Sirin

Sirin

 

Sirin

Challenge Rating: 2

Size: Medium

Type: Navirite Fey

Initiative: 3

 

Defense

Hit Points:  12 (3d6)

Armor Class: 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)

Saves: Fort 1 Ref 6 Will 4

Weaknesses: Salt, runed circle, silver

 

Offense

Speed: 30’ Fly 50’ (Out of body in incorporeal form)

Base Attack: +3

Melee: +3 Sword (1d6)

Ranged: +6

Special Attacks: (4 times per day) Ear Piercing Scream

 

Statistics

Abilities: STR 10, DEX 17, CON 10, INT 13, WIS 12, CHA  14

Skills: Acrobatics +3, Athletics +0,  Awareness +2, Endurance +0, Knowledge +1, Persuasion +3, Spellcraft +2, Survival +1, Thievery +3

Talents: Weapon Dexterity

Special Qualities: DR 5/cold iron or silver; Possess; incorporeal Form; Immune poison; Resist acid 10, cold 10; immortal;  fast healing 2

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Sirin Elder

Challenge Rating: 3

Size: Medium

Type: Navirite Fey

Initiative: 4

 

Defense

Hit Points:  24 (5d6)

Armor Class: 17, touch 14, flat-footed 11 (+3 Dex, +3 dodge, +1 natural)

Saves: Fort +1 Ref +7 Will +4

Weaknesses: Salt, runed circle, silver

 

Offense

Speed: 30’ Fly 50’ (Out of body in incorporeal form)

Base Attack: +3

Melee: +4 Sword (1d6)

Ranged: +6

Special Attacks: (4 times per day) Ear Piercing Scream

 

Statistics

Abilities: STR 10, DEX 17, CON 10, INT 13, WIS 12, CHA  14

Skills: Acrobatics +3, Athletics +0,  Awareness +2, Endurance +0, Knowledge +1, Persuasion +3, Spellcraft +2, Survival +1, Thievery +3

Talents: Weapon Dexterity

Special Qualities: DR 5/cold iron or silver; Possess; incorporeal Form; Immune poison; Resist acid 10, cold 10; immortal;  fast healing 4; Spell-Like abilities Constant – detect magic, 3/day suggestion (DC 16 Will)

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Ear Piercing Scream

 

Range 40’

Duration instantaneous; see text

Saving Throw Fortitude partial (see text)

The sirin unleashes a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 2d6 points of sonic damage. A successful DC 14 Fort save negates the daze effect and halves the damage.

 

Possess

A sirin can possess the body of a living or dead humanoid. They must be in incorporeal form to attempt to possess the creature. Once per day, a living creature can try a will save to expel the Sirin. A NPC must succeed at a DC 12 Will save to resist being possessed.

 

Incorporeal Form

A sirin can leave the host body it possesses at any time. The only way to trap a sirin in a body is with a circle of salt, or with a runed circle. This form looks like a green mist.

 

Immortal

A sirin is immortal and can not be slain, unless it is trapped within a body using salt or a runed circle. Then a silver dagger must be thrust into its host’s heart.

 

Skeleton

Skeleton

 

Skeleton

Challenge Rating: 1/3

Size: Medium

Type: Undead

Initiative: +3

 

Defense

Hit Points: 6hp (1d12)

Armor Class: 13, touch 11, flat footed 12 (+1 Dex, +2 Natural)

Saves: Fort +0 Ref +1 Will +2

Weaknesses: Bludgeoning weapons

 

Offense

Speed: 30

Base Attack: +0

Melee: Short Sword +1 (1d6+1), or 2 Claws +1 (1d4+1)

Ranged: Short Bow +2

Special Attacks: –

Sanity Effects: First encounter 0/1

 

Statistics

Abilities: STR 13, DEX 13, CON 0, INT 0, WIS 10, CHA 1

Skills: Acrobatics +1, Athletics +1,  Awareness +0, Endurance +0, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +1

Talents: Improved Initiative

Special Qualities: DR 5/Bludgeoning, Darkvision 60’, immune to cold

 

Ecology

Environment: Any

Organization: Any

 

Treasure: Standard

 

Skills

Skills are things anyone can learn to a lesser or greater extent if they study or train hard, especially if they train under a tutor or master. In game terms, skills are measured by ranks. Skill ranks run from 0 (unskilled) to 5 (world class). A player has 10 skill points to spend on their character’s skill ranks during character creation at first level.

 

A skill roll is d20 + Ability Modifier + Skill Rank. Skill ranks cannot be higher than your current player level plus one (to a max of 5). You receive one skill point per level after first level.

 

The skill names in the following chart cover a broad range of actions a character can do. This is, of course, an incomplete list, and it is between the player and GM to decide what skill an action would fall under.

 

Skill Name Ability Actions
Acrobatics DEX Balance, Escape Artist, Juggle, Tumble
Athletics STR Climb, Jump, Swim
Awareness WIS Investigate, Listen, Search, Spot, Sense Motive, etc.
Endurance CON Run, Swim, Hold Breath, Row, Endure Pain/Torture, Endure Heat or Cold Better, etc.
Knowledge INT Appraise, Knowledge (history, legends, herbology, monster lore, etc.), Detect Poison, etc.
Persuasion CHA Bluff, Diplomacy, Gather Information, Intimidate, etc.
Spellcraft Spellcaster Primary Ability* Spell Sight, Focusing, Ravaging, etc.
Survival WIS Track, Forage, Hunt, Start Fire, Fletch, Skin, Set Snares, Fish, Identify Edible Foods & Herbs, Locate Potable Water, Detect Poison, etc.
Thievery DEX Sneak, Hide, Pick Locks, Find/Set/Disarm Traps, etc.

*The Spellcaster Primary Ability Bonus is the ability bonus listed in Ability Bonus chart. The spellcaster chooses their Spellcaster Primary Ability (INT, WIS, or CHA) when they choose a spellcaster class.

 

Standard Skill Check

1d20 + Skill Points + Ability Modifier > DC15

 

Determine Derived Stats

  • Armor Class (AC) = DEX modifier + Armor bonus
  • Hit Points = Max + CON modifier at 1st level. Roll hit dice + CON modifier thereafter.

 

Savings Throws

Savings Throws are based on Skills. Acrobatics for reflex type saves (dodging a fireball), Survival for mind affecting saves (being under a Charm Creature Spell), and Endurance for fortitude type saves (saving vs disease).

 

Difficulty Class

Some checks are made against a Difficulty Class (DC). The DC is a number you must roll equal to or higher on a d20 in order to succeed on your skill check. The DC is set by the GM using the skill rules as a guideline,.

 

Difficulty Class (DC) Examples

Easy 0 Climb a knotted rope (Athletics)
Average 5 Hear an approaching creature (Awareness)
Tough 10 Set up a snare trap (Thievery or Survival)
Challenging 15 Swim through stormy water (Endurance)
Formidable 20 Open an average lock (Thievery)
Heroic 25 Leap across a 30’ chasm (Athletics)
Nearly Impossible 30 Track creatures across hard ground after a rain. (Survival)

 

Society of Librarians

The library of Kowal is many things to many people. It is a public repository of knowledge, free for citizens to peruse and read. It is the main printing press of the Eastlands, making books more readily available to all. And to a secret few, it is also a group that collects, catalogs, and experiments with magic.

The first floor of the Library hosts the public books, the printing press, and offices. The second floor holds the shelves of rare books and historical artifacts. Below that are the vaults and dormitories, their contents only known to the Society.

The Gathering of the Society

Twice a year, in a hidden level beneath the library of Kowal, a secret society meets to exchange knowledge, artifacts, and magic spells under the pretense of collecting histories. Their aim is to bring magic back to its former power, before its disappearance so many centuries ago, trusting this amount of power only to themselves.

Highly skilled treasure hunters in their employ scour the lands searching for traces of artifacts and ancient tomes, bringing back all they can find to be studied. If a book is deemed to have magical value, it is kept hidden below. If the book is of mundane value, it goes into the public library above.

But little do many of its members know, there is a level even deeper, where the books are not only studied, but experiments are conducted by a faction of Librarians committed not only to restoring magic, but advancing it. Their motto is to commit no harm, but their ambitions often rule, and little has been spared in the research into magic.

History

The Library of Kowal was formed by a group of monks who were once part of the Unelesia Church. As the church grew more rigid in their practices, the Library grew separated. As time went on, the Library became less and less involved in religious institutions.

Personalities

Tybalt Garner

The Head Librarian

Cristiean

A council member of the Librarians

Godart

A council member of the Librarians

Sons of Silence

An outlaw mercenary group.

 

  • Around 45 members.
  • Deep paid connections within the City Guard
  • A distrust of magic.
  • They have no love for the Baron.
  • They have stopped taking all smaller contracts.

 

Characters:

  • Drex Graymane- General
  • Ratty – Commander – Deceased
  • Sedge – Commander
  • Blue – Commander
  • Raff – Lieutenant son of Drex
  • Shovel – Man at Arms

 

Ranks:

  • General
  • Commander
  • Man at Arms
  • Enforcer
  • Grunt

Southgate Inn

A well known tavern in the southern part of the city, along the path to the South Gate of Ferryport. Owned by retired adventurer Ron Estrelli, the bar is decorated with various treasures and items from his travels. While it has always been a well-established inn and tavern, it has recently become even more well-known. The Ferryport Seven—the adventurers who toppled Lord Gylcyn’s rule by exposing his treachery—frequented this Inn, and since the Liberation, its business has tripled. The inn has since added a large back porch and extra rooms in an adjacent building to accommodate all the new visitors.

Owner – Ron Estrelli

Stats:

  • Lvl5 Fighter: STR 14, DEX 11, Con 12, INT 13, WIS 10, CHA 12

Waitresses

  • Marge
  • Ophelia

Menu:

Smoked Fresh Trout Fillets: 3sp
Spinach Mashed Potatoes: 3sp
Beef & Vegetable Casserole: 6sp
Prime Roast Sirloin: 6sp
Roasted Peppers Filled with a Mix of Cheeses: 3sp
Breaded Breast of Chicken: 6sp
Mutton, Lettuce and Tomato: 4sp
Boiled Callan Bacon & Cabbage Parsley Sauce: 4sp
Apple Stuffed Mushrooms: 7cp
Braised Oxtails with Mushrooms: 5sp
Pork Knuckle Roasted in Beer: 3sp
Smoked Salmon Salad: 4sp

Drinks
Vodka: 8cp
Dwarven Spirits: 7cp
Rum: 8cp
Lager: 2cp
White Wine: 3cp
Elven Wine: 2sp
Whiskey: 8cp

Spells

Spells of Uteria

 

0 Mana Spells – Zero mana spells can be cast at no cost to the mage

 

  • Arcane Mark Inscribes a personal rune (visible or invisible).
  • Daze  Creature loses next action.
  • Ghost Lights Figment torches or other lights.
  • Detect Magic Detects spells and magic items within 60 ft..
  • Detect Poison Detects poison in one creature or small object.
  • Ghost Sound Figment sounds.
  • Mystic Compass The caster discerns north.
  • Light Object shines like a torch for one hour.
  • Magic Hand 5-pound telekinesis.
  • Mend Makes minor repairs on an object.
  • Open/Close Opens or closes small or light things.
  • Minor Trick Small tricks or sounds.
  • Resistance Subject gains +1 on saving throws.

 

1 Mana Spells – One mana spells have a base cost of 1 mana point

 

  • Alarm Wards an area for 2 hours/level.
  • Animate Rope Makes a rope move at the caster’s command.
  • Blessberry Enchants 1d4 fresh berries. Gain +1 on attack rolls and +1 to Saving Throws
  • Call the Wind Burst of wind causes 1d4+1, 25’ range.
  • Calm Animals Calms 2d4 +1/level HD of animals, beasts, and magical beasts.
  • Cause Fear One creature flees for 1d4 rounds.
  • Charm Person Makes one person the caster’s friend.
  • Chill Touch 1 touch/level deals 1d6 damage and possibly 1 Str damage.
  • Dream Call Knocks unconscious, blinds, or stuns 1d6 weak creatures.
  • Command One subject obeys one-word command for 1 round.
  • Comprehend Languages Understand all spoken and written languages.
  • Detect Snares and Pits Reveals natural or primitive traps.
  • Detect Secret Doors Reveals hidden doors within 60 ft.
  • Detect Navirites Reveals creatures from the Navirim within 60 ft.
  • Disguise Changes the caster’s appearance.
  • Doom One subject suffers -2 on attacks, damage, saves, and checks.
  • Endure Elements Ignores 5 damage/round from one energy type.
  • Enlarge Object or creature grows +10%/level (max +50%).
  • Erase Mundane or magical writing vanishes.
  • Expeditious Retreat Doubles the caster’s speed.
  • Fey Fire Outlines subjects with light, canceling blur, concealment, etc.
  • Feather Fall Objects or creatures fall slowly.
  • Grease Makes 10-ft. square or one object slippery.
  • Harm Touch, 1d8 +1 damage.
  • Heal Heals 1d8 +1/level damage (max +5).
  • Healberry Enchants 2d4 fresh berries, bestowing the ability for each to cure 1 hp (max 8 hp/24 hours for any one creature). Eating one also provides the sustenance of an entire meal.
  • Hold Portal Holds door shut.
  • Identify Determines single feature of magic item.
  • Imbue Staff Caster’s staff gains +1 to hit and +1 damage, or gains +1 to hit and 1d4 subdual damage. Lasts 4 hours.
  • Invisible Minion Creates invisible force that obeys the caster’s commands.
  • Invisibility to Animals Animals can’t perceive one subject/level
  • Invisibility to Navirites Creatures from the Navirim can’t perceive one subject/level.
  • Jump Subject gets +30 on Jump checks.
  • Mage Fire 1d4 fire damage. Cone of 15? x 15?(max: 5d4).
  • Mage Bolt 1d4+1 damage which always hits the target.
  • Magic Acorn The acorn or other plant seed gain damage 1d6+1, plus ensnare target for 1d3 rounds.
  • Magic Stone Three stones gain +1 attack, deal 1d6+1 damage.
  • Magic Weapon Weapon gains +1 bonus for one hour/caster level.
  • Message Whispered conversation at distance.
  • Nigel’s Energy Transfer Transfer mana to another mage.
  • Fog Cover Fog surrounds the caster.
  • Pass without Trace One subject/level leaves no tracks.
  • Ray of Enfeeblement Ray reduces Str by 1d6 points +1 point.
  • Reduce Object or creature shrinks 10%/level (max 50%).
  • Remove Fear +4 on saves against fear for one subject.
  • Sanctuary Opponents can’t attack the caster, and the caster can’t attack.
  • Shield Invisible disc gives cover and blocks mage bolts.
  • Shocking Grasp Touch delivers 1d8 +1 electricity.
  • Silent Image Creates minor illusion of the caster’s design.
  • Sleep Put 2d4 HD of creatures into comatose slumber.
  • Snare Plants entangle everyone in 40-ft.-radius circle.
  • Spider Climb Grants ability to walk on walls and ceilings.
  • Summon Creature I Calls outsider to fight for the caster for 4 rounds.
  • True Strike Adds +20 bonus to the caster’s next attack roll.
  • Ventriloquism Throws voice for 1 min./level.
  • Xavian’s Warding Armor Gives subject +4 armor bonus.

 

3 Mana Spells – Three mana spells have a base cost of 3 mana point

 

  • Aid +1 attack, +1 on saves against fear, 1d8 temporary hit points.
  • Alter Self As change self, plus more drastic changes.
  • Animal Messenger Sends a Tiny animal to a specific place.
  • Animal Trance Fascinates 2d6 HD of animals.
  • Arcane Lock Magically locks a portal or chest.
  • Barkskin Grants +3 natural armor bonus (or higher).
  • Blindness/Deafness Makes subject blind or deaf.
  • Blur Attacks miss subject 20% of the time.
  • Bull’s Strength Subject gains 1d4+1 Str for 1 hr./level.
  • Cat’s Grace Subject gains 1d4+1 Dex for 1 hr./level.
  • Call Element Element of Choice is summoned dealing 2d6 damage to every creature in 15’ radius.
  • Chill Metal Cold metal damages those who touch it.
  • Continual Flame Makes a permanent, heatless torch.
  • Darkness 20-ft. radius of supernatural darkness.
  • Darkvision See 60 ft. in total darkness.
  • Daylight 60-ft. radius of bright light.
  • Delay Poison Prevents the poison from harming the subject for 1 hour/level.
  • Detect Thoughts Allows “listening” to surface thoughts.
  • Energy Arrow Ranged touch attack; 2d4 damage of the chosen energy for 1 round + 1 round/three levels.
  • Endurance Gain 1d4+1 Con for 1 hr./level.
  • Find Traps Notice traps as a rogue does.
  • Fire Trap Opened object deals 1d4 +1/level damage.
  • Flaming Sphere Rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Fog Cloud Fog obscures vision
  • Gentle Repose Preserves one corpse.
  • Glitterdust Blinds creatures, outlines invisible creatures.
  • Heat Metal Hot metal damages those who touch it.
  • Syn’s Unstoppable Laughter Subject loses actions for 1d3 rounds.
  • Hold Creature Holds one creature helpless; 1 round/level.
  • Invisibility Subject is invisible for 10 min./level or until it attacks.
  • Knock Opens locked or magically sealed door.
  • Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage.
  • Levitate Subject moves up and down at the caster’s direction.
  • Locate Object Senses direction toward object (specific or type).
  • Minor Image As silent image, plus some sound.
  • Mirror Image Creates decoy duplicates of the caster (1d4 +1/three levels,max 8).
  • Misdirection Misleads divinations for one creature or object.
  • Nigel’s Sacrificial Energy Convert Hit Points to Mana and transfer it to another mage.
  • Obscure Object Masks object against divination.
  • Protection from Arrows Subject immune to most ranged attacks.
  • Protection from the Never All in a 10’ radius of charm gain +1 vs Creatures from the Navirim, or protection from scrying through dreams.
  • Pyrotechnics Turns fire into blinding light or choking smoke.
  • Remove Paralysis Frees one or more creatures from paralysis, hold, or slow.
  • Resist Elements Ignores 12 damage/round from one energy type.
  • Scare Panics creatures up to 5 HD (15-ft. radius).
  • See Invisibility Reveals invisible creatures or objects.
  • Shatter Sonic vibration damages objects or crystalline creatures.
  • Shield Other The caster takes half of subject’s damage.
  • Silence Negates sound in 15-ft. radius.
  • Sound Burst Deals 1d8 sonic damage to subjects; may stun them.
  • Soften Earth and Stone Turns stone to clay or dirt to sand or mud.
  • Speak with Animals The caster can communicate with natural animals.
  • Summon Creature II Calls outsider to fight for the caster.
  • Trap Makes item seem trapped.
  • Web Fills 20-ft-radius spread with sticky spider webs.
  • Whispering Wind Sends a short message one mile/level.
  • Wood Shape Rearranges wooden objects to suit the caster.
  • Zone of Truth Subjects within range cannot lie.

5 Mana Spells – Five mana spells have a base cost of 5 mana points

 

  • Animate Dead Creates undead skeletons and zombies.
  • Bestow Curse -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
  • Blindness/Deafness Makes subject blind or deaf.
  • Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level.
  • Contagion Infects subject with chosen disease.
  • Continual Flame Makes a permanent, heatless torch.
  • Daylight 60-ft. radius of bright light.
  • Disconnect A spellcaster uses this spell to sever their ties to their body. They feel no pain, no remorse, often focusing on the last thing they thought of before casting the spell.
  • Dispel Magic Cancels magical spells and effects.
  • Displacement Attacks miss subject 50%.
  • Dominate Animal Subject animal obeys silent mental commands.
  • Explosive Runes Deals 6d6 damage when read.
  • Fiery Arrows Shoots four flaming bolts (4d6 damage).
  • Fly Subject flies at speed of 90.
  • Fireball 5d6 damage,  20-ft. radius.
  • Gaseous Form Subject becomes insubstantial and can fly slowly.
  • Gentle Repose Preserves one corpse.
  • Glyph of Warding Inscription harms those who pass it.
  • Greater Magic Weapon One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5)
  • Gust of Wind Blows away or knocks down smaller creatures.
  • Halt Immobilizes subject for 1 round/level.
  • Haste Extra partial action and +4 AC.
  • Hold Person Holds one person helpless; 1 round/level.
  • Illusory Script Only intended reader can decipher.
  • Invisibility Purge Dispels invisibility within 5 ft./level.
  • Invisibility Sphere Makes everyone within 10 ft. invisible.
  • Keen Edge Doubles normal weapon’s threat range for 10 min. per caster level.
  • Lightning Bolt Electricity deals 5d6 damage.
  • Locate Object Senses direction toward object (specific or type).
  • Arcane Guard Armor or shield gains +1 enhancement/three levels.
  • Major Image As silent image, plus sound, smell and thermal effects.
  • Protection from Negative Energy Subject resists level and ability drains.
  • Neutralize Poison Detoxifies venom in or on subject.
  • Nondetection Hides subject from divination, scrying.
  • Obscure Object Masks object against divination.
  • Phantom Steed Magical horse appears for 1 hour/level.
  • Plant Growth Grows vegetation, improves crops.
  • Poison Touch deals 1d10 Con damage, repeats in 1 min.
  • Protection from Elements Absorb 12 damage/level from one kind of energy.
  • Protection from Ravaging 10’ Radius that ravaging effects can not penetrate.
  • Remove Blindness/Deafness Cures normal or magical conditions.
  • Remove Curse Frees object or person from curse.
  • Remove Disease Cures all diseases affecting subject.
  • Searing Light Ray deals 2d8, +4 against undead.
  • Secret Page Changes one page to hide its real content.
  • Shrink Item Object shrinks to one-twelfth size.
  • Storm Hampers vision and movement in outdoor area.
  • Slow One subject/level takes only partial actions, -2 AC, -2 melee rolls.
  • Spike Growth Creatures in area take 1d4 damage, may be slowed.
  • Snare Creates a magical booby trap.
  • Stinking Cloud Nauseating vapors, 1 round/level.
  • Stone Shape Sculpts stone into any form.
  • Stunning Trap Creates text symbol that immobilizes reader.
  • Suggestion Compels subject to follow stated course of action.
  • Summon Creature III Calls outsider to fight for the caster.
  • Tongues Speak any language.
  • Vampiric Touch Touch deals 2d6, caster gains damage as hp.
  • Water Breathing Subjects can breathe underwater.
  • Water Walk Subject treads on water as if solid.
  • Wind Wall Deflects arrows, smaller creatures, and gases.

7 Mana Spells  – Seven mana spells have a base cost of 7 mana points

 

  • Arcane Eye Invisible floating eye moves 30 ft./round.
  • Bestow Curse -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
  • Charm Monster Makes monster believe it is the caster’s ally.
  • Confusion Makes subject behave oddly for 1 round/level.
  • Contagion Infects subject with chosen disease.
  • Detect Scrying Alerts the caster of magical eavesdropping.
  • Dimensional Anchor Bars extradimensional movement.
  • Discern Lies Reveals deliberate falsehoods.
  • Dismissal Forces a creature to return to the Navirim on successful Heroic Action – Caster primary ability vs will.
  • Dispel Magic Cancels magical spells and effects.
  • Dreamwalk A spellcaster can bring their waking consciousness into the Navirim during sleep.
  • Emotion Arouses strong emotion in subject.
  • Fear Subjects within cone flee for 1 round/level.
  • Fire Shield Creatures attacking the caster take fire damage; the caster is protected from heat or cold.
  • Fire Trap Opened object deals 1d4 +1/level damage.
  • Flame Strike Smites foes with fire for 8d6.
  • Freedom of Movement Subject moves normally despite impediments.
  • Greater Magic Weapon +1 bonus/three levels (max +5).
  • Hallucinatory Terrain Makes one type of terrain appear like another (field into forest, etc.).
  • Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
  • Illusory Wall Wall, floor, or ceiling looks real, but anything can pass through.
  • Improved Invisibility As invisibility, but subject can attack and stay invisible.
  • Lesser Geas Commands subject of 7 HD or less.
  • Locate Creature Indicates direction to familiar creature.
  • Minor Globe of Invulnerability Stops spells of lower cost.
  • Neutralize Poison Detoxifies venom in or on subject.
  • Phantasmal Assassin Fearsome illusion attacks one subject and deals 3d6 damage.
  • Poison Touch deals 1d10 Con damage, repeats in 1 min.
  • Polymorph Other Gives one subject a new form.
  • Polymorph Self The caster assumes a new form.
  • Quench Extinguishes non-magical fires.
  • Rainbow Pattern Lights prevent 24 HD of creatures from attacking or moving away.
  • Repel Vermin Insects, spiders, rodents, and other verminstay 10 ft. away.
  • Remove Curse Frees object or person from curse.
  • Resilient Sphere Force globe protects but traps one subject.
  • Restoration Restores level and ability score drains.
  • Rusting Grasp The caster’s touch corrodes iron and alloys.
  • Scrying Spies on subject from a distance.
  • Sending Delivers short message anywhere, instantly.
  • Shape Nature Mage asks natural object to change form. Must be a raw item.
  • Shape the Weather A caster uses a verbal component to change the weather slightly.
  • Shout Deafens all within cone and deals 2d6 damage.
  • Sleet Storm Hampers vision and movement.
  • Solid Fog Blocks vision and slows movement.
  • Spell Immunity Subject is immune to one spell/four levels.
  • Spiked Stones Creatures in area take 1d8 damage, may be slowed.
  • Stoneskin Stops blows, cuts, stabs, and slashes.
  • Summon Creature IV Calls outsider to fight for the caster.
  • Tongues Speak any language.
  • Void Tentacles 8d4 +2 tentacles grapple randomly within 15 ft.
  • Wall of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
  • Wall of Ice Ice plane creates wall with 15 hp +3/level, or hemisphere can trap creatures inside.

 

Examples of Summoned Creatures:

 

Imp (Demon), Wolf, Fox, Large Cat

 

HP AC Initiative Attacks HD Special
6 15 2 (2) +1 1d4 2  
12 16 3 (2) +2 1d4+2 3  
16 17 4 (2) +3 1d6+1 4  
22 18 5 (2) +4 1d8 +3 5

Spiders

Spiders

 

Spider, Small Spider, Medium
Challenge Rating 1/2 1
Size S M
Type Vermin Vermin
Initiative +3 +3
Defense
Hit Points 4 (1HD) 11 (2HD)
Armor Class 14 (+1 size, +3 Dex), touch 14, flat-footed 11 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Saves Fort +5 Ref +4 Will +1 Fort +5 Ref +4 Will +1
Weaknesses
Offense
Speed 30’, climb 20’ 30’, climb 20’
Base Attack +0 +1
Melee Bite +4 (1d4-2 plus poison) Bite +4 (1d6 plus poison)
Ranged
Special Attacks Poison, web Poison, web
Sanity Effect
Statistics
Abilities STR 7, DEX 17, CON 10, INT 0, WIS 10, CHA 2 STR 11, DEX 17, CON 12, INT 0, WIS 10, CHA 2
Skills Acrobatics +3, Athletics -2,  Awareness +0, Endurance +0, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3 Acrobatics +3, Athletics +3,  Awareness +0, Endurance +1, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3
Talents
Special Qualities Vermin Traits; Darkvision 60’; Tremorsense Vermin Traits; Darkvision 60’; Tremorsense
Ecology
Environment Temperate Forests, Underground Temperate Forests, Underground
Organization Solitary or colony (2-5) Solitary or colony (2-5)
Treasure 1/2 Standard 1/2 Standard

 

Spider, Large Spider, Huge
Challenge Rating 2 5
Size Large Huge
Type Vermin Vermin
Initiative +3 +3
Defense
Hit Points 22 (4HD) 52 (8HD)
Armor Class 14, touch 12, flat-footed 11 ( -1 Size, +3 DEX, +2 Natural ) 6, touch 11, flat-footed 13 ( -2 size, +3 DEX, +5 Natural)
Saves Fort +5 Ref +4 Will +1 Fort +8 Ref +5 Will +2
Weaknesses
Offense
Speed 30’, climb 20’ 30’, climb 20’
Base Attack +3 +6
Melee Bite +4 (1d8+ poison) Bite +10 (2d6 + 10 + poison)
Ranged
Special Attacks Poison, web Poison, web
Sanity Effect
Statistics
Abilities STR 15, DEX 17, CON 12, INT 0, WIS 10, CHA 2 STR 19, DEX 17, CON 14, INT 0, WIS 10, CHA 2
Skills Acrobatics +3, Athletics +2,  Awareness +0, Endurance +1, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3 Acrobatics +3, Athletics +4,  Awareness +0, Endurance +2, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3
Talents
Special Qualities Vermin Traits; Darkvision 60’; Reach 5’; Tremorsense Vermin Traits; Darkvision 60’; Reach 10’; Tremorsense
Ecology
Environment Temperate Forests, Underground Temperate Forests, Underground
Organization Solitary or colony (2-5) Solitary or colony (2-5
Treasure 1/2 Standard 1/2 Standard

 

Web

Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus

 

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 15 Awareness check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have Damage Reduction 5.

 

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

 

Size Acrobatics DC Break

DC

Hit

Points

Small 10 14 4
Medium 12 16 6
Large 13 17 12
Huge 16 20 14

 

Poison

A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

 

Size Fort DC Damage
Small 10 1d3 Str
Medium 12 1d4 Str
Large 13 1d6 Str
Huge 16 1d8 Str