Naelvich has a some custom content that is listed here. This content is usable by anyone and is encouraged to try out a little bit.
Races of Naelvich/Custom Races/Added Races and Templates
Trassian
Trassians are dinosaur like humanoids from the continent of Arthagul. They are at constant war with the kobold tribes who they pushed to the desert wasteland of the continent. Trassians are fairly common around the world of Naelvich; however they are most commonly seen in their own continent or in Great Lithdim
- Humanoid (Reptilian)
- Medium Size
- Natural Weapons: Claw (2): 1d4 Bite: 1d4
- +2 STR -2 Cha
- Darkvision 60ft
- Automatic Languages: Common, Trassian Bonus: Any non secret
- Racial Hatred: +2 to attack rolls against Kobolds
- Racial Proficiency with the Rifle
- Swarm Tactics: +2 to damage rolls while flanking
- Favored Class: Ranger
Fungi Type
Fungi Type
This type comprises vegetable creatures. Note that regular fungi, such as one finds growing on trees or in fields, lack Wisdom and Charisma scores (see Nonabilities) and are not creatures, but objects, even though they are alive.
Features
A fungi creature has the following features.
6-sided Hit Dice.
Base attack bonus equal to ¾ total Hit Dice (as cleric).
Good Fortitude saves.
Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the plant creature has an Intelligence score. However, some fungi creatures are mindless and gain no skill points or feats.
Traits
A plant creature possesses the following traits (unless otherwise noted in a creature’s entry).
Lowlight and Darkvision.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, paralysis, and stunning.
Proficient with its natural weapons only.
Proficient with no armor.
Fungi must breath, eat(Typically by stealing nutritionist from other creatures), and sleep.
Forest Myconid
Forest Myconids work differently in Naelvich as opposed to Monster Manual II. In Naelvich Myconids are an actual player race and are able to speak to anyone and anybody. Forest Myconids come from the kingdom of Mycos; Forest Myconids are simple run of the mill species of Myconid. There are many other Myconid subspecies; The Forest Mushroom folk are the most common and have a tendency to mostly worship Obad-hai.
- -2 STR +2 CHA
- Fungi
- size: Medium
- Myconid base land speed is 30ft
- Gas Excretion (Hallucinative) 1/day, Natural Armor +1
- Photosynthetic Rest
- Automatic Languages:Common, Myshnic Bonus Languages: any non secret
- Favored Class: Sorcerer
- Level Adjustment: 0
Photosynthetic Rest: A forest Myconid can use the power of the foil and sunlight to rest twice as fast. In order for them to do this they must be in direct sunlight and grounded. A myconid takes 20 Minutes to ground himself. For an overall result of having 4 hours rest for the worth of 8.
Slight Build: The physical stature of myconids lets them function in many ways as if they were one size category smaller. Whenever a myconid is subject to a size modifier or special size modifier for an opposed check (such as Hide), the myconid is treated as one size smaller if doing so is advantageous to the character. A myconid is also considered to be one size smaller when "squeezing" through a restrictive space. A myconid can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a myconid remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Gas Excretion (Nauseating):Forest myconids can excrete gas from their cap once per day. the gas effexts anyone surrounding the myconid within 5ft anyone touched by the gas must roll a fort save DC 10+half of Myconids character level + The myconids Constitution Modifier. On a failed save, the enemies suffer one round of Nauseated, and 1d4 rounds of sickened after that, a successful save allows it to be a single round of sickened. Forest Myconids are immune to this effect.
Hallucinative Gas effect: Creatures inflicted by Hallucinative gas will usually
metamophis from their usually selves. Their eye pupils may grow big, their
eyes may be glazed over, they may feel extreme happiness, great sadness, andor even powerful anger. The affected creatures suffer -1 to all saves and skill checks. Characters often won't even remember where they are who they are or what they are doing (until the high lasts off). The inflicted will also have a 10% miss chance to everything they attack.Mages also have a hard time, the high may cause their spell to fizzle, any mage inflicted must roll concentration DC 10+half the myconids level.
Black Cap Myconids are a species of myconids known for their poisonous gas. They unfortunately have a bad reputation of being evil religious leaders. However not all are bad.
Black Cap Myconids
- -2 Cha +2 con
- Fungi
- size: Medium
- Myconid base land speed is 30ft
- Dark Rest
- Light sensitivity
- Gas Excretion (Deadly) 1/day
- Automatic Languages:Common, Myshnic Bonus Languages: Any, except secret.
- Favored Class: Fighter
- Level Adjustment: 0
Slight Build: The physical stature of myconids lets them function in many ways as if they were one size category smaller. Whenever a myconid is subject to a size modifier or special size modifier for an opposed check (such as Hide), the myconid is treated as one size smaller if doing so is advantageous to the character. A myconid is also considered to be one size smaller when "squeezing" through a restrictive space. A myconid can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a myconid remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Gas Excretion (Poisonous):Black Cap Myconids can excrete gas from their cap once per day. the gas effexts anyone surrounding the myconid within 5ft anyone touched by the gas must roll a fort save DC 10+half of Myconids character level + The myconids Constitution Modifier. Upon failure the target is Frightened for 1 one round, and Shaken for 1d4 rounds after that. On a successful save the target is only shaken for 1 round.
Dark Rest: Unlike other Myconids, Black Cap Myconids do not use or need sunlight to rest quickly. Infact They perfer the opposite: Dark and Moist areas. Black Cap Myconids can rest like a normal Myconid would only their benefits are recieved when resting in the dark, in dark moist areas, and moonlight.
These Myconids surprisingly do not come from Mycos but in fact come from Arathagul. They live with the Trassian empire and often do honest work for the empire.
Jungle Myconid
- +2 STR +2 DEX -2 INT
- Fungi
- size: Medium
- Myconid base land speed is 30ft
- Photosynthetic Rest
- Gas Excretion (Weaken) 1/day
- Automatic Languages:Common, Myshnic Bonus Languages: Any, except secret.
- +1 Natural AC
- Favored Class: Ranger
- Level Adjustment: 0
Slight Build: The physical stature of myconids lets them function in many ways as if they were one size category smaller. Whenever a myconid is subject to a size modifier or special size modifier for an opposed check (such as Hide), the myconid is treated as one size smaller if doing so is advantageous to the character. A myconid is also considered to be one size smaller when "squeezing" through a restrictive space. A myconid can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a myconid remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Photosynthetic Rest: A forest Myconid can use the power of the foil and sunlight to rest twice as fast. In order for them to do this they must be in direct sunlight and grounded. A myconid takes 20 Minutes to ground himself. For an overall result of having 4 hours rest for the worth of 8.
Gas Excretion (Weaken): Jungle Myconids can excrete gas from their cap once per day. the gas effexts anyone surrounding the myconid within 5ft anyone touched by the gas must roll a fort save DC 10+half of Myconids character level + The myconids Constitution Modifier. On a failed save the target becomes exhausted for 1 round, and fatigued for 1d4 rounds after that. On a successful save the target is fatigued for 1 round.
Pygmy Myconids are the shorter species of Myconid found in the city of Mycos. They are often known for their work in magic.
Pygmy Myconid
- -2 str +2 Dex +2 int -2 con
- Fungi
- size: Small
- Myconid base land speed is 20ft
- Photosynthetic Rest
- Concealment Gas
- Automatic Languages:Common, Myshnic Bonus Languages: Any, except secret.
- Favored Class: Wizard
- Level Adjustment: 0
Photosynthetic Rest: A forest Myconid can use the power of the foil and sunlight to rest twice as fast. In order for them to do this they must be in direct sunlight and grounded. A myconid takes 20 Minutes to ground himself. For an overall result of having 4 hours rest for the worth of 8.
Concealment Gas: Most myconids have a special defense gas when in danger they can spread. Pygmy myconids are a more fragile and need a special way to protect themselves. Their gas powder casts obscuring mist as an extraordinary ability 1 time per day, the caster level being the Pygmy Myconids Hit dice.
Cave Myconids are brutish and are normally out casted from normal Myconids society. They tend to live in caves like Orcs and rarely come out.
Cave Myconid
- +2 Str +2 Con -4 Int
- Fungi
- size: Medium
- Myconid base land speed is 40ft
- Dark Rest
- Light sensitivity
- Automatic Languages: Myshnic Bonus Languages: Any, except secret.
- Favored Class: Barbarian
- Level Adjustment: 1
Powerful Build: The physical stature of Cave Myconids lets them function in many ways as if they were one size category larger.
Whenever a cave myconid is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the cave myconid is treated as one size larger if doing so is advantageous to him.
A cave myconid is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A cave myconid can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Dark Rest: Unlike other Myconids, Cave Myconids do not need sunlight to rest quickly. Infact
They perfer the opposite: Dark and Moist areas. Cave Myconids can rest like a normal
myconid would only their benefits are received when resting in the dark, in dark moist
areas, and moonlight.
Ozeriens
These humanoid oozes are born of arcane experimentation or the harmful effects of arcane pollution. They were once human, but their bodies have been transmuted to jelly by arcane energy. They gains some of the benefits and drawbacks of true oozes.
+2 Con -2 Int -2 Wis
An Ozerien's base speed is 25 feet, or 5 less than it would otherwise be. An Ozerien has a natural swim speed equal to its land speed. An Ozerien has DR 2/-.
Slime Shape (Ex): Ozeriens may take a Slime Shape as many times per day as 1/2 their hit die plus their Charisma modifier (Minimum 1.) Slime Shape allows them to assume a puddle form as a move-equivalent action that does not provoke attacks of opportunity. While in Slime Shape, the Ozerien can only move 10ft and are under are considered to be under the effects of Spider Climb. The Slime Shape allows them to squeeze through tight spaces like cracks in the wall and go underneath doors. This effect lasts 10 rounds plus the Ozerien's CON modifier per use, and dismissing this effect is a move-equivalent action.
An Ozerien has a natural weapon in the form of a slam attack that deals 1d6 plus 1.5x STR modifier points of damage.
Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Ozeriens heal as normal and do need to eat (though they can break down organic matter by engulfing it into any part of their body,) they do naturally heal through resting, they do age as humans, and when at negative hit points are not considered stable without passing stabilization checks.
The brownie is believed by some to be a distant relative of the halfling and pixie. Brownies are quiet, shy creatures and tend to dwell away from others, preferring to live in pastoral areas. Brownies appear as 1 1/2 feet tall humanoids. They have brown hair and blue or green eyes and favor brightly colored garments.
Brownie
- +8 DEX +2 CHA -6 STR -4 CON
- Fey
- size: Tiny
- Base land speed is 20ft
- Low-light Vision
- Spell Resistence: 11 + Character Level
- Automatic Languages: Common Sylvan and Halfling
- Skills: Brownies receive a +2 racial bonus to Listen and Spot checks.
They also receive a +5 racial bonus to Hide checks in a forest setting.
- Favored Class: Rogue
- Level Adjustment: +1
Plantfolk (Mold Folk)
Medium Plant
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+1) or spear +3 melee (1d8+1/x3) or spear +4 ranged (1d8+1/x3)
Full Attack: 2 claws +2 melee (1d4+1) or spear +3 melee (1d8+1/x3) or spear +4 ranged (1d8+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Dampness dependent, fear of flames, immunity to electricity, low-light vision, plant traits, vulnerability to fire
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 13, Dex 14, Con 11, Int 9, Wis 14, Cha 8
Skills: Hide +6*, Move Silently +3, Swim +3
Feats: Weapon Focus (spear)
Environment: Warm forests and marshes and underground
Organization: Solitary, hunting party (6-24), or tribe (30-300 plus 1 chief and 2-8 6 HD bodyguards and one 7th-8th level subchief per 50 adults plus 0-5 shriekers)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: 2-7 HD (Medium); 8-12 HD (Large) or by character class
Level Adjustment: +2
This bipedal plant is roughly humanoid in size and shape. Its coloration is mostly brown, with green leaf-like tendrils forming a fringe on its shoulders, abdomen, and limbs. A topknot of these brown tendrils crowns its head. Its arms end in thorny claws.
Plantfolk are bipedal, sentient plants found in most places where mold grows. Plantfolk also reproduce through budding and the powerful spore attacks of their chiefs.
Plantfolk form primitive tribes, making their lairs beneath underbrush or underground. They coexist with other fungal life, and often employ shriekers (which they know how to pass without disturbance) and other deadly fungi to help protect their homes. Patches of russet mold often grow near plantfolk lairs. They get along well with myconids, who consider the plantfolk to be rustic cousins. Plantfolk are extremely territorial.
Meat, whether fresh or rotting, is their preferred diet. In times of extreme famine, they will feed on vegetation, even the flesh of others of their kind.
Plantfolk range from 4 to 9 feet in height, weighing from 100 to 800 pounds.
Plantfolk speak their own language, a series of vocalized cries, and also use a unique sign language.
Most plantfolk encountered outside their homes are warriors; the information in the statistics block is for one of 1st level. The plantfolk warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 10, Con 11, Int 9, Wis 12, Cha 8.
COMBAT
Plantfolk prefer to use ambush tactics, attacking any form of animal life for meat. Many carry spears or clubs, while others prefer to rely on their thorny claws to defend themselves.
Dampness Dependent (Ex): Plantfolk must keep their bodies wet or become easily dehydrated. Plantfolk can survive in dry environments for 1 hour per 2 points of Constitution. After that, it must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d8 points of lethal damage. An application of 1 gallon of water is sufficient to re-wet the plantfolk's body.
Fear of Flames (Ex): A plantfolk that suffers fire damage from an attack must succeed on a Will save (DC = 10 for nonmagical fire, DC of spell or supernatural attack for magical fire) or become panicked for 1d6 rounds.
Skills: Plantfolk have a +4 racial bonus on Hide checks. *This bonus increases to +12 in forest and marsh terrain.
Plantfolk Characters
A plantfolk's favored class is ranger. Plantfolk clerics tend to worship gods that do not favor domains focused on cold or fire.
Plantfolk have the following abilities and characteristics.
+4 Dexterity, +2 Wisdom.
Medium size.
A plantfolk's base land speed is 30 feet.
Low-Light Vision: Plantfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Plant traits.
+4 natural armor bonus.
+4 racial bonus on Hide checks. *This bonus increases to +12 in forest and marsh terrain.
Special Qualities (see above): Dampness dependent, fear of flames, immunity to electricity, vulnerability to fire.
Automatic Languages: Plantfolk. Bonus Languages: Common, Draconic, Elven, Sylvan.
Favored Class: Ranger.
Level adjustment +2.
Firearms
We are using a twist on Pathfinder firearms and using some of my own.
Pathfinder Fire-Arms
Paraphrased from the Pathfinder Campaign Setting (Copy-written by Paizo Publishing)
Firearm Basics
There are three proficiency feats for Fire Arms: Simple, Martial, and Exotic. Pistols and one handed guns usually are simple weapons, rifles and some heavy weapons are martial based, and the few oddities, or special rule guns may require exotic proficiency to use them. Firearms unless stated otherwise take a move action to reload.
Capacity
This is the number of times you can fire the weapon before needing to reload. You can fire one shot per attack in a single round, up to this number (IE - if you have 5 attacks per round due to BAB + Rapid Shot, you may fire up to 5 rounds from a revolver).
Exploding Dice: Whenever a fire-arm rolls the highest value on a die (such as a 6 on a d6), re-roll it at add it to the previous result; repeating as needed. This effect does not extend to any bonus damage dice (such as from sneak attack or the flaming weapon property). The effect applies to each die of the weapon (so 2d6 resulting in 3 and 6 re-rolls the 6 for a 4, resulting in 13 damage).
Misfire: Whenever you roll a natural 1 on an attack roll with with a firearm, you might suffer a misfire. Immediately roll a d20. On a 1 the firearm is damaged and powder explodes dealing its weapon damage to you. A 2-7 results in the weapon being damaged. An 8-18 results in the gun jamming. 19-20 is merely a miss. A damaged firearm cannot be used. Repairing it requires a DC 20 Craft Firearms check and 1 hour of work. A jammed weapon merely requires 1 round to clear the chamber before it can be reloaded to fire again. A jammed revolver, Apache, and Magnum can continue to fire the rest of its capacity before needing to be cleared.
Automatic Useing an automatic weapon allows you to make 3 extra attacks at your highest base attack bonus with a -6 penalty to all attacks. Doing so is a full found action. You cannot move and fire automatic without the strafe feat.
Deflect Arrows Deflect Arrows works against guns.
Weapon | Cost | Dmg (M) | Critical | Range Inc. | Capacity | Weight | Type |
---|---|---|---|---|---|---|---|
Pistol (1) | 200 gp | 2d6 (2) | x2 | 60ft | 1 | 4 lb | Bludgeoning and Piercing |
Revolver | 300 gp | 2d6 | x2 | 60 ft | 6 | 5 lb | Bludgeoning and Piercing |
Double Barrel Pistol (1) | 300 gp | 2d6 (2) | x2 | 45 ft | 2 | 5 lb | Bludgeoning and Piercing |
.41 Derringer (1) | 300 gp | 2d6 (2) | x2 | 10 ft | 1 | 1 lb | Bludgeoning and Piercing |
.32 4 Shot Rim Fire Derringer (1) | 250 gp | 2d4 (2) | x2 | 35 ft | 4 | 1 lb | Bludgeoning and Piercing |
Blunderbuss (Pistol) (1) | 250 gp | 2d8 (2) | x2 | 20 ft | 1 | 6 lb | Bludgeoning and Piercing |
Mauser "Broom handle" | 500 gp | 2d6 | x2 | 20 ft | 10 | 5 lb | Bludgeoning and Piercing |
All of the above fire arms require only one hand to use.
1: This firearm has a misfire chance on a natural 1 or 2.
2: This firearm deals 1 die less damage per range increment beyond the first. It cannot deal precision based damage, such as from a sneak attack or attacking a ranger's favored enemy.
Weapon | Cost | Dmg (M) | Critical | Range Inc. | Capacity | Weight | Type |
---|---|---|---|---|---|---|---|
Blunderbuss Musket (1, 2) | 400 gp | 2d10 (3) | x2 | 20 ft | 1 | 5 lb | Bludgeoning and Piercing |
Musket (2) | 150 gp | 2d6 (3) | x2 | 90 ft | 1 | 9 lb | Bludgeoning and Piercing |
Rifle | 300 gp | 2d10 | x3 | 150 ft | 1 | 8 lb | Bludgeoning and Piercing |
Scattergun (1) | 800 gp | 2d8 (3) | x2 | 30 ft | 2 | 8 lb | Bludgeoning and Piercing |
Steam Thompson M1921 (Tommy Gun) (4) | 750 gp | 2d8 | x2 | 90 ft | 30-100 (5) | 10 lb | Bludgeoning and Piercing |
.52 Kentucky Rifle (2) | 900 gp | 2d10 | x2 | 90 ft | 1 | 10 lb | Bludgeoning and Piercing |
Brown Bess Musket (1, 2) | 400 gp | 2d10 (3) | x2 | 20 ft | 1 | 5 lb | Bludgeoning and Piercing |
Buffalo Rifle (1, 2) | 400 gp | 2d12 (3) | x2 | 90 ft | 1 | 12 lb | Bludgeoning and Piercing |
Winchester 1873 Lever Action (1, 2) | 750 gp | 2d10 | x2 | 50 ft | 12 | 9 lb | Bludgeoning and Piercing |
Steam Grenade Chucker (6) | 950 gp | Varies | x2 | 90 ft | 1 | 25 lb | Ammunition Dependant |
All of the above require two hands to properly wield. Attempting to wield one handed will result in the firer receiving a -2 penalty to their attack roll
1: Small creatures take a -2 penalty on attack rolls when using this firearm.
2: This firearm has a misfire chance on a natural 1 or 2.
3: This firearm deals 1 die less damage per range increment beyond the first. It cannot deal precision based damage, such as from a sneak attack or attacking a ranger's favored enemy.
4: Automatic Weapon
5: Weapons capacity is based on quality Normal = 30 Masterwork = 50 Dwarven Masterwork = 100
6: Fire Grenades (See grenade section)
Weapon | Cost | Dmg (M) | Critical | Range Inc. | Capacity | Weight | Type |
---|---|---|---|---|---|---|---|
Gatling Gun (1, 4) | 1,500 gp | 2d10 | - | 100 ft | 200 | 90 lb | Bludgeoning and Piercing |
Steam Powered Flame Spitter (**) | 1200 gp | 3d6 | - | 30ft (line) | 1 | 55 lb | Fire |
Elephant Gun | 1,800 gp | 2d12 (3) | x2 | 40 ft | 2 | 30 lb | Bludgeoning and Piercing |
All of the above weapons require 2 Hands to wield and creatures of small size take a -2 penalty to using them. All require Exotic Weapon Proficiency: Heavy Weapons.
1: Fires in increments of 5 per round on auto
2: This firearm has a misfire chance on a natural 1 or 2.
3: This firearm deals 1 die less damage per range increment beyond the first. It cannot deal precision based damage, such as from a sneak attack or attacking a ranger's favored enemy.
4: Automatic Weapon
Flame SpitterCreatures caught in it's range must roll a reflex save DC 15 to take half damage from it. A Flame Spitters backpack has a hardness of 5 and 5 hit point it has an AC of 9+the wearer's dexterity modifier. Considered medium armor. A back Pack reduced to 0 hit points it ruptures and explodes dealing 6d6 fire damage to the wearer (No Save) and 3d6 splash damage creatures and objects in adjacent 5-foot squares (Reflex save DC 15 for half damage) Flammable creatures and objects catch on fire taking 1d6 points of fire each round till the flames are extinguished. The Flame Thrower shoots in increments of 10 and can fire for 10 rounds before needing a full round action to reload with "Fuel Packs". Fuel Packs cost 200 gold each. The Flame Spitter can be used to knock an enemy back 5 squares it requires one round of ammunition and blasts thick air to push an enemy back. When using the Flame Spitter you add +5 to your knock back attempt. To perform a knock back roll 1d20+CMB versus the opponents CMB. Should they fail they are sent back 5ft. If they succeed you lose one round of ammunition. The Reflex save against a Flame Thrower can be increased through Weapon Focus feat (grants +2) and for every 5 ranks in Craft Fire Arms you may add +1 to the DC. A Flamers Nozzle can be purchased to turn the line into a cone; however it's range becomes reduced to 15ft.
Gatling Gun The gatling gun fires in increments of 20 and is good for 10 rounds before needing a reload. The Gatling Gun Requires 2 people to use. One person to feed the belt through the gun and another to aim and fire. A Gatling gun if mounted is considered a Martial Weapon. When held in hand it is exotic. At the cost of a +1 enchantment of mages hand; a Gatling gun can be automatically fed for you. (Thanks to Woody for this option)
Weapon | Cost | Dmg (M) | Critical | Range Inc. | Capacity | Weight | Type |
---|---|---|---|---|---|---|---|
Steam Magnum | 1,700 gp | 2d8 | 19-20/x3 | 55 ft | 6 | 5 lb | Bludgeoning and Piercing |
The Apache (2, 5) | 300 gp | 2d4 (3) | x2 | 20 ft | 6 | 5 lb | Bludgeoning and Piercing |
Mini-Nade Chucker (1, 4) | 800 gp | Varies | x2 | 80 ft | 1 | 5 lb | Ammunition Dependant |
All of these weapons require exotic weapon proficiency to use except for the Steam Magnum which can be used as martial when used with two hands and with a special grip. The exotic proficiency allows the steam magnum to be wielded with only 1 hand and use of the grip adds +1 to attack rolls with the magnum.
1: Small creatures take a -2 penalty on attack rolls when using this firearm.
2: This firearm has a misfire chance on a natural 1 or 2.
3: This firearm deals 1 die less damage per range increment beyond the first. It cannot deal precision based damage, such as from a sneak attack or attacking a ranger's favored enemy.
4: Fire Grenades (see Grenades section)
5: This weapon is utility useful and can be used as brass knuckles or a revolver with a bayonet.
- Optical Scope: This telescope like device is constructed from Brass with glass lens. The scope increases a weapons range increment by 10ft if the user takes a move action to aim before firing. Sights add 10 gp to the total cost of the weapon. 30 gp without sights
- Bayonet: A Bayonet can be added to almost any firearm. Small fire Arms can have a bayonet that deals 1d4 piercing or slashing at the cost of 20gp a medium sized bayonet deals 1d6 slashing or piercing at the cost of 30gp
- Weapon Training Firearms: Fighters can select Firearms for their weapon training.
- Order of the Gun Initiate: Order of The Bow (Compete Warrior) Initiate is now compatible with firearms doing so with Firearms however changes the prerequisites and is treated as an entirely different prestige class. Instead of "Craft Bow Making" you would need "Craft Firearms" the weapon focus becomes a weapon focus for a particular fire arm and not a bow.
- Scoped Sneak Attack: When using a Scope one could pull a Sneak Attack or Sneak Attack Similar feat (IE: Skirmish, Death Attack, Ranged Precision etc,) at your max distance +20 ft
- Steam Magnum Grip In order to use a Steam Magnum for martial use it requires a special grip to hold it 2 handedly. This grip costs 50 gold pieces and can add +1 to attacks with the steam magnum if you use it while having the exotic weapon proficiency for its use.
- Rapid Reload Now works for guns :)
- Splitting Enchantment BANNED It is not allowed to be used with guns
- Tesla Tech at the price of a +1 bonus you can add an elemental property that is considered non magical. to a fire arm at 1d4 elemental damage.
- Ring and Hidden Sleeve Device for an extra 50gp one handed light firearms can be hidden in ones sleeve and can be quick activated through a ring. You are considered to have the quick draw feat.
- Steam Flame Spitter Weapon focus Grants +2 to the reflex DC against enemies.
- Black Rain - A book of the nine Discipline dedicated to guns. (Thanks to Mercy Quicksilver for finding this beauty!)
This is a list of enchantments that guns can get. Guns are limited to only this list, go beyond this list is illegal. More enchantments MAY be added should they seem balanced.
Bane +1 bonus
Distance +1 bonus
Flaming +1 bonus
Frost +1 bonus
Merciful +1 bonus
Shock +1 bonus
Seeking +1 bonus
Thundering +1 bonus
Anarchic +2 bonus
Axiomatic +2 bonus
Flaming burst +2 bonus
Holy +2 bonus
Icy burst +2 bonus
Shocking burst +2 bonus
Unholy +2 bonus
Speed +3 bonus
Brilliant energy +4 bonus
To gunmen it is important to carry the right kind of bullet for the right job. These are special bullets that can be bought as opposed to standard bullets. Only one of these special types can be on a bullet at any one time.
Ammo | Extra Cost | Special Feature |
---|---|---|
Slug Rounds (1) | +5gp | -3 to attack roll +3 to damage |
Buckshots (1) | +5gp | +3 to Attack Roll -3 to Damage |
Phosphorous (2) | +20gp | Has a 50% chance of lighting an enemy on fire (1d6 each round for 1d4 rounds) |
Armor Piercing | +10gp | Ammunition ignores Body armor. Against unarmored opponents +1 Damage |
Hollow Point (2) | +20gp | Causes bleeding on impact (1 damage each round for 1d8 rounds). has a -20% chance of penetrating armor |
Tracer (2) | +15gp | Upon hitting an opponent These bullets cause the victim to excrete a thick colored gas for 1d6 rounds. -30 to Stealth Checks |
1: Elephant Gun, Scattergun, double barrel pistol, and other shotgun type weapons only.
2: Not usable by the ones listed in number 1
Bullets are powerful and deadly yet armor has been known to protect against bullets quite well. From simple lights to heavy full plate, bullets sometimes have trouble penetrating armor. This chart lists the conditions for each type of armor. Generally speaking however; Someone wearing armor has a 50% chance of taking less damage from the bullet.
Armor Type | Defense Bonus |
---|---|
No Armor | No Bonus |
Light Armor | -4 Damage |
Medium Armor | -5 Damage |
Heavy Armor | -8 Damage and the Chance is reduced to 45% |
Firearm Expertise (General, Combat)
You keep your weapons in top condition and you know how to adapt to the dangers of gunpowder weaponry.
Prerequisite: Craft Firearms 5 Ranks
Benefit: When you suffer a miss-fire with a weapon you are wielding, add your base attack bonus to your misfire roll result to determine the effects of the misfire; treating any results higher than 19-20 as 19-20.
(Written by Scott of Black Marches)
Firearm Master (General, Combat)
Prerequisite: Base Attack Bonus +1, Weapon Focus any Firearm
Benefit: Whenever using a firearm that you have a weapon focus for, you add half your dex modifier to damage, and when you do extra dice with damage on a range (such as a sneak attack) that range increases if it is less than 60ft it increases to 60ft
Special: With Zen Archery you can apply half your wisdom modifier to damage instead of half of your dexterity.
Precision Elimination (General, Combat)
You put all of your focus into hitting one very tiny specific weak point to do extra damage at the cost of overall accuracy.
Prerequisite: Dex 13
Benefit:On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special:If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls.
Slim Shady (General, Combat)
Prerequisite: Improved Feint, Proficiency with Firearms
Benefit: You may feint an opponent with a one handed firearm up to 60ft.
Special: The range on the feint cannot be increased with other feats or abilities.
Million Dollar Shot (General)
You twirl your gun dangerously with your index finger and study an opponent shortly before firing a critical blow.
Prerequisite: Weapon Focus any kind of Revolver, Firearm Master, Base Attack Bonus 5
Benefit: If you spend a move action to twirl your gun you may subtract up to 5 points from your base attack bonus and add it to your critical threat range. This ability is usable once per day
Heavy Weapons Expert
Prerequisite Weapon Focus Gatling Gun, Endurance
Benefit You take -4 penalty to fire multiple times when using a Gatling Gun as opposed to -6
Improved Heavy Weapons Expert
Prerequisite Weapon Focus Gatling Gun, Endurance, Heavy Weapons Expert
Benefit You take -2 penalty to fire multiple times when using a Gatling Gun as opposed to -4
From The Hip
You can fire a pistol with incredible speed.
Prerequisite: Quick Draw, Base Attack Bonus +4, Dexterity 15.
Benefit: When caught unaware in a surprise
round, you may still make a single attack with
a pistol (so long as it is not concealed) at a
-4 penalty to hit. You roll initiative as normal
during the surprise round, but may take no other
actions.
Normal: Without this feat, you cannot take any
action during a surprise round in which you are
unaware.
Special: A fighter may select From The Hip as
one of his fighter bonus feats.
Grenade | Cost | Damage | Burst Radius |
---|---|---|---|
Jarate (3) | 30 gp | (1) | 5ft |
Frag Grenade (3) | 20 gp ea | 4d6 Slashing/Bludgeoning | 20ft |
Dynamite Stick (3) | 40 gp ea | 2d6 Bludgeoning | 10ft |
Flash Bang Grenade (4) | 20 gp ea | Blinding DC 23 Fort or Reflex Deafness is automatic | 5ft |
Thermite Grenade (4, 2) | 90 gp ea | 6d6 Fire | 5ft |
Smoke Grenade (2, 7) | 20 gp ea | As the Spell Fog Cloud | 10ft |
Steam EMP | 300 gp | 2d6 electric (Constructs and Machines Only) and as the Spell Disrupt Constructs DC 25 | 60 ft |
Creatures in the blast radius of these weapons may attempt a reflex save DC 15 to take half damage. Those directly hit cannot make a save to avoid damage
1: See "Jarate" under items
2: Gas
3: Blast
4: Flash
6: Is effective for 1d3 rounds
7: Is effective for 2d6 rounds
New Weapons and other equipment
Weapon | Cost | Dmg (M) | Critical | Range Inc. | Proficency | Weight | Type |
---|---|---|---|---|---|---|---|
Brass Knuckles (1, 8, 9) | 25 gp | 1d4 | x2 | - | Simple | .1 lb | Bludgeoning |
Switch Blade (1, 9) | 90 gp | 1d6 | x3 | - | Simple | .1 lb | Slashing and Piercing |
Bowie Knife (6, 9) | 310 gp | 1d6 | 18-20/x3 | - | Martial | .5 lb | Slashing and Piercing |
Cane Blade (6, 7, 2, 10) | 700 gp | 1d6 | x2 | - | Simple | 2 lb | Slashing |
Fighting Cane (2, 10, 13) | 10 gp | 1d8 | x2 | - | Simple | 3 lb | Bludgeoning |
Balisong (1, 4, 6, 8, 9) | 500 gp | 2d4 | x4 | - | Exotic/Monk | .1 lb | Slashing and Piercing |
Dueling Cloak (1, 12) | 15 gp | 1d3 | x2 | - | Light Armor | 3 lb | Piercing |
Hand-Buzzer (1, 14, 15) | 500 gp | 5d6 | x4 | - | Exotic (bard/jester ok) | 3 lb | Electric |
Gigaosteotomer (17) | 800gp | 3d6 | x3 | - | Exotic | Slashing |
1. grants +4 to Sleight of hand for concealment
2. Grants +2 to Trips
3. Grants +2 to Sleight of hand for Concealment
4. Must be bought from Black Market; or is illegal to civilians.
5. With spikes is 1d6
6. Is bought as Masterwork
7. Acts as if you had the quick draw feat
8. Monk Friendly Weapon
9. light weapon
10. One handed
11. 2 handed
12. Grants +1 AC has an armor check penalty of -1 and requires light armor proficiency. Grants +2 to disarm checks.
13. This weapon is considered a pole arm despite its size and is considered to have a 10ft reach
14. Weapon Deals Shock Damage
15. Weapon is made with a touch attack
16. Requires a power pack to use
17. Two Handed weapon despite having over sized weapon feats
The Gigaosteotomer is a power medical tool used mostly by ogres and giants when they need to simply cut bone specifically the skull. However many races smaller than them have been able to find these to be useful yet very unorthodox weapons. They are a chained blade used through sawing through bone. To use such a weapon always requires two hands despite having over sized weapon adept or monkey grip or any feat that lets you use a two handed weapon as a one. This is because the weapon requires a character to use one hand to properly hold and direct the saw, and the other hand to turn a large wooden handled crank on the side to make the chain and the blade move. It takes a move action to begin turning the crank. Ogres and Giants cannot use these as weapons unless they are one size larger. This goes for other races of size. The Gigaosteotomer must be one size larger than the creature who wishes to use it or it will be impossible for them to use as a weapon.
Item | Cost |
---|---|
The Magic Picture Box | 100 gp |
Photography Kit | 25 gp |
Power Pack | 5 cp |
Power Lantern | 20 sp |
Glow Stick | 5 gp |
Everlasting Smoking Pipe | 1000 gp |
Film Cartridge | 50 sp |
Jarate | 30 gp |
Ring and String | 50 gp |
Dead Ringer | 2000 gp |
The Magic Picture Box: This box shaped object has a lens and slot on it. It can be used to take pictures. The pictures come out in black and white. The Picture takes one round to develop and makes a loud noise when it develops. When the picture develops it comes out as a small square picture of the object before its lends. It runs on steam power and magic. It is run with Power Packs and Film Cartridges. One film Cartridge is good for 20 pictures and one Power pack is good for 20 pictures.
Photography Kit: A photography kit is a powerful kit used to work with The Magic Picture Box. The kit can be used to edit a photograph in order to make it false. Using a forgery check it is possible to alter the looks of a photograph. Depending on your Skill roll it will depend how convincing it is. Anyone who looks at an altered photograph must roll a sense motive, or spot whichever is highest against your forgery check. The kit can also be used with its special alchemical solutions to bring the photograph to color. This requires a Craft Alchemy Check DC 20. Colorizing a photo could help reveal forged pictures and those looking at it gain a +2 bonus to their spot or sense motive.
Power Pack: A power pack is the equivalent of a battery only powered through magic. Usually it emits heat to help create steam and thus run the machine it is inside of. Other times the power pack powers a specific quality or mechanism for the device. See each device for details on the power pack. A power pack can also be used in weapons. Their use in weapons is so powerful however that it only works three times.
Jarate: Jarate is a thrown grenade that when it hits an enemy it causes them to be covered in a sickly yellow urine. The urine is so powerfully strong that it disables invisibility devices and magical invisibility, it also can help reveal the location of hiding enemies with a strong urine scent. Enemies suffering the effects of Jarate get a -4 to hide against creatures with scent.The Urine can also be used to put out fires, and when put on an enemy adds am extra d6 of (MINI)CRITCAL DAMAGE to attacks made on that creature. The effects of Jarate last for 3 rounds. Requires ranks in craft alchemy to make pills that will allow you to urinate that much, and more pills to surpress the side effects of those pills. Create these pills requires a DC 20 Craft Alchemy check and costs 15 Silver Pieces to create and 30gp to buy at the store. These pills last 24 hours and allow you to create 1d8 Jars of Jarate.
Ring and String The Ring and String can be used on tiny light weapons that could feat in ones sleeve. It serves very well for rogues and allows small guns, knives, and other weapons to be drawn quickly simply by lifting a finger. This item works with: Pistols (not steam magnum or double barrel), and dagger like weapons.
Power Lantern Power Lanterns are simply lanterns that run on power packs. 1 power pack can allow a lantern to be lit for 100 rounds before dieing out and needing replacements.
Dead Ringer: This item allows those with the Feign Death class feature (Alternative to evasion as a class feature) to speed up their recovery to a simple move action as well as a minor heal that is received after you return from feign death. You heal 1d6+sneak attack dice if any hit points back after coming out of feign death (this ability of Feign death only works 3 times a day). The Dead ringer only does the above effects if you have the Feign Death class feature listed in Exemplars of Evil; should one not have it they gain the ability to Feign Death as the variant is written. However only while the Pocket Watch is in possession. The Pocket Watch also swaps the use of Feign Death to use a Bluff check as opposed to a Heal Check when a creature attempts to determine if the person has truly died or not.
General House Rules and Changes
- Black Guard PRC does not require Improved Sunder and instead requires the feat "Evil Brand" from Exemplars of Evil, Elder Evils, and I think Heroes of Horror.
- Monks are proficient with their own fists.
- Chaos Monk base class is allowed by default and does not require requesting.
- Chaos Monks are treated as lawful when determining if he meets prerequisites for a prestige class that is intended for monks.
- City Brawler Variant Barbarian is allowed by default. Due to Crystal Keep removeing their useful PDF here is the necessary info on the city brawler: Proficiencies change: No shields, no medium armor no martial weapon. Gain: at lvl1 Feat: Improved Unarmed StrikeFeat: Two-Weapon Fighting (withUnarmed Strike only)Only take a –2 penalty on Attack rollswith Improvised weapons | At lvl 6 gain improved two weapon fighting with unarmed only | At 11 gain greater two weapon fighting with Unarmed only.
- Power Word of Pain and Power Word of Fatigue cannot be made a cantrip through Races of the Dragon with Dracolexi's Special Ability; Power Word Spells
- Older Versions of Races ARE allowed; however if you wish to use a 3.0 or 3.5 version of the race you must request it as long as it is converted for use in Pathfinder
- Kung Fu Genius Feat works with other classes that give Wisdom to AC or similar bonus
- Monks are being totally redone - When creating a monk you now gain psionic powers (Information can be found on the 3.5 SRD)
Setting Specific/Custom Content/Added Feats
Oversized Weapon Training (General, Combat)
You've trained yourself to wield weapons that would be impossible for most people to use effectively.
Prerequisite: Base Attack +1
Benefit: You may choose to treat your size category as one size larger for the purposes of determining weapons you may wield; however doing so imposes a -2 penalty on attack rolls with weapons intended for a different size category than your actual size. You gain no other benefits for the effective size increase (such as bonuses on grappling, disarm, trip, or similar actions).
Oversized Weapon-Adept (General, Combat)
By increasing your training, you've learned to comfortably wield larger than normal weapons, and take advantage of their extended reach.
Prerequisite: Base Attack +9, Oversized Weapon Training
Benefit: When making use of your Oversized Weaponmaster feat, you no longer suffer the -2 penalty to attack rolls for wielding larger weapons. Additionally, you may extend your effective reach by +5ft a swift action; the extra reach lasts until the end of your turn.
Oversized Weapon-Master (General, Combat)
Through extreme physical training, you have gained the extraordinary ability to wield weapons even larger than yourself.
Prerequisite: Base Attack +15, Oversized Weapon Training,Oversized Weapon-Adept
Benefit: Your Oversized Weapon Training feat now allows you to treat yourself as two size categories larger instead of 1 for the purposes of determining weapons you can wield. All other effects are unchanged.
(Written by J. Scott Mohn of Black Marches)
Extra Discovery
Requirement: Discovery class feature
You gain a discovery for which you meet the prerequisites.
You may gain this feat multiple times. Each time, select a different discovery.
(Written by Tortilla Chips)
Wild Cohort (Click HERE for details)
(Written by WoTC)
Demolitions Expert
Prerequisites Discovery: Potent Bomb, Discovery: Explosive Bomb, Discovery Fast Bombs. Craft Alchemy 10 Ranks
Benefit Your expertise in explosives is fascinating. Your range with the explosives increases by 10ft to be thrown and in blast radius, and finally you can use your bombs to ricochet precisely by bouncing off walls. Bombs can only survive bouncing off 2 walls before they burst.
Ozerien Racial Feats
Viscous [Racial, Combat]
Prerequisite: Ozerien
Benefit: As a free action, the character may sacrifice a daily use of the Slime Shape ability to grant themselves DR 2/- for 10 rounds. Multiple uses of this ability stack, and it stacks with racial DR.
Aeration [Racial]
Prerequisite: Ozerien
Benefit: You may envelop a willing creature (or a helpless one) of your size category or smaller. They may breathe as normal within you, and are immune to the effects of inhaled poisons and pathogens.
Sticky [Racial, Combat]
Prerequisite: Ozerien Level 8
Benefits: You gain a +4 racial bonus on Grapple checks and the Improved Grab ability on attacks made with your slam attack.
Baleful Absorption [Racial, Combat]
Prerequisite: Ozerien Level 8, Sticky, Aeration, Viscous
Benefits On a successful Grapple check, instead of pinning your opponent, you may envelop him and expunge the oxygen from your form. This is a suffocating effect, similar to the Drowning condition. A creature that dies in this way bestows 3 times its HD in HP to the Ozerien, any excess becoming temporary hit points lasting 1 hour.
Myconid Racial Feats
Sickening Excretion
Requirements: Myconid Race
Benefit: Your Gas Excretion also has a sickening effect. for the same DC as a Myconids Hallucinogenic the target can become sickened along with hallucinations
Special Pygmy Myconids Don't have an attack gas and can't take this.
Disappearing Excretion
Requirements: Myconid: Pygmy
Benefit Your concealment gas now adds an invisibility effect. Caster Level equal to half of ones hit die.
Extra Excretion
Requirements Myconid Race
Benefit Your Gas ability can be used more times perday equal to your CON modifier.
Narcotics
Drugs do indeed exist in the D20 world. Their effects are listed on the SRD. However their price is more expensive in Naelvich then it is in the SRD. To determine the cost of a drug in Naelvich multiply the initial price by 10.
To See the information on narcotics click HERE
UPDATE: Book of Vile Darkness Drugs are allowed at 10 times their normal cost
Vehicles
Statistics and Capabilities Vehicles are described by a number of statistics that show of what is needed, may be needed, and its capabilities.
Crew The standard number of crew, in most cases only one person is needed to drive a vechile however other crew members can server as gunners or co-pilots
Passengers The number of passengers (in addition to the crew) the vehicle can take. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren't present. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo.
Cargo Capacity The amount of cargo a vehicle can have. for each 250 pounds of unused cargo an additional passenger may be added.
Initiative The initiative modifier added to the riders initiative bonus
** Maneuver** The modifier added to any drive or pilot checks attempted with vehicle
Top Speed Max number of squares it can cover in one round. This is the fastest it can go
Armor Class Vehicles armor class
Hardness Vehicles Hardness
Hit points Vehicles Hit points
Size Vehicles Size category (defined differently than size of weapons. based on passenger size)
Land Vehicles Such as Cars
Vehicle | Cost | Crew | Passengers | Cargo | Initiative | Top Speed | Armor Class | Hardness | Hit Points | Size |
---|---|---|---|---|---|---|---|---|---|---|
Benz Velo (gas carriage) | 200gp | 1 | 1 | 50 lb. | –3 | 25 (2) | 9 | 5 | 30 | L |
De Dion (early tourer) | 200gp | 1 | 1 | 0 lb. | –3 | 40 (4) | 9 | 5 | 30 | L |
Silver Ghost (early tourer) | 1000gp | 1 | 3 | 0 lb. | –2 | 110 (11) | 8 | 5 | 28 | H |
Model T Ford (early sedan) | 600gp | 1 | 4 | 0 lb. | –2 | 75 (7) | 8 | 5 | 24 | H |
Indian Hendee Special (motorcycle) | 700 | 1 | 1 | 0 lb. | +0 | 185 (18) | 10 | 5 | 18 | M |
Bentley 3-litre | 1200gp | 1 | 3 | 0 lb. | –2 | 220 (22) | 8 | 5 | 34 | H |
Early Vehicles not meant for off roding. Use Ride Check in place of Drive.
Vehicle | Cost | Crew | Passengers | Cargo | Initiative | Top Speed | Armor Class | Hardness | Hit Points | Size |
---|---|---|---|---|---|---|---|---|---|---|
Great galley | 100gp | 110 | 0 | 100 tons | –4 | 15 (1) | 2 | 10 | 76 | C |
Cog 20 | 200gp | 5 | 180 | tons | –6 | 10 (1) | 2 | 10 | 66 | C |
Frigate | 300gp | 40 | 80 | 100 tons | –4 | 20 (2) | 2 | 15 | 72 | C |
Schooner | 400gp | 20 | 30 | 40 tons | –2 | 20 (2) | 2 | 15 | 66 | C |
Clipper schooner | 500gp | 40 | 100 | 200 tons | –2 | 25 (2) | 2 | 15 | 70 | C |
Vehicle | Cost | Crew | Passengers | Cargo | Initiative | Top Speed | Armor Class | Hardness | Hit Points | Size |
---|---|---|---|---|---|---|---|---|---|---|
Zeppelin LZ1 | 1000gp | 1 | 4 | 900 lb. | –8 | 35 (3) | 2 | 5 | 48 | C |
Demoiselle | 1000gp | 1 | 0 | 100 lb. | –2 | 110 (11) | 8 | 2 | 10 | H |
Sopwith Camel | 1000gp | 1 | 0 | 200 lb. | –1 | 200 (20) | 8 | 8 | 40 | H |
Fokker Triplane | 1000gp | 1 | 0 | 400 lb. | –1 | 190 (19) | 8 | 8 | 50 | H |
Autogyro | 1000gp | 1 | 0 | 200 lb. | –4 | 120 (12) | 8 | 8 | 38 | H |
Custom/Setting Specific/New Creatures
Monsters
Miseralmus
Size/Type: Medium Aberration
Hit Dice: 3d10+6 (24 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 60 ft. (Average)
Armor Class: 16 (+4 Dex, +2 natural), touch 15, flat-footed 14)
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee (1d8+1)
Full Attack: Bite +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Bite, Blood Draining, Flyby Attack
Special Qualities: Darkvision 60 ft., Resistance vs poison +5
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 2
Skills: Listen +14, Spot +14
Feats: Flyby Attack, Blindsense 80ft, Hover
Environment: Nocturnal Warm Jungles climates caves and dungeons
Organization: Solitary or in large groups and swarms
Challenge Rating:
Treasure: None
Alignment: True Neutral
Advancement: —
Level Adjustment: —
Blood Drain (Ex)
While attached a miseralmus can suck blood from a living victim with its sharp teeth. as long as its clung on to a foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the miseralmus gains 5 temporary hit points
Attach (Ex)
when a miseralmus hits with a bite attack, it can use its powerful fangs to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached miseralmus loses its Dexterity bonus to Armor Class. An attached miseralmus can be struck with a weapon or grappled itself. To remove an attached miseralmus through grappling, the opponent must achieve a pin against the creature. While attached a miseralmus can make a bite attack can opt to either blood drain or inject poison into the creature.
Poison (Ex)
Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus
Miseralmus are giant bat like flying marsupials that can stand to be up to 5-6 feet tall in length and have large wingspans. These creatures have a poisonous bite and a thirst for blood. They are nocturnal creatures that inhabit warm jungles and roam at night; they have also been known to inhabit dungeons. Miseralmus are omnivorous but mostly prefer meet and blood in their appetite. They more often then not hunt in swarms or packs as opposed to solitary They have an excellent sense of hearing and can hear many things from far away.The long rat like marsupials have dark brownish gray fur, dark brown wings, and claws similar to a bat. They make very loud high pitched squeaking noises when alerted and often opt to attack territory trespassers as opposed to fleeing.
Leprechaun
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +7
Speed: 40 ft (8 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Club -1 melee (1d4-2)
Full Attack: Club -1 melee (1d4-2)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 27
Saves: Fort +0, Ref +5, Will +4
Abilities: Str 7, Dex 16, Con 11, Int 16, Wis 15, Cha 16
Skills: Bluff +11, Concentration +4, Craft (any one) +4, Escape Artist +7, Hide +11, Jump +2, Listen +13, Move Silently +7, Perform (comedy) +5, Perform (dance) +5, Perform (sing) +5, Search +5, Sense Motive +6, Sleight of Hand +11, Spot +6
Feats: Alertness b, Improved Initiative
Environment: Temperate forest and plains
Organization: Solitary, gang (2-4), family (6-11), or clan (12-20)
Challenge Rating: 04
Treasure: Double coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: +4
This wee being resembles a small elf, with a nose that comes to a tapered point. It wears brightly colored clothes, pointed shoes, and a wide-brimmed hat. In its teeth is clenched a long-stemmed smoking pipe.
Leprechauns are a faerie folk that frolic in fair, green lands with lush hills and dales, working magic and causing harmless mischief. Rumors persist that the leprechaun is a cross between a pixie and a halfling. Whether this is true or not, no one knows. Leprechauns are fond of flamboyant clothes, and dress in green or gray coats, brown or green breeches and sometimes wear stocking caps. Some males have beards, but most have smooth, child-like faces.
Leprechauns are perhaps best known for their great fondness for gold, which they hoard. They tend to distrust humans and dwarves, who have greedy tendencies, but get along well with elves, gnomes, and halflings. Regardless, a leprechaun will not trust any humanoids enough to bring them to its lair for any reason. Leprechauns enjoy the same sorts of foods that other humanoids eat, and have a great fondness for wine – a weakness that is often used to outwit them.
A leprechaun is about two feet tall, and weighs 30-35 pounds.
Leprechauns speak Sylvan, Common, Elven, Gnome, and Halfling.
COMBAT
Other creatures most commonly encounter leprechauns when one of the mischievous little folk snatches a valuable object from someone, turns invisible, and dashes away. If pursued closely for a long enough time, the leprechaun may eventually drop the stolen goods and flee. When pursued, a leprechaun will not return to its lair.
If a leprechaun is somehow caught or discovered in its lair, it will try to fool the intruder into thinking he is getting the leprechaun’s treasure hoard, so that the intruder will leave empty-handed. If an intruder is able to secure the treasure, the leprechaun will bargain and beg to get it back, and use whatever tricks it can think of to get its treasure.
Leprechauns shun combat and will usually turn invisible and flee if threatened. However, leprechauns have a soft spot for weaker creatures, and will not sit idly by while a helpless creature is attacked. When combating a foe, leprechauns take full advantage of their spell-like abilities to drive an opponent away.
Spell-Like Abilities: At will - dancing lights, invisibility (self only), major image (DC 16), polymorph any object (only polymorphs one object into another object; DC 21), ventriloquism (DC 14). Caster level 7th. The save DCs are Charisma-based.
Skills: A leprechaun has a +8 racial bonus on Listen checks, a +4 bonus on Bluff and Sleight of Hand checks, and a +2 racial bonus on Search and Spot checks.
Shark-Kin
Medium Monstrous Humanoid (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: Swim 60 ft. (12 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Trident +5 melee (1d8+3) or bite +5 melee (1d6+3) or javelin +2 ranged (1d6+3) or net +2 ranged (entangle)
Full Attack: Trident +5 melee (1d8+3) and bite +3 melee (1d6+1) or bite +5 melee (1d6+3) and 2 claws +3 melee (1d3+1) or javelin +2 ranged (1d6+3) or net +2 ranged (entangle)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., murkvision, scent, speak with sharks
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 16, Dex 11, Con 12, Int 10, Wis 11, Cha 11
Skills: Handle Animal +5, Spot +5
Feats: Multiattack
Environment: Any aquatic
Organization: Solitary or tribe (20-80 plus 1 elder plus 2d12 sharks or various sizes and 2d6 dire sharks)
Challenge Rating: 2
Treasure: No coins; standard goods; standard items
Alignment: Usually neutral
Advancement: 3-4 HD (Medium), 5-6 HD (Large) or by character class
Level Adjustment: +3
This sharklike humanoid has reddish-brown scales covered in yellow bands and white spots. Its head is crested with a fin, and its eyes are large and unblinking. Its vestigial legs end in webbed toes, and its tail is thick and strong, like that of an alligator. It carries a trident in its webbed claws.
Shark-kin are nomadic hunters of the seas, eating any seafood they can catch. Although fish and mollusks are their dietary staples, they also prey on sea mammals and other aquatic animals when available. If a particularly bountiful hunting area is found, such as a spawning ground or a shipreck forming an artificial reef, the tribe constructs temporary homes out of natural materials and remain there until the bounty is gone.
A shark-kin tribe generally claims a territory of 120 square miles, which they defend vigorously from other aquatic races. Any non-shark-kin seeking to hunt within the territory, or to claim anything found within, must seek permission from the tribal elder. Although they are generally friendly to strangers, shark-kin are very possessive of shipwrecks within their territory, so seekers of salvage rights should plan for hard bargaining with the shark-kin.
A tribal elder is generally among the largest of its kind (5-6 HD), although occassionally a smaller shark-kin with levels in ranger or druid may become elder. If the elder perishes, the surviving adults begin an unusual transformation. In the weeks following the death of the elder, their legs grow and their gills adapt to breathing air as well as water. These adults gain a land speed of 30 feet and the aquatic subtype during this time. The senior adults of the tribe (usually 11-20 males and an equal number of femles) leave the ocean and seek out a ceremonial site upon a hilltop or mountain, where they select a new elder from among their ranks. Afterwards, they return to the sea and the tribe reverts back to standard shark-kin form.
Shark-kin have a strong relationship with sharks, which serve them like hunting dogs serve terrestrial hunters. They are generally encountered with sharks of all sizes, even dire sharks, and on very rare occasions, mighty megalodons.
A shark-kin is 6 to 7 feet long and weighs 190 to 250 pounds, with no difference between genders. Reddish brown scales are most common, with spots or bands of white or yellow, but coloration can range to dark blue to blue-black with silver, light blue, or metallic green patterns. Each individual's pattern is unique. A shark-kin's eyes glow like a cat's when bright light strikes them. Shark-kin have an average lifespan of 120 years, though the eldest are known to live to twice that age.
Shark-kin speak their own language, and many also speak Common or Aquan.
Combat
In battle, shark-kin coordinate actions with their allied sharks to surround foes in three dimensions. Upon a signal from an elder, they all converge on a single point or adversary.
Murkvision (Ex): A shark-kin's vision is not limited in dark or murky water. It treats all water as clear water for purposes of determining vision.
Speak with Sharks (Ex): Shark-kin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Shark-kin can use the Handle Animal skill to befriend and train sharks.
Skills: A shark-kin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A shark-kin has a +4 racial bonus on Handle Animal checks when working with sharks.
Skark-Kin As Characters
Most shark-kin leaders are rangers. A shark-kin cleric has access to two of the following domains: Animal, Community, Strength, and Water.
Skark-kin characters possess the following racial traits.
+6 Strength, +2 Constitution.
Medium size.
A shark-kin's base swim speed is 60 feet.
Racial Hit Dice: A shark-kin begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
Racial Skills: A shark-kin's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Handle Animal and Spot. A shark-kin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A shark-kin has a +4 racial bonus on Handle Animal checks when working with sharks.
Racial Feats: A shark-kin's monstrous humanoid levels give it one feat.
Weapon Proficiency: A shark-kin is automatically proficient with the javelin, trident, and net.
+5 natural armor bonus.
Natural Weapons: bite (1d6) and 2 claws (1d3).
Special Qualities (see above): Murkvision, scent, speak with sharks.
Automatic Languages: Shark-kin. Bonus Languages: Aquan, Common, Elven, Sahuagin.
Favored Class: Ranger.
Level adjustment +3.
Porcelain Doll
Tiny Construct
Hit Dice: 3d10 (16 hp)
Initiative: +4
Speed: 15 ft. (3 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +2/-6
Attack: Claw +4 melee (1d4)
Full Attack: 2 claws +4 melee (1d4) and bite -1 melee (1d3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Explosive destruction
Special Qualities: Construct traits, damage reduction 5/bludgeoning, darkvision 60 ft., light-activated, low-light vision
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 10, Dex 18, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or package (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
A pretty, dark-eyed porcelain doll sits against the wall. As light falls upon it, it springs to life, revealing a mouth filled with knifelike teeth.
Porcelain dolls are constructs most often created for their relatively harmless appearance. They can be shipped as gifts to potential rivals on missions of assassination, or can be found within a child's play area while secretly programmed to serve as a guardian.
A porcelain doll is 3 feet tall and weighs 5 to 10 pounds.
COMBAT
Porcelain dolls attack with vicious teeth and knife-like nails.
Explosive Destruction (Ex): When reduced to 0 hit points, a porcelain doll explodes in a burst of broken porcelain, dealing 2d4 points of piercing damage in a 5-foot radius (Ref DC 11 half). The save DC is Constitution-based.
Light-Activated (Su): A porcelain doll is activated by light. In areas of even shadowy illumination, a china doll functions normally. If exposed to complete darkness, a porcelain doll reverts to an inanimate state, and is treated as an object with hardness 2 and its normal hit points.
CONSTRUCTION
A porcelain doll's body is crafted with fine porcelain and painted with fine tints costing at least 200 gp. Assembling the body requires a DC 18 Craft (pottery) or DC 18 Craft (toymaking) check.
CL 5th; Craft Construct, light, mending, shatter, caster must be at least 5th level; Price 3,200 gp; Cost 1,500 gp + 120 XP.
Small Construct
Hit Dice: 5d10+10 (37 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16
Base Attack/Grapple: +3/-1
Attack: Slam +4 melee (1d6)
Full Attack: 2 slams +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drumming, spell-like abilities
Special Qualities: Berserk, construct traits, darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, spell resistance 7
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 10, Dex 12, Con -, Int 16, Wis 13, Cha 16
Skills: Concentration +12, Hide +5, Jump +4, Knowledge (arcana) +11, Listen +9, Perform (percussion) +11, Spellcraft +13
Feats: Combat Casting, Iron Will [B], Quicken Spell-Like Ability (ventriloquism)
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 6-10 HD (Small)
Level Adjustment: -
This appears to be an intricate ventriloquist's dummy, about two feet tall, made of wood, brass, and steel, dressed in a cloth costume. It begins to move on its own, beating on a tiny drum with two metal-tipped wooden rods.
A ventriloquist puppet is a deadly construct created from dark lore found in the Libram of Constructs, an infernal tome. Through dark arts it is granted possession of a spellcaster's mind and possesses his intelligence and some of his spells.
A ventriloquist puppet stands just over 2 feet tall and weighs 20 pounds.
COMBAT
Unless it goes berserk, a ventriloquist puppet will obey its creator's orders to the best of its ability. Left to its own devices, it will battle its creator's adversaries, but is intelligent enough to flee in self-preservation.
Berserk (Ex): When a ventriloquist puppet enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled puppet goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The puppet's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the puppet, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the puppet to reset the puppet's berserk chance to 0%
Drumming (Su): As a full-round action, a ventriloquist puppet can beat a rhythm on any solid surface. After three consecutive rounds of drumming, any creature that can hear the drumming must succeed on a Will save or be confused (as the spell) for as long as the puppet continues to drum and for 1d4+1 rounds thereafter. The save DC is equal to the puppet's Perform check.
Spell-Like Abilities: 6/dayventriloquism (DC 14); 1/daycommand (DC 14), greater invisibility, hypnotism (DC 14), suggestion (DC 16). Caster level 10th. The save DCs are Charisma-based.
Construction
The secrets to creating a ventriloquist puppet are found in the Libram of Constructs, an evil tome thats origins can be traced to the Nine Hells of Baator. Rumor has it that the book always finds its way into the hands of a powerful lawful evil wizard, as a reward for services to the baatezu.
The materials involved in the construction of a ventriloquist puppet's body are inexpensive (500 gp), but the actual crafting of the body is more difficult. To craft the body requires a DC 25 Craft (Woodworking) or a DC 25 Profession (Puppeteer) check. Additionally, the brain of an arcane spellcaster must be aquired to provide sentience and magical ability to the puppet. A dark ritual is performed that transforms the lifeless doll into a construct.
CL 14th; Craft Construct, animate objects, command, greater invisibility, hypnotism, suggestion, ventriloquism, caster must be at least 14th level; Price 5,000 gp; Cost 1,000 gp + 180 XP.
*Note: Casting limited wish as an additional prerequisite eliminates the berserk ability from the ventriloquist puppet.
Wood Golem
Large Construct
Hit Dice: 9d10 (49 hp)
Initiative: -1 (Dex)
Speed: 20 ft (can't run)
AC: 16 (-1 size, -1 Dex, +8 natural)
Attacks:Slam +12 melee
Damage: Slam 2d12+7
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Fire seeds
Special Qualities: Construct, magic immunity, damage reduction 20/+2, sap
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 24, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills:
Feats:
Climate: Any forest
Organization: Solitary
Challenge Rating: 07
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large), 19-27 HD (Huge)
A wood golem is about 8 1/2 feet tall and weighs around 800 pounds. This golem is made out of dead trees, though it is very rarely constructed from the carcass of a dead treant.
This golem has a very rough version of the humanoid form, and its features are carved by hand into the wood it is made from. The main body is a large tree trunk, and affixed to that are four large branches of proper length that serve as its arms and legs. The golem is given three small branch fingers on each hand, from which it shoots small fiery projectiles. A wood golem constructed from a treant's shell looks just like a treant with red glowing eyes.
COMBAT
The wood golem fights as directed, usually to protect the forest of its druid creator.
Fire Seeds (Su): The wood golem can fire up to 6 acorn fire seeds once every minute (three from each hand). This ability is otherwise as the spell cast by a 6th-level sorcerer (save DC 16).
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Magic Immunity (Ex): Golems completely resist most magical and supernatural effects except as follows. Wood golems are susceptible to magic that controls plants, but have a +4 bonus to their saving throws against such magic. If any sort of magic used to control plants is successfully used on a wood golem, it will become enraged when the magic wears off and attack the person who used the magic to control it. Electrical- and cold-based spells do no damage to a wood golem, but slow it for 6 rounds unless it makes its saving throw. A wish or a time stop spell works fully against this creature, and a repel wood or warp wood spell stuns a golem for 1d4 rounds. A plant growth or a wall of thorns spell restores hit points to this golem in a fashion similar to a cure serious wounds spell. No other spells affect the wood golem.
Sap (Su): A wood golem has a sticky sap-like substance running through its body that heals the wounds of living creatures. Every time the wood golem sustains damage from a slashing or piercing weapon, enough sap will bleed out of it to be equivalent to a potion of cure light wounds.
Skills: Wood golems receive a +6 racial bonus to Hide checks when in a forest setting.
CONSTRUCTION
A wood golem's body must be crafted from a large fallen oak or pine tree, which is not rotting or insect-infested. Large branches of the tree must be sawed off and replaced in the appropriate places for the arms and legs, and the rest of the tree must be carved to give it a roughly humanoid appearance.
The golem costs 50,000 gp to create and prepare all of the necessary rituals, which includes 500 gp for the body and tools with which to craft it. Assembling the body requires a Craft (woodworking or carpentry) check (DC 13). The wood golem takes one month to complete.
If the golem is created from the shell of a dead treant, the golem has the benefit of an additional +4 to its natural armor bonus (making it +12 total), and the golem also has 11 Hit Dice instead of the standard 9 HD. The golem also has the treant's Double Damage Against Objects ability, and its Fire Vulnerability, but not any of the treant's other abilities. Such a golem is otherwise identical to the normal wood golem.
The creator must be a 13th-level druid and able to cast divine spells. Completing the ritual drains 1000 XP from the creator and requires reincarnate, wall of thorns, plant growth, barkskin, and fire seeds.
Magenta's Cat
Tiny Magical Beast (Psionic)
Hit Dice: 1d10 (5 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Claw +5 melee (1d2–4)
Full Attack: 2 claws +5 melee (1d2–4) and bite +0 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Psi-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, power pool, scent, uncanny dodge
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 14, Wis 12, Cha 18
Skills: Balance +10, Climb +6, Concentration +4, Disguise +4*, Hide +14*, Jump +10, Knowledge (psionics) +6, Listen +5, Move Silently +10, Psicraft +6, Spot +5
Feats: Improved Initiative, Weapon Finesse [B]
Environment: Any urban
Organization: Solitary, family (1 Magenta's cat plus another cat or Magenta's cat and 3-5 noncombatant young), or pack (3-6)
Challenge Rating: 1
Treasure: None (standard goods in the form of a bejeweled collar if acting as a familiar)
Alignment: Always neutral
Advancement: -
Level Adjustment: -
The fur of this housecat is midnight-black. Its gaze seems to hint at an intelligence far greater than that of a typical pet.
Magenta's cats get their name from the wizard who led to their origin. Seeking to engender her familiar, a cat named Midnight, with psionic ability, Magenta inadvertently severed the bond between mistress and familiar. Midnight ran away, seeking other cats. She bred with standard cats, and passed along the psionic ability to a few. Several centuries later, the latent psionic power appears in one of every 1,000 kittens.
Today, Magenta's cats make their homes in urban environments, mimicking regular cats and attempting to conceal their psionic abilities and great intellect as long as possible. Aloof and conceited, Magenta's cats consider themselves superior to other sentient creatures.
Although they are usually solitary, groups of adult Magenta's cats occasionally gather to mate or exchange information. They may breed with other Magenta's cats or normal cats; regardless of the parents, litters are generally 3-5 kittens, each with a 10% chance of being a Magenta's cat.
A Magenta's cat can speak Common, Elven, and one other language.
A Magenta’s cat can be acquired as a familiar by a 7th-level arcane spellcaster with the Improved Familiar feat of any nonlawful or nonchaotic alignment. See page 200 of the DMG for more information.
COMBAT
A Magenta’s cat will generally try to escape combat, using its psi-like abilities to assist its escape.
Power Pool (Su): A Magenta's cat serving as a familiar can sacrfice a daily use of one of its per day psi-like abilities to grant its master a number of power points equivalent to the number of points normally needed to manifest this power. It may also sacrifice its at will body equilibrium ability, but doing so prevents it from using this ability for 24 hours. The cat's master can sacrifice some of his or her own power points to grant the Magenta's cat another use of one of its psi-like abilities. Doing so requires a number of power points equivalent to the number of power points normally needed to manifest the power.
For example, the Magenta's cat can sacrifice its daily use of cloud mind (a 2nd-level power) to grant its master 3 power points. Alternatively, its master can sacrifice 3 power points to grant the Magenta's cat another daily use of cloud mind, or 5 points to grant another use of body adjustment.
Psi-Like Abilities: At will - body equilibrium; 1/day - body adjustment, cloud mind, matter agitation. Manifester level 7th. The save DCs are Charisma-based.
Speak with Felines (Su): A Magenta's cat can communicate with any feline creature, as if using a speak with animals spell. This ability cannot be dispelled.
Skills: Magenta's cats have a +4 racial bonus on Climb, Hide, Listen, Move Silently, and Spot checks and a +8 racial bonus on Jump checks. They have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of darkness or shadowy illumination, the Hide bonus rises to +8. *A Magenta's cat has a +8 racial bonus on Disguise checks made to impersonate a typical housecat.
Golem, Plush
Medium Construct
Hit Dice: 5d10+20 (47)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +3/+5
Attack: Slam +5 melee (1d6+2 nonlethal)
Full Attack: 2 slams +5 melee (1d6+2 nonlethal)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Alternate form, construct traits, damage reduction 10/piercing or slashing, darkvision 60 ft., immunity to cold, immunity to magic, low-light vision
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 14, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6–10 HD (Medium); 11–15 HD (Large)
Level Adjustment: -
A plush golem seems to be a mundane child's toy, but they are actually animated guardians for the wellbeing of children. Often given as gifts by doting relatives, plush golems often become a child's prized possession, going anywhere the child goes.
Plush golems are stuffed animals of the finest craftsmanship and quality, often made of velvet, cotton, wool, or other fabric, then stuffed with cotton, dried beans, or paper. Their appearance and coloration varies widely, from realisticly emulating real creatures to fantastical mixes of shapes and colors.
A plush golem cannot speak or make any vocal noise. It stands between 5-6 feet tall and weighs around 50 pounds.
COMBAT
Programmed to protect children, plush golems never directly threaten the safety of children of any race. If children are endangered, plush golems will attack, providing a distraction while the children escape.
Alternate Form (Su): A plush golem can assume the form of any Tiny plush doll, usually a much smaller version of itslef. Reverting to its true form is a free action. This ability helps the plush golem be loved and carried by its children owners, often taking larger sizes to protect the child or just to annoy the parents.
Immunity to Magic (Ex): A plush golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Spells that deal fire damage function normally against a plush golem.
A mending spell heals a plush golem of 1d4 points of damage.
A make whole spell heals a plush golem of 2d6 points of damage.
A fabricate spell heals a plush golem of all damage.
Construction
A plush golem’s body must be crafted from fine fabrics worth 500 gp. Creating the body requires a DC 15 Craft (weaving) check or a DC 15 Profession (seamstress) check.
CL 11th; Craft Construct, fabricate, geas/quest, limited wish, caster must be at least 11th level; Price 15,000 gp; Cost 8,000 gp + 580 XP.
Conscious Plush Golems
Plush golems are occassionally created with (or spontaneously develop) sentience.
Conscious plush golems have an Intelligence of 10 and gain feats and skills as appropriate to their Hit Dice. A typical conscious plush golem selects Ability Focus (stupefying aura) and Skill Focus (Perform [comedy]) for feats. Bluff, Diplomacy, Disguise, Hide, Listen, Move Silently, Perform, Sense Motive, and Spot are class skills for a conscious plush golem. Its alignment is often neutral good. A conscious plush golem is CR 4. It gains the following special attack.
Stupefying Aura (Su): Any humanoid that has not reached adulthood (see Table 6-5: Aging Effects in the PHB) within 30 feet of a plush golem with this ability must succeed on a DC 12 Will save or be dazed for 2 rounds. The save DC is Charisma-based.
Intentionally creating a conscious plush golem requires daze monster as an additional construction prerequisite.
Drop Bear
Small Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +0
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +2/+0
Attack: Claw +5 melee (1d8+2)
Full Attack: 2 claws +5 melee (1d8+2) and bite +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Crushing pounce, rake
Special Qualities: Scent, sprint, +2 racial bonus on saves vs. poison
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 14, Dex 11, Con 10, Int 3, Wis 12, Cha 7
Skills: Climb +10, Hide +10*, Listen +9, Move Silently +7
Feats: Multiattack, Stealthy [B]
Environment: Temperate and warm forests
Organization: Solitary or colony (3-18)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Small), 6-8 HD (Medium)
Level Adjustment: —
Somewhat resembling a tiny bear, this creature has large tufted ears, long limbs, and thick, light grey fur speckled with white flecks. Patches of white fur line the inside of its ears, its chin, chest, neck, inside the front limbs. Its five-fingered paws include opposable thumbs and sharp claws. Its mouth bears enlarged canine teeth.
Drop bears are rumored to be large, aggressive, carnivorous koalas. They get their name from their preferred method of attack, dropping from trees on unsuspecting prey.
Although mostly found in temperate forests, many variations are reported to exist, including burrowing desert-dwelling and alpine drop bears, and even web-footed aquatic drop bears.
Drop bears are sometimes confused with marsupial lions, such as the thylacoleo, which also strike from trees.
A drop bear is 3-4 feet long and weighs 50-75 pounds. Fur coloration ranges from dark black to snowy white, and most koala colorations in between.
COMBAT
Drop bears are arboreal ambush hunters. They often trail prey through the trees, dropping on stragglers from a group. On the ground, they can sprint at great speeds on all fours.
Crushing Pounce (Ex): When a drop bear charges an opponent from a higher elevation, it can make a full attack (including two rake attacks). In addition, any opponent hit by at least one of the drop bear's attacks made while charging must make a DC 13 Fortitude save or be stunned for 1 round. The save DC is Strength based.
Rake (Ex): Attack bonus +5 melee, damage 1d8+2.
Sprint (Ex): Once per hour, a drop bear can move 3 times its normal speed (30 feet) when it makes a charge.
Skills: Drop bears have a +4 racial bonus on Listen and Move Silently checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.
*Drop bears have a +4 racial bonus on Hide checks when in trees.
AL-MI’RAJ
Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +3 (Dex)
Speed: 40 ft
AC: 14 (+1 size, +3 Dex)
Attacks: Gore +5 melee
Damage: Gore 1d6-2
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Blink, dimension door, immune to poison, SR 16
Saves: Fort +3, Ref +5, Will -1
Abilities: Str 6, Dex 17, Con 12, Int 5, Wis 9, Cha 6
Skills: Listen +2, Hide +11, Spot +2
Feats: Weapon Finesse (horn)
Climate/Terrain: Any temperate land
Organization: Solitary or warren (2-20)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 2-3 HD (Small)
Al-mi'raj are dangerous because of their unpredictable nature. They are able to teleport short distances, thus earning them the nickname "blink bunnies." They blink seemingly without pattern, attempting to avoid attack.
Al-mi’raj resemble large rabbits with long, soft fur. A single two-foot long, black horn, spiraled like that of a unicorn, protrudes from the forehead. Most al-mi'raj have yellow fur, though white, pink, and even green specimens have been seen.
COMBAT
Al-mi’raj, much like their normal rabbit counterparts, are nervous creatures, but instead of hopping away at the first sign of danger, an al-mi’raj will become aggressive and move to attack. In combat, an al-mi’raj leaps at its opponent and stabs with its horn.
Blink (Su): Al-mi'raj can blink as the spell cast by a 4th-level sorcerer, and can evoke or end the effect as a free action.
Dimension Door (Su): An al-mi'raj can teleport as dimension door cast by a 4th-level sorcerer, once per round as a free action. The ability affects only the al-mi’raj, which never appears within a solid object and can act immediately after teleporting.
Immune to Poisoins (Ex): An al-mi’raj is immune to all poisons.
Feats: Al-mi’raj receive Weapon Finesse as a bonus feat.
PSIONIC AL-MI’RAJ
About 10% of all al-mi’raj possess psionics. Psionics al-mi’raj have Charisma 10. Use the stats above, but add the following special attack.
Psionics (Su): At will—control winds, deeper darkness, levitate, and telekinesis. These abilities are as the spells cast by a 4th-level sorcerer (save DC 10 + spell level).
Medium Humanoid (Reptilian)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 25 ft (5 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Claw +4 melee (1d3+1); or longspear +3 melee (1d8+1); or dart +4 ranged (1d4+1)
Full Attack: Tail slap +4 melee (3d4+1); or 2 claws +4 melee (1d3+1) and bite +2 melee (1d4+1); or longspear +3 melee (1d8+1); or dart +4 ranged (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Downhill charge, tail sweep
Special Qualities: Arctic adaptation, skiing
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 13, Dex 15, Con 13, Int 4, Wis 8, Cha 10
Skills: Balance +7, Jump +8, Listen +1
Feats: Multiattack, Weapon Finesse
Environment: Cold hills and mountains
Organization: Solitary, pair, or band (2-8)
Challenge Rating: 02
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1 (for weapon-wielders only)
This tall humanoid looks like a cross between a powerfully built human and a pale-scaled lizard. Its most distinguishing feature is its large, flat tail.
The alcor is distantly related to lizardfolk, and has adapted itself to life in a frigid climate. The alcor is sometimes known as “the skier” due to its ability to balance on its tail and glide down snow-covered hills. Alcors otherwise only walk for short distances or if navigating flat terrain or going uphill.
Most alcors are not very bright, and concern themselves primarily with finding food. A few groups of alcor are of superior intelligence to their common cousins (Int 9), and have learned to fashion crude weapons from sharp stones and wood. These two types of alcor do not generally cooperate with or live near each other, but they will combine forces briefly against a common enemy.
An alcor is usually 6 to 7 feet tall with white or pale blue scales. It can stand and balance on its large, flat tail which is 3 to 4 feet long, and nearly 2 feet wide. An alcor can weigh from 200 to 250 pounds.
Alcors speak Draconic.
COMBAT
An alcor charges headlong into combat, attacking with its razor-sharp claws and bite. Its strong tail also makes an effective weapon for knocking foes off their feet, but this attack can only be used when the alcor is not skiing on it. If it knocks down an opponent, it will focus on that target and ignore all others while it is still down.
Most alcor tribes do not use weapons, but a few groups have learned the art of weaponry. These alcor usually carry javelins or darts to throw at their enemies before closing. A favored tactic of these smarter alcor is to charge downhill at their foes with a spear. They usually drop the spear after the charge and jump to attack with their claws.
Downhill Charge (Ex): When an alcor makes a charge while skiing downhill, its attack deals double damage in addition to the normal benefits and hazards of a charge.
Tail Sweep (Ex): This special attack allows an alcor to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 5 feet, extending from an intersection on the edge of the alcor’s space in any direction. Creatures within the swept area are affected if they are Large or smaller. A tail sweep allows for a Trip Attack without provoking an attack of opportunity. Rather than making an opposed Strength check, any affected creatures can attempt a Reflex save to avoid the Trip (DC 12). Successfully avoiding the Trip does not allow for the opponent to make a Trip Attack of their own.
Arctic Adaptation (Ex): An alcor does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 40 degrees and -20 degrees. In conditions of extreme cold (below -20 degrees) they must make Fortitude saves like any other creature, but gain a +4 racial bonus on this save.
Skiing (Ex): By balancing itself on its large, flat tail, the alcor can glide rapidly across snow and ice while moving downhill. It can move as a run (x4) on slight grades (less than 45 degrees) or as a run (x5) on severe grades (45 degrees or more).
Skills: Because of their tails, alcors have a +4 racial bonus on Jump and Balance checks.
ALCORS AS CHARACTERS
An alcor's favored class is barbarian, and alcor leaders tend to be barbarians or druids. Alcor clerics can choose two of the following domains: Animal, Plant, and Water.
Alcor characters possess the following racial traits.
- +2 Strength, +4 Dexterity, +2 Constitution, - 6 Intelligence, -2 Wisdom.
- Medium size.
- An alcor's base land speed is 25 feet.
- Racial Hit Dice: An alcor begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.
- Racial Skills: An alcor's humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Balance, Jump, and Listen. An alcor receives a +4 racial bonus to Jump and Balance checks.
- Racial Feats: An alcor's humanoid levels give it two feats.
- +3 natural armor bonus.
- Natural Weapons: Tail slap (3d4), 2 claws (1d4), and bite (1d4).
- Special Attacks (see above): Downhill charge, tail sweep.
- Special Qualities (see above): Arctic adaption, skiing.
- Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Orc, Sylvan.
- Favored Class: Barbarian.
- Level Adjustment +1.
Caiveh
Medium Humanoid (Caiveh)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 50 ft (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Claw +2 melee (1d4+1); or falchion +2 melee (2d4+1)
Full Attack: 2 claws +2 melee (1d4+1); or falchion +2 melee (2d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Battle frenzy
Special Qualities: Scent
Saves: Fort +1, Ref +5, Will +0
Abilities: Str 13, Dex 15, Con 12, Int 11, Wis 10, Cha 9
Skills: Climb +11, Hide +4*, Listen +3, Move Silently +5*, Spot +4
Feats: Alertness
Environment: Warm forest or mountains
Organization: Solitary, family (5-9), or pride (8-32)
Challenge Rating: 01
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +1
This tall humanoid has a bushy mane like a lion’s, and its body is covered in thick fur. Its claws are notably sharp. It wears no armor, but carries a sword at its side.
Caivehs are leonine humanoids that live in tropical regions. They resemble humans with strongly feline features, and other cultures often know them as “lion men”. Their bodies are nearly covered in fur half an inch in length, and males have a thick mane.
Caiveh society is egalitarian, though family life is strongly skewed in favor of the males. A male will typically dominate his family, and often has three or more mates and several cubs. Caiveh often hire themselves out as mercenaries to local human armies. In such a military unit, the caiveh will use appropriate human weapons and equipment.
Caivehs stand 7 feet tall and weigh around 275 pounds.
Caivehs speak Common with a low, growling sound. They also often learn the languages of those around them, such as Elven or Sylvan.
COMBAT
Caivehs are stealthy and well-disciplined fighters that know how to use their natural environment to their advantage. They work well within a group, even if they are cooperating with other races. Caiveh warriors are typically armed with a falchion, hand axe, or trident. About 10% of all caivehs have the ability to go into a battle frenzy, but avoid using this ability as they become uncontrollably berserk.
Battle Frenzy (Ex): Some caivehs can be worked into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus to Will saves, -2 AC penalty). If a caiveh is cornered by hostile foes, assaulted by psionics, captured and taunted, or placed in a similarly stressful situation, he must roll a Will save (DC 15) or fly into a frenzy. This frenzy lasts for 6 rounds, and the caiveh cannot end it prematurely. If the caiveh has levels in a class that has the rage class feature, this ability functions in addition to his normal rage ability. A raging caiveh will disregard his weapons, using only his claws to attack.
Skills: A caiveh receives a +8 racial bonus to Climb checks. *A caiveh receives a +8 racial bonus to Hide and Move Silently checks when in warm forest or mountain regions.
CAIVEHS AS CHARACTERS
A caiveh's favored class is barbarian, and caiveh leaders tend to be barbarians or barbarian/rangers. Caiveh clerics can choose two of the following domains: Animal, Good, and Strength.
Caiveh characters possess the following racial traits.
- +2 Strength, +4 Dexterity, +2 Constitution, -2 Charisma.
- Medium size.
- A caiveh's base land speed is 50 feet.
- Racial Hit Dice: A caiveh begins begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
- Racial Skills: A caiveh's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently and Spot. Caiveh receive a +8 racial bonus to Climb checks. *A caiveh receives a +8 racial bonus to Hide and Move Silently checks when in warm forest or mountain regions.
- Racial Feats: A caiveh's humanoid levels give it one feat.
- +2 natural armor bonus.
- Natural Weapons: 2 claws (1d4).
- Special Attacks (see above): Battle Frenzy.
- Special Qualities (see above): Scent.
- Automatic Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Sylvan.
- Favored Class: Barbarian.
- Level Adjustment +1.
Bogeyman
Small Fey
Hit Dice: 2d6 ( 7 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Claw +5 melee (1d4–2)
Full Attack: 2 claws +5 melee (1d4–2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, see in darkness, shadow blend
Saves: Fort +0, Ref +6, Will +4
Abilities: Str 7, Dex 16, Con 11, Int 7, Wis 13, Cha 16
Skills: Bluff +8, Diplomacy +5, Disguise +2 (+5 acting), Hide +11, Intimidate +10, Listen +3, Move Silently +7, Sleight of Hand +7, Spot +3
Feats: Stealthy
Environment: Any forest, swamp, urban or underground
Organization: Solitary or gang (2–4)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: 3-6 HD (Small)
Level Adjustment: +3
This puny creature has a bulging head, staring eyes, and dead-white skin.
A bogeyman is a despicable fey that feeds on the fear and terror it creates in. Although its preferred victims are young children, lone travelers journeying through deserted woodlands or desolate moors, or a solitary person walking along a dark city street, are not above its predations.
A bogeyman is 3 feet tall and weighs 25 pounds.
Bogeymen speak Common and Sylvan.
COMBAT
A bogeyman attacks at night when its victim is alone, most frequently in a darkened room. It shrouds itself in darkness and uses its other spell-like abilities to create night terrors out of familiar objects in the room. If the intended victim resists its illusions, the bogeyman employs its scare spell-like ability. If forced to fight, it attack with its claws. A bogeyman is cowardly, though, and will flee immediately from any strong opposition or upon losing its protective darkness, seeking out the nearest large patch of darkness to conceal itself again.
See in Darkness (Su): A bogeyman can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Blend (Su): In any condition of illumination other than full daylight, a bogeyman can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Spell-Like Abilities: At will—ghost sound (DC 13); 2/day—darkness (centered on self), major image (DC 16), scare (DC 15). Caster level 5th. The save DCs are Charisma-based.
Changecat
Tiny Magical Beast (Shapechanger)
Hit Dice: 4d10 (22 hp)
Initiative: +2 (Dex)
Speed: 25 ft
AC: 14 (+2 size, +2 Dex)
Attacks:Claw +8 melee, bite +3 melee
Damage: Claw 1d3-2, bite 1d2-2
Face/Reach: 2 ½ ft/0 ft
Special Attacks: Improved grab, rake 1d2-2
Special Qualities: Alternate form
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 5, Dex 15, Con 10, Int 2, Wis 12, Cha 8
Skills: Balance +12, Climb +4, Hide +16*, Listen +7, Move Silently +12, Spot +7
Feats: Alertness, Weapon Finesse
Climate: Temperate forest, plains, and hills
Organization: Solitary
Challenge Rating: 03
Treasure: None
Alignment: Usually neutral (good tendencies)
Advancement: 5-8 HD (Tiny); 9-12 HD (Small)
(The above stats are for the changecat's Domestic Cat form, and the below stats are for its Plains Cat form):
Plains Cat Form
Medium-Size Magical Beast (Shapechanger)
Hit Dice: 4d10+8 (30 hp)
Initiative: +4 (Dex)
Speed: 40 ft
AC: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Attacks: 2 claws +8 melee, bite +3 melee (BAB +4)
Damage: Claw 1d3+3, bite 2d6+1
Face/Reach: 5 ft/5 ft
Special Attacks: Improved grab, rake 1d4+1
Special Qualities: Alternate form, sprint
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 8
Skills: Balance +14, Climb +6, Hide +18*, Listen +7, Move Silently +14, Spot +7
Feats: Alertness, Weapon Finesse
The changecat is a feline creature with the ability to change form from a small house cat into a large plains cat. In the smaller form, it is identical to a normal domestic cat. Its coloration runs the full spectrum of colors and patterns that a normal housecat may have, but its eyes are steadier and more confident. The creature spends most of its time in this smaller form, as it requires less food to sustain itself.
When this beast is in its larger form, it is very sleek, powerful, and fast. Its tawny coat is more like a lion’s than a cheetah’s, lacking spots of any sort. Its claws are not retractable in this form, and are designed for traction as much as for fighting.
Changecats are the result of a wizard’s experiments to engineer a perfect animal companion and guardian of his most valuable treasures. By manipulating a housecat magically, he was able to create the first changecat, which was then able to breed true with any feline animal. Changecats roam the wilds of the world, but are still often encountered as pets among the rich and powerful. Changecats have an affinity for humans, elves, and half-elves, and regards other humanoids with suspicion. If a humanoid treats it kindly, there is a good chance that it will adopt that person and become a traveling companion. It will remain in housecat form, and its new friend will probably not learn its true nature until the changecat’s companion becomes threatened.
COMBAT
A changecat rarely fights anything larger than itself while in the smaller form, and will switch to the larger form as quickly as possible. It hunts mice, small rats and birds in its natural form, but while in plains cat form it will go after larger prey such as deer or antelopes. Its preferred hunting tactic is to stalk from concealment until it gets within 100 yards of its prey, then burst forth with amazing speed. Changecats do not hunt intelligent creatures, and only attack them if they attack first. They have no natural enemies, but they have displayed an antipathy for goblins, orcs, and half-orcs.
Improved Grab (Ex): To use this ability, the changecat must hit with both of its claw attacks (or its single claw attack, in domestic cat form). If it gets a hold, it can rake.
Rake (Ex): A changecat that gets a hold can make two rake attacks (+8 melee) with its hind legs for 1d2-2 damage each in domestic cat form, and 1d4+1 damage each in plains cat form.
Alternate Form (Su): A changecat’s natural form is that of a small housecat. It can assume the form of a Medium-Size cat, similar in size and bodyline to a cheetah. Changing form is a full-round action. A changecat can make this change up to five times per day.
A changecat remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the changecat revert to its natural form when killed. A true seeing spell, however reveals its natural form if it is in plains cat form.
Sprint (Ex): Once an hour, a changecat in plains cat form can take a charge action to move ten times its normal speed (400 ft.)
Skills: Changecats receive a +4 racial bonus to Hide, Spot, and Listen checks and a +8 racial bonus to Balance and Move Silently checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
Animals
Cat, Sand
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-4
Attack: Claw +4 melee (1d3)
Full Attack: 2 claws +4 melee (1d3) and bite -1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d2
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 7
Skills: Balance +7, Hide +7*, Jump +15, Listen +9, Move Silently +7, Spot +5
Feats: Weapon Finesse
Environment: Warm deserts and plains
Organization: Solitary, pair, or den (2–7)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: -
This wildcat is only slightly larger than a typical housecat. Its fur is sandy brown, except for the dark brown tip of its tail, and the white tufts at the end of its long, pointed ears.
Sand cats are nocturnal predators of deserts and dry steppes. They prey mostly on small mammals, and only fight larger creatures if cornered or otherwise forced to fight. Sand cats are very territorial, but form small family groups called dens.
Sand cats prefer to lair in small caves or abandone burrows, but will settle for a sheltered overhang if no other options are available. One adult always guards the lair if kittens are present. Sand cat kittens reach maturity in 10 to 12 months. A sand kitten fetches 500 to 2,000 gp on the market, as they are highly prized as pets and hunting companions.
A typical sand cat is 2 to 3 feet long and weighs around 30 to 40 pounds.
Combat
If cornered, or its young are threatened, a sand cat will fight savagely against even a much larger opponent.
A sand cat receives a +1 morale bonus to attack and damage rolls when defending its young.
Improved Grab (Ex): To use this ability, a sand cat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a sand cat charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +4, damage 1d2.
Skills: Sand cats have a +4 racial bonus on Balance, Hide, and Move Silently checks, and a +8 racial bonus on Jump and Listen checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks. *In desert environments, the Hide bonus improves to +8.
Capybara
Medium-size Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: -1 (Dex)
Speed: 30 ft, swim 40 ft
AC: 12 (-1 Dex, +3 natural)
Attacks:Bite +4 melee
Damage: Bite 1d4+3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks:
Special Qualities: Low Light vision
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 17, Dex 9, Con 17, Int 2, Wis 10, Cha 2
Skills: Balance +2, Hide +2, Move Silently +2, Swim +5
Feats:
Climate: Temperate and warm forest and marsh
Organization: Family (2-8) or herd (20-80)
Challenge Rating: 01
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-sized); 5-6 HD (Large)
The capybara is the largest of all rodents, closely resembling a guinea pig. The giant capybara is much larger than its common cousin, ranging in length from 6-8 feet and weighing anywhere from 300-400 pounds. This animal is usually reddish-brown to gray on the upper body parts and yellowish-brown on the underside; the faces, outer limb surface and rump sometimes have a black coloration to them.
The capybara lives in forests with dense vegetation and also lair around ponds, lakes, rivers, streams, marshes, and swamps. It will stay within 100 yards of a small body of water, finding safety there whenever it is threatened. While the capybara is slow and lumbering pace, it is a good swimmer, and can stay submerged for up to 8 rounds.
COMBAT
The capybara is easily frightened and will normally flee if attacked, and will usually never initiate an attack. These beasts are not normally carnivorous, but if something happens with its food source it will seek meat, and hunt living creatures.
CAPYBARA
Normal specimens of capybara are similar to their giant cousins, although they typically have a length of over 40 inches, a height of 20 inches or more, and may weigh as much as 150 pounds (1 HD, 1-2 hp per bite).
Somewhat resembling a tiny bear, this creature has large tufted ears, long limbs, and thick, light grey fur speckled with white flecks. Patches of white fur line the inside of its ears, its chin, chest, neck, inside the front limbs. Its five-fingered paws include opposable thumbs and sharp claws.
Type: Tiny Animal
Hitdice: 1d8 (6 HP)
Initiative: +1
Speed: 25 ft Climb 40
AC: 14 (+1 Natural Ac +2 Size +1 dex)
Base Attack bonus/Grapple: +2/-8
Attack: Claws (2) +4 (1d3-1)
Full Attack: Claws (2) +4 (1d3-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vison
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 9, Dex 12, Con 10, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +10, Escape Artist +4,
Hide +10, Listen +3, Spot +3
Feats: Agile, Weapon FinesseB
Skills
Koala's have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
Attach (Ex)
If a Koala hits with its claw attack, it uses its powerful claws to latch onto the opponent’s flesh and automatically deals claw damage each round it remains attached. An attached Koala loses its Dexterity bonus to Armor Class. An attached Koala can be struck with a weapon or grappled itself. To remove an attached Koala through grappling, the opponent must achieve a pin against the creature.
as familiars they grant natural climb speed of +10
Koalas as Companions: Start - Diminutive Sized, 6 str 16 dex 6 con Int 2 wis 12 cha 6 0 natural armor
Koalas advancement lvl 4: Tiny sized +4 Str -2 Dex +4 Con +3 Natural Armor
This mammal hops on two powerful rear legs balanced by a long, muscular tail. Its large ears twitch attentively. These statistics can represent any of the larger breeds of kangaroo (eastern grey, western, grey, or red). Kangaroos are large marsupials that hop about on their hind legs as a method of locomotion. Kangaroo bodies are designed to be extremely energy efficient, allowing them to travel long distances at decent speed in search of food. Kangaroos subsist predominantly on grasses and shrubs, although some species also eat fungi. Kangaroos range from 4 to 6 feet tall and weigh up to 190 pounds. Kangaroos live 4-6 years on average.
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +1/+6
Attack: Slam +2 melee (1d8+1)
Full Attack: Slam +2 melee (1d8+1) or 2 claws +2 melee (1d4+1) and bite -3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rake
Special Qualities: Low-light vision, sprint
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 14, Con 13, Int 2, Wis 12, Cha 7
Skills: Jump +9, Listen +9, Swim +9
Feats: Endurance [B], Skill Focus (Listen)
Environment: Temperate plains and hills
Organization: Solitary or court (3-60)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -
COMBAT
Kangaroos attempt to flee if given the option. Adept swimmers, they often flee into waterways, using their forepaws to hold predators underwater and drown them. If cornered, a kangaroo will kick or grab its opponent with its forelimbs (including a +4 racial bonus on grapple checks included in the statistics above), raking with its hind legs.
Rake (Ex): Attack bonus +2 melee, damage 1d3.
Sprint (Ex): Once per hour, a kangaroo can move ten times its normal speed (300 feet) when it makes a charge.
Skills: Kangaroos have a +8 racial bonus on Jump and Swim checks.
Orangutan
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+5
Attack: Claw +5 melee (1d4+4)
Full Attack: 2 claws +5 melee (1d4+4) and bite +0 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 2d4+6
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 18, Dex 15, Con 15, Int 2, Wis 12, Cha 8
Skills: Listen +6, Spot +5
Feats: Alertness
Environment: Warm forests
Organization: Solitary, pair, or family (3)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -
This large ape has long arms and reddish-orange hair.
Oragutans are arboreal apes that spend almost all of their time in trees. They fashion nests from branches and foliage in which to sleep.
Male orangutans develop as either flanged or unflanged. Flanged orangutan males are so named due to their prominent cheek pads (called "flanges"). They also have longer fur than unflanged males. Only flanged males are territorial.
Male and female orangutans generally pair up only to mate. The female raises the young until they reach 6 or 7 years of age.
Oragutans are among the smartest animals in existence. Their name means ""person of the forest".
Oragutans eat mostly fruit, supplementing this diet with other vegetation, eggs, and insects.
An orangutan is 4-1/2 to 5-1/2 feet tall and weighs 200-260 pounds.
COMBAT
Though most orangutans are generally peaceful, flanged males are territorial and will fight to defend it.
Rend (Ex): If an orangutan hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+6 points of damage.
Skills: Orangutans have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Panda
Medium Animal
Hit Dice: 3d10+6 (21 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 10 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Claw +6 melee (1d4+3)
Full Attack: 2 claws +6 melee (1d4+3) and bite +1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 16, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +11, Hide +2*, Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate and cold forests and mountains
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium)
Level Adjustment: —
This thick, white-furred bear has black fur on its ears, eye patches, muzzle, legs, and shoulders.
Pandas feed mostly on bamboo shoots, eating up to 30 pounds per day. It supplements this diet with fish, meat, and eggs. Pandas lead a relatively sedentary lifestyle.
Pandas are generally solitary, with each adult claiming a defined territory. Pandas communicate through vocalization and scent marking. Pandas are adept climbers, occasionally taking shelter in hollow trees or rock crevices. Pandas do not establish permanent dens.
A panda is 4 to 6 feet long and 2-1/2 feet tall at the shoulder, weighing 200 to 250 pounds. Pandas live over 25 years.
COMBAT
Pandas defend themselves with powerful teeth and claws.
Skills: Pandas have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
*In areas of snow and shade, a panda gains a +8 racial bonus on Hide checks
Squirrel, Carnivorous Flying
Diminutive Animal
HD: 1/2d8 (2 hp)
Init: +2 (Dex)
Speed: 20 ft, fly 40 ft (clumsy)
AC: 16 (+4 size, +2 Dex)
Attacks: Bite +2 melee
Damage: Bite 1d2-4
Face/Reach: 1 ft by 1 ft/0 ft
Special Attacks:
Special Qualities: Scent
Saves: Fort +0 Ref +4 Will +2
Abilities: Str 3 Dex 15 Con 10 Int 2 Wis 14 Cha 6
Skills: Balance +3, Climb +6, Hide +3, Move Silently +5, Spot +2
Feats: Weapon Finesse (bite)
Climate: Cold and temperate forest
Organization: Swarm (3-18)
Treasure: None
Alignment: Always neutral
Advancement: —-
The carnivorous flying squirrel is a relative of the common squirrel, with the ability to glide, and a taste for fresh meat. This squirrel has loose folds of skin on the insides of its legs, which give the squirrel its unique abilities. This little mammal cannot actually fly, but it glides through the air when it jumps out of a tree. They lair in communal nests in tree tops, where they sometimes bring small, shiny treasures.
COMBAT
Carnivorous flying squirrels are vicious little creatures, and attack larger targets in groups when the odds
are at least 2 to 1. Their main method of attack is to jump out of a tree, silently gaining speed as they
fall. For every 5 feet they glide, they gain a +1 to their attack roll.
Tapir
Medium Animal
Hit Dice: 3d8+12 (22 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+4
Attack: Bite -1 melee (1d6+1*)
Full Attack: Bite -1 melee (1d6+1*) and 2 stamps -6 melee (1d4*)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: Jump +6, Listen +7, Spot +5
Feats: Alertness, Endurance
Environment: Temperate and warm forests
Organization: Solitary or herd (5–8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium)
Level Adjustment: —
This creature resembles a large pig, but its feet are rhinolike. Its snout is short and prehensile. Its brown eyes have a bluish cast to them.
Tapirs are odd-toed ungulates, most closely related to horses and rhinoceroses. These herbivores are found in forests and jungles, where they spend most of their time foraging along well-worn trails.
Tapirs feed mostly on fruits, berries, and leaves, favoring young, tender growth. They are most active during twilight and night.
Tapirs love water, spending a good deal of time within rivers and other available water bodies lounging or feeding on the riverbottom.
Jaguars, crocodiles, tigers, and large constrictor snakes are the greatest threat to tapirs. The tapirs are relatively swift, able to flee to the shelter of thick forest undergrowth or water.
Tapir reproduce every other year, with a gestation period of around 13 months. Young reach maturity in 3 to 5 years.
A tapir is about 7 feet long and stands 3 feet tall at the shoulder. It weighs 330 to 700 pounds. Coloration varies from reddish-brown to gray to nearly black. Some varieties have white saddle-shaped markings on their back, and at least one variety has long, wooly fur. A tapir lives up to 30 years.
COMBAT
Tapirs are generally shy, and prefer flight to fight, but if cornered they can deliver vicious bites and stamp with their forelegs.
A tapir's natural attacks are treated as secondary attacks and add only half the tapir's Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries.)
Hold Breath (Ex): A tapir can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills: Tapirs have a +4 racial bonus on Swim checks.
Priscileo
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +0/-2
Attack: Bite +3 melee (1d8+2/18-20/x3)
Full Attack: Bite +3 melee (1d8+2/18-20/x3) and 2 claws -2 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, improved grab, pounce
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +6, Will +1
Abilities: Str 15, Dex 18, Con 11, Int 2, Wis 13, Cha 6
Skills: Balance +8, Climb +10, Hide +12*, Listen +3, Move Silently +8, Spot +3
Feats: Stealthy
Environment: Temperate and warm plains and forests
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -
This creature resembles a maneless lion, yet it is only the size of a possum. Its retractable claws and muscular build hint at its deadliness.
The smallest of the marsupial lions, priscileo (or "ancient lion"), is also the oldest.
A priscileo is less than 2-1/2 feet long and weighs 40 to 60 pounds.
COMBAT
Like all marsupial lions, priscileo is an ambush predator. Adept at climbing trees, they often drop upon prey from above.
Augmented Critical (Ex): A marsupial lion's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.
Improved Grab (Ex): To use this ability, a marsupial lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals automatic bite damage each round.
Pounce (Ex): If a marsupial lion charges, it can make a full attack.
Skills: A priscileo has a +4 racial bonus on Balance, Hide, and Move Silently checks and a +8 racial bonus on Climb checks. It can always choose to take 10 on Climb checks, even if rushed or threatened. *In leafy vegetation, the Hide bonus improves to +12.
Titanboa
Gargantuan Animal
Hit Dice: 25d8+75 (187 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 21 (–4 size, +3 Dex, +12 natural), touch 9, flat-footed 18
Base Attack/Grapple: +18/+41
Attack: Bite +26 melee (2d6+16)
Full Attack: Bite +26 melee (2d6+16)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict 2d6+16, improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +17, Ref +17, Will +13
Abilities: Str 33, Dex 17, Con 17, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +19, Hide +25, Listen +11, Move Silently +12, Spot +14, Swim +19
Feats: Alertness, Blind-Fight, Combat Reflexes, Cleave, Epic Skill Focus (hide), Epic Will, Power Attack, Skill Focus (spot), Weapon Focus (bite)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 26–33 HD (Gargantuan); 26-33 HD (Gargantuan); 34-50 HD (Colossal)
Level Adjustment: —
The massive constrictor snake emerging from the swamp water is so long it almost seems to be endless.
Giant titanoboas are enormous constrictor snakes found in primeval jungles untouched by the passage of time. Though they resemble modern-day anacondas, they have a primordial character to them, mostly afforded by their incredible size. A capybara, a large meal for an anaconda, would be little more than a light snack to a giant titanoboa: these creatures routinely prey upon dire animals.
A giant titanoboa is 80 feet long and weighs around 10 tons.
COMBAT
Giant titanoboas are ambush predators, being too slow to chase most prey. They lie in wait in water sources or alongside game trails until a prospective meal wanders by, then try to seize it in their jaws.
If offered a selection of prey, a giant titanoboa will attack the largest of them, since this represents the biggest meal. If the target's too big for its swallow whole attack, the snake uses its constrict attack. When facing a group of prey small enough to swallow whole, the giant titanoboa uses its Cleave and Combat Reflexes feats to try gulping down as many of them as it can.
A giant titanoboa can swallow an entire creature one size category smaller than itself, but this is a slow process requiring many minutes of time and a non-resisting meal, not an action it can make in combat like its swallow whole attack.
A giant titanoboa will retreat if seriously damaged, releasing any prey in its coils and possibly regurgitating swallowed victims if they continue to injure it. They usually flee into the closest water and dive to the bottom.
Constrict (Ex): On a successful grapple check, a titanoboa deals 2d6+16 points of damage.
Improved Grab (Ex): To use this ability, a titanoboa must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Swallow Whole (Ex): A titanoboa can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+11 points of crushing damage plus 8 points of acid damage per round from the snake’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan snake’s interior can hold 1 Huge, 4 Large, 16 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Wallaby
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-1
Attack: Claw -1 melee (1d3-1) or slam -1 melee (1d6-1)
Full Attack: 2 claws -1 melee (1d3-1) and bite -6 melee (1d4-1) or slam -1 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rake
Special Qualities: Low-light vision, sprint
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 9, Dex 16, Con 11, Int 2, Wis 12, Cha 7
Skills: Jump +7, Listen +7, Swim +7
Feats: Endurance [B], Skill Focus (Listen)
Environment: Any temperate
Organization: Solitary or mob (3-60)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: -
This small mammal hops on two powerful rear legs balanced by a long, muscular tail. Its large ears twitch attentively.
These statistics can represent wallabies, wallaroos, and small kangaroos.
Wallabies are smaller relatives of the kangaroo. These marsupials hop about on their hind legs as a method of locomotion. Like kangaroos, their bodies are designed to be extremely energy efficient, allowing them to travel long distances at decent speed in search of food.
Wallabies subsist predominantly on grasses and shrubs.
Most wallabies reach 2-1/2 feet tall and weigh about 30 pounds, while wallaroos are a bit larger, growing up to 5 feet tall and 120 pounds. Wallabies live 12-15 years.
COMBAT
Wallabies attempt to flee if given the option. If cornered, a wallaby will kick or bite and grab its opponent with its forelimbs (including a +4 racial bonus on grapple checks included in the statistics above), raking with its hind legs.
Rake (Ex): Attack bonus -1 melee, damage 1d2.
Sprint (Ex): Once per hour, a wallaby can move ten times its normal speed (300 feet) when it makes a charge.
Skills: Wallabies have a +8 racial bonus on Jump and Swim checks.
Yale
Large Animal
Hit Dice: 3d8+3 (16)
Initiative: +0
Speed: 60 ft. (12 squares)
Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Gore +4 melee (1d8+3)
Full Attack: Gore +4 melee (1d8+3) or 2 hooves +4 melee (1d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pivoting gore
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 17, Dex 12, Con 12, Int 2, Wis 13, Cha 4
Skills: Hide +1, Jump +15, Listen +4, Spot +4
Feats: Alertness, Endurance
Environment: Temperate plains or forests
Organization: Solitary or herd (2-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -
This creature looks like a elk, but sports a boarlike head with four-foot-long ivory horns growing from above its brow. Other than its brown head, the rest of its hide is dull black.
Yale are herbivores that graze in small herds. Their flesh is considered a delicacy among elves, who consider it a rite of passage to defeat a yale with only a longsword, pitting sword against horns.
A yale is around 8 feet long, stands 5 feet at the shoulder, and weighs 550-650 pounds
COMBAT
A yale will aggressively defend itself if threatened.
Pivoting Gore (Ex): The yale is able to pivot its head to bring its horns to bear against multiple opponents. As a full attack action, it can strike a single opponent with both horns or two adjacent opponents with a single horn. Either way, make a single attack roll. If a single opponent is hit, it takes damage from both horns. If a critical hit is threatened, only one confirmation roll is made.
Utoyasukata
Small Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +6
Speed: 10 ft. (2 squares), fly 50 ft. (good)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/-5
Attack: Bite +5 melee (1d4-3)
Full Attack: Bite +5 melee (1d4-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Venomous blood
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 5, Dex 14, Con 17, Int 2, Wis 16, Cha 7
Skills: Listen +12, Spot +12
Feats: Alertness, Improved Initiative, Weapon Finesse [B]
Environment: Temperate coasts
Organization: Solitary or flock (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -
A brightly-colored bird, nearly three feet long perches in a nearby tree. It spreads its wings which easily span eight feet, and takes to the air.
Utoyasukata are coastal birds whose flesh is consired a great delicacy by the aristocracy and the wealthy. The fact that they are extremely difficult to catch and even more difficult to prepare without harming the chef increases their demand. As a result, humanoids frequenlty attempt to catch or kill these beautiful birds.
Utoyasukata nests are extremely well-hidden, and as a result they lay very few eggs. The parents are very wary and will rush to defend their nest at the slightest hint of danger.
A DC 19 Profession (cook) check is needed to safely prepare the flesh of an utoyasukata. If the check fails, anyone eating the meat is exposed to the following poison:
Utoyasukata Flesh: Ingested, Fort Save DC 14, primary damage 1d4 Con, secondary damage nauseated for 1d8 hours. A creature that succeeds on the save against the secondary damage is still sickened for 1d8 hours.
An utoyasukata is 3 feet long with a 8-foot wingspan. A typical specimen weighs 10 pounds.
COMBAT
Utoyasukata have keen senses and attempt to flee at the first warning of imminent danger. If trapped, the bird instinctively knows that its blood is deadly to other creatures, and will peck itself to release a few venemous drops and splash them toward the aggressors.
Venomous Blood (Ex): An utoyasukata's blood is poisonous. A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against an utoyasukata must succeed on a DC 14 Reflex save or be exposed to poison from the utoyasukata's splashing blood. The save DC is Constitution-based.
An utoyasukata may injure itself (dealing 1 point of damage) as a standard action, exposing all adjacent creatures to its venemous blood unless they succeed on a DC 14 Reflex saves.
The poison remains virulent up to an hour after the bird's death, so anyone handling the corpse risks exposure.
Utoyasukata Blood: Contact, Fort Save DC 14, primary damage 1d4 Con, secondary damage 1d4 Con.
Skills: Utoyasukata have a +4 racial bonus on Listen and Spot checks.
Turkey, Wild
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 10 ft. (2 squares), fly 40 ft. (good)
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +0/-8
Attack: Claw +1 melee (1d4-4)
Full Attack: 2 claws +1 melee (1d4-4) and beak -4 melee (1d2-4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 3, Dex 11, Con 10, Int 2, Wis 10, Cha 11
Skills: Listen +4, Spot +4
Feats: Alertness, Weapon Finesse (B)
Environment: Cold or temperate forests
Organization: Solitary or rafter (2-24)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Small)
Level Adjustment: -
This large bird has a featherless, red head with fleshy growths. Its legs are long, ending in four-toed feet.
Wild turkeys are omnivores, eating mostly grasses, but occasionally hunting small vertebrates to supplement their diet.
A wild turkey is 3 to 4 feet long and weighs 10 to 25 pounds. Females are generally smaller than males. Coloration varies from dark-brown to black on the body, and reddish-orange to greyish-blue legs. The feathers of males have areas of red, purple, green, copper, bronze, and gold iridescence, while those of females are duller, in shades of brown and gray. Males have red wattles on the throat and neck.
Domesticated turkeys are fatter, can barely fly, and have Wisdom scores of only 3.
COMBAT
Turkeys are extremely cautious, fleeing at the first sign of danger. They are surprisingly agile fliers. However, if cornered, a turkey attacks furiously with its sharp talons and beak.
Turkey, Dire
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 40 ft. (good)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Claw +5 melee (1d8+3)
Full Attack: 2 claws +5 melee (1d8+3) and beak +3 melee (1d6+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17, Dex 12, Con 15, Int 2, Wis 10, Cha 11
Skills: Listen +6, Spot +6
Feats: Alertness, Multiattack
Environment: Cold or temperate forests
Organization: Solitary or rafter (2-24)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large)
Level Adjustment: -
This horse-sized bird has a featherless, red head with fleshy growths. Its legs are long, ending in four-toed feet.
Dire turkeys are larger, more aggressive, and more carnivorous than their lesser cousins.
A dire turkey is 7 to 8 feet long and weighs upwards of 700 pounds. Females are generally smaller than males. Coloration varies from dark-brown to black on the body, and reddish-orange to greyish-blue legs. The feathers of males have areas of red, purple, green, copper, bronze, and gold iridescence, while those of females are duller, in shades of brown and gray. Males have red wattles on the throat and neck.
COMBAT
A dire turkey prefers to pounce on prey, attacking with its sharp beak and talons.
Pounce (Ex): If a dire turkey charges a foe, it can make a full attack.
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+6
Attack: Bite +6 melee (2d6+5/18-20/x3)
Full Attack: Bite +6 melee (2d6+5/18-20/x3) and 2 claws +1 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, improved grab, pounce
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +1
Abilities: Str 21, Dex 16, Con 13, Int 2, Wis 13, Cha 6
Skills: Balance +7, Climb +9, Hide +9*, Listen +4, Move Silently +9, Spot +3
Feats: Stealthy
Environment: Temperate and warm plains and forests
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -
Somewhat resembling a hairless lion, this creature is about the size of a medium dog.
A wakaleo is a mid-sized marsupial lion. Although not as adept a climber as the smaller priscileo, it still is quite capable of arboreal attacks.
A wakaleo is the size of a medium-sized dog, about 4 feet long and weighing 100 to 150 pounds.
COMBAT
Like other marsupial lions, a wakaleo is an ambush predator, often striking from trees thanks to its skill at climbing.
Augmented Critical (Ex): A marsupial lion's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.
Improved Grab (Ex): To use this ability, a marsupial lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals automatic bite damage each round.
Pounce (Ex): If a marsupial lion charges, it can make a full attack.
Skills: A wakaleo has +4 racial bonus on Balance, Climb, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12
Thylacoleonid (Marsupial Lion), Thylacoleo
Large Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +7/+18
Attack: Bite +14 melee (3d6+7/18-20/x3)
Full Attack: Bite +14 melee (3d6+7/18-20/x3) and 2 claws +11 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, improved grab, pounce
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 25, Dex 13, Con 18, Int 2, Wis 13, Cha 6
Skills: Balance +5, Hide +7*, Listen +7, Move Silently +12, Spot +7
Feats: Alertness, Multiattack, Stealthy, Weapon Focus (bite)
Environment: Temperate and warm plains and forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large)
Level Adjustment: -
This large mammal somewhat resembles a maneless lion, yet it is built more like a bear. Dark stripes run perpendicular to its spine and down its long, muscular tail like that of a kangaroo.
Thylacoleo carnifex, or "pouched lion executioner", is the largest of the marsupial lions. Although smaller than a smilodon, its thick bones, heavy musculature, and powerful jaws make it more than a match for the deadliest of big cats.
A thylacoleo is at least 2-1/2 feet tall at the shoulder, over 6 feet long and weighs 220 to 350 pounds.
COMBAT
Marsupial lions are ambush predators. The thylacoleo is a hypercarnivore, built for killing. Its retractable, switchblade like claws sink into prey while its powerful jaws, strong enough to crush a human skull, finish the job.
Augmented Critical (Ex): A marsupial lion's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.
Improved Grab (Ex): To use this ability, a marsupial lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals automatic bite damage each round.
Pounce (Ex): If a marsupial lion charges, it can make a full attack.
Skills: A thylacoleo has a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
Sarkastodon
Large Animal
Hit Dice: 15d8+75 (142 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +11/+26
Attack: Bite +22 melee (1d12+16/19-20)
Full Attack: Bite +22 melee (1d12+16/19-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bonecrushing bite, trip
Special Qualities: Dire, low-light vision, scent
Saves: Fort +14, Ref +10, Will +10
Abilities: Str 33, Dex 13, Con 21, Int 2, Wis 12, Cha 10
Skills: Hide +7, Listen +6, Move Silently +11, Spot +6
Feats: Alertness, Improved Critical (bite), Improved Initiative, Power Attack, Stealthy, Weapon Focus (bite)
Environment: Temperate plains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 16-18 HD (Large); 19-30 HD (Huge)
Level Adjustment: —
This brown-furred predatory beast is nearly the size of a rhinoceros. It resembles a melding of bear and cat, with a leonine face and a bear-like body terminating in a long, furry tail.
Although it superficially resembles a bear or cat, Sarkastodon is a creodont, a seperate lineage of carnivorous mammal. One of the largest carnivorous mammals ever to live, Sarkastodon specializes on hunting enormous prey, such as brontotheres and Indricotherium. Its bite can crush bone and its stomach is acidic enough to digest it, leaving little left for the scavengers.
A sarkastodon is 10 feet long (excluding the tail, which is about one-half to two-thirds as long as the body) and 6 feet tall at the shoulder, weighing around 1-½ tons.
COMBAT
A sarkastodon begins combat from ambush, pulling prey to the ground with trip and beginning to eat while its prey still lives.
Bonecrushing Bite (Ex): Sarkastodon's jaws are immensely powerful, and can crush bone to pulp. On a successful critical hit, a Sarkastodon also deals 1d4 points of Strength damage.
Dire (Ex): Sarkastodon is considered to be a dire animal for the purposes of saving throws.
Trip (Ex): A sarkastodon that hits with a bite attack can attempt to trip its opponent (+16 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the sarkastodon.)
Skills: A sarkastodon has a +4 racial bonus on all Hide and Move Silently checks.
Kookaburra
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +4
Speed: 5 ft, fly 120 ft. (24 squares)(good), swim 10 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +6 melee (1d3-4)
Full Attack: Bite +6 melee (1d3-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Laughter imitation, low-light vision
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 3, Dex 18, Con 10, Int 2, Wis 14, Cha 7
Skills: Hide +12, Spot +6, Swim +4
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Temperate forests and marshes
Organization: Solitary or family (2-12)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
This squat bird has a large beak and small talons. Its call sounds like human laughter.
Kookaburras are carnivores, preying mostly on lizards, snakes, insects, mice and raw meat. They are territorial, with families singing as a chorus to mark their territory.
Kookaburras live in loose family groups, with the young from a previous generation helping to raise the next generation.
A kookaburra is 1-1/2 feet long and weighs about 1 pound. Body coloration ranges from white to cream-colored, while wings range from blue to brown with similar coloration on the tail. Some specimens have dark stripes around their eyes, and some have spots on their wings.
A kookaburra familiar grants its master a +3 bonus on Bluff checks.
COMBAT
A kookaburra perches on a branch and waits patiently for prey to come near, then swoops down upon it.
Laughter Imitation (Ex): A kookaburra's call sounds like humanoid laughter. Listeners must succeed on a DC 10 Wisdom check to detect the ruse. A kookaburra does not intentionally use this ability to confuse humanoids, unless it has been taken as a familiar. The check DC is Constitution-based.
Skills: A kookaburra has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Chimpanzee
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 13 (+2 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+5
Attack: Bite +3 melee (1d4+2)
Full Attack: Bite +3 melee (1d4+2) and 2 slams +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fierce grappler
Special Qualities: Low-light vision, poor swimmer, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 12, Int 2, Wis 12, Cha 7
Skills: Climb +10, Listen +4, Spot +4, Survival +4
Feats: Alertness, Multiattack (B)
Environment: Warm forests
Organization: Solitary, pair, or troop (5–20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: —
This small ape has dark brown fur except on its face, hands, and feet. It looks harmless with its large ears are toothy grin.
Chimpanzees are mid-sized apes that live in tight-knit troops with a distinct territory. Where two territories overlap, the troops may fight over the disputed ground. Each troop is dominated by the largest male.
These apes are unpredictable and dangerous animals. Chimps fight with their hands and teeth, but usually flee from danger into the trees. They sometimes ambush lone humans who trespass onto their territory and may attack small groups of humans on rare occasions, but are no threat to large parties. Intruders are often greeted with a “smile” that exposes their long canines. This is a warning, not a friendly gesture.
Chimps are omnivorous, eating fruit, leaves, roots, insects, small game, bushpigs, and eggs. The larger jungle predators will kill straggling chimpanzees, but most avoid facing the whole troop.
Humanoids sometimes capture young chimps as pets. Playful and docile when young, adult chimps become aggressive and irritable. Chimpanzees reach maturity at eight years. Wild chimps rarely live over 40 years, but well-cared for individuals can reach ages of over 60 years in captivity.
A typical chimpanzee is between 3 and 4 feet tall and weighs around 120 pounds. The largest males may approach 5 feet in height and weigh 175 pounds.
COMBAT
Chimpanzees attack with a bite and two slams, and often grapple their opponents. These animals are disturbingly intelligent, and may use tricks or deception to distract their opponents. A troop of chimps cooperates in combat, and a band that is experienced with hunting together may even use primitive tactics, such as sneaking up on a foe from opposite sides to make flanking attacks, or having some of their number try to frighten weaker creatures to run into an ambush set by their companions.
Fierce Grappler (Ex): Chimpanzees have a +2 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
Poor Swimmer (Ex): Unlike many animals, chimpanzees cannot swim instinctively, and cannot make Swim checks with a DC higher than 10 untrained. Swim is not a class skill for chimpanzees.
Skills: Chimpanzees have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Chimpanzees as companions: Size Small, 11 str 19 dex 8 con 2 int 12 wis 7 cha +0 natural armor
at lvl 4: Medium Sized, +4 Str +4 Con -2 Dex, +4 Natural Armor
Book of Vile Darkness
After a look over the book of vile darkness I have decided that the following from the book is allowed. (Note: If it is not on the list it is not allowed)
- Narcotics: all Narcotics from Book of Vile Darkness are allowed at ten times their normal price
- Feats: Feats from Book of Vile are acceptable. Please note if an updated version of the feat you are using from the book exists then use the most recent version.
- Races and Templates: Why would you want to play a Vasharan? It's stupid. Oh well your allowed to do that now. Templates however do not all contain level adjustment. In determining level adjustment if the template lists challenge rating change that becomes level adjustment. Corrupted Template is a tad over powered for my likings and thus some changes were made. The Disruptive Attack ability does not exist; instead the creature gains one Vile Feat that they make the prerequisites for. All abilities that are determined based on hitdie are determined based on the BASE Creatures Hitdie. For example. a 12th level Corrupt Human will NOT receive damage reduction 10/+3 and will gain no damage reduction due to their base racial hit die being only 1. Another change to the original corrupt template is that the creatures type does not change to aberration. This change was made mostly because it overpowers the creature a lot making them immune to things that would normally work against them IE: Dominate Person etc. This change was also made simply because… it didn't make sense.
- Deities: Worship all the evil butt monkeys you like!
- Prestige Classes: The Prestige Classes are acceptable.
- Spells: I have not gone through each individual spell… however the best way to do something is with open field testing to know if something really is Over Powering or if it just looks over powering in words (IE: The gatling gun which gets out gunned by the Magnum apparently at later levels). Point is; you are allowed to use these… HOWEVER; you are to be gentlemanly with them get out of line with these and your ass is grass. I also want to call out the spell "Mind Rape". That spell in particular is very powerful… I will allow it but before you use it; a Dungeon Master MUST MUST MUST be in the room watching how it all goes down. Again this spell is very powerful and can be extremely hurtful; only use this spell with Dungeon Master discretion. Also if the spell has been updated please use the updated version of the spell.
- Magic Items: Specific Magic Items are not allowed without discretion from the administration (Some items are too powerful, some are just flavorful, and others are perfectly fine. Get our permission for an item before you can use it), However the offered Item properties are.
What I have done in allowing this content was a quick look through the book. As I stated sometimes the best way to test something and make sure it works properly is to see it in the field. This list maybe edited or altered in the future depending upon how the administration feels, and sees with this.
Banned Stuff
Basically things your not allowed to have for good mechanical reasons
- Cure Minor Wounds is banned due to the infinite Cantrips rule that applys to all casters. All spells cantrip spells like this one are banned. This cantrip could allow a caster to heal infinitely between battles
- Book of Erotic Fantasy is Banned. For Obvious reasons.