23 March 2015

Terrors Of Obsidian Apocalypse: Haunts

A creeping pool of raw ectoplasm, a haunted door, a cell where hanging took place, a bed of lover strangled, all those places were tainted by fear and death, and now wait to scare intruders... Or even take their lives.

A small but neat package of haunts is waiting for you.

I never before used haunts in Pathfinder so large part of the design process of this piece included learning the haunt building rules.

12 February 2015

Metamorph Love!

Since metamorph is already here, with publication of Liber Influxus Communis (or here, or here), I wanted to show some love for it with a few new options. Completely incidentally and not in any relation to incoming Valentine's Day some of those options will be related to gender and sexuality. Yes. Definitely no connection here.

New Evolutions:

Some of the following evolutions might not be suitable for every campaign or style of play, depending upon themes and topics included or excluded in your game. Apparently some groups don't reference sexuality, or reproduction in any way in their games. Number in bracket after the name of evolution is the evolution base point cost. Metamorph was written with (deliberately) unwieldy neutral form in mind—I imagined iconic metamorph to be genderless from the start. That's why the text uses it or its while referring to singular metamorph (except when speaking about metamorphs of specific gender like in case of control fertility evolution).

Control Fertility (Ex) [1 point]: Simple control of one's reproductive organs is child's play for anyone who already mastered much higher degree of control over one's body. Metamorph with this evolution has unerring mastery over one's fertility. Male metamorphs in addition to deciding between providing fertile or inert seed, can also decide the gender of their offspring. Female metamorphs only become pregnant willingly, can conceive female progeny via parthenogenesis, can suspend very early pregnancy for up to twelve months, can terminate pregnancy without outside means, or induce early labor.

Metamorphs who spend additional evolution point have greater influence over the capabilities of their progeny, and can decide which of the ability scores will be the highest and which will be the lowest.

Cosmetic Feature (Ex) [1 points]: A metamorph can manifest one or more unusual but minor appearance traits, such as strange eye, hair, or skin color combination, skin patterns, differently shaped nose, eyes, or ears. Cosmetic feature grants +2 bonus to Bluff checks made to distract or Perform checks made to entertain observers but must be deliberately concealed while trying to use Disguise skill.

Genderless (Ex) [1 point]: A metamorph adjusts its body becoming genderless and asexual, both physically and mentally. The metamorph is immune to any attempts of seduction, and any effects that manipulate or rely on gender, sexuality, or lust (e.g. unnatural lust spell), and gains +4 bonus to saving throws against charm effects. While any metamorph can develop this evolution it is particularly appropriate for reconstructed phenotype.

Gendermorph (Ex) [2 point]: A metamorph can switch it physical sex after eight hours of rest. The change adjusts the metamorph's physical appearance to match the new gender but does not mask it, the metamorph is still recognizable but gains +20 bonus to Bluff, and Disguise checks made to pretend to be close relative of oneself of opposite gender.

A metamorph that spends 2 additional evolution points on this ability can switch its gender quickly. Such change is a supernatural ability that requires expenditure of a vital surge and takes a full round.

Hermaphrodite [1 point]: A metamorph develops functional sexual and reproductive traits of both genders becoming attractive to both genders and capable of reproduction with either.

Prime Mate (Ex) [1 point]: A metamorph's becomes more attractive gaining +2 bonus to Charisma ability and skill checks made to interact socially with creatures attracted to the metamorph's apparent race and gender.

Sleepless (Ex) [1 point]: A metamorph no longer sleeps and becomes immune to magical sleep effects. It still needs to rest to refresh its spells and special abilities.

A metamorph can spend 1 additional evolution point to become immune to non-magical effects that induce sleep.

Smell Magic (Su) [2 point]: A metamorph can smell magic auras. Requires scent evolution or ability.

A metamorph can spend 1 additional evolution point to be able to recognize school of magic involved.

Favored Class Options:

The following options are available to metamorphs of various races in place of standard favored class bonus.

Android: Add +1/4 to the metamorph's evolution pool.

Dhampir: Gain 1 point of resistance to positive energy damage.

Drow: Add +1/3 to save DC of one evolution (maximum +2 to any one evolution).

Dwarf: Add +1 to healing provided by vitality surge.

Elf: Add +1 to the number of times per days the metamorph can use spell-like ability gained from basic magic or minor magic evolutions. The number of times this bonus is selected for minor magic cannot exceed number of times it was selected for basic magic.

Ghoran: Add 1 to a number of berries affected with goodberries spell-like ability and the maximum number of hit points that the ghoran can healed by eating goodberries each day.

Gillman: Add +1 to swim speed. In combat this option has no effect unless the metamorph has selected it five times (or another increment of five).

Gnome: Add +1 to range of blindsense, blindsight, lifesight, scent, termorsense and other evolutions that grant new senses. In combat this option has no effect unless the metamorph has selected it five times (or another increment of five).

Half-elf: Add +1/3 to number of vitality surges.

Half-orc: Add +1/3 to number of vitality surges.

Halfling: Add +1 to land speed. In combat this option has no effect unless the metamorph has selected it five times (or another increment of five).

Hobgoblin: Add +1/6 to natural armor.

Human: Add +1/4 to the metamorph's evolution pool.

Kobold: Add +1 point to damage of breath weapon evolution.

Lashunta: Add +10 feet to range of telepathy or limited telepathy special abilities.

Nagaji: Add +1/6 to natural armor.

Strix: Add +5 to fly speed.

Vanara: Add +1 to climb speed. In combat this option has no effect unless the metamorph has selected it five times (or another increment of five).

19 January 2015

Monster: Rainbow Cat

Rainbow Cat

This creature is a small rainbow-hued cat with a single straight horn growing from its forehead and a pair of butterfly wings.

CR 5; XP 1,600
N Small Magical Beast
Init +7; Senses darkvision 60-ft., low-light vision; Perception +19
Aura pattern amplification (60 feet)


AC 18, touch 14, flat-footed 14 (+3 Dex, +4 natural, +1 size)
HP 51 (6d10+18)
Fort +8, Ref +8, Will +4
Defensive Abilities prismatic affinity


Speed 40 ft., fly 60 ft. (good)
Melee gore +10 (1d4 and rainbow burst), bite +10 (1d4), 2 claws +10 (1d3)
Ranged rainbow arc +10 ranged touch (5d6 and rainbow burst)
Space 5 ft.; Reach 5 ft.
Special Attacks rainbow burst


Str 10, Dex 16, Con 16, Int 13, Wis 15, Cha 15
Base Atk +6; CMB +5; CMD 18
Skills Fly +18, Perception +19, Stealth +16; Racial Modifiers +8 Perception
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Languages Common, Sylvan (can’t speak)


Environment any
Organization solitary or gang (2-4)
Treasure none

Special Abilities

Pattern Amplification (Ex): A rainbow cat's colorful pelt shimmers with all the colors of the rainbow synchronizing with nearby pattern effects. Pattern effects created with spells and spell-like abilities within 60 feet of a rainbow cat have their caster level increased by 1. All creatures within the aura suffer -1 penalty to saving throws against pattern effects. This modifiers stack to a maximum of +3 to caster level and -3 to saving throws.

Prismatic Affinity (Ex): A rainbow cat is never blinded by prismatic sphere, prismatic spray, prismatic wall, and similar effects and has effective Spell Resistance of 26 against them. Unlike most other cats, rainbow cats are completely immune to fascinated condition caused by visual effects.

Rainbow Arc (Su): A rainbow cat can project a ray of prismatic light from its horn with a range of 60 feet. Rainbow arc deals 5d6 points of damage and exposes the target to rainbow burst.

Rainbow Burst (Su): A creature struck with horn or rainbow arc has to succeed a Will saving throw (DC 15). Failure exposes them to a burst of light that causes one of the following conditions: blindness for 1d4 rounds, fatigue for 1d4 rounds or sickness for 1d4 rounds, as chosen by the cat. If the attack that triggered the rainbow burst was a confirmed critical hit, the target also becomes stunned for 1d4 round on a failed save or staggered for 1 round if successful.

Like many other magical beasts, rainbow cats are results of magic gone wild. This particular species arose from a group of semi-feral cats dwelling in highly magical ruins. There, many generations of cats were exposed to lingering magic; residual power flew through the area and the creatures living there, slowly imbuing them with increased intelligence. They also acquired appearance and abilities corresponding to various magical effects dissipating in the ruins: for the ancestors of rainbow cats it was a series of prismatic walls protecting various sections of the ruins. After a few generations rainbow cats acquired limited ability to pass those wards and to harness the prismatic magic infusing them. With their heightened intelligence and ability to fly they spread from the ruins and into the world around them.

Rainbow cats are curious and yet very jaded beings—they enjoy new things but coming from a high magic environment they are accustomed to seeing strange, terrible, and completely weird things, rarely matched in more mundane places. They like to occasionally interact with other intelligent beings and usually avoiding violence, unless their young or their territory is threatened.

The average rainbow cat is 2-½ feet to 4 feet long and weights 20–40 pounds.

15 January 2015

Little Red Goblin: Nontraditional Races

A Little Red Goblin in its sack just brought us a new book: Racial Guide 4: Nontraditional Races.
>Here< is LRGG's blog post and >here< you can find the book itself.

I am pleased to announce that it contains a creation of mine: oc'cli, selected in a contest on Paizo messageboard. Apparently it was unanimous pick of three judges...

The race itself was based on a creature that appeared in my dream in the autumn—appearance only, though, for the cultural and biological background hastily evolved in my mind when I was hastily designing the race for the contest. I can only say I wish I'd remember more of ideas I have in my dreams.

06 January 2015

Wayfinder #12

Twelfth issue of Wayfinder is here! Well, actually it's there...

New creations of mine are aucturn cat and pheyraoh in the bestiary section. Have fun.

31 December 2014


The Liber Influxus Communis is slowly finalized. In fact the WIP version of pdf is already available (at least for backers and contributors, but I think that those who aren't either can get it as well). In light of this it's time to present a sample NPC that uses the class I wrote: the metamorph.


A muscular half-orc with a pair of draconic wings, clawed hands, elongated jaws revealing terrible fangs, and a tail ending with a vicious stinger. His skin is covered in patches of black scales completing the quasi-draconic image.

CR 8; XP 4,800
Male half-orc metamorph 9
NE Medium humanoid (human, orc)
Init +6; Senses darkvision 60-ft,, Perception +19

AC 25, touch 19, flat-footed 18 (+2 armor, +2 Dex, +2 deflection, +5 dodge, +4 natural)
hp 76 (9d8+36)
Fort +10, Ref +10, Will +12
Immune acid

Speed 30 ft., fly 30 ft (average)
Melee bite +13 (1d6+7), 2 claws +13 (1d4+7), sting +13 (1d4+7)
Special Attacks breath weapon (30-ft. cone, 9d6 acid, DC 19)

Str 20, Dex 14, Con 14, Int 10, Wis 20, Cha 8
Base Atk +6; CMB +11; CMD 28
Feats Extra Vital Surge (x3), Flyby Attack, Improved Initiative, Iron Will, Toughness
Skills Acrobatics +6, Climb +9, Fly +8, Knowledge [arcana] +12, Linguistics +3, Perception +17, Survival +17, Swim +9
Evolutions bite, breath weapon (acid), claws, energy immunity (acid), flight (winged), improved natural armor, sting, tail
Languages Common, Draconic, Dwarven, Giant, Orc
SQ enhanced natural attacks, vitality surge (4d6, 15/day)
Combat Gear belt of physical might (Str, Dex) +2, bracers of armor +2, cloak of resistance +2, headband of inspired wisdom +4,  ring of protection +2.

Special Abilities

Breath Weapon (Su): Dragonheart can spew a spray of acid dealing 9d6 points of damage in a 30-ft. long cone, or half on a successful Reflex saving throw against DC 19. Using this ability expends one use of vitality surge.

Enhanced Natural Attacks (Su): Dragonheart's natural attacks have +2 enhancement bonus to attack rolls and damage.

Vitality Surge (Ex): Up to fifteen times per day, Dragonheart can tap reserves of his vitality as a swift action healing 4d6 points of damage.

Born under another name, name torn to pieces and thrown to the wind, Dragonheart was an outcast, a half-breed hated and mocked by his orcish kinfolk. His life was destined to be short and miserable, serving as a slave to his kin for weakness of his blood. This all changed when the tribe unwittingly stirred local pack of wyverns starting a prolonged war of attrition between orcs and the serpentine fliers. While the orc warriors hunted and prepared ambushes, Dragonheart deep inside wished them failure. When warriors were back with their dead comrades, Dragonheart secretly cheered the scaled menace, when warriors came back with trophies taken from a slain wyverns, Dragonheart was mourning the beasts, and yet hated them for their failure. When away from the tribe, he cursed the tribe for not dying, and he cursed the wyverns for not killing more of the orcs...

One night, he was selected to be a servant to the hunting party, though, and that changed everything. Their ambush on a pair of wyverns was total failure, for Dragonheart let the pebbles fall and alert the wyverns to the hunters' presence. Without the advantage of surprise the orcs rushed the beasts and fell, one by one. They managed to kill one and cripple the other, but in the end only one out of dozen hunters stood, preparing to kill the incapacitated beast. Dragonheart stabbed him in the back and then silently whispered his reasons in the ear of dying kinfolk. After severing final ties connecting him to his tribe, Dragonheart came to the crippled wyvern, killed it with the same knife, cut out the heart and ate it. He woke next morning changed, with claws and first scales on his body. It was the beginning of the transformation that was slowly moving him from mocked half-breed into monstrous hybrid. His scales grew stronger, he sprouted pair of wings. Later, much stronger Dragonheart managed to kill a young black dragon, again eating the heart of the magnificent prey and gaining more of its strength—affinity for corrosive acid that the beast spewed. He was no longer member of vanquished tribe. He was Dragonheart.

18 November 2014

Advanced Bestiary!

Photo courtesy of Patrick Curtin
Pathfinder edition of Advanced Bestiary by Green Ronin Publishing is finally hitting the shelves! The hardcover were already sends to backers (and hopefully to contributors as well...). PDFs can be already bought and printed version can be preordered.

Advanced Bestiary on Paizo.com
Advanced Bestiary on DriveThruRPG
Advanced Bestiary on Green Ronin Online Store

Once you get it, turn the page to... Uh, I have no idea what page actually. Just go through all of it until you find a dwarf druid! The one with mossy hair (if there would happen to be more than one).

And what's more there is another publication looming very-very soon. Or so I hope.