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| die09-02-06, 11:55 PM | Hobgoblin samurais, warblades, fighters and their daimyo leaders vie for control of the land, humans are the subjugated peasants and also the secret ninja clans. The hobgoblins often hire the ninjas to eliminate rivals. The hobgoblin priesthood is open to both sexes and worship a lawful neutral death goddess (Wee Jas) they despise the human ninjas that are also arcane casters but the male warrior elite find them useful pawns and do not back the priesthood in this matter, but open use of magic or holding a weapon is punishable by death. The ninja villages vary in training methods and styles and there is a constant rivalry over who is best, some are ninjas, some monks, some rogues, some are multi-classed sorcerer/ninjas, psion/monks, etc. Most of the human ninja villages are secret worshippers of the death goddess (Wee Jas) some villages worship other gods, some more benign, others darker. A very few hengeyokai and spirit folk also live in some of the villages or outskirts. The tako race has a relic from their god, a magic bell which only works for them, it blesses the whole tribe for a month at a time but it has been stolen by sea demons, they need an expert group of ninjas (i.e. adventurers) to seek it out and return it to them. Bad guys are sauhagin and they have the Tako Bell in their shark filled lair. The tako offer the PCs a fortune in pearls of all sizes and colors and the location of a forbidden sunken temple as a reward. When the PCs check out the temple they find a map to a long dead shadow dragons mountain top hoard on a nameless island far to the south, which happens to be Kaijuu Island. The shortest route to Kaijuu Island is over the mountains and then downriver through the remenants of an ancient empire. The pass through the mountains contains the bandit hideout of a craven ogre-magi and his brutal half-ogre kin and a few debased humans and hobgoblins who prey on villages on both sides of the mountains. They currently have a crow headed tengu swordmaster prisoner who will gladly train those who free him in the art of swordmaking or swordfighting (excuse to introduce a prestige class and the stuff from The Book of Nine Swords for me). Yowamushi and The Beautiful Bastards Yowamushi, Bandit Chief CR 5 Male ogre mage (http://www.wizards.com/default.asp?x=dnd/dd/20060721a) LE Large giant Init +6; Senses Darkvision 90', Listen +9, Spot +9 Languages Common, Giant, Yuan-Ti AC 22, touch 11, flat-footed 20; uncanny dodge (+2 Dex, +8 armor, -1 size, +3 natural) hp 39 (6 HD); fast healing 5 Fort +7, Ref +4, Will +4 Speed 40 ft. (8 squares), fly 40 ft. (good) Melee mwk greatsword +10 (3d6+7/19–20); or Ranged longbow +5 (2d6/x3) Base Atk +4; Grp +13 Atk Options sneak attack 2d6 Special Actions Spell-Like Abilities (CL 6th): 3/day— invisibility; 1/day—lightning bolt (DC 16), gaseous form, swift invisibility (Spell Compendium page 125). Combat Gear 2 potions of cure moderate wounds Abilities Str 21, Dex 14, Con 15, Int 14, Wis 14, Cha 17 SQ deceptive veil Feats Combat Reflexes, Improved Initiative, Weapon Focus (greatsword) Skills Concentration +10, Disguise +10, Intimidate +10, Listen +9, Spot +9 Possessions combat gear plus Yowamushi's Sushi, mwk greatsword, composite longbow, 20 arrows in quiver, +4 chain shirt, Hewards handy haversack Deceptive Veil (Su): As per the spell disguise self, save that the ogre mage can appear to be up to one size smaller. Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Sneak Attack: As the rogue ability from the Player's Handbook. Yowamushi's Sushi - Yow has a cursed perch that if it dies and its tail is put in water it comes back to life the next morning. Bash and Snake Biter, Bandits CR 3 each Male half-ogre fighter 2 NE Large giant Init -1; Senses Darkvision 60', Listen -1, Spot -1 Languages Common, Giant AC 15, touch 8, flat-footed 16 (-1 Dex, +3 armor, -1 size, +4 natural) hp 29 (2 HD) Fort +5, Ref -1, Will -1 Speed 30 ft. (6 squares) Melee mwk greataxe +8 (3d6+6/x3) or Ranged longbow +1 (2d6/x3) Base Atk +2; Grp +10 Atk Options Power Attack Special Actions Cleave Combat Gear potion of cure moderate wounds Abilities Str 19, Dex 9, Con 14, Int 8, Wis 9, Cha 6 SQ 10' reach Feats Weapon Focus (greataxe), Power Attack, Cleave Skills Craft (weaponsmith) +4 Possessions combat gear plus studded leather armor, mwk greataxe, longbow, 20 arrows in quiver Tess Padma, Bandit CR 3 Female human rogue 3 NE Medium humanoid Init +1; Senses Listen +5, Spot +5 Languages Common, Giant AC 14, touch 11, flat-footed 13 (+1 Dex, +3 armor) hp 18 (3 HD) Resist evasion Fort +2, Ref +4, Will +0 Speed 30 ft. (6 squares) Melee +4 mwk dagger (1d4-1/19-20x2) or Ranged +4 mwk dagger (1d4-1/19-20x2) Base Atk +2; Grp +1 Special Actions sneak attack +2d6 Combat Gear 2 potions of cure light wounds Abilities Str 8, Dex 13, Con 12, Int 12, Wis 8, Cha 10 SQ trapfinding, trap sense +1 Feats Stealthy, Skill Focus (hide), Weapon Finesse Skills Disable Device +7, Escape Artist +7, Hide +12, Listen +5, Move Silent +9(+14), Open Locks +7, Perform +6, Spot +5, Search +7, Sleight of Hand +7 Possessions combat gear plus mwk studded leather armor, mwk thieves tools, 3 mwk daggers, Boots of Elvenkind, backpack, bedroll, fork Bloodeye, Night, Clull, Nix BoneBag, Nox NoseBiter, Two-Hawk, Hall, Bandit CR 1 each Female hobgoblin fighter 1 LE Medium humanoid Init +1; Senses darkvision 60', Listen -1, Spot -1 Languages Common, Goblin AC 14, touch 11, flat-footed 13 (+1 Dex, +3 armor) hp 12 (1 HD) Fort +4, Ref +1, Will -1 Speed 30 ft. (6 squares) Melee mwk kukri +3 (1d4+1/18-20x2) or Ranged longbow +2 (1d8/x3) Base Atk +1; Grp +2 Atk Options Point Blank Shot (+3 with bow and +1 to damage) Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8 Feats Stealthy, Point Blank Shot Skills Craft (leatherworking) +4, Move Silent +5, Hide +5 Possessions mwk kukri, studded leather armor, longbow, 20 arrows in quiver Sword of the Blind Hummingbird An ancient order of warriors trained in the mountains by Tengu swordmasters Requirements To qualify to become a Sword of the Blind Hummingbird, a character must fulfill all the following criteria. Base Attack Bonus +4 Feats Weapon Focus (shortsword, longsword, bastard sword, rapier or scimitar), Blind Fight Special evasion class feature Sword of the Blind Hummingbird Hit Die: D10 BAB+1 per level Saves F/R/W 0/2/2 0/2/3 1/3/3 Class Skills (4 + Int modifier Points per Level) Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis) and Tumble (Dex). Spinning Wind Strike (Ex) When not wearing armor or using a shield, a Sword of the Blind Hummingbird can use flurry of blows with his chosen weapon monk abilities A Sword of the Blind Hummingbird gains the fast movement, AC bonus and flurry of blows as a monk, this stacks with existing levels of monk if any Three Orchid Lunge (Ex) At 2nd level, when not wearing armor or using a shield, a Sword of the Blind Hummingbird gains Improved Evasion Enlightened Sky Technique (Ex) At 3rd level, a Sword of the Blind Hummingbird gains Blindsense 30' Niilaabja Jungle - Tiny fishing villages of hadozee and monkey hengeyokai hang over riversides in the branches of giant trees. Vanara clerics and psions wander from village to village and rakashasa deceivers prey upon the unwary. Thick jungle conceals the ruins of forgotten societies destroyed by the malevolent machinations of yuan-ti. Some of the ruins are inhabited by naga scholars or the lair of fiendish dire tigers corrupted by the evil that still emanates from stained and broken altars. More jungle races (http://www.d20srd.org/srd/variant/races/environmentalRacialVariants.htm#jungleRa ces) Kaijuu Island - giant loathsome aberrations from the deep dark places of the ocean come here every few decades to fight for a mate until the sea runs black with their blood, the victors then crawl ashore to spawn. The coast is all thousand foot tall wave wracked cliffs except for a single mist shrouded cove that has a giant log pallisade at the mouth of a river used as a base by pirates made up of hadozee swashbucklers, hobgoblin ronin and outcast human ninjas. They do not go inland often, the place is crawling with hungry little compsognathi and their bigger deinonychus cousins, guards posted during the darkest nights report hearing maniacal screaming in the distance. Near the mountains in the center of Kaijuu Island lies a half-ruined city called Xoltor. Far Realm Fae The twisted trees in the encroaching corrupted jungle surrounding the ruined city of Xoltor resemble a cross of wet mottled purple fungus and wood, they grow unnaturally fast and when cut, slowly writhe for a few moments leaking sickly yellow sap and releasing spores that leave irritating red whelps. Fae creatures and the little compsognathi burst into masses of writhing tentacles when attacked and the dark sidhe brew an addictive green lotus wine that causes vivid dreams and nightmares, slowly eating away the addicts sanity. Dark Sidhe - (elves with half fey and pseudo natural templates) Sacrifice intruders to an awakened fiendish dire ape they worship as a god, they start life as shark toothed Petals (MM3) for a 100 or so years then form a red veined, black pulsing oozing cocoon for a year, then out pops a maladjusted dark sidhe (the vile ooze is one of the ingredients in the green lotus wine). Cthulhupunk the Masquerade Xoltor, a dark, under populated, soot-covered, mostly ruined industrial city, most of the population of the destroyed temple district were turned into shadows long ago, cannibalistic skulks and packs of ghouls prowl the unlit streets at night. A Master of Flies (Savage Species prestige class) and his awakened giant spiders spin webs in dark alleys and abandoned buildings, selling silk and the urchins they don't eat to slavers. In the undercity rat swarms carry the Zombie Plague and duergar forges belch black smoke into the city above as tireless golems hammer away in unison beneath the streets, giving the city a pulse. Powerful merchant guilds run the city and vie for control of the weapon, spider silk, graft and slave trade, cults of Pazuzu and prophets of a mad dreaming god are rampant among the poor, the city's nobles are decandent vampire spawn who idle away the night hours in an unending sanguinary grand ball. Those who no longer openly serve one of the vampire led merchant guilds like the ronin half flesh golems, renegade swordsages and outlaw shadowdancers make a living snatching the best craftsmen for rival guildlords, rounding up jungle abberations, zombies and ghouls for the fleshwarper shops (Lords of Madness prestige class) and smuggling green lotus wine into the city. There are 40 districts in Xoltor Dead Ward - skulks, ghouls, shadows, necropolitans, various other undead (6 ruined temple districts, necropolis) Rats Ward - The vampire merchant guildmasters, their spawn and slaves (ruined civic district, nobles estates, magic district, vacant lords keep, 4 slave quarters) Rose Ward - if it smells bad its here (2 tenement districts, undercity, tannery district, 4 slums) Dark Forge - mainly duergar and their slaves (2 warehouse districts, professionals, undercity guildhall district, shops, undercity tavern district, 3 former guildhall districts, remnant dwarf neighborhood, undercity goblin slave quarter, slave quarter, undercity) DogTown - if your looking for trouble, this is the place to be, the meanest dregs and craftiest survivors end up here (adventurers quarter, red light district, tavern district, undercity) Master of the Sacred Shadow Elite operatives of the vampire merchant guilds Requirements To qualify to become a Master of the Sacred Shadow, a character must fulfill all the following criteria. Base Attack Bonus +4 Skills 8 ranks in Hide Feats Improved Trip, Stealthy Special Must have drank a bottle of green lotus wine Master of the Sacred Shadow Hit Die: D10 BAB: +1 per level Saves F/R/W 0/2/0 0/3/0 1/3/1 Class Skills (4 + Int modifier Points per Level) Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis) and Tumble (Dex). Dreaming Lotus Eater (Ex) A Master of the Sacred Shadow gains 60-foot darkvision, or 120-foot darkvision if he already had darkvision from another source. monk abilities A Master of the Sacred Shadow gains the fast movement, AC bonus and unarmed damage as a monk, this stacks with existing levels of monk if any. Shadow Mastiff Technique (Su) At 2nd level, a Master of the Sacred Shadow can use the Hide skill even while being observed. In any condition of illumination other than full daylight, he can disappear into the shadows, giving him total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will. Shadow Blossom Maneuver (Su) At 3rd level, a Master of the Sacred Shadow can strike opponents an additional 5' away with the shadow of his hand in any condition of illumination other than full daylight. A secret door somewhere in the city reveals an ancient spiraling stone staircase that descends into an abyss, dimly lit by some unknown subterranean phosphorescence, side passages of well used natural caverns are inhabited by gibberlings which run amok across the island on moonless nights. Deeper still lie shadow creatures and a temple of... Yeah, ok, its a horrible bastardization of ancient Japan, India, Jurassic Park, King Kong and HP Lovecraft but wait til you see the pseudo Conan, Elric, Aragorn and Shogun Assassin the players in my group will make for PCs :gah: So any random thoughts or suggestions? |
| Vanigo09-03-06, 12:10 AM | Tako Bell Ow. |
| die09-03-06, 11:01 AM | Did I forget to mention I was eating a burrito when I thought of this? :rimshot: |
| SpawnOfMorgoth09-11-06, 08:20 PM | Did I forget to mention I was eating a burrito when I thought of this? more fast food memories... Oh man. you really know how to hurt a guy. I got a few good spots to get sushi locally here (in northern OH USA), but you sure reminded me how much I miss tako-yaki. And did you know you can still get deep fried apple pies in McD's in Japan? Curse the politcal correctness of American fast food! |
| die09-18-06, 02:23 PM | After reading Prak, the Mads' thread Graftpunk (http://boards1.wizards.com/showthread.php?t=663885) about a sort of Cyberpunk/Shadowrun like setting for D&D I decided to change Monster Island to Kaijuu Island and instead of cybernetic implants using grafts done by the Lords of Madness prestige class Fleshwarper and half-golems instead of cyborgs. And then topping it off with Cthulthu-esque and Vampire the Masquerade like goodness. Anyway, in addition to the cliffs, pirates and aberration spawning ground of Kaijuu Island there are the... Dark Sidhe are the corrupted remnants of an ancient elven civilization whose ruined city has been swallowed up by the jungles of Kaijuu Island. Dark Sidhe traits (Ex) Dark Sidhe possess the following racial traits. * +2 Dexterity, +2 Intelligence, -2 Constitution. * Medium size. * A dark sidhe's base land speed is 30 feet. * Damage Resistance: 5/Cold Iron * Electricity and Acid Resistance 5 * Special Attack: True Strike (Su) once per day * Alternate Form: At will can take the form of a tentacled mass (or whatever horrible form you come up with) as a standard action. -1 morale penalty to hit a dark sidhe while in its hideous alternate form. * Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. * Low-light vision. * Weapon Proficiency: Dark Sidhe are automatically proficient with the handaxe, rapier, shortsword, and shortbow (including composite shortbow) as bonus feats. Proficiency with a rapier is a vestige of past glories and an honored tradition, the other weapons are useful tools for survival in their environment. * +2 racial bonus on Knowledge (history) checks: The dark sidhe pride themselves on being the keepers of much lore that has been forgotten to others. * +2 racial bonus on Listen, Search, and Spot checks. * Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan. * Favored Class: Ranger. * Level Adjustment: +2 :gah: Jungle races and stuff (http://www.d20srd.org/srd/variant/races/environmentalRacialVariants.htm#jungleRa ces) |
| tryco09-18-06, 02:47 PM | do you have any more ideas. these are great. |
| die11-30-06, 04:15 PM | Ull an old city built of dark green limestone by an older reptilian race on the shore of a large lake in the middle of a marsh, population-15,000 (30% human, 20% cuetzpalin, 10% naga, 40% other). At night directly over the city can be seen a flickering sickly green star... Suppossedly ruled by a huge half toad/half lizard demi-god and his clerics who use an ancient draconian tongue called Nurian, the merchant guilds from Xoltor actually run the day to day affairs of the city, collecting taxes, levying fines and punishing criminals. The priesthood is only concerned with greeting the rising sun, appeasing their god and is open to any race. No clerics of other religions are allowed in the city and huge, lazy lizards imported from the deserts are the beasts of burden. Their lizardfolk cousins from the surrounding marsh come to town to trade crocodile hides, rare plants and captives for better weapons. The safest way to get to the city is by boat thanks to the carnivorous plants, lizardfolk and crocodiles. Also living on the lake is a tribe of halflings that build houses on floating platforms of reed mats, they tie together to form small hamlets called 'Rafts' floating and fishing in the center of the lake and come to shore to trade and gather reeds once a month. They wear their hair in braids and each Raft is ruled by the eldest couple, minor disputes are settled by unarmed combat and the victor claims a braid which they tie to a fishing spear for all to see. Many rafts have a family of dire otters living among them, some haflings are able to ride them. Secret Stuff - The demi-god of Ull is actually Dagon and some of the captives brought in by the lizardfolk and the occasional visitor quietly disapear on certain moonless nights when the wet flapping footsteps of things unseen from the bottom of the lake prowl the streets on their way to the temple (kuo-toan cultists). Adventurers from Ull speak Nurian as well as common and swim is always a class skill. They can also choose the take the Aberration Blood feat and feats from the Lords of Madness book. Cuetzpalin Size/Type: Large Giant (Reptilian) Hit Dice: 4d8+12 (30 hp) Initiative: -1 Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. Armor Class: 18 (-1 size, -1 Dex, +7 natural, +3 hide armor), touch 8, flat-footed 18 Base Attack/Grapple: +3/+12 Attack: Claw +10 melee (1d8+6) or +9 bite (1d8+6) Full Attack: 2 Claws +10 melee (1d8+6) and +7 bite (1d8+6) Space/Reach: 10 ft./10 ft. Special Q: Darkvision 60 ft., low-light vision, scent Saves: Fort +7, Ref +0, Will +2 Abilities: Str 23, Dex 8, Con 17, Int 10, Wis 12, Cha 7 Skills: Climb +5, Listen +2, Spot +2, Swim +10 Feats: Multiattack, Weapon Focus (claw) Environment: Warm hills Organization: Solitary, pair, clutch (3-4), or band (5-8) Challenge Rating: 4 Treasure: Standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +4 Adult cuetzpalin stand 9 to 10 feet tall with mottled gray and brown scales and weigh 600 to 650 pounds and its tail is used for balance and is 6 to 8 feet long. They like to stand really still in the sunlight for the first few hours of each day and rarely do anything but sleep at night. They live for 1,000 years and most have gained a level of adept or expert in their lifetime. |
| MagicMouth11-30-06, 04:23 PM | I would just like to say that this is quite awesome stuff. |
| Grizzled Gryphon11-30-06, 04:35 PM | So, in the first post, the characters would be looking for the Magical Bell of the Tako people/ Tribe, right? Yo Quero Tako Bell? Gives it a whole new meaning... Well, aside from the puns through out these posts, I am impressed with the content of these worlds and locations. Very well done. Kudus, good sir. |
| Atsettam11-30-06, 05:14 PM | "Tako Bell, Tako Bell, product placement for Tako Bell!" :dancin: |
| die12-02-06, 03:01 PM | While reading another post (http://boards1.wizards.com/showthread.php?t=690271) about a star over a city and halfling mariners I thought of The star is actually a gi-normous lump of burning tentacles summoned from the Far Realm through the Elemental Plane of Fire in geosynchronous orbit by a precursor race that could tear off pieces from the others and rain down destruction upon any nearby armies/towns/rabid squirrels. The unnamable burning flailing thing hops, flops and stomps out of the crater on a mindless rampage for a day or two before burning out :eek: A green Fire Elemental with the psuedo-natural template :twitch: While exploring the even older ruins beneath the ancient city of Ull the party comes across a tome in a long dead language that hints of the star's destructive power and the forbidden knowledge of controlling it that sunk into the sea. The ritual must be performed in the circle of ancient stones that lie on a sunken island beneath the giant eel riding salt halflings who dwell in the graveyard of rotting ships in one of the many mile wide beds of seaweed in a becalmed sargasso sea :noway: Thanks for the positive replies MagicMouth, tryco and Grizzled Gryphon |
| Larz_Fang12-02-06, 03:04 PM | Damn you, SpawnOfMorgoth! For once when I thought that I could actually have an unique avatar, I get screwed by you! I'm sorry to have posted to this thread with no better reason... |
| MagicMouth12-09-06, 06:45 PM | Perhaps a few of my ideas in the Graftpunk thread could be useful... specifically, the ones regarding making Illithids maliciously intelligent savages organized into different tribes. http://boards1.wizards.com/showpost.php?p=9844054&postcount=78 http://boards1.wizards.com/showpost.php?p=9854067&postcount=80 While their Mind Flayers servitors haunt the cold wastes of the north, the godlike Elder Brains are trapped in the frozen glaciers of the underworld, corrupting the land around and above them with their near-limitless psionic powers. It is with great anger they watch their race descend into savagery, yet with countless years to plot they will eventually figure out a way to recreate the old empire. Meanwhile, the Illithids hold their old ruins as places of sacred and dangerous powers, making pilgrimages there on a regular basis and bringing treasure and captives as sacrifices for the unseen mental masters who still make their presence known amidst the crumbling, alien buildings. I´ll see if I can come up with other ideas later. |
| die12-09-06, 11:38 PM | MagicMouth thats the thread (http://boards1.wizards.com/showthread.php?t=663885&page=3) where I first posted some ideas and decided to take some of the other ideas and run with it, I liked your stuff but couldn't think of anything to say other than 'cool man'. If I get around to unleashing this on my gaming group I was planning on using your barbaric illithids, good stuff man :D I still haven't run my celtic setting (http://boards1.wizards.com/showthread.php?t=593020) yet either, even though my buds want to try it and now I'm wondering if I should mix it all up. Maybe the reason the picts nail heads to their doors is because if they don't they grow tentacles and run off :twitch: or maybe its memories of the old illithid empire days when they paid off Thiluvajdnol (http://boards1.wizards.com/showpost.php?p=9844054&postcount=78) with the heads of their enemies Anyway, I look forward to seeing what you come with |
| MagicMouth12-16-06, 07:49 PM | Hey hey hey, still here. :D Sorry for the delay, schoolwork took up a lot of time during the week... so, without further redue, I bring you: The Brood of the Blood-Widow Queen - The drow of Tako Bell The drow were always considered more than a little odd by their elven cousins, if not outright bizarre. Elven history claims that in the old age the drow created a decadent empire built upon the foundations of slavery and greed, a combination which alienated them from their kin. Not that this mattered in any way; the drow empire, known as Zau´xann, had a great deal of influence in other realms and access to more than enough resources to build marvellous cities. In time, drow researchers began to delve into the other planes of existence, hoping to find some new and revolutionary power source to utilize. Instead, they caught the attention of various inhuman entities; one of these stood out among the others, a gluttonous creature known as the Blood-Widow Queen. A ruler of the things that skitter in darkness, she was attracted by the sensations that the drow manifested while indulging their lusts, and saw the potential to shape them into new forms that would please her. Thus, the Queen infested the minds of the nobility, urging them to greater acts of depravity, promising rewards greater than anything they could imagine. The cities of Zau´xann gradually turned into places of horror and pain, where the newly established priesthood dragged promising victims to their temples and performed acts too terrible to dare think about. This was not enough. As neighbouring realms began to notice this malevolent change, the Blood-Widow Queen whispered honeyed words in her pawns´ ears; escape the wretched light of the sun and the jealous attentions of the other races. Walk down into the darkness, where your promised land awaits... Within weeks, the priesthood had developed their spellcasting powers enough to perform an act of great arcane prowess... as the very sky turned dark above it, the capital of Zau´xann was torn from its place on the surface world and thrown many miles underground. This ritual drained the very realm and its inhabitants of energy; only the people of the capital survived, the rest of the population was slain. No tears were shed for their consumed souls, yet the survivors faced a fate far worse. With her puppets trapped in a dark domain, the Blood-Widow Queen finally revealed her presence and explained that now they had two choices; eternal death or eternal servitude. Pragmatic as they were, the drow choose the latter. With a smile that would make any warrior shiver in horror, the Queen opened a small rift to the Realms Beyond in order to bring its warping nature to her new thralls. Today, the drow live in what remains of the capital of Zau´xann, who now take the shape of twisted buildings connected by spiderwebs of truly massive size. The architecture is quite organic in design, and countless spiders, demons and things far worse lurk in the shadows. It is one of the most dangerous places in the world today, and only the strongest, smartest and most ruthless drow survive; the rest either fall victim to the stalking monsters or are cannibalized upon by their kin. Many of the more powerful drow develop arachnoid or insectile traits as they rise in the ranks, this is considered a blessing by the Blood-Widow Queen. This can range from sticky hands and feet to chitinous skin (the Insectile creature template from Savage Species could be used) to outright metamorphosis into Drider form. Additionally, some of the drow so "blessed" retain their normal looks but can transform themselves into monstrous vermin. (http://www.wizards.com/default.asp?x=dnd/re/20040621a) These individuals are usually chosen for special tasks both below and above ground, for they are in almost all cases trained as assassins or spies. Most people today don´t even know that the drow exist, although many cultures have legends of "the dark fey from Below". A handful of elven scholars are the ones who have the greatest amount of knowledge about the drow, but they tend to keep their mouths shut; nobody wants to attract the attention of the Blood-Widow Queen´s murderous puppets. As for the Blood-Widow Queen herself... her goals are unknown even to her most loyal (and utterly insane) priests. But whatever they may be, they can´t be good for the mortals in the world today. Author´s note: Basically, this is an attempt to take the standard D&D drow and twist them into a more inhuman, lovecraftian image, with an emphasis on their connection with arachnoids. The Blood-Widow Queen, Scarlet Mistress of the Drow Female Pseudonatural Vampiric Drider Assassin 9/Arcane Trickster 10 Large Undead (Extraplanar) Hit Dice: 25d12 plus 175 plus 25 (362 hp) Initiative: +14 (+10 Dex, +4 Improved Initiative) Speed: 30 ft., Climb 15 ft. AC: 39 (-1 Size, +10 Dex, +12 Natural, +8 Armor) Base Atk/Grapple: +15/+25 Attack: Madfang +30 melee (1d6+12+2d6/19-20) or Withersting +28 melee (1d6+10/19-20) or Slam +24 melee (1d8+6 plus energy drain) or Bite +24 melee (1d4+3 plus energy drain plus poison) Full Attack: Madfang +28/+23/+18 melee (1d6+12+2d6/19-20) and Withersting +26/+21 melee (1d6+7/19-20) and Bite +19 Melee (1d4+3 plus poison); or Slam +24 melee (1d8+6 plus energy drain) and Bite +19 melee (1d4+3 plus energy drain plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Spells, Spell-like Abilities, Blood Drain, Children of the Night, Death Attack (DC 27), Dominate, Create Spawn, Energy Drain, Impromptu Sneak Attack 2/day, Poison, Sneak Attack +10d6, True Strike Special Qualities: Darkvision 60 ft., Alternate Form, DR 10/silver and magic, Fast Healing, Gaseous Form, Hide in Plain Sight, Improved Uncanny Dodge, Ranged Legerdemain 3/day, Resistances (Acid 15, Cold 10, Electricity 10), SR 35, Turn Resistance +4, Unholy Toughness, Vampiric Weaknesses Saves: Fort +14, Ref +27, Will +19 Abilities: Str 22, Dex 31, Con –, Int 22, Wis 18, Cha 24 Skills: Balance +12, Bluff +37, Climb +23, Concentration +26, Decipher Script +16, Diplomacy +24, Disable Device +16, Disguise +21 (+23 in character), Escape Artist +17, Hide +44, Intimidate +9, Jump +8, Knowledge (Arcana) +20, Knowledge (The Planes) +16, Listen +26, Move Silently +47, Search +24, Sense Motive +12, Sleight of Hand +22, Spellcraft +18, Spot +26, Tumble +20, Use Rope +10 (+12 to bind) Feats: Ability Focus (Poison), Alertness (B), Combat Casting, Combat Reflexes (B), Dodge (B), Great Fortitude, Improved Initiative (B), Improved Toughness, Improved Two-Weapon Fighting, Lightning Reflexes (B), Two-Weapon Fighting, Weapon Finesse Epic Feats: Epic Fortitude, Improved Death Attack Environment: Underground Organization: Unique Challenge Rating: 30 (maybe?) Treasure: Madfang, Withersting, Gloves of Dexterity +6, Bracers of Armor +8 Alignment: Chaotic Evil Advancement: By character class Level Adjustment: +14 Suddenly, the very shadows seem to gain a life of their own. Right ahead of you manifests a creature unlike anything you have seen before; at first, she looks like a hauntingly beautiful elven woman with ebony skin, but as she draws close you see that she has the lower body of a grotesque giant spider. You also notice that she actually has four pair of eyes partially hidden beneath her long, stark white hair. She smiles, revealing a pair of dripping fangs, and you feel your hearts grow cold. The Blood-Widow Queen originally hails from a place beyond space and time as mortals know it, but for some reason she has decided to move to this world instead. One can only wonder why; perhaps she wants to feast on the new, fresh blood that it offers? Or is it a desire to shape it into a material image of her home? In any case, her drow servitors seem to be crucial in her plots, and they are utterly loyal to their Queen. Combat Although vastly powerful by any mortal standards, the Blood-Widow Queen prefers to remain hidden in the shadows and manipulate others into fighting for her. Heroes wishing to corner her also have to find a way to neutralize her many shapechanging powers that enables her to move around undetected. And, if the situation requires it, the Queen is quite lethal in combat utilizing her twin daggers, dark spells and life-sapping abilities. Sorcerer Spells Known: (CL 16th; cast per day; 6/8/8/8/7/7/7/6/3; save DC 17 + Spell Level): 0 - Arcane Mark, Daze, Detect Poison, Flare, Ghost Sound, Mage Hand, Message, Read Magic, Touch of Fatigue. 1st - Charm Person, Expeditious Retreat, Mage Armor, Ray of Enfeeblement, Shield. 2nd - Blur, Darkness, Eagle´s Splendor, Tasha´s Hideous Laughter, Touch of Idiocy. 3rd - Blink, Dispel Magic, Haste, Lightning Bolt. 4th - Charm Monster, Evan´s Black Tentacles, Greater Invisibility, Phantasmal Killer. 5th - Dominate Monster, Dream, Symbol of Pain, Teleport. 6th - Contingency, Greater Dispel Magic, Mass Suggestion. 7th - Finger of Death, Insanity. 8th - Polar Ray. Assassin Spells Known: (CL 9th; cast per day; 5/5/4/3; save DC 16 + Spell Level): 1st - Feather Fall, Jump, Obscuring Mist, True Strike. 2nd - Alter Self, Fox´s Cunning, Pass without Trace, Undetectable Alignment. 3rd - Deeper Darkness, Magic Circle against Good, Misdirection, Nondetection. 4th - Dimension Door, Freedom of Movement, Poison. Blood Drain (Ex): The Blood-Widow Queen can suck blood from a living victim with her fangs by making a successful grapple check. If she pins the foe, she drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Queen gains 5 temporary hit points. Children of the Night (Su): The Blood-Widow Queen has great influence over the vermin that crawl in the dark pits of the world. Once per day she can call forth 1d6+1 spider swarms, 1d4+1 locust swarms, or 3d6 Medium monstrous spiders as a standard action. Dominate (Su): The Blood-Widow Queen can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the Queen must use a standard action, and those merely looking at her are not affected. Anyone the Queen targets must succeed on a DC 29 Will save or fall instantly under the Queen’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Create Spawn (Su):A humanoid or monstrous humanoid slain by the Blood Widow Queen’s energy drain rises as a vampire spawn 1d4 days after burial. If the Queen instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the Queen and remains enslaved until her destruction. The Queen can have up to 50 HD worth of spawn under her control at any time. Energy Drain (Su): Living creatures hit by the Blood-Widow Queen’s slam or bite attack gain two negative levels. The DC is 29 for the Fortitude save to remove a negative level. For each negative level bestowed, the Queen gains 5 temporary hit points. The Queen can use her energy drain ability once per round. Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 1d6 Str. The save DC is Charisma based. Spell-Like Abilities: 1/day - dancing lights (DC 17), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 20). Caster level 6th. The save DCs are Charisma-based. True Strike (Su): Once per day, the Blood-Widow Queen can gain a +20 insight bonus on a single attack roll. She suffers no miss chance against a target that has concealment or total concealment when makingt his attack. Alternate Form (Su): The Blood-Widow Queen can assume the shape of a Medium or Large monstrous spider as a standard action. While in her alternate form, the Queen loses her natural slam attack and dominate ability, but she gains the natural weapons and extraordinary special attacks of her new form. She can remain in that form until she assumes another or until the next sunrise. She also has the option of taking the form of a abominable entity vaguely resembling a massive disfigured spider, covered in its own oozing blood and the screaming faces of the drow whose souls it has consumed. The Queen´s abilities remain unchanged, but any creature recieve a -1 morale penalty on their attack rolls against her in this form. Fast Healing (Ex): The Blood-Widow Queen heals 5 points of damage each round so long as she has at least 1 hit point. If reduced to 0 hit points in combat, she automatically assumes gaseous form and attempts to escape. She must reach her lair within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to the Queen forced into gaseous form has no effect. Once at rest in her lair, the queen is helpless. She regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a standard action, the Blood-Widow Queen can assume gaseous form at will as the spell (caster level 5th), but she can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Unholy Toughness (Ex): The Blood-Widow Queen gains a bonus to her hit points equal to her HD x her Charisma modifier. Vampiric Weaknesses: In spite of her great power, the Blood-Widow Queen has all the weaknesses of normal vampires. Skills: The Blood-Widow Queen has a +12 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Bluff, Listen, Search, Sense Motive, and Spot checks. She has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Equipment The Blood-Widow Queen usually prefers to rely on her own formidable arsenal of powers rather than being dependent on any magical items. The exceptions are her twin daggers, forged in the dephts of the Realms Beyond; she treasures these more than any of her followers. Madfang: A broad blade with runic inscriptions resembling slithering tentacles and crawling vermin, Madfang is a +6 Anarchic Vicious Dagger. When wielded in battle, it emits a low screech and mutters in an unknown tongue. Withersting: While this long, thin dagger lacks any inscriptions, it continously drips a repulsive dark green substance; some claim that this is the remains of the life-energy that the weapon steals away from its victims. In any case, Withersting is a +4 Unholy Dagger of Wounding. Man, it took HOURS to stat her up. :zzz: Well... that´s enough for now. So, what do you think? Oh, and here are some teasers: Narn, the City of the Eidolon Eve, the Many Uncle Gray, Stealer of Joy |
| die12-17-06, 04:50 AM | Thats Great! good job man, I really like the were-spiders and the idea of insectile drow and embracing driders as blessed instead of kicking them out. The Blood-Widow Queen herself is impressive as well. Perhaps some strands of the gi-normous spiderwebs of Zau´xann lead to other places like the Far Realm, the Abyss and the Plane of Shadow as well as the dark caverns deep beneath the earth. Maybe all the spiders and spider parts of the brood drow are blood red, sort of a signature, her priests all dye their hair red, maybe the city is built of red granite, I dunno, what do you think? |
| MagicMouth12-19-06, 02:59 PM | Thank you! :D I like the idea of making the buildings red in color, it would make a nice contrast; I mean, most Underdark cities are portrayed as places with very dark and dull colors, melding with the environment. But blood red architecture would be cool; after many hours of spelunking in dark caverns, the heroes spot flashes of crimson in the distance. Just this unexpected change of scenery should put the players at least a bit on their toes, and as they draw closer, they see the marvellous and alien building of Zau´xann... but by now, they have probably been discovered and are seen as prey. :eek: And spiderwebs that lead to other planes... that´s beautiful. Narn, the City of the Eidolon About a century ago, the Writhing Coast was the home of several settlements of savage Sahuagin, all dedicated completely to the long gone creator race that spawned them. On a particularily majestic cliffside, they built a temple dedicated to these old ones, filling it with of-ferings of blood and treasure. But then, human settlers discovered that the area was rich in precious minerals rarely found in other places, and soon a rush of ambitious prospectors followed. The Sahuagin were furious and gleefully slaughtered the invaders, but reinforcements arrived in the form of adventurers and military support. Ferocious as they may have been, the sea devils were driven back into the deep ocean, and the humans could start mining the desireable metals. One thing... much of the temple was destroyed in the fighting, but amidst the rubble remained a single statue; a non-Euclidian creation of horrible appearance. The settlers dared not lay a hand on it for fear of invoking the wrath of ancient terrors, and instead built the settlement around it. As the years passed by, the settlement became a small city. The Eidolon remained in its place, overlooking the harbor, and the population came to accept its presence as something of everyday life. Some even revere it as a "patron saint" of sorts, claiming that it is responsible for Narn´s success. More established religions frown at this, disliking the reverence shown towards the abominable idol, yet the practice remains both openly and hidden. Unknown to the city-dwellers, the Sahuagin have returned to the region with the intent of reclaiming the sacred templeground. While they initially had bloodshed in mind, they changed their plans when the spies told them of the idol worship. Instead, the high priests managed to create a hidden underground cult working towards the corruption of the city and the awakening of the Eidolon. Not all members of the cult know this final goal, but all see the ancient statue as a holy symbol of sorts. Some of the major cultists have distinctively monstrous traits, the result of unholy breeding between humanoid and sea devil, and the leaders are themselves pure-blooded Sahuagin. By the time a cult member is allowed to see them he has long since become an instrument of the creator race. Recently, some citizens claim that they hear strange sounds of stone against stone in the har-bor district at night, but all investigations come up empty as to their nature. More disturbing is the rising number of missing people; while strange disappearances are a part of Narn´s history (thanks to the efforts of the cult), this recent development is worrying more than a few members of the city council. Could the efforts of the Sahuagin give fruit at last? If so, then the grip of the old ones may start to return to the world of the mortal races... The Eidolon Huge Construct Hit Dice: 20d10+40 (150 hp) Initiative: +8 (Dex) Speed: 60 ft., Climb 40 ft. AC: 38 (-2 Size, +8 Dex, +18 Natural, +4 Deflection) Base Atk/Grapple: +15/+34 Attack: Claw +24 melee (4d6+16/19-20) Full Attack: Claw +24 melee (4d6+16/19-20) or 4 Stones +21 ranged (1d6+11) Space/Reach: 15 ft./5 ft. Special Attacks: Improved Grab, Insanity Aura, Swallow Whole, Throw Stones, Trample 2d6+16 Special Qualities: Darkvision 60 ft., Low-light Vision, DR 10/adamantine, Fast Repair 5, Immunity to Magic, Otherwordly Geometry Saves: Fort +6, Ref +14, Will +6 Abilities: Str 33, Dex 27, Con –, Int –, Wis 11, Cha 1 Skills: - Feats: Improved Critical (Claw), Power Attack, Whirlwind Attack (B) Environment: Any Organization: Unique Challenge Rating: 17 Treasure: None Alignment: True Neutral Advancement: - Level Adjustment: - This huge statue is made of some kind of black, glossy stone; it depicts a bizarre creature which more than anything consists of countless grasping, clawed arms hiding a massive cen-tral body. As if this was not disturbing enough, it seems to have been built using strange ge-ometrics, and the form constanly shimmers and wavers. It is not known whether the Eidolon is a depiction of the old race or merely a servant shaped using antediluvian magics. Whatever the truth may be, it still holds on to the orders given eons ago, even if this may not be noticeable to the naked eye... Combat The Eidolon´s favorite tactic is to grab the closest enemies and trample over them in pursuit of others. If they escape beyond it´s reach, it´ll swallow its victims or start to hurl rocks. Improved Grab (Ex): To use this ability, the Eidolon must hit a Large or smaller crea-ture with its claws. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Insanity Aura (Su): As described on page 147-148 of Lords of Madness. Swallow Whole (Ex): If The Eidolon begins it turn while pinning a Medium or smaller creature, it can move its pinned foe to its "stomach" (dealing the indicated damage below) in lieu of making a agrapple check to deal damage. A swallowed creature is considered grappled, but the Eidolon is not. A swallowed creature takes 1d8+16 points of bludgeoning damage and 2d8 points of acid damage each round. A creature can cut its way out using a light piercing or slashing weapon to deal 40 points of damage to the stomach (AC 19). Once a creature exits, the strange geometrics of the Eidolon closes the hole; another swallowed opponent must cut its own way out. Regardless of how it escapes, the creature that escapes the stomach is back in the Eidolon´s myriad arms and auto-matically considered grappled. The Eidolon´s stomach can hold 1 Medium, 4 Small, 16 Fine, 64 Diminutive or 256 fine crea-tures. Throw Stones (Ex): As a full-round action, the Eidolon can pick up stones or other similar-sized objects and hurl them at enemies. The range increment is 30 feet, the stone can be hurled up to five increments and deals 1d6+11 points of damage. The Eidolon can make up to 4 stone attacks per round, but cannot hurl more than one stone at any single target. Trample (Ex): Reflex half DC 31. The Eidolon can use its trample ability as a full-round action while grappling (no grapple check required). If the Eidolon uses this ability while holding a foe, the grappled enemy automatically takes trample damage (no save) as the Eidolon rolls over it. Fast Repair: As described on page 148 of Lords of Madness. Immunity to Magic: As described on page 148 of Lords of Madness. Eve, the Many Young Michael was always seen as a normal, decent person by the people of the small town of Feathermill; working at his father´s side in the carpentry and helping the other townsfolk in their daily chores. He also had a bright, studious mind and read all the interesting books he could get his hands on. Some of the subjects handled therein were... different, to say the least, but he managed to keep them hidden from public view. After all, what was the harm in merely reading some old dusty tome? As he grew older, Michael began to experience new, turbulent emotions, especially when in the presence of a local girl named Eve. While they had been friends for several years, he now wanted something more of this. After several months of doubt, he finally revealed his feel-ings... and joyfully learned that she had similar emotions towards him. They quickly became the new popular couple in town. Some time later, an expedition heading for the frozen northlands reached Feathermill in order to purchase supplies and recruit various followers. Michael, who always had an interest for exotic locales, eagerly signed up almost as soon as they rolled into town. When Eve learned of this, she got very angry and devastated, for she loved Michael greatly and feared that he would disappear forever. He felt for her, but explained that this would be the opportunity of a lifetime, and she finally relented; nevertheless, there was an amount of chill in the air as they parted ways. The cold continent presented many challenges to the expedition, which had the goal of reach-ing a recently discovered cairn in the mountains. Michael began to doubt the wisdom of join-ing, but he repeated to himself that in the end it would be worth it. As the expedition drew closer to its final destination, Michael began to have strange dreams involving, among other things, subjects in the old books he read years before, particularily those who proved to be the most mysterious. He was now really looking forward ro seeing the cairn now. The stay at the cairn was unfortunately brief, for the expedition lost several members who disppeared without a trace - the strange tribes of the north were blamed for this. They did manage to collect a few relics from the site, including one that Michael kept hidden from the others; his curiosity and desire to prove himself got the better of him. And so, many months later, Michael returned to Feathermill. To his horror, he found out that Eve had fallen in love with another man, Cedric. He confronted her about this, and learned that she thought he cared more about knowledge and far-away destinations than her; why else would he have left her? Heartbroken, and knowing that she basically was right, Michael succumbed into despair. At night, the voices he first heard in the north whispered to him. Blocked-out memories from the expedition returned; those thieving bastards, they tried to take the things he found... blood-red snow... No one in Feathermill really knew who was responsible for the deed; all they found out was that Cedric had been horribly wounded, and his partner Eve had died trying to help him. The mysterious disapperance of both shortly thereafter only added to the feelings of dread. The man that used to go by the name of Michael was very upset by the unforeseen death of Eve. He just wanted to get Cedric out of the way, but instead, the foolishness of both led to his beloved´s demise. However, a brilliant mind such as his would find a solution... under the influence of the voices who had become his closest friends, the man that used to be Michael performed a horrific deed; stealing Eve´s corpse and kidnapping Cedric and thereafter per-forming a tainted ritual draining the life energy of the latter to bring the former back. Intelligent as he may have been, the man formerly known as Michael did not have the willpower to complete this vile act, and a negative energy backlash tore his soul from his body even as Eve´s mangled body started to move... She woke up in a strange and frightful place, with the most horrific of all being the lifeless husks of the two men she had loved in life. Oddly enough, she only felt a slight sting of sorrow in what was left of her heart. Second, she noted that she for some reason lacked a few vital limbs; she quickly came to the conclusion that she would have to tear apart the two dead men and take the body parts she needed herself. The voices that appeared a few days later gave her advice on how to avoid being detected, they also came with comforting, soothing words to help her stay calm. As she began to trust them more and more, they gently coaxed her into following their desired directions; namely, gathering items (and people) returned from the north. The man that used to be Michael had shown great potential, and it would be such a waste to let all his work fall into oblivion. Eve has proven to be an adaptive follower, using skillful disguises to conceal her monstrous na-ture long enough for her to finish the objective. Eve “Female” Cadaver Golem Chameleon (http://www.wizards.com/default.asp?x=dnd/iw/20041210b) 7 Large Construct Hit Dice: 10d10+30 plus 7d8 plus 17 (133 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 30 ft. AC: 26 (-1 Size, +4 Dex, +10 Natural, +3 Canny Defense [from Assimilate Flesh]) Base Atk/Grapple: +12/+22 Attack: Slam +17 melee (2d8+6) Full Attack: 2 Slams +17 melee (2d8+6) Space/Reach: 10 ft./10 ft. Special Attacks: See below Special Qualities: Darkvision 60 ft., Ability Boon +4, Aptitude Focus 2/day (+4), As-similate Flesh, Construct Traits, Double Aptitude, DR 5/adamantine, Immunity to Magic, Low-light Vision, Mimic Class Feature 2/day Saves: Fort +5, Ref +9, Will +5 Abilities: Str 22, Dex 18, Con –, Int 16, Wis 10, Cha 14 Skills: See Assimilate Flesh ability, below. Default: Bluff +13, Craft (Leather-working) +10, Diplomacy +6, Disguise +20 (+22 in character), Hide +19, Intimidate +4, Lis-ten +12, Move Silently +21, Sense Motive +8, Spellcraft +7 (+9 decipher scrolls), Spot +12, Use Magic Device +12 Feats: Able Learner, Combat Expertise, Dodge, Improved Initiative, Improved Tough-ness, Mobility, Power Attack. Environment: Any Organization: Unique Challenge Rating: 15 Treasure: 50& coins; no goods; 1/10th items (25% chance of these being some kind of relics) Alignment: Chaotic Neutral Advancement: By character class Level Adjustment: - The creature standing in front of you might have been a human woman once, but now her massive form is stitched together by the remains of multiple bodies. Her face is blank, as if listening to something, and then she notices your presence, with ghastly determination burn-ing in her eys Combat Eve is an extremely versatile adversary thanks to her Chameleon training and ability to as-similate the skills and powers of dead opponents. Heroes should be very cautious facing her. Assimilate Flesh (Ex): As described on page 150 of Heroes of Horror. Eve had to spend 24 of her 65 construct skill points to qualify for Chameleon, so she has 41 points left to rearrange across the skills freely. The current layout looks like this: Bluff 8, Disguise 8, Hide 13, Listen 9, Move Silently 10, Sense Motive 4, Spot 9, Spellcraft 4. Additionally, Eve has currently assimilated the Canny Defense ability from the body parts of a Duelist she killed recently. Immunity to Magic (Ex): As described on page 150 of Heroes of Horror. The following Chameleon abilities are left unassigned to make it easier changing them as needed. Aptitude Focus (Ex): Twice per day, Eve can select one of five areas upon which to focus her ever-shifting talents. After meditating for 1 hour, she gain the chosen abilities for 24 hours or until you change your aptitude focus. She can change her aptitude focus one time per day. Arcane Focus: She gains the ability to prepare and cast arcane spells, which may be chosen from the spell list of any arcane spellcasting class. She prepares and cast these spells just as a wizard does, including the use of a spellbook. Caster Level 14th, Spells per day 4/5/5/5/2. She also gains a +4 competence bonus on Knowledge (arcana) checks and Spell-craft checks and a +2 bonus on Will saves. Combat Focus: She gains proficiency with all martial weapons. She also gains a +4 competence bonus on attack rolls and weapon damage rolls and a +2 bonus on Fortitude saves. Stealth Focus: She gains trapfinding, uncanny dodge, a +4 competence bonus on Dis-able Device, Hide, Move Silently, Open Lock, and Search checks, and a +4 bonus on Reflex saves. Wild Focus: She gains wild empathy, woodland stride, a +4 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +4 bonus on Fortitude saves. Mimic Class Feature: At 3rd level, Eve gains the ability to mimic a certain class fea-ture possessed by other characters. Twice per day, she can use any of the class features de-scribed below. Evasion (Ex): As an immediate action, she can avoid damage from certain attacks with a successful Reflex save. She can activate this ability after she has rolled a successful Reflex save, but before she has taken damage. This ability lasts for 1 minute. Rage (Ex): She can fly into a screaming blood frenzy. The duration for the rage is 1 round. Smite (Ex): She can smite a foe with a normal melee attack. She adds +2 to the attack roll and +7 to damage. Sneak Attack (Ex): She can deal an extra 2d6 points of damage when flanking an oppo-nent or any time the target would be denied its Dexterity bonus (except on ranged attacks, which must be point-blank to deliver the extra damage). For the purpose of defeating im-proved uncanny dodge, Eve´s effective rogue level is 7. Turn/Rebuke Undead (Su): She can turn or rebuke undead creatures (her choice when activating the ability) by channeling the power of her faith through a holy symbol. Her effective cleric level is 7, the turning check has a +2 bonus, and the turning damage is 2d6+9. Us-able 5 times a day. Ability Boon (Ex): When choosing an aptitude focus, Eve also gains a +4 competence bonus to an ability score of her choice. This bonus lasts until she changes her aptitude focus. Double Aptitude (Ex): At 7th level, Eve can adopt two aptitude focuses in the same amount of time it previously took for her to adopt one. Author´s note: No, Cadaver Golems can´t take the Chameleon prestige class according to the RAW, but I simply liked the combination too much to be stopped by this. :smirk: Oh, and I´m not sure how much you can post without violating the CoC, so I hope you have Heroes of Horror. If not: sorry. :( |
| MagicMouth03-28-07, 05:21 PM | That is not dead which can eternal lie... :bump: Can´t let this thing get lost in the archives, can we? Seeing as the Graftpunk thread has been resurrected, I figured this one had a similar theme, and thus more ideas could pass between them. In other words... I´ll post something once I figure out something good. |
| die03-30-07, 10:19 AM | I really like the name Writhing Coast and the stuff about Narn and Eve. I had an idea for some sahuagin stuff as well In the backwater coastal village of Soshaku, a Cult of the Shark Goddess has begun where it has become the law and the custom that all who die be given to her priests and offered to "her" as food. The cultists like to file their teeth into points. It starts with rumors of the dead going missing and then strangers and then the old and then... The efforts of a malenti cleric of Sekolah. For the Brood Drow and Fleshwarpers, a feat called Vermin Grafting - spider legs, scorpion tail, giant bee stinger, wasp bite, spider poison, giant dragonfly wings. The horror of having these added on causes a loss of wisdom each time. Brood Drow (red spider drow) - reverse sexual dimorphism (like spiders), in addition to regular drow stats females have a +2 strength, males a -2 strength The green spiders of Nexwood - females are intelligent medium Monstrous Spiders with a stronger poison (DC 16), males are typical small Monstrous Spiders. The forest demons are actually the descendants of a subjugated goblin tribe who serve the green spiders. They have been corrupted over the centuries into blind white-eyed insectile goblins with scent and tremorsense 60'. One female in each band of goblins is swollen to ogre size and bursts open when slain releasing 1-3 spider swarms (http://www.d20srd.org/srd/monsters/swarm.htm#spiderSwarm) of itty bitty baby green spiders :gah: Deep in the heart of Nexwood the walls between this plane and the Plane of Shadow are thin and on nights of the waning crescent moon travellers can walk into the Plane of Shadow. In the nearby village of Kumo forests demons have been born into the families of villagers who have been bitten by the green spiders (actually its some sneaky forest demons switching their young). |
| die03-30-07, 11:43 AM | I was also thinking about fleshing out some of the stuff for my game, like in the starting area Feats that can only be taken at first level by characters from the starting village of Atrauo. Shadow Training Hide and Move Silent are always considered class skills for you. Mind Over Body Use intelligence bonus to hit points instead of constitution and gain one hit point for every psionic feat you take Born on a Battlefield Add 1 to melee damage and gain 1 extra hit point for every feat you have that is on the fighter bonus feat list. A sparsely populated land of snowcapped volcanoes covered with mixed forests of birch, spruce, willow, oak and alder trees. This region is very wet with many small river systems and marshes, the waters are teeming with salmon, trout and char and also has large populations of wolves, moose, wolverines, foxes, squirrels, eagles, cormorants and ducks, and on the coast sea lions and fur seals. The ruins of past civilizations lie scattered throughout. The Dragon Lords empire fell, the humans descended into barbarism History Humans lived in this place a thousand years before the hobgoblins came, the remanents of a human empire had long since fallen into barbarism when they arrived. They conquered and subjugated the primitive hunter-gather tribes, outlawing their tribal languages and restricting them to fishing and farming in near-slavery conditions alongside their own people who were not part of the warrior elite and warred amongst themselves. Then 100 years ago, the Warlord Gojin united the fueding factions and declared himself shogun The land was then divided into 7 provinces each with a daimyo who swore loyalty to the shogun. The shogun placed daimyo at strategic locations to guard trade routes and approaches into the land and enacted the one province, one castle policy and extra castles were torn down After Gojin died disputes over shogunal succession lasted 30 years. Well organized religious groups also gained political power at this time by uniting farmers in resistance and rebellion against the rule of the daimyo. Mobs of peasant farmers, monks, priests and local nobles rose up against the samurai led by warrior monks. Their growing numbers and strength caught the attention and concern of the great samurai leaders of the time, worried that the monks would rise up and seize the province. Hobgoblin forces, with the help of warrior monks that swtiched sides, defeated them. Hobgoblin Village Overseer is to facilitate the exploitation, transport and shipment of commodities such as raw materials (timber and leather), foodstuffs (vegetables, meat and fish) and mineral resources (silver and iron), Forced Labor Conscriptions, new daimyos confiscate all land of hereditary ownership. When villagers are suspected of hiding rebels, entire villages are massacred and the buildings set on fire, then the Overseer is required to commit ritual suicide. The villages of each province are ruled by a daimyo and his samurai clan. The peasants live in reed-thatched huts, 20 ft. square, without partitions and a fireplace in the center. A typical province consists of two or three villages with the cultivated arable land of each village divided into three large fields and farmed by the three-field system of agriculture. One field devoted to winter crops, another to summer crops, and a third lies fallow each year. The land is worked by peasants of both races and intermarriages are not infrequent between the peasants. half-hobgoblin +2 to dex, -2 to cha, +2 racial bonus to move silently, 60' darkvision, favored class: any Province NPCs Tikhon Zeikin, hobgoblin tax collector 4th level fighter, 2 worgs and 10 hobgoblin warriors Tib Shikyo hobgoblin female priestess of Wee Jas 5th level cleric/1st level wizard The PCs starting village of Atrauo They use nets and tidal pools made out of rocks to trap an abundance of fish eaten throughout the province, they also use spears to hunt fish and during winter they spear eels Village of Soshaku - more fish, especially sharks and pearls Village of Kumo - lumber, iron mining Stas Gunjin, village hobgoblin overseer, 4th level fighter/2nd level ranger Axe Daiku and Bui Daiku (little Bui) his 2 half-hobgoblin bodyguards, 2nd level fighters Kazimir Bugu, hobgoblin sergeant, 3rd level fighter 20 Hobgoblin Warriors, Foka Gunjin, Vlasi Gunjin, Gavriil Gunjin, Motya Gunjin, Shura Gunjin, Lyov Gunjin, Arkhip Gunjin, Varlam Gunjin, Makar Zeikin, Matvei Zeikin, Varlam Zeikin Arkadi Bugu, Vova Bugu, Stas Bugu, Gleb Bugu, Mudack Shikyo, Byk Shikyo, Debil Shikyo, Foma Shikyo, Yefim Shikyo 10 Hobgoblin females Nonna Gunjin (Wife of Stas), Lena Gunjin (daughter), Tekla Gunjin (daughter), Nata Gunjin (daughter), Zina Daiku (daughter), Raisa Suima (monk), Varya Odoriko (bard, perform (dance)), Katya Kukku (cook), Shura Joyuu (rogue, perfrom (act)), Dunya Nakai (innkeeper) Sai Suima half-hobgoblin female monk 23 humans Aki Daiku a human fighter married to one of the overseers daughters Sadab Yllib the village elder The Viruo family are fisherfolk, Sharif, Kerik, Abu, Thurid, Knut, Granny and Bui (uncle Bui) Kall and Zoma Suifu are fisherfolk The brothers Runolf and Nod Suima are also fisherfolk Nizar Nouka and his children Ekaterina and Haki are farmers The Bu-to family are cobblers, Bui (cousin Bui), Elsa and Celia The Teishu family runs the inn, Eye, Gun and Orgi Kerik Damu drives wagonloads of fish wherever they are going and lives at the inn I used the Epic Town Generator (http://etherstorm.net/~tedberg/cgi-bin/towngen.cgi) Aki Daiku, male human Ftr3: CR 3; Size M (5 ft., 5 in. tall); HD 3d10+6; hp 32; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 10; Attack +4 melee, or +3 ranged AL NE, SV Fort +5, Ref +1, Will +0 Str 12, Dex 10, Con 14, Int 9, Wis 9, Cha 10. Languages Spoken: Common. Skills: Climb +7, Craft (carpentry) +5 Feats: Blind-Fight, Improved Initiative, Improved Unarmed Strike, Run, Weapon Focus (unarmed strike). Possessions: Dagger, Peasant’s Outfit, Masterwork Carpenter Tools, Masterwork Black Dragonhide Half-Plate, Masterwork Longspear, Explorer’s Outfit, Climber’s Kit. Primary motivation: Revenge against the weak. The character feels an overwhelming need to exact revenge. Secondary motivation: Boredom. The character has no other reason than his life is otherwise uninteresting. Recent Past: The character has just come from Nexwood with his friend Runolf Suima. NPC Background Generator (http://www.wizards.com/default.asp?x=dnd/dnd/20010112e) Both of Aki's parents died in a fire, leaving him to fend for himself. Aki is one of the middle children in a small family (three siblings) who also were killed in the fire. How does the community react to the Aki's family? Well, truthfully, the family is shunned by the community. The hobgoblin clerics of Wee Jas consider him an enemy, luckily, though, he also has a group of about ten hobgoblin soldiers who honor him and he is friends with the village overseer Stas Gunjin who he helped kill a maurading black dragon (they were the only survivors). He is the only human allowed to serve with the hobgoblin soldiers and he has a hobgoblin wife (one of Stas's daughters) and two half-hobgoblin sons who also serve. As for companions, his only human friend is Runolf Suima who also has a hobgoblin wife and half-hobgoblin daughter. Sadab Yllib (Village Elder), female human Mnk3: CR 3; Size M (5 ft., 9 in. tall); HD 3d8+3; hp 17; Init +2 (+2 Dex); Spd 40 ft.; AC 14 (+2 Dex, +2 Wis) Attack +3 melee, or +3 monk, or +4 ranged AL LG, SV Fort +4, Ref +5, Will +5 Str 12, Dex 14, Con 13, Int 16, Wis 14, Cha 10. Languages Spoken: Common, Goblin, Giant. Skills: Craft (trapmaking) +9, Diplomacy +6, Escape Artist +8, Hide +8, Knowledge (arcana) +9, Knowledge (religion) +9, Move Silently +8, Tumble +8 Feats: Blind-fight, [Deflect arrows], [Improved unarmed strike], Run, [Stunning fist], Weapon focus (unarmed strike). Evasion, Flurry of Blows, Still Mind Possessions: Peasant’s Outfit. Primary motivation: Love for the village, she puts the village's welfare before her own. Secondary motivation: She feels she can bring about change and make the humans and the hobgoblins equals. Recent Past: Her husband was a hobgoblin, both he and their son died in battle Sharif Viruo, male human Com1: CR 1; Size M (6 ft., 1 in. tall); HD 1d4+1; hp 5; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +3 melee, or +2 ranged AL NG, SV Fort +1, Ref +2, Will +2 Str 16, Dex 14, Con 12, Int 14, Wis 14, Cha 12. Languages Spoken: Common, Goblin, Aquan. Skills: Knowledge (religion) +6, Profession (fisher) +9, Spot +6, Swim +7, Use rope +6 Feats: Skill Knowledge (knowledge (religion)), Skill Focus (Profession (fisher)) Possessions: Longspear, Dagger, Peasant’s Outfit, Small Boat Primary motivation: Divine. The character is compelled to act according to his religious beliefs. Secondary motivation: A desire to please his wife, Kerik Recent Past: Someone cut his nets and stole his catch last week. Kerik Viruo, female human Com1: CR 1; Size M (6 ft., 6 in. tall); HD 1d4+1; hp 5; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +4 melee, or +2 ranged AL NE, SV Fort +1, Ref +2, Will +2 Str 18, Dex 14, Con 13, Int 8, Wis 14, Cha 13. Languages Spoken: Common. Skills: Listen +11, Profession (cook) +6 Feats: Alertness, Skill Focus (Listen) Possessions: Dagger, Peasant’s Outfit Primary motivation: She is being coerced by the village elder, she would not normally act this way, but is being blackmailed/forced into being a good wife Secondary motivation: Gossip, she enjoys hearing and spreading rumors, especially mean ones Recent Past: She had a recent run in with local brigands, she managed to kill 3 with her butcher knife but she was captured and the village elder, Yllib, saved her. Abu Viruo, male human Com1: CR 1; Size M (6 ft., 4 in. tall); HD 1d4; hp 4; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +2 melee, or +1 ranged AL LN, SV Fort +0, Ref +1, Will +3 Str 15, Dex 12, Con 10, Int 12, Wis 16, Cha 10. Languages Spoken: Common, Goblin. Skills: Profession (fisher) +7, Spot +7, Swim +6, Use rope +5 Feats: Endurance, Diehard. Possessions: Longspear, Dagger, Peasant’s Outfit Primary motivation: Revenge against tax collectors, he feels an overwhelming need to exact revenge on the bullys who pushed Granny Secondary motivation: Thrill seeking, he has a passion for adventuring and risk. Recent Past: The character has just come from Nexwood helping his sister, Thurid, gather herbs. Thurid Viruo, female human Com1: CR 1; Size M (5 ft., 2 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +1 melee, or +1 ranged AL LE, SV Fort -1, Ref +1, Will +3 Str 13, Dex 13, Con 8, Int 11, Wis 17, Cha 7. Languages Spoken: Common. Skills: Listen +7, Profession (cook) +7, Profession (herbalist) +7 Feats: Run, Dodge Possessions: Peasant’s Outfit Primary motivation: A deep fear of the Law, she is terrified of both the hobgoblin and village laws and will act out of fear. Secondary motivation: Boredom. The character has no other reason than her life is otherwise uninteresting. Recent Past: The character has just come from Nexwood gathering herbs with her brother Abu. Knut Viruo, male human Com1: CR 1; Size M (5 ft., 2 in. tall); HD 1d4; hp 4; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +2 melee, or +1 ranged AL CE, SV Fort +0, Ref +1, Will +2 Str 14, Dex 13, Con 10, Int 14, Wis 14, Cha 8. Languages Spoken: Common, Undercommon. Skills: Listen +8, Profession (fisher) +6, Spot +8, Swim +6, Use rope +5 Feats: Run, Alertness Possessions: Longspear, Dagger, Peasant’s Outfit Primary motivation: A deep fear of Kerik, he is terrified of his mother and will act out of fear. Secondary motivation: Insanity, he is not mentally stable, and does not behave rationally when not around his family. Recent Past: He had a recent encounter with a zombie of one of the bandits his mother killed. Granny Viruo (Sharif's mom), female human Com1: CR 1; Size M (5 ft., 4 in. tall); HD 1d4-2; hp 2; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Attack +2 melee, or -1 ranged AL LN, SV Fort +0, Ref -1, Will +0 Str 15, Dex 9, Con 6, Int 10, Wis 11, Cha 14. Languages Spoken: Common. Skills: Profession (cook) +4, Profession (herbalist) +4, Spot +7 Feats: Great Fortitude, Skill focus (spot) Possessions: Peasant’s Outfit Primary motivation: A need to defend herself from the local government, she feels continually threatened and never feels safe under hobgoblin rule. Secondary motivation: A desire to be a powerful leader, she feels she can bring about change and free the village from the hobgoblins. Recent Past: She had a recent run in with the tax collectors bullys. Bui Viruo (Uncle Bui, Sharif's brother), male human Com1: CR 1; Size M (5 ft., 6 in. tall); HD 1d4-1; hp 3; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex) Attack +1 melee, or +2 ranged AL LE, SV Fort -1, Ref +2, Will +2 Str 13, Dex 14, Con 9, Int 11, Wis 14, Cha 5. Languages Spoken: Common. Skills: Profession (fisher) +6, Swim +6, Use rope +5 Feats: Improved Unarmed Strike, Improved Grapple Possessions: Longspear, Dagger, Peasant’s Outfit Primary motivation: A need for knowledge about the tax collector, he admires his wealth and power. Secondary motivation: Sadism. The character is a sadist and enjoys harming others and inflicting pain and misery. Recent Past: He watched the bullys pushing Granny around. Kall Suifu, male human Com1: CR 1; Size M (5 ft., 10 in. tall); HD 1d4-1; hp 3; Init +0; Spd 30 ft.; AC 10; Attack +3 melee, or +0 ranged AL N, SV Fort -1, Ref +0, Will +3 Str 16, Dex 11, Con 8, Int 13, Wis 16, Cha 12. Languages Spoken: Common, Aquan Skills: Profession (fisher) +7, Profession (sailor) +7, Spot +7, Swim +10 Feats: Improved Unarmed Strike, Skill Focus (swim). Possessions: Longspear, Dagger, Peasant’s Outfit, Small Boat Primary motivation: A need for knowledge about local brigands, he feels that if he collects the bounty it will solve his problems. Secondary motivation: Make his wife, Zoma, happy. Recent Past: He visited a friend in <village>, with his wife. Zoma Suifu, female human Com1: CR 1; Size M (5 ft., 10 in. tall); HD 1d4; hp 4; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +2 melee, or +3 ranged SV Fort +2, Ref +3, Will +1 AL NE Str 14, Dex 17, Con 10, Int 11, Wis 12, Cha 11. Languages Spoken: Common. Skills: Profession (fisher) +5, Swim +6, Use rope +10 Feats: Great fortitude, Skill Focus (use rope). Possessions: Dagger, Peasant’s Outfit Primary motivation: A need to defend themself from the Temple of Wee Jas, she feels continually threatened, and defense is her priority. Secondary motivation: Revenge against the Temple of Obad-hai, she feels an overwhelming need to exact revenge for the loss of her son in the forest. Recent Past: She went with her husband, Kall, to <village>. Nod Suima, male human Com1: CR 1; Size M (5 ft., 10 in. tall); HD 1d4+2; hp 6; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +3 melee, or +2 ranged AL LE, SV Fort +2, Ref +2, Will +2 Str 17, Dex 14, Con 14, Int 9, Wis 14, Cha 9. Languages Spoken: Common. Skills: Profession (fisher) +6, Swim +10 Feats: Dodge, Skill focus (swim). Possessions: Longspear, Dagger, Peasant’s Outfit, a pearl worth 100 gold Primary motivation: A need to defend himself from inhabitants of Nexwood, he feels continually threatened, and defense is his priority. Secondary motivation: A need to defend himself and his younger brother Runolf from the tax collectors bullies, he feels continually threatened, and defense is his priority. Recent Past: Found a large pearl Runolf Suima, male human Mnk1: CR 1; Size M (5 ft., 5 in. tall); HD 1d8-1; hp 7; Init +0; Spd 30 ft.; AC 12 (+2 Wis); Attack +1 melee, or +1 monk, or +0 ranged AL LE, SV Fort +1, Ref +2, Will +4 Str 12, Dex 10, Con 9, Int 9, Wis 14, Cha 10. Languages Spoken: Common. Skills: Move silently +4, Profession (fisher) +6, Spot +6, Tumble +4 Feats: Blind-fight, [Improved unarmed strike], Run, [Stunning fist]. Possessions: Masterwork Quarterstaff, Masterwork Sling, Masterwork Dagger, Peasant’s Outfit, Pouch with 10 Sling Bullets. Primary motivation: Feels a strong desire to seek justice for humans. The character feels an injustice has been done against them and must be corrected. Secondary motivation: A desire for money/treasure. Recent Past: The character has just come from Nexwood with his buddy Aki Daiku. Nizar Nouka, male human Com1: CR 1; Size M (5 ft., 11 in. tall); HD 1d4-1; hp 3; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +0 melee, or +1 ranged AL NE, SV Fort -1, Ref +1, Will +2 Str 10, Dex 13, Con 8, Int 15, Wis 15, Cha 9. Languages Spoken: Common, Goblin, Giant. Skills: Craft (carpentry) +9, Craft (trapmaking) +6, Profession (brewer) +6, Profession (farmer) +6, Spot +6 Feats: Skill focus (Craft (carpentry)), Two-weapon fighting. Possessions: Dagger, Peasant’s Outfit Primary motivation: A desire for power and/or immortality. Secondary motivation: Divine. The character is compelled to act according to his religious beliefs. Recent Past: He had a recent encounter with a zombie. Ekaterina Nouka, female human Com1: CR 1; Size M (5 ft., 1 in. tall); HD 1d4; hp 7; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +3 melee, or +3 ranged AL NE, SV Fort +0, Ref +3, Will +1 Str 16, Dex 17, Con 11, Int 12, Wis 12, Cha 12. Languages Spoken: Common, Sylvan. Skills: Profession (farmer) +8, Profession (cook) +5, Feats: Skill focus (Profession (farmer)), Toughness. Possessions: Dagger, Peasant’s Outfit Primary motivation: She is being coerced by brigands. The character would not normally act this way, but is being blackmailed/forced/etc. Secondary motivation: A rivalry with Nizar, her father. The character's history is dominated by an ongoing struggle with them. Recent Past: She had a recent run in with local brigands with her brother Haki Haki Nouka, male human Com1: CR 1; Size M (5 ft., 2 in. tall); HD 1d4-2; hp 2; Init +0; Spd 30 ft.; AC 10; Attack +1 melee, or +0 ranged AL CE, SV Fort -2, Ref +0, Will +2 Str 12, Dex 11, Con 7, Int 10, Wis 11, Cha 7. Languages Spoken: Common, Goblin, Giant Skills: Profession (brewer) +6, Profession (farmer) +4, Speak language +2 Feats: Iron will, Skill focus (Profession (farmer)). Possessions: Dagger, Peasant’s Outfit Primary motivation: The character is being coerced by Eye the Innkeeper. The character would not normally act this way, but is being blackmailed/forced/etc. Secondary motivation: Thrill seeking. The character has passion for adventuring and risk. Recent Past: He had a recent run in with local brigands with his sister Ekaterina. Bui Bu-to (Cousin Bui, sharif's cousin), male human Com1: CR 1; Size M (5 ft., 5 in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Attack +1 melee, or +0 ranged SV Fort +0, Ref +2, Will +1 AL LN Str 13, Dex 10, Con 10, Int 12, Wis 12, Cha 9. Languages Spoken: Common, Ignan. Skills: Climb +5, Craft (cobbling) +8, Craft (trapmaking) +5, Profession (tanner) +5 Feats: Lightning reflexes, Skill focus (Craft (cobbling)). Possessions: Dagger, Peasant’s Outfit Primary motivation: A need for knowledge about local brigands, he feels that if he collects the bounty it will solve his problems. Secondary motivation: Compassion for the local government, he feels a strong desire to help the hobgoblins run things smoothly. Recent Past: He had a recent run in with inhabitants of Nexwood. Elsa Bu-to, female human Rog3: CR 3; Size M (5 ft., 9 in. tall); HD 3d6; hp 14; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +3 melee, or +4 ranged AL CG, SV Fort +1, Ref +5, Will +3 Str 13, Dex 15, Con 10, Int 14, Wis 14, Cha 12. Languages Spoken: Auran, Common, Elven. Skills: Climb +7, Craft (cobbling) +8, Disable Device +8, Forgery +8, Hide +8, Listen +10, Move silently +8, Open lock +6, Search +6, Spot +4, Tumble +7 Alertness, Dodge, Improved Unarmed Strike. Possessions: Masterwork Dagger, Peasant’s Outfit, Masterwork Thieves Tools, Masterwork Cobblers Tools, 2,500 gp in gear. Primary motivation: Love for the village, she puts the village's welfare before her own. Secondary motivation: Love for her family (Bui is her husband, Celia is her daughter). Recent Past: The character had a recent encounter with inhabitants of Nexwood. Celia Bu-to, female human Com1: CR 1; Size M (5 ft., 8 in. tall); HD 1d4+2; hp 6; Init +0; Spd 30 ft.; AC 10; Attack +2 melee, or +0 ranged SV Fort +2, Ref +0, Will -1 AL LN Str 14, Dex 10, Con 15, Int 12, Wis 8, Cha 12. Languages Spoken: Common, Goblin Skills: Climb +9, Craft (cobbling) +8, Craft (leatherworking) +5, Jump +6 Feats: Skill focus (Craft (cobbling)), Skill focus (climb). Possessions: Dagger, Peasant’s Outfit Primary motivation: Revenge against local brigands, she feels an overwhelming need to exact revenge. Secondary motivation: A sense of duty to her father Bui, she feels a moral obligation to fulfill this duty. Recent Past: She had a recent run in with Eye the Innkeeper. Eye Teishu, male human Com1: CR 1; Size M (6 ft., 3 in. tall); HD 1d4-1; hp 3; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11 (+1 Dex) Attack +1 melee, or +1 ranged AL NE, SV Fort -1, Ref +1, Will +2 Str 13, Dex 13, Con 9, Int 12, Wis 14, Cha 12. Languages Spoken: Common, Dwarven. Skills: Profession (brewer) +6, Profession (innkeeper) +6, Profession (teamster) +6, Use rope +5 Feats: Improved Initiative, Improved Unarmed Strike. Possessions: Dagger, Peasant’s Outfit, several caches of 10-50 copper pieces Primary motivation: A desire for wealth. Secondary motivation: He is innately evil, and will not knowingly do any good, evil is all he knows. Recent Past: The character has been visited by dwarven smugglers. Gun Teishu, female human Com1: CR 1; Size M (4 ft., 11 in. tall); HD 1d4+2; hp 6; Init -1 (-1 Dex); Spd 30 ft.; AC 10 (-1 Dex, +1 armor); Attack +3 melee, or -1 ranged AL LN, SV Fort +2, Ref -1, Will +3 Str 16, Dex 9, Con 15, Int 12, Wis 16, Cha 14. Languages Spoken: Common, Goblin. Skills: Profession (cook) +10, Profession (innkeeper) +7, Profession (stablehand) +7, Handle Animal +6 Feats: Armor Proficiency (light), Skill Focus (profession (cook)). Possessions: Padded Armor, Dagger, Peasant’s Outfit Primary motivation: A strong sense of loyalty to her husband Eye, she feels that she owes him everything, and will act to help him. Secondary motivation: A desire to be a powerful leader, she feels that her and her husband can bring about change as strong leaders. Recent Past: She had a recent run in with local brigands visiting her husband. Orgi Teishu, male human Com1: CR 1; Size M (5 ft., 9 in. tall); HD 1d4+1; hp 5; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +2 melee, or +3 ranged AL LG, SV Fort +1, Ref +3, Will +1 Str 15, Dex 17, Con 12, Int 11, Wis 13, Cha 13. Languages Spoken: Common. Skills: Handle Animal +8, Listen +7, Profession (stablehand) +6 Feats: Alertness, Skill focus (handle animal). Possessions: Dagger, Peasant’s Outfit Primary motivation: A rivalry with Eye, his history is dominated by an ongoing struggle with him. Secondary motivation: In love with Celia Recent Past: Nothing going on lately Kerik Damu, male human Com1: CR 1; Size M (6 ft., 3 in. tall); HD 1d4-1; hp 3; Init +0; Spd 30 ft.; AC 10; Attack +4 melee, or +0 ranged AL N, SV Fort -1, Ref +0, Will +0 Str 18, Dex 11, Con 9, Int 6, Wis 11, Cha 14. Languages Spoken: Common. Skills: Handle Animal +8 Feats: Exotic Weapon Proficiency (whip), Animal Affinity Possessions: Whip, Dagger, Peasant’s Outfit Primary motivation: Boredom. The character has no other reason than their life is otherwise uninteresting. Secondary motivation: A strong sense of loyalty to Orgi, he feels that he owes him much and will act to help him. Recent Past: He had a recent encounter with a zombie. anyone feel froggy? make some NPCs same here or I'll do it later |
| die04-11-07, 06:25 PM | Kinda still toying around with the idea of an empire in its death throes for a background. Any randoms thoughts or suggestions would be appreciated. With the death of the last strong ruler the rival noble factions are still fighting it out, poisoning and assassinations are rampant and the armies generals are each backing different heirs. The slaves have revolted in several outlying provinces, barbarian warlords and pagan priests have rallied their subjugated brethren and destroyed outposts in other provinces. Without the tribute of these provinces food stores have run out and unpaid soldiers in remote garrisons have turned to brigandry. The chaos and strife has attracted the attention of other things that feed off suffering and raving doomsayers are claiming the stars are right. Rats are becoming an endangered species in the capitol city, gnawed human bones are sometimes found in slum alleys and slaves now sell by the pound... :twitch: Magic use is evil and causes corruption in those who would use it, chromatic dragons magic is powered by eating fae, casting spells higher than 3rd level requires a powerful patron and those who use powerful magic cannot be raised from the dead, a lower power has claim to their soul by then. |
| die04-21-07, 03:55 PM | I was reading stargate525's post (http://boards1.wizards.com/showthread.php?t=833018) on races and I am thinking about adding a race of tiny psionic parasitic hermit crabs that climb in your ear, those with bodies that twist off to the left tuck themselves into your right ear. They hate and attack on sight the ones that have bodies that twist to the right and vice versa. Only one can control a host at a time, if two attempt it the host goes catatonic, they can sense each other within 100'. The ones that live in right ears give their host a +2 charisma and are content to hang out experiencing the hosts way of life and might occasionally whisper a suggestion, they feed off psionics, requiring one or two points a day, maybe chaotic good. Those that live in the left ear give the host a +2 strength, have total control and burn out the host causing them to age five times faster than normal, they have their own society and form secretive hedonistic cabals in other races cities, maybe lawful evil. |
| taradusis04-21-07, 04:38 PM | Surprised you don't use yuan-ti,Their variable forms can be nightmarish and the serpent kingdoms book is an excellent resource,the sarrurkh master race and their ability to reshape yuan-ti at will is interesting.The ophidian disease creates interesting thugs.And the yuan-ti have grafting as well,those who worship demons might be able to get demonic gifts/grafts?RANDOM THOUGHTS. |
| die04-21-07, 09:46 PM | In the first post I very briefly mention yuan-ti, they inhabit an area of a ruined civilization loosely based on india where they helped orchestrate its downfall. I've been tempted to buy some of the forgotten realms supplements but usually limit myself to one book a month. |
| taradusis04-21-07, 10:05 PM | I can't reccomend Serpent kingdoms highly enough.Good artwork,the races can be lifted and transferred to other worlds,the prestige classes are interesting.Now to be honest a lot of the societies were campaign-specific,or specific to lisa smedman's viper trilogy,but still thought provoking and could be modified by a skillful DM. |
| die05-06-07, 01:36 PM | Master of the Sacred Shadow Requirements To qualify to become a Master of the Sacred Shadow, a character must fulfill all the following criteria. Base Attack Bonus +4 Skills 8 ranks in Hide Feats Improved Trip, Stealthy Special Must have drank a bottle of green lotus wine Master of the Sacred Shadow BAB +1 per level Saves F/R/W 0/2/0 0/3/0 1/3/1 Class Skills (4 + Int modifier Points per Level) Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis) and Tumble (Dex). Dreaming Lotus Eater (Ex) A Master of the Sacred Shadow gains 60-foot darkvision, or 120-foot darkvision if he already had darkvision from another source. monk abilities A Master of the Sacred Shadow gains the fast movement, AC bonus and unarmed damage as a monk, this stacks with existing levels of monk if any. Shadow Mastiff Technique (Su) At 2nd level, a Master of the Sacred Shadow can use the Hide skill even while being observed. In any condition of illumination other than full daylight, he can disappear into the shadows, giving him total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will. Shadow Blossom Maneuver (Su) At 3rd level, a Master of the Sacred Shadow can strike opponents an additional 5' away with the shadow of his hand in any condition of illumination other than full daylight. |
| MagicMouth05-06-07, 05:29 PM | Nice. Sorry I haven´t posted anything new since the bump, it seems I have some kind of mental drain when it comes to creating anything remotely lovecraftian nowadays. However, I have been thinking of writing something about the Dragons of Tako Bell, seeing as they are such classical creatures, but at the same time changing their fluff to fit (kinda like with the Drow above). As Heroes of Horror says: "Dragons are completely inhuman - they´re enormous, they´re nigh immortal, they´re inherently magic, and they´re reptiles. It should not be assumed that they think like humanoids." |
| taradusis05-11-07, 08:57 PM | How about a new Blackula,a vampiric black dragon.Transformed at what life stage?A black dragon wyrmling would still be progressing even if his body was medium size.RANDOM THOUGHTS |
| die05-12-07, 03:29 AM | How about a new Blackula :heehee |
| taradusis05-17-07, 12:56 PM | Was thinking about Mindflayers.If you own Libris Mortis it has Brains in a jar.These undead creatures might make a good foil for the illithids.Imagine how the mindflayers feel about being attacked by what they consider snack food.The brains in a jar would eventually fade away thru attrition leaving the illithids in a state of barbarism?RANDOM THOUGHTS. |
| taradusis05-24-07, 09:28 PM | DRACULA DOESN'T SUCK-Had an odd thought a while back.Vampires are a Jungian form of rapist.Suppose you had a vampire who was filling up with the "Black Blood of Wee Jas"?Every 3 days this vampire has to attack a human and inject this Black Blood(by biting)into them.The Black Blood could addictive and result in a type of vampire spawn who has to feed from the Vampire who sired them?If the Squirting vampire doesn't inject new victims they swell up and burst?Just an odd thought. |
| MagicMouth06-08-07, 05:38 AM | Bump. Wow, it´s been almost six months since I posted my last solid ideas. Comparing with the time passed in IRL, and all the things that have happened during that time, it´s kinda scary. Well, I haven´t figured out anything solid regarding Dragons yet, but things are starting to take form in my head. But until then... I saw Pirates of the Caribbean 3 the other day, and that movie got some of my creative juices flowing :D The Abomination Throughout history seafarers have been a superstitious bunch, passing on stories of the supernatural horrors that lurk in the dephts or on the dark waves. Although rational scholars dismiss most of these claims as pure fabrication, the fact remains that the seas hold secrets beyond humanoid comprehension. One legend, however, stand out amongst the others: that of the dreaded vessel known as The Abomination. The first documented sights were made centuries ago, and since then it has appeared more frequently with each passing decade. Not much else is known about the ship, seeing as most of its surviving victims have utterly lost their minds, but researchers have managed to put together small bits of information. The Abomination is indeed a ship, but unlike any other found on the seas of the world. Its vast size is the first thing you notice: it easily matches the largest battleships made by human hands. Despite its bulk the vessel moves with frightening speed and maneuverability, often catching its prey flat-footed. As it draws closer, observant viewers notice that the hull seems to be made of some sort of stone and is covered by bizarre hieroglyphs of unknown origin. All in all, The Abomination could be said to give the impression of a floating sea fortress rather than that of a ship. No crew has ever been spotted, save for a lonely and unmoving figure watching silently. After this, the memories of all the survivors seem to have been blocked out, so there are no further details. The truth, which is whispered only in twisted alleys at night, is that The Abomination has been sent out from the darkest abyss at the bottom of the sea, a place where the laws of space and time are very different indeed. The exact nature of its builders are unknown, but they are most likely some eldritch monstrosities serving the old creators. Now the vessel sails the endless oceans, spreading death and insanity in its wake. As more and more people fall before it, the antediluvian beasts below grow fatter and fatter on the souls of its victims, preparing for the time when the stars are right. The captain of The Abomination is a strange, middle-aged man who has human appearance at a first glance, but he has several distinctly monstrous trats hidden underneath his clothing: amorphous and near-transparent skin, revolting growths and boils, and a pair of long tentacles concealed by his cloak. The name of this captain, not uttered in many years, is Barnabas. Shunned throughout his childhood and young adult years for his abnormal looks, Barnabas gave up all hope of ever finding acceptance and instead surrendered himself to the powers he descends from. Mutating from abnormal to truly monstrous form, Barnabas gleefully pursued the goals set before him by the dark masters. The rest of the crew - who remain below deck most of the time - consists of scores of humanoid creatures who were overcome by The Abomination and, in the mists of insanity, chose to serve Barnabas rather than facing death and whatever fate waiting for the souls lost at sea. The longer they remain on the vessel, the more they become like their captain . Barnabas can also call upon several true aberrations of the dephts, such as Aboleths and Chuuls: they act as advisors and/or elite enforcers. Now, some time has passed since the last appearance of The Abomination, but old sailors remain wary and pray to their gods to be spared from its clutches. Perhaps it is preparing for one final excursion, after which its masters will be well fed and ready to make their move personally... Captain Barnabas Male Half-Farspawn Human Rogue 3 / Fighter 2 / Scarlet Corsair ( http://www.wizards.com/default.asp?x=dnd/iw/20050805b) 6 Medium Outsider (Native) Hit Dice: 3d6+12 plus 2d10+8 plus 6d8+24 plus 11 (106 hp) Initiative: +9 (+5 Dex, +4 Improved Initiative) Speed: 30 ft. AC: 27 (+5 Dex, +3 Natural, +5 Armor, +2 Dodge, +2 Deflection) Base Atk/Grapple: +10/+12 Attack: [I]+2 Rapier +18 melee (1d6+4/18-20), or Tentacle +17 melee (1d4+2) Full Attack: +2 Rapier +18/+13 melee (1d6+4/18-20) and 2 Tentacles +13 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like Abilities, Sneak Attack +4d6, True Strike Special Qualities: Blindsight 60 ft., Change Shape, DR 5/Magic, Evasion, Poison Immunity, Resistances (Acid 10, Electricity 10), SR 21, Trapfinding, Trap Sense +1 Saves: Fort +10, Ref +13, Will +9 Abilities: Str 15, Dex 20, Con 19, Int 14, Wis 12, Cha 18 Skills: Balance +15, Bluff +16, Climb +10 (+12 climbing ropes), Diplomacy +16, Disguise +7 (+9 in character), Escape Artist +5 (+7 escape rope bonds), Intimidate +18, Jump +12, Knowledge (Geography) +12, Listen +6, Profession (Sailor) +13, Sense Motive +5, Spot +6, Survival +8 (+10 avoid getting lost), Swim +12, Tumble +15, Use Rope +9 Feats: Alertness, Force of Personality [Cad], Improved Feint (B), Improved Initiative (B), Improved Toughness [MM3], Iron Will, Weapon Finesse, Weapon Focus (Rapier) (B). Environment: Any aquatic Organization: Unique Challenge Rating: 14 Treasure: +2 Rapier, +3 Leather, Cloak of Charisma +2, Gloves of Dexterity +2, Ring of Protection +2, 11,520 gp worth of jewelry. Alignment: Chaotic Evil Advancement: By character class Level Adjustment: +4 The man before you appears to be a middle-aged human of handsome demeanor, and he is dressed in clothing and armor appropriate for a life on the seas. However, you have a strange feeling that there is something fundamentally wrong with this man. Combat Skilled warrior as he may be, Captain Barnabas prefers to stand back and let the crew do the dirty work. If the opposition seems successfull, however, he personally joins the fray in order to switch the tide in his favor. He tries to get as many sneak attacks as possible using ambushes, feints and spell-like abilities such as Blink and Greater Invisibility. When he knows his enemies are well prepared, he calls upon as many aberrant minions he deems necessary, but usually only has a couple of them readied on beforehand. Spell-like Abilities: 3/day – Blink, Blur. 1/day – Greater Invisibility, Touch of Idiocy, Stinking Cloud (DC 17), Telekinesis (DC 19). Caster level 11th. The save DCs are Charisma-based. Change Shape (Su): As a standard action, Captain Barnabas can take the form of a grotesque, tentacled mass. In this form he gains the following benefits: 2 additional tentacle attacks when making a full attack. Amorphous form, and therefore cannot be flanked and is not subject to extra damage from critical hits. Creatures native to the Material Plane take a -1 morale penalty on attack rolls against him.True Strike (Su): Once per day, Captain Barnabas can gain a +20 insight bonus on a single attack roll. He suffers no miss chance against a target that has concealment or total concealment when making this attack. Corsair's Feint (Ex): Captain Barnabas can make a feint as a free action rather than as a move action. But once he´s surprised his enemies with such a feint, it takes time before he´s able to fool them again. He must wait 2d4 rounds before using corsair's feint again. Waiting requires no specific actions on his part; he can fight normally during this time. Sailor's Step (Ex): While aboard a ship and wearing nothing more than light armor Captain Barnabas gains a +2 dodge bonus to his Armor Class (included in the stats above; he rarely, if ever, leaves The Abomination). If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. Scourge of the Seas (Ex): When Captain Barnabas uses Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear him, and the effect lasts for 4 rounds. This is a mind-affecting ability, and multiple uses of this ability don't stack. |
| die06-23-07, 07:31 PM | Blues surrounded by regular barbaric goblin tribes, when a blue is born into one of the barbaric goblin tribes they bring it to the blues advanced civilization and are rewarded. They also have bred ogres into the bloodline for their elite bodyguards (goblin with Half-ogre template or Orogs). Subjugated orc tribes kept in line with Orog slave soldiers, Ogre slaves are used as beasts of burden, mounts and living siege engines (ogres with the feral template from Savage Species). Bugbears live in rural areas, raid outlying villages and are viewed as dangerous vermin, always a favorite in arena death matches. Deep beneath the fortress/capitol in the underdark, Blue cerebremancers and thrallherds rule a city of underfolk and duergar slaves on the shore of a vast freshwater sea. A deep gnome fishing town is carved into a giant stalactite over the sea that lowers paddle boats (maybe Apparatus of Kwalish as well) down to fish the dark waters and hunt giant albino crabs. Amongst the ruins of a dwarven citadel undead dwarves pay a bounty on goblinoid heads. A duergar iron golem (beer keg with metal limbs) on a rampage on the surface through fields of barley and wheat to make the darkest of beer :noway: a half white/half silver dragon Dark Sidhe are the corrupted remnants of an ancient elven civilization whose ruined city has been swallowed up by the jungles of Kaijuu Island. Dark Sidhe traits (Ex) Dark Sidhe possess the following racial traits. * +2 Dexterity, +2 Intelligence, -2 Constitution. * Medium size. * A dark sidhe's base land speed is 30 feet. * Damage Resistance: 5/Cold Iron * Electricity and Acid Resistance 5 * Special Attack: True Strike (Su) once per day * Alternate Form: At will can take the form of a tentacled mass (or whatever horrible form you come up with) as a standard action. -1 morale penalty to hit a dark sidhe while in its hideous alternate form. * Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. * Low-light vision. * Weapon Proficiency: Dark Sidhe are automatically proficient with the handaxe, rapier, shortsword, and shortbow (including composite shortbow) as bonus feats. Proficiency with a rapier is a vestige of past glories and an honored tradition, the other weapons are useful tools for survival in their environment. * +2 racial bonus on Knowledge (history) checks: The dark sidhe pride themselves on being the keepers of much lore that has been forgotten to others. * +2 racial bonus on Listen, Search, and Spot checks. * Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan. * Favored Class: Wizard. * Level Adjustment: +2 Jungle Elves (http://www.d20srd.org/srd/variant/races/environmentalRacialVariants.htm#jungleEl ves) with Far Realm template |
| die07-24-07, 04:33 PM | I made up the bandits in the mountain pass on the way to Niilaabja Jungle from the starting ninja village. After adventuring around the starting area hopefully the PCs are 5th level. And some of the bandits could have had a run in with the PCs before, maybe one of the half-ogres and a few of the female hobgoblin bandits. Divide the bandits into two encounters once as an ambush on the way up and another at their camp. The ambush should be one of the half-ogres and 4 of the hobgoblins for a CR 5 encounter. At the camp would be Yowamushi and Tess for a CR 6 encounter. The last 3 hobgoblins are escorting the Tengu prisoner away from the camp for a CR 3 encounter because the party will probably be wounded by then. Its easy enough to add another half-ogre brother or more hobgoblins for more encounters or change it up to suit your adventure. Yowamushi and The Beautiful Bastards Yowamushi, Bandit Chief CR 5 Male ogre mage (http://www.wizards.com/default.asp?x=dnd/dd/20060721a) LE Large giant Init +6; Senses Darkvision 90', Listen +9, Spot +9 Languages Common, Giant, Yuan-Ti AC 22, touch 11, flat-footed 20; uncanny dodge (+2 Dex, +8 armor, -1 size, +3 natural) hp 39 (6 HD); fast healing 5 Fort +7, Ref +4, Will +4 Speed 40 ft. (8 squares), fly 40 ft. (good) Melee mwk greatsword +10 (3d6+7/19–20); or Ranged longbow +5 (2d6/x3) Base Atk +4; Grp +13 Atk Options sneak attack 2d6 Special Actions Spell-Like Abilities (CL 6th): 3/day— invisibility; 1/day—lightning bolt (DC 16), gaseous form, swift invisibility (Spell Compendium page 125). Combat Gear 2 potions of cure moderate wounds Abilities Str 21, Dex 14, Con 15, Int 14, Wis 14, Cha 17 SQ deceptive veil Feats Combat Reflexes, Improved Initiative, Weapon Focus (greatsword) Skills Concentration +10, Disguise +10, Intimidate +10, Listen +9, Spot +9 Possessions combat gear plus Yowamushi's Sushi, mwk greatsword, composite longbow, 20 arrows in quiver, +4 chain shirt, Hewards handy haversack Deceptive Veil (Su): As per the spell disguise self, save that the ogre mage can appear to be up to one size smaller. Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Sneak Attack: As the rogue ability from the Player's Handbook. Yowamushi's Sushi - Yow has a cursed perch that if it dies and its tail is put in water it comes back to life the next morning. Bash and Snake Biter, Bandits CR 3 each Male half-ogre fighter 2 NE Large giant Init -1; Senses Darkvision 60', Listen -1, Spot -1 Languages Common, Giant AC 15, touch 8, flat-footed 16 (-1 Dex, +3 armor, -1 size, +4 natural) hp 29 (2 HD) Fort +5, Ref -1, Will -1 Speed 30 ft. (6 squares) Melee mwk greataxe +8 (3d6+6/x3) or Ranged longbow +1 (2d6/x3) Base Atk +2; Grp +10 Atk Options Power Attack Special Actions Cleave Combat Gear potion of cure moderate wounds Abilities Str 19, Dex 9, Con 14, Int 8, Wis 9, Cha 6 SQ 10' reach Feats Weapon Focus (greataxe), Power Attack, Cleave Skills Craft (weaponsmith) +4 Possessions combat gear plus studded leather armor, mwk greataxe, longbow, 20 arrows in quiver Tess Padma, Bandit CR 3 Female human rogue 3 NE Medium humanoid Init +1; Senses Listen +5, Spot +5 Languages Common, Giant AC 14, touch 11, flat-footed 13 (+1 Dex, +3 armor) hp 18 (3 HD) Resist evasion Fort +2, Ref +4, Will +0 Speed 30 ft. (6 squares) Melee +4 mwk dagger (1d4-1/19-20x2) or Ranged +4 mwk dagger (1d4-1/19-20x2) Base Atk +2; Grp +1 Special Actions sneak attack +2d6 Combat Gear 2 potions of cure light wounds Abilities Str 8, Dex 13, Con 12, Int 12, Wis 8, Cha 10 SQ trapfinding, trap sense +1 Feats Stealthy, Skill Focus (hide), Weapon Finesse Skills Disable Device +7, Escape Artist +7, Hide +12, Listen +5, Move Silent +9(+14), Open Locks +7, Perform +6, Spot +5, Search +7, Sleight of Hand +7 Possessions combat gear plus mwk studded leather armor, mwk thieves tools, 3 mwk daggers, Boots of Elvenkind, backpack, bedroll, fork Bloodeye, Night, Clull, Nix BoneBag, Nox NoseBiter, Two-Hawk, Hall, Bandit CR 1 each Female hobgoblin fighter 1 LE Medium humanoid Init +1; Senses darkvision 60', Listen -1, Spot -1 Languages Common, Goblin AC 14, touch 11, flat-footed 13 (+1 Dex, +3 armor) hp 12 (1 HD) Fort +4, Ref +1, Will -1 Speed 30 ft. (6 squares) Melee mwk kukri +3 (1d4+1/18-20x2) or Ranged longbow +2 (1d8/x3) Base Atk +1; Grp +2 Atk Options Point Blank Shot (+3 with bow and +1 to damage) Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8 Feats Stealthy, Point Blank Shot Skills Craft (leatherworking) +4, Move Silent +5, Hide +5 Possessions mwk kukri, studded leather armor, longbow, 20 arrows in quiver |