Red Howler

Red Howler

A large four legged creature stalks out from the shadows. Its yellow cat like eyes glow in the dim light. Red barbs create a deadly mane and run down its slender back. The moth parts in a growl, its white teeth stark against the black gums.

 

Red Howlers find their way into Atheles through breaks in the veil. They prowl the dark forests and wastes near where they came through. They are 8’ in length and weight in around 800 pounds. They have no language besides the growls of hunting and mating.

Red Howler

Challenge Rating: 3

Size: Large (8’)

Type: Navirite

Initiative: +7

 

Defense

Hit Points: 39 (6HD)

Armor Class: 17, touch 12, flat-footed 14 (-1 size, +3 Dex, +5 natural)

Saves: Fort +7, Ref +8, Will +7

 

Offense

Speed: 60’

Base Attack: +6

Melee: Bite +10 melee (2d8+5  Crit 19-20)

Ranged: –

Special Attacks: Quills, howl, trip

 

Statistics

Abilities: STR 21, DEX 17, CON 15, INT 6, WIS 14, CHA 8

Skills: Acrobatics +4, Athletics +5,  Awareness +5, Endurance +2, Knowledge -3, Persuasion -1, Spellcraft -, Survival +2, Thievery +4

Talents: (3) Suggested: Alertness, Expanded Critical, Improved Initiative

Special Qualities: Darkvision 60’

 

Ecology

Environment: Any close to ley lines or crossings.

Organization: Solitary, Pair, Pack (3-8)

 

Treasure: None

Combat

A red howler will attack from surprise, catching its prey off guard and immediately howling to try and daze them.

 

Quills

The quills that cover the howler damage anyone who they attack or attacks them with a non reach weapon, natural weapon, or unarmed strike. The quills do 1d4 damage. If the howler is attacking, the defender only suffers the quills if the howlers attack is successful.  If someone attacks with a close weapon, they automatically get struck by the quills. Anyone struck by the quills will find them lodged into their skin. To remove the quills, it takes a DC18 survival check or another 1d4 damage will be done to the wounded.

 

Howl

 

The howler may howl as an action, which dazes any within a 15’ radius. A DC 12 Will Save will negate.

 

Trip

 

A howler often tries to trip its opponent, pulling them to the ground. They receive a +2 bonus to a trip action, and is treated as a Heroic Action using the Howlers DEX bonus. If a defender fails, they become prone that round. A howler may attack after a trip attempt, but only if it has an extra action left.

Red Snapper

The best known brothel in the northern part of the city. Many of Ferryport’s secrets have passed through these doors. The building is painted with a loud assortment of colors, and the base of the building is a bright red. A sign with two large, seductive blue eyes hangs above the door, but all the locals call it the Red Snapper: a joke relating to a fish commonly caught in the local waters which is known for its large mouth. Mistress Pattaria currently runs the place, and though she looks to elevate herself and her ladies in the eyes of the city, she knows that her primary income comes from those of less power and money.

Redcap

Redcap Redcap

Challenge Rating: 1

Size: S

Type: Navirite Fey

Initiative: 3

 

Defense

Hit Points: 5 (1d6+2)

Armor Class: 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)

Saves: Fort 1 Ref 6 Will 2

Weaknesses: Cold iron

Offense

Speed: 20’

Base Attack: 0

Melee: Tiny Sword +5 (1d3 + poison)

Ranged: Tiny Spear +5 (1d3 + poison)

Special Attacks:

Sanity Effects: On First Encounter 1/1d3

Statistics

Abilities: Str 10, Dex 17, Con 12, Int 11, Wis 12, Cha 11

Skills: Athletics 3 , Awareness 2, Endurance 1, Knowledge 0, Persuasion 3, Power 1, Survival 0, Thievery 4

Talents: Weapon Dexterity

Special Qualities: Damage Reduction 3/cold iron, Darkvision 60’

Ecology

Environment: Any forest, cave, dungeon

Organization: Single, Pair, Band (3-6), Clan (8-16)

Treasure: Standard

 

Poison

Feyroot —injury; save Fort DC 11; frequency 1/round for 2 rounds; effect -1 CON damage; cure 1 save

 

Religion

The gods, deities and spirits of Uteria

Though every culture in Uteria views the dieities in different ways, we all share a common pantheon. According to some texts our beliefs were handed down from the Elves as we awakened beyond the animal mind. Others believe that the gods themselves gave us this knowledge.

 

Tanthias – God of Justice and Chivalry. Worshipped by many knights, paladins and most people of lawful good alignment. He is often depicted as an old wise man in a ornate robe or as a middle aged man with long moustache and full platemail. Inherited from the Elves.

The One- Also known as the Father, the Creator, or Kerlestrani. The one who began the universe and set the wheels of time in motion. Also created the other gods. Inherited from the Elves.

Arias – Goddess of Marriage and Love. Nurturer, also viewed of as an earth goddess. Inherited views from both the elves and the dwarves. Viewed by some as a goddess of lust and sex, and many sects of this religion argue over this point.Neutral Good

Athana – the Hunter – Athana is unconcerned with the “petty” squabbles of the others. Instead they hunt. While they hunt and rever all creatures, those unnatural beings, such as undead, accrue Athana’s greatest violence.

Sartas – god of travelers, bards, and adventurers. First introduced by the humans. Viewed of as a worn and weathered traveler, with a polished walking stick and long strides.

Rindlebok – god of thieves and trickery. Originally taken from a minor diety of the elves, who is more a fairy than a god. Pictured as a small impish person who thrives on practical jokes and pick pocketing. Also the patron god of the Elflings.

Rom – god of war. A lot of fighters are followers of Rom as legend says that he grants special powers to great fighters who worship him. He is often depicted as a large man in full armor the color of blood, his great sword covered in the blood of his enemies.

Volinus – god of weather. Most followers of this diety are chaotic neutral, much like the weather their god controls. Volinus is also known as a vengeful god, though not as violent as Kaldrath. He is the god that represents the harshness of nature, the opposite of Lunare. This side of his personality often represented by a bolt of lightning.

Moorukk – god of death. He watches over those spirits as they travel from life to thier final destiny. His realm is a dark shadowy world, covered in mist. Followers of Moorukk are most often not welcome in the open, so they have developed a life of secrecy. The arch enemies of followers of Moorukk are vampires. Those who defy death are against everything they believe in.

Dwyrgoth – He is known many places as the Unspoken (Unhamil) as legends say that vocalizing one of his many names draws his attention. He is viewed as a deceiver and a liar, the god of those who work in the shadows. He exercises domination over all those who follow him and shows no mercy. Also called Zaaradhol by those of the southlands and Meeshtoff or Grunndreg by some of the darker races. He is the god of all things dark and evil.

Trund – god of the earth. Many blacksmiths, metalworkers and even some druids worship him. He created the gnomes and dwarves and taught the races the art of wood, stone and metal working. Also called the god of the forge.

Claravis – goddess of magic. She does not grant magical powers, but instead is believed to be the protector and guardian of the balance of arcane powers.

Arcist – god of defiling magic. He is a god of excess and pride. His symbol is a flame in a black hand.

Kala – goddess of fate. Neutral

Lunare – Mother of Nature and the animals. Worshipped by many druids, rangers and monks.

Orum – The god of time.

Kaldrathgod of vengeance and order. Kaldrath has an interesting mythos. It is believed that he rose to power after the other gods and was born on Uteria. He was of the race of Eldar, who enslaved the Elves when they first arrived on Uteria. His story is long and is still tied to strong beliefs within Uteria. His name is considered a curse and many believe he still has the ability to affect the people of the world. He is the only god not trapped in the Other plane, but instead imprisoned deep beneath the earth.

Soth- A god of decay and rotting.

Resting

Rest

An adventurer gains back 1d6 hp + thier CON bonus after 8 hours of rest. Rest is not just sleep, but also the down time after adventuring, hiking, or other activities. Cooking, sitting, and meditating all count as resting.

Riddle House Players

Odrunus the Bard
Odrunus the Bard

The Riddle House Players are a bardic group that travels the lands around Kowal, delivering the latest news and performing the people’s favorite plays. Their large wagon is called the Riddle, and it is also their stage.

They have long been a part of Kowal. Since Odrunus joined the troupe, they have made more money than ever, and they attribute it to his leadership and his patron deity. 

Rivenhall Castle

Sitting high on a hill, Rivenhall was constructed by the dwarves as a defensive keep to guard over the city. It has been the seat of power for Ferryport since the city was founded. It was the home of Lord Glycyn until he was deposed. Now Glycyn sits in the dungeons below the keep, awaiting his fate.

Rob Bevaskin

A citizen of Kowal and owner of the Darkwinter Tavern. He was a solider in the Return Wars, fighting with other citizens against the ghuls and then the invading Tirens. He was then a merchant, known for delivering the goods on time, no matter the danger. He “retired” by opening the tavern.

Rogue

SagaBorn 1.5 Stats

Hit Die: d8

Class Abilities: DEX, WIS

A ranger might be a scout for a city guard, keeping the outer lands protected for their people. Or they might be a lone who finds peace in the seclusion of the rugged, wild lands. No matter their story, a ranger has certain skills specific to someone who spends much of their time in the wilderness.

Level Base Attack Bonus (BAB) Class Bonus Level Bonus*
1st +1 Sneak Attack (+1d6), Expert Tracker, Track Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 Skill, Evasion, Artful Dodger +1 HD, +1 HP, +1 Skill
3rd +3 Sneak Attack (+2d6), +1 Skill, Favored Enemy, Favored Terrain +1 HD, +1 Skill, 1 Talent
4th +4 +1 Skill , 1 Talent Point, Acrobatics +2 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 Advanced Skills, Sneak Attack (+3d6), +1 Skill, Improved Evasion +1 HD, +1 Skill
6th +6 +1 Skill , 2nd Favored Enemy, 2nd Favored Terrain +1 HD, +1 Skill, 1 Talent Point
7th +7 Extra Attack, +1 Skill, Sneak Attack (+4d6) +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 Skill , Crippling Strike, Woodland Stride, Swift Tracker +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

Level 1

Sneak Attack: Once per round on a successful hit you can deal extra damage to a target who is Flanked, has lost DEX bonus to AC, or is unaware of your presence. The weapon used must be a Light or Medium Melee Weapon, or a Ranged Weapon.

Expert Tracker: Roll 2d20 when using Awareness or Survival to hunt a target.

Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.

Track DC

Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

 

Very Soft Ground
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground
Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground
Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Level 2

Artful Dodger: Once per round use a free action as a move action. Useful to get into position or hide!

Evasion: If a ranger makes a successful Reflex save against an attack that deals half damage, the ranger takes no damage.

Level 3

Favored Enemy:  Always add Sneak Attack dice to damage, every time you hit an enemy target, no limit per round. They can also make skill checks to identify these creatures.

Ranger Favored Enemies:

 

Type (subtype) Type (subtype)
Animal Humanoid (goblinoid)
Construct Humanoid (Elfling)
Draconian Humanoid (Human)
Elemental Humanoid (Other)
Fey (Athelesian) Plant
Fey (Navirite, Aberration)* Undead
Humanoid (Dwarf) Vermin
Humanoid (Elf)  
Humanoid (Giant)  

*Encompasses creatures from the Navirim and Aberrations. 

 

Favored Terrain: In favored terrain, a ranger leaves no tracks, ignores difficult ground, and gains +2 to Initiative.

 

Favored Terrains 

Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Level 5

Advanced Skills: The Scout may select two Skills that can advance beyond rank 5 up to rank 9. Both of those Skills gain 1 additional rank.

Improved Evasion: If a ranger fails a save, they only take ½ damage.

Level 7

Extra Attack: You gain an additional attack each round.

Level 8

Crippling Strike:  If a Scout does Sneak Attack damage to a target, the target must make an Acrobatics Save DC 16, on a success the target moves at ½ speed for 1 round, on a failure the target may not take move actions for 1 round.

 

Woodland Stride: A ranger ignores all difficult ground magical or otherwise.

Swift Tracker: A ranger can continue to Track as a Free Action each round at maximum speed.

SagaBorn 1.0 Stats

Hit Die: d6

Class Abilities: DEX, CHA

The thief in the night, the rogue spends her time in the shadows making deals or pilfering valuables. A master of traps and stealth, silent and nimble, she is prepared for anything.

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +0 +0 +2 +0 Sneak Attack +1d6, Trapfinder 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +1 +0 +3 +0 Evasion Bonus Hit Point, +1 Skill Point
3rd +2 +1 +3 +1 2 Talent Points, Sneak Attack +2d6 All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +3 +1 +4 +1 Uncanny Dodge +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +3 +1 +4 +1 Sneak Attack +3d6 +1 Deflection Bonus to AC, +1 Skill Point
6th +4 +2 +5 +2 Advanced Thieving All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +5 +2 +5 +2 Sneak Attack +4d6 Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +6/+1 +2 +6 +2 Improved Uncanny Dodge,1 Ability Point, Sneak Attack +4d6 and Immobilize Enemy +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of Class bonus.

Sneak Attack: A rogue can use a sneak attack on an enemy who is distracted, flanked, or flat footed.

Trapfinder: A rogue can search and disarm traps when the DC is over 20.

Evasion: If a rogue makes a successful reflex save against an attack that deals half damage if successful, the rogue takes no damage.

Incredible Dodge: A rogue is never caught flat footed.

Advanced Thieving: A rogue is never distracted while using her thievery skill. A rogue also has a chance (a “gut feeling”) of a trap up ahead before she even asks to search an area.

Improved Incredible Dodge: A rogue can never be flanked, or have a sneak attack performed on them.

Roleplaying Tools

Below are tools, gadgets, and webpages I use while running my games.

WEBPAGES:

  • d20pfsrd – Online resource for all Pathfinder rules.

PROGRAMS:

  • Maptool – A way to show maps, create maps, keep up with battles and more!
  • Combat Manager – A great way to keep track of monsters, players and initiative.
  • PC Gen – A free character creator with lots of options. It is also very easy to use and create quick NPC.s
  • Campaign Cartographer – I purchased this, and though I don’t use the program often, by purchasing it, you are allowed to use all the clip art that comes with it in other ways. So I often put together maps in Adobe Photoshop this way.

GENERATORS: