Thursday, May 31, 2007

Segaric Wandariks

Segaric grew up in the Kingdom of Vandor, working as a tradesman until joining the church in his mid-30s. When the kingdom disintegrated into the Ten Princedoms, he left his homeland and set off with the church's blessing to find adventure and spread the word. After five years abroad in the neighboring nation-states, he honed his skills through a series of encounters with danger. However, in his travels, he developed a nasty habit of drinking himself to sleep, and often begins his days with a residual buzz from the night before. Now in his late 40s, his study of the domains of water and destruction drive his conscious thought, those few times he's not intoxicated, though arguably the booze is the intersection of water and destruction, a sort of destructive water...

Segaric Wandariks
Medium-size Male Human

Hit Dice: (10d8)+30
Hit Points: 91
Initiative: +0
Speed: Walk 20 ft.
AC: 18 (flatfooted 18, touch 10)
Attacks: Crossbow +3 (Repeating Light) +10/+5;*Mace +2 (Light) +9/+4; ;
Damage: Crossbow +3 (Repeating Light) 1d8+3;*Mace +2 (Light) 1d6+2; ;
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Rebuke Water (Su) 6/day (turn level 10) (turn damage 2d6+13), Smite 1/day (Su), Spontaneous casting, Turn Fire (Su) 6/day (turn level 10) (turn damage 2d6+13), Turn Undead (Su) 6/day (turn level 10) (turn damage 2d6+13)
Saves: Fortitude: +10, Reflex: +3, Will: +11
Abilities: STR 11 (+0), DEX 10 (+0), CON 16 (+3), INT 10 (+0), WIS 18 (+4), CHA 16 (+3)
Skills: Appraise 0; Balance -6; Bluff 3; Climb -6; Concentration 7; Craft (Alchemy) 6; Craft (Untrained) 0; Diplomacy 16; Disguise 3; Escape Artist -6; Forgery 0; Gather Information 3; Heal 7; Hide -6; Intimidate 3; Jump -12; Knowledge (Arcana) 2; Knowledge (History) 2; Knowledge (Religion) 4; Listen 4; Move Silently -6; Ride 0; Search 0; Sense Motive 4; Spellcraft 5; Spot 4; Survival 4; Swim -12;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Combat Casting, Exotic Weapon Proficiency (Crossbow (Repeating Light)), Far Shot, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 10
Alignment: Chaotic Good
Possessions: Ale (Gallon); Boots (BOOT); Backpack; Bedroll; Bell; Belt (BELT); Bit and Bridle; Bolts, Repeating, Crossbow (50); Caltrops; Candle; Case (Map or Scroll); Case (Map or Scroll); Chalk (1 piece); Cheese (Hunk); Crossbow +3 (Repeating Light); Elven Chain +3; Fishing Net (25 Sq. Ft.); Flask (Empty); Ginger (Per Lb.); Healer's Kit; Holy Symbol (Silver); Holy Water (Flask); Hourglass; Ink (1 Oz. Vial); Inkpen; Jug (Clay); Jug (Clay); Mace +2 (Light); Meals (Good/Per Day); Mirror (Small/Steel); Mug or Tankard (Clay); Mule; Oil (1 Pt. Flask); Outfit (Traveler's); Paper (Sheet); Parchment (Sheet); Pepper (Per Lb.); Pitcher (Clay); Piton; Pouch (Belt); Quiver; Rations (Trail/Per Day); Robe (ROBE); Rope (Hempen/50 Ft.); Sack; Sack; Saddle (Riding); Saddlebags; Salt (Per Lb.); Scale (Merchant's); Sealing Wax; Sewing Needle; Signal Whistle; Soap (Per Lb.); Spell Component Pouch; Tent; Tobacco (Per Lb.); Torch; Cleric's Vestments; Vial; Waterskin; Waterskin (Filled); Wine (Common/Pitcher); Wine (Fine/Bottle);

Deity: None Domains: Water(Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)
Spells per Day: (6/5+1/5+1/4+1/4+1/2+1/0/0/0/ DC:14+spell level)
Cleric - Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Obscuring Mist, Protection from Evil, Protection from Law, Purge Inner Darkness, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness
Level 2: Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle's Splendor, Enthrall, Find Traps, Fog Cloud, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Weaken Stone, Zone of Truth
Level 3: Armor of Light, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Forced Manifestation, Gas Mask, Ghost Touch, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Evil, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Repeat Action, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Track Target, Water Breathing, Water Breathing, Water Walk, Wind Wall
Level 4: Air Walk, Blinding Light, Control Water, Control Water, Cure Critical Wounds, Death Link, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Eternal Shadow, Freedom of Movement, Giant Vermin, Haunting Melody, Imbue with Spell Ability, Inflict Critical Wounds, Inflict Critical Wounds, Magic Weapon, Greater, Neutralize Poison, Planar Ally, Lesser, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues
Level 5: Atonement, Break Enchantment, Command, Greater, Commune, Cure Light Wounds, Mass, Dispel Evil, Dispel Law, Disrupting Weapon, Flame Strike, Ghost Bomb, Hallow, Ice Storm, Inflict Light Wounds, Mass, Inflict Light Wounds, Mass, Insect Plague, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Summon Monster V, Symbol of Sleep, True Seeing, Wall of Stone

Thursday, May 24, 2007

Naahaogo Hunter and Warrior

Presented below are a two examples of the Naahaogo people that players might encounter in their mountainous homes. The first is a experienced hunter, who might just be a provider for his tribe, or might be specialized in stalking the arctic's Ice Kobolds, or fighting off encroaching human settlers. The second is a warrior, such as might defend the tribe in times of trouble.

Naahaogo Hunter CR 3
Naahaogo ranger 3
neutral with chaotic tendencies Size Medium humanoid
Init: +3 Senses: Listen +6, Spot +6
Languages: Naahaogo

AC: 16 (+3 dex, +3 armor) touch 13, flatfooted 16
HP: 20 (HD 3d8+6)
Fort: +5 Ref: +6 Will: +2

MV: 30 ft.
Attack: longspear +5 (1d8+2 / 20 x3) or longbow +8 (1d8 / 20 x3)
Attack Options: Rapid Shot: longbow +6 / +6 (1d8 / 20 x3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +4

Abilities Str 14 Dex 16 Con 14 Int 8 Wis 12 Cha 7
SA: Favored Enemy (Animal or Ice Kobolds or Humanoids (human)), wild empathy

Feats: Rapid Shot, Track, Dodge, Endurance, Precise Shot, Mobility
Skills: 30 Climb +7, Hide +8, Jump +7, Listen +6, Move Silently +8, Spot +6.

Possessions: studded leather, masterwork longbow, 10 masterwork arrows, longspear, potion of cure light wounds, malachite and silver bracers and necklace worth 500 gold.

Naahaogo Warrior CR 1

Naahaogo warrior 2
neutral with chaotic tendencies Size Medium humanoid
Init: +1 Senses: Listen +0, Spot +0
Languages: Naahaogo

AC: 14 (+3 armor, +1 dex) touch 11, flatfooted 13
HP: 11 (HD 2d8+2)
Fort: +4 Ref: +1 Will: +0

MV: 20 ft.
Attack: greatsword +3 (2d6 + 1 / 19-20 x 2) or spear +3 (1d6 +3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +2 Grapple: +3

Abilities Str 13 Dex 12 Con 13 Int 6 Wis 10 Cha 8
Feats: dodge
Skills: Ballance +6, Climb +7, Jump +7

Possessions: hide armor, greatsword and spear.

Tactics: These warriors will try to use their home terrain to their advantage, fighting defensive actions and using their excellent jumping and climbing abilities to secure high ground and make their oponnents approach them over dangerous ground.

Wednesday, May 23, 2007

Strange Pilgrims on the Road

In this encounter, the players meet a group of religious pilgrims at a crossroad, who happen to be traveling the same direction. The leader of the group, a strangely intense charismatic older person, asks the party to travel with them awhile to exchange news and share company.

Talking to them the party learns that they are a group of religious pilgrims, either traveling to a holy site, migrating to a new land, or wandering in search of the promised land where they can practice their faith in peace. If the party travels long enough with them, they camp together and get a glimpse into their strange ways at smoke-enshrouded gatherings late in the evening.

This encounter can go different ways, depending on what you want to get out of it as the Gamemaster.
  • CG - party is actually religious pilgrims, and may need help getting through a difficult area ahead, be it a war zone, monster-infested land, or something else.
  • CN - they're actually theives, masquerading as pilgrims, but pretty friendly. May try to filch something from the party, but will probably try to be discreet. May do some robbing in a town along the way, putting the party in a difficult position if they catch wind of it or the pilgrims are accused of the thefts.
  • CE - the cult is a group of theives, lead by an assassin. They may be on the way to an important job, or just nomadic by nature. They may try to make a sacrifice of the party to their dark gods, or may later assassinate someone important to the party, like a NPC who has hired them. A great way to introduce a recurring villain.

Tuesday, May 22, 2007

Crawling Drake

This creature's common name is something of a misnomer, as this dragon-like creature has no legs, just a scaly, sinuous, serpentine body and a set of wings set above a thickening in it's trunk midway down it's body. Able to stand up by propping itself up with it's wings, these drakes deliver vicious wounds with their snapping jaws.

Their origin is speculated to be a mixture of dark things of the underlands, such as a fang dragon, mixed with other creatures from the outer realms of cruelty and madness. Able to speak a few words of broken draconic and undercommon, crawling drakes are not espically intelligent, but they are tremendously fearsome, nasty and cruel.

Presented are three forms, wyrmling, adult and methelusean versions.

Wyrmling Crawling Drake CR 5
CE Medium Dragon
Init: +3 Senses: Blindsense 120ft., Darkvision 120ft. Listen +12, Spot +12
Languages: very little draconic and undercommon

AC: 19 (+6 Natural Armor, +3 Dex) touch 13, flatfooted 16
HP: 75 (10d12)
Fort +10, Ref +10, Will +10

MV: 20 ft, fly 60ft (clumsy)
Attack: Bite + 14, 1d6+3 (19-20 / x2)
Attack Options: Constrict 1d3+4
Space / Reach: 5ft. / 5ft.
Base Attack: +10 Grapple: +13

Abilities Str 16, Dex 16, Con 16, Int 8, Wis 12, Cha 5
SA: Constrict, Blindsense 120ft.
Feats: Weapon Focus (bite), Power Attack, Improved Critical (bite), Iron Will
Skills: Hide +13, Listen +12, Move Silently +13, Spot +12

Treasure: Standard

Adult Crawling Drake CR 10
CE Large Dragon
Init: +6 Senses: Blindsense 120ft., Darkvision 120ft. Listen +27, Spot +27
Languages: very little draconic and undercommon

AC: 19 (+8 natural Armor, +2 Dex, -1 Size) touch 11, flatfooted 18
HP: 199 (19d12 + 114)
Fort +16, Ref +15, Will +15

MV: 20 ft, fly 60ft (clumsy)
Attack: Bite + 27, 1d8+7 (19-20 / x2)
Attack Options: Constrict 1d6+7
Space / Reach: 10ft. / 5ft.
Base Attack: +19 Grapple: +26

Abilities Str 24, Dex 14, Con 20, Int 10, Wis 14, Cha 5
SA: Constrict, Blindsense 120ft.
Feats: Weapon Focus (bite), Power Attack, Improved Critical (bite), Iron Will, Lightning Reflexes, Improved Overrun, Improved Initiative
Skills: Hide +33, Listen +33, Move Silently +33, Spot +33

Treasure: Standard

Methusalean Crawling Drake CR 15
CE Huge Dragon
Init: +1 Senses: Blindsense 120ft., Darkvision 120ft. Listen +49, Spot +49
Languages: very little draconic and undercommon

AC: 22 (+13 natural armor, +1 Dex, -2 Size) touch 9, flatfooted 23
HP: 287 (25d12 + 125)
Fort +32, Ref +28, Will +30

MV: 20 ft, fly 60ft (clumsy)
Attack: Bite + 37, 2d6+11 (19-20 / x2)
Attack Options: Constrict 1d8+11
Space / Reach: 10ft. / 5ft.
Base Attack: +25 Grapple: +36

Abilities Str 32, Dex 12, Con 24, Int 12, Wis 16, Cha 5
SA: Constrict, Blindsense 120ft.
Feats: Weapon Focus (bite), Power Attack, Improved Critical (bite), Iron Will, Lightning Reflexes, Improved Overrun, Improved Initiative, Cleave, Great Cleave
Skills: Hide +49, Listen +49, Move Silently +49, Spot +49

Treasure: Standard

Crawling drakes are crafty combatants and adept stalkers, and so will ambush their prey when possible. Once they pick a target, they will attempt to crush them in their coils while delivering bite after bite.

Constrict (Ex): On a successful grapple check, a wyrmling crawling drake deals 1d4+3 points of damage. Adult drakes deal 1d6+7 points of damage, and Methusalean drakes deal 1d8+11 points of damage.

Tuesday, May 01, 2007

Swift Counterspell

Happy May Day!

To celebrate, we're intorducing two new feats designed to make the use of the counterspelling ability easier for spellcasters. Through careful study, some casters become so swift at counterspelling that they prevail in any wizard's duel.

Swift Counterspell [metamagic]

Prerequisite: Improved Counterspell

Benefit: You may now counterspell as a swift action.

Normal: See counterspell rules

Reflexive Counterspell [metamagic]

Prerequisite: Swift Counterspell

Benefit: You may now counterspell as an immediate action. Once per round, you may counterspell even if it is not currently your turn.

Normal: See counterspell rules