DM Sketchpad - July 2009

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    DM Sketchpad V.4 July 2009

    Authors: Jason Beardsley, Bill Browne, Mark Gedak, Nathan Irving, Shane OConnor, Marc Sant, Stefen Styrsky

    Editor: Still none, but that doesnt stop us from trying. Design/Layout: Slowly accomplished by Mark.

    Companies Im Excited About This Month: Adamant Entertainment, Louis Porter Jr. Design, Open Design, Paizo Publishing, Radiance House, Rogue Games, Tricky Owlbear Publishing, Vigilance Press

    Foreword by David S. Gallant 2 Game Reviews 3

    OGL Fantasy Content (3.X) 5 Class Variations 5 Feats 7

    Fighting Mages 11 Gods of the Grand OGL Wiki 14 Otyghinomicon 17 Psionic Bestiary 18 Races 23 Templates 25 Unusual Rogues 43

    OGL Crusades 45 A Collection of Demons 45

    OGL Horror 51 Ill Be Right Back (Genre Set) 51

    OGL Modern 53 GreenWay 53 GreenWay Advanced Classes 54

    GreenWay Adversaries 58 Modern 20

    Character 59

    Modern Magic 60 Public Service Announcement 60

    Map of Mystery (12 Room) 63 Appendix of 3.X Monsters 74 Appendix of 3.X Spells 84 Swords and Wizardry Adaptations 86

    Open Game License 87

    This edition

    of

    DM

    Sketchpad

    V.4

    July

    2009

    is

    produced

    under

    version

    1.0

    and

    the

    System

    Reference

    Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document.

    Artwork: Some artwork provided by Louis Porter Jr.s Image Portfolio series. Some artwork copyright Octavirate Entertainment, used with permission. Some artwork by Maciej Zagorski and Pawel Dobosz of Forge Studios. Some artwork provided by Shaman's Stockart. Some artwork provided by Kiss Mrton Gyula (Kimagu). Some artwork by Black Hand Source.

    Swords & Wizardry, S&W and Mythmere Games are trademarks of Matthew J. Finch. Purple Duck Creations has no affiliation with Mythmere Games or Matthew J. Finch. Modern 20 is a trademark of Rpgobjects. For more information about Modern 20 check out its website .

    Map: Poorly drawn by Mark on Battlegraph Tiles.

    Designation of Open Game Content: All text on the following pages (XXXX) that were first published on the Grand OGL Wiki (http://grandwiki.wikidot.com ) are designated as open game Content with the exception of the product identity indicated above.

    http://www.rpgobjects.com/index.php?c=product&p_id=323http://www.battlegraph.com/http://www.battlegraph.com/http://www.battlegraph.com/http://grandwiki.wikidot.com/http://grandwiki.wikidot.com/http://www.battlegraph.com/http://www.rpgobjects.com/index.php?c=product&p_id=323
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    a need to understand the OGL better. Even my desire to share my work came from the pride I got when I found my OGC used by those I admire. Who I am as a person has been directly and indirectly shaped by open gaming. So you see, I really was made by open gaming. I hope that the Grand OGL Wiki inspires you, and not just by the content you find there; I hope that you become inspired, like I was, to use the OGL to create and share your creations with the world.

    GAME REVIEW

    Kobold Quarterly

    10

    I cant believe its been 2 years since the launch of Kobold Quarterly. This magazine has grown and matured as the page counts and issue numbers have swelled. Wolfgang has had a difficult path to walk since the release of 4th edition as he has tried to cater to multiple games and I think under his skilled editorial hand this issue represents a really good balance for all gamers of OGL Fantasy.

    Ive been going back and forth on how exactly to review a magazine and what I should focus on and I think what Im going to do is talk about my five favourite articles in this volume.

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    they can bring in new characters and Ive have the generologist who has their entire past outline so that everything they do has to be consistent with their backstory otherwise they lack the motivation to

    continue (why isnt it always about me). Amber provides suggestions for a middle of the road approach that PCs can take to support the story (without overwhelming it) and avoid character apathy from poor/nondevelopmental characters. Ill problem find a way to leave a couple copies of this article around the table to see if its read by any of my usual suspects.

    John Wicks article on halflings did not make the cut of top five articles. It is an interesting premise and Im interested to see what he does with the next fantasy re envisioning. I think the problem for me is that I like halflings just the way they are in 3.X so I cant see haffuns making an appearance in my game. I expect other reviews will definitely mention it though because is clear a break from tradition while seeming consistent with our expectations of

    the fantasy genre.

    I have one complaint though for this issue. Its one that has been nagging at me for a while but its just been getting worse and worse each issue as the overall magazine continues to improve. Why is this magazine still quarterly? How come we cant get six issues a year? Please keep up the good work.

    OGL FANTASY (3.X)

    CLASS VARIATIONS

    RANGER CLASS BUILDS

    Beast Man Ranger

    Beast Combat Style At 2nd level a ranger may choose the beast man combat style rather than the archery or two weapon combat style. Once selected it can not be changed. As with other rangers, he only gains the benefits of his combat style when

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    wearing light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

    He gains the Improved Unarmed Strike feat.

    In addition, he can make a bite attack as a standard action. This bite is considered a natural weapon which means the ranger does not get additional attacks for a high base attack bonus. This bite deals 1d6 damage (1d4 if you are Small).

    At 5th level this bite attack is considered a magic weapon for the purposes of overcoming damage reduction.

    Combat Style Expertise: The beast man ranger has spent most of his life in the open, developing characteristics of an animal. Instead of choosing a new favored enemy at 5th, 10th, 15th and 20th levels, he may instead choose a feat from the following list: Alertness, Animal Affinity, Beast Senses, Blood of the Lycanthrope, Howl of the Predator, Improved Grapple, Improved Natural Attack, Killers Reflexes,

    Run, Self Sufficient, Stealthy, Weapon Finesse (bite) and Weapon Focus (bite). He must meet each feats prerequisites, if any.

    Improved Combat Style At 6th level, the beast man ranger relishes close combat. He may charge through obstacles and difficult terrain. At the end of a charge the beast man can make a fullattack action against his opponent, including a bite attack.

    Combat Style Mastery At 11th level, the beast man ranger is a vicious, natural killer. The threat range of his bite attack increases by 1. If he scores a critical with a bite attack, he deals 2 points of Constitution damage to his opponent, or half that on a Fort save (DC = 10 + damage of critical hit).

    The Trapper

    Rangers are woodsmen, protectors and hunters. This last role is sometimes neglected when there are orc tribes to

    defend against or undead to keep in check. However, many rangers are first and foremost hunters, men who capture and subdue prey for their pelts or other valuable body parts such as scales, teeth and organs. These rangers are known as trappers and develop a combat style based around the net, a way of fighting no less deadly than other methods.

    Trapper

    Combat Style At 2nd level a ranger may choose the net combat style rather than the archery or two weapon combat style. As with other rangers, he only gains the benefits of his combat style when wearing light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

    He gains Exotic Weapon Proficiency (net). He may make trip attempts with his net against entangled opponents.

    Also at 2nd level the trapper can rewind his net in 1 round, rather than two.

    Combat Style Expertise The trapper learns to use the net for maximum effectiveness. Instead of choosing a new favored enemy at 5th, 10th, 15th and 20th levels, he may instead choose a feat from the following list: Combat Reflexes, Deft Hands, Entangling Critical, Expert Cast, Expert Weaver, Far Cast, Improved Initiative, Improved Trip, Quick Draw, Stealthy, Weapon Finesse (net), and Weapon Focus

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    (net). He must meet each feats prerequisite and can only use a feat while wielding a net.

    Improved Combat Style A trappers tactics involve dragging an opponent to the ground

    and then exploiting their vulnerability when the foe tries to stand. The trapper gains the Combat Reflexes feat. If he already possesses that feat he gains a +2 competence bonus to hit on attacks of opportunity against foes entangled in his net who attempt to stand up.

    Combat Style Mastery At 11th level the trapper has learned superior net technique. He may entangle a creature two size categories larger than himself. An entangled creature takes a 4 penalty on attack rolls and a 6 penalty on Dexterity. The trapper gains a +2 bonus to trip attempts he makes against a foe entangled in his net.

    FEATS Armored Caster [General] You can move freer in armor. Benefit: Reduce the arcane spell failure of any armor you wear by 5%.

    Beast Senses [General] Your time among the animals has sharpened your senses. Benefit: You gain the scent ability. You take a 2 penalty to saves against debilitating poisons and odors such as a troglodytes Stench ability.

    Blood of the Lycanthrope [General] You have always felt more comfortable among wolves. Perhaps the blood of the wolf runs in you. Prerequisite: Must be 1st level. Benefit: You gain DR 1/silver, but your bestial nature repels others. You suffer a 4 penalty on Bluff, Diplomacy, Disguise and Gather Information checks.

    Close Mind [General] You are difficult to corrupt from your set purpose. Benefit: You receive a +4 bonus on saving throws against mind affecting spells and effects.

    Crack of Thunder [Technique] Those stand against you are awestruck by your strength Prerequisites Base Atk +6, Power Attack, Way of Power Benefit Any time you inflict more than 15 damage with a single attack, the opponent must make a Fortitude save (DC damage dealt) or be staggered for one round. Targets immune to critical hits are immune to this feat.

    Education [General] You have picked up special skills during your varied life. Benefit: Choose two skills. These skills are always class skills for you.

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    Entangling Critical [General] You can aim for just the right spot. Prerequisite: Expert Cast, base attack bonus +6 Benefit: When you score a critical hit with a net, your opponents limb or other vulnerable body part becomes tightly wrapped in the nets strands. As long as the creature is entangled it takes 1d8 points of damage each round. Special: A fighter may select Entangling Critical as one of his fighter bonus feats. Creatures immune to critical hits do not take extra damage from this feat.

    Expert Cast [General] You can throw a net into combat without hampering allies. Prerequisite: Exotic Weapon Proficiency (net),

    3rd level, Dexterity 15 Benefit: You can throw a net into melee combat without taking a 4 penalty. Special: A fighter may select Expert Cast as one of his fighter bonus feats.

    Expert Weaver [General] You can make nets of superior quality and strength. Prerequisite: Craft (net making) 5 ranks, Use

    Rope 5 ranks. Benefit: A net you weave has a number of hit points equal to your ranks in Craft (net making) and is burst on DC 30 Strength check. When you wield this net, entangled creatures add another 2 to the DC of Concentration and Escape Artist checks for every 5 ranks you possess in Use Rope.

    Far Cast [General] Your proficiency at winding and throwing a net

    allows you

    to

    throw

    it

    farther

    than

    normal.

    Prerequisite: Expert Cast Benefit: When you throw a net you double its range increment. Special: A fighter may select Far Cast as one of his fighter bonus feats.

    Howl of the Predator [General] The wolf weakens prey with a howl that foretells death. You can do the same. Benefit: You can make an Intimidate check to demoralize an opponent against all foes within 30 feet who can hear you. If successful, they are shaken for 1 round.

    Immune to Disease [General] You are immune to disease. Benefit: You are immune to diseases of all sorts.

    Immune to Poison [General] You have built up your immunity to poison. Benefit: You are immune to poisons of all sorts.

    Improved Darkvision [General]

    You have keen vision in the dark. Prerequisites: Darkvision. Benefit: The range of your darkvision improves by 60 ft.

    Keen Caster [General] Your magic can be carefully and mathematically applied to have greater effect. Benefit: Three times a day, add +2 to the Difficulty Class or caster level of a spell you cast.

    Killers Reflexes [General] When blood is spilled it only increases your ferocity. Benefit: Whenever you score a critical hit or inflict massive damage against an opponent, you gain a +4 bonus to hit and damage rolls against the foe until the end of your next turn.

    Neck Hairs [General] You have a keen sense for danger. Benefit: You can act in any surprise round, whether or not you were surprised.

    Night Eyes [General] You can see in the dark. Benefit: You gain darkvision out to 30 ft.

    Power Shot [General] You can make powerful attacks at the expense of accuracy.

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    Benefit: You can take a penalty to your ranged attack (no greater than your base attack bonus) and add it to your damage.

    Ranged Cleave [General] You can shoot through multiple foes. Prerequisites: Power Shot. Benefit: If your ranged weapon drops (kills, stuns or knocks prone or unconscious) one foe, it deflects off or cuts through the target. This gives you an immediate extra ranged attack against another foe within 20 feet of the target, if any exist. The extra attack is with the same weapon and at the same bonsu as the attack that dropped the previous creature. You can use this feat once per round.

    Ranged Cleave, Improved [General] You can shoot through multiple foes. Prerequisites: Power Shot, Ranged Cleave. Benefit: You can use the Ranged Cleave feat more than once a round, if you meet the requirements.

    Resist Malady [General] Your fortitude is formiddable. Benefit: You have a +4 bonus to saving throws against diseases and poisons of all sorts.

    Revised Open Minded [General] You are talented. Benefit: You gain skill points equal to three plus your character level. Each time you gain a level, you gain an additional skill point.

    Revised Spell Focus [General] Your spells are more potent. Benefit: Choose a school of magic, subschool or a spell descriptor. Add +1 to the Difficulty Class for all saving throws against spells with the descriptor or from the school or subschool of magic you selected. If the spell does not have a Difficulty Class, add +1 to the caster level of the spell. Special: You can gain this feat multiple times. Its effects may stack. Each time you take the feat, it applies to a new school of magic, subschool or descriptor. For an illusionist to improve her evocation spells beyond Spell Focus (evocation), he or she must take feats like Spell Focus (fire). There is no Greater Spell Focus.

    Revised Toughness [General] You are tough. Benefit: You gain hit points equal to three plus your character level. Each time you gain a level, you gain an additional hit point.

    School Resistance [General] You are difficult to affect with spells from a certain school. Benefit: Choose a school. You gain +4 to saving throws against spells and spell like abilities from

    that school.

    Seasonal Mage [General] Your spells change with the seasons. Benefit: When you cast a spell of the appropriate school in the appropriate season, you receive a benefit until the end of your next turn.

    Autumnal abjuration: Winds whip around you for one round, granting a +1 deflection bonus to AC. Spring evocation: Coloured sparks play across your body. The first person to hit you with a melee weapon takes damage equal to your caster level. Summer illusion: Your eyes glow with strange light. You receive a +2 bonus to skill checks. Winter enchantment: Your mind becomes as cold as ice. You receive a +2 bonus to Will saves.

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    Seen Deaths Face [General] You have stared into the face of death, and now nothing can cow you. Prerequisites: Must have died. Benefit: You are immune to energy drain and ability drain and damage.

    Skill Training [General] You have a variety of skills. Benefit: Choose two skills. You gain a +2 bonus to each of those skills. If you choose two skills from the list below, you also gain the listed benefit.

    Bluff, Disguise: Once a day, you can cast ghost sound as a caster of your character level.

    Knowledge (arcana), Spellcraft: Once a day, you can cast prestidigitation as a caster of your character level.

    Knowledge (arcana), Forgery: Once a day, you can cast read magic as a caster of your character level.

    Craft, Profession: Once a day, you can cast mending as a caster of your character level.

    Sleight of Hand, Open Lock: Once a day, you can cast mage hand as a caster of

    your character

    level.

    Sense Motive, Diplomacy: Once a day,

    you can cast detect evil as a caster of your character level.

    Knowledge (religion), Heal: Once a day, you can cast disrupt undead as a caster of your character level.

    Survival, Heal: Once a day, you can cast cure minor wounds as a caster of your character level.

    Spellfueled Armor [Spellfueled] You can use magic to block attacks. Benefit: As a swift action, sacrifice a spell slot or prepared spell. Until the end of your next turn, you gain a bonus to your Armor Class equal to the spells level.

    Spellfueled Array [Spellfueled] You can use magic items as spellfuel.

    Benefit: You can use spells in scrolls, wands, staves and potions to activate your Spellfueled feats.

    Spellfueled Blow [Spellfueled] You can use magic to sharpen your blade. Benefit: As you make an attack, sacrifice a spell slot or prepared spell. Whether or not your attack hits, you do damage equal to the minimum caster level of the spell.

    Spellfueled Evocation [Spellfueled] You can use magic to heighten your evocations. Benefit: As you cast an evocation spell, sacrifice a spell slot or prepared spell. Choose whether you want to add the minimum caster level of the sacrificed spell to the damage done by the

    evocation or the level of the sacrificed spell to the evocations duration (only if it has a duration listed in rounds).

    Spellfueled Hide [Spellfueled] You can use magic to harden your flesh. Benefit: As a swift action, sacrifice a spell slot or prepared spell. Until the end of your next turn, you gain damage reduction equal to the minimum caster level of the spell.

    Spellfueled Skill [Spellfueled] You can use magic to improve your skill. Benefit: As you make a skill check, sacrifice a spell slot or prepared spell. You receive a bonus to the skill check equal to the spells level.

    Spellfueled Speed [Spellfueled] You can use magic to increase your speed. Benefit: As a swift action, sacrifice a spell slot or prepared spell. Your speed increases by a number of squares equal to the spells level. This benefit lasts for a number of rounds equal to the spells level.

    Spellfueled Strike [Spellfueled] You can use magic to strengthen your swordarm. Benefit: As you make an attack, sacrifice a spell slot or prepared spell. You receive a bonus to the attack roll equal to the spells level.

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    Spellfueled Summoning [Spellfueled] You can use magic to strengthen your summoned minions. Benefit: As you cast a summoning spell, sacrifice a spell slot or prepared spell. The summoning lasts a number of additional rounds equal to the spells level (if it has a duration measured in rounds). The hit points of any summoned creatures are increased by the minimum caster level of the spell.

    Vulnerable Attack [General] You can take a hit and retaliate with renewed fury. Benefit: As a swift action, you can reduce your Armor Class by a number up to your base attack

    bonus. Until the end of your next turn, the next attack you make does extra damage equal to the penalty you took.

    Way of Power [Technique] Like many power disciples, you possess skill with a variety of crude and unpredictable weapons. Prerequisites Base Atk +1 or higher, Dex 13+ Benefit Select three light weapons, or two one handed weapons, or one large weapon and one

    small one, with which you are currently not proficient. You gain proficiency in the selected weapon or weapons. You may not select a weapon worth more than 50 gp. Special This feat can be taken multiple times

    Warded from Magic [General] You are difficult to affect with spells. Benefit: You gain +2 to saving throws against spells and spell like abilities.

    Winds of Fate [General] You are preternaturally lucky. Benefit: Three times a day, after rolling a skill check, attack roll or saving throw but before determining if you succeed, you may add a +2 bonus to the roll.

    FIGHTING MAGES

    Brult

    When Brult was born it was rumored he

    was a son of the Forge God. His fiery temper and screaming rages only confirmed the suspicions of his parentage. When his sorcery emerged in a blast of heat and fire everyone finally knew the truth. He was divine.

    None of this was good enough to keep in his clan. His outbursts made others of his clan hate and fear him, and he abandoned his mountain home for life as a mercenary, a profession his skills and powers have made him particularly suited. His most distinguishing mark is his complete lack of body hair, even eyebrows and beard. The heat he exudes when raging burns it all off, so at most his face is a mass of stubble if its been a while since he was in a fight.

    He prepares for combat by casting bulls strength and shield on himself before

    entering combat in a rage. If he can, he uses Intimidate against a foe just before going into a rage.

    Brult, Offspring of Volcanoes CR 8 Male dwarf barbarian 4 /sorcerer 4 CN Medium humanoid Init +1; Senses darkvision 60 ft., Listen +5, Spot 2 Languages Common, Dwarven

    AC 18, touch 12, flat footed 18; Dodge, uncanny dodge (+1 Dex, +4 armor, +1 deflection, +2 natural) hp 65 (8 HD) Fort +8 Ref +3 Will +3; +2 vs. poison, +2 vs. spells

    http://grandwiki.wikidot.com/qdwfii2http://grandwiki.wikidot.com/qdwfii2http://grandwiki.wikidot.com/qdwfii2http://grandwiki.wikidot.com/qdwfii2http://grandwiki.wikidot.com/qdwfii2http://grandwiki.wikidot.com/qdwfii2
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    Spd 30 ft. Melee +1 dwarven waraxe +9/+4 (1d10+3) Ranged javelin +8 (1d6+1) Base Atk +6; Grp +7 Combat Gear scroll of bears endurance

    Str 13, Dex 12, Con 16, Int 10, Wis 8 Cha 15 SQ dwarf traits, trap sense +1, fiery soul, overflowing, rage 2/day Feats Dodge, Spell Focus (evocation), Weapon Focus (dwarven waraxe) Skills Bluff +10, Climb +8, Diplomacy +4, Intimidate +11, Knowledge (nature) +2, Listen +5, Survival +5 Possessions +1 dwarven waraxe, 3 mwk javelins, +1 studded leather, +2 amulet of natural armor, +1 ring of protection, 3 days of rations, waterskin

    Sorcerer Spells Known (CL 4th ) 2nd level (4/day) flaming sphere (DC 16), bulls strength 1st level (7/day) burning hands (DC 15), expeditious retreat, magic missile, shield 0 level (6/day) acid splash, arcane mark, detect magic, flare, prestidigitation,

    resistance

    Fiery Soul (Su): Instead of summoning a familiar, Brult can use that spiritual energy to awaken the shard of the Forge God within his heart. He becomes what amounts to a fire specialist; he can learn one additional spell per level as long as it has the fire descriptor (spells per day remain unchanged) and gains a +1 bonus to the

    save DC

    of

    spells

    with

    the

    fire

    descriptor.

    This bonus stacks with the one from Spell Focus and Greater Spell Focus. Overflowing (Su): When Brult enters a rage, his veins pulse with heat as if magma were pouring from his heart. Brult emits an intense heat that deals 2 automatic points of fire damage to all creatures within 5 feet

    of him. Creatures with the fire descriptor are immune to this effect, while creatures with the cold descriptor suffer double damage.

    When Brult Rages his stat change as follows: (This includes bonuses from bulls strength and shield.) AC 20 hp 81 Fort +10 Will +5 Aura 5 feet (2 fire damage) Melee +1 dwarven waraxe +13/+8 (1d10+8) Str 21 Con 20 Climb +10

    If given even more time to prepare for combat, Brult also uses or has a colleague cast bears endurance on him as well. This pumps his Hit Points up to 97, and gives him a +12 Fort Save.

    YARIS OF GATH

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    Yaris was the smartest of all wizards in Gath, just not the wisest. She attempted a ritual to make herself into a lich for too early in her career, and instead transformed himself into a dread skeleton. Enraged at

    his accidental fate, Yaris hates all living beings and still dreams to one day become a lich.

    She prepares for combat by casting false life, vampiric touch, and chill touch on himself, and then haste on herself and her skeletal minion, and other accompanying undead. (These spells are reflected in their stats). Just before entering melee Yaris casts blindness/deafness or ray of enfeeblement on either the cleric or toughest fighter.

    With false life, DR, immunity to critical hits and sneak attacks Yaris does not fear melee. She wades into combat and uses his touch attack until the spells wear off. Dont forget he gains extra hit points from vampiric touch. Once his chill touch is used up, he moves out of range, casts vampiric touch and goes back to it.

    If she can, Yaris also likes to enter a fight with a few undead he has animated. They give her cover while casting spells and soak up any clerics turning attempts. Yaris also knows he seems like a lich, and exploits the misconception to frighten and scare away opponents who might otherwise pose a challenge to her.

    YARIS OF GATH CR 7 Elite dread skeleton necromancer 6 (AB, UA) NE Medium undead (augmented humanoid) Init +6; Senses darkvision 60 ft., Spot +1,

    Listen +1 Language Common, Draconic

    AC 20, touch 15, flat footed 16 (+3 Dex, +3 natural, +2 armor, +1 deflection, +1 dodge) hp 67 (6 HD); DR 10/bludgeoning Immume cold, undead immunities Fort +3 Ref +7 Will +5

    Spd 60 ft. Melee 3 claws +5 (1d4+1) Touch +7 (3d6 plus 1d6 plus 1 Strength [DC 16]) and +7 (1d6 plus 1 Strength [DC 16]) Base Atk +3; Grp +4 Combat Gear brooch of shielding (50 hit points) scroll of cone of cold

    Wizard Spells Prepared (CL 6th, +7 ranged touch) 3rd haste, (DC 16), ray of exhaustion (DC

    18), vampiric touch (2) 2nd blindness/deafness (DC 17), false life (2), scorching ray, spectral hand 1st chill touch, expeditious retreat, ray of enfeeblement, shield 0th acid splash, detect magic, resistance, touch of fatigue

    Str 12, Dex 16, Con , Int 16, Wis 8, Cha 14 SQ command skeletons, skeletal minion,

    turn resistance

    +4,

    undead

    traits,

    unnatural

    aura Feats Combat Casting, Greater Spell Focus (necromancy), Improved Initiative, Improved Turn Resistance, Spell Focus (necromancy), Undead Vigor Skills Concentration +10, Decipher Script +11, Knowledge (arcana) +11, Knowledge

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    (religion) +10, Spellcraft +9, Use Magic Device +2 (+4 with scrolls) Possessions combat gear, +2 bracers of defense, +1 amulet of natural armor, +1 ring of protection, +1 cloak of resistance

    Command Skeletons (Su): Yaris can automatically command all normal skeletons within 30 feet as a free action. Normal skeletons never attack Yaris unless compelled. Skeletal Minion (Su): Instead of gaining a familiar Yaris gains a skeletal minion. This skeleton is a loyal servant that follows Yariss commands. The skeleton has a number of Hit Dice equal to Yariss necromancer level, a bonus to its natural armor equal to one half Yariss necromancer level, and a bonus to its Strength and Dexterity scores equal to one third Yariss necromancer level. Undead Vigor (Ex): Yaris adds his Charisma modifier to each Hit Die when calculating hit points. Unnatural Aura (Su): Any creature of the animal type within 30 feet of Yaris

    automatically becomes panicked and remains so until the distance between it and Yaris is at least 30 feet.

    SKELETAL MINION CR NE Medium advanced undead Init +6; Senses darkvision 60 ft., Spot +0, Listen +0 Language None

    AC 24,

    touch

    13,

    flat

    footed

    21

    (+2 Dex, +5 natural, +4 armor, +2 shield, +1 dodge) hp 39 (6 HD); DR 5/bludgeoning Immume cold, undead immunities Fort +2 Ref +5 Will +5

    Spd 60 ft. Melee +1 scimitar +9/+9 (1d6+4/18 20) or 3 claws +7 (1d4+3) Base Atk +3; Grp +6

    Str 16, Dex 15, Con , Int , Wis 10, Cha 1 SQ undead traits Feats Improved Initiative, Weapon Focus (scimitar), Toughness Possessions +1 scimitar, heavy steel shield, chain shirt

    Gods of the Grand OGL Wiki

    Artefaitus Bringer of Law, Civilization Builder God of cities, wealth, merchants, and law Alignment: LN Domains: Earth, Law, Nobility, Protection, Travel Favored Weapon: Light crossbow

    The Civilization builder makes these demands of the faithful:

    To live within cities, as they are the center of order, peace and progress.

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    To always carry a gold coin as a symbol of wealth but never spend it.

    Support civil projects and laws that allow civilization to progress.

    Lucifer First of the Fallen, The Morning Star God of tyranny, slavery, pride, and contracts Alignment: LE Domains: Evil, Fire, Law, Magic, Trickery Favored Weapon: Mace

    The First of the Fallen makes these demands of the faithful:

    In all deal making, only accept deals that are advantageous to you.

    Demand recognition for the deeds you accomplish

    Take opportunities to lead whenever they present themselves.

    Keliterisata The Mercurial Faith, The Cold Embrace Goddess of trickery, lust, and revenge Alignment: CN Domains: Chaos, Charm, Knowledge, Luck, Trickery Favored Weapon: Whip

    The mercurial faith makes these demands of the faithful:

    Love frequently, but not for long. Slights against your person or your

    family must not go unaddressed. Make all men or women want you

    but make them wait until the fires are properly stoked.

    Jevonus The Liquid Courage, The Free Thought God of freedom, ale, wine, and bravery Alignment: CG Domains: Chaos, Charm, Good, Strength,

    Travel Favored Weapon: Rapier

    The Liquid Courage makes these demands of the faithful:

    Wine and ale grant wisdom and courage that are often restricted by sobriety.

    Show bravery in the face of oppression.

    Voice your opinions freely and encourage others to speak as freely.

    Aevis The Farwalker, The Wishing Star Goddess of dreams, stars, travelers, and luck Alignment: CG

    Domains: Chaos, Good, Liberation, Luck, Travel Favored Weapon: Starknife

    The Farwalker makes these demands of the faithful:

    Never let a roof rest about your head more than a month.

    Grant aid to any traveller who requests it.

    Remember that the stars reveal more wisdom than the harsh light of day.

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    Is Your Faith

    Strong Enough?

    www.TrickyOwlbear.com/fai th

    In 12th-century England, the Welsh-English border is an unstable place. But oneChristian outpost is determined to make a standwith the PCs help, of course! Partadventure and part setting, A Matter of Faith is a 1st-level adventure designed beginner Game Masters and brings 3.5/OGL fantasy adventure to medieval England.

    A Matter of Faith provides...

    A murder-mystery featuring equal parts roleplaying and combat.Detailed maps of the Malbank Outpost, its church, and the English landscapearound it.

    Over 20 fully-detailed NPCs that bring the Malbank Outpost to life

    Numerous adventure possibilities that use the outpost as a backdrop

    (including a quest for a religious item of biblical proportions!)

    Will your novice characters have enough faith both in their abilities and in their heartsto overcome the forces of evil and save the outpost from certain doom?

    A Matter of Faith

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    OYTUGHINOMICON

    Crackling Beast of Crakoon!

    In the Valley of Crakoon, a terrible beast thunders through the darkness, destroying all in its path. Some say it is as old as the world itself, others think it moved in last Saturday. But all are sure that it that is ill

    tempered and

    smells

    funny.

    from Local Villagers Accounts

    Covered in blue scales, this strange three legged monster trudges across the broken ground. Above its grasping tentacles are another pair of small functional arms like that of a dragon or dinosaur. From the back of its eyestalk sprout spikey horn like growths and electricity crackles about its

    gaping mouth

    Crackling Beast of Crakoon! CR 11 (Advanced Otyugh, Behirling) N Huge magical beast Init +3; Senses darkvision 30 ft., dragonscent, low light vision, scent; Listen

    +4, Spot +5

    AC 22, touch 7, flat footed (2 size, 1 Dex, +15 natural) hp 207 (18d10+108) Fort +17, Ref +10, Will +7 Special Defenses electricity immunity

    Spd 20 ft , climb 10 ft. Melee 4 tentacles +26 (1d8+9) and bite +23 (2d6+4 plus disease) Space 10 ft.; Reach 5 ft. (10 ft. with tentacles) Special Attacks breath weapon (6d6 electricity, DC 25 Reflex halves), constrict (1d8+7), disease (filth fever DC 14), improved bull rush, improved grab, power attack, swallow whole

    Str 28, Dex 8, Con 22, Int 8, Wis 12, Cha 6 Base Atk +18; Grp +39

    Feats Improved Bull Rush, Improved Grapple (B), Improved Initiative, Monstrous Flanker, Multiattack, Power Attack, Skill Focus (Listen), Weapon Focus (tentacle) Skills Climb +17, Hide +12, Search +3 Language Common SQ allaround vision Advancement 19 36 HD (Gargantuan), 39+ HD (Colossal) [Special Abilities]

    AllAround

    Vision

    (Ex)

    The

    Crackling

    Beast

    of Crakoon!s flexible eyestalk allows it to rapidly look in all directions. He is never flat footed and never flanked. He has a +4 racial bonus on Spot and Search checks. Breath Weapon (Su): The Crackling Beast of Crakoon! can release a 15 ft. line of electricity that deals 6d6 electricity damage

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    (DC 25 Reflex halves). This can be useable every 1d8 rounds. Disease (Ex) Filth Fever bite, Fortitude DC 25, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is

    Constitution based. Dragonscent (Ex):The Crackling Beast of Crakoon! has the scent ability for the purposes of detecting dragons. Improved Grab (Ex) To use this ability, the Crackling Beast of Crakoon! must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Natural Climber (Ex): The Crackling Beast of Crakoon! has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Swallow Whole (Ex): The Crackling Beast of Crakoon! can swallow an opponent that it has held in a grapple with a successful check. Creatures swallowed suffer 1d8+9 points of bludgeoning damage plus 6 points of electricity damage per round. It is said

    that the Crackling Beast of Crakoon! could gobble up 2 men, 8 halflings, or 32 pseudodragons (yum!).

    Typical Encounters: EL 11 Crackling Beast of Crakoon!*

    * Thankfully, multiple Crackling Beasts have never been spotted.

    PSIONIC BESTIARY

    According to the Book of Gygax the following are core psionics monsters: brain mole, cerebral parasite, couatl, demon

    (major), demon

    (minor),

    demon

    (prince),

    devil (arch), devil (greater), gray ooze, intellect devourer, kirin, lich, men, XXXX XXXXXX, yellow mold, shedu, su monster, titan, triton (5%). I have been told by people that Gary regretted the inclusion of psionics in D&D and if that is true, the inclusion of psionics is easily one of my favourite mistakes in the game. Below is a psionics update of some classic monsters.

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    BRAIN MOLE

    Brain moles are burrowing animals that use psionic powers to overcome large psionic prey. Small, furry, and nearly blind, brain

    moles are almost indistinguishable from their common animal cousins.

    Brain moles hunger for psionic energy. They hide in loose dirt and detritus on forest floors, watching for the approach of psionic creatures with their detect psionics power. When a suitable target comes in range, the brain moles then attack with their power leech ability. The moles remain hidden as

    long as

    possible.

    If

    threatened,

    they

    use

    aversion and mind thrust to discourage attackers, using their bite only as a last resort.

    Brain moles eat small insects when they cant get psionic energy.

    Brain Mole CR N Tiny Magical Beast (psionic) Init +2; Senses low light vision, scent; Listen

    +6, Spot +2

    AC 14, touch 14, flat footed 12 (+2 size, +2 Dex) hp 3 (1d10 2) Fort +0, Ref +4, Will +2

    Spd 15 ft., burrow 15 ft. Melee bite +5 (1d3 4 plus disease) Space 2 ft.; Reach 0 ft.

    PsiLike

    Abilities

    (ML

    5th)

    * Powers

    include

    augmentation Atwill detect psionics , power leech (DC 14) 3/day aversion* (DC 13), mind thrust* (DC 13)

    Str 2, Dex 14, Con 7, Int 2, Wis 14, Cha 11 Base Atk +1; Grp 11

    Feats Alertness, Weapon Finesse B Skills Hide +15, Move Silently +7, Listen +6, Spot +2

    Environment Temperate Forest

    Organization Nest (38) Trease Value 0 gp

    Disease (Ex) Cascade Flu bite; Fortitude DC 9, incubation period one day, damage psionic cascade (every time an afflicted character manifests a power, she must make a DC 16 Concentration check; on a failed check, a psionic cascade is triggered [see Psionic Maladies]). The save DC is Constitution based. Hide Mind (Su): A brain mole cannot be identified as psionic by divination spells or clairsentience powers. Power Conversion (Su): When a brain mole drains a power point by means of its power leech power, it immediately heals 1 hit point. If it is already at full normal hit points, it instead gains psionic sustenance sufficient to supply its need for nourishment for 24 hours.

    Skills: Brain moles have a +4 racial bonus on Hide and Move Silently checks and a 2 racial penalty on Spot checks.

    DISEASE, CEREBRAL PARASITES

    Spread by contact with infected psionic creatures; contact; DC 15; incubation 1d4 days; damage 1d8 power points.

    Cerebral parasites

    are

    tiny

    organisms,

    undetectable to normal sight. An afflicted character may not even know he carries the parasitesuntil he discovers he has fewer power points for the day than expected. Psionic creatures with cerebral parasites are limited to using each of their known powers only once per day (instead of freely

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    manifesting them). See the note about diseases under Cascade Flu, above.

    COUATL

    A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs about 1,800 pounds.

    A couatl uses its read thoughts ability on any creature that arouses its suspicions. Since it is highly intelligent, a couatl usually manifests powers from a distance before closing. If more than one couatl is involved, they discuss their strategy before a battle.

    Couatl CR 10 LG Large Outsider (Native, Psionic) Init +7; Senses darkvision 60 ft.; Listen +16, Spot +16

    AC 21, touch 12, flat footed 18 (1 size, +3 Dex, +9 natural) hp 58 (9d8+18) Fort +8, Ref +9, Will +10

    Spd 20 ft. (4 squares), fly 60 ft. (good) Melee bite +12 (1d3+6 plus poison) Space 10 ft.; Reach 5 ft. Special Attacks constrict 2d8+6, improved grab, psionics Psi Like Abilities (ML 9th) * Powers include Augmentation Atwill aura sight , cloud mind (DC 15), detect psionics , read thoughts (DC 15) 3/day mental barrier (+5 deflection)* ,

    metamorphosis , psionics

    plane

    shift ,

    power

    resistance (PR 19)* Telepath Powers Known (ML 9th; PP 85 of 85) 5th adapt body , mind probe 4th empathic feedback , energy adaptation , psionics dominate , psionics modify memory

    3rd body adjustment , danger sense , energy bolt , false sensory input 2nd brain lock , cloud mind , ego whip ,, psionics suggestion 1st attraction , empathy , mindlink (animals

    only) , psionic charm , telempathic projection

    Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17 Base Atk +9; Grp +17 Feats Dodge, Empower Power, Hover, Improved Initiative Skills Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Psicraft +15 (+17 power stones), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Psionic Device +15 (+17 power stones) Languages Celestial, Common, and Draconic, Telepathy 90 ft. SQ Ethereal Jaunt

    Environment Warm Forests Organization Solitary, pair, or flight (36) Treasure 5,800 gp (psionics items)

    Ethereal Jaunt (Su) This ability works like the ethereal jaunt spell (caster level 16th). Improved Grab (Ex) To use this ability, a couatl must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Poison (Ex) Injury, Fortitude DC 16, initial

    damage 2d4

    Str,

    secondary

    damage

    4d4

    Str.

    The save DC is Constitution based.

    DEMONS (Major)

    Traditionally many demon types had access to psionics abilities. Some of the species known to exhibit psionics abilities include

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    balor, glabrezu, hezrou, nalfeshnee, marilith and succubus. Due to their chaotic nature demons then to have psionics powers of the same nature as the wilder class.

    Demon, Balor

    A balor stands about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds. Balors love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few psionics powers effects at the foe.

    A balors +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.

    A balors natural weapons, as well as any weapons it wields, are treated as chaotic

    aligned and evilaligned for the purpose of overcoming damage reduction.

    Demon, Balor CR 20 CE Large Outsider (Chaotic, Extraplanar, Evil, Psionic) Init +11; Senses darkvision 60 ft., true

    seeing ; Listen +38, Spot +38 Aura evil, flaming body (6d6 fire)

    AC 35, touch 16, flat footed (1 size, +7 Dex, +19 natural)

    hp 290 (20d8+200) Fort +22, Ref +19, Will +19 DR 15/cold iron and good; Immune electricity, fire, poison Resist acid 10, cold 10; PR 28; SR 18

    Spd 40 ft., fly 90 ft. (good) Melee +1 coup de grace longsword +31/+26/+21/+16 melee (2d6+8/19 20) and +1 flaming whip +30/+25 (1d4+4 plus 1d6 fire plus entangle) Space 10 ft.; Reach 10 ft. (20 ft. with +1 flaming whip ) Special Attacks death throes, entangle, psionics, summon demon Spell like Abilities (CL 14th) Atwill cause fear (no HD limit) (DC 19) , deeper darkness , detect magic ,dispel magic , greater teleport , pyrotechnics (DC 20) , read magic ,symbol of fear (DC 24) , symbol of sleep (DC 23) , symbol of stunning (DC 24) ,

    telekinesis (DC 23) Wilder Powers Known (ML 12th; PP 174 of 174) 5th psychic crush 4th death urge 3rd mental barrier 2nd though shield 1st demoralize , mind thrust

    Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha

    26

    Base Atk +20; Grp +36 Feats Cleave, Improved Initiative, Improved Two Weapon Fighting, Power Attack, Quicken SpellLike Ability (telekinesis), Two Weapon Fighting, Weapon Focus (longsword) Skills Bluff +31, Concentration +33,

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    Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Psicraft +30 (+32 power stones), Spot +38, Survival +7

    (+9 following tracks), Use Psionic Device +31 (+33 power stones) Languages telepathy 100 ft.

    Environment A chaotic evilaligned plane Organization Solitary or troupe (1 balor, 1 marilith, and 25 hezrous) Treasure 80,000 gp (psionics items) plus +1 coup de grace greatsword and +1 flaming whip

    Death Throes (Ex)When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution based. Entangle (Ex) A balors +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip

    needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balors body until it escapes the whip. Coup de Grace Sword (Su) Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.

    Summon Demon

    (Sp)

    Once

    per

    day

    a balor

    can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th level spell. Skills Balors have a +8 racial bonus on Listen and Spot checks.

    Glabrezu

    Like succubi, glabrezu tempt victims into ruin, but they lure their prey with power or wealth rather than passion. Glabrezu have penetrating violet eyes, and their skin color ranges from deep russet to pitch black. A glabrezu stands about 15 feet tall and weighs about 5,500 pounds.

    Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance.

    Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use

    this ability to offer a mortal whatever he or she desiresbut unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation.

    A glabrezus natural weapons, as well as any weapons it wields, are treated as chaotic

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    aligned and evilaligned for the purpose of overcoming damage reduction.

    Glabrezu CR 13 CE Huge Outsider (Chaotic, Extraplanar, Evil,

    Psionic) Init +0; Senses darkvision 60 ft, true seeing; Listen +26, Spot +26

    AC 27, touch 8, flat footed 27 (2 size, +19 natural) hp 174 (12d8+120) Fort +18, Ref +8, Will +11 DR 10/good; Immune electricity, poison Resist acid 10, cold 10, fire 10; PR 21; SR 11

    Spd 40 ft. Melee 2 pincers +20 melee (2d8+10) and 2 claws +18 (1d6+5) and bite +18 (1d8+5) Space 15 ft.; Reach 15 ft. Special Attacks improved grab, psionics, summon demon Spell Like Abilties (CL 9th) Atwill cause fear (no HD limit) (DC 16) , deeper darkness , levitate , polymorph , pyrotechnics (DC 17) , telekinesis (DC 20)

    Wilder Powers Known (ML 10th; PP 113 of 113) 5th psychic crush 4th mindwipe 3rd energy retort 2nd id insinutation 1st matter agitation , psionic grease

    Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20

    Base Atk

    +12;

    Grp

    +30

    Feats Cleave, Great Cleave, Multiattack, Persuasive, Power Attack Skills Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Psicraft +18, Spot +26,

    Survival +3 (+5 following tracks) Languages telepathy 100 ft.

    Environment A chaotic evilaligned plane Organization Solitary or troupe (1 glabrezu,

    1 succubus, and 25 vrocks) Treasure 13, 000 gp (psionics items)

    Improved Grab (Ex) To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Summon Demon (Sp) Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th level spell. True Seeing (Su) Glabrezu continuously use true seeing as the spell (caster level 14th). Skills Glabrezu have a +8 racial bonus on Listen and Spot checks.

    RACES

    Archanus

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    Archanus are a relatively new race in the lands of Gow. They walk, talk and have emotions like fleshy creatures but they are clearly of a mechanical nature. The origin of the archanus is a mystery as some scholars

    believe that they were created by a college of technomancers who sought a more intelligent construct to assist with their research, while others suggest that they are expatriots of the plane of Regulus. Archanus have no written history and only record history from when they first came online.

    Personality Archanus tend to be quiet and reserved. They see that other races are hesitant of them but do not understand why they evoke suspicion. They tend to say little in the an attempt to offend no one. Alone or in groups of other archanus they tend to be quite social and inquisitive often asking why or are very anxious to try new things as their personal experience is quite limited.

    Physical Description Archanus stand

    roughly 5 ft. tall, but are heavier due to their mechanical bodies. They often have coppery or silvery looking bodies but this is just cosmetic. They tend to have two hands, two legs and two eyes. They rarely have mouths but instead speak through a voice box in a crackily, hissing way. They tend not to wear armour or clothing and any they do wear needed to be specially made. Some archanus (of a more warrior bend)

    sometimes replace

    grasping

    hands

    with

    fixed weapons.

    Relations Archanus get along best with gnomes and humans. Elves and half orcs have an inherent distrust of them (probably the only thing those two races can agree on) as they are so out of touch with the

    natural world. Archanus do not dislike any race because from all others there are things to learn.

    Alignment Archanus can be of any race but

    they do have a tendency toward lawful alignments. This adherence to normative behaviour may lead some credit to the Regulus theory of species origin.

    Archanus Lands Archanus do not have their own kingdoms or nations but instead work in factory groups, industrial units or research sectors within larger human and demihuman cities. They tend to favour more metropolitan cities where they presence is not noticed as much and they are left to their own devices.

    Religion Anagrava (god of forge, protection and strategy) and Olia (goddess of magic) are two gods that many archanus make devotions to or whose strictures they follow.

    Languages Archanus speak common and

    one other language. Typically the language is one of a race that they have frequent contact with or have trade with. Sometimes, archanus will possess strange languages at initialization that are unknown in the region. When a new initialized archanus possesses a foreign language it is often seen as a sign that they are supposed to travel to new langs.

    Names Archanus

    are

    not

    given

    names

    at

    initialization but instead chose their names from the humanoid nations that surround them. They do this as a sign of respect and to try to be accepted but others.

    Adventurers An archanus adventurer is often motivated by a desire to gain new

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    experiences. However, as they learn from other cultures they may develop a wider and more mature set of motivations.

    Archanus Race +2 Intelligence, 2 Dexterity:

    Archanus are intelligent constructs that have slowed reflexes.

    Medium: Archanus are medium creatures, and have no bonuses or penalties due to their size.

    Type: Extant. Archanus mechanus are a special class of constructs called Extants. Extants have been given sentience by the gods. They possess none of the standard construct immunities.

    Vision: Archanus have low light vision.

    Immunities: Archanus are immune disease, paralysis and poison.

    Resistance: Archanus have resistance 5 to electricity.

    Armored Hide: Archanus have a +2 natural armour bonus

    Knowledgeable: Archanus have a +2

    racial bonus to any two knowledge skills that are always considered class skills.

    Languages: Common and one other. Favored Class: Wizard

    TEMPLATES

    DAEMANTHROPE Template

    Daemanthropes are humanoids that can call upon the powers and abilities of a fiend, undergoing a physical transformation in the process. Superficially similar to lycanthropes, daemanthropes are neither infected nor born they are either the result of a willing pact with the forces of woe, or a cursed being possessed by the malicious power of a fiend.

    APPEARANCE CHANGES

    Daemanthropes gradually take on features reminiscent of their fiendish aspect, such as ruddy skin, tiny horn nubs, an emaciated appearance, or unusually long and sharp nails.

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    CREATING A DAEMANTHROPE Daemanthrope is an acquired template that can be added to any humanoid (referred to hereafter as the base creature). The base creature gains abilities and

    qualities from a fiendish being (referred to hereafter as the base fiend). Daemanthropes retain their normal form, and can adopt either of two special forms: a ridden form that combines the mental attributes and special qualities of the base creature and the base fiend without changing the base creatures size or appearance, or a hybrid form that combines physical and mental features of the base creature and base fiend.

    A daemanthrope uses either the base creatures or the base fiends statistics and special qualities in addition to those described here.

    Size and Type: The base creatures type does not change, but the creature gains the evil and shapechanger subtypes. If the base fiend has the Chaos or Law subtype, the

    daemanthrope gains that subtype also.

    The daemanthrope can also adopt a hybrid shape that combines features of the base creature and the base fiend. If the base fiend is a different size than the base creature, the daemanthropes hybrid form is one step away from the base creatures size towards the base fiends size (i.e., a Small creature would become Medium size if the base fiend was Medium or larger).

    Hit Dice and hit points: Same as the base creature, modified by any Constitution increase.

    Speed: Same as the base creature. Hybrids use either the base creatures or the base fiends speed, whichever is better. If either creature has a special movement mode (fly, swim, or burrow), the hybrid retains it. If

    both creatures have the same special movement mode, the hybrid uses the best qualities from each form.

    Armor Class: The base creatures natural armor class bonus increases by +4 in all forms. In hybrid form, the daemanthropes natural armor bonus is equal to the natural armor bonus of the base creature or the base fiend, whichever is better.

    Base Attack/Grapple: Recalculate the base creatures base attack bonus to equal +1/racial Hit Dice, plus the base attack bonus from any class levels. The daemanthropes grapple bonus uses its attack bonus and modifiers for Strength and size depending on the daemanthropes form.

    Attacks: Same as the base creature in

    normal or ridden form. As the base fiend in hybrid form, adjusting for changes in size.

    Damage: As the base creature or base fiend, depending on which form the daemanthrope is in. If the hybrid form is smaller or larger than the base fiend, adjust dice size accordingly.

    Special Attacks: A daemanthrope retains the special attacks of the base creature or base fiend, depending on which form it is using.

    In ridden form, the daemanthrope retains the special attacks of the base creature and gains any supernatural or spell like attack of

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    the base fiend that dont rely on a physical body part or attack.

    In hybrid form, the daemanthrope gains all the special attacks of the base fiend in

    addition to those of the base creature.

    A daemanthrope does not gain the ability to summon fiends.

    Special Qualities: A daemanthrope retains the special qualities of the base creature, and also gains those described below.

    Alternate Form (Su): A daemanthrope can shift into a bipedal hybrid form as though using the polymorph spell on itself, though its gear is not affected and it does not regain hit points for changing form. It does not assume the ability scores of the base fiend. Changing to or from ridden or hybrid form is a standard action. A slain daemanthrope reverts to its base creature form, although it remains

    dead. Telepathy range 100 feet. Resistances A daemanthrope gains

    resistance 10 to any energy form the base fiend has immunity to, and a +4 to saves versus any other special attacks (ie, disease or poison) the base fiend is immune to. A daemanthrope gains resistance 5 to any energy the base fiend has resistance to.

    Fast healing/regeneration A daemanthrope has fast healing or regeneration as the base fiend.

    Spell resistance A daemanthrope has spell resistance equal to the base fiends spell resistance, or as

    the base creature, whichever is better.

    Darkvision (Ex): As base fiend or the base creature, whichever is better.

    Damage reduction (Ex): A ridden or

    hybrid daemanthrope gains damage reduction equal to the base fiend. If the base creature also has damage reduction, the two stack as appropriate.

    Spelllike abilities A ridden or hybrid daemanthrope gains the spell like abilities of the base fiend. A ridden daemanthrope does not gain any special qualities that rely on a physical body part or attack.

    Supernatural abilities A ridden or hybrid daemanthrope gains the supernatural abilities of the base fiend. A ridden daemanthrope does not gain any special qualities that rely on a physical body part or attack.

    Base Save Bonuses: As the base creature.

    Abilities: Daemanthropes gain a +4 bonus to Wisdom and a bonus to Constitution equal to the Hit Dice of the base fiend, rounded up to an even number. In ridden form, a daemanthrope gains a bonus to Intelligence and Charisma equal to the base fiends Intelligence and Charisma scores, 10 or 11, or retains the normal creatures ability scores, whichever is better. A daemanthrope in hybrid form also modifies

    its Strength

    and

    Dexterity

    scores

    in

    the

    same way.

    Skills: As the base creature. A daemanthrope in ridden or hybrid form gains bonus skill points equal to 4 x Intelligence modifier. These skill points can only be allocated to a skill given in the base

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    fiends description. The skill points are allocated once, when the daemanthrope is created, and not each time it changes form. Any skill given in the fiends description is a class skill for the daemanthrope in all forms.

    In any form, a daemanthrope also has any racial skill bonuses of the base creature and of the base fiend, although conditional skill bonuses only apply in the associated form.

    Feats: A daemanthrope gains Iron Will, Great Fortitude, and Lightning Reflexes as bonus feats.

    Organization: Solitary.

    Challenge Rating: As base creature, plus the Challenge Rating of the base fiend.

    Alignment: Usually evil. Particularly noble creatures might retain their good

    alignment, but these cases are rare and inevitably tragic.

    Advancement: As base creature. Level Adjustment: +3 + 25%

    SAMPLE DAEMANTHROPE

    The sample creatures given here use a 4th level halfling rogue and a quasit as the base creature.

    QUASITHROPE

    Quasithrope, Halfling Form

    Quasithrope, Ridden Form

    Quasithrope, Hybrid Form

    Small Humanoid (Evil, Chaotic, Shapechanger)

    Small Humanoid (Evil, Chaotic, Shapechanger)

    Tiny Humanoid (Evil, Chaotic, Shapechanger)

    Hit Dice: 4d6+8 (22 hp) 4d6+8 (22 hp) 4d6+8 (22 hp)

    Initiative: +8 +8 +8

    Speed: 20 ft. (4 squares) 20 ft. (4 squares) 20 ft. (4 squares), fly 50

    ft. (perfect)

    Armor Class:

    22 (+1 size, +4 Dex, +4 natural, +3 studded leather), touch 15, flat

    footed 18

    22 (+1 size, +4 Dex, +4 natural, +3 studded leather), touch 15, flat

    footed 18

    29 (+2 size, +7 Dex, +7 natural, +3 studded leather), touch 19, flat

    footed 22 Base

    Attack/Grapple: +3/1 +3/1 +3/1

    Attack: Shortsword +7 melee (1d4/1920) or sling +8 ranged (1d3)

    Shortsword +7 melee (1d4/1920) or sling +8 ranged (1d3)

    2 claws +10 melee (1d3 plus poison)

    Full Attack: Shortsword +7 melee Longsword +7 melee 2 claws +10 melee (1d3

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    (1d4/1920) or sling +8 ranged (1d3)

    (1d4/1920) or sling +8 ranged (1d3)

    plus poison) and bite +5 melee (1d4)

    Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 2 ft. / 0 ft.

    Special Attacks: Halfling traits, sneak attack +2d6

    Halfling traits, sneak

    attack +2d6, spell like abilities

    Halfling traits, poison,

    sneak attack +2d6, spell like abilities

    Special Qualities:

    Alternate form, darkvision 60 ft., evasion, fast healing 2, halfling traits, resistance to fire 5, telepathy, trap sense +1, uncanny dodge, +4 to saves vs poison

    Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., evasion, fast healing 2, halfling traits, resistance to fire 5, telepathy, trap sense +1, uncanny dodge, +4 to saves vs poison

    Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., evasion, fast healing 2, halfling traits, resistance to fire 5, telepathy, trap sense +1, uncanny dodge, +4 to saves vs poison

    Saves: Fort +6, Ref +11, Will +5 Fort +6, Ref +11, Will +5 Fort +6, Ref +14, Will +5

    Abilities: Str 11, Dex 18, Con 14, Int 14, Wis 12, Cha 12

    Str 11, Dex 18, Con 14, Int 14, Wis 12, Cha 14

    Str 11, Dex 24, Con 14, Int 14, Wis 12, Cha 14

    Skills:

    Bluff +6, Climb +3, Disable Device +9, Hide +14, Jump +1, Listen +8, Move Silently +13, Open Lock +11, Search +9, Spot +8, Sleight of Hand +12, Use Magic Device +8.

    Bluff +6, Climb +3, Disable Device +9, Hide +14, Jump +1, Listen +8, Move Silently +13, Open Lock +11, Search +9, Spot +8, Sleight of Hand +12,

    Use Magic

    Device

    +8.

    Bluff +9, Climb +7, Diplomacy +10, Disable Device +12, Hide +25, Jump +2, Listen +8, Move Silently +20, Open Lock +17, Search +9, Spot +8, Sleight of Hand +18, Use Magic Device +9.

    Feats:

    Great Fortitude B, Improved Initiative, Iron WillB, Lightning Reflexes B, Weapon Finesse

    Great Fortitude B, Improved Initiative, Iron WillB, Lightning Reflexes B, Weapon Finesse

    Great FortitudeB, Improved Initiative, Iron WillB, Lightning Reflexes B, Weapon Finesse

    Environment: Any warm land Any warm land Any warm land

    Organization: Solitary Solitary Solitary

    Challenge

    Rating: 5 5 5

    Treasure: Standard Standard Standard

    Alignment: Chaotic Evil Chaotic Evil Chaotic Evil

    Advancement: By character class By character class By character class

    Level Adjustment:

    +4 +4 +4

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    Halfling Traits (Ex): Halflings possess the following racial traits. +2 Dexterity, 2 Strength. Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide

    checks, 4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. A halflings base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear. This bonus stacks with the halflings +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc. Favored Class: Rogue.

    Evasion (Ex): A rogue can avoid even magical and unusual attacks with great

    agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

    Trap Sense (Ex): A rogue gains an intuitive sense that alerts her to danger from traps,

    giving her

    a +1

    bonus

    on

    Reflex

    saves

    made

    to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

    Uncanny Dodge (Ex): A rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught

    flat footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

    Poison (Ex): Injury, Fortitude DC 18, initial

    damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution based and includes a +2 racial bonus.

    Spell Like Abilities: At willdetect good, detect magic, and invisibility (self only); 1/daycause fear (as the spell, except that its area is a 30 foot radius from the quasithrope, save DC 12). Caster level 6th. The save DCs are Charisma based.

    Once per week a quasithrope can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

    Alternate Form (Su): A quasithrope can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasithrope does not regain hit

    points for changing form, and any individual quasithrope can assume only one or two forms (not including its ridden and hybrid forms) no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasithrope in alternate form loses its poison attack. A quasithrope in normal or ridden form can only assume normal, ridden, or hybrid form.

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    Half-Anarchic Template

    Half anarchic creatures tend to be asymmetrical in appearance, though this is usually cosmetic in nature (one wing being

    feathered while the other is bat like, for example).

    Creating a Half Anarchic "Half anarchic" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonlawful alignment (referred to hereafter as the base creature).

    A half anarchic uses all the base creatures statistics and special abilities except as noted here.

    Size and Type The creatures type changes to outsider. Do not recalculate the creatures Hit Dice, base attack bonus, or saves. Size is unchanged. Half anarchics are normally native outsiders.

    Speed A half anarchic has mis matched wings and can fly at twice the base creatures base land speed (average maneuverability). If the base creature has a fly speed, use that instead.

    Armor Class Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).

    Attack A half anarchic has a natural attack, determined randomly by rolling 1d4: 1 = bite attack; 2 = slam attack; 3 = two claw attacks; 4 = tail attack. If the base creature already has the natural attack form rolled,

    use that instead. If the base creature can use weapons, the half anarchic retains this ability. A half anarchic fighting without weapons uses a natural attack when making an attack action. When it has a weapon, it

    usually uses the weapon instead.

    Full Attack A half anarchic fighting without weapons uses its natural weapon when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its natural weapon as a natural secondary attack.

    Damage Half anarchics have a natural attack. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creatures damage values, whichever are greater.

    Size Bite Slam Claw Tail

    Fine 1 1 1 1

    Diminutive 1d2 1 1 1 Tiny 1d3 1 1d2 1d2

    Small 1d4 1d3 1d3 1d4

    Medium 1d6 1d4 1d4 1d6

    Large 1d8 1d6 1d6 1d8

    Huge 2d6 1d8 1d8 2d6

    Gargantuan 2d8 2d6 2d6 2d8

    Colossal 4d6 2d8 2d8 4d6

    Special Attacks A half anarchic retains all the special attacks of the base creature and gains the following special attack.

    Smite Law (Su)

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    Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a lawful foe.

    Spell Like Abilities

    A half anarchic with an Intelligence or Wisdom score of 8 or higher has spell like abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creatures HD, and the save DC is Charisma based.

    HD Abilities

    12 Color spray 3/day, entropic shield

    34 Hideous laughter

    56 Confusion, meld into stone

    78 Rainbow pattern, wind wall

    910 Insect plague

    11 12 Word

    of chaos

    13 14 Cloak

    of chaos 3/day, mind fog

    15 16 Polymorph

    any object

    17 18

    Summon monster IX (chaotic creatures only)

    19 20 Control

    weather

    Special Qualities A half anarchic has all the special qualities of the base creature, plus the following special qualities.

    Darkvision out to 60 ft. Immunity to paralysis.

    Resistance to cold 10, electricity 10, fire 10, and sonic 10. Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more). A half anarchics natural weapons are

    treated as magic weapons for the purpose of overcoming damage reduction. Spell resistance equal to the creatures HD + 10 (maximum 35).

    Abilities Str +4, Dex +4, Con +2, Int +2, Wis +2, Cha +4.

    Skills A half anarchic gains skill points as an outsider and has skill points equal to (8 + Int modifier) (HD +3). Do not include Hit Dice from class levels in this calculationthe half anarchic gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creatures list as class skills, and other skills as cross class.

    Challenge Rating

    HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.

    Alignment Always chaotic (any).

    Level Adjustment +4.

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    SAMPLE CREATURE: HALFANARCHIC GRIFFON Half anarchic griffons are often the result when the whimsical creatures of the chaotic planes lay eyes on the regal bearing of a

    griffon. Smarter and stronger than their mundane brethren, half anarchic griffons have a much more holistic mix of feline and avian features, rather than the front half being bird like and the back half leonine. Each of their wings has a very different pattern and shade to their feathers.

    This half anarchic griffon rolled for a bite attack for its natural weapon, which the base creature already has.

    HALF - ANARCHIC GRIFFON

    Large Outsider (Augmented Magical Beast, Native)

    Hit Dice: 7d10+28 (66 hp)

    Initiative: +4

    Speed: 30 ft. (6 squares), fly 80 ft.

    (average)

    Armor Class: 20 (1 size, +4 Dex, +7 natural), touch 13, flat footed 16

    Base Attack/Grapple: +7/+17

    Attack: Bite +13 melee (2d6+6)

    Full Attack: Bite +13 melee (2d6+6) and 2 claws +10 melee

    (1d4+3) Space/Reach: 10 ft./5 ft.

    Special Attacks: Pounce, rake 1d6+3, smite

    law, spell like abilities

    Special Qualities:

    Cold resistance 10, damage reduction 5/magic, darkvision 60 ft.,

    electricity resistance 10, fire resistance 10, immune to paralysis, low light vision, scent, sonic resistance 10, spell resistance 17

    Saves: Fort +9, Ref +9, Will +6

    Abilities: Str 22, Dex 19, Con 18, Int

    7, Wis 15, Cha 12

    Skills: Hide +5, Jump +20, Listen +12, Move Silently +9, Spot +16, Survival +7

    Feats: Iron Will, Multiattack,

    Weapon Focus (bite)

    Environment: Temperate hills

    Organization: Solitary, pair, or pride (6

    10)

    Challenge Rating: 6

    Treasure: None

    Alignment: Always chaotic neutral

    Advancement: 810 HD (Large); 1121

    HD (Huge)

    Level Adjustment: +7

    (cohort)

    A half anarchic griffon cannot speak, but understands Common.

    COMBAT Half anarchic griffons prefer to pounce on their prey, either diving to the attack or leaping from above. Their natural weapons count as magic weapons for the purpose of overcoming damage reduction.

    Pounce (Ex): If a half anarchic griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

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    Rake (Ex): Attack bonus +10 melee, damage 1d6+3.

    Smite Law (Su): Once per day can make a normal melee attack to deal 7 points of

    extra damage against a lawful foe.

    Spell like Abilities: 3/day color spray (DC 12); 1/day confusion (DC 15), entropic shield, hideous laughter (DC 13), meld into stone, rainbow pattern (DC 15), wind wall (DC 14). Caster level 7th. Save DCs are Charisma based.

    Skills: Half anarchic griffons have a +4 racial bonus on Jump and Spot checks.

    Half-AxiomaticHalf axiomatic creatures usually have perfect symmetry in their appearance, giving them a cold sort of beauty, similar to a perfectly formed sculpture.

    Creating a Half Axiomatic "Half axiomatic" is an inherited template that can be added to any living, corporeal

    creature with

    an

    Intelligence

    score

    of

    4 or

    higher and nonchaotic alignment (referred to hereafter as the base creature).

    A half axiomatic uses all the base creatures statistics and special abilities except as noted here.

    Size and Type The creatures type changes to outsider. Do not recalculate the creatures Hit Dice, base

    attack bonus, or saves. Size is unchanged. Half axiomatics are normally native outsiders.

    Speed A half axiomatic metallic looking wings and can fly at twice the base creatures base

    land speed (average maneuverability). If the base creature has a fly speed, use that instead.

    Armor Class

    Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).

    Attack A half axiomatic has two claw attacks. If the base creature can use weapons, the half axiomatic retains this ability. A half axiomatic fighting without weapons uses a claw attack when making an attack action. When it has a weapon, it usually uses the weapon instead.

    Full Attack A half axiomatic fighting without weapons uses its claws when makin