As we have been discussing, the following changes are taking place, effective as of the date of this post.
Gestalt In Non-Gestalt Games: This option is no longer available. Players currently using gestalt characters get a free Tweak (according to all of the normal Tweak rules) in order to bring them in line with this new procedure.
Leadership, Cohorts, and Followers: All feats and other game effects that grant or modify cohorts or followers, as well as the Leadership feat and other feats and game effects that modify or behave as Leadership are no longer allowed. Players currently using any of the aforementioned feats or game effects get a free Tweak as well.
Spellfire: This no longer wears off after a time. Neither will you explode if you are killed with more spellfire levels than your Hit Dice.
Inspire Courage (Bardic Music): This now has a range of 30 feet. Any feat that modifies the range of bardic music effects also modifies Inspires Courage just the same. (Inspire Courage + Dragonfire Inspiration feat + Alphorn instrument = +4d6 or more energy damage on all ally weapon attacks in 10 miles......Narp). Not that anyone is trying to do this specific thing, but "Rules as Written", this is actually possible since Inspire Courage requires only that your allies hear your music.
Bonus: Anyone who leaves a comment on this post will get to dice-off at the next session for a magic item of their choice no higher than their Item Level and it must be from the Dungeon Master's Guide or Magic Item Compendium.
Contributors
Tuesday, October 25, 2016
Saturday, September 24, 2016
Savage Tide: ECL 6 Aconitum Bane: Abyssal Warcaster 6:entry 2
So after some reflection I hated the idea of allowing another to use my body, so my hatred grew and furthered my path with Abyssal hated!
So because the new master of the ship got us stranded on the island, all of our stuff was lost in the shipwreck! I had to work together with the group to search up and down the coast for my gear. I found it eventually. Thankfully right before trouble came looking for us. A dang T- rex came out of the thre line, only to become petrified with me in its jaws. It was a quick fight, almost too quick. And it felt like no time at all a flock of damn birds, ohhh how much i hate birds, came looking for another meal. I burned 3 of them alive in my hated while the tripp'n fighter kept the other one busy. The druid, being the bag of meat he is, was nearly pecked to death by two birds lol.
Another thing that I figured wouldn't even happen, and apparently good things come to bad people, part of the crew "jumped ship" and started following me. Zaal is actually someone of talent that can aid me. Even though he isn't much of a fighter, he has spells that can enhance my hatred.
Well after a day hike we encountered an old witch covered with spider webs and spiders of all different sizes... I hated it in there. I ensured I had my fire shield up to burn away any stupid spider webs in my face.... I hate spider webs. All I know is the drid was speaking with the old witch in some language then we went on by her without havi g to spill some blood... don't care we were getting farther away from the spiders... did I mention how I hated spiders.
Another day hike and the druid is at it again but this time with a flock of birds. Somehow he managed to get the birds to let us by into the cave pass that the old witch directed us to. After that we went I to the cave in a tight formation.... I kept getting this feeling that we were being watched....
So because the new master of the ship got us stranded on the island, all of our stuff was lost in the shipwreck! I had to work together with the group to search up and down the coast for my gear. I found it eventually. Thankfully right before trouble came looking for us. A dang T- rex came out of the thre line, only to become petrified with me in its jaws. It was a quick fight, almost too quick. And it felt like no time at all a flock of damn birds, ohhh how much i hate birds, came looking for another meal. I burned 3 of them alive in my hated while the tripp'n fighter kept the other one busy. The druid, being the bag of meat he is, was nearly pecked to death by two birds lol.
Another thing that I figured wouldn't even happen, and apparently good things come to bad people, part of the crew "jumped ship" and started following me. Zaal is actually someone of talent that can aid me. Even though he isn't much of a fighter, he has spells that can enhance my hatred.
Well after a day hike we encountered an old witch covered with spider webs and spiders of all different sizes... I hated it in there. I ensured I had my fire shield up to burn away any stupid spider webs in my face.... I hate spider webs. All I know is the drid was speaking with the old witch in some language then we went on by her without havi g to spill some blood... don't care we were getting farther away from the spiders... did I mention how I hated spiders.
Another day hike and the druid is at it again but this time with a flock of birds. Somehow he managed to get the birds to let us by into the cave pass that the old witch directed us to. After that we went I to the cave in a tight formation.... I kept getting this feeling that we were being watched....
Wednesday, September 21, 2016
DM Entry: Major DM Rulings added to the Campaign Setting.
A new section has been added to the Aryathan Jiil Campaign Setting.
FEATS
This new section deals with some feats and adding some specific DM Rulings that are immediately effective.
The side effect of these DM Rulings include the temporary consideration of unbanning the Incantatrix prestige class.
The new DM Rulings cover the following feats:
Deceptive Spell [Metamagic feat]
Invisible Spell [Metamagic feat]
Spellfire Wielder [General Feat]
And then a massive update called Multiple Metamagic Mitigation that covers all manner of metamagic stacking specifically focusing on those that mitigate (or reduce) the spell slot required.
This section has dozens of feats, class abilities, racial traits, magic items, spells, etc, that mitigate the metamagic adjustment of a spell. So if you happen to benefit from any kind of Metamagic mitigators, you need to read every word of this section because their are a dozen or so specific DM Rulings involving these things.
So, if your character actually already possesses anything that is covered in these sections, you might feel like you want to retool your character build in some way, or you may feel like it turns out in your favor. In either case, you gain a one-time Tweak (according to the Tweak rules). Just let me know if you are taking advantage of this tweak opportunity.
FEATS
This new section deals with some feats and adding some specific DM Rulings that are immediately effective.
The side effect of these DM Rulings include the temporary consideration of unbanning the Incantatrix prestige class.
The new DM Rulings cover the following feats:
Deceptive Spell [Metamagic feat]
Invisible Spell [Metamagic feat]
Spellfire Wielder [General Feat]
And then a massive update called Multiple Metamagic Mitigation that covers all manner of metamagic stacking specifically focusing on those that mitigate (or reduce) the spell slot required.
This section has dozens of feats, class abilities, racial traits, magic items, spells, etc, that mitigate the metamagic adjustment of a spell. So if you happen to benefit from any kind of Metamagic mitigators, you need to read every word of this section because their are a dozen or so specific DM Rulings involving these things.
So, if your character actually already possesses anything that is covered in these sections, you might feel like you want to retool your character build in some way, or you may feel like it turns out in your favor. In either case, you gain a one-time Tweak (according to the Tweak rules). Just let me know if you are taking advantage of this tweak opportunity.
Wednesday, September 14, 2016
Savage Tide: ECL 6 Aconitum Bane: Abyssal Warcaster 6: Entry 1
Oh how I hate everything that is going on around me today. First thing when I wake from my sleep after having lost the ship to a very bad trade, gauntlets of armor my ass, the ship is stuck in some vegetation out in the middle of the sea. Serves the new Master right, I would have never gotten us marooned here.
So yeah, we see another ship a few hundred feet away from us was stuck too. So our captain, as bight as she is, flew over to the ship alone. Next thing you know, she is being ripped in half and played tug of war with some plant monsters.... how much I hated her.
So I was still groggy and hated the morning so I went over to the other ship... maybe I could get her loot before anyone else got over there? However, the rest of the party was already there and dispatched the monsters with ease.
So we discovered a book of the original captain telling about how the plants were killing his crew, serves him right, I was a better master of the ship than him. So the party found that we had to trek like 5 miles or something like that over the vegetation and it would have taken forever to do. So everyone was going to fly over there with magic or magical properties of some sort. Even the Tripp'n fighter learned some convoking powers from one of the other convokers in the party that was recently freed from the stones we picked up.
I however could not fly to keep up with the group. Check I even tried to calculate how far the catapult could launch me lol. Until we decided to make a skid out of the broken wood planks.
Mush!!!!!! Mush!!!!! and on we went.
The next few rounds went easily enough crossing the vegetation until we came to another ship. So our historian wizard said according to history it has been lost at sea for hundreds of years. So we hopped onboard. As soon as I got on the deck and the Tripp'n fighter landed, the other people still flew around, more stupid plants started attacking us. This time smaller ones started spawning bigger ones. The same big ones that ripped the old Captain apart. After we found out that we had to kill the smaller plants, as they were controlling the others, we dispatched them. We almost didn't succeed at saving the Tripp'n fighter, as he learned, grappling is not his strong area.
While we were fighting, one of the other members seen we had more company coming, and coming fast all around us. So I decided to try to find an exit below decks, maybe swim out of a hole in the boat.
As I proceed down to the bottom of the boat, a Mother of F-ing Plants sprung out of a black hole. Thankfully the convoker went topside to get help from the rest of the party that was preparing to fight off the horde of plants approaching the boat. With a few "short" rounds, the plant beast started to fall apart and everything around us shook violently. We immediately noticed that the ship was waterborne again and sinking rapidly.... remember the black hole.... yeah now a spouting water.
We managed to get topside in time to see all the vegetation gone! Quickly we got back to our ship.
Over the next few days the crew tried to fix the ship, but it was to no prevail. A few hundred feet from coast, a large wave slapped the ship around. The ocean proved too much and it forced us to abandon ship to the island.
So yeah, we see another ship a few hundred feet away from us was stuck too. So our captain, as bight as she is, flew over to the ship alone. Next thing you know, she is being ripped in half and played tug of war with some plant monsters.... how much I hated her.
So I was still groggy and hated the morning so I went over to the other ship... maybe I could get her loot before anyone else got over there? However, the rest of the party was already there and dispatched the monsters with ease.
So we discovered a book of the original captain telling about how the plants were killing his crew, serves him right, I was a better master of the ship than him. So the party found that we had to trek like 5 miles or something like that over the vegetation and it would have taken forever to do. So everyone was going to fly over there with magic or magical properties of some sort. Even the Tripp'n fighter learned some convoking powers from one of the other convokers in the party that was recently freed from the stones we picked up.
I however could not fly to keep up with the group. Check I even tried to calculate how far the catapult could launch me lol. Until we decided to make a skid out of the broken wood planks.
Mush!!!!!! Mush!!!!! and on we went.
The next few rounds went easily enough crossing the vegetation until we came to another ship. So our historian wizard said according to history it has been lost at sea for hundreds of years. So we hopped onboard. As soon as I got on the deck and the Tripp'n fighter landed, the other people still flew around, more stupid plants started attacking us. This time smaller ones started spawning bigger ones. The same big ones that ripped the old Captain apart. After we found out that we had to kill the smaller plants, as they were controlling the others, we dispatched them. We almost didn't succeed at saving the Tripp'n fighter, as he learned, grappling is not his strong area.
While we were fighting, one of the other members seen we had more company coming, and coming fast all around us. So I decided to try to find an exit below decks, maybe swim out of a hole in the boat.
As I proceed down to the bottom of the boat, a Mother of F-ing Plants sprung out of a black hole. Thankfully the convoker went topside to get help from the rest of the party that was preparing to fight off the horde of plants approaching the boat. With a few "short" rounds, the plant beast started to fall apart and everything around us shook violently. We immediately noticed that the ship was waterborne again and sinking rapidly.... remember the black hole.... yeah now a spouting water.
We managed to get topside in time to see all the vegetation gone! Quickly we got back to our ship.
Over the next few days the crew tried to fix the ship, but it was to no prevail. A few hundred feet from coast, a large wave slapped the ship around. The ocean proved too much and it forced us to abandon ship to the island.
Tuesday, August 23, 2016
Savage Tide: ECL 5 Kiramachi trumpet archon 5: Entry 1
Entry 1 Kiramachi tu es Vigo...
I have not had the time to write my thoughts since the all of this has begun. It seems like distant echoes in my memory of the people I once considered comrades and friends They were not living a righteous path and had to be saved from their discretion. Some say I am too harsh to be an Angelic being. I say man is too weak to be God's favored. Someone must show them the way. Since releasing my former journeymen from their grasp on life and delivering them into an unending afterlife I have found a new crew to travel with. I find myself now the Captain of a boat and have a sense they only keep me around because I can cure disease, since every creature's head seems to explode and infect everyone or to heal them since they seem to always be close to death's door. I envy the sleeping, as I watch them, not watching me. Wishing at times that I could know the peace they see as I am stuck in never-ending wakefulness. Sometimes dark thoughts enter my mind as I watch them so peaceful, almost as if they were at resting eternally. Sometimes I feel that would be best for certain individuals to seek that never ending rest but I am uncertain. This is all just the ravings of a being left to watch all and I'm sure nothing will come of it. Too long with these mortal beings though brings a sense of despair into me. They are all so weak, especially when they are dreaming.
Save me from my desires Great Savior,
Your everlasting servant,
Kiramachi
I have not had the time to write my thoughts since the all of this has begun. It seems like distant echoes in my memory of the people I once considered comrades and friends They were not living a righteous path and had to be saved from their discretion. Some say I am too harsh to be an Angelic being. I say man is too weak to be God's favored. Someone must show them the way. Since releasing my former journeymen from their grasp on life and delivering them into an unending afterlife I have found a new crew to travel with. I find myself now the Captain of a boat and have a sense they only keep me around because I can cure disease, since every creature's head seems to explode and infect everyone or to heal them since they seem to always be close to death's door. I envy the sleeping, as I watch them, not watching me. Wishing at times that I could know the peace they see as I am stuck in never-ending wakefulness. Sometimes dark thoughts enter my mind as I watch them so peaceful, almost as if they were at resting eternally. Sometimes I feel that would be best for certain individuals to seek that never ending rest but I am uncertain. This is all just the ravings of a being left to watch all and I'm sure nothing will come of it. Too long with these mortal beings though brings a sense of despair into me. They are all so weak, especially when they are dreaming.
Save me from my desires Great Savior,
Your everlasting servant,
Kiramachi
Wednesday, August 17, 2016
Arboreal (Terrestrially-Adapted)
“Terrestrially-adapted” are aquatic creatures that have
adapted to life out of the water. You must have the aquatic subtype to gain
this race template. Arboreal creatures have the following traits.
Ability Adjustments: If
you gain a land speed, your Strength improves by +2 and your Dexterity is
reduced by -2. If you gain a fly speed, your Dexterity improves by +2, and your
Strength is reduced by -2.
Speed: You gain
either a land speed or a fly speed, and once chosen you cannot later change to
the other. Your land speed is based your physiology. If you have a body
unsuited to walking or slithering (such as a fish or clam), your land speed is
10 feet; if you have a body that is suited to walking or slithering (such as an
octopus or sea serpent) your land speed is 20 feet. Your fly speed is 30 feet
with average maneuverability. Once you have chosen either land speed or fly
speed, you cannot later change this choice.
Hold Breath: You can
hold your breath out of the water for a number of rounds equal to 8 × your Constitution
score before you risk suffocation.
Level Adjustment: +0.
This race template has been added to Aryathan Jiil Race Templates.pdf and uploaded to the google drive.
Monday, June 20, 2016
DM Entry: Rotfed Gorger (New Prestige Class)
Rotfed Gorger
This prestige class is ready for play testing.
This prestige class is a new concept designed specifically for the
Aryathan Jiil games.
Level
|
Base
Attack
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
1st
|
+0
|
+2
|
+0
|
+0
|
Rotfed (heal self)
|
2nd
|
+1
|
+3
|
+0
|
+0
|
Rotfed (steal skills)
|
3rd
|
+1
|
+3
|
+1
|
+1
|
Rotfed (purge poison)
|
4th
|
+2
|
+4
|
+1
|
+1
|
Rotfed (absorb memories)
|
5th
|
+2
|
+4
|
+1
|
+1
|
Rotfed (purge disease)
|
6th
|
+3
|
+5
|
+2
|
+2
|
Rotfed (steal feat)
|
7th
|
+3
|
+5
|
+2
|
+2
|
Rotfed (learn spells)
|
8th
|
+4
|
+6
|
+2
|
+2
|
Rotfed (change shape)
|
9th
|
+4
|
+6
|
+3
|
+3
|
Rotfed (learn class ability)
|
10th
|
+5
|
+7
|
+3
|
+3
|
Rotfed (paralytic touch)
|
Hit
Die: d12.
Class Skills: None. Skill Points: (2 + Int modifier).
Requirements
Effective Character Level: 5.
Race: Any living creature that consumes food orally.
Race: Any living creature that consumes food orally.
Ritual: A special 24 hour ritual in which you devour the entrails of a zombie or
ghoul (or some other undead that feeds on the flesh of the living) that was
destroyed by turn undead (or some other form of positive energy). Eating the
meal takes only about an hour, after which time you are nauseated for the remainder
of the 24 hour period. After the meal, you must succeed on a single DC 20 Fortitude
save to avoid vomiting during the ritual. If you succeed you become eligible
for the rotfed gorger class. Otherwise you must restart the ritual after you
are no longer nauseated. Only those who can manage to keep the vile food down have
what it takes to truly learn the secrets of the rotfed gorger.
Class Features
Weapon and Armor Proficiency: You do not gain any weapon or armor
proficiency.
Rotfed (Su): When you devour at least 1 pound of a creature that
was slain within 1 hour per rotfed gorger level, you gain some of the devoured
creature’s abilities. You must devour twice as much for each size category you
are larger than Medium, or half as much per size category you are smaller than
Medium.
Rotfeeding takes 1 full-round action and
provokes attacks of opportunity, during which time you are flat-footed.
The devoured creature may be of any creature
type. Rotfeeding itself does not prevent raise
dead or resurrection. You do not
gain any additional benefit from rotfeeding upon the same creature more than
once.
You may use any or all of the abilities you
have accumulated from levels in this prestige class every time you rotfeed.
You may have as many ongoing rotfed benefits at
one time as you have rotfed gorger levels (instantaneous ones do not count toward
this limit). Rotfeeding more than that causes you to disgorge the next additional
feeding as well as any that you are currently benefitting from, losing all of their
benefits). After vomiting in this way, you are nauseated for 1 round and then
may rotfeed again as normal.
Heal
Self: At 1st level, you gain
fast healing for one round equal to the target’s HD. Duration: 1 round. At 5th level, the duration lasts for
5 rounds and any extra hit points are gained as temporary hit points that last
1 hour. Duration: 5 rounds and 1 hour. Note: Temporary hit points
do not stack if gained from the same source, instead you gain whichever is
greater—your current temporary hit points or your new temporary hit points—regardless
of the remaining duration on the older ones.
Steal
Skills: At 2nd level, you gain all the ranks of a single skill that
the target creature possessed. These stolen ranks count as an insight bonus.
You do not gain the knowledge of how many ranks the creature has in any skill
until you choose the skill. Duration: 24
hours. At 6th level, you may pick three skills and know the
number of ranks before choosing the skill from which to steal ranks.
Purge
Poison: At 3rd level, you detoxify any sort of venom in your body. You
suffer no additional effects from the poison, and any temporary effects are
ended, but this does not reverse instantaneous effects, such as hit point
damage, temporary ability damage, or effects that don’t go away on their own. Duration: instantaneous. At 7th
level, you cannot be poisoned again for 1 hour after gaining this benefit. Duration: 1 hour.
Absorb
Memories: At 4th level, you gain the memories of the creature from the
previous 24 hours. Duration:
instantaneous. At 8th level, you gain its memories from the
previous month.
Purge
Disease: At 5th level, you cure all nonmagical diseases that you are suffering
from. You also kill parasites, including green slime and others affecting you. Duration: instantaneous. At 10th
level, you cannot be diseased again for 1 hour after gaining this benefit. Duration: 1 hour.
Steal
Feat: At 6th level, you learn which feats the target creature had and
may choose one of them as a racial bonus feat, even if you do not meet its
prerequisites. Duration: 24 hours. At
10th level, you can choose all of the target’s feats as racial bonus
feats. Feats that cannot be taken twice are ignored if you already have it.
Learn
Spells: At 7th level, you know which spells the target could currently
cast (either spontaneously or ones that were prepared). For each spell, you
have a 100% chance to cast it once (minus 10% per spell level). Your effective
caster level for these spells equals your effective character level. The spells are cast the same way the target creature cast them
(spontaneous or by preparation). Duration: 24 hours. At 10th
level, you may spill your own blood to improve your chances to cast such a
spell. For each 1 hit point of damage you take, you improve the chance to cast
one of the spells by 1%. Spilling your own blood in this fashion is part of the
casting time of the spell and counts as an additional somatic and material component.
Change
Shape: At 8th level, you may change shape into the creature upon
which you rotfed. See Monster Manual for
the change shape ability. Duration: 24
hours. At 10th level, you instead change as the alternate form
ability rather than the change shape ability.
Learn
Class Ability: At 9th level, you learn which class abilities the target
creature had and may choose one of them. You may use that ability as if you had
the same number of class levels in the same class that granted the creature
that class ability. Duration: 24 hours.
Paralytic
Touch: At 10th level, after rotfeeding, you gain a number of uses of
paralytic touch equal to that creature’s HD. A paralytic touch causes the
target to become paralyzed for 1d4 rounds (Fortitude negates, DC 10 + half your
HD + your Constitution modifier). Duration:
24 hours or until discharged.
Ex-Rotfed Gorger
What happens if I no longer meet the race requirement of this prestige
class?
If you become a non-living creature and/ or
no longer consume food orally (such as by becoming undead), you retain any
rotfed gorger abilities you have already learned, but cannot gain any further
levels in this prestige class.
This has been added to the Aryathan Jiil Classes and Prestige Classes.pdf on the Google drive.
Monday, May 16, 2016
DM Entry: New Creature: Nri-Chaksha "Maneater Demon Zombie"
Inspired by the "rakshasa zombie of India" in the movie World War Z.
Nri-chaksha Template
Nri-chaksha, or “maneater demon zombies” as they are
sometimes called, are corpses reanimated by demon possession through infected
bites from other nri-chakshas. These flesh-mad undead creatures sprint to and
pounce upon any healthy living creature within their perception. These
near-mindless creatures will charge headlong into danger with no regards to its
own safety.
Nri-chakshas appear to be extremely desiccated creatures but
not rotting, as is the case with common zombies. Their eyes are a matte
off-white to yellowish color, and their pupils are severely affected by what
appears to be cataracts, although their vision does not seem to be diminished
in the least.
Nri-chakshas constantly twitch their fingers, hands, arms, and
jaws in unusual and grotesque ways. An undisturbed nri-chaksha will make a sort
of “cacking” sound with its mouth and may stand in place waiting for sounds of
life to happen by. A disturbed nri-chaksha emits a terrifying, rasping howl as
it sprints to its target.
Creating a Nri-chaksha
“Nri-chaksha” is an acquired template that can be added to
any corporeal living creature that died after being bitten by another nri-chaksha.
Only undiseased creatures are attacked by nri-chaksha, and diseased creatures
never rise as nri-chaksha.
Size and Type:
The creature’s type changes to undead and gains the evil subtype. It retains
any subtypes except non-evil alignment subtypes (such as good) and subtypes
that indicate kind (such as goblinoid or reptilian). It does not gain the
augmented subtype. It uses all the base creature’s statistics and special
abilities except as noted here.
Hit Dice: Drop
any Hit Dice from class levels (to a minimum of 1), double the number of Hit
Dice left, and raise them to d12s. If the base creature has more than 10 Hit
Dice (not counting those gained with experience), it can’t be made into a nri-chaksha
with this template.
Speed: All of the
base creature’s speeds improve by +10 feet.
Base Attack: A nri-chaksha
has a base attack bonus equal to ½ its Hit Dice.
Attacks: A nri-chaksha
loses all the natural weapons of the base creature (except claws and bites). A nri-chaksha
also gains a bite and two claw attacks (if it did not already have those attack
forms). Even those nri-chaksha with proficiency or feats that grant bonuses to
manufactured weapons never use them, instead relying on their natural claw and bite
attacks.
Damage: A nri-chaksha’s
bite deals 1d4 points of damage plus 1½ times its Strength modifier (for Medium
base creatures) and its claws each deal 1d3 points of damage plus half its
Strength modifier (for Medium base creatures). If it already had better claw or
bite damage, use the original damage.
Special Attacks:
A nri-chaksha retains none of the base creature’s special attacks, but gains
the following.
Infect (Ex): A
creature bitten by a nri-chaksha must make a Fortitude save (DC 10 + half the nri-chaksha’s
HD with an additional +4 racial bonus) or die in 1d3 rounds, then rise as a new
nri-chaksha 1d3 rounds after that. Remove
disease removes the nri-chaksha infection, and so does severing the infected
limb with a slashing weapon—doing so deals 4d6 points of damage, 2d8 bleed, and
loss of limb. Nri-chaksha never attack a living creature that is already
infected by a disease, and such a creature never rises as a nri-chaksha either.
The location of the bite is up to the DM’s discretion, but should usually be
determined randomly.
Pounce (Ex): If a nri-chaksha
charges, it can make a full attack.
Trip (Ex): A nri-chaksha
that hits with a bite or claw attack can attempt to trip the opponent as a free
action without making a touch attack or provoking an attack of opportunity. If
the attempt fails, the opponent cannot react to trip the nri-chaksha.
Special Qualities:
A nri-chaksha loses most special qualities of the base creature. It retains any
extraordinary special qualities that improve its melee attacks. Nri-chakshas also
gain darkvision 60 feet and great leap.
Great Leap (Ex):
As a move action, a nri-chaksha can make a great leap. The creature can cover any
distance up to the distance indicated by the result of its Jump check, even if
that distance exceeds its base speed. When using this ability, a nri-chaksha calculates
distances for standing long and high jumps as if it were making a running long
or high jump. The nri-chaksha often leaps even horizontal distances rather than
sprinting because of this ability.
Saves: Base save
bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.
Abilities: A nri-chaksha’s
Strength and Dexterity both increase by +6, it has no Constitution score, its
Wisdom changes to 10, and its Intelligence and Charisma both change to 1.
Skills: The nri-chaksha
loses all but 1 rank in each skill that the base creature had ranks in. The nri-chaksha
gains a +20 racial bonus on Jump checks and can always choose to take 10 on
Jump checks.
Feats: A nri-chaksha
retains all feats of the base creature and gains the following feats as racial
bonus feats (even if it does not meet the prerequisites):
Fleet of Foot
(from Complete Warrior, allowing the nri-chaksha
to make a single 90 degree turn during a charge; armored nri-chakshas cannot
take advantage of this feat and never take the time to remove its armor)
Powerful Charge
(the first attack during a charge deals an extra 1d8 points of damage for
Medium nri-chakshas)
Challenge Rating: As
the base creature +4.
Treasure: None.
Alignment: Always
neutral evil.
Level Adjustment:
—.
Human Bureaucrat Maneater Demon Zombie |
CR 4 |
|
Male
Human Expert 2, Nri-chaksha template
|
|
|
NE
Medium Undead (Evil)
|
|
|
Init +3; Senses Darkvision 60 ft; Listen +0,
Spot +0
|
|
|
AC 13, touch 13, flat-footed 10
|
|
|
(Dex +3)
|
|
|
hp 18 (2 HD)
|
|
|
Immune Undead immunities
|
|
|
Fort +0, Ref +3, Will +3
|
|
|
Speed 40 ft
|
|
|
Melee bite +5 (1d4+4 plus
infect plus trip), and 2 claws +0 (1d3+1 plus trip)
|
|
|
Space 5 ft; Reach 5 ft
|
|
|
Base Attack +1; Grapple +4
|
|
|
Attack Options Pounce
|
|
|
Special Actions Great leap
|
|
|
Abilities Str 16, Dex 16, Con
—, Int 1, Wis 10, Cha 1
|
|
|
Feats Fleet of Foot B,
Powerful Charge B, Skill Focus (Gather Information), Skill Focus
(Knowledge [Local]), Skill Focus (Profession [Bureaucrat]), Skill Focus
(Sense Motive)
|
|
|
Skills Bluff -4, Craft
(calligraphy) -4, Decipher Script -4, Diplomacy -4, Forgery -4, Gather
Information -1, Intimidate -4, Jump +23, Knowledge (local) -1, Profession
(bureaucrat) +4, Search -4, Sense Motive +4
|
|
|
Great Leap (Ex) See above.
|
|
|
Infect (Ex) See above, DC 15.
|
|
|
Pounce (Ex) See above.
|
|
|
Trip (Ex) See above.
|
|
|
Skills The nri-chaksha has a
+20 racial bonus on Jump checks and can always choose to take 10 on Jump
checks.
|
|
|
Alignment Always neutral
evil.
|
|
|
Typical Treasure None
|
|
Friday, May 13, 2016
DM Entry: New Race: Anggitay
The anggitay is from Philippine mythology, appearing much like a centaur with the addition of a single horn that grows from the center of its forehead.
Darkvision 60 ft
Languages Anggitay, Elven, Sylvan
Speed 40 ft
Melee horn (1d6 plus strength modifier). The horn is usually used as a secondary natural weapon, while the anggitay uses one or two weapons in its hands.
Space/ Reach 5 ft/ 5 ft
Spell-like abilities (caster level equals HD)
1/day-detect magic, lay of the land
1/week-dimension door
Abilities Dex +4, Con +4, Int -4, Wis -4, Cha +4
Monocorn (Ex) Anggitay horns are considered masterwork natural weapons and can be enhanced by magic as if they were masterwork short swords.
Feats Anggitays gain Acrobatic as a racial bonus feat.
Skills Anggitays have a +4 racial bonus on Jump and Tumble checks. Because of its natural land speed of 40 feet, it also gains a +4 bonus to Jump checks (see the Jump skill).
Favored Class Dragonfire Adept. Anggitay also prefer dread necromancer, shugenja, and warlock.
Level Adjustment +0.
Society Anggitays live in a tribal social structure, and occasionally intermingle with common centaurs. In the rare union between an anggitay and the much larger centaur, the offspring will be a normal centaur 10% of the time, or an anggitay 90% of the time. While anggitay females are highly fertile when coupled with an anggitay male (85% chance of conception each time), a female anggitay mating with a male centaur produces a child only about 15% of the time. Male anggitay mating with a female centaur never produces offspring. All anggitay-centaur offspring are sterile.
Anggitay
Medium Monstrous HumanoidDarkvision 60 ft
Languages Anggitay, Elven, Sylvan
Speed 40 ft
Melee horn (1d6 plus strength modifier). The horn is usually used as a secondary natural weapon, while the anggitay uses one or two weapons in its hands.
Space/ Reach 5 ft/ 5 ft
Spell-like abilities (caster level equals HD)
1/day-detect magic, lay of the land
1/week-dimension door
Abilities Dex +4, Con +4, Int -4, Wis -4, Cha +4
Monocorn (Ex) Anggitay horns are considered masterwork natural weapons and can be enhanced by magic as if they were masterwork short swords.
Feats Anggitays gain Acrobatic as a racial bonus feat.
Skills Anggitays have a +4 racial bonus on Jump and Tumble checks. Because of its natural land speed of 40 feet, it also gains a +4 bonus to Jump checks (see the Jump skill).
Favored Class Dragonfire Adept. Anggitay also prefer dread necromancer, shugenja, and warlock.
Level Adjustment +0.
Society Anggitays live in a tribal social structure, and occasionally intermingle with common centaurs. In the rare union between an anggitay and the much larger centaur, the offspring will be a normal centaur 10% of the time, or an anggitay 90% of the time. While anggitay females are highly fertile when coupled with an anggitay male (85% chance of conception each time), a female anggitay mating with a male centaur produces a child only about 15% of the time. Male anggitay mating with a female centaur never produces offspring. All anggitay-centaur offspring are sterile.
Sunday, April 3, 2016
RTEL: ECL 7 Ozric Inaskari Wild Mage 7: Journal Entry 3
To my dearest Lover,
I still miss you! I don't know what hold you have over me, but its supernatural! I brought with me today two new members to the group to help find you and protect you! One is a Half-Orc Paladin and the other is a Human Monk Healer. They are an interesting addition for sure! So we didn't have enough robes of the cult we are researching to give everyone one, so the two new members had to pretend to be bound. That didn't go as planned, as the Human ran from us and the Giant Bug had to chase after his 'captive'. The Human just blindly ran around the corner and fell off the cliff into the water 50' below! Well anyways after bringing him back up, we pressed forward a bit more. I can sometimes get a faint aroma of your presence nearby. Oh how much I miss you!.
After a bit of walking we found some mephitis, similar to what my familiars are. However, they didn't want to listen to reason and just attacked us. So we banished them to the outer realm where they belonged.
Well my dearest, I am out to search for you again!
Truly yours,
-Ozric
I still miss you! I don't know what hold you have over me, but its supernatural! I brought with me today two new members to the group to help find you and protect you! One is a Half-Orc Paladin and the other is a Human Monk Healer. They are an interesting addition for sure! So we didn't have enough robes of the cult we are researching to give everyone one, so the two new members had to pretend to be bound. That didn't go as planned, as the Human ran from us and the Giant Bug had to chase after his 'captive'. The Human just blindly ran around the corner and fell off the cliff into the water 50' below! Well anyways after bringing him back up, we pressed forward a bit more. I can sometimes get a faint aroma of your presence nearby. Oh how much I miss you!.
After a bit of walking we found some mephitis, similar to what my familiars are. However, they didn't want to listen to reason and just attacked us. So we banished them to the outer realm where they belonged.
Well my dearest, I am out to search for you again!
Truly yours,
-Ozric
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