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  1. #121
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    Zahia

    Zahia is a half-fiend mermaid, the child of an aquatic fiend and an extremely unfortunate mermaid. Under normal circumstances, the progeny of such a union would never permitted to be born, but the fiend kept its victim captive until its unholy offspring was delivered. It then fed Zahia's mother to her as its first post-natal meal. Zahia's father then transported her to a remote ocean chasm and abandoned her to fend for herself.

    Fend she did, surviving by hunting and scavenging, roaming through the chasm alone. One fateful evening while she was stargazing among the waves, she spotted a passing ship. Curious, Zahia followed the vessel, catching her first glimpses of surface dwellers. The ship led her to a harbor and port, and the monstrous mermaid hid herself in some sea caves. Quite by accident, she was discovered by a witch, who taught Zahia to contact otherworldly powers that could teach her arcane arts. Zahia was a capable student with an affinity for wild things. When she learned all she could from the local witch, Zahia killed her and ate her, as befits a mother figure.

    Zahia swam to a bigger harbor with a larger port near more extensive sea caves. She fortified her sea caves with devious traps and schools of predatory fish. She discovered the routes used by smugglers to enter the city's substructures so that she can move about, watching what she regards as the amusing antics of the surface dwellers. Often, when a stray surface dweller catches her fancy, she takes him or her back to her watery lair. Zahia's victims seldom live long, but that's satisfactory for the mermaid. She enjoys playing with the drowned corpses almost as much as she enjoys her torturous games with them while they live. When the bodies are too decayed for play, Zahia eats them, sharing the remains with her fishy guards.

    All of this happens without the knowledge of almost everyone in the city. It isn't uncommon for people to disappear in a big city, especially one so near to the lures of a life at sea. A few smugglers have seen Zahia flying slowly through the tunnels beneath the city, and then cower and hide until she passes. A few drunken sailors think they may have seen a mermaid slipping through the dark harbor waters at night, but who believes the tales of besotted salt dogs?


    Zahia

    Female advanced half-fiend merfolk white hair witch 11
    CR 15; XP 51,200
    NE Medium outsider (aquatic, native)
    Init +6; Senses darkvision 60 ft., low-light vision; Perception +2

    DEFENSE
    AC 27, touch 19, flat-footed 20 (+2 deflection, +6 Dex, +1 dodge, +8 natural)
    hp 107 (11d6+66)
    Fort +13, Ref +13, Will +10
    DR 10/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 25

    OFFENSE
    Speed 5 ft., fly 10 ft. (good), swim 50 ft.
    Melee 2 claws +11 (1d4+3), bite +11 (1d6+3), or
    Melee hair +12 (1d6+7 plus grapple)
    Reach (with hair) 15 ft.
    Special Attacks cunning trigger, white hair
    Spell-Like Abilities (CL 11th, concentration +17)
    3/day- darkness, poison (Fort 20)
    1/day- blasphemy (Will partial 23), contagion (Fort 19), desecrate, unholy blight (Will partial 20)
    Spells Prepared (CL 11th, concentration +18)
    6th- greater heroism, slay living (Fort partial 23)
    5th- cure critical wounds, teleport, wreath of blades (Ref half 22)
    4th- summon nature's ally IV, spite (vampiric touch), threefold aspect
    3rd- countless eyes, dispel magic, eruptive postules (Fort partial 20), ray of exhaustion (Fort partial 20), spit venom (Fort partial 20), vampiric touch (already cast)
    2nd- cure moderate wounds, feast of ashes (Fort 19), glitterdust (Will 19), haunting mists (Will partial 19), pernicious poison (x2)
    1st- bungle (Will 18), fumbletongue (Will 18), frostbite, infernal healing, mage armor, ray of enfeeblement
    0th- detect magic, guidance, read magic, resistance

    STATISTICS
    Str 16, Dex 23, Con 22, Int 25, Wis 14, Cha 22
    Base Atk +5; CMB +8 (+14 grapple with hair); CMD 24 (can't be tripped)
    Feats Combat Expertise (-2 attacks/+2 dodge), Combat Reflexes, Dodge, Improved Natural Attack (hair), Improved Trip, Weapon Finesse
    Skills Craft (traps) +21, Fly +24, Handle Animal +17, Intimidate +20, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (nature) +21, Knowledge (the planes) +21, Spellcraft +21, Swim +22; Racial Modifiers +4 Fly, +8 Swim
    Languages Aboleth, Abyssal, Aklo, Aquan, Common, Draconic, Elven, Sahuagin, Sylvan
    SQ amphibious, witch's familiar (king crab), witch's patron (animals)

    SPECIAL ABILITIES
    Cunning Trigger (Ex): Zahia can use a swift action to set off any trap within 30 feet that she constructed.

    White Hair (Su): Zahia has the ability to use her hair as a weapon. Whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a swift action without provoking an attack of opportunity. When Zahia grapples a foe in this way, she does not gain the grappled condition. The hair cannot be sundered or attacked as a separate creature. In addition, Zahia's hair has the following abilities:

    *Constrict (Ex): When Zahia’s hair successfully grapples an opponent, it can begin constricting her victim as a swift action, dealing damage equal to that of its attack.

    *Trip (Ex): When Zahia successfully strikes a foe with her hair, she can attempt a combat maneuver check to trip the creature as a swift action.

    *Pull (Ex): When Zahia successfully strikes a foe with her hair, she can attempt a combat maneuver check to pull the creature 5 feet closer to her as a swift action.

    *Strangle (Ex): When Zahia’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.

    GEAR
    cauldron of the dead, cloak of resistance +4, ring of invisibility, ring of protection +2, staff of dread (50 charges), wand of vision of hell (50 charges), plus 92,350 gp for traps in her lair, other equipment, et cetera


    Staff of Dread

    Aura moderate necromancy; CL 8th
    Slot none; Price 18,400 gp; Weight 5 lbs.

    Description: This twisted, dark gray staff allows use of the following spells:

    * cause fear (1 charge)
    * qualm (1 charge)
    * cackling skull (1 charge)
    * fear (2 charges)

    Construction Requirements: Craft Staff, cackling skull, cause fear, fear, qualm; Cost 9,200 gp
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  • #122
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    Drakobolds & Troglodrakes

    I retool two more reptilian humanoids.

    Black Drakobold

    CR 2; XP 600
    LE Small dragon (reptilian)
    Init +3; Senses darkvision 60 ft., low-light vision; Perception +7

    DEFENSE
    AC 19, touch 14, flat-footed 16 (+2 armor, +3 Dex, +3 natural, +1 size)
    hp 8 (1d12+2)
    Fort +4, Ref +5, Will +3
    Defensive Ability acid evasion; Immune paralysis, sleep
    Weaknesses light sensitivity

    OFFENSE
    Speed 30 ft.
    Melee spear +3 (1d6+1/x3), or
    Ranged sling +5 (1d3+1, range increment 50 ft.)

    STATISTICS
    Str 13, Dex 17, Con 14, Int 14, Wis 13, Cha 12
    Base Atk +1; CMB +1; CMD 14
    Feats Skill Focus (Perception)
    Skills Bluff +5, Climb +5, Craft (trapmaking) +7, Intimidate +5, Perception +7, Profession (miner) +3, Stealth +11, Survival +5, Swim +9; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner), +4 Swim
    Languages Aquan, Common, Draconic
    SQ crafty

    SPECIAL ABILITIES
    Acid Evasion (Ex): If a drakobold makes a successful Reflex saving throw against an acid attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the drakobold is wearing light armor or no armor. A helpless drakobold does not gain the benefit of acid evasion.

    Crafty (Ex): Craft (trapmaking) and Stealth are always class skills for a drakobold.

    ECOLOGY
    Environment temperate underground or swamp
    Organization solitary, gang (2–4), or nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level)
    Treasure NPC gear (leather armor, spear, sling, other treasure)

    Drakobolds come in four colors: red, green, blue, or black. A drakobold's coloration determines what energy type its evasion applies against as well as grants certain other abilities, as explained below:

    Black: Widely dispersed in forests, swamps, and underground, the black-scaled drakobolds are better swimmers than their brethren and gain a +4 racial bonus on Swim checks.

    Blue: The blue variant of drakobolds appears most often within tribes dominated by other scale colors. They are said to be among the best diabolists and schemers, and gain a +1 inherent bonus to their Wisdom. Many are powerful clerics of Asmodeus.

    Green: These are the standard forest drakobolds, well camouflaged in leafy undergrowth. They gain an additional +4 racial bonus on Stealth checks.

    Red: These drakobolds are pyromaniacs and make extensive use of fire, especially the alchemical and magical kinds. These drakobolds gain a +2 bonus to the DC of any spell they cast with the fire subtype and a +2 bonus on saves made against fear effects. Most are a bit more arrogant than average drakobolds.

    White: Like the blues, white-scaled drakobolds are a little less frequent than other types. They are often powerful sorcerers, gaining a +1 bonus to the DC of any spell they cast with the cold subtype and a +1 inherent bonus to their Charisma.


    Black Troglodrake

    CR 3; XP 800
    CE Medium dragon (reptilian)
    Init +1; Senses darkvision 90 ft., low-light vision; Perception +7
    Aura stench (30 ft., DC 14, 10 rounds)

    DEFENSE
    AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
    hp 19 (2d12+6)
    Fort +8, Ref +4, Will +5
    Immune acid, paralysis, sleep

    OFFENSE
    Speed 30 ft.
    Melee club +5 (1d6+3), claw +0 (1d4+1), bite +0 (1d4+1), or
    Melee 2 claws +5 (1d4+3), bite +5 (1d4+3), or
    Ranged javelin +3 (1d6+3)
    Special Attacks tail sweep (1d6+4 plus trip)

    STATISTICS
    Str 16, Dex 13, Con 17, Int 12, Wis 15, Cha 15
    Base Atk +2; CMB +5 (+7 trip with tail); CMD 16
    Feats Great Fortitude
    Skills Bluff +7, Climb +8, Intimidate +7, Perception +7, Sense Motive +7, Stealth +9 (+13 in rocky areas), Survival +7; Racial Modifiers +4 Stealth (+8 in rocky areas)
    Languages Draconic, Undercommon

    SPECIAL ABILITIES
    Tail Sweep (Ex): As a full attack, a troglodrake can sweep its tail through any two adjacent squares that touch each other. It makes separate attack rolls against targets in those squares. A successful tail attack inflicts 1d6 + 1-1/2 times its Strength bonus, plus the trip ability. It gains a +2 racial bonus to its trip attempts.

    ECOLOGY
    Environment any underground
    Organization solitary, pair, clutch (3–6), or squad (7–12 plus 1 cleric or druid of 3rd level and 1–2 monitor lizards)
    Treasure NPC gear (club, 3 javelins, other treasure)
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  • #123
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    New Archetypes

    Dragon Warrior

    The dragon warrior's dedication to ancient practices rooted in martial dragon cults grants him a small portion of draconic power. When a character gains a level as a dragon warrior, he must select one of the chromatic or metallic dragon types. This choice cannot be changed, and it determines the dragon warrior's resistance and the energy damage inflicted by his dragon bite (see below).

    Draconic Resistance (Ex): At 2nd level, a dragon warrior gets a +2 bonus to Reflex saves against attacks that inflict damage of the same energy type of the warrior's chosen dragon. This bonus increases by +1 for every four levels beyond 2nd, to a maximum of +5 at 14th level. Every four levels beyond 14th, the dragon warrior gains 5 points of resistance to the appropriate energy type (maximum 10 points of resistance).

    This feature replaces bravery.

    Draconic Prowess (Ex): At 3rd, 7th, 11th, 15th, and 19th levels, a dragon warrior rolls 1d12 for his Hit Die instead of 1d10 to determine hit points. The dragon warrior also gains other abilities, as explained below:

    At 3rd and 15th levels, the dragon warrior gains a +1 increase to natural armor bonus.

    At 7th level, he gains a bonus feat from the following list: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, or Toughness.

    At 11th level as a free action, a dragon warrior can gain a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon warrior is Small), plus 1-1/2 times the dragon warrior’s Strength modifier. He can use his dragon bite for a number of rounds per day equal to 3 + his Constitution modifier. These rounds need not be consecutive.

    At 19th level, the dragon warrior's bite attack deals an additional 1d6 points of damage of his energy type on a successful hit.

    This feature replaces armor training 1-4 and armor mastery.

    N.B. If you're not clear on which dragon types correspond to which energy types, check out the sorcerer's draconic bloodline.


    Jotunkin

    The jotunkin are barbarians whose bloodlines contain a trace of giant. When these barbarians rage, their giantish heritage manifests itself in greater size and strength.

    Jotunrage (Su): A jotunkin can call upon supernatural sources of strength and ferocity, granting him greater size and prowess. Starting at 1st level, a jotunkin can jotunrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can jotunrage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a jotunkin can jotunrage per day. A jotunkin can enter jotunrage as a free action. The total number of rounds of jotunrage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

    While in jotunrage, a barbarian increases in size by one size category. He gains a +4 size bonus to Strength and Constitution, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. He also gains a +2 natural armor bonus. The increase to Constitution grants the jotunkin 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a jotunkin cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

    A jotunkin whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. If insufficient room is available for the growth, the jotunkin attains the maximum possible size and may make a Strength check (using his increased Strength) to burst any enclosures in the process. If he fails, he is constrained without harm by the materials enclosing him.

    All equipment worn or carried by the jotunkin is similarly enlarged by the jotunrage. Melee weapons affected deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this ability. Any enlarged item that leaves a jotunkin's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this ability.

    A jotunkin can end his jotunrage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the jotunrage. A jotunkin cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a jotunkin falls unconscious, his jotunrage immediately ends, placing him in peril of death.

    Jotunrage does not stack with magical effects that increase size.

    This ability replaces rage.

    Fear's Friend (Ex): At 3rd level, a jotunkin gains a +1 competence bonus to Intimidate checks. These bonuses increase by +1 every three jotunkin levels thereafter (6th, 9th, 12th, 15th, and 18th level). The jotunkin also receives an insight bonus to saves against fear effects equal to one-half the competence bonus to Intimidate checks (drop fractions).

    This ability replaces trap sense.

    Greater Jotunrage (Su): At 11th level, when a jotunkin enters jotunrage, his size bonus to Strength increases to +6 and his natural armor bonus increases to +3.

    This ability replaces greater rage.

    Jotunrage Form (Su): At 14th level, when a jotunkin enters jotunrage, he may choose to assume the form of a frost giant, fire giant, hill giant, or stone giant. Once he assumes his new form, he gains the following abilities (instead of those normally granted by jotunrage): +6 size bonus to Strength, -2 size penalty to Dexterity, +4 size bonus to Constitution, +4 natural armor bonus, low-light vision, rock catching, and rock throwing (range 60 feet, 2d6 damage). If the giant has immunity or resistance to any elements, the jotunkin gains resistance 20 to those elements. If the giant has vulnerability to an element, the jotunkin gains that vulnerability.

    Every round in jotunrage form counts as 2 rounds against the jotunkin's total number of rounds per day for jotunrage. In all other respects, jotunrage form is the same as jotunrage.

    This ability replaces indomitable will.

    Mighty Jotunrage (Su): At 20th level, when a jotunkin enters jotunrage or jotunrage form, his size bonuses to Strength and Constitution increase by a further +2, and his natural armor bonus increases by a further +1.

    This ability replaces mighty rage.

    N.B. The 17th-level ability tireless rage applies to jotunrage but not to jotunrage form.


    Telekinetic Monk

    The telekinetic monk combines martial arts with psychokinetic power. He can launch flurries of telekinetic blows at range and develops an array of psionic and psi-like abilities as he gains experience.

    Skills: A telekinetic monk gains Autohypnosis and Knowledge (psionics) as class skills.

    Psionic: At 1st level, a telekinetic monk gains the Wild Talent feat as a bonus feat. If monk already has levels in a psionic class, he instead gains the Psionic Talent feat.

    This ability replaces the monk's 1st-level bonus feat choice.

    Bonus Feats: At 2nd level, and every 4 levels thereafter, a telekinetic monk may select a bonus feat. These feats must be taken from the following lists. A telekinetic monk replaces the normal monk bonus feats with the following: Autonomous*, Deflect Arrows, Mental Leap*, Psionic Body*, Psionic Fist*, Psionic Meditation*, and Up the Walls*

    At 6th level, the following feats are added to the list: Aligned Attack*, Focused Sunder*, Ghost Attack*, Improved Disarm, Improved Trip, Return Shot*, and Unavoidable Strike*

    A monk need not have any of the prerequisites normally required for these feats to select them. Feats marked with an asterisk are found among these psionic feats.

    Telekinetic Flurry (Su): Starting at 1st level, a monk can make a telekinetic flurry as a full-attack action. A telekinetic flurry does not use weapons. Instead, the telekinetic monk punishes his foes with mental force. When doing so he may make one additional ranged attack out to a maximum range of 25 feet plus 5 feet per 2 telekinetic monk levels (with no range increment).

    These attacks inflict lethal or nonlethal damage, as the telekinetic monk wishes. All attacks suffer a -2 penalty on attack rolls. For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

    Telekinetic flurry attacks inflict the monk's normal unarmed strike damage, but damage is not modified by Strength.

    At 8th level, the telekinetic monk may substitute disarm, sunder, and trip combat maneuvers for ranged attacks as part of a telekinetic flurry. The telekinetic monk's Combat Maneuver Bonus for purposes of these attacks is adjusted by Charisma modifier instead of Strength. Since these combat maneuvers occur at range, the telekinetic monk does not provoke attacks of opportunity for using the maneuver. The penalty to the monk's telekinetic flurry attack rolls decreases to -1.

    At 15th level, the penalty to the monk's telekinetic flurry attack rolls decreases to -0.

    This ability replaces flurry of blows.

    Psychokinesis (Psi): As a telekinetic monk gains levels, his psychokinetic powers improve. He can manifest the following powers as psi-like abilities at the indicated levels.

    1st Level: far hand. This ability replaces stunning fist.
    3rd level: concussion blast. This ability replaces maneuver training.
    5th Level: telekinetic force. This ability replaces high jump.
    7th Level: telekinetic maneuver. This ability replaces wholeness of body.

    A telekinetic monk uses a psi-like ability as a standard action. The psi-like ability manifests at the telekinetic monk's class level as if he had spent a number of power points equal to his class level. The DC of a saving throw (if applicable) against a creature’s psi-like ability is 10 + the level of the power + the telekinetic monk's Charisma modifier. Each manifestation of one of these psi-like abilities costs the telekinetic monk 1 ki point.


    Warp Thief

    Some rogues have the supernatural ability to open small extradimensional portals that connect points in space without transversing the distance between those points. Warp thieves specialize in using these portals in combat.

    Class Skills: Substitute Knowledge (the planes) for Knowledge (dungeoneering).

    Warp Portals (Su): At 1st level, a warp thief can open two connected extradimensional portals as a standard action. One portal is always adjacent to the warp thief, and it remains so when the warp thief moves. The other portal can be in any chosen square within 30 feet of the warp thief that he has line of sight to, but this other portal is stationary unless the warp thief uses a move-equivalent action to adjust its position by up to 30 feet. With a free action at the start of his turn for the portals' maintenance each round, the warp thief can keep his warp portals open for up to 3 + Intelligence modifier rounds per day.

    As a standard action, the warp thief can reach through the portals to attack with a melee weapon. Alternatively, as a standard action, he may attempt one of these combat maneuver through the portals: dirty trick, disarm, steal, or trip. The second portal's position is treated as the warp thief's position to determine flanking, both for the warp thief and for his allies.

    If the warp thief moves farther than 30 feet away from his second portal, both portals close immediately. If the warp thief cannot take a free action at the start of his turn to maintain his portals, they close immediately.

    This ability replaces the warp thief's first d6 of sneak attack damage. Consequently, the warp thief's total sneak attack dice are always 1d6 lower than they otherwise would be.

    Warp Step (Su): At 2nd level, a warp thief can step into his adjacent portal and emerge from the other portal, doing so as a move action. Both portals close immediately after the warp thief makes his warp step. This movement does not provoke attacks of opportunity.

    This ability replaces evasion.

    Portal Mastery (Su): At 8th level, a warp thief can open his two connected extradimensional portals as a move-equivalent action. The maximum range for his second portal becomes 45 feet. He also gains the ability to attack normally through his portals with melee weapons, meaning he can make full attacks. The list of combat maneuvers he can perform through the portals does not change, but these maneuvers are performed as per their normal actions, meaning, for example, that a trip can be performed in place of a melee attack rather than as a standard action.

    This ability replaces improved uncanny dodge.


    Yo-Yo Magus

    The yo-yo magus combines magic with the fine art of yo-yo fighting. Obviously, this makes yo-yo magi the most envied of all magi.

    Class Skills: Add Perform (act), Perform (comedy), and Perform (dance) to the magus's list of class skills.

    Yo-Yo Fighter (Ex): At 1st level, a yo-yo magus gains Exotic Weapon Proficiency (martial yo-yo) as a bonus feat. He gains a competence bonus to attack rolls with a martial yo-yo. The competence bonus equals +1 for levels 1st-4th; +2 for 5th-8th; +3 for 9th-12th; +4 for 13th-16th; and +5 for levels 17th and higher.

    The yo-yo magus is otherwise proficient with only simple weapons.

    Yo-Yo Acrobatics (Ex): At 1st level, as part of a move action either before or after making an attack with a martial yo-yo, a yo-yo magus can make an Acrobatics check with a bonus equal to his magus level.

    This feature replaces the ability to cast cantrips. The magus can learn and prepare detect magic and read magic as 1st-level spells.

    Yo-Yo Mystic (Su): At 7th level, when a yo-yo magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell prepared as if it were affected by one of the following metamagic feats: Disruptive Spell, Elemental Spell, Flaring Spell, Lingering Spell, Rime Spell, or Toppling Spell. In order to gain the effects of the metamagic feat, the yo-yo magus must cast the affected spell via spell combat or spellstrike while wielding a martial yo-yo. The metamagic effect does not adjust the level of the prepared spell.

    This ability replaces knowledge pool.


    Martial Yo-Yo

    The martial yo-yo is a light exotic melee weapon. The martial yo-yo consists of an axle that connects to two beveled metal disks. A length of martial twine loops around the axle. A martial yo-yo is wielded by holding the free end of the martial twine and allowing the force of a throw to spin the connected disks. This causes the martial twine to unwind, allowing the martial yo-yo's spin to wind itself back to the wielder's hand.

    Martial Yo-Yo: cost 10 gp; Damage 1d3 (S), 1d4 (M); critical x2; range --; weight 1 lbs.; type B/S; special disarm, performance, reach, trip
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  • #124
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    The methoataske is a truly enormous ambush predator, very much resembling an alligator snapping turtle larger than a house. It tends to strike from camouflage, lunging forward to swallow its prey whole. If harrassed after gulping down a victim, a methoataske is likely to retreat to deeper water.

    Methoataske

    CR 13; XP 25,600
    N Colossal animal
    Init +4; Senses low-light vision, scent; Perception +32

    DEFENSE
    AC 26, touch 2, flat-footed 26 (+24 natural, –8 size)
    hp 319 (22d8+220)
    Fort +20, Ref +11, Will +12

    OFFENSE
    Speed 30 ft., swim 30 ft.
    Melee bite +24 (4d8+22 plus grab)
    Space 30 ft.; Reach 20 ft.
    Special Attacks swallow whole (4d6+22 bludgeoning, AC 26, 62 hp)

    STATISTICS
    Str 40, Dex 10, Con 29, Int 1, Wis 17, Cha 10
    Base Atk +16; CMB +39 (+43 grapple); CMD 49 (53 vs. trip)
    Feats Blind-Fight, Improved Blind-Fight, Improved Initiative, Improved Iron Will, Iron Will, Lunge, Skill Focus (Perception), Toughness, Weapon Focus (bite)
    Skills Perception +32, Swim +29; Racial Modifiers +8 Swim
    SQ armored stomach, camouflage, hold breath, shell

    SPECIAL ABILITIES
    Camouflage (Ex): The rough shell of a methoataske is particularly well adapted to camouflage the creature in its native environment. Creatures must succeed on a DC 28 Perception check to notice an unmoving methoataske. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Perception to notice the methoataske.

    Armored Stomach (Ex): A methoataske’s body is difficult to cut through—its stomach gains a +4 bonus to its AC and has double the normal hit points when determining the success of a creature attempting to cut its way free.

    Shell (Ex): As a move action, a methoataske can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does.

    ECOLOGY
    Environment temperate or warm water or shore
    Organization solitary or pair
    Treasure none
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  • #125
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    "Name's Smalls. Leonard Smalls. My friends call me Lenny...only I ain't got no friends."

    Leonard Smalls is an outlaw bounty hunter from another dimension. He claims to have arrived in this dimension after being "exploded" in a fight over a kidnapped infant. Somehow, the explosion ripped a hole in the fabric of reality, and Leonard was sucked through. He has since honed his skills as a manhunter and criminal, adapting well to his new world. Leonard specializes in hunting bounties, killing animals (the smaller and cuter the better), and trafficking in human misery.

    N.B. Leonard treats all firearms as martial weapons.


    The Warthog from Hell

    CR 9; XP 6,400
    Advanced fiendish human ranger (trapper|trophy hunter) 5/alchemist 2
    CE Medium humanoid
    Init +2; Senses darkvision 60 ft., Perception +13 (+15 to find traps)

    DEFENSE
    AC 22, touch 14, flat-footed 18 (+6 armor, +2 deflection, +2 Dex, +2 natural)
    hp 81 (5d10+30 plus 2d8+10)
    Fort +12, Ref +9, Will +6; +2 vs. poison
    Defensive Ability gunslinger's dodge; DR 5/good; Resist cold 10, fire 10; SR 13

    OFFENSE
    Speed 40 ft. (30 ft. without boots of striding and springing)
    Melee +1 heavy flail +11/+6 (1d10+7/19-20) (+2 disarm with flail), or
    Ranged bomb +9 touch (1d6+3 fire, range 20 feet), or
    Ranged masterwork double-barreled pistol +9/+4 (1d8+1/x4, 20 ft. range increment)
    Special Attacks explosive bomb (1d6+3 fire, 4 points splash, Ref 14, 5/day), favored enemy (animal) +2, favored enemy (human) +4
    Extracts Known (CL 2nd, concentration +5)
    1st (3/day) - disguise self, jump, longshot, see alignment, shield, stone fist

    STATISTICS
    Str 18, Dex 14, Con 21, Int 17, Wis 16, Cha 13
    Base Atk +6; CMB +10 (+12 dirty trick & disarm); CMD 22 (24 vs. dirty trick & disarm)
    Feats Amateur Gunslinger (B), Brew Potion (B), Combat Expertise, Endurance (B), Gunsmithing, Improved Dirty Trick, Improved Disarm, Iron Will (B), No Name (B), Throw Anything (B)
    Skills Acrobatics +0 (+7 jumping), Bluff +10*, Climb +7, Craft (alchemy) +15, Disable Device +7, Intimidate +11, Knowledge (geography) +11*, Knowledge (local) +8*, Knowledge (nature) +13*, Perception +13* (+15 to find traps), Sense Motive +11*, Sleight of Hand +5, Stealth +8*, Survival +13* (+15 to follow or identify tracks), Swim +7; Armor Check -2; N.B. Skills marked with an asterisk can be modified by favored enemy and/or favored terrain.
    Languages Abyssal, Common, Giant, Goblin, Spanish
    SQ alchemy +2, favored terrain (desert) +2, grit (up to 3), mutagen, poison use, track +2, trapfinding +2

    SPECIAL ABILITIES
    Class Skills: Leonard adds Disable Device to his list of class skills in addition to the normal ranger class skills.

    Explosive Bomb: Leonard's bombs have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

    Firearm Style: Leonard gains the Amateur Gunslinger feat gains a 1st-level Gunslinger deed. At every four levels after 1st, he can take a grit feat or select a Gunslinger deed of his level or lower, his choice.

    Gunslinger’s Dodge (Ex): Leonard has an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against him, he can spend 1 grit point to move 5 feet as an immediate action; doing so grants Leonard a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, Leonard can drop prone to gain a +4 bonus to AC against the triggering attack. He can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

    Hunter’s Aim (Ex): Leonard has a specific understanding of the weaknesses and vulnerabilities of his favored enemies, and his careful study of these enemies reveals the best way to hurt them. When Leonard makes a firearm attack against a favored enemy, he can target touch AC in the first two range increments of his firearm. This ability stacks with other effects that increase the range increments to target touch AC, adding one range increment to the effect.

    Improved Tracking (Ex): Leonard gains a +2 bonus on Survival skill checks when following or identifying tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, Leonard can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, Leonard is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm.

    Smite Good (Su): Once per day, Leonard may smite a good-aligned creature. As a swift action, Leonard chooses one target within sight to smite. If this target is good, Leonard adds his Charisma bonus (+1) to attack rolls and gains a +7 damage bonus against that foe. This effect persists until the target is dead or the creature rests.

    <a href="http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps">Ranger Traps:</a> Leonard knows how to create a snare trap and swarm trap. He can use these traps a total 5 times per day.

    Trapfinding: Leonard adds 1/2 his ranger level on Perception skill checks made to locate traps and on Disable Device skill checks. He can use Disable Device to disarm magic traps.

    GEAR
    +1 heavy flail, +1 bullet (x20), +2 hide shirt, boots of striding and springing, gloves of swimming and climbing, ring of protection +2, masterwork double-barreled pistol (x2), black powder (20 doses), formula book, gunsmith's kit, powder horn (x2), plus 814 gp

    N.B. Leonard has equipment equal to a PC of his level instead of NPC-equivalent equipment. This bumps his CR by +1 (included above).
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  • #126
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

    Mark Chance's Avatar

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    The orc leader is one of the villains found in my most recent PDF, Trekking to the Side, which is available at Paizo.com and DriveThruRPG for a wee bit less than $1.

    Orc Leader

    CR 6; XP 2,400
    Orc bard 5/red dragon disciple 2
    CE Medium humanoid (orc)
    Init +2; Senses darkvision 60 ft.; Perception +10
    Weakness light sensitivity

    DEFENSE
    AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +1 natural)
    hp 58 (5d8+15 plus 2d12+4)
    Fort +3, Ref +7, Will +5
    Defensive Abilities countersong, ferocity, well-versed (+4 saves vs. bardic performance, sonic, and language-dependent effects)

    OFFENSE
    Speed 30 ft.
    Melee 2 claws +6 (1d4+2) and bite +6 (1d6+3), or
    Melee +1 longspear +7 (1d8+4/x3)
    Ranged javelin +6 (1d6+2)
    Reach 10 ft. (with longspear)
    Special Attacks bardic performance (14 rounds/day), bloodline arcana, claws and dragon bite (5 rounds/day), fascinate (Will 14), inspire competence +2, inspire courage +2
    Spells Known (CL 6th; concentration +8)
    2nd (4/day) – blistering invective (Ref 14), boiling blood (Fort 14), cure moderate wounds, gallant inspiration
    1st (5/day) – cure light wounds, saving finale, touch of gracelessness (Fort 13), vanish
    0th – detect magic, ghost sound, mage hand, message, read magic, resistance

    STATISTICS
    Str 14, Dex 14, Con 12, Int 10, Wis 11, Cha 14
    Base Atk +4; CMB +6; CMD 18
    Feats Dodge, Harmonic Spell, Intimidating Prowess, Lingering Performance, Toughness (B)
    Skills Intimidate +12, Knowledge (arcana) +10, Linguistics +8, Perform (sing) +10, Perception +10, Spellcraft +5, Use Magic Device +10; Armor Check Penalty -1
    Languages Aklo, Common, Draconic, Giant, Goblin, Orc, Sylvan
    SQ bardic knowledge, blood of dragons, versatile performance (Bluff, Sense Motive), weapon familiarity

    SPECIAL ABILITIES
    Bloodline Arcana: Whenever the orc leader casts a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.

    Claws and Dragon Bite (Su): The orc leader can grow claws and fangs as a free action. These are treated as natural weapons, allowing it to make two claw attacks and a bite attack as a full attack action using its full base attack bonus. The orc leader can use its claws for a number of 5 rounds per day. These rounds do not need to be consecutive.

    Ferocity (Ex): An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

    Lore Master (Ex): The orc leader is a master of lore and can take 10 on Knowledge (arcana) skill checks. It can choose not to take 10 and can instead roll normally. In addition, once per day, the orc leader can take 20 on any Knowledge skill check as a standard action.

    GEAR
    +1 longspear, divine scroll (tar ball [CL 3rd], lily pad stride [CL 5th]), potion of aid, masterwork chainshirt, key to strongbox, 2 javelins, plus 175 gp of personal items
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  • #127
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    Sarpashana
    A sarpashana, or poison eater, is an aggressive colony of disparate microbes that have mutated to excrete and survive within a protoplasmic medium. This creature appears to be a bulging, surging mass of blotchy, semi-transparent ooze. At rest, a sarpashana would just about fill a 125-cubic-foot container. It weighs approximately 1,400 pounds, but has it has enough bouyancy to swim clumsily. Its protoplasmic mass has sufficient cohesion and strength to climb up walls, but is still fluid enough to ooze through spaces no larger than the diameter of a adult’s little finger.

    As its name implies, a sarpashana survives by consuming toxins. It is especially attracted to the toxins produced by the metabolic processes of mammals. These include carbon dioxide, sulfates, nitrogen compounds, and phosphates. Using acute chemical sensors (roughly analogous to olfactory senses), a sarpashana detects its preferred foods. Devoid of anything resembling intelligence and always hungry, a sarpashana always moves toward the closest source of nourishment in order to feed. Unfortunately for mammals, a sarpashana’s preferred foods are found in vital places such as the kidneys, bladder, liver, lungs, and bloodstream.

    A sarpashana attacks with a crushing lash by rapidly funneling a portion of its mass into a protoplasmic extension. The power of its lash is not main danger posed by a sarpashana. Rather, the creeping residue invariably left behind on the victim merits the greater amount of fear. This residue slithers rapidly on the victim, seeking ingress via whatever orifices are avaiable. Inside the victim’s body, the microbes burrow through soft membranes in order to enter the bloodstream, which then carries the microbes to those aforementioned internal organs richest in the creature’s preferred food. This can wreak horrible internal damage on the host.

    Stars Without Number Stats

    Armor Class: 6
    Hit Dice: 3
    Attack Bonus: +6
    Damage: 1d10 protoplasmic lash
    No. Appearing: 1d8
    Saving Throw: 14
    Movement: 20 ft.
    Morale: 9

    Swords & Wizardry Stats

    Hit Dice: 3
    Armor Class: 6 [13]
    Attacks: Protoplasmic lash (1d10 + creeping residue)
    Saving Throw: 14
    Special: Immune to poison & weapons
    Move: 9
    Alignment: Neutrality
    Challenge Level/XP: 6/400

    Creeping Residue: Anyone struck by a sarpashana’s lash runs the risk of being invaded by slithering bits of microbe-laden protoplasm. A successful protoplasmic lash attack leaves behind 1d4 bits of creeping residue (a saving throw — Evasion or Luck for SWN players — avoids 1d3 bits). Each bit reaches a bodily orifice in 1d6 rounds. Removing a bit of creeping residue isn’t difficult, assuming it can be reached. (Bits that have slithered inside a victim’s armor may prove problematic.) Once within the victim, the infection goes to work. If the host dies, the microbes continue to feed and grow, producing a new sarpashana that oozes forth to hunt and feed.

    Sarpashana Infection: (SWN) Toxicity 10, Interval 1d8 minutes, Virulence 3. At each interval, the victim suffers 2d4 points of damage. (S&W) Every 1d8 minutes, the victim must make a saving throw or suffer 2d4 points of damage. If the victim makes three successful saving throws before dying, his body’s natural defenses overwhelm and defeat the infection.

    Immune to Poison & Weapons: A sarpashana cannot be easily harmed. It is completely immune to poisons. Likewise, most weapons cannot damage it (although they can splash microbe-filled gobs of protoplasm around). Conventional weaponry that relies on kinetic force (bullets, arrows, melee weapons, et cetera) do not damage a sarpashana. Those in melee range of a sarpashana when it is struck by such weapons may be splashed with creeping residue. A saving throw (an Evasion or Luck saving throw for SWN players) avoids being splashed with creeping residue.

    Energy attacks (such as lasers and lightning bolts) and especially powerful weapons (such as high-explosive devices or a giant’s boulder) inflict normal damage on a sarpashana. Effects that specifically target pathogens are especially harmful to a sarpashana. Psionic powers or spells that cure disease inflict 1d6 points of damage per power/spell level (no saving throw). A medkit can be used against a sarpashana. The medic can deploy antibiotics (requiring an attack roll as adjudicated by the GM) to inflict up to 1d6 points of damage per Tech/Medical skill level.
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  • #128
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    For Swords & Wizardry:

    Giant Heliotrope Frog

    Hit Dice: 6
    Armor Class: 5 [14]
    Attacks: Bite (1d6+3)
    Saving Throw: 11
    Special: hypnotic patterning
    Move: 15
    Alignment: Neutrality
    Challenge Level/XP: 7/600

    Native to the steamy, thick jungles of savage tropical wildlands, the giant heliotrope frog is a dangerous predator. It appears to be a black-skinned frog covered with lovely patterns of brilliant purple. A full grown specimen is roughly the size of an adult human.

    Before attacking, this monster shifts up and down, left and right, on its legs. Creatures who witness this instinctive dance must make a saving throw to avoid becoming entranced by the frog’s hypnotic patterning. An entranced creature can take no action except staring in fascination for 2d4 rounds. A victim remains enchanted by the frog’s beauty even while it’s being devoured.


    Blitzkringler

    Hit Dice: 4
    Armor Class: 4 [15] (8 [11] unarmored)
    Attacks: Two-handed sword (1d10 plus 1 point of lightning damage)
    Saving Throw: 13
    Special: Immune to cold & lightning
    Move: 12
    Alignment: Lawful
    Challenge Level/XP: 5/240

    Blitzkringlers are a mysterious race of lawful warriors who inhabit arctic regions. When dealing with those who are nice, blitzkringlers act benevolently. Against those who are naughty, blitzkringlers can be terrible.

    The red-and-white suits of fur and leather worn by blitzkringlers are equal to chain armor. Blitzkringlers prefer to fight with two-handed swords. Any metal weapon wielded by a blitzkringler inflicts an extra point of lightning damage with a successful hit.


    For Stars Without Number:

    Bellatrixian Plague Fungus

    Armor Class: 10
    Hit Dice: 1/2
    Attack Bonus: NA
    Damage: special
    No. Appearing: 3d4 troops per victim
    Saving Throw: 15+ (see below)
    Movement: 5 ft.
    Morale: NA

    Bellatrix was founded as a gengineering research outpost by the Meteor Alliance, a long-defunct corporation. The planet’s minimal biosphere was believed to be an ideal location for genetic manipulation of microorganisms, including the wide variety of alien microbial life that still manages to thrive in the planet’s waterless, inhospitable conditions. Today, Highbeam Multistellar runs Bellatrix’s corporatist government, and the gengineering research continues.

    One of the more horrible results finding its way from HM’s gengineering labs to the Imperial Navy is the Bellatrixian plague fungus. Weaponized spores secure within shielded missiles can be deployed from orbit with near-perfect precision. These missiles disintegrate above the target areas, dispersing the weaponized spores into the atmosphere. The spores then drift and gradually settle due to atmospheric currents and gravity.

    Plague fungus spores quickly germinate in any organic medium, and the fungal mycelium spreads through tissues for 1d4 minutes after exposure (a Physical Effect, Evasion, or Luck save made with a -4 penalty avoids spore infestation). Affected living targets suffer 1d4 points of damage every five rounds as the fungal mycelium invades tissues. The spreading fungal mycelium manifests itself in physical symptoms that include pain, nausea, and a growing network of dull pink “threads” visible in the dermis.

    After the fungal mycelium stage, the transition to mushroom primordia and then to growing mushrooms occurs within another 1d4 minutes. This process rapidly destroys tissues, inflicting 1d4 points of damage per round (no saving throw). A single victim (almost certainly dead by the end of the plague fungus’s initial life cycle) typically sprouts 3d4 troops of mushrooms. These mushrooms reach full maturity in another 1d4 minutes, at which time each troop swells and bursts, releasing a cloud of spores in a radius equal to 5 feet per troop.

    At this time, the plague fungus’s life cycle starts over again at the fungal mycelium stage.

    There is little that can be done to save an infected target. A Tech (Medical) check made with an appropriate array of anti-fungal medicines can stop the plague fungus’s life cycle. Doing so, however, is not easy (difficulty number 10). Biopsionic powers may also be helpful, but halting the fungus’s life cycle requires purge toxin. Psychic succor can heal damage, certainly, but this doesn’t stop the fungus’s life cycle, and biostasis is completely useless.


    Elanoran Tailbiter

    Armor Class: 6
    Hit Dice: 1/2
    Attack Bonus: +1 (tail) or +3 (tumble attack)
    Damage: 1d3 (tail) or 1d6 (tumble attack)
    No. Appearing: 2d4
    Saving Throw: 15+
    Movement: 20 ft. (see below)
    Morale: 8

    The Elanoran tailbiter is a rugged reptilian scavenger found all over Elanor. An adult tailbiter weighs about 40 pounds, and it measures about 3 feet from nosetip to the end of its tail. Thick, overlapping scales protect its head, back, and tail. The scales closer to and on the tail sport sharp edges and blunt spikes. A tailbiter’s coloration varies depending on its environment. Tailbiters that live in forests, for example, tend toward dark greens and browns, whereas those that live in deserts are usually yellow-brown.

    As mentioned, Elanoran tailbiters are scavengers. They are not particularly aggressive, but they will lash out to when threatened or frightened. A tailbiter usually attacks with a tail strike. If a tailbiter has at least 20 feet to move before attacking, it might use the strange maneuver that gives the species its name. The reptile bites its tail, curls into something like a ball, and launches a rolling charge at a foe. While tumbling in this manner, the tailbiter uses its clawed feet to guide its movement.

    Heavy mining operations on Elanor have disrupted numerous planetary ecosystems, displacing large numbers of tailbiters. Being scavengers, the reptiles have moved into urban areas looking for food and breeding spaces. In some cases, these urbanized tailbiters have become feral. Feral tailbiters can be dangerously aggressive, even predatory. Add +2 to a feral tailbiter’s morale.
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  • #129
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    For Stars Without Number:

    New Dawn Syndicate Terminator Drone

    Cost: 16,500 credits
    Speed: 2
    Armor: 5 points
    Hit Points: 20
    Crew: 1 remote operator
    Tech Level: 4
    Damage: 4d6+4 sync-firing twin heavy machine guns

    The NDSTD is a remote-controlled hunter-killer drone usually deployed against urban targets by pairs of operators. Fast and agile, the NDSTD resembles a rider-less motorcyle sporting side-mounted sync-firing heavy machine guns that burst fire from internal magazines holding 50 rounds per weapon. The NDSTD is equipped with secure transceivers, on-board navcomp for terrain mapping, and low-light video feed. The unit can be controlled by a standard comm server (price not included). Remote operators use Vehicle/Land and Combat/Gunnery for most tasks while wearing virtual-reality helmets and data gloves (helmet and gloves included with purchase of unit).


    For Swords & Wizardry:

    The Gibbering Sea

    At the end of the last age, the armies of Law and the hordes of Chaos battled in the valley pass between Ancient Kardmon and the Blasted Heaths. Thousands died, and beleagured chaos wizards unleashed the Sleepless Dust from Beyond the Pale. Reality collapsed under the eldritch weight, and the valley vanished, leaving behind a crater hundreds of miles in diameter and scores of yards in depth. In the centuries since, rain, run off from snowcapped peaks, et cetera, have filled the crater with icy water stained black by the impure earth of the crater. When the ebon waters bubble and lap on the shore, the sounds of countless voices gibbering in sorrow can be heard.

    Chaotic spellcasters who survive on nothing but the Gibbering Sea’s foul waters in the surrounding wilderness for a fortnight can tap into the unholy power of the crater. (Those that don’t survive are seldom seen again, but a few wander back to civilization irrevocably insane.)

    A chaotic spellcaster who has tapped into the Gibbering Sea’s power selects his spells as normal for his class. He can, however, select one spell of a level no higher than one less his maximum allowed spell level from another class’s spell lists by praying to the sea’s essence. For example, a cleric that can cast 1st- and 2nd-level spells could select a 1st-level magic-user spell, and a magic-user able to cast up to 3rd-level spells could select a 1st- or 2nd-level cleric spell.


    Golem, Book

    Hit Dice: 5 (25 hit points)
    Armor Class: 8 [11]
    Attacks: 2 fists (1d6)
    Saving Throw: 12+
    Special: Answer questions, healed by magic scrolls, hit only by magic weapons, immune to most spells
    Move: 12
    Alignment: Neutrality
    Challenge Level/XP: 8/800

    A book golem is a servant created by a powerful cleric or magic-user to assist with research. Only +1 or better magic weapons can harm a book golem. A book golem is immune to spells that do not involve fire. It takes +1 point of damage per spell level from fire spells. A book golem can be healed by adding a magic scroll to its pages. The golem heals 1d4 points of damage per spell level contained on the scroll. The scroll can never be retrieved once it heals the golem. Three times per day, the golem will answer a “yes/no” question. There is a 50% base chance the golem has the knowledge available to answer a question. This increases by 5% for every point of Intelligence above 12 the golem’s creator possessed. If the golem cannot answer the question, there is a 50% chance it gives the wrong answer. This chance decreases by 5% for every point of Intelligence above 12 the golem’s creator possessed.


    Sleeping Knight

    Hit Dice: 9+9
    Armor Class: 2 [17] (platemail & shield)
    Attacks: longsword (1d8+2)
    Saving Throw: 6+
    Special: 17 Strength, multiple attacks, parry enemy attacks, sleep eternally
    Move: 12
    Alignment: Lawful or Chaotic
    Challenge Level/XP: 10/1,400

    A sleeping knight is an enchanted warrior who rests in eternal slumber as a guardian over some place, be it a kingdom, a mountain pass, a tomb, et cetera. While the nature of guarded site varies, it is always home to dozens if not scores of ravens. When the sleeping knight’s site is threatened, the ravens die, and the knight awakens to confront the menace. A sleeping knight is treated as a 9th-level fighter with a 17 Strength. He gains multiple attacks against creatures of 1 HD or less, and he can parry enemy attacks. A sleeping knight does not age, breathe, or require food or water while he slumbers, and there seems to be no limit to how long his sleep may last. Sleeping knights are not undead creatures.


    Masked Diva

    Hit Dice: 8+16
    Armor Class: 8 [11] (due to DEX)
    Attacks: by weapon (1d8)
    Saving Throw: 8+
    Special: 18 DEX, backstab x3, immune to deception, half damage from non-magic weapons, magic resistance (50%), magical abilities, thieving skills
    Move: 15
    Alignment: Chaotic
    Challenge Level/XP: 12/2,000

    A masked diva is type of demon that serves Li, god of deceit. Infrequently, one is sent to bedevil and assist Li’s faithful. She may also be sent to destroy those who offend Li. A masked diva possesses incredible dexterity. She can backstab as an 8th-level thief, and has the thieving abilities of the same, but with a +20% bonus to hide in shadows and move silently (75% and 80%, respectively). It is impossible to deceive a masked diva. She always sees through disguises (including magical ones), detects illusions for what they are, and cannot be fooled by even the most clever of lies. A masked diva sings and dances with great skill. Her songs have magical properties as well. A masked diva can “cast” charm monster, confusion, fear, or suggestion at will through the power of her song. The songs are so potent that saving throws against their effects are made with a -2 penalty.
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  • #130
    Boingy! Boingy! COPPER SUBSCRIBER
    Thaumaturgist (Lvl 9)

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    The Shenzi Chaser

    This creature hunts the veldt of the Shenz Highland. These carnivorous flightless birds stand taller than a man, and a full grown adult male can weigh more than 350 pounds. What makes these predators dangerous isn’t their size, speed, and powerful kicks. Rather, it is the Shenzi chaser’s piercing screech, a sonic attack that the bird uses to disable fleeing prey. This screech has a range of 60 feet and requires an attack roll with a +2 bonus to hit. A living creature struck by the screech takes 2d4+2 points of damage and must make a saving throw or be stunned helpless for 1d6 rounds. If the screech misses by 4 or less, the sonic waves strike the ground near the target, causing an explosion in a 5-foot radius that inflicts 1d6+1 points of damage. Those caught in the blast must make a Dexterity check or be knocked prone.

    Swords & Wizardry Stats

    Hit Dice: 2+2
    Armor Class: 7 [12]
    Attacks: 2 kicks (1d4+1)
    Saving Throw: 16
    Special: screech
    Move: 15
    Alignment: Neutrality
    Challenge Level/XP: 3/60

    Stars Without Number Stats

    Armor Class: 7
    Hit Dice: 2+2
    Attack Bonus: +3/+3
    Damage: 1d4+1/1d4+1 kicks
    No. Appearing: 2d4
    Saving Throw: 14
    Movement: 45 ft.
    Morale: 8
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