Friday, February 26, 2016

Pathfinder Bestiary: Wereskunk

Skinnet (Legends of Chima: Skunk Attack)
and skunk (Minifigures Series 15)

In yesterday's column, I jokingly suggested the existence of wereskunks. However, Pathfinder makes the lycanthrope template (Bestiary 196) far easier to apply than in D&D v.3.5 and earlier editions, so I decided to work up a stat block for one. The base creature below is a gnome alchemist of a level sufficient to make stink bombs; the base animal is a skunk (Bestiary 3 247).

Wereskunk

This small humanoid is covered in black fur, with white stripes on its head, back, and bushy tail. It bares its teeth and raises its tail menacingly.


WERESKUNK (GNOME FORM) (CR 4)
XP 1,200
Gnome natural wereskunk alchemist 4
CN Small humanoid (gnome, shapechanger)
Init +2; Senses low-light vision, scent; Perception +9
Defense
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 29 (4d8+8)
Fort +6, Ref +6, Will +1; +2 vs. illusions and poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 20 ft.
Melee masterwork sickle +5 (1d4)
Ranged light crossbow +6 (1d6/19-20) or bomb +7 touch (2d6+3 fire)
Special Attacks +1 attack vs. goblinoids and reptilian humanoids, bombs (9/day, DC 15), discoveries (smoke bomb, stink bomb)
Spell-Like Abilities (CL 4th; concentration +5)
1/day--dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Alchemist Extracts Prepared (CL 4th; concentration +7)
2nd--vomit swarm, 1 open slot
1st--bomber's eye (2), crafter's fortune, negate aroma
Statistics
Str 11, Dex 14, Con 15, Int 16, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 14
Feats Brew Potion[B], Extra Bombs, Point Blank Shot, Throw Anything[B]
Skills Craft (alchemy) +12 (+16 to make alchemical items), Knowledge (arcana, nature) +10, Perception +9, Spellcraft +10, Survival +7, Use Magic Device +8; Racial Modifiers +2 one Craft or Profession skill, +2 Perception
Languages Common, Draconic, Gnome, Goblin, Sylvan
SQ alchemy, change shape (gnome, hybrid, skunk; polymorph), lycanthropic empathy (skunks), mutagen, poison use, swift alchemy
Ecology
Environment temperate forest and urban
Organization solitary, pair, or surfeit (3-5)
Treasure NPC gear (masterwork studded leather, masterwork sickle, light crossbow with 20 bolts, formula book [contains prepared extracts and 3 other 1st-level formulae], other treasure


WERESKUNK (HYBRID FORM) (CR 4)
CN Small humanoid (gnome, shapechanger)
Init +2; Senses low-light vision, scent; Perception +9
Defense
AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 natural, +1 size)
hp 32 (4d8+12)
Fort +7, Ref +6, Will +1; +2 vs. illusions and poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 10/silver
Offense
Speed 20 ft.
Melee masterwork sickle +6 (1d4+1), bite +0 (1d3 plus curse of lycanthropy; DC 15); or bite +5 (1d3+1 plus curse of lycanthropy; DC 15), 2 claws +5 (1d2)
Ranged light crossbow +6 (1d6/19-20) or bomb +7 touch (2d6+3 fire) or spray +6 touch (musk)
Special Attacks +1 attack vs. goblinoids and reptilian humanoids, bombs (9/day, DC 15), discoveries (smoke bomb, stink bomb), musk
Spell-Like Abilities (CL 4th; concentration +5)
1/day--dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Alchemist Extracts Prepared (CL 4th; concentration +7)
2nd--vomit swarm, 1 open slot
1st--bomber's eye (2), crafter's fortune, negate aroma
Statistics
Str 13, Dex 14, Con 17, Int 16, Wis 10, Cha 12
Base Atk +3; CMB +3; CMD 15
Feats Brew Potion[B], Extra Bombs, Point Blank Shot, Throw Anything[B]
Skills Craft (alchemy) +12 (+16 to make alchemical items), Knowledge (arcana, nature) +10, Perception +9, Spellcraft +10, Survival +7, Use Magic Device +8; Racial Modifiers +2 one Craft or Profession skill, +2 Perception
Languages Common, Draconic, Gnome, Goblin, Sylvan
SQ alchemy, change shape (gnome, hybrid, skunk; polymorph), lycanthropic empathy (skunks), mutagen, poison use, swift alchemy
Special Abilities
Musk (Ex) Up to twice per day, a wereskunk in hybrid or animal form can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 17 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.


WERESKUNK (SKUNK FORM) (CR 4)
CN Tiny humanoid (gnome, shapechanger)
Init +2; Senses low-light vision, scent; Perception +9
Defense
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 32 (4d8+12)
Fort +7, Ref +6, Will +1; +2 vs. illusions and poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 10/silver
Offense
Speed 30 ft.
Melee bite +6 (1d3+1 plus curse of lycanthropy; DC 15), 2 claws +6 (1d2)
Ranged spray +6 touch (musk)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks +1 attack vs. goblinoids and reptilian humanoids, musk
Spell-Like Abilities (CL 4th; concentration +5)
1/day--dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Statistics
Str 13, Dex 14, Con 17, Int 16, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 14 (18 vs. trip)
Feats Brew Potion[B], Extra Bombs, Point Blank Shot, Throw Anything[B]
Skills Craft (alchemy) +12 (+16 to make alchemical items), Knowledge (arcana, nature) +10, Perception +9, Spellcraft +10, Survival +7, Use Magic Device +8; Racial Modifiers +2 one Craft or Profession skill, +2 Perception
Languages Common, Draconic, Gnome, Goblin, Sylvan
SQ alchemy, change shape (gnome, hybrid, skunk; polymorph), lycanthropic empathy (skunks), mutagen, poison use, swift alchemy
Special Abilities
Musk (Ex) Up to twice per day, a wereskunk in hybrid or animal form can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 17 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.

Thursday, February 25, 2016

Series 15 Minifigures


The Series 15 Minifigures are out now, so it's time to share my thoughts on the new set, as I did for Series 14: Monsters last year. I collect these minifigures in large part to grow my collection of characters and parts for RPG miniatures, and I mostly run medieval fantasy games, so my comments here will reflect that.

Animal Control: This woman is dressed in a fairly nondescript uniform, and carries a net. The real item of interest with this character is the skunk, which is cute and perfectly sized for using as a RPG miniature. It could easily serve as a substitute for a badger animal companion or weasel familiar. (You could also pair it with the Legend of Chima character Skinnet to represent a were-skunk's animal and hybrid forms. Your players might never forgive you, though...)

Astronaut: This astronaut is very similar to others in the Space theme, but he carries a flag with the  classic Space logo. For diehard LEGO Space fans, that flag alone might be worth the price.

Ballerina: This minifigure has a tutu piece that fits between the torso and legs. The torso could easily be used for a camisole top in a modern game, while the legs (with their laced-up shoes) could serve as trousers and sandals in a fantasy (or Star Wars) game.

Clumsy Guy: This character has a foot cast done using the two-color injection method found in some recent minifigures. His crutches and head bandage are new pieces. He's unlikely to be useful as a RPG mini, unless you need a victim.

Farmer: The farmer has no new pieces apart from color and printing changes, which include boots done via two-color injection, and a spotted pig. His hat is the same as the Series 11 Scarecrow's but in a different shade.

Faun: In the past, I have built my own satyrs by joining two peg legs to one hip unit, and using binoculars for a syrinx. This "official" faun is quite nice, and one of my favorites in this series. He has a unique leg assembly with backward-bent goat-legs and printed cloven hooves. His headpiece is similar to the Series 14 Gargoyle, but molded with curly hair instead of the heavy brow. His flute is a short bar piece, and can be positioned in his hand to line up with his mouth.

Flying Warrior: This is easily my favorite of the series, useful for angels, winged gods, or Hawkmen. The torso and legs are printed with a cuirass and armored skirt, making it a nice addition to my growing collection of Bronze Age minifigures (such as the Amazon, Legionary, and Gladiator from previous series).  The armor piece has flared, feathered shoulders, and studs on the back to attach wings using clip-plates (the same method used for winged Legend of Chima characters). The helmet continues the avian theme, with a bird's head and raised wings. Even without the wings, he makes an impressive "eagle knight."

Frightening Knight: This armored warrior provides a new shield blazon (a menacing bear's head) as well as a new face design: a scruffy villain with a single jutting fang, perfect for the more human-looking end of the half-orc spectrum. His mace is a new weapon, with a hard rubber head that fits onto a bar.

Janitor: The janitor figure is pretty bland, notable just for the gray mop piece, which can be reversed depending on whether he's holding the pole mop up or mop down.

Jewel Thief: This female figure provides a good "catsuit" look, if you don't already have a Catwoman or Black Widow minifigure. She also has Widow's newer hair (from the Age of Ultron sets), but cast in black. Her props (a jewel and grapnel gun) are standard accessories.

Kendo Fighter: The kendo mask first appeared in the Ninjago theme, so the only new thing here is the change in color scheme. The tan wooden practice swords are a nice touch.

Laser Mech: This minifigure is a differently-colored copy of the Evil Mech from Series 11, with the addition of Galaxy Squad robot wings and a Ninjago energy blade.

Queen: The queen has a unique bottom piece (a skirt with panniers, flaring to a 2x4 base) and hairpiece (with a bun and ringlets in the back). She has a red cape and ermine mantle like the Classic King from Series 13. She is one of the most impressive pieces in this series, as befits her royal status. The skirt also makes her one of the easiest characters to identify by feel in this series.

Shark Suit Guy: This minifigure has been unofficially dubbed "Left Shark" by LEGO fans, after the dancer from Katy Perry's Super Bowl show last year. He is suitable either for a wereshark (swap the yellow head for a black or red one for a more monstrous look) or for a smaller species of fish than the classic Pirates shark (just place him face down on the map, with or without legs). The shark head, fin, and tail are a single large piece, which makes him very easy to identify by feel.

Tribal Woman: This minifigure takes the traditional Native American woman from the Old West theme and uses two-color injection and wraparound printing to give her a unique look. The real treat here, however, is the papoose, who attaches to the mother's back via an L-clip around the neck. This swaddled infant would also be perfect for baby Jesus if you wanted to construct a LEGO Nativity scene, as I have considered doing from time to time.

Wrestling Champion: This minifigure's scowl and bare chest might suggest a fantasy barbarian, but his make-up, mullet, and big honkin' belt (complete with world map) may be too jarring to use him outside of certain modern-day genres.

For me, Series 15 has far fewer must-have characters than did Series 14, but I'll be the first to admit that that is a grossly unfair comparison given how perfectly the Monsters set catered to my needs. Compared to any other series in this theme, it's a solid series overall, with only a few characters that I'm completely indifferent to. My personal favorites are the Flying Warrior, Shark Suit Guy, Faun, and Queen.

Thursday, February 18, 2016

The Erol Otus Pantheon

If you were introduced to Dungeons & Dragons during the early 1980s, as I was, then you've undoubtedly seen a great deal of artwork by Erol Otus. He produced cover paintings and interior art for Deities and Demigods as well as adventure modules in the Slavers, Against the Drow, and "S" series (particularly the heavily-illustrated module S3 Expedition to the Barrier Peaks). His work is highly stylized, and often downright bizarre, but he's always been one of my favorite D&D artists, and definitely the one who makes me most nostalgic for my early years in the hobby.

His work on Deities and Demigods included the cover and title page illustrations, almost the entire Cthulhu Mythos chapter (which was cut from later printings), and a dozen or so other pieces scattered throughout the book. The entities on the cover and title page appear to be of Otus's own creation, as they do not obviously match any of the pantheons detailed within the book, This lack of information has inspired a number of D&D fans to devise their own versions of the "Erol Otus Pantheon." In a recent post on his blog "The Other Side," Timothy Brannon has shared links to Chris Kutalik's and Trey Causey's posts about their own pantheons based on these gods.


(Images borrowed from Chris Kutalik's blog, "Hill Cantons." Deities and Demigods Copyright 1980 TSR Games.)
Back in those 1st Edition days, I also created my own Otus pantheon, but unlike Kutalik, I no longer have any of my notes about it. That won't stop me from brainstorming one now, of course! Causey has already provided a pantheon for 5th Edition, so I will give them a Pathfinder treatment here.

Gods of Good


KYPNERA, Serpent Goddess (Lawful Good)
Kypnera was the first couatl, and appears as an immense member of that race. She is revered by couatls, good dragons and nagas, and paladins.
Domains: Air, Animal, Good, Knowledge, Law
Favored Weapon: Longsword
Symbol: Couatl

MAHAR, Lord of Light (Lawful Good)
Mahar, the King of Solars, appears as a shining, winged man armored in a breastplate and winged helm. His staff combines the powers of a holy avenger and a rod of lordly might.
Domains: Glory, Good, Law, Nobility, Sun
Favored Weapon: Longspear
Symbol: Crescent moon and sun

LORIPHIS the Firebird (Neutral Good)
Loriphis is the primal phoenix, goddess of fire, healing, and resurrection.
Domains: Fire, Glory, Good, Healing, Sun
Favored Weapon: Longbow
Symbol: Phoenix

RAVARA, Mistress of Magic (Chaotic Good)
Ravara appears as a beautiful human or elven woman with long hair and a billowing cloak. She bears no weapons beyond her spells. She is popular among arcane spellcasters, elves, and fey.
Domains: Artifice, Knowledge, Magic, Protection, Rune
Favored Weapon: Quarterstaff
Symbol: A star within a star

YLMIR, God of Battles (Neutral Good)
Ylmir appears as a heavily muscled, bare-chested man dressed in a kilt and cloak. He is skilled with all weapons, but frequently fights unarmed, disarming his foes them grappling them into submission. He is worshiped by warriors of all races, but primarily humans and dwarves.
Domains: Destruction, Earth, Liberation, Strength, War
Favored Weapon: Unarmed strike
Symbol: A pair of fists

Gods of Neutrality


ECARA, Goddess of Night and Dreams (Chaotic Neutral)
Daughter of Ireur and twin to Synir, Ecara works throughout the night to craft dreams for mortals. Because of these visions she sends, she is worshiped as a goddess of both illusions and prophecy.
Domains: Chaos, Charm, Darkness, Liberation, Luck
Favored Weapon: Net
Symbol: Silver net

IREUR, Master of Time (Lawful Neutral)
Ireur's priests teach that he was the first god, the one who created the many gods and planes of the multiverse. He is the god of order, embodied within the eternal cycles of the heavens.
Domains: Community, Knowledge, Law, Repose, Travel
Favored Weapon: Warhammer
Symbol: A man's face with stars for eyes

SYNIR, God of Dusk and Sleep (Neutral)
Son of Ireur and twin to Ecara, Synir brings darkness and rest at the end of each day--though in some moods, he also brings the darkness of storm clouds. Those who work under cover of darkness worship him, as do those who wish a peaceful night's sleep.
Domains: Darkness, Luck, Protection, Trickery, Weather
Favored Weapon: Starknife
Symbol: Violet cloud

Gods of Evil


BAZZALTH, Lord of Hell (Lawful Evil)
Bazzalth was a pit fiend who fought and schemed his way to full archdevil status so long enough ago that his predecessor's name has been forgotten (or more likely, successfully suppressed).
Domains: Evil, Fire, Law, Strength, War
Favored Weapon: Halberd
Symbol: Devil's head

GHIZUL the Blight, Lord of Envy and Filth (Chaotic Evil)
Ghizul is a disgusting worm-like creature with eyestalks and a beard of tentacles. It attacks by spewing infectious acidic slime upon its enemies.
Domains: Chaos, Earth, Evil, Plant, Water
Favored Weapon: Bolas
Symbol: Worm

NYROTH the Devourer, Queen of Dragons (Chaotic Evil)
The mother of evil dragonkind appears as either a green dragon, or as a naga with arms and wings. In the latter form, she wields a double-ended halberd-like weapon; as a result, her humanoid worshipers have a penchant for exotic weapons.
Domains: Destruction, Magic, Scalykind*, Strength, War
Favored Weapon: One double weapon, which varies by race
Symbol: Dragon's eye

THAALKAK the Eternal, God of Death and Undeath (Neutral Evil)
Thaalkak was the first necromancer, then became the first lich, and is forever experimenting with new undead horrors. He bears Uzug, a sentient bone staff that qualifies as a minor demigod in its own right (or may be the undead remnant of one).
Domains: Darkness, Death, Evil, Knowledge, Magic
Favored Weapon: Quarterstaff
Symbol: Horned skull

XEOL the Wyrm, Queen of Vermin (Neutral Evil)
Xeol has a long, many-legged body, like a caterpillar or centipede. Her head is vaguely humanoid, with a long forked tongue.
Domains: Animal, Darkness, Evil, Travel, Trickery
Favored Weapon: Spiked chain
Symbol: Human-headed centipede

YAGROZTU, Great Old One (Chaotic Evil)
Yagroztu dwells in the Far Realm, and is only listed as part of this pantheon because his cult has started to infiltrate this world. Yagroztu's form is malleable, but most of his idols have large eyes, tentacles, and extra arms.
Domains: Chaos, Destruction, Evil, Madness, Void*
Favored Weapon: Whip
Symbol: Image of the god

(The Fantasy Name Generators website was used to generate suitable names.)

Thursday, February 11, 2016

"The Lost Island" PCs for Fantasy AGE

As a sequel to my previous column converting the heroes of Death in Freeport to Fantasy AGE, I've decided to do the same with the party appearing in True20 Freeport: The Lost Island.

Because these characters are likely to level during the course of the adventure, I've also included notes about the most thematically appropriate specializations to choose at 4th level.

Spiradon the Wanderer

Spiradon is a priest of the God of Roads, but came to that vocation late in life. He therefore has the Wanderer background (Outcast) instead of Initiate.

At 4th level, Spiradon may choose the Elementalist specialization (favoring either air or fire).

SPIRADON THE WANDERER (3rd-level Human Mage)

Abilities (Focuses)
2 Accuracy
1 Communication (Animal Handling)
1 Constitution (Swimming)
2 Dexterity
1 Fighting
4 Intelligence (Arcane Lore, Navigation)
2 Perception (Searching)
0 Strength
3 Willpower

Speed 12
Health 32
Defense 12 (14 with protective winds)
Armor Rating 0

Weapon / Attack Roll / Damage
Quarterstaff / +2 / 1D6+1
Dagger / +2 / 1D6+1
Arcane Blast / +2 / 1D6+3

Special Qualities
Talents: Air Arcana (Novice), Chirurgy (Journeyman), Fire Arcana (Novice), Healing Arcana (Novice)
Magic Points: 30
Spells: arcane lantern, flame blast, healing touch, protective winds, revival, voices on the wind
Weapon Groups: Brawling, Staves
Equipment: quarterstaff, dagger, arcane device (religious icon), backpack, bedroll, hooded lantern, oil flask, traveler's garb, waterskin


Grimwade Steele

Grimwade comes from a family of craftsmen and merchants, so has the Guilder background (Middle Class).

At 4th level, Grimwade may choose either the Berserker or Guardian specialization.

GRIMWADE STEELE (3rd-level Dwarf Warrior)

Abilities (Focuses)
1 Accuracy
0 Communication
2 Constitution (Drinking, Stamina)
2 Dexterity (Crafting)
4 Fighting (Bludgeons)
0 Intelligence
1 Perception
3 Strength (Climbing)
2 Willpower (Courage)

Speed 7
Health 47
Defense 12 (14 with medium shield)
Armor Rating 7

Weapon / Attack Roll / Damage
Maul / +6 / 1D6+6
Fist / +1 / 1D6+3

Special Qualities
Dark Sight: See up to 20 yards in darkness without a light source.
Talents: Armor Training (Novice), Unarmed Style (Novice), Weapon and Shield Style (Journeyman)
Weapon Groups: Axes, Bludgeons, Brawling, Spears
Equipment: heavy mail armor, medium shield, maul, miner's pick, sack, shovel, traveler's garb, waterskin


"Mad Pete" Willowbrook

"Mad Pete" has the Criminal background (Outcast). He is a skilled knife thrower, only changing to his crossbow when he runs out of spare blades, or needs to attack an opponents beyond throwing range.

At 4th level, Pete may choose the Assassin or Sharpshooter specialization.

'MAD PETE" WILLOWBROOK (3rd-level Halfling Rogue)

Abilities (Focuses)
3 Accuracy (Light Blades)
2 Communication (Disguise)
1 Constitution
4 Dexterity (Initiative, Lockpicking, Stealth)
0 Fighting
3 Intelligence
2 Perception
0 Strength (Climbing)
1 Willpower

Speed 12
Health 38
Defense 14
Armor Rating 4

Weapon / Attack Roll / Damage
Throwing Knife / +5 / 1D6 (+1 if thrown)
Crossbow / +3 / 2D6+3

Special Qualities
Pinpoint Attack: Once per round, add 1d6 damage to a successful attack if your Dexterity is greater than your opponent's.
Rogue's Armor: Ignore the Armor Penalty of leather armor.
Stunt Bonus: Perform Pierce Armor stunt for 1 SP.
Talents: Thievery (Novice), Thrown Weapon Talent (Novice)
Weapon Groups: Bows, Brawling, Light Blades, Staves
Equipment: heavy leather armor, throwing knives (x5), crossbow, quiver and 20 arrows, backpack, bedroll, belt pouch (x4), crowbar, lockpicks, rope (silk, 20 yards), traveler's garb, waterskin


Molly Quickblade

In True20, Molly Quickblade was an adept/warrior, combining some some minor combat powers with two-weapon fighting. This makes her difficult to convert to a single Fantasy AGE class, because she must lose either the magic or the weapon skills. I have provided two versions of the character below, one as a mage, one a warrior. Both have the Pirate background (Outcast).

As a mage, Molly is on the path to becoming a Sword Mage at 4th level. She will not be considered trained with any sword until that level, but the player may opt to replace her club with a short sword at 3rd level (taking the usual penalties for being untrained).

As a warrior, Molly is a skilled swordswoman. She may choose Mage Hunter at 4th level, or take a degree in a regular talent instead (perhaps mastering her Dual Weapon Style).

MOLLY QUICKBLADE (3rd-level Elf Mage)

Abilities (Focuses)
3 Accuracy (Arcane Blast)
2 Communication
1 Constitution
2 Dexterity (Acrobatics, Sailing)
0 Fighting
3 Intelligence (Fate Arcana)
2 Perception (Seeing)
1 Strength
2 Willpower

Speed 14
Health 32
Defense 12
Armor Rating 0

Weapon / Attack Roll / Damage
Crossbow / +3 / 2D6+3
Club / +3 / 1D6+1 [or Short Sword / +1 / 1D6+3 (x1/2)]
Arcane Blast / +1 / 1D6+2

Special Qualities
Dark Sight: See up to 20 yards in darkness without a light source.
Talents: Command (Novice), Divination Arcana (Novice), Fate Arcana (Journeyman), Linguistics (Novice)
Magic Points: 25
Spells: bloodhound, blood mark, hands of fate, puppets of fate, strings of fate
Weapon Groups: Bows, Brawling, Staves
Equipment: club, crossbow, quiver and 20 bolts, arcane device (TBD), backpack, bedroll, traveler's garb, waterskin

MOLLY QUICKBLADE (3rd-level Elf Warrior)

Abilities (Focuses)
2 Accuracy (Light Blades)
1 Communication (Persuasion)
2 Constitution
3 Dexterity (Acrobatics, Sailing)
3 Fighting
1 Intelligence (Military Lore)
1 Perception (Seeing)
1 Strength
2 Willpower

Speed 14
Health 47
Defense 13 (14 with Dual Weapon Style defense)
Armor Rating 4

Weapon / Attack Roll / Damage
Short Sword / +4 / 1D6+3
Throwing Axe / +3 / 1D3+1
Crossbow / +2 / 2D6+2 (+1 within 6 yards)

Special Qualities
Dark Sight: See up to 20 yards in darkness without a light source.
Talents: Archery Style (Novice), Armor Training (Novice), Dual Weapon Style (Journeyman)
Weapon Groups: Axes, Bows, Brawling, Light Blades
Equipment: heavy leather armor, short sword, throwing axe, crossbow, quiver and 20 bolts, backpack, bedroll, traveler's garb, waterskin

Thursday, February 4, 2016

Dreamlands Pathfinder Bestiary: Minion of Karakal

This creature has a small black body shot through with flashes of red. It floats in the air, seeming to move by making crawling motions with legs composed of red and black lightning. It has no visible head or sense organs.

MINION OF KARAKAL (CR 2)
XP 600
N Small outsider (elemental, fire)
Init +5; Senses darkvision 60 ft.; Perception +6
Defense
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +1
Defensive Abilities electric aura; DR 10/magic; Immune electricity, elemental traits, fire
Weaknesses vulnerability to cold
Offense
Speed fly 30 ft. (good)
Melee leg strike +6 (2d6 electricity plus seizure) 
Statistics
Str 8, Dex 16, Con 12, Int 4, Wis 12, Cha 6
Base Atk +2; CMB +0; CMD 13 (cannot be tripped)
Feats Improved Initiative[B], Weapon Finesse
Skills Fly +14, Perception +6
Languages Ignan (cannot speak)
Ecology
Environment volcanic regions and the Plane of Shadow
Organization solitary or gang (2-4)
Treasure none
Special Abilities
Electric Aura (Ex) Any creature that strikes a minion of Karakal with a natural attack or metal melee weapon suffers 2d6 electricity damage and must make a save against the seizure ability (as if it had been hit by the minion's leg strike).
Seizure (Ex) If a minion of Karakal successfully inflicts damage with a leg strike, the target must succeed at a Fortitude save (DC 12) or be paralyzed. (If the damage is fully negated by resistance or immunity, then no save is necessary.) The save DC is Constitution-based.

These creatures are made of elemental lightning bound into a corporeal body, and are named for their master, Karakal, the Dreamlands' god of fire. They are native to the Dark Dimension (Plane of Shadow), but can also be found in the Plane of Fire and, rarely, the Plane of Air.  They normally only appear in the Dreamlands when summoned by mortal spellcasters. The cannot speak, but understand Ignan.

Design Notes

This creature has been converted from The Complete Dreamlands, a supplement for the Call of Cthulhu RPG. As written in that book, the minion of Karakal's attack has a chance to instantly kill the target by inflicting a heart attack. This kind of instant-death attack seemed far too overpowered for such a low-level monster, so I've changed the special effect to paralysis instead.

For a much nastier challenge, advance the minion of Karakal by adding several more HD, give it a deflection bonus equal to its Charisma modifier (and raise that score), and add energy drain (1 level) to the effects of its leg strike.