Character: Karl Underharl (CR 8)


Karl Underharl, an ex-knight turned robber baron when his wife left him for a more famous knight. When the Barony splintered, similarly cuckolded men followed Karl.

Fighter 8

The eldest son of Gundar Harl, Karl was groomed for knighthood from an early age. Sadly, he never fit his life’s role, and he fell out of favor with his family, disgracing them on his 15th birthday by having sexual relations with a young harlot, then an older one (Mme. Babushka) in a very public place. He doesn’t take very good care of himself, and often loses money, forcing him into his life as a mercenary. He is quick to anger and holds a grudge, two traits perhaps not best suited to his line of work. Despite these traits, he thinks he deserves knighthood, and is quick to convince any naysayers of his honor, which is usually what gets him into trouble. He finally settled down and married, only to become cuckolded by his wife.

Karl Underharl (though he goes by Karl Harlot, turning the name and the blame on his father) CR 8
CN Male Human Fighter 8
medium humanoid
Init: +1 Senses: normal
Listen: +4 Spot: +4
Languages: Common

AC: 20 (+9 Armor, +1 Dex) touch 11, Flat-footed 19
HP: 64 (8d10+8)
Fort: +7 Ref: +3 Will: +3

MV: 20′
Attack: +12 Morning Star (1d8+4) or +12 Lance (1d8, x3)
Full Attack: +12 / +7 Morning Star (1d8+4) or +13 /+8 Lance (1d8+7, x3)
Space / Reach: 5’/5′
Base Attack: +8 Grapple: +11

Abilities: Str: 17 Dex: 13 Con: 13 Int: 12 Wis: 13 Cha: 11
Feats: (9) Cleave, Die-Hard, Endurance, Improved Sunder, Mounted Combat, Power Attack, Ride-by Attack, Weapon Focus (Lance), Weapon Specialization (Lance)
Skills: Handle Animal +6, Intimidate +6, Listen +4, Ride +12, Spot +4

Posessions: +1 Breast plate (1000 gp), +1 Large Steel Shield with Cresent Moon enameled (1000 gp), +1 Morning Star (2000 gp), +1 Lance (2000 gp), 300gp. He has lost or spent all the rest.

He is currently mountless, having lost his war horse in his last drunken encounter on the road east of Onuago Port-Town.

Detailed Special Ability or Attacks (type): Dirty fighting


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NPC: Belarand Glaenval 8th level cleric of Obad Hai

Belarand Glaenval
half-elven
8th level cleric of Obad Hai
chaotic neutral
size: medium

Dressed in white buckskin leggings, russet colored tunic, and lincoln green jerkin embroidered with golden oak leaves and acorns, Belarand Glaenval is ever teaching the ways of the natural world to the primitive peoples of the wilderness. He carries an oaken quarterstaff, the weapon of his diety Obad Hai, Shalm, the green man. Strapped to his belt are a mapcase, an ornate handaxe, leather purses, and a simple dagger. Slung over his shoulder is a gray and tattered bedroll.

HP: 61
AC: 19
Init: +3
Speed: 30′

Abilities:
Str: 14 (+2)
Dex: 16 (+3)
Con: 15 (+2)
Int: 12 (+1)
Wis: 18 (+4)
Cha: 12 (+1)

Saves:
Fort: +8
Ref: +5
Will: +10

Base Attack: +6/+1
Melee: +8/+3
Ranged: +9/+4

Weapons: +1 quarterstaff, +1 hand axe, +2 composite long bow (+2 strength bonus), dagger
Armor: +1 Mithral shirt, AC bonus +5, max dex +6
-ring of protection +1
-boots of elven kind (+5 move silently)
-Quiver of Elhonna

Languages: common, elven, sylvan

Racial traits: low light vision, +2 diplomacy and gather information checks, +1 listen spot and search, immune to sleep spells, +2 vs enchanment spells

Special abilities: Speak with animals once per day (animal domain), command plant creatures 4 times a day (plant domain)(+2 on check because of 5 or more ranks in knowledge nature), turn undead 4 times per day.

Feats: two weapon fighting, combat casting, scribe scroll

Skills:
concentration +16/ craft clothes +2/ Diplomacy +4/ Gather information +5/ Heal +12/ Knowledge religion +3/ Knowledge nature +6/ Listen +5/ Move silently +8/ Search +2/
Spot +6/ Survival(cc) +5

DM Information:
His elven mother dying during childbirth, Belarand’s grief stricken human father brought him to the house of his elven grandparents. There he grew into adulthood. Though his kin would try to make him feel as family, he could still hear the echo of whispers behind closed doors. The tragic tale of his mother leaving the endless wood for her human lover.
One moonless evening in his young adulthood, Belarand left his childhood home and ventured off alone into the endless wood. Hoping to find some hint of his destiny(or history)he wandered south through the great expanse of forest. After a few days his food began to run out. He took heart though for he still recognized some of the edible fruits of the forest, and he had brought a bow with him if he decided he should shoot a hart. A few days more, he is all out of the provisions with which he set out. Collecting some nuts and berries along the way he walks on. Coming upon a delightful and clear brook he decides to make camp and see if an animal coming to drink can’t be had for food. Listening to that water play about the rocks lulls young Belarand to sleep, and when he awakes day had passed into night and the light of the moon shone through the trees. Sitting up he startled an animal that had come to drink in the moon’s reflection. A great white stag with antlers a man’s height across was leaping back into the forest across the stream from where Belarand lay. Filled with a great wonder he sprang up. Bow in hand he gave chase to the stag. In his hunger, Belarand tired soon. He fell upon the ground and cried. Feeling a bit sore with cuts on his face and hands, he fell into an exhausted sleep. When he awoke it was the grey light of early morning. He was sleeping next to a small camp fire and a pot of something smelling tasty was sitting in the coals. An old man was staring at him.
As it turned out the old stranger was not overly fond of conversation. He spat out a gruff, “Eat!” gesturing toward the pot. Belarand gladly accepted the meager stew. Over the next 3 days the stranger guided Belarand through the forests, stopping only occasionaly to show the young man some edible plant or animal track. At dusk on the third day they came upon a small temple to Obad-Hai.
“It is here I must leave you.” The stranger told young Belarand, and turned and vanished into the forest.
Belarand adopted to temple life fairly easily. It was very comfortable for its rusticness. And much the Brothers and Sisters were willing to teach him, for he was eager to learn. He stayed there for 12 years, before the calling came upon him. A party was thrown for him before his departure, and gifts were given to aid him in his journey. He will sometimes return to his temple to visit old friends.


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NPC: Aurora BruHeimdall CR 10

Aurora BruHeimdall CR 10
lawful good female human paladin 10
medium humanoid
Init: +2 Senses: normal, detect evil
Listen +3 Spot +3
Aura: Aura of good
Languages: common

AC: 24 (+8 armor, +4 shield, +2 dex) touch 12, flat footed 22
HP: 70 (HD 10d10+10)
Immune: disease
Fort: +11 Ref: +8 Will: +9

MV: 20 ft
Attack: +15 halberd (1d10+4, x3) or +15 ghost touch longsword (1d8+3, 19-20 x2)
Full Attack: +15 / +10 halberd (1d10+4, x3)
or +15 / +10 ghost touch longsword (1d8+3, 19-20 x2)
Attack Options: smite evil, turn undead
Space / Reach: 5ft / 5ft
Base Attack: +10 Grapple: +13

Abilities: Str: 17 (+3),Dex: 14 (+2), Con: 12 (+1), Int: 11 Wis: 16 (+3), Cha: 14 (+2)
SQ: Aura of Good, Divine Grace, Aura of Courage, Divine Health, Special Mount
SA: Detect Evil, Smite Evil (3/ day), Lay on Hands, Turn Undead (5/ day), Remove Disease (2/ week)
Feats: Endurance, Mounted Combat, Ride by Attack, Spirited Charge, Quickdraw
Skills: Concentration +8, Diplomacy +4, Heal +13, Knowledge (religion) +3, Knowledge (nobility) +3, Ride +10, Sense Motive +6, Handle Animal +5

Spells Prepared or Available:
1st level: bless, divine favor
2nd level: bull’s strength, shield other
Possessions: +3 Breastplate, +3 Buckler of Arrow Deflection, +2 Halberd, +1 ghost touch Longsword, Horn of Goodness (magic circle vs evil 1/day), potion of haste, potion of heroism, potion of enlarge person (2), potion of cure light wounds (5).

Mount: heavy war horse (special)

Nut
heavy warhorse (male)
large animal CR: 3
HD: 8d8+ 24 hp: 69
Init: +6 (+2 Dex, +4 Improv. Init.)
Speed: 60 ft
AC: 21 (-1 size, +2 Dex, +4 armor, +6 natural), touch 10, flat footed 19
BA: +6/+1
Attack: 2 hooves +11 melee (1d6+5) and bite +6 melee (1d4+2)
Space/ reach: 10 ft/ 5 ft
Special: low-light vision, scent, empathic link, improved evasion, share spells, share saving throws, improved speed
Abilities: Str 20 (+5), Dex 14 (+2), Con 17 (+3), Int 7 (-2), Wis 13 (+1), Cha 6 (-2)
Saves:
Fortitude: 10 (+7, +3)
Reflex: 8 (+6, +2)
Will: 4 (+3, +1)
Skills: Listen +6, Spot +6, Survival +2
Feats: Endurance, Run, Improved Initiative
Environment: Celestial plane ( when not summoned)
Possessions: Leather Barding +2 (+4 armor bonus, max Dex +6, speed 60 ft) and
Military saddle


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Claw/Claw/Bite Issue #2 Released

Our new issue includes much of the material from last month’s posts; the descriptions of the Great Earth Serpents, Old Man Thorenson, Holy Transfixation, Sepulchre of Ghost Catching and other goodies all lie within these 17 gooey pages. Download the issue here and here.


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Creature: Mummer


Mummer CR 7
Neutral evil medium undead (incorporeal)
Init: +6 Senses: Darkvision 60′
Listen +1 Spot +14

AC: 15 (+2 dex, +3 deflection) touch 15, flat-footed 13
HP: 70 (HD 10d12)
Immune: undead immunities
F: +3 R: +5 W: +8

MV: fly 30 ft (perfect)
Attack: +7 incorporeal touch (1d6 cold)
Full Attack: +7 incorporeal touch (1d6 cold)
Space / Reach: 5 ft / 5 ft
Base Attack: +5 Grapple: –

Abilities: Str: – Dex: 15 Con: – Int: 9 Wis: 12 Cha: 16
SA: Wail of Despair
Feats: Weapon Finesse (incorporeal touch), Ability Focus (wail), Improved Initative, Dodge
Skills: Spot +14

This medium sized, vaguely human shape has amorphous, billowing robes of black and grey. It is cowled and appears to be wearing a mask, such as one would wear to a funeral. The mask is the only part of the creature which appears solid, and the rapid clattering of it’s mouth is the only sound it makes.

Mummers are coalesced from the negative energy left over from some tragic event such as a funeral or the slaughter of innocents. Being born out of misery and rage they seek to feed on those emotions from the living.

Wail of Despair (Su): Any creatures hearing a mummer’s wailing suffer 1d6 points of charisma damage unless they succeed at a DC 20 Will save (this DC is Charisma based, and is a sonic, necromantic effect). The wailing of a mummer cannot be heard beyond 30′ of the creature. Creatures completely drained fall unconcious.

Incorporeal: Having no physical body, incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.


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Magic Item: Sepulcher of Ghost Catching

Originally created by Father Spenglehoff, priest of Baccob of the famous Ghost-Vanquishers, these sepulcher have since been created by many other holy warriors for use fighting the undead.

This small, ornately decorated coffin is slightly smaller than a breadbox (18 in. x 8 in. x 6 in.). Once per day, if hurled or placed at the feet of an undead creature, or any other creature with the negative-energy trait, the lid springs open and bright light pours out of it, creating an effect identical to the spell holy transfixation for 5 rounds (DC 14 Will save negates). This effect holds undead and makes them more vulnerable to turning and other holy spells. Using the sepulcher is a standard action that does not provoke an attack of opportunity.

Minor Conjuration; CL 5th; Craft Wondrous Item; holy transfixation; Price: 6,000 gp; Weight 5 lbs.


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Gods: Hemera and Nyx (Domain of Time)


The twin gods Hemera and Nyx share domain over Time.

Hemera: Lawful Neutral Female God of Day (Symbol: Sundial)
Nyx: Lawful Neutral Male God of Night (Symbol: Hourglass, and occasionally a Moondial)

Followers of the twin time gods have often display the sundial and the hourglass proudly, but in more superstitious regions of the world, magically working with time has been cast as an evil act, and the practioners have gone into hiding.

During the day, Hemera is more powerful, and her effects are experienced as if cast at a level (or more at the discretion of the DM) above the caster’s level. Once the sun sets, the effects are felt as if cast at a level (or more) below the caster’s level. The opposite follows for Nyx, where the powers are greater at night.

Philosophically, Hemera is an absolutist, and Nyx a relativist. Nyx can provide time based on an event, and Hemera can provide the time of day (at least during the day). These two gods constantly bicker about their differences, wasting a lot of time on details.

Clerical Domain: Time

Granted Power: Clerics choosing the Time domain cast time spells at +1 caster level.

Time Domain Spells:
0 Detect Temporal Disturbance
1 True Strike
2 Haste, Dispel Temporal Effect
3 Slow
4 Scry the Ages. You can see and hear some creature, who may be at any distance or in any time frame past or future.
5 Hastening of Age. The subject loses Ste, Dex, and Con levels as his body ages prematurely.
6 Mass Haste or Phase Object (description to come), Scry the Ages.
7 Wellspring of Youth. The subject gains Str, Dex and Con as his body regains its youth. Or Phase Self (desciption to come).
8 Time Stop or Phase Other (description to come).
9 Temporal Stasis or Mass Phase(description to come).

New Cleric Spells

Detect Temporal Disturbance
Universal (Time)
Level: Clr 0, Sir/Wiz 0
Components: V,S
Casting Time: 1 action
Range: 60 ft
Area Quarter circle eminating from you to the extreme of the range
Duration: Concentration, up to 1 minute / level (D)
Saving Throw: None
Spell Resistance: No

You can sense the presence of a disturbance in the natural flow of time up to 60 feet away in your own time frame. This includes the use of spells that manipulate time is any way, natural temporal distortions or gateways, objects that are displaced from their original time, and temporal creatures such as the time elemental. The amount of information revealed depends on how long you study a particular area, as in the detect magic spell.

1st round: You can detect the presence or absence of temporal disturbances.

2nd Round: Number of different temporal disturbances and the amount of time between the origin and current temporal position of the most powerful disturbance.

3rd Round: The location and amount of time between the origin and current temporal position of each temporal disturbance. If the disturbances are in line of sight, you can make multiple spellcraft checks to determine the exact nature of the temporal disturbances; this would include information such as the caster level and type of spell, or the type and level of the creature.

Note: Each round you can turn to detect things in a new area. The spell can penetate barriers, but one foor of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt blocks it.

Dispel Temporal Effect
Abjuration [Time]
Level: Clr 2, Sor/Wiz 2
Components: V,S
Casting Time: 1 action
Range: Medium (100ft + 10 ft/level)
Target or Area: One temporal effect
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster can dispel any spell cast on a creature or object that manipulates time (such as haste, time stop, temporal stasis or slow) or has “time” as a descriptor, causing it to end as if its duration had expired. It can also suppress the time-related abilities of a magic item, temporarily close an individual temporal disturbance such as a temporary gateway or time distortion, or dissipate a creature relying on an ongoing time spell for its presence. In addition, it is able to counter another spellcaster’s time spell, or dispel the ongoing effects of supernatural or spell-like effects that manipulate time. This spell can be used as a targeted dispel or a counterspell, like the dispel magic spell.

Scry the Ages
Divination [Time]
Level: Clr 6, Sor/Wiz 5, Time 4
Components: V,S,M/DF, F
Casting Time: 1 hour
Range: See text.
Target or Area: Magical sensor
Duration: 1 minute / level
Saving Throw: Will negates
Spell Resistance: No

You can see and hear some creature, which may be at any distance, but also in any period of time past or future (the time must be specified by the caster beforehand). If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.

Knowledge

Will Save Modifier:

None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5

* You must have some sort of connection to a creature you have no knowledge of.

Connection

Will Save Modifier:

Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10

If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.

As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, and detect magic.

If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.

Arcane Material Component: A jewelry “eye” fashioned of a diamond set in gold, with a minimum cost of 250 gp, which vanishes upon being cast into the focus when the spell is cast.

Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

Cleric Focus: A holy water font costing not less than 100 gp.

Hastening of Age (Necromancy) [Time]
Level: Clr 7, Sor/Wiz 7, Time 5
Components: V,S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Effect: Ray of negative temporal energy
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Used as a directed attack, the creture struck ages at an extremely rapid rate – cells degrade and bones turn brittle before their time. The victim of this attack ages one step as per the aging chart in the PHB: Strength, Constitution, and Dexterity are modified the amount specified below for his new age. For adulthood to middle age Str, Con and Dex are reduced by 1. For middle age to old age they are reduced by 2. For old age to venerable age they are reduced by 3. And for childhood to adulthood they are increased by 3. A character’s ability scores cannot be reduced below 1 in this way. Undergoing hastening of age multiple times produces cumulative affests, but casting the spell on a character of venerable age changes his only cosmetically; the spell cannot kill. When aged in this way, you may feel and look older, but the time alloted to your soul remains the same; for instance, though and adult human character is now middle aged for all intents and purposes, he still has his full original 55+2d20 years left to live. Note that the bonuses to Intelligence, Wisdom and Charisma given to normally aging characters do not apply to this spell, as the target doesn’t undergo the experiences that would add to these abilities.

Much like energy drain, hastening of age requires that twenty-four hours after the attack the subject must make a Fortitude saving throw (using the spell DC) to negate the effects. If he fails, the damage to his abilities and his apparent age become permanent. Success means that the effects begin to fade away. The permanent reduction to the character’s ability scores can be dispelled by restoration, but not lesser restoration; it is a permanent ability drain. Wellspring of Youth can also counteract it. Hastening of Age can only affect mortal creatures that suffer the affects of normal aging; undead creatures and the like are immune.

Wellspring of Youth (Conjuration) (Healing) [Time]
Level: Clr 8, Time 7
Components: V,S, M, XP
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Directed at a single target, this spell allows one person to regain his youth at a rapid rate – cells repair themeselves, and wrinkled skin regians its youthful firmness and glow. The recipient of this spell becomes one aging step younger as described below; his Strength, Constitution, and Dexterity are modified the amount specified by his new age. For venerable to old age, Ste, Con and Dex are increased by 3. For old age to middle age they are increased by 2. for middle age to adulthood they are increased by 1. And for adulthood to childhood they are reduced by 3. A character’s ability scores cannot be reduces below 1 by this spell. Undergoing wellspring of youth multiple times produces cumulative affects, but casting the spell on a character of childhood age changes his only cosmetically; the spell cannot kill and is not able to undo death. When aged in this way, you may feel and look younger, but the time alloted to your soul remains the same; for instance, though and adult human character is now middle aged for all intents and purposes, he still has his full original 55+2d20 years left to live. Although this spell doesn’t provide immortality, it is very sought after by the wealthy classes as a way to preserve beauty and vigor throughout a lifetime.

Wellspring of youth works to counteract the effects of hastening of age, as mentioned above. It can only affect mortal creatures that supper the affects of normal aging; undead creatures and the like are immune.

Note that an unwilling target (such as an adult who does not wish to be reduced to a child’s body in the middle of combat) is entitled to a Will saving throw if he or she so chooses.

Material Component: diamond dust worth 100 gp that is sprinkled over the target.

note: the Time Domain and new spells presented here are open gaming content (with the exception of the Phase spells and the description of the Gods) originally published in The Tide of Years by Atlas Games.


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Character: Yob the Maelefalent CR 12

neutral (with evil tendencies) Small Size Male Goblin Bard 12
Init: +3 Senses: Darkvision 60′
Listen +0 Spot +0
Languages: Common, Goblin, Draconic, Elven

AC: 18 (+1 size, +4 armor, +3 dex) touch +14, flat-footed +15
HP: 45 (HD: 12d6)
Fort: +4 Ref: +4 Will: +8

MV: 30′
Atk: +14 ranged (1d4+1/x3 shortbow) or +11 melee (1d4-2/18-20/x2 rapier)
Full Atk: +14/+9 ranged (1d4+1/x3 shortbow) or +12/+12/+7 ranged (shortbow 1d4+1/x3) or +11/+6 melee (1d4-2/18-20/x2 rapier).
Base Attack: (+1 size, +9 bard) Grp: +3 (-4 size, -2 str, +9 BAB )

str: 6 dex: 14(16) con: 10 int: 14 wis: 11 cha: 16
Feats: Percise Shot, Dodge, Point Blank Shot, Rapid Shot, Spell Focus (Enchantment)
Skills: (bard: 120 sp) Appraise +7, Bluff +18, Concentration +10, Escape Artist +7, Gather Information +8, Hide +26, Knowledge +10, Move Silently +16, Perform (yowling & storytelling) +18, Ride +7, Sense Motive +10, Sleight of Hand +8, Spellcraft +12, Tumble +8.

SA: Bardic music (12/day), bardic knowledge, countersong, fascinate (DC 19 Will) , inspire courage +2, Inspire competence, Suggestion, Inspire greatness (two people), Song of freedom

Spells: bard spells (CR 13+ spell level. +1 for Enchantment spells)
4th (3, 2/day): Dominate Person*, Hold Monster*, Modify Memory*
3rd (4, 3/day): Charm Monster*, Fear, Glibness, Invisibility Circle
2nd (4, 3/day): Alter Self, Detect Thoughts, Invisibility, Minor Image
1st (4, 3/day): Disguise Self, Charm Person*, CLW, Sleep*
0th (6, 3/day): Detect Magic, Lulaby*, Mage Hand, Message, Prestidigitation, Read Magic
* enchantment spell

Gear: (27,000 gp) Rapier, +1 fey bane shortbow (8,330 gp), 20 arrows, +1 glamered studded leather (3,860 gp), Cloak of Goblinkind – gives +10 on hide checks (2,700 gp), Bag of Holding, type 1 (2500 gp), Chime of Opening (3,000 gp), Gloves of Dextirity +2 (4000 gp), 2 potions of cure serious wounds (1500 gp), 1,000 gp in coin and gems.

Yob the Maelefalent (a loose translation from goblin to stand in for their word which means a quality of sound that is melodious, loud and evil or malevolent) is a goblin traveler, bard and battle-crier. He has traveled through many lands, met many people (often in disguise) and learned many things. Generally yob is only openly hostile when working as a battle-crier; leading and inspiring war-parties for anyone who will pay him enough. Other times he is content to merely swindle folks out of what he can without too much effort. Unless he’s feeling cruel, and alone with someone who is helpless relative to him.


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Spell: Briar Brambles

Briar Brambles
Transmutation
Druid 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Short
Area: 5′ cubes defined by the caster within a 40′ radius (2 cubes / caster level)
Duration: perm.
Saving Throw: see text
Spell Resistance: none

This spell grows dangerous brambles that prevent passage. Anyone entering the area of the brambles risks entanglement and injury by the vine’s thorny appendages and a magical sleeping posion carried on their thorns.

The spell’s effects are identical to those of the entangle spell, with the following changes and additions.

The spell causes to grow areas of thick, strong, aminate brambles. Any creature entering the area of the brambles must make a grapple check against the brambles. The brambles have a strength of 17 (+3), and a BAB equal to your caster level (minimum grapple +10). Any creatures caught up in the brambles take 1d6+3 points of bludgeoning and slashing damage on a sucessful grapple check as the thorny tentacles crush and lacerate them. In addition, anyone taking slashing damage from the briar brambles is subject to a mild sleeping posion (DC 12 + caster’s Wisdom Bonus. Fortutde save or sleep (per sleep spell) for 1d4 hours or until woken).

Anyone who falls asleep in the brambles as a result of the venom is merely held securely, and will no longer be crushed and torn. Upon their waking or during attempts to disentangle sleeping prisoners the brambles will hold tight and resume crushing.

The brambles will obey the orders of the caster of the spell, to the extent of their limited abilities (“crush him, don’t crush her”, “part and let me pass” etc). The brambles are also vulnerable to any spells that control or effect plants.

Each 5′ area of brambles has the following statistics: Medium Magical Plant AC: 15 HP: 45 (hd:10d8) DR: 5/slashing Vulnerability to Fire (150% damage) Saves Fort: +9 Ref: +1 Will: +8 Str: 17 Con: 15 Dex: 7 Int: 4 Wis: 13 Cha: 12


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Spell: Holy Transfixion

Holy Transfixion
Evocation (Good)
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature (see below)
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell summons holy (positive) energy to form an enclosure that holds undead, creatures from the negative energy plane and creatures from the plane of shadow and makes them more vulnerable to other holy energies. The subject becomes paralyzed and freezes in place. It is aware and unhurt but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect, breaking out of the prison. (This is a full-round action that does not provoke attacks of opportunity.)
Creatures from the negative energy plane receive a -4 on their saving throws against the hold effect, while creatures from the plane of shadow (or any other creature with the minor negative energy trait) receive a +4.
Creatures so held receive a -2 on any saves against spells with the holy, light or positive energy descriptor while held in the holy transfixion. In addition clerics and paladins receive a +2 on their turning checks against creatures held by this spell.
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Holy Transfixion, Mass
Evocation (Good)
Level: Clr 7
Targets: One or more creatures, no two of which can be more than 30 ft. apart

This spell functions like holy transfixion, except as noted above.


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