Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Dusk of Man, Dawn of Magic [d20 Modern post-apocalyptic occult setting]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Rappy" data-source="post: 6123937" data-attributes="member: 58456"><p><strong><span style="font-size: 22px"><p style="text-align: center"><u><span style="color: #000080">Atlas: The Great Lakes Region</span></u></p><p></span></strong><p style="text-align: center"><img src="http://imageshack.us/a/img197/4565/paxlacus.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>The Great Lakes region is baffling, to say the least. In spite of their riverine connections, these five (or four, if one counts Lakes Michigan and Huron as a singular entity) lakes were spared the flooding of Blue Friday, as if they are locked in time. Of course, given the strange phenomena reported from the Great Lakes even before the time of the Change, it may not be that surprising that the new world’s Great Lakes are positively baffling. Indeed, some researchers into the time of the old world have theorized that the legends surrounding Lake Michigan’s “Manitou Islands” were actually warnings of Touchpoints before the time of the great 2012 anomalies, though any evidence of such would have been washed away with the rest of the old world.</p><p></p><p><strong><u><span style="font-size: 18px">Regions of the Great Lakes</span></u></strong></p><p><strong><span style="font-size: 12px">Michigan</span></strong></p><p>The region that was once the state of Michigan is now a part of Pax Lacus, a technophilic geniocracy formed by an enigmatic group of scholars-turned-politicians known as the Elders of the Conscientia. Residents are made up only of those seen by the Elders as possessing the best and ‘cleanest’ of minds (Intelligence and Wisdom 16+, as well as no levels in Occultist or any spellcasting class): learned academics, brilliant technicians, clever engineers, and individuals of various working groups that have shown sound minds. Those that fail the intellectual tests of the Elders are treated as visitors to the state – allowed to own property, but given a shorter leash on rights and restrictions than full-fledged Lacusians, as well as forbidden from taking uniquely Lacusian technology. Part of the reason for the latter law is a destructive event that happened in the early years of Pax Lacus, when a Lacusian scientist attempted to harness the nuclear technologies of the Old World with the aid of the arcane energies of a UAS mage to create a rip in space-time near St. Louis, Missouri, as a last-ditch hope to return to their pre-Change existence with their post-Change power intact. While the rip did not occur, the magic-laced nuclear warhead created an artificial Touchpoint over Missouri, transforming Kansas City and towns for several miles around it into a fiery, irradiated nightmare now known as the Hellpits. This is also the event that lead to the full-fledged paranoia and ban on occultism or magic-harnessing – the only studies of the supernatural that are allowed are those on mutants, creatures, and anti-magic measures.</p><p></p><p><strong>Sault Sainte Marie:</strong> As the oldest settlement of Michigan and a corridor to what was once Canada, it is unsurprising that those of Pax Lacus appropriated Sault Sainte Marie as their new capital. In addition to renovating the Lake Superior State University campus into a combination of both the Pax Lacus capital building and a functioning Lacusian college, major construction efforts made in Sault Sainte Marie include hydroelectric plants dotting the shore of Lake Superior and a massive solar panel grid straddling the Sault Sainte Marie International Bridge. The latter structure is reinforced with fortifications that block off the former link to the Canadian twin city of Sault Sainte-Marie (differentiated by its hyphen) – the Lacusians have no desire to let in the "commoners" that inhabit the city across the river, which has been rechristened by its hardy and self-sufficient residents as Point Superior.</p><p></p><p><strong>Detroit:</strong> For the most part, the city of Detroit has remained as it was before the time of the Change and the rise of Pax Lacus, used by Lacusians as an interesting curiosity to look at what the old world was like for them. Still, that's not to say that there have been no renovations. The following changes are easily seen to those that know where to look and what to look for compared to the old world:</p><ul> <li data-xf-list-type="ul">The Coleman A. Young Municipal Center has been refurbished and refitted as a repository of numerous CDs, DVDs, and other data storage devices. The Superior Knowledge Repository, as it is now known, is a favored spot for Lacusian researchers, including those of the Complex.</li> <li data-xf-list-type="ul">A monorail between Detroit and the Complex was erected early on in Pax Lacus' history, its first station being placed in what was Ford Field Stadium.</li> <li data-xf-list-type="ul">Belle Isle's greenhouse has been expanded into a full-blown biodome that stretches across the island, with the old Coast Guard station of the area being renovated into a central research station.</li> </ul><p></p><p><strong>The Complex:</strong> Formerly the city of Dearborn, the Complex was rebuilt as an industrial facility and research node for Pax Lacus. The machinations and electrical devices of the Lacusians are designed, built, and shipped from here. Both the Appalachian Territories and United Atlantic States have been known to offer valuable resources for a taste of the lake nation’s technological advances. While Pax Lacus is hesitant to share any of their new and unique technological breakthroughs, well-crafted versions of old world machinations are sold to their southern neighbors in exchange for food and raw materials.</p><p></p><p><strong>Point Superior</strong> While technically not officially part of Pax Lacus, it is worthy to give a passing note to Point Superior, the aforementioned sister city of Sault Sainte Marie. The city has become a hardy, self-serving community with more than a little resentment for their Lacusian neighbors across the river. Not only do the Lacusians not share their technology, the fact that they provide no aid of any sort has embittered the Point Superior residents to the point of occasionally even attempting to – and, admittedly, failing to – sabotage the SSM International Bridge solar network. These attempted raids have furthered the Lacusians’ belief that the people of Point Superior are just the same type of trashy rabble they feel the UAS and Appalachian States are filled with, which in turn further incenses the Point Superior residents, thus continuing the cycle of loathing between the two.</p><p></p><p></p><p><strong><span style="font-size: 12px">Wisconsin</span></strong></p><p>Another piece of Pax Lacus, Wisconsin is effectively the breadbasket to Michigan’s central hub. Its manufacturing resources and agricultural groups are fiercely guarded by Pax Lacus, so much so that many of its cities and western regions are left to their own devices.</p><p></p><p><strong>Milwaukee and Green Bay:</strong> As port cities tied to Lake Michigan and shipping centers of both the old and Changed Worlds, Milwaukee and Green Bay are by far two of the most valued Wisconsin cities to Pax Lacus. Agriculture to Michigan and technology from it go through these cities, as do many of the laborers that work the fields and tend to the cargo railways that Pax Lacus’s government keeps a top priority.</p><p></p><p><strong>Madison:</strong> The former capital of Wisconsin state, Madison is now treated as a secondary node of Michigan’s Sault Saint Marie. Education and government functions on the Wisconsin side of Lake Michigan are held from Madison, as are Lacusian military efforts in the western reaches of the nation.</p><p></p><p></p><p><strong><span style="font-size: 12px">Other Locations</span></strong></p><p><strong>Chicago:</strong> As another port city on Lake Michigan and major population center on the land route between Wisconsin and Michigan, Pax Lacus zealously defends Chicago as part of its territory.</p><p></p><p><strong>Fort Wayne:</strong> Fort Wayne, Indiana, is as far south as the lands of Pax Lacus go. Beyond it is the Wasteland, where few other than explorers and exiles head.</p><p></p><p><strong>The Wasteland:</strong> An area of the areas in and around the cities of Springfield, Indianapolis, Cincinnati, and Columbus and the highways that lead between them, the Wasteland is an intentionally despoiled land – fields have been burned, forests razed, waters poisoned, and irradiated waste commonplace. The Wasteland was made by Pax Lacus two serve as both a barrier to any attempts by the Appalachian Territories or United Atlantic States to expand toward Lacusian territories and as a visceral warning of what happens to those who perform grievous enough crimes to be exiled from the grace of the lake cities. Even living in cities in the Wasteland is rough going, and to be a member of one of the ramshackle townships is even rougher. Still, there are those who cling to hope that the rising power of a mysterious man named Janus can lead to the salvation of the Wasteland and vengeful conquest of the land of the lakes.</p><p></p><p></p><p></p><p><span style="font-size: 18px"><strong><u>NPCs of the Great Lakes</u></strong></span></p><p><span style="font-size: 12px"><strong>The High Scholars</strong></span></p><p>Rather than a presidency like most post-Change American nations chose to re-adopt, the people of Pax Lacus have a geniocratic system wherein five of the most brilliant polymaths of the nation take on five mantles of revered figures and a specific responsibility within Pax Lacus. An individual that becomes a High Scholar is forbidden from speaking their original name and are clad in white robes with black trim and a mask painted in a specific manner. The five High Scholars of Pax Lacus (and their positions of expertise for the nation) are High Scholar Da Vinci (engineering and public works) wearing a white mask decorated in black etchings of the Vitruvian Man, High Scholar Franklin (political cohesion and foreign affairs) wearing a gray mask with inked Revolutionary War quotations, High Scholar Galilei (science and education) wearing a black mask with white etchings of the planets, High Scholar Goethe (philosophy) wearing a red mask with ornate gold linework, and High Scholar Tzu (war and military affairs) wearing a gold mask with red koans etched into it. The statistics below are for a generic High Scholar, though as five individuals they may vary, especially in what Knowledge skills their Academic occupation, Savant talents, and Educated feat focus on.</p><p></p><p><strong>High Scholar (Human Smart Hero 3/Scholar 10):</strong> CR 13; Medium-size Humanoid; HD 3d6 plus 10d6; HP 46; Mas 11; Init +1; Spd 30 ft; Defense 17, touch 17, flat-footed 16 (+1 Dex, +6 class); BAB +6; Grap +6; Atk +6 melee (1d3, stun gun); Full Atk +6/+1 melee (1d3, stun gun); FS 5 ft by 5 ft; Reach 5 ft; SQ Ancient craft (mechanical), ancient knowledge (earth and life sciences, physical sciences, technology), confusing tirade, gossip, protected by the code; AL Pax Lacus, knowledge; SV Fort +4, Ref +7, Will +12; AP 6; Rep +8; Str 10, Dex 13, Con 11, Int 18, Wis 17, Cha 14.</p><p><strong>Occupation:</strong> Academic (Knowledge [Behavioral Sciences], Knowledge [Earth and Life Sciences], Knowledge [Physical Sciences]).</p><p><strong>Skills:</strong> Computer Use +22, Craft (Electronic) +20, Craft (Mechanical) +24, Craft (Visual Art) +19, Craft (Writing) +19, Decipher Script +12, Knowledge (Behavioral Sciences) +21, Knowledge (Civics) +20, Knowledge (Earth and Life Sciences) +30, Knowledge (History) +20, Knowledge (Physical Sciences) +30, Knowledge (Tactics) +10, Knowledge (Technology) +14, Read/Write English, Read/Write French, Read/Write Latin, Repair +6, Research +12, Search +10, Speak English, Speak French, Speak Latin.</p><p><strong>Feats:</strong> Creative (Craft [Visual Art], Craft [Writing]), Educated (Knowledge [Earth and Life Sciences], Knowledge [Physical Sciences]), Gearhead, Iron Will, Mastercrafter, Oathbound (Pax Lacus), Radiation Sense, Renown, Simple Weapons Proficiency, Smart Plus, Studious.</p><p><strong>Talents (Smart Hero):</strong> Savant (Knowledge [Earth and Life Sciences], Knowledge [Physical Sciences]), Exploit Weakness, Plan.</p><p><strong>Possessions:</strong> High Scholar robes and mask, stun gun.</p><p></p><p></p><p><strong><span style="font-size: 12px">Lacusian Engineer</span></strong></p><p>The following stats are for a standard engineer living in Pax Lacus. He may not be the most powerful figure on the block, hold political office, or fight off titanic mutant beasts in the Wasteland, but he keeps everything running the way it should and can handle himself in minor skirmishes with local thieves or troublesome wire-chewing wildlife.</p><p></p><p><strong>Lacusian Engineer (Human Smart Hero 3/Engineer 1):</strong> CR 4; Medium-size Humanoid; HD 3d6 plus 1d6; HP 15; Mas 11; Init +3; Spd 30 ft; Defense 14, touch 14, flat-footed 11 (+3 Dex, +1 class); BAB +1; Grap +2; Atk +2 melee (1d4+1, pistol whip) or +4 ranged (2d6, Beretta 92F); Full Atk +2 melee (1d4+1, pistol whip) or +4 ranged (2d6, Beretta 92F); FS 5 ft by 5 ft; Reach 5 ft; SQ Improve kit +1; AL Pax Lacus; SV Fort +2, Ref +5, Will +3; AP 2; Rep +1; Str 12, Dex 16, Con 11, Int 17, Wis 12, Cha 10.</p><p><strong>Occupation:</strong> Technician (Craft [electronic], Craft [Mechanical], Repair).</p><p><strong>Skills:</strong> Computer Use +11, Craft (Electronic) +18, Craft (Mechanical) +15, Craft (Structural) +12, Demolitions +9, Disable Device +10, Drive +4, Investigate +9, Knowledge (Current Events) +9, Knowledge (Technology) +10, Read/Write English, Read/Write French, Repair +16, Research +9, Search +10, Speak English, Speak French.</p><p><strong>Feats:</strong> Builder (Craft [Electronic], Craft [Mechanical]), Gearhead, Intuitive Mechanic, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.</p><p>Talents (Smart Hero): Savant (Craft [Electronic], Repair).</p><p><strong>Possessions:</strong> Beretta 92F autoloader pistol, basic mechanical toolkit, basic electronic toolkit, various tools for specific jobs.</p><p></p><p></p><p><span style="font-size: 12px"><strong>High Priest Janus</strong></span></p><p>Formerly the High Scholar Franklin of Pax Lacus, the man who became High Priest Janus was disgraced and exiled to the Wasteland in mid-2015 after it was discovered that he had begun to delve into forbidden supernatural studies. After his exile, he took on the name of Janus – the Roman god of change and passage, who he admired as an occult figure – and proceeded to take over Columbus, Ohio, as his own city-state through a mixture of political posturing, supernatural powers, and intellectual foresight. The trappings of High Priest Janus are meant to be a direct mockery of those of the High Scholars – his robes are shades of gray as opposed to the monochrome of the High Scholars and his mask is made up of a collection of mismatched scrap metal forged into a scowling visage. In addition to his outfit, the time spend fighting to survive in the wastes between Pax Lacus and Columbus taught Janus the value of combat, and he wields an intimidating enchanted scythe to strike fear into his enemies. While he currently acts as a figure of stability for Columbus, his plans are to eventually unite as many of the abandoned cities and townships as possible under his banner and build up enough strength to be able to breach the defenses of Pax Lacus and mount the heads of the High Scholars on a pike. Of course, to reach this goal, Janus must first find a way to take command of the other Wasteland cities from their own powerful rulers...</p><p></p><p><strong>High Priest Janus (Human Charismatic Hero 3/Smart Hero 1/Scholar 5/Occultist 7):</strong> CR 16; Medium-size Humanoid; HD 3d6+9 plus 1d6+3 plus 5d6+15 plus 7d6+21; HP 106; Mas 16; Init +1; Spd 30 ft.; Defense 17, touch 17, flat-footed 16 (+1 Dex, +6 class); BAB +6; Grap +8; Atk +10 melee (2d4+2/x4, Fury of Janus) or +7 ranged (2d8, S&W M29); Full Atk +10/+5 melee (2d4+2/x4, Fury of Janus) or +7/+2 ranged (2d8, S&W M29); FS 5 ft by 5 ft; Reach 5 ft; SQ Ancient knowledge (business, civics), arcane research (scrolls, items), bind shadow creature (2 HD or less), confusing tirade, gossip, shadow contact, spell resistance 12; AL knowledge, revenge; SV Fort +8, Ref +8, Will +13; AP 8; Rep +10; Str 14, Dex 13, Con 16, Int 18, Wis 14, Cha 16.</p><p><strong>Occupation:</strong> Academic (Decipher Script, Knowledge [Civics], Research).</p><p><strong>Skills:</strong> Bluff +11, Concentration +14, Craft (Writing) +15, Decipher Script +13, Diplomacy +9, Disguise +11, Gather Information +9, Intimidate +13, Knowledge (Arcane Lore) +16, Knowledge (Behavioral Sciences) +15, Knowledge (Business) +21, Knowledge (Civics) +23, Knowledge (Current Events) +10, Knowledge (History) +11, Knowledge (Theology and Philosophy) +14, Perform (Oratory) +13, Read/Write English, Read/Write Latin, Research +18, Speak English, Spellcraft +22, Use Magic Device +22</p><p><strong>Feats:</strong> Archaic Weapons Proficiency, Combat Martial Arts, Creative (Craft [Writing], Perform [Oratory]), Deceptive, Educated (Knowledge [Business], Knowledge [Civics]), Frightful Presence, Iron Will, Power Attack, Renown, Silver Tongue, Simple Weapons Proficiency, Studious.</p><p><strong>Talents (Charismatic Hero):</strong> Coordinate, Inspiration.</p><p><strong>Talents (Smart Hero):</strong> Savant (Knowledge [Civics]).</p><p><strong>Possessions:</strong> Robes and mask, Fury of Janus (<em>+2 wounding scythe</em>), Smith and Wesson M29 magnum, various scrolls focused on hindering and ranged attack spells.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Warlord McLarren</strong></span></p><p>Felix McLarren is intimidating, even for an ogre: he stands at 7’10”, his bloated hide is coated in tattoos depicting scenes of gore and brutality that show between plates of armor forged from industrial leftovers, and his trunk-like arms are well suited for swinging his “Big Ripper” (a lumber mill’s buzzsaw blade crudely welded onto a large beam of railroad track as an impromptu polearm). He rules over the city of Springfield with an iron fist and has a well-deserved reputation as one of the biggest and baddest brawlers of the Wasteland. High Priest Janus feels that, were it not for the bloodthirsty army of barbarians and raiders that the warlord commands, he could feasibly outsmart and slay McLarren and take over Springfield easier than any of the other Wasteland cities. Just whether or not Janus’s boasting is correct has yet to be seen.</p><p></p><p><strong>Warlord McLarren (Ogre Strong Hero 3/Barbarian 10):</strong> CR 13; Medium-size Humanoid; HD 3d8+12 plus 10d12+40; HP 131; Mas 18; Init +0; Spd 15 ft.; Defense 23, touch 17, flat-footed 23 (+7 class, +6 equipment); BAB +13; Grap +18; Atk +19 melee (1d12+7, Big Ripper) or +13 ranged (2d10, pipe rifle); Full Atk Atk +19/+14/+9/+4 melee (1d12+7, Big Ripper) or +13/+8/+3 ranged (2d10, pipe rifle); FS 5 ft by 5 ft; Reach 5 ft; SQ Choking pollution, filtered lungs, heat susceptibility, junk armor, junk mastery, junk weapons, rage 4/day, skeletal reinforcement, uncontrollable rage; AL power; SV Fort +11, Ref +6, Will +3; AP 6; Rep +2; Str 20, Dex 11, Con 18, Int 12, Wis 8, Cha 14.</p><p><strong>Occupation:</strong> Military (Demolitions, Survival).</p><p><strong>Skills:</strong> Balance +1, Demolitions +17, Intimidate +21, Knowledge (Streetwise) +7, Read/Write English, Repair +7, Speak English, Survival +16.</p><p><strong>Feats:</strong> Archaic Weapons Proficiency, Armor Proficiency (Light, Medium), Brawl, Cleave, Endurance, Great Cleave, Intimidating Strength, Knockout Punch, Power Attack, Simple Weapons Proficiency, Sunder.</p><p><strong>Talents (Strong Hero):</strong> Melee Smash, Improved Melee Smash.</p><p><strong>Possessions:</strong> Pipe rifle, 3d6 .444 bullets, Big Ripper (Large 1d12 slashing reach junk weapon), metal junk armor, 1d3 sticks of C4.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Springfield Ravager</strong></span></p><p>Some of the many dangerous and unstable killers gathered under the banner of the occupied Springfield, the ravagers are Warlord McLarren’s figurative “no visitors” signs. They sweep the perimeters of the city, harassing and injuring those that cannot show they are on the outskirts without McLarren’s permission. Wastelanders know all too well that the ravagers also tend to band together and harass the suburbs outside of Springfield for protection money (or, more often, food and water) as well. In spite of their harassment, ravagers are some of the weaker members of the warlord’s army, using strength in numbers and bullet overkill rather than tactics or power.</p><p></p><p><strong>Springfield Ravager (Human Strong Hero 3/Raider 2):</strong> CR 5; Medium-size Humanoid; HD 3d8+9 plus 2d10+6; HP 40; Mas 16; Init +2; Spd 30 ft; Defense 16, touch 15, flat-footed 14 (+2 Dex, +3 class, +1 equipment); BAB +5; Grap +6; Atk +6 melee (1d6+2, lead pipe) or +7 ranged (2d8, sawed-off shotgun); Full Atk Atk +6/+1 melee (1d6+2, lead pipe) or +7/+2 ranged (2d8, sawed-off shotgun); FS 5 ft by 5 ft; Reach 5 ft; SQ Bloodthirsty cry, chaps and chains +1; AL Warlord McLarren; SV Fort +7, Ref +5, Will +0; AP 2; Rep +1; Str 13, Dex 15, Con 16, Int 11, Wis 9, Cha 12.</p><p><strong>Occupation:</strong> Military (Drive, Survival).</p><p><strong>Skills:</strong> Drive +9, Intimidate +7, Read/Write English, Speak English, Survival +6.</p><p><strong>Feats:</strong> Brawl, Double Tap, Personal Firearms Proficiency, Point Blank Shot, Rip a Clip, Simple Weapons Proficiency</p><p><strong>Talents (Strong Hero):</strong> Extreme Effort, Melee Smash.</p><p><strong>Possessions:</strong> Ravager uniform, lead pipe (stats as per club), sawed-off shotgun, ravager bike (Yamaha YZ250F dirt bike with the Armored Spikes vehicle modification).</p><p></p><p></p><p><span style="font-size: 12px"><strong>Esther Jones</strong></span></p><p>While Janus may see Warlord McLarren as brawn to be won over by brains, the high priest finds this ruler to be a worthy intellectual foe. Esther Jones is more heard than seen, as her attire is always a loose-fitting black suit with a gas mask and helmet to match, but her presence is nevertheless felt. No one knows just who Esther Jones – if that even is her chosen name, rather than merely another use of smoke and mirrors – was before she came out of the Wasteland to lead the city of Cincinnati, though some believe she is an exiled Lacusian of some stripe just as Janus is. What is known is that she is a powerful mutant with a curious streak combined with a wellspring of knowledge of the human condition and a knack for catching her opponents off-guard. Esther loves her city and will fight off seemingly insurmountable odds to keep it people safe.</p><p></p><p><strong>Esther Jones (Spirit Smart Hero 5/Dedicated Hero 5/Investigator 6):</strong> CR 16; Medium-size Humanoid; HD 5d6+10 plus 5d6+10 plus 6d6+12; HP 89; Mas 14; Init +3; Spd 30 ft.; Defense 21, touch 21, flat-footed 18 (+3 Dex, +8 class); BAB +9; Grap +10; Atk +10 melee (1d4+1, pistol whip) or +12 ranged (2d6, Colt M1911); Full Atk +10/+5 melee (1d4+1, pistol whip) or +12/+7/+2 ranged (2d6, Colt M1911); FS 5 ft by 5 ft; Reach 5 ft; SQ Contact (low-level, mid-level), force barrier, nonlethal force, profile, telekinetic mind; AL Cincinnati; SV Fort +8, Ref +10, Will +11; AP 8; Rep +6; Str 13, Dex 16, Con 14, Int 18, Wis 15, Cha 17.</p><p><strong>Occupation:</strong> Academic (Decipher Script, Gather Information, Knowledge [Behavioral Sciences]).</p><p><strong>Skills:</strong> Bluff +22, Computer Use +12, Decipher Script +21, Forgery +16, Gather Information +12, Intimidate +18, Investigate +22, Knowledge (Arcane Lore) +17, Knowledge (Behavioral Sciences) +30, Knowledge (Current Events) +12, Knowledge (History) +12, Knowledge (Streetwise) +12, Knowledge (Tactics) +14, Knowledge (Technology) +12, Listen +8, Read/Write English, Read/Write French, Research +12, Search +14, Sense Motive +14, Speak English, Speak French.</p><p><strong>Feats:</strong> Deceptive, Dodge, Double Tap, Educated (Knowledge [Behavioral Sciences], Knowledge [Tactics]), Far Shot, Lightning Reflexes, Point Blank Shot, Meticulous, Mobility, Quick Draw, Sand in the Eyes, Silver Tongue, Simple Weapons Proficiency, Slippery Foe.</p><p><strong>Talents (Smart Hero):</strong> Savant (Knowledge [Behavioral Sciences]), Exploit Weakness, Trick.</p><p><strong>Talents (Dedicated Hero):</strong> Skill Emphasis (Knowledge [Behavioral Sciences]), Aware, Cool Under Pressure.</p><p><strong>Possessions:</strong> Colt M1911 autoloader pistol, black outfit, gas mask.</p><p></p><p></p><p></p><p><strong><u><span style="font-size: 18px">Monsters of the Great Lakes</span></u></strong></p><p><strong><span style="font-size: 12px">Afanc (Arcanoaberrant)</span></strong></p><p><strong>Scientific Name:</strong> <em>Castor horridus</em></p><p><strong>Average Length:</strong> 40 feet</p><p><strong>Habitat:</strong> Cold freshwater lakes</p><p><strong>Native Range:</strong> Northern hemisphere</p><p><strong>Diet:</strong> Mineral-rich rock</p><p><strong>Threat to Humans:</strong> Medium (Aura of cold, dangerous if attacked)</p><p></p><p>Take a beaver. Now imagine that beaver is of immense size and has a body akin to that of a whale combined with an elongated head with a “beak” formed from the beaver’s trademark cutting incisors. That, in essence, is the afanc, a creature of the northern lakes. Afancs have a distinctly atypical lifestyle compared to the beavers of old, being barely able to waddle their flippered feet across dry land and thus being unable to gather wood for dams and lodges. Instead, an afanc is a free-swimmer, using its powerful tail to swim across great lengths in search of large mineral-enriched lake stone to crush with its powerful incisors. While some individuals are solitary, most tend to live in pods of at least five individuals in expansive regions such as the Great Lakes. The only natural predators afancs have are the water panthers, as their great size and icy aura dissuades all others. In the parts of Old Canada that border the Great Lakes, a tradition of "beaver-whaling" has started to spring up, wherein boatmen clad in hefty cold-weather gear face the biting jaws and ramming bodies of angered afanc in order to attain meat, blubber, and fur.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Aura of Cold (Su):</strong> An afanc exudes an aura of bitter cold around itself in a 30 foot radius. Any creature entering the radius must make a Fortitude save (DC ) each round or take 1d8 points of cold damage.</p><p></p><p><strong>Capsize (Ex):</strong> A submerged afanc that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel 30 to 70 feet long and a 20% chance to capsize a vessel 80 to 100 feet long.</p><p></p><p><strong>Hold Breath (Ex):</strong> An afanc can hold its breath for a number of minutes equal to twice its Constitution modifier.</p><p></p><p><strong>Afanc:</strong> CR 17; Gargantuan Magical Beast (Cold); HD 20d10+140; HP 250; Mas 27; Init +0; Spd 5 ft., swim 50 ft.; Defense 13, touch 6, flat-footed 13 (-4 size, +7 natural); BAB +20; Grap +44; Atk +28 melee (2d6+12, bite) or +28 melee (1d12+12, tail slap); Full Atk +28 melee (2d6+12, bite) or +28 melee (1d12+12, tail slap); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ Aura of cold, capsize, damage reduction 15/ballistic or piercing, darkvision 60 ft., hold breath, low-light vision; AL none; SV Fort +19, Ref +12, Will +8; AP 0; Rep +0; Str 35, Dex 11, Con 24, Int 2, Wis 14, Cha 4.</p><p><strong>Skills:</strong> Listen +8, Spot +8, Swim +31.</p><p><strong>Feats:</strong> Awesome Blow, Improved Bull Rush, Improved Damage Threshold, Improved Overrun, Power Attack, Sunder.</p><p><strong>Advancement:</strong> 21-30 HD (Gargantuan); 31-40 HD (Colossal).</p><p></p><p></p><p><strong><span style="font-size: 12px">Cloud Creeper (Unknown - Tentatively classified as Mechanoaberrant)</span></strong></p><p><strong>Scientific Name:</strong> Unclassified</p><p><strong>Average Height:</strong> 6 feet</p><p><strong>Habitat:</strong> Ruins</p><p><strong>Native Range:</strong> The Wasteland</p><p><strong>Diet:</strong> Any warm-blooded creature</p><p><strong>Threat to Humans:</strong> High (Known to set traps, hunt, kill, and consume humans)</p><p></p><p>The Wasteland is one of the few ruined parts of the world where not even one ghoul dwells...or, to be more accurate, dwells anymore. They were consumed by the apex predators in the smog-choked and radiation-drenched ruins of the Wasteland's smaller towns, creatures whose only visible parts are their ember-like eyes - the cloud creepers. A cloud creeper resembles a human clad head to toe in an armored shell made out of gathered concrete, metal, and other refuse. As they are never seen without their armored carapace and explode into a vile sludge upon death, no research has been able to determine whether or not cloud creepers are Advanced Human Aberrations, extremely mutated animals, or something else entirely. What is known is that they are found nowhere other than the Wasteland, which brings the disturbing possibility that they were not here since the Change, instead being newly-formed monstrosities created by the Lacusian campaign of destruction that made the Wasteland a wasteland in the first place. Cloud creepers hunt in packs of 3 to 5 individuals, sometimes wielding scavenged or junk-crafted weapons, communicating through pheromones and a clicking language colloquially known as Creepclick. Any cloud creeper that has class levels almost always heads toward one of three advanced classes: Barbarian, Skulk, or Tribal Stalker.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Armor Adaptation (Ex):</strong> If a cloud creeper finds a full suit of medium or heavy human armor, it can take a full 48 hours to cocoon itself and fuse with the armor, effectively making that armor its new shell. The equipment bonus of the worn armor replaces the natural armor bonus the cloud creeper already has, and it does not suffer from not having the appropriate armor proficiency.</p><p></p><p><strong>Death Explosion (Ex): </strong>When a cloud creeper is reduced to -1 or fewer hit points, it immediately dies in a violent chemical explosion. All creatures in adjacent squares take 1d8 points of acid damage - a successful Reflex save (DC 14) halves the damage. The body of the cloud creeper and all of its possessions are gone as of this explosion, melted into a foul purplish-red sludge that counts as a lightly radioactive material for 2d6 days.</p><p></p><p><strong>Immunities (Ex):</strong> Cloud creepers are immune to disease, poison, and radiation.</p><p></p><p><strong>Smog Sight (Ex):</strong> A cloud creeper can see through clouds, fog, mist, and smoke without penalty.</p><p></p><p><strong>Cloud Creeper:</strong> CR 2; Medium-size Aberration; HD 3d8+9; HP 22; Mas 20; Init -1; Spd 30 ft.; Defense 15, touch 9, flat-footed 15 (-1 Dex, +6 natural); BAB +2; Grap +5; Atk +5 melee (1d4+3, slam); Full Atk +5 melee (1d4+3, 2 slams); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Acid immunity, armor adaptation, darkvision 60 ft., death explosion, electricity resistance 10, immunities, smog sight; AL pack; SV Fort +4, Ref +0, Will +5; AP 0; Rep +0; Str 16, Dex 8, Con 17, Int 8, Wis 15, Cha 6.</p><p><strong>Skills:</strong> Hide +3, Listen +3, Move Silently +3, Speak Creepclick, Spot +3, Survival +4.</p><p><strong>Feats:</strong> Improved Natural Healing, Power Attack.</p><p><strong>Advancement:</strong> By character class.</p><p><strong>Possessions:</strong> Scavenged goods.</p><p></p><p></p><p><strong><span style="font-size: 12px">Manitou (Arcanoaberrant)</span></strong></p><p><strong>Scientific Name:</strong> <em>Ursus occultus</em></p><p><strong>Average Length:</strong> 9 feet</p><p><strong>Habitat:</strong> Forests, bogs, and plains</p><p><strong>Native Range:</strong> The Rocky Mountains, northern United States, and Canada</p><p><strong>Diet:</strong> Fish, birds, mammals, roots, and berries</p><p><strong>Threat to Humans:</strong> High (Known to kill and consume humans)</p><p></p><p>Wide-ranging but rarely seen, the powerful manitou is a large black bear with glowing white eyes and icy blue hieroglyph-like patterns spread across its entire body. They are infamous for having a disturbingly cunning streak and powerful supernatural abilities in addition to the physical perks of being a large bear, and even other apex predators such as the black panthers of the Rocky Mountains tend to give them a wide berth. Tribal humans in areas where manitou live both fear and revere the creature for its magical powers and disturbing cunning, and any tribesman that can kill a manitou and wear its stunning pelt is considered to be a formidable individual.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Spell-like Abilities (Sp):</strong> <em>At will-</em>create water, detect magical aura; <em>2/day-</em>dancing lights, obscuring mist, stoneskin; <em>1/day-</em>ice storm, wall of stone.</p><p>Caster level 6th; saves are Charisma-based.</p><p></p><p><strong>Skills:</strong> Manitou gain a +4 bonus to Intimidate, Survival, and Swim checks.</p><p></p><p><strong>Manitou:</strong> CR 6; Large Magical Beast; HD 7d10+28; HP 66; Mas 19; Init +0; Spd 50 ft.; Defense 13, touch 9, flat-footed 13 (-1 size, +4 natural); BAB +7; Grap +19; Atk +14 melee (1d6+8, claw); Full Atk +14 melee (1d6+8, 2 claws) and +9 melee (1d8+4, bite); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Cold immunity, darkvision 60 ft., electricity resistance 10, fire resistance 10, low-light vision, scent, spell-like abilities, spell resistance 15; AL none; SV Fort +9, Ref +5, Will +5; AP 0; Rep +0; Str 27, Dex 11, Con 19, Int 4, Wis 16, Cha 15.</p><p><strong>Skills:</strong> Bluff +4, Intimidate +8, Listen +4, Spot +4, Survival +10, Swim +13.</p><p><strong>Feats:</strong> Power Attack, Supernatural Strike, Track.</p><p><strong>Advancement:</strong> 8-12 HD (Large); 13-17 HD (Huge).</p><p></p><p></p><p><strong><span style="font-size: 12px">Waheela (Arcanoaberrant)</span></strong></p><p><strong>Scientific Name:</strong> <em>Gulo caniformus</em></p><p><strong>Average Length:</strong> 5 feet</p><p><strong>Habitat:</strong> Cold forests and mountains</p><p><strong>Native Range:</strong> Northern United States, Canada, and northern Eurasia</p><p><strong>Diet:</strong> Berries, roots, seeds, nuts, birds, and mammals</p><p><strong>Threat to Humans:</strong> Medium (Aggressive if disturbed, known to attack lone humans)</p><p></p><p>The waheela is a frightening creature that resembles a wolverine with long legs and elongated head, giving it an appearance that could be described as a wolf wearing a wolverine pelt. Like their pre-Change ancestors, waheelas are solitary omnivores known for being tough, ornery, and best left alone. This is even more relevant when these long-legged wolverines are capable of leaping from shadow to shadow, hounding prey ceaselessly. Waheelas seem to have an innate hatred of razorbacks, perhaps due to their similar niches, and will kill them on sight even if they are not hungry.</p><p></p><p><u><strong>Species Traits</strong></u></p><p><strong>Ferocity (Ex):</strong> A waheela continues to fight unhindered even into negative hit points.</p><p></p><p><strong>Improved Critical (Ex):</strong> Waheelas have a critical threat ratio of 19 to 20.</p><p></p><p><strong>Shadow Step (Su):</strong> As a full round action, a waheela can teleport between any two shadows that are within a 100 foot radius. If the shadow is still in the square occupied by the target casting the shadow, the waheela appears in a square adjacent to the shadow's caster.</p><p></p><p><strong>Skills:</strong> Waheelas gain a +4 bonus to Listen, Spot, and Survival checks.</p><p></p><p><strong>Waheela:</strong> CR 2; Medium-size Magical Beast; HD 4d10+8; HP 30; Mas 15; Init +1; Spd 40 ft.; Defense 14, touch 11, flat-footed 13 (+1 Dex, +3 natural); BAB +4; Grap +8; Atk +8 melee (1d6+4/19-20, bite); Full Atk +8 melee (1d6+4/19-20, bite); FS 5 ft. by 5 ft.; Reach 0 ft.; SQ Cold resistance 10, damage reduction 2/-, darkvision 60 ft., improved critical, scent, shadow step; AL none; SV Fort +6, Ref +5, Will +2; AP 0; Rep +0; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 4.</p><p><strong>Skills:</strong> Listen +8, Spot +8, Survival +6.</p><p><strong>Feats:</strong> Track, Ultra Immune System.</p><p><strong>Advancement:</strong> 5-7 HD (Medium-size); 8-10 HD (Large).</p><p></p><p></p><p><strong><span style="font-size: 12px">Water Panther (Bioaberrant)</span></strong></p><p><strong>Scientific Name:</strong> <em>Lynx aquaticus</em></p><p><strong>Average Length:</strong> 25 feet</p><p><strong>Habitat:</strong> Forests around waterways</p><p><strong>Native Range:</strong> The Great Lakes</p><p><strong>Diet:</strong> Large fish and mammals</p><p><strong>Threat to Humans:</strong> High (known to kill and consume humans)</p><p></p><p>The only creature native to the Great Lakes capable of taking on an afanc, the endemic water panther is a sight to behold. Its massive body is mostly similar to that of a big cat, save for a slightly elongated neck leading to its trademark lynx head, webbed and long-clawed paws, a sinuous tail that ends in an eel-like keel, and a covering of slick greenish-gray scales. When they are not hunting, water panthers can typically be seen sun bathing on beaches or sticking their heads out of the water on their graceful necks as they swim through the deep, cold waters. They have been known to hunt humans if there are no readily available food sources, but prefer blubbery swimmers over relatively small and lean meals.</p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Hold Breath (Ex):</strong> A water panther can hold its breath for a number of minutes equal to twice its Constitution modifier.</p><p></p><p><strong>Bonus Feats:</strong> Water panthers gain Alertness, Improved Grapple, and Track as bonus feats.</p><p></p><p><strong>Water Panther:</strong> CR 15; Huge Animal; HD 17d8+119; HP 195; Mas 24; Init +1; Spd 40 ft., swim 50 ft.; Defense 17, touch 9, flat-footed 16 (-2 size, +1 Dex, +8 natural); BAB +12; Grap +34; Atk +20 melee (1d10+10, claw); Full Atk +20 melee (1d10+10, 2 claws) and +18 melee (1d12+5, bite); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ Cold immunity, darkvision 60 ft., hold breath, improved grab (claws), low-light vision, scent; AL none; SV Fort +17, Ref +11, Will +7; AP 0; Rep +0; Str 30, Dex 13, Con 24, Int 2, Wis 15, Cha 6.</p><p><strong>Skills:</strong> Climb +12, Jump +12, Listen +8, Move Silently +4, Spot +8, Survival +6, Swim +19.</p><p><strong>Feats:</strong> Alertness, Improved Grapple, Track.</p><p><strong>Advancement:</strong> 18-25 HD (Huge); 26-33 HD (Gargantuan).</p></blockquote><p></p>
[QUOTE="Rappy, post: 6123937, member: 58456"] [B][SIZE=6][CENTER][U][COLOR="#000080"]Atlas: The Great Lakes Region[/COLOR][/U][/CENTER][/SIZE][/B] [CENTER][img]http://imageshack.us/a/img197/4565/paxlacus.png[/img][/CENTER] The Great Lakes region is baffling, to say the least. In spite of their riverine connections, these five (or four, if one counts Lakes Michigan and Huron as a singular entity) lakes were spared the flooding of Blue Friday, as if they are locked in time. Of course, given the strange phenomena reported from the Great Lakes even before the time of the Change, it may not be that surprising that the new world’s Great Lakes are positively baffling. Indeed, some researchers into the time of the old world have theorized that the legends surrounding Lake Michigan’s “Manitou Islands” were actually warnings of Touchpoints before the time of the great 2012 anomalies, though any evidence of such would have been washed away with the rest of the old world. [B][U][SIZE=5]Regions of the Great Lakes[/SIZE][/U][/B] [B][SIZE=3]Michigan[/SIZE][/B] The region that was once the state of Michigan is now a part of Pax Lacus, a technophilic geniocracy formed by an enigmatic group of scholars-turned-politicians known as the Elders of the Conscientia. Residents are made up only of those seen by the Elders as possessing the best and ‘cleanest’ of minds (Intelligence and Wisdom 16+, as well as no levels in Occultist or any spellcasting class): learned academics, brilliant technicians, clever engineers, and individuals of various working groups that have shown sound minds. Those that fail the intellectual tests of the Elders are treated as visitors to the state – allowed to own property, but given a shorter leash on rights and restrictions than full-fledged Lacusians, as well as forbidden from taking uniquely Lacusian technology. Part of the reason for the latter law is a destructive event that happened in the early years of Pax Lacus, when a Lacusian scientist attempted to harness the nuclear technologies of the Old World with the aid of the arcane energies of a UAS mage to create a rip in space-time near St. Louis, Missouri, as a last-ditch hope to return to their pre-Change existence with their post-Change power intact. While the rip did not occur, the magic-laced nuclear warhead created an artificial Touchpoint over Missouri, transforming Kansas City and towns for several miles around it into a fiery, irradiated nightmare now known as the Hellpits. This is also the event that lead to the full-fledged paranoia and ban on occultism or magic-harnessing – the only studies of the supernatural that are allowed are those on mutants, creatures, and anti-magic measures. [B]Sault Sainte Marie:[/B] As the oldest settlement of Michigan and a corridor to what was once Canada, it is unsurprising that those of Pax Lacus appropriated Sault Sainte Marie as their new capital. In addition to renovating the Lake Superior State University campus into a combination of both the Pax Lacus capital building and a functioning Lacusian college, major construction efforts made in Sault Sainte Marie include hydroelectric plants dotting the shore of Lake Superior and a massive solar panel grid straddling the Sault Sainte Marie International Bridge. The latter structure is reinforced with fortifications that block off the former link to the Canadian twin city of Sault Sainte-Marie (differentiated by its hyphen) – the Lacusians have no desire to let in the "commoners" that inhabit the city across the river, which has been rechristened by its hardy and self-sufficient residents as Point Superior. [B]Detroit:[/B] For the most part, the city of Detroit has remained as it was before the time of the Change and the rise of Pax Lacus, used by Lacusians as an interesting curiosity to look at what the old world was like for them. Still, that's not to say that there have been no renovations. The following changes are easily seen to those that know where to look and what to look for compared to the old world: [LIST][*]The Coleman A. Young Municipal Center has been refurbished and refitted as a repository of numerous CDs, DVDs, and other data storage devices. The Superior Knowledge Repository, as it is now known, is a favored spot for Lacusian researchers, including those of the Complex. [*]A monorail between Detroit and the Complex was erected early on in Pax Lacus' history, its first station being placed in what was Ford Field Stadium. [*]Belle Isle's greenhouse has been expanded into a full-blown biodome that stretches across the island, with the old Coast Guard station of the area being renovated into a central research station.[/LIST] [B]The Complex:[/B] Formerly the city of Dearborn, the Complex was rebuilt as an industrial facility and research node for Pax Lacus. The machinations and electrical devices of the Lacusians are designed, built, and shipped from here. Both the Appalachian Territories and United Atlantic States have been known to offer valuable resources for a taste of the lake nation’s technological advances. While Pax Lacus is hesitant to share any of their new and unique technological breakthroughs, well-crafted versions of old world machinations are sold to their southern neighbors in exchange for food and raw materials. [B]Point Superior[/B] While technically not officially part of Pax Lacus, it is worthy to give a passing note to Point Superior, the aforementioned sister city of Sault Sainte Marie. The city has become a hardy, self-serving community with more than a little resentment for their Lacusian neighbors across the river. Not only do the Lacusians not share their technology, the fact that they provide no aid of any sort has embittered the Point Superior residents to the point of occasionally even attempting to – and, admittedly, failing to – sabotage the SSM International Bridge solar network. These attempted raids have furthered the Lacusians’ belief that the people of Point Superior are just the same type of trashy rabble they feel the UAS and Appalachian States are filled with, which in turn further incenses the Point Superior residents, thus continuing the cycle of loathing between the two. [B][SIZE=3]Wisconsin[/SIZE][/B] Another piece of Pax Lacus, Wisconsin is effectively the breadbasket to Michigan’s central hub. Its manufacturing resources and agricultural groups are fiercely guarded by Pax Lacus, so much so that many of its cities and western regions are left to their own devices. [B]Milwaukee and Green Bay:[/B] As port cities tied to Lake Michigan and shipping centers of both the old and Changed Worlds, Milwaukee and Green Bay are by far two of the most valued Wisconsin cities to Pax Lacus. Agriculture to Michigan and technology from it go through these cities, as do many of the laborers that work the fields and tend to the cargo railways that Pax Lacus’s government keeps a top priority. [B]Madison:[/B] The former capital of Wisconsin state, Madison is now treated as a secondary node of Michigan’s Sault Saint Marie. Education and government functions on the Wisconsin side of Lake Michigan are held from Madison, as are Lacusian military efforts in the western reaches of the nation. [B][SIZE=3]Other Locations[/SIZE][/B] [B]Chicago:[/B] As another port city on Lake Michigan and major population center on the land route between Wisconsin and Michigan, Pax Lacus zealously defends Chicago as part of its territory. [B]Fort Wayne:[/B] Fort Wayne, Indiana, is as far south as the lands of Pax Lacus go. Beyond it is the Wasteland, where few other than explorers and exiles head. [B]The Wasteland:[/B] An area of the areas in and around the cities of Springfield, Indianapolis, Cincinnati, and Columbus and the highways that lead between them, the Wasteland is an intentionally despoiled land – fields have been burned, forests razed, waters poisoned, and irradiated waste commonplace. The Wasteland was made by Pax Lacus two serve as both a barrier to any attempts by the Appalachian Territories or United Atlantic States to expand toward Lacusian territories and as a visceral warning of what happens to those who perform grievous enough crimes to be exiled from the grace of the lake cities. Even living in cities in the Wasteland is rough going, and to be a member of one of the ramshackle townships is even rougher. Still, there are those who cling to hope that the rising power of a mysterious man named Janus can lead to the salvation of the Wasteland and vengeful conquest of the land of the lakes. [SIZE=5][B][U]NPCs of the Great Lakes[/U][/B][/SIZE] [SIZE=3][B]The High Scholars[/B][/SIZE] Rather than a presidency like most post-Change American nations chose to re-adopt, the people of Pax Lacus have a geniocratic system wherein five of the most brilliant polymaths of the nation take on five mantles of revered figures and a specific responsibility within Pax Lacus. An individual that becomes a High Scholar is forbidden from speaking their original name and are clad in white robes with black trim and a mask painted in a specific manner. The five High Scholars of Pax Lacus (and their positions of expertise for the nation) are High Scholar Da Vinci (engineering and public works) wearing a white mask decorated in black etchings of the Vitruvian Man, High Scholar Franklin (political cohesion and foreign affairs) wearing a gray mask with inked Revolutionary War quotations, High Scholar Galilei (science and education) wearing a black mask with white etchings of the planets, High Scholar Goethe (philosophy) wearing a red mask with ornate gold linework, and High Scholar Tzu (war and military affairs) wearing a gold mask with red koans etched into it. The statistics below are for a generic High Scholar, though as five individuals they may vary, especially in what Knowledge skills their Academic occupation, Savant talents, and Educated feat focus on. [B]High Scholar (Human Smart Hero 3/Scholar 10):[/B] CR 13; Medium-size Humanoid; HD 3d6 plus 10d6; HP 46; Mas 11; Init +1; Spd 30 ft; Defense 17, touch 17, flat-footed 16 (+1 Dex, +6 class); BAB +6; Grap +6; Atk +6 melee (1d3, stun gun); Full Atk +6/+1 melee (1d3, stun gun); FS 5 ft by 5 ft; Reach 5 ft; SQ Ancient craft (mechanical), ancient knowledge (earth and life sciences, physical sciences, technology), confusing tirade, gossip, protected by the code; AL Pax Lacus, knowledge; SV Fort +4, Ref +7, Will +12; AP 6; Rep +8; Str 10, Dex 13, Con 11, Int 18, Wis 17, Cha 14. [B]Occupation:[/B] Academic (Knowledge [Behavioral Sciences], Knowledge [Earth and Life Sciences], Knowledge [Physical Sciences]). [B]Skills:[/B] Computer Use +22, Craft (Electronic) +20, Craft (Mechanical) +24, Craft (Visual Art) +19, Craft (Writing) +19, Decipher Script +12, Knowledge (Behavioral Sciences) +21, Knowledge (Civics) +20, Knowledge (Earth and Life Sciences) +30, Knowledge (History) +20, Knowledge (Physical Sciences) +30, Knowledge (Tactics) +10, Knowledge (Technology) +14, Read/Write English, Read/Write French, Read/Write Latin, Repair +6, Research +12, Search +10, Speak English, Speak French, Speak Latin. [B]Feats:[/B] Creative (Craft [Visual Art], Craft [Writing]), Educated (Knowledge [Earth and Life Sciences], Knowledge [Physical Sciences]), Gearhead, Iron Will, Mastercrafter, Oathbound (Pax Lacus), Radiation Sense, Renown, Simple Weapons Proficiency, Smart Plus, Studious. [B]Talents (Smart Hero):[/B] Savant (Knowledge [Earth and Life Sciences], Knowledge [Physical Sciences]), Exploit Weakness, Plan. [B]Possessions:[/B] High Scholar robes and mask, stun gun. [B][SIZE=3]Lacusian Engineer[/SIZE][/B] The following stats are for a standard engineer living in Pax Lacus. He may not be the most powerful figure on the block, hold political office, or fight off titanic mutant beasts in the Wasteland, but he keeps everything running the way it should and can handle himself in minor skirmishes with local thieves or troublesome wire-chewing wildlife. [B]Lacusian Engineer (Human Smart Hero 3/Engineer 1):[/B] CR 4; Medium-size Humanoid; HD 3d6 plus 1d6; HP 15; Mas 11; Init +3; Spd 30 ft; Defense 14, touch 14, flat-footed 11 (+3 Dex, +1 class); BAB +1; Grap +2; Atk +2 melee (1d4+1, pistol whip) or +4 ranged (2d6, Beretta 92F); Full Atk +2 melee (1d4+1, pistol whip) or +4 ranged (2d6, Beretta 92F); FS 5 ft by 5 ft; Reach 5 ft; SQ Improve kit +1; AL Pax Lacus; SV Fort +2, Ref +5, Will +3; AP 2; Rep +1; Str 12, Dex 16, Con 11, Int 17, Wis 12, Cha 10. [B]Occupation:[/B] Technician (Craft [electronic], Craft [Mechanical], Repair). [B]Skills:[/B] Computer Use +11, Craft (Electronic) +18, Craft (Mechanical) +15, Craft (Structural) +12, Demolitions +9, Disable Device +10, Drive +4, Investigate +9, Knowledge (Current Events) +9, Knowledge (Technology) +10, Read/Write English, Read/Write French, Repair +16, Research +9, Search +10, Speak English, Speak French. [B]Feats:[/B] Builder (Craft [Electronic], Craft [Mechanical]), Gearhead, Intuitive Mechanic, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency. Talents (Smart Hero): Savant (Craft [Electronic], Repair). [B]Possessions:[/B] Beretta 92F autoloader pistol, basic mechanical toolkit, basic electronic toolkit, various tools for specific jobs. [SIZE=3][B]High Priest Janus[/B][/SIZE] Formerly the High Scholar Franklin of Pax Lacus, the man who became High Priest Janus was disgraced and exiled to the Wasteland in mid-2015 after it was discovered that he had begun to delve into forbidden supernatural studies. After his exile, he took on the name of Janus – the Roman god of change and passage, who he admired as an occult figure – and proceeded to take over Columbus, Ohio, as his own city-state through a mixture of political posturing, supernatural powers, and intellectual foresight. The trappings of High Priest Janus are meant to be a direct mockery of those of the High Scholars – his robes are shades of gray as opposed to the monochrome of the High Scholars and his mask is made up of a collection of mismatched scrap metal forged into a scowling visage. In addition to his outfit, the time spend fighting to survive in the wastes between Pax Lacus and Columbus taught Janus the value of combat, and he wields an intimidating enchanted scythe to strike fear into his enemies. While he currently acts as a figure of stability for Columbus, his plans are to eventually unite as many of the abandoned cities and townships as possible under his banner and build up enough strength to be able to breach the defenses of Pax Lacus and mount the heads of the High Scholars on a pike. Of course, to reach this goal, Janus must first find a way to take command of the other Wasteland cities from their own powerful rulers... [B]High Priest Janus (Human Charismatic Hero 3/Smart Hero 1/Scholar 5/Occultist 7):[/B] CR 16; Medium-size Humanoid; HD 3d6+9 plus 1d6+3 plus 5d6+15 plus 7d6+21; HP 106; Mas 16; Init +1; Spd 30 ft.; Defense 17, touch 17, flat-footed 16 (+1 Dex, +6 class); BAB +6; Grap +8; Atk +10 melee (2d4+2/x4, Fury of Janus) or +7 ranged (2d8, S&W M29); Full Atk +10/+5 melee (2d4+2/x4, Fury of Janus) or +7/+2 ranged (2d8, S&W M29); FS 5 ft by 5 ft; Reach 5 ft; SQ Ancient knowledge (business, civics), arcane research (scrolls, items), bind shadow creature (2 HD or less), confusing tirade, gossip, shadow contact, spell resistance 12; AL knowledge, revenge; SV Fort +8, Ref +8, Will +13; AP 8; Rep +10; Str 14, Dex 13, Con 16, Int 18, Wis 14, Cha 16. [B]Occupation:[/B] Academic (Decipher Script, Knowledge [Civics], Research). [B]Skills:[/B] Bluff +11, Concentration +14, Craft (Writing) +15, Decipher Script +13, Diplomacy +9, Disguise +11, Gather Information +9, Intimidate +13, Knowledge (Arcane Lore) +16, Knowledge (Behavioral Sciences) +15, Knowledge (Business) +21, Knowledge (Civics) +23, Knowledge (Current Events) +10, Knowledge (History) +11, Knowledge (Theology and Philosophy) +14, Perform (Oratory) +13, Read/Write English, Read/Write Latin, Research +18, Speak English, Spellcraft +22, Use Magic Device +22 [B]Feats:[/B] Archaic Weapons Proficiency, Combat Martial Arts, Creative (Craft [Writing], Perform [Oratory]), Deceptive, Educated (Knowledge [Business], Knowledge [Civics]), Frightful Presence, Iron Will, Power Attack, Renown, Silver Tongue, Simple Weapons Proficiency, Studious. [B]Talents (Charismatic Hero):[/B] Coordinate, Inspiration. [B]Talents (Smart Hero):[/B] Savant (Knowledge [Civics]). [B]Possessions:[/B] Robes and mask, Fury of Janus ([I]+2 wounding scythe[/I]), Smith and Wesson M29 magnum, various scrolls focused on hindering and ranged attack spells. [SIZE=3][B]Warlord McLarren[/B][/SIZE] Felix McLarren is intimidating, even for an ogre: he stands at 7’10”, his bloated hide is coated in tattoos depicting scenes of gore and brutality that show between plates of armor forged from industrial leftovers, and his trunk-like arms are well suited for swinging his “Big Ripper” (a lumber mill’s buzzsaw blade crudely welded onto a large beam of railroad track as an impromptu polearm). He rules over the city of Springfield with an iron fist and has a well-deserved reputation as one of the biggest and baddest brawlers of the Wasteland. High Priest Janus feels that, were it not for the bloodthirsty army of barbarians and raiders that the warlord commands, he could feasibly outsmart and slay McLarren and take over Springfield easier than any of the other Wasteland cities. Just whether or not Janus’s boasting is correct has yet to be seen. [B]Warlord McLarren (Ogre Strong Hero 3/Barbarian 10):[/B] CR 13; Medium-size Humanoid; HD 3d8+12 plus 10d12+40; HP 131; Mas 18; Init +0; Spd 15 ft.; Defense 23, touch 17, flat-footed 23 (+7 class, +6 equipment); BAB +13; Grap +18; Atk +19 melee (1d12+7, Big Ripper) or +13 ranged (2d10, pipe rifle); Full Atk Atk +19/+14/+9/+4 melee (1d12+7, Big Ripper) or +13/+8/+3 ranged (2d10, pipe rifle); FS 5 ft by 5 ft; Reach 5 ft; SQ Choking pollution, filtered lungs, heat susceptibility, junk armor, junk mastery, junk weapons, rage 4/day, skeletal reinforcement, uncontrollable rage; AL power; SV Fort +11, Ref +6, Will +3; AP 6; Rep +2; Str 20, Dex 11, Con 18, Int 12, Wis 8, Cha 14. [B]Occupation:[/B] Military (Demolitions, Survival). [B]Skills:[/B] Balance +1, Demolitions +17, Intimidate +21, Knowledge (Streetwise) +7, Read/Write English, Repair +7, Speak English, Survival +16. [B]Feats:[/B] Archaic Weapons Proficiency, Armor Proficiency (Light, Medium), Brawl, Cleave, Endurance, Great Cleave, Intimidating Strength, Knockout Punch, Power Attack, Simple Weapons Proficiency, Sunder. [B]Talents (Strong Hero):[/B] Melee Smash, Improved Melee Smash. [B]Possessions:[/B] Pipe rifle, 3d6 .444 bullets, Big Ripper (Large 1d12 slashing reach junk weapon), metal junk armor, 1d3 sticks of C4. [SIZE=3][B]Springfield Ravager[/B][/SIZE] Some of the many dangerous and unstable killers gathered under the banner of the occupied Springfield, the ravagers are Warlord McLarren’s figurative “no visitors” signs. They sweep the perimeters of the city, harassing and injuring those that cannot show they are on the outskirts without McLarren’s permission. Wastelanders know all too well that the ravagers also tend to band together and harass the suburbs outside of Springfield for protection money (or, more often, food and water) as well. In spite of their harassment, ravagers are some of the weaker members of the warlord’s army, using strength in numbers and bullet overkill rather than tactics or power. [B]Springfield Ravager (Human Strong Hero 3/Raider 2):[/B] CR 5; Medium-size Humanoid; HD 3d8+9 plus 2d10+6; HP 40; Mas 16; Init +2; Spd 30 ft; Defense 16, touch 15, flat-footed 14 (+2 Dex, +3 class, +1 equipment); BAB +5; Grap +6; Atk +6 melee (1d6+2, lead pipe) or +7 ranged (2d8, sawed-off shotgun); Full Atk Atk +6/+1 melee (1d6+2, lead pipe) or +7/+2 ranged (2d8, sawed-off shotgun); FS 5 ft by 5 ft; Reach 5 ft; SQ Bloodthirsty cry, chaps and chains +1; AL Warlord McLarren; SV Fort +7, Ref +5, Will +0; AP 2; Rep +1; Str 13, Dex 15, Con 16, Int 11, Wis 9, Cha 12. [B]Occupation:[/B] Military (Drive, Survival). [B]Skills:[/B] Drive +9, Intimidate +7, Read/Write English, Speak English, Survival +6. [B]Feats:[/B] Brawl, Double Tap, Personal Firearms Proficiency, Point Blank Shot, Rip a Clip, Simple Weapons Proficiency [B]Talents (Strong Hero):[/B] Extreme Effort, Melee Smash. [B]Possessions:[/B] Ravager uniform, lead pipe (stats as per club), sawed-off shotgun, ravager bike (Yamaha YZ250F dirt bike with the Armored Spikes vehicle modification). [SIZE=3][B]Esther Jones[/B][/SIZE] While Janus may see Warlord McLarren as brawn to be won over by brains, the high priest finds this ruler to be a worthy intellectual foe. Esther Jones is more heard than seen, as her attire is always a loose-fitting black suit with a gas mask and helmet to match, but her presence is nevertheless felt. No one knows just who Esther Jones – if that even is her chosen name, rather than merely another use of smoke and mirrors – was before she came out of the Wasteland to lead the city of Cincinnati, though some believe she is an exiled Lacusian of some stripe just as Janus is. What is known is that she is a powerful mutant with a curious streak combined with a wellspring of knowledge of the human condition and a knack for catching her opponents off-guard. Esther loves her city and will fight off seemingly insurmountable odds to keep it people safe. [B]Esther Jones (Spirit Smart Hero 5/Dedicated Hero 5/Investigator 6):[/B] CR 16; Medium-size Humanoid; HD 5d6+10 plus 5d6+10 plus 6d6+12; HP 89; Mas 14; Init +3; Spd 30 ft.; Defense 21, touch 21, flat-footed 18 (+3 Dex, +8 class); BAB +9; Grap +10; Atk +10 melee (1d4+1, pistol whip) or +12 ranged (2d6, Colt M1911); Full Atk +10/+5 melee (1d4+1, pistol whip) or +12/+7/+2 ranged (2d6, Colt M1911); FS 5 ft by 5 ft; Reach 5 ft; SQ Contact (low-level, mid-level), force barrier, nonlethal force, profile, telekinetic mind; AL Cincinnati; SV Fort +8, Ref +10, Will +11; AP 8; Rep +6; Str 13, Dex 16, Con 14, Int 18, Wis 15, Cha 17. [B]Occupation:[/B] Academic (Decipher Script, Gather Information, Knowledge [Behavioral Sciences]). [B]Skills:[/B] Bluff +22, Computer Use +12, Decipher Script +21, Forgery +16, Gather Information +12, Intimidate +18, Investigate +22, Knowledge (Arcane Lore) +17, Knowledge (Behavioral Sciences) +30, Knowledge (Current Events) +12, Knowledge (History) +12, Knowledge (Streetwise) +12, Knowledge (Tactics) +14, Knowledge (Technology) +12, Listen +8, Read/Write English, Read/Write French, Research +12, Search +14, Sense Motive +14, Speak English, Speak French. [B]Feats:[/B] Deceptive, Dodge, Double Tap, Educated (Knowledge [Behavioral Sciences], Knowledge [Tactics]), Far Shot, Lightning Reflexes, Point Blank Shot, Meticulous, Mobility, Quick Draw, Sand in the Eyes, Silver Tongue, Simple Weapons Proficiency, Slippery Foe. [B]Talents (Smart Hero):[/B] Savant (Knowledge [Behavioral Sciences]), Exploit Weakness, Trick. [B]Talents (Dedicated Hero):[/B] Skill Emphasis (Knowledge [Behavioral Sciences]), Aware, Cool Under Pressure. [B]Possessions:[/B] Colt M1911 autoloader pistol, black outfit, gas mask. [B][U][SIZE=5]Monsters of the Great Lakes[/SIZE][/U][/B] [B][SIZE=3]Afanc (Arcanoaberrant)[/SIZE][/B] [B]Scientific Name:[/B] [I]Castor horridus[/I] [B]Average Length:[/B] 40 feet [B]Habitat:[/B] Cold freshwater lakes [B]Native Range:[/B] Northern hemisphere [B]Diet:[/B] Mineral-rich rock [B]Threat to Humans:[/B] Medium (Aura of cold, dangerous if attacked) Take a beaver. Now imagine that beaver is of immense size and has a body akin to that of a whale combined with an elongated head with a “beak” formed from the beaver’s trademark cutting incisors. That, in essence, is the afanc, a creature of the northern lakes. Afancs have a distinctly atypical lifestyle compared to the beavers of old, being barely able to waddle their flippered feet across dry land and thus being unable to gather wood for dams and lodges. Instead, an afanc is a free-swimmer, using its powerful tail to swim across great lengths in search of large mineral-enriched lake stone to crush with its powerful incisors. While some individuals are solitary, most tend to live in pods of at least five individuals in expansive regions such as the Great Lakes. The only natural predators afancs have are the water panthers, as their great size and icy aura dissuades all others. In the parts of Old Canada that border the Great Lakes, a tradition of "beaver-whaling" has started to spring up, wherein boatmen clad in hefty cold-weather gear face the biting jaws and ramming bodies of angered afanc in order to attain meat, blubber, and fur. [B][U]Species Traits[/U][/B][U][/U] [B]Aura of Cold (Su):[/B] An afanc exudes an aura of bitter cold around itself in a 30 foot radius. Any creature entering the radius must make a Fortitude save (DC ) each round or take 1d8 points of cold damage. [B]Capsize (Ex):[/B] A submerged afanc that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel 30 to 70 feet long and a 20% chance to capsize a vessel 80 to 100 feet long. [B]Hold Breath (Ex):[/B] An afanc can hold its breath for a number of minutes equal to twice its Constitution modifier. [B]Afanc:[/B] CR 17; Gargantuan Magical Beast (Cold); HD 20d10+140; HP 250; Mas 27; Init +0; Spd 5 ft., swim 50 ft.; Defense 13, touch 6, flat-footed 13 (-4 size, +7 natural); BAB +20; Grap +44; Atk +28 melee (2d6+12, bite) or +28 melee (1d12+12, tail slap); Full Atk +28 melee (2d6+12, bite) or +28 melee (1d12+12, tail slap); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ Aura of cold, capsize, damage reduction 15/ballistic or piercing, darkvision 60 ft., hold breath, low-light vision; AL none; SV Fort +19, Ref +12, Will +8; AP 0; Rep +0; Str 35, Dex 11, Con 24, Int 2, Wis 14, Cha 4. [B]Skills:[/B] Listen +8, Spot +8, Swim +31. [B]Feats:[/B] Awesome Blow, Improved Bull Rush, Improved Damage Threshold, Improved Overrun, Power Attack, Sunder. [B]Advancement:[/B] 21-30 HD (Gargantuan); 31-40 HD (Colossal). [B][SIZE=3]Cloud Creeper (Unknown - Tentatively classified as Mechanoaberrant)[/SIZE][/B] [B]Scientific Name:[/B] Unclassified [B]Average Height:[/B] 6 feet [B]Habitat:[/B] Ruins [B]Native Range:[/B] The Wasteland [B]Diet:[/B] Any warm-blooded creature [B]Threat to Humans:[/B] High (Known to set traps, hunt, kill, and consume humans) The Wasteland is one of the few ruined parts of the world where not even one ghoul dwells...or, to be more accurate, dwells anymore. They were consumed by the apex predators in the smog-choked and radiation-drenched ruins of the Wasteland's smaller towns, creatures whose only visible parts are their ember-like eyes - the cloud creepers. A cloud creeper resembles a human clad head to toe in an armored shell made out of gathered concrete, metal, and other refuse. As they are never seen without their armored carapace and explode into a vile sludge upon death, no research has been able to determine whether or not cloud creepers are Advanced Human Aberrations, extremely mutated animals, or something else entirely. What is known is that they are found nowhere other than the Wasteland, which brings the disturbing possibility that they were not here since the Change, instead being newly-formed monstrosities created by the Lacusian campaign of destruction that made the Wasteland a wasteland in the first place. Cloud creepers hunt in packs of 3 to 5 individuals, sometimes wielding scavenged or junk-crafted weapons, communicating through pheromones and a clicking language colloquially known as Creepclick. Any cloud creeper that has class levels almost always heads toward one of three advanced classes: Barbarian, Skulk, or Tribal Stalker. [B][U]Species Traits[/U][/B] [B]Armor Adaptation (Ex):[/B] If a cloud creeper finds a full suit of medium or heavy human armor, it can take a full 48 hours to cocoon itself and fuse with the armor, effectively making that armor its new shell. The equipment bonus of the worn armor replaces the natural armor bonus the cloud creeper already has, and it does not suffer from not having the appropriate armor proficiency. [B]Death Explosion (Ex): [/B]When a cloud creeper is reduced to -1 or fewer hit points, it immediately dies in a violent chemical explosion. All creatures in adjacent squares take 1d8 points of acid damage - a successful Reflex save (DC 14) halves the damage. The body of the cloud creeper and all of its possessions are gone as of this explosion, melted into a foul purplish-red sludge that counts as a lightly radioactive material for 2d6 days. [B]Immunities (Ex):[/B] Cloud creepers are immune to disease, poison, and radiation. [B]Smog Sight (Ex):[/B] A cloud creeper can see through clouds, fog, mist, and smoke without penalty. [B]Cloud Creeper:[/B] CR 2; Medium-size Aberration; HD 3d8+9; HP 22; Mas 20; Init -1; Spd 30 ft.; Defense 15, touch 9, flat-footed 15 (-1 Dex, +6 natural); BAB +2; Grap +5; Atk +5 melee (1d4+3, slam); Full Atk +5 melee (1d4+3, 2 slams); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Acid immunity, armor adaptation, darkvision 60 ft., death explosion, electricity resistance 10, immunities, smog sight; AL pack; SV Fort +4, Ref +0, Will +5; AP 0; Rep +0; Str 16, Dex 8, Con 17, Int 8, Wis 15, Cha 6. [B]Skills:[/B] Hide +3, Listen +3, Move Silently +3, Speak Creepclick, Spot +3, Survival +4. [B]Feats:[/B] Improved Natural Healing, Power Attack. [B]Advancement:[/B] By character class. [B]Possessions:[/B] Scavenged goods. [B][SIZE=3]Manitou (Arcanoaberrant)[/SIZE][/B] [B]Scientific Name:[/B] [I]Ursus occultus[/I] [B]Average Length:[/B] 9 feet [B]Habitat:[/B] Forests, bogs, and plains [B]Native Range:[/B] The Rocky Mountains, northern United States, and Canada [B]Diet:[/B] Fish, birds, mammals, roots, and berries [B]Threat to Humans:[/B] High (Known to kill and consume humans) Wide-ranging but rarely seen, the powerful manitou is a large black bear with glowing white eyes and icy blue hieroglyph-like patterns spread across its entire body. They are infamous for having a disturbingly cunning streak and powerful supernatural abilities in addition to the physical perks of being a large bear, and even other apex predators such as the black panthers of the Rocky Mountains tend to give them a wide berth. Tribal humans in areas where manitou live both fear and revere the creature for its magical powers and disturbing cunning, and any tribesman that can kill a manitou and wear its stunning pelt is considered to be a formidable individual. [B][U]Species Traits[/U][/B] [B]Spell-like Abilities (Sp):[/B] [I]At will-[/I]create water, detect magical aura; [I]2/day-[/I]dancing lights, obscuring mist, stoneskin; [I]1/day-[/I]ice storm, wall of stone. Caster level 6th; saves are Charisma-based. [B]Skills:[/B] Manitou gain a +4 bonus to Intimidate, Survival, and Swim checks. [B]Manitou:[/B] CR 6; Large Magical Beast; HD 7d10+28; HP 66; Mas 19; Init +0; Spd 50 ft.; Defense 13, touch 9, flat-footed 13 (-1 size, +4 natural); BAB +7; Grap +19; Atk +14 melee (1d6+8, claw); Full Atk +14 melee (1d6+8, 2 claws) and +9 melee (1d8+4, bite); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Cold immunity, darkvision 60 ft., electricity resistance 10, fire resistance 10, low-light vision, scent, spell-like abilities, spell resistance 15; AL none; SV Fort +9, Ref +5, Will +5; AP 0; Rep +0; Str 27, Dex 11, Con 19, Int 4, Wis 16, Cha 15. [B]Skills:[/B] Bluff +4, Intimidate +8, Listen +4, Spot +4, Survival +10, Swim +13. [B]Feats:[/B] Power Attack, Supernatural Strike, Track. [B]Advancement:[/B] 8-12 HD (Large); 13-17 HD (Huge). [B][SIZE=3]Waheela (Arcanoaberrant)[/SIZE][/B] [B]Scientific Name:[/B] [I]Gulo caniformus[/I] [B]Average Length:[/B] 5 feet [B]Habitat:[/B] Cold forests and mountains [B]Native Range:[/B] Northern United States, Canada, and northern Eurasia [B]Diet:[/B] Berries, roots, seeds, nuts, birds, and mammals [B]Threat to Humans:[/B] Medium (Aggressive if disturbed, known to attack lone humans) The waheela is a frightening creature that resembles a wolverine with long legs and elongated head, giving it an appearance that could be described as a wolf wearing a wolverine pelt. Like their pre-Change ancestors, waheelas are solitary omnivores known for being tough, ornery, and best left alone. This is even more relevant when these long-legged wolverines are capable of leaping from shadow to shadow, hounding prey ceaselessly. Waheelas seem to have an innate hatred of razorbacks, perhaps due to their similar niches, and will kill them on sight even if they are not hungry. [U][B]Species Traits[/B][/U] [B]Ferocity (Ex):[/B] A waheela continues to fight unhindered even into negative hit points. [B]Improved Critical (Ex):[/B] Waheelas have a critical threat ratio of 19 to 20. [B]Shadow Step (Su):[/B] As a full round action, a waheela can teleport between any two shadows that are within a 100 foot radius. If the shadow is still in the square occupied by the target casting the shadow, the waheela appears in a square adjacent to the shadow's caster. [B]Skills:[/B] Waheelas gain a +4 bonus to Listen, Spot, and Survival checks. [B]Waheela:[/B] CR 2; Medium-size Magical Beast; HD 4d10+8; HP 30; Mas 15; Init +1; Spd 40 ft.; Defense 14, touch 11, flat-footed 13 (+1 Dex, +3 natural); BAB +4; Grap +8; Atk +8 melee (1d6+4/19-20, bite); Full Atk +8 melee (1d6+4/19-20, bite); FS 5 ft. by 5 ft.; Reach 0 ft.; SQ Cold resistance 10, damage reduction 2/-, darkvision 60 ft., improved critical, scent, shadow step; AL none; SV Fort +6, Ref +5, Will +2; AP 0; Rep +0; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 4. [B]Skills:[/B] Listen +8, Spot +8, Survival +6. [B]Feats:[/B] Track, Ultra Immune System. [B]Advancement:[/B] 5-7 HD (Medium-size); 8-10 HD (Large). [B][SIZE=3]Water Panther (Bioaberrant)[/SIZE][/B] [B]Scientific Name:[/B] [I]Lynx aquaticus[/I] [B]Average Length:[/B] 25 feet [B]Habitat:[/B] Forests around waterways [B]Native Range:[/B] The Great Lakes [B]Diet:[/B] Large fish and mammals [B]Threat to Humans:[/B] High (known to kill and consume humans) The only creature native to the Great Lakes capable of taking on an afanc, the endemic water panther is a sight to behold. Its massive body is mostly similar to that of a big cat, save for a slightly elongated neck leading to its trademark lynx head, webbed and long-clawed paws, a sinuous tail that ends in an eel-like keel, and a covering of slick greenish-gray scales. When they are not hunting, water panthers can typically be seen sun bathing on beaches or sticking their heads out of the water on their graceful necks as they swim through the deep, cold waters. They have been known to hunt humans if there are no readily available food sources, but prefer blubbery swimmers over relatively small and lean meals. [B][U]Species Traits[/U][/B] [B]Hold Breath (Ex):[/B] A water panther can hold its breath for a number of minutes equal to twice its Constitution modifier. [B]Bonus Feats:[/B] Water panthers gain Alertness, Improved Grapple, and Track as bonus feats. [B]Water Panther:[/B] CR 15; Huge Animal; HD 17d8+119; HP 195; Mas 24; Init +1; Spd 40 ft., swim 50 ft.; Defense 17, touch 9, flat-footed 16 (-2 size, +1 Dex, +8 natural); BAB +12; Grap +34; Atk +20 melee (1d10+10, claw); Full Atk +20 melee (1d10+10, 2 claws) and +18 melee (1d12+5, bite); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ Cold immunity, darkvision 60 ft., hold breath, improved grab (claws), low-light vision, scent; AL none; SV Fort +17, Ref +11, Will +7; AP 0; Rep +0; Str 30, Dex 13, Con 24, Int 2, Wis 15, Cha 6. [B]Skills:[/B] Climb +12, Jump +12, Listen +8, Move Silently +4, Spot +8, Survival +6, Swim +19. [B]Feats:[/B] Alertness, Improved Grapple, Track. [B]Advancement:[/B] 18-25 HD (Huge); 26-33 HD (Gargantuan). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dusk of Man, Dawn of Magic [d20 Modern post-apocalyptic occult setting]
Top