Saturday, July 9, 2011

Typical Vaegould or Varm Nomad

Human CR 3
XP 800
Any Medium Humanoid
Warrior level 3 (skill points 9) Light Horse
Barbarian level 1 (skill points 5) Animal Handler
Init +2; Senses ; Perception +3
DEFENSE
AC 14, Touch 12, flat footed 12 (+ Leather, + Shield, none)
(+2 Dex, +2 armour)
hp 30 (0d8+3d10+1d12+4+3);
Fort +6, Ref +3, Will +2
OFFENSE
Speed 40
Melee
Single Attack Longspear +6 (1d8+2)
or Shortbow +6 (1d6 X3)
Full Attack
Longspear +6 (1d8+2)
Handaxe +0 (1d6+1 X3)
or Shortbow +6 (1d6 X3) range 70
Space 5ft.; Reach 5ft.
Special Attacks
Rage +4 con +4 Str +2 will save -2 AC per day 4
STATISTICS
Str 14, Dex 14, Con 12, Int 10, Wis 12, Chr 9
Base Attack 4 CMB 6; CMD 18
Feats
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Martial Weap Prof,
Mounted Archery: Ranged attacks are at -2 instead of -4,
Mounted Combat: Negate hit on mount with ride check DC opponents attack roll,
Ride-by Attack: When charging can carry on after the attack,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties
Skills Acrobatics 8, Climb 6, Craft 1, Handle Animal 4, Intimidate 3, Know Nature 0, Perception 3, Profession 1, Ride 9, Survival 1, Swim 6
Languages Common
ECOLOGY
Environment Any
Organization Comapny 10-20, Band 30-100, Squad 4-8
Treasure Standard
SPECIAL ABILITIES
Fast Movement Land Movement raised by 10
MAGIC ITEMS (max value 390)

Vaasan Wolfhound

The Vaasan wolfhound is a massive guard and war dog that is today bred primarily by nobles , merchants, and Vaasan Houndmasters (Rangers). These dogs are prized for their intelligence and loyalty. The average specimen stands nearly three feet tall at the shoulder and weighs around 200 pounds, though some large males have been known to reach 250 pounds.These impressive and loyal dogs generally are of great size and commanding appearance, the Vaasan wolfhound is remarkable in combining power and swiftness with keen sight. They are very muscular, strong though gracefully built; movements easy and active; head and neck carried high, the tail carried with an upward sweep with a slight curve towards the extremity.
This breed is an excellent guard dog, guarding both home and flock loyally. Vaasan wolfhounds will fight to the death to defend their master.
Vaasan wolfhounds are used in military strategy in the Cold Lands. Vaasan wolfhounds can unmount knights or break the lines of enemies. The sight and sound of a wave of a pack of charging Vaasan wolfhounds has been known to cause terror among even the most experienced soldiers.

XP 200
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1;

OFFENSE
Speed 40 ft.,
Melee bite +3 (1d6+3 plus trip)

STATISTICS
Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 11
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

SPECIAL ABILITIES

Loyal Beyond Death (Ex)
If a Vaasan Wolfshound is fighting in direct defense of its master or its master’s family or property, the Vaasan Wolfshound will continue fighting even if its hit points fall below 0. The Vaasan Wolfshound is staggered and loses 1 hp each round, and finally dies once its hit points reach a negative total equal to its Constitution score.

Frightful Howl (Ex): As a standard action, a Vaasan Wolfhound can emit a howl in a 60-foot-radius spread that affects opponents with fewer Hit Dice or levels than the Vaasan Wolfhound has. The affected creature must make a successful Will save DC 12 (DC 10 + ½ HD + Cha) or become shaken for 2d4 rounds. Success indicates that the target is immune to that Vaasan Wolfhound's frightful howl for one day. Frightful howl is a mind-affecting fear effect.
ECOLOGY
Environment Any
Organization Solitary, pair, or pack (3-10)
Treasure None
Carrying Capacity: A light load for a Vaasan Wolfshound is up to 99 pounds; a medium load, 100-200 pounds; a heavy load, 201-300 pounds. A Vaasan Wolfshound can drag 1,500 pounds.
Vaasan wolfhounds are very intelligent and can learn up to nine tricks (see handle animal skill)
Average Price: 150gp (untrained)

Steppe War Pony

CR 1 XP 400
Neutral Medium Animal
Init +3; Senses Low-light Vision, Scent; Perception +8
DEFENSE
AC 15, Touch 13, flat footed 12 (+ No Armour, + Shield, none)
(+3 Dex, +2 Natural)
hp 19 (2d8+10);
Fort +8, Ref +6, Will +3
OFFENSE
Speed 40
Melee
Single Attack Hoof +8 (1d3+7)
Full Attack
2 Hoof +8 (1d3+7)
Space 5ft.; Reach 5ft.
Special Attacks
STATISTICS
Str 24, Dex 17, Con 20, Int 5, Wis 17, Chr 13
Base Attack 1 CMB 8; CMD 21
Feats
Endurance: +4 on checks to resist non-lethal damage
Skills Perception 8
Languages
ECOLOGY
Environment Temperate plains
Organization Solitary
Treasure None

Tuesday, July 13, 2010

New Races

For you Pathfinder/Forgotten Realms gaming pleasure

ABEIRIAN DRAGONIANS
Abeirian dragonians are a race of native draconic creatures. They have a strong hatred of dragons, who enslaved them

+2 Strenght +2 Charisma, -2 Dexterity: Abeirian dragonians are both stronger and more charismatic than the typical humanoid, traits inherited from their draconic relatives.
Medium: Abeirian dragonians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Abeirian dragonians have a base speed of 30 feet.
Dragonblood: Abeirian dragonians are considered both a dragon creature and a humanoid for the purpose of spells, abilities, and effects that affect those types. In addition, an Abeirian Dragonians may use magic items with racially specific qualities as though it were of the dragon type.
Frightful Presence: +2 racial bonus on Intimidation, Abeirian dragonians are immune against Frightful presence as if they were dragons
Learned: Abeirian dragonians receive a +2 racial bonus on Knowledge (History)
Dragon Breath: Abeirian dragonians can exhale a line of fiery energy. The line’s length is 5 feet per Hit Die the abeirian dragonian has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the abeirian dragonian possesses. A successful Reflex save (DC 10 + 1/2 the abeirian dragonian’s HD + her Con modifer) halves the damage. An abeirian dragonian can use her breath weapon once every 1d4 rounds. An abeirian dragonian is not immune against other Breath Weapons directed against her.
Language: Abeirian dragonians begin play speaking Common and Draconic. Abeirian dragonians with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant


ARVANDORAL HIGH ELVES
Arvandoral high elves (or gray elves) are graceful warriors and wizards that originated from the realm of Faerie. All elven subraces are descended from avandoral high elves.

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Avandoral high elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Avandoral high elves have a base speed of 30 feet.
Low-Light Vision: Avandoral high elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Feyblood: Avandoral high elves are considered both a fey creature and a humanoid for the purpose of spells, abilities, and effects that affect those types. In addition, an Avandoral High Elf may use magic items with racially specific qualities as though it were of the fey type.
Spell-Like Abilities: An avandoral high elves can cast blur, light, and longstrider each once per day, using his total character level as his caster level.
Elven Immunities: Avandoral high elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Avandoral high elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Avandoral high elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Avandoral high elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Avandoral high elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Thursday, May 21, 2009

Terror of the Songhaunt Crypt

This is my entry for the grand one-page-dungeon contest. Thanks guys for this wonderful idea. Since the contest is closed and Chatty DM encourage everybody to share their entry, I present you...

Terror of the Songhaunt Crypt

Background

Laleth Numandhyr was a celebrated elven bard in the kingdoms of elves and men alike. While he was sometimes described as a little bit overambitious and hard to handle by his hosts, he wrote many significant pieces of art, and was even trying to incorporate his elven magical talent into his music, to create wondrous performances. But all the fame and glory was not enough for Laleth. There was still one thing to be done. He hasn't wrote a symphonies yet that would turn him into an immortal bard. He locked himself away in a secret hideout and began to experiment with his mystical music. Over the time however his compositions became more and more bizarre, while he was exploring spheres of music that were incomprehensible for most of his audience. During one of his rare public appearances the audience started to boo him. In a fit of rage he hurled a terrible necromantic infused cacophony at them, which turned the terrified listeners into undying and pitiful Songhaunts that became his loyal eternal audience. With them he fled the theater to one of his secret hideouts where he jealously guarded all his musical treasury. From this hideout he used his dark bardic powers of performance and persuasion to cause strife and havoc, while he was turning slowly into a creature of vileness. At one point his hideout was discovered by elven agents of good who wished this evil be removed. They sealed his domain and tried to eradicate all memory of Laleth. Now he is cursed to forever exist in an undead state, and blames those who are still alive for his state. Laleth seeks revenge on all philistines who blew his masterplan to become the greatest bard in history - and fortune played him well again.
In his underground tunnels a Destrachen was attracted to Laleth's lair by strange melodies. With his sonic powers the Destrachen shattered a wall that led to Laleth's lair...

Character Hooks

* PC's were actively looking for the crypt to prevent the evil Order of the Lyre from finding Laleth using his powers
* PC's stumble accidentally upon the lair, while hunting the Destrachen in his underground tunnels
* An elven warden approaches the PC's and tells them that the ancient seals that guard a terrible evil have weakened
Dungeon Features
Magically treated masonry walls, flagstone floors, strong wooden doors, unlit unless otherwise specified.

Room Key

These are the lower rooms of Laleth's hideout. Before he was imprisoned there where upper rooms that contained mostly his living areas. These rooms were destroyed and collapsed by the elves before they locked at the lower level. The lower rooms could not be destroyed by the elves because they were magically treated, so they sealed this part of Laleth's hideout and bound the evil bard to this place. He cannot leave this place in his spectral form. However if he finds a host he can posses he is free again.

Map

1. Entrance Hall. This is where the destrachen arrived. The room contains the magically sealed passage to the collapsed upper floors, as well as a magically trapped door to Laleth's chambers. The destrachen triggered a powerful enthrallment spell when it investigated the room. If the destrachen is attacked or otherwise disturbed the spell wears off and it attacks anyone in sight. The room is covered with elven warnings and magical abjuration spells that can be deciphered by PC's with the appropriate skills.

2. Hallway of Remembrance. The walls of this hallway are full with self-aggrandizing paintings of Laleth. One of these paintings shows him playing some actual notes. These notes must be played to open the door to his inner chambers (and the magically sealed door to area 7). It's a relatively easy melody to play. However Laleth often forgot the tune because his mind was so busy composing his next masterpiece. If they PC's try to open the magical locked door without playing the tune, they are instantly attacked by three Songhaunts that emerge from the wall.

3. Music Chamber. In this room the ghost of Laleth's former elven muse Sharlain is trapped in eternal sorrow and woe. Laleth strangulated her in rage with a string of his lute without a reason. Her spirit cannot rest while Laleth still exists. She is sitting on a hapsichord and playing a sad waltz. With her enchanting ghostly female voice, she is crafting beauteous tapestry of sound, while telling the sad tale of her murder (for those who understand elvish). When the PC's enter the room she has turned her back on them, since she don't want anyone to see her facial expression in the moment of her death. She does not give any answers if she is spoken to. She even seems not to notice the PCs at all. However if there is a bard in the party and they leave her in peace, she might appear in the battle against Laleth, aiding the party with her music (providing a moral bonus for combat and save rolls). The hapsichord is already in a bad shape and almost unplayable unless it's repaired. If the PC's search the room they can find a silver ornate tuning fork. In addition the sheet music of the tune she plays lies on the hapsichord. It's a complex masterwork elven tune. If a bard can master it he gets some benefits when playing it (like more money, more reputation, or more girls)

4. Rehearsal Room. This room contains a small stage and a couple of chairs before the stage. Three summoned instruments hover in the air and play a horrible melody, while four Songhaunts sit in front of the stage listening and applauding (silently) to the off tune music. When the PC's enter the room the Songhaunts turn around and attack. While in the room the PC's get a -2 morale penalty to attack rolls and saving throw because of the terrible jingle jangle music that somehow weakens their fighting ability. This effect can be countered by a bard.

5. Garderobe. Behind the stage is a small garderobe. The room contains a large mirror and a dressing table. Always suspicious Laleth stored a magical elven dagger in the table. There is also an enhanted gong here that can store a single spell up to level three. Laleth used the gong to trigger special illusions for his audience.

6. Instrument Storage. This room contains Laleth's collection of mundane musical instruments. The PC's can find a delicate harp, a chime staff, a painted mandoline, a bell chord, a dulcimer and a pair of resonant orcish war drums. All instruments are of masterwork quality. Some of the instruments are unfortunatly defunct, because of broken strings, etc. Two Songhaunts inhabit the room and are stoically trying to maintain the instruments. The Songhaunts attack when the PC's enter the room.

7. Tomb of Laleth. Most of this room is taken up by a octagonal platform. Three steps led up to the platform. The room is lit in an eerie blue fire by a single large brazier in the middle of the platform. Faint ghostly whispers can be heard throughout the tomb. Slowly Laleth the undead revenant of an ancient bard becomes visible. His translucent fingers hold a long, ornately carved flute. His cold lips produce twisted and malevolent sounds of some strange and dreadful enchantment, when four Songhaunts appear out of nowhere and attack while Laleth utters a terrible and blistering curse from the black dephts of his soul. During combat Laleth employs fear invoking sounds, deadly illusions, as well as soul shredding dirges capable of slaying the PC's where they stand. These effects can be countered by a bard. During combat Laleth also tries to possess a PC or NPC with the highest charisma to escape his prision. He tries to kill everybody else.
Encounter: 4 Songhaunts, 1 Spectral Bard
Treasure: Laleth's Magical Flute

8. Treasury. Laleth's magical flute also acts as a key to his treasury. Other attempts to open the hidden door trigger a strong sonic trap. His treasure includes a single magical instrument, a instrument bag with a hidden weapon compartment, some of his finest musical works before he got insane, and his adventuring equipment (magical elven blade, an elven chain, and a magical cloak)

New Monsters:
Songhaunt: Songhaunt are incoperal undead capable of dealing charisma damage, and sonic based effects with they moans.
Spectral Bard: see the description of Laleth for possible powers and defenses.

Friday, March 6, 2009

Good news from the next world

Wow. What a week! Many great things are happening in den 3E/Pathfinder scene.
Let's start with:

Game veteran Monte Cook has presented another surpise. At the Alliterates blog he announced his new project dungeonaday.com, a subscription-based website that will offer new game content every weekday. The website is supposed to start at march 2009. Dungeonaday.com describes Dragon’s Delve, a mysterious (mega-)dungeon of vast size, fascinating secrets, and great danger. The website will have a blog, where Monte shares some insight information, and it will have some community functions like forums and polls. Best of all: The whole thing is based on 3.5E and maybe conversions for pathfinder will be available. "The cost for membership–if you join in March and become a charter member–is only $7 a month." Go for it!

Finally Pathfinder has released the Pathfinder Compatiblity License and the Paizo Community Use Policy. Check out both links for details.
The good folks at paizo have also provided the Compatibility Logo:

Wednesday, February 11, 2009

Automated Character Sheet for Pathfinder RPG

The Only Sheet, a powerful automated Character Sheet available for the D&D3.5, is now compatible with the PF RPG system. There is a demo available in the download section. Check out The Only Sheet at www.theonlysheet.com