Friday, February 08, 2008

Whirling Doom

Evocation [Force]

Level: Clr 9, Good 9, War 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: 1 min./level (D)
Saving Throw: Reflex half or Reflex negates; see text
Spell Resistance: Yes

This spell functions in all respects as blade barrier, with the exception that the caster can cause the wall of blades to move.

Each round the caster can use a standard action to move the barrier 10 ft in any direction. Additionally, the barrier can be turned, by moving the endpoints of the barrier up to 10 ft each.

Any creatures that the blade barrier passes over take 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

Tuesday, February 05, 2008

Prattleberries

These grape-sized berries bear strange markings on their skin. When eaten, their sour-sweet juices tingle through the tongue and jaws.

Adventurers who consume the mystical berries are advised to avoid operating siege machinery or riding horses while under their influence.


Prattleberries are commonly used for long-range communication. For two weeks out of the year, each bud on the plant produces a pair of berries with identical sigils. When picked and eaten, the creature is able to slip his attention into a dreamstate where he may communicate freely with any creature that has eaten the partner berry.

Once eaten, a creature can communicate telepathically with the partner berry eater on the same plane up to 100 miles away. Along with sight and sound, the dreamstate communication allows the dreamselves to feel physical sensations including taste and smell. When in this state, their real bodies are treated as stunned.

This effect lasts up to 90 minutes. It does not have to be used continuously but will no longer function two days after they were consumed. Slipping in or out of the dreamstate is a move action.

An unwilling recipient of incoming communications is able to chose not to participate in the dreamstate, and will hear the faint, incomprehensible voice of the one trying to initiate the dreamstate.

In regions that prattleberries are native to, finding them when they bear fruit requires a DC 25 Survival check.

Once picked from the stem, the prattleberry will spoil and lose its ability after 6 days, unless steps are taken to preserve it and the partner berry. If a pair of prattleberries spoil, they can be made ripe again (and therefore regain their magical ability) for an additional 6 days with a DC 18 Craft: Cooking or Survival check. Thereafter, they become rotten for good and decompose.

To preserve a pair of prattleberries, a creature with ranks in Survival, Craft: Cooking, or Craft: Alchemy can make a skill check (DC20) to bottle them in preservative. The process takes 8 hours to complete and requires a sealable jar and 2 gp worth of materials.

Properly preserved pairs of prattleberries probably price approximately 10 platinum pieces.

Monday, February 04, 2008

Plague Dog

Plague dogs are canines that carry a plague that afflicts humanoids.

These dogs are surprising nimble for as sickly as they look, with tufts of fur stripped, visible scars, and a foamy gleam in their eyes and maws. Though their mouths don't seem to close comfortably, there is no comfort that they will likely close around nearby flesh. Only the most aggressive breeds become proper plague dogs; their temper is only tempered by their desperation.

Size/Type: Medium Magical Beast
Alignment: Usually lawful good
Environment: Bogs, marshes, dark city alleys
Organization: Solitary or pack (10-20)
Challenge Rating: 3
Initiative: +3
Senses: Darkvision 60', low-light vision, scent

Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 5d10 (30hp)
Saves: Fort +5, Ref +7, Will +5

Speed: 40 ft. (8 squares)
Attack: Bite +6 melee (1d6)
Full Attack: Bite +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +5/+5

Feats: Iron Will, Run, Track, Blind-fighting
Special Qualities: Darkvision 60 ft., plague-carrying, low-light vision, scent

Abilities: Str 12, Dex 17, Con 10, Int 10, Wis 13, Cha 11
Skills: Hide +4, Listen +6, Sense Motive +3, Spot +5, Survival +5

Treasure: None

Advancement: 5-7 HD (Medium); 8-12 HD (Large)
Level Adjustment: +2 (cohort)

Plague dogs are canines that carry a plague that afflicts humanoids.

These dogs are surprising nimble for as sickly as they look, with tufts of fur stripped, visible scars, and a foamy gleam in their eyes and maws. Though their mouths don't seem to close comfortably, there is no comfort that they will likely close around nearby flesh. Only the most aggressive breeds become proper plague dogs; their temper is only tempered by their desperation.

Combat

Plague dogs often hunt in packs, surrounding their prey, allowing some of them to take advantage of flanking and delivering their plague through their diseased maws. However, some are loners that roam the dark alleys of cities.

Plague (Su)

Plague dogs carry plaguelets in their saliva, tiny creatures that eat through the flesh of humanoids.

Plague Offal/Dung (Su)

The dung of plague dogs also carries plaguelets. Any creature coming in contact with plague dog dung must make a Fortitude save or contract the plague.

Skills

A plague dog has a +4 racial bonus on Survival checks when tracking by scent.

Sunday, February 03, 2008

Plague

Plague is a new supernatural disease type, with symptoms resembling the black plague.

Gamemasters will likely want to limit the amount of plague in their games, as it tends to drag the players down, but in certain tainted planes, over-populated cities, and bogs, plague might creep its way into the game.

Plague infects its victims on contact with an infected creature, requiring a DC 22 Fortitude save to avoid. The incubation period is 1d12 days since there are so many ways in which it can spread. Plague causes 1d4 Con damage per day afflicted with the disease on a failed save, and once they feel symptoms of the disease, can easily spread it to those they touch. Unlike normal diseases, the victim must make 3 days worth of successful saves to begin recovering from the plague.

Plague is immune to remove disease, though heal and other higher-level spells will remove plague from a victim.

Friday, February 01, 2008

Hellskin Tunic

These shirts are made from the hides of slain fiends. As such, their appearance varies depending on what type of demon or devil originally wore the hide: some are scaly, some smooth and barbed, some blue-white as ice, and some fiery red.

Those who wear these specially-treated shirts find that they help resist the points of weapons and the tearing of teeth and claws. While worn they confer a natural armor bonus of +2.

Minor abjuration; caster level 3, Craft Wondrous Item, magic vestment, barkskin or mage armor; 8,000 gold

And thanks to my players for inspiration: the story of Doombringer's return