Friday, February 13, 2015




Domesticated Slime
The curious translucent blue blob slithers And burbles foreword. a snaky Pseudopod inspecting the air the amorphous creatures seems Unshaken by your presence.
Domesticated Slime CR 1/2
XP 100
N Tiny ooze
Init +0; Senses scent, Tremor Sense 30ft; Perception +0
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8-1 )
Fort -1, Ref +2, Will +0
SD Immune blindness, Disease, Poison, charm effects, Acid, deafness, ooze traits, sonic

Offense
Speed 50 ft.
Melee   Pseudopod +4 (1d2-4 +1d2 Acid), 
Space  2 1/2ft.; Reach  0ft. (5ft with Pseudopod)
SA Acid, Engulf. (Ac 10, 1 Hp, 1d2-4, +1d2 acid), Empathic assault,

Statistics
Str 2, Dex 14, Con 8, Int 3, Wis 10, Cha 6
Base Atk +0; CMB -6; CMD 4 ( cannot be tripped)
Feats Weapon Finesse Pseudopod
Skills Stealth +6, Sense Motive +5 (+4 racial Bonus)
SQ Ooze Traits, Empathic Purr
Ecology
Environment Domesticated or City.
Organization solitary
Treasure none
Special Abilities

Engulf (Ex) To use this ability, the Domesticated Slime must begin its turn grappling a creature. A Domesticated Slime may attempt to engulf as many creatures as it grapples in a round. This ability otherwise functions as swallow whole, save that a creature that cuts is way out of a Domesticated Slime leaves no hole in the protoplasmic creature’s body.

Acid (Ex) A domesticated slime can as a full round action deliver 9 points of damage to an object. Dead organic objects take double this damage.

Empathic assault (Su) A domesticated slime can store residual emotional energy and use it as a weapon when agitated. this manifests by the smile infusing its pseudopod with this emotional energy, The Ooze makes a normal pseudopod attack and in addition to the normal and acid damage the victim must roll a will save (Dc10) or become stunned for 1 round. after using this attack A slime may not use it again for 1d6 rounds. This is a mind affecting ability.

Empathic Purr (Su) Once per hour a house slime may vibrate its nucleus in a pleasant manner letting off positive emotional energy. This has the effects of a calm emotions spell (caster level 3rd) and also grants a +1 moral bonus on the next skill check its owner has to make. This is a mind effecting ability.

The domesticated Slime (sometimes called a mood slime) resembles a little blob of protoplasm that can be any color and seems to shift throughout the spectrum as it moves. In its center is the red tangled mass of its Nucleus.

    Domesticated slimes are just that magically tamed oozes which function as living garbage disposals. The Ooze was created several years ago by a benevolent wizard that wished to make life easier for all creatures by inventing a being which could dispose of unwanted waste thus after several failed attempts at magically altering various oozes the Domesticated Slime was born.

    This creature diligently inspects the domicile of its owner and ferrets out unwanted waste such as garbage and bones keeping the dwelling clean and tidy. The House slime unlike other oozes is about as intelligent as a dog and can be taught tricks using the handle animal skill. Many people become attached to their slimes as they make good (if a little disgusting.) pets. Loyal slimes have even been known to attack intruders and those that inflict harm upon their masters. Domesticated slimes can be potty trained like most other pets. The Nutriment left behind from a Domesticated slime When mixed with soil make and excellent Fertilizer granting a +1 to Profession farmer checks when used.

    Once a slime becomes comfortable enough with its owner The Slime changes color depending on the mood of those it has bonded with (Eg the family in its domicile.) this bond takes several weeks to form. The slimes mood also alters to match the masters as well thus it is something of a mood slime when those around it are angry so is the slime and when they are happy so is the slime. Some slimes become dormant if there is too much emotional stimulus. However even the most angry slime is still rather docile, attacking only if harassed.

    Slimes can learn the "read" Trick to try and read the emotional state of another creature its Not accustomed too reading basic surface emotions. The slimes colors batch the emotional states of those arround them. Anger reads as violent shifting reds and oranges. loves as a fluffy sort of pink.

    Occasionally when a Domesticated slime has eaten enough and regularly enough it will, via mitosis split in to several (1d3+1) identical slimes, this is how the species propagates its self.

Habitat & Society
Though Created to be a Domesticate being akin to a pet some domesticated slimes have gone rogue when a master abandons them for whatever reason. these slimes in some larger cities become a bigger nucance than rats eating organic portions of Houses and tools.

Domesticated slimes make excellent improved familiars for casters of 3rd level.



Tuesday, August 5, 2014

New weapons

Exotic Two Handed Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
War Maul, Dwarven 40 gp 2d4 2d6 ×3 10 lbs. B Trip

Imagine a giant sledgehammer intricately carved and detailed and perfectly balanced for combat than you have a reasonably clear picture of a war maul. So forceful are the blows of a warmaul that they easily knock opponents down and thus has the trip quality. The war maul is a weapon sacred to the dwarves whom treat the war maul as a martial weapon.

Exotic Two Handed Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Executioners Sword 80 gp 2d6 2d8 19-20/×3 10 lbs. S

This huge sword's blade is little more than giant sharpened straight razor that is about 3 inches thick and used in executions.

Exotic Two HandedCostDmg (S)Dmg (M)CriticalRangeWeight1Type2Special
Doublespear, Hobgoblin3 gp (see Text)d6d8×310 ft10 lbs.p Double, Reach, Brace.(See Text)

This weapon is similar to a longspear but with a point on both ends and is thus a double weapon. As a Free action the character may wield the hobgobling double weapon much like a normal longspear. While using it in the way it has the brace and reach special abilities. A character proficient in longspear may use the double spear as such with no penalty. The Hobgoblin doublespear is an exotic weapon which hobgoblins treat as a martial weapon.

Hobgoblin Doublespear collapsible.

This weapon is identical to the Normal hobgoblin doublespear but collapses into a much smaller compact unit making it possible to hide the weapon on your person as you would a light weapon. Extending the spear back out is a move action. This version of the doublespear costs 23 gold.

Mechanical Doublespear
This version of the weapon extend via a mechanism withing the collapsed weapon. Extending the weapon is a free action. this weapon costs 50 gold.

Two Handed simpleCostDmg (S)Dmg (M)CriticalRangeWeight1Type2Special
 Kobold Spearbow40 gp d6d8×380 ft10 lbs.p Reach, Brace.

This weapon is an innovation in line combat. Combining the ranged ability of a crossbow and the versatility of the longspear in front-line combat. It resembles a lite crossbow with a lonspear built into the stock similar to a really long bayonett. The weapons is typically used as a crossbow until an enemy reaches melee range in which time as a free action is can be wielded as a longspear.

One handed Exotic liteCostDmg (S)Dmg (M)CriticalRangeWeight1Type2Specal
Elvin Tonfa3 gp  d3d4×3-3 lbs.B/PMonk,See Text


This weapon resembles a tonfa with a thrusting point usually made of metal. Elves treat The elvin tonfa as a martial weapon. A character may use an elven tonfa to block melee or unarmed attacks adding a +1 shield bonus. like any shield a character cannot benefit from the armor-class the same round she attacks.


One handed Exotic liteCostDmg (S)Dmg (M)CriticalRangeWeight1Type2Specal
Lash Blade50 gp  d6d818-20/x2-10 lbs.SDisarm, Trip, See Text

this weapon consists of several linked blades making for something between a whip and a sword. This weapon has both the disarm and trip qualities And despite not being a lite weapons is usable with the weapon finesse feat.

One Handed simpleCostDmg (S)Dmg (M)CriticalRangeWeight1Type2Specal
Goblin Lobber1 gp  d4d6x220ft3 lbs.b-

Goblin lobbers are basically clubs and function as such. They are even balanced for throwing.

One Handed simpleCostDmg (S)Dmg (M)CriticalRangeWeight1Type2Specal
Shotput5 gp  d8d10x210ft10 lbs.b-

Shotputs are heavey round balls that the mightier races throw as tests of strength but are potent weapons in the right hands. There is a version of the shotput that is spiked that delivers piercing damage, but is otherwise statistically the same as above.



Sunday, July 13, 2014


Magic Sub-domain Thaumaturgy

Thaumaturgist(ex): Through the teachings of your deity you learn to apply the trappings of magic and reason into your religious studies. Unlike most Clerics, whose godly magic is powered by empathy and wisdom, you use your intellect to understand and master your Divine spells. You use your Intelligence, rather than your wisdom, to determine spell-casting ability in your Cleric class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks. this replaces Hand of the Acolyte.

Replacement Domain Spells: 1st level—magic aura, 4th level - arcane eye, 6th—analyze dweomer.

Saturday, July 5, 2014


The dark-wood Soothing Flame-pipe

Aura weak conjuration; CL 3rd

Slot —; Price 8775 gp  Weight .5 Lbs

Description

This seemingly normal Picaxe style smoking pipe is made from black lacquered darkwood with gold and brass inlays. Simply by puffing on the pipe for one full round can one activate its magic. The pipes most basic function is lighting any flammable substance placed within the bowl. Dried leaves, paper animal fur all self ignite and produce smoke similar to a fine tobacco. From that point the pipes more potent magics can be used. The user may cause an effect identical to the spark spell or the Euphoric Cloud spell (Dc 13). The later is useable only 3/day. Using either spark or Euphoric Cloud burns up all the available Smoke-able within the pipes bowl and thus must be stoked again in order to use the pipes spell like ability.

Construction Requirements

Craft Wondrous Item, Spark Euphoric cloud; Cost 4387 gp

Friday, June 20, 2014

Necromancer Focus School

Animator

Undead Companion:
At Eighth level the Necromancer gains an undead companion. this functions Like the druids Animal companion special ability only at 4 levels lower. The creature gains The undead type. Of course being undead the companion uses Undead skill points and class skills instead of those of an animal.
This Power replaces Lifesight.   

Bonus traits; choose either a skeleton or zombie with which to model your companion after.  

Skeleton: The companion  gains  the Improved initiative feat and its DR is 5/Bludgeoning
Zombie The companion gains the Toughness feat and its DR is 5/Slashing


Undead class skills
Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.


Skill points 4+ Int mod

New Companions

Small undead humanoid

Starting Statistics

Size Small; Speed 30 ft.; AC +1 natural armor; Attack claw (1d4); Ability Scores Str 13, Dex 16, Con -, Int 1, Wis 10, Cha 10; Special Qualities Dr 5/(see below);, undead traits, Darkvision 60 ft

Small undead humanoids are Proficient with all simple weapons and light armor.

4th level advancment

Mediums Sized (+1 natural armor, +2 strength, -2 dex, claw 1d6.)


Floating Head

Starting Statistics

Size Small; Speed Fly 20 (perfect); AC +1 natural armor; Attack Bite (1d4); Ability Scores Str 12, Dex 16, Con -, Int 1, Wis 10, Cha 12; Special Qualities Dr 5/(see below);, undead traits, Darkvision 60 ft,

4th level advancement

(+2 dex, +2 cha ) Terrifying Cackle

Terrifying Cackle (Su): Once per hour as a standard action, a Floating head can emit a thunderous cackle. All non undead creatures must make a successful Will saving throw (DC 10 + 1/2 the Head's character level + the Head's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the Head's terrifying cackle for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect. 


Crawling Hand

Starting Statistics

Size Tiny; Speed 40 ft; AC +0 natural armor; Attack claw (1d2+grab); Ability Scores Str 14, Dex 14, Con -, Int 1, Wis 10, Cha 10; Special Qualities Dr 5/(see below);, undead traits, Darkvision 60 ft, Improved Grapple (b)

4th level advancement
+2 Str +2 dex, Suffocating hand.

Suffocating Hand (ex): If the Crawling hand achieves a grapple it automatically does claw damage and silences the victim until the hands next turn.