“Three Strikes”

This longsword +2 has been passed down from generation to generation of elves, first discovered by Kiyarniar Buentiejal, famed founder of the wood elves Trangull Drevo. Rumors say that it was given to Kiyarniar by Corellon Larethian.

The owner can go below 0 hit points twice wielding this weapon, but on the third time her hit points reach 0, she finally dies, skipping stabilization attempts, etc.

This sword is also imbued with wounding.


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Power Word, Nightmare

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 6
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 100 hp or less
Duration: 30 minutes/level
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instantly causes one creature of your choice to fall into a sleep and to be stricken by a series of nightmares. You control various parameters of the nightmare — falling, death in the family, etc. The subject takes 1d4 damage per hour from the mental strain caused by the nightmares and physical strain caused by the body thrashing about. When the subject awakes, she loses 2d4 points of constitution until she can get a good night’s sleep.

Any creature that currently has 101 or more hit points is unaffected by power word, nightmare if she is currently awake. However, if she is asleep when the spell is cast upon her, she is affected.


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Stalking Eye

This is an eye of the Old One (featured in Unicorn Rampant’s Horror of the Old Ones), one that was severed or broke free from the body of the colossal god. The stalking eye is deaf, so it can be snuck up on, but has a supernatural sense of sight.

Stalking Eye CR 13
lawful evil with chaotic tendencies
Large Aberration
Init: +3 Senses: darkvision 60′
Listen -2 Spot +22

Languages: Telepathy 60′ and either common or none

AC: 26 (-1 size, +3 dex, +14 natural)
HP: 101 (12d8+44)
Defenses: SR 18, DR 5 / good
Saves: Fort: +9 Ref: +7 Will: +11

Speed: 5 ft., fly 20 ft.
Attack: Lightning Touch +9 ranged touch and bite +7 melee (2d4)
Full Attack: Lightning Touch +9 ranged touch and bite +7 melee (2d4)
Attack Options: Lightning Touch, Spells
Space / Reach: 10ft. / 5ft.
Base Attack: +8 Grapple: +12

SQ: DR 5/good, SR 18, All-around vision, flight
SA: spell like abilities: blur
Feats: Alertness, Flyby Attack, Great Fortitude, Ability Focus (Otherworldly Gaze), Quicken Spell-Like Ability (Blur)

Abilities: Str: 11 Dex: 16 Con: 18 Int: 16 Wis: 14 Cha: 15
Skills: Hide +10, Knowledge (arcana) +13, Knowledge (planes) +8, Search +18, Spot +22, Survival +6

Spell-like abilities: 1/day – blur (caster level 8)
DR: 5 / lawful (axiomatic)
Spell Resistance: 18

Combat

Stalking eyes will focus their otherworldly gaze on their prey, then close into melee with their claws and lightning touch, using their smaller eyes to affect their opponents and heal themselves.

Lightning Touch (Su): Stalking Eyes of the old ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 21 Fortitude save avoids the stun effect – the save is constitution based. They may use this ability once per round, delivered by melee attack.

Otherworldly Gaze (Su): As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 18 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it. This is a mind-affecting ability.

The stalking eye also has a series of small eyes, each of which has its own ability per round, as it gazes at its foes:

Fear: works like the spell, but affects only a single creature.
Inflict Critical Wounds: (ranged, 30 ft.) inflicts 4d8+10 points of damage (Will half).
Cure Critical Wounds: heals 4d8+10 point of damage.
Slow: like the spell, but only affects one creature.
Dispel Magic: like the spell.
Fireball: like the spell.


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Issue 14 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 False Heroes.

This issue of Claw/Claw/Bite includes:

* Five new spells including Spitfire and Sleep Ward
* Five new characters, the False Heroes!
* Seven new creatures, including various Begotten and the Shadow Swarm
* Seven new magic and mundane items, including the Coin of Unknown Fortune
* A new location, the Seat of the Seer
* And another installment of the comic Atavistic Onslaught.


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Dream Port

Conjuration (Teleportation)
Level: Bard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched, or up to eight willing creatures joining hands in their sleep
Duration: Instantaneous, then lasting 30 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

You move your dream self or some other creature’s to the Dream Plane. If several willing persons link hands in a circle, as many as eight can be affected at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible, but this can be improved with controlled dreaming, and once you have been ot the location in your dreams more than once. You can reach the Dream Plane from any other plane.

At the end of the spell, those affected return to their bodies on the plane that they left them.

Focus

An instrument that allows the bard to play a particular tune. The tune is what keys into the location in the Dream Plane. Those affected will hear this as the spell nears completion, as a reminder that they will soon return to their bodies.

The verbal component is a short story that tells the affected what to expect, describing the scene, etc. This can be provided before, during, or after the tune is played.


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Bottle of Message

Just a castaway, an island lost at sea…

This bottle, when cast into a body of water, delivers a hand-written message quickly, as if by a written version of message. The body must spring from a natural water source. The message travels via the Elemental Plane of Water to its destination, who must also be near a body of water which springs from a natural source. A bathtub counts, assuming the water travels from an aquifer via an aqueduct. The bottle can be reused until it is broken.

Faint enchantment; CL 5th; Craft Wondrous Item, message (heightened); Price 2,000 gp.


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Sleep Ward

Enchantment
Level: Clr 3, Bard 3, Sor/Wis 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject is immune to all sleep spells, dreams, nightmares, and any sleep effects. This spell doesn’t awaken a creature that is already sleeping, nor does it protect against normal sleep; if the target is naturally sleepy, sleep can still occur.


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Power Word, Dream

Causes the target to enter a dream.

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 100 hp or less
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instantly causes one creature of your choice to fall into a sleep and to dream. The spirit of the individual passes into the Plane of Dreams. Any creature that currently has 101 or more hit points is unaffected by power word, dream.


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Elven Maiden Come Gnome

This spell was originally developed by Foulmouth Goldshore, who uses to woo elven maidens.

Enchantment (Charm, Passion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This charm makes the humanoid creature you have fallen in love with to regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, the spell will automatically fail. Also, you must

As per charm person, the spell on which it is based, the spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming, and you must present a material component of value to the target to that target. This component is good for one instance of the spell only.


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Golden Dragon Showers

This spell appears to rain showers of gold upon enemies. However, it actually casts molten metal upon the targets, burning them to cinders, dealing 1d10 per every 2 caster levels up to a max of 10d10 + 1d10 for each level of gold dragon.

Golden Dragon Showers
Evocation [Metal] and Illusion
Level: Sor/Wiz 4, Metal 4
Components: S
Casting Time: 1 standard action
Target: Self
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

It can only be cast in Foulmouth‘s golden dragon form, otherwise only requiring a single verbal component.


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