Tuesday, January 13, 2015

Fury

Blending the divine powers of a paladin with the untrammeled wrath of the barbarian, the fury is the power of chaos and change incarnate. Those paladins of freedom who walk this path are tremendous forces of good and progress, while those paladins of slaughter who become furies are genocidal agents of destruction.

Requirements
To qualify to become a fury, a character must fulfill all of the following criteria.
    Base Attack Bonus: +6.
    Skills: Knowledge (religion) 8 ranks, Survival 5 ranks.
    Feat: Power Attack, and Sacred Vow (if good) or Willing Deformity (if evil).
    Alignment: Chaotic good or chaotic evil.
    Special: Smite good or smite evil, ability to rage.


Hit Die: d10.
Base Attack Bonus: Good.
Good Saves: Fortitude, Reflex.
Poor Saves: Will.
Class Skills
The fury's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
    Skill Points at Each Level: 4 + Int modifier.

Special Abilities by Level
  1.  Healing factor, fury of the righteous/wicked I, class abilities
  2. Mettle, mighty blows
  3. Fury never sleeps, bonus feat
  4. Fury of the righteous/wicked II
  5. Smite good or evil +1/day
  6. Bonus feat
  7. Divine wrath
  8. Fury of the righteous/wicked III
  9. Bonus feat
  10. Smite good or evil +1/day
Class Features
All of the following are class features of the fury prestige class.
    Weapon and Armor Proficiencies: The fury gains no weapon or armor proficiencies.

    Class Abilities: The fury's levels stack with paladin levels for determining his smite (and times per day), the efficacy of his lay on hands (if good) or damaging touch (if evil), and his mount's abilities.
    The fury's levels stack with barbarian levels for determining his uncanny dodge and improved uncanny dodge (including level needed to successfully sneak attack him and when the fury gains improved uncanny dodge). A shield and up to medium armor no longer restrict the barbarian's abilities, and he may continue to use his paladin abilities (to include spellcasting) while in a rage. The fury's mount, if he has one, shares his rage and fast movement while the fury is mounted.
    The fury's levels of fury, barbarian, and paladin stack for determining the number of times he may rage per day, ability to turn/rebuke undead, and his spellcasting capability (provided the paladin is at least 4th level). Thus, a 4th-level paladin/ 3rd-level monk/ 2nd-level fury with a Charisma of 14 has the spellcasting capability of a 9th-level paladin and rages as a 9th-level barbarian (and thus rages 3/day).

    Healing Factor (Su): Whenever he enters into a rage, the fury regains a number of hit points equal to his Charisma bonus multiplied by his fury class level (to a minimum of 1 point per fury level). Thus, a 4th-level fury with a Charisma of 18 would recover 16 points of damage by entering a rage.

    Fury of the Righteous/Wicked (Su): While in a rage, the fury generates an aura depending on his alignment.
    A good-aligned fury serves as an inspiration to his allies, exhorting them on to greater effort both verbally and by example. All allies within 30 feet of the fury who can see and hear him (including the fury himself) gain a +1 morale bonus on attack and damage rolls and a +1 morale bonus on saves against fear. At 4th level this bonus increases to +2, and at 8th level this bonus increases to +3. This is a mind-affecting effect. Abilities which affect and modify a bard's inspire courage ability affect this ability.
    An evil fury, on the other hand, frightens his foes and weakens their morale. All foes within 30 feet of the fury who can see and hear him take a -1 morale penalty to attack and damage rolls and a -1 penalty on saves against fear. At 4th level this penalty increases to -2, and at 8th level it increases to -3. This is a mind-affecting, fear-based effect.

    Mettle: A 2nd-level fury can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any save with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping fury does not gain the benefit of mettle.

    Mighty Blows (Su): A fury of 2nd-level and higher adds his Charisma bonus (minimum +0) to damage rolls whenever he uses his Power Attack feat or while in a rage.

    Fury Never Sleeps (Ex): A fury of 3rd level or higher is immune to magical and mundane sleep effects, and needs but four hours of rest (as an elf) rather than eight hours of sleep to recuperate at night; while resting, he takes no penalties to Listen or initiative checks. A fury still requires eight hours of rest to recover spells.

    Bonus Feat: The fury gains a bonus feat at 3rd, 6th, and 9th levels. If the fury is good-aligned, it is a bonus exalted feat. If the fury is evil, it is a bonus vile feat. Alternatively, it may be any feat found on the fighter's list of bonus feats. The fury must meet the prerequisites for this feat.

    Smite (Su): At 5th and again at 10th level, the fury gains another daily use of his smite ability as appropriate for a paladin of his alignment.

    Divine Wrath (Sp): A 7th-level fury is able to use divine power as a spell-like ability by expending one of his daily turn/rebuke undead uses, and he enjoys the benefits of an unholy aura (if evil) or holy aura (if good) while the divine power is active. Being in a rage does not hinder the fury from employing this ability. The caster level is equal to the character's paladin caster level (one-half the total of her paladin and fury levels), minimum 7th.

Thursday, January 1, 2015

Greater Medusa



Greater Medusa
Huge (-2) monstrous humanoid
Init: +5; Senses: Darkvision, +8 Spot.
Languages: Any two.
- - -
Armor Class: 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12; Damage Reduction: none
Saving Throws: Fort +9, Ref +11, Will +5
Hit Points: 66 (12d8+12 Hit Dice)
- - -
Speed: 30 feet, climb 20 feet, swim 20 feet.
Base Attack Bonus: +12; Grapple: +27
Attack: Composite shortbow (+7) +15 ranged (2d6+7/x3) or claw +19 melee (1d8+7) or snakes +19 melee (1d8+3 plus poison) or tail sweep +19 melee (1d8+10) or tail slap +19 melee (2d6+10) or stinger +19 melee (1d8+7 plus poison)
Full Attack: Composite shortbow +15/+10/+5 ranged (2d6+7/x3) or 4 claws +19 melee (1d8+7) and snakes +14 melee (1d8+3 plus poison) and tail slap +14 melee (2d6+10) or 4 claws +19 melee (1d8+7) and snakes +14 melee (1d8+3 plus poison) and stinger +14 melee (1d8+7 plus poison)
Space/Reach: 15-ft./10-ft.
Special Attacks: Animate victims, constrict 2d6+10, improved grab, petrifying gaze, poison, spells.
Special Qualities: Darkvision.
- - -
Abilities: Str 25, Dex 17, Con 13, Int 12, Wis 13, Cha 15
Feats: Cleave, Combat Casting, Point Blank Shot, Power Attack, Precise Shot; Proficiencies (Simple and martial weapons).
Skills: Bluff +9 (7 ranks), Diplomacy +9 (7 ranks), Disguise +8 (6 ranks), Intimidate +9 (7 ranks), Move Silently +9 (6 ranks), Spot +7 (6 ranks).
Possessions: Composite shortbow (+7), 20 arrows.
- - -
Challenge Rating: 9
Treasure: Double standard.
Environment: Temperate marshes.
Activity Cycle: Nocturnal.
Organization: Solitary or covey (1 plus 0-3 medusas and 2-8 animated victims).
Advancement: By character class.
Alignment: Usually lawful evil.
Level Adjustment: -

A greater medusa is a larger, more powerful version of the common medusa. They are mutations that arise from medusae who attract the special attentions of a powerful fiend, elder dragon, or titan. The medusa retreats into her lair where she undergoes a gradual, painful metamorphosis over the course of eighteen months. Afterwards she emerges a monstrous, cursed creature quite removed from her once-beautiful form. The greater medusa has the head and torso of a beautiful, shapely woman twice the size of a human with four arms and snakes for hair. Her forearms swell with unnatural muscles, her hands twisted into saurian talons. Her legs merged together into a serpentine tail tipped with a venomous stinger. While her torso, upper arms, and face have smooth, milky-white skin, the rest of her body is covered in thick, ridged scales in greens and browns. The greater medusa develops sorcerous powers in this transformation, and with them the ability to animate her petrified victims.
Occasionally, a greater medusa will gather with a group of common medusas into a covey. They are typically sisters, products of the same curse, and together they work towards nefarious goals. Rumors have it that greater medusas know how to replicate the curse that creates medusas, and that such coveys will do so to captured human women of exceptional beauty.
A greater medusa stands around nine to fifteen feet tall, with a body that stretches out to thirty feet in length. She weighs around three or four tons.

Combat
A greater medusa prefers to strike from ambush to get targets into close range where their petrifying gaze and powerful bodies can come into play. Options include stealth and clever use of their alternate forms. They typically use their spells for either pre-battle buffs, de-buffing the enemy, or ranged attacks when melee fighting isn't appropriate. A typical greater medusa enters battle with mage armor, shield, protection from arrows, stoneskin, bull's strength, and fire shield activated (fire shield last as it has the shortest duration), increasing her AC to 23, +2 to melee attacks and damage, giving her DR 10/adamantine (soak 90 points), DR 10/magic (soak 90 points) against ranged weapons, and dealing an additional 1d6+9 damage (either cold or fire) to anyone making a melee attack or in a grapple with her. A greater medusa prefers to neutralize casters and rogues first by using her gaze attack, tripping and constricting opponents who survive. As a natural attack is still available in a grapple, the greater medusa often finds herself at a significant advantage when she brings her claws and rending ability into play against a constricted foe. Some rare greater medusas utilize a magic weapon in place of a claw attack, but most lack such equipment. They prize such items as amulets of mighty fists which augment their plethora of natural attacks.
The greater medusa's tail sweep attack affects a 15-foot semi-circle, attacking all targets within that range.
     Monstrous Humanoid: As a monstrous humanoid, a greater medusa has darkvision. She is also proficient with Basic weapons and Bows. (Simple weapons and all bows for standard proficiencies. No armor.)
     Alternate Form (Su): A greater medusa may assume the form of an attractive human woman, a giant constrictor snake, or a Medium viper.
     Animate Victims (Sp): A greater medusa animates her petrified victims as a free action requiring 10 mp. Treat these poor souls as animated objects made of stone (hardness 8). Animated victims are under the greater medusa's command, but if commanded to do something strongly against the victim's moral code the victim is allowed a Will save DC 18 to resist the command. Even if successful, the victim is still a mindless statue under the greater medusa's power; it simply doesn't have to follow the hateful order.
     Constrict (Ex): On a successful grapple check, a greater medusa deals 2d6+10 points of damage. A constricted opponent begins to suffocate.
     Improved Grab (Ex): To use this ability, a greater medusa must succeed on a tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can constrict.
     Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 18 negates. The save DC is Charisma-based.
     Poison (Ex): Injury, Fortitude DC 17, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based. Any character reduced to 0 Strength by this poison must make another Fortitude save (same DC) or be turned to stone.
     Rend (Ex): A greater medusa who succeeds on two claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d8+10 points of damage.
     Spells: A greater medusa casts spells as a sorcerer of a level equal to her Hit Dice.
Spells Per Day: 6 0-level, 7 1st-level, 7 2nd-level, 6 3rd-level, 4 4th-level. Save DC 12 + spell level.
Typical Spells Known: 0- daze, detect poison, detect magic, ghost sound, mage hand, message, ray of frost, touch of fatigue; 1st- alarm, mage armor, magic missile, obscuring mist, shield; 2nd- bull's strength, protection from arrows, resist energy, hideous laughter; 3rd- dispel magic, fly, hold person; 4th- fire shield, stoneskin.
     Trip (Ex): A greater medusa who strikes an opponent with a tail sweep can attempt to trip the opponent (+7 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the greater medusa.

Wednesday, December 31, 2014

Barmaid

A staple of the adventurer's support network, barmaids are themselves surprisingly skilled combatants thanks to the bar-room brawls they frequently find themselves in the midst of. More importantly, however, is the mystical art of their ability to brew and mix magically potent drinks for their customers. Though they are found amongst all races, barmaids (sometimes known as bartenders) are particularly famous and revered among the lusty and liquor-loving dwarves.

Requirements
To qualify to become a barmaid, a character must fulfill all of the following criteria.
    Skills: Bluff 6 ranks, Craft (alchemy) 6 ranks, Profession (barmaid) 4 ranks.
    Special: Evasion class feature


Hit Die: d8.
Base Attack Bonus:  Good
Good Saves: Reflex and Will.
Poor Saves: Fortitude.
Class Skills
The barmaid's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skill Points at Each Level: 6 + Int modifier.

Special Abilities by Level
  1. Elude, fury 1/day
  2. Brewmeister (1st-level)
  3. Additives 
  4. Brewmeister (2nd-level)
  5. Fury 2/day
  6. Brewmeister (3rd-level)
  7. Mixed drinks
  8. Brewmeister (4th-level)
  9. Fury 3/day
  10. Brewmeister (5th-level)

Class Features
All of the following are class features of the barmaid prestige class.
    Weapon and Armor Proficiencies: The barmaid gains no proficiencies in weapons or armor.

    Elude (Ex): The barmaid can add her Charisma bonus as a dodge bonus to her Armor class and to Reflex saving throws. This bonus only applies while she is wearing light or no armor; medium or heavier armor prevents this.

    Fury (Ex): A barmaid can fly into a rage-like fury a certain number of times per day. In a fury, a barmaid temporarily gains a +4 bonus to Strength, a +4 bonus to Charisma, and a +2 morale bonus on Will saves, but she takes a -2 penalty to Armor Class. While furious, a barmaid cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. She can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. While furious, a barmaid gains the benefits of the Diehard feat and can fight without penalty until she reaches -10 hit points. A fit of fury lasts for a number of rounds equal to 3 + the character’s (newly improved) Charisma modifier. A barmaid may prematurely end her rage. At the end of the rage, the barmaid loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless she is a 10th-level barmaid, at which point this limitation no longer applies).
    A barmaid can fly into a fury only once per encounter. At 1st level she can use her fury ability once per day. At 5th level and every four levels thereafter, she can use it one additional time per. Entering a fury takes no time itself, but a barmaid can do it only during her action, not in response to someone else’s action.

    Brewmeister (Su): At 2nd level, the barmaid begins to develop the deeper secrets of the brewer's trade. She can create magical tonics and drinks akin to potions in their use but far superior in their taste. Brewing a magic beverage requires 10 minutes per level of the spell involved, and the brew lasts for 8 hours before it becomes magically inert. A barmaid can have a number of beverages equal to her barmaid class level plus one-half her level in other classes active at any given time; any created beyond this limit are simply inert drinks. At 2nd level the barmaid can brew 1st-level beverages, increasing at every even-numbered level to a maximum of 5th-level brews at 10th level.
    In order to brew her beverages, a barmaid requires an alchemist's still (a small, portable version of an alchemist's lab and a still that costs 50 gp and weighs 20 lb) and a flask for each brew. A suitable alcoholic base to go with the alchemical mixer is optional, but recommended.
    The beverage brewed uses the barmaid's class level as the caster level. She can improve this by +1 with a DC 20 Craft (alchemy) check, increasing by a further +1 to the effective caster level by each 10 she exceeds the Craft DC.
    1st-level Brews: bless, burning hands*, comprehend languages, cure light wounds, divine favor, endure elements, enlarge person, feather fall, jump, longstrider, mage armor, magic fang, produce flame*, protection from chaos/evil/good/law, reduce person, remove fear, sanctuary, shield of faith.
    2nd-level Brews: aid, alter self, barkskin, cat's grace, cure moderate wounds, bear's endurance, bull's strength, darkvision, delay poison, detect thoughts, eagle's grace, flaming sphere*, heroism, invisibility, lesser restoration, protection from arrows, rage, resist energy, scorching ray*, see invisibility, undetectable alignment.
    3rd-level Brews: cure serious wounds, dispel magic, fireball*, glibness, greater magic fang, haste, nondetection, protection from energy, remove blindness/deafness, remove curse, remove disease, water breathing.
    4th-level Brews: cure critical wounds, death ward, divine power, fire shield, freedom of movement, greater heroism, neutralize poison, polymorph, restoration, spell immunity, stoneskin, tongues.
    5th-level Brews: animal growth, awaken, baleful polymorph, break enchantment, righteous might, spell resistance, transformation, true seeing, wall of fire*.
    *: Brews marked with an asterisk are an exception to the usual rule of the beverage targeting the drinker. The drinker may consume the beverage and designate a target for the spell as a standard action. It still uses the barmaid's level as the effective caster level.

    Additives: At 3rd level, the barmaid learns the knack of adding alchemical ingredients to her brews in order to replicate metamagic effects. She gains one metamagic feat as a bonus feat, and may apply any metamagic feat she knows to her brews, increasing their level just the same as increasing the level of a spell modified by a metamagic feat.

    Mixed Drinks: At 7th level the barmaid has mastered combining different brews to create new mixed drinks. She may combine the effects of different brews into a single beverage, but their sum total of levels must not exceed the maximum level she can brew. Thus, at 7th-level, when she can create 3rd-level brews, the barmaid can create a beverage with a 1st-level and a 2nd-level brew or three 1st-level brews.
    If the barmaid applies an additive to the brew, it considers the whole to be a single spell - so a barmaid capable of creating 4th-level brews could use Extend Spell on a brew of bull's strength and mage armor, itself a 3rd-level brew before being Extended, applying the metamagic feat to both to create a 4th-level beverage rather than 5th-level (as would be if it applied to bull's strength and mage armor separately).


Saturday, December 27, 2014

Naga (Lesser)



Male nagas are called nags, female nagas are called nagins. Nagas are an ancient and long-lived race. They are related to kobolds, troglodytes, and lizardfolk, as well as the greater nagas.

    Personality: Nagas are curious and resourceful creatures. They are also surpassingly patient, though they can be rash and prone to anger when threatened with violence. Nags tend to think in terms of predator and prey, hunter and hunted, winners and losers, problems and solutions, while nagins prefer to examine all aspects of a problem. Nags are swift and dramatic in action when they feel it is called for, while nagins are slow and methodical at the best of times.


    Physical Description: Nagas have humanoid torsoes and heads but have serpentine tails where a human would have legs. They rise to about four feet in height, though their tails are around eight feet long and they weigh around four hundred pounds. Nags are larger and heavier than nagins; unlike most reptillian creatures, the males are larger than the females. A nag's skin is covered in thick, rigid scales, bony alligator-like scutes on the back and shoulders while the underbelly has lighter-colored scutes like those on a serpent's belly. His head is large and monstrous, something like a draconic snake while his neck flares out into a hood like a cobra's. Nags are preferentially carnivores, though they can eat some fruits and vegetables, while nagins are omnivores who eat as wide a variety of foods as humans. A nagin has a human-like head and torso with smooth tan skin and long, human-like brown or black hair, while her serpent tail has lighter, smoother scales, a narrow ridge down the spine, and a sharp stinger at the end. Naga eyes have round pupils with brown, green, or grey irises. Naga scale colors vary, but they are most commonly a complex pattern of browns, blacks, and greys with white and green highlights. Nagas often paint their scales with bright colors, typically patterns of blue, red, yellow, or green. Because nagas often apply oils to their skin to preserve and protect it, they only rarely molt after reaching adulthood.

    Nags typically do not wear any but the most practical garments, often just a belt with pouches, a vest with pockets, or a warrior's harness. Nagins, on the other hand, don blouses with sashes wound round their waists. When called to battle nagas don chainmaille hauberks under loose tunics, wielding shields and spears, falchions, daggers, and shortbows. They have a wide variety of esoteric weapons that more advanced naga fighters wield, such as the sai, the bagh nakh, chakram, punching daggers, and others. Nagas consider it barbaric to fight with their natural weapons, though there is significantly less stigma against a nagin's sting than there is against a nag's bite.
    Nagas reproduce by laying eggs, though they only do this once every century or so. Young nagas are relatively self-sufficient, living on their own as ordinary serpents for the first few years of their lives. Once they begin to develop arms, their parents take them in and raise them. Only about one or two in a clutch of a dozen eggs will survive the first few years, and even under the best of circumstances a full half will remain mere serpents their entire lives, but nagas see this as a necessary thing to strengthen their race. They are mature at about age fifteen and most only live to see sixty or seventy, though nobility and others who have access to superior medicine can live for a thousand years or more.

    Relations: The race nagas interact with most are the scaled ones of the Szatac. They feel smugly superior to the dimwitted lizardfolk, but there is little more animosity between the lizardfolk and the nagas than there is between the human peasant and the aristocrat. Relations between nagas and the softskin mammal races are cool at best.


    Alignment: Nagas have a tendency towards lawfulness, but run the range of alignments.


    Naga Lands: Nagas are most commonly found in tropical jungles, where they establish small settlements in secluded areas far from humanoid civilization. They often have tribes of lizardfolk enslaved as warriors, guards, and laborers. Such lizardfolk are generally better-equipped than their fellows.


    Religion: Nagas revere the ancient spirits of the land and their ancestors - including the great primordial beasts, dinosaurs. Nagas regard dinosaurs as sacred beasts, and one consumed by a carnivorous dinosaur is considered blessed in their next incarnation. They believe that lives are like the skins they shed; each incarnation is merely another skin the true self, the soul, wears in its metalife as it grows towards enlightenment.


    Language: The naga language draws heavily from Draconic, particularly the dialect spoken by green dragons, and is recognizable as a variant of such.


    Names: Nagas name their offspring once they adopt them into their homes. Nags traveling abroad use their father's name for a surname, while nagins use their mother's. Both genders append the name of their home town to their name. Thus, a nag named Sisuroman from Chali whose father was Karkotaka would call himself Sisuroman Karkotaka of Chali.

        Male Names: Aswasena, Balarama, Karkotaka, Mucalinda, Sisuroman,
        Female Names: Harina, Kuthara, Manasa, Padmavati, Sukhana, Ulupi, Vasuki.

    Adventurers: Nagas, a curious and resourceful race, take well to adventuring.


Naga Racial Traits
 - Ability Modifiers: Nagas have a -2 penalty to Wisdom, being either rash and prone to anger or circumspect and slow to act.
 - Medium-Sized: As Medium creatures, nagas have no special bonuses or penalties due to size.
 - Monstrous humanoid (reptilian, shapechanger). Unlike most monstrous humanoids, nagas lack darkvision but instead possess low-light vision.
 - Speed: Naga base land speed is 30 feet.
 - Natural Armor: Nagas have a +1 natural armor bonus.
 - Natural Weapon: Nags have a bite attack which deals 1d4 points of damage as a primary natural weapon. Nagins lack the bite, and instead have a sting attack which deals 1d4 points of damage as a secondary natural weapon. Both genders can use their natural weapons in conjunction with weapons wielded in their hands as secondary natural weapons. If the naga has the Two-Weapon Fighting feat, they can instead opt to use their natural weapon as an off-hand weapon.
 - Naturally Psionic: Nagas begin play with a power pool of 1 point. This does not grant them the ability to manifest powers unless they gain that ability through another source, such as a psionic class.
 - Weapon Familiarity: Nagas treat bagh nakhs, chakrams, and sais as martial weapons rather than exotic weapons.
 - Alternate Form (Sp): The naga can assume the form of a snake, type chosen at 1st level and cannot be changed afterwards. Transformation requires a full-round action and provokes an attack of opportunity. The naga may assume either the form of a constrictor snake or a viper. Doing so consumes 1 power point, plus 1 pp per hour spent in snake form after the first. A constrictor naga of 1-5 HD assumes the form of a Medium-sized constrictor, while one of 6 or more HD assumes the form of a giant constrictor. A viper naga assumes the form of a Small viper, increasing to Medium at 3 HD, Large at 6 HD, and finally a Huge viper at 9 HD.
    A nagin is able to assume the form of a human woman as well as that of a snake. She always assumes the same appearance each time, and her features are recognizable between both her forms. This is a less demanding transformation, and she requires only 1 power point per eight-hour period to maintain the transformation. In human form the nagin loses her sting attack but is able to use human equipment and pass among humans without notice (effectively a +10 racial bonus on Disguise checks to pass as a human).
 - Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Sylvan, Giant, Orc. Nagas learn the languages of those they deal with.
 - Favored Class: Psychic Warrior.
 - Level Adjustment: +0.
   

Tuesday, April 22, 2014

Blink Dog


Though they most often serve as cohorts, a blink dog might serve a Small master (such as a halfling or gnome) as a mount. In such a case, the blink dog can bring its master along with it when it uses its dimension door ability, and synchronizes its blink with its master's when the master is under the effects of a blink ability (as either through the spell or a ring of blinking).
Blink dogs who advance with class levels find cleric, fighter, and paladin to be natural matches for their abilities.

Source: Monster Manual I p 28.

Hit Dice: d10.
BAB: Good.
Good Saves: All.
Poor Saves: None.

Class Skills: The class skills for the blink dog (and the ability modifier) are as follows. Hide (Dex), Listen (Wis), Sense Motive (Wis), Spot (Wis), and Survival (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points per Level: 2 + Int modifier.

Special
  1. Starting traits, bite, scent
  2. +2 Str, +1 natural armor, Small
  3. +2 Str, +2 Dex, +2 natural armor, Medium
  4. +2 Dex, blink, +3 natural armor, dimension door.
Starting Proficiencies: Blink dogs are proficient with their natural weapons.

Starting Traits: 
 - Ability Modifiers: -4 Strength, +2 Dexterity, +2 Wisdom.
 - Size: Tiny.
 - Speed: 30 feet.
 - Magical Beast traits: A blink dog has 60-ft. darkvision and low-light vision.
 - Racial Skills: Blink dogs have a +4 racial bonus on Jump checks. They also have a +4 racial bonus on Survival checks when tracking by scent.

Bite: At 1st-level, the blink dog pup's bite attack deals 1d3 points of damage as a primary natural weapon. This bite improves to 1d4 when the blink dog is Small, and 1d6 when the blink dog is Medium-sized.
Small Size: At 2nd level the blink dog pup has grown about halfway to its adult size.
Medium Size: At 3rd level the blink dog pup has grown to its adult size. Its speed improves to 40 ft.
Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

Dragon Biology I - Reproduction


The life cycle of the dragon is somewhat different than natural creatures. Dragons are incapable of breeding true, though they are hermaphrodites who lay eggs. These eggs produce dragomen (monstrous creatures twisting draconic features into humanoid forms) and lesser dragons (wyverns, dragomen, and griffin-like creatures known as drakes - blue drakes, brass drakes, gold drakes, and so forth). Instead, they reproduce by means of a little-understood aura that pervades the area around the dragon and imprints on those humans - the most mutable of races - who dwell in the shadow of the dragon's wings. While most only result in the sorts of mutations that mark the dragon-clansmen as distinct from free humanity, some are born with greater power and slowly develop more and more draconic features as they age until they finally metamorphose into a young adult dragon when they would normally die of old age. At first they retain much of their old personalities, but as they age into draconic maturity their personalities and alignments often change to fall more in line with their particular species of dragon. Scholars little understand this process, and dragons do not encourage its study. Of particular curiosity is the dragons' origin, for there are more natural creatures similar to dragons extant who do not metamorphose from humans.
In game terms, they are sorcerers who take levels in the dragon disciple prestige class all the way up to the capstone. When they would ordinarily die of old age, they then undergo a sort of metamorphosis that converts their class levels into dragon hit dice, with leftover dragon disciple levels converting into sorcerer levels. Thus, many dragons have class levels.

Lesser dragons include wyverns, pseudodragons, dragomen, dragonspawn, and drakes.

Wyverns are the most primitive of the lesser dragons, breeding true in the hinterlands. They have a similar relationship to dragons as apes do to humans, being a more primitive form of the original dragon stock. The orcs and goblinoids of the wilds have tamed wyverns to serve as mounts, as have some humans living outside the Dragon Realms.

Pseudodragons are much less primitive, and are perhaps an offshoot of the draconic lineage derived from wyverns or share a common ancestor with both wyverns and dragons.

Dragomen are the most humanoid of the lesser dragons, with several hatching from each egg. They straddle the line between dragon and human, and are perhaps a throwback of sorts to the dragon's secret human origins. They are less fertile than humans, but with lifespans similar to those of elves are able to maintain a steady population even with their frequent employment as soldiers.

Dragonspawn resulted from alchemical manipulation of unhatched eggs, but they are capable of breeding true without draconic interference. The only dragonspawn are from chromatic dragons under the sway of Tiamat, as metallic dragons have not engaged in such experimentation on their own offspring.

Drakes are the most like their draconic sires, and when someone refers to a 'lesser dragon' they are typically talking of a drake. They are sterile, but serve their draconic sires as envoys and in roles similar to nobility. Many young drakes serve in knighthoods as cavalry alongside a human companion, giving rise to the classic image of the dragon-riding champion. They are matched by the griffon-riders of the free cities and the goblin wyvern-riders.

Monday, April 21, 2014

Clankmen


Mechanical men of fire and steel, clankmen represent the pinnacle of magic and technology.

    Personality: Clankmen are rather distant and aloof, though passionate and driven - as befits creatures borne of sentient fire elementals bound to mechanical frames. They have much of the elemental's alien mindset, lacking many concerns of flesh and blood creatures, but they can have their own form of empathy and compassion. A clankman might well be equally concerned about the poor treatment of a rusting suit of plate armor as a starving beggar, for example.
    Physical Description: Constructs of brass and steel, clankmen are powered by steam, gears, springs, and magic. They have elemental spirits bound to their frames, rather like golems, but rather than stolid spirits of earth they are spirits of fire. The elemental spirits provide both the clankman's intelligence and power the steam engine the clankman carries inside itself. Where a human has the dual nature of flesh and spirit, the clankman has the dual nature of machine and elemental. The appearance of individual clankmen varies widely, ranging from simple and featureless to ornate and grotesque or even an automaton barely indistinguishable from a human save for its fine brass skin. Most resemble armored skeletons with clockworks and pistons for muscles.
    Relations: Humans and dwarves tend to regard clankmen as objects, though their perceptions are subtly different; humans consider them property somewhat like slaves or pets, while dwarves consider them fine craftsmanship for something made by a human. Elves regard clankmen as unnatural creations, the worst perversion of technology polluting pure magic. Gnomes regard clankmen with glee.
    Alignment: As unliving constructs animated by elemental spirits, clankmen are generally morally neutral, and may be ethically lawful, neutral, or chaotic. While they have much of fire's destructive and chaotic bent, they also encompass its creative aspects as well.
    Clankman Lands: Clankmen are found almost exclusively in the Free City of Falikos, but they are exported throughout the Free Cities in small numbers.
    Religion: Clankmen worship either the gods of crafts and invention or the gods of fire, though their reverence for these deities is perhaps best described less as 'worship' and more as 'admiration and aspiration'.
    Language: Common is the language of trade and day-to-day life for most of human society, and thus the clankmen speak it.
    Names: Clankmen are generally given simple, descriptive names or common human names. They are typically masculine or gender-neutral, but feminine are not impossible.
        Names: Cog, Gadget, Gears, Jack, Torch.
    Adventurers: Every so often, a clankman goes rogue. While some of these rogue clanks go on killing sprees and destructive rampages, more simply seek to find meaning for their lives and perhaps pursue some twisted version of their programming.

Clankman Racial Traits
 - Ability Modifiers: +2 Strength, -2 Dexterity, -2 Wisdom, -2 Charisma. As constructs, clankmen have no Constitution scores.
 - Medium-Sized: As Medium creatures, clankmen have no special bonuses or penalties due to size.
 - Construct (Fire). As constructs, clankmen are immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are immune to any effect that requires a Fortitude save, unless the effect also works on objects. They are not at risk of death due to massive damage, and are immediately destroyed upon reaching 0 hit points. However, as Medium-sized constructs, clankmen receive 20 bonus hit points at 1st level. Clankmen cannot be raised or resurrected, as they were never alive. Clankmen are immune to damage from fire, but are particularly vulnerable to cold and take half again normal damage from sources of cold.
    Clankmen are constructed largely of brass and iron. As such, certain spells and magical effects treat them differently than normal. Clankmen cannot be healed of damage, but instead must be repaired as constructs using the Craft (clockworks) skill and a toolkit. Repairing a clankman requires an hour of work and a DC 10 Craft (clockworks) check, repairing 1 point of damage for each rank the character has in the skill plus 1 point of damage per five points the skill check exceeds the DC. A clankman can repair itself, but takes a -2 penalty to the check. They also cannot benefit from potions and other consumables (such as a potion of haste), but they can benefit from magic oils applied to their frames (such as oil of repair or oil of magic weapon). A rusting grasp spell or a rust monster's antennae treat the clankman as a ferrous creature, dealing 3d6 points of damage +1 per caster level (maximum +15) with each successful attack. Clankmen are immune to fire damage, but when attacked with magical fire they recover 1 point of damage for every 3 points they would normally have taken (up to the maximum). The clankman gains a +4 bonus to Strength for 1 round per point over his maximum that this healing takes him. Though clankmen take normal damage from electricity, it also hastes them (as the spell) for 1 round per point of damage taken. Cold, in addition to the normal effects, slows the clankman for 1 round per point of damage taken.
    A clankman who is submerged underwater or buried must make a DC 10 Strength check as the steam engine that drives it requires constant air. The save must be repeated each round, with the DC increasing by +1 for each previous success. A clankman who succumbs to suffocation is immediately destroyed, but does not release a fire elemental (see below).
    A clankman who is destroyed releases a fire elemental with Hit Dice equal to the clankman's. The fire elemental is initially confused (as the spell) for 1d6 rounds, and afterwards it acts normally. The elemental shares the same alignment, mental ability scores, skills, and feats as the clankman and most of its memories, but not necessarily its loyalties or goals. The clankman can be restored to animation by a 9th-level caster with the Create Construct feat provided the fire elemental is captured and re-bound.
    Clankmen are proficient with their natural weapons, built-in armor (whether it be light, medium, or heavy) but not shields, and all simple weapons (including firearms).
 - Speed: Clankman base land speed is 30 feet. The clankman's speed does not reduce for wearing medium or heavy armor, nor for carrying a medium or heavy load.
 - Racial Hit Dice: A clankman has one construct Hit Dice. This grants them 1d10 hit points, a +0 base attack bonus, +0 on all saving throws, and (2 + Int modifier) x4 skill points. The clankman's class skills (and their requisite ability modifiers) are Craft (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Open Lock (Dex), Profession (Wis), Search (Int), and Spot (Wis). The clankman's racial Hit Dice also grant it one feat.
 - Clankmen have darkvision out to 60 feet and low-light vision.
 - Natural Weapons: Clankmen have a slam attack that deals 1d6 bludgeoning damage, usable on its own as a primary natural attack or with a weapon wielded in one hand (and no shield) as a secondary natural attack. When the clankman's base attack bonus increases to +6 or better, it gains a second slam attack identical to the first.
    The clankman is treated as having gauntlets installed on its hands. These gauntlets may be replaced or removed (see built-in armor, below), including replaced with spiked, masterwork, or even magic gauntlets. Though the damage remains the same, the slam attack gains the benefits of these improved gauntlets (including a bonus to attack, for masterwork gauntlets, and bonuses to attack and damage for magic gauntlets).
 - Built-In Armor: Clankmen have a built-in breastplate, which grants them a +5 armor bonus but imposes a -4 armor check penalty and has a maximum Dexterity bonus of +3. Because the armor is built-in, it does not hinder the clankman's speed nor does it impose an arcane spell failure chance. Clankman monks and other characters who are limited to wearing no armor or only light armor are not counted as wearing armor for purposes of their class abilities.
    The clankman can have this armor replaced with any plate-based armor (breastplate, banded mail, splint mail, half plate, full plate) or even removed entirely. Replacing the armor requires a suit of armor sized for the clankman and four hours of work with a DC 20 Craft (clockworks) check. Improper installation imposes a -10 ft. penalty to the clankman's speed and a -2 penalty to all attack rolls, armor class, and skill checks based on Strength and Dexterity. Removing the armor requires an hour of work and a DC 15 Craft (clockworks) check. A failed check means the armor was not removed and the check must be attempted again. An unarmored clankman loses its racial bonus to Strength, but regains it when it has armor installed once again. Replacement armor need not be masterwork or magic, but it can be.
 - Damage Reduction: Clankmen have damage reduction 3/adamantine. This improves to DR 5/adamantine at 6th level and DR 10/adamantine at 11th level.
 - Spell Resistance: Clankmen have spell resistance equal to 11 + class level. Thus, a 3rd-level clank fighter will have SR 14.
 - Ambidexterity: Clankmen treat both of their hands as primary hands, rather than having one primary and one off-hand. When a clankman dual-wields weapons, it does not take penalties if one of the weapons is not a light weapon and it applies its full Strength bonus to both weapons.
 - Mechanical Aptitude: Clankmen have a +2 racial bonus on Craft checks pertaining to metal and mechanical objects. They also have a +2 racial bonus on Open Lock and Disable Device checks.
 - Clankmen have a -4 penalty to Move Silently checks. Their steam-powered frames and metal bodies tend to produce a cacophony of clanking, hissing, and whistling sounds as they move.
 - Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Clankmen, like their human creators, mingle with all kinds of other folk and thus can learn any language found in an area. Many clanks learn Dwarven and Gnome for their engineering and crafts expertise, and Draconic for the study of magic.
 - Favored Class: Artificer or Rogue, chosen at 1st level. A favored class's levels do not count when determining multiclass experience point penalties.
 - Level Adjustment: +1.