24 April 2016

Planar NPC: Nebben Dahmeluc

Nebben Dahmeluc

A tall and statuesque lady whose copper skin has metallic sheen and her jet black hair shine as if they were sprinkled with diamond dust.

CR 5; XP 1,600

N Medium Outsider (earth, fire)
Init +0; Senses darkvision 60 ft.; Perception +12


AC 18, touch 10, flat-footed 18 (+8 natural)
hp 51 (6d10+18)
Fort +8, Ref +4, Will +8
DR 5/adamantine; Immune electricity, fire
Weakness vulnerable to cold

Speed 30 ft.; burrow 30 ft., climb 30 ft., fly 30 ft. (perfect)
Melee 2 slams +10 (1d6+4 plus 1d6 fire)
Special Attacks heat (1d6)
Spell-Like Abilities (CL 8th, concentration +9)
3/day—plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)

Str 18, Dex 10, Con 16, Int 15, Wis 17, Cha 13
Base Atk +6; CMB +10; CMD 20
Feats Alertness, Lightning Reflexes, Skill Focus (Appraise)
Skills Appraise +24, Climb +12, Diplomacy +10, Fly +17, Knowledge (nobility) +11, Knowledge (planes) +11, Perception +14, Profession (merchant) +12, Sense Motive +14; Racial Modifiers +10 Appraise
Language Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ child of earth and fire, smelt wealth


Environment any
Organization unique
Treasure standard

Special Abilities

Child Of Earth And Fire Nebben is native to both Earth and Fire planes. She can see through flame and smoke, glide through stone, crystal, and metal like a shaitan, and hold her breath for up to 1 hour. Her natural attacks are treated as adamantine, cold iron, and silver for purpose of penetrating damage reduction and blocking regeneration.

Smelt Wealth (Su) Nebben can transform valuable metal from one form to another. She can make a pile of coins of one type melt and turn into pile of coins of different type of the same value, minus a 10% "transaction fee". She can also incinerate a pile of coins making it burn but leaving diamond dust instead of ash, worth approximately 90% of the value of the smelted coins.

A bastard child of an efreeti heiress and a shaitan mercenary guard, Nebben was discreetly sent away by their kin far away from their holdings not long after she grew out of her childhood. She was given in apprenticeship to a traveling janni merchant together with a substantial amount of money. While she had a moderate amount of success as a merchant, she truly found her calling in money-changing business after she confronted her grandfather and requested a wish as her price for severing the ties and relinquishing any rights to inheritance. She asked for and was granted an ability to change money, though the magic always consumes part of the valuables in the process. Despite the cost involved, and her payment added, the demand for her skills is great as the planar trade involves transportation moving enormous volume of wealth.

Occasionally she is conjured by mortal adventurers to help them deal with monstrous hoards, and transform them into more compact form. She usually demands some trinket or jewelry taken from the hoard as her personal payment for such services.  

18 April 2016

Planar NPC: Dahlabrik The Sadist

Dahlabrik The Sadist

This is a very thin, very sinuous, and very pale anthropomorphic silhouette with two pairs of wings made of feathers and rusted iron wire. It wears a suit of black leather with lots of metal studs and carries a black leather bag.

CR 5; XP 1,600

NE Medium Outsider (evil)
Init +4; Senses darkvision 60 ft., deathwatchPerception +11


AC 18, touch 12, flat-footed 16 (+2 armor, +4 Dex, +2 natural)
hp 57 (6d10+24); regeneration 10 (good or silver)
Fort +9, Ref +9, Will +2
DR 5/good or silver; Immunity disease, fear, pain, poison; Resist acid 5, cold 5, electricity 5, fire 5

Speed 30 ft.; fly 30 ft. (average)
Melee 4 wings +10 (1d4+2 plus torment)
Spell-Like Abilities (CL 6th, concentration +8)
Constant—deathwatch, detect poison
3/day—lesser restoration

Str 14, Dex 18, Con 18, Int 15, Wis 15, Cha 15
Base Atk +6; CMB +8; CMD 22
Feats Diehard, Endurance, Weapon Finesse
Skills Fly +13, Heal +20, Intimidate +15, Knowledge (nature) +11, Perception +11, Profession (torturer) +11, Sense Motive +11, Stealth +13; Racial Modifiers +4 Heal, +4 Intimidate
Language Abyssal, Celestial, Infernal; telepathy 100 ft.
SQ agonizing rejuvenation, questionable medicine


Environment any
Organization unique
Treasure black medicine bag (Heal bonus included in the stat block)

Special Abilities

Agonizing Rejuvenation (Su) Dahlabrik can share his formidable regenerative abilities with a willing or helpless creature. As long as he can hold the subject in his arms, the subject regenerates 10 points of damage per round and suffers a terrible, mind-twisting pain that erodes the victim's sense of self inflicting 1 point of temporary Charisma damage per round. Creatures that are unconscious or immune to pain can't be affected by this ability.

Questionable Medicine (Su) Dahlabrik is quite adapt at dealing with diseases and poisons. When he successfully treats disease or poison, the recipient gains a +10 competence bonus to the following saving throw instead of +4 and if the saving throw is successful it counts as two successes for the purpose of ending the affliction. However, the harrowing and painful treatment inflicts 1 point of temporary Charisma damage, regardless of the treatment's success.

Torment (Su) Dahlabrik wings deliver jolts of pain upon a successful strike. A creature that is not immune to pain suffers a –1 penalty to attack rolls, saving throws, ability checks, and skill checks for each wing that hit it for 1 round. Dahlabrik can deliver those jolts of pain without inflicting actual wounds by making a melee touch attacks with his wings.

Dahlabrik The Sadist is a fiendish being that loves to inflict physical pain. A gossip goes around claiming that Dahlabrik is a fallen kyton, cast out for his philosophical failures, though he vehemently denies that. Despite being extremely cruel and desiring little except chance to inflict prolonged pain on everyone, he is surprisingly friendly fellow, blatantly honest about his desire to torment others. While he is not above tormenting helpless victim given a chance, he has found his niche offering medical aid to those in desperate need of it, desperate enough to accept the extra amount of pain as the payment. Dahlabrik never agrees to use his lesser restoration spell-like ability to cure Charisma damage caused by his other abilities.

Black Medicine Bag
Aura faint necromancy; CL 5th
Slot none; Price 2,600 gp; Weight 1 lb
Description This black bag contains tools and drugs required by a professional healer to perform his duties. It acts as a healer's kit with unlimited number of uses and grants +5 competence bonus to Heal checks.

11 April 2016

Planar NPC: Ghrribbeet The Broker

Ghrribbeet The Broker

A bloated anthropomorphic figure with a toad-like head and grayish skin. It is clad in a long robe of fine quality made of red and purple cloth.

CR 5; XP 1,600

CN Medium Outsider (chaotic)
Init +2; Senses darkvision 60 ft., scent, Perception +14


AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 57 (6d10+24); regeneration 5 (cold iron)
Fort +9, Ref +4, Will +8
DR 5/cold iron; Immunity ingested disease and poison, nauseated, sickened; Resist acid 10, cold 10, electricity 10, fire 10

Speed 30 ft.; climb 20 ft., swim 20 ft.
Melee 2 slams +10 (1d6+4)
Spell-Like Abilities (CL 12th, concentration +14)
Constant—discern lies (DC 16), planar adaptation
At will—identify, magic missile
1/day—greater teleport (self plus 50 lbs. of objects only)plane shift (self plus 50 lbs. of objects only)


Str 18, Dex 14, Con 18, Int 27, Wis 17, Cha 15
Base Atk +6; CMB +10; CMD 22
Feats Alertness, Breadth Of Experience, Skill Focus (Diplomacy)
Skills Diplomacy +14, Knowledge (arcana) +25, Knowledge (dungeoneering) +25,  Knowledge (geography) +25, Knowledge (history) +25, Knowledge (local) +25, Knowledge (nature) +25,  Knowledge (nobility) +25, Knowledge (planes) +25, Knowledge (religion) +25, Linguistics +17, Perception +14, Sense Motive +14, Spellcraft +17
Language Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Protean, Sylvan, Terran, Undercommon; telepathy 100 ft.
SQ lore-broker, water breathing


Environment any
Organization unique
Treasure standard

Special Abilities

Lore-Broker (Ex) Ghrribbeet The Broker treats all Knowledge skills as his class skills, gains an insight bonus to all Knowledge checks equal to his Hit Dice, can take 10 on any Knowledge checks, and can take 20 on Knowledge check once per day. He also ignores racial prerequisite of Breadth Of Experience feat.

Ghrribbeet The Broker is a dedicated businessman dealing in knowledge of all kinds. Secret lore, public gossip, ancient stories, and the current news, he tries to keep track of everything. Whatever knowledge he gathers, it is open for exchange. He will trade gossip for gossip, secret for secret... As long as the discussion happens in a civilized way over an exquisite feast and a bottle of fine liquor. He will eagerly trade information when conjured but his payment must involve both interesting information (or stories and legends) and high quality feast. As a connoisseur of tastes and experiences, he does not find any food repugnant or odious, though he won't tolerate bland meals. As an outsider he does not have to eat in the first place, so why would he lower himself to feeding on anything that does not agitate his sense of smell and taste.

Ghrribbeet The Broker avoids fighting. He will flee when possible, negotiate when escape is unlikely and won't agree to fight for others, regardless of offered payment, though he might share information about available mercenary forces for a fee. He is a jovial fellow that does not hold grudge against others for reasons other than direct violence against his person (including coercing him to fight with magic). He doesn't mind other joking at his expense or being lied to. He won't tell lies while trading information, though he is not above telling lies in casual conversation or omitting information if not directly asked about them.

04 April 2016

Monster: Fairhands


A tiny figure clad in leaves and flowers flutters through the air on a pair of colorful butterfly wings, showering ground with glittering dust. Where the dust drops, the vegetation blossoms.

CR 3; XP 800
CG Tiny Fey
Init +6; Senses low-light vision; Perception +10

AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
hp 29 (5d6+12); fast healing 1
Fort +4, Ref +6, Will +6
DR 5/cold iron; Immune disease

Speed 20 ft., fly 30 ft. (perfect)
Space 2-1/2 ft.; Range 0 ft.

Special Attack living thorns

Str 6, Dex 14, Con 14, Int 13, Wis 15, Cha 15

Base Atk +2; CMB –2; CMD 11
Feats Dodge, Flyby Attack, Improved Initiative
Skills Fly +22, Heal +10, Perception +10, Sense Motive +10, Sleight Of Hand +10, Stealth +18

Language Common, Sylvan
SQ blossoming life

Environment any

Organization solitary or pair
Treasure standard

Special Abilities

Blossoming Life (Su) Fairhands constantly sheds a magical dust with strong life-giving properties. When the dust falls on a fertile soil, it causes vegetation to sprout spontaneously. Where the vegetation already exist it grows faster, to an extent limited by the fertility of the soil and availability of water and sunlight. Fairhands tending to a patch of vegetation for at least a week increases its yield as if using enrichment option of plant growth spell. 
When the fairhands' dust falls on living beings, it automatically stabilizes the dying. Additionally, the next time the living creature exposed to the dust recovers hit points the amount of hit points healed increases by 2d6. The dust loses its potency when the creature receives healing of any sort (including natural healing) and it can be easily washed away with water. Fairhands treats Heal as a class skill, and can use their dust as a substitute for a healer's kit.

Living Thorns (Sp) Fairhands can sprout and fire multiple thorns as a mean of defense, acting like magic missile with caster level equal to their HD. A creature struck with one of the thorns can refrain from removing it from the wound—its damage cannot be healed until the thorn is removed but the creature gains +1 bonus to saving throws against diseases for each living thorn stuck, up to a maximum of 5 thorns.

Fairhands are a faeries with especially strong ties to life and growth, often tending to gardens and glades within faerie forests. They are usually good-hearted and compassionate but capricious and childish. Their dust is sought after commodity, used by alchemists and artificers to create magic items with properties related to vitality and healing, it also makes a miraculous supplement for fertilizers...

Fairhands can become cohorts, equivalent to a 5th level character.

27 March 2016

Skyjammers Of The Archipelagia: The Healer, part 2

The Healer, part 1

"Damn you! Damn you and your warty hide! Damn you and your warty hide, you tongue-lashing fool! I am not with them! I am living here!"

The amri spat and hissed at the magistrate when the lizardfolk led them through the city toward the port.
"Silence, you furred nuisance. You are not of the Ammadan spawnpools, you have no roots here, nor bonds of breath to the Ammadan air. Your stay here was at the pleasure and the expense of the politokratos, and he will have you here no more."
Varth and Terem exchanged quizzed looks.
"Why does the mighty Ammadan banishes mammals from his walls? We have done no harm!" The merchant asked shaking his head.
"I am not privy to the politokratos reasons, nor would I have leave to discuss them freely if I was. All what you need to know, is that politokratos wishes that your breaths no longer pollute our air and you are to leave immediately." The magistrate ended his statement by waving an open palm in front of his mouth in a gesture signifying its finality.
"Leave? Leave?! Where I am supposed to go? What I am supposed to do? I have worked my tail off in service to your people and you are throwing me in the sea now?!"
"Hush, maid, I will take you on my ship, if need be. I could use a good cook anyway. Someone who can bake a bread... You have baked that bread you served us, have you?"
She glanced on the lizardfolk guards and the toadfolk magistrate with anger burning in her yellow eyes and after a moment of tense hesitation she nodded.

They reminded silent for the rest of the way toward the port, though the amri lashed her tail nervously from time to time. The closer they were to the harbor, the more similar groups they saw—rimmerfolk guards leading humans, kai-tangs, amri, and more exotic people toward the port.

"What the politokratos hopes to reach here?" Saar Terem looked at the magistrate but received no answer. "Getting rid of those few dozens citizens might have little effect on the city—good or bad, but forcing the merchants to leave?"
He pondered for a few moments before confronting the magistrate.
"You are forcing us to leave. For how long? When will the port be open again to us?"
Quezeg shrugged. "There was no time limit specified on this decree so it will be in effect until the politokratos decides otherwise. I presume it is safe to state that you should not return until you learn otherwise. Now, which ship is yours?"

Navigating the crowd and reaching saar Terem's vessel took them a while. The guard watched them board the ship before taking further the three kai-tang who were picked at the tavern with them.

"Worry not about the fare, my skilled healer friend" The merchant laughed while leaping on the deck "I will gladly have you in my crew as a healer for as long as you wish!"
"Welcome aboard the Shooting Star! The not-so-finest vessel of the Alzirian Tradeholds! The braver of the primal winds of the Western Reaches! The jewel of mine, jewel of saar Terem Arad Gemmetel!"
Varth sighed and looked around the deck of the skyjammer they just boarded. The ship was old but well kept, with the crewmen busy preparing the ship for take-off. Only a familar elder kai-tang sat lazily on a pile of sacks, smoking a pipe—the healer's old acquaintance known currently by the name of Mok.
"Ah, I wondered when you'll be brought here, once that madness started..." The kai-tang exhaled a circle of smoke and waved to Varth before turning his head toward the merchant. "The holds aren't nearky as full as we would like but I took liberty of offering a passage away from this newly unwelcome island to a few exiles. They are paying in silverware and other trinkets, but at least we won't leave completely empty-handed."
"Good, good... As you see we have two new fishes in our bowl. You already know our new healer and this will be our cook..." Terem's bush eyebrows furrowed as he turned to amri "How are you called anyway, tailed lass?"
She growled silently for a moment before answering hesitantly. "I am Kezaharanah of the Yellow Flame Mountain izzanah. You can call me Hara, when you have too..."
"Welcome to the Shooting Star, then, Kezaharanah of the Yellow Flame Mountain." The large man turned toward the crew. "Let us take the Star out of this ungrateful city! Time to make our fortune elsewhere!"
Mok shurgged and smirked. "That madness had an unexpected advantage. We did not paid all the port duties and fees and now we are ordered to leave. We certainly won't be overstaying our welcome to pay them if they throw us out."
"No, we certainly won't!" The merchant laughter was loud and booming.

20 March 2016

Monster: Servant Of The Flame And The Shadow

Servant Of The Flame And The Shadow

An entity composed of transparent fiery glow, with a horned head, burning eyes and long clawed arms. Its lower torso smoothly extends into a long serpentine tail.

CR 5; XP 1,600

LE Medium Outsider (evil, fire, incorporeal, lawful)
Init +7; Senses darkvision 60 ft.; Perception +10

AC 16, touch 16, flat-footed 13 (+3 deflection, +3 Dex)
hp 51 (6d10+18)
Fort +5, Ref +8, Will +8
Defensive Abilities incorporeal; Immune disease, fire, poison
Weakness summoned, vulnerable to cold

Speed fly 30 ft. (perfect)
Melee 2 claws +9 touch (1d6 plus 1d6 fire)
Special Attacks possession

Str —, Dex 16, Con 16, Int 13, Wis 13, Cha 17
Base Atk +6; CMB +9; CMD 22
Feats Hidden Presence, Improved Initiative, Iron Will
Skills Bluff +12, Fly +20, Intimidate +12, Knowledge (planes) +10, Perception +10, Sense Motive +10, Stealth +12; Racial Modifiers +10 Bluff while trying to pretend to be possessed individual
Language Common, Infernal, Orc
SQ breathless, gift of the flame and the shadow


Environment any
Organization single or pair
Treasure standard

Special Abilities

Gift Of The Flame And The Shadow (Su) A creature possessed by a servant of the flame and the shadow gains darkvision with 60-ft range and fire resistance 10, even when the servant does not exert its full control allowing the creature a free reign. The effect is constant and the servant cannot suppress it.

Possession (Su) A servant of the flame and the shadow can possess living beings or corpses as if using greater possession spell with unlimited duration and saving throw DC of 16. The servant does not have to maintain the control, allowing the possessed to act normally when it suits the possessor. Possessing a corpse creates a wight-like being, though bodies of powerful monsters and high level characters can arise as more powerful undeads.

Summoned Servants of the flame and the shadow are not born but conjured into an impermanent existence like summoned monsters and count as such. A servant of the flame and the shadow can deliberately unmake oneself as a full-round action and cease to exist at the start of the following turn. This disperses its form and returns its essence and memories to its master. Destroying the dissolving servant before the start of its next turn prevents the delivery of its memories as does dissolution in area blocking planar travel.

Servants of the flame and the shadow are manifestations of malignant spiritual flame bound to an ancient evil. They exist as a raw potential from which their master draws them into being as he needs them to act as his eyes, ear, and hands. While not terribly powerful on their own, they are capable of spreading their master's vile influence with their ability to possess mortals and reanimate corpses.

13 March 2016

Monster: Clockwork Surgeon

Clockwork Surgeon

A hunched figure made of a brass plating riveted over a steel frame with a mass of copper wiring connected to a crystal cylinder on its back. A spark of strange-colored lightning crackles within the cylinder.

CR 3; XP 800
N Small Construct (clockwork)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4

AC 15, touch 13, flat-footed 13 (+2 dodge, +2 natural, +1 size)
hp 32 (4d10+10)
Fort +1, Ref +1, Will +1
DR 5/adamantine; Immune construct traits
Weakness vulnerability to electricity

Speed 30 ft.
Melee scalpel +7 (1d3+2 plus bleed, 19–20/x2) and injector +7 (1d3+2 plus anesthetic)
Special Attack anesthetic (DC 14), bleed (1d3), channel energy 5/day (DC 12, 3d6)

Str 14, Dex 10, Con —, Int 11, Wis 11, Cha 11

Base Atk +4; CMB +4; CMD 14
Feats Extra Channel, Improved InitiativeB, Lightning ReflexesB, Skill Focus (Heal)
Skills Heal +11, Perception +4; Racial Bonus +4 Heal

Language Common
SQ energy capacitors, swift reactions, winding

Environment any

Organization solitary
Treasure standard

Special Abilities

Anesthetic (Su) Injector—injury; save Fort 14, frequency 1/minute for 2 minutes, initial effect sickened and immune to pain effects for 1 minute, secondary effect staggered and immune to pain effects for 1 minute, cure 1 save. This is a poison effect. The saving throw DC is Constitution-based and includes +2 racial bonus.

Energy Capacitor (Su) A clockwork surgeon has an embedded energy capacitor that collects residual lifeforce granting the construct ability to channel energy like a 5th level cleric. A clockwork surgeon is attuned to either positive energy or negative energy. Its energy capacitor polarity can be reversed with one hour of work and tinkering by a character trained in Knowledge (arcana) and Knowledge (planes) with Craft Construct feat (a successful Use Magic Device check against DC of 25 can be used in place of the feat). Changing the capacitor's polarity flushes all the remaining uses of channel energy for the day.

Clockwork surgeons were designed to tend to the wounded with mechanical precision and emotionless calm, though with some jury-rigging they can be tweaked to unleash destructive energies instead.

Clockwork surgeon requires extensive work to build its winding mechanism and energy capacitor and connecting them together with copper wiring within its steel and brass body costing 1,000 gp.

Clockwork Surgeon
CL 12th; Price 16,000 gp.
Requirements Craft Construct, geas/quest, vampiric touch, creator must be at least 12th level; Skill Craft (clockwork) DC 20; Cost 8,500 gp.