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Garnfellow's World [Updated 12.26.05]

Busirane's Ushackled

The ruebren are a race of monstrous, man-eating giants native to Frilond. The first written account of ruebren comes from the Tynan general and historian Quintinus, who led a famous expedition into the northern frontiers where he encountered many hostile bands of these savage giants. Quintinus brought several captured ruebren back to Tynar as trophies of his conquest. Classical records frequently mention the ruebren fighting naked, their hairy, warty hides painted with red dyes.

The ruebren, now more commonly known as ogres, were once plentiful in Frilond, though over the years they have been hunted nearly to extinction. Small, scattered tribes continue to eke out an existence in the Ruckish Hills and on the edge of the Westwoode, raiding ruckish and Pentian settlements alike. Ogres are occasionally hired by the ruck-men as mercenaries.

A typical Frilond ogre stands between 8-1/2 and 9-1/2 feet tall and weighs between 580 and 800 pounds. They stink like curdled milk and wear poorly-cured furs. These primitive creatures have little culture of their own, being too large, stupid, and quarrelsome to organize into units larger than a single tribe. The ruebren have only a smattering of a language, and enjoy their sour beer, heavy barley bread, and roasted flesh of any sort. They are greedy and hoard treasure, and also enjoy gambling, especially dice games.

Pentian scholars have debated whether the ruebren are, like ruck-men, possibly degenerate humans, some distant descendants of Canem and Larith. Or perhaps the ruebren are the legendary nephilim mentioned in scripture, the cursed product of wayward angels and human women. Many of the common folk hold that ogres are actually creatures of Faerie. The PCs themselves had several run-ins with the three ogres Gnorrin, Glorrin, and Glog.

Prince Busirane has hired several of ruebren to serve as shock troops to his army. A typical mercenary ogre wears a leathern jack or even leather armor reinforced with iron plates or studs. Such creatures are usually outfitted with a longspear and a spiked club.

About six years ago Busirane discovered a clutch of inbred ogres even more degenerate that others, which he then brought to the village of Caxbrill as slaves. There he began a long, terrible process of conditioning these monsters using a cruel combination of starvation and torture. Many of the ruebren died during this process, and the few survivors were transformed into effective instruments of war: creatures of terrible strength, almost immune to pain, and driven half mad with fury. These fearsome creatures are known among the ruck-men as the Unshackled, towering naked monsters that lead Busirane’s armies, swinging enormous spiked chains that are a symbol of their former bondage.

These Unshackled were built using an ogre, adding the Half-Troll template from the Fiend Folio, adding levels of barbarian and then 3 more levels of the War Hulk prestige class from the Miniatures Handbook. These brutes also have the Large and in Charge feat from the Draconomicon, which allows an Unshackled to stop and push back opponents within its threatened area.

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Busirane’s Unshackled: male Half-Troll Ogre Bbn 4/War Hulk 3; CR 12; Large Giant; HD 4d8+32 plus 4d12+32 plus 3d12+28; hp 170; Init +2; Spd 50 ft; AC 19, touch 11, flat-footed 17; BAB +7; Grp +25; Atk +22 melee (2d6+23, +1 large spiked chain); Full Atk +22/+17 melee (2d6+23, +1 large spiked chain) or +21 melee (1d8+15, bite) and +16 melee (1d6+7, 2 claws) or +21/+16 ranged (2d8+15, rock); Space/Reach 10 ft/10 ft (20 ft with chain); SA great swing, mighty rock throwing, rage 2/day, rend 2d6+22; SQ ability boost (Str +6), darkvision 60 ft, fast healing 5, fast movement, no time to think, scent, trap sense +1, uncanny dodge; SV Fort +19, Ref +5, Will +5; Str 40, Dex 14, Con 27, Int 3, Wis 14, Cha 4.

Skills and Feats: Climb +22, Intimidate +8; Cleave, Exotic Weapon Proficiency (spiked chain), Large and In Charge, Power Attack.

Possessions: +1 large spiked chain, 170 gp.

Great Swing (Ex): As a full-round action, an Unshackled can choose three squares adjacent to one another (he must threaten all of them). His attack roll applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the Unshackled uses a special attack, this special attack affects only the first target; the other creatures are attacked normally.

Walls and similar obstacles can block a great swing. Start with one square that the Unshackled threatened. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. The Unshackled may skip creatures, attacking only those he wants to. If an Unshackled drops one of his foes with a great swing, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe.

Mighty Rock Throwing (Ex): An Unshackled can throw rocks that deal 2d8+15 points of damage with a range increment of 50 feet. The Unshackled uses his Strength modifier instead of his Dexterity modifier on the attack roll. The rock must weigh approximately 50 pounds.

Rage (Ex): While an Unshackled rages, the following changes to his statistics are in effect: (Str 44, Con 31, AC -2, +22 hit points, +2 to all melee attacks and damage, Fort save +22, Will save +6, Climb +24). His fit of rage lasts 13 rounds. At the end of the rage, the Unshackled loses the rage modifiers and restrictions and becomes fatigued (Str 38, Dex 12, -1 to AC, -1 to all melee attacks and damage, Ref save +4, Climb +21, can't charge or run) for the duration of the current encounter.

Rend (Ex): If an Unshackled hits with two or more claw attacks against the same opponent, it latches on to the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+22 damage.

Fast Healing (Ex): An Unshackled heals 5 points of damage each round so long as he has at least 1 hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation.

Fast Movement (Ex): An Unshackled’s land speed is faster than the norm for his race by +10 feet.

No Time to Think (Ex): An Unshackled is considered to have 0 ranks in all Intelligence-, Wisdom-, and Charisma-based skills. The only exception is the Intimidate skill, which works normally.

Scent (Ex): An Unshackled can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Trap Sense (Ex):
An Unshackled gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex): An Unshackled 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.

Physical Description: An Unshackled is a horrible, bestial figure, naked save for dark red paint smeared across its warty hide. An Unshackled’s form is bent and slouching, its body covered with terrible scars, brands, and burn marks. Some are missing ears and others have had one of their eyes gouged out. They have greasy matted hair, wiry limbs, and small, sharp teeth.
 
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Improved Noxumbra

The player who runs Valerius wanted to toughen up his existing raven familiar, so we talked through a couple of different possibilities. There’s a system in Fantasy Flight’s Spells and Spellcraft book that involves sacrificing XP to add new abilities, but the cost/benefits ratio seemed a bit low. In the end, we decided to use the Improved Familiar feat to justify advancing Noxumbra.

We used the ice mephit as our baseline with its ECL of 6. By adding 2 levels of rogue, then adding the Half-Fey (+2 LA) template from the Fiend Folio and the Shadow Creature template (+2 LA) from the Manual of the Planes, we thought we ended up with an improved familiar comparable to the examples provided in the feat description.

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Noxumbra: female half-fey shadow raven rogue 2 familiar; CR —; Tiny Fey; HD 2d6-2 (effective 15d8); hp 32; Init +3; Spd 15 ft, fly 60 ft (average); AC 23, touch 15, flat-footed 20; BAB +7; Grp -6; Atk/Full Atk +12 melee (1d2-5, claws); Space/Reach 2-1/2 ft/0 ft; SA sneak attack +1d6, spell-like abilities; SQ cold resistance 7, darkvision 60 ft, DR 5/iron, deliver touch spells, fast healing 2, immunity to enchantment spells and effects, improved evasion, low-light vision, shadow blend, speak language, speak with master, speak with birds, trapfinding; SR 20, AL N; SV Fort +5, Ref +8, Will +12; Str 1, Dex 17, Con 8, Int 13, Wis 16, Cha 10.

Skills and Feats: Appraise +3, Concentration +17, Craft (alchemy) +9, Decipher Script +9, Hide +16, Knowledge (arcana) +19, Knowledge (history) +7, Knowledge (religion) +10, Knowledge (the planes) +19, Listen +8, Move Silently +14, Open Lock +8, Profession (herbalist) +11, Search +6, Sense Motive +8, Sleight of Hand +8, Speak Language (Aeptetean) +2, Speak Language (Herachean) +2, Speak Language (Ruckish) +2, Spellcraft +19, Spot +8, Tumble +8; Dodge.

Spell-Like Abilities: At will—charm person (DC 11), 1/day—faerie fire, hypnotism (DC 11). Caster level 2nd.

Deliver Touch Spells (Su): Noxumbra can deliver touch spells for Valerius. If he and Noxumbra are in contact at the time Valerius casts a touch spell, he can designate her as the “toucher.” Noxumbra can then deliver the touch spell just as Valerius could. As usual, if Valerius casts another spell before the touch is delivered, the touch spell dissipates.

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

Low-Light Vision (Ex): Noxumbra can see twice as far as normal in dim light and can see outdoors on a moonlit night as well as during the day.

Shadow Blend (Su): In any condition other than full daylight, Noxumbra can disappear into the shadows, gaining total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Speak Language (Su): Noxumbra can speak Common.

Speak with Birds (Ex): Noxumbra can communicate with other birds, including dire variants. The communication is limited by the Intelligence of the conversing creatures.

Speak with Master (Su): Noxumbra and Valerius can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Trapfinding: Noxumbra can use the Search skill to locate traps when the task has a Difficulty Class 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.
 
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Updated Plucksome

Vandoren's player decided to burn some XP to add a couple of levels to his intelligent psaltery, Plucksome. We're still using Monte Cook's rules from the Book of Eldritch Might III, and they're working out pretty well so far.

Plucksome: intelligent masterwork psaltery, 4th level; Tiny Construct; HD 4d1+5; hp 19; Init -2; AC 7; SA spell-like abilities; SQ communication (empathy), construct traits, hardness 5, object traits, perception (hearing); AL NG; SV Fort +4, Ref +4, Will +5; Str –, Dex –, Con –, Int 6, Wis 12, Cha 14.

Skills and Feats: Concentration +4, Listen +2, Sense Motive +3, Perform +7; Detect Creature (fey), Skill Focus (perform), Toughen.

Spell-like Abilities: 1/day—enthrall (DC 14), ghost sound (DC 12), prestidigitation (DC 12), sleep (DC 13). 4th-level caster.

Communication (empathy): Plucksome only understands one-word sorts of ideas or emotions, and can convey the same. It does so only mentally, however, to anyone holding it.

Construct Traits: Plucksome is immune to all mind-affecting, 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). Plucksome 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 immediately destroyed when reduced to 0 hit points or less. Since it was never alive, Plucksome cannot be raised or resurrected.

Hardness (Ex): Whenever Plucksome takes damage, subtract 5 from the damage. Only damage in excess of its hardness is deducted from the Plucksome’s hit points. Acid, force, and sonic attacks ignore hardness.

Object Traits (Ex): Electricity and ranged weapon attacks deal half damage to Plucksome; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damages; divide the damage dealt by 4 before applying the hardness.

Perception (hearing): Plucksome can hear as well as a human and is vulnerable to auditory effects.
 
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Old Brown

For a little change of pace, I’ll post a few of the more powerful entities kicking around our campaign world. These aren’t necessarily personalities that I expect the PCs to interact much with, to say nothing of defeat in combat. In past editions of D&D I wouldn’t have even bothered to develop game stats for these beings, but since 3e scales so nicely at upper levels now, I’ve written them up for fun.

Old Brown, described below, is a mysterious figure out of legend, perhaps once a pagan god, now a debased terror of the night. The PCs encountered him, much to their misfortune, in his lair on Owl Island.

This 3e version was created by taking a giant owl, advancing it out to maximum HD, adding the half-fey template (from the Fiend Folio) and then the paragon template (from the Epic Level Handbook). I used the Monster’s Handbook to add the swallow whole special attack.

Old Brown is the only monster in my campaign ever inspired by Beatrix Potter.

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Old Brown: male paragon half-fey advanced giant owl; CR 23; Huge Fey (Augmented Magical Beast); HD 12d6+132 plus 144; hp 348; Init +17; Spd 30 ft, fly 210 ft (average); AC 51, touch 45, flat-footed 26; BAB +8; Grp +33; Atk/Full Atk +48 melee (2d6+37/19-20, 2 claws) and +43 melee (2d6+28, bite); Space/Reach 15 ft/10 ft; SA spell-like abilities, swallow whole; SQ DR 10/epic, fast healing 30, fire and cold resistance 10, immune to enchantment spells and effects, superior low-light vision; SR 47; AL N; SV Fort +27, Ref +33, Will +29; Str 44, Dex 37, Con 33, Int 25, Wis 34, Cha 31.

Skills and Feats: Concentration +28, Hide +22, Intimidate +35, Knowledge (arcana) +24, Knowledge (geography) +24, Knowledge (nature) +34, Listen +45, Move Silently +38 (+46 in flight), Search +24, Sense Motive +29, Spellcraft +26, Spot +41, Survival +31 (+33 to keep from getting lost, while above ground, or to find or follow tracks); Flyby Attack, Improved Critical (claw), Improved Initiative, Improved Natural Attack (claw), Snatch, Wingover.

Old Brown’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Spell-Like Abilities (Sp): At will—charm person (DC 21); 3/day—detect law, faerie fire or glitterdust (DC 22), protection from law; 1/day—confusion (DC 23), dominate person (DC 25) or hold monster (DC 25), eyebite (DC 26) or lesser geas (DC 24), hypnotism (DC 21), hideous laughter (DC 22) or suggestion (DC 23), sleep (DC 21) or enthrall (22+); Caster Level 27th. The save DCs are Charisma-based.3/day—greater dispel magic, haste, and see invisibility. Caster Level 15th. The save DCs are Charisma-based.

Swallow Whole (Ex): Old Brown can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+5 points of acid damage per round from Old Brown’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to Old Brown’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Old Brown’s gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller creatures.

Superior Low-Light Vision (Ex): Old Brown can see five times as far as a human can in dim light.

Physical Description: An enormous brown owl with black, implacable eyes.
 
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Saint Iseltis, The Little Saint of Clowes

The following NPC is the patron of a new cleric PC. Saint Iseltis was built using the healer core class from the Miniatures Handbook, the divine agent prestige class from Manual of the Planes, adding the celestial template, the Glory feat, and the saintly spell ability as suggested by Anger of Angels, and using some of the exalted feats from the Book of Exalted Deeds.

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St. Iseltis: female celestial human Aristocrat 5/Healer 4/Divine Agent 4; CR 13; Medium Humanoid (human, extraplanar); HD 5d6+8 plus 4d8+4 plus 4d8+4; hp 69; Init +0; Spd 30 ft; AC 20, touch 14, flat-footed 20; BAB +8; Grp +8; SA menacing aura, smite evil +13, spells; SQ calming aura, cleanse paralysis and disease, contact, darkvision 60 ft, DR 10/magic, godly gift (cure serious wounds), granted domain (healing), healing hands, resistance to acid, cold, and electricity 10, saintly spell; SR 22; AL NG; SV Fort +9, Ref +5, Will +16; Str 10, Dex 10, Con 12, Int 12, Wis 16, Cha 16.

Skills and Feats: Bluff +8, Concentration +12, Diplomacy +23, Gather Information +8, Heal +22, Knowledge (history) +6, Knowledge (nobility and royalty) +6, Knowledge (nature) +5, Knowledge (religion) +15, Perform (sing) +8, Profession (abbess) +8, Sense Motive +16, Spellcraft +5, Use Magic Device +7; Glory, Improved Spell Resistance, Sacred Vow, Skill Focus (Heal), Toughness, Vow of Nonviolence, Vow of Peace.

Menacing Aura (Ex): St. Iseltis generates an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack St. Iseltis must attempt a DC 17 Will save. Those who fail the saving throw are shaken (-2 morale penalty to attacks, checks, and saves) for one full day or until they successfully damage St. Iseltis. A creature that makes its initial saving throw or damages St. Iseltis is immune to St. Iseltis’s aura for one day.

Smite Evil (Su): Once per day St. Iseltis can make a normal melee attack to deal +13 extra damage against an evil foe.

Calming Aura (Su): St. Iseltis is constantly surrounded by a a calming aura to a radius of 20 feet. Creatures within the area must make a successful DC 23 Will save or be affected as by the calm emotions spell, Creatures who leave the area and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the area is unaffected until it leaves the aura and reenters.

Cleanse Disease (Su): St. Iseltis can cleanse disease once per day, as if casting a remove disease spell.

Cleanse Paralysis (Su): St. Iseltis can cleanse paralysis once per day, as if casting a remove paralysis spell.

Contact (Su): St. Iseltis may be contacted mentally by the Five or Their agents, usually to impart particular knowledge and orders to him. This contact only functions one way; St. Iseltis cannot initiate the contact, question the orders, or ask for clarifications.

Godly Gift (Sp): Once/day St. Iseltis may cast cure serious wounds as a spell-like ability. Caster level 13th.

Granted Domain: St. Iseltis has access to the Healing domain. She casts healing spells as a 9th-level caster.

Healing Hands (Ex): Whenever she casts a spell that cures hit point damage, St. Iseltis adds her Charisma modifier (+3) to the amount of damage healed.

Saintly Spell (Su): St. Iseltis can duplicate any spell by accepting one temporary negative level for each spell level of the duplicated spell. (Spells of 0 level can be used freely without accepting any temporary negative levels.) A temporary negative level is a negative level that never causes actual level loss and cannot be overcome in any way (including through the use of restoration spells) until conditions defined by the item or power that bestowed the temporary negative level are fulfilled. In all other ways, a temporary negative level works just like any other negative level, and its effects stack with actual negative levels. The duplicated spell does not provoke attacks of opportunity and requires no components except for XP components. The temporary negative level(s) lasts 24 hours before dissipating. Caster level for these abilities is 13 or the minimum caster level for the spell, whichever is highest.

Spells Prepared (5/6/5/5, DC 13 + spell level): 0—create water, cure minor wounds*, light, mending, purify food and drink; 1—bless water, cure light wounds*, protection from evil, remove fear, remove paralysis*, sanctuary; 2—cure moderate wounds* (2), remove blindness/deafness*, remove disease*, lesser restoration*; 3—close wounds*, cure serious wounds*, neutralize poison*, remove curse, restoration*. *Healing spell. St. Iseltis uses these spells as a 9th-level caster.

Possessions: rod of lesser metamagic, maximize, bracers of armor +4, cloak of resistance +2, 1,000 gp.

Physical Description: A small, petite woman of middle age, wearing a Bergenian nun’s habit and bearing a candle.

Personality Traits: Hopeful, kind, and calm.
 
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The Kady of Grimall Keep

The Lady of the Keep (usually just known as "the Lady") is a mysterious, powerful spellcaster. Little is known about her, other than she has been on the Frounter for hundreds of years. Some have suggested that she, like Old Brown, was once a pagan goddess, now diminished; others suggest that she is a direct descendant of one of the pagan Brynn gods, or of the monstrous Larith from Pentian scripture; others have suggested she is a creature of Faerie.

The Lady’s motives are as unclear as her origins. She is currently allied with King Tereus against the Pentian kingdoms, though she does not appear to be evil. She also has provided aid and advice to Valerius.

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The Lady of the Keep: female quasi-deity Enc 12/Drd 6/Mystic Theurge 8; CR 26+; Medium Outsider (native); HD 12d4+12 plus 6d8+6 plus 8d4+8; hp 154; Init +5; Spd 60 ft; AC 27, touch 17, flat-footed 26; BAB +14 Grp +14; Atk +15 melee (1d8/x3, masterwork spear); Full Atk +15/+10/+5 melee (1d8/x3, masterwork spear) or +16/+11/+6 ranged (1d8/x3, masterwork spear); SA spells; SQ animal companion, DR 10/epic, darkvision 60 ft, fire resistance 5, immortal, immunities, nature sense, resist nature’s lure, trackless step, wild empathy +14, wild shape 2/day, woodland stride; SR 32; AL N; SV Fort +17, Ref +14, Will +29; Str 10, Dex 12, Con 12, Int 26, Wis 22, Cha 22.

Skills and Feats: Concentration +29, Craft (alchemy) +25, Decipher Script +19, Diplomacy +13, Handle Animal +11, Heal +13, Knowledge (arcana) +31, Knowledge (history) +13, Knowledge (nature) +33, Knowledge (religion) +21, Knowledge (the planes) +13, Listen +11, Ride +8, Sense Motive +17, Spellcraft +41, Spot +11, Survival +13 (+15 in aboveground natural environments or on other planes); Brew Potion, Craft Wand, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (enchantment), Improved Counterspell, Improved Initiative, Improved Spell Capacity (10th), Natural Spell, Quicken Spell, Scribe Scroll, Spell Focus (enchantment).

Immortal: The Lady cannot die from natural causes. She does not age and does not need to eat, sleep, or breathe.

Immunities: The Lady is immune to transmutation, energy drain, ability drain, ability damage, and mind-affecting effects.

Nature Sense (Ex): The Lady gains a +2 bonus on Knowledge (nature) and Survival checks.

Resist Nature's Lure (Ex): The Lady possesses a +4 bonus on saving throws against the spell-like abilities of feys.

Trackless Step (Ex): The Lady leaves no trail in natural surroundings and cannot be tracked.

Wild Empathy (Ex): By making a successful wild empathy check, the Lady can improve the attitude of an animal as if making a Diplomacy check to improve the attitude of a person. The ability normally takes 1 minute to use, and the Lady and the animal have to be able to study each other (within 30 feet under normal visibility conditions).

Wild Shape (Sp): The Lady possesses the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 6 hours, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the Lady is familiar with.

Woodland Stride (Ex): The Lady may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Wizard Spells Prepared (5/7/7/7/7/6/6/6/6/5/1, DC 18 + spell level): 0—arcane mark, dancing lights, daze, ghost sound, mage hand; 1—animate rope, charm person*, color spray, disguise self, magic missile, shield, sleep*; 2—alter self, blur, cat’s grace, hideous laughter*, hypnotic pattern, see invisibility, touch of idiocy*; 3—deep slumber*, dispel magic, fireball, fly, major image, slow, suggestion*; 4—charm monster*, confusion*, greater invisibility, polymorph, rainbow pattern, shadow conjuration, shout; 5—cone of cold, dominate person*, feeblemind*, hold monster*, persistent image, shadow evocation; 6—chain lightning, flesh to stone, geas*, globe of invulnerability, shadow walk, mass suggestion*; 7—quickened dispel magic, limited wish, power word blind*, prismatic spray, project image, simulacrum; 8—irresistible dance*, polymorph any object, power word stun*, prismatic wall, scintillating pattern, greater shout; 9—dominate monster*, mass hold monster*, imprisonment, shades, shapechange; 10—quickened chain lightning. * Enchantment spell. The base save DC for these spells, where applicable, is DC 20 + spell level. The Lady’s prohibited schools are Conjuration and Necromancy.

Druid Spells Prepared (6/7/7/5/5/4/4/2, DC 16 + spell level): 0—cure minor wound, detect magic, know direction, light, purify food and drink, resistance; 1—charm animal*, entangle, faerie fire, obscuring mist, produce flame, speak with animals, summon nature’s ally I; 2—bear’s endurance, chill metal, fog cloud, gust of wind, heat metal, tree shape, summon swarm; 3—call lightning, daylight, protection from energy, sleet storm, wind wall; 4—cure serious wounds, flame strike, ice storm, scrying, summon nature’s ally IV; 5—baleful polymorph, call lightning storm, control winds, wall of thorns; 6—greater dispel magic, liveoak, move earth, transport via plants; 7—animate plants, control weather. * Enchantment spell. The base save DC for these spells, where applicable, is DC 18 + spell level.Possessions: ring of spell turning, robe of the archmagi, amulet of natural armor +5, rod of splendor (already figured in the statistics above), headband of intellect +6 (already figured in the statistics above), periapt of wisdom +4 (already figured in the statistics above), wand of suggestion, scroll of dominate monster, potion of haste, potion of cure moderate wounds, 158 gp.

Physical Description: A tall, black-haired woman with piercing dark eyes.

Personality Traits: Aloof, regal, and decisive.
 

Naivius

Perhaps the greatest mortal magician in all of Frilond, Naivius is also probably the most wretched, all-too-aware that he lives on borrowed time.

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Naivius: male human necromancer 24; CR 24; HD 24d4+48; hp 113; Init +5; Spd 30 ft; AC 23, touch 16, flat-footed 22; BAB +12; Grp +11; Atk +12 melee (1d6-1, quarterstaff); Full Atk +12/+7 melee (1d6-1, quarterstaff) or +13 ranged touch (—, ray); SA spells; AL NE; SV Fort +13, Ref +12, Will +21; Str 9, Dex 12, Con 14, Int 25, Wis 18, Cha 12.

Skills and Feats: Concentration +32, Craft (alchemy) +23, Decipher Script +23, Knowledge (arcana) +34, Knowledge (history) +23, Knowledge (local) +15, Knowledge (nature) +21, Knowledge (religion) +34, Knowledge (the planes) +25, Spellcraft +38; Craft Wondrous Item, Epic Spell Focus (necromancy), Epic Spellcasting, Extend Spell, Greater Spell Focus (necromancy), Improved Counterspell, Improved Initiative, Improved Metamagic, Persistent Spell, Quicken Spell, Scribe Scroll, Skill Focus (concentration), Spell Focus (necromancy), Spell Penetration, Sudden Maximize, Sudden Still.

Spells Prepared (cast 5/7/7/7/6/6/6/6/5/5, DC 17 + spell level): 0—acid splash, detect magic, ray of frost, read magic, touch of fatigue*; 1—burning hands, cause fear*, chill touch*, magic missile, ray of enfeeblement*, shield, true strike; 2—blindness/deafness*, darkness, false life*, ghoul touch*, knock, protection from arrows, scare*; 3—dispel magic, fireball, fly, lightning bolt, ray of exhaustion*, slow, vampiric touch*; 4—bestow curse*, contagion*, enervation*, fear*, shout, stoneskin; 5—cloudkill, cone of cold, dismissal, magic jar*, symbol of pain*, waves of fatigue*; 6—antimagic field, chain lightning, circle of death*, disintegrate, globe of invulnerability, symbol of fear*; 7—finger of death*, greater teleport, quickened lightning bolt, spell turning, symbol of weakness*, waves of exhaustion*; 8—mind blank, persistent see invisibility, quickened dimension door, symbol of death*, trap the soul; 9—energy drain*, foresight, time stop, wail of the banshee*, quickened waves of fatigue*. * Necromancy Spell. The base save DC for these spells, where applicable, is 20 + spell level. Naivius’s prohibited schools are enchantment and illusion.

Possessions: amulet of proof against detection and location, bracers of armor +7, cloak of resistance +3, headband of intellect +4 (reflected in statistics above), medallion of thoughts, mirror of life trapping, potion of cure serious wounds, potion of invisibility, potion of resist energy (fire) 30, ring of freedom of movement, ring of protection +5, rod of absorption, scroll of mage's disjunction, scroll of mage's lucubration, scroll of protection from spells, scroll of symbol of death, slippers of spider climbing, masterwork quarterstaff, 163 gp.

Physical Description: An intense, cold-eyed boy of pale complexion and bright red hair.

Personality Traits: paranoid, duplicitous, self-absorbed.

Naivius is over several hundred years old, a necromancer from out of ancient Tynar. Born before the Martyrdom, he was apprenticed to the famed master Sarius and eventually rose to become a powerful necromancer in his own right. In his prime Naivius experimented with both negative energy and undead, and was eventually inducted into the Cult of Orcus, a debased religion that enjoyed modest popularity during the final years of the Tynan Empire.

During this time Naivius entered into a pact with the deathless lord Orcus, pledging his soul upon death in exchange for temporary use of the Wand of Orcus. What the Old Goat did not realize was that Naivius had already made a separate pact with the infernal duke Dispater. Dispater had given Naivius the formula for a powerful spell that would allow him to exchange souls with the mortal body of another person and thus, effectively cheat death. Shortly after receiving the Wand of Orcus, Naivius disappeared and began his existence on the lam, incurring the wrath of Orcus.

Before his disappearance Naivius had taken many influential apprentices who venerated him as the Grand Magus. One of his disciples was the doomed Adept Androtitus of Larium. Androtitus attempted to summon Orcus himself to the mortal world, and once the demon broke his bindings, Androtitus compounded his folly by calling up the infernal triumvirate of Merodach, Arioch, and Alocer to drive Orcus back. The ensuing destruction completely leveled the entire city of Larium, and in the end Androtitus was dragged wailing down to the Pits.

Meanwhile, Naivius eked out a meager life on the run, periodically moving from new body to new body. He eventually made his way to northern Frilond, where he assumed an identity as a monk in the Bergenian Order. Within the confines of the monastic order Naivius resumed his magical experiments and began secretly taking new apprentices. This cabal was eventually discovered by authorities in the Church and Naivius was forced to flee, but not before he had corrupted many unsuspecting monks. Although the Church attempted to blot out all trace of the corruption, some cabalists survived and continued to propagate the infernal teachings.

Currently Naivius inhabits the body of a young red-haired boy, approximately 13 years of age. He is creepy and uncommunicative, caring only for himself and magical power. After centuries of being on the run from Hell, Naivius is somewhat pathetic figure, always terrified of what is around the corner, and generally out of touch with the world around him, often seeming disoriented or distracted. However, if threatened his survival instincts, honed by centuries of practice, will kick in and he will prove a deadly and merciless foe.
 
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A Colossus of the Limites

The legendary Nine Colossi of the Limites were perhaps the greatest magical achievements of the Tynan Adepts, and were deployed to secure the borders of the sprawling empire. Each Colossus was said to be a bronze construct over fifty feet high and cast in the likeness of Marnes, the Tynan god of war.

One such Colossus was placed on the Frounter to guard Demerian's Wall, until it was destroyed in late antiquity by the rogue Adept Maecenas. The wizard Hecatesseus has recently discovered the remains of this lost colossus, and he hopes to reanimate the construct. Such a feat would likely turn the course of the war in favor of King Tereus.

Devastating Critical, Dire Charge, Epic Fortitude, Epic Toughness, Epic Will, Overwhelming Critical, and Superior Initiative are epic feats; Greater Powerful Charge, Powerful Charge, and Pushback are from the Miniatures Handbook; Area Attack and Crush are from Savage Species; Mighty Blow is from the Tome of Horrors II.

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Colossus of the Limites: bronze colossus; CR 26; Colossal Construct (Fire); HD 80d10+190; hp 630; Init +6; Spd 45 ft; AC 50, touch 0, flat-footed 50; BAB +60; Grp +103; Atk +57 melee (9d8+50/19–20 (+1d6 on critical hit) plus 3d8 heat, slam); Full Atk +57 melee (9d8+50/19–20 (+1d6 on critical hit) plus 3d8 heat, 2 slams); Space/Reach 30 ft/30 ft; SA heat, searing aura; SQ antimagic field, construct traits, damage reduction 10/epic and adamantine, darkvision 60 ft., fiery blood, immunity to fire, immunity to magic, low-light vision, vulnerability to cold; AL N; SV Fort +30, Ref +28, Will +30; Str 64, Dex 7, Con —, Int 7, Wis 11, Cha 1.

Skills: Jump +67, Spot +43;

Feats: Area Attack, Awesome Blow, Cleave, Crush, Devastating Critical (slam), Dire Charge, Epic Fortitude*, Epic Reflexes*, Epic Toughness*, Epic Will*, Great Cleave, Greater Powerful Charge, Improved Bull Rush, Improved Critical (slam)*, Improved Initiative*, Improved Overrun, Improved Sunder, Improved Toughness*, Mighty Blow, Overwhelming Critical (slam)*, Power Attack*, Powerful Charge, Pushback, Snatch, Stand Still, Superior Initiative*, Weapon Focus (slam)*. *Factored into statistics above.

Heat (Su): Those hit by a bronze colossus’s slam attack take 3d8 points of heat damage. Creatures hitting a bronze colossus with natural weapons or unarmed attacks take heat damage as though hit by the colossus’s slam attack.

Searing Aura (Su): Anyone within 20 feet of a bronze colossus must succeed on a DC 50 Fortitude save or take 6d6 points of heat damage per round from the intense heat. The save DC is Constitution-based. A bronze colossus is able to suppress this effect as a free action.

Antimagic Field (Ex): A colossus constantly generates an antimagic field in a 100-foot-radius. The field is an invisible barrier that is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, except for the colossus’s own supernatural abilities. This effect is otherwise as an antimagic field cast by a 25th-level caster.

Fiery Blood (Su): Anyone scoring damage on a bronze colossus with a piercing or slashing melee weapon must make a DC 50 Reflex save or take 4d6 points of damage and catch fire from the fiery “blood” spurting out of the wound. The save DC is Constitution-based. The flame burns for 3d6 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame.

Magic Immunity (Ex): A bronze colossus is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A polar ray spell slows it (as the slow spell) for 1 round, with no saving throw. A fire effect restores 1 hit point to the bronze colossus for each 3 points of damage it would otherwise deal.

Physical Description: A gigantic bronze figure, over 50 ft high, and fashioned as an ancient warrior in antique armor. The air around its metal form shimmers and blurs as if heated by an incredible fire.
 
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Scopas and Brygus

Well, my low-magic campaign finally hit a wall last session. Up until now, I’ve relied on a greatly reduced NPC gear budget to limit the magic goodies carried by my NPCs. So far it’s worked: I’ve kept permanent items fairly rare and wonderful, and certainly much rarer than would be seen in a standard D&D campaign.

And while this made the average Frilond NPC somewhat weaker than an out-of-the-DMG NPC of the same level, the difference was small enough that I could easily compensate: I created balanced encounters by slightly increasing the number of NPCs, upping levels, building extra-challenging environments and circumstances, etc.

But the PCs have finally reached a point where they are whipping the pants off these low-magic NPCs despite my tinkerings: last session they completely schooled Orestes, his son, and his band of troopers. (I’m also willing to believe that the Marshall core class may be somewhat underpowered.)

So what to do? I could just start throwing more magic items at my NPCs, but I really hate to start escalating everything now. And besides, the average ruck-man officer shouldn’t be packing a +5 sword of sharpness.

So I’m going to try using d20 Modern to build a few NPCs. d20M uses class defense bonuses, extra feats, and talent trees to boost characters in a way that does not require magic. (If I had to restart my campaign tomorrow, I’d probably use d20M, or its cousin Grim Tales, as the core system, rather than D&D.)

So the following NPCs are an experiment; they were designed using a hybrid of d20M and some 3.5 feats. The mix is not exactly perfect yet, and I haven’t played these guys in a game yet, so any suggestions, ideas, or observations would be most welcome.

The Cataphracts are the elite guard of King Tereus, feared throughout the Frounter for their iron discipline and training. The generals Scopas and Brygus played prominent roles during the siege of Antace and are now two of Tereus's most trusted cpmmanders.

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Scopas and Brygus, Cataphract Captains (2) CR 15
Male ruck Strong hero 5/soldier 10
Init +8; Senses low-light vision; Listen +10, Spot +10
Languages Common, Ruckish
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AC 25, touch 20, flat-footed 23
hp 126 (15 HD)
Fort +11, Ref +8, Will +4
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Spd 20 ft
Melee mwk ruckblade +18/+13/+8 (2d8+11 plus poison/17-20) or
mwk ruckblade +15/+10/+5 (2d8+17 plus poison/17-20)
Ranged mwk javelin +15/+10/+5 (1d6+3 plus poison)
Base Atk +12; Grp +15
Special Atk advanced melee smash, critical strike, poison (DC 16, 1d6 Str/1d6 Str)
Atk Options Heroic Surge, Improved Bull Rush, Power Attack, Resounding Blow
Combat Gear potion of cure moderate wounds, potion of greater magic weapon +4
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Str 17, Dex 14, Con 16, Int 10, Wis 10, Cha 14
SQ improved reaction, critical strike, weapon familiarity (ruckblade)
Feats Archaic Weapons Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Greater Weapon Focus (ruckblade), Greater Weapon Specialization (ruckblade), Heroic Surge, Improved Bull Rush, Improved Critical (ruckblade), Improved Initiative, Power Attack, Resounding Blow, Simple Weapon Proficiency, Weapon Focus (ruckblade), Weapon Specialization (ruckblade)
Skills Climb +2, Intimidate +20, Jump +2, Knowledge (tactics) +18, Listen +10, Spot +10, Survival +10
Possessions masterwork ruckblade, chainmail, 3 masterwork javelins, masterwork short sword, 8 days rations, 6 flasks of ruckish fire, 2 doses of greater black-blade venom.
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Advanced Melee Smash (Ex): The Cataphract captain receives a +3 bonus on melee damage.

Tactical Aid (Ex): As a full-round action, the Cataphract captain provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for 5 rounds.

Improved Reaction (Ex): The Cataphract captain gains a +2 competence bonus on initiative checks.

Critical Strike (Ex): The Cataphract captain gains the ability to automatically confirm a threat as a critical hit when attacking with the weapon he has applied weapon specialization to, eliminating the need to make a roll to confirm the critical hit.
 
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Ruik, aka Coric

So far I've been pretty happy with my attempts to use d20 Modern classes in my low-magic game. The following is an interpretation of an old PC. This character's player was in our campaign for a couple of years before he moved to Taiwan, where he's been for the last six years or so. He still participates via play-by-email, though his character has gradually faded into a supporting role.

However, because we've been just doing free-form roleplaying for the last few years, we never converted his old 2nd edition thief over to 3e. Here’s my first attempt, and I do think that a few d20M basic classes capture the eccentric, eclectic nature of this character far better than any combination of D&D classes.

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Ruik: male human Fast hero 4/Smart hero 3/Charismatic hero 2; CR 9; HD 4d8 plus 3d6 plus 2d6; hp 40; Init +8; Spd 30 ft; AC 24, touch 21, flat-footed 24; BAB +5; Grp +3; Atk/Full Atk +10 melee (1d4-2/19–20, dagger) or +11 ranged (1d4-2, sling); SA exploit weakness; SQ evasion, fast talk, linguist, uncanny dodge; SV Fort +3, Ref +9, Will +4; Str 6, Dex 18, Con 10, Int 12, Wis 8, Cha 14.

Starting Occupation: Adventurer (Bluff, Spot are class skills).

Skills and Feats: Balance +9, Bluff +14, Craft (blacksmithing) +4, Decipher Script +5, Diplomacy +7, Disable Device +5, Disguise +7 (+9 acting), Escape Artist +7, Forgery +5, Gather Information +7, Hide +9, Knowledge (local) +8, Jump +2, Listen +1, Move Silently +9, Read/Write Language (Herachean), Read/Write Language (Tynan), Search +6, Sleight of Hand +11, Speak Language (ruckish), Spot +10, Tumble +11; Acrobatic, Alertness, Archaic Weapons Proficiency, Armor Proficiency (light), Dodge, Improved Initiative, Mobility, Point Blank Shot, Simple Weapons Proficiency, Weapon Finesse, Weapon Focus (sling).

Exploit Weakness (Ex): After 1 round of combat, Ruik can designate one opponent and try to find ways to gain an advantage by using brains over brawn. Ruik uses a move action and makes a DC 15 Intelligence check with a +3 bonus. If the check succeeds, for the rest of the combat Ruik uses his Intelligence bonus instead of either his Strength or Dexterity bonus on attack rolls as he finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.

Evasion (Ex): If Ruik is exposed to any effect that normally allows a Reflex saving throw for half damage, he suffers no damage if he makes a successful saving throw.

Fast-Talk (Ex): Ruik has a way with words when attempting to con and deceive. With this talent, he applies a +2 competence bonus on any Bluff or Diplomacy checks he makes while attempting to lie, cheat, or otherwise bend the truth.

Linguist (Ex): Whenever Ruik encounters a new language, either spoken or written, that he does not know, he can make an Intelligence check to determine if he can understand it. The check is made with a +3 bonus. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation. With this special ability, Ruik can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.

Uncanny Dodge (Ex): Ruik retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by a hidden attacker. (Ruik still loses his Dexterity bonus to Defense if he is immobilized.)

Possessions: dust of illusion, masterwork studded leather armor, 2 masterwork daggers, masterwork sling.

Physical Description: A small young man with longish wavy brown-blond hair.

Personality Traits: Curious, enthusiastic, and excitable.

Often traveling under the name Coric, Ruik is a young, well-mannered lad in his mid twenties, prone to unexpected actions. Ruik is a worshipful Pentian and is free with both his coin and hospitality. He prefers dark hooded cloaks and enjoys intrigue and ideas. He has revealed that he is originally from the town of Covin on the coast. Ruik has a good aim with the sling, and can use a knife in close quarters. He also has an intense interest in languages, and is quick to latch on to new or unusual words; he has leaned how to read and write. Although adverse to violence, Ruik has shown increasing bravery and ingenuity in the face of danger. Ruik had a good friend and follower named Wyk, who was killed in the Geaunt's Tower. Ruik currently dwells in Lownell, where he keeps a watchful eye on Sir John the Bastard.
 
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Into the Woods

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