Showing posts with label Princess. Show all posts
Showing posts with label Princess. Show all posts

2019-05-19

Fantasy NPC: Mrra-T'loq, The First Princess Of The Crossriver Marshes

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Mrra-T'loq, The First Princess Of The Crossriver Marshes
On the top of a large mantis stands a frogfolk wearing a sort of dress woven out of swamp vines, scales, and strands of spider-slik. Both her green and blue skin and the chitin armor of her mount are covered with red and orange tribal markings, and she carries a spear adorned with matching feathers. 

CR 7; XP 3,200
Female grippli bard 4/verminous hunter 4
NG Medium Humanoid (grippli)
Init +3; Senses darkvision 60 ft., Perception +13

Defense
AC 22, touch 14, flat-footed 19 (+5 armor, +3 Dex, +3 shield, +1 size)
hp 47 (8d8+8)
Fort +6, Ref +11, Will +7; +4 vs. bardic performance, language-dependent, and sonic

Offense
Speed 30 ft., climb 20 ft.
Melee +1 spear +11/+6 (1d6+2, ×3)
Ranged javelin +10/+5 (1d4+1)
Special Attacks bardic performance (12 rounds/day, countersong, distraction, fascinate, inspire courage +1, inspire competence +2)
Bard Spells (CL 4th, concentration +6)
2nd (2/day)—path of gloryshare memory (DC 14)
1st (4/day)—cure light woundsexpeditious retreat, vanish, ventriloquism (DC 13)
0 (at will)—detect magic, mage hand, prestidigitation, resistance, sift, spark
Hunter Spells (CL 4th, concentration +6)
2nd (2/day)—aggressive thundercloud (DC 14), barkskin
1st (4/day)—air bubble, commune with amphibians (like commune with birds but consults local amphibians), good berry, magic fang
0 (at will)—detect poison, guidance, know direction, light, purify food and drink, stabilize

Statistics
Str 13, Dex 16, Con 12, Int 13, Wis 14, Cha 14
Base Atk +6; CMB +6; CMD 19
Feats Boon Companion, OutflankB, Power Attack, Spear-Dance, Vermin-Tamer
Skills Acrobatics +14, Bluff +13, Climb +13, Diplomacy +6, Handle Animal +13, Knowledge (nature) +7, Knowledge (other) +3, Linguistics +5, Perception +13, Perform (sing) +13, Ride +14, Sense Motive +13, Survival +13, Swim +8
Language Common, Grippli, Boggard, Duk
SQ bardic knowledge +2, improved empathic link, teamwork feat (1 choice of teamwork feat, changable 2/day, shared with companion), track +2, vermin companion (Large mantis), vermin empathy +6, vermin focus (4 minutes/day), versatile performance (sing)

Notable Gear +1 spear, +2 studded leather, +1 large leather shield, +1 studded leather barding for her Valiant Steed.


Mrra-T'loq was a capable hunter and her tribe's memory before she met and befriended a tall, skin-changing hairyfolk from beyond the marshes bearing the exotic name of Skela Tur Veir-Barrin. From her new friend, Mrra-T'loq learned of hairyfolk beyond the marshes and their customs. One amused her particularly, prompting her to call herself "the princess of the Crossriver Marshes"... Now Mrra-T'loq has to deal with neighbors and outsiders in the name of her tribe...

Her Valiant Steed, is a giant mantis vermin companion. It has AC 25, 45 hp, Fort +7, Ref +8, Will +3, Atk 2 claws +9 (1d6+5 plus grab), Str 20, Dex 16, Con 14, Int —, Wis 12, Cha 7, CMB +11 (+15 grapple), CMD 24. When it successfully grapples a foe, it can make an additional attack with its mandibles (+4, 1d6+2). It can make a full attack in a surprise turn. It has Outflank and one another teamwork feat shared by Mrra-T'loq through her teamwork feat ability.

New Feat: Spear-Dancer
You can fight with spears with great agility and versatility.
Benefit: You can use Dexterity instead of Strength when you make attack rolls with a spear of any sort. You can wield two-handed spears in one hand.

New Feat: Vermin-Tamer
You have greater influence over vermin than most.
Benefit: You can use Handle Animal skill (with –4 penalty) and harmless mind-affecting effects on vermin.

2019-01-06

Monster: Princess-Doll

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Princess-Doll
A human-sized doll of fine wood, brass wiring, and porcelain finish.

CR 3; XP 800
N Medium Construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0

Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 31 (2d10+20)
Fort +0, Ref +0, Will +0
DR 2/magic; Immune construct traits

Offense
Speed 30 ft.
Melee 2 slams +4 (1d6+2)
Special Attacks steal visage

Statistics
Str 14, Dex 14, Con —, Int 11, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Skill Focus (Bluff)
Skills Bluff +5, Disguise +2 (+12 with steal visage)
Language Common, one language selected by the creator

Ecology
Environment any urban
Organization solitary, pair, or court (3–12)
Treasure standard (clothing and jewelry)

Steal Visage (Su) A princess-doll can duplicate appearance of a humanoid creature by having a droplet of the subject's blood smeared on its forehead. This works like disguise self effect, except it allows taking humanoid appearance, duplicates specific individual and lasts for 24 or more hours. If a droplet of princess-doll oil is smeared on the subject's forehead at the same time, the subject has their appearance changed into a ordinary-looking member of their race, age category, and gender until the subject dies, the illusion is broken, or a curse is removed. As long as the subject remains alive and transformed, the princess-doll retains the appearance of the subject, potentially extending steal visage duration indefinitely, recognizes people and places familiar to the subject, and have general sense of the subject history. This is a curse and illusion (glamer) effect.


Princes-dolls were designed as decoys to protect princesses from kidnappers and assassins, but in time they were also re-purposed as tools of kidnapping, assassination, and political intrigues.

Princess-dolls are instilled with artificial intelligence that lets them adapt to their role though they are not infallible. A princess-doll follows general instructions of the person owning its control token, a miniature of itself created at the same time as the princess-doll which changes appearance to match the princess-doll current visage. The instructions have to be told to princess-doll personally, in a shared language—there is no telepathic link between each other. A princess-doll that received no orders, or whose control token was destroyed does her best to pretend she is her current visage.

Princess-Doll
CL 10th; Price 3,000 gp
Requirements Craft Construct, bestow curse, disguise other, eagle's splendor, fox cunningSkill Craft (doll-making) DC 15; Cost 2,000 gp.


2019-01-04

Fantasy NPC: Tarrena Fairhair, Princess Of Duk-Nantel

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Tarrena Fairhair, Princess Of Duk-Nantel

A tall woman in a blue-tinted breastplate, wearing her blonde hair tied in a pony tail.

CR 4; XP 1,600
Female human fighter 5
LG Medium Humanoid (human)
Init +2; Perception +6

Defense
AC 22, touch 13, flat-footed 19 (+6 armor, +2 Dex, +1 dodge, +3 shield)
hp 42 (5d10+10)
Fort +7, Ref +3, Will +4

Offense
Speed 30 ft.
Melee +1 longsword +11 (1d8+7/19-20/×2)
Ranged composite longbow +7 (1d8+3/×3)

Statistics
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 13
Base Atk +5; CMB +8; CMD 21
Feats Dirty Fighting, Dodge, Iron Will, Power Attack, Shield Focus, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +7, Knowledge (nobility) +6, Perception +6, Ride +10, Swim +7
Language Common, Duk, Goblin
SQ armor training 1, bravery 1, weapon training (heavy blade 1)

Notable Gear +1 longsword, mwk breastplate, mwk large steel shield


Tarrena Fairhair might be a princess, but she is also a warrior and a champion fighting for her principality against foes and monsters alike. She fights bandits, saves kidnapped princes, and leads her guardsmen into fray of battle as needed. She also gained respect of common men, when she personally oversaw hanging of corrupted tax collector.

2019-01-03

Fantasy NPC: Skela Tur Veir-Barrin, Princess Of Veir

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Skela Tur Veir-Barrin, Princess Of Veir

A wild-haired, sun-tanned tomboy in a worn leather armor. Her brown hair are full of leaves and straw, and... Is that a silkworm?!

CR 3; XP 800
Female half-elf wildshaper druid 4
N Medium Humanoid (human, elf)
Init +6; Senses low-light vision; Perception +15

Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 29 (4d8+8)
Fort +6, Ref +5, Will +7

Offense
Speed 30 ft.
Melee quarterstaff +5 (1d6+3)
Melee (bear form) 2 claws +6 (1d4+3) and bite +6 (1d4+3)
Special Attacks wildshape 3/day
Druid Spells Prepared (CL 4th, concentration +7)
2nd level—barkskin, bull's strength
1st level—goodberry, shillelagh (×2), speak with animals
0 (at will)—create water, detect magic, guidance, light

Statistics
Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 10
Base Atk +3; CMB +5; CMD 17
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Skills Climb +6, Heal +7, Knowledge (nature) +10, Knowledge (nobility) +5, Perception +15, Survival +12, Stealth +9, Swim +6
Language Common, Druidic, Sylvan
SQ elven blood, nature sense, trackless step, wild empathy +4, woodland stride


Skela Tur was born a princess, whereas she should have been born a forest imp, or so her mother say. She inherited much of her elven father's wanderlust and love of the wilds, and before anyone could stop her, she learned much of nature from a hermit living in a grove across the lake, including how to turn herself into beasts and walk among them.

Now, she comes and goes when she pleases, escaping her guards and chaperones with ease. Sometimes it takes an adventure in itself to get her back to the castle for important events where presence of the royal family is crucial.

2019-01-02

Fantasy NPC: Aneka Nikoss Dhun-Barrin, Princess Of Dhun

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Aneka Nikos Dhun-Barrin, Princess Of Dhun

A petite, raven haired girl with a thick white make up. She is dressed in black from toes to her neck.

CR 2; XP 600
Female human sentient zombie aristocrat 2
N Medium Undead (augmented human)
Init +1; Perception +10

Defense
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 26 (4d8+12)
Fort +3, Ref +1, Will +7
DR 5/slashing; Immune undead traits

Offense
Speed 30 ft.
Melee 2 slams +5 (1d4+3)

Statistics
Str 16, Dex 12, Con –Int 14, Wis 12, Cha 17
Base Atk +2; CMB +5; CMD 16
Feats Alertness, Familiar Bond (crow familiar), Iron Will
Skills Bluff +10, Disguise +10, Heal +2, Intimidate +7, Knowledge (nobility) +9, Knowledge (religion) +5, Perception +10, Ride +5, Sense Motive +10, Stealth +8
Language Common, Necril, two other local languages


Aneka is a young princess renowned for her beauty, loved by her parents and siblings, adored by her subjects. She has a rather complicated secret, though, for she is dead. She got better, though she is unsure how she died and even more so how she returned to semblance of life. She hides her transformation with growing worry that someone will notice she does not age. She also seeks the knowledge about circumstances of her death, though it is hindered by the necessary secrecy. It's hard to tell what would happen if the beloved princess was revealed to be one of the undead. A panic? A witch hunt? A wary acceptance? Was her death a murder or an accident? Was the force responsible for her reanimation well meaning or malignant?

At least no one questions her choice of a speaking crow as a pet.

2019-01-01

Planar NPC: Visenta Lhen, Princess Of Nakkakhur

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Visenta Lhen, Princess Of Nakkakhur

A tall and slender woman, black haired and dark skinned, with amber eyes, and serious frown, wearing thick robe far below her station.

CR 1; XP 400
Female human aristocrat 1/expert 2
N Medium Humanoid (human)
Init +0; Perception +11

Defense
AC 11, touch 10, flat-footed 11 (+1 armor)
hp 16 (3d8+3)
Fort +1, Ref +0, Will +9

Offense
Speed 30 ft.
Melee mwk scimitar +2 (1d6/18–20/×2)

Statistics
Str 10, Dex 10, Con 13, Int 16, Wis 14, Cha 12
Base Atk +1; CMB +1; CMD 11
Feats Endurance, Iron Will, Skill Focus (Perception)
Skills Heal +7, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +11, Profession (Scribe) +7
Language Common, Khur, and six ancient or exotic languages


Visenta might have been born a princess but she has the heart of a scholar. She was greatly dismayed in her youth when she was told that her royal obligations make her ineligible to join the priesthood of the Library Of All The Lore. This didn't stopped her from trying to join secretly—priests sending her back home did... Denied that path, she focused on learning on her own, often using (and occasionally abusing) her position to acquire rarer tomes, even going as far as sending more militant and adventurous courtiers that hoped to improve their standing (or simply trying to get into her bed) to scourge old tombs and abandoned ruins for treasures of written word. Not all of them survived.

Visenta is a distant, serious woman, with little patience for courtly games and intrigues, showing passion only when something triggers her curiosity and hunger for knowledge.

2018-12-31

Planar NPC: Errena Baneth Amedek, Princess Of Duk-Arath

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Errena Baneth Amedek, Princess Of Duk-Arath

A short, well-rounded, blonde-haired young lady with perky nose and deep blue eyes. She wears an exquisite dress of blue and green.

CR 1/2; XP 200
Female human aristocrat 2
NG Medium Humanoid (human)
Init +1; Perception +2

Defense
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 11 (2d8+2)
Fort +2, Ref +2, Will +6

Offense
Speed 30 ft.
Melee mwk dagger +1 (1d4–1/19–20/×2)

Statistics
Str 8, Dex 13, Con 12, Int 13, Wis 14, Cha 15
Base Atk +1; CMB +0; CMD 11
Feats Skill Focus (Perform [dance]), Skill Focus (Perform [sing])
Skills Diplomacy +7, Knowledge (nobility) +6, Perform (dance) +10, Perform (sing) +10, Ride +6
Language Common, Duk, Sylvan

Notable Gear an ornate masterwork dagger with crest of Amedek family, necklace–amulet protecting from harm (+1 resistance bonus to saving throws), choice of expensive but characteristic jewelry


Errena Baneth Amedek is the second daughter of the Dakon Amedek, High Prince Of Duk-Arath, one of many small principalities. Unlike her older, more responsible, and married sister, Errena is curious, passionate, carefree, and innocently naive young girl that has yet to learn of hardships of life that touch both the lower and higher classes.

It can soon change, for her father is engaged in negotiations with various neighbors and allies that might benefit from marrying her off to strength the ties with existing allies or gain new ones. This also means that she is a potential target for those who would see those negotiations fail and the alliances break, or those who would use her as a bargaining bit in other ways...

2018-12-30

Monster: Snow Wight

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Snow Wight
A pale-skinned girl, slender, almost thin, with dark hair and dark, soulless eyes wearing gown much too delicate and revealing for the winter weather.

CR 8; XP 4,800
NE Medium Undead (cold)
Init +9; Senses darkvision 60 ft.; Perception +15
Aura eternal cold (100 ft.)

Defense
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 95 (10d8+50)
Fort +8, Ref +8, Will +11
Defensive Abilities channel resistance +4, frozen tomb; DR 10/bludgeoning and magic; Immune undead traits; SR 19
Weakness vulnerable to fire

Offense
Speed 40 ft., climb 20 ft., swim 20 ft., icewalking
Melee 2 claws +12 (1d4+1 plus 2d6 cold plus energy drain) and bite +12 (1d6+1 plus 2d6 cold plus energy drain)
Special Attacks create spawn, energy drain (1 levels, DC 20), piercing chill
Spell-Like Abilities (CL 10th; concentration +15)
At Will—control weather (bringing cold weather, snow, and hail only)

Statistics
Str 13, Dex 20, Con —Int 15, Wis 14, Cha 21
Base Atk +7; CMB +12; CMD 26
Feats Agile Maneuvers, Defensive Combat Training, Improved Initiative, Iron Will, Weapon Finesse
Skills Acrobatics +15, Bluff +15, Climb +9, Knowledge (nature) +12, Knowledge (nobility) +12, Perception +15, Sense Motive +15, Swim +9
Languages understands Auran, Common, and one local language but usually don't speak

Ecology
Environment any cold and temperate
Organization solitary, or accompanied by a number of frost wights
Treasure standard

Aura Of Eternal Cold (Su) A snow wight is surrounded by subtle chill that reduces cold resistance by 10 points and gives –4 penalty to saving throws and Constitution checks made to withstand cold weather. Whenever a cold spell or spell-like ability is used within the aura, the snow wight heals a number of hit points equal to the level of the spell or its equivalent.

Create Spawn (Su) Humanoids killed by a snow wight's energy drain raise as frost wights 1d4 rounds after their death. Female humanoids of royal descent are instead frozen solid within a tomb of ice and break free out of it after 1d4 days as snow wights themselves. A snow wight can command up to 40 HD of frost wights before she has to release some of her direct control, but newly created snow wights are free, though twisted into evil reflections of themselves.

Frozen Tomb (Su) When a snow wight is reduced to 0 or less hit points by damage other than magical fire or positive energy, unless the effect immediately destroys a corpse (such disintegrate), a sarcophagus of magic ice with hardness 5 and 100 hit points forms around her body within 1d4 rounds. When the frozen tomb is broken or melted, the snow wight is released fully healed.

Icewalking (Ex and Su) A snow wight can walk on snowy and icy terrain without any hindrance. She can pass barriers of ice and snow at half her speed as if she was incorporeal.

Piercing Chill (Su) A snow wight can dispel or suppress magic effect that protects from death of a touched creature as if using a greater dispel magic with caster level equal to the snow wight HD. She can bestow 1d3 negative energy levels on a creature she embraces without the creature noticing.


When a young princess with undeveloped talent for cold magic dies, usually to exposure, though treason, murder, and suicide might also lead to this outcome, she might rise as a undead entity, distant but malicious, hungering for warmth of the living and their adoration, lacking any empathy, mercy,  or compassion they might have when alive.

A snow wight might pretend to be a lost girl seeking help, or she might be a nearly feral predator, though a few seemingly assumed positions of power, either by regaining their own throne, or by swaying a naive prince to marry them.