The following post is released under the OGL.
Kilderkin gnomes are an offshoot of the gnome race regarded by some as naive, innocent, and joyous, and by others as troublesome, larcenous tricksters. Less overtly magical than most of their gnome kin, they blend their brethren's immense curiosity, mischeviousness, and wanderlust with generous and kind-hearted spirit. Although commonly viewed with suspicion due to their reputation as petty thieves and shoplifters, kilderkin gnomes are not motivated by avarice; they simply cannot resist their obsession with palming and collecting small, sparkly, glittery things, and just do not understand the conventions of personal property. When confronted about their pickpocketing, they shyly return what they have taken, but learn nothing that will prevent them from lifting items in the future.
Kilderkin Gnome Racial Traits
Gnomekin: Kilderkin gnomes are humanoids with the gnome subtype.
+2 Constitution, +2 Charisma, –2 Strength: Kilderkin are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Kilderkin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Kilderkin have a base speed of 20 feet.
Low-Light Vision: Kilderkin can see twice as far as humans in conditions of dim light.
Defensive Training: Kilderkin get a +4 dodge bonus to AC against monsters of the giant type.
Fearless: Kilderkin receive a +2 racial bonus on all saving throws against fear.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Kilderkin gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—know direction, ghost sound, detect poison, and detect secret doors. The caster level for these effects is equal to the kilderkin's level. The DC for these spells is equal to 10 + the spell's level + the kilderkin's Charisma modifier.
Infuriating: Kilderkin receive a +2 racial bonus on Charisma-based skill checks to taunt, insult, or irritate others, or otherwise make others more hostile.
Keen Senses: Kilderkin receive a +2 racial bonus on Perception skill checks.
Light-fingered: Kilderkin receive a +2 racial bonus on Sleight of Hand skill checks.
Weapon Familiarity: Kilderkin gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Kilderkin begin play speaking Common and Gnome. Kilderkin with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Sylvan.
Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts
Friday, June 24, 2011
Tuesday, August 31, 2010
Summon monster lists in Pathfinder RPG
The summon monster lists of 3.5e never made much sense to me, since the monsters tended to be of fairly widely varying power levels. The summon monster spells in the Pathfinder RPG seem a little more systematic.
For these generalizations, ignore the CR boost provided by the fiendish/celestial creature template, which occasionally puts creatures outside of this range. Summon monster I generally summons CR 1/3 to 1/2 creatures, with the exception of the CR 1 riding dog. Summon monster II summons CR 1 creatures, with the exception of the less powerful giant centipede, while summon monster III always summons CR 2 creatures.
Summon monster IV summons creatures of CR 3 to 4; summon monster V summons creatures of CR 5 to 6; summon monster VI summons creatures of CR 7 to 8; summon monster VII summons creatures of CR 9 to 10 (mostly 9); summon monster VIII summons CR 11 outsiders; and summon monster IX summons outsiders of CR 13 to 14.
So, for example, when putting together an alternate summoning list, a CR 2 axe beak would be an appropriate creature to summon with summon monster III.
For these generalizations, ignore the CR boost provided by the fiendish/celestial creature template, which occasionally puts creatures outside of this range. Summon monster I generally summons CR 1/3 to 1/2 creatures, with the exception of the CR 1 riding dog. Summon monster II summons CR 1 creatures, with the exception of the less powerful giant centipede, while summon monster III always summons CR 2 creatures.
Summon monster IV summons creatures of CR 3 to 4; summon monster V summons creatures of CR 5 to 6; summon monster VI summons creatures of CR 7 to 8; summon monster VII summons creatures of CR 9 to 10 (mostly 9); summon monster VIII summons CR 11 outsiders; and summon monster IX summons outsiders of CR 13 to 14.
So, for example, when putting together an alternate summoning list, a CR 2 axe beak would be an appropriate creature to summon with summon monster III.
Wednesday, May 26, 2010
RPGsWere-eel
The following post is released under the OGL.
Were-eels are lycanthropes with the ability to turn from humanoids into marine eels and eel-humanoid hybrid shapes. Natural lycanthropes are born with this ability and have perfect control over their shapechanging. Afflicted lycanthropes contract this ability like a curse or disease from another lycanthrope; they sometimes change form involuntarily.
CREATING A WERE-EEL
Were-eels follow the normal rules for lycanthropes, but gain the amphibious special quality when in hybrid form.
LYCANTHROPE, WERE-EEL
This elongated creature looks like a humanoid with the wide-mouthed head of an eel, flippery hands, and mottled, slime-slicked skin.
Were-Eel (Human Form) CR 3
XP 600
Human fighter 2
CE Medium humanoid (human, shapechanger)
Init +6; Senses low-light vision, scent; Perception +3
DEFENSE
AC 16, touch 12, flat-footed 14; (+4 armor, +2 Dex)
hp 17 (2d10+2)
Fort +4, Ref +2, Will +1
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+2/19-20)
Ranged dagger +4 (1d4+2/19-20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16
Feats Improved Initiative, Power Attack, Cleave, Combat Reflexes
Skills Climb +7, Swim +7, Perception +3
Languages Common
SQ change shape (human, hybrid, and marine eel; polymorph), lycanthropic empathy (marine eels and giant moray eels)
ECOLOGY
Environment warm oceans and coasts
Organization solitary, pair, or nest (3-6)
Treasure NPC gear (chain shirt, longsword, 3 daggers, other treasure)
Were-Eel (Hybrid Form) CR 3
CE Medium humanoid (human, shapechanger, aquatic)
Init +6; Senses low-light vision, scent; Perception +3
DEFENSE
AC 23, touch 12, flat-footed 21; (+4 armor, +7 natural armor, +2 Dex)
hp 19 (2d10+4)
Fort +5, Ref +2, Will +1
Defensive Abilities bravery +1; DR 10/silver
OFFENSE
Speed 30 ft., swim 30 ft.
Melee longsword +5 (1d8+3/19-20), bite +5 (1d8+3 plus grab and curse of lycanthropy)
Ranged dagger +4 (1d4+3/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks gnaw
STATISTICS
Str 16, Dex 15, Con 15, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Improved Initiative, Power Attack, Cleave, Combat Reflexes
Skills Climb +8, Swim +16, Perception +3
Languages Common
SQ change shape (human, hybrid, and marine eel; polymorph), lycanthropic empathy (marine eels and giant moray eels), amphibious
SPECIAL ABILITIES
Gnaw (Ex) If a were-eel in hybrid or animal form begins a round with a grabbed foe, it inflicts automatic bite damage (2d4+3 points of damage). A were-eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+5 attack, 1d4+3) against a foe it has already grabbed.
Natural were-eels tend to be stolid and secretive, with oily, pale skin and unnaturally wide and grim smiles.
Were-eels prefer isolated coasts, harbor towns, and busy ports, where they can blend in with a transient population and have access to both humanoid victims and salt water.
Were-eels are lycanthropes with the ability to turn from humanoids into marine eels and eel-humanoid hybrid shapes. Natural lycanthropes are born with this ability and have perfect control over their shapechanging. Afflicted lycanthropes contract this ability like a curse or disease from another lycanthrope; they sometimes change form involuntarily.
CREATING A WERE-EEL
Were-eels follow the normal rules for lycanthropes, but gain the amphibious special quality when in hybrid form.
LYCANTHROPE, WERE-EEL
This elongated creature looks like a humanoid with the wide-mouthed head of an eel, flippery hands, and mottled, slime-slicked skin.
Were-Eel (Human Form) CR 3
XP 600
Human fighter 2
CE Medium humanoid (human, shapechanger)
Init +6; Senses low-light vision, scent; Perception +3
DEFENSE
AC 16, touch 12, flat-footed 14; (+4 armor, +2 Dex)
hp 17 (2d10+2)
Fort +4, Ref +2, Will +1
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+2/19-20)
Ranged dagger +4 (1d4+2/19-20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16
Feats Improved Initiative, Power Attack, Cleave, Combat Reflexes
Skills Climb +7, Swim +7, Perception +3
Languages Common
SQ change shape (human, hybrid, and marine eel; polymorph), lycanthropic empathy (marine eels and giant moray eels)
ECOLOGY
Environment warm oceans and coasts
Organization solitary, pair, or nest (3-6)
Treasure NPC gear (chain shirt, longsword, 3 daggers, other treasure)
Were-Eel (Hybrid Form) CR 3
CE Medium humanoid (human, shapechanger, aquatic)
Init +6; Senses low-light vision, scent; Perception +3
DEFENSE
AC 23, touch 12, flat-footed 21; (+4 armor, +7 natural armor, +2 Dex)
hp 19 (2d10+4)
Fort +5, Ref +2, Will +1
Defensive Abilities bravery +1; DR 10/silver
OFFENSE
Speed 30 ft., swim 30 ft.
Melee longsword +5 (1d8+3/19-20), bite +5 (1d8+3 plus grab and curse of lycanthropy)
Ranged dagger +4 (1d4+3/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks gnaw
STATISTICS
Str 16, Dex 15, Con 15, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Improved Initiative, Power Attack, Cleave, Combat Reflexes
Skills Climb +8, Swim +16, Perception +3
Languages Common
SQ change shape (human, hybrid, and marine eel; polymorph), lycanthropic empathy (marine eels and giant moray eels), amphibious
SPECIAL ABILITIES
Gnaw (Ex) If a were-eel in hybrid or animal form begins a round with a grabbed foe, it inflicts automatic bite damage (2d4+3 points of damage). A were-eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+5 attack, 1d4+3) against a foe it has already grabbed.
Natural were-eels tend to be stolid and secretive, with oily, pale skin and unnaturally wide and grim smiles.
Were-eels prefer isolated coasts, harbor towns, and busy ports, where they can blend in with a transient population and have access to both humanoid victims and salt water.
RPGsMarine eel
The following post is released under the OGL.
This seven-foot-long carnivorous eel undulates through the water, leering with its broad jaw.
Marine Eel CR 2
XP 600
N Medium animal (aquatic)
Init +7; Senses low-light vision, Perception +5
DEFENSE
AC 18, touch 13, flat-footed 15; (+3 Dex, +5 natural)
hp 13 (2d8+4)
Fort +4, Ref +6, Will +1
OFFENSE
Spd swim 30 ft.
Melee bite +3 (2d4+2 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks gnaw
STATISTICS
Str 14, Dex 16, Con 12, Int 1, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative
Skills Stealth +7, Perception +5, Swim +10; Racial Modifiers +4 Stealth in rocky, aquatic areas
ECOLOGY
Environment warm oceans
Organization solitary, pair, or nest (3–6)
Treasure none
SPECIAL ABILITIES
Gnaw (Ex) If a marine eel begins a round with a grabbed foe, it inflicts automatic bite damage (2d4+2 points of damage). A marine eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+11 attack, 1d4+2) against a foe it has already grabbed.
The marine eel is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.
This seven-foot-long carnivorous eel undulates through the water, leering with its broad jaw.
Marine Eel CR 2
XP 600
N Medium animal (aquatic)
Init +7; Senses low-light vision, Perception +5
DEFENSE
AC 18, touch 13, flat-footed 15; (+3 Dex, +5 natural)
hp 13 (2d8+4)
Fort +4, Ref +6, Will +1
OFFENSE
Spd swim 30 ft.
Melee bite +3 (2d4+2 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks gnaw
STATISTICS
Str 14, Dex 16, Con 12, Int 1, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative
Skills Stealth +7, Perception +5, Swim +10; Racial Modifiers +4 Stealth in rocky, aquatic areas
ECOLOGY
Environment warm oceans
Organization solitary, pair, or nest (3–6)
Treasure none
SPECIAL ABILITIES
Gnaw (Ex) If a marine eel begins a round with a grabbed foe, it inflicts automatic bite damage (2d4+2 points of damage). A marine eel possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack (+11 attack, 1d4+2) against a foe it has already grabbed.
The marine eel is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.
Tuesday, November 18, 2008
StZA: Only the Awesome: Vampire Hunting Kit
Real 19th Century Vampire Killing Kit Is a Must In Current Economic Climate: Sold at an auction for $14,850, this 100% authentic vampire kit made circa 1800 is an absolute steal, specially compared to this $12,000 kit which is from a later date and has fewer apparatus.
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