Strange Pilgrims on the Road
In this encounter,
the players meet a group of religious pilgrims at a crossroad, who happen to be traveling the same direction. The leader of the group, a strangely intense charismatic older person, asks the party to travel with them awhile to exchange news and share company.
Talking to them the party learns that they are a group of religious pilgrims, either traveling to a holy site, migrating to a new land, or wandering in search of the promised land where they can practice their faith in peace. If the party travels long enough with them, they camp together and get a glimpse into their strange ways at smoke-enshrouded gatherings late in the evening.
This encounter can go different ways, depending on what you want to get out of it as the Gamemaster.
- CG – party is actually religious pilgrims, and may need help getting through a difficult area ahead, be it a war zone, monster-infested land, or something else.
- CN – they’re actually theives, masquerading as pilgrims, but pretty friendly. May try to filch something from the party, but will probably try to be discreet. May do some robbing in a town along the way, putting the party in a difficult position if they catch wind of it or the pilgrims are accused of the thefts.
- CE – the cult is a group of theives, lead by an assassin. They may be on the way to an important job, or just nomadic by nature. They may try to make a sacrifice of the party to their dark gods, or may later assassinate someone important to the party, like a NPC who has hired them. A great way to introduce a recurring villain.
Posted in Encounter by Adam A. Thompson with no comments yet.
Crawling Drake
This creature’s common name is something of a misnomer, as this dragon-like creature has no legs, just a scaly, sinuous, serpentine body and a set of wings set above a thickening in it’s trunk midway down it’s body. Able to stand up by propping itself up with it’s wings, these drakes deliver vicious wounds with their snapping jaws.
Their origin is speculated to be a mixture of dark things of the underlands, such as a fang dragon, mixed with other creatures from the outer realms of cruelty and madness. Able to speak a few words of broken draconic and undercommon, crawling drakes are not espically intelligent, but they are tremendously fearsome, nasty and cruel.
Presented are three forms, wyrmling, adult and methelusean versions.
Wyrmling Crawling Drake CR 5
CE Medium Dragon
Init: +3 Senses: Blindsense 120ft., Darkvision 120ft. Listen +12, Spot +12
Languages: very little draconic and undercommon
AC: 19 (+6 Natural Armor, +3 Dex) touch 13, flatfooted 16
HP: 75 (10d12)
Fort +10, Ref +10, Will +10
MV: 20 ft, fly 60ft (clumsy)
Attack: Bite + 14, 1d6+3 (19-20 / x2)
Attack Options: Constrict 1d3+4
Space / Reach: 5ft. / 5ft.
Base Attack: +10 Grapple: +13
Abilities Str 16, Dex 16, Con 16, Int 8, Wis 12, Cha 5
SA: Constrict, Blindsense 120ft.
Feats: Weapon Focus (bite), Power Attack, Improved Critical (bite), Iron Will
Skills: Hide +13, Listen +12, Move Silently +13, Spot +12
Treasure: Standard
Adult Crawling Drake CR 10
CE Large Dragon
Init: +6 Senses: Blindsense 120ft., Darkvision 120ft. Listen +27, Spot +27
Languages: very little draconic and undercommon
AC: 19 (+8 natural Armor, +2 Dex, -1 Size) touch 11, flatfooted 18
HP: 199 (19d12 + 114)
Fort +16, Ref +15, Will +15
MV: 20 ft, fly 60ft (clumsy)
Attack: Bite + 27, 1d8+7 (19-20 / x2)
Attack Options: Constrict 1d6+7
Space / Reach: 10ft. / 5ft.
Base Attack: +19 Grapple: +26
Abilities Str 24, Dex 14, Con 20, Int 10, Wis 14, Cha 5
SA: Constrict, Blindsense 120ft.
Feats: Weapon Focus (bite), Power Attack, Improved Critical (bite), Iron Will, Lightning Reflexes, Improved Overrun, Improved Initiative
Skills: Hide +33, Listen +33, Move Silently +33, Spot +33
Treasure: Standard
Methusalean Crawling Drake CR 15
CE Huge Dragon
Init: +1 Senses: Blindsense 120ft., Darkvision 120ft. Listen +49, Spot +49
Languages: very little draconic and undercommon
AC: 22 (+13 natural armor, +1 Dex, -2 Size) touch 9, flatfooted 23
HP: 287 (25d12 + 125)
Fort +32, Ref +28, Will +30
MV: 20 ft, fly 60ft (clumsy)
Attack: Bite + 37, 2d6+11 (19-20 / x2)
Attack Options: Constrict 1d8+11
Space / Reach: 10ft. / 5ft.
Base Attack: +25 Grapple: +36
Abilities Str 32, Dex 12, Con 24, Int 12, Wis 16, Cha 5
SA: Constrict, Blindsense 120ft.
Feats: Weapon Focus (bite), Power Attack, Improved Critical (bite), Iron Will, Lightning Reflexes, Improved Overrun, Improved Initiative, Cleave, Great Cleave
Skills: Hide +49, Listen +49, Move Silently +49, Spot +49
Treasure: Standard
COMBAT
Crawling drakes are crafty combatants and adept stalkers, and so will ambush their prey when possible. Once they pick a target, they will attempt to crush them in their coils while delivering bite after bite.
Constrict (Ex): On a successful grapple check, a wyrmling crawling drake deals 1d4+3 points of damage. Adult drakes deal 1d6+7 points of damage, and Methusalean drakes deal 1d8+11 points of damage.
Posted in Creature and tagged dragon by Adam A. Thompson with no comments yet.
River Dragon
Presented below is Unicorn Rampant, Claw / Claw / Bite !, and my first new, original True Dragon. I’m quite pleased for a number of reasons. First of all, I feel like I’m really contributing to the cannon of great d20 system material out there. A true dragon, and a chromatic dragon at that, is something that feels like a real creative accomplishment.
In addition, this post marks a new addition to the Claw / Claw / Bite ! crew: Joe Calkins of Cerberus Art. Joe’s great illustration below really captures the terror and majesty of a water beast like this nicely. Welcome aboard, Joe!
Size/Type: True Dragon (Water)
Environment: Any river or underground water source
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 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Chaotic Neutral with Evil 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 +6; others —
These cruel river dragons crawl from their wet shells a icy blue color highlighted by tiny white spines in rows along their backs and limbs. Their long sinuous bodies are powerfully muscled making them excellent swimmers but their wings are somewhat small. As they age and spend long periods lying amongst the rocks and mud at the bottoms of progressively deeper rivers their hides take on the coloration of the river they inhabit, be it mossy, muddy, or rocky as they become impregnated with those materials.
Aquamarine dragons live in rivers; from headwaters at young ages to deltas once older. They spend their long lives hiding underwater, controlling currents and capriciously drowning people. They tend to bury their hordes in caches and caves they dig at the bottom of their rivers and into cavernous aquifers.
Occasionally they will encounter another river dragon as they age and move slowly from their mountaintop springs to deeper waters. When these encounters take place they will generally fight for dominance and control of the river. Losers are slain if they cannot escape back upriver. On the occasions when they are of opposite sexes, mating may occur before or after the fight for dominance, and the victor will send the loser upriver to hide the eggs amongst the stones at the springs and headwaters of the river.
Combat
River dragons are rarely found out of their rivers, and use the water as cover from which to make quick strikes and then fade away.
Breath Weapon (Su)
A river dragon’s breath weapon is a powerful line of frigid water. The damage dealt is half cold and half bludgeoning. In addition to the damage, creatures must make a strength check opposed by the dragon’s breath weapon DC or be affected as by a bull rush: being pushed back 5 ft and and additional foot for every point by which they lost the opposed strength check.
Water Breathing (Ex)
A river dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Create Spring (Su)
A river dragon can create a new spring once per day as a full-round action. The dragon digs down into the earth and spits water from it’s mouth as a use of it’s breath weapon. This creates a small, permanent spring at that spot, large enough to feed a small stream.
Spell-Like Abilities
At will— water walk; 1/day fog cloud (young or older), 3/day control water (adult or older); 1/day—control weather (great wyrm).
Skills
Bluff, Intimidate, and Survival are considered class skills for aquamarine dragons.
River Dragons by Age
|
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ |
Attack |
Fort |
Ref |
Will |
Breath |
Frightful |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Wyrmling |
S |
6d12+6 (45) |
14 |
10 |
13 |
14 |
15 |
14 |
+6/+3 |
+9 |
+6 |
+5 |
+7 |
2d4 (14) |
— |
|
Very young |
M |
9d12+18 (76) |
16 |
10 |
15 |
14 |
15 |
14 |
+9/+11 |
+12 |
+8 |
+6 |
+8 |
4d4 (16) |
— |
|
Young |
M |
12d12+24 (102) |
18 |
10 |
15 |
16 |
17 |
16 |
+12/+15 |
+16 |
+10 |
+8 |
+11 |
6d4 (18) |
— |
|
Juvenile |
L |
15d12+45 (142) |
20 |
10 |
17 |
18 |
19 |
18 |
+15/+23 |
+17 |
+12 |
+9 |
+13 |
8d4 (20) |
— |
|
Young adult |
L |
18d12+72 (189) |
24 |
10 |
19 |
18 |
19 |
18 |
+18/+28 |
+24 |
+15 |
+11 |
+15 |
10d4 (23) |
23 |
|
Adult |
H |
21d12+105 (241) |
28 |
10 |
21 |
20 |
21 |
20 |
+21/+37 |
+28 |
+17 |
+12 |
+17 |
12d4 (25) |
25 |
|
Mature adult |
H |
24d12+120 (276) |
30 |
10 |
21 |
20 |
21 |
20 |
+24/+41 |
+32 |
+19 |
+14 |
+19 |
14d4 (27) |
27 |
|
Old |
H |
27d12+162 (337) |
32 |
10 |
23 |
22 |
23 |
22 |
+27/+45 |
+36 |
+21 |
+15 |
+21 |
16d4 (29) |
29 |
|
Very old |
H |
30d12+180 (375) |
34 |
10 |
23 |
22 |
23 |
22 |
+30/+49 |
+40 |
+23 |
+17 |
+23 |
18d4 (31) |
31 |
|
Ancient |
G |
33d12+231 (445) |
36 |
10 |
25 |
24 |
25 |
24 |
+33/+57 |
+42 |
+25 |
+18 |
+25 |
20d4 (33) |
33 |
|
Wyrm |
G |
36d12+288 (522) |
38 |
10 |
27 |
26 |
27 |
26 |
+36/+61 |
+46 |
+28 |
+20 |
+28 |
22d4 (36) |
36 |
|
Great wyrm |
G |
39d12+312 (565) |
40 |
10 |
27 |
26 |
27 |
26 |
+39/+65 |
+50 |
+29 |
+21 |
+29 |
24d4 (37) |
37 |
River Dragon Abilities by Age
|
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster |
SR |
|---|---|---|---|---|---|---|
|
Wyrmling |
40 ft., fly 30 ft. (poor), swim 60 ft. |
+0 |
16 (+1 size, +5 natural), |
Immunity to cold, |
— |
— |
|
Very young |
40 ft., fly 60 ft. (poor), swim 60 ft. |
+0 |
18 (+8 natural), |
— |
— |
|
|
Young |
40 ft., fly 60 ft. (poor), swim 60 ft. |
+0 |
21 (+11 natural), |
Fog cloud |
1st |
— |
|
Juvenile |
40 ft., fly 60 ft. (poor), swim 60 ft. |
+0 |
23 (-1 size, +14 natural), |
Create Spring |
3rd |
— |
|
Young adult |
40 ft., fly 60 ft. (poor), swim 90 ft. |
+0 |
26 (-1 size, +17 natural), |
DR 5/magic |
5th |
20 |
|
Adult |
40 ft., fly 90 ft. (poor), swim 90 ft. |
+0 |
28 (-2 size, +20 natural), |
control water |
7th |
22 |
|
Mature adult |
40 ft., fly 90 ft. (poor), swim 90 ft. |
+0 |
31 (-2 size, +23 natural), |
DR 10/magic |
9th |
23 |
|
Old |
40 ft., fly 90 ft. (poor), swim 90 ft. |
+0 |
34 (-2 size, +26 natural), |
11th |
25 |
|
|
Very old |
40 ft., fly 90 ft. (poor), swim 90 ft. |
+0 |
37 (-2 size, +29 natural), |
DR 15/magic |
13th |
26 |
|
Ancient |
40 ft., fly 120 ft. (clumsy), swim 120 ft. |
+0 |
38 (-4 size, +32 natural), |
15th |
28 |
|
|
Wyrm |
40 ft., fly 120 ft. (clumsy), swim 120 ft. |
+0 |
41 (-4 size, +35 natural), |
DR 20/magic |
17th |
29 |
|
Great wyrm |
40 ft., fly 120 ft. (clumsy), swim 120 ft. |
+0 |
44 (-4 size, +38 natural), |
Control weather |
19th |
31 |
-
Can also cast cleric spells and those from the Cruelty, Trickery, and Water domains as arcane spells.
- river dragon description in bold text block copyright Unicorn Rampant Publishing
- artwork copyright Joe Calkins Cerberus Art
- all other material published under the terms of the Open Gaming License
Posted in Creature and tagged dragon, true dragon, water subtype by Adam A. Thompson with no comments yet.
Wil’nniea and Wil’ancyn, Sister Enchantresses and Water Mages
Born together in the desert, Wil’nniea and Wil’ancyn were raised in a temple dedicated to the worship of magic and water. Underground cisterns and mysterious rituals surrounded them as small girls.
As they grew up in this desert temple of Baccob, god of magic, they learned many things. Each of their mystical abilities grew, similar but different, like two mirror images, one dark and one light. Wil’nniea’s abilities were wild and rooted in her love of the natural world. Wil’ancyn’s talents came to her through worship, study, and the devotions she shared with the others in the temple.
In later life they were among a very few preistesses of Baccob that escaped the great Anmagus Crusade, and eventually fought in battle against the champions of the Order of the Sword of Light defending the last standing temple of Baccob in the northern reaches of the middle kingdom. They were able to ward the Crusaders off, and the siege lay unbroken for seven years, until the Crusade was finally ended by the High Pontiff of Heronious and the Order was recalled and sent on other errands.
Of course by this time the Crusade had achieved it’s end: the arts of magic were practiced only in secret throughout all of the middle kingdoms, and the worship of Baccob was unknown among it’s peoples.
Presented below are their stats as they were during the siege of the Temple of Boccob.
Wil’nniea CR 10
Female human sorceress 4 druid 6
Neutral with chaotic tendencies Size Medium humanoid
Init: +0 Senses: Listen +3, Spot +3
Languages: common, auran
AC: 16 (natural armor +2, mage armor +4) touch 10, flatfooted 16
HP: 53 (HD 4d4+6d8+10)
Resist: resist nature’s lure
Fort: +6 Ref: +3 Will: +9
Move: 40 ft.
Attack: +6 scimitar (1d8+1 and 1d6 fire / 18-20 ×2)
Full Attack: +6 / +1 scimitar (1d8+1 and 1d6 fire / 18-20 ×2)
Attack Options: alternate form: leopard (see below)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +5
Wil’nniea In Animal Form as leopard:
AC: 21 (+3 natural armor, +4 dex, +4 mage armor)
Move: 50 ft, climb 20 ft.
Full Attack: Bite +10 melee (1d6+3) and 2 claws +5 melee (1d3+1)
Special Attacks: Improved grab, pounce, rake 1d3+1
Attributes: Str 16, Dex 19, Con 15
Abilities Str 9 Dex 11 Con 13 Int 12 Wis 16 Cha 15
SQ: Resist nature’s lure, Animal companion, nature sense, wild empathy
SA: Woodland stride, Trackless step, Wild shape (2/day),
Feats: 5 Natural Spell, Eschew Materials, Self Sufficient, Enfurance, Diehard
Skills: 45 druid, 12 sorcerer 14 human, +3+2 Bluff, +14+1 Concentration, +14+1, +4 Jump, Knowledge Nature, +1+1 Knowledge Relirion, +3+3 Sense Motive, +14+1 Spellcraft, +14+3 Survival,
Druid Spells Prepared:
1st: 5 / day: cure light wounds, magic fang, cure light wounds, produce flame
2nd: 3 / day: bear’s endurance, flameblade, fog cloud
3rd: 3 / day: cure moderate wounds, call lightning, daylight
4th: 2 / day: flame strike, ice storm
Sorcerer Spells Available:
1st: 6 / day: mage armor, ray of enfeeblement, protection from law
2nd: 3 / day: invisibility
Posessions: +1 flaming scimitar, amulet of natural armor +2, boots of striding and springing, holy symbol
Familiar: desert snake
Animal Companion: White leopard: Medium Animal
Init: +5 Senses: Low-light vision, scent
Listen +7 Spot +6
AC: 18 (+5 dex, +3 natural)
HP: 34 (HD 5d8+10)
Fort +6, Ref +9, Will +2
Move: 40 ft (8 squares), climb 20 ft.
Attack:
Full Attack: Bite +7 melee (1d6+3) and 2 claws +2 melee (1d3+1)
Atk Options: pounce, rake
Space / Reach: 5 ft / 5 ft
Abilities: Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +11, Hide +8*, Jump +11, Listen +8, Move Silently +8, Spot +6
SQ: evasion, share spells
Wil’ancyn CR
10
Female human wizard 8 cleric 3
NG with lawful tendencies Size Medium humanoid
Init: -1 Senses: Listen +2, Spot +2
Languages: common, aquan, auran, gnoll
AC: 18 (-1 dex, +1 deflection, +4 mage armor, +4 shield) touch 10, flatfooted 10
HP: 48 (HD 8d4+3d8+10)
Fort: +2+1 Ref: +2-1 Will: +6+2
Move: 30 ft.
Attack: flail +6 (1d8)
Full Attack: flail +6 (1d8)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +4 Grapple: +5
Abilities Str 13 Dex 9 Con 12 Int 17 Wis 14 Cha 11
SA: Turn Undead,
Feats: Scribe Scroll, Eschew Materials, Brew Potion, Improved Counterspell, Persuasive, Leadership, Craft Wand
Skills: 59 wiz, cleric 18: +14+1 Concentration, +7 Diplomacy, +7+2 Heal, +14 Knowledge Arcana, +14 Knowledge Religion, +7+2 Profession Clergy, +14+3 Spellcraft
Wizard Spells Prepared:
1st: 5 / day: mage armor, sheild, expiditious retreat, burning hands, enlarge person
2nd: 4 / day: glitterdust, web, protection from arrows, invisibility
3rd: 4 / day: heroism, blink, slow, fireball
4th: 2 / day: black tentacles, stoneskin
Cleric Spells Prepared:
1st: 3+1 / day: bless, divine favor, shield of faith, sanctuary*
2nd: 2+1 / day: aid, shield other*, silence
Domains: protection, water
Posessions: +1 flail, ring of protection +1, wand of magic missile (4d4+4 at 7th level, 35 charges), holy symbol.
Familiar: dove
Cohort: Tamilla-ossalur, Young Brass Dragon
CG Female True Dragon
Medium Size CR 6
Init: +0 Senses: Darkvision 120 ft, Blindsense 60 ft, Lowlight Vision x 4
Listen +15 Spot +15
AC: 19 (+9 natural), touch 10, flat-footed 19
HP: 85 (HD 10d12+20)
F: +9 R: +7 W: +8
Immunities: Fire
Weaknesses: Vulnerability to cold
Move: 60 ft., burrow 30 ft., fly 200 ft. (poor)
Attack: +12 bite 1d8 + 2
Full Attack: +12 bite 1d8+2, +7 (2)claws 1d6+1, +7 (2)wings 1d4+1
Space / Reach: 5 ft./5 ft.
Base Attack: +10 Grp: +12
Abilities: Str: 15 Dex: 10 Con: 15 Int: 12 Wis: 13 Cha: 12
Feats: Power Attack, Improved Sunder, Hover, Investigator
Skills: 79 +12+1 Bluff, +13+1+2 Gather Information, +14+1 Listen, +14+1 Search, +14+1+2 Spot, +12+1
Breath Weapon (Su): A brass dragon has two types of breath weapon, a 60 ft. line of fire for 3d6 points of damage and a 30 ft. cone of sleep. Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon. DC 17
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character by Adam A. Thompson with no comments yet.
Dz’ata Möschu warrior
Presented below is a first level warrior Dz’ata Möschu.
Dz’ata Möschu CR 2
warrior 1
LE Size Medium monstrous humanoid (earth)
Init: +2 Senses: Listen +2, Spot +2
Languages: some common, Dz’ata Möschu
AC: 21 (+4 natural armor, +2 dexterity, +5 armor bonus) touch 12, flatfooted 19
HP: 7 (HD 1d8+3)
Fort: +5 Ref: +2 Will: +0
MV: 20 ft, fly 30 feet (average)
Attack: +5 overclaw guantlet 1d6 + 3 or +4 longspear 1d8 + 4 or +3 javelin 1d6 + 3
Space / Reach: 5 ft. / 5 ft. (10 ft. with longspear)
Base Attack: +1 Grapple: +4
Abilities Str 16 Dex 14 Con 17 Int 8 Wis 11 Cha 7
SQ: Damage reduction 5/magic
SA: freeze
Feats: alertness
Skills: Climb +7, listen +2, spot +2
Posessions: chain mail armor, overclaw guantlet, 3 javelins and longspear.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged Dz'ata Möschu by Adam A. Thompson with no comments yet.
Overclaw Gauntlet
Used by the Dz’ata Möschu, generally as an off-hand weapon, the overclaw gauntlet is a full hand metal glove. The final portion of the fingers taper into 3 inch spikes, which taper to sharpened blades along the inside.
In battle the Dz’ata Möschu will often use them to assist in disarming their foes: grabbing their blades as they are swung and wresting them from their opponents.
An overclaw gauntlet forged for a medium-sized hand deals 1d6 points of damage and threatens a critical on a roll of 20. It is considered a light weapon.
Creatures with a natural claw attack can treat the gauntlet as a natural weapon for all effects related to off-hand weapons, the multiattack feat, etc.
Posted in Uncategorized and tagged Dz'ata Möschu, mundane weapon by Adam A. Thompson with no comments yet.
Dz’ata Möschu – the sleepless killers
The product of a mystical breeding program combining diabolic bloodlines with the kingdom’s finest soldiers, the Dz’ata Möschu were originally created by an ancient race to serve as soldiers and guards. When that race was destroyed the Dzta Möschu survived and became the dominant culture in the blasted region that remained. They occupy the mountainous wastelands in the northern central region of the middle kingdoms.
Their history lost in the mists of time, the Dz’ata Möschu are now considered little more than horrible monsters by the people of the middle kingdoms, and little is known of their culture. They have retained their warlike nature, and so most encounters with them come to violence. As a society, they are extremely lawful and somewhat evil. Individuals tend to match this. The only peaceful relations they have are by ancient tradition with the small nests of Kenku that also occupy the region.
Physically very similar to gargoyles, these people have extremely tough, stony skin, powerful wings, horns, claws and tails.
Dz’ata Möschu characters possess the following racial traits.
+2 Strength, +2 Dexterity, +4 Constitution, -2 Inteligence, -2 Charisma.
Medium size.
A Dz’ata Möschu’s base land speed is 30 feet. It also has a fly speed of 40 feet (average).
Darkvision out to 60 feet.
A Dz’ata Möschu has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
+4 natural armor bonus.
Special Qualities (see above): Damage reduction 5/magic, freeze.
Automatic Languages: Möschu.
Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran or Common.
Favored Class: Fighter.
Level adjustment +2.
Posted in Creature and tagged Dz'ata Möschu, monstrous humanoid, race or culture by Adam A. Thompson with no comments yet.
Naahaogo: the mountain goat people

Beast Men (Na’ah-aogo): Known as beast-men by their human neighbors, but calling themselves the Naahaogo, these creatures dwell in the barrier mountains north at the headwaters of the river that flows through the wild woods separating the gnomes and humans in the lands on the north shore of the Soral Sea. They are thought of as dangerous savages by the humans south of them, and have fought settlers and raiders from the human kingdoms.
They are organized into small family units and are primarily nomadic gatherers. They have the aspect of men with the head and hind legs of a goat, with a good pelt of fur across their entire bodies, giving them a hardy resistance to cold weather.
They receive a +4 racial bonus to jump, climb and balance checks and are well suited to the mountain terrain in which they live.
They recieve a +1 racial adjustment to dex and con and a -2 adjustment to intelegence and -1 to charisma.
Their favored class is ranger, but druids and barbarians are common among them.
Their society tends to be neutral and slightly chaotic as do individual members of the race. They fight with longbows and spears, though their warriors favor many weapons such as greataxes, greatswords and longspears.
Posted in Uncategorized and tagged race or culture, Soralia by Adam A. Thompson with no comments yet.
Bladeturn
Divination
Level: Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain temporary protection against the next attack that targets you. You gain a +20 insight bonus against the next single attack roll made against you (if it is made before the beginning of your next turn). You must be aware of the attacker for this bonus to have an effect.
Focus: A small silver shield worth 5 gold.
Posted in Spell and tagged divination, sorcerer / wizard spell level 1 by Adam A. Thompson with no comments yet.
