Difference between revisions of "World Bestiary"

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|[[Mogareg]] |||4 |||Demon-touched oruch [[Local History|whose past lies in Alexandros' history]]
 
|[[Mogareg]] |||4 |||Demon-touched oruch [[Local History|whose past lies in Alexandros' history]]
 
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|[[Sith-makar Forgotten|Forgotten]] || Varies ||Aberration sith-makar
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|[[Sith-makar Forgotten|Forgotten]] || Varies ||Aberration sith-makar who practice cannibalism to "find the dragon"
 
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|[[Trygon]] || 8 ||Experiments of Charnese design
 
|[[Trygon]] || 8 ||Experiments of Charnese design

Revision as of 03:13, 1 April 2015

Tenebrae exists in a world saturated with magic. When viewing its creatures then, it requires something of a shift from traditional thinking. In such a world, creatures constructed of pure arcane are possible, and so it should come as no surprise that creatures may be formed from pure concept, as well.

Otyugh.jpg

Concepts such as good, evil, law, and chaos are tangible things in a realm of this type. In a world saturated, these elements take on near-living forms and influences. Magic can call upon and be influenced by the forces of chaos as equally as it may be the forces of good. And, so may living creatures may be "part law" as much as they are "part magic."

Evil, chaos, law, good are then tangible forces on their own. They influence the world around them. It follows then, that not all creatures are redeemable on the modern sense--and if they are it lies in the realm of epic taletelling.

This may appear to fly in the face of conventional ideas of "gray morality." Yet, it makes sense when we accept these concepts as actual elements within the setting. These elements are the result of "high fantasy" and are part of, and exist within, a world saturated in magic, concept, and the otherworldly.

It makes templates such as "anarchic" possible and even desired. So the lesson here is--enjoy it for what it is, and realize we are in a realm other than our own.


Bestiary

Creatures
Creature CR Description
Paizo's Bestiary 1 Varies Varies*
Paizo's Bestiary 2 Varies Varies*
Paizo's Bestiary 3 Varies Varies*
Paizo's Bestiary 4 Varies Varies*
Drake 4 Short-tempered, flightless
Mogareg 4 Demon-touched oruch whose past lies in Alexandros' history
Forgotten Varies Aberration sith-makar who practice cannibalism to "find the dragon"
Trygon 8 Experiments of Charnese design
Vrorag 8 An ogre of frightening size, who stands upon the lower body of a rhinoceros
Spirits Varies Using Spirits in Tenebrae
Troop Subtype Varies Provides a useful way to threaten that L10 PC with city guards, or just represent groups of enemies
Devourer 11 Undead that hunger for souls
Templates
Template Description
Paizo Core Templates Varies
Anarchic Creatures touched by Chaos
Axiomatic Creatures touched by Law
Clockwork Tick-tock
Drunken Template for things like khazad drinking contests!
Vast-Wrought Creatures twisted by the Vast's energies
Devourer Template Undead being and hunter of souls
Dread Ghast Restless, more powerful ghasts
Dread Ghost Restless, more powerful ghosts

* PrPs may make use of any of these books, with with a limited number of creatures (such as dragons and demiliches) allowed only through pre-approval (check Player Run Plots for specific guidelines). Catfolk and driders just do not exist; they do not fit our theme at this time. Our muls are not drow and do not possess a spider fetish, though the drow templates may otherwise be used.

Altering Creatures

Within the game, it is a DM's prerogative to reskin or alter creatures in various ways. For example, a different creature could be used to simulate a magically mutated hippo-like creature out of a wizard's lab. Alternately, we encourage the use of templates and different coloration (it makes sense a red dragon would apply a disguise, as their color practically broadcasts their weaknesses). In part this is for flavor, though in part it is also to add interest and help prevent the, "ho hum, I know this, guys. It has exactly a 14 AC and 42 hit points, and spits acid." When applying templates or reskinning, be sure and pay attention to relative CRs and so forth.

Companions

Characters whose class grants them may choose animal companions from the list below. When statting up your animal companion, you might find this generator useful for some of the Core options.

How to Get an Animal Companion

1

Select an animal companion from the below list. Remember, as companions are considered part of a character's story, we do not support frequent swapping, or swapping for advantage, so please be sure of your choice.
Badger
mushroom
Bear
updated
Cat, Large
lions, tigers
Cat, Small
cheetas, leopards
Digger
khazadi landsharks
Moose
moose, elk


Plants: Carnivorous Flower, Crawling Vine, Sapling Treant (See Plant Animal Companions).
Vermin: Giant Ant, Giant Beetle, Giant Centipede, Giant Leech, Giant Mantis, Giant Scorpion, Giant Slug, Giant Spider. (See Vermin Animal Companions).

2

Use the stat block associated with your chosen companion, and modify it according to Animal Companion Advancement. Your effective druid level is determined by your class. For example, for rangers, this will be their total ranger levels -3.

Note that animal companions use the animal companion statistics, NOT the statistics in the Bestiary. PF standardized the way companions work. See the companion's entry in step 1.

It is assumed an animal companion receives 4.5 hp per hit die.

3

Record their stats in either of these two places:

4

Send a +request to staff to have your companion approved. Companion stats must be approved and available to any DM or PDM promptly on request. (Note you'll need to get the companion re-approved at level.)

If you would like to purchase items for your companion, such as barding, this is a good time to do so. Just include it in the request.

Animal Companion Advancement

Use your effective druid level to determine your companion's advancement. See your class features for details. For example, for rangers, this will be their total ranger levels -3. Once you've advanced your companion, it will need to be approved.

Animal Companion Advancement
Effective Druid Level HD BAB Fort Ref Will Skills Feats Natural Armor Bonus Str/Dex Bonus Bonus Tricks Special
1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Link, share spells
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability score increase
5th 5 +3 +4 +4 +1 5 3 +2 +1 2
6th 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7th 6 +4 +5 +5 +2 6 3 +4 +2 3
8th 7 +5 +5 +5 +2 7 4 +4 +2 3
9th 8 +6 +6 +6 +2 8 4 +6 +3 4 Ability score increase, Multiattack
10th 9 +6 +6 +6 +3 9 5 +6 +3 4
11th 9 +6 +6 +6 +3 9 5 +6 +3 4
12th 10 +7 +7 +7 +3 10 5 +8 +4 5
13th 11 +8 +7 +7 +3 11 6 +8 +4 5
14th 12 +9 +8 +8 +4 12 6 +8 +4 5 Ability score increase
15th 12 +9 +8 +8 +4 12 6 +10 +5 6 Improved evasion
16th 13 +9 +8 +8 +4 13 7 +10 +5 6
17th 14 +10 +9 +9 +4 14 7 +10 +5 6
18th 15 +11 +9 +9 +5 15 8 +12 +6 7
19th 15 +11 +9 +9 +5 15 8 +12 +6 7
20th 16 +12 +10 +10 +5 16 8 +12 +6 7 Ability score increase

Class Level: This is the character's (effective) druid level. The druid's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion's statistics.

HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal. For hit point purposes, assume the average of 4.5. This also means the half point will just show up on even hit dice.

BAB: This is the animal companion's base attack bonus. An animal companion's base attack bonus is the same as that of a druid of a level equal to the animal's HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will: These are the animal companion's base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.

Skills: This lists the animal's total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.

Feats: This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice. Animal companions may use barding by taking armor proficiency feats. Cavalier mounts begin with light armor proficiency for free.

Natural Armor Bonus: The number noted here is an improvement to the animal companion's existing natural armor bonus.

Str/Dex Bonus: Add this modifier to the animal companion's Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill for more details on how to teach an animal tricks). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can't be changed.

Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bonuses is described below.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. A cavalier's mount does not gain this ability.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex):: The animal companion adds +1 to one of its ability scores.

Devotion (Ex):: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack:: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Animal Companion Skills

Animal companions can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.

Animal Companion Feats

Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus. Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.

Plant Animal Companions

Plant companions are plant creatures. They advance slightly differently. Use normal Animal Companion Advancement except as noted, below.

Type: Plant
Saves: Lose good Ref save (Fort only)
Class Skills: Perception and Stealth
BAB: Same.
HD: Same.
Special: Plant animal companions may not take armor proficiency, nor may they wear armor or use most gear (we're currently letting them use amulets if laid among their branches or wound around the vines). Instead, they possess immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

As plant companions are a new thing, we'll be watching them to see how they do, and feedback is welcome.


Vermin Animal Companions

Plant companions are plant creatures. They advance slightly differently. Use normal Animal Companion Advancement except as noted, below.

Type: Vermin
Saves: Lose good Ref save (Fort only)
Class Skills: None
BAB: Same.
HD: Same.
Senses: All vermin possess darkvision.
Special:
Mindless: Vermin companions possess no Intelligence score, and in addition, possess immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). In spite of this, vermin companions may learn one trick, plus additional bonus tricks. If a vermin animal companion gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the druid can apply this increase to the companion's Intelligence, changing it from - to 1, at which point the companion loses the mindless quality and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks. Vermin companions have no skill points or feats as long as they have the mindless quality.
Trip: Because many vermin have multiple limbs, they are very difficult to trip. As a result, a CMD entry has been included for each, indicating the bonus to CMD such vermin receive against trip attacks.

As vermin companions are a new thing, we'll be watching them to see how they do, and feedback is welcome.

Familiars

Emblem of Ea allows the following familiars. Improved Familiar is not available. An animal companion cannot also function as a familiar and vice versa.

How to Get a Familiar

1

Select a familiar from Available Familiars. Remember, as familiars are considered part of a character's story, we do not support frequent swapping, or swapping for advantage, so please be sure of your choice. Familiars and animal companions are not interchangeable.

2

Adjust the familiar according to Familiar Advancement.

3

Record their stats in either of these two places:
  • A cnote
  • On your character's wikipage (include the URL in the cnote)

4

Send a +request to staff to have your familiar approved. Familiar stats must be approved and available to any DM or PDM promptly on request.

Available Familiars

Wizard Familiars
Familiar Special Ability Stats
Bat Master gains a +3 bonus on Fly checks Stats
Cat Master gains a +3 bonus on Stealth checks Stats
Hawk Master gains a +3 bonus on sight-based and opposed Perception checks in bright light Stats
Lizard Master gains a +3 bonus on Climb checks Stats
Monkey Master gains a +3 bonus on Acrobatics checks Stats
Owl Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness Stats
Rat Master gains a +2 bonus on Fortitude saves Stats
Raven* Master gains a +3 bonus on Appraise checks Stats
Viper Master gains a +3 bonus on Bluff checks Stats
Toad Master gains +3 hit points Stats
Weasel Master gains a +2 bonus on Reflex saves Stats
Blue-ringed octopus Master gains a +3 bonus on Swim checks Stats
Donkey rat Master gains a +2 bonus on Fortitude saves Stats
Fox Master gains a +2 bonus on Reflex saves Stats
Goat Master gains a +3 bonus on Survival checks Stats
Hedgehog Master gains a +2 bonus on Will saves Stats
House centipede Master gains a +3 bonus on Stealth checks Stats
King Crab Master gains a +2 bonus on CMB checks to start and maintain a grapple Stats
Pig Master gains a +3 bonus on Diplomacy checks Stats
Scarlet spider Master gains a +3 bonus on Climb checks Stats
Thrush* Master gains a +3 bonus on Diplomacy checks Stats
Turtle Master gains a +1 natural armor bonus to AC Stats

Familiar Advancement

If your character has a familiar, use the following table to advance them. Familiar advancement, just like Companion advancement, is tied to the class which granted you the ability.

Familiar Advancement
Effective Wizard Level Natural Armor Adj. Int Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind
9th–10th +5 10
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13
17th–18th +9 14
19th–20th +10 15

Familiar Basics: Use the basic statistics for a creature of the familiar's kind, but with the following changes.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar's kind.

Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table above. The abilities are cumulative.

Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.

Int: The familiar's Intelligence score.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Environmental

Emblem of Ea allows the standard environmental hazards and flora found in Core as well as Bestiary 1 and 2 (3 available by approval). In addition, we have the following house items.

Alexandrian Roundleaf: The local name for a commonly-used tea leaf that produces tea with a mild taste. It’s found in the hills to the southwest of the city, where it grows in patches like clover. Alexandrian Roundleaf is uncommonly small for a tea-leaf, and round—the source of its name.

Glowcap: A type of small mushroom found in deep forests. Glowcaps are found most easily at night, because they glow in the absence of light (it’s bioluminescent). Used for the creation of a sweet-smelling, soothing incense when purified and processed. It can also be used raw—the stem’s cut up, the cap crushed into a sticky paste, and both are put on a heat source such as a piece of coal or firewood—but it’s much less potent that way.