It is well known among the sages that in ancient times the giants ruled great kingdoms and empires. Even now, millennia after their fall there are countless remains and ruins to be found all across the world.
The Anakim Giants see themselves as the noble last remnants of these ancient empires. They are a warlike and proud folk, they see the idea of farming or crafting beneath them and prefer to instead raid nearby people for food, weapons and riches. Anakim Giants will seek to conquer and exploit smaller races whenever the opportunity presents itself.
Anakim Giants are proud of their great strength and martial skills. They are universally skilled in the use of armor and weapons, and often train as fighters or monks. Their preferred clothes and equipment consists of expensive armor and weapons, decorated with gold and gems. Accented with stately jewelry.
Dire Lions are tamed and trained for war by the Anakim, though they are just as valued for their regal associations.
CR: 5
NE Large Monstrous Humanoid (giant)
Combat Role: Brute
Anakim Giants are basically large sized fighters, their martial training special quality allows them to treat their total HD as fighter levels for the purpose of fulfilling feat prerequisites (this means other class levels count as fighter levels as well).
Monsters of Porphyra 3, 98
Fearsome rumors are coming from the borderlands in the south. Stories tell of a great giant conqueror called Kna’aldaan who has gathered an army and is subduing the petty kingdoms of the Al’Barerra savannas. Even more fearful are the rumors of a coven of giant witches who serve the queen in her conquests.
The Schalick river basin is a blighted and barren land. It is a place cursed by the gods for the crimes of an ancient empire that once ruled the entire basin. This is only made clearer by the sudden and devastating floods that strike any attempt to settle the normally arid area.
The Bronze Citadel stands in the confluence of three great rivers. A great light at the top of the citadel serves as a lighthouse for the many trade ships that travel the area. The giant scaled citadel houses more mysteries than that alone. Adventuring parties regularly enter the fortress, and sometimes they even leave.
Friday, 31 July 2020
Tuesday, 28 July 2020
Adaptation – Alter Flow
Scripts are the spells equivalent used by archivists, most of them are adaptations of existing spells, though scripts are often more versatile due to the runic charge system:
Whenever a script is cast the caster retains a runic charge of the same type as the design (school) of the script. When casting a script the caster can choose to overload it up using all the charges they have. Depending on the amount of charges used and their design, the script is then improved in various ways.
I will note for every script how runic charges are used, as that is the most notable difference to common spells.
Overloading the script allows targeting additional targets. Additionally creation charges protect against dangerous features of the environment. Invocation allows the targets to move through non-magical undergrowth and revelation charges add low-light vision and darkvision 60 feet.
Design alteration; Level 6
Casting Time 1 standard action
Range personal
Target you
Duration 1 hour/level
Saving Throw none;
Path of Iron, 117
Design creation [force]; Level 1
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level
Saving Throw Will negates (harmless);
Path of Iron, 117
Overloading the script both allows the targeting additional of creatures and increases the bonus/penalty
Design manipulation [time]; Level 4
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target up to three creatures, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless);
Path of Iron, 117
Banners of the Guarded Phalanx Are powerful magical items that can shield an entire army in magical armor. Some canny dungeon builders have taken to placing one of these items into their dungeons as a way to armor even the most unusual defenders.
Routes of the Warded Traveler are the collective name for roads enchanted to allow safe passage through dangerous terrain. The form these roads take are a varied as the terrain they cross, from stone paths through deserts so hot wooden carts spontaneously ignite to canopy bridges that ward away poisonous briar. Routes are often vital trade routes, and attract both trades and bandits alike.
CrackleTocks are the smallest examples of a kind of constructs called Timeburners, that use time as fuel. In battle they latch onto larger creatures and slow them down, often allowing allies an opportunity to strike. The crafting of these constructs is often forbidden, for when massed Timeburner constructs have strange and unpredictable effects on local time.
Whenever a script is cast the caster retains a runic charge of the same type as the design (school) of the script. When casting a script the caster can choose to overload it up using all the charges they have. Depending on the amount of charges used and their design, the script is then improved in various ways.
I will note for every script how runic charges are used, as that is the most notable difference to common spells.
Adaptation
The adaptation script is used to allow the caster and their allies to adapt to virtually any hostile environment. The script adapts the caster to their current environment, allowing them to breath and preventing damage taken simply from being in the environment.Overloading the script allows targeting additional targets. Additionally creation charges protect against dangerous features of the environment. Invocation allows the targets to move through non-magical undergrowth and revelation charges add low-light vision and darkvision 60 feet.
Design alteration; Level 6
Casting Time 1 standard action
Range personal
Target you
Duration 1 hour/level
Saving Throw none;
Path of Iron, 117
Aegis
This script is a combination of mage armor and shield, giving a +2 bonus to AC and blocking magic missile spells. Overloading adds +1 AC per runic charge.Design creation [force]; Level 1
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level
Saving Throw Will negates (harmless);
Path of Iron, 117
Alter Flow
This script allows the caster to alter the flow of time around a target, either speeding it up, or slowing it down. Functions as either haste or slow except the target does not take either a bonus nor penalty to attack rolls.Overloading the script both allows the targeting additional of creatures and increases the bonus/penalty
Design manipulation [time]; Level 4
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target up to three creatures, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless);
Path of Iron, 117
Banners of the Guarded Phalanx Are powerful magical items that can shield an entire army in magical armor. Some canny dungeon builders have taken to placing one of these items into their dungeons as a way to armor even the most unusual defenders.
Routes of the Warded Traveler are the collective name for roads enchanted to allow safe passage through dangerous terrain. The form these roads take are a varied as the terrain they cross, from stone paths through deserts so hot wooden carts spontaneously ignite to canopy bridges that ward away poisonous briar. Routes are often vital trade routes, and attract both trades and bandits alike.
CrackleTocks are the smallest examples of a kind of constructs called Timeburners, that use time as fuel. In battle they latch onto larger creatures and slow them down, often allowing allies an opportunity to strike. The crafting of these constructs is often forbidden, for when massed Timeburner constructs have strange and unpredictable effects on local time.
Saturday, 25 July 2020
Ability Augmentation – Armor Empowerment
The vanguard’s companion has the unique ability to share the power of it’s augmentations with nearby allies. Most of these are straightforward buffs, adding additional defenses.
While definitely useful for the companion, the resonance is rather less useful, as any character who benefits most from it more than likely already has an equal or greater enhancement bonus to that ability score.
Ability Augmentation
This basic augmentation improves a single ability score (except Constitution) of the construct companion by +2, becoming +4 at level 15. The resonance effect provides this same bonus to allies as an enchantment bonus.While definitely useful for the companion, the resonance is rather less useful, as any character who benefits most from it more than likely already has an equal or greater enhancement bonus to that ability score.
Path of Iron, 28
The ablative shielding is pretty cool, it effectively provides regenerating health to the construct companion, as well as providing a useful ace in the hole for when the party is heavily pressured.
Ablative Shielding
A magical barrier of force surrounds the companion with this augmentation. This provides the construct with temporary hit points equal to 3 times its HD. The barrier restores 5 temporary hot points per round when below the maximum. When the resonance is activated the barrier is supercharged, increasing the temporary hit point to twice its usual maximum. In addition it extends around nearby allies, redirecting half of the hit point damage they take to the barrier instead.The ablative shielding is pretty cool, it effectively provides regenerating health to the construct companion, as well as providing a useful ace in the hole for when the party is heavily pressured.
Path of Iron, 28
Armor empowerment is probably the most straightforward augmentation in the list. The increase in AC is typeless, so it is useful for anyone who is near the companion.
Armor Empowerment
Whether armored with thick plates, hardening magics or predictive algorithms, this augmentation increases the AC of the construct companion. When the augmentation’s resonance is activated it further shares a part of the defense with nearby allies.Armor empowerment is probably the most straightforward augmentation in the list. The increase in AC is typeless, so it is useful for anyone who is near the companion.
Path of Iron, 29
The adamantine walls of Acanopolis, the City in the center of all roads, are known not just for their great size. They share their unbreakable strength with the soldiers who man them. During the Volcano Siege the besieging fire giants threw thousands of stones without ever striking a single defender from the walls.
Intruders into the Unseen Tomb of the Bursar should be careful about striking the walls. For while they are made of ablative force, many serve more functions than to delay interlopers. Breaching though the wrong walls may set off all manner of traps, monsters or worse.
The diplomat corps of the ancient Minrean thalassocracy were famously skilled in opening up ports and striking advantageous trade deals. While much of their success comes from the Minrean inclusive culture and extensive training, the advantage afforded by their magical pendants can not be underestimated. To this day any such pendants found by adventurers find eager buyers among the world’s aristocrats, merchants and even today, diplomats.
The adamantine walls of Acanopolis, the City in the center of all roads, are known not just for their great size. They share their unbreakable strength with the soldiers who man them. During the Volcano Siege the besieging fire giants threw thousands of stones without ever striking a single defender from the walls.
Intruders into the Unseen Tomb of the Bursar should be careful about striking the walls. For while they are made of ablative force, many serve more functions than to delay interlopers. Breaching though the wrong walls may set off all manner of traps, monsters or worse.
The diplomat corps of the ancient Minrean thalassocracy were famously skilled in opening up ports and striking advantageous trade deals. While much of their success comes from the Minrean inclusive culture and extensive training, the advantage afforded by their magical pendants can not be underestimated. To this day any such pendants found by adventurers find eager buyers among the world’s aristocrats, merchants and even today, diplomats.
Thursday, 23 July 2020
Warden Class Features
The warden is a powerful warrior who is granted magical powers by nature itself. In battle they are consummate defenders who seek to protect both nature and their allies.Their primary tool to this goal is the ward.
A ward is a 10 foot radius emanation that is placed within close range (25 ft. + 5ft./2 levels) that the warden can see and has line of effect to. Once placed the ward is stationary but permanent until another ward is placed.
The warden and any of his allies within the ward are protected from extreme temperatures, as if under the effects of an endure elements spell. Allies within the ward are also shielded from harm, gaining an insight bonus to their AC equal to the warden’s verdant bonus. The verdant bonus represents the warden’s connection to the natural world and increases from +1 to +6 at level 20.
As the warden’s central class feature the ward improves in various ways as the warden levels up. At 9th level up to two wards can be active, the radius improves to 15 feet, and they can be maintained within medium range (100 ft. + 10 ft./level). At 15th level this further improves to 3 wards, 20 feet and long range (400 ft. + 40 ft./level). Wards cannot overlap.
The warden can also apply a single facet of their natural power to a ward, this adds various abilities and bonuses to the imbued ward. The warden can access all facets, with the lesser version becoming available at level 3, greater versions at level 9 and grand facets at 15. The facets do have to be prepared like a wizard’s spells, and the lesser version has to be prepared before a greater version can be. This means that at level 17 when a warden can prepare 9 facets he can only prepare 3 grand facets and their prerequisites.
The facets are varied and generally useful for different play styles and situations, so much like a wizard the warden should be careful to prepare for the day ahead.
At second level a warden gains remedy, the ability to infuse living creatures (either himself or others) with health, granting scaling fast healing for 1 minute. This ability can be used a number of times each day equal to 1/2 his warden level + his Wis modifier. If a nearby ally is within the warden’s ward they can also be healed at range.
Much like the paladin’s lay on hands, the warden’s remedy can be improved. In their case via secrets. These are the warden’s talents, granting various abilities and improvements to different class features.
The warden’s smaller class features are divided between defensive and nature powers. First is insightful defense that allows wardens to allow the warden to add his Wis mod instead of Dex mod to AC and CMD when not wearing heavy armor. At level 4 their Wis mod is added to initiative checks n top of the Dex bonus and the warden can always act in a surprise round.
At level 12 the warden gains stalwart, which is the Fortitude and Will save equivalent of evasion. The warden’s penultimate class feature, sentinel causes his initiative roll to be treated as a 20 and completely prevents the warden from being surprised by combat.
At first level the warden gets a bonus on all Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), and Survival checks equal to 1/2 his warden level. At 3rd level the warden becomes immune to diseases, with immunity to poison gained at level 7.
Wild step, gained at level 13 allows the warden to teleport up to twice his normal movement distance into one of his wards. At level 16 the warden’s connection to nature is so strong that animal or plant creatures will never attack him first unless magically compelled.
Bonus combat feats are gained at level 2 and every 4 levels thereafter.
When a warden reaches the very pinnacle of their power they become on the very spirits of nature that have empowered him all this time. He becomes an outsider and stops aging, resurrecting automatically 24 hours if he is ever killed.
Trlissilia the Scaledbranch is a guardian naga who lairs in a dark and dangerous woodland. Those intruders who are not discouraged by the giant bramble-like trees are hunted down and driven of by the naga who is driven to protect something deep in the forest.
The Flame Gorges are a truely magnificent landscape, the craggy terrain is split by countless rifts that continually leak deep red flames. While most would expect such a place to be utterly barren, in truth the area is overgrown with flowering vines and palms that have adapted to feed of the flame. A mighty phoenix living among the Gorges is said to grant supplicants the power to fly on flaming wings.
Erzerum is a druidic empire that is steadily expanding across Anadedu. Their dervishes are mystical warrior who serve as the elite of the army, but who are also responsible for the rituals that transform newly conquered land to resemble the Erzerumic homeland.
A ward is a 10 foot radius emanation that is placed within close range (25 ft. + 5ft./2 levels) that the warden can see and has line of effect to. Once placed the ward is stationary but permanent until another ward is placed.
The warden and any of his allies within the ward are protected from extreme temperatures, as if under the effects of an endure elements spell. Allies within the ward are also shielded from harm, gaining an insight bonus to their AC equal to the warden’s verdant bonus. The verdant bonus represents the warden’s connection to the natural world and increases from +1 to +6 at level 20.
As the warden’s central class feature the ward improves in various ways as the warden levels up. At 9th level up to two wards can be active, the radius improves to 15 feet, and they can be maintained within medium range (100 ft. + 10 ft./level). At 15th level this further improves to 3 wards, 20 feet and long range (400 ft. + 40 ft./level). Wards cannot overlap.
The warden can also apply a single facet of their natural power to a ward, this adds various abilities and bonuses to the imbued ward. The warden can access all facets, with the lesser version becoming available at level 3, greater versions at level 9 and grand facets at 15. The facets do have to be prepared like a wizard’s spells, and the lesser version has to be prepared before a greater version can be. This means that at level 17 when a warden can prepare 9 facets he can only prepare 3 grand facets and their prerequisites.
The facets are varied and generally useful for different play styles and situations, so much like a wizard the warden should be careful to prepare for the day ahead.
At second level a warden gains remedy, the ability to infuse living creatures (either himself or others) with health, granting scaling fast healing for 1 minute. This ability can be used a number of times each day equal to 1/2 his warden level + his Wis modifier. If a nearby ally is within the warden’s ward they can also be healed at range.
Much like the paladin’s lay on hands, the warden’s remedy can be improved. In their case via secrets. These are the warden’s talents, granting various abilities and improvements to different class features.
The warden’s smaller class features are divided between defensive and nature powers. First is insightful defense that allows wardens to allow the warden to add his Wis mod instead of Dex mod to AC and CMD when not wearing heavy armor. At level 4 their Wis mod is added to initiative checks n top of the Dex bonus and the warden can always act in a surprise round.
At level 12 the warden gains stalwart, which is the Fortitude and Will save equivalent of evasion. The warden’s penultimate class feature, sentinel causes his initiative roll to be treated as a 20 and completely prevents the warden from being surprised by combat.
At first level the warden gets a bonus on all Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), and Survival checks equal to 1/2 his warden level. At 3rd level the warden becomes immune to diseases, with immunity to poison gained at level 7.
Wild step, gained at level 13 allows the warden to teleport up to twice his normal movement distance into one of his wards. At level 16 the warden’s connection to nature is so strong that animal or plant creatures will never attack him first unless magically compelled.
Bonus combat feats are gained at level 2 and every 4 levels thereafter.
When a warden reaches the very pinnacle of their power they become on the very spirits of nature that have empowered him all this time. He becomes an outsider and stops aging, resurrecting automatically 24 hours if he is ever killed.
Trlissilia the Scaledbranch is a guardian naga who lairs in a dark and dangerous woodland. Those intruders who are not discouraged by the giant bramble-like trees are hunted down and driven of by the naga who is driven to protect something deep in the forest.
The Flame Gorges are a truely magnificent landscape, the craggy terrain is split by countless rifts that continually leak deep red flames. While most would expect such a place to be utterly barren, in truth the area is overgrown with flowering vines and palms that have adapted to feed of the flame. A mighty phoenix living among the Gorges is said to grant supplicants the power to fly on flaming wings.
Erzerum is a druidic empire that is steadily expanding across Anadedu. Their dervishes are mystical warrior who serve as the elite of the army, but who are also responsible for the rituals that transform newly conquered land to resemble the Erzerumic homeland.
Saturday, 18 July 2020
Warden Intro
Protects the natural world from anything that would harm it. Empowered by the natural world.
The natural world exists in a delicate balance, a balance that is constantly being shifted and threatened by forces both within and without.
But as many as the dangers to nature are, there are just as many who would rise up to defend it. The greatest and most dedicated of these defenders are the wardens, and in return nature itself seeks to defend its defender.
The primary use of the natural magic they are gifted is to channel prepared Aspects of nature into protective fields called Wards. The basic effects of a ward are to protect the warden and his allies from extremes of temperature and deflect physical attacks, but an aspect of nature can be channeled into the ward to add additional effects. The warden has to attune himself to an aspect of nature before he can use it, and he can only be attuned to a limited number of aspects at a time.
The warden’s natural power can also be infused into allied, gradually healing their wounds.
Even separate from their nature granted powers a warden is a skilled woodsmen and canny fighter. While most fighters defend themselves from attack the warden is so in tune with his surroundings he can defend himself with wise perception alone.
In their heart every warden is a defender, he seeks to protect nature first and foremost. How they go about it and why they want to are important aspects of your character. Other questions to ask are:
While the warden’s fluff is heavily connected to nature and defending it, your warden could easily be a magus like fighter trained in a defensive form of martial magic or a more common warrior who was blessed by a fey lover.
The warden’s ward can be placed as a swift action from the very first level, this makes it easy to multiclass or gestalt with other more active classes. Martial classes like the fighter can also be useful to enhance your offensive abilities, but martial magical classes might have less overlap in basic stats. Or go for another buffing class to truly power up your allies, though that would be a waste of your high HD and BAB.
HD: 10
BAB: full
High Saves: Fort, Will
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Points: 4 + int mod
The warden is a potent fighter with excellent defenses and hit points. The warden’s ward is a potent and versatile defensive option for both the warden and his allies, made all the better by its unlimited use and quick activation. Add in a lay on hands-like ability to bestow fast healing and the warden is clearly a great boon to any party, especially one that likes to go into the thick of things.
Stone Guards what Darkness Hides is the guardian of a great fungal forest in the underdark. The spirit is revered by the inhabitants for protecting them from the ravages of drow and mindflayer slavers.
As revered as wardens are, so despised are their fallen counterparts the despoilers. These fallen wardens have turned to exploiting nature rather than protecting it, and their stolen powers in turn are used to harm and deface rather than protect and nurture.
Thirty years ago an army of demons invaded the once lush jungles of Calorhyl. Since then the land has been reduced to a barren wasteland. Rumors of the jungle regrowing have been circulating of late however, and it appears that a mighty champion is destroying any demons seeking to end the new growth.
The natural world exists in a delicate balance, a balance that is constantly being shifted and threatened by forces both within and without.
But as many as the dangers to nature are, there are just as many who would rise up to defend it. The greatest and most dedicated of these defenders are the wardens, and in return nature itself seeks to defend its defender.
The primary use of the natural magic they are gifted is to channel prepared Aspects of nature into protective fields called Wards. The basic effects of a ward are to protect the warden and his allies from extremes of temperature and deflect physical attacks, but an aspect of nature can be channeled into the ward to add additional effects. The warden has to attune himself to an aspect of nature before he can use it, and he can only be attuned to a limited number of aspects at a time.
The warden’s natural power can also be infused into allied, gradually healing their wounds.
Even separate from their nature granted powers a warden is a skilled woodsmen and canny fighter. While most fighters defend themselves from attack the warden is so in tune with his surroundings he can defend himself with wise perception alone.
In their heart every warden is a defender, he seeks to protect nature first and foremost. How they go about it and why they want to are important aspects of your character. Other questions to ask are:
- Why is the warden so devoted to defending nature?
- Is there a specific part of nature he wands to defend, or are there things besides nature he seeks to protect?
- Where does he hail from and what are his favored aspect and are these connected?
- Would he prefer to stay in one place and is he forced go on an adventure to eliminate a growing threat, or is he enthusiastic about traveling from one threatened place to another like a kind of knight errand?
- Is he gifted by nature as an impersonal and omnipresent force, or does he have a particular patron?
The warden’s ward can be placed as a swift action from the very first level, this makes it easy to multiclass or gestalt with other more active classes. Martial classes like the fighter can also be useful to enhance your offensive abilities, but martial magical classes might have less overlap in basic stats. Or go for another buffing class to truly power up your allies, though that would be a waste of your high HD and BAB.
HD: 10
BAB: full
High Saves: Fort, Will
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Points: 4 + int mod
The warden is a potent fighter with excellent defenses and hit points. The warden’s ward is a potent and versatile defensive option for both the warden and his allies, made all the better by its unlimited use and quick activation. Add in a lay on hands-like ability to bestow fast healing and the warden is clearly a great boon to any party, especially one that likes to go into the thick of things.
Stone Guards what Darkness Hides is the guardian of a great fungal forest in the underdark. The spirit is revered by the inhabitants for protecting them from the ravages of drow and mindflayer slavers.
As revered as wardens are, so despised are their fallen counterparts the despoilers. These fallen wardens have turned to exploiting nature rather than protecting it, and their stolen powers in turn are used to harm and deface rather than protect and nurture.
Thirty years ago an army of demons invaded the once lush jungles of Calorhyl. Since then the land has been reduced to a barren wasteland. Rumors of the jungle regrowing have been circulating of late however, and it appears that a mighty champion is destroying any demons seeking to end the new growth.
Thursday, 16 July 2020
My second blog
I have just launched a second Pathfinder blog. It will hold information about my homebrew setting meant to contain my own homebrew creations and adventures, as well as anything and everything that has ever been published for Pathfinder 1e and Starfinder.
I hope to see you there..
Wednesday, 15 July 2020
Amortortok
Amortortoks are large and muscular native outsiders who look like bestial blue-skinned gorilla’s with four arms. They are native to the cold and dark north, and easily capable of withstanding even the most harsh environments.
They are infused with negative energy and shadow, their claws inflict negative levels and they are concealed by even the slightest shadows. Despite this they are still often sought out, for the amorortok has divinatory power, able to cry and discern the location of any being or object they wish.
Do take note that despite their use of negative energy and shadows Amortortoks are not inherently evil, and are often seen as dangerous but wise being by those native to their lands. It is easy for these being to gather followers and use their assistance against disrespectful intruders.
CR: 7
N Large Outsider (native)
Combat Role: Ambusher, Debuffer
Amortortoks are deadly with their 4 claws, adding rend and energy drain to their damage. The darkness and snow of the northern winter are no obstacle to them either, using their spell-like abilities an Amortortok can always find those who enter his territory and meet them on the ground of his choosing.
The feat selection is focused entirely on survivability and skills: Altitude Affinity, Endurance, Rugged Northerner, Skill Focus (Perception, Stealth). Any of these can be replaced with others if you need a more combat focused monster, or you can lean into the divination with feats like Diviner's Delving.
The party has chased a kenku thief into the heights of a shadow-clouded mountain chain. When inquiring about the whereabouts of the thief they are told about ‘a pale shadow that can find all things’ said to life on the highest peaks.
A group of explorers are stuck on the ice after their ship has frozen in place. The plan is to wait until summer, but this soon proves untenable when strange shapes are seen beneath the ice and sailors start disappearing, leaving only strange runes carved in the ice.
The party is hired to defend a caravan moving parts for a large new mine being build in the Frozen Grass Plains. The reason for the high pay are soon made clear when the shadows themselves start stalking the caravan.
Monsters of Porphyra 2, 12
They are infused with negative energy and shadow, their claws inflict negative levels and they are concealed by even the slightest shadows. Despite this they are still often sought out, for the amorortok has divinatory power, able to cry and discern the location of any being or object they wish.
Do take note that despite their use of negative energy and shadows Amortortoks are not inherently evil, and are often seen as dangerous but wise being by those native to their lands. It is easy for these being to gather followers and use their assistance against disrespectful intruders.
CR: 7
N Large Outsider (native)
Combat Role: Ambusher, Debuffer
Amortortoks are deadly with their 4 claws, adding rend and energy drain to their damage. The darkness and snow of the northern winter are no obstacle to them either, using their spell-like abilities an Amortortok can always find those who enter his territory and meet them on the ground of his choosing.
The feat selection is focused entirely on survivability and skills: Altitude Affinity, Endurance, Rugged Northerner, Skill Focus (Perception, Stealth). Any of these can be replaced with others if you need a more combat focused monster, or you can lean into the divination with feats like Diviner's Delving.
The party has chased a kenku thief into the heights of a shadow-clouded mountain chain. When inquiring about the whereabouts of the thief they are told about ‘a pale shadow that can find all things’ said to life on the highest peaks.
A group of explorers are stuck on the ice after their ship has frozen in place. The plan is to wait until summer, but this soon proves untenable when strange shapes are seen beneath the ice and sailors start disappearing, leaving only strange runes carved in the ice.
The party is hired to defend a caravan moving parts for a large new mine being build in the Frozen Grass Plains. The reason for the high pay are soon made clear when the shadows themselves start stalking the caravan.
Monsters of Porphyra 2, 12
Monday, 13 July 2020
Admirality Parade Kit - Altar of Binding
Admirality Parade Kit
Martial skill upon the battlefield has always been a mark of nobility, from the king leading the knight’s charge to the general directing his troops with cunning and courage. So it is not strange that the wealthy classes seek to enhance their prestige upon the battlefield in any way possible. The admiralty parade kit is a magical item meant to do just that.This magical item grants the wearer poise and authority on the ship, granting a +2 competence bonus to Diplomacy and Intimidate checks and the ability to cast bless thrice per day. When the wearer is upon a ship or in an aquatic environment the and has the challenge, judgment, quarry, or smite evil ability (or similar) these abilities are treated as is the wearer was two levels higher while a bless spell lasts.
Slot body; cl 3th
Price 9,000 gp
Pirate Campaign Compendium, 53
Alabaster Icons of Bast
Virtually every known society has their own choice in pets and companions and their owners will often seek to maintain the companionship into the afterlife. Many magical items were created or inspired by the resulting practices. One of these is the alabaster icons of Bast, which is a set of hollow alabaster sculptures with a stopper carved in the shape of a cat’s head. As part of the crafting process the ashes of a beloved cat companion are added and the jars are sealed.The icons can only be activated if all three of them are within 30 feet of eachother. And each of the differently sized statues can be activated to provide their own magical effect:
The largest statue, called the guardian cat creates a mage’s faithful hound effect, looking like a large cat instead of a dog. The purring cat statue emits a soothing purr that functions as nap stack. The last and smallest statue is called the mewling cat, and when activated emits a charming mewl that functions as either reckless infatuation or miserable pity.
When used together the alabaster icons of Bast can be used to summon three celestial, entropic, fiendish, or resolute leopards or cheetahs.
Slot none; cl 9th
Price 24,000 gp
Treasury of the Pharaoh, 12
Altar of Binding
One of the greatest achievements of a powerful spellcaster is the calling upon and commanding of powerful outsiders. But this great achievement comes with dangers as great as its rewards. Especially casters calling upon the inhabitants of lower planes must place their very for their sanity, life and even soul at risk. And compelling the services even well meaning outsiders comes with great monetary costs.Of course the very casters who seek to control these dangerous beings are the very people who have the ability to counter these dangers.
Besides an inward facing magic circle against [alignment] the altar of binding is one of the most common tools for improving the results of planar ally and planar binding spells.
When placed within 5 feet of the caster grants a variety of advantages. First, any payment requested by the outsider for its services is decreased by 50%. In addition, the caster receives a +4 competence bonus to any Knowledge (planes) or Linguistics checks to determine the outsider’s true name, if it has one.
Slot none; cl 10th
Price 120,000 gp
Legendary Villains - Evil Clerics, 28
Maximillian von Harsburg is the noble commander of the airship Righteous Winds, and hero of a dozen battles. These days his name is cursed rather than praised however, for the last four years after his mutiny he has become the scourge of traders throughout the flying desert. The bounty for is head is high, but what the Enlightening Empire truly wants is to know is the reason for his mutiny.
While cats can be loyal and beloved companions, they can also be the bane of one’s existence, and the cursed version of the Alabaster Icons of Bast shows this clearly. Randomly when activated the cursed statuettes will produce detrimental effects:
The invisible defender summoned by the Guardian Cat will be to busy with grooming itself to warn its master of any intrusion. The Purring cat will instead produce a loud yowling prefenting anyone from sleeping for an hour, and the mewling cat will produce the intended effect, but also break a small item in the owner’s possession.
As they are packing up their camp, the players are approached by a Silvanshee. The little outsider is the familiar of a wizard who has been captured by agents of a tyrannical baron. Unbeknownst to anyone, the baron is a summoner who has bargained for the service of several hellcats.
Friday, 10 July 2020
Protean, Amalgessi
The chaotic realm of Limbo is a place without constants or certainties, strange and overwhelming to all who are not native to its shifting tides. It does however have certain tendencies, and one of them are that large parts of Limbo take the form of roiling elemental storms, with waves, avalanches, inferno’s and tornado's mingling and crashing into one another.
To some this is the whole of Limbo, often called the Elemental Chaos, to the Amalgessi however, it is their home and birthplace.
Like all (or most) Proteans Amagessi take a anguine form. The core of their body are a writhing mass of serpent coils, with three heads and a long tail coming out of it at ever-shifting angles.
Shifting elemental energies flicker around an Amalgessi, and their bites and tail carry it onto their victims. The power carried by their tail slap in particular can blasts to all creatures close to their target and remains harmful for several rounds.
These proteans are also capable of moving though the ethereal realm, both for dimension door at will and ethereal jaunt once per day.
Amalgessi are every bit as unpredictable as any protean, but their behavior towards elemental beings is particularly baffling. They treats such beings with either unwavering hostility or servile friendliness, seemingly independent of earlier interactions or the manner of meeting.
CR: 8
CN Medium outsider (chaotic, extraplanar, protean, shapechanger)
Combat Role: Flanker
With their varied movement options it should be easy for an Amalgessi to get to the party’s casters to deal some damage. A lone amalgessi can also serve as an excellent ambusher.
While they are usually produce a steady source of both rare and common ores, lately the rumbling pits in and around the Towering Plains have been getting more and more unreliable. The new flares of burning and freezing magic are a serious hazard to the lives of the rumbleminers, though the most daring ones are making good profits of the newly occurring elementally infused ores.
After an experiment on the intercohesion of space and intraplanar coordination went horribly awry, and a large number of elementally aspected proteans have now infested the south-tidal wing of the local magical university. Adventurers are needed not only to root out the outsiders, but also to retrieve the Adamantive Jounal of Nine from the area.
Idelixar Vivo, an evolutionary thaumaturgist is hiring experienced planar travelers for a journey to study rare kinds of proteans.
To some this is the whole of Limbo, often called the Elemental Chaos, to the Amalgessi however, it is their home and birthplace.
Like all (or most) Proteans Amagessi take a anguine form. The core of their body are a writhing mass of serpent coils, with three heads and a long tail coming out of it at ever-shifting angles.
Shifting elemental energies flicker around an Amalgessi, and their bites and tail carry it onto their victims. The power carried by their tail slap in particular can blasts to all creatures close to their target and remains harmful for several rounds.
These proteans are also capable of moving though the ethereal realm, both for dimension door at will and ethereal jaunt once per day.
Amalgessi are every bit as unpredictable as any protean, but their behavior towards elemental beings is particularly baffling. They treats such beings with either unwavering hostility or servile friendliness, seemingly independent of earlier interactions or the manner of meeting.
CR: 8
CN Medium outsider (chaotic, extraplanar, protean, shapechanger)
Combat Role: Flanker
With their varied movement options it should be easy for an Amalgessi to get to the party’s casters to deal some damage. A lone amalgessi can also serve as an excellent ambusher.
While they are usually produce a steady source of both rare and common ores, lately the rumbling pits in and around the Towering Plains have been getting more and more unreliable. The new flares of burning and freezing magic are a serious hazard to the lives of the rumbleminers, though the most daring ones are making good profits of the newly occurring elementally infused ores.
After an experiment on the intercohesion of space and intraplanar coordination went horribly awry, and a large number of elementally aspected proteans have now infested the south-tidal wing of the local magical university. Adventurers are needed not only to root out the outsiders, but also to retrieve the Adamantive Jounal of Nine from the area.
Idelixar Vivo, an evolutionary thaumaturgist is hiring experienced planar travelers for a journey to study rare kinds of proteans.
Monsters of Porphyra, 159
Wednesday, 8 July 2020
Vanguard Construct Companion
The vanguard’s construct companion is their most notable class ability, a powerful and versatile ally on the field of battle. Depending on the base form and augmentations chosen it can be a front line fighter, a spellcaster or flanking buddy, in addition to buffing nearby allies using its resonances.
A construct companion has an Intelligence score, and as such has access to feats and skill points.
All companions have the following skills as class skills: Craft (Int), Disable Device (Dex), Knowledge (engineering) (Int), and Perception (Wis).
Every companion is build from one of three base forms, the base form determines the base stats, additional class skills and gives a scaling bonus to two primary ability scores and a third secondary ability score.
The Combat Form is intended for front line combat, with a +4 armor bonus to AC and Strength and Dexterity as the highest ability scores, with Wisdom secondary. It does have only four class skills however: Climb (Str),Intimidate (Cha), Sense Motive (Wis), and Swim (Str).
The Eldritch Form is intended for use with the various eldritch augmentations that give spellcasting ability. Intelligence and Charisma are its primary abilities, with Dexterity secondary. Knowledge
(arcana) (Int), Knowledge (planes) (Int), Spellcraft (Int) and Use Magic Device (Cha) are the class skills.
The Scouting Form has a 40 ft. movement speed, and a +2 armor bonus. Dexterity and Intelligence are the primary ability scores with Charisma being secondary. With Acrobatics (Dex), Bluff (Cha), Stealth (Dex), Survival (Wis) as class skills it is the most mobile base form.
The construct companion is not animated like a normal construct, instead it is in many ways similar to a wizard’s familiar. The vanguard shares a portion of his own magic and soul with the companion he builds. This creates a bond that allows communication and the sharing off spells in the same way as a familiar, as well as endowing the construct with intelligence.
This link does force the vanguard and companion to stay close together to keep the companion functioning, and the construct’s intelligence makes it vulnerable to mind-affecting effects.
The various augmentations that the vanguard can add range from ability score improvements, to temporary hit points to spellcasting and adding energy damage to attacks, and those are just the first two pages of four. I will be going over these in later posts.
When the party search the remains of a destroyed golem they find a strange apparatus. Closer examination reveals that it is a mechanical treasure map. As they follow the map’s trail they find instructions on the operation of the map, which in turn reveals clues and hints on the obstacles and riddles in their path.
In the Jiengian religion the handling of humanoid corpses is considered impure, as such bone golems are used to collect and bury the deceased. The bones for the golems are athered from those who directed the burial golems in life.
The players come across a temple of foreign design deep within the woods. A Knowledge (geography) check reveals that the temple is made of a kind of stone not found in the area. When they investigate inside the disassembled pieces of thousands of different constructs are found to litter the inside of the structure.
A construct companion has an Intelligence score, and as such has access to feats and skill points.
All companions have the following skills as class skills: Craft (Int), Disable Device (Dex), Knowledge (engineering) (Int), and Perception (Wis).
Every companion is build from one of three base forms, the base form determines the base stats, additional class skills and gives a scaling bonus to two primary ability scores and a third secondary ability score.
The Combat Form is intended for front line combat, with a +4 armor bonus to AC and Strength and Dexterity as the highest ability scores, with Wisdom secondary. It does have only four class skills however: Climb (Str),Intimidate (Cha), Sense Motive (Wis), and Swim (Str).
The Eldritch Form is intended for use with the various eldritch augmentations that give spellcasting ability. Intelligence and Charisma are its primary abilities, with Dexterity secondary. Knowledge
(arcana) (Int), Knowledge (planes) (Int), Spellcraft (Int) and Use Magic Device (Cha) are the class skills.
The Scouting Form has a 40 ft. movement speed, and a +2 armor bonus. Dexterity and Intelligence are the primary ability scores with Charisma being secondary. With Acrobatics (Dex), Bluff (Cha), Stealth (Dex), Survival (Wis) as class skills it is the most mobile base form.
The construct companion is not animated like a normal construct, instead it is in many ways similar to a wizard’s familiar. The vanguard shares a portion of his own magic and soul with the companion he builds. This creates a bond that allows communication and the sharing off spells in the same way as a familiar, as well as endowing the construct with intelligence.
This link does force the vanguard and companion to stay close together to keep the companion functioning, and the construct’s intelligence makes it vulnerable to mind-affecting effects.
The various augmentations that the vanguard can add range from ability score improvements, to temporary hit points to spellcasting and adding energy damage to attacks, and those are just the first two pages of four. I will be going over these in later posts.
When the party search the remains of a destroyed golem they find a strange apparatus. Closer examination reveals that it is a mechanical treasure map. As they follow the map’s trail they find instructions on the operation of the map, which in turn reveals clues and hints on the obstacles and riddles in their path.
In the Jiengian religion the handling of humanoid corpses is considered impure, as such bone golems are used to collect and bury the deceased. The bones for the golems are athered from those who directed the burial golems in life.
The players come across a temple of foreign design deep within the woods. A Knowledge (geography) check reveals that the temple is made of a kind of stone not found in the area. When they investigate inside the disassembled pieces of thousands of different constructs are found to litter the inside of the structure.
Path of Iron, 26
Monday, 6 July 2020
Vanguard Class Features
The vanguard is capable of both ranged and melee combat, but their class features are focused primarily on spellcasting and the construct companion.
A vanguard casts spells from their own spell list, which primarily consists of damaging and support spells, as well as crafting and repair related spells. The spells are cast spontaneously using Charisma.
At level 2 the vanguard’s skill in crafting magical items shows itself in their ability to imbue either weapons or themselves/their companion with their spells. These spells will then remain dormant until a specific condition occurs, much like a contingency. One spell can be imbued at a time, and it lasts until 24 hours pass or the vanguard refreshes his spells.
At higher level more and higher level spells can be imbued, and more spells to be used for imbuing are learned.
The construct companion is the most defining ability of the vanguard. They start the game with a magically animated construct of their own design. The companion is customized using augmentations, starting with mending touch and one additional customization, with one additional customization every 3 levels after.
Every customization not only enhances the companion but can also has its own associated resonance. Only one resonance can be active at a time, and the class feature can be used 1/2 lvel + cha mod times per day.
Most of the resonances emanate from the construct companion and enhance their allies with bonuses to defense, attack and spellcasting among other things. At level 20 one of the resonances can be chosen to be active for the whole day.
Lastly the vanguard gets one bonus crafting or teamwork feat every 3 levels, as well as a bonus on Craft, Disable Device, and Knowledge (engineering) checks equal to 1/2 his vanguard level at level 2 as well as speeding up the crafting of items at level 14.
Arris Boekbinder is an archivist and bookbinder who travels with their book golem in search of information about long lost brine giant languages.
Thaola Ililar is a naturalist who got tired of lugging her giant carnivorous plant around. Instead she has planted it into a clay golem of her own creation.
Verrevarous is a stocky sylph with exceptional skills in the manipulation of air, winds and lightning. His skill is such that he has created a golem out of solidified clouds and gas.
A vanguard casts spells from their own spell list, which primarily consists of damaging and support spells, as well as crafting and repair related spells. The spells are cast spontaneously using Charisma.
At level 2 the vanguard’s skill in crafting magical items shows itself in their ability to imbue either weapons or themselves/their companion with their spells. These spells will then remain dormant until a specific condition occurs, much like a contingency. One spell can be imbued at a time, and it lasts until 24 hours pass or the vanguard refreshes his spells.
At higher level more and higher level spells can be imbued, and more spells to be used for imbuing are learned.
The construct companion is the most defining ability of the vanguard. They start the game with a magically animated construct of their own design. The companion is customized using augmentations, starting with mending touch and one additional customization, with one additional customization every 3 levels after.
Every customization not only enhances the companion but can also has its own associated resonance. Only one resonance can be active at a time, and the class feature can be used 1/2 lvel + cha mod times per day.
Most of the resonances emanate from the construct companion and enhance their allies with bonuses to defense, attack and spellcasting among other things. At level 20 one of the resonances can be chosen to be active for the whole day.
Lastly the vanguard gets one bonus crafting or teamwork feat every 3 levels, as well as a bonus on Craft, Disable Device, and Knowledge (engineering) checks equal to 1/2 his vanguard level at level 2 as well as speeding up the crafting of items at level 14.
Arris Boekbinder is an archivist and bookbinder who travels with their book golem in search of information about long lost brine giant languages.
Thaola Ililar is a naturalist who got tired of lugging her giant carnivorous plant around. Instead she has planted it into a clay golem of her own creation.
Verrevarous is a stocky sylph with exceptional skills in the manipulation of air, winds and lightning. His skill is such that he has created a golem out of solidified clouds and gas.
Path of Iron, 22
Saturday, 4 July 2020
Vanguard Introduction
Two can do more than one, and anyone who has ever entered a dungeon knows the value of a trustworthy companion. The problem here is that many companions are far from trustworthy.
So what is an adventurer to do? Get your own personal ally, from the ranger’s animal companion to the otherwordly eidolons called forth by the summoner. From the dragonrider’s scaly steed to the mechanical bodyguard crafted by the skilled craftsman. The options for acquiring a trustworthy companion are countless.
There are plenty of third party classes that allow for building your own customized construct companion. Interjection Games’ Tinker creates legions of temporary ones, much like the drones created using the new technology sphere, and Thunderscape’s mechamage makes its own construct companion.
The vanguard’s unique selling point is a form of cooperation between vanguard and companion called resonance. Each of the augmentations build into the companion can be activated by the vanguard for a more powerful magical effect called a resonance.
With their d8 Hit Die and medium armor the vanguard can survive on the front line, but their magic and firearm proficiency allows for support from the back. The vanguard is also a charisma based caster with his own spell list up to 6th level. These spells can also be imbued into the vanguard or the companion to be automatically activated under specific circumstances.
Role: Vanguards will send their companions forward to bash heads and expose their enemies to whichever resonance is most useful at the time. They can support their allies with magic and ranged attacks or join
Morabund’s Auditorium of Gears, Bells and Whistles is a small college in the ship city of Steamdepths. It famously boasts that every graduate can craft their own golem, though critics say this has less to do with the quality of the curriculum and more with the auditorium’s insistence that all textbooks be printed on bound copper sheets.
When they first encounter him the players may be forgiven for thinking Lawtrance is an unfortunate tinker forced by the raiders to build war constructs. But in truth he is seeking to spread more and more constructs into the lawless lands until he has enough to take over and establish an empire of his own.
The gnomish mining villages in the Short-Spires are a frequent target for raiders and bandits. After losing his parents Sagwau Gearspinner build a mighty construct and swore to defend the local villages from more such tragedies.
So what is an adventurer to do? Get your own personal ally, from the ranger’s animal companion to the otherwordly eidolons called forth by the summoner. From the dragonrider’s scaly steed to the mechanical bodyguard crafted by the skilled craftsman. The options for acquiring a trustworthy companion are countless.
There are plenty of third party classes that allow for building your own customized construct companion. Interjection Games’ Tinker creates legions of temporary ones, much like the drones created using the new technology sphere, and Thunderscape’s mechamage makes its own construct companion.
The vanguard’s unique selling point is a form of cooperation between vanguard and companion called resonance. Each of the augmentations build into the companion can be activated by the vanguard for a more powerful magical effect called a resonance.
With their d8 Hit Die and medium armor the vanguard can survive on the front line, but their magic and firearm proficiency allows for support from the back. The vanguard is also a charisma based caster with his own spell list up to 6th level. These spells can also be imbued into the vanguard or the companion to be automatically activated under specific circumstances.
Role: Vanguards will send their companions forward to bash heads and expose their enemies to whichever resonance is most useful at the time. They can support their allies with magic and ranged attacks or join
HD: 8
BAB: 3/4
High Saves: Fort, Will
Class Skills: Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Points: 4 + int mod
BAB: 3/4
High Saves: Fort, Will
Class Skills: Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Points: 4 + int mod
Morabund’s Auditorium of Gears, Bells and Whistles is a small college in the ship city of Steamdepths. It famously boasts that every graduate can craft their own golem, though critics say this has less to do with the quality of the curriculum and more with the auditorium’s insistence that all textbooks be printed on bound copper sheets.
When they first encounter him the players may be forgiven for thinking Lawtrance is an unfortunate tinker forced by the raiders to build war constructs. But in truth he is seeking to spread more and more constructs into the lawless lands until he has enough to take over and establish an empire of his own.
The gnomish mining villages in the Short-Spires are a frequent target for raiders and bandits. After losing his parents Sagwau Gearspinner build a mighty construct and swore to defend the local villages from more such tragedies.
Path of Iron, 22
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