Lem

Keith Savage aka Korak's page

Organized Play Member. 15 posts (62 including aliases). 1 review. No lists. 1 wishlist. 1 Organized Play character. 1 alias.




Let me know what you all think- I know it's nothing special, but I like it. Feel free to use it in your own campaigns. I'm currently running a Pathfinder "homebrew" campaign with 2 PCs at 6th and 4th level (a druid and a ranger).
***************

Dhrakar (plural: dhrakara)

Challenge Rating: CR 4
XP: 900

NE Large undead beast (augmented animal)
Init +3 Senses darkvision, lowlight vision, scent; Perception +9

Defense
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural armor [tough hides])
hp 30 (4d10+3)
Fort +4, Ref +6, Will +2

Offense
Speed 15 ft. (on the ground, they are clumsy), fly 60ft. (good)
Melee bite +8 melee (1d8 damage plus grapple and blood drain), wing claws +4 (1d4+2)
Space 10 ft.; Reach 10 ft.
Special Attacks rake (2 talons +5, 1d6+4), blood drain, grapple, deathly lullabye.
Attacks Per Round: On the ground, or grappling- 3 (1 bite, and 2 wing claws at +8, +4, +4 respectively).
In the air- 2 rake attacks, +5 each.

Statistics
Str 15 (+2), Dex 16 (+3), Con -, Int 6, Wis 10, Cha 8
Base Atk +4; CMB +7 (+10 grapple); CMD 19
Feats Flyby Attack, Wingover
Skills Perception +9, Stealth +11
Languages- none but can mimic certain humanoid sounds (baby crying, shouts for help, etc)

Ecology
Environment any
Organization solitary, pair or flock (1d6)

Knowledge: Arcana, DC 15 to learn the following information. Knowledge: Undead, DC 10 (more specialized, thus easier).

Large winged reptiles (pteranodons, etc.) converted to undead by fiendish magic, the dhrakara are vicious aerial predators. Like giant vampire bats, they use their excellent senses to swoop down upon resting prey. Their deathly lullabye ability allows them to paralyze any resisting prey with a full-round action of crooning. A character failing a Will save at DC 14 is paralyzed for 1d4+1 rounds. Once paralyzed, the dhrakar grapples its prey in a deadly embrace, biting and sucking blood for 1d8+2 damage per round. This blood meal either heals the dhrakara for the same amount or grants it 4 temporary hit points for 10 minutes per round of feasting.

Often, they employ the tactic of crooning while flying out of reach, and when sufficent victims have succumbed (one for each dhrakar), they land and grapple the prey. Dhrakara are not much troubled by sunlight, though since their Perception bonus drops to +3 during daylight hours, they prefer to hunt at night or on dismal, cloudy days. If encountered during the day, they are most often under the command of some necromancer.

At night, or in very dim light, fog, or other conditions where vision is hampered, a dhrakar upright on the ground can be mistaken for a tall, cloaked humanoid (Perception checks at DC 20 to correctly identify the creature). A dhrakar is the equivalent of a ghast (since it can fly and paralyze), requiring at least a 12th level caster using the spell create undead to animate. Their deathly lullabye is potent enough to affect elves, like a ghast.


I've written a few new spells lately, trying to come up something that hasn't been done already- at least, officially! Writing these, and re-writing, and then re-re-writing them has really tightened up my prose. Let me know what you all think of these. Thanks!

Spoiler:
Eerie Eye (0 level Sorcerer/Wizard spell)
Illusion (phantasm), VSM, 1 standard action. Range: Special- 20 feet. Target: one creature. Duration: 1 round per level (max 10 rounds at 10th level). Save: Will negates. SR: yes. If the target fails his Will save, he sees the gory phantasm of a freshly severed eye, floating in the air at eye level, several feet away. It will follow him, avoiding capture or damage, continually trying to put itself into his field of vision. This eerie behavior both frightens and distracts the victim, which causes a -1 circumstance penalty to all his saves and skill checks during the spell’s duration. The victim gets a second Will save if he takes any damage while distracted by the eye. The phantasm is only perceived by the victim. Material Components: a string of raw gristle or tendon.

Firefinger (0 level Sorcerer/Wizard spell)
Evocation, VS, 1 standard action. Range: Close (25 ft +5 ft/2 levels). Target: one creature or object. Effect: one sustained low heat flame, or one hot jet of flame. Duration: see text. Save: see text. SR: yes. This spell has two versions, one of which must be chosen while casting the spell. The first version evokes a jet of flame (as bright as a single candle) from your index finger. This flame is harmless to you, but useful for any simple fire-lighting tasks, from lighting your pipe or a lamp to starting a small campfire. You can extinguish and re-ignite the flame at will while the duration lasts, but it cannot be put out by mundane means. Only a successful targeted dispel magic can put out the flame before it expires. This version of the spell lasts 1 round per level. The second version of the spell is instantaneous, evoking all of the spell’s energy at once in a single hot flame at one target creature or object. If you hit with a ranged touch attack, the target takes 1d3+1 per 5 levels, max +4 at 20th level, hit points of fire damage. Only a character with at least a +2 to Dexterity or 3 ranks in Acrobatics gets a Reflex save for half damage due to the extreme speed of this fire attack.

Crystallize Memory (1st level Sorcerer/Wizard spell)
Transmutation, VSM, 1 round per page or minute stored. Range: Touch. Effect: stores 1 page or 1 minute of memory per 4 levels (max. 4 at 12th level) in a quartz crystal. Duration: 1 week per 4 levels (max 4 weeks at 12th level). Save: yes (object, harmless). SR: yes. With a touch, you can store your memories in a quartz crystal. The memory stored must be a real memory of the caster, not imaginary. You must remain in contact with the crystal for 1 full round per page or minute of memory stored (casting time). You can store up to 1 minute of audio-visual (only) memories, deep thoughts and/or feelings, or 1 page of text (technically storing the memory of reading it) including potentially 0-4th level spell formulas, per 4 caster levels. These stored memories transcend the language barrier, since the recipient experiences them as his own when “reading” the crystal. If the memories include painful or traumatic ordeals, the recipient must make a Will save to avoid being shaken for 1 minute. If the memory includes severe pain (such as a limb being amputated), and the Will save is failed, then an additional Fortitude save is required to avoid 2d20 points of nonlethal damage. If text is stored and the text includes written spell formula, and the recipient is a spell-caster of the appropriate class and level, deciphering the spell is automatic (as if using read magic) and the recipient gains a +2 circumstance bonus to his Spellcraft check to learn the spell.

Any time during the spell’s duration, anyone can read a crystal, any number of times, simply by touching it to his forehead for 1 round per page or minute stored, and making a Spellcraft check at DC 15. During these rounds of “reading” the crystal, the user is entranced and helpless, oblivious to the world around him. If touched or struck, or if contact with the crystal is lost, the trance ends early and that part of the memory is not experienced. This method allows spell-casters to temporarily store written spells in crystal form rather than writing them into spell-books. The spell can not be made to carry curses or trapped writing (such as explosive runes) like a cursed scroll. Only one crystallize memory spell can affect a given crystal at a time- if a second casting targets a crystal, the second spell “over-writes” the first completely if the second caster is higher level than the first caster. Otherwise, it has no effect. The target crystal radiates faint magic, until it crumbles into powder when the spell expires. This powder radiates dim magic for 1d6 days, and can be used for a potent material component. The spells mending and make whole will not work to restore a crumbled crystal, though higher levels spells theoretically could.

Material Components: any crystal or gem worth at least 20 gp. per page or minute, and enough quartz powder to equal 20 gp per page or minute, sprinkled over the crystal. A crystal can only be made permanent by creating a magic item with the Craft Wondrous Object feat.

Open/Close, Greater (1st level Sorcerer/Wizard spell)
Transmutation, VSM, 1 standard action. Range: Close (25 ft + 5 ft/ 2 levels). Target: any door or object that opens and closes. Duration: instantaneous. This spell works exactly as the 0 level spell, open/close, except the weight limit of this spell is 100 pounds per level. Focus: a miniature bronze or brass lever.

Animated Rope Trick (2nd level Sorcerer/Wizard spell)
Transmutation, VSM, 1 standard action. Range: Touch. Target: one knotted rope 10-50 feet long. Duration: 30 minutes per level. Save: no. SR: no. This spell works similarly to the standard version of rope trick, with the following differences:

1, the rope can carry the caster into the extra-dimensional space as it rises, plus 1 other creature per level of the caster up to a maximum of 12 additional creatures, medium size or smaller, if they all take hold of the rope before it rises out of reach. The speed of the rising or lowering rope is under the caster’s control, as long as he touches the rope. As a free action, he can change speed from 5 ft. to 30 ft per round in 5 ft. increments. Speed remains constant if caster’s hold is lost. The GM should require Strength checks to keep one’s grip at speeds of 20-30 ft. with an increasing DC.

2, the space can hold up to 12 additional creatures, besides the caster and the entire length of rope, if desired. The rope can be hidden inside the space, though the upper end cannot be removed from the space until the spell expires or is dispelled or dismissed, except by a force of 16,000 pounds or more.

3, if you dismiss the spell voluntarily, the rope can carry all occupants of the space who are holding the rope back to the ground. Otherwise, to enter or leave the space requires the rope to be dropped manually, and the occupants must climb on their own. Note that the rope does not provide a magical hold on the occupant being lifted or lowered: they will fall if they lose their grip on the rope. Material Components: fine ground oats, a twisted loop of paper, a pinch of onyx powder worth 3 gold pieces.