,850gp

Terin Goldwrit, dwarf wizard 10
Terin is very proud of his new wand, which he recently crafted, but like many dwarves is stingy and hoarding (frugal, he would say), so is torn between showing it off and saving it’s power, and the investment it represents. He is from a family of metalsmiths, particularly jewelery makers. Is not happy about the amount of gold he had to spend to make his new wand, and is looking to find some more.

Medium-Size Humanoid (dwarf)
Alignment: LG
Initiative: +0 Languages: common, dwarven

AC: 14 (touch 10, flat-foot 14)
HD 10d4+20
Hit Points: 48
Saves: Fort +5, Ref +3, Will +8

Move: 20 ft Attack: +5 dagger (1d4) or +5 ranged
Base Attack: +5 Grapple: +5

Feats: scribe scroll, craft wondrous item, craft wand, extend spell, Empower Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation)
Special Qualities: darkvision 60′, stonecunning, +2 vs posion, +2 vs spells, raven familliar, wizard spells

Str 10, Dex 10, Con 14, Int 18, Wis 12, Cha 9
Skills: +13 concentration, +8 craft metalsmithing, +13 knowledge arcana, +5 archetecture, +5 history, +5 the planes, +2 nature, +3 religion, +5 Dungeoneering +13 spellcraft

Spells: spells / day: 0th:4, 1st:5, 2nd:5, 3rd:4, 4th:4, 5th:2
Save DC 14 + spell level (+2 on evocation spells)
Spells Known
0th: all
1st: sheild, mage armor, Enlarge Person, Magic Weapon, burning hands, color spray, magic missile, identify
2nd: invisibility, bull’s strength, scorching ray, minor image
3rd: dispel magic, haste, fireball, lightning bolt,
4th: wall of fire
5th:

Possessions: Wand of magic missile (3rd level, 40 charges), staff of fire (38 charges), scroll of dispel magic, scroll of protection from evil, scroll of knock, scroll of resist energy, bracers of armor +4, cloak of resistance +2, Boots of Levitation, 10,250 gp, backpack, bedroll, waterskin, 5 days rations

Kylisa, female half-elf bard 10
Juggling, shadow puppets, mime, and dancing are what most know Kylissa for. She physically favors her elven blood, and is very small and pixiesh, to the point where she is often mistaken for an elf or halfling. She faces the world with a wry smile, a darting gaze and a clever comment. Once or twice she has put on a particularly spectacular performance with her friend Yamarra, who is a slightly lighter side to Kylisa’s darker sense of humor.

Medium-Size Humanoid
Alignment: ng
Initiative: +1 Languages: common, elven

AC: 17 (touch 11, flat-foot 16)
HD 10d6 -10
Hit Points: 32
Saves: Fort +2, Ref +7, Will +7

Move: 30 ft
Attack: +8 / +3 shortsword (1d6+1 and 2d6 anarchic) or +9 light crossbow 1d8+1 (+1/+1 > 30′)
Base Attack: +7 Grapple: +7

Feats: Combat Expertise, Point Blank Shot, Dodge
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm, bardic music, bardic knowledge, countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness, bard spells

Str 10, Dex 10 (12), Con 9, Int 14, Wis 10, Cha 18
Skills: 64 + 40 sp, +10 bluff, +5 decipher script, +13 diplomacy, +5 escape artist, +14 gather information, +8 hide, knowledge +3 arcana, +3 history, +3 local, +3 nobility, +3 religion, +3 the planes, +8 listen, +6 move silently, perform +10 sing +6 lute, +6 dance, +6 puppetry +5 juggle, +10 search, +6 sense motive, +8 spellcraft, +4 spot, +6 tumble, +8 use magic device

Spells: (spells / day: 0th: 3, 1st: 3, 2nd: 3, 3rd:2, 4th:0)
0th: message, mage hand, detect magic, light, prestidigatation, daze
1st: cure light wounds, silent image, sleep, comprehend languages
2nd: invisibility, cure moderate wounds, glitterdust, heroism
3rd: blink, dispel magic, good hope, haste
4th: freedom of movement, cure critical wounds

Possessions: +1 anarchic short sword, +3 studded leather, +1 light crossbow, 20 bolts, gloves of dexterity +2, cape of the mountebank (dimension door 1 / day), 2 potions of cure serious wounds, backpack, bedroll, waterskin, 5 days rations, 8,420 gold


Posted in Character by with no comments yet.

Spear and Shield of the Heavens

“…[he] Was moving toward the shore; his ponderous shield Ethereal temper, massy, large and round, Behind him cast; the broad circumference Hung on his shoulders like the Moon, whose Orb
Through Optic Glass the TUSCAN Artist views At Ev’ning from the top of FESOLE, Or in VALDARNO, to descry new Lands, Rivers or Mountains in her spotty Globe.

His Spear, to equal which the tallest Pine Hewn on NORWEGIAN hills, to be the Mast Of some great Ammiral, were but a wand, He walkt with to support uneasie steps…”

-Milton, Paradise Lost

These items are from a scene in the adventure-in-development “The Endless Road” from Unicorn Rampant Publishing. In it the party, while attempting to escape from the abyss on foot, come upon these items.

This spear and shield were carried by a famous archon in battle into the depths of hell, where it was used to slay a terrible fiend. There, in a blasted crater, it remains, clutched in the charred dead hands of that angel, plunged into the dead heart of the demon he slew, thereby dying.

In the aeons that have followed, the abyss has recoiled from these holy items, like an irritating grain of sand lodged in the fibers of it’s being. The blasted crater formed by the balor’s death has deepened and expanded, and bebelith have spawned in the blasted, lifeless lands around it.

The spear is a +2 cold iron holy longspear for medium sized creatures, or a short spear for a creature of titanic proportions.

The shield has a faint glow and a pearly luminescence about it, and is a +2 ghost touch shield that grants cold resistance 10 to it’s bearer.


Posted in Magic Item and tagged , , by with no comments yet.

Guacna: ancestor stones

These large stone idols are created upon the death of a powerful member of the social group, and contain a link to their spirit. Generally they are created for legendary or epic characters whose deeds in life become part of the legends of their prople.

The presence of these idols allows these ancestors to protect and care for their descendents through various magical abilities. As the guacna are sometimes carried into battle as a type of magical standard, they can be useful for offense or defense.

The powers of the different guacna vary depending on the qualities of the ancestor to which they are linked. For example, a guacna made for a mighty hunter in a village might provide the hunters of that village with a +2 profound bonus on survival checks when hunting, or provide the benifits of the endurance feat. If he was a skilled archer, the guacna might provide a +1 profound bonus to attack and damage rolls with bows made in it’s presence. If the ancestor was a skilled healer, it might provide a bonus to heal skill checks, or perhaps automatically stabilize wounded and unconscious members of the tribe in it’s presence.

Crafting a guanca upon the death of an important person follows the standard rules for wondrous magic item creation.

Presented below is an example of a Naahaogo guacna.

Guacna of Baniha Long-horn

Baniha was a warrior of great renown, and over his lifetime defended his village of mountain goat people against the ice kobolds from the east, the humans from the south, and the dwarves from the west. So numerous were his battles against these people that he became very skilled at hunting and killing them. Upon his death a guanca was constructed to honor him, and to let him continue to help his descendants.

Any Naahaogo within 60 feet of Baniha’s guacna is granted his bonuses to damage against his favored enemies. They receive a holy +3 bonus against kobolds, a +2 bonus against humans, and a +1 bonus against dwarves. Additionally, sentinels near his ancestor stone receive a +2 bonus to spot and listen checks.


Posted in Character, Magic Item and tagged by with no comments yet.

thugs and muggers

Comprising the lowlife that make the city streets unsafe at night, examples of this type of criminal element can be found in any human city of sufficient size.

Thug or Mugger CR 1/2
human warrior 1
any Evil Size Medium humanoid
Init: +1 Senses: Listen +0, Spot +0
Languages: common

AC: 15 (+4 armor, +1 dex) touch 11, flatfooted 14
HP: 8 (HD 1d8+1+3)
Fort: +3 Ref: +1 Will: +0

MV: 20 ft.
Attack: +2 club (1d6+1) or +2 lt crossbow (1d8)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +1 Grapple: +2

Abilities Str 13 Dex 11 Con 12 Int 8 Wis 10 Cha 9
Feats: toughness
Skills: intimidate +3

Possessions: hide armor, club, dagger, light crossbow, 5 bolts, small sack.


Posted in Creature by with no comments yet.

Press Attack


“En guard!”

This feat allows a combatant to follow a melee opponent who is attempting to retreat. A character with this feat, if they have not taken a map move on their turn, can take a 5 ft. step to follow an opponent that they threaten.

It is not possible to use this feat wearing armor that slows ones movement, or while encumbered.

Requirement:

Dexterity 15, Dodge, Mobility. Cannot be used while the character’s movement is reduced for any reason, or while wearing medium or heavy armor, or while encumbered.

Benefit:

Normally, a character cannot move when it is not their turn. This feat allows a character who did not make a move on their turn to take a swift five foot step in pursuit of someone that they threaten. This feat can only be used once per round.


Posted in Uncategorized and tagged by with no comments yet.

Headless

These horrible abominations stalk the dark forests and rocky hills of the world, muscular creatures like men or women but without any type of heads at all. How they can stalk their prey and why they kill is a mystery. Be they demon, undead or some mix of both is not known, but their horrific evil is undoubtable.

Headless CR 3
CE size medium monstrous humanoid
Init: +2 Senses: tremorsense 60 ft.
Languages: none

AC: 16 (+2 dex, +4 natural) touch 12, flatfooted 14
HP: 27 (HD 5d8+5)
Immune: mind-effecting and illusions
Fort: +6 Ref: +5 Will: +1

MV: 30 ft.
Attack: claw +7 (1d6+3) or greatclub +6 (1d10+4)
Full Attack: 2 claws +7 (1d6+3) or greatclub +6 (1d10+4)
Attack Options: improved grab
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +10

Abilities Str 16, Dex 14, Con 14, Int -, Wis 10, Cha 9
SQ: tremorsense 60ft., senseless
SA: improved grab
Feats: Improved Grapple, Weapon Focus (claws)
Skills: Name climb +11, jump +11

Headless CR 7
CE size medium monstrous humanoid
Init: +1 Senses: tremorsense 60 ft.
Languages: none

AC: 16 (+1 dex, +6 natural, -1 size) touch 10, flatfooted 16
HP: 85 (HD 10d8+40)
Immune: mind-effecting and illusions
Fort: +11 Ref: +7 Will: +3

MV: 30 ft.
Attack: claw +14 (1d6+3) or greatclub +13 (1d10+4)
Full Attack: 2 claws +14 (1d6+3) or greatclub +13 / +8 (1d10+4)
Attack Options: improved grab
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7 Grapple: +21

Abilities Str 24, Dex 12, Con 18, Int -, Wis 10, Cha 9
SQ: tremorsense 60ft., senseless
SA: improved grab
Feats: Improved Grapple, Weapon Focus (claws)
Skills: Name climb +19, jump +19

Improved Grab (Ex): If a headless hits with both claw attacks it can start a grapple as a free action that does not provoke an attack of opportunity. Once it establishes the grapple it can either attack with it’s claws at a -4 penalty or it can roll a grapple check to deal claw damage.

Senseless (Ex): having no heads, these creatures are blind, deaf and dumb. Beyond the reaches of their tremorsense, they are not aware of their surroundings.

Thanks to Richard Garriot for all the fun. Ultima V forever!


Posted in Creature by with no comments yet.