2018-04-29

Seven Young Fists: Resplendent Grace

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Resplendent Grace

A slender woman with fox ears and a bushy tail. She wear the finest clothing fitting a royal court.

CR 1/2; XP 200
Female kitsunemimi investigator 1
NG Medium Humanoid (kemonomimi)
Init +3; Senses low-light vision; Perception +10

Defense
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +4

Offense
Speed 30 ft.
Melee sword cane +0 (1d6)
Ranged hand crossbow +3 (1d4/19–20)

Statistics
Str 10, Dex 16, Con 10, Int 16, Wis 14, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Alertness
Skills Appraise +7, Bluff +6, Diplomacy +6, Knowledge (local) +7, Knowledge (nobility) +7, Linguistics +7, Perception +10, Sense Motive +10, Spellcraft +7, Use Magic Device +6
Language Catfolk, Celestial, Common, Sylvan, Tengu, Vanara
SQ alchemy, fox affinity, inspiration (3/day, 1d6), patient planner, trapfinding +1

Notable Gear several outfits for different formal occasions, studded leather armor


Resplendent Grace was an apprenticed to an assistant of a minor magistrate in a provincial city where she personally witnessed corruption of the civil administration and their consorting with criminals, rich, and powerful, to the detriment of the common people. It broke her faith in the law and the system and took her to the brink of corruption.

When the master Sour Wit was passing through the city with his students, the magistrate clique attempted to exhort a bribe from the vanara sifu, under the pretense of a licensing fee for an unathorized teaching of restricted techniques. This encounter opened Resplendant Grace's eyes to their vileness and she helped the old master and his young students outwit the greedy magistrates and use a number of legal loopholes to expose their corruption to the local governor.

She was reward with public commendation... And reassignment far away to avoid uncovering more dirt that would embarrass the governor further. She promptly resigned and joined the master Sour Wit and the slowly forming Seven Young Fists.

2018-04-22

Seven Young Fists: Fire Within

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Fire Within

A tall, muscular woman in her early twenties, with a pair of protruding ears and a bushy tail. Her skin is bronze with an occasional patches of yellow and black.

CR 1/2; XP 200
Female inumimi elementalist shifter 1
NG Medium Humanoid (kemonomimi)
Init +2; Senses low-light vision; Perception +6

Defense
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +2

Offense
Speed 20 ft. (30 ft. without armor)
Melee scimitar +4 (1d6+3/18–20)
Ranged mighty composite longbow +4 (1d8+3/×3)
Special Attacks elemental aspect (6 min/day, fire), elemental strike (1d6 fire), oni hunter

Statistics
Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Extended Aspects
Skills Acrobatics +2*, Climb +3*, Perception +6, Survival +8, Swim +3* (includes –4 ACP)
Language Common, Druidic, Gnoll, Sylvan
SQ branded by the kami, elemental speech

Notable Gear courtier's outfit for formal occasions, lamellar armor (horn), large wooden shield, masterwork might (+3) composite longbow, scimitar (dao)

Branded By The Kami (Ex) Fire Within gains +2 bonus to Charisma-based ability and skill checks when interacting with kami.

Oni Hunter (Ex) Fire Within gains +1 racial bonus to attack rolls and weapon damage rolls against oni. When she successfully confirms a critical hit on an oni, the creature's regeneration is suppressed for 1 round.


The third of the Seven Young Fists, is Fire Within, a martial-spirited inumimi maiden channeling the power of fire spirits to battle Evil wherever she goes. She is courageous, insist on defending people who she views as weaker than her from aggression, deeply compassionate, and yet, quite willing to strike down evildoers.

Fire Within lived in a secluded village as a child, where everyone expected her to become apprentice of a local shaman, but when it came to her coming of age ceremony, her valor, her willingness to protect other children, and her penchant to responding with violence to violence and using strength to solve problems marked her as favored of fire spirits, and convinced the village elders to send her away to serve as wandering defender instead. Soon after, she met master Sour Wit, and befriended his pupils and wards, joining future rag-tag band of virtuous champions of the people, later known as the Seven Young Fists.

2018-04-15

Monster: Flesh-eating Horse

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Flesh-Eating Horse

A powerfully build horse with bloodied fangs.


CR 7
; XP 3,200
N Large Magical Beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10

Defense

AC 20, touch 14, flat-footed 15 (+4 Dex, +1 dodge, +6 natural, –1 size)
hp 85 (10d10+30)
Fort +6, Ref +11, Will +9

Offense
Speed 60 ft.
Melee bite +13 (2d4+4), 2 hooves +12 (1d6+2)

Statistics
Str 18, Dex 18, Con 16, Int 2, Wis 17, Cha 13
Base Atk +10; CMB +15; CMD 30 (34 vs. trip)
Feats Dodge, Furious Focus, Multiattack, Power Attack, Weapon Focus (hooves)
Skills Acrobatics +9 (+21 jumping), Perception +10, Sense Motive +10
SQ bestial cunning, gruesome diet

Ecology
Environment warm plains and hills
Organization solitary, pair, or herd (3—10)
Treasure incidental

Special Abilities


Bestial Cunning (Ex) Flesh-eating horses are cunning beasts that are adept at reading emotions of others and treat Sense Motive as a class skill.

Gruesome Diet (Ex) After a feast of a few handfuls of a humanoid meat, a flesh-eating horse can run for hours, ignoring a total of 1 point of damage from hustle and forced march per pound of humanoid flesh eaten.


Flesh-eating horses are magnificent but rare destriers, often considered to be a gift from gods (or fiends). They are excellent fighting mounts but they can be very dangerous to a careless or injured rider who cannot dominate them into submission as they will turn on their owner at the first hint of weakness.

Legendary Mares Of Diomeded (CR 8/MR 3) are flesh-eating horses with mythic subtype, AC 24, 115 hit pointsDR 5/epic, and Str 20. They have bite +14 (1d8+5) and 2 hooves +14 (1d6+2) attacks, mythic Dodge and Weapon Focus feats. They also have following special abilities: mythic power (3/day, surge 1d6), burst through, breath weapon (3/day, 15-ft. cone of fire dealing 10d6 points of fire damage or half on a successful Reflex saving throw, DC 18), feral savagery (full attack—bite), and resistance 30 to fire.

2018-04-08

Monster: Kerkops

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Kerkops

This monkey-looking man has green skin covered in blue hair and a prehensile tail.


CR 4/MR 2
; XP 1,200
CG Medium Fey (mythic)
Init +5; Senses low-light vision; Perception +12

Defense

AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 43 (7d6+19)
Fort +3, Ref +10, Will +5
Defensive Abilities innocuous laughter; DR 5/cold iron and epic
Weakness vulnerable to bonds

Offense
Speed 30 ft.
Melee poking stick +8 (1d4 nonlethal)
Special Attacks crime spree, mythic power (4/day, surge +1d6), sneak attack +3d6, swift steal
Spell-Like Abilities (CL 7th, concentration +10)
At Will—dancing lights, daze (DC 14), prestidigitation

Statistics
Str 10, Dex 20, Con 12, Int 13, Wis 15, Cha 17
Base Atk +3; CMB +8 (+10 steal); CMD 18 (20 vs. steal)
Feats Agile Maneuvers, Dirty Fighting, Extra Mythic PowerM, Improved Steal, Weapon Finesse
Skills Acrobatics +15, Bluff +13, Climb +10, Perception +12, Sense Motive +12, Sleight Of Hand +15, Stealth +15
Languages Common, Sylvan, Vanara

Ecology
Environment temperate and warm forests and hills
Organization solitary or pair
Treasure standard (trinkets stolen from their victims)

Special Abilities


Innocuous Laughter (Su) A laughing kerkops can spend a mythic surge as a free action, forcing all sapient creatures that hear the laughter to make a Will saving throw (DC 16). Creatures that fail their save stop being hostile toward kerkops present for one round (and not treating the kerkops as an enemy for purpose of effects and attacks of opportunity) giving the kerkops the time to explain reasons for their laughter. If the kerkops provides reason that the affected creature finds genuinely amusing, the creature's attitude improves by two steps (until further changed by kerkops actions). The laughter is a mind-affecting sonic charm effect. Providing explanation for the laughter is language-dependent but the cessation of the hostility is not. The saving throw DC is Charisma-based.

Poking Stick A kerkops use elastic rod that inflicts nonlethal damage.

Swift Steal (Su) A kerkops can spend a mythic surge as a swift action to move up to its speed without provoking attacks of opportunity and attempt a single steal maneuver or Sleight Of Hand skill check at any point along the move.

Vulnerable To Bonds (Su) A captured and bound kerkops cannot free itself, it has to be released by the captor or another creature if left unattended by the captor.


Kerkopes (pl.) are mischievous but mostly harmless monkey-spirits that love to play tricks on other beings. They occasionally steal valuable or interesting items to hide them around the region they haunt. They are known to find many mundane things hilarious and their simple minded glee is often contagious, spreading to witnesses of their jests.

2018-04-01

Space Monster: Abominababy

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Abominababy

A grotesque creature resembling a misshapen baby.

CR 3; XP 2,400
N Small Monstrous Humanoid
Init +4; Senses darkvision 60 ft.; Perception +13

Defense
HP 35
EAC 14; KAC 15
Fort +2; Ref +4; Will +8
Immune disease, poison, radiation

Offense
Speed 20 ft.
Melee bite +10 (1d4+3 P)

Statistics
Str +0; Dex +4, Con +2, Int –3, Wis +1, Cha +0
Skills Acrobatics +13, Athletics +8, Perception +13, Stealth +13, Survival +8
Languages understands Common

Ecology
Environment laboratories, science, and medical complexes, ruins
Organization solitary, packs (2–5), or nurseries (6–20)

Special Abilities

Random Mutation: Each abominababy has two random mutations picked from the listed below (1d8):

1. Psychic Flight (Su) The abominababy has a supernatural fly speed equal to its ground speed with perfect maneuverability.


2. Caustic Vomit (Ex) The abominababy can spew a 15-ft. cone of acid dealing 3d4 points of acid damage every 1d4 rounds. A successful Reflex saving throw (DC 14) halves the damage.

3. Safety Bubble (Sp) The abominababy emanates a 10-ft. radius aura that provides protection of life bubble spell.

4. Mental Assault (Sp) The abominababy can use 1st-level mind thrust (DC 13) once every 1d4 rounds.

5. Durability (Ex) The abominababy body is rubbery and extremely resistant giving it DR 5/– and resist 5 to acid, cold, electricity, and fire.

6. Psychic Static (Sp) The abominababy emanates a 60-ft. radius aura that blocks telepathic communication. All the creatures within the aura suffer –2 penalty to saving throws against mind-affecting effects created by abominababies and creatures that tuned in to the psychic static, and +2 bonus to saving throws against mind-affecting effects of creatures that are not tuned in.

7. Tentacles (Ex) The abominababy has two rubbery tentacles that it can use in addition to bit for a full attack, dealing 1d4+3 points of damage each.

8. Toxic (Ex) The abominbaby's bite delivers a dose of a DC 14 poison that attacks Dexterity tracks, with frequency of 1/round for 2 rounds, and 1 save needed to cure the affliction.


Abominababies are cast-off results of failed cloning attempts, flawed genetic experiments, alien infections, and occasionally even a cancerous curses. They have stunted intellects and limited ability to comprehend single language they were exposed to during growth, operating on semi-feral level. Many, being discarded or escaping termination by inches, show malice and cruelty, others are shy, curious, or simply trying to survive their roaming grounds, by whatever means are necessary.