Friday, March 30, 2007

Naahaogo: the mountain goat people


Beast Men (Na'ah-aogo): Known as beast-men by their human neighbors, but calling themselves the Naahaogo, these creatures dwell in the barrier mountains north at the headwaters of the river that flows through the wild woods separating the gnomes and humans in the lands on the north shore of the Soral Sea. They are thought of as dangerous savages by the humans south of them, and have fought settlers and raiders from the human kingdoms.

They are organized into small family units and are primarily nomadic gatherers. They have the aspect of men with the head and hind legs of a goat, with a good pelt of fur across their entire bodies, giving them a hardy resistance to cold weather.

They receive a +4 racial bonus to jump, climb and balance checks and are well suited to the mountain terrain in which they live.

They recieve a +1 racial adjustment to dex and con and a -2 adjustment to intelegence and -1 to charisma.

Their favored class is ranger, but druids and barbarians are common among them.

Their society tends to be neutral and slightly chaotic as do individual members of the race. They fight with longbows and spears, though their warriors favor many weapons such as greataxes, greatswords and longspears.

Thursday, March 29, 2007

Bladeturn

Divination

Level: Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text

You gain temporary protection against the next attack that targets you. You gain a +20 insight bonus against the next single attack roll made against you (if it is made before the beginning of your next turn). You must be aware of the attacker for this bonus to have an effect.

Focus: A small silver shield worth 5 gold.

Tuesday, March 27, 2007

Deep Purse

This enchanted purse can carry much more wealth than would physically fit inside it, due to enchantments. In many ways similar to a bag of holding, it cannot be used to store anything larger than an inch or two in diameter. In addition, the wearer of this purse can retrieve desired items from it quickly without having to rummage through it. As a move action the wearer can simply pull out the desired coins or gem.

The purse can carry up to 200 pounds of coin and gems, or approximately 10,000 individual coins. No matter how much coin is in it it always appears to weigh 5 pounds, unless it is empty.

This enchantment is often combined with other purse enchantments, such as the Serpentward Purse.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gold.

Monday, March 26, 2007

Melangell Blackwing, Wizard

This wizard is the result of a nocturnal encounter between a half-elven weaver and an incubus who was terrorizing a small village's women. Melangell and her mother were forced to flee their home almost as soon as she was born, as a mob was gathering to put an end to the life of this bastard deamon child. They escaped and eventually found sanctuary at a temple to Wee Jas. The child was raised with much help from the priestesses of the temple, who knew that this child would come to ill, or cause it if not carefully tended to.

As a young girl, Melangell took to magery like a swan to water. Some of the presitesses were reluctant to teach her, but she was always the brightest and quickest student, and quite charming when she wanted to get her way.

At the age of thirteen, chafing under the sternly watchful eyes of the temple mothers, she left to find her own way in the world. Stubborn and headstrong, only her keen wits and her strong magic allowed her to survive her adolescence. Many villages through which she wandered still curse her name. A few in those villages thank the gods she came to them.

Eventually she was lured to the remote tower of Vegarin the Drake-master for his own nefarious purposes. After many contests she eventually defeated him in a wizard's duel. His petrified form still stands in her foyer, captured in the midst of casting a spell, covered in cloaks and hats. She still uses his abode as a home, with it's well-stocked library and alchemical laboratories, though her wanderlust means she is rarely there.

Grown to full womanhood, Melangell has matured somewhat. She is still known to make snap decisions, and can be very cruel when she feels slighted, but has finally arrived at a place in her life where she feels that she has adequate control over her own destiny, which allows her to relax slightly.

A darkly beautiful woman with fine clear features, dark, straight hair, and a slight frame, Melangell's deamonic heritage is betrayed by her red eyes and small horns, and by her thin spade-tipped tail, which she carefully conceals beneath her dresses and cloaks.

Melangell Blackwing CR 13
female tiefling wizard 13
CN (with good tendencies) Size Medium humanoid
Init: +1 Senses: Darkvision 60 ft. Listen +2, Spot +2
Languages: common, abyssal

AC: 15 (+4 armor, +1 dex) touch 11, flatfooted 14
HP: 60 (HD 13d4+26) rolls - 4,2,3,1,3,3,3,3,4,1,3,1,3 + 26
Resist: cold 5, electricity 5, and fire 5
Fort: +4+4+1 = +9 Ref: +4+4+1 = +9 Will: +8+4+2 = +14

MV: 30 ft.
Attack: +8 ranged touch
Full Attack: weapon +? (damage / crit range)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +5

Abilities Str 8 (-1) Dex 12 (+1) Con 12 (+1) / 14 (+2) Int 21 (+5) / 25 (+7) Wis 15 (+2) Cha 13 (+1)
SQ: teifling qualities
SA: teifling abilities, Scry on familiar
Feats: 5+2 + Scribe Scroll, Spell Focus Evocation, Spell Focus Transmutation, Spell Penetration, Craft Wand, Spell Mastery (dispel magic, magic missile, gaseous form), Improved Familiar (pseudodragon), Spell Focus Enchantment, Alertness (from familiar)
Skills: 101 +7 skill points: Bluff 7+1, Concentration +12+2, Craft (jewelery / art objects) +3+7, Craft (woodworking) +2+7, Decipher Script +3+7, Gather Information +7+1, Knowledge (arcana) +13+7, Knowledge (dung.) +5+7, Knowledge (history) +5+7, Knowledge (geography) +5+7, Knowledge (religion) +5+7, Knowledge (the planes) +5+7, Hide +2+1, Spellcraft +14+7, languages: common, abyssal, undercommon, auran, elven, draconic, celestial

Spells Available: (DC 17 + spell level)
0th: 4 / day: prestidigitation, detect magic
1st: 6 / day: shield, magic missile, burning hands, ray of enfeeblement, charm person, reduce person, alarm, identify, mage armor, protection from evil, comprehend languages, feather fall
2nd: 6 / day: glitterdust, alter self, invisibility, scorching ray, knock, detect thoughts, resist energy, mirror image, arcane lock, earthbind *, locate object, see invisibility, rope trick
3rd: 6 / day: gaseous form, slow, fly, dispel magic, protection from energy, suggestion, lightning bolt, major image, fireball, arcane sight
4th: 5 / day: minor creation, polymorph, enervation, fire shield, stoneskin, scrying, bestow curse, greater invisibility, dragonskin *, sending
5th: 4 / day: cone of cold, teleport, hold monster, break enchantment, fabricate, baleful polymorph, telekenisis
6th: 3 / day: analyze dweomer, disintigrate, greater dispel magic, chain lightning, repulsion
7th: 2 / day: insanity, mage's sword, grasping hand, forcecage

* Draconomican

Spell-Like Abilities: Summon Familiar
Spellbook: see above
Posessions: (110,000 gp - 105,375 -322) masterwork silver dagger 322gp, wand of scorching ray (11th) 8250 gp, wand of lightning bolt (10th) 11250 gp , wand of magic missile (9th level) 3,375 gp, wand of enervation 10,500 gp, cloak of resistance +4 16k, headband of intelect +4 16k, amulet of health +2 4k, bracers of armor +4 16k gp, boots of flying 16k gp, Deep Purse 2k, Handy Haversack 2k, spell components, 4,303 gp in coins and gems


Vorel Kethend, pseudodragon familliar:
NG Male Tiny Dragon
Init: +2 Senses: blindsense
Listen +9 Spot +9

AC: 25 (+2 size, +2 Dex, +11 natural), touch 14, flat-footed 23
HP: 15 (HD 2d12+2) - 25 HP (HD 13)
Fort +4, Ref +5, Will +4

MV: 15 ft. (3 squares), fly 60 ft. (good)
Attack: Sting +6 melee (1d3-2 plus poison)
Full Attack: Sting +6 melee (1d3-2 plus poison) and bite +1 melee (1)
Space / Reach: 2½ ft./0 ft. (5 ft. with tail)
Base Attack: +2 Grp: -8

Abilities: Str 6, Dex 15, Con 13, Int 12, Wis 12, Cha 10
Feats: Alertness, Weapon FinesseB
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)

SA: Poison, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master, Speak with animals of its kind, Spell resistance,
SQ: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.

Poison (Ex) Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Blindsense (Ex) A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.

Telepathy (Su) Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Detailed Special Ability or Attacks (Su): darkness 1/day as 13th level caster.

XP: 750,000 - 2670 for wand crafting - 790,000

Tiefling characters possess the following racial traits.

* +2 Dexterity, +2 Intelligence, -2 Charisma.
* Medium size.
* A tiefling’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
* Racial Feats: A tiefling gains feats according to its class levels.
* Special Attacks (see above): Darkness.
* Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.
* Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
* Favored Class: Rogue.
* Level adjustment +1.

Sunday, March 25, 2007

Time Out of Mind

Time Out of Mind
Transmitation
Level: Protection 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A lossy version of Mind Blank over a specified period of time, an no one is aware of the blanking. This time literally becomes time out of mind; everyone, including the caster forget about the actions of one person for a specified hour of their lives. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects for the hour specified. Time Out of Mind even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the subject over the specified period of time. Scrying attempts that are targeted specifically at the subject do not work at all.

The material components are an ounce of sand from an hourglass that has been used by the caster for at least 24 hours and a sapphire worth at least 500gp. Both are consumed with the spell.