Friday, October 30, 2015

Halloween Halloween

These are the characters for a one-shot Halloween themed game I tried to run a few years back.
They were designed with the lyrics of "This is Halloween" in mind; The wind blowing through your hair, the clown with the tear-away face, and the shadow on the moon at night.

Enjoy.

"I am the 'who' when you call 'who's there?'
I am the wind blowing through your hair"
Elf Ranger 6/Justice of Weald and Woe 9

Hit Dice (15d8+15) 86 HP
Languages: Common, Elven, Orc

STR 10
DEX 29
CON 12
INT 12
WIS 14
CHA 10

AC: 34 (+9 dex, +7 armour, +8 deflection)
SPEED: 30 ft
FORTITUDE: +13
REFLEX: +21
WILL: +7
BAB: +12
INIT: +9

Attacks:
Bonebow +31 (1d12+10+2d10+1d6 fire/cold/acid)
Bonebow +31 (1d12+10+2d10+1d6 fire/cold/acid)*2
+26 (1d12+10+2d10+1d6 fire/cold/acid)
+21 (1d12+10+2d10+1d6 fire/cold/acid)

Skills: Survival +20, Handle Animal +18, Hide +27, Move Silently +27, Listen +22, Spot +22, Search +3
Feats: Track, Endurance, Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Shot on the Run, Far Shot, Improved Rapid Shot, Craft Wondrous Item, Weapon Proficiency (bone bow), Improved Manyshot, Bleeding Attack

Equip: Gloves of Dexterity +6, Bracers of Armour +8, Armour of the Unending Hunt, Lenses of Hunters Mercy, Amulet of Arrowsplit, Headband of Darkflame Arrow, +5 Hideaway Elvencraft Bonebow, Quiver of Abundant Ammunition, Ring of Nullification (*2), +5 Flaming burst adamantine arrow, +5 frost burst cold iron arrow, +5 acid burst silvered arrow

Special Abilities: Sneak Attack +2d6, Hide in Plain Sight, Steady hand, Poison Use, Woodland Stride, Trackless Step, Lucky Shot, Wild Empathy, Favoured enemy *2, animal companion, Detect secret doors

Sneak Attack +2d6
Hide in Plain Sight: You can hide without something hide behind
Steady hand: Don’t provoke attacks of opportunity when using your longbow
Poison Use: You can use poison without poisoning yourself
Woodland Stride: You can move through natural growth without penalty
Trackless Step: You leave no trace behind, and cannot be tracked unless you wish it
Lucky Shot: Once per day add +10 to one attack roll
Wild Empathy: You can use diplomacy instead of handle animal
Favoured enemy(Monstrous Humanoid): +2 bluff, sense motive, spot, survival, listen, damage
Favoured enemy(Giant): +4 bluff, sense motive, spot, survival, listen, damage
Animal companion: Light Horse
Detect secret doors: You can make a search check just by passing a secret door


Spells:
Known 1st level - 6/day

Known 2nd level - 4/day

Known 3rd level - 3/day

Known 4th level - 2/day



"I am the clown with the tear-away face
Here in a flash, and gone without a trace"
Human Ghost Bard/10

Hit Dice (10d12+70)  HP Turn Resistance +8
Languages: Common, Elven, Dwarven

STR -
DEX 14
CON -
INT 14
WIS 10
CHA 34

AC: 29 (+2 dex, +5 armour, +12 cha)
SPEED: 30 ft (fly)
FORTITUDE: +7
REFLEX: +13
WILL: +22
BAB: +7/+2
INIT: +2

Attacks:
Longsword +8 (1d8)

Skills: Perform (singing) (13 ranks) +29, Bluff +29, Diplomacy +29, Knowledge (History) +16, Sense Motive +14, Disguise +29, Gather Information +29, Intimidate +29, Spellcraft +16
Feats: Haunting Melody, Unnatural Will, Ghostly Grasp, Quicken Manifestation, Improved Turn Resistance, Life Sense, Unholy Toughness

Equip: +1 Ghost-touch chain shirt, Cloak of Charisma +6, Circlet of Persuasion, Pale Green Ioun stone, Tome of Leadership+Influence (Used), Cloak of Resistance +3, Bag of Holding Type III
1,100

Special Abilities: Manifestation, Malevolence, Telekinesis, One More, Rejuvenation, Turn Resistance +8, Bardic Music 10/day, Bardic Knowledge +14, Countersong, Fascinate, Inspire Awe, Inspire Competence, Inspire Greatness, Suggestion

Inspire Awe:
Haunting Melody: Anyone within 30 ft must make a DC 27 will save or become shaken for 13 rounds
Ghostly Grasp: You can wield/wear corporeal items even though you are not.
Life Sense: Living creatures give off light that you can see by. Medium gives off 60ft bright illumination.
Manifestation: Your spells and attacks may now affect creatures on the Material Plane. May manifest as a free action.
Malevolence: May merge body with body of a Material Creature. They must make a will save equal to 27 or be possessed.
Telekinesis: As the spell cast by a 12th level sorcerer. At will.
Rejuvenation: If you make a successful check (1d20+10 vs 16) you return in 2d4 days after being slain.
Choose one of the following
Horrific Appearance (Su): Any living creature within 60 feet that views the ghost must succeed at a Fortitude save or immediately suffer 1d4 points of Strength, 1d4 points of Dexterity, and 1d4 points of Constitution drain. A creature that successfully saves against this effect cannot be affected by the same ghost's horrific appearance for one day.
Corrupting Gaze (Su): The ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost's gaze must succeed at a Fortitude save or suffer 2db points of damage and 1d4 points of permanent Charisma drain.
Energy Drain(Su) : Some ghosts drain life energy, just like other undead such as vampires or wraiths. With a successful touch attack, the ghost bestows one or two negative levels (depending on the individual ghost).
Spell Resistance (Ex): Certain ghosts have spell resistance equal to 12 their Hit Dice.
Resistance or Immunity (Ex): Ghosts are sometimes immune or resistant to one or more forms of energy, including acid, cold, fire, and electricity.
Magical Radiance (Su): The ghost can at will cause all magic items within 60 feet to glow with a cold, white radiance. The items illuminate a 5-foot radius and glow for 2d4x10 minutes.

Spells:
Known 0 level - 3/day
dancing lights, ghost sound, light, summon instrument, message, prestidigitation
Known 1st level - 6/day
Tasha’s hideous laughter, cause fear, expeditious retreat, undetectable alignment
Known 2nd level - 6/day
summon swarm, detect thoughts, scare, minor image
Known 3rd level - 5/day
haste, slow, fear, glibness
Known 4th level - 3/day
hallucinatory terrain, dominate person

"I am the shadow on the moon at night
Filling your dreams to the brim with fright"
Human Sorcerer 4/Dread Witch 5/Nightmare Spinner 5/Mindbender 1

Hit Dice (15d4)  HP
Languages: Common, Elven

STR 10
DEX 16
CON 10
INT 13
WIS 12
CHA 30

AC: 18 (+3 dex, +5 deflection)
SPEED: 30 ft
FORTITUDE: +8
REFLEX: +11
WILL: +30
BAB: +6
INIT: +5

Skills: Knowledge (Arcana) +19, Bluff +28, Intimidate +28, Concentration +18, Diplomacy +15, Sense Motive +6, may make all knowledge checks as if trained
Feats: Oneiromancy, Improved Oneiromancy, Fell Frighten, Easy Metamagic(Fell Frighten), Practical metamagic(fell frighten), Spell Focus(enchantment), Unsettling Enchantment, Dreamtelling, Lunatic Insight, Unnatural Will(b)

Equip: Cloak of Charisma +6, Tome of Leadership & Persuasion +4 (used), Bracers of armour +5, Cloak of resistance +5, Gloves of Dexterity +2

Special Abilities: Fast Metamagic 3/day, Greater master of terror, Absorb fear, Delay fear, Horrific aura, Reflective fear, Fearful empowerment 2/day, Immunity to fear, Inspire fear, Nightmare phantasm, Spirit chill, Deadly nightmare, Telepathy
Greater master of terror: All fear spells you cast gain +2 save DC. You may also target creatures immune to fear.
Absorb fear: if shaken +1 caster level, if frightened +2 caster level, if panicked +3 caster level for as long as fear effect or cha mod
Delay fear: You can delay fear effects (against you or your target) rounds equal to your cha mod
Horrific aura: creatures of 6hd or less must make a DC 25 will save or become shaken when within 10 ft of you
Reflective fear: Anytime that you save against a fear effect whoever created it gets targeted
Fearful empowerment: You can add the fear descriptor to a spell. Any targets affected by the spell must make a DC 27 will save or be shaken for 1d4 rounds
Fast Metamagic: This allows you to cast a spell with a metamagic feat for at no additional casting time 3/day
Fell Frighten: Any creature that is subject to mind affecting/fear effects that is damaged by this spell is shaken for 1 minute
Immunity to fear: You are immune to fear effects
Inspire fear: As a standard action you can make one character within 30 feet shaken for 5 rounds unless they make a DC 25 will save. You can use this 13 times per day
Nightmare phantasm: When you cast an illusion spell you can weave it with nightmares. When they attempt to save against it they become shaken for 1 round (no save) you can use this ability 13 times per day
Spirit chill: Creatures you hit by fear take nonlethal damage. Shaken = 1d6, frightened = 2d6, panicked = 3d6
Deadly nightmare: Target one creature within 30 feet. If it fails a DC 25 will save it dies of fear. If it survives it is panicked for one round. You can use this 3/day
Telepathy: 100 ft range, you can communicate with any creature that has a language
Unsettling Enchantment: When a target must save vs an enchantment spell they take a -2 to attack rolls and AC for 1 round

Spells--per day
0--7
daze, prestidigitation, dancing lights, ghost sound, flare, light, mage hand, arcane mark, detect magic
1st--10
cause fear, charm person, colour spray, vigilant slumber, silent image, restful slumber
2nd--10
scare, daze monster, minor image, invisibility, blur
3rd--9
fly, fireball, displacement, major image
4th--9
crushing despair, confusion, illusory wall, nightmare terrain, manifest desire, manifest nightmare
5th--9
dominate person, feeblemind, cone of cold, dreaming puppet
6th--7

permanent image, chain lightning

Wednesday, October 28, 2015

"Flicker", the Ghost, OR The Vanishing Twin Blades Strike Swiftly

"Flicker" is another of the Bloody Blade assassins, and the second most powerful active member (Ox being the most powerful).
She was created when someone needed to break the line of devils that was holding Ox and the other assassins at bay; she materialized, as if from nowhere, to gut a devil, her invisibility only temporarily dispelled.
She is a mysterious woman, though less so than Ox. Which is ironic, considering the fact that she can turn invisible at will, an aftereffect of being killed by a ghost, and improperly raised.
Flicker was adopted by the previous head of the Bloody Blades. He trained her from a young age into a weapon, his left hand, while her brother (two years old) was his right. All the other trainees had failed, and died, or so Flicker and her brother were told.
Flicker suffered a brutal childhood. She didn't have any chance to play, to enjoy, being constantly sent to kill others.
And then, one day, she died.
A mission went sour, and she was killed by the target's bodyguard, the ghost of the former general.
And then, she woke up. Her body was tingling, and sightly wrong. Her flesh felt cold, and numb, and damp. And, when she looked at her hands, she was translucent.
Next she looked up, into her brother's rage filled face. With a solemn nod, he replaced his mask, and turned back to the matter at hand.
It was only later that she would learn of how her father had forbid any attempts to rescue her, how her brother had rebelled, how the two had fought and her brother had won, and how her brother had, in his rage, leveled the castle that she had fallen in, but for the one staircase to the room they had interred her in.
Now, Flicker serves her brother, no less demanding a master, but a kinder one (though her brother's time on The Throne has begun warping him into a reflection of their erstwhile father.
Flicker works side-by-side with Ox on most missions, helping to end threats to the Bloody Blades before they begin, and taking on only the most difficult of contracts.
The numbness, cold, and dampness, the trademark signs of invisibility (in my game settings), have never really left her alone, leading her to take more and more risks, all in search of that high, that thrill, that sensation of being alive.
As such, she ends up dead more often than not, and each time her brother's non-standard, cheating resurrection spells bring her back, more and more of her slips away into the void. (This also accounts for why she is so low-level comparatively, when she has been training since she was three)

“Flicker” Human Rogue 10 CR 11

Init +5    Senses S/L +14/+14 Darkvision   Languages: Common, Dwarven, Goblin
Defenses AC 18 (+3 dex, +5 armour) Will +6   Ref +12   Fort +7
HP 57 (10d6+20)  
Speed 30 ft
Melee:
Cold Iron Longsword +14 (1d8+6+1d4 Vile/19-20)
Silvered Longsword +14 (1d8+5+1d4 Vile/19-20)
Charge: Cold Iron Longsword +14 (1d8+8+1d4 Vile/19-20) and Silvered Longsword (1d8+7+1d4 Vile/19-20)
Cold Iron Longsword +12 (1d8+6+1d4 Vile/19-20) and Silvered Longsword +12 (1d8+5+1d4 Vile/19-20) and Cold Iron Longsword +7 (1d8+6+1d4 Vile/19-20) Silvered Longsword +7 (1d8+5+1d4 Vile/19-20)

Ranged:
Hand Crossbow +12 (1d4/19-20+poison)

Base attack +7     grp +12
Special actions: Sneak Attack +5d6, Dual Strike, Two Weapon Fighting, invisibility
Special abilities: Improved Evasion, Evasion, Improved Uncanny Dodge, trapfinding, trap sense +3
Abilities   STR 20  DEX 20  CON 15  INT 15  WIS 13  CHA 10
Feats(5): Two Weapon Fighting, Oversized Two-Weapon Fighting, Improved Two-Weapon Fighting, Dual Strike, Weapon Focus (longsword)
Skills: Bluff +13, Hide +18, Move Silently +18, Climb +18, Search +15, Disable Device +15, Open Lock +18, Spot +14, Listen +14, Tumble +18, Balance +18
Equipment: “Tooth” +1 blackflame cold iron Longsword, “Claw” “+1 blackflame silvered longsword, +2 studded leather, +2 cloak of resistance, boots of springing and striding

SLA:
  • At will - detect magic, detect scrying, detect secret doors, invisibility

Design Notes:
Flicker has invisibility and the detect spells at will because of her (repeated) brush(es) with death. Her brother's resurrection spells are not quite standard, which leave her closer and closer to fading into the stream of magic that governs the world. Her invisiblity has always been an issue, ever since that first raising, when she partly fused with the essence of the ghost that had killed her. The numbness, the cold, the dampness, the signs of an invisibility spell, have never truly left her alone.

Friday, October 23, 2015

Silessa Brownbark

Silessa was designed to be a good pal to the party; built as a buffer, she was designed to fill some of the holes that the party was currently discovering in its composition and tactics.
Instead, she got melted in the first combat she participated in; apparently a relatively low reflex score was not enough when hit by 10d6 acid damage. Sometimes I really wonder how they can ever pretend that the CR system makes any sense.
So, poor Silessa (Who had some great banter going with the half-drow bard in the party) became a pile of lovely loot for our intrepid adventurers.
Also known as, how I accidentally further broke the wealth by level guidelines wide-open.

Silessa Brownbark Elf Wizard 5/War Weaver 1 CR 6


Init +13 [+11]    Senses S/L +2/+2 Low Light Vision   Languages: Common, Elven, Draconic, Goblin, Orc, Sylvan
Defenses AC 19 (+5[3] dex, +2 armour, +2 deflection) Will +6   Ref +4   Fort +1
HP 16 (6d4)  
Speed 60 [30] ft
Ranged:
Longbow +8 [+6] (1d8+2/*3)


Base attack +2     grp +1
Special abilities: Natural Link, Eldritch Tapestry
Abilities   STR 9  DEX 20 [16]  CON 10  INT 18  WIS 11  CHA 13
Feats: Enlarge Spell, Extend Spell, Easy Metamagic (Extend Spell), Eschew Materials, Scribe Scroll
Skills: Knowledge (Nature), Knowledge (The Planes), Craft (weaving), Knowledge (Arcana), Concentration, Spellcraft
Equipment: Rod of lesser metamagic (persist spell), +2 bracers of armour, ring of protection +2, +1 longbow, Hummingbird familiar


Spells (all extended):
0 - touch of fatigue, resistance, detect magic, prestidigitation
1 - protection from evil, shield, expeditious retreat*, magic missile
2 - cat’s grace*, flaming orb, web
3 - fly, slow

* = cast

Wednesday, October 21, 2015

"Ox", the Axeman OR "Doorman", Brutal Assassin

"Ox" was born when one of my players needed an enemy to fight.
The story (a solo-adventure) was going rather slowly; in order for the plot to progress what really needed to happen was a good fight.
And so, ASSASSINS!
While it may seem random, it had been in the works for a while. But, the specifics had been up in the air until the moment Ox arrived, stepping through a dimension door to cleave a poor terrified clerical assistant in half.
Ox is one of the Bloody Blades, an assassin of awesome skill, and ill repute, The man is a genius, as strong as a giant, and tough enough to take a hit or two. Better yet, he is a mage, a wizard of no small skill, and a master of abjurations of all kinds.
"Ox" goes by a different nickname among the other assassins.
They call him "Doorman", for he bears an axe with a powerful enchantment. It can not only cut those around him, but also space itself. His axe allows him to slice dimension doors open, at will. Effectively, it gives him use of dimension door as an SLA. This allows him to step through, kill, and step away again, before anyone can even respond.
"Doorman" often works with "Flicker", another assassin, and an equally, if differently, dangerous character.
Nobody knows Ox/Doorman's history, identity, or goals. All they know is that for now he works with the Bloody Blades, and that he is a threat to be reckoned with.

“Ox”/“Doorman” NE Human Rogue 2/Fighter 2/Wizard 4/Assassin 1/Abjurant Champion 3 CR 12


Init +3    Senses S/L +15/+15   Languages: Common, Elven, Undercommon, Ignan, Dwarven, Orc
Defenses AC 25 (+1 dex, +7 arm, +7 shld) Will +9   Ref +10   Fort +10
HP 86 (5d10+3d6+4d4+36)  
Speed 30 ft
Melee:
Greataxe +15/+10 (3d6+12+1d4 Vile/X3)


Base attack +8     grp +15
Special actions: dimension door, Sneak Attack +2d6, Death Attack (DC 16),
Special abilities: Trapfinding, evasion, poison use, abjurant armour, extended abjuration, swift abjuration
Abilities   STR 24 [20]  DEX 12  CON 16  INT 20  WIS 11  CHA 11
Feats: Able Learner, Power Attack, Cleave, Monkey Grip, Combat Casting, Dimensional Agility, Dimensional Assault, Spell Style (Flesh and Bone)
Skills: Hide +16, Move Silently +16, Knowledge (Arcana) +20, Spot +15, Listen +15, Spellcraft +20, Disguise +15, Concentration +18
Equipment: “Skeleton Key” +2 space-splitting blackfire greataxe, Belt of Giant’s Strength +4, Vest of Resistance +2, Belt of Healing


Spells (Wizard 7, Assassin 1):
Assassin DC 15+lvl
  • 1 - disguise self, true strike
Wizard DC 15+lvl

  • 0 - detect magic (2), prestidigitation (2)
  • 1 - enlarge person, mage armour (2*), reduce person, shield (2*)
  • 2 - bear’s endurance, cat’s grace, invisibility, web
  • 3 - dispel magic, fly, haste
  • 4 - black tentacles, lesser globe of invulnerability