Tuesday, March 18, 2014

Shifting out of neutral

So, after a great deal of on-and-off attempts at blogging, a new job, and plans for additional schooling, I have decided I should really get my butt back into gear and post some more. So without further ado, allow me to present a personal favorite: DILOPHOSAURUS!

Dilophosaurus CR 4

With a trilling hoot, the creature hops from the brush. Two short, parallel crests adorn its head, and its whiplike tail waves behind it.
XP 1,200
N Large Animal
Init +7; Senses: low-light vision, scent; Perception +12

DEFENSE
AC 17, touch 13, flat-footed 13 (+3 Dex, +1 Dodge, +4 natural, –1 size)
HP 45 (7d8+14)
Fort +7, Ref +8, Will +6

OFFENSE
Speed 40 ft.
Melee Bite +8 (1d8+4 plus poison), 2 claws +8 (1d6+4)
Special Attacks:
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 18, Dex 17, Con 15, Int 2, Wis 15, Cha 10
Base Atk: +5; CMB: +10; CMD: 23
Feats: Improved Initiative, Nimble Moves, Skill Focus (Stealth), Dodge
Skills: Perception +12

ECOLOGY
Environment: temperate or warm forests or swamps
Organization: solitary, pair, or pack (3-6)
Treasure: Incidental

Special AbilitiesPoison (Ex)Bite- Injury; Save Fort DC 15; Frequency 1/round for 6 rounds; Effect: 1d3 Dex damage; Cure: 2 consecutive saves. The save DC is Constitution based.


Description:
Growing nearly 20 ft. long, and weighing anywhere from 800-1000 lbs, dilophosaurs prey primarily on smaller creatures, though should medium prey like deer or humanoids look like easy prey, they will not pass on such an opportunity.
The crests are primarily used as identification, with no two dilophosaurs looking exactly alike. 

Tactics:
Dilophosaurus prefer striking and withdrawing, allowing its paralyzing venom to take hold. If escape is impossible, or if faced with an abundance of prey, they will move on to fresh targets as the first victims begin to slow.

Thursday, July 18, 2013

Weekly Pathfinder- the Ropen

Based on the cryptid from Papua New Guinea, the little bugger is more of a travel hazard on its own, but can be a serious problem in groups.

Ropen CR 1/2

An eerie glow in the distance catches your attention. You find it belongs to a small winged reptile,sitting in a tree. Barely a foot long, with an equally lengthy tail, it squeaks at you, as if curious.
XP 200
N Tiny Magical Beast
Init +7; Senses: Low-light, ; Perception +6
DEFENSE
AC: 15 , touch 15, flat-footed 12 (+3 Dex, +2 size)
HP 7 (1d10 +1)
Fort +3, Ref +6, Will +2
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +1 (1d3-2),
Space 2 ½ ft.; Reach 2 ½ ft.
Special Attacks: Fascinate
STATISTICS
Str 6, Dex 17, Con 12, Int 2, Wis 15, Cha 13
Base Atk +2; CMB +0; CMD 12
Feats: Improved Initiative
Skills Perception +6 Fly +11 Stealth +11;
Special Qualities: Glow
ECOLOGY
Environment warm coastline or forest
Organization solitary, pair, or flock (30+)
Treasure none
SPECIAL ABILITIES
Fascinate: A ropen can shift its glow into patterns that can entrance the unwary. The creature to be fascinated must be within 60 feet, and able to see and pay attention to the ropen's glow (Though not necessarily the creature itself. The ropen must be able to see the creature being fascinated. The distraction of nearby combat or other dangers prevents this ability from working.
Each creature being affected receives a DC 11 Will save to negate the effect. The save DC is Charisma-based. If a creature's saving throw succeeds, the ropen cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the ropen for as long as the creature continues to maintain it.
Multiple ropen may cooperate using this ability. For every two ropen attempting to fascinate a target, increase the DC by +1. For every three ropen working together, they can target one additional creature with this ability.
Glow: A ropen may shed light from its tail up to the brightness of a torch. Brightening or dimming this light is a swift action.
Ropen are small, semi-magical pterosaurs. Their curious natures often lead them to fascinate travelers, allowing them to approach and investigate to their heart's content. This is only a problem if a well-intentioned travelling companion spooks the creatures, for while a single ropen only gives a nasty bite, a flock will quickly overwhelm the average person. Characters seeking a ropen familiar must have the Improved familiar feat. A ropen with the Perform trick may spend a standard action to grant a spellcaster +1 to the DC of their effects that cause fascination.

Ropen Swarm CR 3
XP 800
N Tiny magical beast (Swarm)

Init +2; Senses Low-light vision, scent; Perception +8

Defense
AC 15 Touch 15 Flat-footed 12 (+3 Dex, +2 Size)
HP 23 (3d10+6)
Fort +5 Ref +6 Will +3
Defensive Abilities: Swarm Traits

Offense
Speed 10 ft., Fly 40 ft (Good)
Melee Swarm 1d6
Space 10 ft. Reach 0 ft.
Special Attacks: Distraction (DC 13)

Statistics
Str 6 Dex 17 Con 14 Int 2 Wis 15 Cha 13
Base Atk +3 CMB +4 CMD 12
Feats: Ability Focus (Fascinate), Improved Initiative

Skills: Perception +8, Fly +11
Special:The chaotic nature of a ropen swarm prevents its fascinate ability from functioning.

Friday, July 12, 2013

Weekly Pathfinder Part Deux- The Drakebonded Cavalier

And here's part two! The riding drake animal companion, and a prestige class for those who want to awaken its full potential! A riding drake is technically a magical beast, and is not immediately available to most PCs. A good backstory or a quest to find one of the beasts could almost certainly change a GM's mind, however...

Riding Drake
Starting Statistics: Size Medium; AC +5 natural armor; Speed 40 ft., fly 50 ft.(Average); Attack bite (1d6); Ability Scores Str 14, Dex 17, Con 11, Int 5, Wis 13, Cha 11; Special Qualities: Darkvision 60 ft., Low-light vision, Scent

7th-Level Advancement: Size Large; AC +3 natural armor; Speed 50 ft., fly 100 ft (Average).; Attack: 2 claws (1d4), bite (1d8); Ability Scores Str +4, Dex -2, Con +4; Special Qualities Powerful Bite

Drakebonded Cavalier
The Dragonbound were knights said to be descended from the union of true dragons and men.  They were said to be incredible soldiers, and nearly invincible atop their bonded companions.  Though the order is long gone, rumors abound that their traditions live on through the Drakebonded Cavaliers, knights who form an uncanny bond with a riding drake. They live, work, and train together with their mounts, and the pair soon seem more like clutch mates than mount and rider.  Their coordination is incredible, with each seeming to anticipate and assist the other’s actions.  Their connections to the Dragonbound grow more and more plausible as the greatest among them awaken dormant draconic abilities in their companions and themselves.


Prerequisites:
Base Attack +4
Ride 6 ranks
Handle Animal 3 ranks
Knowledge Arcana 1 rank
Special: Must have a riding drake animal companion.


Hit Die: 1d8
The Drakebonded Cavalier's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Perception (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier


Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Level
Base Attack Bonus
Fort Save
Reflex
Save
Will Save
Special
1st
+1
+1
+0
+1
Dragonbond, Order, Challenge 1/day
2nd
+2
+1
+1
+1
Dragonblood
3rd
+3
+2
+1
+2
Dragon Senses (Low-light), Teamwork Feat
4th
+4
+2
+1
+2
Dragonblood (Energy Resistance)
5th
+5
+2
+2
+2
Ferocious cooperation (Aid Another)
6th
+6/+1
+3
+2
+3
Dragonbreath 1/day
7th
+7/+2
+3
+2
+3
Challenge 2/day, Demanding challenge
8th
+8/+3
+4
+3
+4
Dragon Senses (Darkvision), Teamwork Feat
9th
+9/+4
+5
+3
+5
Ferocious Cooperation (Take 10), Dragonbreath 2/day
10th
+10/+5
+5
+3
+5
Dragonblood (Saving Throws)
11th
+11/+6/+1
+6
+4
+6
Ferocious Cooperation
12th
+12/+7/+2
+6
+4
+6
Dragonbreath 3/day
13th
+13/+8/+3
+7
+4
+7
Challenge 3/day, Teamwork Feat
14th
+14/+9/+4
+7
+5
+7
True Dragonblood


Class Features
Dragonbond: Dragonrider levels stack with levels in the class that granted them the animal companion used to qualify for the class.


Order: If the Dragonrider possesses the Order ability from another class, he adds his class levels to that class when determining Order abilities.


Challenge: As per the cavalier ability of the same name. If the dragonrider already possesses this feature from another source, he adds his class levels to determine the level of effect, and adds uses gained from this class to his uses per day of the other source instead.


Dragonblood: At 2nd level, the Dragonrider and his mount receive Toughness as a bonus feat.  They also receive a +2 bonus on saves vs sleep and paralysis effects. If either already has toughness, they may choose any combat feat they normally qualify for.
At 4th level, the dragonrider's mount awakens some of the dormant draconic power within it.  Choose an energy type (acid, electricity, fire, or ice). The drake gains resistance 10 to the chosen type, and the rider gains resistance 5.  These resistances stack with any resistance they may already have, such as a magic item or a spell.
At 10th level, the energy resistance improves to 20 for the drake and 10 for the rider, and they receive a +2 bonus on saves against effects using that energy type.


Dragon Senses: At 3rd level, the drake's senses sharpen.  The drake’s darkvision improves by 30 feet. The rider receives low-light vision, and if they already possessed low-light vision, may see four times as far as a human in low light conditions.
At 8th level, the drake’s darkvision improves to 120 feet, and the rider gains darkvision 60 feet. If the rider already has darkvision, it improves by 30 feet.


Teamwork Feat: At 3rd level, and every 5 levels thereafter, the rider and drake receive a teamwork feat as a bonus feat.  The drake must take a teamwork feat possessed by the dragonrider, though it need not be the one gained at this level.


Ferocious Cooperation: At 5th level, the dragonrider and his mount improve their coordination in battle tremendously.  When making a full attack, either may sacrifice an attack to perform the Aid Another action.  At 9th level, they may 'Take 10' on the attack roll to use the Aid Another action.  At 11th level, the bonus from aid another improves by 2 when used to help each other.


Dragonbreath: At 6th level, the Dragonrider's mount awakens more of the dragon magic in its veins.   The drake gains a breath weapon, in the form of a 40 ft. cone dealing 1d6 damage per drake hit die.  This damage is the same type as its energy resistance.  The Dragonrider doubles his energy resistance against his drakes breath weapon.  It may use this breath weapon once per day, and gains an additional use per 3 class levels after 6th.


Demanding Challenge: This ability is identical to the Cavalier class feature.


True Dragonblood: At 14th level, the dragonrider has fully awakened his mount’s draconic heritage.  The drake gains immunity to sleep and paralysis, and to the energy type it chose for its Draconic Resistance ability.  The Dragonrider gains a +4 bonus on saves vs. sleep and paralysis, and the energy resistance from the Draconic Resistance ability improves to 30.  The Drake and Dragonrider also receive a +2 bonus to strength, and may use aid another as a swift action once per round.