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<blockquote data-quote="Ferret" data-source="post: 405008" data-attributes="member: 4052"><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><span style="font-size: 18px">1 Creatures</span></span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><span style="font-size: 12px">1.1 Humanoids</span></span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Gnelf</span></p><p><span style="color: royalblue">Medium Humanoid (Gnome)</span></p><p><span style="color: royalblue">Hit Dice: 1d8+1 (5 hp)</span></p><p><span style="color: royalblue">Initiative: +1</span></p><p><span style="color: royalblue">Speed: 20 ft.</span></p><p><span style="color: royalblue">AC: 16 (+1 dex, +4 chain shirt, +1 small shield)</span></p><p><span style="color: royalblue">Attacks: Short sword +2 melee; or light crossbow +2 ranged</span></p><p><span style="color: royalblue">Damage: Short sword 1d6-1; or light crossbow 1d8</span></p><p><span style="color: royalblue">Face/Reach: 5 ft. by 5 ft./5 ft.</span></p><p><span style="color: royalblue">Special Attacks: Gnelf traits, spells</span></p><p><span style="color: royalblue">Special Qualities: Gnelf traits, speak with animals</span></p><p><span style="color: royalblue">Saves: Fort +3, Ref +3, Will +0</span></p><p><span style="color: royalblue">Abilities: Str 8, Dex 12, Con 12, Int 13, Wis 11, Cha_11</span></p><p><span style="color: royalblue">Skills: Listen +6, Spot +6, Search + 5, </span></p><p><span style="color: royalblue">Feats: Weapon Focus (short sword)</span></p><p><span style="color: royalblue">Climate/Terrain: Any forest, hill, and underground</span></p><p><span style="color: royalblue">Organization: Solitary, group (2-4) </span></p><p><span style="color: royalblue">Challenge Rating: 1</span></p><p><span style="color: royalblue">Treasure: Standard</span></p><p><span style="color: royalblue">Alignment: Usually neutral good</span></p><p><span style="color: royalblue">Advancement: By character class</span></p><p> <span style="color: royalblue">Gnelves make their parent races look dull with, their unparalleled curiosity and inquisitiveness; they are the true wonderers, and wanderers. They have the natural talent of magic of both races, and the love of nature as much as is seen so strong in the two parents of this species.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Gnelves, stand almost 4’ foot high, and have an almost pixie like resemblance to fae, with pointy ears, amid the length of both species. Although not so skinny as their Elven cousins the are still as hardy as there gnomish relatives and there stature does nothing to down there natural nimbleness, and innate smarts; Inventors, adventurers, and craftsmen. They are likely entrepreneurs, rogues, wizards, and many other talents are open to them, although one rare thing is a Gnelvish cleric, or paladin, Gnelvish barbarians are only half as rare, but do not frequent the numbers as often as other class choices (other then the stuffy alternative of paladins and clerics). </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Most Gnelves end up 606 at the concluding part of there years, some have been known to live up to 675 years. Most of this time is spent joking and laughing, and like gnome they adore practical jokes, almost even more then gnomes, but as gnomes they never harm (or intend to anyway).</span></p><p><span style="color: royalblue">• Immunity to magic sleep spells and effects. </span></p><p><span style="color: royalblue">• +2 racial bonus to Will saves against enchantment spells or effects. </span></p><p><span style="color: royalblue">• Low-Light Vision: Gnelves can see twice as far as a human in starlight, moonlight, torchlight, etc. </span></p><p><span style="color: royalblue">• +2 racial bonus to Search, Spot, and +3 Listen checks. </span></p><p><span style="color: royalblue">• +2 racial bonus to saving throws against illusions. </span></p><p><span style="color: royalblue">• +1 racial bonus to attack rolls against kobolds and goblinoids. </span></p><p><span style="color: royalblue">• +4 dodge bonus against giants</span></p><p><span style="color: royalblue">• +2 racial bonus to Alchemy checks </span></p><p><span style="color: royalblue">• +2 racial bonus to saving throws against enchantments</span></p><p><span style="color: royalblue">Spells: Gnelves with Intelligence scores of 10 or higher may cast dancing lights, ghost sound, prestidigitation, and daze each once per day as a 1st-level wizard (spell failure penalties for armor apply). Gnelves with Intelligence scores of 12 or higher may cast Colour spray, and sleep each once per day as a 1st-level wizard (spell failure penalties for armor apply).</span></p><p><span style="color: royalblue">Speak with Animals (Sp): Once per day a Gnelf can use speak with animals as a 1st-level druid to communicate with a Forest animal 1/day </span></p><p><span style="color: royalblue">Combat:</span></p><p><span style="color: royalblue">Gnelves prefer ambushes, with spell use then assault, seeing the show of combined enchantment and illusion magic is quite scary.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">The favoured class is either Druid or Illusionist depending on the dominant parent</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">The way to determine the Weight height and age of Gnelves is thus:</span></p><p></p><p> [CODE][color=royalblue]Gnelf, man Height Base weight</p><p> 3’ 7” +2d8 60lb X1d4</p><p>Gnelf, woman Height Base weight</p><p> 3’ 5” +2d8 55lb X1d4</p><p>Gnelf Adult hood 1st category 2nd category 3rd category</p><p> 75 4d6 6d6 10d6</p><p>Gnelf Middle age Old Venerable Max age</p><p> 137 206 275 +4d% years [/color][/CODE]</p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Ecl +2</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Half-Gnoll</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Medium-Size Humanoid (Gnoll)</span></p><p><span style="color: royalblue">Hit Dice: 1d8 (4 hp)</span></p><p><span style="color: royalblue">Initiative: +0</span></p><p><span style="color: royalblue">Speed: 20 ft. (scale mail), base 30 ft.</span></p><p><span style="color: royalblue">AC: 17 (+1 natural, +4 scale, +2 large shield)</span></p><p><span style="color: royalblue">Attacks: Battleaxe +3 melee; or shortbow +1 ranged</span></p><p><span style="color: royalblue">Damage: Battleaxe 1d8+1; or shortbow 1d6</span></p><p><span style="color: royalblue">Face/Reach: 5 ft. by 5 ft./5 ft.</span></p><p><span style="color: royalblue">Special Qualities: Darkvision 60 ft. +1 skill per level, Bonus feat at level 1</span></p><p><span style="color: royalblue">Saves: Fort +0, Ref +0, Will +0</span></p><p><span style="color: royalblue">Abilities: Str 13, Dex 10, Con 11, Int 11, Wis 11, Cha 8</span></p><p><span style="color: royalblue">Skills: Listen +4, Spot +5</span></p><p><span style="color: royalblue">Feats: Power Attack, Skill focus: Spot</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Climate/Terrain: Temperate or warm land and underground</span></p><p><span style="color: royalblue">Organization: Solitary, pair</span></p><p><span style="color: royalblue">Challenge Rating: 1</span></p><p><span style="color: royalblue">Treasure: Standard</span></p><p><span style="color: royalblue">Alignment: Usually Neutral</span></p><p><span style="color: royalblue">Advancement: By character class</span></p><p><span style="color: royalblue">Half-gnolls speak Gnoll, common and sometimes Goblin or Orc. </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">A half-gnoll is obvious at first site a hybrid, it is already human-like appearance, is enriched, by the human heritage. They still retain some of their gnoll traits, the scruffy mane, and hyena-like paws and fur. They stand a rough 7 foot, but most do not use there overpowering looks in tactic, as they are not evilly inclined.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Combat</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Because of its armor and shield, a Half-gnoll’s Hide score is -6, which means Half-gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, heavy cover, or some other form of concealment).</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Half-gnoll Characters</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">A Half-gnoll’s favored class is ranger.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Gurak </span></p><p><span style="color: royalblue">Hit Dice: 1d8 (4 hp)</span></p><p><span style="color: royalblue">Initiative: 0</span></p><p><span style="color: royalblue">Speed: 40 ft.</span></p><p><span style="color: royalblue">AC: 13 (+3 Hide armour)</span></p><p><span style="color: royalblue">Attacks: Tellra</span></p><p><span style="color: royalblue">Damage: Tellra</span></p><p><span style="color: royalblue">Face/Reach: 5 ft. by 5 ft./5 ft.</span></p><p><span style="color: royalblue">Special Attacks: They’re traits</span></p><p><span style="color: royalblue">Special Qualities: They’re traits</span></p><p><span style="color: royalblue">Saves: Fort +3, Ref +2, Will +1</span></p><p><span style="color: royalblue">Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10</span></p><p><span style="color: royalblue">Skills: Hide +7, Move Silently +3</span></p><p><span style="color: royalblue">Feats: Weapon focus(Tellra)</span></p><p><span style="color: royalblue">Climate/Terrain: Any hill or plain</span></p><p><span style="color: royalblue">Organization:??</span></p><p><span style="color: royalblue">Challenge Rating: 1/2</span></p><p><span style="color: royalblue">Treasure: Standard</span></p><p><span style="color: royalblue">Alignment: Usually neutral</span></p><p><span style="color: royalblue">Advancement: By character class</span></p><p><span style="color: royalblue">They have a strong teamwork, and firm sense of ethics. This is where the phrase “They Graveyard” Referring to a place where Many members of a team have died together instead of fleeing and living to fight another day.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">At first glance, they seem to be strongly built, this is because of stance and technique, and this is very useful when attacking large groups of monsters, that one-by-one are not that powerful. They fight best with a Tellra, an alternative axe, with a sharp pointed “Beard”, and is often nick named “Dwarf face“. While they may seem primitive, they are not unintelligent, uncharismatic or impulsive, strangely though they are not especially strong or robust.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">They are skin is thick and calloused although not enough to warrant bonuses in combat, it also has a very deep green look to it. After maturing, they adorn their bodies with red tattoos, these tattoos have no magical effect, and are in all respect mundane.</span></p><p><span style="color: royalblue">Combat</span></p><p><span style="color: royalblue">If provoked, they will flank and chase the enemy into a wall of spears, if they do not follow/won’t be chased they will surround and attack</span></p><p><span style="color: royalblue">Their Traits (Ex): They benefit from a number of racial traits.</span></p><p><span style="color: royalblue">• +4 racial bonus to intimidate. </span></p><p><span style="color: royalblue">• +2 morale bonus to saving throws against fear. </span></p><p><span style="color: royalblue">• May gain the feat “Scent”</span></p><p><span style="color: royalblue">• Intimidate is always a class skill</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Crobold</span></p><p><span style="color: royalblue">Small Humanoid (Reptilian) </span></p><p><span style="color: royalblue">Hit Dice: 1/2 d8 (2 hp) </span></p><p><span style="color: royalblue">Initiative: +1 (Dex) </span></p><p><span style="color: royalblue">Speed: 30 ft. </span></p><p><span style="color: royalblue">AC: 22 (+1 size, +3 Dex, +6 natural, +2 leather) </span></p><p><span style="color: royalblue">Attacks: Bite??, Claw??</span></p><p><span style="color: royalblue">Damage: Bite??, Claw??</span></p><p><span style="color: royalblue">Face/Reach: 5 ft. by 5 ft./5 ft.</span></p><p><span style="color: royalblue">Special Qualities: Darkvision 60 ft., Lowlight vision </span></p><p><span style="color: royalblue">Saves: Fort +0, Ref +1, Will +2</span></p><p><span style="color: royalblue">Abilities: Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 10</span></p><p><span style="color: royalblue">Skills: Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2</span></p><p><span style="color: royalblue">Feats: Alertness</span></p><p><span style="color: royalblue">Climate/Terrain: Any land</span></p><p><span style="color: royalblue">Organization:?</span></p><p><span style="color: royalblue">Challenge Rating:?</span></p><p><span style="color: royalblue">Treasure: Standard</span></p><p><span style="color: royalblue">Alignment: Usually Chaotic evil</span></p><p><span style="color: royalblue">Advancement: By character class</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Crobolds do not speak any language, instead they can make clicking and screeching noises. Crobolds look like a cross between crabs and Kobolds; they have very large pincers that cannot wield weapons. On the underside of their hard exoskeletal back, they have a large mouth much like a crab, with smaller pincers that are solely used for grappling. Their back legs are powerful and mainly used for leaping; they are covered with a thick reptilian scale that has tufts of fur sprouting here and there.</span></p><p><span style="color: royalblue">Parval</span></p><p><span style="color: royalblue">Tiny Humanoid </span></p><p><span style="color: royalblue">Hit Dice: 1d8 (4 hp) </span></p><p><span style="color: royalblue">Initiative: +8 (+2 natural +2 Dex, +4 Improved Initiative) </span></p><p><span style="color: royalblue">Speed: 10 ft., fly 40 ft. (good) </span></p><p><span style="color: royalblue">AC: 14 (+2 size, +2 Dex) </span></p><p><span style="color: royalblue">Attacks: Kukri 18-20 +2 melee,</span></p><p><span style="color: royalblue">Damage: Kukri 18-20 1d4</span></p><p><span style="color: royalblue">Face/Reach: 2-1/2ft. by 2-1/2ft./0 ft. </span></p><p><span style="color: royalblue">Special Attacks: Parval Traits</span></p><p><span style="color: royalblue">Special Qualities: Parval Traits </span></p><p><span style="color: royalblue">Saves: Fort -1, Ref +3, Will +0 </span></p><p><span style="color: royalblue">Abilities: Str 8, Dex 14, Con 8, Int 11, Wis 11, Cha 11 </span></p><p><span style="color: royalblue">Skills: Listen +3, Spot +3</span></p><p><span style="color: royalblue">Feats: Improved Initiative </span></p><p><span style="color: royalblue">Climate/Terrain: Temperate forest </span></p><p><span style="color: royalblue">Organization: Gang (2-4), band (6-11), or tribe (20-80)</span></p><p><span style="color: royalblue">Challenge Rating: 1/3</span></p><p><span style="color: royalblue">Treasure: Standard </span></p><p><span style="color: royalblue">Alignment: Always non-evil often chaotic</span></p><p><span style="color: royalblue">Advancement: As character class</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">These small folk, are rumoured to be related to Pixies and Grigs, but what ever else was involved in the evolution it hasn’t watered down the mischievousness, but they do not put that in front of there friends.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Combat</span></p><p><span style="color: royalblue">Parval use stealth, and spell casting over what few brute strength they have.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Parval traits: Parval benefit from various racial traits:</span></p><p><span style="color: royalblue">• +2 to initiative: Quick and flighty, they are quick to notice danger, and gain +2 to spot checks at the start of combat.</span></p><p><span style="color: royalblue">• Stats: Quick, weak and fragile sums up the Parval, they gain +4 to dexterity, and -2 to constitution and strength</span></p><p><span style="color: royalblue">• +4 vs. charm effects</span></p><p><span style="color: royalblue">• Can automatically gain 20% concealment in woodland conditions.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><span style="font-size: 12px">1.2 Animals</span></span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Dire camel</span></p><p><span style="color: royalblue">Huge animal</span></p><p><span style="color: royalblue">HD: 5d8+25 (Hp 47)</span></p><p><span style="color: royalblue">Speed: 50ft</span></p><p><span style="color: royalblue">Initiative: +3 (+3 Dex)</span></p><p><span style="color: royalblue">AC: 14 ( -2 size +3 Dex +3 Natural)</span></p><p><span style="color: royalblue">Attacks: Bite +13</span></p><p><span style="color: royalblue">Damage: 2d6 + 15</span></p><p><span style="color: royalblue">Face/Race: 10 ft by 20 ft/10 ft</span></p><p><span style="color: royalblue">Special attack: Spit</span></p><p><span style="color: royalblue">Special qualities: Scent</span></p><p><span style="color: royalblue">Abilities: Str 30 Dex 16 Con 20 Int 2 Wis 11 Cha 4</span></p><p><span style="color: royalblue">Skills: Listen +5 Spot +5</span></p><p><span style="color: royalblue">Save: Fort +9 Refl +7 Will +1</span></p><p><span style="color: royalblue">Climate/Terrain: Any desert, hill, and mountains</span></p><p><span style="color: royalblue">Organization: Solitary</span></p><p><span style="color: royalblue">Challenge Rating: 4</span></p><p><span style="color: royalblue">Treasure: None</span></p><p><span style="color: royalblue">Alignment: Always neutral</span></p><p><span style="color: royalblue">Advancement:- </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Fierce and tough, a fearsome creature, and not a small enemy.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Spit (Ex): Conjuring a huge amount of saliva, the dire camel is capable of spiting a dangerous and thick wad, dealing 1d4 subduel damage and 1 temporary Con damage. The range is 10ft, and can be used every 1d2+2 rounds.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Carrying Capacity: A light load for a Dire camel is up to 2128 pounds; a medium load, 2144-4256 pounds; a heavy load, 5272-6400 pounds. A Dire camel can drag 32,000 pounds</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Dire Hedgehog</span></p><p><span style="color: royalblue">Small Animal (dire)</span></p><p><span style="color: royalblue">HD 3d8+3 (hp 16)</span></p><p><span style="color: royalblue">Initiative +2 (Dex);</span></p><p><span style="color: royalblue">Speed 10 ft;</span></p><p><span style="color: royalblue">AC 17 (+2 Dex, +2 size, +3 natural);</span></p><p><span style="color: royalblue">Attacks bite +4 melee;</span></p><p><span style="color: royalblue">Damage bite 1d6;</span></p><p><span style="color: royalblue">Face/Reach 5 ft by 5ft/5ft;</span></p><p><span style="color: royalblue">Special quality : Scent, Spines</span></p><p><span style="color: royalblue">Saves: Fort +4, Ref +5, Will +1;</span></p><p><span style="color: royalblue">Abilities: Str 11, Dex 14, Con 13, Int 4, Wis 12, Cha 4; </span></p><p><span style="color: royalblue">Skills and Feats: Hide +10, Listen +6, Move Silently +6; Weapon finesse (bite)</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Climate/Terrain: Any Plains</span></p><p><span style="color: royalblue">Organization: Solitary bunch (2-4) </span></p><p><span style="color: royalblue">Challenge Rating:?</span></p><p><span style="color: royalblue">Treasure: none</span></p><p><span style="color: royalblue">Alignment: Always Neutral</span></p><p><span style="color: royalblue">Advancement: None</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">This dire form of Hedgehog, is a larger, and more dangerous the it’s cousin. Roughly 3 foot long, with sharp spines.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Spines (Ex): Creatures doing unarmed strikes against a hedgehog must make a Reflex Save (DC 11) or get struck by a spine, doing 1d4 point of damage. If someone were stupid enough to try to eat it or play football with it, they take 1d6 points of damage</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>Raccoon</strong></span></p><p><span style="color: royalblue"><strong>Small Animal</strong></span></p><p><span style="color: royalblue"><strong>Hit Dice: </strong> 1d8+1 (5 hp)</span></p><p><span style="color: royalblue">Initiative: +3 (Dex)</span></p><p><span style="color: royalblue">Speed: 30 ft, climb 20 ft, swim 20 ft</span></p><p><span style="color: royalblue">AC: 15 (+1 size, +3 Dex, +1 natural)</span></p><p><span style="color: royalblue">Attack: 2 claws +4 melee, bite -1 melee</span></p><p><span style="color: royalblue">Damage: Claw 1d3, bite 1d4</span></p><p><span style="color: royalblue">Face/Reach: 5 ft. by 5 ft./5 ft.</span></p><p><span style="color: royalblue">Special Qualities: Slow fall, scent, low-light vision</span></p><p><span style="color: royalblue">Saves: Fort +2, Ref +4, Will +1</span></p><p><span style="color: royalblue">Abilities: Str 10, Dex 16, Con 13, Int 2, Wis 12, Cha 6</span></p><p><span style="color: royalblue">Skills: Climb +11, Listen +8, Spot +8, Swim +11</span></p><p><span style="color: royalblue">Feats: Weapon Finesse (claws, bite)</span></p><p><span style="color: royalblue">Climate/Terrain: Temperate forest</span></p><p><span style="color: royalblue">Organization: Solitary or den (male plus female and 1-2 young)</span></p><p><span style="color: royalblue">Challenge Rating: 1/2</span></p><p><span style="color: royalblue">Treasure: None</span></p><p><span style="color: royalblue">Alignment: Always neutral</span></p><p><span style="color: royalblue">Advancement: 2-3 HD (Small)</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff. </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">The raccoon's body is stocky and generally weighs from 13-15 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet. </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>COMBAT </strong></span></p><p><span style="color: royalblue">Raccoons attack with their forepaws and teeth.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>Slow Fall (Ex): </strong> A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is. </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>Skills: </strong> Raccoons receive a +4 racial bonus to Listen and Spot checks.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>ACTIVITY/ECOLOGY </strong></span></p><p><span style="color: royalblue">Raccoons are nocturnal and seldom active in the daytime. During extremely cold, snowy periods, raccoons have been observed sleeping for long periods at a time, but do not hibernate. Primarily a solitary animal, the only real social groups raccoons form are that of mother and young. Although, occasionally a male may stay with a female for a month prior to breeding and until after the birth of their young. </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Raccoons have a highly developed tactile sense. Their human-like forepaws are especially sensitive and enable the raccoon to handle and pry open prey and climb with ease. With their fine sense of hearing, raccoons are also especially alert. Similarly, raccoons have excellent night vision. Their common gait is a shuffle like walk; however, they are able to reach speeds of 15 miles per hour on the ground. Raccoons climb with great agility and are not bothered by a drop of just over 10 times their own length. </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">As well as being excellent climbers, raccoons are also strong swimmers, which is beneficial to an animal that often lives near water. However, they are reluctant to swim; without waterproof fur, swimming forces them to take on extra weight. Raccoons don't travel any farther than necessary; they travel only far enough to meet the demands of their appetites.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Special thanks to Graz’zt</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>Dire Raccoon</strong></span></p><p><span style="color: royalblue"><strong>Medium sized Animal</strong></span></p><p><span style="color: royalblue"><strong>Hit Dice: </strong> 3d8+6 (13 hp)</span></p><p><span style="color: royalblue">Initiative: +3 (Dex)</span></p><p><span style="color: royalblue">Speed: 30 ft, climb 20 ft, swim 20 ft</span></p><p><span style="color: royalblue">AC: 17 (+1 size, +3 Dex, +3 natural)</span></p><p><span style="color: royalblue">Attack: 2 claws +4 melee, bite -1 melee</span></p><p><span style="color: royalblue">Damage: Claw 1d4+2, bite 1d6 +3</span></p><p><span style="color: royalblue">Face/Reach: 5 ft. by 5 ft./5 ft.</span></p><p><span style="color: royalblue">Special Qualities: Slow fall, scent, low-light vision</span></p><p><span style="color: royalblue">Saves: Fort +3, Ref +5, Will +1</span></p><p><span style="color: royalblue">Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6</span></p><p><span style="color: royalblue">Skills: Climb +11, Listen +8, Spot +8, Swim +11</span></p><p><span style="color: royalblue">Feats: Weapon Finesse (claws, bite)</span></p><p><span style="color: royalblue">Climate/Terrain: Temperate forest</span></p><p><span style="color: royalblue">Organization: Solitary or den (male plus female and 1-2 young)</span></p><p><span style="color: royalblue">Challenge Rating: 3</span></p><p><span style="color: royalblue">Treasure: None</span></p><p><span style="color: royalblue">Alignment: Always neutral</span></p><p><span style="color: royalblue">Advancement: 4-9 HD (Medium)</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff. </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">The raccoon's body is stocky and generally weighs from 39-45 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet. </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Although its cousins may be timid, the larger and fiercer version is rough even in dire context.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>COMBAT </strong></span></p><p><span style="color: royalblue">Raccoons attack with their forepaws and teeth.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>Slow Fall (Ex): </strong> A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is. </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><strong>Skills: </strong> Raccoons receive a +4 racial bonus to Listen and Spot checks.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Dire sheep</span></p><p><span style="color: royalblue">Large Animal (dire)</span></p><p><span style="color: royalblue">Hit Dice: 4d8+16 (34 hp)</span></p><p><span style="color: royalblue">Initiative: +1 (Dex)</span></p><p><span style="color: royalblue">Speed: 30 ft</span></p><p><span style="color: royalblue">AC: 16 (+1 Dex, +6 natural, -1size)</span></p><p><span style="color: royalblue">Attacks: Bite +6 melee</span></p><p><span style="color: royalblue">Damage: Bite 1d6 +9</span></p><p><span style="color: royalblue">Face/Reach: 5 ft by 5 ft/5 ft</span></p><p><span style="color: royalblue">Saves: Fort +8, Ref +4, Will +1</span></p><p><span style="color: royalblue">Abilities: Str 22, Dex 13, Con 18, Int 2, Wis 11, Cha 4</span></p><p><span style="color: royalblue">Skills: Listen +5, Spot +5</span></p><p><span style="color: royalblue">Climate/Terrain: Any land</span></p><p><span style="color: royalblue">Organization: Solitary (1-2) Leader (1+10-100 normal sheep)</span></p><p><span style="color: royalblue">Challenge Rating: 3</span></p><p><span style="color: royalblue">Treasure: None</span></p><p><span style="color: royalblue">Alignment: Always neutral</span></p><p><span style="color: royalblue">Advancement: 5-9 HD (Large) 10-12 HD (Huge)</span></p><p><span style="color: royalblue">A colossal version of the sheep, whose wool has mated and tangle to such an extent that it provides protection equal to that of banded mail, its fierce eyes glow a manic red, and the occasional froth at the mouth.</span></p><p><span style="color: royalblue">COMBAT</span></p><p><span style="color: royalblue">More the usual the leader of the pack, this sheep attacks fiercely all who stand in its herd’s way, often savaging bodies that it’s fellow sheep cannot digest.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Goat</span></p><p><span style="color: royalblue">Small-Size Animal</span></p><p><span style="color: royalblue">Hit Dice: ½d8 (3 hp)</span></p><p><span style="color: royalblue">Initiative: +2 (Dex)</span></p><p><span style="color: royalblue">Speed: 25 ft</span></p><p><span style="color: royalblue">AC: 14 (+2 Dex, +1 natural, +1 size)</span></p><p><span style="color: royalblue">Attacks: Gore +0 melee</span></p><p><span style="color: royalblue">Damage: Gore 1d4 -1</span></p><p><span style="color: royalblue">Face/Reach: 5 ft by 5 ft/5 ft</span></p><p><span style="color: royalblue">Special Attacks: Knockback, Improved Charge</span></p><p><span style="color: royalblue">Special Qualities: Scent</span></p><p><span style="color: royalblue">Saves: Fort +2, Ref +4, Will +0</span></p><p><span style="color: royalblue">Abilities: Str 8, Dex 15, Con 10, Int 2, Wis 11, Cha 4</span></p><p><span style="color: royalblue">Skills: Listen +6, Spot +3</span></p><p><span style="color: royalblue">Climate/Terrain: Any land</span></p><p><span style="color: royalblue">Organization: Herd (3-12)</span></p><p><span style="color: royalblue">Challenge Rating: 1/4</span></p><p><span style="color: royalblue">Treasure: None</span></p><p><span style="color: royalblue">Alignment: Always neutral</span></p><p><span style="color: royalblue">Advancement: 2-3 HD (Medium-size)</span></p><p><span style="color: royalblue">The statistics here describe the common goat.</span></p><p><span style="color: royalblue">Combat</span></p><p><span style="color: royalblue">A goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability.</span></p><p><span style="color: royalblue">Knockback (Ex): When a goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge. The size rules apply as normal to a knockback; since a goat is Small, it can only knockback Small creatures or smaller.</span></p><p><span style="color: royalblue">Improved Charge (Ex): A goat goat can charge if he moves in a straight line for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Goat, Dire</span></p><p><span style="color: royalblue">Medium-Size Animal</span></p><p><span style="color: royalblue">Hit Dice: 3d8 + 6 (19 hp)</span></p><p><span style="color: royalblue">Initiative: +2 (Dex)</span></p><p><span style="color: royalblue">Speed: 40 ft</span></p><p><span style="color: royalblue">AC: 15 (+2 Dex, +3 natural)</span></p><p><span style="color: royalblue">Attacks: Gore +5 melee</span></p><p><span style="color: royalblue">Damage: Gore 1d8 +3</span></p><p><span style="color: royalblue">Face/Reach: 5 ft by 5 ft/5 ft</span></p><p><span style="color: royalblue">Special Attacks: Knockback, Improved Charge</span></p><p><span style="color: royalblue">Special Qualities: Scent</span></p><p><span style="color: royalblue">Saves: Fort +4, Ref +4, Will +3</span></p><p><span style="color: royalblue">Abilities: Str 16, Dex 15, Con 14, Int 4, Wis 12, Cha 4</span></p><p><span style="color: royalblue">Skills: Listen +8, Spot +5</span></p><p><span style="color: royalblue">Climate/Terrain: Any land</span></p><p><span style="color: royalblue">Organization: Solitary or Herd (3-6)</span></p><p><span style="color: royalblue">Challenge Rating: 2</span></p><p><span style="color: royalblue">Treasure: None</span></p><p><span style="color: royalblue">Alignment: Always neutral</span></p><p><span style="color: royalblue">Advancement: 4-6 HD (Large-size)</span></p><p><span style="color: royalblue">The dire goat has a reputation for a nasty temperament.</span></p><p><span style="color: royalblue">Combat</span></p><p><span style="color: royalblue">A dire goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability.</span></p><p><span style="color: royalblue">Knockback (Ex): When a dire goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The dire goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge. </span></p><p><span style="color: royalblue">Improved Charge (Ex): A dire goat can charge if he moves in a straight line of at least 15 feet for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Dire Shrew</span></p><p><span style="color: royalblue">Small Animal </span></p><p><span style="color: royalblue">HD: 3d8+15 (hp 16)</span></p><p><span style="color: royalblue">Initiative: +3 (Dex)</span></p><p><span style="color: royalblue">Speed: 50 ft, climb 15 ft</span></p><p><span style="color: royalblue">AC 17 (+3 Dex, +1 size, +3 natural);</span></p><p><span style="color: royalblue">Attacks: 2 claws +4 melee, bite -1 melee</span></p><p><span style="color: royalblue">Damage: claw 1d4-1, bite 1d8-1 plus poison</span></p><p><span style="color: royalblue">Face/Reach: 5 ft by 5ft/5ft</span></p><p><span style="color: royalblue">Special Attacks: Poison</span></p><p><span style="color: royalblue">Special Qualities: Scent</span></p><p><span style="color: royalblue">Saves: Fort +6, Ref +4, Will +2;</span></p><p><span style="color: royalblue">Abilities: Str 9, Dex 16, Con 20, Int 1, Wis 12, Cha 6 </span></p><p><span style="color: royalblue">Skills: Hide +10, Jump +6, Move Silently +6 </span></p><p><span style="color: royalblue">Feats: Weapon Finesse(Bite)</span></p><p><span style="color: royalblue">Climate/Terrain: Any temperate forest and underground</span></p><p><span style="color: royalblue">Organization: Solitary or frenzy(6-12)</span></p><p><span style="color: royalblue">Challenge Rating: 3</span></p><p><span style="color: royalblue">Treasure: none</span></p><p><span style="color: royalblue">Alignment: Always Neutral</span></p><p><span style="color: royalblue">Advancement: 4-5 HD(Medium-sized); 6-7 HD(Large)</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Dire shrews are much larger and much more tenacious versions of the minute little insectivores we have come to know.</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">At a length of three-feet, these beasts are not very intimidating at first glance, but when the beast opens its toothy maw you can see its many razor-sharp fangs that are capable of inflicting great pain. These fierce animals prey on anything</span></p><p><span style="color: royalblue">that they can bring down. Usual victims are deer, dire rats, badgers, moose’s, black bears, and even humanoids. </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Though usually solitary, these creatures sometimes go into feeding frenzies. This is when they are most dangerous. </span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue">Combat: Dire shrews are not particularly strong creatures, but are quite venomous. When their poison fails them, dire shrews must rely on their sharp claws and powerful teeth to tear the victim to shreds.</span></p><p><span style="color: royalblue">Poison(Ex): Bite; Fortitude save(DC 16); Any creature that fails the save takes 1d6 temporary strength damage, 1d8 temporary dexterity damage, and 1d6 temporary constitution damage. Secondary damage is the same.</span></p><p><span style="color: royalblue">Feeding frenzy(Ex): Whilst within a group, and against a creature(if it is a group only that creatures counts and is attacked) of equal, lower or +1 of there el rating, they have +1%, for each round spent against that creature, chance of going crazy and berserking (in the same way a golem might)</span></p><p><span style="color: royalblue"></span></p><p><span style="color: royalblue"><span style="font-size: 12px">1.3 Monsters[size]</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Undervile </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Large magical Beast</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit-dice: 12d10+84 (150hp) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: 0</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 16 (+1 Dex, -1 size, +6 Nat. armour) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attack: Bite +17 ; 2 tentacle+ 12; tail +12; elbow spike +12</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: 2 Tentacles 2d4+5 Bite 2d6+ 7 Tail 1d8+5 Elbow spike 1d2+5</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Reach: 5 ft. by 5 ft. /10 ft. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special attacks: Improved grab, Cleave, Greater cleave, Power attack</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special qualities: DR (10/+1), Endurance, Great fortitude,</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort +15 Ref +8 Will +3</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 21(5) Dex 11(0) Con 24(7) Int 4(-3) Wis 8(-1) Cha 22(6)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: Hide+2, Move silently+2 spot+4 listen+4</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Feats: Improved critical, Weapon focus: Bite</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate or terrain: Any land and underground</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Solitary (1) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge rating: TBA</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: None</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Always evil </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: None</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">An Undervile is a vile creature, it attacks devours any creature it can see, although it may retreat if seriously hurt.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Standing from 10-15 ft high, these gruesome creatures seemed to have come from other planes even though these are rumours, the it sprang from the underdark. It seems that nothing of this sort could be Toril born; both hands are squid like and have amazing grip, and crushing power. These octopi-appendages are 2 to 3 foot long and coated with a slimy substance. The mouth has 3 razor sharp talons around it also 3-4 foot long, which can undeniably crush metal, mounted close into the bone under the skin is a pair of beady red eyes, that disallow site towards the side. It has dinosaur-esque feet, 3 talons and a thumb; these feet are gigantic to keep the creatures balance, which it looses if it raises one to attack. Its skin is almost as hard as rock and any blows that get through are almost instantly ignored. It’s most distinguishing mark is the large (½-1 foot) spike on its elbow (Upper arm) which is rarely used in combat.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">With special thanks to Kris</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Plaze</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Fine Ooze</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit-dice: 1/8 d10 (1 Hp) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: 4(4+ dex) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Speed: 25 ft, swim 45 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 22 (+4 Dex, +8 size) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attack: Slam +12 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: Slam 1-3 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Reach: 1/2. /0 ft. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special attacks:</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special qualities: Regeneration 1, Groove</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort +0 Ref +4 Will -5</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 4(-3) Dex 19(4) Con 10(0) Int -- Wis 1 Cha 1 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: None</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Feats: None</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate or terrain: Any temperate or warm</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Plague 60</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge rating: 1/2</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: None</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Always Neutral </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: 1/8 to 2 (diminutive) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">They seem to be a joke, but after you see their numbers and speed, you won’t be laughing</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Plaze, are small and green blobs of ooze, that multiple at phenomenal rates, no one knows how they came to be and no one cares.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Combat:</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Plaze swarm and over run, they attack anything they can find wood, creatures, metal if it sees another object it will attack it, the only thing they will not attack are other oozes.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special abilities: </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Regeneration (Ex): Electricity deals normal damage to a Plaze.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Groove (Ex): whenever confronted with decent music (above DC 20), the Plaze immediately quivers with joy, stopping all aggressive action and just grooving until the music ceases (perform checks are required every round)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Dravern </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Huge Dragon (Sonic) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit Dice: 16d12+14 (168 hp) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: +1 (Dex) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Speed: 20 ft., fly 30 ft. (Clumsy) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 24 (-2 size, +1 Dex, +15 natural) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attacks: bite +21 melee, Sting +12 melee, 2 wings +12 melee; or _2 claws +12 melee </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: Sting 1d6+3, bite 2d8+7, wing 1d8+7; or claw 1d6+3 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Face/Reach: 10 ft. by 20 ft./10 ft. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special Attacks: Acid, improved grab, snatch </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special Qualities: Scent, damage reduction 5/+1, Sonics immunity, hover, Blind sight, Push off, Frightful presence </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort +14, Ref +11, Will +11 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 24, Dex 13, Con 18, Int 12, Wis 12, Cha 12 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: Listen +20*, Move Silently +9 Spot +13* </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Feats: Alertness, Flyby Attack, dodge, mobility </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate/Terrain: Temperate and warm forest, hill, and mountains (Caves) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Solitary, pair, or flight (3-6) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge Rating: 9 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: Standard </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Often evil </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: 16-20 HD (Huge); 18-23 HD (Gargantuan) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">These are the malformed offspring of Wyvern and Black Dravern. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">At a glance, it may pass as its Chromatic cousins, but after closer inspection, the subtle differences arise and it becomes apparent it is a hybrid. One of the most prominent differences is that the monsters scales twists and spikes shift sonic vibrations away from it, the wings are too small to carry it fast, although flight is possible. The usual poison in its tail is gone; the breeding with black Draverns has produced powerful acid in its place. As soon as you see its mouth, and the strange shape of its teeth, you realize </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">It must screech at its victims causing vibration that can rip apart flesh, knock a man out, or shatter stone. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Combat </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Frightful Presence (Ex): A Dravern can unsettle foes with its mere presence. The ability takes effect automatically whenever the Dravern attacks, charges, or flies overhead. Creatures within a radius of 30 feet x 6 are subject to the effect if they have fewer HD than the Dravern. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">A potentially affected creature that succeeds at a Will save (DC 10 + 1/2 Dravern’s HD + Dravern’s Charisma modifier) remains immune to that Dravern’s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Draverns ignore the frightful presence of other Draverns. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Acid: The Dravern can use the acid on its tail to deal 4d4 damage </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Breath weapon: A Dravern can blast sonic energy in a cone up to 80 feet long. It can tune the harmonics of this destructive power to affect different types of targets. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">• Flesh: Disrupting tissue and rending bone, this horrible attack deals 10d6 points of damage to all within the cone (Reflex half DC 20) and have a chance to be deafened permanently (Fortitude 25) If they made the Reflex save they need not take the Fort save. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">• Nerves: The Dravern can knock out an opponent that does not make their Fortitude save (DC 30) and their Reflex save (DC 15); you need to fail both to be knocked out. If you only fail your Reflex you are unaffected, if you fail your Fortitude save your next 1d4+1 rounds you can only take partial actions. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">• Material: All objects within the cone must succeed at a Fortitude save (DC 25) or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack. Magic items are immune to this </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Improved Grab (Ex): To use this ability, the Dravern must hit with both claw attacks. If it gets a hold, it hangs on and stings. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Snatch: If a Dravern gets a hold on a creature, four or more sizes smaller, it automatically deals damage with both claws and its sting attacks each round the hold is maintained. The Dravern can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the Dravern flings it while flying, the creature suffers this amount or falling damage, whichever is greater. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special qualities: Dravern have scent, DR (5/+1), Sonics Immunity, Hover and Blindsight. It also gains Push back, once a round, as a free action, jump and flap its wings to move back 15 feet </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: *Draverns receive a +3 racial bonus to Spot checks when flying during daylight hours. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Draverns gain a +10 racial modifier when in caves or other enclosed places.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Flay worm (Young)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Small Aberration</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit-dice: 1d8 (4hp)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: 3(+3 dex)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 17 (+3 Dex, +1 size, +3 Nat. armour)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attack: 5 tentacles +4, bite +0, tail -3</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: 5 Tentacles 1d2 Bite 2d4 Tail 1d2 +1d6 acid</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Reach: 5 ft. by 5 ft./5 ft.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special attacks: improved grab, extract, </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special qualities: Illithid speech</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort +0 Ref +3 Will +6</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 7 Dex 17 Con 10 Int 17 Wis 19 Cha 10</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: Hide+2, Jump+10, Move silently+2 spot+12 listen+4</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Feats: Weapon Finesse (Tentacles, Tail) Alertness, Skill focus: Jump</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate or terrain: Warm marsh, underground</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge rating: TBA</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: None</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Always evil (Had them tagged as Neutral for a while)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: 2-6(Medium sized) 7-10(Large)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Combat: </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Improved Grab (Ex): To use this ability, the Flay worm must hit a Tiny to Medium-sized creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Large or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is large or larger the process takes +1 rounds for ever Size category larger then large.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Tail (Ex) The tail, on successful hit, deals 1d6 acid damage.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Flay worm (Mature)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Medium-Sized Aberration</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit-Dice: 2d8 (9hp)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: 6 (+2 dex +4 Improved Initiative)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 16-18 (+2 dex +0 size +4 Nat. AC) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attacks: 5 Tentacles +3 Bite -2 Tail -4</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: 5 Tentacles 1d3 Bite 2d6 Tail 1d3 + 1d8 acid</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Reach: 5ft by 5ft/5ft</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special attacks: Improved grab, extract, Tail sear, spring attack</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special qualities: Illithid speech, Acid spill</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort +1 Ref +2 Will +8</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 11 Dex 15 Con 12 Int 18 Wis 20 Cha 10</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: Hide+2, Jump+10, Move silently+2 spot+2 listen+4</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Feats: Weapon Finesse (Bite, Tentacles) Alertness, Skill focus: Jump, Improved initiative</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate or terrain: Warm marsh, underground</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge rating: TBA</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: None</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Always evil (Had them tagged as Neutral for a while)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: 2-6(Medium sized) 7-10(Large)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Combat: </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Improved Grab (Ex): To use this ability, the Flay worm must hit a Small to Large Creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is Huge or larger the process takes +1 rounds for ever Size category larger then large.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Spring attack (Ex) A flay worm May use this to jump up and latch onto a head/body part</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Tail (Ex) The tail, on successful hit, deals 1d8 acid damage.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Illithid speech (Su) Flay worms may speak telepathically to any Illithid </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Acid spill (Ex) Once a Flay worm is killed a pool of corrosive acid accumulates in a 4 ft pool (As Ochre jelly)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Flay worm (Adult)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Large Aberration</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit-Dice: 7d8 (31hp)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: 5 (+1 dex +4 Improved Initiative)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 19 (+1 dex -1 size +9 Nat. AC) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attacks: 5 Tentacles +5 Bite + 0 Tail -2</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: 5 Tentacles 1d4 + 4 Bite 2d8 +6 Tail 1d4+ 4 + 2d4</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Reach: 5ft by 10ft/5ft</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special attacks: Improved grab, extract, Tail sear, spring attack, blindfight</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special qualities: Illithid speech, Acid spill</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort +4 Ref +2 Will +6</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 18 Dex 12 Con 17 Int 18 Wis 22 Cha 10</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: Hide+2, Jump+10, Move silently+2 spot+0 listen+10</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Feats: Weapon Finesse (Bite, Tentacles) Alertness, Skill focus: Jump, Spring attack, Blindfight</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate or terrain: Warm marsh, underground</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge rating: TBA</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: None</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Always evil (Had them tagged as Neutral for a while)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: 2-6(Medium sized) 7-10(Large)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Combat: </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Improved Grab (Ex): To use this ability, the Flay worm must hit a Medium-sized to Huge creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is huge or larger the process takes +1 rounds for ever Size category larger then Huge.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Spring attack (Ex) A flay worm May use this to jump up and latch onto a head/body part</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Tail (Ex) The tail, on successful hit, deals 2d4 acid damage</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Illithid speech (Su) Flay worms may speak telepathically to any Illithid </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Acid spill (Ex) Once a Flay worm is killed a pool of corrosive acid accumulates in a 10 ft pool (As Black pudding)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Flay worms gain HD+2 to determine the Natural AC bonus.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Large Beast </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit Dice: 7d10+14 (52 hp) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: +7 (+3 Dex, +4 Improved Initiative) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Speed: 40 ft., fly 60 ft. (good) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 17 (-1 size, +3 Dex, +5 natural) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attacks: Bite +8 melee, 2 wings +3 melee </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: Bite 1d8+4 and poison, wing 1d6+2 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Face/Reach: 5 ft. by 10 ft./5 ft. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special Attacks: Improved grab, improved trip, snatch, constrict 1d6+6, poison </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special Qualities: Scent </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort +7, Ref +8, Will +3 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 12, Cha 12 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: Listen +6, Spot +6 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Feats: Improved Initiative </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate/Terrain: Temperate land </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Solitary, pair, or flight (3-6) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge Rating: 6 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: Standard </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Always neutral </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: None </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Poison (Ex): Bite, Fortitude save (DC 15) initial and secondary damage 1d6 temporary Constitution. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Constrict (Ex): A Grauchen deals 1d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Grauchens gain Improved Initiative and improved trip as bonus feats.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Grauchens (Graw-kens (Like Draw-pens) are 10 foot long, winged snakes. They are territorial, and will fiercely protect young and mates, using they’re large fangs, and prehensile tails. In combat they will strike with their tails trying to trip, and then bite to deliver the venom, if the opponent is larger they will bite then try to constrict them. If they attack from above, they will attack by diving down and biting repeatedly.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Training a Grauchen</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Training a Grauchen as an aerial mount requires a successful Handle Animal check (DC 21 for a young creature, or DC 28 for an adult) and that the creature is willing. Grauchens mature in about two years. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic bridle enchanted for this purpose.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Grauchen eggs are worth 4,500 gp apiece on the open market; while young are worth 9,000 gp each. Professional trainers charge 1,800 gp to rear or train a Grauchen. Riding a trained Grauchen requires an exotic saddle. A Grauchen can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Carrying Capacity: A light load for a Grauchen is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Whip spider</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Tiny Beast</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">HD 1/2d10 (hp 2)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative +2 (Dex);</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Speed 10 ft;</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC 21 (+6 Dex, +2 size, +3 natural);</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attacks: bite +8 melee;</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: bite 1d3-3;</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special quality: Perm. Spider climb, </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special attack: Weapon finesse (bite) Weapon finesse (sting), poison(Bite, sting)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Face/Reach 2 1/2 ft by 2 1/2 ft/0 ft; </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort +2, Ref +8, Will +1; </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 5, Dex 19, Con 11, Int 6, Wis 12, Cha 8; </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills and Feats: Hide +6, Move Silently +6;</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate/Terrain: Any Plains</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Solitary bunch (2-4) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge Rating:?</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: none</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Always Neutral evil</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: 1-3HD tiny 4-7HD small 8-12HD Medium</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">These evil creatures, vile sentiments left in now blocked caves by the corrupt Drow. Appearing to be 1-2 ft long spiders with a snake tail and head, fondly named “Elgluth orrb” Or Whip spider by the Drow.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Usually they jump from the ceiling or wall, and latch on, biting and stinging.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Enfeeblement Poison (Ex): The sting attack delivers a deadly toxin that (Fort save DC 10, initial 1d6 temporary Dex and 2d6 temporary Wisdom / secondary feeblemind). The feeblemind affects the victim as a spell of the same name cast by a 1st-level sorceror. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Paralytic Poison (Ex): The bite delivers a paralytic poison (Fort save DC 10, initial 1d6 temporary Con 2d6 strength / secondary paralysis). The paralysis lasts for 1d6 rounds.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Whisp</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Small Aberration (Air) </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit Dice: 5d8 (40 hp)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: +13 (+9 Dex, +4 Improved Initiative)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Speed: Fly 50 ft. (perfect)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 29 (+1 size, +9 Dex, +9 deflection)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attacks: Cold +16 melee</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: Cold 2d8</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Face/Reach: 5 ft. by 5 ft./5 ft.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special Qualities: Spell immunity, Telepathy</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort +3, Ref +12, Will +9</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str -, Dex 28, Con 10, Int_14, Wis 16, Cha 16</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: Bluff +11, Listen +17, Search_+14, Spot +17</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Feats: Alertness, Blind-Fight, Dodge, Improved Initiative</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate/Terrain: Any forest</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Solitary </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge Rating: 6</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: 1/10 coins; 50% goods; 50% items</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment:* </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: 6-18 HD (Small)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Wisps (Also known as whispers) are the goodly aligned cousins of Will o’ wisp. They vary in abilities from their evil cousins. They tend to be extremely shy, and introspective. Yet many a wizard has gone that way, because of a bonding with them as familiars. They start by communicating, it is quite shocking to have a feeling of cold on the back of your head and the words “I am Slyivis the air whisper, and I have come to befriend you, do not fear my call!” then they lead them down the path of wizardry. Not all of a Whisps friends are magi, some can be druids’ friends, and some may even take fancy to some fighters.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">On sight they seem to be very small Air elementals</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Spell Immunity (Ex): The only spells that can affect Whisps are magic circle against chaos, magic circle against evil, magic missile, maze, protection from chaos, and protection from evil.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Telepathy (Su): Whisps can communicate telepathically with any creature it touches that has a language. It can also tell the alignment, and race of the creature by performing this.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">*True neutral, Lawful neutral, Neutral good, Lawful good</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Giant’s stool</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Huge Construct</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit Dice: 16d10 (88 hp)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: -1(Improved Initiative)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Speed: None</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 32 (-2 size, +29 natural Dex-5)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attacks: Huge Falchions+14 Huge falchion +14</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: Huge falchion 2d6+13 Huge falchion 2d6 +13</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Face/Reach: 10 ft. by 10 ft./15 ft.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort +5, Ref +0, Will +5</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 36, Dex 1, Con --, Int --, Wis 11, Cha 1</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: N/A</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Feats: N/A</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate/Terrain: Any land</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Solitary </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge Rating: 11</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: Standard</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Always Neutral</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: N/A</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Large immobile constructs, with humongous Falchions, they can also spin and attack everyone in it’s reach.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Combat:</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Giant’s stools attack, the weakest character first, unless a larger threat is present, they can also be programmed to do other things.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Dream Phase Spider </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Large Magical Beast </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit Dice: 10d10+20 (70 hp)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: +10(+4 Improved Initiative, +6 dex)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Speed: 50 ft., climb 50 ft.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 20(+5 Natural, +6 Dex, -1 size)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attacks: Bite +15 melee</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: Bite 1d8+3 and poison</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Face/Reach: 10 ft. by 10 ft./5 ft.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special Attacks: Dream jaunt, poison, , There to strike.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special qualities: Racial feats</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort+10, Ref+13, Will+7</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 14, Dex 22, Con 15, Int 8, Wis 18, Cha 18</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: Climb+12, Listen+4, Move silently+10, Spot+10, Lucid dreaming +7</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Feats: Improved Initiative, Weapon Finesse (Bite),</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate/Terrain: The Plane of dreams/Underground</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Solitary, or cluster (1d4 50% chance of 1d2+1 Medium sized monsterous spiders)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge Rating: 8</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: None</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Chaotic neutral</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: 11-13 HD (Large), 14-20 HD (Huge)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Dream Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Dream Phase Spiders make their home on the Dream Plane, and shuttle forth to the Material plane to hunt and attack prey.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Dream Phase Spiders look little like their cousins- a shiny blue carapace with brilliant nimbus like star shapes dotted across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, despite this they have not been evilly maligned, however it is the dream heart that has effected there alignment.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Despite their intelligence, Dream phase spiders do not speak.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Combat </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Dream Phase Spiders hunt and dwell on the Dream plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them in there sleep. Due to their incredible cunning, they make deadly opponents in combat, more often then not leaving their opponents no time to react, and when they do, jumping at the occasion to strike.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Dream Jaunt (Su): An Dream phase spider can shift back to the Dream to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary wisdom.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Racial feats (Ex): Dream phase spiders gain combat reflexes, spring attack, and master tactician as bonus feats.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">There to strike (Ex): If an opponent is within reach (jump or movement distance) when they make an attack or opportunity, they may move the distance and make the attack.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Astral Phase Spider </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Large Magical Beast </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit Dice: 10d10+20 (50 hp)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: +8(+4 Improved Initiative, +4 dex)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Speed: 50 ft., climb 30 ft.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 22(+5 Natural, +4 haste, +4 Dex, -1 size)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attacks: Bite +14 melee</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: Bite 1d8-1 and poison</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Face/Reach: 10 ft. by 10 ft./5 ft.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special Attacks: Astral jaunt, poison</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special Qualities: Haste</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort+9, Ref+11, Will+3</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 11, Dex 18, Con 15, Int 14, Wis 15, Cha 14</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: Climb+12, Listen+4, Move silently+13, Spot+10</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Feats: Improved Initiative, Weapon Finesse (Bite)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate/Terrain: The Astral Plane/Underground</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Solitary, or cluster (1d2 plus 1d3+1 sword spiders, and 1d3 phase spiders)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge Rating: 8</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: Standard</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Always neutral evil</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: 11-13 HD (Large), 14-20 HD (Huge)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Astral Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Astral Phase Spiders make their home on the Astral Plane, and shuttle forth to the Material plane to hunt and attack prey.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Astral Phase Spiders look little like their cousins- a shiny black carapace with brilliant green and blue streaks across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, which has given them an evil and malicious temperament and more closely aligned to evil.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Despite their intelligence, astral phase spiders do not speak.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Combat </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Astral Phase Spiders hunt and dwell on the Astral plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them with a planned ambush. Due to their incredibly fast speed, they make deadly opponents in combat, more often then not leaving their opponents no time to react.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Astral Jaunt (Su): An astral phase spider can shift back to the Astral to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary Constitution.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Haste (Su): Astral Phase Spiders act as if under a continuous haste spell cast by an 18th-level sorcerer. The abilities granted by the haste effect are included in the creature’s statistics.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Shadow phase spider</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Large Magical Beast</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit Dice: 5d10+12 (30 hp)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: +6 (+2 Dex)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Speed: 30 ft., climb 10 ft.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 17 (-1 size, +2 Dex, +2 natural +4 improved initiative)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attacks: Bite +1 melee, 2 claws +-3 melee)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: Bite 1d8-2 and poison, Claw 1d6+-2</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Face/Reach: 10 ft. by 10 ft./5 ft.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special Attacks: Shadow Jaunt, poison, spell-like abilities</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort +5, Ref +2, Will +5</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 8, Dex 14, Con 12, Int 13, Wis 17, Cha 9</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Skills: Climb+4, Listen+12, Spot+8, Sense Motive +10</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Feats: Improved Initiative, Alertness</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate/Terrain: Shadow plane, any land and underground</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Solitary or cluster (2-5)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge Rating: 7</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: None</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Always chaotic evil</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: 6-8 HD (large); 9-15 HD (Huge)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Shadow Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Shadow Phase Spiders make their home on the Shadow Plane, and shuttle forth to the Material plane to hunt and attack prey.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Shadow Phase Spiders look like a undead, decaying version their cousins- with dry creaking carapace covered in growths and scars. Their eight eyes are hollow, glowly faintly with a soul chilling red light. Like all phase spiders, they have 8 legs, but the front two do not have feet, but rather they each have a huge blood-soaked scythe-like blade, measuring nearly 3ft long. Though not as intelligent as an astral phase spider, they are more evil and a lot more alert. They also have a tiny amount negative energy within them, allowing them access to a few spells.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Despite their intelligence, shadow phase spiders do not speak.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Combat</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Shadow Phase Spiders hunt and dwell on the shadow plane, seeking to quench their thirst on a living prey’s life essence. Once prey is located, they shift to the Prime and quickly and mercilessly pounce on the victim, never does the spider plan its attacks. Due to their finely tuned senses, they make deadly opponents in combat, more often leaving nothing but a few crimson stains on the prime.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Shadow Jaunt (Su): A Shadow phase spider can shift back to the Shadow to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary Constitution.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Spell-Like abilities: 2/day-cause fear, death knell and death ward. These abilities are as spells cast by a 10th level sorcerer (save DC 12+spell level).</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Fire slime</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Small Ooze</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Hit dice: 2d10+2 (16 hp)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Initiative: 0 </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Speed: 10 ft</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">AC: 10</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Attacks: slam +0</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Damage: slam 1d4+1</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Face/Reach: 5ft by 5ft/5ft</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special Attacks: Flame spout</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Special Qualities: Blindsight, Cold resistance 15 and Fire resistance 30, Warding flame, Ooze, Edible, regenerate 5, generate flame</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Saves: Fort +0,Ref +0,Will +0</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Abilities: Str 12 Dex 10 Con 10 Int - Wis 11 Cha 14</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Climate/Terrain: Anywhere underground</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Organization: Solitary, cluster (2-4) frigging swamp (10-25)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Challenge rating: 1</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Treasure: none</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Alignment: Always neutral</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Advancement: 4-5 medium, 6-7 large</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Fire slime are a rare type of ooze that are occasionally found in hot underground places. They are made even rarer by them possessing 2 qualities believed to be positively unique among oozes 1. They posses a sense of self-preservation and 2. They are the only known ooze to be not only edible, but to actually be delicious! Fire slime is currently gaining the status of a creature hunted for its “meat”. And is quickly gaining popularity wherever it becomes available, to the point of it someday rivalling dragon in terms of desirability, though fortunately not in price. Fire slime feed largely on exchanging heat with its environment; feeding on heat and in the process producing a flammable gas that also provides their primary means of defence (a fire slime is generally to scared/concerned for its own health to actively go on the offence if it can flee). </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">A fire slime looks like a small blob of bluish slime (sometimes in the process of combustion) that for reasons unknown to even the greatest of sages appear to be a quite charming and cute, this trait has served to keep them alive surprisingly rarely however and they, apparently knowing this, no longer try to charm their way out of an encounter with other life forms. (not that it could ever do much more than look cute) so it now operates on a more simple system of burn or flee, if it has no flame the system becomes even simpler, flee. (not that its speed of 10ft a round is getting it anywhere...)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">no one knows where fire slime come from, nor how they breed, some theorise that they are some form of elemental creature, many point out that this is unlikely due to its lack of true elemental abilities. Most agree however that what is important is that they are here and they taste great!</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Combat: </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">the Fire slime are well aware of the fact that most creatures find them a preferable food source and are therefore understandably very afraid to be exposed to any creature when it can not generate fire. Even fire slime that manage to do so still tend to display an almost panicky response to the presence of any other creatures, even other oozes. The only creatures it tolerates are fellow fire slime and those creatures that don’t or can’t eat an ooze type creature, examples would be most plants and constructs, along with undead and those creatures who dine on flesh exclusively.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Flame spout (ex): A fire slime may project a gout of fire from the flames it can generate above its “body” this gout is a line with a length of 5ft, though it can be lengthened to a 10ft line if a full attack action is used. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Cold and Fire resistance (ex): Fire slime is highly resistant to the damaging effects of fire and heat. Also, a fire slime that is generating flame receives cold resistance 15</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Warding flame (ex): a fire slime generating flame has said flame floating no more that a foot above its own “body” and therefore any creature that successfully attacks the fire slime with a melee attack or tries to grapple takes 1d8 fire damage each time the attempt is made unless a reflex save is made (dc 13), a foe making the attack with a reach weapon may ignore this ability, though the weapon might have to suffer in the wielders stead, make a reflex save, if a 1 is rolled the weapon takes 1d8 fire damage).</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Edible (Ex): A fire slime is gifted with the trait of being edible to most creatures capable of eating Jelly or similar substances, most such creatures find the fire slime to be not only absolutely delicious, but highly nutritious as well. They are also full of energy and keep well for travel. This makes the fire slime the ultimate trail rations and a delicacy for those fortunate enough to know about this trait, to the fire slimes unending agitation, frustration, annoyance, irritation and generally ruining their day.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Regeneration 5 (Ex): The fire slimes “body” parts easily before a bladed blow only to reform as the foreign body leaves its own. As a result, the fire slime takes only subdual damage from all non-energy and sonic damage and heals said subdual damage at a rate of five hit points a round. </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Generate flame (Ex): fire ooze produces an excess of flammable gas when exposed to extremes of temperature, the amount of gas is relative to the extreme of the temperature. The gas dissipates quickly if separated from the fire slime too far and is largely harmless, it does serve as an excellent fuel for fires and it is pure joy for a fire slime to manage to ignite said gas so as to cover itself with a small cloud of flame that not only protects it and keeps it warm, it also keeps the fire slime producing more flammable gas, usually keeping up with the rate it is consumed by the fire. The fire slime need an external source to ignite the flames, it usually does this by approaching some other source of fire until they ignite. A fire slime that is engulfed in flame and then quickly removed from said source (like being struck by a fire ball or other quick burning fire) needs to make a fort save equal to the dc of the fire it was exposed to in order to cope with the sudden jump in gas consumption and decrease in heat for production of said gas or its flames will go out. A fire slime that doesn’t generate flame will do everything in its largely inconsiderable power to re-ignite itself from any source possible, the same will apply to a fire slime that encounters anyone when it has not yet managed to ignite.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Shadow Golem </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Large Construct (Incorporeal)</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Hit Dice: 16d10 (80 hp)</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Initiative: +2 (Dex)</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Speed: 20 ft. (can’t run), fly 40 ft. (good)</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">AC: 22(+2 Dex, +10 Deflection)</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Attacks: Incorporeal touch +11 melee</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Damage: Incorporeal touch 2d6 temporary strength </span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Face/Reach: 5 ft. by 5 ft./10 ft.</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Special Attacks: Strength damage, create shadow, spell-like abilities</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Special Qualities: Damage reduction 50/+3, Light Vulnerability, Incorporeal, Construct</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Saves: Fort+5, Ref+7, Will+0</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Abilities: Str -, Dex 14, Con -, Int -, Wis 1, Cha 1</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Climate/Terrain: Any underground</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Organization: Solitary, or gang (2-4)</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Challenge Rating: 11</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Treasure: None</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Alignment: Always neutral</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Advancement: 17-24 HD (Large), 25-67 HD (Huge)</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Shadow Golems are extremely rare, yet very potent constructs often employed by necromancers and wizards who practice darkness magicks. Difficult and costly to create, Shadow Golems are an adversary that is not to be taken lightly. It is often found deep within the bowels of the darkest dungeons, shying away from light and guarding treasure hordes with mindless loyalty like the rest of their kind.</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Many an adventurer has mistaken Shadow Golems for being undead creatures because of their incorporeal nature- but clerics have found this to be untrue in their attempts at turning them.</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Combat </span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Shadow Golems make dangerous adversaries. They drain strength from their victims, often reducing them to shadows of their former selves. Many an adventurer has made particularly effective use of light magicks, weakening and holding the shadow golem at bay.</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Strength Damage (Su): The touch of a shadow golem deals 2d6 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow golem dies.</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Create Shadow (Su): Any humanoid reduced to Strength 0 by a shadow golem becomes a shadow, though it is mindless, and follows any commands the golem is issued.</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Spell-like abilities: At will- darkness. Whenever there are shadows nearby, the shadow golem is also able to use the shadow dancer ability, Shadow jump althoughg the range is not limited. These abilities are as the spells cast by an 18th-level sorcerer.</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Light Vulnerability (Ex): Shadow golems recoil from any strong light. Any spell or item that radiates light larger then a 20 ft. radius inflicts a -4 penalty to all the shadow golem’s saves, attack and damage rolls.</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently.</span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px">Creating a Shadow Golem </span></span></p><p><span style="color: royalblue"><span style="font-size: 12px">Shadow golems are not created like golems in the usual way. Instead, a caster must have imprisoned a shadow of 5 or greater Hit dice within an ebony gem through the use of a trap the soul spell cast at midnight. Only then, upon the consecutive castings of darkness, shadow walk, greater shadow evocation and shadow conjuration within 15 ft. of the gem containing the shadow will the shadow golem come into being… spawning from the gem containing the shadow.</span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 18px">2 Classes</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">2.1 Classes[/size</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The Adept </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Game Rule Information </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Adepts have the following game statistics. </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Abilities: Wisdom is a very important characteristic for Adepts, as it dictates their prowess as spellcasters. Wisdom also contributes to several class skills and the ability to resist Enchantments. And, lacking medium and heavy armour and most protective magicks, Adepts can greatly benefit from high Dexterity scores to avoid deadly blows.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Base Attack Bonus: Low (as a sorceress)</span></span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Hit Die: d6</span></span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Saves: High Will</span></span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Alignment: Any</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Class Skills </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The Adept's class skills are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis), Innuendo (Cha), Move Silently (Dex), Profession (Wis), Scry (Int, <em>exclusive skill</em>), Sense Motive (Wis), Spellcraft (Int), and Wilderness Lore (Wis). </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Skill Points at 1st Level: (2 + Intelligence modifier) x 4</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Skill Points at Each Additional Level: 2 + Intelligence modifier</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Class Features </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">All of the following are class features of the Adept. </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Weapons and Armour Proficiency: Adepts are proficient with Simple weapons, the hand axe short sword, the scimitar, light/heavy flail, great club and scythe and long/short bow. They are proficient with light armour, but not with shields.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">1 Spellcasting, Familiar, Nature sense</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">2 Create Infusion</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">3 Resist nature's lure, Remove disease</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">4 Trackless Step</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">5 Home ground</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">6 </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">7 Remove disease 2/day</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">8 Fey talk</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">9 Legend lore</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">10 Track</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">11 Remove disease 3/day</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">12 Locate creature</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">13 Lesser Spectral ally</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">14 Vision</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">15 Remove disease 4/day</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">16 </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">17 Discern location</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">18 Spectral Ally</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">19 Remove disease 5/day</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">20 </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">(Unfinished)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 12px">2.2 Prestige classes</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Forest keeper</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Requirements:</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Alertness</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Wildshape 1/day</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Has seen a forest.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">HD d8</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Class Skills: The druid's class skills (and the key ability for each skill) are, Concentration (Con), Craft (Int), Diplomacy (Cha), , Heal (Wis), Intuit Direction (Wis), Knowledge (plants) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Weapon and armour proficiencies: None gained</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Saves and BAB as druid</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Half spell advancement (Gulp help me)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Lvls</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">1 Woodland living</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">2 Sense step 10ft </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">3 Plant growth 1/Day</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">4 Sense step 30ft </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">5 Thorn chain</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">6 Treant wildshape</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">7 Permanent Barkskin </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">9 Sense step 50 ft</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">10 Gaea’s embrace</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Woodland living (Ex): As the starting ability, the Forest keeper gains a +4 fortitude to all poisoness plants, fungi and other naturally occurring poisons, s/he also gains a +4 bonus to hide and move silently checks inside woodlands.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Sense step (Ex): The Forest keeper gains Tremorsense, by sensing the vibrations travelling along Roots and overhead vines, this is at the distance listed.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Sun Sustenance (Ex): Also at second level, the Forest keeper gains the ability to draw energy from the sun. As long as s/he spends at least 4 hours of the day outdoors, s/he can draw sustenance from the sun itself, and thus s/he requires no food that day. S/he still thirsts, however, and needs the standard amount of water to survive. </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Plant growth (Sp): Usable 1/day the Forest keeper may cast plant growth, but only the “Over growth” version.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Thorn chain (Su): The Forest keeper can now create a long, thorned vine, from any near by tree branch. This treated as a +3 spiked chain that deals 2d6 piercing damage, which the character is proficient in, and it breaks no oaths.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Treant Wild Shape (Sp): Beginning at sixth level, the Forest keeper can use wild shape to take the form of a Treant and back again once per day. This ability otherwise works like wild shape. Since a Treant has a voice and manipulative appendages, the Forest keeper can cast spells normally while in Treant wild shape.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Permanent Barkskin(Ex): +4 natural armour, increases by +1 per 3 levels.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Protective briar (Sp): The Forest keeper is, now able to call upon nature and cover himself with a sharp tangle of vines. It has (Wis mod)d8 hit points, and grants concealment equal to half the wis mod , but the Forest keeper is unhindered in his movements, and the briar follows him. The briar fills the square so no other being may enter, and any one without reach/ranged weapon takes 1d4 damage on a failed reflex save of 13. At a dex check of 12+half wisdom mod a sneak attack is viable. This last for 1 round per half Wisdom mod.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Gaea's Embrace(Ex): At 10th level, the Forest keeper permanently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him. His/her type changes to plant, and as a result s/he gains low-light vision, is immune to poison, sleep, paralysis, stunning, and polymorphing, and is not subject to critical hits or mind-influencing effects (charms, compulsions, phantasms, patterns, or morale effects).</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Timeless body(Ex): S/he no longer suffers penalties for aging and cannot be magically aged. Any aging penalties s/he may already have suffered, however, remain in place. Bonuses still accrue, and the Forest keeper still dies of old age when His/her time is up.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Crowd shifter</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>He gently lifted the coin purse, gently, a slight jingly of gold hitting the cobbles alerted the Guards, and he put the bag back and stepped away, no good. He was off, feinting, swerving, into the crowds, they’d never find him, not in a…He rolled to the side, parried another blade and sped down a dead end alley.</em></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em></em></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>“Scum,” Called the guard, about 6ft 8ish, easy Jerral thought; and prodded the man with a testing shot, using his rapier. The large man dodged it, and Jerral fell forwards.</em></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em></em></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>“Gotcha” Shouted the Guard, although the only thing left was a small rat, “Where are you SCUM” Shouted Frean, Jerral tried to contain his laughter, and dodged out of the guard’s way, drew his rapier again and stuck it through his over-large neck.</em></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Crowd shifter </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Thieves that have learned that, with effort you can avoid the long arm of the law.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Requirements:</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Run in with the law</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">At least +6 ranks in Pickpocket, bluff, hide and move silently</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">BAB + 3</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Class Skills: The rogue's class skills (and the key ability for each skill) are, Balance (Dex), Bluff (Cha), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex). </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">6 + int</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">HD d6</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Weapons and Armour: No adjustment, Only light armour, and weapons of own size or smaller May be worn</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Saves and BAB as thief</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Lvls</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">1 I’m not here</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">2 Hit on the run</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">3 That’s not right!</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">4 Whoops</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">5 One in a million</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">6 I’m gone</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">7 I’m not here</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">8 I cannot fail</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">9 One with the shadows</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">10 One in a million</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">I’m not here (Ex)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The crowd shifter can add their bluff skill to Pick pocket, if they fail. They cannot Pickpocket that person for another 3 rounds</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Hit on the run (Ex)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The crowd shifter may now pick pocket whilst running, at -5</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">That’s not right (Ex)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Now you can add half your Wisdom to bluff along with Charisma, and make outrageous bluffs</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Whoops (Ex)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The crowd shifter can re-roll a failed pickpocket check so that the victim doesn’t notice, this doesn't work with Hit on the run, and neither does it stack. You use your bluff roll for this, and then attempt another Pickpocket</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">One in a million (Ex)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Now you can add +20 to hide checks in crowds or large groups of people</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">I’m gone (Ex)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">You can run as normal in crowded areas</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">I’m not here (Ex)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The crowd shifter can re-roll a Failed Hide check so that no one notices. And attempt a bluff at -2 for Move silently, by mimicking the sound so it sounds normal.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">I cannot fail (Ex)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">If you roll a 1 on your attack roll or Pick pocket you can tumble 5 foot away on a successful reflex check DC 15 + the amount you failed by.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">One with the shadows (Ex)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Now you can run, Hide in shadows and move silently, at half the normal penalty</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">One in a million (Ex)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">You can add your disguise to One in a million</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>Fera </em> </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Description </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>The soft tundra supported his more then fair-sized body. He smelt the air, his animalistic features picked up the scent of his prey, “There is no escape,” he whispered.</em></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em></em></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>Hours later, he saw a speck on the horizon, and he ran. Years of living wild had brought his stamina to the physical peak; he could run for days like this, it would not be that long. He approached a tree, let out a guttural snarl, and leapt towards a tree, old as it was it would live many more years; had it not been in his way. Midair he shifted, grew, his armour shift along with him, the fur meshing with body, he was now an animal. His fist burst through the trunk, splintering its tough bark, and landing squarely on the meek mans forehead</em></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Hit Die: d12 </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Requirements </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">To qualify to become a Fera, a character must fulfil all the following criteria. </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Base Attack Bonus: +7</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Wilderness Lore: 10 ranks</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Special: Rage 2/day </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Class Skills </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The Fera's class skills (and the key ability for each skill) are Climb(Str), Handle Animal(Cha), Intimidate(Cha), Intuit Direction(Wis), Jump(Str), Listen(Wis), Ride(Dex), Spot(Wis), Swim(Str), and Wilderness Lore(Wis). </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Skill Points at Each Level: 4 + Int modifier </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Class Features </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The following are all class features of the Fera prestige class. </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Weapon and Armour Proficiency </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The Fera gains no new weapon or armour proficiencies. Unless otherwise noted, the Fera's class abilities are not effective when he is wearing armour other then Hide, Leather, wood, bone Etc</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Intimidating (Ex): </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">You gain a +4 bonus to your intimidation check.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Blood Track (Ex): </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The Fera is track an opponent whom he has wounded within 24 hours; he gains a +4 bonus on all Wilderness Lore checks while tracking that opponent.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Rage +1/day (Ex): </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The Fera gains additional uses Rage ability. This functions just like the barbarian's Rage ability (or Greater Rage, if obtained.)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Increased speed (Ex): </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The Fera gains +5ft to their Speed</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">No Escape (Ex): </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">While the Fera is tracking an opponent he has wounded within 24 hours, he may track him at his full running speed.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Enhance Rage (Ex) </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">While in the Rage state, the Fera gains an additional +2 to Strength and Constitution.</span></span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Sure death (Ex): </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Whilst attacking the Fera, all opponents must make a will save DC 10 +intimidation (Intimidating works for this as well) or be affected by emotion despair.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">DR (Ex): </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The Fera gains a DR=1+Con</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Scent (Ex) </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The Fera learns to sense his victims by their smell, making him an even more dangerous creature. At 8th level, the Fera gains the Scent extraordinary ability, effective in a base range of 30 feet. </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Rage of the Fera (Su): </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Whilst using this rage, the Fera goes up a size level, incurring all the penalties and bonuses (The normal rage bonus do not apply), Its sure death ability doubles (-4 to moral roles ETC), and in this “form” he gains Blindsight form all opponents he has wounded. The Fera may only wear: Padded leather, studded leather, hide armour and leather, for all concerns about clothing, etc The armour meshes(Hide armour changes to make the skin furry, Etc)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The Fera </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Level..BAB..F/R/W.....Special</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">..1....+1...+2/+0/+2..... Intimidating</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">..2....+2...+3/+0/+3..... Blood Track</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">..3....+3...+3/+1/+3..... Rage +1</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">..4....+4...+4/+1/+4..... Increased speed</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">..5....+5...+4/+1/+4..... No escape</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">..6....+6...+5/+2/+5..... Rage +1, Enhanced rage</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">..7....+7...+5/+2/+5..... Sure death</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">..8....+8...+6/+2/+6..... DR, scent</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">..9....+9...+6/+3/+6..... Rage +1</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">.10...+10...+7/+3/+7.... Rage of the Fera, +5ft to speed </span></span></span></p></blockquote><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">The forth (fifth & sixth) were made for the prestige contest, though not the same contest. The last two were made with characters in mind, Torben, gnomish ranger of baervan, and Naerl, Kobold rogue/sorcerer</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Ancestral </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Description </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">A tale is told among most Humanoids, of the Dragons blood in Kobolds, many disbelieve this, and some tales disagree. Ogres and other giantkin hold the consensus that their gods banished a breed due to weakness, and they became Kobolds, Goblins though, believe that powerful Dragon sorcerers tried infiltrating a goblin area, but failed in there spells, and were permanently stuck as kobolds. The tales hold meaning, but none are true, yes Dragons are related to Kobolds, but not all have the strength to prove it.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>He ran, he knew, even with his knowledge in his heritage, even with the feeble library, they'd know as well, His Great-great-great grand father was a bronze dragon and they wouldn't like that.</em></span></span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>It was very obvious he had been changing, now he stood almost 5 foot high and had sprouted wings they might take notice, he skirted around s trap, a gate, and dived, no they wouldn't follow would they? The splashes echoed as four kobolds, in light leather, plunged foolishly into the cold water, he went to the bottom, why did they have to follow him? He owed them nothing they sank down, and followed them, damn those sorcerers, he spat the lightning that had been brewing, since he's learning of his past, now they really sunk, he sped off, sorry for the deaths of his brethren.</em></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Hit Dice-D12/level</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Requirements </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Skill ranks: Knowledge: Heritage: 4 ranks</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Race: Kobold, non-draconic.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Other: ability to cast 3rd level arcane spells without preparation</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">CLASS SKILLS: </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Skill Points per level: 4 (+Intelligence modifier)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Concentration (Con), Craft (Int), Diplomacy (Cha), Escape artist (Dex), Gather Information (Cha), Knowledge (Int), Listen (wis), Profession (Int), Scry (Int, Exclusive skill), Search (Int), Speak language(Int), Spellcraft (Int) and Spot (Wis)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Base-attack .. Refl/Fort /Will .. Special</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">1st +0 .... +2/+0/+2 .. Appearance, +1 Nat. AC</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">2nd +1 .... +3/+0/+3 .. Claws and Bite, +2 strength</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">3rd +2 .... +3/+1/+3 .. Breath weapon (1)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">4th +3 .... +4/+1/+4 .. Appearance, +2 strength</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">5th +3 .... +4/+1/+4 .. Enlargement, +2 Nat. AC</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">6th +4 .... +5/+2/+5 .. Appearance </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">7th +5 .... +5/+2/+5 .. Breath weapon (2), +2 charisma</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">8th +6 .... +6/+2/+6 .. +3 Nat. AC</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">9th +6 .... +6/+3/+6 .. Wings, +2 Constitution</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">10th +7 .... +7/+3/+7 .. Blood of dragons</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Special abilities descriptions: </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Appearance (Ex): At first level, the player chooses the type of dragon, and his scales turn the colour of the dragon. At forth level, the scales grow and the colour deepens, the horns or other tell tale signs the patron dragon sports start to grow. At Sixth level, any personality traits carry over to the ancestral, and both alignment axis slides towards the dragon's alignment.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Natural Armour Class (Ex): The Ancestral gains the shown bonus, to his or her AC, this, stacks with the kobolds racial +1 Armour bonus, but not with each other.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Claws and bite (Ex): The Ancestral gains a Bite (1d4) and Claw (1d3) attacks.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Ability modifiers (Ex): Another side affect of the draconic heritage is the increased ability scores; these are treated as those gained every 4 levels.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Breath weapon (Su): A dragons most note worthy ability is it's breath weapon, and the Ancestral gains the breath of which ever type of dragon whose heritage he enjoys. S/he uses the appropriate ability:</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">[code]</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Dragon variety Breath weapon Stage 1 Stage 2 Stage 3 DC</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Black Line of Acid 2d4 4d4 6d4 17</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Blue Line of Lightning2d8 4d8 6d8 18</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Green Cone of Gas 2d6 4d6 6d6 17</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Red Cone of Fire 2d10 4d10 6d10 19</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">White Cone of Cold 1d6 2d6 3d6 16</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Brass Line of Fire 1d6 2d6 3d6 17</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Bronze Line of Lightning 2d6 4d6 6d6 18</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Copper Line of Acid 2d4 4d4 6d4 17</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Gold Cone of Fire 2d10 4d10 6d10 20</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Silver Cone of Cold 2d8 4d8 6d8 18[/code]</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Wings (Ex): At 9th level the Ancestral gains wings, with which they can travel at their normal speed, and average maneuverability</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Blood of Dragons (Ex): Reaching the pinnacle of ability, the Ancestral's Breath weapon reaches the 3rd and final stage, it gains +4 Charisma and +2 Intelligence, it's armour class bonus goes up to +4 and gains the Dragon type, gaining all inherent abilities from that Type, they gain stage 3 in there Breath weapon advancement, they also gain an immunity equal to the breath type, and one other ability:</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Black-Water breathing</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Blue-Create/Destroy water</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Green-Water breathing</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Red-None</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">White-Icewalking</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Brass-Speak with animals</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Bronze- Speak with animals or Water breathing</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Copper-Spiderclimb</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Gold- Water breathing</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Silver-Acid immunity</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Although at this point, after the final change, the ancestors force of nature makes all bonus from the bonus Cha points he has gained into a penalty, on all Cha based skills, except for Perform, use magical device and intimidate. For all skills that have been penalised they may use they're ranks in perform or intimidate as that modifier.(4 ranks in perform, his cha bonus(now -4) he can use gather information at -4 or make a Perform and Gather information at +8 and +4 respectively)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Baervan’s wanderer</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>The dry thud of metal on wood echoed mercilessly, through the woods. A small figure, crouching, the small-bodied gnome had hid behind the narrow-trunked pine tree, he pattered up into the tree following a small racoon, he jumped down and caught the axe. </em></span></span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>“This is no place for a woodsman,” Spoke the Gnome, he had surprised the man, but no less then would a bear, it wouldn’t take long to work out the silly joke, he thought. He did flinch though, but a second later replied cockily, “Is this not a wood, and I not a man?”</em></span></span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>“It is not your business here, you must leave,” He replied, Çade lay still in the tree; poised.</em></span></span></span></p><p> <span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>“Neither is….arghh,” Çade leapt down from the tree, and landed on the poor mans face, and scratched it, “Get the damn cat OFF!”</em></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><em>Torben blurred forward and stuck his leg round the man's thigh, then the man cascaded sideways, his leg gave way with a short crack, on the ground. Çade still scratched at the man's face and the man still squirmed. He pulled Çade off, and made short work of the knee, bandaged him up, the raccoon watching quizzically head tilted in wonder. After it was on a splint he cast a spell that sent the man asleep, and dragged him to the outskirts, making no effort to miss the large stones, and bumping the woodcutters head, Çade giggled. </em>Why do you care so much? <em> Came the mental word from Çade, </em> I will not stoop to the level of a kobold, <em> He replied. </em> The easiest root is not always the best. I am a wanderer of Baervan, remember?</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Gnomish communities, how ever isolated, are not naive about all those that may want to remove there peaceful solace, a brand of scouts and warriors, often travelling with Scarlet squirrels, trained to protect the boundaries of their gnomish homes.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Requirements</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">BAB: +4</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Climb: 6 ranks</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Wilderness lore: 4 ranks</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Gnome</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Has Baervan Wildwanderer as patron deity </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Has Raccoon as Animal companion</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">HD d8</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Class Skills: The Baervan’s wanderer’s skills (and the key ability for each skill) are, Climb (Dex) Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (plants) (Int), Pick pocket(Dex, Trained) Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Weapon and Armor Proficiency: A Baervan’s wanderer is proficient with all simple and martial weapons, light armor, medium armor, and shields, any oaths taken remain, barring claw bracers, which they gain proficiencies in. </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Saves and BAB as Ranger</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">Lvls</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">1 Raccoon buddy, Wildshape 1/day</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">2 Trackless step, Scent</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">3 Swim, Slow fall 40ft.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">4 Uncanny dodge, Wildshape 2/day </span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">5 Paws faster then the eye, Wildshape (tiny), Uncanny cling</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">6 Alert, Slow fall 80ft.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">7 Scamper, Wildshape 3/day</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">9 Vigilant</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">10 Slow fall Any, Wild shape (Dire)</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Class abilities</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Forest Buddy: If the character hasn't already attracted a familiar, he gains this new friend at first level. The Racoon familiar can be of any species appropriate to the area. Alternately, a DM may allow the character to gain a new racoon animal companion that does not count against the character's total of companions.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Wildshape (Sp): The spell-like ability to Polymorph self into Small to Medium (But not a dire animal, see below) animal, and then return to the normal state, once per day. Although, only one form may be taken unlike the standard use of the spell. Hit points are regained, as stated in the spell description, as if he or she has rested for a day. Lastly, he or she cannot be disorientated as per the spell. At fifth level, s/he gains the ability to turn into a medium-sized creature, and at fifth, they may assume the shape of a dire animal.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Trackless step (Ex): Starting at 2nd level, the Baervan’s wanderer no longer makes tracks and cannot be tracked in the wilderness.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Scent (Ex): A normal Gnome’s nose can detect brimstone; a highly trained Nose can do far more. The Scent Special ability is gained as per the Monster manual.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Swim (Ex): Taking after the raccoon, The wanderer, gains a swim speed of 20ft.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Uncanny dodge (Ex): Ever alert is the Wanderer of Baervan, so he can no longer be caught unaware and lose his dex to ac, by being flat-footed.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Paws faster then the eye (Ex): The BW Gains a +2 on their pickpocket skill, Granted by the time spent with there familiar.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Uncanny cling (Ex): an expert at climbing, they now retain there dex mod to AC.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Alert (Ex): Gaining more then the usual wizard from their familiar, they gain the feat Alertness, but this stacks with any other previous bonus, (The Baervan’s wanderer has the feat, the feat again from the familiar and this ability for an overall +6 bonus).</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Scamper (Ex): The raccoon pays back its friend by teaching him how to climb, and he gains a climb speed of 20ft.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Vigilant (Ex): Ever wary and ready, the guardian of the leaf, gains an unnamed bonus to his or her initiative, of +2.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px">--Slow fall (Ex): As the talent of the raccoon is transferred, they gain the ability to slow the fall; when ever in the reach of a solid surface, to slow the fall by 40ft. then 80ft at 6th level then at 10th any distance. As well, they may roll 1d6X10 and stop after that much, holding on to the surface with a climb check.</span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">3 Spells[size]</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Ageless animal</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Transmutation </span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Level: Drd 1 Rng 1</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Components: V, S, M</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Target: 2 or 1hd/level Animal touched</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Duration: Instantaneous (see text)</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Saving Throw: Fortitude negates (harmless)</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">This spell grants the target a life span equal to the caster, not the casters race. A template that alters age changes this but spells with durations less then instantaneous do not affect this, If the target no longer has the animal type, they go back to there normal age routine. The HD effect is limited in the same way that animal companion.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Example:</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Vadania cast this spell on her wolf and at character creation she rolled up her life span of 155 years, the wolf now has a life span 155, if any instantaneous(A spell, template or item) effect changes her age, it immediately changes the wolfs life span if vadnia dies of non-natural effects) the spell ends. </span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Example 2:</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">The wolf was actually a shapchanged human wizard the duration of shapechange finally ends, and his type changes back to humanoid and the Ageless animal spell is no longer valid, and ends.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Blue bolt</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Evocation [Force]</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Level: Sor/Wiz 1</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Components: V, S</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Casting Time: 1 action</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Range: Medium (100 ft. + 10 ft./level)</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Targets: Up to five creatures, no two of which can be more than 15 ft. apart</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Duration: Instantaneous</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Saving Throw: None</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Spell Resistance: Yes</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">A bolt of magical energy darts forth from the character's fingertip and unerringly strikes its target, afterwards the bolt bounce of a nearby wall and hit another opponent, the bolt may not hit the same person twice. The bolt deals 1d4+1 points of damage.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">The bolt strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, if a creature has total concealment the caster may spend one bolt to “bounce” it past the target.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">For every two levels of experience past 1st, the character gains an additional target. The character has two at 3rd level, three at 5th level, four at 7th level, and the maximum of five targets at 9th level or higher(In effect he has twice that, but uses up the energy to hit all of the targets). If the character shoots multiple targets, the character can have them strike a single creature or several creatures. A single target can strike only one creature. The character must designate targets before the character rolls for SR or roll damage.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">The bolt is blue.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Naerl’s searing heat</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Evocation [fire]</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Level: Sor/Wiz 2</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Components: V, S,</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Casting Time: 1 action</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Range: Medium (300ft + 10ft/level)</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Area of effect: 10ft Radius Spread</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Saving Throw: Reflex Partial</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Spell Resistance: Partial</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">A Heat ball spell is a burst of flame that detonates with a low roar and deals 1d2 points of fire damage per caster level (maximum 10d2)and 1d2 points of sonic damage per caster level (maximum 10d2) to all creatures within the area. Unattended objects also take this damage. The explosion creates a lot of pressure.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">The character points a finger and determines the range (distance and height) at which the Heat ball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the Heat ball at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Once the Ball has exploded, a low sucking nose is heard and all creatures make a Ref save or are drawn considered flat-footed, anyone who saves is not considered flat-footed.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Naerl's Wailing Shriek </span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Transmutation/Evocation (Sonic) </span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Level: Wiz/Sor??</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Components: V</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Casting Time: 2 action</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Range: (25 ft. + 5 ft./2 levels)</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Target: Self</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Duration: Special</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Saving Throw: Yes</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Spell Resistance: No</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">By casting Naerl’s Wailing Shriek he or she transforms their vocal cords and lungs to inhale a large amount of air then the caster screams, and does 1d6 per round, and lasts for how ever long the person can hold their breath plus their caster lvl. The save vs. Deafness goes up by 1 every round ever one in a 25 ft. + 5 ft./2 levels circle must make a Fortitude check or be deafened. The caster must scream immediately and cannot use this to hold breath to go under water. The caster cannot die of air loss; the worst that can happen is for them to be knocked unconscious.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Naerl’s Engulfing element</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Evocation [Elemental] </span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Level: Drd 4 Sor/Wiz 5</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Components: V, S, M</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Range: One Creature</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Saving Throw: Special (See text) </span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">This spells creates a Sphere of elemental power. The caster can choose air, earth, fire, or water.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Fire deals 3d5 fire damage A round, </span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Earth deals 4d6 Crushing damage unless broken (DC16 against strength), </span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Air deals 2d6 damage to all Water breathing creatures A round, </span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Water deals 2d6 damage to all Air breathing creatures A round, </span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">When used on an element (air - earth, fire - water) it uses the chart below, if it is in the dispel part the elemental takes a DC roll (Caster Lvl vs. HD. A fortitude save negates the kill. </span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">A differing Engulf spell air - earth, Air - water, fire - water dispels the last Engulf spell, any other combinations create the following affects</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Air and fire raise the damage to 4d6</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Earth and fire create hot earth 5d6) </span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Material Components: Air: A small fan of paper. Earth: A handful of rock and dirt. Fire: A bit of ash and charcoal. Water: A flask of holy water.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Point protection</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Abjuration [fire]</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Level: Sor/Wiz 0</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Components: V, S,</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Casting Time: Free</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Range: Touch</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Area of effect: 2 cm/caster level</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Saving Throw: Reflex (Harmless)</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Spell Resistance: Yes (Harmless)</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">This minor spell confers a minor resistance, the first 1 point of elemental damage per Caster lvl (Max 10); this resistance only covers the aforementioned distance. This does not stack(casting twice erases the first) making the spell used best for show)</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Static discharge</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Evocation [Electricity]</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Level: Drd 4</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Components: V, S, F</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Casting Time: 10 minutes, plus 1 action per bolt called</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Range: Long (400 ft. + 40 ft./level)</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Effect: See text</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Duration: 10 minutes/level</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Saving Throw: Reflex half</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Spell Resistance: Yes</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Once a druid has cast this spell, it forms a field of static energy that will strike all opponents in a 10ft radius; dealing 1d8 points of electrical damage per caster level (maximum 10d8) once every 10 minutes. If the caster wishes to harm a creature outside the 10ft circle of effect, (s)he may, but must succeed a Concentration check at DC 15+5ft. If a lodestone is present (Baring the one used by the Caster) whilst the spell is in affect, the person (anyone in a 5ft circle is hit by 1d6/lvl) is hit for 2d6 per lvl.</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Material Component: A lode stone, minimum value of 500 gp</span></span></span></span></p><p><span style="color: royalblue"><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></span><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Not everything featured above is mine, I have tried to ask before using any of the information of others, if anyone wants there work taken out or deleted, I will be happy to oblige, so long as it is proven yours. </span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px"></span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 12px"><span style="font-size: 18px">Below is the printer friendly version if you worship me or are a sad nerd.(Download expectancy 0)</span></span></span></p><p>[/QUOTE]</p>
[QUOTE="Ferret, post: 405008, member: 4052"] [COLOR=royalblue] [SIZE=5]1 Creatures[/SIZE] [SIZE=3]1.1 Humanoids[/size] Gnelf Medium Humanoid (Gnome) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 20 ft. AC: 16 (+1 dex, +4 chain shirt, +1 small shield) Attacks: Short sword +2 melee; or light crossbow +2 ranged Damage: Short sword 1d6-1; or light crossbow 1d8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Gnelf traits, spells Special Qualities: Gnelf traits, speak with animals Saves: Fort +3, Ref +3, Will +0 Abilities: Str 8, Dex 12, Con 12, Int 13, Wis 11, Cha_11 Skills: Listen +6, Spot +6, Search + 5, Feats: Weapon Focus (short sword) Climate/Terrain: Any forest, hill, and underground Organization: Solitary, group (2-4) Challenge Rating: 1 Treasure: Standard Alignment: Usually neutral good Advancement: By character class Gnelves make their parent races look dull with, their unparalleled curiosity and inquisitiveness; they are the true wonderers, and wanderers. They have the natural talent of magic of both races, and the love of nature as much as is seen so strong in the two parents of this species. Gnelves, stand almost 4’ foot high, and have an almost pixie like resemblance to fae, with pointy ears, amid the length of both species. Although not so skinny as their Elven cousins the are still as hardy as there gnomish relatives and there stature does nothing to down there natural nimbleness, and innate smarts; Inventors, adventurers, and craftsmen. They are likely entrepreneurs, rogues, wizards, and many other talents are open to them, although one rare thing is a Gnelvish cleric, or paladin, Gnelvish barbarians are only half as rare, but do not frequent the numbers as often as other class choices (other then the stuffy alternative of paladins and clerics). Most Gnelves end up 606 at the concluding part of there years, some have been known to live up to 675 years. Most of this time is spent joking and laughing, and like gnome they adore practical jokes, almost even more then gnomes, but as gnomes they never harm (or intend to anyway). • Immunity to magic sleep spells and effects. • +2 racial bonus to Will saves against enchantment spells or effects. • Low-Light Vision: Gnelves can see twice as far as a human in starlight, moonlight, torchlight, etc. • +2 racial bonus to Search, Spot, and +3 Listen checks. • +2 racial bonus to saving throws against illusions. • +1 racial bonus to attack rolls against kobolds and goblinoids. • +4 dodge bonus against giants • +2 racial bonus to Alchemy checks • +2 racial bonus to saving throws against enchantments Spells: Gnelves with Intelligence scores of 10 or higher may cast dancing lights, ghost sound, prestidigitation, and daze each once per day as a 1st-level wizard (spell failure penalties for armor apply). Gnelves with Intelligence scores of 12 or higher may cast Colour spray, and sleep each once per day as a 1st-level wizard (spell failure penalties for armor apply). Speak with Animals (Sp): Once per day a Gnelf can use speak with animals as a 1st-level druid to communicate with a Forest animal 1/day Combat: Gnelves prefer ambushes, with spell use then assault, seeing the show of combined enchantment and illusion magic is quite scary. The favoured class is either Druid or Illusionist depending on the dominant parent The way to determine the Weight height and age of Gnelves is thus:[/color] [CODE][color=royalblue]Gnelf, man Height Base weight 3’ 7” +2d8 60lb X1d4 Gnelf, woman Height Base weight 3’ 5” +2d8 55lb X1d4 Gnelf Adult hood 1st category 2nd category 3rd category 75 4d6 6d6 10d6 Gnelf Middle age Old Venerable Max age 137 206 275 +4d% years [/color][/CODE] [color=royalblue] Ecl +2 Half-Gnoll Medium-Size Humanoid (Gnoll) Hit Dice: 1d8 (4 hp) Initiative: +0 Speed: 20 ft. (scale mail), base 30 ft. AC: 17 (+1 natural, +4 scale, +2 large shield) Attacks: Battleaxe +3 melee; or shortbow +1 ranged Damage: Battleaxe 1d8+1; or shortbow 1d6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Darkvision 60 ft. +1 skill per level, Bonus feat at level 1 Saves: Fort +0, Ref +0, Will +0 Abilities: Str 13, Dex 10, Con 11, Int 11, Wis 11, Cha 8 Skills: Listen +4, Spot +5 Feats: Power Attack, Skill focus: Spot Climate/Terrain: Temperate or warm land and underground Organization: Solitary, pair Challenge Rating: 1 Treasure: Standard Alignment: Usually Neutral Advancement: By character class Half-gnolls speak Gnoll, common and sometimes Goblin or Orc. A half-gnoll is obvious at first site a hybrid, it is already human-like appearance, is enriched, by the human heritage. They still retain some of their gnoll traits, the scruffy mane, and hyena-like paws and fur. They stand a rough 7 foot, but most do not use there overpowering looks in tactic, as they are not evilly inclined. Combat Because of its armor and shield, a Half-gnoll’s Hide score is -6, which means Half-gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, heavy cover, or some other form of concealment). Half-gnoll Characters A Half-gnoll’s favored class is ranger. Gurak Hit Dice: 1d8 (4 hp) Initiative: 0 Speed: 40 ft. AC: 13 (+3 Hide armour) Attacks: Tellra Damage: Tellra Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: They’re traits Special Qualities: They’re traits Saves: Fort +3, Ref +2, Will +1 Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10 Skills: Hide +7, Move Silently +3 Feats: Weapon focus(Tellra) Climate/Terrain: Any hill or plain Organization:?? Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral Advancement: By character class They have a strong teamwork, and firm sense of ethics. This is where the phrase “They Graveyard” Referring to a place where Many members of a team have died together instead of fleeing and living to fight another day. At first glance, they seem to be strongly built, this is because of stance and technique, and this is very useful when attacking large groups of monsters, that one-by-one are not that powerful. They fight best with a Tellra, an alternative axe, with a sharp pointed “Beard”, and is often nick named “Dwarf face“. While they may seem primitive, they are not unintelligent, uncharismatic or impulsive, strangely though they are not especially strong or robust. They are skin is thick and calloused although not enough to warrant bonuses in combat, it also has a very deep green look to it. After maturing, they adorn their bodies with red tattoos, these tattoos have no magical effect, and are in all respect mundane. Combat If provoked, they will flank and chase the enemy into a wall of spears, if they do not follow/won’t be chased they will surround and attack Their Traits (Ex): They benefit from a number of racial traits. • +4 racial bonus to intimidate. • +2 morale bonus to saving throws against fear. • May gain the feat “Scent” • Intimidate is always a class skill Crobold Small Humanoid (Reptilian) Hit Dice: 1/2 d8 (2 hp) Initiative: +1 (Dex) Speed: 30 ft. AC: 22 (+1 size, +3 Dex, +6 natural, +2 leather) Attacks: Bite??, Claw?? Damage: Bite??, Claw?? Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Darkvision 60 ft., Lowlight vision Saves: Fort +0, Ref +1, Will +2 Abilities: Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 10 Skills: Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2 Feats: Alertness Climate/Terrain: Any land Organization:? Challenge Rating:? Treasure: Standard Alignment: Usually Chaotic evil Advancement: By character class Crobolds do not speak any language, instead they can make clicking and screeching noises. Crobolds look like a cross between crabs and Kobolds; they have very large pincers that cannot wield weapons. On the underside of their hard exoskeletal back, they have a large mouth much like a crab, with smaller pincers that are solely used for grappling. Their back legs are powerful and mainly used for leaping; they are covered with a thick reptilian scale that has tufts of fur sprouting here and there. Parval Tiny Humanoid Hit Dice: 1d8 (4 hp) Initiative: +8 (+2 natural +2 Dex, +4 Improved Initiative) Speed: 10 ft., fly 40 ft. (good) AC: 14 (+2 size, +2 Dex) Attacks: Kukri 18-20 +2 melee, Damage: Kukri 18-20 1d4 Face/Reach: 2-1/2ft. by 2-1/2ft./0 ft. Special Attacks: Parval Traits Special Qualities: Parval Traits Saves: Fort -1, Ref +3, Will +0 Abilities: Str 8, Dex 14, Con 8, Int 11, Wis 11, Cha 11 Skills: Listen +3, Spot +3 Feats: Improved Initiative Climate/Terrain: Temperate forest Organization: Gang (2-4), band (6-11), or tribe (20-80) Challenge Rating: 1/3 Treasure: Standard Alignment: Always non-evil often chaotic Advancement: As character class These small folk, are rumoured to be related to Pixies and Grigs, but what ever else was involved in the evolution it hasn’t watered down the mischievousness, but they do not put that in front of there friends. Combat Parval use stealth, and spell casting over what few brute strength they have. Parval traits: Parval benefit from various racial traits: • +2 to initiative: Quick and flighty, they are quick to notice danger, and gain +2 to spot checks at the start of combat. • Stats: Quick, weak and fragile sums up the Parval, they gain +4 to dexterity, and -2 to constitution and strength • +4 vs. charm effects • Can automatically gain 20% concealment in woodland conditions. [SIZE=3]1.2 Animals[/size] Dire camel Huge animal HD: 5d8+25 (Hp 47) Speed: 50ft Initiative: +3 (+3 Dex) AC: 14 ( -2 size +3 Dex +3 Natural) Attacks: Bite +13 Damage: 2d6 + 15 Face/Race: 10 ft by 20 ft/10 ft Special attack: Spit Special qualities: Scent Abilities: Str 30 Dex 16 Con 20 Int 2 Wis 11 Cha 4 Skills: Listen +5 Spot +5 Save: Fort +9 Refl +7 Will +1 Climate/Terrain: Any desert, hill, and mountains Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement:- Fierce and tough, a fearsome creature, and not a small enemy. Spit (Ex): Conjuring a huge amount of saliva, the dire camel is capable of spiting a dangerous and thick wad, dealing 1d4 subduel damage and 1 temporary Con damage. The range is 10ft, and can be used every 1d2+2 rounds. Carrying Capacity: A light load for a Dire camel is up to 2128 pounds; a medium load, 2144-4256 pounds; a heavy load, 5272-6400 pounds. A Dire camel can drag 32,000 pounds Dire Hedgehog Small Animal (dire) HD 3d8+3 (hp 16) Initiative +2 (Dex); Speed 10 ft; AC 17 (+2 Dex, +2 size, +3 natural); Attacks bite +4 melee; Damage bite 1d6; Face/Reach 5 ft by 5ft/5ft; Special quality : Scent, Spines Saves: Fort +4, Ref +5, Will +1; Abilities: Str 11, Dex 14, Con 13, Int 4, Wis 12, Cha 4; Skills and Feats: Hide +10, Listen +6, Move Silently +6; Weapon finesse (bite) Climate/Terrain: Any Plains Organization: Solitary bunch (2-4) Challenge Rating:? Treasure: none Alignment: Always Neutral Advancement: None This dire form of Hedgehog, is a larger, and more dangerous the it’s cousin. Roughly 3 foot long, with sharp spines. Spines (Ex): Creatures doing unarmed strikes against a hedgehog must make a Reflex Save (DC 11) or get struck by a spine, doing 1d4 point of damage. If someone were stupid enough to try to eat it or play football with it, they take 1d6 points of damage [b]Raccoon Small Animal Hit Dice: [/b] 1d8+1 (5 hp) Initiative: +3 (Dex) Speed: 30 ft, climb 20 ft, swim 20 ft AC: 15 (+1 size, +3 Dex, +1 natural) Attack: 2 claws +4 melee, bite -1 melee Damage: Claw 1d3, bite 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Slow fall, scent, low-light vision Saves: Fort +2, Ref +4, Will +1 Abilities: Str 10, Dex 16, Con 13, Int 2, Wis 12, Cha 6 Skills: Climb +11, Listen +8, Spot +8, Swim +11 Feats: Weapon Finesse (claws, bite) Climate/Terrain: Temperate forest Organization: Solitary or den (male plus female and 1-2 young) Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: 2-3 HD (Small) The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff. The raccoon's body is stocky and generally weighs from 13-15 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet. [b]COMBAT [/b] Raccoons attack with their forepaws and teeth. [b]Slow Fall (Ex): [/b] A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is. [b]Skills: [/b] Raccoons receive a +4 racial bonus to Listen and Spot checks. [b]ACTIVITY/ECOLOGY [/b] Raccoons are nocturnal and seldom active in the daytime. During extremely cold, snowy periods, raccoons have been observed sleeping for long periods at a time, but do not hibernate. Primarily a solitary animal, the only real social groups raccoons form are that of mother and young. Although, occasionally a male may stay with a female for a month prior to breeding and until after the birth of their young. Raccoons have a highly developed tactile sense. Their human-like forepaws are especially sensitive and enable the raccoon to handle and pry open prey and climb with ease. With their fine sense of hearing, raccoons are also especially alert. Similarly, raccoons have excellent night vision. Their common gait is a shuffle like walk; however, they are able to reach speeds of 15 miles per hour on the ground. Raccoons climb with great agility and are not bothered by a drop of just over 10 times their own length. As well as being excellent climbers, raccoons are also strong swimmers, which is beneficial to an animal that often lives near water. However, they are reluctant to swim; without waterproof fur, swimming forces them to take on extra weight. Raccoons don't travel any farther than necessary; they travel only far enough to meet the demands of their appetites. Special thanks to Graz’zt [b]Dire Raccoon Medium sized Animal Hit Dice: [/b] 3d8+6 (13 hp) Initiative: +3 (Dex) Speed: 30 ft, climb 20 ft, swim 20 ft AC: 17 (+1 size, +3 Dex, +3 natural) Attack: 2 claws +4 melee, bite -1 melee Damage: Claw 1d4+2, bite 1d6 +3 Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Slow fall, scent, low-light vision Saves: Fort +3, Ref +5, Will +1 Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 Skills: Climb +11, Listen +8, Spot +8, Swim +11 Feats: Weapon Finesse (claws, bite) Climate/Terrain: Temperate forest Organization: Solitary or den (male plus female and 1-2 young) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 4-9 HD (Medium) The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff. The raccoon's body is stocky and generally weighs from 39-45 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet. Although its cousins may be timid, the larger and fiercer version is rough even in dire context. [b]COMBAT [/b] Raccoons attack with their forepaws and teeth. [b]Slow Fall (Ex): [/b] A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is. [b]Skills: [/b] Raccoons receive a +4 racial bonus to Listen and Spot checks. Dire sheep Large Animal (dire) Hit Dice: 4d8+16 (34 hp) Initiative: +1 (Dex) Speed: 30 ft AC: 16 (+1 Dex, +6 natural, -1size) Attacks: Bite +6 melee Damage: Bite 1d6 +9 Face/Reach: 5 ft by 5 ft/5 ft Saves: Fort +8, Ref +4, Will +1 Abilities: Str 22, Dex 13, Con 18, Int 2, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Climate/Terrain: Any land Organization: Solitary (1-2) Leader (1+10-100 normal sheep) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 5-9 HD (Large) 10-12 HD (Huge) A colossal version of the sheep, whose wool has mated and tangle to such an extent that it provides protection equal to that of banded mail, its fierce eyes glow a manic red, and the occasional froth at the mouth. COMBAT More the usual the leader of the pack, this sheep attacks fiercely all who stand in its herd’s way, often savaging bodies that it’s fellow sheep cannot digest. Goat Small-Size Animal Hit Dice: ½d8 (3 hp) Initiative: +2 (Dex) Speed: 25 ft AC: 14 (+2 Dex, +1 natural, +1 size) Attacks: Gore +0 melee Damage: Gore 1d4 -1 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Knockback, Improved Charge Special Qualities: Scent Saves: Fort +2, Ref +4, Will +0 Abilities: Str 8, Dex 15, Con 10, Int 2, Wis 11, Cha 4 Skills: Listen +6, Spot +3 Climate/Terrain: Any land Organization: Herd (3-12) Challenge Rating: 1/4 Treasure: None Alignment: Always neutral Advancement: 2-3 HD (Medium-size) The statistics here describe the common goat. Combat A goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability. Knockback (Ex): When a goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge. The size rules apply as normal to a knockback; since a goat is Small, it can only knockback Small creatures or smaller. Improved Charge (Ex): A goat goat can charge if he moves in a straight line for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action. Goat, Dire Medium-Size Animal Hit Dice: 3d8 + 6 (19 hp) Initiative: +2 (Dex) Speed: 40 ft AC: 15 (+2 Dex, +3 natural) Attacks: Gore +5 melee Damage: Gore 1d8 +3 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Knockback, Improved Charge Special Qualities: Scent Saves: Fort +4, Ref +4, Will +3 Abilities: Str 16, Dex 15, Con 14, Int 4, Wis 12, Cha 4 Skills: Listen +8, Spot +5 Climate/Terrain: Any land Organization: Solitary or Herd (3-6) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Large-size) The dire goat has a reputation for a nasty temperament. Combat A dire goat prefers to attack by charging its opponent, doing so every turn with its improved charge ability. Knockback (Ex): When a dire goat successfully makes a gore attack with a charge, it may knockback its target. Treat the knockback as a bullrush, except that the goat does not provoke an attack of opportunity for initiating the bullrush, the goat does not move together with the target, and the target always is moved the maximum amount determined by the bullrush attack. The dire goat also gets a +2 circumstance bonus on the bullrush since it occurs at the end of a charge. Improved Charge (Ex): A dire goat can charge if he moves in a straight line of at least 15 feet for a single movement. In other words, he can move freely as a move-equivalent action and then charge as his second action. Dire Shrew Small Animal HD: 3d8+15 (hp 16) Initiative: +3 (Dex) Speed: 50 ft, climb 15 ft AC 17 (+3 Dex, +1 size, +3 natural); Attacks: 2 claws +4 melee, bite -1 melee Damage: claw 1d4-1, bite 1d8-1 plus poison Face/Reach: 5 ft by 5ft/5ft Special Attacks: Poison Special Qualities: Scent Saves: Fort +6, Ref +4, Will +2; Abilities: Str 9, Dex 16, Con 20, Int 1, Wis 12, Cha 6 Skills: Hide +10, Jump +6, Move Silently +6 Feats: Weapon Finesse(Bite) Climate/Terrain: Any temperate forest and underground Organization: Solitary or frenzy(6-12) Challenge Rating: 3 Treasure: none Alignment: Always Neutral Advancement: 4-5 HD(Medium-sized); 6-7 HD(Large) Dire shrews are much larger and much more tenacious versions of the minute little insectivores we have come to know. At a length of three-feet, these beasts are not very intimidating at first glance, but when the beast opens its toothy maw you can see its many razor-sharp fangs that are capable of inflicting great pain. These fierce animals prey on anything that they can bring down. Usual victims are deer, dire rats, badgers, moose’s, black bears, and even humanoids. Though usually solitary, these creatures sometimes go into feeding frenzies. This is when they are most dangerous. Combat: Dire shrews are not particularly strong creatures, but are quite venomous. When their poison fails them, dire shrews must rely on their sharp claws and powerful teeth to tear the victim to shreds. Poison(Ex): Bite; Fortitude save(DC 16); Any creature that fails the save takes 1d6 temporary strength damage, 1d8 temporary dexterity damage, and 1d6 temporary constitution damage. Secondary damage is the same. Feeding frenzy(Ex): Whilst within a group, and against a creature(if it is a group only that creatures counts and is attacked) of equal, lower or +1 of there el rating, they have +1%, for each round spent against that creature, chance of going crazy and berserking (in the same way a golem might) [SIZE=3]1.3 Monsters[size] Undervile Large magical Beast Hit-dice: 12d10+84 (150hp) Initiative: 0 AC: 16 (+1 Dex, -1 size, +6 Nat. armour) Attack: Bite +17 ; 2 tentacle+ 12; tail +12; elbow spike +12 Damage: 2 Tentacles 2d4+5 Bite 2d6+ 7 Tail 1d8+5 Elbow spike 1d2+5 Reach: 5 ft. by 5 ft. /10 ft. Special attacks: Improved grab, Cleave, Greater cleave, Power attack Special qualities: DR (10/+1), Endurance, Great fortitude, Saves: Fort +15 Ref +8 Will +3 Abilities: Str 21(5) Dex 11(0) Con 24(7) Int 4(-3) Wis 8(-1) Cha 22(6) Skills: Hide+2, Move silently+2 spot+4 listen+4 Feats: Improved critical, Weapon focus: Bite Climate or terrain: Any land and underground Organization: Solitary (1) Challenge rating: TBA Treasure: None Alignment: Always evil Advancement: None An Undervile is a vile creature, it attacks devours any creature it can see, although it may retreat if seriously hurt. Standing from 10-15 ft high, these gruesome creatures seemed to have come from other planes even though these are rumours, the it sprang from the underdark. It seems that nothing of this sort could be Toril born; both hands are squid like and have amazing grip, and crushing power. These octopi-appendages are 2 to 3 foot long and coated with a slimy substance. The mouth has 3 razor sharp talons around it also 3-4 foot long, which can undeniably crush metal, mounted close into the bone under the skin is a pair of beady red eyes, that disallow site towards the side. It has dinosaur-esque feet, 3 talons and a thumb; these feet are gigantic to keep the creatures balance, which it looses if it raises one to attack. Its skin is almost as hard as rock and any blows that get through are almost instantly ignored. It’s most distinguishing mark is the large (½-1 foot) spike on its elbow (Upper arm) which is rarely used in combat. With special thanks to Kris Plaze Fine Ooze Hit-dice: 1/8 d10 (1 Hp) Initiative: 4(4+ dex) Speed: 25 ft, swim 45 AC: 22 (+4 Dex, +8 size) Attack: Slam +12 Damage: Slam 1-3 Reach: 1/2. /0 ft. Special attacks: Special qualities: Regeneration 1, Groove Saves: Fort +0 Ref +4 Will -5 Abilities: Str 4(-3) Dex 19(4) Con 10(0) Int -- Wis 1 Cha 1 Skills: None Feats: None Climate or terrain: Any temperate or warm Organization: Plague 60 Challenge rating: 1/2 Treasure: None Alignment: Always Neutral Advancement: 1/8 to 2 (diminutive) They seem to be a joke, but after you see their numbers and speed, you won’t be laughing Plaze, are small and green blobs of ooze, that multiple at phenomenal rates, no one knows how they came to be and no one cares. Combat: Plaze swarm and over run, they attack anything they can find wood, creatures, metal if it sees another object it will attack it, the only thing they will not attack are other oozes. Special abilities: Regeneration (Ex): Electricity deals normal damage to a Plaze. Groove (Ex): whenever confronted with decent music (above DC 20), the Plaze immediately quivers with joy, stopping all aggressive action and just grooving until the music ceases (perform checks are required every round) Dravern Huge Dragon (Sonic) Hit Dice: 16d12+14 (168 hp) Initiative: +1 (Dex) Speed: 20 ft., fly 30 ft. (Clumsy) AC: 24 (-2 size, +1 Dex, +15 natural) Attacks: bite +21 melee, Sting +12 melee, 2 wings +12 melee; or _2 claws +12 melee Damage: Sting 1d6+3, bite 2d8+7, wing 1d8+7; or claw 1d6+3 Face/Reach: 10 ft. by 20 ft./10 ft. Special Attacks: Acid, improved grab, snatch Special Qualities: Scent, damage reduction 5/+1, Sonics immunity, hover, Blind sight, Push off, Frightful presence Saves: Fort +14, Ref +11, Will +11 Abilities: Str 24, Dex 13, Con 18, Int 12, Wis 12, Cha 12 Skills: Listen +20*, Move Silently +9 Spot +13* Feats: Alertness, Flyby Attack, dodge, mobility Climate/Terrain: Temperate and warm forest, hill, and mountains (Caves) Organization: Solitary, pair, or flight (3-6) Challenge Rating: 9 Treasure: Standard Alignment: Often evil Advancement: 16-20 HD (Huge); 18-23 HD (Gargantuan) These are the malformed offspring of Wyvern and Black Dravern. At a glance, it may pass as its Chromatic cousins, but after closer inspection, the subtle differences arise and it becomes apparent it is a hybrid. One of the most prominent differences is that the monsters scales twists and spikes shift sonic vibrations away from it, the wings are too small to carry it fast, although flight is possible. The usual poison in its tail is gone; the breeding with black Draverns has produced powerful acid in its place. As soon as you see its mouth, and the strange shape of its teeth, you realize It must screech at its victims causing vibration that can rip apart flesh, knock a man out, or shatter stone. Combat Frightful Presence (Ex): A Dravern can unsettle foes with its mere presence. The ability takes effect automatically whenever the Dravern attacks, charges, or flies overhead. Creatures within a radius of 30 feet x 6 are subject to the effect if they have fewer HD than the Dravern. A potentially affected creature that succeeds at a Will save (DC 10 + 1/2 Dravern’s HD + Dravern’s Charisma modifier) remains immune to that Dravern’s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Draverns ignore the frightful presence of other Draverns. Acid: The Dravern can use the acid on its tail to deal 4d4 damage Breath weapon: A Dravern can blast sonic energy in a cone up to 80 feet long. It can tune the harmonics of this destructive power to affect different types of targets. • Flesh: Disrupting tissue and rending bone, this horrible attack deals 10d6 points of damage to all within the cone (Reflex half DC 20) and have a chance to be deafened permanently (Fortitude 25) If they made the Reflex save they need not take the Fort save. • Nerves: The Dravern can knock out an opponent that does not make their Fortitude save (DC 30) and their Reflex save (DC 15); you need to fail both to be knocked out. If you only fail your Reflex you are unaffected, if you fail your Fortitude save your next 1d4+1 rounds you can only take partial actions. • Material: All objects within the cone must succeed at a Fortitude save (DC 25) or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack. Magic items are immune to this Improved Grab (Ex): To use this ability, the Dravern must hit with both claw attacks. If it gets a hold, it hangs on and stings. Snatch: If a Dravern gets a hold on a creature, four or more sizes smaller, it automatically deals damage with both claws and its sting attacks each round the hold is maintained. The Dravern can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the Dravern flings it while flying, the creature suffers this amount or falling damage, whichever is greater. Special qualities: Dravern have scent, DR (5/+1), Sonics Immunity, Hover and Blindsight. It also gains Push back, once a round, as a free action, jump and flap its wings to move back 15 feet Skills: *Draverns receive a +3 racial bonus to Spot checks when flying during daylight hours. Draverns gain a +10 racial modifier when in caves or other enclosed places. Flay worm (Young) Small Aberration Hit-dice: 1d8 (4hp) Initiative: 3(+3 dex) AC: 17 (+3 Dex, +1 size, +3 Nat. armour) Attack: 5 tentacles +4, bite +0, tail -3 Damage: 5 Tentacles 1d2 Bite 2d4 Tail 1d2 +1d6 acid Reach: 5 ft. by 5 ft./5 ft. Special attacks: improved grab, extract, Special qualities: Illithid speech Saves: Fort +0 Ref +3 Will +6 Abilities: Str 7 Dex 17 Con 10 Int 17 Wis 19 Cha 10 Skills: Hide+2, Jump+10, Move silently+2 spot+12 listen+4 Feats: Weapon Finesse (Tentacles, Tail) Alertness, Skill focus: Jump Climate or terrain: Warm marsh, underground Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young) Challenge rating: TBA Treasure: None Alignment: Always evil (Had them tagged as Neutral for a while) Advancement: 2-6(Medium sized) 7-10(Large) Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures. With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue. Combat: Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head. Improved Grab (Ex): To use this ability, the Flay worm must hit a Tiny to Medium-sized creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Large or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn. Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is large or larger the process takes +1 rounds for ever Size category larger then large. Tail (Ex) The tail, on successful hit, deals 1d6 acid damage. Flay worm (Mature) Medium-Sized Aberration Hit-Dice: 2d8 (9hp) Initiative: 6 (+2 dex +4 Improved Initiative) AC: 16-18 (+2 dex +0 size +4 Nat. AC) Attacks: 5 Tentacles +3 Bite -2 Tail -4 Damage: 5 Tentacles 1d3 Bite 2d6 Tail 1d3 + 1d8 acid Reach: 5ft by 5ft/5ft Special attacks: Improved grab, extract, Tail sear, spring attack Special qualities: Illithid speech, Acid spill Saves: Fort +1 Ref +2 Will +8 Abilities: Str 11 Dex 15 Con 12 Int 18 Wis 20 Cha 10 Skills: Hide+2, Jump+10, Move silently+2 spot+2 listen+4 Feats: Weapon Finesse (Bite, Tentacles) Alertness, Skill focus: Jump, Improved initiative Climate or terrain: Warm marsh, underground Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young) Challenge rating: TBA Treasure: None Alignment: Always evil (Had them tagged as Neutral for a while) Advancement: 2-6(Medium sized) 7-10(Large) Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures. With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue. Combat: Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head. Improved Grab (Ex): To use this ability, the Flay worm must hit a Small to Large Creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn. Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is Huge or larger the process takes +1 rounds for ever Size category larger then large. Spring attack (Ex) A flay worm May use this to jump up and latch onto a head/body part Tail (Ex) The tail, on successful hit, deals 1d8 acid damage. Illithid speech (Su) Flay worms may speak telepathically to any Illithid Acid spill (Ex) Once a Flay worm is killed a pool of corrosive acid accumulates in a 4 ft pool (As Ochre jelly) Flay worm (Adult) Large Aberration Hit-Dice: 7d8 (31hp) Initiative: 5 (+1 dex +4 Improved Initiative) AC: 19 (+1 dex -1 size +9 Nat. AC) Attacks: 5 Tentacles +5 Bite + 0 Tail -2 Damage: 5 Tentacles 1d4 + 4 Bite 2d8 +6 Tail 1d4+ 4 + 2d4 Reach: 5ft by 10ft/5ft Special attacks: Improved grab, extract, Tail sear, spring attack, blindfight Special qualities: Illithid speech, Acid spill Saves: Fort +4 Ref +2 Will +6 Abilities: Str 18 Dex 12 Con 17 Int 18 Wis 22 Cha 10 Skills: Hide+2, Jump+10, Move silently+2 spot+0 listen+10 Feats: Weapon Finesse (Bite, Tentacles) Alertness, Skill focus: Jump, Spring attack, Blindfight Climate or terrain: Warm marsh, underground Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young) Challenge rating: TBA Treasure: None Alignment: Always evil (Had them tagged as Neutral for a while) Advancement: 2-6(Medium sized) 7-10(Large) Flay worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures. With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flay worms can jump high and often surprise large creatures. Young Flay worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flay worms life is spent not getting killed and the rest is eating, after an attack on their lair Flay worms will sit perfectly still digesting flesh they have bitten of or brain tissue. Combat: Once encountered, Flay worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head. Improved Grab (Ex): To use this ability, the Flay worm must hit a Medium-sized to Huge creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flay worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flay worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flay worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn. Extract (Ex): A Flay worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is huge or larger the process takes +1 rounds for ever Size category larger then Huge. Spring attack (Ex) A flay worm May use this to jump up and latch onto a head/body part Tail (Ex) The tail, on successful hit, deals 2d4 acid damage Illithid speech (Su) Flay worms may speak telepathically to any Illithid Acid spill (Ex) Once a Flay worm is killed a pool of corrosive acid accumulates in a 10 ft pool (As Black pudding) Flay worms gain HD+2 to determine the Natural AC bonus. Large Beast Hit Dice: 7d10+14 (52 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 40 ft., fly 60 ft. (good) AC: 17 (-1 size, +3 Dex, +5 natural) Attacks: Bite +8 melee, 2 wings +3 melee Damage: Bite 1d8+4 and poison, wing 1d6+2 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Improved grab, improved trip, snatch, constrict 1d6+6, poison Special Qualities: Scent Saves: Fort +7, Ref +8, Will +3 Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 12, Cha 12 Skills: Listen +6, Spot +6 Feats: Improved Initiative Climate/Terrain: Temperate land Organization: Solitary, pair, or flight (3-6) Challenge Rating: 6 Treasure: Standard Alignment: Always neutral Advancement: None Poison (Ex): Bite, Fortitude save (DC 15) initial and secondary damage 1d6 temporary Constitution. Constrict (Ex): A Grauchen deals 1d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures. Grauchens gain Improved Initiative and improved trip as bonus feats. Grauchens (Graw-kens (Like Draw-pens) are 10 foot long, winged snakes. They are territorial, and will fiercely protect young and mates, using they’re large fangs, and prehensile tails. In combat they will strike with their tails trying to trip, and then bite to deliver the venom, if the opponent is larger they will bite then try to constrict them. If they attack from above, they will attack by diving down and biting repeatedly. Training a Grauchen Training a Grauchen as an aerial mount requires a successful Handle Animal check (DC 21 for a young creature, or DC 28 for an adult) and that the creature is willing. Grauchens mature in about two years. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic bridle enchanted for this purpose. Grauchen eggs are worth 4,500 gp apiece on the open market; while young are worth 9,000 gp each. Professional trainers charge 1,800 gp to rear or train a Grauchen. Riding a trained Grauchen requires an exotic saddle. A Grauchen can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check. Carrying Capacity: A light load for a Grauchen is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. Whip spider Tiny Beast HD 1/2d10 (hp 2) Initiative +2 (Dex); Speed 10 ft; AC 21 (+6 Dex, +2 size, +3 natural); Attacks: bite +8 melee; Damage: bite 1d3-3; Special quality: Perm. Spider climb, Special attack: Weapon finesse (bite) Weapon finesse (sting), poison(Bite, sting) Face/Reach 2 1/2 ft by 2 1/2 ft/0 ft; Saves: Fort +2, Ref +8, Will +1; Abilities: Str 5, Dex 19, Con 11, Int 6, Wis 12, Cha 8; Skills and Feats: Hide +6, Move Silently +6; Climate/Terrain: Any Plains Organization: Solitary bunch (2-4) Challenge Rating:? Treasure: none Alignment: Always Neutral evil Advancement: 1-3HD tiny 4-7HD small 8-12HD Medium These evil creatures, vile sentiments left in now blocked caves by the corrupt Drow. Appearing to be 1-2 ft long spiders with a snake tail and head, fondly named “Elgluth orrb” Or Whip spider by the Drow. Usually they jump from the ceiling or wall, and latch on, biting and stinging. Enfeeblement Poison (Ex): The sting attack delivers a deadly toxin that (Fort save DC 10, initial 1d6 temporary Dex and 2d6 temporary Wisdom / secondary feeblemind). The feeblemind affects the victim as a spell of the same name cast by a 1st-level sorceror. Paralytic Poison (Ex): The bite delivers a paralytic poison (Fort save DC 10, initial 1d6 temporary Con 2d6 strength / secondary paralysis). The paralysis lasts for 1d6 rounds. Whisp Small Aberration (Air) Hit Dice: 5d8 (40 hp) Initiative: +13 (+9 Dex, +4 Improved Initiative) Speed: Fly 50 ft. (perfect) AC: 29 (+1 size, +9 Dex, +9 deflection) Attacks: Cold +16 melee Damage: Cold 2d8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Spell immunity, Telepathy Saves: Fort +3, Ref +12, Will +9 Abilities: Str -, Dex 28, Con 10, Int_14, Wis 16, Cha 16 Skills: Bluff +11, Listen +17, Search_+14, Spot +17 Feats: Alertness, Blind-Fight, Dodge, Improved Initiative Climate/Terrain: Any forest Organization: Solitary Challenge Rating: 6 Treasure: 1/10 coins; 50% goods; 50% items Alignment:* Advancement: 6-18 HD (Small) Wisps (Also known as whispers) are the goodly aligned cousins of Will o’ wisp. They vary in abilities from their evil cousins. They tend to be extremely shy, and introspective. Yet many a wizard has gone that way, because of a bonding with them as familiars. They start by communicating, it is quite shocking to have a feeling of cold on the back of your head and the words “I am Slyivis the air whisper, and I have come to befriend you, do not fear my call!” then they lead them down the path of wizardry. Not all of a Whisps friends are magi, some can be druids’ friends, and some may even take fancy to some fighters. On sight they seem to be very small Air elementals Spell Immunity (Ex): The only spells that can affect Whisps are magic circle against chaos, magic circle against evil, magic missile, maze, protection from chaos, and protection from evil. Telepathy (Su): Whisps can communicate telepathically with any creature it touches that has a language. It can also tell the alignment, and race of the creature by performing this. *True neutral, Lawful neutral, Neutral good, Lawful good Giant’s stool Huge Construct Hit Dice: 16d10 (88 hp) Initiative: -1(Improved Initiative) Speed: None AC: 32 (-2 size, +29 natural Dex-5) Attacks: Huge Falchions+14 Huge falchion +14 Damage: Huge falchion 2d6+13 Huge falchion 2d6 +13 Face/Reach: 10 ft. by 10 ft./15 ft. Saves: Fort +5, Ref +0, Will +5 Abilities: Str 36, Dex 1, Con --, Int --, Wis 11, Cha 1 Skills: N/A Feats: N/A Climate/Terrain: Any land Organization: Solitary Challenge Rating: 11 Treasure: Standard Alignment: Always Neutral Advancement: N/A Large immobile constructs, with humongous Falchions, they can also spin and attack everyone in it’s reach. Combat: Giant’s stools attack, the weakest character first, unless a larger threat is present, they can also be programmed to do other things. Dream Phase Spider Large Magical Beast Hit Dice: 10d10+20 (70 hp) Initiative: +10(+4 Improved Initiative, +6 dex) Speed: 50 ft., climb 50 ft. AC: 20(+5 Natural, +6 Dex, -1 size) Attacks: Bite +15 melee Damage: Bite 1d8+3 and poison Face/Reach: 10 ft. by 10 ft./5 ft. Special Attacks: Dream jaunt, poison, , There to strike. Special qualities: Racial feats Saves: Fort+10, Ref+13, Will+7 Abilities: Str 14, Dex 22, Con 15, Int 8, Wis 18, Cha 18 Skills: Climb+12, Listen+4, Move silently+10, Spot+10, Lucid dreaming +7 Feats: Improved Initiative, Weapon Finesse (Bite), Climate/Terrain: The Plane of dreams/Underground Organization: Solitary, or cluster (1d4 50% chance of 1d2+1 Medium sized monsterous spiders) Challenge Rating: 8 Treasure: None Alignment: Chaotic neutral Advancement: 11-13 HD (Large), 14-20 HD (Huge) Dream Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Dream Phase Spiders make their home on the Dream Plane, and shuttle forth to the Material plane to hunt and attack prey. Dream Phase Spiders look little like their cousins- a shiny blue carapace with brilliant nimbus like star shapes dotted across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, despite this they have not been evilly maligned, however it is the dream heart that has effected there alignment. Despite their intelligence, Dream phase spiders do not speak. Combat Dream Phase Spiders hunt and dwell on the Dream plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them in there sleep. Due to their incredible cunning, they make deadly opponents in combat, more often then not leaving their opponents no time to react, and when they do, jumping at the occasion to strike. Dream Jaunt (Su): An Dream phase spider can shift back to the Dream to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer. Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary wisdom. Racial feats (Ex): Dream phase spiders gain combat reflexes, spring attack, and master tactician as bonus feats. There to strike (Ex): If an opponent is within reach (jump or movement distance) when they make an attack or opportunity, they may move the distance and make the attack. Astral Phase Spider Large Magical Beast Hit Dice: 10d10+20 (50 hp) Initiative: +8(+4 Improved Initiative, +4 dex) Speed: 50 ft., climb 30 ft. AC: 22(+5 Natural, +4 haste, +4 Dex, -1 size) Attacks: Bite +14 melee Damage: Bite 1d8-1 and poison Face/Reach: 10 ft. by 10 ft./5 ft. Special Attacks: Astral jaunt, poison Special Qualities: Haste Saves: Fort+9, Ref+11, Will+3 Abilities: Str 11, Dex 18, Con 15, Int 14, Wis 15, Cha 14 Skills: Climb+12, Listen+4, Move silently+13, Spot+10 Feats: Improved Initiative, Weapon Finesse (Bite) Climate/Terrain: The Astral Plane/Underground Organization: Solitary, or cluster (1d2 plus 1d3+1 sword spiders, and 1d3 phase spiders) Challenge Rating: 8 Treasure: Standard Alignment: Always neutral evil Advancement: 11-13 HD (Large), 14-20 HD (Huge) Astral Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Astral Phase Spiders make their home on the Astral Plane, and shuttle forth to the Material plane to hunt and attack prey. Astral Phase Spiders look little like their cousins- a shiny black carapace with brilliant green and blue streaks across the abdomen covers the creature, and eight eyes peering out from their heads shine like distant stars. They have achieved a deadly sentience that is abnormal for their kind, which has given them an evil and malicious temperament and more closely aligned to evil. Despite their intelligence, astral phase spiders do not speak. Combat Astral Phase Spiders hunt and dwell on the Astral plane, seeking the warmth of warm-blooded prey on the Prime. Once prey is located, they shift to the Prime and stalk their victim, often surprising them with a planned ambush. Due to their incredibly fast speed, they make deadly opponents in combat, more often then not leaving their opponents no time to react. Astral Jaunt (Su): An astral phase spider can shift back to the Astral to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer. Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary Constitution. Haste (Su): Astral Phase Spiders act as if under a continuous haste spell cast by an 18th-level sorcerer. The abilities granted by the haste effect are included in the creature’s statistics. Shadow phase spider Large Magical Beast Hit Dice: 5d10+12 (30 hp) Initiative: +6 (+2 Dex) Speed: 30 ft., climb 10 ft. AC: 17 (-1 size, +2 Dex, +2 natural +4 improved initiative) Attacks: Bite +1 melee, 2 claws +-3 melee) Damage: Bite 1d8-2 and poison, Claw 1d6+-2 Face/Reach: 10 ft. by 10 ft./5 ft. Special Attacks: Shadow Jaunt, poison, spell-like abilities Saves: Fort +5, Ref +2, Will +5 Abilities: Str 8, Dex 14, Con 12, Int 13, Wis 17, Cha 9 Skills: Climb+4, Listen+12, Spot+8, Sense Motive +10 Feats: Improved Initiative, Alertness Climate/Terrain: Shadow plane, any land and underground Organization: Solitary or cluster (2-5) Challenge Rating: 7 Treasure: None Alignment: Always chaotic evil Advancement: 6-8 HD (large); 9-15 HD (Huge) Shadow Phase Spiders are distant relatives of their ethereal counterparts, the Phase Spiders. Unlike their ethereal brethren, however, Shadow Phase Spiders make their home on the Shadow Plane, and shuttle forth to the Material plane to hunt and attack prey. Shadow Phase Spiders look like a undead, decaying version their cousins- with dry creaking carapace covered in growths and scars. Their eight eyes are hollow, glowly faintly with a soul chilling red light. Like all phase spiders, they have 8 legs, but the front two do not have feet, but rather they each have a huge blood-soaked scythe-like blade, measuring nearly 3ft long. Though not as intelligent as an astral phase spider, they are more evil and a lot more alert. They also have a tiny amount negative energy within them, allowing them access to a few spells. Despite their intelligence, shadow phase spiders do not speak. Combat Shadow Phase Spiders hunt and dwell on the shadow plane, seeking to quench their thirst on a living prey’s life essence. Once prey is located, they shift to the Prime and quickly and mercilessly pounce on the victim, never does the spider plan its attacks. Due to their finely tuned senses, they make deadly opponents in combat, more often leaving nothing but a few crimson stains on the prime. Shadow Jaunt (Su): A Shadow phase spider can shift back to the Shadow to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 20th-level sorcerer. Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary Constitution. Spell-Like abilities: 2/day-cause fear, death knell and death ward. These abilities are as spells cast by a 10th level sorcerer (save DC 12+spell level). Fire slime Small Ooze Hit dice: 2d10+2 (16 hp) Initiative: 0 Speed: 10 ft AC: 10 Attacks: slam +0 Damage: slam 1d4+1 Face/Reach: 5ft by 5ft/5ft Special Attacks: Flame spout Special Qualities: Blindsight, Cold resistance 15 and Fire resistance 30, Warding flame, Ooze, Edible, regenerate 5, generate flame Saves: Fort +0,Ref +0,Will +0 Abilities: Str 12 Dex 10 Con 10 Int - Wis 11 Cha 14 Climate/Terrain: Anywhere underground Organization: Solitary, cluster (2-4) frigging swamp (10-25) Challenge rating: 1 Treasure: none Alignment: Always neutral Advancement: 4-5 medium, 6-7 large Fire slime are a rare type of ooze that are occasionally found in hot underground places. They are made even rarer by them possessing 2 qualities believed to be positively unique among oozes 1. They posses a sense of self-preservation and 2. They are the only known ooze to be not only edible, but to actually be delicious! Fire slime is currently gaining the status of a creature hunted for its “meat”. And is quickly gaining popularity wherever it becomes available, to the point of it someday rivalling dragon in terms of desirability, though fortunately not in price. Fire slime feed largely on exchanging heat with its environment; feeding on heat and in the process producing a flammable gas that also provides their primary means of defence (a fire slime is generally to scared/concerned for its own health to actively go on the offence if it can flee). A fire slime looks like a small blob of bluish slime (sometimes in the process of combustion) that for reasons unknown to even the greatest of sages appear to be a quite charming and cute, this trait has served to keep them alive surprisingly rarely however and they, apparently knowing this, no longer try to charm their way out of an encounter with other life forms. (not that it could ever do much more than look cute) so it now operates on a more simple system of burn or flee, if it has no flame the system becomes even simpler, flee. (not that its speed of 10ft a round is getting it anywhere...) no one knows where fire slime come from, nor how they breed, some theorise that they are some form of elemental creature, many point out that this is unlikely due to its lack of true elemental abilities. Most agree however that what is important is that they are here and they taste great! Combat: the Fire slime are well aware of the fact that most creatures find them a preferable food source and are therefore understandably very afraid to be exposed to any creature when it can not generate fire. Even fire slime that manage to do so still tend to display an almost panicky response to the presence of any other creatures, even other oozes. The only creatures it tolerates are fellow fire slime and those creatures that don’t or can’t eat an ooze type creature, examples would be most plants and constructs, along with undead and those creatures who dine on flesh exclusively. Flame spout (ex): A fire slime may project a gout of fire from the flames it can generate above its “body” this gout is a line with a length of 5ft, though it can be lengthened to a 10ft line if a full attack action is used. Cold and Fire resistance (ex): Fire slime is highly resistant to the damaging effects of fire and heat. Also, a fire slime that is generating flame receives cold resistance 15 Warding flame (ex): a fire slime generating flame has said flame floating no more that a foot above its own “body” and therefore any creature that successfully attacks the fire slime with a melee attack or tries to grapple takes 1d8 fire damage each time the attempt is made unless a reflex save is made (dc 13), a foe making the attack with a reach weapon may ignore this ability, though the weapon might have to suffer in the wielders stead, make a reflex save, if a 1 is rolled the weapon takes 1d8 fire damage). Edible (Ex): A fire slime is gifted with the trait of being edible to most creatures capable of eating Jelly or similar substances, most such creatures find the fire slime to be not only absolutely delicious, but highly nutritious as well. They are also full of energy and keep well for travel. This makes the fire slime the ultimate trail rations and a delicacy for those fortunate enough to know about this trait, to the fire slimes unending agitation, frustration, annoyance, irritation and generally ruining their day. Regeneration 5 (Ex): The fire slimes “body” parts easily before a bladed blow only to reform as the foreign body leaves its own. As a result, the fire slime takes only subdual damage from all non-energy and sonic damage and heals said subdual damage at a rate of five hit points a round. Generate flame (Ex): fire ooze produces an excess of flammable gas when exposed to extremes of temperature, the amount of gas is relative to the extreme of the temperature. The gas dissipates quickly if separated from the fire slime too far and is largely harmless, it does serve as an excellent fuel for fires and it is pure joy for a fire slime to manage to ignite said gas so as to cover itself with a small cloud of flame that not only protects it and keeps it warm, it also keeps the fire slime producing more flammable gas, usually keeping up with the rate it is consumed by the fire. The fire slime need an external source to ignite the flames, it usually does this by approaching some other source of fire until they ignite. A fire slime that is engulfed in flame and then quickly removed from said source (like being struck by a fire ball or other quick burning fire) needs to make a fort save equal to the dc of the fire it was exposed to in order to cope with the sudden jump in gas consumption and decrease in heat for production of said gas or its flames will go out. A fire slime that doesn’t generate flame will do everything in its largely inconsiderable power to re-ignite itself from any source possible, the same will apply to a fire slime that encounters anyone when it has not yet managed to ignite. Shadow Golem Large Construct (Incorporeal) Hit Dice: 16d10 (80 hp) Initiative: +2 (Dex) Speed: 20 ft. (can’t run), fly 40 ft. (good) AC: 22(+2 Dex, +10 Deflection) Attacks: Incorporeal touch +11 melee Damage: Incorporeal touch 2d6 temporary strength Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Strength damage, create shadow, spell-like abilities Special Qualities: Damage reduction 50/+3, Light Vulnerability, Incorporeal, Construct Saves: Fort+5, Ref+7, Will+0 Abilities: Str -, Dex 14, Con -, Int -, Wis 1, Cha 1 Climate/Terrain: Any underground Organization: Solitary, or gang (2-4) Challenge Rating: 11 Treasure: None Alignment: Always neutral Advancement: 17-24 HD (Large), 25-67 HD (Huge) Shadow Golems are extremely rare, yet very potent constructs often employed by necromancers and wizards who practice darkness magicks. Difficult and costly to create, Shadow Golems are an adversary that is not to be taken lightly. It is often found deep within the bowels of the darkest dungeons, shying away from light and guarding treasure hordes with mindless loyalty like the rest of their kind. Many an adventurer has mistaken Shadow Golems for being undead creatures because of their incorporeal nature- but clerics have found this to be untrue in their attempts at turning them. Combat Shadow Golems make dangerous adversaries. They drain strength from their victims, often reducing them to shadows of their former selves. Many an adventurer has made particularly effective use of light magicks, weakening and holding the shadow golem at bay. Strength Damage (Su): The touch of a shadow golem deals 2d6 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow golem dies. Create Shadow (Su): Any humanoid reduced to Strength 0 by a shadow golem becomes a shadow, though it is mindless, and follows any commands the golem is issued. Spell-like abilities: At will- darkness. Whenever there are shadows nearby, the shadow golem is also able to use the shadow dancer ability, Shadow jump althoughg the range is not limited. These abilities are as the spells cast by an 18th-level sorcerer. Light Vulnerability (Ex): Shadow golems recoil from any strong light. Any spell or item that radiates light larger then a 20 ft. radius inflicts a -4 penalty to all the shadow golem’s saves, attack and damage rolls. Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Creating a Shadow Golem Shadow golems are not created like golems in the usual way. Instead, a caster must have imprisoned a shadow of 5 or greater Hit dice within an ebony gem through the use of a trap the soul spell cast at midnight. Only then, upon the consecutive castings of darkness, shadow walk, greater shadow evocation and shadow conjuration within 15 ft. of the gem containing the shadow will the shadow golem come into being… spawning from the gem containing the shadow. [SIZE=5]2 Classes[/size] [SIZE=3]2.1 Classes[/size The Adept Game Rule Information Adepts have the following game statistics. Abilities: Wisdom is a very important characteristic for Adepts, as it dictates their prowess as spellcasters. Wisdom also contributes to several class skills and the ability to resist Enchantments. And, lacking medium and heavy armour and most protective magicks, Adepts can greatly benefit from high Dexterity scores to avoid deadly blows. Base Attack Bonus: Low (as a sorceress) Hit Die: d6 Saves: High Will Alignment: Any Class Skills The Adept's class skills are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis), Innuendo (Cha), Move Silently (Dex), Profession (Wis), Scry (Int, [i]exclusive skill[/i]), Sense Motive (Wis), Spellcraft (Int), and Wilderness Lore (Wis). Skill Points at 1st Level: (2 + Intelligence modifier) x 4 Skill Points at Each Additional Level: 2 + Intelligence modifier Class Features All of the following are class features of the Adept. Weapons and Armour Proficiency: Adepts are proficient with Simple weapons, the hand axe short sword, the scimitar, light/heavy flail, great club and scythe and long/short bow. They are proficient with light armour, but not with shields. 1 Spellcasting, Familiar, Nature sense 2 Create Infusion 3 Resist nature's lure, Remove disease 4 Trackless Step 5 Home ground 6 7 Remove disease 2/day 8 Fey talk 9 Legend lore 10 Track 11 Remove disease 3/day 12 Locate creature 13 Lesser Spectral ally 14 Vision 15 Remove disease 4/day 16 17 Discern location 18 Spectral Ally 19 Remove disease 5/day 20 (Unfinished) [SIZE=3]2.2 Prestige classes[/size] Forest keeper Requirements: Alertness Wildshape 1/day Has seen a forest. HD d8 Class Skills: The druid's class skills (and the key ability for each skill) are, Concentration (Con), Craft (Int), Diplomacy (Cha), , Heal (Wis), Intuit Direction (Wis), Knowledge (plants) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis). Weapon and armour proficiencies: None gained Saves and BAB as druid Half spell advancement (Gulp help me) Lvls 1 Woodland living 2 Sense step 10ft 3 Plant growth 1/Day 4 Sense step 30ft 5 Thorn chain 6 Treant wildshape 7 Permanent Barkskin 9 Sense step 50 ft 10 Gaea’s embrace Woodland living (Ex): As the starting ability, the Forest keeper gains a +4 fortitude to all poisoness plants, fungi and other naturally occurring poisons, s/he also gains a +4 bonus to hide and move silently checks inside woodlands. Sense step (Ex): The Forest keeper gains Tremorsense, by sensing the vibrations travelling along Roots and overhead vines, this is at the distance listed. Sun Sustenance (Ex): Also at second level, the Forest keeper gains the ability to draw energy from the sun. As long as s/he spends at least 4 hours of the day outdoors, s/he can draw sustenance from the sun itself, and thus s/he requires no food that day. S/he still thirsts, however, and needs the standard amount of water to survive. Plant growth (Sp): Usable 1/day the Forest keeper may cast plant growth, but only the “Over growth” version. Thorn chain (Su): The Forest keeper can now create a long, thorned vine, from any near by tree branch. This treated as a +3 spiked chain that deals 2d6 piercing damage, which the character is proficient in, and it breaks no oaths. Treant Wild Shape (Sp): Beginning at sixth level, the Forest keeper can use wild shape to take the form of a Treant and back again once per day. This ability otherwise works like wild shape. Since a Treant has a voice and manipulative appendages, the Forest keeper can cast spells normally while in Treant wild shape. Permanent Barkskin(Ex): +4 natural armour, increases by +1 per 3 levels. Protective briar (Sp): The Forest keeper is, now able to call upon nature and cover himself with a sharp tangle of vines. It has (Wis mod)d8 hit points, and grants concealment equal to half the wis mod , but the Forest keeper is unhindered in his movements, and the briar follows him. The briar fills the square so no other being may enter, and any one without reach/ranged weapon takes 1d4 damage on a failed reflex save of 13. At a dex check of 12+half wisdom mod a sneak attack is viable. This last for 1 round per half Wisdom mod. Gaea's Embrace(Ex): At 10th level, the Forest keeper permanently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him. His/her type changes to plant, and as a result s/he gains low-light vision, is immune to poison, sleep, paralysis, stunning, and polymorphing, and is not subject to critical hits or mind-influencing effects (charms, compulsions, phantasms, patterns, or morale effects). Timeless body(Ex): S/he no longer suffers penalties for aging and cannot be magically aged. Any aging penalties s/he may already have suffered, however, remain in place. Bonuses still accrue, and the Forest keeper still dies of old age when His/her time is up. Crowd shifter [i]He gently lifted the coin purse, gently, a slight jingly of gold hitting the cobbles alerted the Guards, and he put the bag back and stepped away, no good. He was off, feinting, swerving, into the crowds, they’d never find him, not in a…He rolled to the side, parried another blade and sped down a dead end alley. “Scum,” Called the guard, about 6ft 8ish, easy Jerral thought; and prodded the man with a testing shot, using his rapier. The large man dodged it, and Jerral fell forwards. “Gotcha” Shouted the Guard, although the only thing left was a small rat, “Where are you SCUM” Shouted Frean, Jerral tried to contain his laughter, and dodged out of the guard’s way, drew his rapier again and stuck it through his over-large neck.[/i] Crowd shifter Thieves that have learned that, with effort you can avoid the long arm of the law. Requirements: Run in with the law At least +6 ranks in Pickpocket, bluff, hide and move silently BAB + 3 Class Skills: The rogue's class skills (and the key ability for each skill) are, Balance (Dex), Bluff (Cha), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex). 6 + int HD d6 Weapons and Armour: No adjustment, Only light armour, and weapons of own size or smaller May be worn Saves and BAB as thief Lvls 1 I’m not here 2 Hit on the run 3 That’s not right! 4 Whoops 5 One in a million 6 I’m gone 7 I’m not here 8 I cannot fail 9 One with the shadows 10 One in a million I’m not here (Ex) The crowd shifter can add their bluff skill to Pick pocket, if they fail. They cannot Pickpocket that person for another 3 rounds Hit on the run (Ex) The crowd shifter may now pick pocket whilst running, at -5 That’s not right (Ex) Now you can add half your Wisdom to bluff along with Charisma, and make outrageous bluffs Whoops (Ex) The crowd shifter can re-roll a failed pickpocket check so that the victim doesn’t notice, this doesn't work with Hit on the run, and neither does it stack. You use your bluff roll for this, and then attempt another Pickpocket One in a million (Ex) Now you can add +20 to hide checks in crowds or large groups of people I’m gone (Ex) You can run as normal in crowded areas I’m not here (Ex) The crowd shifter can re-roll a Failed Hide check so that no one notices. And attempt a bluff at -2 for Move silently, by mimicking the sound so it sounds normal. I cannot fail (Ex) If you roll a 1 on your attack roll or Pick pocket you can tumble 5 foot away on a successful reflex check DC 15 + the amount you failed by. One with the shadows (Ex) Now you can run, Hide in shadows and move silently, at half the normal penalty One in a million (Ex) You can add your disguise to One in a million [i]Fera [/i] Description [i]The soft tundra supported his more then fair-sized body. He smelt the air, his animalistic features picked up the scent of his prey, “There is no escape,” he whispered. Hours later, he saw a speck on the horizon, and he ran. Years of living wild had brought his stamina to the physical peak; he could run for days like this, it would not be that long. He approached a tree, let out a guttural snarl, and leapt towards a tree, old as it was it would live many more years; had it not been in his way. Midair he shifted, grew, his armour shift along with him, the fur meshing with body, he was now an animal. His fist burst through the trunk, splintering its tough bark, and landing squarely on the meek mans forehead[/i] Hit Die: d12 Requirements To qualify to become a Fera, a character must fulfil all the following criteria. Base Attack Bonus: +7 Wilderness Lore: 10 ranks Special: Rage 2/day Class Skills The Fera's class skills (and the key ability for each skill) are Climb(Str), Handle Animal(Cha), Intimidate(Cha), Intuit Direction(Wis), Jump(Str), Listen(Wis), Ride(Dex), Spot(Wis), Swim(Str), and Wilderness Lore(Wis). Skill Points at Each Level: 4 + Int modifier Class Features The following are all class features of the Fera prestige class. Weapon and Armour Proficiency The Fera gains no new weapon or armour proficiencies. Unless otherwise noted, the Fera's class abilities are not effective when he is wearing armour other then Hide, Leather, wood, bone Etc Intimidating (Ex): You gain a +4 bonus to your intimidation check. Blood Track (Ex): The Fera is track an opponent whom he has wounded within 24 hours; he gains a +4 bonus on all Wilderness Lore checks while tracking that opponent. Rage +1/day (Ex): The Fera gains additional uses Rage ability. This functions just like the barbarian's Rage ability (or Greater Rage, if obtained.) Increased speed (Ex): The Fera gains +5ft to their Speed No Escape (Ex): While the Fera is tracking an opponent he has wounded within 24 hours, he may track him at his full running speed. Enhance Rage (Ex) While in the Rage state, the Fera gains an additional +2 to Strength and Constitution. Sure death (Ex): Whilst attacking the Fera, all opponents must make a will save DC 10 +intimidation (Intimidating works for this as well) or be affected by emotion despair. DR (Ex): The Fera gains a DR=1+Con Scent (Ex) The Fera learns to sense his victims by their smell, making him an even more dangerous creature. At 8th level, the Fera gains the Scent extraordinary ability, effective in a base range of 30 feet. Rage of the Fera (Su): Whilst using this rage, the Fera goes up a size level, incurring all the penalties and bonuses (The normal rage bonus do not apply), Its sure death ability doubles (-4 to moral roles ETC), and in this “form” he gains Blindsight form all opponents he has wounded. The Fera may only wear: Padded leather, studded leather, hide armour and leather, for all concerns about clothing, etc The armour meshes(Hide armour changes to make the skin furry, Etc) The Fera Level..BAB..F/R/W.....Special ..1....+1...+2/+0/+2..... Intimidating ..2....+2...+3/+0/+3..... Blood Track ..3....+3...+3/+1/+3..... Rage +1 ..4....+4...+4/+1/+4..... Increased speed ..5....+5...+4/+1/+4..... No escape ..6....+6...+5/+2/+5..... Rage +1, Enhanced rage ..7....+7...+5/+2/+5..... Sure death ..8....+8...+6/+2/+6..... DR, scent ..9....+9...+6/+3/+6..... Rage +1 .10...+10...+7/+3/+7.... Rage of the Fera, +5ft to speed [/QUOTE]The forth (fifth & sixth) were made for the prestige contest, though not the same contest. The last two were made with characters in mind, Torben, gnomish ranger of baervan, and Naerl, Kobold rogue/sorcerer Ancestral Description A tale is told among most Humanoids, of the Dragons blood in Kobolds, many disbelieve this, and some tales disagree. Ogres and other giantkin hold the consensus that their gods banished a breed due to weakness, and they became Kobolds, Goblins though, believe that powerful Dragon sorcerers tried infiltrating a goblin area, but failed in there spells, and were permanently stuck as kobolds. The tales hold meaning, but none are true, yes Dragons are related to Kobolds, but not all have the strength to prove it. [i]He ran, he knew, even with his knowledge in his heritage, even with the feeble library, they'd know as well, His Great-great-great grand father was a bronze dragon and they wouldn't like that. It was very obvious he had been changing, now he stood almost 5 foot high and had sprouted wings they might take notice, he skirted around s trap, a gate, and dived, no they wouldn't follow would they? The splashes echoed as four kobolds, in light leather, plunged foolishly into the cold water, he went to the bottom, why did they have to follow him? He owed them nothing they sank down, and followed them, damn those sorcerers, he spat the lightning that had been brewing, since he's learning of his past, now they really sunk, he sped off, sorry for the deaths of his brethren.[/i] Hit Dice-D12/level Requirements --Skill ranks: Knowledge: Heritage: 4 ranks --Race: Kobold, non-draconic. --Other: ability to cast 3rd level arcane spells without preparation CLASS SKILLS: --Skill Points per level: 4 (+Intelligence modifier) --Concentration (Con), Craft (Int), Diplomacy (Cha), Escape artist (Dex), Gather Information (Cha), Knowledge (Int), Listen (wis), Profession (Int), Scry (Int, Exclusive skill), Search (Int), Speak language(Int), Spellcraft (Int) and Spot (Wis) Base-attack .. Refl/Fort /Will .. Special 1st +0 .... +2/+0/+2 .. Appearance, +1 Nat. AC 2nd +1 .... +3/+0/+3 .. Claws and Bite, +2 strength 3rd +2 .... +3/+1/+3 .. Breath weapon (1) 4th +3 .... +4/+1/+4 .. Appearance, +2 strength 5th +3 .... +4/+1/+4 .. Enlargement, +2 Nat. AC 6th +4 .... +5/+2/+5 .. Appearance 7th +5 .... +5/+2/+5 .. Breath weapon (2), +2 charisma 8th +6 .... +6/+2/+6 .. +3 Nat. AC 9th +6 .... +6/+3/+6 .. Wings, +2 Constitution 10th +7 .... +7/+3/+7 .. Blood of dragons Special abilities descriptions: --Appearance (Ex): At first level, the player chooses the type of dragon, and his scales turn the colour of the dragon. At forth level, the scales grow and the colour deepens, the horns or other tell tale signs the patron dragon sports start to grow. At Sixth level, any personality traits carry over to the ancestral, and both alignment axis slides towards the dragon's alignment. --Natural Armour Class (Ex): The Ancestral gains the shown bonus, to his or her AC, this, stacks with the kobolds racial +1 Armour bonus, but not with each other. --Claws and bite (Ex): The Ancestral gains a Bite (1d4) and Claw (1d3) attacks. --Ability modifiers (Ex): Another side affect of the draconic heritage is the increased ability scores; these are treated as those gained every 4 levels. --Breath weapon (Su): A dragons most note worthy ability is it's breath weapon, and the Ancestral gains the breath of which ever type of dragon whose heritage he enjoys. S/he uses the appropriate ability: [code] Dragon variety Breath weapon Stage 1 Stage 2 Stage 3 DC Black Line of Acid 2d4 4d4 6d4 17 Blue Line of Lightning2d8 4d8 6d8 18 Green Cone of Gas 2d6 4d6 6d6 17 Red Cone of Fire 2d10 4d10 6d10 19 White Cone of Cold 1d6 2d6 3d6 16 Brass Line of Fire 1d6 2d6 3d6 17 Bronze Line of Lightning 2d6 4d6 6d6 18 Copper Line of Acid 2d4 4d4 6d4 17 Gold Cone of Fire 2d10 4d10 6d10 20 Silver Cone of Cold 2d8 4d8 6d8 18[/code] --Wings (Ex): At 9th level the Ancestral gains wings, with which they can travel at their normal speed, and average maneuverability --Blood of Dragons (Ex): Reaching the pinnacle of ability, the Ancestral's Breath weapon reaches the 3rd and final stage, it gains +4 Charisma and +2 Intelligence, it's armour class bonus goes up to +4 and gains the Dragon type, gaining all inherent abilities from that Type, they gain stage 3 in there Breath weapon advancement, they also gain an immunity equal to the breath type, and one other ability: Black-Water breathing Blue-Create/Destroy water Green-Water breathing Red-None White-Icewalking Brass-Speak with animals Bronze- Speak with animals or Water breathing Copper-Spiderclimb Gold- Water breathing Silver-Acid immunity Although at this point, after the final change, the ancestors force of nature makes all bonus from the bonus Cha points he has gained into a penalty, on all Cha based skills, except for Perform, use magical device and intimidate. For all skills that have been penalised they may use they're ranks in perform or intimidate as that modifier.(4 ranks in perform, his cha bonus(now -4) he can use gather information at -4 or make a Perform and Gather information at +8 and +4 respectively) Baervan’s wanderer [i]The dry thud of metal on wood echoed mercilessly, through the woods. A small figure, crouching, the small-bodied gnome had hid behind the narrow-trunked pine tree, he pattered up into the tree following a small racoon, he jumped down and caught the axe. “This is no place for a woodsman,” Spoke the Gnome, he had surprised the man, but no less then would a bear, it wouldn’t take long to work out the silly joke, he thought. He did flinch though, but a second later replied cockily, “Is this not a wood, and I not a man?” “It is not your business here, you must leave,” He replied, Çade lay still in the tree; poised. “Neither is….arghh,” Çade leapt down from the tree, and landed on the poor mans face, and scratched it, “Get the damn cat OFF!” Torben blurred forward and stuck his leg round the man's thigh, then the man cascaded sideways, his leg gave way with a short crack, on the ground. Çade still scratched at the man's face and the man still squirmed. He pulled Çade off, and made short work of the knee, bandaged him up, the raccoon watching quizzically head tilted in wonder. After it was on a splint he cast a spell that sent the man asleep, and dragged him to the outskirts, making no effort to miss the large stones, and bumping the woodcutters head, Çade giggled. [/i]Why do you care so much? [i] Came the mental word from Çade, [/i] I will not stoop to the level of a kobold, [i] He replied. [/i] The easiest root is not always the best. I am a wanderer of Baervan, remember? Gnomish communities, how ever isolated, are not naive about all those that may want to remove there peaceful solace, a brand of scouts and warriors, often travelling with Scarlet squirrels, trained to protect the boundaries of their gnomish homes. Requirements BAB: +4 Climb: 6 ranks Wilderness lore: 4 ranks Gnome Has Baervan Wildwanderer as patron deity Has Raccoon as Animal companion HD d8 Class Skills: The Baervan’s wanderer’s skills (and the key ability for each skill) are, Climb (Dex) Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (plants) (Int), Pick pocket(Dex, Trained) Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis). Weapon and Armor Proficiency: A Baervan’s wanderer is proficient with all simple and martial weapons, light armor, medium armor, and shields, any oaths taken remain, barring claw bracers, which they gain proficiencies in. Saves and BAB as Ranger Lvls 1 Raccoon buddy, Wildshape 1/day 2 Trackless step, Scent 3 Swim, Slow fall 40ft. 4 Uncanny dodge, Wildshape 2/day 5 Paws faster then the eye, Wildshape (tiny), Uncanny cling 6 Alert, Slow fall 80ft. 7 Scamper, Wildshape 3/day 9 Vigilant 10 Slow fall Any, Wild shape (Dire) --Class abilities --Forest Buddy: If the character hasn't already attracted a familiar, he gains this new friend at first level. The Racoon familiar can be of any species appropriate to the area. Alternately, a DM may allow the character to gain a new racoon animal companion that does not count against the character's total of companions. --Wildshape (Sp): The spell-like ability to Polymorph self into Small to Medium (But not a dire animal, see below) animal, and then return to the normal state, once per day. Although, only one form may be taken unlike the standard use of the spell. Hit points are regained, as stated in the spell description, as if he or she has rested for a day. Lastly, he or she cannot be disorientated as per the spell. At fifth level, s/he gains the ability to turn into a medium-sized creature, and at fifth, they may assume the shape of a dire animal. --Trackless step (Ex): Starting at 2nd level, the Baervan’s wanderer no longer makes tracks and cannot be tracked in the wilderness. --Scent (Ex): A normal Gnome’s nose can detect brimstone; a highly trained Nose can do far more. The Scent Special ability is gained as per the Monster manual. --Swim (Ex): Taking after the raccoon, The wanderer, gains a swim speed of 20ft. --Uncanny dodge (Ex): Ever alert is the Wanderer of Baervan, so he can no longer be caught unaware and lose his dex to ac, by being flat-footed. --Paws faster then the eye (Ex): The BW Gains a +2 on their pickpocket skill, Granted by the time spent with there familiar. --Uncanny cling (Ex): an expert at climbing, they now retain there dex mod to AC. --Alert (Ex): Gaining more then the usual wizard from their familiar, they gain the feat Alertness, but this stacks with any other previous bonus, (The Baervan’s wanderer has the feat, the feat again from the familiar and this ability for an overall +6 bonus). --Scamper (Ex): The raccoon pays back its friend by teaching him how to climb, and he gains a climb speed of 20ft. --Vigilant (Ex): Ever wary and ready, the guardian of the leaf, gains an unnamed bonus to his or her initiative, of +2. --Slow fall (Ex): As the talent of the raccoon is transferred, they gain the ability to slow the fall; when ever in the reach of a solid surface, to slow the fall by 40ft. then 80ft at 6th level then at 10th any distance. As well, they may roll 1d6X10 and stop after that much, holding on to the surface with a climb check. [SIZE=5]3 Spells[size] Ageless animal Transmutation Level: Drd 1 Rng 1 Components: V, S, M Target: 2 or 1hd/level Animal touched Duration: Instantaneous (see text) Saving Throw: Fortitude negates (harmless) This spell grants the target a life span equal to the caster, not the casters race. A template that alters age changes this but spells with durations less then instantaneous do not affect this, If the target no longer has the animal type, they go back to there normal age routine. The HD effect is limited in the same way that animal companion. Example: Vadania cast this spell on her wolf and at character creation she rolled up her life span of 155 years, the wolf now has a life span 155, if any instantaneous(A spell, template or item) effect changes her age, it immediately changes the wolfs life span if vadnia dies of non-natural effects) the spell ends. Example 2: The wolf was actually a shapchanged human wizard the duration of shapechange finally ends, and his type changes back to humanoid and the Ageless animal spell is no longer valid, and ends. Blue bolt Evocation [Force] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A bolt of magical energy darts forth from the character's fingertip and unerringly strikes its target, afterwards the bolt bounce of a nearby wall and hit another opponent, the bolt may not hit the same person twice. The bolt deals 1d4+1 points of damage. The bolt strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, if a creature has total concealment the caster may spend one bolt to “bounce” it past the target. For every two levels of experience past 1st, the character gains an additional target. The character has two at 3rd level, three at 5th level, four at 7th level, and the maximum of five targets at 9th level or higher(In effect he has twice that, but uses up the energy to hit all of the targets). If the character shoots multiple targets, the character can have them strike a single creature or several creatures. A single target can strike only one creature. The character must designate targets before the character rolls for SR or roll damage. The bolt is blue. Naerl’s searing heat Evocation [fire] Level: Sor/Wiz 2 Components: V, S, Casting Time: 1 action Range: Medium (300ft + 10ft/level) Area of effect: 10ft Radius Spread Saving Throw: Reflex Partial Spell Resistance: Partial A Heat ball spell is a burst of flame that detonates with a low roar and deals 1d2 points of fire damage per caster level (maximum 10d2)and 1d2 points of sonic damage per caster level (maximum 10d2) to all creatures within the area. Unattended objects also take this damage. The explosion creates a lot of pressure. The character points a finger and determines the range (distance and height) at which the Heat ball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the Heat ball at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. Once the Ball has exploded, a low sucking nose is heard and all creatures make a Ref save or are drawn considered flat-footed, anyone who saves is not considered flat-footed. Naerl's Wailing Shriek Transmutation/Evocation (Sonic) Level: Wiz/Sor?? Components: V Casting Time: 2 action Range: (25 ft. + 5 ft./2 levels) Target: Self Duration: Special Saving Throw: Yes Spell Resistance: No By casting Naerl’s Wailing Shriek he or she transforms their vocal cords and lungs to inhale a large amount of air then the caster screams, and does 1d6 per round, and lasts for how ever long the person can hold their breath plus their caster lvl. The save vs. Deafness goes up by 1 every round ever one in a 25 ft. + 5 ft./2 levels circle must make a Fortitude check or be deafened. The caster must scream immediately and cannot use this to hold breath to go under water. The caster cannot die of air loss; the worst that can happen is for them to be knocked unconscious. Naerl’s Engulfing element Evocation [Elemental] Level: Drd 4 Sor/Wiz 5 Components: V, S, M Range: One Creature Saving Throw: Special (See text) This spells creates a Sphere of elemental power. The caster can choose air, earth, fire, or water. Fire deals 3d5 fire damage A round, Earth deals 4d6 Crushing damage unless broken (DC16 against strength), Air deals 2d6 damage to all Water breathing creatures A round, Water deals 2d6 damage to all Air breathing creatures A round, When used on an element (air - earth, fire - water) it uses the chart below, if it is in the dispel part the elemental takes a DC roll (Caster Lvl vs. HD. A fortitude save negates the kill. A differing Engulf spell air - earth, Air - water, fire - water dispels the last Engulf spell, any other combinations create the following affects Air and fire raise the damage to 4d6 Earth and fire create hot earth 5d6) Material Components: Air: A small fan of paper. Earth: A handful of rock and dirt. Fire: A bit of ash and charcoal. Water: A flask of holy water. Point protection Abjuration [fire] Level: Sor/Wiz 0 Components: V, S, Casting Time: Free Range: Touch Area of effect: 2 cm/caster level Saving Throw: Reflex (Harmless) Spell Resistance: Yes (Harmless) This minor spell confers a minor resistance, the first 1 point of elemental damage per Caster lvl (Max 10); this resistance only covers the aforementioned distance. This does not stack(casting twice erases the first) making the spell used best for show) Static discharge Evocation [Electricity] Level: Drd 4 Components: V, S, F Casting Time: 10 minutes, plus 1 action per bolt called Range: Long (400 ft. + 40 ft./level) Effect: See text Duration: 10 minutes/level Saving Throw: Reflex half Spell Resistance: Yes Once a druid has cast this spell, it forms a field of static energy that will strike all opponents in a 10ft radius; dealing 1d8 points of electrical damage per caster level (maximum 10d8) once every 10 minutes. If the caster wishes to harm a creature outside the 10ft circle of effect, (s)he may, but must succeed a Concentration check at DC 15+5ft. If a lodestone is present (Baring the one used by the Caster) whilst the spell is in affect, the person (anyone in a 5ft circle is hit by 1d6/lvl) is hit for 2d6 per lvl. Material Component: A lode stone, minimum value of 500 gp [/SIZE][/SIZE][/SIZE][/COLOR][SIZE=3][SIZE=3][SIZE=5] Not everything featured above is mine, I have tried to ask before using any of the information of others, if anyone wants there work taken out or deleted, I will be happy to oblige, so long as it is proven yours. Below is the printer friendly version if you worship me or are a sad nerd.(Download expectancy 0)[/size][/size][/size] [/QUOTE]
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