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Ophidians
Climate/Terrain: Tropical jungles / Deserts Frequency: Uncommon Organization: Tribal Activity Cyle: Any (night) Diet: Carnivorous Treasure: See Below (D) Alignment: Chaotic (evil) ------
No. Appearing: 3-12
Armor Class: 5 0r better
Movement: 9, sw 18
Hit dice: 3-4
Thac0: 18
No. of attacks: 1 and 1
Damage/Attack: By weapon type and 1-3
Special Attacks: See below
Special Defenses: See below
Magic resistance: Standard
Size: M
Morale: Steady
XP value: 125 each
Appearance
Ophidians look simlar to Yaun-Ti. their colors rangel from gray-black to black and dark-brownish green to pale blue-green. They have four fingers on each hand. Ophidians are also related to nagas.
Combat
Ophidians can emply weapons and shields. They rarely wear body armor, but if they do it is usually crudely made leather armor. Attack is first by weapon and then a Fanged bite. The latter requires a saving throw vs. poison or the victim will suffer a lycanthrope-like affliction. The afflicion begins in 2-5 days, last 8-16 days, and ends by turining the creature into an ophidian if it was human or humanoid or killing it otherwise. The process can be prevented by a cure disease spell.
Ecology
Ophidians usually eat small mammals such as rodents. An Ophidian's hide is vertually useless. Venom can be extracted from an ophidian's mouth, but will only stay good for a day.
Variants
Desert ophidians are exactly the same as regular ophidians, except that they have the ability to change skin colors much like a chameleon. This ability enables it to surprise oponents, so the enemies are penalized with a -4 to their surprise role.
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Glorgens
I havn't exactly finished this monster, but stay tuned to catch this one and others such as Viashinos. |
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Saurials
This is a collection of classes, kits and spells made by me and it is devoted entirely to saurials. Yep, saurials.
What is a saurial? A saurial is a varient race in most AD&D worlds and campaigns, although I am thinking of making one in which they are a major race. **big smile** There are four kinds of saurial. They are the Saurial Flyer, the Finhead Saurial, the Bladeback Saurial and the Hornhead Saurial. They are all a bit like lizard men, but are more related to dinosaurs (Hornhead Saurial - Triceratops, Bladeback Saurial - Stegasaurus, Finhead Saurial - ????, Flyer Saurial - Pteronodon) and don't need water. Official AD&D rules can be found for them in the Complete Book of Humanoids, and the basic stats in some character generators.
The Different Types of Saurials Saurial Flyer - The smallest type of saurial, these stand at about 3 feet, a bit shorter than halflings. They can fly at 12 movement and have minor claw and bite attacks. Finhead Saurial - These saurials stand at about 5 foot five and they can be Paladins. They are named after the ridge on their head. Bladeback Saurial - The saurials are about 7 foot tall, and so they count as large creatures. They have a spiny back, although it is not very sharp, as their name suggests. Hornhead Saurial - Warning! Beware of Munchkins, as the character can be a killing machine with their natural weapons. That warning aside, they are great fun to play. Their average height being around 9 foot 6, they are even taller than ogres. They have horns and a bony ridge around their face.
I Could Talk to the Saurials
Saurials use scents to display emotion. Therefore, if a saurial is angry because he has been insulted, he will smell like fish and baked bread. The scents are listed below.
brimstone - confusion
roses - sadness
lemon - pleasure/joy
baked bread - anger/fury
violets - danger/fear
honeysuckle - tenderness/concern
wood smoke - devotion/piety
warm tar - victory/celebration
baked ham - nervousness/worry
fishy - insulted
chicken soup - impatience
freshmown hay - concentration
basil - privacy
vanilla - amusement
mint - shame/remorse
garlic - determination
They also chirp when they are happy, hiss when they are angry or annoyed and click when they are grumbling.
Classes and Kits
SkyFighter
(Saurial Flyer)
This is a Warrior group class for the saurial flyer, but it could probably be adapted to most other flying races. SkyFighters specialize in air combat. They have no penalties to fighting in midair, and get a +1 THAC0 and Armor Class bonus every five levels when fighting someone on the ground. They also get a +1 THAC0 bonus every 7 levels when fighting in the air. They get a +2 to air movement, and an upgrade to flight manoeuvrability (B grade flight to A grade flight). They can not be proficient in weapons not easily usable in the air (No heavy crossbows, two handed swords, etc. Sabres, long swords, hand crossbows etc. are fine.) Another special ability is the dive. They can dive from a fifty metres doing double damage and +2 to hit, but no called shots or parries can be used, also this counts as a charge. A dive from over a hundred metres does double damage and +4 to hit, but requires a dexterity check or double fall damage. If the SkyFighter is wounded at all, the dexterity check is at -4.
Requrements
Strength 11, Constitution 10, Dexterity 14
Any Alignment
Any race with good flight abilities.
Saving Throws as a Fighter
Experience as Ranger
No multi-class combinations
Saurial Battlerager
(Hornhead Saurial)
This class is a basically a berserker. They can only use their natural weapons, but they can specialize in them! This means they can't use most magical weapons, but they can use the strength vs magic rules when they go berserk and can get a mage to cast a spell such as Dino Murphy's Vicious Horns on them. At ninth level, they can enhance 1 natural weapon to hit any creature only affected by magic, including ghosts and other non-corporeal things for up to one hour a day. They also get an innate animal friendship with lizards. As their name suggests, they can also go beserk. This gives them Strength +5, Intelligence -5, Wisdom -5 and +10 hp and it lasts for 1d4 rounds +1 for every three levels. It takes a round to go beserk and you must rest afterwards for as many rounds as you were beserk, or suffer a 4 point penalty to attack rolls, AC and saving throws. If a fight finishes while the saurial is in a beserk state, he must save vs Petrification, or attack anyone nearby. Bonuses or penalties could be given, depending on his feelings about the people nearby. Also, for every three levels, the battlerager's intelligence drops one, never going below three. They only start off with one Weapon Proficiency, and get one more every four levels. When they run out of natural weapons, the proficiencies can be used on simple weapons like clubs. Also, they can only use armor made out of the hides of defeated enemies. Hence, the leatherworking and armory proficiencies.
Requirements
15 strength, 14 constitution
Any chaotic alignment
Hornhead Saurial
Saving Throws as Fighter
Experience as Ranger
Hit Dice as Fighter
Bonus Proficiencies - Natural Weaponry, Leatherworking, Armory
Warder
(Any race)
This class is based on the Warders from Robert Jordan's Wheel of Time Series. The warders are extremely well trained fighters who are bonded to a spell caster. This is through a spell that is listed below. The Saurial has to be willing to be bonded to the spell caster for the spell to work properly.
The purpose of warder is to be a companion and protect the spell caster. The warders also get powers through a couple of ways: training, link to the spell caster, and their gods. The warders are very good at fighting and can specialize or double specialize in melee weapons (swords,axes, etc). They can be proficient in weapons such as bows, and range weapons but they can not specialize in it. The benefits they get from the spellcaster are listed in the bonding spell.
The gods that I would choose is the god of Guardians (Forgotten Realms Helm), The worship of the Gods explain a few of their powers like detect evil, and cure light wounds.
Warders receive:
Hit points as a fighter
Fights as a fighter.
Saves as a fighter but add + 2 to saves vs enchantment/charm spells Alignment restrictions: Must be Lawful good, neutral good, or Lawful evil, Neutral evil Weapons allowed: any (see above)
Armor Allowed: any armor that gives the Warder Ac 3 to Ac 6. Suggested proficiences: Land based riding, healing, herbalism, hunting and tracking are some common warder proficiences.
Special abilities: detect evil at will, At first level cure light wounds 1 per day + 1 more cure light spell for every additional 4 levels (at 9th level the warder can do three cure light spells per day.
Bonding
(alteration, conjuration, summoning)
2nd level
Range touch
Components V,S,M
Duration special
Casting Time 1 turn
Area of effect creature touched
Saving Throw: none if willing
This spell links a warder to a spell caster. For the spell to be successful the spell caster must not have a familiar. This is because the bonding spell is a modified version of the Find Familiar spell. Restrictions on bonding are the Saurial must be willing and the alignments must be compatible. A good spell caster can only bond a willing good saurial. A evil spell caster can only bond a evil warder. By casting this spell the wizard is capable of surviving more wounds. This spell adds 1d6 hit points to the spell caster if within 1 mile of the warder. The bonding gets stronger as the warder and spell caster advances in levels. At 1st to 5th level, the warder can sense the mood of the spell caster and vice versa. At 6th to 8th level, the warder can sense if the other is involved in a fight, is hurt and/or is fighting and vice versa. At 9th and above, The warder knows instantly what the spell caster is fighting and vice versa.
These affects are cumulative.
The material component of this spell is a rose petal kissed by the warder and spell caster.
The warder upon becoming first level must immediately seek out spellcasters that are looking for a warder. A warder must find a suitable spellcaster to be bonded to within 3 levels of becoming 1st level. If the warder does not find a suitable spellcaster within this period of time then some abilities may be lessened. Cure lights do not heal as much damage, detect evil starts to fail, etc.
If a spellcaster(that has a warder) dies then the warder is free to go and seek out another spellcaster. The new spellcaster must be found with in three levels. (A 4th level warder that loses their spellcaster must find another one before reaching 7th level)
Experience chart
Level Title Points to the next level
1st Warrior 0-2400
2nd Protector 2,401-4,800
3rd Swordman 4,801-9,600
4th Hero 9,601-24,000
5th Guardian 24,001-48,000
6th Champion 48,001-96,000
7th Defender 96,001-180,000
8th Champion Protector 180,001-336,000
9th Warder 336,001-636,000
10th Warder 636,001-936,000
11th Warder 936,001-1,236,000
12th Master Warder 1,236,001-1,536,000
13th (300,000 after 12th level)
At 9th level, the warder attracts some followers. They consist of like aligned warders (good for good). These will consist of anybody who is a good warder (Saurials,humans,etc). The warder might also attract saurials or just plain fighters. (DM's choice)
Hope you like it.
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