Ray of Befuddlement

Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Intelligence equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Intelligence score cannot drop below 1.


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Darkmist

Darkmist
Necromancy
Wiz/Sor 4
Range: Short
Duration: 1 round per level of the caster
Effect: 20′ diameter cloud
Save: Reflex to avoid damage, Fortitude to avoid unconsciousness

This spell creates a 20′ diameter black cloud, which can be moved by concentration at 30′ per round. It will, unless the caster concentrates, envelop the nearest living organism that has blood and start bleeding it, inflicting 2d6hp per round to all within. Also, the victims must succeed at a Fortitide save or be made unconscious by the spell. After inflicting 30 points of damage, the darkmist cloud dissipates.


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Horror of the Old Ones Released!

After almost two years in the conception, writing, playtesting, and re-writing, Unicorn Rampant is proud to release Horror of the Old ones, a 56-page module for 10th level characters.

In the dying port town of Onuago, troubles deeper than the recent economic decline loom over the horizon. Baron Stieglitz has locked himself in his castle to the northeast while his captains vie for control of his lands. Children have been born with strange deformities. A mysterious cult has corrupted the priest of the logging town to the northwest. And beneath the rocky island in the bay a horror beyond imagining slumbers as though dead, dreaming of destruction and of the void.

Horror of the Old Ones is a site based, event-driven d20 fantasy adventure with elements of horror for 10th level characters.

This multi-part adventure is inspired by the work of H.P. Lovecraft, though the authors have worked to keep the ideas true to the realm of d20 fantasy. These locations are not meant to derive from New England settings, think of them instead as extensions of whatever campaign world you the storyteller wish to place them in.

Go buy it now for $12 at rpgnow and support your local game creators!

This is what we’ve been up to this month, dear reader!


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Undetectability

Undetectability
Enchantment
Level:
Rogue Caster 5
Components: S, M
Target: You or creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless) or Yes (harmless, object)

The creature or object touched becomes completely undetectable, vanishing from sight, sound, and smell. If the recipient is a creature carrying gear, that is similarly enchanted. Affected creatures remain undetected to all others, including the caster.

However, items dropped or put down by an undetectable creature become visible, give off sounds or smells again. Also, items picked up do not become undetectable if tucked into the clothing or pouches worn by the creature. The exception is placing items into a bag of holding or other item that makes them undetectable for reasons other than the spell.

Walking into a wall or otherwise making a sound, smell, or visual change to the environment outside of normal footprints or breathing produce noises, smells, and sights which are detectable. Attacking or casting a spell does not make the creature detectable, though it can make noises that seem to emanate from the location of the creature. It is wise for creatures affected by undetectability to either keep moving or to simply stand still for the duration of the spell.

As such, as long as the undetectable creature does not attack, cast a spell, or otherwise interact vigorously with it’s environment, this spell prevents detection not only from normal sight, but also blindsight, blindsense, tremorsense, echolocation, scent and any other senses that rely on sight, sound, smell, or tactile vibration.

Spells which require the creature to be targeted by the caster cannot affect an undetectable creature. Undetectability cannot be detected by detect magic.

Undetectability can be made permanent (on objects only) with a permanency spell.

Arcane Material Components
An eyepatch, a glass jar, and a conch.


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Issue 12 Released!

In time for the U.S. tax deadline, here’s something to soothe the blow…

This issue of Claw/Claw/Bite includes:

* Two variant rules: Passion and Plague
* Three new feats, including Passionate Leader
* Two new classes: Rogue Caster and Merchant
* Five new spells including Crippling and Withering Grasp
* Two new race and cultures, including the Goduanil Elves
* Five new characters, including a half-human, half-dragon lich
* Four new creatures, including the Mist Elemental
* Two new magic items, including the Discus of Annihilation
* A story seed inspired by E. Gary Gygax
* Two locations, including the Elemental Subplane of Mist
* And a comic: Atavistic Onslaught #3

For you readers who stay on top of this blog, here’s a free copy. Offer good until we upload the issue to rpgnow.


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Durwin Yams

Durwin comes from a long line of halfling farmer/merchants. His surname is derived from the deep-rooted vegetables that his family farmed for centuries in the Central Valley. Durwin sought a life of adventure, leaving his family behind and moving on to the high mountain passes and wild forests. He currently wanders the lands between the Central Valley and the lands of Northbay, honing his archery and trading skills, and making a decent living.

He hates vermin with a passion, since they have run amok in his family’s farms for years. Hence, this is both his Ranger and his Merchant-farmer favored enemy.

Durwin Yams CR 5
Male halfling Ranger 3 Merchant 2
TN small humanoid
Init: +4 Senses: Listen +5, Spot +3

Languages: halfling, common

AC: 18 (flatfooted 14, touch 15)
HP: 36 (HD (3d8)+(2d6)+5)
Saves: Fort: +5, Ref: +8, Will: +3

Speed: 30 ft.
Attack: Sword, Short +5; Shortbow +1 (Composite) +8; (Sword, Short 1d6+2; Shortbow +1 (Composite) 1d6+1)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +4 Grapple: +4

SQ: +1 racial bonus on all saving throws, +2 morale bonus on saving throws against fear, Archery Combat Style, Favored Enemy (Vermin) +2, Wild Empathy (Ex) +7
Feats: Armor Proficiency (Light), Combat Reflexes, Dodge, Endurance, Martial Weapon Proficiency, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track

Abilities Str 15 Dex 18 Con 13 Int 13 Wis 12 Cha 14
Skills: Appraise 3; Balance 3; Bluff 4; Climb 6; Concentration 9; Craft (Untrained) 1; Diplomacy 2; Disguise 2; Escape Artist 3; Forgery 1; Gather Information 2; Handle Animal 9; Heal 3; Hide 7; Intimidate 2; Jump 9; Listen 5; Move Silently 7; Ride 14; Search 3; Sense Motive 1; Spot 3; Survival 3; Swim 0; Use Magic Device 6;

Possessions: Arrow; Sword, Short; Arrow +1; Boots of Striding and Springing; Helm of Comprehending Languages and Reading Magic; Potion of Neutralize Poison; Shortbow +1 (Composite); Studded Leather;


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Goduanil Elves

There are two types of mostly-evil elves who live in Goduanil, both of which flourish deep in barren or marshy regions where most humanoids dare not dwell. Each type is defined by the topography where they live:

• Fulian, who live in caves in the highlands of Goduanil
• Nashbat, who live in stone structures in the valleys of Goduanil

The fulian are 5′ tall and have folds under their arms which allow them to glide on the air 50′ feet above the ooze flows that run down the hillsides and into the valleys of Goduanil. Their undersides are the color of the overcast skies through which they soar. Their backs blend in with the deep purple-grey of the Goduanil’s rocky landscape.

The nashbat are 4’6″ tall and have sharp toes that allow them to rapidly burrow through and under the ooze flows. They occasionally drop to all fours for better stability and focus when burrowing. Lighter in skin tone than their surface cousins, they have skin tones that range from periwinkle to charcoal, depending on the amount of light exposed to their dermal layers.

Both types of Goduanil elves have been known to work for the wizard in the tower in the center of Goduanil, delivering to him a constant stream of reagents for his spells. Though they don’t entirely trust him, he represents the greatest power in Goduanil, with the possible exception of the Grey Ooze Dragon, which lives in the eastern flow. These elves are by their very nature subservient, always in search of a new, more powerful master.

Though historically, a feud has kept the two races separate, their shared masters have recently brought them together, and they have begun to learn each other’s tongues. They still brawl from time to time, but have not engaged in open warfare in almost a generation.

These elves are known for their acute hearing and use of horns to send messages cross the misty expanses of Goduanil. In addition, they have been known to cavort with creatures from the Elemental Subplane of Mist.

Fulian as Characters

• Medium: As Medium creatures, fulian have no special bonuses or penalties due to their size.
• Fulian receive all the standard elf skills as well as the following.
• Fulian base land speed is 30 feet, and they receive no penalty for traveling in Goduanil.
• Fulian have excellent vision, allowing them to see 60′ through mist and on a clear day for miles.
• 2 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and Fuliani.
• Favored Class: Fighter, wizard
• Favored alignment: Evil
• Unique Languages: Fuliani.

Nashbat as Characters

• Medium: As Medium creatures, nashbat have no special bonuses or penalties due to their size.
• Nashbat base land speed is 30 feet, though they can burrow at half that rate within the Goduanil and quarter the rate elsewhere.
• Nashbat are immune to the ill effects of oozes
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and Nashbat.
• Favored Class: Fighter, rogue
• Favored alignment: Evil
• Unique Languages: Nashbati


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Passionate Leader

You are the kind of leader that people rally behind and put in the extra effort because you do so well at leading by example.

Prerequisite: Leadership

Benefit: Passionate leaders can spend passion points to boost their followers’ morale and effectiveness during combat. They can also gain temporary bonuses from each of their followers who have passion points to spend. The exchange is one point of passion for a +1 to hit or +1 damage or +1 on a save for the duration of a particular combat, or one passion point for a point of charisma for the duration of a banquet with a foreign dignitary. The DM must exercise judgment when assigning durations to these bonuses.


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Merchant

Nearly every society requires commerce to thrive, and who but merchants ensure that commerce is successful. Found in almost every settlement, merchants live for one of two things: to see the community prosper through their individual actions, or to see themselves prosper at the expense of the community. Merchants come in all humanoid races, even orcs, goblins, and kobolds have their own trade networks. Halflings and humans are particularly drawn to the merchant lifestyle, as are some elves, dwarves, and gnomes. Some half-orcs have made a killing (literally and metaphorically) bridging the divide between the friends of humans and their foes.

Merchants are rarely found outside of settlements, unless they caravan goods from region to region over land or sea. It is this type who find adventure as caravan leaders, wandering collectors, arms dealers, and merchant marines.

Merchants gain attack bonus at the rate of one for every two levels, starting at 1. Fort, Ref, and Will saves are gained at the rate of one every three levels starting at 0.

Hit Die: d6.

The merchant’s class skills are Appraise, Bluff, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Knowledge (Local), Knowledge (Geography), Knowledge (History), Listen, Profession, Ride, Spot, Survival, Use Magic Device, Use Rope.

Skill Points at 1st Level: (3 + Int modifier) x 4.
Skill Points at Each Additional Level: 3 + Int modifier.

Class Features
Depending on the specific merchant specialization,the following class features apply.

Weapon and Armor Proficiency: Merchants are skilled with all simple weapons. Those who have spent time in merchant marines or as caravan leaders gain the use of martial weapons. Merchants are not proficient with armor nor with shields, unless they have spent time in those same settings.

Starting Gear
4d6 x 10 gp worth of equipment.


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The Elemental Subplane of Mist

The Elemental Subplane of Mist is a subplane where the Elemental Planes of Air and Water intersect. A Great Mist hangs suspended at the very center of the plane, its misty tendrils passing out in all directions all the way to the edge of the plane. It is said that great beings travel the misty tunnels of vapor. Outside the Great Mist, the plane has a calm breeze, which suspends creatures and objects, moving them in a clockwise manner around the exterior of the Great Mist.

The Elemental Subplane of Mist is home to mist elementals, the deep mist dragon, and the gods of obfuscation and warnings. At the edges of the plane are coastal waters which lead nowhere in particular, yet provide the moisture for the Great Mist.

This subplane has the following traits:
* Light winds which keep creatures and objects suspended above a non-extant ground (outside the Great Mist).
* Heavy, moist air (inside the Great Mist).
* Air-dominant, with room for water creatures to thrive.
* Enhanced magic (for the Air and Water domains).
* Impeded magic (for the Earth and Fire domains).


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