Whirling Doom
Evocation [Force]
Level: Clr 9, Good 9, War 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: 1 min./level (D)
Saving Throw: Reflex half or Reflex negates; see text
Spell Resistance: Yes
This spell functions in all respects as blade barrier, with the exception that the caster can cause the wall of blades to move.
Each round the caster can use a standard action to move the barrier 10 ft in any direction. Additionally, the barrier can be turned, by moving the endpoints of the barrier up to 10 ft each.
Any creatures that the blade barrier passes over take 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.
Posted in Uncategorized and tagged cleric spell, cleric spell level 9, evocation, good domain, war domain by Adam A. Thompson with 1 comment.
Prattleberries
These grape-sized berries bear strange markings on their skin. When eaten, their sour-sweet juices tingle through the tongue and jaws.
Adventurers who consume the mystical berries are advised to avoid operating siege machinery or riding horses while under their influence.
Prattleberries are commonly used for long-range communication. For two weeks out of the year, each bud on the plant produces a pair of berries with identical sigils. When picked and eaten, the creature is able to slip his attention into a dreamstate where he may communicate freely with any creature that has eaten the partner berry.
Once eaten, a creature can communicate telepathically with the partner berry eater on the same plane up to 100 miles away. Along with sight and sound, the dreamstate communication allows the dreamselves to feel physical sensations including taste and smell. When in this state, their real bodies are treated as stunned.
This effect lasts up to 90 minutes. It does not have to be used continuously but will no longer function two days after they were consumed. Slipping in or out of the dreamstate is a move action.
An unwilling recipient of incoming communications is able to chose not to participate in the dreamstate, and will hear the faint, incomprehensible voice of the one trying to initiate the dreamstate.
In regions that prattleberries are native to, finding them when they bear fruit requires a DC 25 Survival check.
Once picked from the stem, the prattleberry will spoil and lose its ability after 6 days, unless steps are taken to preserve it and the partner berry. If a pair of prattleberries spoil, they can be made ripe again (and therefore regain their magical ability) for an additional 6 days with a DC 18 Craft: Cooking or Survival check. Thereafter, they become rotten for good and decompose.
To preserve a pair of prattleberries, a creature with ranks in Survival, Craft: Cooking, or Craft: Alchemy can make a skill check (DC20) to bottle them in preservative. The process takes 8 hours to complete and requires a sealable jar and 2 gp worth of materials.
Properly preserved pairs of prattleberries probably price approximately 10 platinum pieces.
Posted in Magic Item by Adam A. Thompson with no comments yet.
Plague Dog
Plague dogs are canines that carry a plague that afflicts humanoids.
These dogs are surprising nimble for as sickly as they look, with tufts of fur stripped, visible scars, and a foamy gleam in their eyes and maws. Though their mouths don’t seem to close comfortably, there is no comfort that they will likely close around nearby flesh. Only the most aggressive breeds become proper plague dogs; their temper is only tempered by their desperation.
Size/Type: Medium Magical Beast
Alignment: Usually lawful good
Environment: Bogs, marshes, dark city alleys
Organization: Solitary or pack (10-20)
Challenge Rating: 3
Initiative: +3
Senses: Darkvision 60′, low-light vision, scent
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 5d10 (30hp)
Saves: Fort +5, Ref +7, Will +5
Speed: 40 ft. (8 squares)
Attack: Bite +6 melee (1d6)
Full Attack: Bite +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +5/+5
Feats: Iron Will, Run, Track, Blind-fighting
Special Qualities: Darkvision 60 ft., plague-carrying, low-light vision, scent
Abilities: Str 12, Dex 17, Con 10, Int 10, Wis 13, Cha 11
Skills: Hide +4, Listen +6, Sense Motive +3, Spot +5, Survival +5
Treasure: None
Advancement: 5-7 HD (Medium); 8-12 HD (Large)
Level Adjustment: +2 (cohort)
Plague dogs are canines that carry a plague that afflicts humanoids.
These dogs are surprising nimble for as sickly as they look, with tufts of fur stripped, visible scars, and a foamy gleam in their eyes and maws. Though their mouths don’t seem to close comfortably, there is no comfort that they will likely close around nearby flesh. Only the most aggressive breeds become proper plague dogs; their temper is only tempered by their desperation.
Combat
Plague dogs often hunt in packs, surrounding their prey, allowing some of them to take advantage of flanking and delivering their plague through their diseased maws. However, some are loners that roam the dark alleys of cities.
Plague (Su)
Plague dogs carry plaguelets in their saliva, tiny creatures that eat through the flesh of humanoids.
Plague Offal/Dung (Su)
The dung of plague dogs also carries plaguelets. Any creature coming in contact with plague dog dung must make a Fortitude save or contract the plague.
Skills
A plague dog has a +4 racial bonus on Survival checks when tracking by scent.
Posted in Creature and tagged dog, magical beast, plague by Stephen Hilderbrand with no comments yet.
Plague
Plague is a new supernatural disease type, with symptoms resembling the black plague.
Gamemasters will likely want to limit the amount of plague in their games, as it tends to drag the players down, but in certain tainted planes, over-populated cities, and bogs, plague might creep its way into the game.
Plague infects its victims on contact with an infected creature, requiring a DC 22 Fortitude save to avoid. The incubation period is 1d12 days since there are so many ways in which it can spread. Plague causes 1d4 Con damage per day afflicted with the disease on a failed save, and once they feel symptoms of the disease, can easily spread it to those they touch. Unlike normal diseases, the victim must make 3 days worth of successful saves to begin recovering from the plague.
Plague is immune to remove disease, though heal and other higher-level spells will remove plague from a victim.
Posted in Variant Rules and tagged Disease by Stephen Hilderbrand with no comments yet.
Hellskin Tunic
These shirts are made from the hides of slain fiends. As such, their appearance varies depending on what type of demon or devil originally wore the hide: some are scaly, some smooth and barbed, some blue-white as ice, and some fiery red.
Those who wear these specially-treated shirts find that they help resist the points of weapons and the tearing of teeth and claws. While worn they confer a natural armor bonus of +2.
Minor abjuration; caster level 3, Craft Wondrous Item, magic vestment, barkskin or mage armor; 8,000 gold
And thanks to my players for inspiration: the story of Doombringer’s return
Posted in Magic Item and tagged shirt by Adam A. Thompson with no comments yet.
Return to Sender
Transmutation
Level: Sorcerer/Wizard 2
Components: V, M
Casting Time: 1 standard action
Range: Touch
Effect: One touched object
Duration: 1 minute/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Material Component: A voided stamp or other sticky object
Any non-magical hand-held object you cast this spell on will return to the caster if thrown or left in a location. When it is thrown or launched, and impacts with its target, the object immediately returns via the most direct route. When it is left alone, it returns upon command. At the end of the spell’s duration, it returns regardless of receiving a command.
Posted in Uncategorized and tagged sorcerer / wizard spell level 2 by Stephen Hilderbrand with no comments yet.
Discus of Annihilation
This metallic disc soars up to 120 feet away, striking targets for 3d8 dmg and returning to the wielder’s hand. Unfortunately, it has a limited number of strikes (usually around 10 charges) before it annihilates itself. Without specific training, it is difficult hard to be accurate with the discus. Wielders are required to have martial or exotic proficiencies to avoid penalties.
Variants that do not annihilate themselves include a sonic disc (1d8+1d6 sonic damage), flame disc (1d8+1d6 fire damage), holy discus (1d8+1d6 holy damage), etc, etc.
Craft Magic Arms, return to sender; permanency; Cost 12,000 gp. The only magic given off by the standard version is the return to sender spell. Alternate versions also give off the enchantments that provide each bonus.
Posted in Magic Item and tagged missile, thrown, weapon by Stephen Hilderbrand with no comments yet.
Faduardo Gantonín
Faduardo lived his life mostly in the Phyloctæte. Raised heck in the other human lands with his psychotic wanderings and musings, traveling the many continents gathering reagents and challenging his contemporaries to duels. Eventually Faduardo was consumed by his obsession and became a lich, turning himself on his old friends and causing major problems for the people he served for so many years.
Born the middle child to a family of successful merchant nobles, Faduardo was both pampered by his nurses and neglected by his family. This developed a deep megalomania within him, and by puberty he was an incorrigible sociopath. A brilliant child, he was enrolled in a finishing school that included some magical training. In his lust for power he began to dabble in dark arts and the worship of evil powers when out of sight of his tutors. He succeeded in blending these veins into a mix of wizardly study and the use of evil spirits.
After leaving school he realized the commercial potential in crafting magic items for others. It also tickled his ego that others wanted so badly the power that he had harnessed for himself that they would pay thousands of gold for what he considered flashy trinkets. Thus began a long career for him of supplying magical items to any who would pay. The proceeds of this enterprise and his own crypt raiding have allowed him to create many hidden strongholds in addition to his storefronts.
Eventually the thought of his success and his riches brought jealous and greedy foes to his doorstep. After one particularly vicious campaign against him that included multiple poisonings of his meals and attacks by assassins in his sleep he became determined to find a way to overcome his mortality. Thus did he seek out and eventually learn a process by which he could die yet live on: lichdom.
Now, many years later, he has retired from the public spotlight. His presence is often felt, unknown, as he will often feed magical arms to both sides of a conflict, and then soar on dragon’s wings above the battle, watching with glee.
This is a story arc for the party once they reach level 16 or so. Turns out that he was behind some of the earlier problems they had: perhaps he was feeding minor villains evil magic items or providing help to them in other ways, and thereby causing strife in the region.
Presented below are his statistics, including spells he might prepare if he is anticipating conflict of some type. If attacked typical tactics are to dimension door away and cast defensive spells before returning to slay his foes. Defensive spells can include: shield, shield of faith, magic vestment, fire shield, spell resistance, freedom of movement and antilife shell. If running low on offensive spells he may cast polymorph (juvenile red dragon), haste, divine power and aid before meleeing with foes.
CE male human lich wizard 3 / cleric 3 / mystic theurge 10 / crafting artifacer 2
size medium undead CR 20
Init: +1 Senses: darkvision 60 ft.
Listen +7 Spot +7
Aura: 5 ft. fear aura (DC 21 will save)
AC: 21 (+5 natural armor, +1 dex, +5 armor)
or 32 (same and +4 deflection, +4 shield, +3 enhancement to armor from spells)
Damage Reduction: 15/bludgeoning and magic
Fortitude: +11 Reflex: +8 Will: +27
Resistance: SR 18, turn resistance +4
Immunities: cold, electricity, polymorph, and mind-affecting attacks
Attack: +6 touch 1d8+5 negative energy (DC 21 fort. save for half) + paralysis
Full Attack: +6 touch 1d8+5 negative energy (DC 21 fort. save for half) + paralysis
Atk Options: paralyzing touch (DC 21 fort. save)
Space / Reach: 5ft / 5ft
Abilities: Str: 11 Dex: 13 Con: – Int: 18 (24) Wis: 19 (25) Cha: 14
Feats: Scribe Scroll, craft wand, craft arms & armor, forge ring, skill focus (concentration), craft wondrous item, spell focus (necromancy), improved spell focus (necromancy)
Skills: Concentration +31, Craft +28, Hide +9, Knowledge (arcana) +15, Knowledge (dungeoneering) +14, Knowledge (nature) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Search +15, Spellcraft +28.
SA: Summon Familiar, Parylizing Touch, +2 to overcome SR checks
SQ: Damage Reduction 15 / bludgeoning and magic, SR 18, turn resistance +4, immune to cold, electricity, polymorph, and mind-affecting attacks
Wizard Spells Prepared: (DC 17 + spell level + 2 for necromancy spells) – as 15th level caster
0th (5/day): many
1st (6/day): shield, ray of enfeeblement, reduce person, magic missile x3
2nd (6/day): mirror image, false life, blindness (DC 21), blur, invisibility, scorching ray
3rd (10/day): displacement, haste, blink, slow, dispel magic, vampyric touch x2, fireball x2, lightning bolt
4th (5/day): fire shield, dimension door, improved invisibility, black tentacles, charm monster
5th (5/day): magic jar (DC 24), dominate person, teleport, overland flight, cone of cold
6th (4/day): circle of death (DC 25), greater dispel magic, acid fog, chain lightning
7th (3/day): finger of death (DC 26), avaculate, awaken undead
8th (1/day): horrid wilting (DC 27)
Cleric Spells Prepared: (DC 17 + spell level + 2 for necromancy spells) – as 13th level cleric
0th (6 / day): any
1st (7+1 / day): protection vs good, divine favor, command, necrotic awareness
2nd (7+1 / day): shield of faith, aid, necrotic cyst
3rd (6+1 / day): magic vestment, protection from energy, necrotic bloat, clutch of orcus, sheltered vitality
4th (5+1 / day): freedom of movement, divine power, necrotic domination, undead bane weapon
5th (4+1 / day): slay living (DC 24), necrotic burst, summon undead v
6th (3+1 / day): anti-life shell, harm, necrotic eruption
7th (3+1 / day): blasphemy, destruction, energy ebb, necrotic tumor
* domain spell
Domains:
Artifice: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level.
Corruption: Once per day you may target a single creature and know exactly what the creature wants most in the world, resisted by a Will save (DC 12+ wisdom bonus).
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Dragon Form
When polymorphed into a red dragon and enhanced with the spells listed above, his stats are changed as follows:
AC: 41 (+15 natural armor, +0 dex, -1 size+5 armor and +1 dodge, +4 deflection, +4 shield, +3 enhancement to armor from spells)
Fortitude: +11 Reflex: +8 Will: +27
Move: 70 ft, fly 180 ft
Attack:
Full Attack: 2 bites as above and 2 claws +27 (1d8 +4) and 2 wings +27 (1d6+4)
Abilities: Str 29 Dex 10
Posted in Character and tagged crafting artifacer, undead by Stephen Hilderbrand with no comments yet.
Linus’ Exploding Projectile
Transmutation
Level: Sorcerer/Wizard 1
Components: V, M
Casting Time: 1 standard action
Range: Touch
Effect: One touched object in your possession
Duration: 1 minute/level (D)
Saving Throw: Will negates (object);
Reflex Half (see text)
Spell Resistance: Yes (object)
Material Component: A pinch of salt-peter
Any non-magical object you cast this spell on becomes volatile. When it is thrown or launched, and impacts with its target, the object explodes and deals its normal damage plus 1d6 fire damage(Reflex half) to all creatures in a five foot radius.
Posted in Uncategorized and tagged sorcerer / wizard spell level 1 by Adam A. Thompson with no comments yet.
Light Dragon Armor
Fashioned by the famed and venerable dwarven blacksmith Tibal, this shiny scale-like armor gives off a perpetual light when worn. It is not armor with a light spell cast upon it, but a rather strange force that is not understood by either mages nor clerics.
It gives off a faint glow of magic, but that is not due to what powers the light. Nobody is quite sure why this particular suit of ancient armor gives off such a glow.
Light armor is, in fact, a light armor, so it affects the abilities of spellcasters and rogues much like leather armor.
It turns out it is powered by the heart of a silver dragon named Saribet which once lived high in the mountains. As such, this armor affords a 50% damage reduction against all things draco.
Since this item is unique, its value is priceless. Its location is unknown.
Posted in Uncategorized and tagged armor, artifact, proppian by Stephen Hilderbrand with no comments yet.