DM Sketchpad - May 2009
Short Description
This is the second issue of the monthly DM Sketchpad produced on the Grand OGL Wiki site (http://grandwiki.wikidot.com)....
Description
DM Sketchpad V.2 – May 2009 Authors: Bill Browne, Mark Gedak, Zachary Houghton, Steve Russell, Stefen Styrsky Character Sheet Creator: Charles Wenzler Editor: You are still not going to find one Design/Layout: Functionally done by Mark Companies I’m Excited About This Month: 0One Games, Evil Hat Games, Paizo Publishing, Rite Publishing, Playtest: Harmonic Aspects 34 Foreword by Daniel M. Perez 2 Wellsprings 36 3 Fantasy Content Adventure Hooks 3 Modern Content 39 All Things Orcish 4 Adventure Hooks 39 Character Traits 6 In the Fantasy West 39 Don’t Go Into the Woods 8 Elven Sigils 12 Future Content 41 Evolved Kobolds 13 Non‐Player Characters 41 Fighting Mages 15 From the Orient 21 Labyrinth Lord Content 43 Legendary Items 22 Skills 43 Monsters, Monsters, Monsters 24 Languages 44 Non‐Player Characters 27 Night Dragon 45 30 Otyughnomicon Paragon Races 30 Character Sheet 47 Racial Classes 34 55 License This edition of DM Sketchpad V.2 – May 2009 is produced under version 1.0a of the Open Game License. Subsequent versions of this product will incorporate later versions of this license and documentation. Some artwork copyright Octavirate Entertainment, used with permission. Some artwork copyright Kimagu, used with permission. Some artwork copyright The Forge Studios and Pawel Dobosz. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: 1) Labyrinth LordTM is copyright 2007, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM Trademark License 1.0 available at www.goblinoidgames.com. Designation of Open Game Content: All text on the following pages that were first published on the Grand OGL Wiki (http://grandwiki.wikidot.com) are designated as open game content with the exception of the product identity indicated above.
Foreword by Daniel M. Perez I first met Mark a few years ago when we both contributed to a charity project. A few days later I got an email from Mark letting me know, quite politely, that the stats of my contribution were not entirely sound. The notable part is that he also included all the fixes I needed to do as part of that same email. Understand this is at the height of the d20/OGL boom; people savvy in d20 mechanics were earning fees left and right by freelancing for a variety of publishing companies, many of them e‐publishers like me, and here comes Mark with what could've easily been sold and he gave it for free (he didn't even ask for a comp copy of the original product from which the material donated to the charity project had been extracted from). I sent him one nonetheless, plus a copy of what I had published to that point, and then I got another email asking me if I would like him to go over the stats on those as well. Yeah, sure! Fast forward to the present. Mark is, in my mind, the unspoken partner in Highmoon Games. Over the years Mark has continued to lend a hand with all my products, offering advice and stat‐wizardry at the same rate as that first time. Over exchanges of "this +2 should be +3" and "that feat is totally broken but awesome" and "these skills points are all wrong!" Mark and I have become friends, as good as two people—one living in Saskatchewan, Canada and the other in Miami Beach, Florida can—and have collaborated on a number of projects, even launching a whole line which Mark entirely dreamed up and brought me on board as an enthusiastic passenger (the Heroic Moments line for 4C System). Mark's generosity has been shared with a number of publishers, as well as with fellow fans of d20/OGL products. Through his own Purple Duck Productions brand, Mark has been creating content compatible with the world's most famous fantasy game (3rd and 3.5 editions) for years, always giving it out for free
through his blog or forum posts here and there. When D&D 4th Edition was announced, heralding the end of the official 3.X era, Mark concocted a project to preserve and promote as much of the fantastic Open Gaming Content that had been produced using the SRD and MSRD and released through the Open Gaming License. Through gumption and the support of publishers kindly donating their OGC to the cause, Mark put together the Grand OGL Wiki, a project that has, simply put, become the single, most important OGL product produced, and one which continues to grow by the day. Because Mark was not only content to collect existing OGC in the Grand OGL Wiki, he also decided to start adding new material! The DM Sketchpad, as Phil Reed chronicled in the introduction to last month's compilation, is a worthy successor to a fantastic idea, one which more and more people need to take advantage of. Calling on his seemingly endless well of (generally wicked, bizarre and simply fantastic) creativity, Mark has put together new and free OGC that could have easily fetched a good few bucks, even in the current hammock market between the end of "official" 3.5 and the upcoming release of "new" 3.5 (aka Pathfinder), all because of his genuine love of the game and of the ideals of the Open Gaming License. What's more, he continues to infect people with his enthusiasm, and they in turn produce content for the DM's Sketchpad or donate existing OGC for inclusion in the wiki. It's the best kind of epidemic! This month's DM's Sketchpad compilation holds more free OGC to be used in your game, from elvin sigils to otyugh gods, from paper tigers to a collection of half‐orc‐themed material for your "misunderstood" friends (or foes). I hope you enjoy this month's DM's Sketchpad, and that you'll check the daily offerings over at the Grand OGL Wiki, as well as sharing it with your friends and fellow gamers. I, for one, know I'm gonna make fiendish use of a couple of bits in here next time I sit down behind the DM's screen.
Fantasy SRD Material
Adventure Hooks
Hook: A Dragon Stalks the Cherizil Mountains!
A man staggers into the local tavern. His armor damaged, his clothes and skin scarred by the lick of flame. “Help! You must help,” he begins, “A huge dragon of red attacked and destroyed my village. It captured many of the women‐folk and flew off to the Cherizil Mountains! My company was caught off guard and slaughtered.” He pauses to catch his breath, “My name is Sir Talis of the Silver Rams, and I’m looking for a few brave men to help me kill a dragon.” Twist: Sir Talis of the Silver Ram was captured by the dragon over a decade ago. The dragon was able to break his will and change him into a dragonbonded servant and the dragon is an adult red dragon. The adult red dragon is planning on settling in the area and wants to remove any possible threat so he has been sending Talis to neighbouring villages to recruit heroes to slay the dragon. Ultimately they find themselves unprepared for the crafty red and are consumed. There is just this one village left.
armor, or light armor. This benefit is gained at 1st level.
Assassin Variant: Combat Assassin (half‐orc and orc only)
All Things Orcish Class Options
The combat assassin forgoes training in the magical arts and focuses their time on perfecting their body and honing their combat prowess. Hit Die d8 Base Attack Bonus Full Class Features The combat assassin has all the standard assassin prestige class features except where noted below. Spells Combat assassins do not gain spells Sneak Attack Combat Assassins gain +1d6 sneak attack damage at levels 2, 5, 8 instead of the regular progression shown.
Orcish Faiths I: The Eternal Night
Fighter Variant: Silent Killer (half‐orc and orc only)
The silent killer focuses on moving in quickly and killing without being seen. They are more civilized and are comfortable moving through larger cities. Class Skills: Remove Handle Animal and Ride from the class list of skills. Add Disguise, Hide and Move Silently to their class skill list. The killer gains skill points per level equal to 4 + Int modifier (and has this number x4 at 1st level). Class Features The silent killer has all the standard fighter class features except where noted below. Weapon and Armor Proficiency: Silent killers are only proficient with light armor. In combat they can wield simple and martial weapons that are light or one‐handed. Fast Movement (Ex): A silent killer’s land speed is faster than the norm for his race by +5 feet. This benefit applies only when he is wearing no
Karlorivas When dead stalks the night, their dawn will be slow to come. Eternal Night God of assassins, death and nighttime Alignment LE Domains Darkness, Death, Evil Favored Weapon Garotte Centres of Worship Scattered through the wilderness and in pockets within large cities. Nationality Monster Tales of Karlorivas date back to the time of the great betrayal. For time without measure orcs and elves lived in harmony. Together their nations lived in peace and harmony, each working to build a better world for all surface dwellers. This unification is even substantiated by existence of a few savreree, though both races now see this offshoot as an abomination. Over time the elves grew more and more jealous of orc because of their strength and virility and it became clear to the elven leaders
consume more than 1 draught within an hour, the save is dropped to +1 to Will and Fortitude saves, and they must make an immediate DC 15 Fortitude check to avoid regurgitation. (+5 to the DC check for every additional draught after the second). For all other races, consuming any of the Firegutt will likely result in instant regurgitation (DC 20 Fort Save). If the character does manage to keep it down, they are at ‐2 to all Will and Fortitude saves for (2d4‐Con bonus) hours. Additional draughts for these characters mean making a DC 25 Fortitude check not to regurgitate, and a a DC 15 not to pass out for 1d4 hours (both DCs increase by +5 for every additional draught after the second). The brewing of Firegutt would be a closely‐held secret, except that no other race has any interest in learning how to make it. Inns that serve half‐orc and orc‐kin clientele may pay a few silvers (1d6) for a barrel of the stuff, but that's about it.
that if something wasn’t done with the orcish problem they would quickly be overwhelm but they lusty and brutish neighbours. With the help of Seraius, the elven god of lies and evil, the orcs where cursed with light sensitivity and driven from the glorious civilization they helped build to live in the wilderness as savages. Karlorivas was the first warchief at the time. Suspecting the elves of their secrets plots he watched the leaders. He realized their plans moments too late to stop them but was able to kill several key leaders and take their ears as a trophy. Cleric/assassins of Karlorivas often wear a magical necklace of ears to help them deal with the eleven betrayers.
Necklace of Ears
Special Equipment
Firegutt (aka Murkk'chattg) This rare orcish liquor of a dark green cast is believed to be distilled from the scrapings of unknown cave mosses. It has a bitter, fiery flavor (accompanied by a smell not unlike that of a burning dog in a sewer) that nearly all find unpalatable, if not downright nauseating. This incredibly vile and potent liquor has effects even on the stoutest orc character. Orcs, trolls, orc‐kind (to include half‐orcs) gain a +2 to all Will and Fortitude saving throws for (2d4 ‐ their Constitution bonus) hours if they consume a standard draught of Firegutt. If they
Aura faint illusion; CL 3rd Slot neck; Price 2,400 gp; Weight ‐ ‐‐‐‐‐ This is a necklace of elven ears worn on a leather cord of elven flesh. It allows a character with orc blood to alter his appearance as the disguise self but the character will always look like an elf. It also grants the wearer fluency in the Elven language with an appropriate dialect for the area they are travelling within. The necklace will change appearance along with the wearer’s body type and clothes. ‐‐‐‐‐ Requirements Craft Wondrous Item, disguise self, tongues, must be orc; Cost 1,200 gp, 48 xp
Totem: Aspect of the Wolf Aura moderate transmutation; CL 10th Slot medallion; Price 57,080 gp; Weight ‐ ‐‐‐‐‐ This totemic item is a carved replica of a wolf’s skull. They are created by orcish tribes to unify their warriors under a single animal ideal. As a standard action warrior with orc blood wearing this totem may call upon the spirit of the great wolf, Fenkorush, to grant them several benefits. For one hour they gain a +2 enhancement bonus to Dexterity, Constitution and Wisdom. They gain scent as a special sense and have access to the Improved Trip feat even if they would not normally qualify. ‐‐‐‐‐ Requirements Craft Wondrous Item, orc blood, summon nature’s ally III; Cost 28,540 gp, 1141 xp
War Drums of Agrash‐Tor Aura strong enchantment ; CL 12th Slot None; Price 34,600 gp; Weight 8 lbs. ‐‐‐‐‐ This marching bass drum is traditionally decorated with the symbols of the orcish war band and festooned with the skulls of their enemies. In its simpliest form it is a masterwork instrument with the rich masterwork quality. Once per day as a standard action, the musician can trigger a rage spell that affects the four allies within 30 ft. that have orc blood. The effects last 12 rounds. If a bard is playing the drums the effect lasts for as long as he drums (standard action) plus 12 rounds after he stops. ‐‐‐‐‐ Requirements Craft Wondrous Item, orc blood, rage; Cost 17, 200 gp, 684 XP
Character Traits In this product the concept of character traits was introduced. Basically they provide a bit of background and a bit of a bonus for starting characters to help you flesh out you newfound character. There are many on the Grand OGL
Wiki site but here are a few more for the half‐ orc. Adopted (Half‐Orc) You were found as a baby by non‐orcs who instead of killing you outright, adopted you and raised you as one of their own children. You learned early in life than not all conflicts must be solved by violence. You gain a +1 trait bonus to Diplomacy and it is always a class skill for you. Mercenary (Half‐Orc) You have spent many of your early adventuring years within an organized company of soldiers. This has taught to you always be alert and aware of your surroundings as well as quick to respond. You gain a +1 trait bonus to initiative and +5 ft. movement on the first round of combat. Loving Home (Half‐Orc) You were raised within a loving mixed marriage. Your parents have supported and guided you through your young life. At character creation you gain an additional 100 gp, this is one‐time money your parents have saved for your future. Nomadic (Half‐Orc) You childhood was spent in a horse caravan that travelled the badlands. Whether merchant or raider you learned to live in your saddle and live off of the land. You gain a +1 trait bonus to Ride and Survival. One of these skills is always a class skill for you.
Psionic Traits These traits are associated with psionics and focus on the manipulation of energy and matter using the power of one’s mind. You need not be a manifester to take a Psionic trait (although several of these traits aren’t as useful to non‐ psionics). Psionic Traits can represent a character’s early exposure to psionic experimentation or study of psionics at a learning centre.
1 Learning Centre Applicant You have spent most of your childhood at of the psionics learning centres such as the School of the Vast. You gain a +1 trait bonus on Psicraft checks, and Psicraft is always a class skill for you. 2 Reckless Manifester You have always be intrigued by the workings of psionics items, possibly because you were the child of a shaper or wilder. You snuck into your parent’s meditative sanctum or form room to tinker with their psionics devices, cause untold damage and setbacks to your parent’s work. You gain a +1 trait bonus on Use Psionic Device checks, and Use Psionic Device is always a class skill for you. 3 Pattern Analysist Your childhood was dominated by the studied of natural forms and mathematical formula or unrelenting chaos and emotional upheaval so that it became essential to block out distractions. You gain a +1 trait bonus on Concentration checks, and Concentration is always a class skill for you. 4 Gifted Psychic Your interest in psionics was inspired by witnessing the greatest of psions and godminds in demonstration of their might. You may have even been exposed to resonant waves of psionics power that altered the way your first power operates. Pick one psionics power when you choose this trait – from this point on, whenever you manifest that power, its manifester level is increased by 1. 5 Skilled Psicrafter You were tapped into a worldthought network of artificiers, unbeknownst to them for a time, through which you learned many shortcuts and cost‐saving techniques. Whenever you craft a psionics item, you reduce the cost of gp and XP required to make the item by 5%. 6 Psionic Gift You were raised, either wholly or in part, by a psionics creature (like an Ardoroch or a Dromite), either after it found you abandoned underground or because your parents left you in the care of this psionic creature. This constant exposure to psionics
energy has made its manifestation easy for you to understand, even when you turn you mind to other training and skills. Pick a class when you gain this trait – your manifester level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your manifester level higher than your current Hit Dice. 7 Psionic Lineage One of your parents was a gifted metamind or uncarnate who not only used metapsionic effects often, but also may have unlocked new manifestation or two – and you have inherited a fragment of this greatness. Pick one psionic power when you choose this trait. When you apply metapsionic feats to this power, you decrease the cost of the manifestation by 2 power points. 8 Naturally Psionic You have always been special, always able to do more than what was expected of you. You gain 1 bonus power point at 1st level. This benefit does not grant you the ability to manifest powers unless you gain that ability through another source, such as levels in a psionic class. 9 Stubborn You have never believed in psionics powers. They are a tale to encourage children or the misguided ravings of a lunatic. You gain a +2 trait bonus on all saving throws against clairsentience. 10 Iron Man You path in life has always been one of striving for personal perfection. You have spent many hours learning to resist fear and tolerating poison. You gain a +1 trait bonus on Autohypnosis checks, and Autohypnosis is always a class skill for you.
Poison Entangle Transmutation Level: Drd 4 This spell functions like entangle, except that the entangling plants carry a virulent poison that deals 1d6 points of Constitution damage and an additional 1d6 points of constitution 1 minute later. Each instance of poisoning can be negated by a succesful Fortitude check (DC 10 + 1/2 caster level + Wis modifier). You can only be poisoned one when in the entangle area.
Don’t Go Into the Woods
Entangling Spells Entangle is one of my favourite low level druid spells. It is very handy for controlling the battlefield especially against a large number of opponents but it lacks a certain bite. Thus, for higher levels I've created these additional spells in the entangle vein. Snapping Entangle Transmutation Level: Drd 3, Rgr 3 This spell functions like entangle, except that the entangling plants are carnivorous plants that deal 1d4 points of damage each round to creatures within the spell's area.
Yellow Musk Entangle Transmutation Level: Drd 6 This spell functions like entangle, except that the entangling plants are yellow musk creepers. Each round a creature is within the affected area they are drained of 1d4 points of Intelligence. Any creature reduced to 0 Intelligence by this spell becomes a yellow musk zombieTOH under the druid's control. The victim remains a yellow musk zombie after the spell ends.
THE MANEATER Chosun was the mascot of a particularly sadistic mercenary troupe. For entertainment they would starve the bear and then feed him their live captives. When the sell‐swords were hired to eliminate a local Druid, he awakened Chosun as an ally. The mercenaries and Druid destroyed each other in the fight, leaving Chosun the only survivor. Despite his sudden intelligence he retained his taste for humanoid flesh. Chosun now stalks isolated villages, preying on the lone traveler or solitary child. Local hunters who believe him simply to be a cunning rogue bear, have set traps without success. The few that dare follow his tracks never return.
CHOSUN CR 8 Advanced elite augmented male black bear barbarian 5 N medium magical beast Init +6; Senses darkvision 60ft., low‐light vision, scent; Listen +13, Spot +12 Language Common ‐‐‐‐‐ AC 17, touch 12, flat‐footed 17; improved uncanny dodge hp 119 (12 HD) Fort +14 Ref +9 Will +4 ‐‐‐‐‐ Spd 50 ft. Melee 2 claws +15 (1d6+6) and bite +10 (1d6+3) Base Atk +9; Grp +15 Atk Options whirling frenzy rage 2/day ‐‐‐‐‐ Str 22, Dex 14, Con 18, Int 11, Wis 12, Cha 8 SQ trap sense +1, improved uncanny dodge Feats Endurance, Improved Initiative, Improved Natural Attack, Run, Track Skills Intimidate +8, Survival +7, Swim +10 Possessions +3 collar of armor (as bracers) ‐‐‐‐‐ Whirling Frenzy Rage (Ex) A barbarian with this form of rage temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. The barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a ‐2 penalty, as does each other attack made that round. This also affects attacks of opportunity the barbarian might make before his next action. When he rages, Chosun’s stats change as follows: ‐‐‐‐‐ AC 19, touch 14, flat‐footed 19 Ref +11 Melee 2 claws +17 (1d6+8) and bite +12 (1d6+4) or 3 claws +15 (1d6+8) and bite +10 (1d6+4) Grp +17 Abilities Str 26 Skills Swim +12
THE UNEXPECTED ENEMY While most centaurs grow up tolerating and even enjoying the company of humans and elves, Evak was always different. Where others of his race saw cooperation, Evak saw men cutting down trees for farmland, and elves exploiting centaurs for their physical strength. When he spoke out other centaurs laughed at him. He realized they were blind to the threat men and elves posed, and that his war on all who might harm the centaur race would have to be his alone. Recently, however, he has started working with an intelligent brown bear (see my earlier post on May 7). Together they slay any humanoid they come across. Evak knows that most humans consider centaur either harmless or outright friendly. He uses that belief to maneuver into prime killing range. Evak CR 11 Extraordinary Rangers Male centaur ranger 6/slayer 2 NE large monstrous humanoid Init +5; Senses darkvision 60ft., Listen +12, Spot +8 Languages Common, Elven, Sylvan ‐‐‐‐‐ AC 22, touch 15, flat‐footed 17; Dodge hp 93 (12 HD) Fort +11 Ref +15 Will +7 ‐‐‐‐‐ Spd 50 ft. Melee +1 longsword +18/+13 (2d6+7) and 2 hooves +8 (1d6+3) Ranged +2 composite longbow (+6 Str bonus) +18/+16 (2d6+8/19‐20x3 plus 1d6 fire) or Many Shot +12 (3 arrows at 2d6+9/19‐20x3 plus 1d6 fire each) or Rapid Shot +16/+11/+16 (2d6+8/19‐20x3 plus 1d6 fire) Space 10 ft. Reach 5 ft. Base Atk +12; Grp +22 Atk Options favored enemy +4 (humanoid [human]), +2 (humanoid [elf]), Slayer Favored Enemy (humanoid [human]), Smite Enemy 2/day, Many Shot, Precise Shot, Rapid Shot Combat Gear wand of cure moderate wounds (10 charges), potion of barkskin +2, potion of cat’s grace
‐‐‐‐‐ Ranger Spells Prepared (CL 3): 1st – entangle, magic fang ‐‐‐‐‐ Before Combat Evak drinks his potion of cat’s grace and barkskin and then cast magic fang on Chosun, his bear ally. During Combat Evak lets Chosun take the brunt of damage in melee while he covers the bear with arrow fire. If his target is human don’t forget to add a +1 to hit and a +6 to damage on his already formidable attack stats. Against elves, he receives only a +2 on damage. Morale Evak would rather live to kill again rather than go down fighting. He flees if reduced to 30 hit points or fewer. ‐‐‐‐‐ Str 22, Dex 21, Con 17, Int 10, Wis 12, Cha 8 SQ wild empathy +5 Feats Dodge, Improved Critical (longbow), Point Blank Shot, Many Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (hoof) Skills Handle Animal +3, Hide +10, Knowledge (nature) +8, Move Silently +11, Survival +10 Possessions +2 studded leather armor, +2 composite longbow (+6 Str), 15 +1 flame arrows, 40 arrows, 3 quivers, waterskin, backpack ‐‐‐‐‐ Hawk, animal companion, hp 4, see SRD ‐‐‐‐‐ Slayer Favored Enemy (Ex) Evak gains a +2 bonus on Bluff, Intimidate, Listen, Search, Sense Motive, Spot and Survival checks when using these skills against humans. He also gains a +1 bonus to attack and a +2 bonus to damage against humans. All these bonuses stack with the bonuses he already receives for his Ranger favored enemy (humanoid [human]). In other words against humans, Evak gains a +1 to hit and a +6 to damage on his already formidable bonuses listed above, as well a +6 bonus to several skills. Smite Enemy (Ex) Twice per day, Evak can smite humans with one normal melee attack. He adds his slayer class level as a bonus to his attack roll, and deals 2 extra points of damage per slayer class level, in addition to any other bonuses that
normally apply. Total bonus against humans with smite is +3 to hit and +8 on damage.
Wilderness Traps Rangers, druids and elves have learned many techniques for dealing with troublesome animals and magical beast. One of the simplest ways is with a mechanical or magical trap. Bear Trap (foothold) CR 2 This simple trap has trap pinching jaws that are stretched open. When a bear steps on the pad in the centre, the jaws spring shut trapping the bear. Type mechanical; Search DC 20; Disable DC 15 ‐‐‐‐‐ Trigger manual; Reset manual Effect Atk +15 melee (2d6 plus 1d3 Dex, pinching jaws); additional speed is reduced by 5 ft. for 24 hours and target is entangled until trap is disabled or they succeed a Escape Artist DC 20 Bear Trap (deadfall) CR 7 A heavy log or boulder is braced at an angle and held up with sticks. When the bear investigates the bait under the boulder, the sticks give way and the bear is crushed. Mhahahahahaha! Type mechanical; Search DC 14; Disable DC 20 ‐‐‐‐‐ Trigger proximity; Reset none Effect Atk +25 (10d6, massive log); multiple targets in 10 ft. by 10 ft. area Bear Trap (snapping doom) CR 4 This is a sealed object of interest to bears such as a honey pot or a pic‐a‐nic basket. When opened it triggers the druid’s snapping entangle spell Type magic; Search DC 28; Disable DC 28 ‐‐‐‐‐ Trigger touch; Reset none Effect spell effect (snapping entangle, 5th level druid, Reflex DC 14 avoids)
Elven Sigils Elven sigils are incredibly intricate and their beauty is known the world over. The arching and twisting pattern often contains a maker’s mark for the elven craftsman that created the item. Some elven craftsmen have found ways integrate arcane power within the twisting pattern. Generally, only elven artificers spend time the time learning how to integrate this power. Occasionally a sorcerer may learn this trade finding traditional magic item crafting to be too restrictive. Elven sigils are not magical in of themselves; rather they are conduits to some otherworldly power. An active sigil is a supernatural effect. An elven sigil may only be added to a masterwork item, and counts as an additional masterwork components (market value +300 gp (for weapons), +150 (for armor), +50 (for items), DC = 20) for the purpose of creation times and cost. At the time that sigil is embosses or carved, the craftsman can decide if the sigil is visible or hidden. True seeing or powerful divination magic will allow the sigil to be seen as well as a trained elven artificer can spot and
sigil he is trained to create with a Spot check DC 15. Each rune may be activated once per day as a swift action and lasts for 1 round per point of Charisma bonus (minimum 1 round). By taking 2 points of Charisma damage, an elf may force an elven sigil to activate a second time in a single day, though few choose to do so. If your game uses Action Points, then one could be spent to reactivate the sigil as well. A character without the appropriate sigil feat cannot identify, activate or craft the sigil. Each of the following feats allows an elf to identify, activate and craft a given single sigil ‐ ‐ although crafting sigils requires the requisite Craft skill to create a masterwork item upon which the sigil is placed. Sigil of Silence [General, Elven] The item is traced with a swirling pattern that seems to consume itself. Elves tend to activate this sigil when they want to pass by guards without being heard. Prerequisites: inscribe on any item. Benefit: While this rune is in effect, you receive a +5 competence bonus on Move Silently checks. Sigil of Shadows [General, Elven] The item is traced within interlocking lines that create areas of shade on the intricate design. Elves tend to activate this sigil when they want to pass by guards without being seen. Prerequisites: inscribe on any item. Benefit: While this rune is in effect, you receive a +5 competence bonus on Hide checks. Sigil of the Cresting Dawn [General, Elven] The item is traced with a pattern that integrates the name of their primary deity with an image of the sun. Elves sometimes use this sigil to disable foes or put them off guard. Prerequisites: inscribe on any item
Benefit: Once per round while this rune is active, you can cause the sigil to emit a brilliant flash of light. Anyone within 20 ft., except the activator, must make a Reflex save (DC 10 + ½ character level + Cha modifier) or be blinded for 1d4 rounds. Sigil of Precision [General, Elven] The bow or longbow traced with this sigil has lines that dart, weave and squeeze through tight patterns. Elves sometime use this sigil to enhance their prowess in archery. Prerequisites: inscribe on any short bow or longbow Benefit: While this rune is active, you gain access to the feat Precise Shot even if you wouldn’t normally qualify for it and a +2 competence bonus to attacks made with your short or longbow. Sigil of Peace [General, Elven] This item is covered with sigils that play upon its surface in a gentle, rolling fashion. Elves sometimes use this sigil to open negotiations with foreign nations. Prerequisite: inscribe on any non‐weapon Benefit: When this sigil is activated, a non‐ player character the wielder is interacting with has his attitude moved to one more positive position. Sigil of Empowerment [General, Elven] The wand on which this sigil is carved is able to tap a magical other‐realm to extend its life. Elven wizards sometime add these glyphs to their wands to strengthen there connection. Prerequisite: inscribe on any wand Benefit: While this sigil is active, the wand uses the wielder’s caster level instead of the wand creator’s caster level.
Evolved Kobolds Thousands of kobolds have met their fate at the end of a “hero’s” longsword. Kobolds are very adaptable being know to acclimatize to aquatic, arctic, desert, jungle or elemental earth. Heck, it is even said that some have grown wings or breath fire like their draconic gods. The strangest of all kobold variants is the man‐sized evolved kobolds. They are tall, reptilian creatures with powerful, relational minds but frail forms. The exact cause of these kobold’s evolution is not precisely known, some suggest it is the work of magic, some say it is a transformative event like that experience by the Elan, while others suggest it was the result of some obscure ritual. Regardless of the cause, since the transformation the evolved kobolds have bred true and their numbers are growing.
Personality: Evolved kobolds are stoic creatures who control the stronger emotions that so defined their less‐evolved state. They particularly work to curb their aggressive and xenophobic tendencies. Evolved kobolds view all things are interrelated parts of a cosmic puzzle that is everchanging. They tend to favor larger communities where they can observe other races more easily. Physical Description: Most evolved kobolds are tall and thin, with a long and narrow head like that of a reptile. Small rusty‐brown scales cover evolved kobold’s flesh. Their fingers grow long, and their limbs tend toward the spindly. They have snakelike tails that serve only as aids to balance Relations: Most evolved kobolds live in cities. They enjoy the company of other species even if they rarely show that they enjoy the company of others. They feel the only way to truly understand the complexities of existence is to experience as many viewpoints as possible on each issue. Alignment: Evolved kobolds are usually lawful due their stoicism, but as every individual has his own role in the tapestry of reality so to can evolved kobolds be of any alignment. Religion: Evolved kobolds worship the same gods that dragons worship. Sometimes they will even worship a particularly power living dragon. Their choice of draconic deity is often determined by their alignment and outlook on reality. Language: Evolved kobolds speak Common and Draconic. Draconic being their first language and Common always spoken with a silibant accent. Names: Evolved kobolds do not have racial names but instead tend to adopt the naming style of the other species they live among. It is not uncommon to find an evolved kobold name Arthur Williams, Dulgrim Hammerfist, or
Whisper Silverleaf. Not all races are as accepting of their practice. Adventures: Evolved kobolds adventure for the purpose of gaining more knowledge. They do not have any particular interest in risking their own lives but they accept that each has a part to play in the world. They often follow the path of the wizard or psion (if they are wild talents).
Evolved Kobold Racial Traits Abilities: Evolved kobolds are very intelligent, having had their intellect boosted in their rapid transformation. They have a +2 Intelligence bonus but a ‐2 Strength bonus do to the havoc played on their physiology from the transformation. Medium: As medium creatures, evolved kobolds have no special bonuses or penalties due to their size. Speed: An evolved kobolds base land speed is 30 ft. Darkvision (Ex): Evolved kobolds can see in the dark at a range of 60 ft. Pattern Analysts (Ex): Evolved kobolds add a +2 racial bonus to Decipher Script, Forgery and Spellcraft or Psicraft checks. Reptilian Balance (Ex): Evolved kobolds add a +2 racial bonus to Balance checks due to their tail. Scaly Hide (Ex): Evolved kobolds have a +1 natural armor bonus and the reptillian subtype. Languages: Common and Draconic; Bonus: Any Favored Class: Psion or Wizard
Sample Evolved Kobold Korvus Earthwalker CR 1 Male evolved kobold geomancer 1 LN Medium humanoid (reptilian) Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1 ‐‐‐‐‐ AC 15, touch 10, flat‐footed 15 (+1 natural, +4 chain shirt) hp 10 (1d8+2) Fort + 4, Ref +0, Will +3 Weakness earth dependency ‐‐‐‐‐ Spd 30 ft. Melee heavy pick +0 (1d6/x4) Ranged sling +0 (1d4) ‐‐‐‐‐ Spells Known (CL 1st; +0 ranged touch) 1st level (1/day) ‐ produce flame 0th level (3/day) – create water, detect poison, know direction ‐‐‐‐‐ Str 10, Dex 10, Con 15, Int 10, Wis 13, Cha 11 Feats Rune of CourageHoHF Skills Appraise +1 (+2 gemstones), Balance +2, Craft (weaponsmithing) +3, Decipher Script +3, Knowledge (nature) +2 (+4 earthcunning), Spellcraft +6, Survival +3 (+5 earthcunning) Languages Common, Draconic SQ earthcunning, gem appraisal, sense node, somatic casting ‐‐‐‐‐ Earthcunning (Ex) Korvus gains a +2 bonus on any Knowledge, Search or Survival check that relate to natural rock or earth. Earth Dependency (Ex) Korvus suffers 1 point of Constitution damage if he is not in contact with the ground. This damage is healed 8 minutes after regaining contact with the ground. Gem Appraisal (Ex) Korvus gains a +1 bonus on Appraise checks involving gemstones. Sense Node (Su) Korvus can always sense when he is on an active node. Somatic Casting (Ex) All geomancer spells require the somatic component of drawn sigil upon which Korvus must concentrate his geometric energies.
Korvus is an evolved kobold that has chosen to live among dwarves. He was not very successful at mining but has shown an affinity for the detection of ley line nodes and for weaponsmithing. He has been taught how to scribe a rune of courage onto a masterwork weapon from his dwarven mentor; he’s just not that good at it yet.
Fighting Mages Larazor, Daughter of Destiny (CR 23) Larazor was born different than most hydra. She was born with a destiny to lead and an abnormal intellect. She have come to lead a cadre of devoted followers/suitors in the volcanic region called the Plateau of Everchanging Fire. Larazor is a thanemage who is already ready to enter combat. She typically opens with a charge and tries to disarm as many opponents as possible. She uses magic to shield herself and magic wands to occupy opponents. Strong opponents she will strike with a spiritlash to entangle them and then tear them apart with her nine bite attacks. She would be a very valuable ally or a terrible opponent if her alignment shifted to evil.
SuzerainAB Nine‐Headed Pyrohydra SavantAB ThanemageAPG 15 N Huge Magical Beast (Fire) Init +12; Senses darkvision 60 ft., lowlight vision, scent, Listen +11, Spot +11 ‐‐‐‐‐ AC 22, touch 12, flat‐footed 22; improved uncanny dodge, +2 insight bonus after 3 rounds. hp 239 (24 HD); fast healing 19 Fort +20, Ref +19(+22 once per round), Will +23; improved evasion Defensive Cold resist 10, immune to fear/fire Weakness cold ‐‐‐‐‐ Spd 30 ft., swim 30 ft. Melee 9 bites +34 (1d10+11) Ranged Touch Spiritlash +24/+19/+14/+9 (2d8 damage, range 60 ft., remains entangled for 4 rounds may make additional melee attack at +33) Space 15 ft.; Reach 10 ft. Special Attacks breath weapon (3d6/per head, Reflex DC 20 halves), spiritlash (4/day, ignores DR and incorporeal, +1d10 on a critical hit.) ‐‐‐‐‐ Thanemage Spells Prepared (CL 15th, DC 13 + spell level) 4th – lesser globe of invulnerability 3rd – protection from energy, wind wall 2nd – blindness/deafness, mirror image 1st – expeditious retreat, grease, shocking grasp 0th ‐ dancing lights, detect magic, mage hand, prestidigitation ‐‐‐‐‐ Str 20, Dex 10, Con 20, Int 16, Wis 20, Cha 12 Base Atk +24; Grp +36 Feats Blind‐Fight, Combat ExpertiseB, Combat ReflexesB, Craft WandB, Energy Resistance (Cold), Iron Will, Improved Disarm, Improved FeintB, Improved Initiative, LeadershipB, Multi‐ headed Magic, Spell PenetrationB, Spring AttackB, Superior InitiativeE, Toughness, Weapon Focus (bite) Skills Bluff +5, Concentration +32, Decipher Script +30, Diplomacy +11, Gather Information +3, Heal +32, Hide ‐4, Intimidate +11, Knowledge (arcana) +30, Knowledge (local) +15, Knowledge (religion) +15, Knowledge (the
planes) +15, Listen +11, Move Silently +4, Sense Motive +9, Spellcraft +32, Spot +11, Survival +5 (+7 other planes), Swim +23, Use Magical Device +1 (+5 scroll use) Languages Common, Draconic, Elven Combat Gear 320,000 gp worth. ‐‐‐‐‐ Born to Lead (Ex) As long as another hydra is within Larazor sight and able to witness her actions, she gains a +4 morale bonus to AC, attacks, damage rolls, skill checks, and saves. Her followers and cohorts also provide her with this bonus. Breathe Fire (Su) These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 18. Fire attacks cannot prevent a pyrohydra’s stump from growing new heads (as a pyrohydra has immunity to fire), but 5 points of cold damage does. Combat Insight (Ex) Larazor gains a +2 insight bonus to attack and damage rolls. She also gains a +2 insight bonus to Armour Class against opponents she has observed for 3 rounds. Dauntless Courage (Ex) Larazor is immune to fear as well as any allies within 30 ft. Deductive Leap (Ex) Once per round, Larazor can substitute her Intelligence modifier on a saving throw instead of its associated ability score. Enchanting Presence (Ex) Any time a non‐player character approaches within 30 ft. of Larazor, its attitude toward her shifts one category toward the positive. Enchanting presence is a mind‐affecting enchantment effect. Inspiring Example (Ex) All of Larazor’s allies within 60 ft. gain a +2 morale bonus to all attack, damage rolls, skill checks and saves, while she lives. Leadership Larazor has a 17th Elven Druid Cohort who acts as a friend and advisor. Additionally she has a cult‐like following of 135 1st level npcs, 13 2nd level npcs, 7 3rd level npcs, 4 4th level npcs, 2 five‐head pyrohydras and 2 six headed pyrohydras.
Stirring Speech (Su) 1/day, As a standard action, Larazor can inspire greatness in her allies, granting them extra fighting capability. This ability lasts 5 rounds to use but she can target nine allies with this ability. Inspired allies gain +2d10 hit dice, +2 competence bonus to attack rolls and +1 competence bonus on Fortitude. Terrain Insight (Ex) Larazor gains a +4 insight bonus on initiative rolls, Hide, Listen, Move Silently, Seach and Spot Checks within the Plateau of Everchanging Fire. Skill Mastery (Ex) Larazor gain take 10 on any skill checks involving Decipher Script, Diplomacy, Knowledge (Arcana), and Swim. Skills Larazor has a +6 racial bonus to Intimidate and Diplomacy, +2 bonus on Listen and Spot, and +8 bonus on Swim. Additionally she has a +4 insight bonus to Bluff, Diplomacy, Intimidate and Sense Motive. She can use Disable Device, Open Locks and Use Magic Device untrained. Multi‐headed Magic (General) You are able to cast multiple spells or activate multiple spell completion devices in a single round. Requirements: You must possess at least three heads. Benefit: You can cast one spell or activate one spell completion item per three heads you possess. For example, a twelve‐hydra could cast 4 fours a round or 2 spells and make 6 bite attacks or 1 spell, 2 wand uses and 3 bite attacks.
Ragger and His Ride This little kobold wends his way along the highways and byways of the underdark on the back of a trained scavenger worm he raised from birth. He trades his trap‐making and mining skills for gold and food, and could be a good source of knowledge about the underdark as much as a foe. When he gets into a fight, he stays on top of his scavenger worm, summons monsters, and traps opponents between them and his pet. The worm is large enough that Ragger sits above most medium creatures and gains a +1 on attacks from above.
RAGGER CR 6 Male kobold expert 8/conjurer variantUA CE Small humanoid Init +7; Senses darkvision 60ft., Listen +4, Spot +8 Languages Draconic, Goblin, Common ‐‐‐‐‐ AC 18, touch 15, flat‐footed 15 (+3 Dex, +1 size, +1 natural, +3 armor, +1 deflection) hp 38 (9 HD) Fort +2 Ref +5 Will +7 Weakness light sensitivity ‐‐‐‐‐ Spd 30 ft. Melee mwk longspear +6/+2 (1d6‐1/x3) Ranged +1 light crossbow +12 (1d6+1/19‐20x2) Base Atk +7; Grp +1 Atk Options Rapid Summoning Combat Gear wand of summon monster II (14 charges), potion of cure moderate wounds ‐‐‐‐‐ Wizard Spells Prepared (CL 1st, +10 ranged touch) 1st – magic missile, summon monster I (2) 0 – acid splash, ghost sound, mending ‐‐‐‐‐ Abilities Str 7, Dex 17, Con 10, Int 16, Wis 8, Cha 10 SQ enhanced summoning, spell failure 10% Feats Augment Summoning, Mounted Archery, Mounted Combat, Improved Initiative, Skill Focus (Handle Animal) Skills Craft (trapmaking) +16, Disable Device +13, Handle Animal +14, Hide +15, Knowledge (arcana) +5, Knowledge (Dungeoneering) +9, Move Silently +11, Profession (animal trainer) +5, Profession (miner) +4, Ride +19, Search +12 ‐‐‐‐‐ Enhanced Summoning (Ex) Ragger gains the Augmented Summoning feat for free at his first wizard level instead of Scribe Scroll. Rapid Summoning (Ex) Any time Ragger casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are
summoned.) This replaces Ragger’s ability to gain a familiar. Possessions combat gear, masterwork long spear, +1 light crossbow with 20 bolts, +1 ring of protection, masterwork leather armor, masterwork thieves’ tools, master work tools, masterwork saddle, 25 gp
Mount SCAVENGER WORMIB:COF CR 5 N Huge advanced aberration Init +6; Senses blindsight 60ft.; scent, Listen +7, Spot +6 ‐‐‐‐‐ AC 18, touch 10, flat‐footed 18 (‐2 Size, +2 Dex, +8 natural) hp 76 (8 HD) Fort +7 Ref +4 Will +8 ‐‐‐‐‐ Spd 30 ft., climb 20ft. Melee bite +12 (1d8+10) Space 10 ft. Reach 5ft. Base Atk +5; Grp +20 Atk Options tranquilizing spray (Fort DC 19) ‐‐‐‐‐ Abilities Str 24, Dex 14, Con 20, Int 2, Wis 14, Cha 6 Feats Improved Initiative, Improved Natural Armor, Run, Track (B) Skills Climb +20, Move Silently +4 ‐‐‐‐‐ Tranquilizing Spray (Ex) The scavenger worm can spit a viscous liquid in a 20 ft. cone. All living creatures in the area must succeed on a DC 19 Fortitude save or fall asleep for 1d8+1 rounds. The save DC is Constitution‐based. Victims can be awakened early with a DC 15 Heal check, as a full‐round action, or with any variant of restoration or neutralize poison. Once it attacks with its spray, the scavenger worm cannot do so again for 1d4 rounds. Skills Scavenger worms have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Zovan Tengri Zovan is the next fighting mage in our ongoing series, another conjurer as per the request of a reader. This guy uses his summoned monsters to gain flanking against opponents, and employs spring attack to jump in and out of melee, sneak attacking flanked enemies. If possible Zovan casts expeditious retreat on himself before combat. This allows him to use spring attack from a considerable distance. His most favorite summoned ally is a fiendish ape named Oollam Onga. They have worked together many times, and know each other’s tricks and strengths. If possible Oollam grapples an opponent so Zovan can slice into the unfortunate person at will. (Coup de grace’s against immobile foes tends to make fights short.) Oollam’s stats are provided as well, and include the fiendish template and the +4 to Str and Con from Zovan’s Augmented Summoning feat.
ZOVAN TENGRI CR 10 Male human rogue 5/ conjurer 5UA LE Medium humanoid Init +7; Senses Listen +7, Spot +7 Languages Common ‐‐‐‐‐ AC 19, touch 15, flat‐footed 19; Dodge, uncanny dodge (+4 Dex, +4 armor, +1 deflection) hp 42 (10 HD) Fort +3 Ref +9 Will +6; evasion, trap sense +1 ‐‐‐‐‐ Spd 30 ft. Melee +1rapier +10 (1d8+1/19‐20) Ranged mwk dagger +10 (1d4) Base Atk +5; Grp +5 Atk Options sneak attack +3d6, rapid summoning Combat Gear elemental gem (earth), potion of cure moderate wounds, ‐‐‐‐‐ Abilities Str 10, Dex 16 (18), Con 13, Int 15, Wis 12, Cha 8 SQ enhanced summoning, spell failure 10%, uncanny dodge, trap sense +1 Feats Augmented Summoning, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse Skills Balance +11, Bluff +7, Climb +8, Concentration +12, Decipher Script +8, Disable Device +12, Hide +14, Listen +7, Move Silently +14, Open Lock +12, Spot +7, Tumble +11, Knowledge (arcana) +10 ‐‐‐‐‐ Wizard Spells Prepared (CL 5th, +9 ranged touch) 0‐ acid splash, light (2), ray of frost 1st – expeditious retreat (2), grease, shield, summon monster I 2nd – acid arrow, invisibility, summon monster II, summon swarm 3rd – haste, summon monster III ‐‐‐‐‐ Enhanced Summoning (Ex): Zovan gains the Augmented Summoning feat for free at his first wizard level instead of Scribe Scroll. Zovan’s summoned creatures are also particularly tough
to dispel. Add 2 to the DC of any caster level check made to dispel his summoned creatures. Rapid Summoning (Ex): Any time Zovan casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) This replaces Zovan’s ability to gain a familiar. Possessions combat gear,+1 rapier, 4 mwk daggers, +1 ring of protection, +1 leather armor, +2 gloves of dexterity, masterwork thieves’ tools, 5 pp CR 3 OOLLAM ONGA NE Male fiendish ape Large augmented magical animal (extraplanar) Init +2; Senses darkvision 60ft. low‐light vision, scent; Listen +6, Spot +6 ‐‐‐‐‐ AC 16, touch 9, flat‐footed 16 (‐1 size, +7 natural) hp 37 (4 HD) DR 5/magic resist cold 5 fire 5 SR 9 Fort +8 Ref +6 Will +6 ‐‐‐‐‐ Spd 30 ft.; climb 30 ft. Melee 2 claws +9 (1d6+7) and bite +4 (1d6+3) Space 10 ft. Reach 10 ft. Base Atk +3; Grp +14 Atk Options smite good 1/day (+4 on damage) ‐‐‐‐‐ Abilities Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 7 SQ fiendish traits Feats Alertness, Toughness Skills Climb +16, Hide +0 Skills: Apes have +8 racial bonus on Climb checks and can always choose to take a 10 on Climb checks, even if rushed or threatened.
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From the Orient Floating Lantern (single use) This simple paper lantern can be inscribed with the name of a recently departed loved one. Once labeled, its candle is lit and the lantern is released into the sky. As it flies into the heavens it guides the spirit safely to the spirit realms. Loved ones who are protected by a floating lantern will not rise as undead and cannot be forced to remain in the land of the living or return to it. Faint abjuration; CL 1st, Craft Wondrous Item, protection from evil; Price 400 gp.
Paper Tiger (Figurine of Wondrous Power Variant) This paper tiger appears to be a simple origami construction about four inches long, two inches in height and one inch wide. When placed on the ground and the correct command word spoken, it is transformed into a real bengal tiger (see Tiger for stats). The tiger understands and obeys the commands of its owner to the best of its ability. If killed, it reverts to its origami form. If its origami form is destroyed, the tiger is forever lost. The tiger can be brought into existence three times a week for a total of 6 hours. Strong transmutation; CL 11th; Craft Wondrous Item, Craft (origami) 14 ranks, animate objects; Price 8,000 gp.
Winter of Sorrowful Visions In the time before the First Emperor, when the land was ravaged by dueling warlords, the greatest warrior of the land made a promise to the woman loved that he would no longer participate in the bloody struggle destroying the country.
Takashi‐no‐Akimoto was the premier poleman of his time. No one could stand before the speed and might of his weapon. Yet for all the death he brought upon enemies, the wars continued. It was only when he meet Yuki‐no‐ Hana did he understand the violence would end only when one man decided it was time to lay aside his weapons. Takashi's lord was furious. He would not allow his ablest warrior to give up and lay the kingdom open to their enemies. He imprisoned Yuki in a remote mountain cave, where she was to remain until Takashi changed his mind. Yuki's imprisonment convinced Takashi‐no‐ Akimoto to give up his vow of peace. Except his polearm was now turned against his former master. He swept through the castle like a wind of rage, butchering and slaughtering with abandon. At the last moment, to save his own life, Takashi's lord revealed Yuki's location. However, Takashi was so angry he slew his lord despite the man's cooperation. When Takashi reached Yuki, the look on his face, his blood‐spattered clothes, his seething breath, told her everything. She dashed out into the snow, mortally saddened for the circle of violence and her lover could never escape. Even with Takashi's lord dead, others would come for him because of his acts, and the cycle would ever continue. Yuki plunged into a high mountain lake, releasing her body and soul into the numbing cold. Takashi‐no‐Akimoto followed. His tear‐ crippled spirit departed his body and transfered his last concious thoughts of failure and loss into his polearm. Winter of Sorrowful Visions is a +3 icy burst bisento (martial weapon, 2‐handed, 1d12, 19‐ 20/x2). Anyone struck with winter that is of lower HD than the wielder must make a Will save (DC 16) of be dazed for 1 round as their mind is flooded with visions of sorrow, failure and loss.
Legacy Items
Moderate evocation; CL 10th; Craft Magical Arms and Armour, daze monster, ice storm; Price: 62, 312 gp
Kohalisaran's Ring
Wu's Papers (Artifact) Wu was the greatest paperfolder of the 3rd Dynasty. It is said he could fold the shapes of all living things from his simple pad of paper. Others who were jealous of his skill, forced Wu to leave this world before his time. Wu’s papers remembered the skills they were shown by their master and avoided the hands of the covetous. When found Wu's papers appears in a pad of 50 sheets ready for folding. Three times per day as a full round action, a paperfolder may shape one of the papers into the shape of an aberration, animal, dragon, magical beast or vermin of challenge rating equal to 1/2 the paper folder's ranks in Craft (origami) (minimum CR 1/2). The creation is then transformed into the live creature of that type who will honourable serve the paperfolder for one hour before vanishing. When all papers are used, the pad will appear refreshed near another aspiring young paperfolder and always away from someone seeking it. If the papers are taken forcible from their owner they will vanish from the covetous grasp and appear near someone else. Strong Transmutation; CL 20th; Weight ½ lbs.
Name: Kohalisaram’s Ring Description: A ring made in the appearance of a wingless dragon swallowing its own tail, (creating the circle of the ring), its scales yellow gold, on its back and brownish copper on its underbelly and limbs. This ring shudders like being struck with soundless thunder when in the presence of a creature not in its native time. Object Lore: 1. It was created 11 years ago. 2. The last person to touch the object was Re‐ Kagul. 3. The last person to touch the object was a Giant. 4. The name of the creator of the object was Kohalisaram, 5. The creator of the object was a dragon. 6. The purpose of the object was to protect a servant of Kohalisaram. 7. The object is made of gold and copper. 8. The object was created in the Lair of Moments. 9. The most recent owner of the object was Queen Io‐Thoria; 10. The magical function of the object is to enhance a wearer’s reaction time. (+2 to initiative, +1 to reflex saves, +1 dodge bonus to AC.) History (DC 15) Also known as The Uroborus Ring in a fallen human tongue and “Obdeka” by dragons; Worn by a previously unknown beast claiming to be the oldest of those that stayed behind. He was encountered by the Commander of the knights of the first order, who was given the ring as a token of friendship. This storm giant gave the ring to his queen after he told her of his encounter with an even more dangerous foe the great dragon Vraxis Ominus. (DC 20) The Queen tells a story of a meeting between Vo‐Karren and the commander of the knights of the first order on a bridge, after an
exchange of insults The commander stunned the other storm giant with his speed when he slapped the famous swashbuckler with the back of his gauntlet before the other could react, it is said Vo‐Karren was so shocked by the speed of his opponent that he acceded the path to the knight. (DC 25) The Giant knight used the ring in his quest to heal the blade Tho‐kerris it is said that with the ring he was able to fight for a fortnight without rest until on the final night he entered int a duel with the Warlord Kasham as the fire giant road upon his flaming roc In the end he knocked him into a unfathomed lake when the knight leapt upon the War Marshall from his floating castle. . (DC 30) It is rumored that upon the quest to reinvigorate the blade of the east, the commander decimated a cabal of psionic monsters, which were seeking to take over a local town and eventually imprisoned their leader a creature in a prison of its own creation. To Pass the Bridge (General) You stand upon the bridge along and proclaim that none shall pass; it is a time honored challenge that is even acted out if fairs and festival, it holds a power few would guess at. Components: A bridge, a worthy foe and a sphere of red jasper worth 720 gp (which is consumed) Actions: You must successfully pass over a bridge after defeating a worthy foe (equal to your CR), who has sworn an oath not to allow you to pass unless you defeat them. After this you must meditate with the sphere of red jasper at the end of the 24 hours of meditation the sphere disappears. Effects: the wielder as an immediate action 2/day you can switch initiative results with a creature that fails a Will Save (DC 10+1/2 your character level + your initiative modifier). This can even allow you to act in a surprise round if a creature that has an action fails its save (that creature loses its action). Challenge at the Wrong Moment (General)
Duels are fought every day . This ritual of settling disputes one on one hold their own special power, but sometimes it is not the best time to duel. Components: a worthy foe, a glove coated in mercury and decorated with amber trapped insects worth 1,056 gp (consumed in the ritual). Actions: After a fortnight of no rest you must perform a ritualistic duel in which you hold no unfair advantage and defeat your worthy opponent (your CR). Afterwards you throw the glove into a fire and tell the tale of your duel praising the prowess of your opponent and the depth of your fatigue. Effects: the wearer can in an instant, experience a single day’s worth of rest and relaxation. He receives all the benefits f a sing day of rest, including hit point recovery, ability damage repair, etc. Poisons, diseases and spell durations will progress as if a day had passed (If you are bleeding out this effect will most likely kill you.) The wearer can only use this ability once every 4 days. Prison of your own Making (General) There are places we would create and never leave, a home, a memory, a dream. In the end these seductive hopes can gain a power that ensnares our hearts to destruction. Components: A single piece of amertine worth at least 2,344 gp (consumed in the ceremony). Actions: You must entrap a psionic monster within its own abode so that it is virtually impossible for it to escape on its own. Then you must shatter the amertine to dust and spread it about the edges of the makeshift prison. Effects: 3/day the wielder can cause a single creature upon its failed Will Save (DC 10+ ½ your character level + your wisdom modifier) causing it to relive in complete detail a single moment of its life that the wielder chooses if he is not aware of a specific moment he can choose the creatures happiest moment or his most tragic. If tragic the creature suffers 1d6 points of subdual damage per character level (will save ½ damage) upon a failed save the creature is also helpless. If he has chosen the happiest moment the creature is simply
remains helpless for 1 round per character level (with a new save each round). If a creatures name truename is uttered the curse effect of helplessness becomes permanent with no additional saves.
Monsters, Monsters, Monsters Hoard Golem Huge Construct (Spontaneous) Hit Dice: 34d10+40 (227+82+227 hp) 24,4 Initiative: ‐1 (‐1 Dex) Speed: 20 ft. (4 squares) (can't run) Armor Class: 30 (‐2 size, ‐1 Dex, +23 natural), touch 7, flat‐footed 30 Base Attack/Grapple: +25/+44 Attack: Slam +35 melee (6d8 +11/19‐20) Full Attack: 2 Slam +35 melee (6d8 +11/19‐20) and 2 blades +29 melee (6d8 +5) Space/Reach: 15 ft./15 ft. Special Attacks: Absorb cache Special Qualities: Blindsense 60‘, construct traits, damage reduction 15/adamantine, darkvision 60ft., low‐light vision, magic immunity, sense treasure, Saves: Fort +17, Ref +10, Will +17 Abilities: Str 33, Dex 8, Con ‐, Int 6, Wis 10, Cha 10 Skills: Disguise +49*, Hide +39*, Listen +0, Spot+ 0 Feats: Blind Fighting, Epic Fortitude, Epic Skill Focus (disguise), Epic Skill Focus (hide), Epic Will, Great Fortitude, Improved Critical, Improved Natural Attack, Improved Sunder, Iron Will, Power Attack, Weapon Focus (Slam) Environment: Any land Organization: Solitary Challenge Rating: 17 Treasure: triple standard Alignment: Always neutral Advancement: 35‐68 HD (Huge); 69‐102 HD (Gargantuan) Level Adjustment: ‐ The hoard of treasure stands up to the height and size of a storm giant, it has a vaguely manlike form made entirely of the treasure held
together by some unseen animating force. It has a loosely discernable head, crowned by gem‐ studded diadem The hoard golem stands about 18 feet tall and has remarkable girth, weighing in at nearly 5 tons. It is constructed entirely of magical items, coins, precious metals, gems and artwork. It is created by ruthless greed, usually when both a group of dragonslayers and a dragon dies upon the dragon’s hoard; the hoard golem is motivated only to incorporate more and more treasure. It only attacks those who try to stop it from absorbing treasure or those who attack it first. Anytime the golem is struck by an attack small amounts of coinage and other bits of treasure are knocked from its body, Oddly the golem bleeds a little when actually damaged (dragon blood), although this in no way hampers the golem. The Hoard Golem speaks no languages. Combat A Hoard Golem natural attacks strike as a magical adamantine, cold iron, silver weapons for the purpose of bypassing damage reduction. (and possibly other precious material types such as crystal and jade if other types are used in your setting.) Absorb Cache (Ex) The hoard golem can absorb any item of perceived worth‐be it precious metal, gemstones, artwork, magic items, masterwork items, or a simple carved wooden figure‐into its own body. Absorbing treasure repairs any damage the golem has take at a rate of 1 hit point for every 400 gp‐value of treasure. (the golem seeks o absorb treasure even if it is not wounded, however.) If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points (maximum equal to double its normal hit point total, duration 1 hour).
Use of this ability is not an action, and requires no time but magical and attended objects receive a Fort save DC 37 to negate. Magical items and weapons of at least masterwork value are subject to this effect every time they come into contact with the golem. When performing a sunder attempt the golem uses this ability and does not deal damage to the object, unless it is not of at least masterwork quality. The DC is Strength‐Based. Immunity to Magic (Ex) A hoard golem is immune to any spell or spell‐like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. Any spell that can specifically affects objects (align weapon, animate objects, animate rope, arcane lock, bless weapon, changestaff, chill metal, disintegrate, disrupting weapon, earthquake, greater magic weapon, holy sword, magic stone, magic vestment, magic weapon, mending, obscure object, polymorph any object, repel metal or stone, rope trick, rusting grasp, secret chest, secret page, sequester, shatter, shillelagh, shrink item, snare, spell staff, teleport object, transmute metal to wood, warp wood, and similar spells) can effect hoard golem, these spells deal 2d6 per level of the spell cast plus one point per caster level. The golem gets no saving throw against this effect. Spells can be use to create treasure, (such as minor creation and major creation)so that the golem can use it’s absorb cache ability. Sense Treasure (Su) The hard golem constantly senses any valuables and magic items within a 10‐mile radius. It is drawn to subjective value, though, and not the object’s actual market price. Thus, a beggar’s humble copper is worth every bit as much to the golem as the rich man’s art collection, or the king’s jewels.
Skills The Hoard golem has a +20 racial onus on Disguise checks when posing as a normal pile of treasure (although anyone familiar with the golem will of course consider all large, glittering piles of wealth to be suspect). When lying still among other treasures, the golem has a +20 racial bonus on Hide checks. These bonuses are pre‐calculated into the stat block above. LORE (Bardic Knowledge or Knowledge (arcana)) Common (DC 15) This spontaneous construct is a hoard golem , a nigh unstoppable force of avarice, its only goal to seek out and feed that covetousness. Uncommon (DC 20) Hoard golems are sometimes called Accursed Caches, or Bloody Money; Rare (DC 30) A hoard golem can consume any item of value, making it part of itself and healing itself in the process, it can sense the movement of treasure at long and very short distances. It is resistant to most weapons and is immune to most forms of magic. Obscure (DC 35) Spells and effects that specifically affect objects are one of the forms of magic a hoard golem is not immune to, as it suffers damage from the most innocuous of them. Weapons forged of adamantine easily injure the beast though they can be absorbed if it is too valuable, the cheapest adamantine weapon is the most effective. Epic (DC 40) Dragons and hoard golems sometimes can develop a strange and symbiotic relationship as the dragon gains a willing guardian of its hoard and the hoard golem is continuously given new treasure to acquire by the dragon, those who would steal from the dragon and even by dragonslayers. It is know that some dragon higher dragonslayers to target rival dragons in the hopes of creating a hoard golem.
Monster Blender: Rust Monster plus Gorgon
Rusty colored scales cover the hide of this immense humped back bull with a bony tail paddle, it sniffs the air trying to get a sense of you. From behind its ears unfurl a pair of feathery antennae and begins to charge at you… Rusty CR 8 or 9 N Large magical beast Init +5; Senses darkvision 60 ft., low‐light vision, scent; Listen +8, Spot +9 ‐‐‐‐‐ AC 19, touch 10, flat‐footed 18 (‐1 size, +1 Dex, +9 natural) hp 76 (8d10+32) Fort +10, Ref +7, Will +3 ‐‐‐‐‐ Spd 40 ft. Melee gore +11 (1d8+4) and antennae touch +6 (rust, DC 22 Reflex avoids) and bite +6 (1d4+2) Space 10 ft.; Reach 5 ft. Special Attacks breath weapon (DC 18, Fort negates), trample 1d8+6 (DC 18 Reflex half) ‐‐‐‐‐ Str 19, Dex 12, Con 19, Int 2, Wis 12, Cha 8 Base Atk +8, Grp +16 Feats Alertness, Improved Initiative, Track Skills Listen +8, Spot +9 ‐‐‐‐‐ Breath Weapon (Su) 60‐foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 18 negates.
Rust (Ex) When Rusty makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10‐foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 22 Reflex save or be dissolved. A metal weapon that deals damage to Rusty corrodes immediately. Trample (Ex) Reflex DC 18 half.
Monster Blender: Medusa plus Vargouille
From beneath the medusa’s mass of snake hairs sprout two bat‐like wings. She jetison’s her false body and takes to the air… Medouille CR 7 NE Medium outsider (Evil, Extraplanar) Init +1; Senses darkvision 60 ft; Listen +10, Spot +10 Gaze petrifying (30 ft., Fort negates) ‐‐‐‐‐ AC 12, touch 11, flat‐footed 11 (+1 Dex, +1 natural) hp 39 (6d8+12) Fort +7, Ref +6, Will +6 ‐‐‐‐‐ Speed 30 ft (on snakes), Fly 30 ft. (good) Melee dagger +7 (1d4+1) and snakes +2 (1d4 + poison) and bite +2 (1d4 + unhealing wound) Ranged shortbow +8/+3 (1d6/x3) Special Attacks kiss, shriek
‐‐‐‐‐ Str 12, Dex 13, Con 14, Int 8, Wis 12, Cha 13 Base Atk +6, Grp +7 Feats Point Blank Shot, Precise Shot, Stealthy Skills Bluff +10, Disguise +12, Hide +12, Listen +10, Move Silently +12, Spot +10, Use Magic Device +10 Languages Common, Infernal ‐‐‐‐‐ Kiss (Su) A Medouille can kiss a paralyzed target with a successful melee touch attack. An affected opponent must succeed on a DC 19 Fortitude save or begin a terrible transformation that turns the creature into a Medouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). (see Vargouille in SRD for more information) Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 14 negates. Poison (Ex) Injury, Fortitude DC 15, initial damage 1d6 Str, secondary damage 2d6 Str. Shriek (Su) Instead of biting, a medouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other medouilles) who hear the shriek and can clearly see the creature must succeed on a DC 16 Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the medouille’s kiss (see below). A creature that successfully saves cannot be affected again by the same vargouille’s shriek for 24 hours. The shriek is a mind‐affecting fear effect. Unhealing Wound (Ex) Injury, Fortitude DC 16 or be unable to heal the Medouille’s bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing.
NonPlayer Characters
The Crystal Lake Killer Jacinth Vorush CR 10 (psionically focused) Male Elan Rogue (specialty) 5/Psionic Assassin 5* NE Medium aberration (psionic) Init +7, Senses Listen +16, Spot +16 ‐‐‐‐‐ AC 21, touch 15, flat‐footed 21; improved uncanny dodge (+3 Dex, +6 +3 studded leather armour of quickness, +2 insight bonus), canny forestall hp 53 (10d6+16) Fort +3, Ref +11, Will +4 (+2 vs. poisons) ‐‐‐‐‐ Spd 35 ft. Melee adamantine short sword +8/+3 (1d6+1 plus poison [brain mole oil], 19‐20) Ranged +1 composite longbow (Str +1) of collision +10/+5 (1d8+6 plus poison [brain mole oil]) Base Atk +6, Grp +7 Atk Options death attack (DC 17), neural blow (halves manifester level of target), sneak attack +4d6 (or neural blow) Combat Gear eyes of power leech ‐‐‐‐‐ Power Points 16 of 16 (+2 Elan, + 9 Psionic Assassin, +5 Int) Psionic Assassin Powers Known (ML 5th) 3rd – psionics keen edge, ubiquitous vision
2nd – body equilibrium, chameleon, cloud mind, read thoughts 1st – blinding flash, conceal thoughts, distract ‐‐‐‐‐ Str 12, Dex 17, Con 13, Int 14, Wis 14, Cha 6 SQ canny forestall (when focused), death attack, elan traits (resistance, resilience, repletion), evasion, improved uncanny dodge, neural blow, poison use, trapfinding, trap sense +1, uncanny dodge, universal thoughts (+1 to all rogue class skills) Feats Improved Initiative, Mental Dampening, Mentally Inconspicuous, Psionic Body Skills Autohypnosis +6 (4[8cc]), Disguise +12/+18[f](13), Escape Artist +12(8), Hide +17/+23[f](13), Knowledge (local) +11(8), Listen +16(13),Move Silently +17/+24[f](13), Sense Motive +11(8), Spot +16(13), Tumble +17(13) Possessions combat gear plus boots of landing, crawling tattoo of energy missile, belt pouch, black cloak, brain mole oil[10 doses], 20 adamantine arrows, 212 gp. Jacinth Vorush remembers nothing of his former life. He is strongly drawn to Mitala, the headmistress of the School of the Vast but does not know why. She was present at his transformation into an elan and instead of being a joyous awakening, he was filled with a deep, agonizing feeling of loss. He fled the school’s hidden chamber and made a life for himself in the forests and mountains near Crystal Lake. Every night he was haunted by glimpses of former happiness and lost friends and over time he grew more and more bitter to Mitala and her school. One day in a fit of rage Jacinth killed one of Mitala’s apprentices; that night he slept peacefully. Still after a day or so the nightmares returned, Jacinth could only find personal peace from the death of psionics creatures. Since that discovery, he trained to be a professional killer and returned to Crystal Lake to kill all the psionicist. He has attempted to attack Mitala personally, but his resolve failed and he fled. PRC Variant: Psionic Assassins
Beginning at 1st level, a psionics assassin gains the ability to manifest a number of psionics powers. To manifest a power, a psionics assassin must have an intelligence score of at least 10 + the power’s level. The psionics assassin gains bonus power points based on his intelligence score. Although a psionics assassin begins with zero power points, their race, feat selection or Intelligence score may allow him to manifest powers at 1st level. *In place of spell progression, a psionics assassin gains psionics powers and power points instead with Intelligence as their key manifesting ability. Psionic Power Powers Max Assassin Points Known Power Level Level Known st 1 0 2 1st 2nd 1 3 1st rd 3 2 5 2nd 4th 6 7 2nd th 5 9 9 3rd 6th 17 11 3rd th 7 22 13 4th 8th 34 15 4th th 9 51 17 4th 10th 58 19 4th A psionics assassin chooses powers from the following list: 1st – attraction, blinding flash, burst, catfall, conceal thoughts, deceleration, distract, missive, sense link 2nd – animal affinity, body equilibrium, chameleon, cloud mind, detect hostile intent, everyman, forced sense link, read thoughts 3rd – crisis of breath, escape detection, fate link, focused share pain, hustle, psionic keen edge, ubiquitous vision 4th – control body, death urge, psionic fly, psionic dimension door, psionics freedom of movement, psionic modify memory, remote viewing
Otyghnomicon II
Gulguthriana (Demigoddess of Otyughs) Gulguthriana is the demigoddess of compost, rot and decomposition. Some say that she was the first of all otyughs. Once she had escaped her magical creator she stumbled upon a piece of godflesh in the ruins of Valorusia. From this flesh, she gained a divine spark with which she created more otyughs in her own image. Her natural form is that of an immense otyugh with hundreds of arms and multiple eyestalks. Her teeth are said to be able to sever a man in twain with a single bite. She is associated with otyughs and other creatures that live in the sewage of civilization. Her symbol is an apple core. Gulguthriana’s primary doctrine is that decomposition and rot are essential for the world to function. Devotees of gulguthriana live in the sewers, garbage dumps and trash heaps of the civilized world. The rarely make their presence known because most see them as a nuisance or vermin. Alignment Neutral; Domains Destruction, Earth, Plant
Clerics of Gulguthriana are immune to filth fever and other natural diseases associated with refuse. Although immune they may act as a carrier for the disease. Monstrous Flanker [General] You are able to flank an opponent all by yourself because of your formidable natural attacks and extended reach. Prerequisite: Two different natural attacks ‐ one natural attack that has a reach +5 ft. larger than the creature’s space. Benefit: When you attack an opponent with two or more natural attacks, they are considered flanked to your attacks. Normal: You can only flank an opponent when you and any ally both threaten an opponent on opposite sides or corners.
Paragon Races Every so often such an individual passes even the paragon and becomes a hero among her people, a subject worthy of song and legend. These individuals exemplify not only their race’s abilities, but become embodiments of their race’s potential. They are called Legendary Paragons. To become a Legendary Paragon a character must achieve 3rd level in their respective racial paragon class. Legendary paragon levels can then be taken anytime a character gains a new level. A character may multiclass freely between standard character classes for which she qualifies, and the character’s appropriate racial legendary paragon class. Levels in legendary paragon classes never result in XP penalties for multiclass characters. Despite this strong association with race, legendary paragons need not have specific views or special dedication to their race’s beliefs or typical attitudes (although many do).
Drow Legendary Paragon The darkness resounds with tales of singular Drow whose essential nature was more akin to a force of nature rather than an individual. Many of these Drow rise to heights of power and strength in the dark, columned cities, embodying their race’s reputation for cruelty and evil. A few become loners, adventuring until they find like‐minded allies or discover the world above. Drow legendary paragons retain the hit die, class skills, skill points and weapon and armor proficiencies of the paragon class.
Level 4th 5th 6th
Base Attack Bonus +3 +3 +4
Fort Save +1 +1 +2
Ref Save +4 +4 +5
Will Save +1 +1 +2
Spells per Day: At 4th and 5th level, a female drow legendary paragon gains new spells per day as if she had also gained a level in cleric. A male drow legendary paragon gains new spells per day as if he had gained a level of wizard. The legendary paragon does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on).
Special
Spells Per Day
Drow affinity +2 Cruel gaze Favoured of the Spider Queen or Renegade
+1 level of clr/wiz +1 level of clr/wiz ‐‐
If the drow legendary paragon is female and has no levels in cleric, or is male and has no levels in wizard, this class feature has no effect. Drow Affinity (Ex): At 4th level, a drow legendary paragon gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate and Perform checks made to interact with other drow.
Cruel Gaze (Su): At 5th level, a drow legendary paragon becomes so much crueler than even the most depraved of her race she radiates a palpable aura fear. Any creature within 30 feet who meets her gaze must make a Will save (DC 10 + total paragon levels + Charisma modifier) or be frightened for a number of rounds equal to her total paragon level. On a successful save the target is shaken for 1 round. A creature that successfully saves cannot be affected by Cruel Gaze from the same drow legendary paragon until 24 hours have passed. At 6th level a drow legendary paragon may choose either the Favored of the Spider Queen or Renegade special ability Favored of Lolth (Su): A drow legendary paragon who chooses Favored of the Spider Queen gains a +2 divine bonus to Spell Resistance, and may use clairaudience/clairvoyance, suggestion and summon swarm (spiders) once per day as spell‐ like abilities. A Favored of the Spider Queen must revere the dark lady and be a worshipper in good standing with the goddess. Renegade (Ex): A drow legendary paragon that chooses Renegade loses the Drow Affinity ability, but gains a +4 inherent bonus to Hide and Move Silently checks, and suffers no ill effects from bright sunlight or daylight spells.
Dwarf Legendary Paragon At the legendary paragon levels, Dwarves become the subject of song and poem, leading their compatriots to reclaim underground dwarf realms lost to orc and goblins and fouler beings.
Level
4th
5th
6th
Base Fort Ref Will Special Attack Save Save Save Bonus +4 +4 +1 +1 Dwarf affinity +2, Skill Focus +5 +4 +1 +1 Favored Enemy, Skill Focus +6 +5 +2 +2 Giant killer
Dwarf Affinity (Ex): At 4th level, a dwarf legendary paragon gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate and Perform checks made to interact with other dwarf. Skill Focus (Ex): At 4th level, a dwarf legendary paragon gains the feat Skill Focus (Appraise) as a bonus feat. At 5th level, a dwarf legendary paragon gains the feat Skill Focus (Knowledge [dungeoneering]) as a bonus feat. Favored Enemy (Ex): At 5th level, a dwarf legendary paragon may select aberration, dragon, giant, gnoll, goblinoid, or orc as a Favored Enemy. The dwarf legendary paragon then gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against his favored enemy. The dwarf legendary paragon also receives a +2 bonus on melee damage against his favored enemy. This bonus stacks with other Favored Enemy bonuses gained from a different class. Giant Killer (Ex): At 6th level, when a dwarf legendary paragon scores a critical hit against a giant, he adds 1d10 to the damage, and the giant must make a Fort save (DC = 10 + character level + ½ Constitution modifier) or take 2 points of Constitution damage. A successful save reduces this amount to 1 point.
Human Legendary Paragon The human legendary paragon exemplifies the human race’s ability to develop skills and abilities in almost any avenue he chooses to a degree unmatched in any other people. Level Base Fort Ref Will Special Attack Save Save Save Bonus 4th +3 +1 +1 +4 Human affinity +2, Bonus Feat th 5 +3 +1 +1 +4 Greater adaptive learning, skilled prodigy th 6 +4 +2 +2 +5 Imitate Feat Human Affinity (Ex): At 4th level, a human legendary paragon gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate and Perform checks made to interact with other humans. Bonus Feat: At 4th level the human legendary paragon gains a bonus feat. Greater Adaptive Learning (Ex): At 5th level the human legendary paragon may designate any one of his human paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future. Retrain Skill (Ex): At 5th level a human legendary paragon may subtract any number of skill points from one skill and permanently add those points to another skill as long as both skills are considered class skills for any class he possesses and the total number of skill points does not exceed the maximum per level.
Skilled Prodigy (Ex): At 5th level a human legendary paragon chooses one class skill. That skill no longer has a skill‐rank limit based on the legendary paragon’s character level. Imitate Feat (Ex): At 6th level a human legendary paragon may gain the benefits of any General feat a number of times per day equal to his Charisma modifier (minimum 1), even if he does not have the prerequisites for that feat. These benefits last 3 rounds.
Legendary Paragon Feats Rallying Presence [Paragon] Prerequisite: Legendary Paragon Benefit: Once per day for a number of rounds equal to your total paragon level you may grant allies of your race within one‐hundred feet who can see or hear you a +2 circumstance bonus to saves, attack rolls and damage rolls. Bolstering Presence [Paragon] Prerequisite: Legendary Paragon Benefit: Whenever you are within 30 feet of an ally of your own race, you and that ally receive a +4 morale bonus to saving throws to resist fear affects. Strength of the Blood [Paragon] Prerequisite: Legendary Paragon Benefit: Once per day for a number of rounds equal to your total paragon levels plus one‐half your Charisma modifier (minimum 1) you may focus the power of your heritage into your body. You gain a +4 bonus to Strength and Constitution.
Racial Classes Drow Planar Ranger A drow born as a sac child to an alien parent is naturally inclined to take training as a ranger to better let them explore and experience the world. There otherworldly birth gives them a deeper understanding of corporeal physiologies and planar interactions. Hit Dice: d8 Requirements To take a drow planar ranger specialty level, a character must be a drow with the sac child character concept about to take its 1st, 4th or 7th level in ranger. Class Skills Drow planar rangers have the class skills of the standard ranger expect for Knowledge (nature) but instead gain Knowledge (the planes). Skill Points at Each Level: 6 + In modifier (of four time this number as a beginning character). Class Features All the following are class features of the drow planar ranger specialty levels. Favored Enemy (Ex): The drow planar ranger’s first favored enemy must be chosen from the following list: aberration, elemental, fey, outsider (any type) or vermin. They have no restrictions on later favored enemies. Detect Portal (Ex): Drow planar rangers have an enhanced sense for the detection of planar portals or conduits. If he passes within 5 ft. of a planar portal or conduit, he is entitled to a Search check to detect it and a Knowledge (the planes) check to determine what is necessary to activate it. Physiological Expertise (Ex): The drow planar ranger may score a critical hit on creatures immune to critical hits if they are on his favored enemy list.
Slip Through the Inbetween (Su): As a full‐ round action, the drow planar ranger may pass through any wall or door less than 5 ft. thick by slipping momentarily into and out of the Ethereal Plane. Level BAB FS RS WS Special 1st +1 +2 +2 +0 Favoured enemy, detect portal, Track 4th +4 +4 +4 +1 Physiological expertise 7th +7 +5 +5 +2 Slip through the inbetween
Playtest: Harmonic Aspects Throughout the history and legends of the world there have been heroes who stand out from the rest, who are capable of incredible feats of skill, magic and prowess. Scholars have studied these individuals and found that neither their training nor their gear could account for some of their abilities. After much debate and inquiry it was discovered that these heroes were able to unlock additional abilities from their magical items when they were used together. Sages refer to this phenomenon as unlocking the harmonic aspect of the items. Why this unlocking occurs is still very much up for debate. Some suggest this affect is a boon granted by the gods (and even give them credit in the naming), while others suggest that the unlocking is the result of magical resonance among items of power that have a common theme or archetype. Regardless of the cause, harmonic aspects all have several things in common.
1. The character must possess three magic items that are strongly related by theme. 2. The character must be attuned to the magic items. This typically takes one day per combine caster level of the three items. 3. One to three additional abilities will be unlocked once attunement occurs. These abilities always enhance or extend the theme or archetype of the item. 4. Characters may only benefit from one aspect at a time.
Aspect of the Spider Goddess Required Equipment +1 rapier of speed, cloak of arachnidia, staff of swarming insects Cost 71, 070 gp Attunement Time 22 days Abilities Gained: Black Rainbow (Sp) At‐will, character gains the ability to see full colour when using dark vision (CL 1st) Prevenom Weapon (Ps) 3/day, a mild venom coats their weapon. On their next successful melee attack it does 2 point of Con damage (Fort DC 10, negates) (ML 1st). Spider Gorge (Sp) 1/day, by distending their jaw they are able to emit a stream of tiny spiders 25 ft. long and 5 ft. wide that deal 5d4 points of damage (Reflex DC 14, half) and a 1d4 Con damage (Fort DC 14, negates) (CL 5th).
Aspect of the Messenger Required Equipment lyre of charming, ring of freedom of movement, winged boots Cost 63,500 gp Attunement Time 12th level Abilities Gained: Skilled Negotiator (Ex) Character gains a +5 competence bonus to Diplomacy and Sense Motive. Message (Sp) At‐will, the character can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered
message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Aspect of the Thunder God Required Equipment +2 distance returning giantbane warhammer, belt of giant strength +4, gloves of titan’s grip Cost 80,312 Attunement Time 26 days Abilities Gained: Call Lightning (Sp) 1/day, for five minutes you are able to call down a single bolt of lightning each round as a standard action (3d6 electricity, 3d10 in stormy conditions). Hardy (Ex) +1 sacred bonus to Fortitude saves
Playtest Notes 1) Why the attunement time? (Gareth Hanrahan) I view the attunement time as a cost to the player for the benefit they gain for assuming the harmonic aspect. There are many ways to balance these. You could do the “feat” route and add an Attain Harmonic Aspect feat but I hate throwaway feats. You could go with an unlocking ritual which would be fine as well. Ultimately, I think attunement time fits with the idea that heroes learn and grow over time, and it encourages some downtime between adventures. In one of my PBEM games, I’ve been using attunement time to as a gauge for how long it takes characters to figure out their found magic items if they didn’t have access to the proper spells or were unwilling to activate blindly.
2) Why are the saves so crappy on the added effects? (by Stefen) Ultimately this is because all magic item saves typical suck and fall behind the relative power level of the characters. However working on the idea that magic items could become attuned to a character it might be interesting and more useful to link save DC to the character as (DC 10 + ½ character level + Cha modifier). 3) How are the bonus abilities balanced? (by No one yet) Using skill synergy as an example, you gain a +2 or 10% bonus for attaining a synergy. When figuring out the bonus effects, I worked from spend 10% of the original magic item cost. Does it matter? Maybe, sort of depends on your game. It felt like a good yardstick to start at for me. This section more than any other is an experiment. I’d love to hear what you think. Hit me on twitter or drop an email or bounce over to the forums.
Wellsprings Note: I seemed to have caused a lot of confused when I posted a wellspring on the DM Sketchpad so let me provide some more background here in the PDF version. Wellsprings originate in the open game content rules on Immortals created by Mongoose Publishing. I hope to bring these rules to the Grand OGL Wiki in August if you do not have access to them. Wellspring: The physical location an Immortal must enter in order to establish a tap. If the wellspring is blocked then the character losses access to all of his Gifts derived from it until he removes the block. This site is very limited but could be of use to an aspiring immortal.
Plateau of Everchanging Fire (Wellspring) Maximum Victories:3, Limited Primal Power: Fire Effects: Scorched Earth (2 miles), Knights of Flame (30 CR, Max CR 10) In the heart of the verdant forest their lies a plateau of rock and elemental fire upon which nothing grows. Even the bravest of animals fear to tread land that seems to have scorned all live. Some say the plateau is a beachhead of the Elemental Plane of Fire in the planes attempt to consume all matter. At the center of the plateau is a conduit to the Elemental Plane of Fire. It is constantly guarded by numerous fire elementals, salamanders and other extraplanar creatures with the fire subtype. The Daughter of Destiny, Larazor the nine‐headed pyrohydra also occupies these lands. She is able to cohabitat with the Knights of Flame because she have indicated no interest in tapping the wellspring to fuel her own ambitions.
Alternatively: If Larazor does tap the wellspring she would command the following additional abilities: Mantle of Fire (Su) She is able to ignite her aura with light and fire in a 120 ft. radius for one minute. No one may use Hide within this radius and she gains a +2 deflection bonus to her AC.
Unfettered Flame (Ex) Anytime she uses her mantle of fire or her breath weapon. She must make a Concentration check (DC 25) or the fire will spill out of here in a 20 ft. radius dealing 3d4 additional points of fire damage (no save).
Modern SRD Adventure Hooks Twilight in the Desert The Hook: The Saudi ambassador has lost his briefcase. Instead of calling the police or alerting the media, the Saudi government desires a quiet investigation that won’t attract attention. The characters are contacted to aid in its recovery. The Catch: The briefcase contains a report detailing the country’s remaining oil reserves. Since the world’s economy hinges on how much oil is still in the ground, many people are interested in this geological study. Foreign governments, oil companies, equity investment firms all know of the report’s existence and will do anything to gain that briefcase. The characters are hired by any one of these parties to locate it.
The Siege The Hook: A large city’s computer‐systems director is arrested for embezzlement. Just before the cops grabbed him, he reset the city’s computer passwords so only he could access the network. All essential programs and services grind to a halt. The Catch: When the city managers visit the official in jail to convince him to reveal the new password a riot breaks out and the incarcerated official is taken hostage. The characters — as professional problem solvers not beholden to due process or negotiations — are called in to extract the official, or at least the password.
The Film Reel The Hook: Rumors surface that a film reel of Hitler’s last days in the bunker will be auctioned to a very exclusive group of international millionaires. It is said the film contains Hitler’s confessions, his plans to escape to South America or even stranger things.
The Catch: The film is stolen or disappears an hour before the auction. The characters are called in to find it. Competing with them on the search are third‐generation Nazis, the mob, the CIA and Mossad agents. The Sinker: If the movie is found and viewed it shows Hitler imitating Charlie Chapin for the entertainment of the children cooped up in the Berlin bunker.
In the Fantasy West Badge of Authority This item is a small sheriff's star made out of electrum. When worn by an individual they gain a +10 bonus to Sense Motive checks. It is said these badge because lifesavers to the sheriff’s of the mystic west because it helped them quickly sus out who might be up to know good. Type: Wondrous Item (magic); Caster Level: 1st; Purchase: 29; Weight: ‐ .45 Tombstone Bullets This pack of 50 rounds are known as tombstones. They are charged with magical energy that deals +1d6 points of damage to undead per hit. Additionally any creature killed with a tombstone bullet cannot be raised as a zombie or other undead. Type: Ammunition (magic); Caster Level: 3nd; Purchase: 15; Weight: 1 lbs. Snake Oil This magical tonic was created by disreputable hucksters who travelled the mythic west separating good folk from their hard earned cash. This potion mimics the effects of miracle cure and provides 1 day of false relief from the person's symptoms. Type: Potion; Caster Level: 4th; Purchase: 23; Weight: ‐ lbs. Sharpshooter Rifle: In addition to the enhancement bonus provided it has double the range increment of a normal rifle of its type. The Purchase DC is for a Remington 700 hunting rifle. Type: Weapon (magic); Caster Level: 6th; Purchase: 32(+1), 37(+2), 42(+3); Weight: 8 lbs.
Miracle Cure Illusion Level Divine 2; Components V, S, F; Casting Time Attack Action; Range Touch; Target One creature; Duration 1 day or until dispelled; Saving Throw Will negates; Spell Resistance Yes This spell illusion allows grafters to appear to cure disease, joint pain, baldness and any other sort of ailment. It masks the symptoms of a person's malady, while not actually providing any relief. It is limited to temporary diseases and could not be used to let the blind see, the deaf hear or the lame walk.
Future SRD
Future NPC: Klarish Takc Klarish Takc (Kuttlish Dedicated Ordinary 2/Smart Ordinary 2):CR 5; Small Monstrous humanoid; HD 2d6+2 plus 2d6+2; hp 18; Mas 13; Init +0; Spd 30 ft., swim 30 ft.; Defense 13 (+1 size, +2 class), touch 13, flat‐footed 13; BAB +2; Grap ‐2; Atk +2 melee (1d2 nonlethal, unarmed strike) or +4 ranged (special, Tangler Gun); FS 5 ft. by 5 ft.; Reach 5 ft.; AL The Kataricity; SV Fort +3, Ref +0, Will +7; AP 0; Rep +2; Str 10, Dex 10, Con 13, Int 14, Wis 17, Cha 8 Occupation Bureaucrat (bonus class skills: Diplomacy, Gather Information; bonus feat: Educated) Skills Craft (writing) +9(7), Diplomacy +7(5), Gather Information +6(7), Knowledge (arcane lore) +11(7), Knowledge (business) +3(1), Knowledge (civics) +11(7), Profession (politician)
+10(7), Sense Motive +8(5), Speak Language (Flarn, Galactic League, Targish, Zelf) (4) Feats EducatedB, Expert Advice (Diplomacy), Lightning Reflexes, OathboundB, Personal Firearm Proficiency, Simple Weapons Proficiency, Weapon Focus (Tangler Gun) Amphibious (Ex) Kuttlish can breathe on land and underwater with no special equipment. Darkvision (Ex) Kuttlish have darkvision out to a range of 60 ft. Darkvision is black and white only, but otherwise the same as normal sight, and kuttlish can function with no light at all. Ink Cloud (Ex) Once per day, as a free action, kuttlish can produce a 20 ft. cloud of ink centered on themselves. The cloud is stationary once creature. The cloud obscures all sight, including darkvision beyond 5 ft. A creature 5 ft. away have ½ concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attack can’t use sight to locate the target). Stability (Ex) A kuttlish’s four tentacles grant it a +4 stability bonus on checks made to resist trips or bull rush attempts. Possessions credit stick, datapad, treaty files, personal locator/communicator. Klarish Takc was a lawyer and economist by trade. Reluctantly he became leader of the "cystisies" when their leader died unexpectedly. He has served four terms as Prime Minister of the Kataricity. Under his tenure, Rybrillcant IV has gained its soveriegnty from the Galactic League, social policy such as old age pension and narcotics control acts were formed, and the Kuttlish have become leaders in jump gate technologies and plasmonic weaponry. Klarish is fair to deal with and receptive to the mood of the general populance. He is a solid buearcrat who governs under the mantra of "let the Kataricity decide" for all matters of contraversy. He has had a number of violet sharks as pets, all of which he named Atlos. He has a deep interest in the occult and regular consults with the spirits of dead leaders and celebrities in seances.
Expert Advice You are widely published, and widely known, in an activity or area of knowledge. Choose a single skill for this feat to affect; you may not choose Profession, Read/Write Language, or Speak Language. Prerequisites At least 1 rank in the skill selected. Benefit When making checks with the selected skill, you may use your Reputation bonus instead of the usual ability modifier. Special You can gain this feat multiple times. Each time you take it, you select a different skill.
Skills
Labyrinth LordTM
Level Unskilled 1 2 3 4 5 6 7 8 9 10 11 12 13 14 or higher
Pick Locks 0 17 23 27 31 35 45 55 65 75 85 95 97 99 99
Find and Remove Traps 0 14 17 20 23 33 43 53 63 73 83 93 95 97 99
This variant extends the thief skill system to apply to all classes. Characters have a number of skills varying based on their class: Class Skills Default Cleric 0 N/A Dwarf 1 Stonecunning Elf 2 Hear Noise, Stonecunning Fighter 1 Climb Walls Halfling 1 Hide In Shadows Magic 0 N/A User Thief 6 Pick Locks, Find and Remove Traps, Pick Pockets, Move Silently, Climb Walls, Hide in Shadows, Hear Noise Characters can then choose skills from those given below. Some skills can be used even if a character hasn’t chosen them – for example, anyone can attempt to climb a wall, though those that have trained will be much more likely to succeed. Other skills cannot be used if the character is unskilled – if you have never learnt to pick a lock, you simply cannot pick it, however much you try. Pick Pockets* 11 23 27 30 37 40 43 53 63 73 83 93 105 115 125
Move Silently 11 23 27 30 37 40 43 53 63 73 83 93 105 115 125
* ‐5% per each 5 levels the character is lower than the victim. There is always a 1% chance of failure despite a skill percentage above. Level Climb Hide In Shadows Hear Noise Stonecunning Walls Unskilled 43 6 17 0 1 87 13 33 33 2 88 17 33 33 3 89 20 50 50 4 90 27 50 50 5 91 30 50 50 6 92 37 67 67 7 93 47 67 67 8 94 57 67 67 9 95 67 67 67 10 96 77 83 83 11 97 87 83 83 12 98 90 83 83 13 99 97 83 83 14 or 99 99 83 83 higher Stonecunning is a combination of the elf and the dwarf’s abilities. It can be used to detect Class Automatic Bonus traps, false walls, hidden and secret doors, Languages Languages hidden construction, and to notice if passages from Class are sloped. The character must be actively Cleric, Human 0 searching for stonecunning to function. fighter, thief, magic Languages user, halfling Instead of knowing set languages based on Dwarf Human, 3 class, this variant allows characters from certain Dwarfish backgrounds and of certain intelligence to learn Elf Human, Elvish 3 more languages. It also elaborates on what languages are in existence. Intelligence Bonus Languages* 3‐8 0 9‐12 1 13‐15 2 16‐17 3 18 4 *This table is different to the one given in LL. This table increases the number of creatures that know an additional language.
Night Dragon
Language Thieves’ Cant Chaos Law Goblin Kobold Gnoll Hobgoblin Orc Dwarfish Elvish Giant Draconic Genie
Lizardfolk Merfolk Subhuman
Commonly Spoken By Can only be learned by thieves Can only be learned by chaotic creatures Can only be learned by lawful creatures Goblins Kobolds Gnolls Hobgoblins Orcs Dwarves, gargoyles Elves, dyrad, sprites, pixies, nixies Giants, Cyclops, trolls, ogres, ettins Dragons, dragon turtles, dragonnes Efreet, djinn, salamanders, elementals Gorgons, medusa, troglodytes, basilisks Merfolk Morlocks, minotaurs, Neanderthals, grimlocks
Chaos and Law are ancient religious languages preserved by the churches of those alignments.
Possibly the result of a rare red/black dragon breeding, the Night Dragon is generally smaller and more slender than either parent. Its dark scales glisten with a crimson undertone in any sort of light. They tend to be more active and sleep less than other races of dragon. Their distinct, slender serpentine neck further distinguishes them from other dragonkind. Loners by nature, they nonetheless relish any opportunity to spread discord and disharmony, which amuses them to no end. Although weaker than many of the other dragon race, their intellect and love of deceit more than makes them a challenge for the heartiest of adventurers. They are named the Night Dragon not only for their color, but a (false) rumor that they are nocturnal‐only creatures. Along with Gold Dragons, they are one of two known dragon races where all known specimens are presumed to have speech. No. Encountered Solitary Alignment Chaotic Movement 90' (30') Flying 240' (80') Armor Class 1 Hit Dice 6 Attacks 3 or 1 (2 claws, 1 bite, or breath) Damage 1d6 claws (each), 1d6 bite, 3d10 breath Save F8 Morale 9 Hoard Class XV Additional Details: Probability Asleep 10% (tend to be much more active than other dragons) Probability of Speech 100% Breath Weapon 70' long, 30' wide, cone, fire Spells Available 5 @ Level 1, 4 @ Level 2, 2 @ Level 3
Character Name Class & Level
Dungeon Master Campaign
Race
Experience Next Level
Type Subtypes
# of Siblings Birth Rank
Deity Alignment
Homeland Or Region
Eyes
Template
Hair
Size Ability Name STR DEX CON INT WIS CHA
Ability Score
Ability Modifier
Point Buy Cost
AC Total
Size
Armor Damage Reduction
Base Attack Bonus
= Dexterity Modifier
Deflect Shield
Base Save
Total
Spell Resistance
Ability Modifier
Magic Modifier
Misc Modifier
Temporary Modifier
Conditional Modifiers
Misc. Mod
Touch AC (Size, Dex, Def)
Flatfoot AC (no Dex)
Height
LA / ECL / Speed
=
Weight
=
Age
Run: x4 / x5 / Grapple = BAB + STR + MISC = + +
= Attack Bonus Type
Dex Bonus
Miscellaneous Modifier
Damage
Critical
Notes:
ATTACK Range
Ammunition
Attack Bonus Type
Damage
Critical
Damage
Critical
Notes:
Ammunition
ATTACK
Ammunition
Current Hit Points
Speed
ATTACK
Range
Hit Point Total
Natural
Total
Range
Temp Modifier
Nonlethal Damage
Initiative Modifier
Saving Throws Fortitude (Constitution) Reflex (Dexterity) Will (Wisdom)
Temp Score
Skin
Attack Bonus Type
Notes:
Damage
Critical
ATTACK Range Ammunition
Attack Bonus Type
Notes:
SKILLS Skill Name 1 Appraise Autohypnosis 1 Balance 1 Bluff 1 Climb 1 Concentration Decipher Script 1 Diplomacy Disable Device 1 Disguise 1 Escape Artist 1 Forgery 1 Gather Information Handle Animal 1 Heal 1 Hide 1 Intimidation 1 Jump 1 Move Silently Open Lock Psicraft 1 Ride 1 Search 1 Sense Motive Sleight of Hand Spellcraft 1 Spot 1 Survival 1 Swim Tumble Use Magic Device Use Psionic Device 1 Use Rope
Key Ability INT WIS DEX2 CHA STR2 CON INT CHA INT CHA DEX2 INT CHA CHA WIS DEX2 CHA STR2 DEX2 Dex INT DEX INT WIS DEX2 INT WIS WIS STR3 DEX2 CHA CHA DEX
Skill Modifier
Ability Modifier
Ranks
Misc. Modifier
Skill Name KNOWLEDGE K – Arcana K – Architecture & Engineering K – Dungeoneering K - Geography K – History K – Local K – Nature K – Nobility & Royalty K – Psionics K – Religion K – The Planes
Key Ability
Skill Modifier
INT INT INT INT INT INT INT INT INT INT INT
1
CRAFT C– C– C– C–
INT INT INT INT
1
PERFORM PER – PER – PER – PER –
CHA CHA CHA CHA
PROFESSION PROF – PROF – PROF – PROF –
WIS WIS WIS WIS
NOTES:
1
Can be used untrained
2
Armor check penalty applies to checks
3
Double the normal armor check penalty applies to checks
Ability Modifier
Ranks
Misc. Modifier
LANGUAGES INITIAL LANGUAGES – COMMON + RACIAL LANGUAGES + ONE PER POINT OF INT BONUS LITERATE CHARACTERS (ANYBODY BUT A BARBARIAN THAT HAS SPENT A SKILL POINT TO BECOME LITERATE) CAN READ AND WRITE ANY LANGUAGE THEY SPEAK 2 SKILL POINTS TO LEARN A NEW LANGUAGES (1 SKILL POINT PER LANGUAGE FOR BARDS) __________________________________________________________________________________________________________________________________________ __________________________________________________________________________________________________________________________________________
FEATS NAME
BENEFIT
MISCELLANEOUS INFORMATION
GEAR ARMOR Type
Check Penalty
Speed
AC Bonus
Max Dex
Spell Failure
Weight
SHIELD Type
Special Properties:
Speed
Max Dex
Spell Failure
Weight
AC Bonus
Max Dex
Spell Failure
Weight
Special Properties:
OTHER PROTECTIVE ITEM Type
Check Penalty
AC Bonus
Check Penalty
Speed
AC Bonus
Max Dex
Spell Failure
Weight
OTHER PROTECTIVE ITEM Type
Special Properties:
Check Penalty
Speed
Special Properties:
BASIC POSSESSIONS ITEM
Basic Weight
Light Load PHB, page 162
BOOK
lbs.
+
PAGE
WEIGHT
Magic Weight
Medium Load
lbs.
Heavy Load
ITEM
=
BOOK
PAGE
WEIGHT
Total Weight Carried
Lift Over Head Max. Load
lbs.
Lift Off Ground 2 x Max. Load
Push or Drag 5x Max Load
RACIAL TRAITS
CLASS FEATURES
MONEY Copper
Silver
Gold
Platinum
Gems & Jewels:
Other Items & Objects of Value:
BACKGROUND / OCCUPATION CHOICE SKILLS
FEAT WEALTH INCREASE
CHARACTER HISTORY
MAGIC # OF SPELLS KNOWN
SPELL SAVE DC 10 + Ability Modifier 11 + Ability Modifier 12 + Ability Modifier 13 + Ability Modifier 14 + Ability Modifier 15 + Ability Modifier 16 + Ability Modifier 17 + Ability Modifier 18 + Ability Modifier 19 + Ability Modifier
LEVEL = = = = = = = = = =
SPELLS PER DAY
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
SPELLS CANTRIPS / ORISONS (0TH LEVEL SPELLS):
5TH LEVEL SPELLS:
1ST LEVEL SPELLS:
6TH LEVEL SPELLS:
2ND LEVEL SPELLS:
7TH LEVEL SPELLS:
3RD LEVEL SPELLS:
8TH LEVEL SPELLS:
4TH LEVEL SPELLS:
9TH LEVEL SPELLS:
BONUS SPELLS
MAGIC ITEMS FACE
HEAD
Book Page Goggles, lenses, masks, spectacles, third eyes.
Weight
Book Page Weight Circlets, crowns, hats, headbands, helmets and phylacteries.
THROAT
SHOULDERS
Book Page Weight Amulets, badges, broaches, collars, medals, medallions, necklaces, pendants, periapts, scarabs, scarfs and torcs.
Book Page Capes, cloaks, mantles and shawls.
BODY
TORSO
Book Armor and robes.
Page
Weight
HANDS Book Gauntlets and gloves.
Weight
ARMS Page
Weight
Page
Weight
Book Page Boots, sandals, shoes and slippers.
Weight
WAIST Book Belts, girdles and sashes.
Book Page Shirts, tunics, vests and vestments.
Weight
Book Armbands, bracelets and bracers.
Page
Weight
Page
Weight
Page
Weight
RING 1
FEET
Book Self explanatory.
RING 2 Book Self explanatory.
WEAPONS, SHIELDS & OTHER ITEMS
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Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
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Modern System Reference Document Copyright 2002‐2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Advanced Bestiary Copyright 2004, Green Ronin Publishing LLC; Author Matthew Sernett. Advanced Player's Manual Copyright 2005, Green Ronin Publishing LLC; Author Skip Williams. Advanced Player's Guide Copyright 2004, White Wolf Publishing, Inc. Cleave Asunder Copyright 2000, Michael J. Kletch; Cooper’s Compendium of Corrected Creatures: OGL Monster Stats E ‐ K (Eagle, Giant ‐ Krenshar) Copyright 2009 by Skirmisher Publishing LLC. Creatures of Rokugan, (c) 2001 Alderac Entertainment Group, Inc. Cry Havoc (c)2003 Skip Williams. All rights reserved. Extraordinary Rangers Copyright 2007 Iain Fyffe, dba Fifth Element Games; Author Iain Fyffe. Familiar Feats Copyright 2006, E.N.Publishing; Shane O’Connor. Feats of Undeath Copyright 2006, E.N.Publishing; Shane O’Connor Fortunes and Wind, (c) 2002 Alderac
Entertainment Group Inc Gods and Magic Copyright 2008, Paizo Publishing, LLC; Author: Sean K. Reynolds. Heroes of High Favor: DWARVES Copyright 2002, Benjamin R. Durbin; Published by Bad Axe Games, LLC. Heroes of High Favor: Half‐Orcs Copyright 2002, Benjamin R. Durbin; published by Bad Axe Games, LLC. High Psionics: Countermeasures Copyright 2007 Jeremy Smith High Psionics: Learning Centers Copyright 2007 Jeremy Smith. Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell. All rights reserved. If Thoughts Could Kill Copyright 2001–2004 Bruce R. Cordell. All rights reserved. Items Evolved: Rituals copyright 2008 Steven D. Russell Labyrinth LordTM Copyright 2007, Daniel Proctor. Author Daniel Proctor. Magic of Rokugan, (c) 2001 Alderac Entertainment Group, Inc Mindscapes Copyright 2003–2004 Bruce R. Cordell. All rights reserved. Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan! Mutants and Masterminds Copyright 2002, Green Ronin Publishing.
Open game content from Encyclopaedia Arcane: Drow Magic Copyright 2004, Mongoose Publishing. Open game content from The Book of Immortals copyright 2004, Mongoose Publishing. Open game content from The Quintessential Bard copyright 2003, Mongoose Publishing Ltd. Open game content from The Quintessential Drow copyright 2003, Mongoose Publishing Ltd. Open game content from The Quintessential Half‐Orc copyright 2003, Mongoose Publishing Ltd. Original Spell Name Compendium Copyright 2002 Necromancer Games, Inc.; based on spells from the Player's Handbook that were renamed in the System Reference Document, found on the legal page of www.necromancergames.com Pathfinder Character Traits Web Enhancement, Copyright 2009, Paizo Publishing, LLC. Author: James Jacobs and F. Wesley Schneider. Pathfinder Module D1.5: Revenge of the Kobold King Copyright 2008, Paizo Publishing, LLC. Author Nicholas Logue. Phylactery Feats Copyright 2006, E.N.Publishing; Shane O’Connor. Races of the Mind: Elan Copyright 2007 Jeremy Smith. Rokugan Copyright 2001, Alderac
Entertainment Group. Ronin Copyright 2008, Jeremy Puckett. Published by Highmoon Media Productions, www.highmoonmedia.com. Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax Secrets of the Crab, (c) 2003 Alderac Entertainment Group, Inc. Secrets of the Crane, (c) 2003 Alderac Entertainment Group, Inc. Secrets of the Dragon, (c) 2003 Alderac Entertainment Group, Inc. Secrets of the Lion, (c) 2002 Alderac Entertainment Group. Inc Secrets of the Mantis, (c) 2002 Alderac
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The Psychic's Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman Untapped Classes: Complete Marksman Copyright 2007 Jeremy Smith Untapped Classes: Complete Society Mind Copyright 2008 Jeremy Smith Untapped Classes: Lightning Strike Virtuoso Copyright 2007 Jeremy Smith Untapped Classes: Shooting Star Adept Copyright 2007 Jeremy Smith Untapped Classes: Talon of the Thrush Copyright 2007 Jeremy Smith Untapped Potential: New Horizons in Psionics Copyright 2006 Brian Dupuis, Greg Jacob, Jeremy Smith, Michel Fiallo‐ Perez, Will Elyea Way of the Ninja, (c) 2002 Alderac Entertainment Group, Inc. Way of the Samurai, (c) 2002 Alderac Entertainment Group Inc Way of the Shugenja, (c) 2002 Alderac Entertainment Group, Inc Yellow Musk Creeper from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore DM Sketchpad ‐ May 2009; Copyright 2009, Published by Purple Duck Creations. Authors: Bill Browne, Mark Gedak, Zachary Houghton, Steve Russell , Stefen Strysky, Charles Wenzler. The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008‐ 2009 Purple Duck Creations; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O'Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr.
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