2023-06-25

Fantasy NPC: Amanah Hathunah XII

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Amanah Hathunah XII

A tall, androgynous four-armed figure of brass wires and ceramic plates. The left side gives a softer, somehow more feminine impression than the more angular masculine right side.

CR 10; 9,600 XP
LN Medium Outsider (inevitable, lawful)
Init +10Senses darkvision 60 ft., low-light visionPerception +17

Defense
AC 24, touch 10, flat-footed 24 (+4 deflection, +6 Dex, +4 natural)
hp 126 (12d10+60); regeneration 5 (chaotic)
Fort +14, Ref +13, Will +13
Defensive Abilities constructed, superb bodyguard; DR 10/chaotic; SR 21

Offense
Speed 30 ft., fly 30 ft (average)
Melee 4 slams +18 (1d8+6)
Special Attacks merciful strikes
Spell-Like Abilities (CL 12th; concentration +15)
Constant—see invisible, shield of faith, resistance
At Will—delay poison, detect poison, discern lies (DC 17), discern location (her wards only), invisibility (with duration of concentration), word of recall (bedchambers of her wards)
3/day—breath of life, lesser restoration

Statistics
Str 22, Dex 22, Con 20, Int 15, Wis 15, Cha 17
Base Atk +12; CMB +18; CMD 38
Feats Combat Expertise, Combat Reflexes, Improved Disarm, Improved Initiative, Iron Will, Lightning Reflexes
Skills Diplomacy +18, Fly +21, Knowledge (history) +17, Knowledge (nobility) +17, Knowledge (planes) +17, Perception +17, Perform (pillow arts) +18, Sense Motive +17
Language truespeech

Merciful Strikes (Ex) Amanah Hathunah XII can choose to deal nonlethal damage with slam attacks without penalties.

Superb Bodyguard (Ex and Su) Amanah Hathunah XII can bestow +4 bonus to AC against single attack or +4 bonus to a single saving throw to one creature within their reach as a free action in response to any attack or hostile ability.


Amanah Hathunah XII was forged by an axiomite treaty-smith out of oaths of peace, eternal friendship, and alliance, sealed by a marriage between two warrying factions. Their duty was to uphold the marriage, protecting the groom and the bride from assassinations by external meddlers, internal dissidents, and each other, implicitly maintaining the alliance or at least the peace.

The inevitable was given all the skills and abilities that were considered necessary to protect the couple from harm and maintain their marriage, and all was good for a time, outwardly. Amanah Hathunah XII thwarted multiple assassination and kidnapping attempts, as well as a few dalliances that would shake the status quo. Despite the attempts, the marriage remains cold and affectionless, with the spouses detesting each other but it concerns Amanah Hathunah XII not, for while it would please the inevitable guardian and make the work easier, it is not pertinent to the pacts and treaties binding the realm.


2023-06-18

Fantasy Monster: Bath Gremlin

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Gremlin, Bath

This imp has blue-green skin, long neck, long limbs, and webbed feet.

CR 1; XP 400

CE Tiny Fey (aquatic)
Init +4; Senses low-light vision; Perception +7

Defense

AC 12, touch 12, flat-footed 12 (+2 size)
hp 14 (4d6)
Fort +1, Ref +4, Will +4
DR 2/cold iron; Resist cold 2, fire 2

Offense
Speed 30 ft., swim 30 ft.; sure steps
Melee bite +4 (1d4) and 2 claws +4 (1d3)
Ranged thrown towel or piece of clothing +4 (ranged dirty trick combat maneuver)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 4th, concentration +5)
At Will—create water, heat or chill water, mage hand

Statistics
Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 13
Base Atk +2; CMB +0; CMD 12
Feats Defensive Combat Training, Improved Initiative
Skills Bluff +8, Perception +7, Profession (masseur) +7, Sleight Of Hand +7, Stealth +15, Swim +15
Languages Aquan, Common, Sylvan
SQ amphibious, compression

Ecology
Environment urban
Organization solitary, pair, pool-crew (3–10)
Treasure standard

Heat Or Chill Water (Sp) A bath gremlin can turn a body of water—up to four 5-ft. cubes of water—scalding hot or frigidly cold for as long as it concentrates plus 1d4 rounds. Any living creatures within the water suffer 1 point of nonlethal damage from heat or cold exposure per round. Multiple bath gremlins can work together to affect larger bodies of water, combining the volume affected. This is a fire and water effect and it is an equivalent of a 0 level spell.

Sure Steps (Ex) A bath gremlin feet are covered with tiny suckers that allow them to move and run safely across slippery surfaces without penalties.


Bath gremlins are attracted to hot springs and bathhouses—places where people gather and immerse themselves within bodies of water, exposing themselves to hijinks and malice. The gamut of bath gremlins' activities range from annoying pranks, such as stealing clothes and personal items and messing with the water's temperature and purity, to dangerous, tampering with boiling water, shutting steam vales, or even trying to drown lone bathers. While they can be cowed and bribed into serving as moderately competent bath attendants, they need constant supervision as they are willing to exploit opportunities for mischief and injury with little foresight or regard for future consequences.

Bath gremlins often hide in pipes and outflows, though they are usually smart enough to avoid furnaces and boiling water lines.


2023-06-11

Fantasy Monster: Forgling Gremlin

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Gremlin, Forgling

A tiny coppery-brown figure with scorching marks here and there, a pot belly, short legs, long wiry arms, and a crown of tiny rust-like looking horns. It wears 

CR 1/2; XP 200

LN Tiny Fey
Init –1; Senses low-light vision; Perception +5

Defense

AC 11, touch 11, flat-footed 11 (–1 Dex, +2 size)
hp 11 (2d6+4)
Fort +1, Ref +5, Will +4
DR 2/cold iron; Resist fire 2

Offense
Speed 30 ft.
Melee hammer or red-hot tongs +2 (1d3–1 plus 1d4 fire)
Ranged thrown hammer or red-hot tongs +2 (1d3–1 plus 1d4 fire)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 8, Dex 8, Con 14, Int 5, Wis 11, Cha 9
Base Atk +1; CMB –2; CMD 7
Feats Endurance
Skills Craft (any) –3, Perception +5, Profession (smelting) +2, Stealth +12
Languages Ignan, Sylvan
SQ unreliable assistance, unwitting empowerment

Ecology
Environment urban, underground
Organization solitary, pair, workshop (3–6)
Treasure standard

Unreliable Assistance (Ex and Su) A forgling is always eager to help a smith at work. Whenever accompanying a smithing task, a forgling attempts to aid the smith by making a Craft check (DC 10). On a success, the forgling grants +2 bonus to the smith's Craft check, and increases CL of the magic item crafted by 1 (which may increase it's potency, but also increased DC of magic item creation). On a failure, a –2 penalty to Craft check is bestowed and the item CL is reduced by 1, potentially diminishing its effects. Each forgling assisting in forging of an item has a 25% chance of adding a minor magical quirk to the item, such as the crafted item shining with a very weak faerie fire, issuing creepy sounds whenever it is drawn, or buzzing and vibrating and random times.

Unwitting Empowerment (Su) If a forgling dies during the forging of a magic item, which happens with depressing regularity because of their clumsiness, carelessness, and low intellect (at least 20% chance, more in very unsafe forges), the item crafted can be empowered by the forgling's essence. Roll 1d4: 1—the item awakens intelligence, retaining the forgling's sapience and becoming a minor intelligent item; 2—the item gains fey bane property (if weapon) or grants +2 bonus to AC and saving throws against fey (if armor or jewelry); 3—the item interacts with fey, their magic, and their world, as if it was made of cold iron; 4—the item creation costs is reduced by 500 gp, to a minimum of half its crafting cost. If someone deliberately sacrifices a forgling during crafting of a magic item, either by force or deception, aside of it being an evil act (they might be annoying and troublesome but they are still sapient beings and eager helpers) and possibly a chaotic one, grants the item one of the listed random results, but it also imbues the item with a curse, such as:
  • the bearer becomes vulnerable (+50%) to all damage inflicted by fey
  • the bearer inspires instinctive hatred in fey creatures, immediately worsening their reaction by two steps
  • the bearer is constantly pestered by seemingly endless numbers of particularly malicious and focused gremlins
  • on a natural 1 rolled on an attack roll with the cursed weapon, the wielder strikes themselves, dealing full damage, including all the abilities and effects active.
  • the bearer emanates an aura of evil, and becomes susceptible to all effects that harm, penalize, or thwart evil creatures.
or any other curse the GM deems appropriate for the circumstances. Sacrificing multiple forglings in a making of a single object in attempt to get more benefits, is not only atrociously evil, but also adds one curse for each forgling sacrificed.


Forglings are a breed of gremlins obsessing with forge-working and craftsmanship. They are dedicated and laborious, but also clumsy, thoughtless, reckless, and the worst of all, creative. They will happily experiment, rediscovering obsolete techniques, subpar alloys, inefficient processes, redundant designs, and misbalanced shapes time and time again. They will add too much or not enough coal to smelted ore, producing either overly soft iron or too brittle steel. And they will always overestimate their resistance to fire, burning themselves with hot metal, occasionally completely incinerating themselves and mixing their ashes with the item they tried to improve.


2023-06-04

Fantasy NPC: Issar Of The Forge

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Issar Of The Forge

The stocky smith has dark bronze skin with a slight coppery tint and a 

CR 11; 12,800 XP
N Small or Large Humanoid (dwarf, giant)
Init +3 or +1Senses darkvision 60 ft.Perception +12

Defense
AC (Small) 25, touch 14, flat-footed 22 (+11 armor, +3 Dex, +1 size)
AC (Large) 25, touch 10, flat-footed 24 (+11 armor, +1 Dex, +4 natural, –1 size)
hp 150 (12d10+84)
Fort +18, Ref +12 or +10, Will +12
Defensive Abilities armor training 3, dwarf racial traits; Resist fire 30

Offense
Speed 20 ft. or 30 ft.
Melee (Small) +3 smithing hammer +21/+16/+11 (1d6+10, ×3)
Melee (Large) +3 smithing hammer +21/+16/+11 (2d6+12, ×3)
Ranged (Small) +3 light crossbow +19 (1d6+3, 19–20/×2)
Ranged(Large) +3 light crossbow +15 (2d6+3, 19–20/×2)
Space 5 ft.; Reach 5 ft. or Space 10 ft.; Reach 10 ft.
Special Attacks weapon training 2

Statistics
Str 16 or 20, Dex 16 or 12, Con 24, Int 15, Wis 17, Cha 13
Base Atk +12; CMB +14 or +18; CMD 27 or 29
Feats Craft Magic Arms And Armor, Diehard, Endurance, Iron Will, Lightning Reflexes, Master Craftsman, Point-Blank Shot, Skill Focus (Craft [armors]), Skill Focus (Craft [weapons]), Skill Focus (Profession [metallurgist]), Versatile Craftsman, Weapon Focus (hammer), Weapon Specialization (hammer)
Skills Craft (armors) +30, Craft (weapons) +30, Knowledge (arcana) +14, Profession (metallurgist) +29
Language Common, Dwarven, Giant, Ignan
SQ shifting size

Notable Gear +3 smithing hammer, +3 light crossbow, +3 glamered half plate, +3 ring of resistance, magical forge (+5 bonus to Issar's Craft and Profession skills), supplies, alchemical bolts, a handful of finished weapons and armors

Alchemical Bolts Issar usually fires regular bolts from his crossbow, but when pressed, he is willing to use vials of alchemical reagents that he normally uses as a part of his craft, as etching agent or galvanizing solution. Either works as a ranged touch attack directed against a creature or a specific grid intersection, like a splash weapon, and will deviate from the targeted point on a missed attack roll. Wherever it lands, alchemical bolt will explode dealing 10d6 points of acid (etching agent) or electricity (galvanizing solution) damage to everyone within 20 feet radius burst. All creatures exposed except the target of direct hit may halve the damage with a successful Reflex saving throw (DC 20). Issar always has a few vials of reagents of both types at hand.

Shifting Size (Ex) Issar appears as either a very small dwarf or a rather small, stocky giant, being either Small or Large–there seems to be not much rhyme or reason for his current size when he is encountered, aside of the situations where he expect violence to occur, welcoming the potentially hostile visitors in his Large form. When he actually works (he doesn't allow others to watch him work, but it can be done from hiding) his form fluidly shifts between those two sizes to match the part of the crafting process and the need of the moment. His weapons and armor resize with him.


Issar is a result of an union between a really adventurous dwarf and a fire giantess. Distrusted by both peoples from which is descendent, he lives in caverns of a volcano where he plies his trade, having drawn from smithing traditions of both dwarves and giants and merging them together.

While he might appear grumpy and unsociable when first met, he is actually a rather jolly fellow, though he has a rather dry wit, a deadpan delivery of steady supply of snarkiness, and little patience for those who think that they know his trade better than him. Surprisingly, he is rather forgiving toward actual fools as long as they are not overconfident. He also occasionally keeps a forge gremlin or two around as assistants, despite their detrimental impact on the work. He claims their meddling helps him remain sharp and careful.


New Feat: Versatile Craftsman
You can create a wider variety magic items without learning the secrets of spellcasting.
Prerequisites: Master Craftsman, 5 ranks in two or more Craft and/or Profession skills.
Benefit: You can apply effects of your Master Craftsman feat to one additional Craft or Profession skill, giving you a wider array of skills you can use while crafting items.
Special: You can select this feat multiple times, selecting a new skill to be used with Master Craftsman to create magic items.