Tuesday, August 28, 2012

[Demonomicon] Astaroth, Diabolus Part 3 Minions of Astaroth

Astaroth's realm is known as the Terminal Archives. It was formed from the lore of a thousand Prime world and is said to even contain lore that pre-dates even the Chaos Queen. This is the only place in which there is a neutral truce. Both demon and devil are welcome in the library. All are welcome as long as they make the payment of adding new knowledge to the collection.

The minions of Astaroth are varied. The only common denominator is their thirst of knowledge. However, Astaroth favors the Librarian Demon. Their ability to utilise knowledge to their own advantage best exemplifies the demon lord's portfolio. The Terminal Archives are maintained by a cadre of these demons.

 Librarian Demon CR 9

CE Medium outsider (demon,evil,extraplanar)
Init +0; Senses: Darkvision 60 ft, Perception +19
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural armor bonus)
Hp 68 (8d10+24)
Fort +10 Ref +4 Will +10
DR 10/cold ironor good; Immune electricity, poison; Resistance acid 10,fire 10; SR 19
Speed 30 ft, fly 50 ft (perfect)
Melee +1 longsword +11/+6 melee (1d8/19–20)

Spell-Like abilities (CL 8th; concentration +10)

Constant – tongues
At will – augury, identify, greater teleport (self only), guidance, light, mending, open/close, read magic
1/day – silent image,

Spells Prepared
4thcure critical wounds (2), freedom of movement, inflict critical wounds
3rdbestow curse (DC19), blindness/deafness(DC19), cure serious wounds , dispel magic, protection from energy
2ndCure moderate wounds, enthrall, hold person, silence, spiritual weapon
1stcommand, cure light wounds, divine favor, shield of faith, protection from good

Str 14, Dex 14,Con 16, Int 22,Wis 18, Cha 15.
Base Atk +8; CMB +10; CMD; 22
Feats Alertness, Deceitful, Persuasive, Scribe Scroll,
Skills Bluff +15, Diplomacy +15, Fly +9, Intimidate +15, Knowledge (arcana) +17,
Knowledge (history) +17, Knowledge (planes) +17, Knowledge (Religion) +17, Linguistic +17,
Perception +19, Sense Motive +17, Spellcraft +14
Langauages Abyssal, Celestial, Common; Telepathy

A hooded figure floats 6 inches above the ground. Holding a book, it illuminates the pages with an eerie glow emnating from its hoods.

The favored minion of Astaroth, the Librarian Demon often acts as a scribe for other demon lords. Constantly seeking knowledge to add into Astaroth's collection, these demons roam the Material Plane to make bargains with reckless mortals to give up precious secrets. When threatened, they would try to talk their way out. However when cornered, they would unleash a barrage of spells and aim at weak spots of the creatures.

Dark Knowledge : The librarian demon could use the Dark Knowledge class feature of the archivist. Use the Librarian Demon HD as the archivist level to determine the number of times used and what benefits could be conferred to its allies.

If the Librarian Demon gains level in Archivist, this stacks with the Archivist level.

Spells
Librarian Demons can cast divine spells as 14th level Archivist. The save DCs are Wisdom-based.

Thursday, August 23, 2012

[Demonomicon] Astaroth, Diabolus Part 2

Aspect of Astaroth

Part 1 is here

Sometimes Astaroth would send his aspect to the mortal world to expand his influence. The aspect could be summoned as a sign of favor to his foul minions. They serve as the herald of Astaroth and share terrible secrets with his followers. Sometimes, they would appear in front of desperate individuals and tell them of a solution. Usually these solutions would come with a heavy price. But the truly desperate would still do it even if they know of the consequences.

The aspect of Astaroth is a 7 foot tall angelic being. It is only upon a closer look that the viewer could see the demonic and serpentine feature in the aspect.

Though capable of tearing his foes apart, the aspect is content to let his minions rush forward to the enemy. He would support his allies with uses of the Dark Speech.

If forced into melee, the aspect would quicken his unholy blight spell-like ability and follow it by tripping his foes. He would continue to trip his foes and let his minions take down the prone victims.

ASPECT OF ASTAROTH
Medium Outsider (Demon, Extraplanar, Chaotic, Evil)
Initiative: +1; Senses: darkvision 60 ft. ; Perception 17
Aura: Aura of Menace (DC 17), magic circle against good
Defense
Armor Class: 24 (+1 Dex, +14 natural), touch 11, flat-footed 23
Hit Dice: 10d10+72 (105 hp)
Saves: Fort +9 , Ref +8, Will +9
DR 10/good; Immune electricity and poison; Resist acid 10, cold 10, fire 10; SR 18
Offense
Speed: 30 ft. (6 squares), fly 80 ft. (good)
Melee:+1 unholy flail +17/+12 melee (1d8+10/x2 plus 2d6 unholy)
Space 5ft ; Reach 5 ft.
Spell-Like Abilities (CL 10th; concentration +17)
Constant: magic circle against good
At will--augury, divination,  greater teleport (self plus 50 lbs. of objects only), message
1/day- Divination, greater dispel magic, Unholy Blight
Abilities: Str 22, Dex 13, Con 22, Int 22, Wis 14, Cha 20
Base Attack: +10/+16; CMD: +16; CMD: 27
Feats: Combat Experise, Dark Speech, Improved Trip, Quicken Spell-like ability
Skills: Bluff +18, Diplomacy +18, Gather Information +15, Intimidate +15, Knowledge (arcana) +19, Knowledge (geography) +16, Knowledge (Local) +16, Knowledge (nature) +16, Knowledge (the planes) +19, Perception +15, Sense Motive +15, Spellcraft +19
Environment: Abyss (Terminal Archive)
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always Chaotice Evil
Advancement: 11-25 HD (Medium); 26-30 HD (Large)
Level Adjustment: +6

Tuesday, August 21, 2012

Combining Knowledge Skills for d20 modern and Pathfinder


Since there is a lot of overlap between the skills for d20 modern and d20 3.5/Pathfinder, here is the combined knowledge skill.

d20 Skill
Pathfinder Modern Skill
Knowledge (Arcane Lore)
Knowledge (Arcane Lore)
Knowledge (Arcana)
Knowledge (Arcane Lore)
Knowledge (Art)
Knowledge (History and Culture)
Knowledge (Behavorial Science)
Knowledge (Behavorial Science)
Knowledge (Business)
Knowledge (Business)
Knowledge (Civics)
Knowledge (Civics)
Knowledge (Current events)
Knowledge (Current events)
Knowledge (Dungeoneering)
( with exception of identifcation of abberation)
Knowledge (Geography)
Knowledge (Dungeoneering)  (Identification of Abberation)
Knowledge (Forbidden Lore)
Knowledge (Earth and Life Science)
Knowledge (Nature)
Knowledge (Engineering)
Knowledge (Physical Science)
Knowledge (Geography)
Knowledge (Geography)
Knowledge (History)
Knowledge (History and Culture)
Knowledge (Local)
Knowledge (Streetwise)
Knowledge (Nature)
Knowledge (Nature)
Knowledge (Nobility)
Knowledge (History and Culture)
Knowledge (Physical Science)
Knowledge (Physical Science)
Knowledge (Planes)
Knowledge (Forbidden Lore)
Knowledge (Popular Culture)
Knowledge (History and Culture)
Knowledge (Religion)
(With exception of identifcation of undead)
Knowledge (History and Culture)
Knowledge (Religion)  (Identification of Undead)
Knowledge (Forbidden Lore)
Knowledge (Streetwise)
Knowledge (Streetwise)
Knowledge (Tactics)
Knowledge (Tactics)
Knowledge (Technology)
Knowledge (Technology)
Knowledge (Theology and Philosophy)
Knowledge (History and Culture)

Sunday, August 19, 2012

[Gaming Thoughts] Why DM cheats

I was reading this article and this was a short post cheating. In particular, the author wrote that cheating should be encouraged.

From my years of experience, I would have to admit that I have cheated. Many a times, it was because the encounter was too easy or too difficult for the players. Sometimes, it was to push the game along. But why do we do it? The fudging of dice is often instinctive and even newbie DMs would do it by reflex.

But when would the DM abuse this rule ?

For me, DM chating is all about dealing with quitter's rage. I admit that I picked the term from the brilliant Leverage series. But I think the concept was similar.

Imagine playing tic tac toe for 4 hours straight. No fun , right? Because the game is so simple, players loses interest out of boredom

Likewise if the game is overly hard, the player would quit because they just cannot win. Case in point, one of my DM played a bleak game. This was one of the games that whatever the players do, there seems to be a dire consequences. A step forward would result in two backwards. Now, Walking Dead is the same bleak concept and most like to watch such a show. But to play it was really horrible.

So to make the game interesting,  I cheat. If the encounter of a boss was a pushover, I gave the boss higher resistance. If it proved too devastating, I toned it down. By trying to keep the balance between challenging and impossible, the DM should keep the players engaged and interested,

But that are pitfalls. DMs may overly fudge their rolls because the game is too important to them. But the issue of DM versus player is too complex to describe in a blog post. So i think i would do a blog post on ot later.


Maybe a drama point system should do the trick. If the player is having a too easy time, the DM could offer them a drama point. This forces the player to reroll. If the player refuses, the player must offer a drama point to negate it. This gives the player an edge if they are having a bad time. And the DM would think twice before fudging their dice.




Thursday, August 16, 2012

[Demonomicon] Astaroth, Diabolus Part I

I always have a great interest in the abyssal lords. For this series, I hope to cover obscure abyssal lords. For the first one, i think i would start with Astaroth.

Layer: Terminal Archives
Areas of Concern: Science, Prophecy, Knowledge
Domains: Chaos, Evil, Knowledge,  Prophecy
Favored Weapon: Flail
All Rights reserved to Matt Bradbury
Astaroth was a celestial scribe within the House of Knowledge, serving an unknown god of knowledge. Well versed in a broad range of topics and a gift for prophecy, Astaroth was enamored by the concept of evil fighting evil. Thus begin his downfall.

Researching into the truenames of the fiendish creatures that existed in the Abyss, Astaroth wrote the Vital Pact. Sharing the disreputable philosophy that summoners should use the terrible fiends as allies to fight against enemies, Astaroth inked each unique copy with the true name of a fiend and discussed at length on the summoning techniques of fiends.

But all forbidden knowledge comes with a price. For each book the dedicated archon wrote, he was tainted by his research to fight against evil. Soon, the archon was unrecognizable and was cast out from the Upper Planes.

Still, Astaroth continued his research. The layer in which he rules have become a library of lost and forbidden knowledge. However, Astaroth has become thoroughly twisted in his unnatural thirst of knowledge. Once desiring to use these knowledge for good, Astaroth now strives to use knowledge and prophecy as a way to spread chaos and misery.

Astaroth appears as a handsome man with feathered and serpentine features. To those who wishes for his favor, they would write down their experience and the lore they have learnt for the day. They would then burn a copy of these experiences and dedicate it to Astaroth. It is said that each pages would be archived in the Terminal Archives.

For those whom Astaroth have taken notice, they would earn the following boon:

1: Identify 3/day or Augury 2/day or Clairaudience/Clairvoyance 1/day
2: Quickened Unholy Blight 1/day
3: Scrying 1/day

Followers of Astaroth have their patron's thirst for knowledge. They delight in offering sadistic solution to people in need. Nothing warms their heart more than seeing a hapless father commit murder in order to save their child's life.

Monday, August 6, 2012

[Nightwatch Campaign] Modifying the Pathfinder Gunslinger

In d20 modern, the guns have no chnace of misfire. After all, the d20 system does not make you check if your sword breaks from hitting too much or if your bowstring would break. Hence , if you want to adapt the Pathfinder Gunslinger to d20 modern, you would need to modify the Gunslinger Deeds by quite a bit. Here are some of the suggestions I found that has helped me.

But fortunately, it seems that mysterious stranger's replacement deeds seems like a good replacement. As for Gunsmithing, replace it with Gun Training at level 1. Simply replace the weapons with the appropriate gun models and you are good to go.

Would post an example later to see if it is feasible :)

Friday, August 3, 2012

The definitions of heroism in games

I watched "Secret Origin: The Story of DC Comics" . There was a quote that struck me as interesting.

" Superheroes are these archetypes that live within us.And then somebody figures out a way
to present them to us......in a way that is compatible with the realities that we live in."



So if superheroes is an archetype living within all of us. Is role-playing game a medium in which we could play out these archetype of ours? Like superheroes, the character we create navigate the own world they live in and overcome each and every obstacles that the GM has installed for them. And each time we overcome it, we cheer because it give us hope.

So if we are playing heroes, what is the definition of heroics? Like the different ages of comics, the definition is never the same. The stick-in-the-mud archetype of the Paladin is a good example. The Paladin's strict moral code is the very definition of the perfect Gentlemen. But come modern age, the inflexible nature would make such a creature ridiculous. Instead, people gravitate to roguish characters whose underhanded acts are for the greater good.

But what is the greater good? What is the borderline between good and evil? How would Green Latern react if he is one again paired with Green Arrow? When do the player characters become no different than the thugs they are fighting?

Many game mechanics have tried to define this. D20 is infamous for many newbie characters choosing Chaotic Neutral because they could do anything and get away with it. Star Wars has a long list of dos and don'ts . But sometimes, I feel ridiculous to give Dark Side points to my player for the things they have done.

Unfortunately, I do not have the answers. How far is too far really depends on the GM. But if the problem arises, the solution may be to embrace it. Like comics, the characters would be treated with fear , not love. Enemies could be more subtle. The GM could even have plot hooks in which the villains set up the player characters to seem to be the evil one.

So next time when you game either as the DM or the player, think about how far your hero is willing to get into the dark side. 


Wednesday, August 1, 2012

[Grim and Gritty] Rafaele , chemistry savant

Design notes: Here is one of the few tentative character concepts for a d20 modern gestalt campaign that one of my friends is running. Adapted from the Cthulhutech, the world is a bleak one with two enemy factions engaging war on the whole planet Earth. One of the faction brought with them the secret of magic and like Cthulhu-like games, magic comes with insanity.

A concept that I have discussed with the GM was that one way of circumventing that was to ensure that magic is activated through an item. So i came up with several concepts of classes that have magic by means of items.

When Pathfinder published the Alchemist Base class, I thought that it was a really cool class but like some of the more steampunk kind of class ( here's looking at you, Gunslinger), they do not fit into the medivial theme well.

So the first character I want to display uses the Alchemist. My concept comes very closely to the bomber type of class and hence, I used the Grenadier archetype. I must say that the d20 modern rules really mesh quite well with the class. For example, with the Grenadier's Alchemical Weapon, an ordinary bullet would come with an acidic afterpunch.  This is not counting the various explosives available in the scientific world.

For the purpose of this exercise, I used Craft (Chemical) to replace Craft (Alchemical) because they are really similar.
The character need not be magical in nature.  A simple repackaging of the supernatural powers could be attributed to weird science.

So here is the final character:

Rafaele has always been fascinated with the ever-changing nature of chemistry. From the first day his Chemistry teacher showed him how you can create gold particles from combining some colorless liquid, Rafaele knew that he had found his life-long obsession.

Rafaele's studies yielded interesting discoveries. He found that he could create liquids that have effects that are beyond the current scientific progress. Not all of these experimental liquids was benign. He could create bombs that were as powerful as a fragmentation grenade. But most importantly, he could make liquids that could cure the most serious of flesh wounds.

And all needed expensive and rare materials and so Rafaele wanders through the world, seeking rare ingredients, hoping to unlock more of this fascinating liquids.

Rafaele is a versatile character to play but his preference is a long range character. By using his discoveries, Rafaele is able to lob bombs strategically. If need be, he could act as a melee monster through a combination of his extracts and mutagen. As a last resort, he could infuse acids into his trusty Glock 21 with his Alchemical Weapon ability.

Rafaele “Hyde” (Smart Hero 3/Field Scientist 3 // Alchemist (Grenadier) 6 ): CR 8; Medium-size human; HD 6d8+6 ; hp 34; Mas 13; Init +2; Spd 30 ft.; Defense 20, touch 20, flat-footed 18 (+2 Dex, +3 Int, +5 class); BAB +4; Grap +4; Atk +4 melee (1d3 nonlethal, unarmed strike) or ;+6 ranged (bombs) or +7 ranged (2d6, Glock 21)  ; Full Atk +4 melee (1d3 nonlethal, unarmed strike) or +6 ranged (bombs) or +7 ranged (2d6, Glock 21)  ; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +6, Ref +7, Will +7; AP 0; Rep +2; Str 10, Dex 14, Con 10, Int 19, Wis 12, Cha 10.

 Occupation: Technician (bonus class skills: Craft [chemical], Demolitions, Knowledge [earth and life sciences]).

 Skills: Computer Use +13, Craft (chemical) +17, Demolitions +19, Disable Device +15, Investigate +13, Knowledge (Arcane Lore) +13, Knowledge (earth and life sciences) +14, Linguistic +9, Perception +10, Profession (chemist) +9, Research +12,Spellcraft +12
Feats:  Armor Proficiency (Light), Cautious, Extra Bomb, Iron Will, Personal Firearms Proficiency, Precise Shot,  Point Blank Shot, Rapid Shot, Simple Weapons Proficiency.

Talents: Savant (Craft Chemical), Savant ( Demolitions), Smart Defense, Scientific Improvisation

Class Feature: Alchemical Weapon, Bomb (3d6+3, 11/day), Directed Blast, Discovery (Any 3+Precise Bomb), Extracts (4/3), Mutagen, Throw Anything

Possessions: Glock 21, Lab coat, lab kit appropriate to field of expertise, desktop computer (with broadband modem and printer), cell phone, various gear and personal possessions.

Tuesday, July 31, 2012

Gestalt for d20 modern- random though

One of my DM is running a d20 modern game and we are using gestalt for character creation. And it yielded interesting results. By using d20 modern character class on one side and a d20 class for another, it seems to be the key to the main complaints for FX spellcaster lagging too many spell levels behind. More interestingly, it allowed combination with classes not seen for traditional d20. My favourite so far for this style is the mix between d20 future and Eberro classes.

Look for this space as I would share the various builds I have come up with.

Friday, July 27, 2012

Adapting your DM style to the group dynamics.

As many RPG blogs have explained, the table-top rpg experience is a dynamic one. With different people in a group, how a game is being played out would be different as well. With it comes the inevitable play style. Some players like to be lone wolf and do their thing in the darkness. I like to rush into situations without any thought and sometimes just wanna bash something.

Therefore, one man's meat is another's poison. As I ran games for different groups, I find that the needs of the group differ as well. My Star Wars group tend towards combat and would gravitate towards fighting than negotiating. This leaves interesting situation where the hostage need to be alive

My original group is more like what a blogger described. When we play a game, we analyse and analyse. We used detective skills and every situation is like a CSI crime scene. We build assumptions and correct illogical behavior. Essentially, as one of the DM put it, we are a paranoid bunch. Every move is a calculated one and we would talk through a situation endlessly to reach a conclusion.

In this situation, DMing for the two groups would be a differenr experience. Because of the player's needs, the most important part of the game would vary. For the Star Wars group, I tend to play more epic-like combat. Of course, it is not combat after combat. How the combat starts and the interesting features in the combat would be my obsession in the game. Maybe the environment would not be the smooth battleground and enemies could use the landscape to their advantage.

For my other group, NPCs play an important factor. Their personality is the key to the game, not their stats. To add in red herring here and there is equally important as well. I could not begin to describe the joy when my players obsesss about the fact that a wyvern has been sighted when it was just a random wyvern.

It is essentially a simple logic of answering the needs of the player. Any game ultimately needs to answer needs of both teh DM and the players. Obviously, it is not an indication of the DM needing to be a pushover. But player's needs is a priority for the DM

So, the next time you pick up the DM hat, think about your player's quirks and needs. Then, craft the game to suit them.

Wednesday, July 18, 2012

D20 Elite opponent: Cassandra Carver, vestige bound

 Sometimes beings could be trapped between worlds. Never truly existing, these beings are eager to experience life again in exchange for a taste of the being's power. Ages ago, a few people learned how to strike a bargain with these beings known as vestiges. By melding one's soul with the vestige, the person gains power. 


In some cases, the vestige is able to choose invest part of themselves into a newborn baby. Once chosen, the chosen mortal would be constantly bound to the vestige. It is not unusual that parents are frightened by how their child seems to have an "invisible friend" that could do "magic tricks".


As the child grows up, they would master the gifts of the vestige as they mature. Depending on the personality of the chosen, they might choose to fight with the alien presence within or they may choose to align their goals with the vestige.


Dressed in the latest fashion, no one would connect Cassandra to be a former evangelist from America's "Bible Belt". Cassandra had always felt a presence known as "Astaroth" all her life. She knew nothing about of this being. She only knew that she had an uncanny prediction of the future and a way with people. Cassandra's charismatic ways made her popular among the churches she preached in.

However, an embezzlement scandal disgraced Cassandra and she was chased out of the faith. Within months, Cassandra opened the club with her partner and paramour, Rachel Strange. It ostensibly serves as just another wicked night spot in a city known for its iniquity. Night after night, Cassandra revels in the make merry crowd and secretly recruits potentials into an Inner Circle among the crowd. the Inner Circle's activity is still a hidden secret and time would only tell what Cassandra plans for them.

Use Cassandra either as an enemy or a foe. Players could obtain information from Cassandra at a cost. Cassandra could act as a forewarning of any major events that may happen to the players. Alternatively, Cassandra could be planning a power play in the city and her goals come into direct conflict with the players. If used this way, Cassandra would probably act as a mastermind of sorts.

Cassandra(Dedicated Hero 3/Charismatic Hero 3): hp 21; Mas 10; Init +1; Spd 30 ft.; Defense 14, touch 14, flatfooted 13 (+1 Dex, +3 class); BAB +3; Grap +2; Atk +2 melee (1d3–1 nonlethal, unarmed strike); Full Atk +2 melee (1d3–1 nonlethal, unarmed strike) or +4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; AL any; SV Fort +4, Ref +4, Will +5; AP 0; Rep +3; Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 18.

Occupation : Religious (bonus class skills: Knowledge [theology and philosophy], Sense Motive).

Skills: Bluff +13, Diplomacy +17, Gather Information +9, Knowledge (business) +4, Knowledge (theology and philosophy) +4, Listen +5, Profession +4, Read/Write English, Read/Write Latin, Perform +13, Sense Motive +11, Speak English, Speak Language (any one), Speak Latin, Spot +5.
Feats:Deceptive, Frightful Presence,Renown, Personal Firearms Proficiency, Simple
Weapons Proficiency, Trustworthy, Windfall.



Talents (Dedicated Hero): Empathy, intuition.


Talents (Charismatic Hero): Charm (males), favor.



Special Quality of Chosen of the Vestige:

Favored from Beyond (Su): Cassandra gains a +2 bonus to saving throws against all mind-affecting spells and abilities.

Influence from Beyond: Once per day, Cassandra needs to make a DC check of 22 to avoid letting the vestige's personality dominate her personality.Cassnadra needs to roll a d20+her character's level+her Charisma modifier. If she fails, she become exceptionally enchanted with her voice. She would take the stage and make a speech whenever the opportunities presents itself. 

Angelic Lore: Astaroth constantly whispers the secrets of reality in the back of Cassandra's mind, allowing you to draw on his own nigh-infinite knowledge. This functions as the bardic knowledge ability (PH 28), based on Cassandra's HD.



Astaroth's Breath: Once every 5 rounds, Cassandra can exhale a 60-foot cone of foul-smelling gas. Creatures within the cone must make a Fortitude save or be nauseated for 1 round and sickened for an additional 1d4 rounds. Those who make the save are merely sickened for 1 round. Creatures immune to poison or disease are immune to this effect.

Honeyed Tongue: Cassandra gain a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks.

Divination: Once per day, Cassandra could cast Divination as a spell-like ability using her HD as the caster level





Monday, July 16, 2012

Kaorti Part I

Tales has been told of knowledge seekers that have gone too far into the unknown. Some went insane from the alien nature of their discovery. Some was transformed indefinitely into monsters. An unfortunate few suffered both consequences.


One such tale was the creation tale of Kaorti. Explorers of the Far Realm, they were unprepared for the onslaught of chaos and madness. Going mad with the alien things they see, they immediately went insane. That was not the end of the mad realm's gift to them. Person by person, the explorers become monstrous in their form. As the newly formed Kaorti was born, they had no memory of what they were before. They had only one desire and that was to spread the gift of madness to other people.



Kaorti is one of my favorite creatures in d20. Strangely alien and infectious in their touch, they make incredile foes for mortal foes. Too bad that they were designed in d20 where all sort of madness are just laughed at by characters. I have also redesigned them to be more Call of Cthulhu and less monsters.

I hope to describe more about the ecology of them ( although I think Dragon 358 covered it too briefly for my taste )

Kaorti: Medium outsider (extraplanar, evil); 
HD 2d8; hp 9; Init +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base Atk +22; Grp +0; Atk +4 melee (1d6 Strength, draining touch) or +1 melee (1d6-1, bite) or +4 melee (1d6-1, ribbon shortsword); Full Atk +4 melee (1d6 Strength, draining touch) or +1 melee (1d6-1, bite) or +4 melee (1d6-1, ribbon shortsword); SA Despair, Draining Touch, vile transformation; SQ darkvision 60 ft., immunities (poison), material vulnerability, outsider traits; AL NE; SV Fort +3, Ref +5, Will +3; Str 8, Dex 14, Con 11, Int 14, Wis 11, Cha 16.

Skills and Feats: Autohypnosis: +7, Concentration +5, Craft (any) +7, Craft (any) +7, Heal +13, Intimidate +8, Knowledge (arcana) +7, Knowledge (the planes) +7, Spellcraft +9, Spot +6, Survival +5; Exotic Weapon Proficiency (ribbon shortsword),Weapon Finesse.
Despair (Su): At the mere sight of a Kaorti, the viewer must succeed on a Will save(DC 10 + 1/2 Kaorti’s HD + Kaorti’s Cha modifier) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same Kaorti’s despair ability for 24 hours. The save DC is Charisma-based.
Draining Touch (Su) : A Kaorti that hits a living target with its draining touch attack drains 1d4 points from Strength. On each such successful attack, the Kaorti heals 5 points of damage to itself.
Vile Transformation (Su): A guardian can infuse any living creature with otherworldly essence from the Far Realm, permanently transforming the target into a mockery of its previous form. This process takes 8 hours, during which time the guardian's jaws must be locked onto the victim, who must be either willing or helpless for the duration. After 8 hours, the victim must make a Fortitude save (DC 13). Failure indicates that the victim transforms into a kaorti (if the victim was humanoid), or into a kaorti thrall. If the victim succeeds at the save, the guardian can attempt the transformation again; each additional attempt to transform a victim increases the save DC by +1. (See the Fiend Folio for more on transformed creatures.)

Material Vulnerability (Ex): A guardian must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage and become fatigued. The fatigued condition persists until the kaorti recovers all the nonlethal damage it took from its exposure to the Material Plane. If rendered unconscious through the accumulation of nonlethal damage (from this ability or from any other source), the Material Plane environs begin to deal normal damage at the same rate (Fort save negates; save DC continues to increase per check as stated above). If the guardian wears his resin suit or is inside his cyst, he is protected from the effects of the Material Plane.

Outsider Traits: A guardian has darkvision 60 ft. and cannot be raised or resurrected (though a wish or miracle spell can restore life).

Wednesday, July 11, 2012

[Demonomicon] Aspect of Abraxas

Large Outsider (chaotic, evil, extraplanar, tana'ri)
Hit Dice: 9d8 +9 (49)
Initiative: +2
AC:18, touch 11, flat-footed 17
Speed:  60ft, fly 60 ft (perfect)
Base Attack/ Grapple: +9/+17
Attack: Flail +13 ( 1d10+4+ 1d4 Wisdom Drain) or tail slap +13 (3d6+4)
Full attack: Flail +13/+8 ( 1d10+4+ 1d4 Wisdom Drain) and tail slap +13 (3d6+4)
Special Attack: Spell-like abilities,Wisdom Drain
Special Qualities: Dark Vision 60 ft, low-light vision, Bardic Knowledge ( +12) , Dr 10/ Cold iron or good, Resistance to acid 10, cold 10, and fire 10, Immunity to electricity and poison, telepathy 100 ft
Space/Reach: 10 ft / 5 ft
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 18, Dex 15, Con 12, Int 15, Wis 13, Cha 12 
Skills: Bluff +14, Concentration +10, Diplomacy +3, Knowledge(Arcana)  +11, Intimidate +3, Spot +11
Feats:  Dodge, Iron Will, Mobility, Spring Attack

Wisdom Drain : Abraxas drains 1d4 points of Wisdom each time it hits with its flail.

This version is a mid-level manifestation of Abraxas. Typically, this aspect could be found in sacrificial rituals in which followers offer sacrifice to their unholy god. In return, this aspect would reveal horrendous techniques to their cultist to further spread misery in the world.  

Tuesday, July 10, 2012

[Demonomicon] Abraxas, Supreme Unknown

It is a truth within the multiverse that knowledge is power. One of the most powerful secrets in the universe is that of arcane knowledge.And Abraxas is one of the few beings that can be said to possess all of these secrets.

Equally, Abraxas' follower are seekers of the most forbidden knowledge and through their search, become privy to some of the most dangerous knowledge that exist in the world. Yet herein lies Abraxas' insidious plans. Without the proper wisdom, these knowledge are akin to nuclear bombs and Abraxas' followers are not the sanest bunch. Often than not, these secrets would be improperly used and the consequence become dire to the world. And with each such incident, Abraxas smiles.


Appearing as a rooster-headed man, Abraxas carries a whip and a shield. His legs are replaced by two hideous serpents that is said to hiss constantly. Yet the most powerful weapon of Abraxas is his mind. Possessing a powerful technique known as the "Final Incantation", Abraxas is able to unamke the most epic spells woven by immortals and mortals alike.

As said, followers of Abraxas come in all forms. Yet, they all have one thing in common which is an unusual thirst for knowledge.Most seek knowledge for power. Many received the unholy whispers of Abraxas' minions in their dream.

In recent times, many have come to seek knowledge for instant gratification. Wanting a quick fix, most bargain away their most prized possession for a glimpse of the knowledge that could bring them the solution to their life. Most do not care about the consequence of other people around them. These are Abraxas' favourites. By being indifferent to other people, they spread chaos and evil through their newly acquired knowledge.

Abraxas lives in a layer known as Plemora. A mock paradise created through complex illusion and magic, followers of Abraxas indulge in pleasures both known and unknown to man. In reality, the realm acts as a container of spiritual energy. With each pleasure, the spiritual energy of the devotee is siphoned and stored in the realm. Abraxas plans to acquire even energy and ascend to godhood. Recently, he discovered the Greyzone. Eying the large amount of energy, Abraxas is researching on how to acquire the energy allowing him to cut short his plans to ascension.

Sunday, July 8, 2012

[Nightwatch Campaign Setting] Vampires


As William was cursed with the form of the wolf, Marcus' curse was far worse. William had become a predator in appearance only. William still had his senses, however marred it is with the feral nature. Marcus was changed to become predatory in every sense.

With the curse , Marcus slowly lose both his humanity and conscience. He too was transformed in appearance as well. His teeth grew longer and he thirst for something no food nor drink could fulfill. In the dark of night, during an encounter with a careless maiden, Marcus' found that blood alone could satiate him.

Unlike William, Marcus relished in his monstrous power and he continued preying on people.Tales tell of unfortunate travelers who fell prey to Marcus. Eventually, the villagers found out but it was too late. Marcus had simply disappeared into the night, never to be seen again.

Many speculated the true story behind the Corvinus Brother. Some say the Corvinus brothers was turned into monsters when they offended the most powerful Witch in the world then. No one could say who is right or wrong.

Yet the Legend of the Corvinus Brother still lives on in  both the shifter and vampire world. Unlike in the traditional Dracula novels, the vampiric race does not fear the sun. True, they were sensitive to the sunlight but they would never burn. They are not the unfeeling undead. Vampires breed true and dalliance with humans always result in vampires being born.

The vampires are divided into two groups. Those who never tested living blood in their live are known as Virgins. Those are the lucky ones.When a vampire first taste blood, they would have to live with a thirst all their lives. Tales have been told of unwilling vampires being forcefully given their first taste of blood and become the slave to other person.

Vampire:


  • +2 Charisma, –2 Constitution: Vampires are fast and seductive, but closer to death than most mortals.
  • Senses: Low-light vision and darkvision 60 feet.
  • Undead Resistance: Vampiress gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
  • Light Sensitivity: Vampires are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  • Negative Energy Affinity: Vampires are alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, negative energy heals it.
  • Blood Drain : A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) for each round you make a successful attack. You can choose to not gain this power. If you do, you also do not gain the blood dependency trait described below. Anytime , you can choose to manifest this power. If you do, you gain the blood dependency trait 
  • Blood Dependency: If a vampire does not use its blood drain ability against a living creature once per day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until itfails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by1 each week thereafter) that it does not use its blood drain or become exhausted.The fatigue or exhaustion caused by blood dependency cannot  be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire’s fatigue immediately, or reduces exhaustion to fatigue 
  • Gift of the Dark:  The Vampire could choose of the following gift:
Fortitude(Ex): The Vampire gains a +2 to his natural armor

Undead Resistance(Su) : Choose either electricity or cold. You gain a 10 to the chosen energy type

Charm Gaze (Su): Some vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire’s influence as though affected by a charm monster spell (caster level equal to the character level). Any creature that successfully saves against a vampire’s charm gaze cannot be affected by that half-vampire’s charm gaze for 24 hours. The ability has a range of 30 feet.

The vampire can use this ability once per day. For every five character level he possess, he gains one more use of the ability.