Variant Rules for Spellcasters: Mana
This variant rule changes the way spellcasters prepare and cast spells. Overall, it increases spellcaster’s versatility and power. The main reason I came up with this system is to make it more fun for my spellcasting players, and to help keep the game going. Under these rules, they are less likely to end up out of useful spells, bored, firing crossbow bolts, and wanting to stop adventuring to rest.
Under these variant rules, instead of memorizing and casting a set number of spells each day, spellcasters have a new attribute called mana, a pool of magical power that they use to cast spells. See the charts below for available mana at each level, the highest level spell available, and bonus mana for high ability scores.
Mana is used to spontaneously cast spells from the spellcaster’s list of known spells. The number of points of mana expended in the casting of a spell cast is equal to the spell level (0th level spells cost no mana points). Metamagic spells are all now cast spontaneously, including the quickened spells, and raise the mana spent according to their level adjustment. This adjusted level cannot exceed the Highest Level Spell for that character’s level (see chart below). For example, a 10th level wizard could cast a quickened shield spell, and it would cost her 5 mana points to do so. They could not, however cast a quickened dimension door until they reached 15th level.
Mana is regained daily differently for each class, in the same way that they previously refreshed their daily spells: clerics pray to their deity at a certain time of day, wizards consult their spellbooks, and other spellcasters merely rest.
Game Balance Issues: at high levels, spellcasters can cast their most powerful (and often, very deadly) spells over and over again.
Re-Balancing Ideas:
“You took too much”: if a character casts high level spells for three rounds in a row, they have to make a will save (or an ability level check, like an intelligence check for wizards) equal to how many points of mana they spent in the last three rounds. If they fail the check they lose the spell and become dazed for 1 round.
“less magic”: cut mana gain 1/2 or 2/3 for levels above 7th or 10th. Dosen’t really solve the problem though.
“change defensive casting” so that a successful concentration check means you only get a +8 (or +4) AC vs attacks of opportunity.
Mana By Character Level (high magic)
|
Character Level |
Wizard or Druid Mana |
Wizard Highest Level Spell |
Cleric Mana |
Cleric Highest Level Spell |
Bard Mana |
Bard Highest Level Spell |
|---|---|---|---|---|---|---|
|
1 |
2 |
1 |
3 |
1 |
1 |
0 |
|
2 |
4 |
5 |
1 |
1** |
||
|
3 |
6 |
2 |
9 |
2 |
2 |
1 |
|
4 |
9 |
12 |
3 |
2** |
||
|
5 |
12 |
3 |
18 |
3 |
6 |
2 |
|
6 |
17 |
23 |
8 |
|||
|
7 |
22 |
4 |
32 |
4 |
8 |
3** |
|
8 |
29 |
39 |
13 |
3 |
||
|
9 |
36 |
5 |
41 |
5 |
16 |
|
|
10 |
45 |
60 |
16 |
4** |
||
|
11 |
54 |
6 |
75 |
6 |
23 |
4 |
|
12 |
65 |
86 |
26 |
|||
|
13 |
76 |
7 |
104 |
7 |
26 |
5** |
|
14 |
89 |
117 |
36 |
5 |
||
|
15 |
102 |
8 |
138 |
8 |
42 |
|
|
16 |
117 |
153 |
44 |
6** |
||
|
17 |
132 |
9 |
177 |
9 |
58 |
6 |
|
18 |
149 |
194 |
68 |
|||
|
19 |
165 |
10* |
210 |
10* |
79 |
7* |
|
20 |
182 |
227 |
85 |
* for metamagic purposes only
** assumes the bard has a high enough Charisma score to have a bonus spell of this level
Bonus Mana by Ability Score
|
Score |
Highest Level Spell at which bonus mana is Received |
||||||||
|
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
|
1-9 |
* |
* |
* |
* |
* |
* |
* |
* |
* |
|
10-11 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
12-13 |
1 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
14-15 |
1 |
2 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
16-17 |
1 |
2 |
3 |
0 |
0 |
0 |
0 |
0 |
0 |
|
18-19 |
1 |
2 |
3 |
4 |
0 |
0 |
0 |
0 |
0 |
|
20-21 |
2 |
2 |
3 |
4 |
5 |
0 |
0 |
0 |
0 |
|
22-23 |
2 |
4 |
3 |
4 |
5 |
6 |
0 |
0 |
0 |
|
24-25 |
2 |
4 |
6 |
4 |
5 |
6 |
7 |
0 |
0 |
|
26-27 |
2 |
4 |
6 |
8 |
5 |
6 |
7 |
8 |
0 |
|
28-29 |
3 |
4 |
6 |
8 |
10 |
6 |
7 |
8 |
9 |
|
30-31 |
3 |
6 |
6 |
8 |
10 |
12 |
7 |
8 |
9 |
|
32-33 |
3 |
6 |
9 |
8 |
10 |
12 |
14 |
8 |
9 |
|
34-35 |
3 |
6 |
9 |
12 |
10 |
12 |
14 |
16 |
9 |
|
36-37 |
4 |
6 |
9 |
12 |
15 |
12 |
14 |
16 |
18 |
|
38-39 |
4 |
8 |
9 |
12 |
15 |
18 |
14 |
16 |
18 |
|
40-41 |
4 |
8 |
12 |
12 |
15 |
18 |
21 |
16 |
18 |
|
42-43 |
4 |
8 |
12 |
16 |
15 |
18 |
21 |
24 |
18 |
|
44-45 |
5 |
8 |
12 |
16 |
20 |
18 |
21 |
24 |
27 |
|
Etc… |
Posted in Variant Rules and tagged Spellcasting by Adam A. Thompson with no comments yet.
Issue 4 Rereleased!
Merry non-orthodox Christmas, everybody.
We’ve been busy typesetting old issues with our latest template, and here is the first reprint, available at rpgnow.
Act fast, click here, and get the issue for free! It pays to pay attention to our blog.
Stay tuned for more reprints of old issues. If you bought the original printing, upgrade to the new printings for free by sending an email to ccb@unicornrampant.com.
Here’s the blurb for the issue:
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 cool 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, all of our everything is carefully reviewed and balanced to fit into your game without disrupting your play balance.
This issue of Claw/Claw/Bite includes
* Three new campaign locations
* Four new NPCs
* Three new creatures
* Three new magic items
Posted in news and tagged CCB issue by Stephen Hilderbrand with no comments yet.
Asteroth’s Snare
Conjuration (Summoning)
Level: Sor/Wiz 9
Components: V, S, M, (F); see text
Casting Time: 1 standard action or see text
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: Yes; see text
This spell is a more powerful and versatile version of Trap the Soul.
Asteroth’s Snare transports a living creature into a specially prepared magic circle, which can be at any distance from the target, even on another plane. The magic circle holds the trapped entity indefinitely or until the circle is broken or the caster releases the victim. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the circle imprisoning it is broken or it is otherwise freed.
Depending on the version selected, the spell can be triggered in one of two ways.
Spell Completion
First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature’s name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, magic circle is destroyed.
Trigger Object
The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the magic circle is drawn. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its is automatically transferred to the magic circle without the benefit of spell resistance or a save.
Material Component
Before the actual casting of Asteroth’s Snare, you must prepare a special magic circle, similar to the one used for planar binding, the creation of which costs at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the circle is not valuable enough, it blows away when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)
Focus (Trigger Object Only)
If the trigger object method is used, a special trigger object, prepared as described above, is needed.
Posted in Uncategorized and tagged sorcerer / wizard spell, sorcerer / wizard spell level 9 by Adam A. Thompson with no comments yet.
Junction
Medium Town: Conventional; AL LN; 10,000 gp limit; Assets 2,000,000 gp; Population 3,000; Mixed (95% human, 2% halfling, 1% elf, 1% gnome, 1% dwarf).
Junction lies along the road from the Jæruel to the Cyrűk Mountains and into Northbay. The walled town has 3,000 inhabitants, many of whom moved to the town relatively recently. The town is still expanding along with its walls, so there is much housing still under construction along the edges of town. Junction enjoys a relatively high standard of living, as there is much abundant produce and rolling fields for cattle to graze upon in the area, and nice stone that is mined in Alabaster to the north. Fish stream in from the coastal town of Uppwint the southeast.
Junction serves as the main hub of the trade route from the Cyrűk Mountains to the Jæruel, and part of its wealth has developed through the high tariffs imposed by the local Jæruel officials. These official live in the southeast of town in a gated community.
Architecture
The buildings in Junction are mostly made of wood. Much of the mansions in the wealthy quarter have stone foundations and parts of walls made of stone. The city hall and older buildings along Market St. are made of stone. Parts of the city walls are stone — 5 feet every 10 foot section of wall. Much of this stone was brought in from Alabaster to the north, though some was quarried a few miles northeast of Junction.
Layout
Market Street runs east-west in the center of the walled city. Local merchants without a permanent shop set up each morning along this thoroughfare which is much wider than the streets in the rest of the town. Guard towers are prominent features in this town of local militia. All the troops report to the Jæruel who very clearly run the town.
Justice Street runs north-south from Market St. to the North Gate. The Temple of Justice sits at the corner of Justice and Market. Thieves are usually sent to the temple to repent before being tried.
The southeast quadrant of the town is the wealthy residential area known as Sunnlunt. Eight large mansions occupy the space, each with its own stables. Shrines line the main roads into the quadrant, filled with scenes painted from humanized images of Garl Glittergold.
The northeast is home to the arena. Many people live in this part of town, including warriors and small-time merchants who sell wares in and around the arena during events. There is also a temple to the god of war along Market St. To the east end of Market St., East Gate overlooks Fish Square, where the fresh catch is brought in from Uppwint and other, smaller fishing villages along the coast.
The north central part of town is known as the Jæruel district. This is where the city hall, the temple of justice and the Jæruel administrative buildings can be found. The quarters in this part of town are equivalent to decent merchant homes. Guards stationed at the North Gate keep watch over Pork Square, home of the famous pig auctions.
The southwest district is known as the Merchant quarter, named because it is home to many successful merchants, as well as a temple and the Climbing Rose Inn. The homes are fairly well cared for and there is only moderate crime. The West Gate overlooks Apple Square, where much produce enters the city.
If not for the troops stationed in this part of town, the northwest would perhaps be a sketchy part of town. In addition, given the walled nature of the city, crime is not as rampant as one would expect for a population of nearly 3,000, over 4,000 on the heavier trading days, and 5,000 during the first market days of the lunar cycle.
Map Key
Religious:
1 Justice Temple of Hieroneous
2 Peace Temple of Fharlanghn
3 War Temple to Kord
4 Druid Temple to Ehlonna
5 Various Shrines
Civic:
6 Town Hall
7 Trade Winds Oak (south side of Town Hall)
8 Arena
9 Merchant Museum
Mansions:
a Luxord Manor
b Dwenton Manor
c Tynold Manor
d Swansyd Manor
e Jarlsbyd Manor
f Hox Manor
g Antol Manor
h Tanebrux Manor
Other:
A Apple Square
F Fish Square
G Garrisons
i Market Inn
j Jæruel
J Jæruel Square
k Kiosks
m Mills
M Mercantile Square
n Inn
o The Three ‘N’ Blankets
p Stables
P Pork Square
q Residences
r The Climbing Rose
s Shops
t Towers
T Small Taverns
u Blacksmiths
v Warrior Guild
w Mage Houses
x Training Grounds
y Magic Shop
z Jæruel Quarters
The buildings outside the town walls are barns and farmhouses. On the north end of the town are pig stalls and to the northwest is Eggelt Farms, where chickens are raised and vegetables grown.
Persona
Junction is a town of many merchants. They live decent lives selling their wares and keeping the populace well fed. Farmers come to town and sell produce most days of the week, and with the constant influx of travellers, the inns remain at least half full, and the visitors meander about the markets in the morning hours before setting off for adventure. When the weather is favorable, there is much music and dance in the streets, but when it rains, the people are glum, moping about in the taverns and waiting out the weather.
There is a slight feeling of inequity among the poorer workers in town. When the ruling Jæruel officials parade along Market St. or show themselves in the arena, the people eye them suspiciously. Foreigners are welcomed as long as they are strong warriors. The people of Junction can’t stand weakness — they’ve worked too hard to stand it.
Jæruel leaders administering Junction:
Tarrin Dwenton
Darrius Luxord
Felonious Hox
Mortimyr Swansyd
Lynus Tynold
These posts will follow.
Posted in Uncategorized and tagged Jæruel, Location, town by Stephen Hilderbrand with no comments yet.
Pakhar Madrat
Pakhar Madrat stands well over 6ft tall. His shaggy golden hair is swept into a crest down the middle of his wide head. He wears leather armor, blacker than midnight; a deep blue cloak, and finely made black leather gloves over his clawed hands. He carries upon his back a long spear trimmed in horsehair, a heavy flail, a composite longbow constructed of black wood, and 2 quivers of black arrows fletched with vulture feathers.
Pakhar Madrat CR 11
Alignment: Evil medium sized male bugbear
fighter 3, cleric 3 (domains Chaos and Evil), blackguard 4
Init: +5
Senses: Listen +5, Spot +5
Aura: Pure Evil (level of aura’s force 7, aura power Strong) and Despair (enemies within 10 feet take -2 to all saving throws)
Languages: common, goblin, orc, draconic, abyssal
AC: 19 (+4 armor, +5 dex) touch 15, flatfooted 14 with shield of faith AC 21
HP: 86(HD 6d8+7d10+30)
Fort: +15 Ref: +11 Will: +10
MV: 30 ft.
Attack: +14 longspear (1d8 +7) or +14 heavy flail (1d10 + 7 / 19-20 x 2) or +14 longbow (1d8 + 5)
Full Attack: +14 / +9 longspear, flail or longbow
Space / Reach: 5 ft. / 5 ft. (10 ft. with longspear)
Base Attack: +9 Grapple: +14
SQ: Darkvision 60 ft, scent, aura of despair, Dark blessing
SA: Sneak Attack +1d6, command undead, smite good 1/day, aura of evil, detect good, poison use
Feats: Scribe Scroll, Power Attack, Cleave, Improved Sunder, Dodge, Quick Draw, Great Cleave
Skills: Climb 7, Concentrate 10, Heal 4, Hide 15, Intimidate 8, Jump 8, Knowledge (Arcana) 4, Knowledge (Religion) 7, Knowledge (The Planes) 3, Listen 5, Move Silently 10, Profession (Mercenary) 5, Search 4, Spot 5, Swim 7
Abilities: Str 20 Dex 18 (20 gloves of dexterity) Con 16 Int 14 Wis 16 Cha 10 (12 cloak of charisma)
Cleric Spells Prepared or Available: Domains: trickery (special power), evil (special power)
0th (4): resistance, detect magic, guidance, cure minor wounds
1st (3+1): bane, cure light wounds, shield of faith, protection from good*
2nd (2+1): aid, cure moderate wounds, invisibility*
* domain spell
Blackguard Spells Prepared:
1st (2): cause fear, magic weapon
2nd (1): death knell
Spell-Like Abilities: Detect good
Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.
Bugbear characters possess the following racial traits.
* +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
* Medium size.
* A bugbear’s base land speed is 30 feet.
* Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
* Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
* Racial Feats: A bugbear’s humanoid levels give it two feats.
* +3 natural armor bonus.
* +4 racial bonus on Move Silently checks.
* Special Qualities: Darkvision 60 ft., scent.
* Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
* Favored Class: Rogue.
* Level adjustment +1.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character, Creature and tagged bugbear by Stephen Hilderbrand with no comments yet.
Undersea Armors
These armors are often worn by soldiers of the Deep Sea Gnomes, but are not uncommon among the other underwater races.
Sharkskin Armor This very tough light armor is made from the hide of the sea’s deadliest predators. Exceptionally supple and light, underwater combatants prise it for it’s unrestrictiveness. Additionally, skilled armor-crafters can fashion this armor so that the shark’s sharp scales act as armor spikes by alternating the bands of skin, causing the scales’ edges to protrude. Special oils must be used to keep the armor supple and preserve it in aquatic environments.
Armor Bonus: +3 Maximum Dex Bonus: +5 Armor Check Penalty: 0 Arcane Spell Failure Chance: 10% Speed (30ft): 20 ft. Speed (20ft): 15 ft. Weight: 15 lb. Cost: 35 gold
Sharkbone Armor About as protective and tough as a breastplate, parts of the shark’s cartalige, connected by sharkskin, are fashioned into a medium armor that mainly protects the torso. Skilled undersea-armorworkers can incorporate the shark’s jaws and teeth to create ridges of shark-tooth armor spikes on this armor. The cartilige of a sharkbone breastplate remains tough and supple in aquatic environments and does not impede the wearer’s movement much. However, if it is taken out of the water for more than a day or so it dries out and becomes brittle, stiff and useless as armor.
Armor Bonus: +5 Maximum Dex Bonus: +3 Armor Check Penalty: -2 Arcane Spell Failure Chance: 25% Speed (30ft): 20 ft. Speed (20ft): 15 ft. Weight: 30 lb. Cost: 300 gold
Posted in Equipment and tagged armor, emerald sea, ocean or sea by Adam A. Thompson with no comments yet.
Invisiquids
(no images since they’re often… get this… invisible!)
Size/Type: Medium Magical Beast (Aquatic)
Environment: Temperate aquatic
Initiative: +6
Senses: low-light vision Listen +7 Spot +7
Armor Class: 18 (+5 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 8d8+4 (42 hp)
Saves: Fort +4, Ref +8, Will +2
Speed: Swim 60 ft. (12 squares)
Attack: Tentacles +6 melee (0)
Full Attack: Tentacles +6 melee (0) and bite -1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +4/+10*
Feats: Alertness, Endurance
Special Attacks: Improved grab
Special Qualities: Ink cloud, jet, low-light vision, improved invisibility
Abilities: Str 16, Dex 21, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +10
Organization: Solitary or school (6-11)
Challenge Rating: 4
Advancement: 5-8 HD (Large); 9-14 HD (Huge)
Level Adjustment: —
Invisiquids are transparent squids of the deep waters of the Emerald Sea. They are highly prized by Deep Sea Gnomes for their ink, which renders the wearer invisible.
These magical beasts with the bodies of free-swimming mollusks are very aggressive, and have been known to sneak up and devour humanoids in a single swoop. Those which are not devoured are grappled and squeezed until they fall unconscious. The invisisquid ink turns their victims invisible so they cannot be helped by their companions.
Combat
Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. An invisisquid has a +6 racial bonus on grapple checks.
Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
Invisibility (Ex): The most defining feature of invisisquids is their ability to turn completely invisible, making them very hard to fight underwater.
Jet (Ex): An invisisquid can jet backward once per round as a full-round action, at a speed of 300 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills
An invisisquid has a +10 racial bonus on any Swim check to perform some special action or avoid any natural hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Posted in Creature and tagged aquatic subtype by Stephen Hilderbrand with no comments yet.
Onyx / Deep Jungle Dragon
As you may have noticed, dear readers, we’re back! After a creatively-draining couple months or rehearsals for my friend’s student production of Steve Martin’s “Wasp”, I am once again free to pour my energy into bringing you drop-in elements for your d20 games. So without further ado, may I present the latest in our series of new True Dragons, the Onyx, or Deep Jungle Dragon!
-Adam
Onxy dragons, sometimes called Deep Jungle Dragons, hatch with glistening black scales flecked with tiny bright green and gray spots. As they mature their low, long bodies become very physically powerful. Their scales develop long thin spines and change to a lusterless matte black with vague splotches of gray and green. This coloration allows them to blend in with their jungle homes superbly.
Reclusive, secretive and unpredictable, Onyx dragons are very territorial. They can be very dangerous to any creatures they feel are invading their shaded jungles. Onyx dragons will stalk new arrivals and passers-through and observe them before deciding whether to let them pass or to eat them.
Type: Dragon (Fire)
Environment: Jungle and Plane of Shadow
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 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Chaotic Neutral with Good tendencies
Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —
Combat
Once they decide to attack, onyx dragons will lay in ambush and attempt to split up, exhaust and frighten off groups of combatants.
Spell-Like Abilities
3/day – blur (very young or older); 3/day—invisibility (juvenile or older); 1/day—shadow conjuration (adult or older), shadow walk (old or older), hallucinatory terrain (ancient or older); greater shadow conjuration (great wyrm).
Breath weapon: a line of burning steam (heat damage, reflex save for half damage) or a steamy cone of fatigue (fort save or become fatigued).
Skills: hide, move silently, and sense motive are considered class skills for onyx dragons. In addition, onyx dragons receive a +8 racial bonus to hide checks when in shadowy or heavily foliaged areas.
Onyx Dragon Abilities by Age
|
Age |
Speed |
Initiative |
AC |
Special Abilities |
Caster |
SR |
|---|---|---|---|---|---|---|
|
||||||
|
Wyrmling |
40 ft., burrow 20 ft., fly 100 ft. (average) |
+1 |
17 (+1 dex, +1 size, +5 natural), touch 12, flat-footed 16 |
Immunity to fire |
— |
— |
|
Very young |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+1 |
19 (+8 natural), touch 11, flat-footed 18 |
Blur |
— |
— |
|
Young |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+1 |
22 (+11 natural), touch 11, flat-footed 21 |
— |
— |
|
|
Juvenile |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+1 |
24 (-1 size, +14 natural), touch 10, flat-footed 23 |
Invisibility |
1st |
— |
|
Young adult |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+1 |
27 (-1 size, +17 natural), touch 10, flat-footed 26 |
DR 5/magic |
3rd |
19 |
|
Adult |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+1 |
29 (-2 size, +20 natural), touch 9, flat-footed 28 |
Shadow Conjuration |
5th |
21 |
|
Mature adult |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+1 |
32 (-2 size, +23 natural), touch 9, flat-footed 31 |
DR 10/magic |
7th |
22 |
|
Old |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+1 |
35 (-2 size, +26 natural), touch 9, flat-footed 34 |
Shadow Walk |
9th |
24 |
|
Very old |
40 ft., burrow 20 ft., fly 150 ft. (poor) |
+1 |
38 (-2 size, +29 natural), touch 9, flat-footed 37 |
DR 15/magic |
11th |
25 |
|
Ancient |
40 ft., burrow 20 ft., fly 200 ft. (clumsy) |
+1 |
39 (-4 size, +32 natural), touch 7, flat-footed 38 |
Hallucinatory Terrain |
13th |
27 |
|
Wyrm |
40 ft., burrow 20 ft., fly 200 ft. (clumsy) |
+1 |
42 (-4 size, +35 natural), touch 7, flat-footed 41 |
DR 20/magic |
15th |
29 |
|
Great wyrm |
40 ft., burrow 20 ft., fly 200 ft. (clumsy) |
+1 |
45 (-4 size, +38 natural), touch 7, flat-footed 44 |
Greater Shadow Conjuration |
17th |
31 |
Onyx Dragons by Age
|
Age |
Size |
Hit Dice (hp) |
Str |
Dex |
Con |
Int |
Wis |
Cha |
Base Attack/ |
Attack |
Fort |
Ref |
Will |
Breath |
Frightful |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Wyrmling |
S |
6d12+6 (45) |
13 |
12 |
13 |
10 |
11 |
10 |
+6/+3 |
+8 |
+6 |
+5 |
+5 |
2d6 (14) |
— |
|
Very young |
M |
9d12+18 (76) |
15 |
12 |
15 |
10 |
11 |
10 |
+9/+11 |
+11 |
+8 |
+6 |
+6 |
4d6 (16) |
— |
|
Young |
M |
12d12+24 (102) |
17 |
12 |
15 |
12 |
13 |
12 |
+12/+15 |
+15 |
+10 |
+8 |
+9 |
6d6 (18) |
— |
|
Juvenile |
L |
15d12+45 (142) |
19 |
12 |
17 |
14 |
15 |
14 |
+15/+23 |
+18 |
+12 |
+9 |
+11 |
8d6 (20) |
— |
|
Young adult |
L |
18d12+72 (189) |
23 |
12 |
19 |
14 |
15 |
14 |
+18/+28 |
+23 |
+15 |
+11 |
+13 |
10d6 (23) |
21 |
|
Adult |
H |
21d12+105 (241) |
27 |
12 |
21 |
16 |
17 |
16 |
+21/+37 |
+27 |
+17 |
+12 |
+15 |
12d6 (25) |
23 |
|
Mature adult |
H |
24d12+120 (276) |
29 |
12 |
21 |
16 |
17 |
16 |
+24/+41 |
+31 |
+19 |
+14 |
+17 |
14d6 (27) |
25 |
|
Old |
H |
27d12+162 (337) |
31 |
12 |
23 |
18 |
19 |
18 |
+27/+45 |
+35 |
+21 |
+15 |
+19 |
16d6 (29) |
27 |
|
Very old |
H |
30d12+180 (375) |
33 |
12 |
23 |
18 |
19 |
18 |
+30/+49 |
+39 |
+23 |
+17 |
+21 |
18d6 (31) |
29 |
|
Ancient |
G |
33d12+231 (445) |
35 |
12 |
25 |
20 |
21 |
20 |
+33/+57 |
+41 |
+25 |
+18 |
+23 |
20d6 (33) |
31 |
|
Wyrm |
G |
36d12+288 (522) |
37 |
12 |
27 |
20 |
21 |
20 |
+36/+61 |
+45 |
+28 |
+20 |
+25 |
22d6 (36) |
33 |
|
Great wyrm |
G |
39d12+312 (565) |
39 |
10 |
27 |
22 |
23 |
22 |
+39/+65 |
+49 |
+29 |
+21 |
+27 |
24d6 (37) |
35 |
Posted in Creature and tagged dragon, jungle, true dragon by Adam A. Thompson with no comments yet.
Animal Alarm
Transmutation (animal)
Level: Ranger 1, Druid 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
This spell creates an alarm that uses animals in the area to warn of intruders. In all respects it is identical to the alarm spell except as noted here. The spellcaster enchants a group of animals native to the region to act as sentries in the warded area. When the alarm is triggered the enchanted animals will raise the alarm, warning everyone in the area. The alarm is different based on the animals, be it the howling of wolves, an explosion of birds out of the trees, or bats from the cave ceiling, rabbits thumping out a warning, or caicdas chirping.
The material component for this spell is a small amount of food for the type of animal that gives the alarm.
Posted in Uncategorized and tagged druid spell level 1, ranger spell level 1 by Adam A. Thompson with no comments yet.