Thursday, February 26, 2009

Saha Ra and Ohases

Saha Ra is a neutral deity who provides clerics with access to the Sun and Earth domains. His wife Ohases provides his cool complement, Moon and Water.

He is concerned with the role of light and heat, and she with the role of shadow and cold. They are both favored by cultures which live in or near deserts.

His symbol is a the sun with the earth below, represented by a horizon line. A simplified version of the symbol is a circle with a horizontal line under it. Hers is a crescent with a wavy line below.

Tales of their troubled romance peppers the mythologies of those who worship them, as well as those whose religious practices allow for them in their larger pantheons.

Wednesday, February 25, 2009

Flying V

These are nasty bat-like creatures that drift along the stratosphere until dark, when they swoop down to the surface to feed.

Flying V
Size/Type: Huge Magical Beast (extraplanar)
Hit Dice: 8d8+20 (60 hp)
Initiative: +8
Speed: fly 60 ft.
Armor Class: 23 (-2 size, +8 Dex, +7 natural), touch 16, flat-footed 15
Base Attack/Grapple: +7/+26
Attack: Bite +10 melee (1d8+6)
Full Attack: 2 Bites +10 melee (1d8+6)
Space/Reach: 15 ft./20 ft.
Special Attacks: Fly-by Attack
Special Qualities: Darkvision (200'), Low-light Vision (500')
Saves: Fort +11, Ref +15, Will +8
Abilities: Str 20, Dex 26, Con 18, Int 2, Wis 14, Cha 6
Skills: Hide +12, Listen +18*, Move Silently +18, Spot +14*
Feats: Alertness, Stealthy, Fly-by Attack
Environment: Lofty Peaks, Night Sky
Organization: Colony (5-8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Gargantuan)
Level Adjustment: —

A flying V has a wingspan of 25 feet and weighs about 400 pounds. They have hands near the ends of their wings that allows them to grip their prey.

Combat

Scouting the night sky with their strong nightvision and low-light vision, flying Vs swoop down upon unsuspecting prey from above, using a fly-by attack to either grapple or simply attack their unsuspecting prey.

Skills

Flying Vs have a +4 racial bonus on Spot and Listen checks.

Thursday, February 19, 2009

Khadiya Umberbær

Khadiya was born and raised by the Bær tribe on the edge of a vast desert. From his upbringing, he has learned to worship Saha Ra, god of sun and sand, and live off the fruits of this deity. As he's moved into more urban environments, he's taken up various rogues skills to survive.

Khadiya Underbær
Medium-size Male Human
Rogue 5 Ranger 2
Hit Dice: (5d6)+(2d8)+14
Hit Points: 54
Initiative: +4
Speed: Walk 30 ft.
AC: 18 (flatfooted 18, touch 14)
Attacks: *Shortbow +1 +10;Sword (Short/Masterwork) +7;
Damage: *Shortbow +1 1d6+1;Sword (Short/Masterwork) 1d6+1;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Archery Combat Style, Evasion (Ex), Favored Enemy (Humanoid (Reptilian)) +2, Sneak Attack +3d6, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC), Wild Empathy (Ex) +3
Saves: Fortitude: +6, Reflex: +11, Will: -1
Abilities: Str 13, Dex 18, Con 15, Int 13, Wis 7, Cha 12
Skills: Appraise 2; Balance 16; Bluff 1; Climb 6; Concentration 5; Craft (Untrained) 1; Decipher Script 2; Diplomacy 1; Disable Device 7; Disguise 1; Escape Artist 10; Forgery 3; Gather Information 4; Heal -2; Hide 10; Intimidate 1; Jump 6; Listen 4; Move Silently 14; Ride 8; Search 5; Sense Motive 0; Sleight of Hand 9; Spot 1; Survival -1; Swim 2; Tumble 10; Use Magic Device 4;
Feats: Armor Proficiency (Light), Dodge, Martial Weapon Proficiency, Mobility, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track
Challenge Rating: 7
Alignment: Chaotic Good

Possessions: Aquamarine; Rope (Silk/50 Ft.); Arrows (20); Arrows (20/Mithral); Backpack; Bedroll (Fine); Case (Map or Scroll); Elixir of Sneaking; Fishhook; Flint and Steel; Grappling Hook; Leather +2; Magnifying Glass; Onyx; Piton; Potion of Cure Moderate Wounds; Pouch (Belt); Rose Quartz; Sack (Large); Sack (Small); Sard; Shortbow +1; Signet Ring; Sword (Short/Masterwork); Thieves' Tools; Torch; Waterskin (Filled); Whetstone;

Spells:
Spells per Day: (0/0/0/0/0/0/0/0/0/ DC:8+spell level)
Ranger - Known:
Level 1: Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature's Ally I

Sunday, February 15, 2009

Traveler's Tables

Traveler's tables are nice little elements to add some spice (and encounter locations) to your worlds. Placed outside the city walls, though often in view of the town guard, these are simple tables set up so that merchants and travelers can regroup, take in a meal, and generally rest up before heading into the hustle and bustle of town and city centers.

The construction of the tables varies per region, with some city-states erecting magnificent stone tables, complete with moderate shelter, horse ties and posts, working wells and shrines. Other, less well-to-do locales offer more meager accommodations, but all municipalities consider it their duty to accommodate the weary traveler, and this is one such gesture of welcome.

These locations are often named for famous adventurers who hail from the towns in which they are placed.

Thursday, February 12, 2009

Tablas of Persuasion

These portable drums appear normal until played by someone who succeeds at a DC 15 Perform (drums/percussion) check. At this point the rhythm of the drums causes all who are within earshot (typically 60') to make a DC 15 Will save or be at a -10 on all Will saves while the drums are played. This makes them more susceptible to persuasion, charm, and command effects originating from the player or those aligned with her.

Faint enchantment; CL 8th; Craft Wondrous Item, creator must have the bardic music class feature, charm person; Price: 15,000gp; Weight 5 lb.