Otherworld Dog

Otherworld Dog
Size/Type: Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +5 natural)
Base Attack/Grapple: +4/+5
Attack: Bite +5 melee (1d8)
Full Attack: Bite +5 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip attack
Special Qualities: Darkvision 60 ft., spell resistance 10, scent
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 11, Dex 15, Con 15, Int 6, Wis 10, Cha 6
Skills: Hide +15, Jump +11, Listen +10, Move Silently +14, Spot +8, Survival +7*
Feats: Improved Initiative, Run, TrackB
Environment: A chaotically-aligned plane
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 5-8 HD (Medium);
Level Adjustment: +3 (cohort)

A typical otherworld dog stands 4 feet high at the shoulder and weighs 100 pounds. Their coats are a mix of pastel and light-colored hues, ranging from blue to lavender to tan across their coats.

Otherworld dogs do not speak, but they do communicate with each other through a series of howls, barks and whimpers.

Otherworld dogs have never been domesticated, tough some have tried. They have the ability to plane shift a will, complicating the process of trying to keep them in one place for very long.

Combat
Otherworld dogs are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with all the hounds, tripping prey with their trip attacks. They do not give their prey a chance to escape.

An outerworld dog’s natural weapons, as well as any weapons it wields, are treated as chaotically-aligned for the purpose of overcoming damage reduction.

Trip Attack(): An otherworld dog has a trip attack resembling that of a wolf.

Skills

Otherworld dogs have a +5 racial bonus on Hide and Move Silently checks.

*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.


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Tome of Ensnarement

If read, this tome traps the reader, not allowing them to stop reading until the entire book is complete. This takes varying amounts of time, depending on the intelligence of the reader and the length of the book. The effect requires a DC 35 Will save to avoid.

Minor tomes number a hundred or so pages and are DC 20, and Greater/Major tomes number in the thousands and are DC 30 to avoid. Many an adventurer has met their demise by these tomes, which is why the major ones tend to be found with a desiccated corpse close at skeletal hand.

Price: 20,000gp. Tomes of ensnarement require Craft Wondrous Item, hold monster and dimensional anchor to construct.


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Staff of Wandering

Purportedly developed by the mysterious mage of the Goduanil, versions of this staff have been found in the hands of mist elves and other creatures who maintain civilizations on the fringe of the great ooze flows.

This +1 staff usually provides the following effects:

* freedom of movement
* path finding
* intuit direction

Occasionally, variants of this staff also include some of the following capabilities, replacing one of the above:

* create food and water
* purify food and water
* longstrider

The standard staff of wandering costs 40,000 and requires Craft Staff and the ability to cast whichever spells it supports.


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Issue 6 Rereleased!

Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you’ll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.

Our goal is to be a “one-stop shop” for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or giving you too much rope.

This issue of Claw/Claw/Bite includes:

* Three new characters, including two powerful mages
* Two new locations with five encounters, including Harpy Point
* A new race, the Wyndm-folk
* Nine new magic items, including three new purses and bags
* A minor artifact, the Visage of Scahrossar
* A new spell, Phase Object
* And a new creature, the Begotten of the Old Ones.

Buy it here.


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Issue 5 Rereleased!

Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you’ll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.

Our goal is to be a “one-stop shop” for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or dragging you too deep into the woods.

This issue of Claw/Claw/Bite includes:

* A new spell, Studied Divination
* Six new characters, including Morbane the Mad Monk of Elsemere
* A new magic items, the Paddle of Punishment
* A new creature, the Glacial Frost Worm
* A new location, the Hamlet of Elsemere
* And an encounter, the Ritual in the Woods.

Buy it here. Oh, and Happy Halloween, everyone!


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Issue 15 Released!

Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you’ll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with interesting details and intriguing features.

Our goal is to be a “one-stop shop” for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or stumbling upon the Stalking Eye.

This issue of Claw/Claw/Bite includes:

* A new deity, Bachtoffen
* Three new dream spells including Dream Port
* Two new characters, two clerics with something extra
* Seven new creatures, including the Stalking Eye
* Seven new magic and mundane items, including “Three Strikes”
* Two new locations, including the Dream Plane
* And Session 1 of the new comic Trolls and Tribulations.

Buy it for $3 (cheap!) here!


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Trolls and Tribulations – Session 1

Graphics: Jason Maggitti
Text: S.D. Hilderbrand


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Aldric Tréburne

Older brother of Kilmore Tréburne, Aldric stayed home to care for the ailing family while Kilmore went forth in search of adventure. Now that the family is stabilized, thanks to Avandra’s blessings, Aldric has now left home in search of his brother and his own adventure.

Along the way, he has met up with an eldarin war wizard and traveled from town to town, lending healing powers and fighting off brigands and ferocious wolves.

A playful, yet grounded, working-class elf, Aldric has developed many talents, though none that he pursues with more passion than his faith in Avandra, and healing in her name. he has been called too humorous for serious elven service, and too ill-mannered to ever represent his people abroad, so his only hope is in following his own dreams and desires.

He maintains his own gear, but is not too proud to ask for help in repairing or caring for it. His most prized possessions are a pair of ornate, buckled catgrace boots, a finely-carved shortbow +1 thunderburst, and his holy symbol of Faith to Avandra (+1d6 healing).

In addition, he wears a suit of chainmail with a small cape and carries an adventurer’s kit in a backpack.

Aldric in your game: Aldric tells a decent tale, and with his diplomacy will likely have learned some things about the local area. As a healer, he is likely to have learned much of the recent adventurers of others. Aldric could serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character overly bent on seeing his own will done.

Note: These are the 3.5 stats. For the 4th ed stats, visit our sister site, Tailslap.

Aldric Tréburne
Medium-size Male Elf (Wood)
Cleric 3
Hit Dice: (3d8)+3
Hit Points: 23
Initiative: +2
Speed: Walk 30 ft.
AC: 17 (flatfooted 15, touch 12)
Attacks: “Shriek” Shortbow (Shocking Burst/Masterwork) +5; Mace, Light +3;
Damage: “Shriek” Shortbow (Shocking Burst/Masterwork) 1d6; Mace, Light 1d6+1;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Immunity to magic sleep effects., Spontaneous casting, Turn Undead (Su) 5/day (turn level 3) (turn damage 2d6+5)
Saves: Fortitude: +4, Reflex: +3, Will: +6
Abilities: STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 11 (+0), WIS 16 (+3), CHA 14 (+2)
Skills: Appraise 0; Balance -1; Bluff 2; Climb -2; Concentration 3; Craft (Untrained) 0; Diplomacy 4; Disguise 2; Escape Artist -1; Forgery 0; Gather Information 2; Heal 7; Hide -1; Intimidate 2; Jump -2; Knowledge (Arcana) 1; Knowledge (Religion) 1; Listen 5; Move Silently -1; Ride 2; Search 2; Sense Motive 3; Spellcraft 2; Spot 5; Survival 3; Swim -5;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 3
Alignment: Neutral Good

Possessions: “Shriek” Shortbow (Shocking Burst/Masterwork); Chain Shirt; Arrows (20); Mace, Light; Outfit (Explorer’s); Shield, Light; Holy Symbol; 40gp.
Deity: Avandra Domains: Luck, Healing

Spells:
Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level)
Cleric – Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Cure Light Wounds, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Infraction, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Law, Purge Inner Darkness, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness
Level 2: Aid, Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Cure Moderate Wounds, Darkness, Delay Poison, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Weaken Stone, Zone of Truth


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Allie Chanovic

Allie is a fairly well-known prodigy of a bard who plays in and around the capital of Esrun. Occasionally adventures for the good of the Republic, but only if there’s good money in it.

One fairly recent run-in with the undead has convinced her that she needs to learn to write and play music that appeals to their macabre sensibilities, so she has enrolled in the Convent Conservatory in Esrun’s capital, where she is near to completing her studies in music and religion. This time has reminded her, somehow romantically, about the adventuring life and how she misses it. She is itching to get back out on the field of battle, on the right side and for the right price!

Allie Chanovic
Medium-size Male Human
Bard 5 Cleric 1

Hit Dice: (5d6)+(1d8)+6
Hit Points: 40
Initiative: +3
Speed: Walk 30 ft.
AC: 17 (flatfooted 14, touch 13)
Attacks: *Dagger -1;*Dagger (Thrown) +6;Shortbow +1 (Composite) +7; ;
Damage: *Dagger 1d4;*Dagger (Thrown) 1d4;Shortbow +1 (Composite) 1d6+1; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bardic knowledge (+7), Bardic music 5/day, Countersong (Su) for up to 10 rounds, Fascinate (Sp) can effect 2 creatures for up to 5 rounds, Inspire Competence (Su) +2 to skill checks for up to 2 minutes, Inspire Courage (Su) +1 to saves against charm or fear effects and +1 morale bonus on attack and damage rolls., May wear light armor without incurring the normal arcane spell failure chance., Spontaneous casting, Turn Undead (Su) 6/day (turn level 1) (turn damage 2d6+4)
Saves: Fort: +4, Ref: +7, Will: +6
Abilities: Str 11 Dex 16 Con 13 Int 14 Wis 10 Cha 17
Skills: Appraise 6; Balance 5; Bluff 4; Climb 2; Concentration 10; Craft (Untrained) 2; Decipher Script 4; Diplomacy 12; Disguise 3; Escape Artist 3; Forgery 2; Gather Information 10; Heal 3; Hide 5; Intimidate 3; Jump 1; Knowledge (Arcana) 4; Knowledge (History) 3; Knowledge (Local) 3; Knowledge (Nobility and Royalty) 3; Knowledge (Religion) 3; Knowledge (The Planes) 3; Listen 1; Move Silently 4; Perform (Sing) 4; Perform (String Instruments) 10; Ride 3; Search 2; Sense Motive 2; Sleight of Hand 8; Speak Language (Elven) 1; Spellcraft 9; Spot 0; Survival 0; Swim 0; Tumble 5; Use Magic Device 6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Mobility, Point Blank Shot, Quicken Spell, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 6
Alignment: Neutral Good
Possessions: Arrow; Dagger; Leather +2; Shortbow +1 (Composite); Spell Component Pouch; Travelers Outfit; Lute; Guitar; Hooded Cloak

Deity: Bachtoffen Domains: Community (Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.) Rune (Free Scribe Scroll feat.)
Spells:
Innate: Calm Emotions
Spells per Day: (3/4/2/0/0/0/0/0/0/ DC:13+spell level)
Bard – Known:
Level 0: Dancing Lights, Know Direction, Mage Hand, Message, Prestidigitation, Summon Instrument
Level 1: Disguise Self, Expeditious Retreat, Feather Fall, Unseen Servant
Level 2: Glitterdust, Hold Person, Mirror Image
Spells per Day: (3/1/0/0/0/0/0/0/0/ DC:10+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue


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Bachtoffen

This neutral good deity provides access to the Community and Rune domains.

He is concerned with the role of music and knowledge in bettering humanity, and is favored by bards and scholars for his divine insight and divination.

His symbol is a tome with a lyre under a tree printed on the cover.


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