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Old 26th May 2007, 11:50 PM   #1 (permalink)
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Don't read between these lines...

Winds of Papyrus



Fine Construct (air, swarm)
Hit Dice: 16d10 (88 hp)
Initiative: +5
Speed: Fly 60 ft. (good)
Armor Class: 28 (+5 deflection, +5 dex, +8 size), touch 28, flat-footed 23
Base Attack/Grapple: +12/-
Attack: Swarm (4d6)
Full attack: Swarm (4d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Counterspell, scholarly frenzy, spells
Special Qualities: Construct traits, darkvision 60 ft., immunity to cold and weapon damage, rune covet
Saves: Fort +5, Ref +10, Will +7
Abilities: Str 1, Dex 21, Con -, Int 3, Wis 11, Cha 20
Skills: Listen +10, Spellcraft +20
Feats: Enlarge Spell, Extend Spell, Maximize Spell, Persistent Spell, Reach Spell, Weapon Finesse(B)
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always neutral
Advancement: -
Level Adjustment: -

The sound of wind approaches and grows stronger by the moment. What appears as a small twister of dust, paper and wooden handles quickly swerves into sight, the air shimmering about it as if from great heat. Occasionally a set of rune on a scrap of paper will flare up brightly...

A papyrus wind is a freak accident comes into being when a great wind or explosion devastates an entire library of thaumaturgical writings, most often when of a supernatural origin. The gales tear the scribings apart and scatter them together, releasing magical energies that bind the wind and papers into a permanent force.

The winds of papyrus cannot speak or understand non-written languages. To communicate with one requires writing a message unto some medium and allowing the wind to shred it up. It will respond in the same language of the message, sending out ribbons of paper and parchment composed of a mish-mash of words and letters, or causing words within its substance to glow momentarily.

Combat
Wind of papyrus only attack if they sense magic, its presence exciting them into a frenzy. They will wait until the source approaches, or chase after it if it does not, always going for the wizard and his spellbook or any others possessing spells in written form.

The winds of papyrus natural weapons are considered magic for the purpose of overcoming damage reduction.

Counterspell (Ex): A papyrus wind may counterspell any spell it knows automatically without having to make a spellcraft check. It may counterspell even if it is not its turn.

Rune Covet (Su): A papyrus wind automatically detects writings of power, including, but not limited to, spellbooks, scrolls, symbols and runes, out to 100 feet. As well, it may detect magic at will as the spell.

Scholarly Frenzy (Ex): Anyone that possesses an item that can be sensed by the papyrus wind's Rune Covet that takes damage from the swarm risks losing these objects. The papyrus wind makes an attack roll (+25 modifier) against the object’s AC or the container that holds it, dealing its swarm damage. If the writing medium is destroyed its pieces join with the swarm, which immediately adds the spell to its list of those it may cast. A papyrus wind that takes a 9th level or higher spell does not learn this spell but instead splits into two identical papyrus winds, each with half of the original’s current hit points (round down).

Spells: A papyrus wind can cast spells as a 16th level sorcerer. These spells can be drawn from any class, depending on the area that spawned the wind. The spells below are for a divine papyrus wind. Though it has little intelligence, it possesses an echo of the spell writer's personality and instinctively knows which one spell would be best in the given situation.

Winds of Papyrus knows one extra spell of each level.

Spells Per Day (6/8/7/7/7/7/6/5/3), save DC 15 + spell level):

Sample Spells Known: 10/6/6/5/5/5/4/3/2
0 - Create Water, Cure Minor Wounds, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Resistance, Virtue
1st - Cure Light Wounds, Doom, Inflict Light Wounds, Obscuring Mist, Protection from Evil, Shield of Faith
2nd - Consecrate, Cure Moderate Wounds, Hold Person, Inflict Moderate Wounds, Silence, Sound Burst
3rd - Cure Serious Wounds, Dispel Magic, Glyph of Warding, Searing Light, Wind Wall
4th - Cure Critical Wounds, Dismissal, Divination, Divine Power, Poison
5th - Greater Command, Hallow, Mass Cure Light Wounds, Symbol of Pain, Wall of Stone
6th - Animate Objects, Banishment, Greater Dispel Magic, Symbol of Fear
7th - Repulsion, Resurrection, Symbol of Stunning
8th - Earthquake, Holy Aura

The winds of papyrus does not use any kind of components when casting.

Skills: A papyrus wind gains a +15 bonus to Spellcraft checks.

-=-=-=-=-=-

Winds of Papyrus Lore
Characters with ranks in Knowledge (arcana) can learn more about winds of papyrus. When a character makes a skill check, the following lore is revealed, including information from lower DC's.

DC Result
18 Winds of papyrus is a swarm of constructs that form a group mind, most often found within libraries or temples.
23 Winds of papyrus are created only by chance when a great force shreds mass amounts of magical texts and binds the energies together into a consciousness.
28 Winds of papyrus are said to be able to cast any spell within the books and scrolls that produced it, and tend to automatically counterspell these same spells casted upon them.
33 Winds of papyrus are said to be able to strip spells, runes, and other magical writings right off the medium they were put down upon, incorporating them into itself and learning how to cast them.
38 It is said the winds of papyrus may be spoken to by exchanging written or engraved messages, and possesses the echo of the personality of the writers who produced the writings from which it is made.
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Last edited by The Vorpal Tribble; 22nd June 2007 at 03:37 PM..
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Old 2nd June 2007, 08:37 PM   #2 (permalink)
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Interesting critter But CR 12 seems a bit low to me. As a DM I Like it, it is really well developed, but as a player I would think the DM is out to get me (I usually play a spellcaster of some sort).
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Old 16th June 2007, 04:16 PM   #3 (permalink)
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Quote:
Originally Posted by Corbert
Interesting critter But CR 12 seems a bit low to me. As a DM I Like it, it is really well developed, but as a player I would think the DM is out to get me (I usually play a spellcaster of some sort).
Is it any worse than a rust monster or ethereal filcher? At least this thing has a reason to go taking other's stuff.

The thing has no spell resistance, so at 12 level you could just about blast the thing out of the sky with a single fireball... unless it was an arcane-based papyrus and then it could counterspell.
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Sometimes the things that may or may not be true are the things a man needs to believe in the most. That people are basically good. That honor, courage and virtue mean everything; that power and money... money and power mean nothing. That good always triumphs over evil. And I want you to remember this, that love, true love, never dies! Remember that boy... remember that. Doesn't matter if it is true or not, a man should believe in those things, because those are the things worth believing in... got that? - Hub, Secondhand Lions
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