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Converting Creatures from Other Campaign Settings
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<blockquote data-quote="Cleon" data-source="post: 6057704" data-attributes="member: 57383"><p><strong>Tso Working Draft</strong></p><p></p><p><span style="font-size: 15px"><strong>Tso</strong></span></p><p>Medium Aberration</p><p><strong>Hit Dice:</strong> 7d8 (31 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 30 ft. (6 squares), climb 20 ft.</p><p><strong>Armor Class:</strong> 20 (+3 Dex, +6 natural, +1 light darkwood shield), touch 13, flat-footed 20</p><p><strong>Base Attack/Grapple:</strong> +5/+5</p><p><strong>Attack:</strong> Bite +8 melee (1d8 plus poison) or masterwork rapier +9 melee (1d6/18-20) or light crossbow +8 ranged (1d8/19–20)</p><p><strong>Full Attack:</strong> Masterwork rapier +9 melee (1d6/18-20) and bite +6 melee (1d8 plus poison) and 2 claws +6 melee (1d4); or bite +8 melee (1d8 plus poison) and 2 claws +6 melee (1d4); or light crossbow +8 ranged (1d8/19–20)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Cooperative spellcasting, enslave, spells, poison</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., tso traits</p><p><strong>Saves:</strong> Fort +0, Ref +4, Will +6</p><p><strong>Abilities:</strong> Str 10, Dex 17, Con 11, Int 16, Wis 14, Cha 17</p><p><strong>Skills:</strong> Appraise +8, Balance +7, Climb +11, Concentration +9, Diplomacy +10, Disable Device +4, Intimidate +7, Jump +9, Knowledge (the planes) +8, Move Silently +7, Search +4, Sense Motive +7, Spot +7</p><p><strong>Feats:</strong> Dodge, Mobility, Multiattack (B), Spell Penetration, Weapon Finesse (B)</p><p><strong>Environment:</strong> Any lawful non-good outer plane</p><p><strong>Organization:</strong> Gang (3–8 plus 8–40 slaves), trading party (8–18 and 20–80 slaves) or brood (10–20 plus 3–6 young and 20–120 slaves)</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> Double standard</p><p><strong>Alignment:</strong> Usually lawful evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><em>A horrible little creature with a spiderlike body and a long neck and head resembling a predatory eel, save for the head's pointed ears. The creature appears intelligent, for it bears equipment. It walks on four hind legs and has four arms with long-fingered hands that would look delicate if it weren't for their formidable claws. Entirely hairless, its body is covered in shiny chitin, with leathery black hide on the joints and eel-like portions.</em></p><p></p><p>Tso are relatives of the neogi who journey the planes in search of wealth. They possess the same enslaving power as their kin and are seldom encountered without a retinue of slaves. Groups of tso can use a time-consuming form of cooperative magic to weave spells of formidable power, this cooperative magic is incomprehensible to non-tso.</p><p></p><p>Highly sociable, a tso rarely strays far from others of its kind. Family bands of tso, known as <em>broods</em>, travel in flying vessels, most commonly a spider-shaped ship called an aracheon, aracheas, or arachantine. Broods are led by the most powerful tso, typically a sorcerer of at least 6th level, although some base their power on another class or the possession of a mighty slave. Spellcasting tso leaders usually select metamagic feats as their level increases.</p><p></p><p>Tso are insatiably avaricious. No act is too contemptible or treacherous for a tso if there's profit in it, save for one - they always keep a contract. Tso will only act on a deal once they have an ironclad contract, but they'll take a contract for kidnapping, sabotage, murder and soul-trapping as readily as one for smuggling, slave-trading or even honest trade. It matters not to them whether they're shipping medicine for a deva to save a city or selling an iron cage of larvae to a devil. Tso are extremely devious, and use cunning wording or complex sub-clauses in a contract to trick clients into paying more for less. They reckon anyone who signs a contract that may lead to penury or slavery deserves what they get. Tso will make liberal use of spells to make a profitable business deal and aren't above using their enslave ability on an unwary customer. Their contract negotiations with devils are infamous for their deceitfulness and complexity.</p><p></p><p>Tso reproduction resembles that of neogi. A brood selects one of their older members and paralyzes it with venomous bites that trigger the parent-to-be's transformation into a breeding stage. The elder tso is immobilizes and possessed by ravenous hunger, it eats constantly for 8 to 10 weeks and then 3 to 6 infant tso burst out its swollen body, killing their parent. Unlike neogi spawn, newborn tso are intelligent creatures that look (and act) like tiny versions of the adults. They become active members of their brood's hierarchy within a year. If a brood's population becomes too large for its flying vessel, it'll try to alleviate the pressure by dispatching permanent trading parties, but eventually the over-large brood must split up and build a new ship. This is a time of great danger, uncertainty and intrigue among tso.</p><p></p><p>A tyical tso stands 5 1/2 feet tall and weighs about 120 pounds.</p><p></p><p>Tso speak Common, even among themselves, and most also know Celestial, Draconic and Infernal.</p><p></p><p><span style="font-size: 12px"><strong>COMBAT</strong></span></p><p>Tso avoid melee, preferring to cast spells or use their enslaving ability from a safe distance. They go to great lengths to let their slaves and summoned monsters do their fighting for them but are surprisingly capable combatants if given no other option. While tso try to avoid throwing away the lives of their slaves, as it's poor business to lose valuable property, they always put their own lives ahead of any slave's.</p><p></p><p>A portion of tso in an encounter will often be armed with a simple darkwood polearm (quarterstaff, spear or longspear) instead of the sample tso's rapier and darkwood shield. A typical tso has a +6 melee attack with a darkwood polearm and is AC 19 instead of 20, since it has no shield bonus.</p><p></p><p><strong>Cooperative Spellcasting (Sp):</strong> A group of two or more tso can form a spellcasting collaboration which can increase the number and power of their spells.</p><p></p><p><em>Forming The Collaboration:</em> To form a spellcasting collaboration, the entire group must agree which tso will lead their collaborative spellcasting and then ready their sorcerer spells together in a special ceremony which takes 1 hour to complete. This hour includes the 15 minutes the tso participants need to ready their personal sorcerer spells. The leader of the collaboration gains the spells per day of a sorcerer with a level equal to their own level plus +1 level for every other tso in the collaboration (max +12 levels). These bonus levels only increase the number of spells the leader can ready, they do not increase the leader's own casting level. The leader casts the spells per day of their personal caster level normally, but the additional spells they gain are "Collaborative Spells" that follow special rules detailed below.</p><p></p><p><em>Spells per Day Example:</em> A standard tso has 4th-level sorcerer spellcasting and Charisma 17, giving it 6/7/4 spells per day. It becomes the leader of a collaboration with five other tso, giving it the spells per day equal to a 9th level sorcerer (6/7/7/7/4). Of these spells, 6/7/4 are normal spells and the remaining three 2nd level, seven 3rd level and four 4th level spell slots are collaborative spells (0/0/3/7/4). The leader's caster level is 4th.</p><p></p><p><em>Assisted Spellcasting:</em> The collaboration's leader can have their spellcasting assisted by any other member of the group. This gives the leader a +1 bonus to caster level for each assistant (maximum +12 CL). To provide this CL boost, an assistant must be within 30 feet of the leader, have line of effect, and take a standard action every round for the spell's entire casting time. If any of these conditions are broken or the assistant loses focus (by failing a Concentration check, for example) the leader's spellcasting does not receive a CL bonus from that assistant, although they can still receive CL bonuses from other assistants.</p><p></p><p><em>Casting Collaborative Spells:</em> The leader of the collaboration (and only the leader) can cast collaborative spells. The leader is not limited to their Sorcerer Spells Known list, but can cast any Sorcerer/Wizard spell as a collaborative spell. The tso also have access to secret collaborative-only spells, such as the <em>enchant aracheon</em> spell used to create their plane-traveling flying ships.</p><p></p><p>Collaborative spells can only be cast using Assisted Spellcasting (see above). The leader's caster levels, plus the bonus CLs from Assisted Spellcasting, must be equal to or more than the sorcerer level required to cast the spell, or the collaborative spell will fail. The leader must meet all of the collaborative spell's costs (XP, material components, et cetera) themselves and can modify the spell with Metamagic Feats. A collaborative spell takes longer to cast than the normal version of the spell, although this can be shortened by applying the Quicken Spell feat, as detailed in the Collaborative Spell Casting Time table (see below). In all other respects, a collaborative spell uses the rules for a normal sorcerer spell. </p><p></p><p><em>Breaking The Collaboration:</em> A spellcasting collaboration breaks down when a participating tso readies a new set of sorcerer spells. If the leader readies their spells, the entire collaboration is broken. If an "assistant" readies their spells, they exit the collaboration and the leader must recalculate their spells-per-day without the level bonus they get from that assistant (if any). The leader is immediately aware of this loss and knows which tso exited the collaboration, but has no knowledge of the circumstances. Normally, a group of tso will ready their spells together to form a new collaboration while breaking the old one.</p><p></p><p><strong>Table: Collaborative Spell Casting Time</strong></p><table style='width: 100%'><tr><td><strong>Original Spell's Casting Time</strong></td><td><strong>Collaborative Spell's Casting Time</strong></td><td><strong>Collaborative Casting Time with Quicken Spell</strong></td></tr><tr><td>Immediate</td><td>Standard action</td><td>Swift action</td></tr><tr><td>Swift</td><td>Full round</td><td>Standard action</td></tr><tr><td>Standard</td><td>1 round per spell level</td><td>Full round</td></tr><tr><td>Full Round</td><td>1 minute</td><td>1 round per spell level</td></tr><tr><td>More than 1 round</td><td>Multiply casting time by 10</td><td>2 rounds per spell level</td></tr></table><p></p><p><strong>Enslave (Su):</strong> A tso can try to enslave any one living creature within 30 feet as an at-will standard action. This ability functions similarly to a <em>dominate monster </em>spell (caster level 16th; Will DC 18). An enslaved creature obeys the tso's telepathic commands to the letter. The subject can attempt a new DC 18 Will save every 24 hours to break free. Otherwise, the tso's control is broken only by the death of the tso or the enslaved creature, by a <em>remove curse </em>or <em>dispel magic </em>effect, or if the tso travels more than 1 mile from the enslaved creature. At any given time, a tso can have a number of creatures enslaved by means of this ability equal to 1 + its Cha modifier (but tso also keep additional slaves in the normal, nonmagical manner). The save DC is Charisma-based and includes a +2 racial bonus.</p><p></p><p><strong>Poison (Ex):</strong> Injury, Fortitude DC 15, initial damage 1d6 Dex and 1d4 Con, secondary damage 1d6 Dex and 1d4 Wis. A tso can coat a weapon with poison from its fangs as a standard action. The poison remains active for 1 minute after application and functions as it does when delivered by means of a bite. The save DC is Constitution-based and includes a +2 racial bonus. </p><p></p><p><strong>Spells:</strong> A tso casts spells as a 4th-level sorcerer.</p><p></p><p><em>Typical Sorcerer Spells Known</em> (6/7/4; save DC 13 + spell level) </p><p><strong>0</strong>—<em>detect magic</em>, <em>detect poison</em>, <em>mage hand</em>, <em>mending</em>, <em>read magic</em>, <em>resistance;</em></p><p><strong>1st</strong>—<em>comprehend languages</em>, <em>mage armor</em>, <em>summon monster I;</em></p><p><strong>2nd</strong>—<em>eagle's splendor</em>.</p><p></p><p><strong>Skills:</strong> Tso can use their Dexterity score instead of their Strength score for Climb and Jump checks. Tso have a +8 bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.</p><p></p><p><span style="font-size: 12px"><strong>Enchant Aracheon</strong></span></p><p><em>Transmutation</em></p><p><strong>Level:</strong> Sor/Wiz 9</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 10 minutes (see below)</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> One vehicle with a volume of up to one 10 ft. cube per caster level</p><p><strong>Duration:</strong> 1 day/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>This powerful spell creates a flying vessel called an aracheon. The target of this spell can be any movable object — usually a ship, but it could be a wagon, juggernaut, sledge, or any other form of transport.</p><p></p><p>Only tso can use this spell, since casting it requires a group of at least thirteen tso using their cooperative spellcasting ability (see the tso entry for details). It takes 10 minutes to cast <em>enchant aracheon</em> as a standard collaborative spell, or 2 minutes if the tso brood uses the Quicken Spell metamagic feat.</p><p></p><p>An aracheon can fly at a speed of 40 feet with poor maneuverability, or 30 feet with clumsy maneuverability if the vehicle is heavily armored or carrying a heavy load. The aracheon can also hover, as per the Hover feat, and will hover in midair if left unattended. An aracheon's normal carrying capacity is 500 lbs. per 5 ft. square it occupies; its "heavily loaded" carrying capacity is 1000 lbs. per square.</p><p></p><p>Any tso who participates in casting <em>enchant aracheon</em> has the potential to pilot the resulting vehicle. The leader of the spellcasting collaboration decides which of the tso in the group can pilot the aracheon. The leader can freely change the list of approved pilots as a standard action. An aracheon's "helm" is a rune that appears identical to an <em>arcane mark</em>. Approved pilots can touch this <em>steering rune</em> and direct the aracheon's movement as a move action. The rune is so small it can only be touched by a single tso. The pilot must use a move action every round to steer the aracheon, if they stop directing the vehicle it will continue on its present course for 1d6 rounds before slowing to a hover.</p><p></p><p>When the duration of <em>enchant aracheon</em> expires the magic fades slowly. Should the aracheon be aloft, the vehicle floats downward 60 feet per round for 1d6 minutes. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. The aracheon also descends in this way if the <em>enchant aracheon</em> is cancelled by another effect, but not if it is negated by an antimagic field. An <em>enchant aracheon</em> spell cannot be dispelled, but it can be undone by <em>break enchantment</em>, <em>mage's disjunction</em> and similar powers.</p><p></p><p>The secrets of <em>enchant aracheon</em> are jealously guarded by the tso, who will never reveal it to outsiders.</p><p></p><p><strong>Permanency:</strong> A <em>permanency</em> spell can make <em>enchant aracheon</em> permanent at the cost of 5,000 XP.</p><p></p><p><em>Originally appeared in Planescape Monstrous Compendium II (1995)</em></p></blockquote><p></p>
[QUOTE="Cleon, post: 6057704, member: 57383"] [b]Tso Working Draft[/b] [SIZE=4][B]Tso[/B][/SIZE] Medium Aberration [B]Hit Dice:[/B] 7d8 (31 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 30 ft. (6 squares), climb 20 ft. [B]Armor Class:[/B] 20 (+3 Dex, +6 natural, +1 light darkwood shield), touch 13, flat-footed 20 [B]Base Attack/Grapple:[/B] +5/+5 [B]Attack:[/B] Bite +8 melee (1d8 plus poison) or masterwork rapier +9 melee (1d6/18-20) or light crossbow +8 ranged (1d8/19–20) [B]Full Attack:[/B] Masterwork rapier +9 melee (1d6/18-20) and bite +6 melee (1d8 plus poison) and 2 claws +6 melee (1d4); or bite +8 melee (1d8 plus poison) and 2 claws +6 melee (1d4); or light crossbow +8 ranged (1d8/19–20) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Cooperative spellcasting, enslave, spells, poison [B]Special Qualities:[/B] Darkvision 60 ft., tso traits [B]Saves:[/B] Fort +0, Ref +4, Will +6 [B]Abilities:[/B] Str 10, Dex 17, Con 11, Int 16, Wis 14, Cha 17 [B]Skills:[/B] Appraise +8, Balance +7, Climb +11, Concentration +9, Diplomacy +10, Disable Device +4, Intimidate +7, Jump +9, Knowledge (the planes) +8, Move Silently +7, Search +4, Sense Motive +7, Spot +7 [B]Feats:[/B] Dodge, Mobility, Multiattack (B), Spell Penetration, Weapon Finesse (B) [B]Environment:[/B] Any lawful non-good outer plane [B]Organization:[/B] Gang (3–8 plus 8–40 slaves), trading party (8–18 and 20–80 slaves) or brood (10–20 plus 3–6 young and 20–120 slaves) [B]Challenge Rating:[/B] 5 [B]Treasure:[/B] Double standard [B]Alignment:[/B] Usually lawful evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] — [I]A horrible little creature with a spiderlike body and a long neck and head resembling a predatory eel, save for the head's pointed ears. The creature appears intelligent, for it bears equipment. It walks on four hind legs and has four arms with long-fingered hands that would look delicate if it weren't for their formidable claws. Entirely hairless, its body is covered in shiny chitin, with leathery black hide on the joints and eel-like portions.[/I] Tso are relatives of the neogi who journey the planes in search of wealth. They possess the same enslaving power as their kin and are seldom encountered without a retinue of slaves. Groups of tso can use a time-consuming form of cooperative magic to weave spells of formidable power, this cooperative magic is incomprehensible to non-tso. Highly sociable, a tso rarely strays far from others of its kind. Family bands of tso, known as [I]broods[/I], travel in flying vessels, most commonly a spider-shaped ship called an aracheon, aracheas, or arachantine. Broods are led by the most powerful tso, typically a sorcerer of at least 6th level, although some base their power on another class or the possession of a mighty slave. Spellcasting tso leaders usually select metamagic feats as their level increases. Tso are insatiably avaricious. No act is too contemptible or treacherous for a tso if there's profit in it, save for one - they always keep a contract. Tso will only act on a deal once they have an ironclad contract, but they'll take a contract for kidnapping, sabotage, murder and soul-trapping as readily as one for smuggling, slave-trading or even honest trade. It matters not to them whether they're shipping medicine for a deva to save a city or selling an iron cage of larvae to a devil. Tso are extremely devious, and use cunning wording or complex sub-clauses in a contract to trick clients into paying more for less. They reckon anyone who signs a contract that may lead to penury or slavery deserves what they get. Tso will make liberal use of spells to make a profitable business deal and aren't above using their enslave ability on an unwary customer. Their contract negotiations with devils are infamous for their deceitfulness and complexity. Tso reproduction resembles that of neogi. A brood selects one of their older members and paralyzes it with venomous bites that trigger the parent-to-be's transformation into a breeding stage. The elder tso is immobilizes and possessed by ravenous hunger, it eats constantly for 8 to 10 weeks and then 3 to 6 infant tso burst out its swollen body, killing their parent. Unlike neogi spawn, newborn tso are intelligent creatures that look (and act) like tiny versions of the adults. They become active members of their brood's hierarchy within a year. If a brood's population becomes too large for its flying vessel, it'll try to alleviate the pressure by dispatching permanent trading parties, but eventually the over-large brood must split up and build a new ship. This is a time of great danger, uncertainty and intrigue among tso. A tyical tso stands 5 1/2 feet tall and weighs about 120 pounds. Tso speak Common, even among themselves, and most also know Celestial, Draconic and Infernal. [SIZE=3][B]COMBAT[/B][/SIZE] Tso avoid melee, preferring to cast spells or use their enslaving ability from a safe distance. They go to great lengths to let their slaves and summoned monsters do their fighting for them but are surprisingly capable combatants if given no other option. While tso try to avoid throwing away the lives of their slaves, as it's poor business to lose valuable property, they always put their own lives ahead of any slave's. A portion of tso in an encounter will often be armed with a simple darkwood polearm (quarterstaff, spear or longspear) instead of the sample tso's rapier and darkwood shield. A typical tso has a +6 melee attack with a darkwood polearm and is AC 19 instead of 20, since it has no shield bonus. [B]Cooperative Spellcasting (Sp):[/B] A group of two or more tso can form a spellcasting collaboration which can increase the number and power of their spells. [I]Forming The Collaboration:[/I] To form a spellcasting collaboration, the entire group must agree which tso will lead their collaborative spellcasting and then ready their sorcerer spells together in a special ceremony which takes 1 hour to complete. This hour includes the 15 minutes the tso participants need to ready their personal sorcerer spells. The leader of the collaboration gains the spells per day of a sorcerer with a level equal to their own level plus +1 level for every other tso in the collaboration (max +12 levels). These bonus levels only increase the number of spells the leader can ready, they do not increase the leader's own casting level. The leader casts the spells per day of their personal caster level normally, but the additional spells they gain are "Collaborative Spells" that follow special rules detailed below. [I]Spells per Day Example:[/I] A standard tso has 4th-level sorcerer spellcasting and Charisma 17, giving it 6/7/4 spells per day. It becomes the leader of a collaboration with five other tso, giving it the spells per day equal to a 9th level sorcerer (6/7/7/7/4). Of these spells, 6/7/4 are normal spells and the remaining three 2nd level, seven 3rd level and four 4th level spell slots are collaborative spells (0/0/3/7/4). The leader's caster level is 4th. [I]Assisted Spellcasting:[/I] The collaboration's leader can have their spellcasting assisted by any other member of the group. This gives the leader a +1 bonus to caster level for each assistant (maximum +12 CL). To provide this CL boost, an assistant must be within 30 feet of the leader, have line of effect, and take a standard action every round for the spell's entire casting time. If any of these conditions are broken or the assistant loses focus (by failing a Concentration check, for example) the leader's spellcasting does not receive a CL bonus from that assistant, although they can still receive CL bonuses from other assistants. [I]Casting Collaborative Spells:[/I] The leader of the collaboration (and only the leader) can cast collaborative spells. The leader is not limited to their Sorcerer Spells Known list, but can cast any Sorcerer/Wizard spell as a collaborative spell. The tso also have access to secret collaborative-only spells, such as the [I]enchant aracheon[/I] spell used to create their plane-traveling flying ships. Collaborative spells can only be cast using Assisted Spellcasting (see above). The leader's caster levels, plus the bonus CLs from Assisted Spellcasting, must be equal to or more than the sorcerer level required to cast the spell, or the collaborative spell will fail. The leader must meet all of the collaborative spell's costs (XP, material components, et cetera) themselves and can modify the spell with Metamagic Feats. A collaborative spell takes longer to cast than the normal version of the spell, although this can be shortened by applying the Quicken Spell feat, as detailed in the Collaborative Spell Casting Time table (see below). In all other respects, a collaborative spell uses the rules for a normal sorcerer spell. [I]Breaking The Collaboration:[/I] A spellcasting collaboration breaks down when a participating tso readies a new set of sorcerer spells. If the leader readies their spells, the entire collaboration is broken. If an "assistant" readies their spells, they exit the collaboration and the leader must recalculate their spells-per-day without the level bonus they get from that assistant (if any). The leader is immediately aware of this loss and knows which tso exited the collaboration, but has no knowledge of the circumstances. Normally, a group of tso will ready their spells together to form a new collaboration while breaking the old one. [B]Table: Collaborative Spell Casting Time[/B] [TABLE] [TR] [TD][B]Original Spell's Casting Time[/B][/TD] [TD][B]Collaborative Spell's Casting Time[/B][/TD] [TD][B]Collaborative Casting Time with Quicken Spell[/B][/TD] [/TR] [TR] [TD]Immediate[/TD] [TD]Standard action[/TD] [TD]Swift action[/TD] [/TR] [TR] [TD]Swift[/TD] [TD]Full round[/TD] [TD]Standard action[/TD] [/TR] [TR] [TD]Standard[/TD] [TD]1 round per spell level[/TD] [TD]Full round[/TD] [/TR] [TR] [TD]Full Round[/TD] [TD]1 minute[/TD] [TD]1 round per spell level[/TD] [/TR] [TR] [TD]More than 1 round[/TD] [TD]Multiply casting time by 10[/TD] [TD]2 rounds per spell level[/TD] [/TR] [/TABLE] [B]Enslave (Su):[/B] A tso can try to enslave any one living creature within 30 feet as an at-will standard action. This ability functions similarly to a [I]dominate monster [/I]spell (caster level 16th; Will DC 18). An enslaved creature obeys the tso's telepathic commands to the letter. The subject can attempt a new DC 18 Will save every 24 hours to break free. Otherwise, the tso's control is broken only by the death of the tso or the enslaved creature, by a [I]remove curse [/I]or [I]dispel magic [/I]effect, or if the tso travels more than 1 mile from the enslaved creature. At any given time, a tso can have a number of creatures enslaved by means of this ability equal to 1 + its Cha modifier (but tso also keep additional slaves in the normal, nonmagical manner). The save DC is Charisma-based and includes a +2 racial bonus. [B]Poison (Ex):[/B] Injury, Fortitude DC 15, initial damage 1d6 Dex and 1d4 Con, secondary damage 1d6 Dex and 1d4 Wis. A tso can coat a weapon with poison from its fangs as a standard action. The poison remains active for 1 minute after application and functions as it does when delivered by means of a bite. The save DC is Constitution-based and includes a +2 racial bonus. [B]Spells:[/B] A tso casts spells as a 4th-level sorcerer. [I]Typical Sorcerer Spells Known[/I] (6/7/4; save DC 13 + spell level) [B]0[/B]—[I]detect magic[/I], [I]detect poison[/I], [I]mage hand[/I], [I]mending[/I], [I]read magic[/I], [I]resistance;[/I] [B]1st[/B]—[I]comprehend languages[/I], [I]mage armor[/I], [I]summon monster I;[/I] [B]2nd[/B]—[I]eagle's splendor[/I]. [B]Skills:[/B] Tso can use their Dexterity score instead of their Strength score for Climb and Jump checks. Tso have a +8 bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. [SIZE=3][B]Enchant Aracheon[/B][/SIZE] [I]Transmutation[/I] [B]Level:[/B] Sor/Wiz 9 [B]Components:[/B] V, S [B]Casting Time:[/B] 10 minutes (see below) [B]Range:[/B] Touch [B]Target:[/B] One vehicle with a volume of up to one 10 ft. cube per caster level [B]Duration:[/B] 1 day/level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No This powerful spell creates a flying vessel called an aracheon. The target of this spell can be any movable object — usually a ship, but it could be a wagon, juggernaut, sledge, or any other form of transport. Only tso can use this spell, since casting it requires a group of at least thirteen tso using their cooperative spellcasting ability (see the tso entry for details). It takes 10 minutes to cast [I]enchant aracheon[/I] as a standard collaborative spell, or 2 minutes if the tso brood uses the Quicken Spell metamagic feat. An aracheon can fly at a speed of 40 feet with poor maneuverability, or 30 feet with clumsy maneuverability if the vehicle is heavily armored or carrying a heavy load. The aracheon can also hover, as per the Hover feat, and will hover in midair if left unattended. An aracheon's normal carrying capacity is 500 lbs. per 5 ft. square it occupies; its "heavily loaded" carrying capacity is 1000 lbs. per square. Any tso who participates in casting [I]enchant aracheon[/I] has the potential to pilot the resulting vehicle. The leader of the spellcasting collaboration decides which of the tso in the group can pilot the aracheon. The leader can freely change the list of approved pilots as a standard action. An aracheon's "helm" is a rune that appears identical to an [I]arcane mark[/I]. Approved pilots can touch this [I]steering rune[/I] and direct the aracheon's movement as a move action. The rune is so small it can only be touched by a single tso. The pilot must use a move action every round to steer the aracheon, if they stop directing the vehicle it will continue on its present course for 1d6 rounds before slowing to a hover. When the duration of [I]enchant aracheon[/I] expires the magic fades slowly. Should the aracheon be aloft, the vehicle floats downward 60 feet per round for 1d6 minutes. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. The aracheon also descends in this way if the [I]enchant aracheon[/I] is cancelled by another effect, but not if it is negated by an antimagic field. An [I]enchant aracheon[/I] spell cannot be dispelled, but it can be undone by [I]break enchantment[/I], [I]mage's disjunction[/I] and similar powers. The secrets of [I]enchant aracheon[/I] are jealously guarded by the tso, who will never reveal it to outsiders. [B]Permanency:[/B] A [I]permanency[/I] spell can make [I]enchant aracheon[/I] permanent at the cost of 5,000 XP. [I]Originally appeared in Planescape Monstrous Compendium II (1995)[/I] [/QUOTE]
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