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Thursday, November 7, 2013

Jeff Crunch: Fey and Snails and Puppy Dog Tails





By Jeff Harris
               
      I remember when I first watched the Neverending Story for the first time as a kid in the 80’s.  Until that movie I had never seen anything that was immersed in the culture of fantasy mythos, as at this time I was a few years from getting my first black box Dungeons & Dragons set and starting down a lifelong road that eventually would bring me to here, co-writing a gaming blog and testing the waters of 3rd party and freelance game design. 
     But at the time I first saw the movie I was hooked, talking wolves and giant racing snails with tiny riders, luck dragons and rock biters, all set against the tale of Bastian and Atreyu, heroes with a complex problem (the Nothing) to deal with.  That could have been very well a watershed moment in my own life, perhaps if I had never watched that movie, I may have never wanted the black box, and might not be writing this article today.
     But I did watch, I did get my beloved Grandma to buy me the black box for Christmas a few years later, and I did end up a writer, so without further delving into the past, Jeff Crunch this week presents Gmork, Gluckuk, and the racing snail.  Enjoy and remember creation is the best way to fight the Nothing, and our horribly droll culture as well.

Gmork
 
male shadow creature worg savage warrior (fighter) 9
Description:  Gmork is a cunning and ferocious worg, one that has lived so long that he has surpassed all his brethren in intelligence and power.  Thick black fur covers the huge wolf and six long fangs adorn his muzzle, his malicious yellow eyes burn with hate and hunger.

Gmork   CR 11
NE Huge magical beast (shadow creature, worg)
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +12
===== Defense =====
AC 17, touch 13, flat-footed 13; (Dex +4, misc +1 natural +4, size -2)
hp 143 (13d10+65)
Fort +15, Ref +11, Will+ 5 (+2 on saves vs. energy drain and death)
Defensive Abilities 20% concealment in less than bright light, cold resistance 15, electricity resistance 15; DR 10/magic; SR 16
===== Offense =====
Spd 50 ft.
Melee bite +22/+17/+12 (3d6+12 plus trip/19-20x2)
 Space15 ft. Reach 10 ft.
Special Attacks trip
===== Tactics =====
Before Combat Gmork prefers to use stealth to stalk prey and gain surprise.
During Combat During combat Gmork tends to focus on those who injure him first, 
biting them mercilessly one at a time until dead.
Morale Gmork flees if reduced to 20 hp or less or is dealt severe (30% of hp +) fire damage.                                    
===== Statistics =====
Str 26, Dex 18, Con 20, Int 12, Wis 12, Cha 8
Base Atk +13/+8/+3; CMB +23 CMD 37 (41 vs. trip)
Feats Improved Initiative, Improved Natural Armor x2, Improved Natural Weapon (bite), weapon focus (bite), Weapon Specialization (bite), Dodge, Skill Focus (stealth), Improved Critical (bite).
Skills Acrobatics +12,
Climb +15, Handle Animal +6, Intimidate +7, Knowledge (nature) +3, Perception +14, Stealth +14, Survival +14, and Swim +13.
Languages common, goblin, giant
SQ   gaze, natural savagery, savage charge, shadow blend, spark of life
===== Special Abilities =====
Gaze (Su): Gmork is able to muddle the thoughts of others with his vile yellow eyes.  Those meeting Gmork’s gaze are dazed for one round unless they succeed on a DC 15 will save.  

Spark of Life (Ex): A savage warrior gains a +1 bonus on saving throws made against energy drain and death effects. This bonus increases by +1 for every four levels beyond 2nd.

Natural Savagery (Ex): A savage warrior gains a +1 bonus on attack and damage rolls with natural weapons. This bonus also applies to CMB and CMD for grappling. This bonus increases by +1 for every four levels beyond 5th.

Savage Charge (Ex):  When a savage warrior attacks with a natural weapon at the end of a charge, he gains a bonus on his natural weapon attack rolls equal to half 
his fighter level, while suffering a penalty to his AC equal to half his fighter level. These replace the 
normal attack roll bonus and AC penalty for charging. This bonus also applies to his CMB for a bull rush 
or overrun combat maneuvers made when charging.

Shadow Blend (Su):  In any condition of illumination other than bright light, a shadow creature blends 
into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume 
this ability as a free action.
*It is of note that I decided because Gmork receives full BAB from his type and class levels that his bite 
should work as if he were a standard classed NPC, and thus may make a full attack using bite with his normal 
granted BAB.  A fighter without hands is still a fighter in my book.

Racing Snail
Description: This snail of unusual size has a light tan rubbery body topped with a dark brown shell 

with a luster like finely polished teak wood.  It moves over the forest floor with amazing speed and grace.
TN Small magical beast
Init +3; Senses darkvision 60ft., low-light vision; Perception +5
===== Defense =====
AC 16, touch 14, flat-footed 13; (Dex +3, natural +2, size +1 )
hp 26 (3d10+3)
Fort +4, Ref +6, Will +2   

Defensive Abilities withdraw into shell
===== Offense =====
Spd 60 ft.
Melee slam +6 (1d3-1/20x2)
===== Tactics =====
Before Combat Racing snails generally avoid combat unless urged by their riders.
During Combat Rather than attack racing snails seek to vex their foes with speed and agility 

avoiding attacks rather than attacking.
Morale Racing snails normally flee combat at the first opportunity unless urged otherwise by their rider.
===== Statistics =====
Str 8, Dex 17, Con 12, Int 4, Wis 12, Cha 8
Base Atk +3; CMB +1 CMD 14 (cannot be tripped)
Feats Weapon Finesse, Skill Focus (acrobatics)
Skills Acrobatics +10, Climb +3, Perception +5, Stealth +7, Swim -1
Languages  common, Sylvan (cannot speak)
SQ shell
===== Ecology =====
Environment temperate and tropical forest and plains
===== Special Abilities =====
Shell (Ex):  As a move action, a racing snail can pull its body and head into its shell. It cannot move or 

attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long 
as it does.





Gluckuk
male brownie herald squire (cavalier) 5
Description: This tiny but handsome brownie sits astride a large snail, holding its reins in one hand.  

 He wears a fine tan suite with a tail coat and top hat to match.  A messenger’s scroll case hangs from 
his belt and his other hand holds a tiny long spear flying a pennant, its coat of arms are those of the 
child-like Empress.

Gluckuk CR 5
NG Tiny fey
Init +8; Senses low-light vision; Perception +13
===== Defense =====
AC 22, touch 16, flat-footed 18; (armor +5, deflection +1, Dex +4, size +2)
hp 44 (1d6+1 & 5d10+9)
Fort +5, Ref +7, Will +5 (+2 vs. illusion)
Defensive Abilities DR 5/cold iron; SR 12
===== Offense =====
Spd 30 ft. 60 ft. mounted
Melee MW rapier +11 (1d3-1/18-20x2), MW long spear +6 (1d4-1/20x3)
Ranged MW long bow +11 (1d4/20x3)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks challenge 2/day  
Spell-Like Abilities (CL7th, Concentration +10)
At will--dancing lights, mending, prestidigitation                                                                                              

3/day--tongues
1/day--lesser confusion (DC 14), dimension door (self only), mirror image, ventriloquism (DC 14)
===== Tactics =====
Before Combat Gluckuk prefers to not engage in combat unless at the very end of need.
During Combat Gluckuk uses the speed of his racing snail mount to evade foes and deliver 

lightning fast charges if no other option for escape or parley exists.
Morale Normally if carrying a missive Gluckuk will withdraw from combat at the first opportunity.
===== Statistics =====
Str 8, Dex 18, Con 12, Int 14, Wis 14, Cha 17
Base Atk +5; CMB +2 CMD 16
Feats Weapon finesse, Improved Initiative, Skill Focus (Diplomacy), Skill Focus (Ride),  Combat Expertise, 

Improved Disarm.
Skills  Acrobatics +11, Bluff +8, Climb +3, Diplomacy +15, Escape Artist +10, Handle Animal +10, Intimidate  +8, 

Knowledge (nobility) + 6, Knowledge (history) +6, Perception +13, Profession (messenger) +6, Ride +14,  
Sense Motive +7, Stealth +18, Swim +3.
Languages Common, Elven, Gnome, Sylvan
SQ banner, expert trainer, introduction, mount, order (order of the Blue Rose)
Combat Gear +1 mithral chain shirt, MW tiny long spear, MW tiny rapier, MW tiny long bow, 

quiver of 20 arrows, Tan top hat of protection +1; Other Gear  fine suite and tail coat, 3 days rations, 
water skin, bed roll, messenger’s scroll case, flint and steel.  
===== Special Abilities =====
Introduction (Ex):  Whenever a herald squire tries to influence a creature's attitude with the Diplomacy 

skill for the first time, he may roll her Diplomacy check twice and take the best result. In addition, any
improvement of a creature's attitude toward the herald squire also applies to his knight.

Fleet of Foot (Ex):  A herald squire gains fast movement, as the barbarian class feature of the same name. 
If the herald squire gains fast movement from another class, the bonuses to his speed do not stack. 
Whenever he makes long overland journeys alone or with only his mount, the distance a herald squire can 
travel each day increases by 20%.

Transcend Language (Sp): Three times per day, a herald squire can cast tongues on himself, using his herald 
squire level as his caster level. The effects of this ability last for a number of rounds equal to his herald 
squire level.

Challenge (Ex): Whenever an order of the blue rose cavalier issues a challenge, he receives a
+1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent 
creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). 
This bonus increases by +1 for every four levels the cavalier possesses

Banner (Ex):  A cavalier’s banner is a symbol of inspiration to his allies and companions. 
As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus 
on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge
At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be 
at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

“Teeny-Weeny” (racing snail cavalier mount)
TN Small magical beast
Init +3; Senses darkvision 60ft., low-light vision; Perception +6
===== Defense =====
AC 19, touch 15, flat-footed 15; (Dex +4, natural +4, size +1 )
hp 37 (5d10+5)
Fort +5, Ref +8, Will +2                                                                                                                                        

Defensive Abilities evasion, withdrawn into shell
===== Offense =====
Spd 60 ft.
Melee slam +6 (1d3/20x2)
===== Tactics =====
Before Combat Teeny-Weeny normally benefits from any personal spell cast by its rider, Gluckuk.
During Combat Teeny-Weeny still tries to avoid being struck during combat, but will not hesitate 

to use his slam attack when urged to do so by Gluckuk.
Morale Teeny-Weeny will fight to the death if Gluckuk wishes it.
===== Statistics =====
Str 10, Dex 18, Con 12, Int 4, Wis 12, Cha 8
Base Atk +3; CMB +2 CMD 15 (cannot be tripped)
Feats Weapon Finesse, Skill Focus (acrobatics), Run
Skills Acrobatics +10, Climb +4, Perception +6, Stealth +7, Swim +4
Languages  common, Sylvan (cannot speak)
SQ combat trained mount, link, share spells, shell
===== Special Abilities =====
Shell (Ex):  As a move action, a racing snail can pull its body and head into its shell. It cannot move 

or attack as long as it remains in this state, but its armor bonus from natural armor increases 
by +4 as long as it does.

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