World Bestiary
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.
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
For storylines, Tenebrae makes use of the Bestiary 1 and Bestiary 2 and Bestiary 3. 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 just do not exist; they do not fit our theme at this time.
In addition, the following are available.
Creature | CR | Description |
Drake | 4 | Short-tempered, flightless |
Mogareg | 4 | Demon-touched oruch whose past lies in Alexandros' history |
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 |
Template | Description |
Anarchic | Creatures touched by Chaos |
Axiomatic | Creatures touched by Law |
Clockwork | Tick-tock |
Companions
Characters may choose familiars and animal companions from the list below. When statting up your animal companion, you might find this generator useful for some of the Core options.
Gaining Animal Companions
As companions are considered part of a character's story, we do not support frequent swapping, or swapping for advantage.
When you receive a companion, please +request to staff which companion you would like, and we'll place them in your inventory. You may then track their stats in:
- A cnote
- On your character's wikipage (include the URL in the cnote)
These stats must be approved and available to any DM or PDM promptly on request.
Available Animal Companions
Available Animal Companions | |||
Ape | Cat, Small (cheetas, leopards) | Griffon | Snake, Viper |
Badger (mushroom) | Crocodile, Alligator | Hippogriff | Toad, Giant |
Bear (updated) | Deinonychus, Velociraptor | Horse | Swiftclaw (sith-makar) |
Bird | Digger (khazad) | Moose, Elk (Megaloceros) | Wolf |
Boar | Dog | Pony | |
Camel | Rhinoceros | Shark | |
Cat, Large (lions, tigers) | Elephant | Snake, Constrictor | |
Plants: Carnivorous Flower, Crawling Vine, Sapling Treant* |
* See below
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.
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.
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.
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.
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 Animal Companions
Plant companions are plant creatures. This means they possess the plant type. Use the normal animal companion rules and progression, but with the following changes:
- 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.
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.
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 |
Gaining Familiars
As familiars are considered part of a character's story, we do not support frequent swapping, or swapping for advantage.
When you receive a familiar, please +request to staff which companion you would like, and we'll place them in your inventory. You may then track their stats in:
- A cnote
- On your character's wikipage (include the URL in the cnote)
These stats must be approved and available to any DM or PDM promptly on request.
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.