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Garnfellow's World [Updated 12.26.05]

More of the Master Wizard's Creations

Here are some of Hecatesseus’ first attempts at building constructs. Thanks to Busirane's great wealth, Hecatesseus has access to plenty of gold and power components, allowing him to really crank up production. It is not known how many of these monsters he has created, but there are probably at least two eagles, two centurions, and two lions.

All of these monsters were built, like Castus above, by applying the “Magical Construct” template from the Book of Eldritch Might I.

The Splendant Eagle began as a 3.5 eagle with the “Dire” template from the Tome of Horrors and advanced to six HD. The Laconic Centurion was a 11th-level human warrior with the nonelite array, and the Redoutable Lion was an advanced dire lion.

Splendent Eagle of Hecatesseus: advanced magical construct dire eagle; CR 7; Medium Construct; HD 6d10+20; hp 53; Init +1; Spd 10 ft, fly 40 ft (poor); AC 26, touch 11, flat-footed 25; BAB +4; Grp +13; Atk +13 melee (1d6+9, talons); Full Atk +13 melee (1d6+9, 2 talons) and +8 melee (1d6+4, bite); Space/Reach 5 ft/5 ft; SA haste; SQ construct traits, darkvision 60 ft, low-light vision; AL N; SV Fort +5, Ref +6, Will +3; Str 28, Dex 12, Con —, Int —, Wis 12, Cha 1.

Haste (Su): After it has engaged in at least 1 round of combat, the eagle can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Construct Traits: The Eagle is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). The Eagle is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not at risk of death from massive damage, and is immediately destroyed when reduced to 0 hit points or less. Since it was never alive, the Eagle cannot be raised or resurrected.

Physical Description: A Splendent Eagle of Hecatesseus appears to be a stylized bronze sculpture of a very large, fierce bird-of-prey.

====

Laconic Centurion of Hecatesseus: magical construct human warrior 11; CR 8; Medium Construct; HD 11d10+20; hp 80; Init -1; Spd 20 ft; AC 23, touch 9, flat-footed 23; BAB +11; Grp +19; Atk +19 melee (1d8+7/19–20, longsword); Full Atk +19/+14/+9 melee (1d8+7/19–20, longsword); SA breath weapon; SQ construct traits, darkvision 60 ft; AL N; SV Fort +7, Ref +2, Will +2; Str 24, Dex 8, Con –, Int –, Wis 8, Cha 2.

Breath Weapon (Su): Sleep gas cone, 60 feet, every 1d4 rounds (but no more than five times per day); DC 17 Fortitude save or fall asleep for 1d10 minutes.

Construct Traits: The Centurion is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). The Centurion is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not at risk of death from massive damage, and is immediately destroyed when reduced to 0 hit points or less. Since it was never alive, the Centurion cannot be raised or resurrected.

Physical Description: A Laconic Centurion of Hecatesseus appears to be a stylized metal sculpture of an ancient warrior. The figure and its equipment are all made of bronze. The Centurion is depicted as wearing an antique cuirass, leg armor, and a plumed helmet that covers its entire face. A Centurion carries a large, rectangular shield and a heavy sword.

===

Redoubtable Lion of Hecatesseus: advanced magical construct dire lion; CR 11; Large Construct; HD 16d10+30; hp 118; Init +1; Spd 30 ft; AC 26, touch 10, flat-footed 25; BAB +12; Grp +29; Atk +24 melee (1d6+13, claw); Full Atk +24 melee (1d6+13, 2 claws) and +19 melee (1d8+6, bite); Space/Reach 10 ft/5 ft; SA breath weapon, improved grab, pounce, rake 1d6+6; SQ construct traits, darkvision 60 ft, low-light vision, scent; AL N; SV Fort +10, Ref +11, Will +5; Str 36, Dex 12, Con –, Int –, Wis 10, Cha 1.

Breath Weapon (Su): Turn to stone permanently, cone of gas 60 feet long, every 1d4 rounds (but no more than five times per day); DC 17 Fortitude save.

Improved Grab (Ex): To use this ability, the Lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex):
If the Lion charges, it can make a full attack, including two rake attacks.

Rake (Ex):
Attack bonus +24 melee, damage 1d6+6.

Construct Traits: The Lion is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). The Lion is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not at risk of death from massive damage, and is immediately destroyed when reduced to 0 hit points or less. Since it was never alive, the Lion cannot be raised or resurrected.

Physical Description: A Redoubtable Lion of Hecatesseus appears to be a stylized bronze sculpture of a great, fearsome lion.
 
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Prince Typhon

Prince Typhon, one of King Tereus's sons, has not yet been encountered by the PCs, and relatively little is known about him. He is said to have led a failed rebellion against his father a few years ago, and was rumored to have been either killed or immured in the dungeons beneath the Yron City. In the last few months he has been identified near Derwich, once more in command of armies.

Prince Typhon: male ruck Rog8/Ftr4/Assassin 2; CR 14; HD 8d6+16 plus 4d10+8 plus 2d6+4; hp 89; Init +8; Spd 30 ft; AC 20, touch 15, flat-footed 15; BAB +11; Grp +11; Atk +18 melee (1d6+4/19–20 plus poison, +2 short sword); Full Atk +18/+13/+8 melee (1d6+4/19–20 plus poison, +2 short sword) or +16/+11/+6 ranged (1d6, short bow); SA death attack, poison use, sneak attack +5d6, spells; SQ +1 save against poison, evasion, improved uncanny dodge, trap sense +2, trapfinding; AL CE; SV Fort +8, Ref +14, Will +2; Str 10, Dex 18, Con 14, Int 14, Wis 9, Cha 10.

Skills and Feats: Appraise +11, Balance +13, Bluff +7, Climb +6, Disable Device +7, Escape Artist +7, Hide +9, Intimidate +11, Jump +9, Knowledge (local) +7, Listen +6, Move Silently +9, Open Locks +11, Search +13, Sense Motive +6, Sleight of Hand +12, Spot +12, Tumble +11, Use Magical Device +13, Use Rope +7; Combat Expertise, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (short sword), Weapon Specialization (short sword).

Death Attack (Ex): Typhon can study a victim for 3 rounds then make successful melee sneak attack to kill or paralyze target. A successful Fortitude save (DC 14) negates the effect.

Poison (Ex): Injury, DC 18 Fort save, Initial and secondary damage 1d6 Str.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Typhon takes no damage with a successful saving throw.

Improved Uncanny Dodge (Ex): Typhon retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Typhon cannot be flanked except by a 10th- or higher level rogue.

Trap Sense (Ex): Typhon has an intuitive sense that alerts him to danger from traps, giving him a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.

Trapfinding (Ex): Typhon can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Typhon can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. If he beats a trap's DC by 10 or more with a Disable Device check, he can generally study the trap, figure out how it works, and bypass it without disarming it

Spells Known (2, DC 13): 1—obscuring mist, true strike.

Possessions: +3 leather armor, +2 short sword, ring of protection +1, vial of poison (10 doses), wand of magic missile (1st level), potion of gaseous form, potion of haste, masterwork arrows, masterwork dagger, shortbow, 146 gp.
 
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Prince Serapis

Serapis is perhaps the most mysterious prince of the seven; little is know of him other than he has occasionally incurred his father's anger for his sloth on (and off) the battlefield.

Prince Serapis CR 15
Male ruck wizard 5/fighter 4/eldritch knight 6
NE Medium humanoid
Init +4; Senses low-light vision
Languages Common, Ruckish
-----
AC 17, touch 12, flat-footed 17
hp 96 (15 HD)
Fort +12, Ref +3, Will +10
-----
Spd 30 ft
Melee +1 humanbane ruckblade of spell storing +17/+12/+7 (2d4+5/18–20)
Ranged javelin +12 (1d6+3)
Base Atk +12; Grp +15
Atk Options Combat Expertise, Improved Trip
Combat Gear wand of lightning bolt (5th level), scroll of teleport, scroll of ice storm
Spells Prepared (CL 14th, +12 ranged touch):

5th—cone of cold (DC 19), quickened true strike.
4th—crushing despair (DC 17), stoneskin, shout (DC 18)
3rd—blink, fireball (DC 17), fly, summon monster III
2nd—cat's grace, resist energy, scorching ray, veil of shadows
1st—burning hands (DC 15), expeditious retreat, magic missile, shield, true strike
0—detect magic, flare, ray of frost, resistance
-----
Str 16, Dex 10, Con 14, Int 17, Wis 12, Cha 12
Feats Combat Casting, Combat Expertise, Craft Magic Arms and Armor, Craft Wand, Improved Initiative, Improved Trip, Iron Will, Practiced Spellcaster, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Weapon Focus (ruckblade)
Skills Concentration +15 (+19 casting defensively), Craft (swordmaking) +14, Decipher Script +12, Handle Animal +6, Intimidate +6, Knowledge (arcana) +12, Knowledge (nobility and royalty) +8, Knowledge (the planes) +9, Ride +10, Sense Motive +8, Spellcraft +16
Possessions combat gear, BRURN, +1 humanbane ruckblade of spell storing (slow), ring of protection +2, +2 leather armor, amulet of natural armor +1, 3 javelins, 51 gp
-----
Temporary Effects: Before entering battle, Serapis casts the following spells on himself in the following order to prepare for battle: stoneskin, fly, cat's grace, resist energy, veil of shadows, and shield. While these are in effect, the following changes apply:

Init +6
-----
DR 10/adamantite
20% concealment
Immune magic missile
Resist fire 30
Ref +5
-----
Spd 30 ft, fly 60 ft (good)
AC 23, touch 14, flat-footed 21
Ranged javelin +14/+9/+4 (1d6+3)
-----
Dex 14
Ride +12
Tactics: Once the battle is joined, Serapis casts the following spells in the following order, targeting the most formidable opponents: cone of cold, crushing despair, and fireball. He then casts blink and attacks in melee with 9 rounds remaining on the blink (which grants a 50% miss chance for physical attacks used against him). He moves so as to be able to make a full attack against the most heavily-armored target, using his quickened true strike with his first attack. If Serapis hits, he will immediately cast the slow spell stored in his sword as a free action.
 
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Prince Argus

Prince Argus, who once proclaimed himself king of the northern territories, is currently a prisoner of King Wenric, after his forces were defeated by the Count of Kirke.

In his heyday, Argus was infamous for his monstrous vanity, and his palace at Wolfgare was said to be filled with many mirrors and statues of himself mounted upon his favorite horse, Abaster. Argus had four wives, all powerful witches.

Prince Argus: male ruck Aristocrat 5/Ftr 9; CR 13; HD 5d8+5 plus 9d10+9; hp 91; Init +1; Spd 20 ft; AC 22, touch 11, flat-footed 21; BAB +12; Grp +17; Atk +19 melee (1d8+8/19–20, +1 morningstar); Full Atk +19/+14/+9 melee (1d8+8/19–20, +1 morningstar) or +18/+13/+8 melee (1d8+5/x3, lance); Reach 10 ft (with lance); SA poison; SQ low-light vision; SV Fort +8, Ref +7, Will +9; Str 20, Dex 12, Con 13, Int 14, Wis 14, Cha 14.

Skills and Feats: Bluff +8, Craft (sculpture) +5, Diplomacy +6, Forgery +4, Handle Animal +7, Intimidate +12, Knowledge (nobility and royalty) +4, Listen +5, Perform (oratory) +7, Ride +17, Sense Motive +4, Spot +5, Survival +5, Use Magic Device +6; Cleave, Great Cleave, Improved Critical (morningstar), Leadership, Lightning Reflexes, Mounted Combat, Power Attack, Ride-By Attack, Weapon Focus (morningstar), Weapon Specialization (morningstar).

SA—Poison: blade venom, DC 20, initial damage 1d6 Dex, secondary damage 1d6 Dex.

Possessions: +2 ruckish chainmail; +1 heavy wooden shield of spell resistance (13); +1 morningstar, scroll of minor image and resist elements (arcane magic; lvl 4); wand of suggestion (31 charges), blade venom (5 doses), masterwork lance, 52 gp.
 

Prince Nestor

Nestor was once one of Tereus's most favored sons, and commanded great armies duing the invasion. However, Nestor was also a glutton and drunkard, who eventually grew so unreliable that he was removed from duty.

Nestor has since converted to the Five and is in exile from his father's kingdom. Nestor is also beginning to undertake a strange and unexpected transformation: now that he has converted, he has begun to assume aspects of his secret, half-celestial nature. (The rest of the Tereus's sons labor under a powerful divine curse that suppresses and even subverts their celestial heritage.)

We are using the Half-Celestial monster class from Anger of Angels to model Nestor's progress.

====

Prince Nestor: male ruckish Aristocrat 2/Rog2/Ftr4/Half-Celestial 1; CR 8; Medium Outsider (native); HD 2d8+9 plus 2d6+6 plus 4d10+12; hp 80; Init +0; Spd 30 ft; AC 14, touch 10, flat-footed 14; BAB +6; Grp +9; Atk +9 melee (1d10+4, greatclub); Full Atk +9/+4 melee (1d10+4, greatclub) or +6/+1 ranged (1d4+3, sling); SA sneak attack +1d6, spell-like abilities; SQ +4 racial bonus to Fortitude saves against poison, darkvision 60 ft, evasion, trapfinding; AL CG; SV Fort +7, Ref +4, Will +4; Str 16, Dex 11, Con 17, Int 11, Wis 11, Cha 15.

Skills and Feats: Bluff +9, Diplomacy +12, Gather Information +8, Handle Animal +9, Knowledge (nobility and royalty) +5, Intimidate +10, Perform (comedy) +3, Ride +7, Search +0, Sense Motive +5; Diehard, Endurance, Improved Bull Rush, Improved Overrun, Power Attack, Toughness.

Spell-like Abilities: 3/day—protection from evil; 1/day—bless, remove disease.

Evasion (Ex): If Nestor makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Trapfinding (Ex): Nestor can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Possessions: studded leather armor, greatclub, sling, 20 bullets.
 
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Dame Alice Rowland

For a change of pace now, here are a few lower-level NPC friends and allies to the PCs.

Alice Rowland is the widow of Sir Alec, who was in turn Sir Hamral's patron. Well bred, highly connected, and politically savvy, Lady Alice has become an important advisor to Sir Hamral, and she is currently attempting to arrange a marriage between Hamral and Isabelle of Derwich.

Dame Alice Rowland: female Aristocrat 6/Expert 2; CR 7; HD 6d8+9 plus 2d6+2; hp 53; Init +0; Spd 30 ft; AC 10, touch 10, flat-footed 10; BAB +5; Grp +4; Atk +4 melee (1d4-1, dagger); Full Atk +4 melee (1d4-1, dagger); AL NG; SV Fort +3, Ref +2, Will +11; Str 9, Dex 10, Con 12, Int 15, Wis 16, Cha 18.

Skills and Feats: Appraise +5, Bluff +11, Craft (cooking) +5, Craft (sewing) +5, Diplomacy +23, Gather Information +16, Heal +7, Intimidate +13, Knowledge (local) +9, Knowledge (nobility and royalty) +11, Listen +8, Perform (dance) +9, Sense Motive +16, Spot +6; Skill Focus (Gather Information), Negotiator, Persuasive, Toughness.

Physical Description: Dame Alice is a slender and graceful woman with bright, mirthful eyes and greying hair pulled back from her careworn face.
 
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Serjeant Oswald

Oswald is Sir Hamral's cohort, a freeman trained in the art of war. Oswald has lived in Upchurch all his life, and loyally served Sir Aleck Rowland for many years.

Oswald's duties include overseeing the Upchurch watch and running the stables. Oswald is a cheerful, hardworking, and simple fellow. Though he is tough and persistent in a fight, he is also a kind-hearted man. Twice widowed, he has several children living in Upchurch: Leofric, Elmer, Hilda, Osred, Audrey, Elga, Bearn, and Tate. When witches kidnapped several of his children, Oswald accompanied Sir Hamral in the pursuit and rescue.

Oswald: male Warrior 6/Expert 2; CR 7; HD 6d8+9 plus 2d6+2; hp 40; Init +0; Spd 20 ft; AC 17, touch 10, flat-footed 17; BAB +7; Grp +8; Atk +8 melee (1d8+1/19–20, longsword); Full Atk +8/+3 melee (1d8+1/19–20, longsword) or +7 ranged (1d8/19–20, light crossbow); AL NG; SV Fort +6, Ref +2, Will +5; Str 12, Dex 10, Con 12, Int 10, Wis 11, Cha 11.

Skills and Feats: Climb +5, Craft (carpentry) +2, Handle Animal +8, Intimidate +4, Jump +5, Knowledge (local) +3, Perform (wind instrument) +2, Profession (stabler) +4, Ride +13, Survival +3; Animal Affinity, Mounted Combat, Toughness, Trample.

Possessions: chainmail, longsword, heavy steel shield, light crossbow, 20 bolts.

Physical Description: A stout, red-faced fellow.
 
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Helena and Hermia

Helena and Hermia are a pair of mysterious foundling girls who have been adopted by Valerius; he is now in the process of teaching them the secret arts of magic. The girls were found in the company of the evil witches Adah and Endora. Helena and Hermia seems to have no memory of their lives before the witches. The girls have recently begun to manifest strange powers and seem to possess eldritch knowledge.

I started by treating Helena and Hermia as normal humans and generated their ability scores using 4d6. These scores were then modified as follows to reflect their young age: Str –3, Dex –1, Con –3, Int –1, Wis –1, Cha –1; I also made them Small size. When they turn 12 they will get +2 Str and +2 Con and Medium size; and when they turn 16 they get +1 to all scores.

I then used the apprentice level rules in the DMG to model their fledgling class status.

These girls were then modified using a home-brew template, the faerie-blooded, which was partly inspired by half-fey template in the Fiend Folio (see below). I had originally created a monster class for these girls, similar to the pixie class in Savage Species -- but rewrote it over this weekend after reading Sean K Reyonold’s latest Savage Progression article on racial levels. The girls have already taken 2 levels of this racial class, and are beginning to demonstrate their true natures . . .

===

Helena/Hermia: female Wiz apprentice/faerie-blooded 2; CR 1; Small Humanoid (human); HD 1d4-2; hp 2; Init +1; Spd 20 ft; AC 12, touch 12, flat-footed 11; BAB +0; Grp -6; Atk -1 melee (1d3-2/19–20, Small dagger); Full Atk -1 melee (1d3-2/19–20, Small dagger) or +2 ranged (1d3-2/19–20, Small dagger); SA spells, spell-like abilities; SQ DR 2/cold iron, saving throw bonuses, wild empathy +4; AL N; SV Fort -2, Ref +1, Will +2; Str 7, Dex 13, Con 7, Int 16, Wis 13, Cha 15.

Skills and Feats: Concentration +2, Craft (alchemy) +5, Decipher Script +4, Knowledge (arcana) +5, Knowledge (local) +5, Knowledge (nature) +10, Listen +5, Profession (herbalist) +5, Profession (midwife) +4, Search +5, Spellcraft +5, Spot +5; Alertness, Skill Focus (Knowledge (nature)). Helena and Hermia receive a +2 racial bonus to Listen, Search, and Spot checks.

Spell-Like Abilities: 3/day—entangle (DC 13), faerie fire, disguise self; 1/day—charm person (DC 13). Caster level 3rd. The save DCs are Charisma-based.

Saving Throw Bonuses (Ex): Helena and Hermia have a +4 racial bonus on saving throws against spells and effects from the Enchantment school.

Wild Empathy (Ex): Helena and Hermia can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being.

Spells Prepared (2, DC 13): 0—detect magic, ghost sound.

Helena and Hermia are twin girls of approximately ten years of age. They have round, red faces, curly brown hair, and eyes colored the deepest green. They are mirthful and friendly, and are at home in the woods. With their keen eyes and knowledge of plants, they are promising herbalists.
 
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Faerie-Blooded Template

Faerie-Blooded is normally an inherited template, but given Helena and Hermia's young age they are gradually growing into their heritage. I'm currently pegging this as an ECL +4 template, but that's without serious testing.

I rewrote this template over the weekend after reading Sean K Reynold's new article on Racial Levels). I haven't had a chance to test this very hard, so I'm not 100% certain about either the total number of levels or the CR changes. I would definitely appreciate any comments.

The Faerie-Blooded Racial Class

Faerie-Blooded Base Racial Features

All of the following are base racial abilities for the faerie-blooded.

Ability Score Adjustments: +2 Dexterity, -2 Constitution, +2 Charisma.

Size: Faerie-blooded are Medium size.

Speed: Faerie-blooded base land speed is 30 feet.

Spell-Like Abilities (Sp): A faerie-blooded may use entangle and faerie fire once per day. Caster level 1st.

Low-Light Vision (Ex): A faerie-blooded has low-light vision.

Skill Bonuses: A faerie-blooded has a +2 racial bonus on Listen, Search, and Spot checks.

Automatic Languages: Common, Elven.

Favored Class: Sorcerer. A multiclass faerie-blooded's sorcerer class does not count when determining whether an experience point penalty applies.

Table: The Faerie-Blooded Racial Class
Code:
[b]Level  CR  Special[/b]
---------------------------------------------------
1st    +1  Wis +2, saving throw bonuses, spell-like 
           abilities ([i]entangle[/i], [i]faerie fire[/i] 3/day, 
           [i]disguise self[/i] 1/day), wild empathy

2nd    +1  DR 2/cold iron, spell-like abilities 
           ([i]disguise self[/i] 3/day,[i] charm person[/i] 1/day)

3rd    +2  Cha +2, immunity to enchantment, spell-like
           abilities ([i]charm person[/i] 3/day, [i]tree shape[/i],
           [i]minor image[/i] 1/day)
4th    +2  DR 5/cold iron, fey type, spell-like abilities
           ([i]tree shape[/i], [i]minor image[/i] 3/day, 
           [i]speak with plants[/i] 1/day)
Faerie-Blooded Racial Class Features

All of the following are class features of the faerie-blooded racial class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.

Saving Throw Bonuses (Ex): At 1st level, a faerie-blooded gains a +4 racial bonus on saving throws against spells and effects from the Enchantment school.

Spell-Like Abilities: A faerie-blooded can use the indicated spell-like abilities at the indicated frequency. She has a caster level equal to her faerie-blooded racial levels +1. The save DCs are Charisma-based.

Wild Empathy (Ex): At 1st level, a faerie-blooded gains this power, which works like the druid’s wild empathy class feature. The faerie-blooded rolls 1d20 and adds her faerie-blooded racial level and her Charisma modifier to determine the wild empathy check result.

Damage Reduction (Ex): At 2nd level, a faerie-blooded gains DR 2/cold iron. This increase to DR 5/cold iron at 4th level.

Immunity to Enchantments (Ex): At 3rd level, a faerie-blooded becomes immune to all spells and effects from the Enchantment school. This ability replaces the saving throw bonus against these effects included in the faerie-blooded's base racial features.

Fey Type: At 4th level, the faerie-blooded completes her metamorphosis, and her type changes to fey. She becomes vulnerable to spells and effects that work on creatures of the fey type but is immune to effects that target her original type.
 
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The Vavasor

Back to some villains for a bit:

Sir Frederic, "the Vavasor," was once a middling conjurer who for a time helped teach Valerius the secret arts. But the Vavasor, in his arrogance and thirst for magical power, became immeshed in the snares of Hell, and forfeited his soul to became a diaboblist magician. After Valerius rebuked him, the Vavasor disappeared for several months. Unknown to the rest of the PCs, the Vavasor has returned and drawn St. James into his infernal schemes by giving him a sword possessed by a devil.

The Vavasor was once a vassal to the Baron Odic: a petty noble who even commanded a castle. Frederic was well educated and always dabbled in the dark arts. However, he proved an indifferent administrator, squandering coin and energy on his secret studies. When word of his indiscretions reached the Baron, Frederic was unceremoniously removed from his post. He left, with considerable moneys, for the Frounter. There he set up a residence in Heremac, but soon reached the limits of his power. For him, magic was a means only to win revenge or conjure willing nymphs. Thus, he was ripe to be seduced by the devil Bithunes, who now travels with the Vavasor and protects him.

The Vavasor was built using the Diabolist prestige class from Atlas Games’ supplement, the Black Monks of Glastonbury. This class is definitely not for everyone’s campaign. It is intentionally "broken" -- the class provides extraordinarily powerful benefits and is designed for NPCs only. Although I have some qualms about this design choice, which flies in the face of some basic 3e philosophy, the class is actually not as powerful as it seems on first blush, and certainly does not warrant the CR adjustment suggested by the book. (Instead of adding the diabolist level x 2 to the Challenge Rating, I think it’s closer to the diabolist level + 2.) And further, within our campaign, the class does a decent job of modeling the temptation (and ultimate folly) of embracing Hell’s designs.

===

Sir Frederic, the Vavasor: male Aristocrat 2/Conj 7/Diabolist 5; CR 15; HD 2d8+8 plus 7d4+28 plus 5d12+20; hp 121; Init +3; Spd 30 ft; AC 18, touch 16, flat-footed 13; BAB +9; Grp +11; Atk +12 melee (1d8+3/19–20 and 1 vile, +1 vile longsword); Full Atk +12/+7 melee (1d8+3/19–20 and 1 vile, +1 vile longsword); SA bestow curse, spells; SQ ability bonus, armor class bonus, compromised soul, familiar benefits, hidden alignment, improved familiar (Noxiclere the imp), weakness to holy items; AL LE; SV Fort +10, Ref +5, Will +11; Str 14, Dex 9, Con 18, Int 19, Wis 9, Cha 21.

Skills and Feats: Appraise +4, Bluff +15, Concentration +19, Decipher Script +11, Diplomacy +11 (+13 against evil creatures), Disguise +14 (+16 when being observed), Escape Artist +3, Forgery +6, Hide +4, Intimidate +17 (+19 against evil creatures), Knowledge (arcana) +19, Knowledge (history) +6, Knowledge (the planes) +21, Listen +0, Move Silently +3, Ride +0, Sense Motive +4, Spellcraft +21, Spot +0; Augment Summoning, Combat Expertise, Evil Brand, Extend Spell, Improved Familiar, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration).

Bestow Curse (Sp): At will, DC 18, caster level 5th. The save DC is Charisma-based. Targets in a state of grace are immune to this effect.

Ability Bonus (Su): The Vavasor has the following bonuses to his ability scores as a Diabolical Gift: Con +4, Int +4, Cha +5.

Armor Class Bonus (Su): The Vavasor has a +5 dodge bonus as a Diabolical Gift.

Compromised Soul (Su): At any time, Hell may require a soul of the Vavasor, and give him one week to provide either his own or someone else’s. Further, Hell may claim the Vavasor’s soul at any time, without giving him the chance to provide a surrogate. If the Vavasor dies because Hell has claimed his soul, he cannot be returned to life by any means.

Familiar Benefits: The Vavasor has an imp familiar named Noxiclere, which normally takes the form of a black rooster. The Vavasor gains the benefits of the Alertness feat when Noxclere is within arm's reach. He also gains the following benefits:

Empathic Link (Su): The Vavasor has an empathic link with Noxiclere out to a distance of up to one mile. The Vavasor cannot see through Noxiclere's eyes, but the two of them can communicate telepathically. Because of the empathic link between Noxiclere and the Vavasor, the Vavasor has the same connection to an item or place that Noxiclere does.

Deliver Touch Spells (Su): Noxiclere can deliver touch spells for the Vavasor. When the Vavasor casts a touch spell, Noxiclere can be designated as the "toucher." (The Vavasor and Noxiclere have to be in contact at the time of casting.) Noxiclere can then deliver the touch spell just as the Vavasor could. As normal, if the Vavasor casts another spell, the touch spell dissipates.

Share Spells (Su): At The Vavasor's option, he may have any spell he casts on himself also affect Noxiclere. Noxiclere must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting Noxiclere if she moves farther than 5 feet away. The spell's effect will not be restored even if Noxiclere returns to The Vavasor before the duration would otherwise have ended. Additionally, The Vavasor may cast a spell with a target of "You" on Noxiclere (as a Touch range spell) instead. The Vavasor and Noxiclere can share spells even if the spells normally do not affect animals.

Hidden Alignment (Su): Magic can never determine that the Vavasor is of evil alignment.

Weakness to Holy Items (Su): The Vavasor is burned by the touch of consecrated substances, taking 2d10 damage per round of contact. Consecrated substances include holy water, holy oil, holy relics, and the bread and wine at communion.

Spells Prepared (5/6/6/6/5/4/3, DC 14 + spell level): 0—acid splash, daze, detect magic, read magic, touch of fatigue; 1—grease*, hold portal, ray of enfeeblement, summon monster I*, shield, true strike; 2—acid arrow*, glitterdust*, invisibility, mirror image, summon swarm*, touch of idiocy; 3—displacement, dispel magic*, drown*, stinking cloud*, suggestion, summon monster III*; 4—black tentacles*, confusion, globe of invulnerability, summon monster IV*, stoneskin; 5—cloudkill*, shadow evocation, summon monster V*, waves of fatigue; 6—mislead, summon monster VI*, wall of iron*. * Conjuration spell. The save DC, where applicable, for these spells, is 15 + spell level. The Vavasor’s opposition schools are Evocation and Transmutation. The Vavasor casts spells as a 12th-level conjurer due to Diabolical Gifts.

Possessions: +1 vile longsword, bracers of armor +2, ring of protection +2, minor ring of energy resistance (fire), scroll of circle of death, wand of web (20 charges), potion of gaseous form, 485 gp.

Physical Description: The Vavasor is a ruin of a man, disheveled and dressed in filthy rags. He is missing an eye and a hand.

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Noxiclere: imp familiar; CR 3; Tiny Outsider (Evil, Extraplanar, Lawful); HD 3d8 (effective 14d8); hp 60; Init +4; Spd 20 ft, fly 50 ft (perfect); AC 25, touch 16, flat-footed 21; BAB +9; Grp +0; Atk +15 melee (1d4-1 plus poison, sting); Full Atk +15 melee (1d4-1 plus poison, sting); Space/Reach 2-1/2 ft/0 ft; SA poison, spell-like abilities; SQ alternate form, DR 5/good or silver, darkvision 60 ft, fast healing 2, immunity to poison, improved evasion, resistance to fire 5; AL LE; SV Fort +6, Ref +10, Will +7; Str 9, Dex 18, Con 11, Int 13, Wis 13, Cha 17.

Skills and Feats: Appriase +2, Bluff +13, Concentration +15, Decipher Script +8, Diplomacy +11, Disguise +12 (+14 when being observed), Escape Artist +8, Forgery +3, Handle Animal +4, Hide +18, Intimidate +15, Knowledge (arcana) +16, Knowledge (history) +3, Knowledge (the planes) +18, Listen +7, Move Silently +10, Ride +5, Search +7, Sense Motive +6, Spellcraft +18, Spot +7, Survival +7 (+9 following tracks or on another plane); Dodge, Weapon Finesse.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 16). Caster level 6th. The save DC is Charisma-based.

Once per week Noxiclere can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su): Noxiclere can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that Noxiclere does not regain hit points for changing form, and Noxiclere can assume only one or two forms no larger than Medium. Noxiclere normally assumes the form of a large, black rooster.

Improved Evasion (Ex): If Noxiclere is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
 
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