Sunday, December 20, 2015

The Fallen Flock (CR4)

The crow-like faction known as the Fallen Flock are scavengers and irrepressible thieves. They rely on thievery and swordplay to get by in a harsh and unforgiving world. Covetous creatures predominantly motivated by greed, they are vain and easily won over with flattery. Deceptive, duplicitous, and cunning, the Fallen Flock seek circumstances in which they can take advantage of the situation. They target spent, weakened adventurers that are burdened with loot. After incapacitating and robbing the adventurers, the Fallen Flock typically lets them live, hopeful of preying upon them again in the future.

The Fallen Flock is led by four exceptional specimens of the tengu race: Blackplume (rogue), Redwing (magus), Ebonbeak (Oracle) and Crowfoot (Inquisitor).

SPECIAL ABILITIES OF THE FLOCK
Glide Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.
Great Ally (Ex) Tengus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a tengu applies or gains a +4 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a tengu gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
Mimicry (Ex) A tengu can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the tengu to speak languages it can't normally speak. To duplicate a specific individual's voice, a tengu makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.



BLACKPLUME
Male Tengu unchained rogue (knife master) 3
N Medium humanoid (tengu)
Init +5; Senses lowlight vision; Perception +9

DEFENSE
AC 17, touch 16, flat-footed 11 (+1 armor, +5 Dex, +1 dodge)
hp 33 (3d8+9)
Fort +3, Ref +8, Will +1
Defensive Abilities Evasion, Blade Sense +1 dodge AC against light blades.

OFFENSE
Spd 30 ft.
Melee mwk kukri +10 (1d4+5/18-20) or +8/+8 and beak +3 (1d3+1)
Ranged mwk starknife +9 (1d4+2/x3) 20’
Special Attacks kukri & starknife sneak +2d8, beak sneak +2d4

TACTICS
Before Combat Stealthed.
During Combat Attempts to flank. Uses acrobatics to maintain flanking position.
Morale Will not flee unless all remaining flock members flee.

STATISTICS
Str 14, Dex 20, Con 14, Int 10, Wis 10, Cha 10
Base Atk +2 CMB +5 CMD +21
Feats Dodge, Two-Weapon Fighting
Skills Acrobatics +11 (jump +16), Appraise +11, Bluff +0, Climb +8, Disable Device +12, Disguise +0, Escape Artist +11, Fly +5, Linguistics +15, Perception +8, Sense Motive +0, Sleight of Hand +0, Stealth +13, Survival +0, Use Magic Device +0
Languages tengu, common, undercommon, draconian, sylvan, elven, dwarven, giant, cyclopean, goblin, orc, auran, terran
SQ rogue talent (weapon training - kukri), finesse training, hidden blade, sneak stab
Combat Gear bag of caltrops, potion of cure light wounds, pouch of shiny marbles, smokestick, thunderstone Other Gear mwk padded armor, mwk kukri x2, mwk starknife, mwk thieves’ tools, ring of jumping +5.



REDWING

Male Tengu magus 3
N Medium humanoid (tengu)
Init +4; Senses lowlight vision; Perception +6

DEFENSE
AC 22, touch 14, flat-footed 18 (+4 armor, +3 Dex, +1 dodge, +4 shield)
hp 27 (3d8+3)
Fort +3, Ref +4, Will +3
Defensive Abilities

OFFENSE
Spd 30 ft.
Melee mwk katana +10 (1d8+6/18-20) and beak +2 (1d3+2)
Ranged mwk hand crossbow +7 (1d4/19-20)
Special Attacks +3 attack to deliver shocking grasp on opponents wearing metal armor, +5 attack with arcane accuracy
Spells Prepared (CL 3rd):
1st (DC15): color spray, shield, shocking grasp x2
0 (DC14): acid splash, ghost sound, mage hand, ray of frost

TACTICS
Before Combat Cast shield. Enchant katana to +2.
During Combat Open with color spray. All attacks use arcane strike to boost damage. Use spellstrike to deliver shocking grasp. Arcane pool has 7 points remaining. When using arcane accuracy, +5 attack with katana and -1 damage to attacks for no arcane strike.
Morale Will not flee unless all remaining flock members flee.
Base Statistics AC 19, flat-footed 14, katana +8 attack

STATISTICS
Str 18, Dex 16, Con 10, Int 18, Wis 10, Cha 8
Base Atk +2 CMB +7 CMD +22
Feats Arcane Strike, Dodge, Weapon Focus (Katana)
Skills Acrobatics +2, Bluff -1, Climb +3, Disguise -1, Escape Artist +2, Fly +8, Knowledge/Arcana +10, Linguistics +8, Perception +5, Sense Motive +0, Spellcraft +10, Stealth +7 Survival +1, Use Magic Device +5
Languages tengu, common, auran, undercommon, draconian, elven
SQ arcane pool (8 pts), magus arcana (arcane accuracy), spell combat, spellstrike
Combat Gear potion of cure light wounds, scroll of grease Other Gear mwk chain shirt, mwk katana, mwk kukri, mwk hand crossbow w/10 bolts, shiny signal whistle, spellbook




EBONBEAK
Male Tengu oracle 3
N Medium humanoid (tengu)
Init +3; Senses lowlight vision; Perception +5

DEFENSE
AC 22, touch 15, flat-footed 19 (+6 armor, +2 deflection, +3 Dex, +1 natural)
hp 30 (3d8+6)
Fort +2, Ref +4, Will +4
Defensive Abilities
Weaknesses Oracle’s Curse (tongues = auran)

OFFENSE
Spd 30 ft.
Melee mwk seven-branch sword +8 (1d10+9/x3) and beak +1 (1d3+3)
Ranged mwk light crossbow +7 (1d8/19-20)
Special Attacks disarm +10 w/ sword, trip +8 w/ sword to cause flat-footed for remainder of round
Spells Prepared (CL 3rd):
1st (DC15) x6: bless, cure light wounds, jump, shield of faith
0 (DC14): guidance, mending, resistance, spark, virtue
Mystery Fitness

TACTICS
Before Combat Cast shield of faith. Cast bless.
During Combat Power attack with sword and beak. Attempt to flank.
Morale Will not flee unless all remaining flock members flee.
Base Statistics AC 21, flat-footed 17

STATISTICS
Str 18, Dex 16, Con 12, Int 10, Wis 12, Cha 18
Base Atk +2 CMB +8 CMD +20
Feats Power Attack, Weapon Focus (Seven-Branch Sword)
Skills Acrobatics +0 (jumping +3), Bluff +4, Climb +4, Diplomacy +10, Disguise +4, Escape Artist +0, Heal +7, Fly +1, Linguistics +4, Perception +6, Sense Motive +1, Stealth +5, Survival +1, Swim +1, Use Magic Device +4
Languages tengu, common, auran
SQ revelation (healthy moves, toughened body),
Combat Gear wand of cure light wounds (22 charges) Other Gear mwk agile breastplate, mwk seven-branch sword, mwk kukri, mwk light crossbow w/10 bolts, mwk healer’s kit, small shiny steel mirror




CROWFOOT
Male Tengu Inquisitor (Heretic) 3
N Medium humanoid (tengu)
Init +10; Senses lowlight vision; Perception +9

DEFENSE
AC 20, touch 17, flat-footed 15 (+3 armor, +5 Dex, +2 deflection)
hp 27 (3d8+3)
Fort +1, Ref +8, Will +8
Defensive Abilities Hide Tracks (Ex): –5 penalty on rolls to find or follow her tracks

OFFENSE
Spd 30 ft.
Melee mwk elven curve blade +8 (1d10+4/18-20) and beak +2 (1d3+3)
Ranged mwk composite longbow +11 (1d8+3)
Special Attacks +1 attack & damage w/ bow 30’, +2 attack with bow when target is threatened by ally, or +4 when flanked by allies.
Spells Prepared (CL 3rd):
1st (DC16) x5: divine favor, protection from evil, shield of faith, truestrike
0 (DC15): acid splash, create water, detect magic, guidance, resistance, sift
Inquisition Heresy

TACTICS
Before Combat Stealthed, Judgement - Justice, shield of faith, divine favor
During Combat Stays at range and fires longbow.
Morale Will not flee unless all remaining flock members flee.
Base Statistics AC 18, flat-footed 15

STATISTICS
Str 14, Dex 20, Con 10, Int 10, Wis 20, Cha 10
Base Atk +2 CMB +6 CMD +21
Feats Precise Shot, Point Blank Shot, Coordinated Shot
Skills Acrobatics +5, Bluff +16, Climb +2, Diplomacy +0, Disguise +0, Escape Artist +5, Heal +11, Intimidate +12, Fly +5, Linguistics +1, Perception +11, Sense Motive +12, Spellcraft +1, Stealth +16, Survival +11 (+12 track), Swim +2.
Languages tengu, common, auran
SQ Righteous Infiltration, Lore of Escape, Stern Gaze, Cunning Initiative, Detect Alignment, Track, Solo Tactics, Judgement
Combat Gear wand of cure light wounds (17 charges) Other Gear mwk studded leather armor, mwk elven curve blade, mwk kukri, mwk composite longbow +2 str w/40 arrows, mwk healer’s kit, shiny steel arrowheads x5

Wednesday, December 9, 2015

Night Herald: A Bard-Oracle Hybrid Class

A night herald.
Design Background:  This class began with a concept of those who delve into "that which man was not meant to know."  These individuals are in communication with cosmic and/or pre-human secrets that would test the sanity of most, and draws inspiration from LBE's void-themed ideas.  

Little is known of the Dark Tapestry—the darkness between the stars where some believe true madness lies. The few beings able to survive in the vast, cold void of space are too alien for even the wise to comprehend. Mortals who would delve deeply into the darkness between the stars do so at their own peril. In touching the void, the void touches them, and then their body, mind and spirit yearn to span the gulf between worlds. They embrace the madness that lurks both out there in the Dark Tapestry and in the depths of their own minds. While some crazed cultists and power-hungry arcanists contact aspects of the cosmic beings in the hopes that they can harness their cyclopean might for their own purposes, none can control the raw chaos these forces bring and destruction and madness are the ultimate results. Those who dare worship the Great Old Ones are almost always insane, believing that these ancient and alien beings will one day return to unmake the world. The ancient, eldritch horrors of the Dark Tapestry are beings of immense power who—luckily—have thus far shown little interest in the known world. Were the Great Old Ones ever to devote even a fraction of their attention to this corner of space, it could very well end existence as gods and mortals know it.

Role: While powerful spellcasters figure heavily in those that involve themselves in the Dark Tapestry, there are others that are heralds of their unknowable masters said to reside among the darkness between the stars. For the night herald, untold secrets exist for those skillful enough to uncover them. Night heralds are adept at exploration, investigation, espionage, and research. The heralds often deal in magical secrets, as well as ancient artifacts and relics of the Great Old Ones. The more secrets they uncover, the more they sacrifice their own sanity.

Parent Classes: Bard and Oracle.
Alignment: any nongood
Hit Die: d8
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks/Level: 6
Weapon and Armor Proficiency: All simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Proficient with light armor and shields (except tower shields). Can cast night herald spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.

LevelBABFortRefWillSpecial
10022Dark Tapestry Mystery, Secret, Herald Knowledge, Pierce the Veil, Call the Void
21033Voidwalker (cold 5), Mystery Spell
32133Secret
43144Mystery Spell
53144Embrace the Madness
64255Pierce the Veil (darkvision)
75255Secret, Mystery Spell, Call the Void (move)
86\1266Voidwalker (cold 10)
96\1366Embrace the Madness
107\2377Mystery Spell, Call the Void (exhaustion)
118\3377Secret
129\4488Pierce the Veil (magical darkness)
139\4488Mystery Spell, Call the Void (swift)
1410\5499Voidwalker (cold 20)
1511\6\1599Secret
1612\7\251010Mystery Spell
1712\7\251010Embrace the Madness
1813\8\361111
1914\9\461111Secret
2015\10\561212Final Secret: Voidborn

Spells: As a bard.

Dark Tapestry Mystery: As an oracle. The night herald does not gain bonus class skills, but does gain the following bonus spells: entropic shield (2nd), dust of twilight (4th), deeper darkness (7th), black tentacles (10th), feeblemind (13th), reverse gravity(16th).

Secrets: At 1st level, 3rd level, and every four levels thereafter, gain a new secret about the Dark Tapestry.Unless otherwise noted, activating the power of a secret is a standard action, and the save DC is 10 + 1/2 the night herald’s level + Cha modifier.

Embrace the Madness (Ex): In hope that he can harness more secrets, the night herald can risk his own sanity. Embrace the madness is optional. For a secret at 5th level and again at 9th level, the night herald has the option of taking one point of WIS damage or acquiring a lesser madness (e.g., mania, phobia). For another secret at 17th level, the night herald has the option of taking two points of WIS damage or acquiring a greater madness (e.g., paranoia, psychosis, schizophrenia). The WIS damage and insanity can be cured, but if so, the accompanying secrets are lost.

Herald Knowledge (Ex): A night herald adds half his class level (minimum 1) to use magic device and knowledge skill checks and may make all knowledge skill checks untrained.

Pierce the Veil (Ex): The herald begins to see things others can’t, especially in darkness. At 1st level, gain lowlight vision (or double the distance if already possessed). At 6th level, gain darkvision (or double the distance if already possessed). At 12th level, gain the ability to see perfectly in darkness of any kind, including magical darkness.

Voidwalker (Ex): At 2nd level, gain resist cold 5. At 8th level, resist cold 10. At 14th level, resist cold 20.

Call the Void (Sp): With a whisper, the Night Herald can call the void to him. This ability surrounds him with an aura of nothingness that leaves his enemies experiencing numbing cold and difficulty breathing and speaking. Enemies cannot breathe or speak in a square adjacent to the night herald. Enemies within 30’ of the night herald become fatigued (-2 STR, -2 DEX, no running, no charging). At 10th level, the void becomes more oppressive, and enemies within 30’ of the night herald become exhausted (-6 STR, -6 DEX, no running, no charging, all movement at half speed). Unlike normal fatigue and exhaustion, the effect persists for as long as the enemy is within 30’ and the night herald continues calling the void.

The night herald can use this ability for a number of rounds per day equal to 4 + his CHA modifier. At each level after 1st a night herald can call the void for 2 additional rounds per day. Calling the void is a standard action, but it can be maintained each round as a free action. At 7th level, a night herald can call the void as a move action instead of a standard action. At 13th level, it can be called as a swift action. Calling the void cannot be disrupted, but it ends immediately if the night herald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round.

Final Secret: Voidborn (Ex): At 20th level, gains the aberration subtype. He is immune to cold and blindness, and no longer needs to breathe, as if wearing a necklace of adaptation. In addition, he gains fast healing 1 at night.

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SECRETS OF THE DARK TAPESTRY
  • Absence of Body (Su): Gain DR 1/force. DR improves by 1 for every 5 levels to a maximum of DR 5/force at 20th level. 
  • Between the Spaces (Sp) (prereq: herald 4): The reaver can blink 1/day + Cha modifier. 
  • Breach the Gulf (Sp): You can open a doorway that traverses the home of the old gods, forcing a creature to experience horrible vistas and strange dimensions. As a standard action, you may target one creature within 30 ft. of you that you can see. If the creature fails a Will save, it is teleported 1d3 squares in a random direction and takes 1d6 damage /2 herald levels from the warping it must endure to travel through non-Euclidean space. A successful Fortitude save halves the damage. At 10th level, the target is also shaken for 1 round if it fails the Fortitude save. At 15th level, the target is both shaken and sickened if it fails its Fortitude save. You may use this ability 1/day + Cha modifier. 
  • By My Name You Shall Call Me (Su): As a creature attuned to the eldritch corridors of power, you can hear your name spoken aloud, even over great distances. If another creature speaks your name, you may observe it as if you had cast scrying. At 15th level, you may also choose to move to the speaker's location as if through greater teleport. You can detect creatures speaking your name to a range of 100 miles per reaver level. This power is continuous. 
  • Chill of the Void (Sp) (prereq: herald 4): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. This functions as a slow spell that also does 2d6 cold damage (like frost fall), and can be used 1/day + Cha modifier. Call the void does not need to be active, however, targets in the aura of call the void save at -4. 
  • Dweller in Darkness (Sp) (prereq: herald 8, It Came from Beyond): As a standard action, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird. This ability is usable 1/day + CHA modifier. Will negates. Call the void does not need to be active, however, targets in the aura of call the void save at -4. 
  • Glimpse of the Void (Sp) (prereq: herald 4): Whenever the herald damages an opponent with an attack or spell, as an immediate action he can cause the target to glimpse the void, risking them madness. This functions as the confusion spell. This ability is usable 1/day + CHA modifier. Will negates. Call the void does not need to be active, however, targets in the aura of call the void save at -4. 
  • Enveloping Void (Sp) (prereq: herald 6): As a standard action, snare an enemy with the suffocation and cold of the void (as hold person). Will negates DC 10 + 1/2 the reaver’s level + the reaver’s Wis modifier. At 10th level, Enveloping Void improves (as hold monster). At 16th level, Enveloping Void improves (as mass hold person/monster). This ability is usable 1/day + Cha modifier.  Call the void does not need to be active, however, targets in the aura of call the void save at -4. 
  • Interstellar Void (Sp) (prereq: herald 14): As a standard action, shift a single creature within 30’ into the void of space if it fails a Will save. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 2d6 points of cold damage per round and must hold its breath or begin to suffocate. This ability is usable 1/day + Cha modifier.  Call the void does not need to be active, however, targets in the aura of call the void save at -4. 
  • It Came from Beyond (Sp): As a swift action, summon and command a voidling. Voidlings appear to be small common animals brought forth by a summon nature’s ally I or II, but are unusually deformed and grotesque. They are considered a small outsider aberration; apply the pseudonatural template. They remain for 1/round per level + Cha modifier or until death. At 10th level, It Came from Beyond improves. The number of voidlings summoned is equal to 1 + Cha modifier. This ability is usable 1/day + Cha modifier. 
  • Prescience of the Far Realms (Su): Your ability to recognize connections via the void allows your body to react quickly to magical manifestations. You gain a +1 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every 5 herald levels you possess. At 20th level, whenever you would be affected by a spell or spell-like ability that allows a saving throw, you can roll twice to save against the effect and take the better result. 
  • Read the Tapestry (Sp) (prereq: herald 10): Once per day, you can spend 10 minutes meditating on the mysteries of the Dark Tapestry to send your mind to another plane and communicate with the strange or alien beings there. This functions as the contact other plane spell. 
  • Realms Beyond (Sp) (prereq: herald 8, Between the Spaces): The herald’s form can become flickering and indistinct, using displacement. Usable 1/day + Cha modifier. 
  • Through Ancient Doorways (Su) (prereq: herald 10): Teleport up to 30’ per herald level per day. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. 
  • Touch of Idiocy (Sp): This functions as the touch of idiocy spell, with the exception that it can also be delivered via a melee weapon attack, and can be used 1/day + Cha modifier.
  • Touch of the Void (Su): Make a melee touch attack that deals 1d6 points of cold damage + 1 point for every two night herald levels you possess. At 7th level, the touched creature must also make a Fortitude saving throw or be fatigued for a number of rounds equal to 1/2 your night herald level. This has no effect on a creature that is already fatigued. You can use this ability 3/day + Cha modifier. 
  • Veil of the Void (Su): Minds addled and oppressed by the void are unable to bring their full focus to bear on the night herald.  Any fatigued, exhausted or confused target takes a -2 penalty on attacks, saves, ability checks, skill checks, CMB, CMD and weapon damage rolls vs. the herald.  This ability is always active.