Mage Hand of Athenetos
This hand belonged to Athenetos of the Spider-Priests, a drow wizard of great power. When he was slain by Barael his daemonic familiar whisked his corpse to safety and eventually sold it to Oxceros, an yugoloth arcanaloth. Oxceros pried all the secrets he could from the body via necromantic magic, and then used the left hand to create this Mage Hand. He used it for some time before trading it to Belo Adukar, a dwarven mage along with knowledge of some powerful spells in exchange for a pledge of service and devotion. On Belo’s death it passed out of history into the mortal world. DC 40 knowledge arcana, history or planes reveals this history.
The mage hand is in a glass and crystal requilary, which is inscribed with the name Athenetos. When held it functions as a rod of maxamizing metamagic allowing the wielder to spontaneously maximize up to three spells of up to sixth level each day. Additionally it can be used to cast spectral hand 1/day and a maximized touch of idiocy 3 / day. These effects are at caster level 17, 3 and 9 respectively.
This mage hand is worth 104,760 gold. It and it’s box weigh 8 pounds.
Posted in Magic Item and tagged mage hand, relic, wondrous item by Adam A. Thompson with no comments yet.
Issue 7 — June 2007
Today we announce the completion of Issue 7, with many thanks to Joe Calkins, who has helped unify our look and feel. The rest of the content kudos are split between Priest of Doom and Howling Mime.
This issue of Claw/Claw/Bite! includes
- Seven new creatures, Including the new True Dragon: the Aquamarine Dragon, also known as the River Dragon!
- A new campaign location
- A new playable race: Naahaogo, the Mountain Goat People
- 5 new magic items, and a new type of weapon: the Overclaw Guantlet
- Four new spells
- Two new counterspelling feats
- Four new NPCs: from escaped slaves to twin water priestesses!
For a free preview, click here.
And you can check out other issues of Claw/Claw/Bite! HERE
Posted in Uncategorized and tagged CCB issue by Stephen Hilderbrand with no comments yet.
Zombie (Ettin)
In the ettin lands to the south of the Ettal Valley, a deep shadow glides down from the mountain. It is said that in this shadow, the bodies of fallen ettin rise up in the night and drag their feet across the hills.
These zombie ettin have been reanimated by ettin priests. They like “ettin’ brains,” but don’t find that the least bit funny.
Zombie (Ettin)
Size/Type: Large Giant
Hit Dice: 14d12 (110 hp)
Initiative: +1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 16 (-1 size, -1 Dex, +5 natural, +3 hide), touch 6, flat-footed 16
Base Attack/Grapple: +7/+17
Attack: Morningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6) or slam +12 melee (1d8+6)
Full Attack: 2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6) or 2 slams +12 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: single actions only (per living head), darkvision 60′, superior two-weapon fighting, DR 5/slashing, undead traits
Saves: Fort +3, Ref +1, Will +9
Abilities: Str 23, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills: Listen +10, Spot +10
Feats: Alertness, Iron Will, Power Attack
Environment: Cold hills
Organization: Any
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral evil
Advancement: –
Level Adjustment: +5
As undead, these ettins have the following features:
– No constitution; uses charisma for constitution checks
– Darkvision to 60′
– Immunity to all mind-affecting effects
– Immunity to poison, sleep, paralysis, stunning, disease, death effects
– Not subject to critical hits, non-lethal damage
– Cannot heal damage on its own
– Immunity to all effects that require a Fortitude save
– Do not breathe, eat, or sleep
Zombie ettins are two-headed giants that stand 12 feet tall with a slight hunch to their backs and weigh three to four thousand pounds. In their living lives, they live about 75 years. In zombie form they go on indefinitely, their reanimated bodies wandering the night until they can be freed through destruction.
Ettin have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. In this zombie form, the pidgin is even more pronounced, making them harder to understand than in living form. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 15, and for someone who speaks all three, the DC is 10.
Combat
Zombie ettin prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.
Superior Two-Weapon Fighting (Ex): Most zombie ettin fight unarmed, groping their prey with their sharp claws and mangy giant arms, though some fight with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons, or one hand unarmed.
Damage Reduction (Ex): An ettin zombie has damage reduction 5/slashing. Zombies are lumbering masses of flesh.
Skills
An ettin’s two heads give it a +2 racial bonus on Listen, Spot, and Search checks.
Image by Joe Calkins.
Posted in Creature and tagged undead by Stephen Hilderbrand with no comments yet.
Jana Telani
Jana has spent much time in the mountains around the Ettal Valley, making him perhaps the authority on the land. He knows just about every nook and cranny of the natural environs from Harlsbridge on the west to the end of the valley in the east, north into the Jaeruel, and even parts of the Ettin Lands (upcoming post) to the south. Jana trained in Kloster Finch and then set off to find adventure in the wilds. His training includes winemaking (vintner profession), as well as multiple weapon proficiencies, though he prefers unarmed combat. He has recently acquired a sling of outrageous fortune which he uses to hunt rabbit and other small game in the mountains.
He has contact with other mountain wyndm folk strewn about the mountains in hidden caves, and could offer various services if the need arises.
Jana Telani
Medium-size Male Wyndm
Druid5 Monk1
Hit Dice: (5d8)+(1d8)+6
Hit Points: 45
Initiative: +3
Speed: Walk 20 ft.
AC: 18 (flatfooted 15, touch 13)
Attacks: Shortspear +4;Shortspear (Thrown) +6;*Flurry of Blows +2/+2;*Sling of Outrageous Fortune +8; ;
Damage: Shortspear 1d6+1;Shortspear (Thrown) 1d6;*Flurry of Blows 1d6+1;*Sling of Outrageous Fortune 1d4+3; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Animal Companion (Ex), Flurry of Blows (Ex), Nature Sense (Ex), Resist Nature’s Lure (Ex), Trackless Step (Ex), Wild Empathy (Ex) +8, Wild Shape (Su) 1/day for 5 hours, Woodland Stride (Ex)
Saves: Fortitude: +7, Reflex: +6, Will: +9
Abilities: STR 13 (+1), DEX 16 (+3), CON 13 (+1), INT 15 (+2), WIS 16 (+3), CHA 12 (+1)
Skills: Appraise 2; Balance 1; Bluff 1; Climb -2; Concentration 10; Craft (Untrained) 2; Diplomacy 3; Disguise 1; Escape Artist 1; Forgery 2; Gather Information 1; Handle Animal 10; Heal 7; Hide 5; Intimidate 1; Jump -4; Knowledge (Nature) 13; Listen 9; Move Silently 0; Profession (Vintner) 4; Ride 6; Search 2; Sense Motive 3; Spellcraft 9; Spot 8; Survival 10; Survival (Natural environments) 12; Swim -5; Tumble 1;
Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Improved Grapple, Improved Unarmed Strike, Mobility, Natural Spell, Point Blank Shot, Shield Proficiency
Challenge Rating: 8
Alignment: Lawful Neutral
Possessions: Boots (BOOT); Shortspear; Bullets, Sling (50); Cloak of Elvenkind; Rhino Hide; Flurry of Blows; Sling of Outrageous Fortune;
Spells:
Spells per Day: (5/4/3/2/0/0/0/0/0/ DC:13+spell level)
Druid – Known:
Level 0: Create Water, Cure Minor Wounds, Deep Breath, Detect Magic, Detect Poison, Dim, Dim Illumination, Ember, Flare, Guidance, Know Direction, Light, Light My Fire, Mending, Night-Vision, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Shovel, Signal Fire, Virtue
Level 1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Extinguish, Faerie Fire, Goodberry, Hide from Animals, Ice Patch, Jump, Longstrider, Magic Fang, Magic Stone, Bellamy’s Monstrous Musk, Obscuring Mist, Pass without Trace, Produce Flame, Scree, Shillelagh, Solid Footing, Speak with Animals, Summon Nature’s Ally I, Swim
Level 2: Animal Messenger, Animal Trance, Barkskin, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Glass Shape, Gust of Wind, Heat Metal, Hold Animal, Owl’s Wisdom, Purge Inner Darkness, Reduce Animal, Resist Energy, Restoration, Lesser, Reveal Tracks, Share Feeding, Soften Earth and Stone, Spider Climb, Stabilize, Summon Nature’s Ally II, Summon Swarm, Tree Shape, Warp Wood, Weaken Stone, Wood Shape
Level 3: Acid Spit, Call Lightning, Clinging Steam, Contagion, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Gas Mask, Magic Fang, Greater, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature’s Ally III, Water Breathing, Wind Wall
Jana’s wyndm-wolf companion Mana is always by his side.
Mana
Medium-size Male Wyndm-Wolf
Animal4
Hit Dice: (4d8)+8
Hit Points: 30
Initiative: +6
Speed: Walk 50 ft.
AC: 16 (flatfooted 14, touch 12)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Animal Traits, Evasion (Ex), Link (Ex), Scent (Ex), Share Spells (Ex), Trip (Ex)
Saves: Fortitude: +6, Reflex: +8, Will: +2
Abilities: STR 13 (+1), DEX 15 (+2), CON 14 (+2), INT 2 (-4), WIS 12 (+1), CHA 6 (-2)
Skills: Appraise -4; Balance 2; Bluff -2; Climb 1; Concentration 2; Craft (Untrained) -4; Diplomacy -2; Disguise -2; Escape Artist 2; Forgery -4; Gather Information -2; Heal 1; Hide 3; Intimidate -2; Jump 9; Listen 1; Move Silently 5; Ride 2; Search -4; Sense Motive 1; Spot 3; Survival 2; Swim 1;
Feats: Improved Initiative, Lightning Reflexes, Track
Challenge Rating: 1
Alignment: Lawful Neutral
Posted in Character and tagged Wyndm by Stephen Hilderbrand with no comments yet.
Loxodon
Deep in the jungles of the Wastaru (see upcoming post), paths wind to and from under the tall canopies. On the floor walk the loxodon single-file from destination to destination in their constant migration cycle.
The loxodon is like an elephant, except in the place of the enormous ears, the loxodon has small ears which are hidden by the enormous locks of hair that descend in dreads from upon their heads. They are not as large as their cousins, but usually travel in larger packs, making them more dangerous.
Loxodon
Size/Type: Huge Animal
Hit Dice: 10d8+55 (98 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +8/+26
Attack: Gore +14 melee (2d8+14)
Full Attack: Slam +14 melee (2d6+10) and 2 stamps +10 melee (2d6+5);
or gore +16 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d8+15
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 28, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +4, Spot +12
Feats: Alertness, Endurance, Iron Will, Skill Focus (Spot)
Environment: Tropical jungles
Organization: Solitary or herd (15-40)
Challenge Rating: 7
Advancement: 11-18 HD (Huge)
Level Adjustment: —
Massive herbivores of tropical lands, loxodon are unpredictable creatures that have never been tamed by humans.
Combat
Loxodons tend to charge single-file at threatening creatures, smashing into them one-by-one right after one-another. Think of smashing headlong into a locomotive.
Trample (Ex): Reflex half DC 25. The save DC is Strength-based.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.
Ettin Lands
At the southern end of the Cyrűk mountains, a strain of ettin have made their home for multiple generations. These two-faced creatures often end up meeting their fate when one of their brethren challenges them to a duel to the death over some misunderstanding.
The Ettin Lands are a series of three tall hills surrounded by the neighboring peaks. Within these borders, ettin law reign supreme, that of might makes right. This way of life has been passed down through ettin culture, a mismatch of orc, giant, and various other mythologies and beliefs. It seems they are continually confused, perhaps due to their multiple heads, which often do not agree. Ettin (especially from this isolated region) have been known to argue with their own heads, sometimes leading to the two halves of the body pummeling the other to the ground. What is strange is watching them go at it — the right head controls the left side of the body, and vice versa, so the opposing blows must cross one-another in order to contact the intended targets.
Occasionally an ettin will travel outside of these borders into lands inhabited by humans or others of their ilk, but they have largely stuck to this region because of the plentiful supply of large game to hunt. In the neighboring Ettal valley, the meat is much leaner and quicker, making for too challenging a hunt, a major deterrent to this lazy species.
Still, they have been known to hunt men for sport. That is, when they can get along long enough to keep organized.
Recently, the ettin have been haunted by their own zombies, who roam the mountainsides at night in search of brains… ettin technically have two per body, making them even tastier prey to these zombies.
Posted in Region and tagged Location, Northbay by Stephen Hilderbrand with no comments yet.
Ettal Valley
Located in the heart of the Cyrűk Mountains, the Ettal Valley stretches east where the Ettal River joins the Swift River four miles northeast of Castle Stieglitz. Where the tributary meets the white water of the raging river, the thirty-year-old Harlsbridge provides across the span. A road heads east along the north edge of the river, paralleling the river on the floor of the valley for 12 miles, where the town of Garlston rests at the base of a cliff beneath Kloster Fint, home of about 20 monks who scribe tomes and work as vintners. A mountain stream falls over 400 feet from the steep wine fields down to the town, where it powers mills before joining the Ettal River. Garlsbridge crosses the Ettal and the road continues east on the south side of the river.
Over the mountains to the south of the Ettal Valley, lie the Ettin homelands. Their chants can be heard late at night in the valley. They can be occasionally encountered, but it is rare. Other encounters include natural creatures and others as per the random encounter chart for mountain valleys.
The relatively sparse humanoid traffic allows the natural creatures in the valley including wolves, foxes, and deer, to trive. The valley’s foliage is mostly conifers which cover the mountains up to the tree line a few hundred feet from their summits, though some deciduous trees (maple, oak, dogwood) grow in dense clusters along the river. Snow caps many of the mountains for much of the year.
Some Wyndm folk live in small communities in the trees halfway up the mountains on the north edge of the valley. With their natural lifestyle, they maintain a small ecological footprint.
Posted in Uncategorized and tagged Location, Northbay by Stephen Hilderbrand with no comments yet.
Segaric Wandariks
Segaric grew up in the Kingdom of Vandor, working as a tradesman until joining the church in his mid-30s. When the kingdom disintegrated into the Ten Princedoms, he left his homeland and set off with the church’s blessing to find adventure and spread the word. After five years abroad in the neighboring nation-states, he honed his skills through a series of encounters with danger. However, in his travels, he developed a nasty habit of drinking himself to sleep, and often begins his days with a residual buzz from the night before. Now in his late 40s, his study of the domains of water and destruction drive his conscious thought, those few times he’s not intoxicated, though arguably the booze is the intersection of water and destruction, a sort of destructive water…
Segaric Wandariks
Medium-size Male Human
Cleric10
Hit Dice: (10d8)+30
Hit Points: 91
Initiative: +0
Speed: Walk 20 ft.
AC: 18 (flatfooted 18, touch 10)
Attacks: Crossbow +3 (Repeating Light) +10/+5;*Mace +2 (Light) +9/+4; ;
Damage: Crossbow +3 (Repeating Light) 1d8+3;*Mace +2 (Light) 1d6+2; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Rebuke Water (Su) 6/day (turn level 10) (turn damage 2d6+13), Smite 1/day (Su), Spontaneous casting, Turn Fire (Su) 6/day (turn level 10) (turn damage 2d6+13), Turn Undead (Su) 6/day (turn level 10) (turn damage 2d6+13)
Saves: Fortitude: +10, Reflex: +3, Will: +11
Abilities: STR 11 (+0), DEX 10 (+0), CON 16 (+3), INT 10 (+0), WIS 18 (+4), CHA 16 (+3)
Skills: Appraise 0; Balance -6; Bluff 3; Climb -6; Concentration 7; Craft (Alchemy) 6; Craft (Untrained) 0; Diplomacy 16; Disguise 3; Escape Artist -6; Forgery 0; Gather Information 3; Heal 7; Hide -6; Intimidate 3; Jump -12; Knowledge (Arcana) 2; Knowledge (History) 2; Knowledge (Religion) 4; Listen 4; Move Silently -6; Ride 0; Search 0; Sense Motive 4; Spellcraft 5; Spot 4; Survival 4; Swim -12;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Combat Casting, Exotic Weapon Proficiency (Crossbow (Repeating Light)), Far Shot, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 10
Alignment: Chaotic Good
Possessions: Ale (Gallon); Boots (BOOT); Backpack; Bedroll; Bell; Belt (BELT); Bit and Bridle; Bolts, Repeating, Crossbow (50); Caltrops; Candle; Case (Map or Scroll); Case (Map or Scroll); Chalk (1 piece); Cheese (Hunk); Crossbow +3 (Repeating Light); Elven Chain +3; Fishing Net (25 Sq. Ft.); Flask (Empty); Ginger (Per Lb.); Healer’s Kit; Holy Symbol (Silver); Holy Water (Flask); Hourglass; Ink (1 Oz. Vial); Inkpen; Jug (Clay); Jug (Clay); Mace +2 (Light); Meals (Good/Per Day); Mirror (Small/Steel); Mug or Tankard (Clay); Mule; Oil (1 Pt. Flask); Outfit (Traveler’s); Paper (Sheet); Parchment (Sheet); Pepper (Per Lb.); Pitcher (Clay); Piton; Pouch (Belt); Quiver; Rations (Trail/Per Day); Robe (ROBE); Rope (Hempen/50 Ft.); Sack; Sack; Saddle (Riding); Saddlebags; Salt (Per Lb.); Scale (Merchant’s); Sealing Wax; Sewing Needle; Signal Whistle; Soap (Per Lb.); Spell Component Pouch; Tent; Tobacco (Per Lb.); Torch; Cleric’s Vestments; Vial; Waterskin; Waterskin (Filled); Wine (Common/Pitcher); Wine (Fine/Bottle);
Deity: None Domains: Water(Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)
Spells:
Spells per Day: (6/5+1/5+1/4+1/4+1/2+1/0/0/0/ DC:14+spell level)
Cleric – Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Obscuring Mist, Protection from Evil, Protection from Law, Purge Inner Darkness, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness
Level 2: Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle’s Splendor, Enthrall, Find Traps, Fog Cloud, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Weaken Stone, Zone of Truth
Level 3: Armor of Light, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Forced Manifestation, Gas Mask, Ghost Touch, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Evil, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Repeat Action, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Track Target, Water Breathing, Water Breathing, Water Walk, Wind Wall
Level 4: Air Walk, Blinding Light, Control Water, Control Water, Cure Critical Wounds, Death Link, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Eternal Shadow, Freedom of Movement, Giant Vermin, Haunting Melody, Imbue with Spell Ability, Inflict Critical Wounds, Inflict Critical Wounds, Magic Weapon, Greater, Neutralize Poison, Planar Ally, Lesser, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues
Level 5: Atonement, Break Enchantment, Command, Greater, Commune, Cure Light Wounds, Mass, Dispel Evil, Dispel Law, Disrupting Weapon, Flame Strike, Ghost Bomb, Hallow, Ice Storm, Inflict Light Wounds, Mass, Inflict Light Wounds, Mass, Insect Plague, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Summon Monster V, Symbol of Sleep, True Seeing, Wall of Stone
Posted in Character and tagged Horror of the Old Ones by Stephen Hilderbrand with no comments yet.
Naahaogo Hunter and Warrior
Presented below are a two examples of the Naahaogo people that players might encounter in their mountainous homes. The first is a experienced hunter, who might just be a provider for his tribe, or might be specialized in stalking the arctic’s Ice Kobolds, or fighting off encroaching human settlers. The second is a warrior, such as might defend the tribe in times of trouble.
Naahaogo Hunter CR 3
Naahaogo ranger 3
neutral with chaotic tendencies Size Medium humanoid
Init: +3 Senses: Listen +6, Spot +6
Languages: Naahaogo
AC: 16 (+3 dex, +3 armor) touch 13, flatfooted 16
HP: 20 (HD 3d8+6)
Fort: +5 Ref: +6 Will: +2
MV: 30 ft.
Attack: longspear +5 (1d8+2 / 20 x3) or longbow +8 (1d8 / 20 x3)
Attack Options: Rapid Shot: longbow +6 / +6 (1d8 / 20 x3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +4
Abilities Str 14 Dex 16 Con 14 Int 8 Wis 12 Cha 7
SA: Favored Enemy (Animal or Ice Kobolds or Humanoids (human)), wild empathy
Feats: Rapid Shot, Track, Dodge, Endurance, Precise Shot, Mobility
Skills: 30 Climb +7, Hide +8, Jump +7, Listen +6, Move Silently +8, Spot +6.
Possessions: studded leather, masterwork longbow, 10 masterwork arrows, longspear, potion of cure light wounds, malachite and silver bracers and necklace worth 500 gold.
Naahaogo Warrior CR 1
Naahaogo warrior 2
neutral with chaotic tendencies Size Medium humanoid
Init: +1 Senses: Listen +0, Spot +0
Languages: Naahaogo
AC: 14 (+3 armor, +1 dex) touch 11, flatfooted 13
HP: 11 (HD 2d8+2)
Fort: +4 Ref: +1 Will: +0
MV: 20 ft.
Attack: greatsword +3 (2d6 + 1 / 19-20 x 2) or spear +3 (1d6 +3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +2 Grapple: +3
Abilities Str 13 Dex 12 Con 13 Int 6 Wis 10 Cha 8
Feats: dodge
Skills: Ballance +6, Climb +7, Jump +7
Possessions: hide armor, greatsword and spear.
Tactics: These warriors will try to use their home terrain to their advantage, fighting defensive actions and using their excellent jumping and climbing abilities to secure high ground and make their oponnents approach them over dangerous ground.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character, Creature and tagged Naahaogo by Adam A. Thompson with no comments yet.
Strange Pilgrims on the Road
In this encounter, the players meet a group of religious pilgrims at a crossroad, who happen to be traveling the same direction. The leader of the group, a strangely intense charismatic older person, asks the party to travel with them awhile to exchange news and share company.
Talking to them the party learns that they are a group of religious pilgrims, either traveling to a holy site, migrating to a new land, or wandering in search of the promised land where they can practice their faith in peace. If the party travels long enough with them, they camp together and get a glimpse into their strange ways at smoke-enshrouded gatherings late in the evening.
This encounter can go different ways, depending on what you want to get out of it as the Gamemaster.
- CG – party is actually religious pilgrims, and may need help getting through a difficult area ahead, be it a war zone, monster-infested land, or something else.
- CN – they’re actually theives, masquerading as pilgrims, but pretty friendly. May try to filch something from the party, but will probably try to be discreet. May do some robbing in a town along the way, putting the party in a difficult position if they catch wind of it or the pilgrims are accused of the thefts.
- CE – the cult is a group of theives, lead by an assassin. They may be on the way to an important job, or just nomadic by nature. They may try to make a sacrifice of the party to their dark gods, or may later assassinate someone important to the party, like a NPC who has hired them. A great way to introduce a recurring villain.
Posted in Encounter by Adam A. Thompson with no comments yet.