2020-12-31

Fantasy NPC: Goranar, The Pyrotechnician

   

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Goranar, The Pyrotechnician

A slim, tall but slightly stooping half-orc in thick robes of lacquered leather.

CR 6; 2,400 XP
Male half-orc alchemist 7
CG Medium Humanoid (human, orc)
Init +4Senses darkvision 60 ftPerception +10

Defense
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 42 (7d8+7)
Fort +7, Ref +10, Will +3

Offense
Speed 30 ft.
Melee dagger +5 (1d4, 19–20/×2)
Ranged bombs +10 (4d6+7 fire)
Special Attacks bombs (17/day, flash bomb, glitter bomb, smoke bomb)
Alchemist Extracts (CL 7th)
3rd (2/day)—fly, haste
2nd (4/day)—cat's grace, eagle's splendor, levitate, resist energy
1st (5/day)—ant haul, cure light wounds, disguise self, endure elements, enlarge person, expeditious retreat, jump, true strike

Statistics
Str 10, Dex 18, Con 13, Int 18, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 19
Feats Brew Potion, Extra Bombs (×3), Skill Focus (Perform [fireshows]), Throw Anything
Skills Appraise +14, Craft (alchemy) +14 (+21 crafting alchemical items), Disable Device +14, Fly +14, Perception +10, Perform (fire-shows) +13, Sleight Of Hand +14, Use Magic Device +10
Language Common, Dwarven, Duc, Elven, Goblin, Orc
SQ discoveries (flash bomb, glitter bomb, smoke bomb), mutagen

Notable Gear cloak of resistance +1, headband of vast intelligence +2, studded leather +1 (covered in alchemical oils protecting it from fire), goggles, supply of alchemical fireworks and alchemical components, wagon carrying supplies and an alchemical lab pulled by a donkey


Goranar lives by making shows of fire, light, and colors. He is a traveling maker of fireworks, though his real heart is in turning their discharge into complex performances. The bigger, the more colorful, the more picturesque, the better. He often finds his work sought after to be framework for other performances, part of bigger festivals or theatrical shows. He doesn't mind, as long as he gets to do his job.

As his fireshows can be very captivating and noisy, it's only a matter of time when someone decides to use his performance as a distraction to cover some cunning plan, a jest, or an intrigue. With or without his cooperation.


New Alchemist Discoveries

Flash Bomb*: When the alchemist creates a bomb, he can choose it to work like pyrotechnics spell (with the bomb acting like its own source of fire), filling area equal to twice the bomb's splash radius. Additionally, the alchemist can set any of his bombs to produce explosions of unusal color, including complex patterns of color. An alchemist must possess smoke bomb discovery before selecting this discovery.

Glitter Bomb*: When the alchemist creates a bomb, he can choose it to work like glitterdust spell, filling area equal to twice the bomb's splash radius. Additionally, the alchemist can set any of his cloud-producing bombs to have unusual color, including complex patterns of color. An alchemist must possess smoke bomb discovery before selecting this discovery.


2020-12-30

Fantasy NPC: Vix, The Puppeteer

  

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Vix, The Puppeteer

The proprietor of the show is small and chubby, with eyes resembling beads of blackest obsidian.

CR 5; 1,600 XP
Azan wizard 6
LE Small Humanoid (azan)
Init +0Senses low-light visionPerception +10

Defense
AC 10, touch 10, flat-footed 10
hp 23 (6d6)
Fort +4, Ref +4, Will +9

Offense
Speed 20 ft.
Melee dagger +2 (1d4–2, 19–20/×2)
Special Attacks bolster (7/day), command undead (7/day, DC 17)
Wizard Spells (CL 6th, concentration +10)
3rd—fly, lesser animate dead (×2), major image
2nd—command undead (×2), invisibility, minor image (×2)
1st—cause fear (DC 16), mage armorshield, unseen servant (×2)
0—detect magic, ghost soundmage hand, prestidigitation

Statistics
Str 6, Dex 10, Con 10, Int 18, Wis 14, Cha 18
Base Atk +3; CMB +0; CMD 10
Feats Mage Tattoo, Spell Focus (Necromancy), Telepathic Commands
Skills Craft (puppets) +13, Disguise +10, Knowledge (arcana) +13, Knowledge (religion) +13, Perception +10, Perform (puppetry) +10, Spellcraft +13
Language Abyssal, Azan, Common, Duc, Infernal, Necril
SQ arcane bond (scepter), arcane school (undead focused school)

Notable Gear cloak of resistance +2, a large number of various Tiny and Small skeletons (in the range of 20 or more HD of creatures at any one time) wearing carefully crafted costumes and disguises, wagon pulled by two horses, doubling as a theater stage


Vix is the owner, the director, and the main performer of a wandering puppet theater. The theater might not be worth mentioning, except all the puppets involved are really Tiny or Small skeletons wearing carefully crafted shells made of scented clays, papier-mache, and cloth. They perform somewhat crude and brutal shows on-stage and serve as stage-hands and walking advertisement.

Vix maintains a steady selection of the puppets, replacing damaged ones regularly. Because of irrational superstitions of others, the nature of the puppets is not advertised, and their construction kept confidential ("buisness secret"). Humanoid skeletons are avoided, except for little savage creatures that are not considered people in civilized regions.


New Feat: Telepathic Commands
You can issue commands to your minions without speaking.
Benefit: You can direct your summoned creatures or undead that are under your control as if you had telepathy with 100 feet range, instead of relying on verbal commands.


2020-12-29

Fantasy NPC: Dagga, The Singer

 

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Dagga, The Singer

A stocky, busty dwarven woman with long, well-tended to hair.

CR 4; 1,200 XP
Female dwarf aristocrat 6
CE Medium Humanoid (dwarf)
Init +0Senses darkvision 60 ft., stonecunningPerception +10

Defense
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 51 (6d8+24)
Fort +6, Ref +2, Will +6; +2 vs. posion, spells, and spell-like abilities

Offense
Speed 20 ft.
Melee unarmed strike +5 (1d3+1 nonlethal) or dagger +5 (1d4+1)
Ranged light crossbow + (1d4)

Statistics
Str 13, Dex 10, Con 18, Int 13, Wis 12, Cha 10
Base Atk +4; CMB +5; CMD 15 (19 vs. bull rush and trip)
Feats Endurance, Skill Focus (Perform [sing]), Strong Voice
Skills Intimidate +13, Knowledge (history) +10, Knowledge (local) +10, Perception +10, Perform (sing) +16
Language Common, Dwarven, Duc

Gear +1 glamered chain shirt


Dagga is a singer known for her powerful voice and rough demeanor. She is also greedy, vindicative, petty diva, willing to take advantage of her fame and clebrity status to get her way. Those who worked with her are aware of that, but those who decide to hire her, either don't care or are convinced that her behind-the-scenes reputation is a malicious gossip of her less talented and popular peers.

Good luck having to stand her while protecting her, being hired by her managers or nobility wishing to hear her sing.


New Feat: Strong Voice
You trained your lungs for singing extensively.
Benefit: You can apply either your Constitution or your Charisma modifiers to Intimidate and Perform (sing) checks. You treat both skills as class skills. If you wish to, your voice carries twice as long as usual, halving the Perception penalties to hear it, allowing you to be clearly heard in battle, across crowd, or in other unfavorable conditions.


2020-12-28

Fantasy NPC: Elthamiel, The Dancer


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Elthamiel, The Dancer

A tall and handsome man with a hint of elven blood, wearing elegant tight shirt, with much looser sleeves, and loose pants.

CR 3; 800 XP
Male half-elf expert 5
LN Medium Humanoid (elf, human)
Init +4Senses low-light visionPerception +10

Defense
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 27 (5d8+5)
Fort +2, Ref +5, Will +4; +2 vs. Enchantment
Immune magical sleep

Offense
Speed 30 ft.
Melee unarmed strike +3 (1d3 nonlethal) or whatever was at hand –1 (1d4)
Ranged thrown whatever +3 (1d4)

Statistics
Str 10, Dex 18, Con 12, Int 13, Wis 10, Cha 13
Base Atk +3; CMB +3; CMD 17
Feats Endurance, Greaceful Dancer, Run, Skill Focus (Perform [dance])
Skills Acrobatics +12, Diplomacy +9, Knowledge (local) +9, Knowledge (nobility) +9, Perception +10, Perform (dance) +15, Ride +12, Sense Motive +8, Swim +8
Language Common, Duc, Elven


Elthamiel is a master dancer, once a former lead performer in a troupe of wandering entertainers, though these days he is more often found teaching aristocratic youths a variety of dances, both courtly and performative. His reputation and resume opens many doors to him, though it also puts him in uncomfortable position when he gets entangled in noble intrigues, most often small affairs (often literal affairs), though sooner or later, someone might wish to leverage his personage for something bigger.

Elthamiel lives for the limlight of the stage and the thrilling trembling of the dance floor, though he also adores courtly life and all of its pleasures. All of them. He also happens to be easy to push around, with little courage or ability to stand for oneself (which explains why he so often finds himself in rather passive roles in various courtly plots). Regardless, he is most discreet unless really pressed with the combination of right questions and threats.


New Feat: Graceful Dancer
You are really good at moving with grace and agility.
Benefit: You can apply either your Dexterity or your Charisma modifiers to Acrobatics and Perform (dance) checks. You treat both skills as class skills.


2020-12-27

Fantasy Monster: Thunder Bush

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Thunder Bush
A large bush with silvery leaves and coppery bark, moving on multiple root-like appendages.

CR 2; XP 600
N Medium Plant
Init +0; Senses low-light vision; Perception +2

Defense
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 19 (3d8+6)
Fort +5, Ref +1, Will +3
DR 5/metal; Immune electricity, plant traits

Offense
Speed 15 ft.
Melee 2 slam +4 (1d4+2)
Special Attacks thunder burst

Statistics
Str 14, Dex 10, Con 14, Int —, Wis 15, Cha 3
Base Atk +2; CMB +4; CMD 14 (can't be tripped)

Ecology
Environment warm forests
Organization solitary, pair, grove (3–10)
Treasure standard

Thunder Burst (Su) Every 1d4 rounds in combat, at the start of its turn a thunder bush releases a thundering burst of sparks that deal 1 point of electricity and sonic damage for each time it was hit with an attack or was dealt electric damage since its last thunder burst, damaging creatures within 15 feet radius. A thunder bush releases its last thunder burst when it drops to 0 or less hit points, regardless of the time passed since its last burst.


Thunder bushes are aggressive, motile plants that attract and charge themselves with electricity during storms and then use accumulated power to defend themselves and their territory from intruders, particularly those who would damage surrounding vegetation.

Packs of thunder bushes occassionally live nearby fey glades or druidic groves, either naturally or deliberately placed there as guards.

2020-12-20

Fantasy Monster: Crocogyps

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Crocogyps

This beast has a body and limbs of a hyena and three naked vulture heads on long scaled necks.

CR 4; XP 1,200
N Medium Magical Beast
Init +3; Senses darkvision 60 ft., low-light, scent; Perception +10

Defense

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (5d10+15)
Fort +7, Ref +7, Will +3
Immune disease, nausea, sickness

Offense
Speed 50 ft.
Melee 3 bites +8 (1d4+3 plus festering bite)

Statistics
Str 16, Dex 16, Con 16, Int 2, Wis 15, Cha 7
Base Atk +5; CMB +8; CMD 21 (25 vs. trip)
Feats Combat Reflexes, Endurance, Run 
Skills Perception +10

Ecology
Environment warm and hot savannah and deserts
Organization solitary, pair, pack (2-10)
Treasure standard

Festering Bite (Ex) Each time a living creature is wounded by a crocogyps bite, its wounds become infected. Each time a creature recover hits points for a number of times the creature suffered festering bites, the infection surges up, dealing 2d6 points of damage. Casting remove disease removes a number of untriggered festering bites equal to its caster level. This is a disease effect.


Crocogypses are wild beasts that might be somehow related to griffons, like them fusing qualities of mammals and birds of prey. Unlike griffons they have only animal intelligence, on par with animals they resemble. They resemble their composite animals in lifestyle as well, being primarily scavengers of carrion. They occasionally kill weak, wounded, or starving prey, though they can be very patient, often following a lone animal or a lost traveler and waiting for them to perish of exposure. When following larger groups, they scrounge through refuse and leftovers, and may even sneak into camps at night if the guards are particularly sloppy, to steal supplies, animals, or even children.

Occasional tales recount encounters with much larger and threatening specimens, though there are no hard proofs for existence of such beasts. Yet.


2020-12-13

Fantasy Monster: Snowlin Gremlin

  

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Gremlin, Snowlin
An impish creature whose body is partly covered in a white fur, and partly with a bluish carapce resembling ice.

CR 2; XP 600
CE Tiny Fey
Init +6; Senses low-light; Perception +8

Defense

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 18 (4d6+4)
Fort +2, Ref +6, Will +5
DR 2/cold iron; Resist cold 10

Offense
Speed 30 ft., climb 20 ft., icewalk
Melee 2 claws +4 (1d4)
Ranged snowball +6 touch (2d6 cold plus blindness)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks freezing gust

Statistics
Str 10, Dex 14, Con 12, Int 7, Wis 13, Cha 13
Base Atk +2; CMB +2; CMD 12
Feats Endurance, Improved Initiative
Skills Acrobatics +9, Climb +8, Perception +8, Stealth +17, Survival +8
Languages Auran, Sylvan

Ecology
Environment arctic, mountains
Organization solitary, avalanche (2–5), blizzard (6–20)
Treasure standard

Freezing Gust (Su) A snowlin can direct a gust of freezing wind at sources of nonmagical fire to extinguish them, unattended objects to cover them with ice (freezing liquids in unattended containers), or to form 10-ft. bridges or patches of ice over moving or standing water. This ability has 60 feet of range.

Icewalk (Ex) A snowlin moves over snow and ice without penalties.

Snowball (Su) A snowlin can quickly grab some snow and throw as a magical snoball with the range of 60 ft. On a successful ranged touch attack it deals 2d6 points of cold damage and blinds the target for 1d4 rounds. A successful Reflex saving throw (DC 13) renders the target dazzled for 1 round instead. The saving throw DC is Charisma-based.


Snowlins are a species of gremlins dwelling in regions covered in snow and ice, the more dangeorus, like mountain glaciers, the better. Like most other kinds of gremlins, they are cruel and vicious, stalking natives and travelers, destroying their supplies, triggering avalanches, fraying climbing ropes, replacing signs and warning, and trying to lead them to death from exposure or fatal fall.


2020-12-06

Fantasy NPC: Daromir, The Gift-Gremlin


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Daromir, The Gift-Gremlin

This entity is a little more than a messy beard with a pair of beady eyes, and thin scaly limbs ending in sharp claws.

CR 2; 600 XP
CN Tiny Fey
Init +6Senses low-light vision, detect magicPerception +9

Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 21 (6d6)
Fort +2, Ref +7, Will +5
DR 5/cold iron or magic; Immune nausea, sickness, sleep

Offense
Speed 30 ft., climb 30 ft.
Melee 2 claws +5 (1d4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks pounce, rake (2 claws +5, 1d4)
Spell-Like Abilities (CL 6th, concentration +7)
Constant—detect magic

Statistics
Str 10, Dex 15, Con 10, Int 14, Wis 11, Cha 13
Base Atk +3; CMB +3; CMD 13
Feats Acrobatic Steps, Improved Initiative, Nimble Moves
Skills Bluff +10, Climb +8, Disable Device +11, Escape Artist +11, Perception +9, Perform (sing) +10, Sleight Of Hand +11, Stealth +19, Use Magic Device +10
Language Common, Sylvan
SQ beard of holding

Beard Of Holding (Su) Daromir's beard is capable of holding a lot more than its size suggest. It can store up to 100 pounds of things that have widest dimension not exceeding the beard's length (1 foot).


Daromir is a sort of well-meaning gremlin that desires nothing more than give presents... Of course, as it is typical with gremlins, it doesn't work nearly as good as it sounds—Daromir is enamored with the idea of gifts, but the gremlin's mindset has problems with judging what makes a good gift and when. The best of Daromir's gifts are useless trash, others are trinkets stolen from others and hidden in the recipient's things (or left blatantly in sight, if Daromir wandered off with a new gift in mind). And then, there are the presents that are borderline dangerous or shocking, like a freshly digged out skull of a relative. Or someone completly unrelated but fitting according to the unpredictable gremlin logic. If a gift doesn't cause troubles or distress then it probably didn't came from Daromir.


2020-11-29

Fantasy Monster: Great Flightless Bat

 

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Great Flightless Bat
An enormous beast resembling a cross between a bat and an ape. Its sickly pink skin is mostly hairless, except for even paler flaps of skin extending from its arms. Its snout a bat-like nightmare, with no sign of eyes.

CR 5; XP 4,800
N Large Animal
Init +7; Senses blindsight 60 ft., scent; Perception +11

Defense

AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 60 (8d8+24)
Fort +9, Ref +9, Will +4
Immune visual effects
Weakness blindness

Offense
Speed 30 ft., climb 30 ft.
Melee 2 claws +10 (1d6+4), bite +9 (1d4+4)
Space 10 ft.; Reach 5 ft. (10 ft. with claws)
Special Attacks pounce

Statistics
Str 18, Dex 16, Con 16, Int 2, Wis 15, Cha 5
Base Atk +6; CMB +12; CMD 29 (33 vs. trip)
Feats Combat Reflexes, Improved Initiative, Nimble Moves, Weapon Focus (claws)
Skills Acrobatics +12, Climb +12, Perception +11, Stealth +8, Swim +9; Racial Modifiers +4 Acrobatics, Perception, Stealth

Ecology
Environment underground
Organization solitary, pair
Treasure standard


On the first sight, great flightless bat looks like a massive, nightmare hybrid of a bat and an ape from the depths of hell. In reality, it is merely a wild and oversized species of a bat normally living in the lightless caverns that, by some quirk not fully understood by sages that study animals, grew to an enormous size normally unknown among its flying kin. Unlike smaller bats, it is truly blind and incapable of flying. Great flightless bats are truly omnivorous, eating whatever it can catch or find in the caverns, including plants, fungi, carrion, and live prey—native to their caverns or not.

A number of undergound cultures occasionally keeps half-tamed flighless bats as guard animals and trackers. Attempts to use them as mounts met with limited success.


2020-11-22

Fantasy Monster: Bee-Killer Dog


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Bee-Killer Dog
A massive dog with a bloated sacks growing on its neck.

CR 8; XP 4,800
N Large Magical Beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +15

Defense

AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 95 (10d10+40)
Fort +11, Ref +11, Will +7; +4 to saving throws against disease
Defensive Abilites meat honey; Immune swarm damage

Offense
Speed 50 ft.
Melee bite +15 (4d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks cloud of bees

Statistics
Str 22, Dex 14, Con 18, Int 2, Wis 15, Cha 11
Base Atk +10; CMB +17; CMD 29 (33 vs. trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Run
Skills Perception +15

Ecology
Environment warm forests and hills
Organization solitary, pair, pack (3–8)
Treasure standard

Cloud Of Bees (Ex) A bee-killer dog can release aggressive bees dealing 4d6 points of swarm damage to adjacent creatures as a swift action. Alternatively, the bee-killer dog can take a standard action to vomit an immobile swarm of bees (AC 18, 19 hp, immune to weapon damage) that will occupy a 10-ft. square within 30 ft. dealing 4d6 swarm damage each turn for 1d4 rounds or until dispersed. Only one such swarm can be active at a time.

Meat Honey (Ex) Honey produced by the symbiotic bees keeps the bee-killer dogs hale and healthy, allowing them to heal hit points equal to their HD every hour of rest and grant them +4 bonus to saving throws against disease. Up to 1d4+1 doses of the honey can be harvested from a bee-killer dog's carcass, each serving healing 1d4 points of damage and granting +2 bonus to saving throws against disease for the next day.


Bee-killer dogs are massive canines that house symbiotic swarms of carnivorous bees in skin sacks on their necks that attack their enemies and produce exotic, thought not completely unpleasant honey out of half-rotted meat.

The incessant droning of the bees surrounds the bee-killer dogs, rendering them psychologically inured to extensive noise.

Design Note: I devised this creature after reading a seemingly random reference to "dogs with bees in their mouth" on one of threads I frequent on Paizo forum—and only after poasting this monster I learned that was quote from The Simpsons.


2020-11-15

Fantasy Monster: Dragon-Bear

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Dragon-Bear
An enormus bear-like creature covered with scales and bony plates.

CR 16; XP 76,800
N Gargantuan Magical Beast
Init +6; Senses blindsense 60 ft., darkvision 60 ft., low-light vision, scent; Perception +28

Defense

AC 31, touch , flat-footed 16 (+2 Dex, +23 natural, –4 size)
hp 250 (20d10+140)
Fort +19, Ref +14, Will +13
Defensive Abilities defiant roar; Immune acid, cold, electricity, fear, fire

Offense
Speed 50 ft.
Melee bite +26 (6d6+10 plus grab), 2 claws +26 (4d6+10)
Space 20 ft.; Reach 15 ft.
Special Attacks crushing hug

Statistics
Str 30, Dex 15, Con 24, Int 10, Wis 21, Cha 13
Base Atk +20; CMB +34 (+38 grapple); CMD 46 (50 vs trip)
Feats Blind-Fight, Combat Reflexes, Greater Vital Strike, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lightning Reflexes, Nimble Moves, Vital Strike
Skills Acrobatics +20, Perception +28, Swim +18

Ecology
Environment forests, mountains
Organization solitary
Treasure standard

Crushing Hug (Ex) Dragon-Bear can maintain grapple as a full-round action, dealing damage from all its attacks to the grappled creature on a successful grapple check.

Defiant Roar (Ex) When taking a full-defense action, dragon-bear can issue a terribly roar, healing 50 points of damage and making a saving throw against each effect that currently affects it that allows saving throw to negate.


Bears are bad news. Dragons are worse. Dragon-bears are not closely related to either, though they share definite spiritual kinship—they seem to come from a parallel world where dragons are not at the top of the food chain. Neither are dragon-bears, really, but they often hunt young dragons for food.

Dragon-bears are voracious omnivores, with strong preference for meat, though they will eat anything remotely organic often scouring large swats of land of vegetation and larger animals. They are sapient beings but their intellect is self-centered, leaving them mostly incapable of comprehending idea of communication with other beings.


2020-11-08

Fantasy NPC: Zamakaya, The Littlest God

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Zamakaya, The Littlest God

A small furred entity with a goat's kid face and horns, bat-like ears, wings, and legs, and a pot belly.

CR 3; 800 XP
CG Tiny Outsider (native)
Init +4Senses darkvision 60 ft.Perception +9

Defense
AC 15, touch 15, flat-footed 15 (+3 deflection, +2 size)
hp 39 (6d10+6); fast healing 5
Fort +6, Ref +5, Will +6
DR 5/magic; Immune death

Offense
Speed 20 ft., fly 20 ft. (clumsy)
Melee bite +4 (1d3–4 plus bite mark)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks bite mark
Spell-Like Abilities (CL 6th, concentration +10)
Constant—resistance, sanctuary (DC 15), shield of faith

Statistics
Str 2, Dex 10, Con 10, Int 10, Wis 10, Cha 18
Base Atk +6; CMB +4; CMD 10
Feats Improved Initiative, Lightning Reflexes, Toughness
Skills Climb +5, Fly +9, Perception +9, Perform (appearing cute) +13, Stealth +17, Swim +5
Language empathy 30 ft.
SQ divine gifts

Bite Mark (Su) Zamakaya's unimpressive bite leaves visible bite marks that carry a curse that lasts until the bitten victim takes at least 1d6 days tending to Zamakaya's needs, worshipping it, or entertaining it—and Zamakaya can and will obstruct the process for those it doesn't like. Until the curse ends or is removed with break enchantment or remove curse, the target suffers –2 penalty to AC and saving throws.

Divine Gifts (Su) Entities that spend their time and effort tending to Zamakaya needs, treating the little god with reverence, and entertain it are blessed with a fraction of the divine power. After spending a total of thirty days of full-time worship, attendence, and providing entertainment one receives a single use of a spell-like ability picked from a bard or druid spell-list reflecting the activities the supplicant done in Zamakaya's service. The spell is typically a first level one, though people who entertained Zamakaya with a skill bonus of +10 may receive two uses of a single level spells, those with skill bonus of +15 may receive a single use of a 2nd level spell or three uses of a first level spell, and those with the skill bonus of +20 may receive single use of a third level spell, three uses of a second level spell, or seven uses of a first level spell. A supplicant can't receive more spells until the previous uses are exhausted.

Empathy (Su) Zamakaya doesn't speak nor seems to be capable of using languages. Instead, the little god projects feelings, emotions, and desires, and understands general intent of communication, though not the underlying emotions.


Zamakaya is a little strange entity that is belived by those who flock to it to be a divine being—and it certainly is bestowing minor blessings on those who attend to it. It asks for no services, beyond simple requests to be feed, bathed, and entertained, though it is a capricious entity, nosy, easily bored, and a fussy eater. Some of people who came to know of this entity speculate it is merely a child with a spark of divine power.

Zamakaya's would be priests and worshippers are often struggling to fulfil their little deity's requests, seeking food, toys, and entertainment that will be suitably pleasing. Some priests speculate those who are determined to serve Zamakaya despite the obstacles will receive great rewards in unspecified future, others are simply doing this for sheer joy of watching the cute deity's simple happiness.


2020-11-01

Fantasy Monster: Bonepicker Hag

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Hag, Bonepicker
A twisted old woman with definitely too big fangs, and too long talons, adorned with jewelry made of bones.

CR 5; XP 1,200
NE Medium Monstrous Humanoid
Init +2; Senses darkvision 60 ft., ghost scent; Perception +11

Defense

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 57 (6d10+24)
Fort +8, Ref +7, Will +7
SR 16 vs. necromancy

Offense
Speed 30 ft., burrow 10 ft.
Melee bite +8 (1d6+2), 2 claws +8 (1d6+2)
Special Attacks ghost collection, ghost touch
Spell-Like Abilities (CL 6th, concentration +8)
At Will—gentle repose, speak with dead (DC 15)

Statistics
Str 14, Dex 15, Con 18, Int 18, Wis 15, Cha 15
Base Atk +6; CMB +8; CMD 20
Feats Acrobatic Step, Great Fortitude, Nimble Moves
Skills Disguise +8, Heal +8, Intimidate +11, Knowledge (arcana) +10, Knowledge (religion) +10, Perception +11, Spellcraft +10, Stealth +11
Languages Aklo, Common, Giant
SQ invocation of ghostly vengeance

Ecology
Environment forest, hills, always near a settlement
Organization solitary, or coven (3 hags of any kind)
Treasure standard

Ghost Collection (Su) A bonepicker hags keeps a collection of miniature fetish dolls made from pieces of bone, hair, and skin of the deceased, binding vestiges of their spirits into eternal servitude. As long as the fetish remains whole (hardness 1, 1 hp), the vestigial spirit is forced to serve the hag. These bound spirits are incorporeal creatures that vanish when they are successfully hit with an attack capable of harming incorporeal creatures (AC 12), fail a saving throw against a magical effect (+4 bonus), or are repelled with various mystical or folk remedies against hauntings—only to reform by their fetish by the next nightfall. They can move small objects around and make combat maneuvers (dirty trick, disarm, drag, push, pull, trip, etc.) with a +5 bonus without provoking attacks of opportunity as a standard action and have fly speed of 30 ft., though they can't cause direct harm. When accompanying the hag, they can also distract her enemies granting her benefits of Aid Another and flanking. Within the hag's adobe they can move objects more reliably, acting as menial servants for her. A bonepicker hag can keep any number of fetishes, though only one per her HD can be active at the same time. She needs to hold inactive ones in a chest or other container to keep them in check.

Ghost Scent (Su) A bonepicker hag nose detects corpses, places, recently marked by death, haunts, and incorporeal undead creatures as if using scent. She can make a Knowledge (religion) check to discern between various types of incorporeal undead by smell alone. Corporeal undead register to this sense the same as corpses, though moving usually betrays their true nature.

Ghost Touch (Su) A bonepicker hag can touch and harm incorporeal creatures with her natural attacks.

Invocation Of Ghostly Vengeance (Sp) A bonepicker hag can be bargained with to devise a personalized occult ritual for a malicious (or desperate) petitioner wishing to enact an act of ultimate retribution. The petitioner has to have greater desire for vengeance for a real or an imagined crime than will to live. The ritual takes days or weeks to complete, forces the petitioner to perform services to the hag and debase oneself, showing absolute dedication to the act of the vengeance—and culminates with the death of the petitioners. If the tasks composing the ritual were successful and the petitioners' wills are completely focused on the act of vengeance, they raise as incorporeal undead (usually wraiths or specters, though particularly willful and dedicated petitioners might become ghosts). If the ritual tasks were flawed or incomplete, or the petitioner's dedication to vengeance falters, a haunt may be formed instead, or the petitioner might return as a minor ghost, bound either by regret or confusion.


Bonepicker hags loathe loneliness so they haunt village graveyards to steal pieces of bone, skin, and hair from the recently dead to trap their spirits into servitude and companionship. The vestiges of the dead are tied to serve her for a generation or two, until their memories of life and emotional bonds fade leaving little more than unresponsive outlines. Occasionally, bonepicker hags go as far as to infiltrate a wake or funeral to put her hands on materials for her fetish-dolls. At other times they visit gallows regularly.

While the bonepicker hag holds great power over the bound spirits, commanding them and tormenting them as she pleases, they can slip away from her for a short time at night, haunting places and people that had great emotional importance for them in life (positive or negative) for a few minutes each night. While in such state, the vestigial spirit can't communicate meaningfully, though it can occasionally whisper threats, promises, or please related to their emotional bond with the person or the place haunted. They often just appear staring at their beloved, or harassing those they hated in life. Their are not powerful enough to cause direct harm, unless they manage to trip or push someone down the stairs or from a ladder. Once a year, all the spirits from a bonepicker hag collection are released to haunt their quarries for a whole night, usually at the time of major holiday related to death.


2020-10-30

Fantasy NPC: Terrakhett-Nammar

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Terrakhett-Nammar

A tall and a bit gaunt woman with red skin covered in geometric tattoos. Proportions of her her body are a bit off, with her limbs and her face feeling too thin and too long in comparison to her torso.

CR 4; 1,200 XP
Female tiefling tattooed occultist 5
LE Medium Outsider (native)
Init +3Senses darkvision 60 ft.Perception +8

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 41 (5d8+15)
Fort +7, Ref +5, Will +5
DR 2/silver; Resist cold 5, electricity 5, fire 5

Offense
Speed 30 ft.
Melee unarmed strike +7 (1d8) or +7/+7 (1d8)
Special Attacks occult fists
Occultist Spells (CL 5th, concentration +9)
2nd (3)—cure moderate wounds, mirror hideaway
1st (5)—cure light wounds, expeditious retreat
0 (at will)—mage hand, stabilize

Statistics
Str 10, Dex 16, Con 14, Int 19, Wis 10, Cha 8
Base Atk +3; CMB +3; CMD 16
Feats Extra Mental Focus, Improved Unarmed StrikeB, Weapon Finesse, Weapon Focus (unarmed strike)
Skills Acrobatics +11, Climb +8, Craft (tattoo) +14, Heal +10, Knowledge (nobility) +9, Perception +8, Stealth +13, Swim +8
Language Abyssal, Common, Draconic, Goblin, Infernal
SQ base powers (legacy weapon +1, servitor), body reading (28 total), focus powers (flesh mend, purge corruption, size alteration), healing skill +2/+3, mental focus (11 points), resonant powers (casting focus, physical enhancement), tattooed implements 2 (conjuration, transmutation)

Notable Gear +1 chain shirt, cloak of resistance +1


Born as an unrecognized bastard in a court of an infernally corrupted aristocrat, Terrakhett never knew love and safety. She was raised without clear station, neither a servant nor a highborn, at times treated as one or the other. She never knew poverty, but is well versed in being on a receiving end of cruel aristocratic whims, and a sparse moments of tenderness and generosity.

Her predisposition and training for harnessing healing magic without calling upon gods—deeply disdained at the decadent court—found her a place as the one who tends to dueling injuries, poisoning, and occasional illness. She gathers favors and remembers slights. As a servant she is forbidden from bearing arms, but she can defend herself without them... Petty nobles beaten by an unarmed lowborn are not that likely to complain publicly for the fear of being ridiculed.

Terrakhett typically has 8 points of focus invested into her conjuration tattoo, to be able to deal with necessities of her self-made niche, while the remaining 3 points are invested in the transmutation focus, enhancing her Dexterity to 18 which gives her +1 bonus to initiative, AC, Reflex saving throws, attack rolls, and Dexterity-based skill checks.