Deep Forest Dragon

Just in time for GenCon, here’s another new True Dragon for you to use in your games. For anyone going to Indianapolis, I’ll see you at the gaming table!

-Adam “doom” Thompson

Known variously as Storm Dragons, Iron Dragons, and Deep Forest Dragons, these dragons are very wise and calm, like an ancient sequoia. They spend their time outside of their lairs hiding as part of the landscape once the are old enough to blend in. Often, iron dragons are friendly to druids, as their calmness lends to neutral tendencies. In general they are very reclusive, hiding in forest and mountain terrain. They bear a great enmity to green dragons, who they consider pushy, rapacious and cruel.

Among other elder forests, Deep Forest Dragons live in the untainted part of Elsemere Wood.

Storm / Deep Forest / Iron Dragon
Iron Dragon
Size/Type: Dragon (Earth)
Environment: Temperate forests, hills and mountains
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 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: neutral good with lawful tendencies
Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —

A iron wyrmling’s scales are green-gray with iron highlights. As the dragon approaches adulthood, its color gradually dulls into reds until the hide has the color of a moss-covered redwood. Iron dragons have vestigial wings that do not allow them to fly but that assist them in burrowing.

Combat

Iron dragons are generally calm and do not seek out combat except when faced with intrusively destructive or aggressive foes. Stealth and ambush are the chief tactics of iron dragons. After preparing with barkskin and magic fang, they will burrow up beneath foes or lie camouflaged and use call lightning to harry foes before showing themselves.

Breath Weapon (Su): A iron dragon has two types of breath weapon, a cone of wind and a cone of lightning. Creatures within a cone of wind must succeed on a strength check opposed by the breath weapon DC or be moved away from the dragon as though bull rushed (1 ft for every 2 points by which the check is failed). The cone of electricity does damage as listed below.

Skills: Hide, Wilderness Lore, Knowledge (Nature), and Spellcraft are considered class skills for iron dragons.

Iron Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster
Level
SR
  1. Can also cast druid spells and those from the Strength domain as arcane spells.
Wyrmling 40 ft., Burrow 20 ft. +0 17 (+1 size, +6 natural), touch 11, flat-footed 17 immunity to acid & electricity
Very young 40 ft., Burrow 30 ft. +0 19 (+9 natural), touch 10, flat-footed 19 Calm emotions 3 / day
Young 40 ft., Burrow 30 ft. +0 22 (+12 natural), touch 10, flat-footed 22 Wind wall 3 / day 1st
Juvenile 40 ft.,Burrow 30 ft. +0 24 (-1 size, +15 natural), touch 9, flat-footed 24 DR 5/magic
3rd
Young adult 40 ft.,Burrow 30 ft. +0 27 (-1 size, +18 natural), touch 9, flat-footed 27 Call lightning 1/ day 5th 20
Adult 40 ft., Burrow 30 ft. +0 29 (-2 size, +21 natural), touch 8, flat-footed 29 DR 10/magic
7th 22
Mature adult 40 ft., Burrow 30 ft. +0 32 (-2 size, +24 natural), touch 8, flat-footed 32 Plant growth 1 / day, Rusting Grasp 1 / day
9th 24
Old 40 ft., Burrow 30 ft. +0 35 (-2 size, +27 natural), touch 8, flat-footed 35 DR 15/magic 11th 26
Very old 40 ft., Burrow 30 ft. +0 38 (-2 size, +30 natural), touch 8, flat-footed 38 Control winds 1 / day, Transmute Metal to Wood 1 / day
13th 27
Ancient 40 ft., Burrow 40 ft. +0 39 (-4 size, +33 natural), touch 6, flat-footed 39 DR 20/magic 15th 29
Wyrm 40 ft., Burrow 40 ft. +0 42 (-4 size, +36 natural), touch 6, flat-footed 42 Earthquake 1 / day
17th 30
Great wyrm 40 ft., , Burrow 40 ft. +0 41 (-8 size, +39 natural), touch 2, flat-footed 41 Control weather 1 / day 19th 32
Iron 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 7d12+7 (52) 13 10 13 14 15 12 +7/+4 +9 +6 +5 +7 2d6 (14)
Very young M 10d12+20 (85) 15 10 15 14 15 12 +10/+12 +12 +9 +7 +9 4d6 (17)
Young M 13d12+26 (110) 17 10 15 16 17 14 +13/+16 +16 +10 +8 +11 6d6 (18)
Juvenile L 16d12+48 (152) 19 10 17 18 19 16 +16/+24 +19 +13 +10 +14 8d6 (21)
Young adult L 19d12+76 (199) 23 10 19 18 19 16 +19/+29 +24 +15 +11 +15 10d6 (23) 23
Adult H 22d12+110 (253) 27 10 21 20 21 18 +22/+38 +28 +18 +13 +18 12d6 (26) 26
Mature adult H 25d12+125 (287) 29 10 21 20 21 18 +25/+42 +32 +19 +14 +19 14d6 (27) 27
Old H 28d12+168 (350) 31 10 23 22 23 20 +28/+46 +36 +22 +16 +22 16d6 (30) 30
Very old H 31d12+186 (387) 33 10 23 24 25 22 +31/+50 +40 +23 +17 +24 18d6 (31) 32
Ancient G 34d12+238 (459) 35 10 25 26 27 24 +34/+58 +42 +26 +19 +27 20d6 (34) 35
Wyrm G 37d12+333 (573) 39 10 29 28 29 26 +37/+63 +47 +29 +20 +29 22d6 (37) 37
Great wyrm C 40d12+400 (660) 43 10 31 30 31 28 +40/+72 +48 +32 +22 +32 24d6 (40) 40

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Eviscerate

Eviscerate
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One corpse
Duration: Instantaneous
Save: None

This spell removes the flesh from already dead corpses, leaving only bone. The caster determines what parts of the body become clear of flesh.


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Issue 8

Without further adieu (or delay), here is issue 8, featuring mountain passes and their denizens.

This issue of Claw/Claw/Bite! includes

  • Four new creatures, including the Loxodon and Stone Trolls
  • Several new campaign locations
  • Two new encounters
  • Four new magic items, including a spell component that lets casters spontaneously maximize their spells
  • Two new spells
  • Four new NPCs: necromancers, half-silver dragons and more!

For a free preview, click here.

Get it HERE now!
And you can check out other issues of Claw/Claw/Bite! HERE


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Caricature

Caricature
Illusion (Figment)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One Creature
Duration: 1 min./level (D)
Save: Will negates

Mirror image‘s mischievous cousin, caricature creates an image of the target with certain features “accentuated” as determined by the caster. This image superimposes over the target, providing an illusory perspective of the target to onlookers. The image follows the target as she moves. The caricatures mimic the actions of the target, pretending to cast spells when the target casts a spell, drink potions when the target drinks a potion, appears hurt when the target is hurt, and so on.

Enemies attempting to attack or cast spells at the target must roll to see if they hit the illusion or the target. Any successful attack against the caricature destroys it. A caricature’s AC is 10 + the target’s size modifier + the target’s Dex modifier. Caricatures seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball), much like a mirror image.

Common features to be accentuated include the lengthening of the nose, changing the appearance of facial hair, or the appearance of certain facial gestures, such as incessant smiles.


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Anti-Mage

Anti-mages are specialists in preventing arcane magic effects. They become increasingly quick at counterspelling, and begin to lose their normal spellcasting abilities. As the anti-mage advances, she takes on less and less magic abilities, appearing more like a fighter or rogue. Unfortunately, with the extreme loss of arcane power that enables the anti-magic abilities, there is a high rate of madness among anti-mages. Anti-mages also age at rapid rates proportional to their level.

Hit Die: d4.

Requirements

To qualify to become an anti-mage, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.

Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic. These two schools will be the two that the anti-mage is most effective against (+5 to counterspell).

Spells: Ability to cast 5th-level arcane spells, knowledge of 4th-level or higher spells from at least two schools.

Class Skills

The anti-mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

The Anti-Mage
Level Base Attack Fort Ref Will Other
1st +0 +0 +0 -2 Chance to counterspell all spells +1, SR 10, -1 known spell per level
2nd +1 +1 +1 -3 Counterspell +2, SR 13, -2 known spells for levels 1-2, -1 for levels 3+
3rd +1 +1 +2 -3 Counterspell +4, SR 16, -3 known spells for levels 1-3, -2 for levels 4+
4th +2 +2 +3 -4 Counterspell +8, SR 19, -4 known spells for levels 1-4, -3 for levels 5+, can create anti-magic areas that last for 5 hours
5th +2 +2 +4 -4 Counterspell +10, SR 22, -5 known spells for levels 1-5, -4 for levels 7+, can create anti-magic areas that last for a day
6th +3 +3 +5 -5 Counterspell +14, SR 25, loses all magical abilities, can sunder magical items, can create anti-magic areas that last for 6 days
7th +4 +3 +6 -6 Counterspell +18, SR 28, arcane magic items cannot affect the anti-mage, for good or ill, can sunder artifacts, can create permanent anti-magic areas

Class Features

All the following are Class Features of the anti-mage prestige class.

Weapon and Armor Proficiency: Anti-mages gain no special proficiency with any weapon or armor. However, there are certain anti-mages that use shields as their focus. These anti-mages can wield shields normally as well as for magical shielding purposes.

Spells per Day/Spells Known: When a new anti-mage level is gained, the character loses the capacity to cast as many spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an anti-mage, he must decide to which class he removes each level of anti-mage for the purpose of determining spells per day.

Create Anti-magic Zone (Su): The anti-mage can create a 30’x30′ space wherein spells are ineffective. This lasts as long as listed in the character level above.

Mastery of Counterspelling: When the anti-mage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. The counterspelling ability of anti-mages increases with each level: 1,2,4,8,10,14,18.

Sunder Magical Items: The anti-mage can attempt to destroy magic items at +20 to sunder.

Sunder Artifacts: As magic items, but including artifacts and other unique items.

Arcane Magic Resistance: Anti-mages gain improved innate spell resistance for every level they gain.


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Emerald Sea

With Austin’s enduring twice our expected rainfall for the year (already in July!) we figured we should share an underwater treat.

This green sea is set along the southeast coast of the continent of Wastaru. The warm waters teem with life of various sorts, including many species of jellyfish and anemone.

At the bottom of the Emerald Sea is an aquatic kingdom rimmed by a large coral reef, within which live many herds of coral horses. The kingdom is ruled by aquatic elves who are powerful masters of water and weather magic. The extensive royal family delegates different offices and fiefs to various sons, daughters, brothers, sisters, cousins, aunts and uncles in a complex and shifting balance of power. Their subjects include tritons and other merfolk from surrounding regions.

The volcanic activity and fault line that runs along the center of the sea have help formed the multiple small island chains which can be found in the Emerald Sea, including the Lítlos Islands, the Recant Islands, the Anatatu, and Gavaan Islands. A map will show them in relation, and posts will follow which will detail these each in time.


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Swarm of Giant Locusts

Size/Type: Small Vermin (Swarm)
Hit Dice: 15d8+6 (100 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 60 ft. (12 squares)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +4/—
Attack: Swarm (6d6)
Full Attack: Swarm (6d6)
Space/Reach: 30 ft./0 ft.
Special Attacks: Distraction, knockdown
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 1, Dex 19, Con 8, Int Ø, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: —
Environment: Temperate plains
Organization: Cloud (10-15 swarms), or plague (16-30 swarms)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A locust swarm is a cloud of thousands of winged vermin that devours any organic material in its path, including leather, clothing, foliage, and flesh.

Combat

A giant locust swarm surrounds and attacks any living prey it encounters. A swarm deals 6d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)

Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based.

Knockdown (Ex)

Any creature that begins it’s turn with a locust swarm in its space must succeed on a DC 14 strength check or be knocked prone by the impact of the enormous insects.

Skills

A locust swarm has a +4 racial bonus on Listen and Spot checks.


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The Ten Princedoms

After King Vandor passed, his kingdom fell into the hands of his ten sons, none of whom agree on how the land should be run, so each have moved into separate residences and have defined ten states which they each administer. It’s a tenuous peace, but a peace nonetheless.

They have a sister, the youngest child, who has disappeared following Vandor’s death; rumor has it that she has become a witch in the neighboring Phyloctæte.

The mainland states and islands and their princely rulers, in order of birth (age in parens):

Vandorn is the central mainland part of the old Kingdom of Vandor. It is ruled by the sickly prince Hanik (38), the eldest son of Han. The Shankil and Dromgul Rivers come together just to the east of the city of Hanton.

Oesten is the easternmost mainland part of the Ten Princedoms. It has a bit of a frontier feel to it, which Ernik (36) hopes to take advantage of. He is trying to move the border east into unclaimed lands.

Hendgen is nestled between Vandorn and Oesten. Tanith (33) runs this state from Edige, the city over the river of the same name that runs from hills of still the same name.

Illyan is the westernmost mainland state. On the western edge, the Border Forest serves as a buffer from the Phyloctæte, a strange land of unexplained magics. Kres (31) has gained a lot of popularity throughout the Princedoms by keeping the military strong and the border protected.

The islands:

Gennintan is the rocky island north of the mainland. It is administered out of the west-central city of Gennt by the fifth child, Pan (29). The south end of the island is full of natural resources, and the north end of the island is protected to the point of being only partially explored.

Gauphan is the island north of Gennintan, ruled by Garles (27), who tries to steer clear of his elder brothers’ powermongering. He is still sometimes drawn into disputes, along with this younger brothers, but constantly complains about it and often withholds his support until the last minute, when he usually sides with the underdog.

Phennen is the west of the twin islands just north of Vandorn. Fain (25) lives in the old mage tower on the south end of the isle, with views of the twin isle and the mainland.

Bannen is the east of the twin islands just north of Vandorn. Klaran (23) lives in the castle which now bears his name on a hill overlooking the strait on the west end of the isle.

Hauphingan is the green isle to the northwest of other states, ruled by Hain (22). The verdant fields produce a sweet wine that is enjoyed throughout the Ten Pricedoms.

Trochu (also known as Lentoan) is a tiny island to the far north of the Ten Pricedoms, ruled by Launce (19). The mage Djander has been known to inhabit the island, and is possibly influencing the decisions of the young ruler.


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Horror of the Old Ones: Epilogue

After defeating the remnants of the Old One, the party returns to Onuago to a heroes welcome. Unfortunately there are not many colonists left, but those that remain seem uplifted by the demise of the old one. The next few years will be difficult, but at least the immediate menace has been taken care of. The party should receive an amount of experience needed to bring most of them to the next level, unless they have just reached the level. Read the next section aloud.

The remaining denizens of Onuago stand along the docks, watching the action unfold. Under the guiding current of high tide, the hollow carcass floats into port. The once cloud-filled sky which dropped rain only hour before is now clear, illuminated by thousands of stars. Through the crisp night air, the bellows of the Old One gives way to the baying of dogs in the alleys of the port town. A crescendo of cheers rises in intensity as the carcass nudges the docks.

As the party enters the town streets, they are followed by the townspeople in a procession leading to the Old Town Hall. There they are greeted by the ex-lieutenants. If the party brought the Baron’s lieutenants together, they are now united in a cause to help the poor town, to bring about an economic resurgence in the Lands of Northbay. If not, the remaining lieutenents become the final encounter of Horror of the Old Ones. The people decide they want these lieutenants to form the new town council, an sentiment which has been gaining support while the party has been away at, in, and below Elsemere Wood and Harpy Point. If the party returns to Onuago six months or or longer in the future, they find the city streets clean, the river continuing to flow in its normal place, and an established trade route between Onuago, Elsemere, and the Jæruel. The sea trade route is also re-established, opening up the south side of the bay, approporiately named Southbay.

Possible solutions/changes to the Lands of Northbay:
* Castle von Stieglitz has returnd to its former glory, the Baron under recovery from his near-undeath experience. Trade continues with the towns of the Jæruel, over the Cyrűk Mountains.
* Onuago streets have returned to normal after the river recedes to its old course. Merchants are opening up businesses.
* Shada Monastery freed from tainted cult, and the surrounding forest no longer encroaching upon Elsemere. The people log only very selectively out of respect for the wood, choosing trees on their way out rather than clear-cutting.
* Harpy Point is clear and there is talk of the lighthouse returning to use to improve sailing. The people of Onuago are looking for a new name for the island and want to use something related to the party.
* Mothers no longer give birth to the begotten of the old ones.
* The weather seems, on the whole, a little bit nicer. Flowers are more fragrant. The party has never noticed just how beautiful is the moon.

Unchanged are:
* The Great Marsh is still the Great Marsh, though the course of the Lazy River has returned to normal.
* Goduanil is still a region of dark moors.

They each contain their own horrors which must be dealt with separate from the Old Ones. But that is another story…


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Utok’nmazakhi

The Utok’nmazakhi (aka Utok, pronounced oo-talk) are a tribe of native settlers of the Jæruel. Their caves line the ridges on the western edge of the region, and their ruins dot the plains below, no longer inhabited. One ring of settlements survives somehow miraculously in the alabaster cliffs to the east of the town of Alabaster.

As the human settlers moved into the area, the Utok were relegated to the regions where humans found it too difficult or costly to settle. They have adapted to life in the mountains, owing in part to their relationships with bears, and their superior hunting abilities. They make excellent archers, receiving a +2 bonus on all attacks with bows.

The Utok have been known to skirmish with hobgoblins and mountain wyndm-folk in order to protect what little land they have left. They revere bears, and often offer them food as a form of worship. When bears come to the Utok caves to die, the Utok take their hides. It is considered the highest honor and privilege for Utok to acquire bearskins.

• Medium: As Medium creatures, Utok have no special bonuses or penalties due to their size.
• Utok base land speed is 30 feet, and their adaptation to the mountains means that they travel at normal speed through all the various terrains in the Jæruel.
• 1 extra nature-based feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and Utok languages, and some have contact with Mountain Wyndm. Bonus Languages: Any. See the Speak Language skill.
• Favored Class: Any, except monk. When determining whether a multi-class Utok takes an experience point penalty, his or her highest-level class does not count. Most Utok are rangers or druids.
• Favored alignment: Lawful Neutral
• Unique Languages: Utok.


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