Showing posts with label Law. Show all posts
Showing posts with label Law. Show all posts

Tuesday, January 4, 2011

General Rules: Feats - Divine Companion

Divine Companion [General]
Your animal companion becomes an anarchic, axiomatic, celestial, or fiendish creature.
   Prerequisite: Animal Companion class feature.
   Benefit: Your animal companion gains the anarchic, axiomatic, celestial, or fiendish template. You must choose a companion whose alignment is the same as yours. Subtract one from your effective druid level for purposes of determining the companion's characteristics and special abilities.
   Special: You cannot take this feat and the Elemental Companion, Radiant Companion, or Shadow Companion feats.

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Monday, January 3, 2011

General Rules: Monsters - Axiomatic Creature (Template)

Axiomatic Creature (from the Manual of the Planes)

Axiomatic creatures dwell in the lawful planes, the domains of order. Although they may resemble creatures from the Three Worlds, they are more perfectly formed, their features sharper and more precise, their fur or plumage shinier, their appearance clearer and more heroic. They are often called "perfect" creatures, and some say the axiomatic versions are the true and ideal first models; all other creatures of the same type are merely imitations.

"Axiomatic" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of lawful or neutral alignment. Animals with this template become magical beasts, but otherwise the creature's type is unchanged. The creature gains the subtype "lawful". Axiomatic creatures encountered in the Three Worlds have the "extraplanar" subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An axiomatic creature retains all the special abilities of the base creature and also gains the following ones:
  • Smite Chaos (Su): Once per day, an axiomatic creature can make a normal attack to deal additional damage equal to it's Hit Die total (maximum of +20) against a chaotic opponent.
Hit DiceFire, Electricity, Cold, and Sonic Resistance
1 - 3
5
4 - 7
10
8 - 11
15
12+
20
Special Qualities: An axiomatic creature retains all the special qualities of the base creature, and also gains the following ones:
  • Darkvision with a range of 60 feet.

  • Fire, electricity, cold and sonic resistance (see the table to the right).

  • Spell resistance equal to double the creature's Hit Dice (maximum 25).

  • Linked Minds (Ex): Axiomatic creatures of a particular type within 300 feet of one another are in constant communication. If one is ware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No axiomatic creature in the group is considered flanked unless they all are.
If the base creature already has one or more of these special qualities, use the better value.

Saves: Same as the base creature.

Abilities: Same as the base creature, but Intelligence is at least 3.

Skills: Same as the base creature. All axiomatic creatures speak Axiomatic.

Feats: Same as the base creature.

Climate/Terrain: Any land and underground.

Organization: Same as the base creature.

Challenge Rating: Variable (see below):

Hit DiceCR
Up to 3
Same as base creature
3 to 7
Base creature +1
8+
Base creature +2

Treasure: Same as the base creature.

Alignment: Always lawful (any).

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +2.

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General Rules: Monsters - Tempered Creature (Template)

Tempered Creature (adapted from Hammer & Helm: A Guidebook to Dwarves)

Tempered creatures are blessed by Wünd. They are either permanently imbued with this blessing at the moment of their creation, or they are temporarily gifted after passing the test of the Forge God.

The test varies with each one who undergoes it, but it always ends with a mighty blast of divine power from Wünd's hammer. Those who pass the test are struck a violent blow that leaves them purified an strengthened. The tempered creature's hide thickens, it gains special abilities when wearing metal armor, and its skin takes on a metallic sheen.

"Tempered" is a template that can be added to any corporeal creature (hereafter referred to as the "base creature". The creature must undergo and pass the test of the Forge God before the template is applied temporarily. The template is applied permanently as Wünd desires. The creature's type does not change.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: Natural armor improves by +2.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A tempered creature retains all of the special attacks of the base creature and gains the following attack.
  • Hammer of Wünd (Sp): A tempered creature can use this ability once per day as the spell holy smite cast by a 10th level cleric. The DC for the saving throw is 14 + the tempered creature's Constitution modifier.
Special Qualities: A tempered creature retains all of the base creature's qualities and gains the following:
  • Armor Affinity (Su): Tempered creatures treat armor as if it were one category lighter for purposes of determining speed.
Saves: A tempered creature gains a+4 sacred bonus on all saving throws.

Abilities: Change from the base creature as follows: Strength +4, Constitution +4. Intelligence is at least 3.

Skills: Tempered creatures gain a +10 scared bonus on Bluff, Diplomacy, and Intimidate checks that affect dwarves.

Feats: Same as the base creature.

Climate/Terrain: Dwarven cities and underground.

Organization: Solitary or accompanying dwarves.

Challenge Rating: Same as the base creature +2.

Treasure: Same as the base creature.

Alignment: Same as the base creature (usually good).

Advancement: Same as the base creature.

Level Adjustment: Same as base creature +3.

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Sunday, January 2, 2011

Campaign Design - Spells: Gwydion's Mapping

Gwydion's Mapping (from Relics & Rituals; originally Dolomar's Mapping)
Conjuration (Summoning)[Law]

Level: Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One summoned creature
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: No

This spell summons an invisible spirit that will hover near the caster scrawling on parchment with the quill supplied with the material components. The spirit will accurately map any area the caster traverses that the spirit can see. It possess darkvision 30 feet plus normal human sight. The spirit conforms to the statistics of a Small air elemental, although it is a spirit of lw and not an elemental. The spirit also possesses a Search skill of +5 and has a chance to notice a secret door if it passes within 5 feet of one. The spirit will record any secret door it detects but will not actively search for them. The spirit will additionally record any special notes as instructed by the caster (to indicate traps the caster or his allies have discovered, and the like). The spirit will not fight or perform any other action except to follow the caster and map. if attacks, it will simply endure the punishment until destroyed without counterattacking (killing the spirit earns its destroyer no experience points).

Material component: A quill pen and a piece of parchment.

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