2017-11-26

Space NPC: Faq Aep Terminus

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Faq Aep Terminus

A handsome drow wearing a sharp suit and a pair of stylish dark glasses.

CR 8; XP 4,800
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 120-ft.; Perception +21
Aura jinx (60 ft.)

Defense
HP 105
EAC 19; KAC 20
Fort +7; Ref +7; Will +13
Defensive Abilities fast healing 5, untouchable; DR 10/good; Immunities electricity, poison; Resistances acid 10, cold 10, fire 10; SR 19

Offense
Speed 30 ft.
Melee phase claws +14 (1d8+8 Fo)
Ranged eye beam +16 (1d10+8 A, C, E, or F)
Spell-Like Abilities (CL 8th)
1/week—interplanetary teleport (self only)
3/day—discharge (DC 20), entropic grasp (DC 20), suggestion (DC 20)
At Will—detect magicdetect thoughts (DC 18), dancing lights, mending, psychokinetic handtoken spell, unseen servant

Statistics
Str +0; Dex +2, Con +0, Int +4, Wis +2, Cha +6
Skills Bluff +16, Computers +16, Culture +16, Engineering +16, Diplomacy +16, Perception +21, Sense Motive +21
Languages Abyssal, Celestial, Drow, Infernal; telepathy 100 feet
Other Abilities pilling costs

Ecology
Environment any (Abyss)
Organization unique

Special Abilities

Aura Of Jinx (Su) Faq Aep Terminus spreads malfunctions and failure whenever he goes. All d20 rolls within 60 feet fail automatically on natural results of 1–2. Rolling a natural 1 or 2 on an attack roll makes the failing character hit an ally within range, or oneself if there is no suitable target. Rolling a natural 1 or 2 on a saving throw increases the damage or duration of the effect by 50%. Rolling a natural 1 or 2 on an initiative check makes the failing character dazed and unable to act on its first turn. When a creature makes an attack roll, saving throw, ability check, or a skill check within aura of jinx, Faq Aep Terminus can take a reaction to make the creature roll twice, picking the worse result (this does not count as hostile action for purpose of breaking untouchable effect).

Pilling Costs (Su) Mere presence of Faq Aep Terminus within a settlement disturbs local economy, delaying transports, increasing number of breakages, shortages, and loses. Each week Faq Aep Terminus spends within the settlement, the price of all items and commodities increases by (1d6–1) × 5%. The prices revert to normal level at the rate of 5% per week once the demon leaves the settlement. Additionally, Faq Aep Terminus has an intuitive understanding of logistic processes and bureaucracy structures, letting him find the keystone people and places to mess with.

Untouchable (Su) Faq Aep Terminus, as a cultured and professional business-demon, exudes an aura of civility. Anyone taking an offensive action against Faq Aep Terminus, including attempting to deliberately catch him within an harmful area effect, has to attempt a Will saving throw (DC 18). On a failed save, the attacker is compelled to abort the action or direct it against another targets without endangering Faq Aep Terminus. A successful saving throw allows completing the offensive action and renders the creature immune to untouchable for the next 24 hours. This is a compulsion effect. Creatures that were attacked by Faq Aep Terminus or witnessed him attacking their allies or neutral creatures (but not when Faq Aep Terminus defended against unprovoked attack) are unaffected by his untouchable special ability for the next 24 hours.


Faq Aep Terminus is an assistant to a scribe of second undersecretary to an adviser of a demon lordling of failures and bureaucracy. Despite his lowly standing, Faq enjoys his rank immensely, for he has little responsibilities and a lot of opportunities to mess with mortal and immortal lives.

Faq Aep Terminus often makes deals with unscrupulous businessfolks and corporations, bringing misfortune to their enemies, sometimes even going as far as auctioning his presence (or lack of thereof) between competing groups. On other occasions, he simply visits a major production or trade hub and enjoys the misery his presence brings, and then proceeds to advise distraught mortals how to deal with the pilling issues. For a small favor or two...

When fighting, Faq Aep Terminus hands manifest translucent claw made of pure force, and when he pulls off his glasses, he reveals bottomless pits of chaotic energies he has in place of eyes, firing bolts of energy of his choice.

2017-11-19

Monster: Vizzel

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Vizzel

A big weasel with very vivid red and white fur coat and three pairs of limbs.


CR 2
; XP 600
N Small Magical Beast
Init +4; Senses low-light vision, scent; Perception +12

Defense

AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +7, Will +3
Defensive Abilities evasion

Offense
Speed 30 ft., climb 30 ft.
Melee bite +4 (1d4 plus attach)
Ranged acid splash +8 touch (1d3 acid)
Special Attacks bite the hand, destructive reverberation
Spell-Like Abilities (CL 3rd; concentration +5)
At Will—acid splash, dancing lightsdetect magicprestidigitationread magic

Statistics
Str 10, Dex 18, Con 12, Int 15, Wis 15, Cha 15
Base Atk +3; CMB +2 (+6 to maintain grapple); CMD 16 (20 to escape its grapple)
Feats Acrobatic Steps, Nimble Moves
Skills Acrobatics +14, Perception +12, Spellcraft +9, Use Magic Device +9; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Spellcraft, +4 Use Magic Device
Languages Common, Elven, Sylvan
SQ compression, hitch a ride

Ecology
Environment urban and ruins
Organization single or pair
Treasure negligible

Special Abilities


Bite The Hand (Ex) A creature bitten by an attached vizzel gains a circumstance bonus to saving throws against mind-affecting effects equal to the lethal bite damage suffered until the start of the following turn. A vizzel familiar can take an immediate action to bite its master while the master is forced to make a saving throw against mind-affecting effect, granting the master a bonus to the saving throw equal to bite damage inflicted.

Destructive Reverberation (Su) A vizzel's bite counts as a magic weapon. When a vizzel bites a creature that suffered damage from a spell or a spell-like ability since its last turn, it deals additional 2d6 points of force damage. Extra damage from destructive reverberation don't apply to bite the hand saving throw bonus.

Hitch A Ride (Ex) Despite being Small-sized, a vizzel can easily climb a willing Small or Medium person, or be carried by one without much problem, allowing it to occupy the same space as an ally.


Vizzels are descendants of an awakened weasel familiar that was blessed by a nascent deity of magic. They are playful, curious, and friendly creatures, that love eating, sleeping, and arcane magic, though they tend to be very opinionated about spells and their use, having vary varied, and not always reasonable favorite and disliked spells, schools, and magic items.

A vizzel is a viable Improved Familiar feat pick for a 5th level caster.

2017-11-12

Planar NPC: Xing Jin Wei

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Xing Jin Wei

A raven-haired elf with a lightly golden skin and emerald eyes. He wears soft silken robes with wide sleeves, from which a curious weasel looks out.

CR 2; XP 600
Male elf witch 3
LN Medium Humanoid (elf)
Init +1; Senses low-light vision; Perception +6

Defense
AC 11, touch 11, flat-footed 11 (+1 Dex)
hp 13 (3d6)
Fort +2, Ref +5, Will +6; +2 vs. enchantment
Immune sleep

Offense
Speed 30 ft.
Melee dagger +1 (1d4)
Ranged thrown dagger +2 (1d4/19–20)
Special Attacks slumber hex (DC 15)
Witch Spells (CL 3rd; concentration +7)
2nd—blindness/deafness (DC 16), summon swarm
1st—mage armor, sleep (DC 15), unseen servant
0 (at will)—dancing lights, detect magic, detect poison, stabilize 

Statistics
Str 10, Dex 12, Con 10, Int 18, Wis 14, Cha 13
Base Atk +1; CMB +1; CMD 12
Feats AlertnessB, Breadth Of Experience, Brew PotionBExtra Hex
Skills Appraise +8, Craft (alchemy) +14, Heal +8, Knowledge (arcana) +10, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Profession (any) +4, Spellcraft +10, Use Magic Device +5
Language Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ familiar (weasel), hexes (cauldron, healing), patron (healing), seen it all

Notable Gear cloak of resistance +1, a selection of self-made potions, including at least 4 potions of cure light wounds, a wagon carrying magical components, well stocked alchemy lab, and a modest library of magic lore.

Seen It All (Ex) Xing Jin Wei traveled far and wide and learned many things. He treats Appraise and all Knowledge skills as his class skills.


Xing Jin Wei is a traveling potion-maker and trader of minor magic items, seeking quality components, business opportunities, new recipes, and magical wares to buy and sell. He is very courteous but distant, aloof even, and cares little for others, except his weasel familiar.

Mastering alchemy and collecting tidbits of lore of all kinds are his love, his trade in potions is a way of channeling his studies into a productive business and finance further research.

Xing Jin Wei travels take him to many places, cities, towns, villages, and outposts, where he can offer his wares or hire services of mercenaries and sell-swords. He might look for a party to deliver him rare components, or guard him while traversing particularly dangerous regions. He can be met on the road, or while staying in an inn, such as in Wayside Inn side track encounter for Prepare For War series by Amora Game.

2017-11-05

Space Monsters: Voidstar Nightwalker

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Nightwalker, Voidstar

A titanic orb of utter darkness, with a few tendrils extending a few miles away from it. The whole entity is visible only because its silhouette is highlighted by purple glow of necrotic radiation.

Tier 20
CE Colossal starship undead
Speed 2; Maneuverability clumsy (turn 4)
AC 37; TL 37
HP 800; DT 20; CT 160
Shields 800 (forward 200, port 200, starboard 200, aft 200)
Attack (Forward) life-ender beam (special), void beam +30 (2d6 × 10)
Attack (Port) nightchaser torpedo +30 (10d6), void beam +30 (2d6 × 10)
Attack (Starboard) nightchaser torpedo +30 (10d6), void beam +30 (2d6 × 10)
Attack (Aft) nightchaser barrage +30 (10d6, array)
Attack (Turret) void beam +30 (2d6 × 10), 3 × void ray +30 (10d6, point +15)
Skills Computers +40, Engineering +40, Piloting +45
Systems extreme-range senses (40 hex), +15 defensive countermeasures (DC 45 to be scanned)
Other Abilities shadow flight, unliving

Special Abilities

Life-ender Beam (Su) The voidstar's main weapon is a terrible beam of negative energy that sucks life out of countless living beings caught within. It is too slow acting to affect small and agile opponents, only being capable to be properly focused on relatively immobile targets, such as planets, asteroids, and space stations, or those moving on completely predictable trajectories, such as disabled ship, and has range of 20 hexes. Each round of exposure to life-ender beam inflicts 1d4 negative levels to 1d100 thousands of living creatures that are big enough to have stat blocks, and decimates vegetation and lesser lifeforms. For each thousand of creatures affected, the voidstar regains 1 shield point that is added to the weakest shield arc. Firing a life-ender beam is independent of other actions taken in the same round and does not count as a gunnery action.

Nightchasers (Su) Nightchasers are lesser nightwalkers called from the depths of the Negative Energy Plane and sent after their designated targets, howling telepathic screams heard for tens of thousands of miles around. When a nighchaser hits a planet, a planetoid, or a station, it spawns a nightwalker entity that will haunt the region until banished or killed, and greatly increase chance of undead spawning for years to come.
Nightchaser torpedo is a heavy tracking weapon with long range and speed of 12. It inflicts 10d6 points of damage when it hits and additional 10d6 per round for two rounds thereafter. Nightchaser barrage is a heavy tracking weapon with long range and array special property.

Shadow Flight (Su) A voidstar traverses the vast gulf of space by sliding between the borders of the interstellar void and the Shadow Plane and back. A voidstar can travel between nearby systems in 1d10 years, and between distant systems in 1d10 × 1d10 years.

Starship Combat Resolve (Ex) A voidstar gains a pool of 12 Resolve points it can spend on actions in starship combat at the start of each starship combat.

Unliving Starship (Ex) A voidstar nightwalker is a undead being the size of the biggest capital ships and acts as one. Though it has no crew, it can still take engineering, gunnery, piloting, and science officer actions (one of each, in appropriate phases) using the skill bonuses listed above. Assume it has 20 ranks in each of relevant skills. When a voidstar uses divert action to replenish shields, it regains 50 SP.
Use the following table to determine the effects when the voidstar takes critical damage. The voidstar does not take critical conditions, all critical effects last for one round only.
1d100SystemEffects
01–25Main weaponThe voidstar can't use its lifeneder beam next round.
26–40BeamsThe voidstar can't fire its direct weapons other than the lifeender beam next round.
41–55PortalsThe voidstar can't fire its tracking weapons next round.
56–70HeartThe voidstar can't take engineering actions next  round.
71–85BrainThe voidstar can't take science officer actions next round.
86–00PropulsionThe voidstar can't take piloting actions in the following round.

Void Weapons (Su) A voidstar can project beams of destructive energy. Void beam is a capital direct-fire weapon with long range. Void ray is a heavy direct-fire weapon with short range and point (+15) property.


Voidstars are harbingers of cosmic destruction, enormous nightwalkers that might be restless spirits of the extingished stars, or something entirely else. A voidstar can appear on the Material Plane when a star system dies and start its crusade of extinguishing living worlds, moving from system to system until stopped by mortal beings, with or without aid from extraplanar forces.

Preparation for coming of a voidstar and assembling a force capable of defeating it could be a suitable material for a whole campaign.

2017-11-04

Space Monster: Asteroid Drake

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Drake, Asteroid

A bulky, ungainly two-legged dragon with a massive head, pair of curled wings, and a lengthy tail. Its back is adorned with two rows of spines crackling with lightning.

CR 7; XP 3,200
NE Gargantuan Dragon
Init +0; Senses blindsense (electromagnetic) 120 ft., darkvision 120 ft., low-light vision; Perception +19

Defense
HP 110
EAC 19; KAC 21
Fort +11; Ref +11; Will +8
Immunities paralysis, radiation, sleep; Resistances cold 20, electricity 20, fire 20

Offense
Speed 20 ft., fly 40 ft. (clumsy)
Melee bite +18 (1d8+12 P)
Multiattack bite +12 (1d8+12 P), and 2 claws +12 (1d8+12 S)
Space 20 ft.; Reach 20 ft.
Offensive Abilities breath weapon (50-ft. cone, 8d6 E & F, DC 16, usable every 1d4 rounds)

Statistics
Str +5; Dex +0, Con +4, Int –2, Wis +0, Cha +2
Skills Acrobatics +14, Athletics +14, Perception +19
Languages Draconic
Other Abilities living starship, no breath

Ecology
Environment asteroids and abandoned space stations
Organization solitary, pair, or flight (3—6)

Asteroid Drake (Starship Combat)
Tier 4
NE Tiny starship dragon
Speed 16; Maneuverability perfect (turn 0)

AC 20; TL 24
HP 11; DT —; CT 
Shields 300 (forward 75, port 75, starboard 75, aft 75)
Attack (Turret) plasma breath +10 (4d6, short range, point [+12])
Systems medium-range senses, +8 defensive countermeasures (DC 22 to be scanned)

Skills Computers +10, Engineering +10, Piloting +15 (skill equivalent values for purpose of starship combat actions only)

Special Abilities

Living Starship (Ex) In micro-gravity, near-vacuum environment an asteroid drake can surround itself with a field of psychokinetically controlled plasma, which allows it to fly in space. Away from larger structures, the field strengthens by multiple orders of magnitude allowing the creature to match starship speeds, and forms a protective shield capable of surviving direct starship-grade weaponry hits. It also focuses the drake's breath weapon into long-distance blasts of plasma that can breach hulls. In spaceship combat, an asteroid drake can take a piloting action and a gunnery action, plus one additional action selected from balance (helm phase), divert (engineering phase, restores 10 shield points), scan (helm phase), shoot (gunnery phase, allows using plasma breath second time in the same turn), or target system (helm phase).


Asteroid drakes are inhabitants of asteroid belts, comets, and small moons that are capable of flying through space and hunt small starships, shuttles, freighters, and mining vessels. While not terribly bright, they are cunning and aggressive creatures, using clouds of dust, gas, and fields of debris to their advantage. They usually feed on radiation and gasses formed out of plasma-vaporized minerals, though they enjoy an occasional snack of organic food, be it astronauts' flesh, or hydropnic-garden algae container.

2017-11-03

Space Monster: Arborreid

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Arborreid

A beautiful, androgynous silhouette with pale green skin and yellow and red hair.

CR 6; XP 2,400
N Medium Fey
Init +3; Senses low-light vision, scent, sense through (vision, vegetation); Perception +13
Aura life bubble (30 ft.)

Defense
HP 75
EAC 17; KAC 18
Fort +7; Ref +7; Will +9
DR 5/cold iron

Offense
Speed 30 ft.
Melee hardened branch staff +9 (1d6+6 B, block)
Ranged thorns +11 (1d8+6 P, range increment 50 ft., critical bleed 1d4)
Offensive Abilities ensnaring stems
Spell-Like Abilities (CL 6th)
2/day—mystic cure II (3d8+2), summon creature II (Small First World Beast)
At Will—phytokinetic hand (as psychokinetic hand but only in areas of dense vegetation which does the manipulation), token spell

Statistics
Str +0; Dex +3, Con +0, Int +0, Wis +2, Cha +5
Skills Life Science +18, Medicine +13, Mysticism +13, Perception +13, Sense Motive +13
Languages Common, Gnome, Sylvan
Other Abilities plantlike

Ecology
Environment places of artificially sustained vegetation in high-tech surroundings, such as starship hydroponic gardens
Organization solitary

Special Abilities

Ensnaring Stems (Sp) As a standard action, an arborreid can command dense vegetation to entangle any number of creatures within her life bubble aura range for 1d4+1 rounds. A successful Reflex saving throw (DC 18) prevents being entangled.

Life Bubble Aura (Su) An arborreid is surrounded by a field that maintains pleasant environmental conditions and helps the vegetation thrive, acting like area version of life bubble spell tuned to human-like life forms, with an additional +4 bonus to saving throws against radiation. An arborreid can take a full action to anchor her life bubble to a fixed point on the ground, extending its radius to 60 feet from the center and tripling the growth rate of vegetation within the area. The anchored life bubble aura snaps back to the arborreid immediately if the arborreid leaves its area, and wanes in 1d4 days after arborreid death.

Thorns (Su) An arborreid can grow and fire piercing thorns from her fingers.


Arborreids are nymph-like fey that grew fond of places of artificially sustained vegetation, such as arboretums and hydroponic gardens. They often bond with such places, spending all their time there, caring little for things that don't endanger their wards. Many salvagers founds thriving gardens under an arborreid care in otherwise deserted wrecks and stations.

2017-11-02

Space Monster: Liquid Darkness

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Liquid Darkness

This blob of absolute darkness slithers around extending its pseudopods.

CR 5; XP 1,600
N Large Ooze
Init +2; Senses blindsense (thermal and electromagnetic) 60 ft., sightless; Perception +0
Aura light absorption (30 ft.)

Defense
HP 70
EAC 17; KAC 19
Fort +9; Ref +5; Will +2
Defensive Abilities energetic attraction, fast healing 5; DR 5/—; Immunities disease, ooze immunities, poison; Resistances acid 10, cold 10

Offense
Speed 30 ft., climb 30 ft.
Melee cold plasma +14 (1d6+8 C & E, critical stagger, DC 15)
Space 10 ft.; Reach 10 ft.

Statistics
Str +3; Dex +2, Con +5, Int —Wis +0, Cha –5
Skills Stealth +15
Other Abilities compression, mindless, no breath

Ecology
Environment barren planets and planetoids
Organization solitary

Special Abilities

Cold Plasma (Ex) Touch of liquid darkness saps heat and ionizes at the same time, targeting EAC and dealing cold and electricity damage.

Energetic Attraction (Ex) Whenever a liquid darkness is hit by an attack or effect that deals electricity or fire damage, it immediately moves up to 15 feet in the direction of the source of attack. If the attack has no clear source, comes from within the liquid darkness's space, or directly from above and beyond  (such as grenade exploding in the middle, mine bursting from underneath, or shadowy fleet bombarding from the above), the liquid darkness lashes around making an attack against each creature within its reach.

Light Absorption Aura (Ex) A liquid darkness mere presence distorts and consumes visible light, reducing the illumination level by one step.


Liquid darkness is living, oozing lifeform made mostly of condensed exotic matter, living in temperatures that are deadly cold to more mundane creatures. It shows no signs of intelligence, reacting to stimuli only in the most basic ways, particularly being attracted to sources of heat, electricity, and electromagnetic radiation, on which it apparently feeds.

2017-11-01

Space Monster: Radwraith

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Radwraith

This translucent shape of indistinct, massively burned humanoid glows with a intense blue luminescence.

CR 4; XP 1,200
CE Medium Undead (incorporeal)
Init +5; Senses blindsense (life) 60 ft., darkvision 60 ft.; Perception +15
Aura radiation (30 ft., DC 15)

Defense
HP 43
EAC 16; KAC 16
Fort +3; Ref +3; Will +7
Defensive Abilities incorporeal; Immunities undead immunities

Offense
Speed fly 30 ft. (perfect)
Melee irradiated touch +8 (radiation, DC 15)

Statistics
Str —; Dex +5, Con —, Int +0Wis +1, Cha +3
Skills Acrobatics +10, Mysticism +15, Perception +15
Languages Common
Other Abilities unliving

Ecology
Environment ruins and starship wrecks
Organization solitary or pair

Special Abilities

Irradiated Touch (Su) A radwraith touch targets EAC delivering a dose of radiation (Fort DC 15).

Radiation (Su) Radiation generated by radwraith is considered sever in level, affecting creatures wearing environmental armors, except those with special qualities and upgrades designated to shield from stronger radiation sources.

Radiation Aura (Su) A radwraith aura of radiation increases light level by one step.


Radwraiths are restless spirits of humanoids that died to intense radiation, knowing what is happening to them. Now they haunt the surroundings of their demise, often long after the lethal levels of radiation dissipated. Radwraiths exist in state of constant torment, experiencing the agony of massive organ failure over and over again, mad of pain, fear, and realization of their grisly fate.