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 Diomedes (CR 8/MR 3) are flesh-eating horses with mythic subtype, AC 24, 115 hit points, DR 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.

2018-03-25

Myths And Legends: The Favor Of The Sea Queen

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The Favor Of The Sea Queen

You want to be a sailor? To challenge the sea itself? Work your ass every day and night in hope of hitting big when you and your ship are the first to outrun one of the great storms and bring the rare and exotic spices or other fancy goods across the seas? Many, many wanted that... Some even succeeded... But even more ended at the bottom of the ocean, forever bound to Her palace...

There was that ship, The Albatross-King, the name itself should tell you something about its captain... A proud man, vain even, and not without a merit. He was a skilled sailor, a masterful navigator, forceful leader, and a devil with a blade, short or long. What's more he was handsome and virile, and as the story goes, a devil in bed as well. That was the captain of The Albatross-King, the man who was willing to challenge anyone, god or demon, face to face...

His antics on the sea were already widely renowned, for like many who venture on these waters, he was a trader when there was bargain to be made, a pirate when there was plunder to be looted, an explorer when the winds brought him to unknown shores, a hunter when beasts of sea emerged, and a warrior when attacked. Whatever the challenge he took on, he succeeded, often with price paid in the blood of his men, although rarely his own, despite him never giving less than his crew. Some say he was charmed, some say he was damned, a few that he captured the eye f the goddess of the wave, the Sea Queen herself...

Did he? Ha! Judge it for yourself.

The storm season was coming, forcing all that plied these routes to stay careful and sail slowly, avoid the worst weather. In such time, the trade grinds slowly, and yet, in such times fortunes are made by the bold, the foolish, and the lucky. One of the princes or kings of a seaside realm was throwing up a wedding, for oneself or the heir, few remember. The important thing was that suddenly the prices of exotic spices from far-away lands went up tenfold, twentyfold even. A royal ransom would await whoever would got there in time. So The Albatross-King took the cargo of spice. Some shook their heads, many warned the captain of the folly of his endeavor, others simply uttered prayers for the departed for the captain and the crew. He laughed at them and set sails for the open sea, right underneath gathering black clouds.

Early in the evening, the storms struck, a dark wall of wind, rain, and waves, where the difference between the sky and the sea blurs. His crew already wary, requesting that they would move out of the storm's path and seek calmer and longer route. He cursed them with names that made them, seasoned sailors blush, called them cowards and proclaimed that he won't back off of the storm, even if sent by the goddess of the seas herself. Thunders struck sending the crew on their knees but he only raised his voice and screamed his challenge to the roaring winds, there and then, he proclaimed that he would go through the storm and past the sea, for he was the the greatest of its captains. There, he promised the Sea Queen Herself, that he would mount Her and ride her like a mare on his way through, giving Her the travel She would never forget.

The sea and the storm responded with a great wave, wave, which the cowering crew was sure would consume the ship with its boisterous captain. The waves struck, shaking the ship, and when they could see from behind the curtains of water, She stood on the bow—her hair black like the storm clouds above, her naked skin dark turquoise like the sea underneath. She stood there, with a cruel crooked smile, face to face with the blasphemous captain.
I am holding you to your promise.
A smile quickly replaced momentary surprise on the captain's face. He bowed to her and led her to his cabin. For a moment, the storm calmed, only to strike again, with even greater force. The crew fought for their life and for the ship, and each time they thought the storm might be passing, it struck again, and again, and again. And yet, the mad wind throwing them on the sea was always behind them, the waves carried them. The storm raged for three nights, carrying them and throwing them around like a toy, giving them no time for rest.

And then, before the dawn of the third morning, the sea went silent. The First Mate gathered the crew on the deck to count them and estimate damages. Then, the door of the captain's cabin opened and She stepped outside, with an enigmatic, capricious smile on her lips, bearing the captain's splendid hat, adorned with the feather of a golden albatross. She stepped out and looked over the crew—for a moment her gaze meet eyes of each and every one of them. Without word she handed the hat to the First Mate, stopped to kiss the youngest and leaped into the sea. The sailors looked on each other, with strange calmness and confidence in their hearts, and then checked on the captain, though later they claimed they already knew what will they find—the captain was still there, naked and drowned on his bed, his arrogant smile forever staying on his face.

The same day, they entered the harbor of their destination, in three days having braved the rout that should take a week with the best winds. They sold the spice for their weight in gold, and as they shared the profits each of them become wealthy man. And yet, all of them sailed until the end of their lives, some sooner some later. The boy seaman who tasted the lips of the sea goddess leaped into the sea a few months later being the first to die. The First Mate remained the captain of The Albatross-King, the best navigator of the fastest ship for years to come. Others split and spread across many ships sailing many seas.

2018-03-24

Monsters: Wight-spirits and Greater Wight-beasts

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Wight-Spirits

Wight-spirits—sometimes called wight-wraith or barrow-spirits—are vestiges of malicious will, intangible remnants of evil presences, too ephemeral to be even considered creatures at all. They roam the places infused with corruption and taint of death, usually intimately related to, although occasionally being simply summoned to any sufficiently tainted place that resonates with their ill will.

Wight-spirits lack form, even the immaterial shape of incorporeal undead. They often also lack active memory, they might recall key events and some random smattering of past experiences but they rarely form new memories, or if they do, they are fleeting and vague, often distorted by the mirror of the past. They are also extremely limited in their ability to influence the surrounding world or be influences by it. They can whisper to particularly sensitive individuals—children, dying, drunk, drugged, sick, insane, meditating, magically talented, or those engaging in meditation and spirit-seeking trances, although the communication tends to be one sided. They can, in the right circumstances, possess corpses, albeit their lack ability to animate them on their own—the power to rouse the dead must come from elsewhere, usually the lingering corruption of necrotic energies already accumulated in the surrounding land or the corpse itself. Occasionally, they manage to slip inside a body as it is brought to life or unlife by a powerful caster, giving the new undead unexpected sapience and remnants of personality, or a hidden dangerous passenger to a revived mortal. At times, multiple wight-spirits seem to ride a single being that was particularly strong in life, forming a more powerful entity.

Free wight-spirit are easy to ward off and banish for a time—anything that repels evil or undead works, even methods that are too weak to actually get rid of true undead—but they are quite hard to eliminate permanently. Only cleansing the very land they roam of deathly corruption and taint of evil will destroy them.

Greater Wight-Beasts

Where wight-spirits roam, wight-beasts often arise, if there is sufficient necrotic corruption spreads across the land. When a particularly big and powerful animal, including dire beasts, dies and becomes corrupted, it might attract many wight-spirits and become a greater-wight beast. Such monstrosities might lead packs of lesser-wight beasts, groups of more than two greater-wight beasts are almost unheard of, being clear marks of extreme corruption extending its tendrils into the lands of the living.

Greater Carrion-Wings (CR 4) form out of dire ravens and big vultures. Size Medium; Init +3; Perception +10; AC 18 (+3 Dex, +5 natural); hp 30 (4d8+12); Fort +4, Ref +6, Will +7; DR 5/magic and silver; Atk beak +7 (1d8+4 plus energy drain); Str 18, Dex 16, Con —, Int 13, Wis 17, Cha 17; CMB +7; CMD 20; Skills Fly +10, Knowledge (arcana) +8, Knowledge (religion) +8, Perception +10, Stealth +10. Special Abilities Carrion-mark subject doubles damage from bleeding and dying, and has a –4 penalty to saving throws against death effects, negative energy levels, massive damage, and coup d'grace attempts.

Greater Wight-Fangs (CR 5) are corrupted dire wolves and particularly large wargs. Size Large; Init +8; Perception +10; AC 19 (+4 Dex, +6 natural, –1 size); hp 42 (5d8+20); Fort +5, Ref +7, Will +8; DR 5/magic and silver; Atk bite +9 (3d6+10 plus energy drain and trip); Str 24, Dex 18, Con —, Int 15, Wis 19, Cha 19; CMB +11; CMD 25 (29 vs. trip); Skills Acrobatics +9 (+17 jumping), Intimidate +12, Knowledge (arcana) +10, Knowledge (religion) +10, Perception +12, Stealth +8. Special Abilities Grasp of the fallen victim, after failing three saving throws (DC 16) is physically dragged under the ground and buried.

Greater Foulgores (CR 6) are corrupted dire boars.  Size Large; Init +7;  Perception +10; AC 21 (+3 Dex, +9 natural, –1 size); hp 57 (6d8+30); Fort +6, Ref +5, Will +9; DR 10/magic and silver; Atk gore +11 (3d8+12 plus energy drain); Str 26, Dex 16, Con —, Int 15, Wis 19, Cha 19; CMB +13; CMD 26 (30 vs. trip); Skills Intimidate +13, Knowledge (arcana) +11, Knowledge (religion) +11, Perception +13, Sense Motive +13, Spellcraft +11. Special Abilities Foul vapors can be used twice per hour and lasts for 2d4+1 rounds.

Greater Bile-Bears (CR 7) form out of grizzly bears and some smaller dire bears.  Size Huge; Init +7;  Perception +15; AC 22 (+3 Dex, +1 dodge, +10 natural, –2 size);  hp 66 (7d8+35);  Fort +6, Ref +5, Will +10; DR 10/magic and silver; Atk 2 claws +12 (1d8+9 plus grab), bite +12 (1d8+9 plus energy drain); Str 28, Dex 16, Con —, Int 17,  Wis 21, Cha 19; CMB +16 (+20 grapple); CMD 30 (34 vs. trip); Skills Intimidate +14, Knowledge (arcana) +13, Knowledge (nature) +10, Knowledge (religion) +13, Perception +15, Sense Motive +15, Spellcraft +13. Special Abilities Dread roar DC is 17.

Greater Grave-Claws (CR 8) are tigers and mountain lions corrupted into undeath.  Size Large; Init +9; Perception +17; AC 23 (+5 Dex, +9 natural, –1 size);  hp 94 (9d8+54);  Fort +7, Ref +8, Will +11; DR 10/magic and silver; Atk 2 claws +13 (1d6+8), bite +13 (1d6+8 plus energy drain); Str 26, Dex 20, Con —, Int 17, Wis 21, Cha 21;   CMB +15; CMD 30 (34 vs. trip); Skills Acrobatics +17 (+25 jumping), Intimidate +17, Knowledge (arcana) +15, Knowledge (religion) +15, Perception +17, Sense Motive +17, Spellcraft +15. Special Abilities disturbing hiss saving throw DC is 19, rake (2 claws +13, 1d6+4).