Set's Stuff


Homebrew and House Rules

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Sczarni RPG Superstar 2012 Top 32

Set, you have a site where all this is listed?

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Thomas LeBlanc wrote:
Set, you have a site where all this is listed?

Some stuff is here.

I haven't updated it for a while. I'm on a new computer, and I haven't bothered to dig out my Dreamweaver disks yet to load it on this one, so I can't update my site. :)

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Moar mephits! Non-elemental mephits, at that. Use the standard writeup in the Bestiary (p 202-203), then add these to the options at the bottom of the entry.

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Life Mephit
Life mephits are commonly found on the Positive Energy Plane. These mephits often resemble plump humanoid infants or toddlers, and are energetic and prone to extremes of behavior.

* Fast Healing: Works only in sunlight or light of daylight or greater strength.
* Breath Weapon: A cone of disruptive positive energy that inflicts 1d4 damage to living targets (doubled vs. undead). The energies also cause living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
* Planar Adaptation: Life mephits take no damage from positive energy, and are not harmed by the effects of the positive energy plane. Positive energy healing affects effect them normally.
* Spell-Like Abilities: cure light wounds 1/hour, daylight 1/day

Death Mephit
Death mephits are commonly found on the Negative Energy Plane. These mephits have frail wrinkled frames, and move slowly with somber deliberation.

* Fast Healing: Works only in total darkness.
* Breath Weapon: A cone of negative energy that inflicts 1d8 damage to all living creatures, or heals undead creatures for 1d4 damage. A Will save halves the damage.
* Planar Adaptation: Death mephits are unaffected by the dangerous effects of the negative energy plane, and receive healing, instead of harm, from negative energy effects, even 'though they are not undead.
* Lifeclutch: Once per hour, a death mephit can hurl a clot of negative energy that functions as an inflict light wounds spell with a Close range as a ranged touch attack, but also grants the mephit temporary hit points equal to half of any damage inflicted. These temporary hit points fade one hour later.
* Spell-Like Abilities: deeper darkness 1/day

Void Mephit (Cold)
Void mephits are commonly found on the material plane, but rarely are seen within the atmosphere of any given world. These night-black mephits have sharply angled features. They are aloof and overly cautious, and yet have rapacious appetites.

* Fast Healing: Works only in the absence of air (such as if the mephit buries itself in dirt or sand or snow, or ducks underwater).
* Immune: Cold
* Weaknesses: Vulnerable to fire.
* Breath Weapon: A cone of powerful wind that pulls towards the mephits mouth, instead of away, inflicting 1d4 bludgeoning damage. Creatures that breathe are also sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.
* Planar Adaptation: Void mephits do not have to breath.
* Spell-Like Abilities: drench (as a water elemental) 1/hour, dispel magic 1/day

Mirror Mephit
Mirror mephits are rumored to come from a ‘plane of Mirrors.’ These mephits are vain and prone to exaggeration, appearing to be made of razor-edged panes of glass and moving with surgical economy of motion.

* Fast Healing: Works only when the mephit can see it’s reflection.
* Breath Weapon: A cone of shards of silvered glass that inflicts 1d8 slashing damage and is treated as silver for the purposes of overcoming damage reduction.
* Planar Adaptation Mirror mephitis are immune to the dangerous traits of the ‘plane of mirrors,’ which remain unknown, but result in the creatures being unaffected by the dazzled condition.
* Lesser Spell Turning: Once per day, a mirror mephit can reflect magic as if using spell turning, but limited to 1d4 spell levels total.
* Spell-Like Abilities: mirror image 1/hour

Dream Mephit
Dream mephits are rumored to come from a ‘plane of Dreams,’ but are also sometimes encountered in dreams and nightmares. These mephits speak only nonsense or in obscure metaphors, and behave in a childish or inebriated fashion, appearing as distorted unclear images that are different for each viewer.

* Fast Healing: Works only when the mephit is asleep, or is touching a sleeping individual.
* Breath Weapon: A cone of soporific dust that inflicts 1d4 damage. Living targets are also sickened for 3 rounds. A Reflex save halves damage and negates the sickened effect.
* Planar Adaptation: Dream mephits are immune to the dangerous traits of the ‘plane of dreams,’ which remain unknown, but result in the creatures being immune to sleep effects and the harmful side-effects of the nightmare spell.
* Spell-Like Abilities: sleep 1/hour, major image 1/day

Shadow Mephit
Shadow mephits are commonly found on the Plane of Shadow. These mephits speak only in a whisper and move in an exaggerated parody of stealth, even when in plain sight, draped in their wings like a tattered greatcloak that flutters behind them like many oily black rags when they fly.

* Fast Healing: Works only in areas of dim lighting.
* Breath Weapon: A cone of cloying shadow energy that inflicts 1d8 damage. A Will save reveals this energy to be only partially real, and all damage is instead treated as nonlethal damage.
* Spell-Like Abilities: darkness 1/hour, shadow conjuration 1/day

Brightness Mephit
Brightness mephits are commonly found in the First World. These discordantly colorful mephits have butterfly wings and never speak when they could sing or shout, and never walk where they could dance or leap.

* Fast Healing: Works only when the mephit is engaged in song and dance (requiring a full round action).
* Breath Weapon: A gust of icy rain, lightning and thunder that that inflicts 1d4 damage (resistance to cold, electricity *and*sonic is required to resist any of this damage). Living targets are also sickened by this tempestuous display for 3 rounds. A Fortitude save halves damage and negates the sickened condition.
* Spell-Like Abilities: color spray 1/hour, plant growth 1/day


O.O

That's a lotta monsters...

Edit: Wow! Lots of neat stuff on your site! Have you had any chance to test your Metamagician feats?

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Purplefixer wrote:

O.O

That's a lotta monsters...
Edit: Wow! Lots of neat stuff on your site!

Thanks!

Quote:
Have you had any chance to test your Metamagician feats?

I haven't run a game for grown-ups for awhile, so not yet.

If you want to give them a spin, feel free to let me know if they work for you or are too good or not good enough.


The two pathfinder games I'm playing, we just started Book 3 on Curse of the Crimson Throne (yay, custom spells for my necromancer!) and we're midway through Book 2 in our Kingmaker game.

I've just recently specced OUT all my Metamagic for the Necromancer, because he's a 2 PrC build (Blood Magus and Master Specialist) but after I pick up augment summoning I'll get right to work qualifying for this on my Druid.

If I had a human spellcaster, I could have qualified for this already! Human Arcane Bloodline Sorcerer seems -freaking ideal- for both these feats... First one at L5, the second at L7...


I just built a new cleric, and planning on testing these out on him. After my two requisite feats (Skill Focus: Diplomacy, and Selective Channelling) I'm planning on doing all-metamagic.

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New Oracle Mysteries
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Justice
Dieties Abadar, Asmodeus, Iomedae, Irori, Torag, the Godclaw
Class Skills: Handle Animal, Intimidate, Knowledge (local), Survival
Bonus Spells: command (3rd), calm emotion (5th), magic circle of protection from chaos (7th), order’s wrath (9th), mark of justice (11th), geas/quest (13th), dictum (15th), shield of law (17th), imprisonment (19th)
Revelations: An oracle with the justice mystery can choose from any of the following revelations.
. Authoritative Rebuke (Su): If someone can understand your language, you can add your oracle level to Intimidate checks against them and the effects last a number of extra rounds equal to your Charisma modifier.
. Binding Oath (Su): A number of times per day equal to half your oracle level (minimum 1), you can oversee an oath willingly taken by any willing parties that acts as a mark of justice at your caster level upon them. The oath takes 10 minutes to swear, and both parties must be completely aware of and in agreement to the particulars. The oath is traditionally only administered between two individuals (counting as a single use of the ability, although additional uses can be expended during a single oath-binding to add two more individuals to a single oath for each use expended), and with the same doom pronounced to fall upon either party, if they break the oath.
. Bring ‘Em Back Alive (Ex): You gain either Exotic Weapon Proficiency in one of; Net, Bola, Shoanti Bola, Lasso or Mancatcher *or* Improved Unarmed Strike *or* Improved Grapple. Additionally, you can use any bludgeoning weapon to inflict nonlethal damage without suffering a penalty to the attack rolls, so long as you are proficient with that weapon. You can take this Revelation more than once, gaining new proficiencies, but no increased ability to inflict nonlethal damage with other types of weaponry.
. Bondsman (Su): You gain the equivalent of a rangers favored enemy class ability, although it only functions against betrayers, oath-breakers, fugitives or those otherwise hunted by the law. Individuals who have levels in ‘ex-Paladin’ or ‘ex-Cleric’ would qualify, as would escaped prisoners or slaves, men with bounties on their heads, etc. Note that the bonuses only apply on those who have broken a spiritually or magically-relevant oath (such as priestly vows, or having triggered a mark of justice), or those who have been marked as ‘wanted’ by local authorities. A random pickpocket on the street may be a lawbreaker, but unless he is wanted by the authorities, you gain no bonuses against him. Your effective ranger level for these bonuses is equal to your oracle level, and continues advancing until you reach the maximum bonus of +10 at 20th level.
. Chains of the Master (Su): You can designate one or more animals that you have trained yourself as bonded servants of the law. These animals will respond to your commands as if they were a druid or ranger’s animal companions, gaining a single bonus Trick, and the Link (p 52) and Devotion (p 53) special qualities, but gaining no other benefits or traits of being an animal companion. You can have a number of Hit Dice worth of animals designated as bonded servants equal to your Oracle level or your Charisma modifier, whichever is higher. If a bonded servant is slain or dismissed, you must hand-train any replacement(s), a process which may take several weeks. If the animal has been previously trained by another, you must still go through the entire training time, to forge the proper bond between yourself and your new servant(s).
. Halt Lawbreaker (Su): Once per day as a standard action, you can use a limited version of hold person that only prevents a target from leaving his current square, but otherwise allows him to continue fighting or acting unimpeded. The range, saving throw and other mechanics are as hold person. At 4th, 8th, 12th, 16th and 20th level, you gain another daily use of this ability.
. Law’s Bludgeon (Su): As a swift action you can invoke a variation of the holy sword spell that affects chaotic creatures instead of evil creatures. You can activate this ability for a number of rounds per day equal to half your oracle level (minimum 1) in one or more uses.
. Moment of Clarity (Su): You can invoke the effects of the calm emotions spell on self as an immediate action, 3 + Cha mod rounds per day, usable in one or many uses. While effects such as confusion, fear, morale bonuses, etc. are suppressed, as per the spell, you remain able to take violent action.
. My Word is My Bond (Su): Whenever you are subject to a mind-affecting effect that would cause you to violate your ethical principles, you are allowed another immediate saving throw with a bonus equal to your Charisma modifier or half your oracle level, whichever is higher, to break free.
. Vigilant (Ex): You add your Charisma modifier in addition to your Wisdom modifier for Sense Motive checks, Perception checks, Survival checks to track, and Diplomacy checks to gather information (adding the modifier twice, in the latter case), and Perception is a class skill for you.
Final Revelation: Upon reaching 20th level, you gain DR 5/chaos and can call upon the benefits of a shield of law spell as an immediate action for rounds / day equal to your Oracle level + your charisma modifier, in one or multiple uses. Your natural attacks or any weapon you wield is treated as lawfully-aligned and 3 + Cha mod times per day you can give a weapon that you are wielding (or your natural attacks) the Bane (chaotic outsider) property for 1 round as a swift action. Any spell that you cast with the [Law] descriptor is cast as if your caster level was increased by your charisma modifier.

Dark Archive

And another Mystery;
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Omens
Dieties Aroden, Desna, Irori, Pharasma, the Harbingers
Class Skills: Bluff, Knowledge (arcana), Perception, Perform
Bonus Spells: true strike (3rd), augury (5th), bestow curse (7th), divination (9th), slay living (11th), geas/quest (13th), resurrection (15th), earthquake (17th), miracle (19th)
Revelations: An oracle with the omens mystery can choose from any of the following revelations.
. A Glimpse Beyond (Su): You add your Charisma bonus to any initiative roll, and, once per day per four oracle levels you possess (minimum 1), as a free action, you can treat any foe below you on the initiative count as flat-footed against your own attacks for 1 round.
. Defensive Roll (Su): As per the rogue talent, but using a Will saving throw instead of a Reflex saving throw. A 20th level oracle can use defensive roll twice per day (but only once against any given attack).
. Deny Fate (Su) Once per day, as an immediate action, you can forgo a normal saving throw versus a magical effect and instead attempt a Will saving throw at the same DC. If you make this saving throw, the effect is ‘denied’ and you suffer no effect. If the effect affected multiple targets, and you succeed in denying the effects of the magical effect, the effects are treated as if they were [shadow] magic for all targets, and the effect has only 20% (one fifth) effect if it is the equivalent of a 3rd level or lower spell, 60% (three-fifths) effect if it is the equivalent of a 4th through 6th level spell, or full effect if the effect is the equivalent of a 7th level or higher spell. If you fail this special Will save, you suffer the normal effects of the spell, and all others who may have been affected must make their normal saving throws. At 10th level, you gain a second use of this ability, and at 20th level, you gain a third daily use.
. Entwined Destinies (Su): As a standard action, you can generate a link between yourself and one other target within 30 ft. that acts somewhat like a reversed shield other effect. Against that one target, you receive an insight bonus to AC and saving throws equal to your Charisma modifier, and if that target damages you, half of the damage is instead applied to the target. This effect lasts a number of rounds equal to your oracle level plus your Charisma modifier, although you can end it at any time as an immediate action. The target is allowed a saving throw (Will DC 10 + half-oracle level + your Cha modifier) to negate the effect when you attempt to establish the link, but does not gain additional saving throws to break it in subsequent rounds. Once the link is established, the target does not have to remain within 30 ft. for the effect to be maintained. You can invoke this effect as many times per day as you wish, so long as you have rounds of effect remaining, but once someone successfully saves versus the effect, they cannot be affected again for 24 hours.
. False Guidance (Su): As a standard action, you can afflict a single target within 30 ft. with the effects of confusion, causing them to perceive false realities, and act accordingly. The effect lasts a number of rounds equal to your oracle level, and the target is allowed a saving throw (Will DC 10 + half your oracle level + your Charisma modifier). You can use this ability once per day for every six oracle levels you possess (minimum 1), and you cannot affected any one target more than once in a 24 hour period.
. Greater Guidance (Su): As a standard action, you can grant a single target within 30 ft. an insight bonus to all attacks rolls, saving throws and skill checks equal to your Charisma modifier (minimum 1) for 1 round. You can use this ability a number of times per day equal to half your oracle level (minimum 1). You can invoke this effect on yourself as a move-equivalent action.
. Plans Within Plans (Su) Once per day, as a standard action, you can grant all of your allies within thirty feet the option of rerolling a single d20 roll in the next round, and choose to use whichever result they prefer for their roll. At 8th level, you gain a second use of this ability, and at 16th level, a third daily use.
. Reject the False Reality (Su): You gain a bonus to Will saves vs. illusion effects equal to your Charisma modifier, and a similar bonus to any saving throws provoked by [shadow] effects, such as shadow conjuration or shadow evocation. You also gain an insight bonus to AC equal to your Charisma modifier versus creatures emulated via [shadow] spell effects, such as a fiendish wolf created by shadow conjuration. A number of times per day equal to your Charisma modifier, you can attempt to dispel an illusion effect as if you had cast dispel magic at your caster level.
. There, Not There(Su): A number of times per day equal to half your oracle level (at least once), as an immediate action, you can change your location to replicate the effects of Evasion, taking no damage from an effect that would normally inflict half damage on a successful Reflex saving throw, so long as you succeed on that saving throw. (You declare the use of this ability after the results of the saving throw are known.) If you already have Evasion from another source, you can activate a use of this ability to be treated as if you possessed Improved Evasion. In any event, in addition to reducing damage, you also are automatically moved to the closest available space that is clear of the damaging effect, and can move a maximum distance equal to your fastest movement rate. This movement does not provoke an attack of opportunity or count against other movement for the turn, and occurs instantaneously. If this movement is not possible, or is insufficient to remove you from the damaging effect, this ability fails.
. Twisting the Skein (Su): As a standard action, you can manipulate the destiny of a target within 30 ft. forcing them to roll twice on any attack rolls, saving throws or skill checks for a number of rounds equal to your Charisma modifier, and take the result that you choose. On an ally, you can select the best possible result, and on a foe, the least advantageous, as you wish, but you cannot affect yourself with this ability. You must remain aware and conscious of the targets actions and circumstances, but maintaining the effect (and selecting the results) requires no action or effort on your part. The target does not need to remain within 30 ft. for you to continue ‘pulling the strings’ of his destiny. You can use this ability once per day, gaining a second daily use at 10th level, and a third at 20th level.
Final Revelation: Upon reaching 20th level, your type changes to outsider (native), you no longer suffer negative levels from raise dead or resurrection and you gain SR equal to your oracle level plus your Charisma modifier. You cast any divination spell as if your caster level was increased by your Charisma modifier, and for the purposes of augury and divination, your caster level is equal to your oracle level plus your Charisma modifier, with no maximum accuracy cap. A number of times per day equal to your Charisma score, you can quicken one divination spell you know, so long as the modified level of the spell does not exceed 9th level.

NOTE: If you fear that that 'Omens' might prompt one or more of your players to hold their arm up and say, 'Thundercats, HO!' feel free to change it to 'Destiny' or 'Fate' or 'Prophecy.'

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Legend of the Seeker was a neat TV show. Good effects, not-terrible-acting, pretty people, lush surroundings, really high quality props (leftover LotR stuff, apparently). Nothing like you'd expect to see on 'syfy' in other words. :/

I liked the magic that the wizard used, and decided to write up his two most common effects, 'wizard's fire' and a generic 'throw people back' blast. He didn't use material components or verbal components, and often cast way, way faster than expected, or while tied up, and I'm gonna just handwave that and say that Zeddicus Zu'l Zorander, Wizard of the First Order, had Eschew Materials, Silent Spell, Still Spell and Quicken Spell, and used them willy-nilly, since he used 90% of his spell slots on different types of wizard's fire and his 'blow them down' spell.

The spells (old Zed was a bit of an evocation junkie...);

Unseen Ram
School evocation [force]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, F (a brass ring with a bull's head design)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw none; Spell Resistance yes

An invisible wave of force projects from your hand, striking a single target with crushing force. Instead of rolling an attack roll, you make a modified CMB check against the CMD of the target, calculated as if your BAB was equal to your caster level, and replacing the Strength modifier with that of your primary spellcasting attribute (Intelligence for wizards, Charisma for sorcerers). If this check is successful, the target takes 1d6 nonlethal bludgeoning damage, +1 hit point per caster level (maximum 1d6+10), and is subject to both a bull rush and a trip maneuver. Any other modifiers for this special CMB check, such as size, use your normal attributes, and these maneuvers do not provoke an attack of opportunity (although casting the spell provokes normally, if anyone threatens you during spellcasting). You make only a single CMB check, calculating the results of both the bull rush and the trip on this single check, and for the purposes of the bull rush, the unseen ram is assumed to follow the target as far as the maximum distance of the spells range.

Unseen Stampede
School evocation [force]; Level sorcerer/wizard 3
Range 20 ft.
Area cone-shaped burst

This spell functions like unseen ram, except that it affects anyone in the area, and gains the size modifier as if it were a gargantuan creature.

Firebolt
School evocation [fire]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a drop of alchemist’s fire, one flask is good for 60 castings)
Range 30 ft.
Area 30-ft. line.
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

You generate a line of fire five feet wide that deals 1d6 fire damage plus an additional 1d6 fire damage for every 2 caster levels over first (maximum 5d6 at 9th) to each creature within the area. The line of fire begins at your fingertips.

If the initial saving throw is failed, and the target takes damage from this effect, the target takes an additional 1d6 points of fire damage on the following round. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. This additional damage only occurs in the following round and does not recur.

Fireblast
School evocation [fire]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a tindertwig)
Range close (25 ft. +5 ft./2 levels)
Area 10-ft. radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

You generate an explosion of fire in the target area that deals 2d6 fire damage plus an additional 1d6 fire damage for every two caster levels over third (maximum 5d6 at 9th level). Unattended objects also take this damage. The explosion creates almost no pressure.

In all respects other than range, area of effect and damage, a fireblast acts like a fireball, and can detonate prematurely if the spell effect strikes a target before reaching its specified detonation point.

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Wyrmcaller

Kinda/sorta an Alternate Class Feature for Clerics, Druids, Oracles, Sorcerers, Summoners, Witches and Wizards (or anyone else who has the summon monster or summon nature's ally spells on their list).

Take this feature, and replace the entirety of your SM or SNA list (whether via spell or spell-like ability) with the following;

[Note: Numbers after the spells are the CR of the critters associated with those spells, and the numbers in parenthesis after the monsters are their CRs, for ease of tweaking to suit individual tastes. The lists assume that the CRs of these replacements are not horribly out of whack compared to the CRs of the various outsiders, templated dinosaurs, etc. that they are replacing, and I take no responsibility for creatures that may or may not be terribly under or over-CR'd!

Yeah, at level one, you get a snake. Not a lot of CR 1/2 dragons out there...]

Wyrmcaller
Summon monster / nature's ally I – CR 1/2 (1/3) – Viper (snake)

Summon monster / nature's ally II – CR 1 (1/2)
Pseudodragon (1), Immature Tatzlwyrm (2 HD, w/Young Creature simple template, 1)

Summon monster / nature's ally III – CR 2 – Constrictor snake, Crocodile, Giant monitor lizard
Wyrmling White Dragon(2), Faerie Dragon (2), Tatzlwyrm (2)

Summon monster / nature's ally IV – CR 3-4
Wyrmling Black or Brass Dragon* (3), Wyrmling Green or Copper Dragon(4), Very Young White Dragon (4), Forest Drake (4, Bestiary 2)

Summon monster / nature's ally V – CR 5-6
Very Young Black or Brass Dragon* (5), Wyrmling Blue or Bronze Dragon (5), Very Young Green or Copper Dragon (6), Wyrmling Red or Silver Dragon (6), Young White Dragon (6), Wyvern (6), Flame Drake (5, Bestiary 2), Sea Drake (6, Bestiary 2)

Summon monster / nature's ally VI – CR 7-8
Young Black or Brass Dragon* (7), Juvenile Black or Brass Dragon* (8), Very Young Blue or Bronze Dragon (7), Young Green or Copper Dragon (8), Very Young Red or Silver Dragon (8), Juvenile White Dragon (7), Wyrmling Gold Dragon (7), Dracolisk (7), Frost Drake (7, Bestiary 2)

Summon monster / nature's ally VII – CR 9 (10) – Dire crocodile
Young Adult Black or Brass Dragon* (10), Young Blue or Bronze Dragon (9), Juvenile Blue or Bronze Dragon (10), Juvenile Green or Copper Dragon (9), Young Red or Silver Dragon (10), Young Adult White Dragon (9), Adult White Dragon (10), Very Young Gold Dragon (9), Dragon Turtle (9)

Summon monster / nature's ally VIII – CR 11
Adult Black or Brass Dragon* (11), Mature Adult Black or Brass Dragon* (12), Young Adult Blue or Bronze Dragon(12), Young Adult Green or Copper Dragon (11), Adult Green or Copper Dragon (12), Juvenile Red or Silver Dragon (11), Mature Adult White Dragon (11), Young Gold Dragon (11), Juvenile Gold Dragon (12), Sea Serpent (12)

Summon monster / nature's ally IX – CR 13-14
Old Black or Brass Dragon* (14), Adult Blue or Bronze Dragon (13), Mature Adult Blue or Bronze Dragon (14), Mature Adult Green or Copper Dragon (13), Young Adult Red or Silver Dragon (13), Adult Red or Silver Dragon (14), Old White Dragon (13), Very Old White Dragon (14), Young Adult Gold Dragon (14), Crag Linnorm (14)

*or River Dragon, if available

[Note2: As of summon monster IV, monsters of two different CRs are available on the lists, and sometimes the difference between two age categories of dragon is only 1 CR. I put both options on the list. Perhaps the Wyrmcaller has a reason to summon a smaller dragon (to fit in a particular encounter area). Perhaps the GM thinks that's a waste, to have two of the same dragon on the list, and the less powerful choice can just be dropped. Perhaps the GM thinks that this alternate class feature is already too good, and the *more* powerful option can be dropped. Whatever. It's all customizable.]

The Primal Dragons in Bestiary 2 didn't fit the theme, as the Wyrmcaller does not call forth extraplanar creatures, but draconic residents of the world around him. (and, occasionally, snakes and lizards) I did not add dinosaurs to the 'snakes and lizards' options, because they didn't need stuff at higher levels.

Yet another reason not to include the Primal Dragons is that the Wyrmcaller already has enough options, with his different dragon types, and the occasional oddball, like Dracolisk and Crag Linnorm and Wyvern. More versatility would take away from the deliberately limited nature of the list.

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Lawful and chaotic 'planetouched' for Golarion, using notions from Axiomites and Proteans;
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Maxim Characters
Maxim are defined by class levels – they do not possess racial Hit Dice. Maxim have the following racial traits.

* +2 Constitution: Maxim are sturdily built.
* Medium-sized: Maxim are Medium-sized.
* Normal Speed: Maxim have a base speed of 30 ft.
* Darkvision: Maxim can see in the dark up to 60 ft.
* Axiomite Resistances: Maxim have acid resistance 5, electricity resistance 5 and fire resistance 5.
* Coordinated Action: Maxim are highly effective working with others, and confer an additional +1 bonus when taking the Aid Other action, and receive an additional +1 bonus when they are the recipient of an Aid Other action. These bonuses stack, in the case of one maxim aiding another.
* Skilled: Maxim gain a +2 racial bonus to Craft, Heal and Linguistics checks.
* Resistant to Entropy: Maxim gain a +2 racial bonus to saving throws against disease and mind-affecting effects.
* Spell-like Ability: Maxim can use either cure light wounds or make whole once per day as a spell-like ability (caster level equals the maxim’s class level).
* Languages: Maxim begins play speaking Common and Protean. Maxim with high Intelligence scores can choose any of the following bonus languages: Celestial, Draconic, Dwarven, and Infernal.

Maxim are the result of some unknown experiment by the lawful outsiders of the Axis, and are usually, but not always, lawful in alignment. Maxim resemble perfectly formed humanoids, with sharp, angular features and frozen expressionless faces that lack signs of aging or emotion. They generally appear to have a mixture of elven and human features, but are often bearded, as well, with hair, skin and eyes of solid unblemished colors, lacking freckles or variegation.

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Warpling Characters
Warplings are defined by class levels – they do not possess racial Hit Dice. Warplings have the following racial traits.

* +2 to one attribute: Every day, a Warpling can choose to add a +2 racial bonus to a single attribute. Once this choice is made, it cannot be changed until the Warpling has rested for 8 hours, and chosen to re-allocate this bonus. This choice cannot be changed more than once in a single 24 hour period.
* Small or Medium: A Warpling can come from small stock (usually gnome or goblin) or medium stock (most commonly elven, human or orcish), and can be either Small or Medium sized. This choice is made when the character is created.
* Slow or Normal Speed: Warplings have a base speed of 20 ft. if Small or 30 ft. if Medium sized.
* Darkvision: Warplings can see in the dark up to 60 ft.
* Proteanic Resistances: Warplings have acid resistance 5, electricity resistance 5 and sonic resistance 5.
* Reactive Adaptation: Warplings have a +2 racial bonus to saving throws vs. polymorph effects and effects that would impede movement (such as hold person, solid fog, slow, or web)
* Ride the Wave: Warplings roll twice whenever subjected to a confusion or warpwave effect and can choose from either result.
* Skilled: Warplings gain a +2 racial bonus to Bluff, Disable Device and Escape Artist checks.
* Spell-like Ability: Warplings can use shatter once per day as a spell-like ability (caster level equals the warpling’s class level).
* Languages: Warplings begins play speaking Common and Protean. Warplings with high Intelligence scores can choose any of the following bonus languages: Abyssal, Aklo, Elvish, Gnomish, Goblinoid, Orcish and Sylvan.

Warplings are humanoids who are descended from those who have been tainted by exposure to the Maelstrom, or infected with a proteanic disease. Warplings are not always chaotic, but it is a natural tendency for them, and they are rarely lawful. Warplings resemble their parent species, but often have oddly distorted features, such as eyes of different sizes, hair that moves of its own volition, abnormal numbers of fingers or toes, or have multiple skin tones, often in extravagant swirling displays.

Dark Archive

A spell for that Pharasmist cleric in Carrion Crown, a misty land crawling with undead...

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Shining Cloud

School conjuration (creation) [good]; Level cleric/oracle 2, druid 3, paladin 1
Casting Time 1 standard action
Components V, S, M (vial of holy water)
Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

You create a stationary cloud of misty vapor around yourself, infused with holy power. Against undead or creatures with the [evil] subtype, this mist obscures all sight, including darkvision, beyond 5 feet, and inflicts 1d4 points of damage per round. An affected creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. Living creatures that do not possess the [evil] subtype see only a hazy mist, which does not in any way obscure vision, and instead of taking damage, receive the benefits of the Heal skill, with a check result equal to 12 + your primary spellcasting attribute (Wisdom for a cleric or druid, Charisma, for an oracle). This check replaces any roll to resist the effects of poison (if it is better), and can stabilize any dying target in the affected area, if the result is 15 or higher (as per First Aid). On the first round of the spells affect, any living target in the area that does not have the [evil] subtype also receives the effect of Treat Deadly Wounds, if the check result is 20 or higher. This spell does not function underwater.

[Yeah, it's obscuring mist. Made out of holy water, and transparent to the living. 'Holy water cloudbursts' are cliche, so I went for holy mist. :)]

Dark Archive

Ew. I made a nice good holy water spell. I must purge by making a bajillion naughty spells (ripped off of, er, I mean, inspired by someone else's cool idea of spells that draw upon temporary hit points as a source of power)!
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Blood Magic!

Bloodseeking Blade

School transmutation; Level cleric/oracle 1, druid 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, F (a dagger)
Range close (25 ft. + 5 ft./2 levels)
Target a dagger, which must be in your possession at the time of casting
Duration concentration + 1 round/level (D)
Saving Throw Fort partial (see below); Spell Resistance no

You infuse a portion of your own life-energy into a size-appropriate dagger in your possession, causing it to leap forward and attack a foe within close range. The dagger flies immediately to attack the target initially designated with a base attack bonus equal to your caster level, adding your spellcasting attribute modifier (Intelligence for a wizard or witch, Wisdom for a cleric, druid or oracle, Charisma for a sorcerer) to its attack rolls, in place of your strength score (the dagger gains no bonus or penalty to damage rolls based on your attribute scores). Thereafter, the dagger moves and attacks as if you were holding it, counting as an attacker for the purposes of flanking and being able to take advantage of attacks of opportunity, as well as potentially gaining full attack sequences on some rounds. You must use a move-equivalent action to direct a dagger to continue attacking in each round after the first, and the dagger cannot use any combat maneuver, or attempt to feint, only use a normal attack action. Any living target struck must make a Fortitude save or suffer a hit point of bleed damage for the next six rounds (or until the bleed is staunched, with the same Heal DC to stop the bleed as the saving throw to resist it), and hits from multiple daggers, or multiple hits from the same dagger, cause multiple bleeding wounds. A dagger may be directed as a move-equivalent action to return to your possession at any time during the duration of the spell, which ends it immediately, or it can be allowed to fall in place when the spells duration expires. If the designated target leaves range, the dagger falls to the ground immediately.

The dagger used must be specially crafted with wicked hooks and barbs (x5 cost) and sharpened with a whetstone for at least 1 minute before being able to produce the bleed effect. The dagger must be sharpened again after a single casting, or it will fail to produce the bleed effect. Mundane daggers can be used with this spell, but will fail to produce a bleed effect. Daggers affected do not gain any special ability to bypass damage reduction, although they can be made of alchemical silver, mithral, cold iron or adamantine, or even be magical, with any bonuses possessed applying normally during their attacks.

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Blood Calls to Blood

School necromancy; Level cleric/oracle 1, druid 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M (a stirge proboscis)
Range close (25 ft. + 5 ft./2 levels)
Target one or more targets within close range
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

When one or more targets are suffering from bleed effects within your immediate area, you cause the blood leaving their bodies to diffuse into a red mist and swirl to your person, infusing you with stolen life-energy. If you are damaged, each hit point of stolen blood heals you of one point of damage. Any additional stolen hit points are gained as temporary hit points, which last for 1 hour. These temporary hit points stack with themselves, up to a maximum based on your size (20 for medium, 10 for small, 30 for large, use the Bonus Hit Points chart for constructs on Bestiary p. 307).

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Blood Link

School necromancy; Level cleric/oracle 1, druid 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one living target within range
Duration 1 minute/level (D)
Saving Throw Fort negates; Spell Resistance yes

You nick yourself with a small blade as part of the casting of this spell, taking 1 hit point of damage (which does not require a concentration check) and establishing a blood link between yourself and a bleeding target within range. For the duration of the spell, so long as the target remains bleeding and within range, you are treated as if touching the target for the purposes of casting spells upon them.

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Blood Healing

School necromancy; Level cleric/oracle 2, druid 2, sorcerer/wizard 3, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Spell Resistance no

When you have temporary hit points gained from aid, blood calls to blood, false life or vampiric touch, you can transfer those hit points to yourself or another touched as hit points of healing on a one for one basis. This healing does not use positive energy, and is equally restorative to the living and the undead.

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Storm of Blades

School transmutation; Level cleric/oracle 4, druid 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, F (up to five daggers)
Range medium (100 ft. + 10 ft./level)
Target multiple daggers, which must be in your possession at the time of casting
Duration concentration + 1 round/level (D)
Saving Throw Fort partial (see below); Spell Resistance no

This spell acts as longer-ranged bloodseeking blade, but animates one dagger for every four levels you possess (to a maximum of five daggers at 20th level). All of the daggers must attack the same target, sharing the same space, and requiring a single move-equivalent action to control.

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Spike Spray

School transmutation; Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (a handful of sharp objects worth 5 gp)
Range 20 ft.
Area 20 ft. cone-shaped burst
Duration instantaneous
Saving Throw Fort partial (see below); Spell Resistance no

You grip a handful of edged and pointed objects in your hand (cold iron nails, shards of silvered glass, etc.) inflicting 1 hit point of damage to yourself (which does not provoke a concentration check to retain the spell) and they become charged with a hunger to seek out and draw more blood, flying with great force to slash at all targets in the affected area. All in the area are struck automatically, taking 1d3 slashing and piercing damage (treated as both silver and cold iron, for the purposes of bypassing DR) Targets susceptible to bleed effects must make a Fortitude save or take 1 pt. of bleed damage. The Heal DC to end the bleed effect is the same as the Fortitude DC to resist it, although it ends in 10 rounds, if not treated sooner. Targets who do not take damage from the effect, due to DR 3/-, or DR 5/magic, for example, do not need to save against the bleed effect.

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Blood Serpents

School necromancy; Level cleric/oracle 3, druid 2, witch 2
Casting Time 1 standard action
Components V, S, M (a six oz. flask of viper’s blood)
Range close (25 ft. + 5 ft/2 levels)
Target one target within close range
Duration 1 round/level (D)
Saving Throw Fort negates; Spell Resistance yes

You cause the blood of a single bleeding target to slither and transform into tiny vipers, which immediately begin attacking him. One viper appears in the first round, so long as he took at least three points of bleed damage in the previous round, and as long as the spells duration remains, in any round he takes another three points of bleed damage, another serpent appears on the following round, attacking immediately on your turn. Each viper remains clinging to his body, being treated as if they have partial cover from all attackers (who, if they fail to strike the viper, strike the victim instead, if their attack roll is sufficient to hit his armor class). The victim himself can only attack the creatures with unarmed attacks or light weapons, as larger weapons are too unwieldy to strike the creatures crawling on his body.

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Blood Coils

School necromancy; Level druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M (spider webbing and a snake scale)
Range close (25 ft. + 5 ft/2 levels)
Target one target of up to size large
Duration 1 round/level (D)
Saving Throw see below; Spell Resistance yes

You cause the blood of a single bleeding target to become a reddish-black tarry substance that entwines and entangles the target, acting like a tanglefoot bag, constricting the target for 1d6 pts. of damage per round. The Reflex DC, Strength check DC and hit points of the ropy strands of coagulated blood are equal to 12 + your spellcasting attribute modifier (Wisdom for a druid, Intelligence for a witch or wizard, Charisma for a sorcerer). On any round in which you continue to bleed, the hit points of the blood coils are restored by that number, if they have been damaged in a previous round. Anyone can saw at the strands (which are only dangerous to the grappled victim) as a full round action, with no chance of striking the target, but less carefully-targeted attacks inflict half damage to the strands and half damage to the target. The leathery strands are resilient to piercing or bludgeoning attacks, and have DR 5 / slashing.

Dark Archive

Undead templates, designed to fill the 'healer' role in the armies of Geb.

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Blackfire Bones
A blackfire bones is a skeleton or skeletal champion surrounded by an aura of negative energy, which slithers across its bones like blue-black flames. A blackfire bones cannot also have the bloody or burning template. In theory, a lich can have this template, but none have been known to do so. In addition to the changes for the skeleton or skeletal champion template, make the following adjustments to the base creature.

Challenge Rating: As a normal skeleton or skeletal champion +1.
Saves: A blackfire bones gains channel resistance 4.
Abilities: A blackfire bones’ Charisma is 14.
Special Attacks: A blackfire bones can throw fiery darts of writhing negative energy to damage the living or heal other undead, and is revitalized whenever it damages the living with these attacks, but weakened when it restores another undead.
* Blackfire Bolt (Su): With an attack action, a blackfire bones can hurl a bolt of negative energy as a ranged touch attack with a range increment of 30 ft. When it strikes a target, it inflicts 1d6 negative energy damage for every 2 HD of the bloody bones (minimum 1d6), although the target is allowed a saving throw (Will half; DC 10 +1/2 the blackfire bones HD + its Cha modifier). If a target fails this saving throw, the blackfire lingers and inflicts an additional 1d6 damage on the following round. For every two hit points of damage inflicted by this attack, the blackfire bones is healed of one hit point of damage, if it is injured. Excess hit points gained in this fashion become temporary hit points, and last for 1 hour, or until lost.
If the target is undead, the negative energy instead heals an equal amount of damage, and the blackfire bones loses half of the hit points healed, instead (although, if it was unaware that the target was undead, it is allowed a Will save at the same DC to halve the effect). Undead targets are allowed to save to resist the healing, but do not have to, and the lingering secondary effect (1d6 negative energy damage in the following round) functions normally as healing on an undead target .
SQ
Aura: Blackfire bones possess a light-absorbing shadowy aura that brings a chill to the surroundings.
* Blackfire Aura (Su): Local lighting conditions are reduced one step for creatures adjacent to a blackfire bones, as its absorbs light from its surroundings. Environmental temperature is also reduced by one step to all adjacent to the blackfire bones (extreme heat -> severe heat -> very hot -> normal temperatures -> cold -> severe cold -> extreme cold). The auras of multiple blackfire bones in proximity do not stack further reduce light or temperature levels.
* Blackfire Reservoir (Su): Extra temporary hit points absorbed through blackfire blast are stored for 1 hour, and can stack, with each blackfire bones being able to store 10 extra hit points if size Small, 20 if size Medium, 30 if size Large, 40 if size Huge, 60 if size Gargantuan and 80 if size Colossal. Size Tiny and smaller skeletons cannot be made into a blackfire bones.
* Fast Healing (Su): A blackfire bones restores 1 hit point per round in an area with daylight intensity light or higher than normal temperatures (before accounting for the properties of its blackfire aura), and 2 hit points per round in an area that would be both very hot and well-lit.
* Fiery Death (Su): Upon reaching zero hit points, a blackfire bones is destroyed in an explosion of negative energy, inflicting 1d6 negative energy damage per Hit Die to all adjacent living targets. This damage heals undead.

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Life-eater
The life-eater template must be applied to a sentient form of corporeal undead that consumes the flesh or blood of the living, such as a ghoul, ghast or vampire. The creature’s body surges with unwholesome life, in the form of unusually active carrion-eating vermin swarming across its body, or wet, suppurating flesh that slowly oozes blood from old wounds.

Challenge Rating: As a normal ghoul, ghast or vampire +1.
Saves: A life-eaters channel resistance is increased by a number equal to its Hit Dice.
SQ
* Healing (Su): As long as a life-eater undead can feed in the normal means for its type, it recovers hit points as a living creature, equal to its full Hit Dice overnight, or twice its hit points after a full days rest.
* Life-eater (Su): Life-eater undead are adapted to devour life-energy, and if they make their saving throw against positive energy damage, can choose to either be healed of that amount of damage, as if they were living creatures, *or* release a counter-wave of negative energy as an immediate action, as if the life-eater was the source of the effect, and inflicting the same damage as healing to all undead within range and as damage to all living targets within range (the save DC to resist this damage is calculated as if the life-eater were the caster / channeler). If the saving throw is failed, the life-eater fails to adapt to the energy, and takes damage like any other undead.
Example 1: A life-eater is in the area of a good clerics channeled positive energy blast for 5d6 damage. If it makes it’s save, it can either be healed of 5d6 damage, or release a counter-channel of negative energy harming all living targets within 30 ft. and healing all undead within 30 ft. of 5d6 damage. The range for the counter-channel is centered on the life-eater, who cannot choose to affect itself with this ability.
Example 2: A life-eater is struck by a paladin, who uses his lay on hands to inflict + 3d6 damage. There is no saving throw versus this effect, and the life-eater cannot counter this damage.
Example 3: A life-eater is struck by a cleric, who has cast cure serious wounds, in an attempt to damage the life-eater. If the life-eater makes its saving throw, it can choose to either be healed of the damage rolled, or return it in the form of an inflict serious wounds to the cleric.
* Puppet Master (Su): By manipulating negative energy, a life-eater can control a number of mindless undead with Hit Dice equal to twice its own. It can attempt to establish control of a mindless undead within 30 ft., as if it possessed the Command Undead feat.
* Vulnerable to Negative Energy (Su): The process that allows the life-eater to devour positive energy makes it vulnerable to negative energy, and a life-eater must make a saving throw to receive healing from negative energy. If it fails this saving throw, it takes damage as if it was a living creature. Its channel resistance applies to this saving throw.

Liberty's Edge

Thanks for posting all these great ideas Set, you had me hooked on the Rime Knight. Can't wait to use some of them on my players and have them utterly confused!

I recall seeing a discussion you had earlier about publishing your ideas and while I love getting free material you should consider trying to get these published. They're filled with oh-so-delicious flavour and to me that's the most important part of any gaming material!

Dark Archive

Michael D Moore wrote:
Thanks for posting all these great ideas Set, you had me hooked on the Rime Knight. Can't wait to use some of them on my players and have them utterly confused!

Thanks, glad you like them!

I mostly create stuff by accident. I try to sleep. Sleep doesn't happpen. I have to go type stuff out of my head to empty it. Then I get to sleep. :)

Dark Archive

So, obviously, I watched too much Star Trek as a kid, and the 'halloween episode' with the giant housecat chasing them around and mauling redshirts? Yeah, that was cool.

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CATSPAW
School transmutation; Levelsorcerer/wizard 6, witch 5
Casting Time 1 round
Components V, S, M (a potion of enlarge person)
Range touch
Target your familiar
Duration 1 minute / level (D)
Saving Throw Fortitude negates; Spell Resistance yes

With the casting of this spell, your familiar surges with arcane power, shooting up four size categories, and gaining +24 Strength, +12 Constitution, -2 Dexterity and a +8 natural armor bonus, as well increasing the damage of its natural attacks by four die sizes. Vipers (or other venomous familiars) only increase the die size of poison by two sizes. You can only cast this spell to affect mundane animal familiars, or improved versions (celestial or fiendish) of those animal familiars gained through the use of the Improved Familiar feat. This spell has no effect on quasits, imps, pseudodragons, homunculi, mephitis, shocker lizards, stirges or similar unusual creatures. Bats and toads, unlike most other animal familiars, are diminutive creatures, and only become large through this spell, instead of huge.

For the duration of the spell, the familiar is treated as a Magical Beast, for the purposes of determining its basic attack bonus, saving throws and skills (and gains darkvision with a 60 ft. range, if it does not already possess this ability), and cannot take advantage of its link to its master to use his saving throws or skill ranks.

Note that changes to size may drastically change values for skills like Fly and Stealth.

Additionally, the familiar no longer benefits from half its masters hit point total, but instead has the average hit points for a Magical Beast of its current Hit Dice, adjusted by its new Constitution modifier. Any damage taken to these hit points is recorded separately, and when the spell ends, if the familiar still has more hit points than it normally would, at one half the masters’ total, it is unharmed. Any damage that would exceed that number, is applied normally.

In the example below, Mister Kitty normally has 24 hit points, as the familiar of a 48 hit point 10th level Wizard. When enhanced by this spell, he has 105 hit points, and unless he is reduced to below 24 hit points, no damage carries over when the spell ends. Any damage below 24 hit points is applied normally, and if he is killed in this form, he remains dead when the spell ends.

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Sample Enhanced Familiar

Mister Kitty CR 8 (enhanced cat familiar of a 10th level Witch)
XP 4800

N Huge Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +9

DEFENSE
AC 22, touch 9, flat-footed 21 (-2 size, +1 Dex, +13 natural armor)
hp 105 (10d10+50); normal hp 24
Fort +12, Ref +8, Will +4
Defensive Abilities improved evasion

OFFENSE
Speed 40 ft.
Melee 2 claws +18 (1d8+8), bite +18 (2d6+8)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 27, Dex 13, Con 20, Int 10, Wis 12, Cha 7
Base Atk +10; CMB +19, CMD 30 (34 vs. trip)
Feats Weapon Finesse
Skills Climb 5 (+19), Perception 5 (+9), Stealth 10 (+10); Racial Modifiers +4 Climb, +4 Stealth

SPECIAL ABILITIES
Familiar Abilities improved evasion (Ex), share spells, empathic link (Su), deliver touch spells (Su), speak with master (Ex), speak with animals of own kind (Ex)

If Mister Kitty was an Improved Familiar (fiendish template cat), he would gain Damage Reduction 5/evil, Spell Resistance 13-14(ish), Fire Resistance 10, Cold Resistance 10 and the ability to Smite a good target once per day as a Swift action for +10 damage per hit until that target is dead or Bad Mister Kitty rests.

Note that the cat looks around a CR 8 (he’s not nearly as tough as the dire tiger at CR 8, but the chart on 291 make him seem like a borderline CR 9). The other familiars are cut-and-pasted, and some of them, like the hawk and viper, may rate CR 8ish, while the toad, not so much...

Dark Archive

Other examples;

Yeah, Weapon Finesse is a worthless feat for all of these dudes, and, technically, as 10 HD Magical Beasts, they'd be eligible for four more feats, but the spell just isn't that generous as to let them pick up new training like that.
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Fledermaus CR 8 (enhanced bat familiar of a 10th level Witch)
XP 4800

N Large Magical Beast
Init +1; Senses blindsense 20 ft., darkvision 60 ft., low-light vision; Perception +13

DEFENSE
AC 23, touch 10, flat-footed 21 (-1 size, +1 Dex, +13 natural armor)
hp 95 (10d10+40); normal hp 24
Fort +11, Ref +8, Will +5
Defensive Abilities improved evasion

OFFENSE
Speed 15 ft., fly 40 ft. (average)
Melee bite +16 (1d8+10)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 25, Dex 13, Con 18, Int 10, Wis 14, Cha 5
Base Atk +10; CMB +18, CMD 29
Feats Weapon Finesse
Skills Fly +12, Perception +6; Racial Modifiers +4 Perception

SPECIAL ABILITIES
Familiar Abilities improved evasion (Ex), share spells, empathic link (Su), deliver touch spells (Su), speak with master (Ex), speak with animals of own kind (Ex)

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Big Bird CR 8 (enhanced hawk familiar of a 10th level Witch)
XP 4800-6400ish

N Huge Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision; Perception +23

DEFENSE
AC 23, touch 10, flat-footed 21 (-2 size, +2 Dex, +13 natural armor)
hp 115 (10d10+60); normal hp 24
Fort +13, Ref +9, Will +5
Defensive Abilities improved evasion

OFFENSE
Speed 20 ft., fly 60 ft. (poor)
Melee 2 claws +18 (2d6+10)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 30, Dex 15, Con 23, Int 10, Wis 14, Cha 7
Base Atk +10; CMB +22, CMD 34
Feats Weapon Finesse
Skills Fly 10 (+7), Perception 10 (+23); Racial Modifiers +8 Perception

SPECIAL ABILITIES
Familiar Abilities improved evasion (Ex), share spells, empathic link (Su), deliver touch spells (Su), speak with master (Ex), speak with animals of own kind (Ex)

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Leapin’ Lizard! CR 8 (enhanced lizard familiar of a 10th level Witch)
XP 4800

N Huge Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision; Perception +13

DEFENSE
AC 22, touch 9, flat-footed 21 (-2 size, +1 Dex, +13 natural armor)
hp 105 (10d10+50); normal hp 24
Fort +12, Ref +8, Will +4
Defensive Abilities improved evasion

OFFENSE
Speed 30 ft.; climb 30 ft.
Melee bite +18 (2d6+12)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 27, Dex 13, Con 20, Int 10, Wis 12, Cha 2
Base Atk +10; CMB +19, CMD 30 (34 vs. trip)
Feats Weapon Finesse
Skills Acrobatics 5 (+17), Climb 5 (+15), Stealth 10 (+10); Racial Modifiers +8 Acrobatics

SPECIAL ABILITIES
Familiar Abilities improved evasion (Ex), share spells, empathic link (Su), deliver touch spells (Su), speak with master (Ex), speak with animals of own kind (Ex)

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Bad Monkey CR 8 (enhanced monkey familiar of a 10th level Witch)
XP 4800

N Huge Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision; Perception +9

DEFENSE
AC 22, touch 9, flat-footed 21 (-2 size, +1 Dex, +13 natural armor)
hp 115 (10d10+60); normal hp 24
Fort +13, Ref +8, Will +4
Defensive Abilities improved evasion

OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +16 (1d8+12)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 27, Dex 13, Con 22, Int 10, Wis 12, Cha 5
Base Atk +10; CMB +19, CMD 30
Feats Weapon Finesse
Skills Acrobatics 5 (+17), Climb 10 (+21), Perception 5 (+9); Racial Modifiers +8 Acrobatics

SPECIAL ABILITIES
Familiar Abilities improved evasion (Ex), share spells, empathic link (Su), deliver touch spells (Su), speak with master (Ex), speak with animals of own kind (Ex)

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Wise Old Owl CR 8 (enhanced owl familiar of a 10th level Witch)
XP 4800

N Huge Magical Beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +14

DEFENSE
AC 23, touch 10, flat-footed 21 (-2 size, +2 Dex, +13 natural armor)
hp 115 (10d10+60); normal hp 24
Fort +13, Ref +9, Will +5
Defensive Abilities improved evasion

OFFENSE
Speed 20 ft., fly 60 ft. (poor)
Melee 2 talons +18 (2d6+10)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 30, Dex 15, Con 23, Int 10, Wis 15, Cha 6
Base Atk +10; CMB +22, CMD 34
Feats Weapon Finesse
Skills Fly 10 (+7), Perception 5 (+14), Stealth 5 (+6); Racial Modifiers +4 Perception, +4 Stealth

SPECIAL ABILITIES
Familiar Abilities improved evasion (Ex), share spells, empathic link (Su), deliver touch spells (Su), speak with master (Ex), speak with animals of own kind (Ex)

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Rodent of Unusual Size CR 8 (enhanced rat familiar of a 10th level Witch)
XP 4800

N Huge Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +1

DEFENSE
AC 22, touch 9, flat-footed 21 (-2 size, +1 Dex, +13 natural armor)
hp 115 (10d10+60); normal hp 24
Fort +13, Ref +8, Will +4
Defensive Abilities improved evasion

OFFENSE
Speed 25 ft., climb 25 ft., swim 25 ft.
Melee bite +18 (1d8+12)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 26, Dex 13, Con 23, Int 10, Wis 13, Cha 2
Base Atk +10; CMB +20, CMD 31 (35 vs. trip)
Feats Weapon Finesse
Skills Climb 5 (+24), Stealth 10 (+8), Swim 5 (+24); Racial Modifiers +4 Stealth

SPECIAL ABILITIES
Familiar Abilities improved evasion (Ex), share spells, empathic link (Su), deliver touch spells (Su), speak with master (Ex), speak with animals of own kind (Ex)

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Nevermore CR 8 (enhanced raven familiar of a 10th level Witch)
XP 4800

N Huge Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision; Perception +18

DEFENSE
AC 22, touch 9, flat-footed 21 (-2 size, +1 Dex, +13 natural armor)
hp 105 (10d10+50); normal hp 24
Fort +12, Ref +8, Will +5
Defensive Abilities improved evasion

OFFENSE
Speed 20 ft., fly 40 ft. (poor)
Melee bite +18 (1d8+12)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 26, Dex 13, Con 20, Int 10, Wis 15, Cha 7
Base Atk +10; CMB +20, CMD 31
Feats Skill Focus (perception), Weapon Finesse
Skills Fly 10 (+6), Perception 10 (+18)

SPECIAL ABILITIES
Familiar Abilities improved evasion (Ex), share spells, empathic link (Su), deliver touch spells (Su), speak with master (Ex), speak with animals of own kind (Ex)

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Poopsie CR 8 (enhanced toad familiar of a 10th level Witch)
XP 4800

N Large Magical Beast
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +18

DEFENSE
AC 22, touch 9, flat-footed 22 (-1 size, +13 natural armor)
hp 95 (10d10+40); normal hp 24
Fort +11, Ref +7, Will +5
Defensive Abilities improved evasion

OFFENSE
Speed 15 ft.
Melee bite +16 (1d6+10)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 25, Dex 10, Con 18, Int 10, Wis 15, Cha 4
Base Atk +10; CMB +19, CMD 29 (33 vs. trip)
Feats Skill Focus (perception)
Skills Perception 10 (+18), Stealth 10 (+13); Racial Modifiers +4 Stealth

SPECIAL ABILITIES
Familiar Abilities improved evasion (Ex), share spells, empathic link (Su), deliver touch spells (Su), speak with master (Ex), speak with animals of own kind (Ex)

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Black Adder CR 8 (enhanced viper familiar of a 10th level Witch)
XP 4800

N Huge Magical Beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +18

DEFENSE
AC 24, touch 10, flat-footed 22 (-2 size, +2 Dex, +14 natural armor)
hp 105 (10d10+50); normal hp 24
Fort +12, Ref +9, Will +4
Defensive Abilities improved evasion

OFFENSE
Speed 30 ft., climb 30 ft., swim 30 ft.
Melee bite +18 (1d8+13 plus poison)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 28, Dex 15, Con 20, Int 10, Wis 12, Cha 1
Base Atk +10; CMB +21, CMD 33 (can’t be tripped)
Feats Weapon Finesse
Skills Climb 0 (+16), Perception 10 (+18), Stealth 10 (+11), Swim 0 (+16); Racial Modifiers +4 Perception, +4 Stealth

SPECIAL ABILITIES
Familiar Abilities improved evasion (Ex), share spells, empathic link (Su), deliver touch spells (Su), speak with master (Ex), speak with animals of own kind (Ex)
Poison (Ex) Bite – injury; save Fort DC 20; frequency 1/round for six rounds; effect 1d4 Con; cure 1 save

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Wascally Weasel (enhanced weasel familiar of a 10th level Witch)
Huge Magical Beast CR 8
XP 4800 (normally, one wouldn’t get XP for this…)

N Huge Magical Beast
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +1

DEFENSE
AC 22, touch 9, flat-footed 21 (-2 size, +1 Dex, +13 natural armor)
hp 105 (10d10+50); normal hp 24
Fort +13, Ref +8, Will +4
Defensive Abilities improved evasion

OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +18 (1d8+12 plus attach)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 27, Dex 13, Con 22, Int 10, Wis 12, Cha 5
Base Atk +10; CMB +20, CMD 31 (35 vs. trip)
Feats Weapon Finesse
Skills Acrobatics 5 (+17), Climb 0 (+16), Escape Artist 5 (+9), Stealth 10 (+11); Racial Modifiers +4 Stealth, +8 Acrobatics

SPECIAL ABILITIES
Familiar Abilities improved evasion (Ex), share spells, empathic link (Su), deliver touch spells (Su), speak with master (Ex), speak with animals of own kind (Ex)
Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

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What have I learned from this? Cats, hawks, owls and vipers are pretty neat, jacked up. Toads are sad, sad, creatures.


Set wrote:

Mister Kitty CR 8 (enhanced cat familiar of a 10th level Witch)

XP 4800

N Huge Magical Beast

Brrr,

Brings a new twist on the "cat can kill commoners" thing!

Dark Archive

Laurefindel wrote:
Set wrote:

Mister Kitty CR 8 (enhanced cat familiar of a 10th level Witch)

XP 4800

N Huge Magical Beast

Brrr,

Brings a new twist on the "cat can kill commoners" thing!

This cat just plays with commoners. It only hunts cavaliers! :)


The giant kitten is just hilarious. My friends and I often joke about how a house cat can kill a level 1 character. Now that thing -- can just imagine!

Love your stuff. Thanks for continuing to post.

Liberty's Edge

I just finished praising you for your material and then you post this:

Set wrote:
CATSPAW

And I burst out laughing maniacal at the cruel and unusual thoughts this awesome, awesome idea conjures up in my head. Thanks Set, this one is epic in scope.

Dark Archive

Michael D Moore wrote:
And I burst out laughing maniacally at the cruel and unusual thoughts this awesome, awesome idea conjures up in my head. Thanks Set, this one is epic in scope.
Detect Magic wrote:
Love your stuff. Thanks for continuing to post.

Thanks for the kind words!

I tried writing up a simple template version, just applying the Giant template four times, and saving myself a ton of math, but that ended up with some wonkiness like critters with Dex scores between 2 and 7, and huge critters with lower Str scores than many large critters (and nowhere near the average for huge), so I just decided to make my own 'simple template' for this purpose.

To use any of the above animals as just 'huge animals,' all you need to do is remove the +5 natural armor they get for being familiars, drop Int back to 2 and halve the skill points, and ignore the Special Abilities entry for 'familiar abilities.'

Since I intended this one to be a Witch specialty (hence making it a lower level Witch spell than it was a Sorcerer/Wizard spell), I should probably have gone the extra ten feet and statted up huge Centipede, Crab, Fox, Octopus, Scorpion and Spider familiars...

Eh, something to do tomorrow. :)

Dark Archive

Random new spells. (Well, not random, so much, actually pretty tightly themed...)

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“The magics contained in the Writhing Codex all pertained to transformations of flesh and bone, some most unwholesome, and others quite wondrous to behold.” the sage confided. “Truly, I fear what madness would ensue if the most powerful of these magics were used frivolously, as beasts would walk like men among us! Would men plow the fields while oxen sat at table? Madness, I tell you! Would chickens decide the fate of nations while courtiers cluck and coo and peck at each other in the yard? Hmm. Bad example, that, but you get my meaning...”

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Crippling Transformation
School transmutation (polymorph); Level Sor/Wiz 2
Casting Time 1 standard action
Components V, S, M (a butterfly chrysalis)
Range close (25 ft. +5 ft./2 levels)
Target one creature
Duration 1 round / level
Saving Throw Fortitude partial; see text; Spell Resistance yes

Crippling transformation represents a failed attempt at producing a baleful polymorph variant. What it does successfully do is cause the target to suffer excruciatingly painful transformations throughout the spell duration. The target is nauseated by pain, unless a Fortitude save is made, but the wracking transformations continue throughout the spell’s duration, and a new save must be made each round to avoid being nauseated and rendered helpless by the pain for that round. Even on rounds where the saving throw is made, the target is still sickened, although otherwise able to function normally. When the spell ends, the target suffers no lingering pain, although in rare cases (when a natural 1 is made on one of the saving throws) some cosmetic change may remain (mismatched eyes, scaly patches of skin, extra fingers or toes, etc.) that can be removed by a heal or restoration spell.

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Fleshforge
School transmutation (polymorph); Level Druid 2, Sor/Wiz 3
Casting Time 1 standard action
Components V, S, M (hide from an animal with natural armor, a claw or fang)
Range touch
Effect one living creature
Duration 1 minute / level
Saving Throw Fortitude negates (harmless); Spell Resistance yes
Spell Resistance: Yes

Fleshforge enhances the natural weapons and armor of a single living creature, causing its natural weapons to inflict damage as if the creature were one size class larger, and its natural armor to increase by +2. Note that the natural weapons of a human are fists, which normally inflict 1d3 damage. The effect of this spell not only increases that damage to 1d4, but also allows the individual to strike as if armed, not provoking attacks of opportunity, and also to inflict lethal damage with unarmed attacks.

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Wrack
School transmutation (polymorph); Level Sor/Wiz 2
Casting Time 1 standard action
Components V, S, M (a few small fragile animal bones)
Range close (25 ft. + 5 ft./2 levels)
Effect one creature
Duration 1 minute / level
Saving Throw Fortitude negates; Spell Resistance yes

Wrack causes the limbs of a single creature to become twisted and malformed, reducing its movement in all categories to one half and imposing a -2 penalty to attack and damage rolls with physical attacks.

If the target saves, it is unaffected.

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Shuddersome Sojourn
School transmutation (polymorph); Level Sor/Wiz 2
Casting Time 1 standard action
Components: V, S, M (a feather, a fish scale, and the claw of a burrowing animal)
Range touch
Target one creature
Duration 10 minutes / level (D)
Saving Throw Fortitude negates (harmless); Spell Resistance yes

You can cause a recipients arms and legs to transform to allow one of the following movement options; x2 land speed, a swim speed equal to land speed, a climb speed equal to ½ land speed, a burrow speed equal to ½ land speed (earth, sand or snow only, not ice or stone) or a fly speed equal to land speed. In all cases, speed is based off of the individuals unmodified base speed (and not including enhancements from class features, spells or feats), modified afterwards for any encumbrance (or other effects). The alteration cannot be changed once selected if cast upon another person, but if you cast it upon yourself, you can select a different movement type as a standard action up to once per round. Note that arms and legs are not usable for non-movement purposes during the duration of this effect (arms elongate and posture changes to quadrupedal movement to gain the x2 land speed, for instance), although the recipient can choose to end the spell early as a standard action.

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Chimerical Transformation
School transmutation (polymorph); Level Sor/Wiz 5
Casting Time: 1 hour
Components: V, S, M (250 gp worth of alchemical reagents, a scroll of alter self and a pint of the casters blood)
Range touch
Effect one creature of the animal or vermin type
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

Chimerical transformation changes the animal or vermin selected into an anthropomorphic mixture of man and beast, assuming a bipedal stance, gaining the ability to use one pair of limbs with the dexterity of human hands, an Intelligence score of 6 (for Animals) or 5 (for Vermin), and the ability to speak humanoid languages, with automatic proficiency in one language that the casters knows.

The GM must adjudicate the attributes of the new life form, which should be an average of those of the base creature and a human. Such creations learn no new skills from the transformation, and gain the (anthropomorphic) subtype to their original type (Animal or Vermin).

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Yeah, catspaw was bad enough for the creation of a bunch of related stat-blocks of affected critters. I am *so* not going to stat up a couple dozen human/animal and human/vermin hybrid creatures for chimerical transformation! Luckily, I can cheat and use Savage Species anthropomorphic critters, if I care to spring a crazy fleshwarping transmuter with human centipede minions on my players. :>

Dark Archive

I'm not generally experienced with higher level gaming, as my group tends to lose interest around 8th level or so, but I felt like going outside my comfort zone and making a mythological beastie.

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Euryale the Far-Springer CR 14
XP 38,400

NE Large Monstrous Humanoid [Evil]
Init +7; Senses all-around vision, darkvision 60 ft.; Perception +24

DEFENSE
AC 28, touch 11, flat-footed 26 (-1 size, +7 +1 light fortification shadow agile breastplate, +2 Dex, +10 natural armor)
hp 202 (15d10+120); regeneration 5 (good or holy)
Fort +17, Ref +12, Will +10
DR 10/adamantine, good or holy; Immune death effects, disease, falling damage, poison; Resist fire 10, SR 25 (automatic vs. divine spells)

OFFENSE
Speed 40 ft., climb 20 ft.
Melee gore +22 (1d6+7), 2 claws +22 (1d6+7 and grab), snake bite +11 (1d6 plus poison)
Ranged +1 keen unholy composite (+7) longbow +17/+12/+7 (2d6+7/19-20/x3 plus poison) or +15/+15 w/ Rapid Shot (add +1 to hit and damage if foe is within 30 ft.)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 2d6+10), petrifying gaze
Spell-like Abilities (CL 15th)
Constant – jump, pass without trace, spider climb, tongues, water breathing
At will – disguise self, fog cloud
3/day – intensified widened burning hands (30 ft. cone, 10d4)
1/day – greater teleport, plane shift

STATISTICS
Str 25, Dex 17, Con 26, Int 15, Wis 16, Cha 15
Base Atk +15; CMB +23, CMD 26
<<8 feats>>
Feats Alertness, Blind-Fight, Intimidating Prowess, Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot
<<Skills – 4+2x15 = 80>>
Skills Acrobatics 5 (+5, +38 to jump from jump, CC), Bluff 10 (+12, CC), Climb 5 (+20, includes +8 from spider climb)), Diplomacy 10 (+12, CC), Disguise 10 (+12, CC, does not include +10 if used in conjunction with disguise self), Intimidate 15 (+27, includes +7 from Intimidating Prowess), Perception 10 (+24), Sense Motive 0 (+5), Stealth 15 (+19, includes +5 from shadow armor), Swim 0 (+7); Racial Modifiers +4 Perception; Armor Check Penalty -3 (-0 for jump and Climb checks)
Languages Common, Celestial, Giant

SPECIAL ABILITIES
All-Around Vision (Ex) Euryale’s snake-hair allows her to see in all directions. She gains a +4 racial bonus to Perception checks and cannot be flanked.
Enemy of the Gods (Su) Euryale automatically makes spell resistance checks against divine magic, and the spell-like abilities of [good] outsiders. For the purposes of a paladins (or celestial creatures) smite evil, she is treated as an evil outsider, and takes double damage.
Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 21 negates. The save DC is Charisma-based and has a +2 racial bonus.
Poison (Ex) Bite – injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Str; cure 2 consecutive saves. The save DC is Constitution-based.

Combat Gear – 20 +1 outsider bane (good) large arrows, 10 +1 giant bane arrows, 10 +1 outsider bane (law) arrows, 10 +1 human bane arrows, talisman of hellfire (3/day cast flame strike at CL 15 directly centered on any good outsider or individual with an aura of good, such as a cleric or paladin, half damage is fire, half is profane damage).

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Euryale is a primordial creature, living in the First World, where she nurses her hatred against the gods. Sharing features of the hag races, and of the medusa, said to be her spawn, her lanky humanoid from is covered in scales of verdigris-tainted bronze, with curving tusks sprouting from her spiteful face, and gleaming curved claws like sickles sprouting from her finders. Stunted wings of the same tarnished metal hang from her back, and flap frantically when she leaps, serving more to slow her descent than to provide any meaningful lift. Like the common medusa, she has serpents in place of hair, but these serpents are also armored in scales of bronze, gleaming in a way that the green-tarnished scales of her body generally do not. She calls her deadly oversized bow, ‘Godslayer,’ and while that may be an exaggeration (or a dream yet unfulfilled), it has brought low its share of powerful champions and heroes, thinking to avenge her blasphemous railing against the gods themselves.

Unlike her equally hate-filled sister, Mighty Stheno, Euryale does not wade into combat, blades flying, instead concealing herself to strike from afar with her deadly bow, using clouds of fog and inaccessible positions (such as midway up a cliff-face) to rain death upon those who have roused her ire. Her arrows, deadly enough under any circumstances, are dosed with her own venom, so that they weaken her foes, as she enjoys little so much as whittling down a powerful adversary, and then closing to finish him off with her tusks and talons.

To make Euryale, I looked up some information on line, which described the gorgon sisters as having brass or bronze claws and tusks, the ability to travel anywhere they want, to hurl fire from their hands, to steal the power of the gods themselves, and, oh yeah, the 'snakes for hair' and 'turns men to stone' thing. I grabbed the Annis Hag from the bonus bestiary, and the Medusa, from the regular bestiary, and mashed them together, adding their HD together, doubling up their stat bonuses, and building from there, referencing the other abilities (fire from hands, go anywhere, steal power from gods, Euryale's title of 'the Far-Springer') more or less willy-nilly. 'Steal power from the gods' I decided was a bit over-the-top, and I didn't feel like giving her the ability to steal divine spellcasters power, so much as just flat-out ignore it. So thence came the 'Enemy of the Gods' special ability, that allows Euryale to just auto-succeed any SR check against divine spells.

I then ran my fingers down the CR chart in the Bestiary and decided that CR 14 looked about right for her, since she was well above the CR 12 that her HD would have suggested. And there we have my first Pathfinder 'end-boss,' so to speak.

Her sister Stheno will be pretty much the same, but focused on melee combat, with four arms, four oversized swords, and instead of intensified widened burning hands she'll slither into combat on a serpentine lower form and slash and hack and throw *quickened* regular-intensity burning hands to soften up her melee targets.

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More not-so-random spells, this time following a 'Martial Magic' sort of theme;

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Dancing Blades
School transmutation; Level Sor/Wiz 2
Casting Time 1 standard action
Components V, S, F (one or more weapons)
Range touch
Target one or more weapons weighing no more than the caster’s level in lbs.
Duration 1 round / level
Saving Throw none; Spell Resistance no

You animate a number of melee weapons weighing up to one lb per caster level, and can have a maximum number of weapons animated at one time equal to your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). These weapons hover in your space, and cannot reach further than if you bore them in your hands, but can attack any foes within that reach using your full BAB, so long as you take a full round action to direct their attacks. Each animated weapon attacks individually, and you take no penalty for multiple weapons attacking in a single round.

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Knight of Long Knives
School transmutation; Level Sor/Wiz 2
Casting Time 1 standard action
Components V, S, F (a melee weapon)
Range touch
Target creature touched
Duration 1 round / level
Saving Throw none; Spell Resistance no

You, or the subject touched, gains the ability to make melee attacks at any target within 30 ft. range. The recipient does not gain the ability to make attacks of opportunity beyond their normal reach for that weapon, but even a dagger can be used to cut someone across a crowded room as a melee attack. As these are not ranged attacks, the target suffers no penalties for attacking into close combat, but neither do they count as flanking someone targeted with these distant strikes. The recipient cannot target a foe for a distant strike if they do not have line of effect to that target.

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Shadow Volley
School illusion (shadow); Level Sor/Wiz 1
Casting Time 1 move action
Components V, S, M (a missile weapon or piece of ammunition, dipped in ink)
Range touch
Target one missile weapon or piece of ammunition
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

With this spell, you craft shadowy duplicates of you for a single instant, that seem to shift and meld, occupying your space similar to the figments created by a mirror image spell, but providing no defensive benefit. Cast as a move-equivalent action while you use a standard action to fire a missile weapon (or hurl a projectile), the ammunition is replaced by a barrage of shadowy duplicates that inflict the same base damage (1d4 for a thrown dagger, 1d8 for a longbow arrow, etc.) to everyone in a Close range cone or a Medium range line (chosen at the time of casting). The damage is modified by your strength, unusual skill or masterwork bonuses, but a magical weapon cannot be affected by this spell, and the shadowy duplicates will not carry any magical property (such as from an Arcane Archer’s class ability, flame arrow or greater magic weapon) or foreign substance (such as poison or filth fever). Precision based damage, such as from a Ranger’s favored enemy bonus, or a Rogue’s sneak attack dice, cannot be delivered by these shadowy duplicates.

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Avalanche Sling
School transmutation; Level Drd 1
Casting Time 1 standard action
Components V, S, F (a sling or sling-staff)
Range personal
Duration 1 round / level
Saving Throw none; Spell Resistance no

This spell is a variation on shillelagh that affects a sling, instead of a staff or club, causing the slung bullets or stones to inflict damage as if they were a size class larger (1d6 for a medium caster), plus one additional size class larger for every six levels you possess (2d6 at 6th, 3d6 at 12th, 4d6 at 18th, for a medium caster). The affected ammunition enlarges during flight, striking like boulders, and return to their normal size and weight as they fall to the ground at the end of the round. This spell can also affect thrown stones, and even those enhanced by the magic stone spell (a powerful combination against an undead foe).

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Forest Fall
School transmutation; Level Drd 2
Casting Time 1 standard action
Components V, S, F (a single spear)
Range touch
Target a spear
Duration 1 round / level
Saving Throw none; Spell Resistance no

You affect a shortspear or spear within your possession, causing it to strike with incredible force, as if it bore the weight of an entire tree, and not the branch it was carved from. The weapon inflicts damage as a weapon one size class larger, plus an additional size class for every six levels you possess. In the case of any weapon that leaves your grasp, it loses any special benefit at the end of the round. If you possess proficiency in longspear or any form of bow, you can apply the effects of this spell to one of those weapons instead. A bow affected grants the effects of this spell to any ammunition it fires, and this property ends at the end of the round the arrow was fired, whether it hits a target or not.

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Good, Bad, I’m the One with the Crossbow
School necromancy; Level Sor/Wiz 2
Casting Time 1 standard action
Components V, S, F (a specially crafted bone crossbow and bolts)
Range touch
Target crossbow touched
Duration 1 round / level
Saving Throw none; Spell Resistance no

You infuse a bloodthirsty spirit into your crossbow, causing it to be animated with negative energy. The bolts are similarly infused with a sinister bloodlust, flying to the crossbow to load themselves as fast as you can fire them, and giving you the equivalent of the Rapid Reload feat.

The crossbow and bolts to be affected must be crafted of bone and sinew, with the heads of the bolts replaced with shark’s teeth, at twice the normal cost of a regular crossbow and standard bolts. You can craft a light, heavy, repeating or hand crossbow with these features, but the spell does not confer any special proficiency in weapons you are not already skilled with.

Bolts that hit a living target remain animated, and attack again on the following round, using the same BAB. They continue attacking each round until they fail (or are destroyed, being attackable as diminutive objects with an AC of 18, Hardness 1, hit points 1), at which point they drop to the ground inert (and broken). Against undead, constructs or unliving targets, the spell remains useful to reload faster, but the bloodthirsty bolts do not continue to attack them in subsequent rounds.

Dark Archive

Set wrote:
Knight of Long Knives

My PFS Alchemist, Doktor Tesla Oppenheimer Mengele ('Dr. Tom') the protégé of Doktor Paul Joseph Goebbels, salutes you.

Dark Archive

Plague domain, from some time back;

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Contagion Domain
Granted Powers: You command the forces of plague and pestilence. You can carry disease, but do not suffer the effects, harmful or otherwise.
* Shuddersome Touch (Sp): You can cause shuddering illness to wrack a creature with a melee touch attack. The subject is staggered and sickened for 1 round, as long as its hit dice do not exceed your own, and is sickened for rounds thereafter equal to one half your Cleric level (minimum 1). Once a creature has been affected by the shuddersone touch, you cannot affect it again for 24 hours. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
* Cloud of Flies (Su): At 8th level, you can emit a 30 ft. aura of buzzing flies that afflict all within with Filth Fever (Fort save 10 + ½ Cleric level + Wisdom modifier to resist initial infection, DC 12 thereafter) that immediately inflicts damage, as if delivered by a contagion spell, and then recurs (at much lowered efficacy) each day thereafter until cured. Creatures that succeed on their saving throw cannot be affected by this aura again for 24 hours. You can create this aura for a number of rounds equal to your Cleric level, and these rounds do not need to be consecutive.
Domain Spells: 1st – ray of enfeeblement, 2nd – blindness/deafness, 3rd – stinking cloud, 4th – confusion, 5th – eyebite (sicken only), 6th - harm, 7th – insanity, 8th – mass inflict critical wounds, 9th – horrid wilting

Dark Archive

Set, you have caught the eye and favour of blessed Kipu-tyttö.

As such, you may call on her at her abode, and have Sixety Nine Minutes of Divine Whoopie.

Dark Archive

baron arem heshvaun wrote:
Set, you have caught the eye and favour of blessed Kipu-tyttö.

I always thought that Talona, in the Realms, who was pretty much the Kiputytto of that setting, had some cool potential. An NPC in my Realms game had been cursed by a priestess of Talona to be poisonous to the touch, but for the effect to be weak enough that it took several rounds or contact, pretty much limiting the NPC to being unable to have any lasting contact with people, or even animals such as horses or whatever.

Dark Archive

Set wrote:
baron arem heshvaun wrote:
Set, you have caught the eye and favour of blessed Kipu-tyttö.
I always thought that Talona, in the Realms, who was pretty much the Kiputytto of that setting, had some cool potential.

I never subscribed to the idea that Talona killed off Kipu-tyttö, "Talona" was just one of the ancient goddess' names.

And as for 'cool potential', when I run the original 1st Ed Temple of Elemental Evil, it was not Iuz who was Zuggtomoy's ally but the Mistress of Plagues, Kipu-tyttö; and the demon lady of fungi and the demi godess of Disease were lovers to boot.

Consider that image payback for your "dwarf l_b_a" from earlier in the week.

My 16 year old self was one twisted thinking DM.

:P

edit: really? wusses

Dark Archive

baron arem heshvaun wrote:
Consider that image payback

Might want to edit the following words. I broke the PG-13 guidelines when I mentioned them the first time. :/

Dark Archive

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A pair of cleric archetypes, focused around monkeying with Domains. One is pretty much ripped off of Hamunaptra's 'Lector-Priest,' but I'm pretty shameless that way.

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Cleric Archetypes

Devotee
The devotee embraces every aspect of their deities’ faith, wishing to understand their patron in their entirety, and not focus on only a few specific aspects of the power they revere.

Alignment A devotee of a deity with a chaotic, evil, good or lawful alignment component must share those components.

Domain Spontaneity A devotee can spontaneously cast a spell from any available domains with their domain slots, and does not have to prepare domain spells in advance, although they may choose to, if they wish to cast a domain spell modified by metamagic without increasing the casting time of the spell. Higher level domain slots can be used to spontaneously cast lower level domain spells, if desired. This ability replaces channel energy.

Increased Domain Access At 5th level, a devotee gains access to a third domain from their deities' available options, gaining the special powers of that domain, as well as being able to choose to spontaneously cast spells from the new domain in their domain spell slots. At 10th level, a devotee adds a fourth domain from those made available by their deity. At 15th level, a devotee gains access to the fifth and final domain of their patron deity.

Ultimate Flexibility At 20th level, the devotee can spontaneously cast spells from any known domains using her normal prepared spell slots, in addition to her domain slots.

Special: A devotee of a deity that only grants access to three or four domains, does not gain any additional domains, but gains access to ultimate flexibility at the next level at which he or she would gain access to another domain.

Example: A devotee cleric of the Empyreal Lord Arshea is limited to the Charm, Good, Liberation and Strength domains, and would gain access to the fourth domain at 10th level. She would gain ultimate flexibility at 15th level, in place of a fifth domain slot.

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Disciple
A disciple concentrates her training on a single aspect of her deities’ broader focus, sacrificing a more general understanding of her patron’s teachings for a tight, yet powerful, focus.

Domain Specialization At 1st level, a disciple gains the ability to use the 1st level domain power of her chosen domain an additional number of times per day equal to her cleric level, and treats her effective cleric level as equal to her current cleric level plus her Wisdom modifier, to determine the effects of that ability. The disciple only gains a single domain at 1st level, and this choice replaces her ability to learn any additional domains from cleric levels (such as through the cloistered cleric or devotee archetypes).

Spontaneous Domain At 1st level, a disciple can spontaneously cast domain spells with any prepared cleric spell slot of equal or higher level. This replaces her ability to spontaneously cast cure or inflict spells.

Further Specialization At 5th level, the disciple gains the ability to sacrifice a domain spell as a move-equivalent action to increase the effectiveness of a single use of the domain power she gained at 1st level. For a 1st level power that inflicts dice of damage, a number of dice of damage are added to the effects of the power equal to the level of the spell sacrificed. For a 1st level power that has effects measured in rounds of duration, an additional round of duration is added for each level of the spell sacrificed. A 1st level domain power that inflicts neither dice of damage, nor has rounds rounds of duration, is treated as if her cleric level was increased by the level of the spell sacrificed.

Special: The bleeding touch domain power of the Death domain does not increase in damage, but does gain additional rounds of duration equal to the level of the spell sacrified, through this effect.

Extended Domain At 10th level, a disciple can use her domain granted powers at increased range. Powers with a 30 ft. range, are increased to 100 ft. Powers with a melee touch range are now usable as a 30 ft. ranged touch.

Domain Mastery At 15th level, a disciple can sacrifice any prepared cleric spell (not just a domain spell) to increase the effects of 1st level Domain power, or to increase your effective cleric level by the level of the spell sacrificed, for the purposes of using your higher level domain power (possibly increasing its effects, allowing an additional use per day, or duration). This latter option has no effect if the disciple has specialized in the Animal, Death, Healing, Nobility or Rune domain. Additionally, her 1st level Domain power inflicts additional damage (or lasts additional rounds, if it has a non-instantaneous duration) equal to her Wisdom modifier.

All of these options only apply to the single chosen Domain, not to any others that the character may have acquired through other means, such as levels in Druid or Inquisitor.

Dark Archive

Random not-Superstar magic items.

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For Wizards and Witches;

MNEMONIC CRYSTAL
Aura moderate transmutation; CL 7th
Slot none; Price 5,000 gp; Weight 1 lb.
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DESCRIPTION_________________________________________________

This six inch long rose-quartz crystal is set in a golden stand, appearing like a candle in a holder. The crystal glows with a faint candle-intensity light, and a Wizard (or Witch) who prepares spells in its presence can prepare one extra level of spell for each point of his Intelligence modifier, impressing the knowledge of the spell directly into the crystal itself. As long as he retains possession of the mnemonic crystal, he can choose to expend and discharge one of his own prepared spells (of an equal or higher level, a process that requires no extra action) to cast a spell whose formula is stored within the crystal, affording him no extra spells cast during a given day, only added flexibility. Once he utilizes the stored spell preparation, it is expended from the crystal, as it would be from his own mind.

With the exception of Clerics of Nethys, who can also use this item, divine spellcasters gain no benefit from the mnemonic crystal. Only one caster can prepare spells into the crystal in a single 24 hour period, with new attempts erasing any previously stored spell information, and only the caster who prepared the spells initially can access them later. The item must remain on one’s person to be used, but the spell knowledge prepared into the crystal is not lost until that knowledge is accessed, even if the crystal leaves his possession for a time.
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CONSTRUCTION________________________________________________
Requirements Craft Wondrous Item, imbue with spell ability or mnemonic enhancer; Cost 2,500 gp.

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for Sorcerers;

BLOODLINE TALISMAN (DRAGON-CLAW BRACERS)
Aura faint transmutation; CL 3rd
Slot wrist; Price 1500 gp; Weight 2 lbs.
DESCRIPTION
A bloodline talisman enhances one of the bloodline powers of a sorcerer, generally allowing three additional uses of that ability per day, and allowing the sorcerer to add his Charisma modifier to his sorcerer level to determine the effects of that specific power.

Dragon-claw bracers are made of dragonhide leather, and each capped with a single oversized talon from a dragon, covering the length of the forearm to arc over the back of the wearer’s hands, extending past the fingers. The bracers enhance the potency of a Draconic bloodline sorcerer or dragon disciples claws ability, allowing her to use it for three additional rounds per day, and to add her Charisma modifier to her sorcerer level to determine its effects.
CONSTRUCTION
Requirements Craft Wondrous Item, beast shape I or magic fang; Cost 750 gp.

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BLOODLINE TALISMAN (FIVE ACID FLASK)
Aura faint conjuration; CL 3rd
Slot neck; Price 1000 gp; Weight 1 lb.
DESCRIPTION
A bloodline talisman enhances one of the bloodline powers of a sorcerer, generally allowing three additional uses of that ability per day, and allowing the sorcerer to add his Charisma modifier to his sorcerer level to determine the effects of that specific power.

This braided leather necklace is decorated with five small rock crystal flasks that each contain six drops of acid, and are separated by smooth brown stones, to prevent them from clanking together. The liquid within each flask was originally the blood of a different creature of the aberrant type, and has been alchemically transformed into acid, so that the item enhances the potency of an Aberrant bloodline sorcerer’s acidic ray power, allowing her to use it three additional times per day, and to add her Charisma modifier to her sorcerer level to determine how much damage it inflicts.
CONSTRUCTION
Requirements Craft Wondrous Item, acid arrow; Cost 500 gp.

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For Clerics or Paladins (or Anti-paladins...);

BLOOD CONDUIT
Aura faint necromancy; CL 5th
Slot neck; Price 1500 gp; Weight 1 lb
DESCRIPTION
While you wear this ruddy iron choker, you can invoke it’s power as a free action up to three times per day, activating when you channel negative energy or cast an inflict wounds spell to harm the living. So long as at least one living creature takes damage, you receive healing equal to the largest amount of damage inflicted. Once you are fully healed, any excess hit points become temporary hit points and remain for one hour, although this effect does not stack with itself, and you only receive the largest possible number of temporary hit points if the ability is used multiple times in succession.

Example: You channel negative energy and roll to inflict 17 points of damage. One target takes full damage and two others take half damage, so you would heal 17 points of damage. If all had saved, you would only heal 8 points of damage, and if a target dies before taking the full damage, you only receive healing equal to the actual number of hit points that he lost.
CONSTRUCTION
Requirements Craft Wondrous Item, vampiric touch or death knell; Cost 750 gp.

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CRUSADER'S SIGIL
Aura faint conjuration; CL 3rd
Slot - ; Price 1000 gp; Weight 1 lb.
DESCRIPTION
This silver holy symbol of Iomedae strengthens its bearers use of channel energy, imposing a +1 to the DC to resist taking damage if used to harm undead (or aligned outsiders, elementals, etc. through the appropriate feats) and either inflicting or healing +1 hp / die of effect. A turning attempt enhanced by this symbol produces a bright golden light, much like sunlight in appearance, and any creature that would normally be damaged by sunlight is dazzled for 1 round if they made their saving throw for half damage, or a number of rounds equal to the number of dice of damage inflicted, if they failed their saving throw.
CONSTRUCTION
Requirements Craft Wondrous Item, light, cure light wounds, creator must be able to channel positive energy; Cost 500 gp.

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For Monks (or Clerics of Irori);

HANDWRAP OF HEALING
Aura faint conjuration; CL 5th
Slot hands; Price 1000 gp; Weight ½ lb.
DESCRIPTION
This dark green silken handwrap feels warm to the touch, and bears a Tien glyph signifying health embroidered in gold mid-way along its length. While worn wrapped around a hand, it confers a +2 insight bonus to Heal checks and the user is treated as if carrying a healer's kit with unlimited 'uses.'

A cleric devoted to the faith of Irori, or any monk, also gains a pool of healing energy equal to her ranks in the Heal skill, and can use this energy to heal wounds by touch as a standard action in one or many uses throughout the day. If the user drops to zero or negative hit points, as an immediate action, before the effects of the damage are applied, she can discharge any remaining hit points from this pool to prevent disability, unconsciousness or death (even if she is already unconscious, and would be unable to consciously choose to do so).
CONSTRUCTION
Requirements Craft Wondrous Item, cure moderate wounds, creator must have the Healing domain; Cost 500 gp.

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HANDWRAP OF STRENGTH
Aura faint transmutation; CL 5th
Slot hands; Price 1000 gp; Weight ½ lb.
DESCRIPTION
This yellow silk handwrap feels heavy for its size and composition, and has a Tien glyph signifying strength embroidered in red midway along its length. While worn wrapped around a hand, it confers a +2 bonus to Strength checks and Strength-based skill checks (whether they involve the use of the wrapped hand or not).

A cleric devoted to the faith of Irori, or any monk, can expend a channel energy use or a ki point as a swift action to gain a +4 bonus to Strength for 1 round.
CONSTRUCTION
Requirements Craft Wondrous Item, bull’s strength, creator must have the Strength domain; Cost 500 gp.


Truly amazing work, Set. I'm going to be shamelessly stealing much of this for my campaign. ;)


Very nice work Set. I will echo the others and say that I think this stuff is definitely publishable-grade. I especially like the icy fey, top notch!

Dark Archive

Darkfell wrote:
Truly amazing work, Set. I'm going to be shamelessly stealing much of this for my campaign. ;)

Thanks! Hopefully it works well for you!

Patrick Curtin wrote:
Very nice work Set. I will echo the others and say that I think this stuff is definitely publishable-grade. I especially like the icy fey, top notch!

Thanks as well. Now that I'm more comfortable / confident with how CR is assigned, I'll probably go back and assign CR's to them before putting them up on my site.

Dark Archive

A few more random magic items, for the most part less class-specific than the previous batch;
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DESNA’S STARRY BRACERS
Aura moderate transmutation; CL 7th
Slot none; Price 6,000 gp; Weight 2 lbs.
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DESCRIPTION_________________________________________________

These delicate bracers of fine-linked blackened silver chains are set with a motif of stylized fiery golden suns, ringed copper planets, radiant silver moons and jagged crystal falling stars. The wearer can remove these decorative medallions as a free action and use them as +1 shuriken (appropriately sized for the wearer), although they disappear at the end of the round they are detached, requiring them to be thrown immediately. The wearer is automatically treated as proficient with these weapons, and a wearer who is already proficient with shuriken receives a +1 to hit and a +2 to damage with these specific shuriken attacks (these bonuses stack with the appropriate Weapon Focus or Weapon Specialization feats, if applicable). Each bracer can produce 12 shuriken per day.
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CONSTRUCTION_______________________________________________
Requirements Craft Wondrous Item, greater magic weapon and either spiritual weapon or fabricate; Cost 3,000 gp.

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ELIXIR OF ESCAPE
Aura faint conjuration; CL 1st
Slot –; Price 150 gp; Weight
DESCRIPTION
This ‘elixir‘ is stored in a hard gourd feels like it only contains a small quantity of fluid. If the gourd is thrown to the ground or crushed in the users hand (a standard action that does not provoke an attack of opportunity) a black cloud of smoke appears in the user’s square, obscuring all vision for 1 round, while the user is simultaneously teleported to anywhere within a double move action, so long as the destination square is within both line of sight and line of effect. Even If the gourd was already in hand when used, the user can only take a single 5 ft. step after the teleportation occurs.

Despite being (mis)named as an elixir, the 2 oz of inky black fluid at the bottom of the gourd is not to be consumed, and will evaporate to no effect at the end of the first round it is uncorked. If consumed, the drinker is blinded and sickened for 1 round, and is sickened for 1d4 rounds thereafter, belching up amazing quantities of black smoke in the process.
CONSTRUCTION
Requirements Craft Wondrous Item, Kettletop’s efficacious escape or obscuring mist and expeditious retreat; Cost 75 gp

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TALISMAN OF THE FANGED MASTER
Aura faint conjuration; CL 5th
Slot head; Price 750 gp; Weight 1 lb
DESCRIPTION
This circlet is composed almost entirely of fangs, sharp canines from bats, rats and wolves, along with a set of prominent vampire fangs, spiking off in all directions, and inflicts 1d4 points of damage when first donned, as sharp teeth dig into the scalp of the wearer. This only happens once for any single wearer, and the circlet is then attuned to that wearer until it is attuned to another through the same process.

While worn, any summon monster, summon nature’s ally or summon swarm spells or spell-like abilities that are used to conjure bats, rats or wolves (mundane, dire and / or fiendish, but not celestial) last an additional number of rounds equal to the wearer’s Charisma modifier (if positive, minimum +1).
CONSTRUCTION
Requirements Craft Wondrous Item, summon swarm and either summon monster III or summon nature’s ally III; Cost 375 gp.

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FLOATING ATTENDANT
Aura faint evocation and transmutation; CL 1st
Slot -; Price 1000 gp; Weight 10 lbs.
DESCRIPTION
This blued-steel rimmed and enruned ruddy iron disk appears to be some sort of sigil-covered shield, but is sized more like a buckler meant for a giant, being perfectly round and a meter across. Upon command, it turns so that the concave side faces up and begins levitating a meter above the ground. If the user moves, the disk follows him as a floating disk spell, remaining within 5 ft. if possible, and moving at the user’s normal ground move. If the user moves faster than that, or otherwise moves in a way it cannot follow (flying, burrowing, teleporting, plane shifting), the disk settles gently to the ground at the end of the round and remains there until the command word is spoken again by someone touching it. Disks are available in a range of caster levels, but the basic disk can only support 100 lbs plus its own weight. Any weight over that causes it to settle to the ground softly, if it is less than 200 lbs of weight, or to crash to the ground abruptly if that weight limit is exceeded. For every caster level above 1st, add +100 lbs to the disks carrying capacity, +100 lbs to the amount of weight that can be exceeded before it crashes to the ground, and 1000 gp to the price.
CONSTRUCTION
Requirements Craft Wondrous Item, feather fall, floating disc; Cost 500 gp.

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FEATHER TOKEN: WITCHES BROOM
Aura moderate transmutation; CL 6th
Slot -; Price 600 gp; Weight
DESCRIPTION
This token is usable once, and is crafted to resemble a tiny broom made from a bird’s wing-bone and dozens of tiny feathers.
Witches Broom: When activated, this token transforms into a full sized broom with hardness 5 and 5 hit points, weighing 4 lbs., and the user can climb astride it and use a fly spell for the next six minutes. If the broom is destroyed, the spell ends immediately.
CONSTRUCTION
Requirements Craft Wondrous Item, fly or animate objects; Cost 300 gp.
[Note that this item doesn’t use the typical ‘Feather Token’ rules. If this bugs you, feel free to just excise the words ‘Feather Token’ from the name.]

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DANCING SCARVES
Aura faint conjuration; CL 1st
Slot -; Price 500 gp; Weight ½ lb.
DESCRIPTION
These five brightly colored silk scarves respond to the bearers’ commands and move around, individually having Hardness 1 and a single hit point, but being quite adept at avoiding harm, keeping themselves tucked away and safe from harm unless specifically targeted when not in use. The scarves need no instructions to take such actions, or even to crawl away from a dangerous situation, such as a fire. Working together as a standard action, the five scarves can weave themselves into a tiny figure that stumps around on tiny cloth legs, able to push or pull or even carry items with the strength of an unseen servant. In this conjoined form, they are easier to target, but have their combined 5 hit points, and lesser amounts of damage can be repaired by a simple mending cantrip.
CONSTRUCTION
Requirements Craft Wondrous Item, unseen servant; Cost 250 gp.

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STARRY LANTERN
Aura faint evocation; CL 3rd
Slot -; Price 1200 gp; Weight 2 lbs.
DESCRIPTION
This ornate brass lantern contains a continual flame and has five colored panels that can be shuttered as a full-round action (or any single panel as a move-equivalent action). It can be used as a traditional lantern, or spun to create colorful displays for some popular Varisian performance acts.

As a standard action, the bearer can reach into the lantern and pull out a handful of colored illusory fire to throw at a foe within a 30 ft. range as a ranged touch attack. The fire acts like a flask of alchemical fire, but inflicts no damage, instead merely illuminating it’s target with phantasmal fire for 2 minutes with the effects of a faerie fire spell that also gives the target the dazzled condition as long as the effect lasts. The ‘burning’ target can make a Will save (DC 13) to attempt to quench the flames as a standard action. Anyone within 5 ft. of the target square is ‘splashed’ by this illusionary fire, and is similarly affected by both faerie fire and dazzled condition for 2 rounds, with a similar Will save (DC 11) to attempt to prematurely end the effect.

The illusory fire produces torch-equivalent illumination from those affected, and is treated as bright light to any creature struck by it (but not those nearby), causing those with the light blindness trait to be blinded for one round, in addition to other effects, and the effects of of the dazzled condition from this effect are doubled (to -2 to all attack rolls) for any creature that has either the light blindness or light sensitivity traits.

Finally, when held by an Illusionist using his blinding ray specialist ability, the effect of that power (blindness or the dazzled condition) lasts one additional round, is more potent (functioning against light blind creatures even if their HD exceed the Illusionists level, is twice as ‘dazzling’ to light blind and light sensitive creatures) and limns the target with faerie fire property for those two rounds of effect.
CONSTRUCTION
Requirements Craft Wondrous Item, continual flame, faerie fire, daylight, user must be an Illusion specialist; Cost 600 gp.

Dark Archive

HANDWRAPS OF IRORI These silken handwraps are crafted of silk spun from an otherworldly creature, and bear a single tien glyph embroidered halfway along their length, which ends up centered over the dorsal surface of the hand, when the handwrap is properly worn (properly wrapping or unwrapping a handwrap is a full-round action that provokes an attack of opportunity). There are five handwraps, each associated with one of the domains of mastery espoused by the tenents of Irori's faith, and most individuals can only benefit from a pair of handwraps at a time, although those with more or less hands, may be able to wear more, or less, as appropriate.

Handwraps of Healing and Strength are five posts up;

RUNIC HANDWRAP
Aura faint transmutation; CL 5th
Slot hands; Price 1000 gp; Weight ½ lb.
DESCRIPTION
This white silk handwrap feels heavy for its size and composition, and has a Tien glyph signifying language embroidered in red midway along its length. While worn wrapped around a hand and passed over written text, it confers a +5 bonus to Linguistics checks to decipher unfamiliar texts, or an untrained check to a wearer who lacks ranks in the skill.

A Cleric or Monk devoted to the faith of Irori can expend a channel energy use or a ki point as a standard action to either create an arcane mark on an item touched, appearing as a stylized symbol of Irori, or to discharge an erase spell at his caster level. An arcane mark created in this fashion can be either visible or invisible, but if invisible, can still be seen by any follower of Irori.
CONSTRUCTION
Requirements Craft Wondrous Item, tongues, arcane mark, erase, creator must have the Rune domain; Cost 500 gp.

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HANDWRAP OF LAW
Aura faint transmutation; CL 5th
Slot hands; Price 1000 gp; Weight ½ lb.
DESCRIPTION
This blue silk handwrap always drops into a neatly folded pile when removed, and has a Tien glyph signifying order embroidered in gold midway along its length. While worn wrapped around a hand, it allows the wearer to treat unarmed strikes made with that hand as if they possessed the lawful quality for the purposes of overcoming damage reduction.

A Cleric or Monk devoted to the faith of Irori can expend a channel energy use or a ki point as an immediate action to gain either a new saving throw against any mind-affecting effect or the bane property to unarmed attacks with that hand against creatures with the chaotic subtype for 1 round.
CONSTRUCTION
Requirements Craft Wondrous Item, align weapon and dispel magic, creator must have the Law domain; Cost 500 gp.

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HANDWRAP OF KNOWLEDGE
Aura faint divination; CL 5th
Slot hands; Price 1000 gp; Weight ½ lb.
DESCRIPTION
This black silk handwrap feels slick to the touch and slips from the grap if not carefully handled (although, once fastened in place, it remains as well-secured as any other). It bears a white Tien glyph representing knowledge embroidered midway along its length. While worn, it allows the bearer to make any knowledge check untrained, and to take 10 on any trained knowledge skill use, even if the situation would normally not allow this. Whenever a wearer makes a trained knowledge check, or takes 20 on a knowledge skill use, he gains a +2 insight bonus to that check.

A cleric or monk dedicated to the worship of Irori can spend a ki point or a use of channel energy as a swift action to gain a +5 insight bonus to his next attack roll.
CONSTRUCTION
Requirements Craft Wondrous Item, true strike, creator must have the Knowledge domain; Cost 500 gp.

Dark Archive

A combination of seeing Schrodinger's Cat written up as a superhero sidekick over on the Atomic Think Tank, and dust-covered memories of a Native American beastie called the 'hide-behind' made me want to create these critters, which I've decided are native the Storval Plateau.

The 'hide-behind' is famously cowardly, and cowers at the sight of an attacker, vanishing in an instant, and reappearing behind the foe, lashing out in a frenzy of claws and fangs. If confronted by foes it cannot attack in this manner, it is more likely to flee than fight, unless desperate or cornered.

This scrawny feline creature has a smooth wrinkled hide, mottled black and grey, and cringes before you hissing. It vanishes with a flurry of displaced dust, just before an unearthly yowl sounds directly behind you and searing pain erupts in your back.

JUVENILE HIDE-BEHIND CR 1
XP 400
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +5

DEFENSE
AC 16, touch 13, flat-footed 14 (+2 Dex, +1 size, +3 natural)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +1; -4 vs. fear

OFFENSE
Speed 30 ft., climb 10 ft.
Melee 2 claws +4 (1d3), bite +4 (1d4)
Special Attacks there, not there, deadly bite (+1d6)

STATISTICS
Str 11, Dex 15, Con 12, Int 6, Wis 12, Cha 11
Base Atk +1, CMB +2; CMD 12 (16 vs. trip)
Feats Agile Maneuvers (B), Weapon Finesse
Skills Climb 0 (+10), Perception 1 (+5), Stealth 1 (+14); Racial Modifiers +4 Stealth

SPECIAL ABILITIES
There, Not There (Su) Whenever a creature within 30 ft. meets the gaze of a hide-behind, the creature immediately disappears and re-appears directly behind them, and gains an immediate full attack against that target, which is treated as flat-footed against this attack. This effect only occurs once per turn, affecting the first individual to meet the creature’s gaze. If multiple individuals do so simultaneously, the hide-behind chooses which target to affect. Despite functioning like a gaze attack, there is no saving throw versus this effect.

Deadly Bite (Ex) A hide-behind gains +1d6 sneak attack damage against a flat-footed or flanked foe, but only with its bite attack.

Craven (Ex) The hide-behind is a cowardly beast, unwilling to face a foe directly, and receives a -4 penalty to saving throws against fear effects and are treated as shaken versus foes that they cannot use their abilities to attack from behind (such as sightless or blindfolded foes, or those averting their gaze). Those attempting to use Intimidate to demoralize a hide-behind receive a +4 circumstance bonus to the check.

ECOLOGY
Environment temperate and hot plains or mountains
Organization solitary
Treasure none

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MATURE HIDE-BEHIND CR 3
XP 800
N Medium magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +9

DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 30 (4d10+8)
Fort +6, Ref +6, Will +2; -4 vs. fear

OFFENSE
Speed 40 ft., climb 10 ft.
Melee 2 claws +4 (1d4+3), bite +4 (1d6+3 plus grab)
Special Attacks there, not there, deadly bite (+1d6), pounce, rake (2 claws, 1d4+3)

STATISTICS
Str 17, Dex 15, Con 15, Int 6, Wis 12, Cha 11
Base Atk +4, CMB +7; CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (perception)
Skills Climb 0 (+11), Perception 2 (+9), Stealth 2 (+11); Racial Modifiers +4 Stealth

SPECIAL ABILITIES
There, Not There (Su) Whenever a creature within 30 ft. meets the gaze of a hide-behind, the creature immediately disappears and re-appears directly behind them, and gains an immediate full attack against that target, which is treated as flat-footed against this attack. This effect only occurs once per turn, affecting the first individual to meet the creature’s gaze. If multiple individuals do so simultaneously, the hide-behind chooses which target to affect. Despite functioning like a gaze attack, there is no saving throw versus this effect.

Deadly Bite (Ex) A hide-behind gains +1d6 sneak attack damage against a flat-footed or flanked foe, but only with its bite attack.

Craven (Ex) The hide-behind is a cowardly beast, unwilling to face a foe directly, and receives a -4 penalty to saving throws against fear effects and are treated as shaken versus foes that they cannot use their abilities to attack from behind (such as sightless or blindfolded foes, or those averting their gaze). Those attempting to use Intimidate to demoralize a hide-behind receive a +4 circumstance bonus to the check.

ECOLOGY
Environment temperate and hot plains or mountains
Organization solitary
Treasure none

Shoanti consider the hide-behinds tactics worthy of scorn and mocking, but admit begrudgingly that territorial battles and courtship rituals of the creatures are a sight to be seen, as the creatures vanish and spin in a flurry of lithe motion, constantly appearing behind each other, only to retreat as the other hide-behind twists nimbly to confront the aggressor.

The dark hairless pelt of the hide-behind is sought by craftsmen seeking to craft cloaks of displacement, boots of speed and related items that pertain to manipulations of movement through space.

Dark Archive

While it's technically spun off of my Magic of the Arcanamirium notion, it really has nothing to do with the sort of practical magic I'm playing around with in that thread, so here's another earth-and-stone-related conjuration spell, and the assorted rules requires to play with it.

Conjure Ushabti
School conjuration (summoning); Level Sor/Wiz 4
Casting Time 1 minute
Components V, S, M (a gold coin or fragment of jade or obsidian of equal value), F (a petrified insect of the appropriate type)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more summoned creatures
Duration 1 hour / level (special)
Saving Throw none; Spell Resistance no

With this spell, you call forth an ushabti, a stone construct usually in the form of a monstrous insect or arachnid. This construct obeys your commands, although ordering it to enter combat, or any attack upon it’s person, makes the conjuring unstable, and the remaining hours of duration become rounds, with the creature disappearing when those remaining rounds have expired, even if the combat has ended before this occurs.

While it remains, the ushabti can be used to perform simple physical tasks, to carry gear, or even, for larger specimens, to serve as a steed. If an ushabti is slain, the petrified insect used as a focus for the conjuring is broken. A specific focus can only be used to enable a single casting of the spell at one time, although the spell might be used to call forth multiple weaker ushabti without requiring multiple foci.

When this spell is learned, the caster automatically learns how to call forth Giant Scarab Ushabti. He can call forth gilded scarabs, jade scarabs or obsidian scarabs, depending on the material component used during the summoning (if multiple scarabs are conjured, all must be of the same size and composition). At 7th level, he can call forth a single Immature (size medium) Giant Scarab Ushabti, or a pair of Larval specimens. At 9th level, he can call forth a single mature (size large) Giant Scarab Ushabti, or a pair of Immature specimens, or four Larval individuals. For the purposes of other possible vermin ushabti, the caster is capable of calling forth a CR 4 encounter at 7th level, a CR 6 encounter at 9th level, a CR 8 encounter at 11th level, etc. to a maximum of CR 14 worth of ushabti at 17th level (a single colossal Apocalypse Giant Scarab Ushabti, or a pair of gargantuan Elders, etc.

Using a form of spell research, at 1/5th the normal cost, the caster can study techniques to call up other vermin ushabti, such as monstrous ants, centipedes, praying mantises, scorpions, spiders or wasps, with each specific type of vermin counting as a separate subject of research. So long as he has appropriate stone figurines on his person, he can choose at the time of casting which sort of vermin ushabti he wishes to summon with a given casting (although, again, if multiple ushabti are summoned, they must also be of the same species).

Menu-Teret can call forth giant scarab beetles, giant centipedes, giant scorpions or giant spiders. He has spoken of the possibility of calling forth giant ants, giant praying mantises and giant wasps, but does not himself know these variations. He has also indicated that there may be options beyond gilded, jade and obsidian, such as lapis and sard, but, again, he does not appear to have mastered those secrets.

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Giant Scarab Beetle (use Giant Stag Beetle, but add 10 ft. burrow speed and lower damage of the bite attack to 2d6+9). Medium-sized immature Giant Scarab Beetle (as above, but with the Young template, -1 to natural armor (in addition to that lost due to the Young template), -2 Dexterity (resulting in a net +2, when applied with the +4 for the Young template), and replacing the trample special attack with the trip special quality). Small sized larval Giant Scarab Beetle (as above, but with another application of the Young template (with another extra -1 to NA and -2 to Dex), and removing the trip quality).

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Creating an Ushabti
“Ushabti” is an inherited template that can be applied to any living, corporeal creature of the animal or vermin that does not possess class levels. A stone creature uses all of the base creature’s statistics and special abilities, except as noted here.

CR: As base creature +2.
Alignment: Always neutral.
Type: The creature’s type changes to construct. It retains any subtype except for alignment subtypes and subtypes that indicate kind.
Armor Class: Natural armor increase by +4.
Hit Dice: Change all of the creature’s racial Hit Dice to d10s. If the base creature is size Tiny or smaller, total Hit Dice remain unchanged, but if the base creature is size Small or Medium, add +1 HD. If the base creature is size Large, add +2 Hit Dice. If the base creature is size Huge, Gargantuan or Colossal, add +6 HD, +8 HD, or +10 HD, respectively. Stone creatures have no Constitution score, but gain additional hit points based on their size (Bestiary p. 307).
Saves: Base save bonuses are Fort 1/2 HD +2, Ref 1/3 HD, and Will 1/3 HD.
Defense/Qualities: Damage Reduction 5/adamantine. An ushabti takes half damage from energy attacks (acid, cold, electricity, fire or sonic) and then subtracts an additional 5 points of damage from the remainder, before taking damage. An ushabti’s melee attacks are treated as magical, cold iron *and* silver for the purposes of bypassing damage reduction.
Speed: Add a climb speed equal to one half of the base creatures ground speed, and add a burrow speed equal to the base creatures ground speed, unless it already possesses superior capabilities in either of these movement types. Remove any swim speed that the base creature may have possessed. Halve any fly speed and reduce maneuverability by one class (to a minimum of clumsy).
Melee and Ranged Attacks: The ushabti retains all of the mundane natural attacks of the base creature.
Special Attacks: Exceptional attacks are retained. Any supernatural or spell-like abilities are lost. Exceptional attacks with a save DC based off of Constitution (such as Poison or Web), are instead based off of Strength.
Abilities: Increase Strength by +4. Dexterity becomes 10, and is not modified for size increases or decreases. As a mindless construct, a stone creature has no Intelligence or Constitution score.
BAB: An ushabti’s base attack bonus is equal to its Hit Dice.
Skills: An ushabti has no skill ranks, but can understand instructions in Terran and one other language determined by its creator (usually Osirioni).
Feats: An ushabti loses all feats possessed by the base creature, and does not gain feats as its Hit Dice increase.
Special Qualities:
Add one of the following special qualities;
* Gilded The stone body of the creature is covered with runic carvings inlaid with gold that glows with torch-equivalent light. In the presence of another light source, it amplifies that light, increasing surrounding light levels by one step, and causing anyone attempting to strike it to suffer a 20% miss chance and a -2 to their attack roll.
* Jade The stone body of the creature is covered with jade glyphs that grant the creature’s physical attacks the ghost touch quality. It’s natural armor bonus also has the ghost touch property, and protects it against incorporeal touch attacks.
* Obsidian The creature’s stone body is inlaid with twisting obsidian patterns that confuse the eye and camouflage its position, as well as somehow acting to silence its movements, giving it a +8 circumstance bonus to Stealth. The obsidian edged natural weapons of the creature are sharp as razored glass, and the creature’s primary attack inflicts bleed damage equal to half it’s normal damage dice.

*

Sample Giant Scarab Ushabti

LARVAL GIANT SCARAB BEETLE USHABTI CR 2
XP 600
N Small construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 21 (2d10+10)
Fort +3, Ref +0, Will +0
Defensive Abilities resistant to energy attacks; DR 5/adamantine; Immune construct traits

OFFENSE
Speed 30 ft., burrow 30 ft., climb 30 ft., fly 20 ft. (clumsy)
Melee bite +5 (1d6+3)

STATISTICS
Str 15, Dex 10, Con –, Int –, Wis 10, Cha 9
Base Atk +2, CMB +3; CMD 13 (17 vs. trip)
Feats none
Skills none
Languages none, but can understand orders in Terran and one other language of creators choosing
SQ physical attacks count as cold iron, magic and silver to bypass DR

SPECIAL ABILITIES
Resistant to Energy Attacks (Ex) An ushabti takes only half damage from all energy attacks (acid, cold, electricity, fire and sonic), and then reduces the remaining damage by 5 pts., before suffering damage.

And one of;
Gilded (Su) A gilded creature glows with torch-equivalent light. In the presence of another light source of at least torch-equivalence, it amplifies that light, increasing ambient light levels by one step, and causing any who attempt to strike it to suffer a -2 to their attack rolls and a 20% miss chance.

Jade (Su) A jade creature is treated as if it possessed the ghost touch quality for both it’s physical attacks and it’s natural armor bonus.

Obsidian (Su) An obsidian creature is both difficult to view directly and moves with unnatural silence, having a +8 enhancement bonus to Stealth. Its’ primary physical attack inflict bleed damage equal to half it’s normal damage dice.

ECOLOGY
Environment any
Organization solitary
Treasure none

*

IMMATURE GIANT SCARAB BEETLE USHABTI CR 4
XP 1,200
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 19, touch 10, flat-footed 19 (+9 natural)
hp 47 (5d10+20)
Fort +4, Ref +1, Will +1
Defensive Abilities resistant to energy attacks; DR 5/adamantine; Immune construct traits

OFFENSE
Speed 30 ft., burrow 30 ft., climb 30 ft., fly 20 ft. (clumsy)
Melee bite +9 (1d8+6 plus trip)

STATISTICS
Str 19, Dex 10, Con –, Int –, Wis 10, Cha 9
Base Atk +5, CMB +9; CMD 19 (23 vs. trip)
Feats none
Skills none

SPECIAL ABILITIES
Resistant to Energy Attacks (Ex) An ushabti takes only half damage from all energy attacks (acid, cold, electricity, fire and sonic), and then reduces the remaining damage by 5 pts., before suffering damage.

And one of;
Gilded (Su) A gilded creature glows with torch-equivalent light. In the presence of another light source of at least torch-equivalence, it amplifies that light, increasing ambient light levels by one step, and causing any who attempt to strike it to suffer a -2 to their attack rolls and a 20% miss chance.

Jade (Su) A jade creature is treated as if it possessed the ghost touch quality for both it’s physical attacks and it’s natural armor bonus.

Obsidian (Su) An obsidian creature is both difficult to view directly and moves with unnatural silence, having a +8 enhancement bonus to Stealth. Its’ primary physical attack inflict bleed damage equal to half it’s normal damage dice.

ECOLOGY
Environment any
Organization solitary
Treasure none

*

MATURE GIANT SCARAB BEETLE USHABTI CR 6
XP 2,400
N Large construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)
hp 68 (11d10+30)
Fort +5, Ref +2, Will +2
Defensive Abilities resistant to energy attacks; DR 5/adamantine; Immune construct traits

OFFENSE
Speed 20 ft., burrow 20 ft., climb 20 ft., fly 10 ft. (clumsy)
Melee bite +12 (2d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (1d8+9, DC 21)

STATISTICS
Str 23, Dex 10, Con –, Int –, Wis 10, Cha 9
Base Atk +11, CMB +18; CMD 28 (32 vs. trip)
Feats none
Skills none

SPECIAL ABILITIES
Resistant to Energy Attacks (Ex) An ushabti takes only half damage from all energy attacks (acid, cold, electricity, fire and sonic), and then reduces the remaining damage by 5 pts., before suffering damage.

And one of;
Gilded (Su) A gilded creature glows with torch-equivalent light. In the presence of another light source of at least torch-equivalence, it amplifies that light, increasing ambient light levels by one step, and causing any who attempt to strike it to suffer a -2 to their attack rolls and a 20% miss chance.

Jade (Su) A jade creature is treated as if it possessed the ghost touch quality for both it’s physical attacks and it’s natural armor bonus.

Obsidian (Su) An obsidian creature is both difficult to view directly and moves with unnatural silence, having a +8 enhancement bonus to Stealth. Its’ primary physical attack inflict bleed damage equal to half it’s normal damage dice.

ECOLOGY
Environment any
Organization solitary
Treasure none

*

GREATER GIANT SCARAB BEETLE USHABTI CR 8
XP 4,800
N Huge construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 23, touch 8, flat-footed 23 (+15 natural, -2 size)
hp 117 (14d10+40)
Fort +9, Ref +4, Will +4
Defensive Abilities resistant to energy attacks; DR 5/adamantine; Immune construct traits

OFFENSE
Speed 30 ft., burrow 30 ft., climb 30 ft., fly 20 ft. (clumsy)
Melee bite +20 (2d8+12)
Space 15 ft.; Reach 10 ft.
Special Attacks trample (2d6+12, DC 25)

STATISTICS
Str 27, Dex 10, Con –, Int –, Wis 10, Cha 9
Base Atk +14, CMB +24; CMD 34 (38 vs. trip)
Feats none
Skills none

SPECIAL ABILITIES
Resistant to Energy Attacks (Ex) An ushabti takes only half damage from all energy attacks (acid, cold, electricity, fire and sonic), and then reduces the remaining damage by 5 pts., before suffering damage.

And one of;
Gilded (Su) A gilded creature glows with torch-equivalent light. In the presence of another light source of at least torch-equivalence, it amplifies that light, increasing ambient light levels by one step, and causing any who attempt to strike it to suffer a -2 to their attack rolls and a 20% miss chance.

Jade (Su) A jade creature is treated as if it possessed the ghost touch quality for both it’s physical attacks and it’s natural armor bonus.

Obsidian (Su) An obsidian creature is both difficult to view directly and moves with unnatural silence, having a +8 enhancement bonus to Stealth. Its’ primary physical attack inflict bleed damage equal to half it’s normal damage dice.

ECOLOGY
Environment any
Organization solitary
Treasure none

*

ELDER GIANT SCARAB BEETLE USHABTI CR 12
XP 19,200
N Gargantuan construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 24, touch 6, flat-footed 24 (+18 natural, -4 size)
hp 175 (21d10+60)
Fort +12, Ref +7, Will +7
Defensive Abilities resistant to energy attacks; DR 5/adamantine; Immune construct traits

OFFENSE
Speed 30 ft., burrow 30 ft., climb 30 ft., fly 20 ft. (clumsy)
Melee bite +27 (4d6+15)
Space 20 ft.; Reach 15 ft.
Special Attacks trample (2d8+15, DC 30)

STATISTICS
Str 31, Dex 10, Con –, Int –, Wis 10, Cha 9
Base Atk +21, CMB +35; CMD 45 (49 vs. trip)
Feats none
Skills none

SPECIAL ABILITIES
Resistant to Energy Attacks (Ex) An ushabti takes only half damage from all energy attacks (acid, cold, electricity, fire and sonic), and then reduces the remaining damage by 5 pts., before suffering damage.

And one of;
Gilded (Su) A gilded creature glows with torch-equivalent light. In the presence of another light source of at least torch-equivalence, it amplifies that light, increasing ambient light levels by one step, and causing any who attempt to strike it to suffer a -2 to their attack rolls and a 20% miss chance.

Jade (Su) A jade creature is treated as if it possessed the ghost touch quality for both it’s physical attacks and it’s natural armor bonus.

Obsidian (Su) An obsidian creature is both difficult to view directly and moves with unnatural silence, having a +8 enhancement bonus to Stealth. Its’ primary physical attack inflict bleed damage equal to half it’s normal damage dice.

ECOLOGY
Environment any
Organization solitary
Treasure none

*

APOCALYPSE GIANT SCARAB BEETLE USHABTI CR 14
XP 38,400
N Colossal construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 23, touch 2, flat-footed 23 (+21 natural, -8 size)
hp 230 (30d10+80)
Fort +17, Ref +10, Will +10
Defensive Abilities resistant to energy attacks; DR 5/adamantine; Immune construct traits

OFFENSE
Speed 40 ft., burrow 40 ft., climb 40 ft., fly 20 ft. (clumsy)
Melee bite +34 (6d6+18)
Space 30 ft.; Reach 30 ft.
Special Attacks trample (4d6+18, DC 37)

STATISTICS
Str 35, Dex 10, Con –, Int –, Wis 10, Cha 9
Base Atk +30, CMB +50; CMD 60 (64 vs. trip)
Feats none
Skills none

SPECIAL ABILITIES
Resistant to Energy Attacks (Ex) An ushabti takes only half damage from all energy attacks (acid, cold, electricity, fire and sonic), and then reduces the remaining damage by 5 pts., before suffering damage.

And one of;
Gilded (Su) A gilded creature glows with torch-equivalent light. In the presence of another light source of at least torch-equivalence, it amplifies that light, increasing ambient light levels by one step, and causing any who attempt to strike it to suffer a -2 to their attack rolls and a 20% miss chance.

Jade (Su) A jade creature is treated as if it possessed the ghost touch quality for both it’s physical attacks and it’s natural armor bonus.

Obsidian (Su) An obsidian creature is both difficult to view directly and moves with unnatural silence, having a +8 enhancement bonus to Stealth. Its’ primary physical attack inflict bleed damage equal to half it’s normal damage dice.

ECOLOGY
Environment any
Organization solitary
Treasure none

Dark Archive

There's not nearly enough beer-related magic in the game, I've decided.

The source of this inspiration shouldn't require explanation...

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BREWMEISTER’S MUG
Aura faint transmutation; CL 1st
Slot none; Price 300 gp; Weight 2 lbs.

DESCRIPTION
This brass mug can hold 16 oz. of liquid, and when any drink is poured into it, the magic of the mug purifies the drink, rendering it no more potent than clean water. The mug’s magic causes the drink to look, smell and taste the same as it did before being purified, and this mug sees much favor with those who wish to enjoy the appearance of drinking a strong drink, without suffering the after-effects of overindulgence.

CONSTRUCTION
Requirements Craft Wondrous Item, purify food & drink, prestidigitation; Cost 150 gp.

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Cayden’s Breath
School conjuration (creation); Level Brd 1, Clr 1, Drd 1, Sor/Wiz 2
Casting Time 1 standard action
Components V, S, M (a drink of ale, beer, mead or wine)
Range 15 ft.
Effect cone-shaped burst
Duration 1 minute / level
Saving Throw Fort negates; Spell Resistance no

You belch forth a thick amber or violet mist that carries the overpowering smell of strong drink and causes all within who fail their saving throw to become temporarily intoxicated. The mist surges forth and dissipates almost instantly, but those in the target area are sickened for the duration. Any effect that would eliminate the sickened condition will immediately cure the afflicted. A dose of alchemist’s mercy, which would take 10 minutes to negate the effects of normal intoxication, will immediately purge the effects of this magical state of intoxication.

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LIQUID LUNCH
Aura faint conjuration; CL 5th
Slot none; Price 1000 gp; Weight 2 lbs.

DESCRIPTION
This hollowed-out gourd contains 16 oz. of an improbably thick honey mead. When four ounces are consumed, it nourishes a medium-sized drinker as a full meal, and a third of a day’s ration of water, as well as providing a pleasant tingle that warms the belly and ‘takes the edge off’ without affecting one’s ability to function. If it is ever drained, the magic of the gourd is lost, but as long as at least one serving remains in the gourd overnight, it replenishes itself fully.

CONSTRUCTION
Requirements Craft Wondrous Item, create food & water; Cost 500 gp.

Silver Crusade

Set wrote:
HIDE-BEHIND

This is getting used in our CotCT game. :)

Still reading back through the thread. This is great stuff.

Dark Archive

Mikaze wrote:
Set wrote:
HIDE-BEHIND

This is getting used in our CotCT game. :)

Still reading back through the thread. This is great stuff.

Thanks! The hide-behind, IIRC, is a native american beastie. I think the original version was a beastie that was pretty much coyote-sized and cowardly, when exposed and in strong light, but attacking from behind and hiding in the shadows, it was as powerful as a bear.

I tweaked the concept to make it feel a little more Schrodinger's-Cat-by-way-of-the-Displacer-Beast, but there's probably a couple ways to write it up (using Enlarge when attacking flat-footed foes, or giving the small-ish base creature a large-ish shadow projection overlaying it's actual body, like a magical exoskeleton that can be dispelled by bright light or something). I'm sure an enchantment-based variation is also possible.

Dark Archive

Irriseni witch-fu, for me and for you.

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A spell;

ICY GRASP
School evocation [cold]; Level sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Targets creature or creatures touched (up to one / level)
Duration instantaneous
Saving Throw Fortitude partial; see text; Spell Resistance yes

A touch from your hand, which glows with blue energy, inflicts 1d6 cold damage. The touched creature also takes 1 points of Dexterity damage unless it makes a successful saving throw. You can use this melee touch attack up to one time per level.

[Yeah, this is Chill Touch, but tweaked over to evocation [cold] and with no special effects on undead.]

And some feats;

Winter’s Lore
Prerequisite Witch native to Irrisen
Benefit You add the following spells as bonus witch spells known as soon as you would be able to cast them; burning hands* (1), chill metal (2), lightning bolt* (3), wall of ice (4), wall of fire* (5), freezing sphere (6), chain lightning* (7), stormbolts* (8), meteor swarm* (9). Spells marked with an asterisk are [cold] spells, manifest as blue-white versions of their normal appearance and inflict cold damage, in place of whatever damage they would normally inflict.

Special Some of these spells are already on the witch list, and can be learned normally in their traditional forms, but any [fire] spell prepared by a witch who has taken this feat requires the witch to expend two slots, as if she were a specialist wizard, and these spells were of an opposition school.

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Winter’s Sting
Prerequisites Winter’s Lore, or elemental cold specialist wizard, or elemental (water), fey or winter bloodline sorcerer.
Benefits Using the stored energy of prepared or known [cold] spells, the winter witches of Irrisen have shown you how to conjure up shuriken, daggers, six-bladed starknives (statistically identical to traditional four-bladed starknives), javelins or spears of ice to hurl at your foes. Such weapons are sized appropriately for you, and are as hard as steel, yet feel weightless in your hand, despite their composition. You are always treated as proficient with these conjured weapons, regardless of the form they take. The weapons melt away at the end of any round in which they leave your grasp. Creating these weapons is a free action, although you can hold no more than two of them at a given time.

The level of cold-based witch spells that you have prepared determines the efficacy of the conjured weapons;

1st - Masterwork Freezing* weapon
2nd - +1 Freezing* weapon
3rd - +1 Frost weapon
4th - +1 Icy Burst weapon
5th - +2 Icy Burst weapon
6th - +3 Icy Burst weapon
7th - +4 Icy Burst weapon
8th - +5 Icy Burst weapon
9th - +5 oversized** Icy Burst weapon
*The Freezing weapon property causes the weapon to inflict +1 cold damage on a successful hit.
**The weapon inflicts damage as a weapon one size class larger, but you suffer no penalty to use it.

[Hey look! It's a 'reserve feat,' only different!]

Dark Archive

Random critter designed for someone else. Still dipping my toes into higher CR design.

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Blight Oak CR 13
XP 25,600

CE Gargantuan Undead Plant
Init +0; Senses all-around vision, blindsight 30 ft., darkvision 60 ft., low-light vision; Perception +4

DEFENSE
AC 26, touch 6, flat-footed 26 (-4 size, +20 natural armor)
hp 180 (16d8+108)
Fort +12, Ref +5, Will +10
Defensive Abilities energy protection, hardness 5; Immune polymorph, undead traits; Resist fire 10

OFFENSE
Speed 30 ft.
Melee 2 branch slams +20 (2d8+14 plus grab), 1 root grapple +20 (grab + constrict 2d8+21)
Ranged thrown person or object +12 (4d6+21, Ref DC 32 halves)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d8+21, roots), pull (branch or root, 10 ft.), rend (2d8+21, requires both slams to hit a single target), throw (4d6+21, Ref DC 32 halves), trample (2d8+21, Ref DC 32 halves), vampiric leaf swarms

STATISTICS
Str 38, Dex 10, Con –, Int –, Wis 11, Cha 15
Base Atk +10; CMB +28 (+32 to grapple), CMD 28 (36 vs. trip)
Feats Toughness (B)
Skills none
SQ all-around vision, enhanced stability, slender build, sodden, sturdy

SPECIAL ABILITIES
All-Around Vision (Ex) A blight oak can see in all directions. It gains a +4 racial bonus to Perception checks and cannot be flanked.
Energy Protection (Ex) A blight oak takes half damage from acid, cold and sonic attacks. Damage rolled is halved before energy resistance (if any) is applied, and the blight oak is still allowed any applicable saving throw to further reduce damage.
Enhanced Stability (Ex) Due to its many sturdy roots, a blight oak has a +4 bonus to its CMD to avoid being tripped, above the +4 normally afforded to a creature with more than two legs.
Slender Build (Ex) The bulk of a blight oak’s size is vertical, and it counts as a large creature for the purposes of squeezing through narrow spaces, although it is sixty feet tall, and always gains the advantage of attacking from a higher space with its slam attacks against ground bound creatures of size large or smaller. Due to its build, it has half the effective space and reach of a creature of its size.
Sodden (Ex) The wooden body of a blight oak is saturated with the floodwaters that drowned it, providing it with fire resistance 10, and allowing it to automatically succeed on saving throws to avoid catching on fire. If struck with an electrical attack, it takes full damage, but any creatures grappled by its branches or roots also take half damage.
Sturdy (Ex) A blight oak has additional Hit Dice and Natural Armor as if it was a zombie of equal size, and gains bonus hit points as if it was a Construct of equal size.
Throw (Ex) As a standard action, a blight oak can throw any creature (or object) up to two size categories lower than itself up to 20 ft. for each size category the unwitting projectile is smaller than the blight oak (40 ft. for a large target, 60 ft. for a medium target, 80 ft. for a small target). A thrown individual must make a reflex save (DC 32) or take 4d6+21 damage, if it strikes a solid surface at any point during its trajectory (half damage on a save, and half damage if striking a yielding surface, such as water). The object (or person) struck also takes this damage, and is allowed a similar save to halve damage. The blight oak adds its strength modifier to this damage.
Vampiric Leaf Swarms (Su) A blight oaks withered brown leaves drop from its skeletal branches when it senses living prey, and flutter like bats around the base of the blight oak, providing it with partial concealment. Treat the vampiric leaf swarms as four wasp swarms with the plant and undead types (replacing the vermin type), and replacing their poison quality with a blood drain attack that deals 1d4 points of Constitution damage. The blight oak is unaffected by the distraction or damage of its own vampiric leaf swarms. Once an individual swarm has drained 10 Constitution points worth of blood in this manner, it returns to the blight oak and transfers the stolen vitality to the tree, a process that takes only a single round, healing the blight oak of up to fifty hit points of damage. Excess hit points are retained as temporary hit points for 1 hour. A destroyed swarm can be replaced in 24 hours, so long as the blight oak can feed. Each swarm occupies one quadrant around the base of the blight oak, moving with the blight oak on its turn, but otherwise remaining stationary, except when sated and returning to feed the parent creature. Unlike the parent creature, vampiric leaf swarms do not possess hardness, nor the energy protection or sodden special qualities. Vampiric leaf swarms do not pursue individuals who dive under the surface of the water.

The blight oak is a terrible creature, ravaged by unnatural hunger and a hatred for any living creature that escaped the watery doom that came to the flooded forest. It shambles along, dank and reeking of mildew, slime and mold, its withered brown leaves softly rattling against each other as they hang limply from its skeletal branches.

When it finds living prey, it surges forward, attempting to crush and trample them under its great bulk with a surprising burst of speed, as its leaves detach and form into blood-sucking swarms of cruelly-sharp leaves, swarming upon all creatures around its base, but unable to travel beyond the creatures reach. The blight oaks gnarled roots attempt to grapple and constrict prey near its base, sometimes dragging an animal or person below the surface of the water, to drown them in its unyielding oaken coils. While it has many branches, it can only attack with two at a time, bludgeoning foes within its reach, and attempting to snatch them up and either rend them limb from limb, showering itself with their gore, or hurl them at the ground, or into the distance, to break their bodies.

While some blight oaks are found alone, created by powerful necromantic magic, the most terrible specimens are paired with the spectral remnants of the dryad who once lived within them, cursed to remain still locked to their rotting heartwood, and similarly unable to leave the reach of this shambling mockery of her past fey existence. Treat such creatures as dryads enhanced with the ghost template, that is unable to leave the reach of her blight oak, and whose tree meld ability is limited to her own tree, and whose animal empathy is limited to diseased or maddened animals. Replace the tree stride SLA with contagion 3/day. The blight oak does not provide concealment to those outside of it from a ghost dryad currently inhabiting it, allowing her to dash out to strike adjacent targets.

Dark Archive

Somebody in some other thread said something like, 'hey, are there any variant imps, like the consular write-up suggests?' and I thought, 'hey, why not one that kinda/sorta works like a Warcraft imp?'

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This then, is it.

This foot and a half tall fiend resembles other imps from the infernal realms, but lacks wings or a envenomed tail, and has skin like fire-blackened wood. Its hands are wreathed in flames, and it spins and cavorts as if on fire itself as it hurls a crackling ball of bruise-colored flame at you.

FIREBRINGER IMP CR 2
XP 600
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
=====
DEFENSE
=====
AC 18, touch 17, flat-footed 13 (+4 Dex, +1 dodge, +1 natural, +2 size)
hp 19 (3d10+3); fast healing 2
Fort +2, Ref +7, Will +4
Defensive Abilities evasion, DR 5 / good or silver; Immune fire, poison; Resistance acid 10, cold 10
=====
OFFENSE
=====
Speed 30 ft., Climb 10 ft.
Melee +6 slam (1d2-1 +1d6+5 fire & divine damage)
Ranged +6 ranged touch produce flame (1d6+5 fire & divine damage, 120 ft. range)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks
Spell-Like Abilities (CL 6th)
Constant – detect good, detect magic
At will – dancing lights, invisibility (self only), produce flame
3/day – faerie fire
1/week – continual flame
=====
STATISTICS
=====
Str 8, Dex 19, Con 12, Int 11, Wis 12, Cha 14
Base Atk +3; CMB +0; CMD 15
Feats Precise Shot (B) Dodge, Weapon Finesse
Skills Acrobatics 3 (+14), Bluff 1 (+6), Climb (1) +16, Knowledge (arcana) 2 (+5), Knowledge (planes) 2 (+5), Perception 3 (+7), Sense Motive 1 (+5), Spellcraft 2 (+5), Stealth 3 (+18); Racial Bonus +4 Acrobatics checks
Languages Infernal
SQ spell-like abilities
=====
ECOLOGY
=====
Environment the Nine Hells
Organization solitary, pyre (2-5) or conflagration (6-12)
Treasure incidental
=====
SPECIAL ABILITIES
=====
Fearsome Fire (Su) Firebringer imps generate hellish purple-black flames that inflict half fire damage and half divine (infernal) damage, which cannot be abated by fire resistance. A firebringer imp can extend this property to any other creature that it is touching, so that the fire attacks of that creature are also altered in this manner, and in the case of a firebringer imp that is bound to another through the link of a familiar, it can grant this property to its master so long as they remain within 10 ft. of each other.

Natural Climber (Ex) Firebringers can use their Dexterity modifier in place of their Strength modifier for Climb checks.

With wingless bodies even more wiry than that of the standard imp, firebringers are black as coal, and caper and dance like the movement of fire when they move, as if the fiery energy within their tiny bodies leaves them incapable of remaining still for a moment. The scent of sulfur and charred meat hangs in the air behind them, and only grows more intense, the more they use their ability to call up the fires of hell from within themselves.

Unable to fly, the firebringer is a craven creature, lacking the ability to effectively escape ground-bound foes, and is prone to climbing high atop any convenient buildings or trees available, hoping to rain destruction down upon those they would fight. Using cover of invisibility, they will move into position, and not attack until they feel safe (although familiars may be emboldened by the presence of a master). In the Hells, they cling to larger devils, hurling fire from the relative safety of their lumbering brethren.

Intensely curious and envious creatures, firebringers spy on mortals with the cold instincts of a predator. They combine their stealth, invisibility and gift for climbing to otherwise inaccessible places to good effect, in pursuit of secrets and scandal. Firebringers are very jealous of the more intelligent standard imp, both for its ability to fly and its superior ability to influence the mortal races, through means both mundane and magical. A firebringer in the presence of a standard imp will by turns be flattering and frustrated, boasting of its own powers of hellflame, but obviously exhibiting jealously of the standard imps talents.

Dark Archive

I made all those fey for Irrisen, a place with no living plant life worth mentioning, and even one for Ustalav, more recently (which may or may not be seen in Wayfinder 5), but then I thought to myself, 'Yanno where there's a lot of foliage? The Mwangi Expanse!'

And so I did the unthinkable, and converted one of my super-hero characters (from M&M, CoH and CoV, inspired by the swollen thorn acacia tree) into a 'jungle dryad.'

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This eerily beautiful woman has an alien appearance, with flesh of green and brown, like a mixture of wood and other hardy plant material. Atop her head, enormous violet floral petals flutter as she walks, accompanied by a few buzzing reddish-brown honey wasps.

MWANGI DRYAD (ACACIA ROSE) CR 5
XP 1,600
CN Medium fey
Init +2; Senses low-light vision; Perception +11
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d6+24); fast healing 3
Fort +7, Ref +7, [/b]Will[/b] +7
DR 5 / cold iron
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OFFENSE
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Speed 30 ft.
Melee thorn rake +7 (1d6 + poison) or 2 thorn rakes +5 (1d6 + poison)
Ranged thorn throw +7 (1d6 + poison, 30 ft. range)
Special Attacks summon wasp swarm
Spell-Like Abilities (CL 6th)
Constant – speak with plants, speak with animals (vermin only)
At will – entangle (DC 15), tree shape, wood shape (1 lb. only)
3/day – snare
1/week – spike growth
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STATISTICS
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Str 12, Dex 15, Con 17, Int 12, Wis 15, Cha 14
Base Atk +3; CMB +4; CMD 16
Feats Great Fortitude, Toughness, Weapon Finesse
42 Skills Climb 3 (+7), Craft (traps) 6 (+10), Escape Artist 3 (+8), Handle Animal 6 (+11), Knowledge (geography), 3 (+7), Knowledge (nature) 3 (+9), Perception 6 (+11), Stealth 6 (+11, +15 in jungle surroundings), Survival 6 (+13); Racial Modifiers +2 Knowledge (nature) and Survival, +4 Stealth in jungle surroundings
Languages Common, Elven, Sylvan; speak with plants
SQ jungle empathy, thorny body, tree meld
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SPECIAL ABILITIES
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Poison (Ex) Injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based.

Summon Wasp Swarm (Ex) A Mwangi dryad’s body is host to a swarm of wasps, that she can call as a standard action to attack her foes. Any damage suffered by this wasp swarm, even if it is completely destroyed, is restored after 8 hours, as a replacement swarm is hatched within her body. The Mwangi dryad is unimpeded by her own swarm, and can move and fight within it without suffering distraction or damage.

Thorny Body (Su) A Mwangi dryad’s body is covered with thorns that function as armor spikes if she is grappled, or wishes to strike another with these thorns. They can retract into her woody flesh, or sprout to up to eighteen inches in length, from her palms, if she wishes to attack with them. For the purposes of attacking with these thorny extensions of her body, she is treated as if she had Two-Weapon Fighting feat. A Mwangi dryad can detach and throw these thorns with the statistics of a javelin, and her paralytic poison remains potent even on these detached thorns.

Tree Meld (Su) A Mwangi dryad can meld into any tree, similar to how the spell meld into stone functions. She can remain melted with a tree as long as she wishes.

Jungle Empathy (Su) This works like the druid’s wild empathy class feature, except that the Mwangi dryad can *also* attempt to influence the reactions of vermin. Mwangi dryads with druid levels can also apply their class based wild empathy modifier to attempts to influence vermin. Thanks to this ability, a Mwangi dryad can attempt to train vermin with the Handle Animal skill.

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ECOLOGY
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Environment jungles and savannahs
Organization solitary
Treasure standard

The acacia rose, called a ‘Mwangi dryad’ by visitors to the region, is a far different creature from her more peaceful northern sisters. Covered with alternating sculpted planes of dark brown wood, and softer, but still tough surfaces of deep green, she moves more slowly and deliberately than her graceful cousins, and her ‘hair’ is a brilliant plume of brightly-colored elongated petals (which can be various shades of red, pink, white, yellow or violet, but are always of a single solid color) that stick straight up, and have a sweet fragrance to rival honeysuckle.

A strange backpack-sized chamber sits atop her back, with spires rising up above her shoulders and curving out behind her head. Many holes in this tripartite chamber admit the many honey wasps that boil forth when she thumps her hollow-sounding chest cavity with a dainty wooden fist, to attack any who threaten their verdant queen. Vicious thorns, most six inches long, but those that thrust from her palms three times that long, slide forth at her silent command, slick with a paralytic venom akin to curare. While as hard as wood, an acacia rose is surprisingly light, due to the hollow chamber within her torso, and rarely weighs as much as 100 lbs.

Unlike a northern dryad, the acacia rose has no parent tree, and is a mobile predator, stalking an area of jungle, only resting within other trees when she has need to sleep or recuperate from a lasting injury. Also quite unlike her brethren, the acacia rose feeds on flesh and blood, striking down creatures that damage the forested region she patrols, and draining the blood of the fallen through special thorns that sprout from her toes, and allow her to ‘take root’ in a helpless, unconscious or dead creature. After she has ‘watered herself’ in this manner, her wasp swarm strips the flesh from the bones over the course of an hour or less (depending on the size of the prey), and then return, sated, to the chambers on her back and shoulders. (A particularly rich feast might result in additional wasp swarms being generated and set loose, as she can only contain and control one at a time. Such swarms are normal in all other respects, but will never attack the acacia rose that spawned them.)

Despite this gruesome means of feeding, and possibly also of reproduction, if grisly rumor is to be believed, the acacia rose is not evil, only targeting those creatures (animal or sentient) that are a threat to the lands she calls her own. Others she finds troublesome, or who intrude where they are unwelcome, may find themselves paralyzed by her toxins, or ensnared by her traps, only to be bound securely and carried to another place by some animal (or, more commonly, unusually large vermin, such as giant ants) that she has persuaded to serve her interests.

Acacia rose are solitary creatures, leaving scented markings in pollen and nectar in markings gouged into trees in their territory, to inform others of their kind that this area is claimed. Despite this apparent dislike of their own kind, they can be found with giant ants or giant wasps. Entire giant ant colonies may serve an acacia rose that has befriended their queen, but as they remain stationary, an acacia rose is not commonly found with such accompaniment. Giants wasps, on the other hand, can cover quite the range of territory, and it has been reported that when one of these ‘Mwangi dryads’ wishes to reach an otherwise inaccessible plateau, or cover distance swiftly, that they will ‘ride’ the larger and stronger wasps (dangling from their legs, instead of mounting them like one would a horse).


You never cease to amaze, sir. Thank you, as always, for sharing these with us! :)

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"

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