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The Vorpal Tribble
2007-06-16, 09:08 AM
The Foxfire Tomes

http://my.photosleeve.com/TheVorpalTribble-albums/album03/aie.jpg

- Journal of Desolo -
-=-=-=-=-
- The Tomb of Tomes -
-=-=-=-
- Winds of Papyrus -
-=-=-
- The Guardians -
-=-
- The Texts -

The Vorpal Tribble
2007-06-16, 09:09 AM
Journal of Desolo


- In Progress -

_/ _/ _/ _/ _/ _/ _/ _/ _/

Description
Desolo appears a short, scrawny man of considerable palor and even more considerable age. He is completely bald, with a dreadlocked beard that may once have been white but is now a greyish-green color. The last two knuckles of what looks to be a fingerbone enscribed with silver pokes out from the tip of this beard, obviously woven in deliberately. His pale blue eyes are red-rimmed and seem overly large and unblinking. His hands and feet are thickly calloused and permanently ingrained with grease, the fingernails splotchedly stained with ink. Several of these fingers however are missing, the small finger on his left hand and pointer and middle on his right.

The rest of him is hidden by a set of robes that must once have been immaculate, but are now stained and soiled to roughly match his beard's hue. It is also several sizes too large, bunched up in several places and held by belts of braided hide of some sort. A skullcap of the same hide stitched together rather badly fits firmly to his head. From behind his beard is a leather thong from which dull-edged shards of a stain glass window and pigeon feathers dangle, tinkling oddly as he moves.

Human Expert 2/Ranger 1/Archivist 7/Contemplative 2
Hit Dice: 2d6+6 + 1d8+3 + 7d6+21 + 2d6+6 (80 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+5 armor, +1 dex), touch 11, flat-footed 15
Base Attack/Grapple: +6/+6
Attack: Greatclub +9 melee (1d10+1)
Full Attack: Greatclub +9 melee (1d10+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dark knowledge, favored enemy (constructs), spells
Special Qualities: Divine health, slippery mind, spell resistance 18, still mind, wild empathy
Saves: Fort +15, Ref +10, Will +18
Abilities: Str 12, Dex 14, Con 17, Int 21, Wis 15, Cha 8
Skills: Decipher Script +15, Escape Artist +15, Forgery +6, Handle Animal +6, Knowledge (arcane) +15, Knowledge (architecture and engineering) +15, Knowledge (dungeoneering) +15, Knowledge (history) +12, Knowledge (religion) +15, Search +14, Spellcraft +14, Survival +14, Use Magic Device +13
Feats: Disease Immunity, Endurance, Frantic Might, Draconic Archivist, Master of Knowledge, Scribe Scroll, Strong Stomach, Track(B)
Challenge Rating: 10
Possessions: Robe of the Arch-Deacon, Saint's Fingerbone
Alignment: Chaotic Good

Combat
Desolo is not accustomed to frequent battle, but he tends to fight with cunning and his strategy against the winds of papyrus are very complex, attracting its attention with a scroll or rune so that he may bypass it.

He is not a bold fighter by any means and is as likely to try to lose a combatant amongst the rubble as anything.

Dark Knowledge (Ex): 5/day - Puissance and/or Tactics against aberrations, constructs, dragons, elementals, magical beasts, outsiders or undead. See Heroes of Horror, p. 83.

Divine Health (Ex): Desolo has immunity to all diseases, including magical diseases such as mummy rot and lycanthropy.

Favored Enemy (Ex): Desolo gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Constructs. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Slippery Mind (Ex): If Desolo is affected by an enchantment and fails his saving throw, one round later he can attempt his saving throw again. He only gets this one extra chance to succeed on his saving throw.

Archivist Spells: Caster level 9th. (Spells per day: (4/6/6/5/3/2); Save DC 15 + spell level):

Spells Known
0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
1st - Bless, Command, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Erase, Remove Fear, Sanctuary, *Scholar's Touch, Shield of Faith
2nd - Bear's Endurance, Bull's Strength, Cure Moderate Wounds, Make Whole, Secret Page, Shatter
3rd - Continual Flame, Create Food and Water, Cure Serious Wounds, Glyph of Warding, Meld Into Stone, Obscure Object, Water Walk
4th - *Commune With City, Cure Critical Wounds, Divination, Freedom of Movement, Minor Creation, Repel Vermin, Spell Immunity, Tongues
5th - Awaken, Commune, Major Creation, Scrying, *Skyline Runner, Spell Resistance, True Seeing, Wall of Stone

* From Races of Destiny

Nostalgia Domain Spells
Granted Powers: Desolo may recast a single spell he has already used that day.
1. *Resurgence
2. Gentle Repose
3. Speak With Dead
4. Preservation (http://www.giantitp.com/forums/showpost.php?p=2496882&postcount=2)
5. Raise Dead

Still Mind (Ex): Desolo gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.

Wild Empathy (Ex): Desolo can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. He rolls 1d20 and adds +2 to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, Desolo and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

New Material Used In This Build


Frantic Might [General]
You can perform mighty feats of strength at the cost of your health.
Prerequisite: Con 13
Benefit: As part of your action you can psyche yourself into a brief surge of wild strength that lasts for 1 round plus 1 additional round equal to your Constitution modifier before use of this feat. For each point you increase your strength you take 1 point of constitution damage at the beginning of your next round and become Fatigued.
Special: You cannot use this feat while exhausted or fatigued.

-=-=-=-=-

Nostalgia Domain
Granted Powers: You may recast a single spell you have already used that day.

1. *Resurgence
2. Gentle Repose
3. Speak With Dead
4. Preservation (http://www.giantitp.com/forums/showpost.php?p=2496882&postcount=2)
5. Raise Dead
6. Legend Lore
7. Resurrection
8. Dwelling Upon the Past (http://www.giantitp.com/forums/showpost.php?p=2499031&postcount=3)
9. Wish

* From Complete Arcane.

The Vorpal Tribble
2007-06-16, 09:10 AM
Tomb of Tomes

The Vorpal Tribble
2007-06-16, 09:12 AM
Winds of Paprys

http://members.madasafish.com/~cmci/parchment.jpg

Fine Construct (swarm, wind)
Hit Dice: 16d10 (88 hp)
Initiative: +5
Speed: Fly 60 ft. (good)
Armor Class: 28 (+5 deflection, +5 dex, +8 size), touch 28, flat-footed 23
Base Attack/Grapple: +12/-
Attack: Swarm (4d6)
Full attack: Swarm (4d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Counterspell, scholarly frenzy, spells
Special Qualities: Construct traits, darkvision 60 ft., immunity to cold and weapon damage, rune covet
Saves: Fort +5, Ref +10, Will +7
Abilities: Str 1, Dex 21, Con -, Int 3, Wis 11, Cha 20
Skills: Listen +10, Spellcraft +20
Feats: Enlarge Spell, Extend Spell, Maximize Spell, Persistent Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Persistent_Spell,CAr), Reach Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Reach_Spell,CD), Weapon Finesse(B)
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always neutral
Advancement: -
Level Adjustment: -

The sound of wind approaches and grows stronger by the moment. What appears as a small twister of dust, paper and wooden handles quickly swerves into sight, the air shimmering about it as if from great heat. Occassionally a set of rune on a scrap of paper will flare up brightly.

A paprys wind is a freak accident comes into being when a great wind or explosion devestates an entire library of thaumaturgical writings, most often when of a supernatural origin. The gales tear the scribings apart and scatter them together, releasing magical energies that bind the wind and papers into a permanent force.

The winds of papyrus cannot speak or understand non-written languages. To communicate with one requires writing a message unto some medium and allowing the wind to shred it up. Even then the creature is not likely to respond or even understand.

Combat
Wind of papyrus only attack if they sense magic, its presence exciting them into a frenzy. They will wait until the source approaches, or chase after it if it does not, always going for the wizard and his spellbook or any others possessing spells in written form.

The winds of papyrus natural weapons are considered magic for the purpose of overcoming damage reduction.

Counterspell (Ex): A paprys wind may counterspell any spell it knows automatically without having to make a spellcraft check. It may counterspell even if it is not its turn.

Rune Covet (Su): A paprys wind automatically detects writings of power, including, but not limited to, spellbooks, scrolls, symbols and runes, out to 100 feet. As well, it may detect magic at will as the spell.

Scholarly Frenzy (Ex): Anyone that possesses an item that can be sensed by the paprys wind's Rune Covet that takes damage from the swarm risks losing these objects. The paprys wind makes an attack roll (+25 modifier) against the object’s AC or the container that holds it, dealing its swarm damage. If the writing medium is destroyed its pieces join with the swarm, which immediately adds the spell to its list of those it may cast.

Spells: A paprys wind can cast spells as a 16th level sorcerer. These spells can be drawn from any class, depending on the area that spawned the wind. The spells below are for a divine paprys wind. Though it has little intelligence, it possesses an echo of the spell writer's personality and instinctively knows which one spell would be best in the given situation.

Winds of Papyrus knows one extra spell of each level.

Spells Per Day (6/8/7/7/7/7/6/5/3), save DC 15 + spell level):

Sample Spells Known: 10/6/6/5/5/5/4/3/2
0 - Create Water, Cure Minor Wounds, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Resistance, Virtue
1st - Cure Light Wounds, Doom, Inflict Light Wounds, Obscuring Mist, Protection from Evil, Shield of Faith
2nd - Consecrate, Cure Moderate Wounds, Hold Person, Inflict Moderate Wounds, Silence, Sound Burst
3rd - Cure Serious Wounds, Dispel Magic, Glyph of Warding, Searing Light, Wind Wall
4th - Cure Critical Wounds, Dismissal, Divination, Divine Power, Poison
5th - Greater Command, Hallow, Mass Cure Light Wounds, Symbol of Pain, Wall of Stone
6th - Animate Objects, Banishment, Greater Dispel Magic, Symbol of Fear
7th - Repulsion, Resurrection, Symbol of Stunning
8th - Earthquake, Holy Aura

The winds of papyrus does not use any kind of components when casting.

Skills: A paprys wind gains a +15 bonus to Spellcraft checks.

The Vorpal Tribble
2007-06-16, 09:18 AM
The Guardians


Cryptfire

http://my.photosleeve.com/TheVorpalTribble-albums/album03/aco.jpg

Large Undead (incorporeal)
Hit Dice: 5d12 (32)
Initiative: +6
Speed: Fly 40 ft. (8 squares) (perfect)
Armor Class: 20 (+5 deflection, +6 dex, -1 size), touch 20, flat footed 14, 50% miss-chance
Base Attack Bonus/Grapple: +2/+6
Space/Reach: 10 ft./0 ft.
Attack: Encompass (1d4 cold, 1d4 fire, and 1d4 negative energy damage)
Full attack: Encompass (1d4 cold, 1d4 fire, and 1d4 negative energy damage)
Special Attacks: Burning ward, cold be bone, encompass
Special Qualities: Aversion to daylight, blindsight 100 ft., incorporeal traits, tricksome light, turn resistance 5, undead traits
Saves: Fort +1, Ref +7, Will +5
Abilities: Str -, Dex 23, Con -, Int 3, Wis 12, Cha 14
Skills: Knowledge (History) +8
Feats: Flyby Attack, Positive Energy Resistance (http://realmshelps.dandello.net/cgi-bin/feats.pl?Energy_Resistance,LM)
Environment: Any
Organization: Solitary, Ward (2), Inferno (4-12)
Challenge Rating: 5
Alignment: Always Neutral
Treasure: Double standard items
Advancement: 5-13 HD (Large), 14-28 HD (Huge)
Level Adjustment: -

Cryptfire is well known in tales and fables, telling of an eldritch radiance that dances upon graves or infuses tombs. It has a sickly, greenish-gray hue, and flickers like roiling fire, but the air about it is clammy cold.

Some say its origins to be the undead remains of a fire elemental, others the workings of a necromancer, and still others claim it to be a type of will-o'-the-wisp, but none know for certain.

Cryptfire tend to develop over the graves or within the crypts of wealthy or influential beings, such as lords, kings, or ranking clerics, though others may hover over the remains of unknown beings for inexplicable reasons. There is always some underlying purpose to their presence over a grave however, no matter how unlikely.

Cryptfire speaks no language nor seems to understand any spoken to it.

Combat
Regardless of whom they guard, cryptfire do their job well, attacking any of those whom wish to dig up the remains of their ward, or enter a crypt to which the cryptfire has decided to keep watch. They prefer to mislead and guide away if possible, but if this proves unsuccessful they boil forward, flaming brightly.

Aversion to Daylight (Ex): Cryptfire flees into the darkest recesses of its crypt, or fades down into the soil of its grave, at the first light of sunrise, not returning until the last ray dips below the horizon at dusk. Each round of exposure to the direct rays of the sun deals 1 point of damage to the cryptfire.

Burning Ward (Ex): As a full round action a cryptfire can attempt to encircle a single opponent of Large or smaller. A successful DC 18 Reflex save must be made to avoid the encircling. If any attempts are made to pass through the crypefire in any direction the victim takes damage as if the cryptfire had made an attack. The save DC is Dexterity-based.

Cold Be Bone (Su): A number of times per day equal to its Charisma modifier a cryptfire can send a portion of itself into a corporeal undead within 40 ft. as a free action, which starts to glow as the fire. Every attack by this undead for 1d4 minutes deals an additional 1d6 cold damage until the fire fades away. This ability cannot be used on the same undead while it is under the affects of a previous use.

Encompass (Ex): Cryptfire deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed.

Extinguish Self (Ex): As a standard action a cryptfire may go out, becoming completely invisible as the spell. It normally does so when approached, later relighting somewhere in the distance, attempting to mislead those who pursue it.

Tricksome Light (Su): A cryptfire continuously appears to be somewhere it is not, usually at a farther distance than it really is, such that all melee and ranged attacks against a cryptfire are assessed a 50 percent miss chance.

Turn Resistance (Ex): Cryptfire gains a +5 bonus to resist turning.

-=-=-=-=-=-=-

Sanctusarach

http://www.umbrella.co.uk/wildlife/arachnop.png

Tiny Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 20 (+4 dex, +4 natural, +2 size), touch 16, flat-footed 16
Base Attack/Grapple: +2/-9
Attack: Bite +8 melee (1d3-3 plus eternal stupor)
Full Attack: Bite +8 melee (1d3-3 plus eternal stupor)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Eerie chant, eternal stupor, spell-like abilities, web of lies
Special Qualities: Darkvision 60 ft., detect evil, holy pass, low-light vision, tremorsense 60 ft.
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 5, Dex 19, Con 10, Int 7, Wis 16, Cha 12
Skills: Climb +12, Hide +20, *Jump +14, Listen +4, *Move Silently +14, Perform (sing) +5, Spot +11
Feats: Ability focus (eternal stupor), Weapon Finesse(B)
Environment: Any land or underground
Organization: Cloister (9–40)
Challenge Rating: 3
Treasure: Standard
Alignment: Any good
Advancement: 3 HD (Tiny), 4-8 HD (Small), 9-12 HD (Medium)
Level Adjustment: -

A spider the side of a grown man's spread hand scuttles slowly across the underside of a worn beam of the chapel roof and descends on an unseen strand. Its black carapace is leathery seeming, and covered in stiff dark brown bristles. Around its mouth is a slight crust of dried wax.

The sanctusarach were once normal spiders, but after hundreds of generations living and dying within the holy and unholy places, sipping upon the tallow of ceremonial candles, they were altered.

Though few realize it at first, they are lucky to have such creatures, the sanctusarach continuously going about the day eating other vermin and cleaning and repairing their holy home. All they ask for in return is to have free reign of the structure. Often the spiders last long after the church is abandoned, continuing to upkeep it on the chance it will once more be used. True believers notice not their webs, but often the clergy make a request of the sanctusarach to spin their webbing within certain areas to keep out evil intruders. Little restraint is shown however if the structure is abandoned, the interior coated from floor to ceiling in their webs.

A sanctusarach weighs only a pound or two. They speak Abyssal, Celestial, Common, and Infernal, along with their own deep, droning language that uses the echoes of large spaces to their advantage.

Combat
Unless hungered a sanctusarach is not a particularly eager combatant, prefering to scare away intruders with their song. If this is ineffective they scurry forth on their webs to bite and entrap their victim in the webs. Once completely bound up the webbing is cut and the trespasser pulled out by the combined efforts of the temple's population.

Detect Evil (Sp): A sanctusarach can use detect evil, as the spell. This ability is always on.

Eerie Chant (Su): A sanctusarach possesses a strangely deep and resonate voice. They gain a +4 bonus to intimidate checks. As a full round action it may chant an unnerving tune in the odd language of their own. Those within 60 feet that hear the chant must succeed on a DC 12 will save each round or be effected in a way thats dependent on their alignment. Evil creatures that fail their save are panicked and neutrals frightened. The save DC increases by 1 for every two sanctusarach that join the first. This is a mind-affecting, sonic fear effect. The save DC is Charisma-based.

Eternal Stupor (Su): The bite of the sanctusarach afflicts its victim with Eternal Tupor. They must succeed on a DC 13 fortitude save or take 1d6 points of dexterity damage. The victim also becomes incredibly drowsy and cannot charge or run. The save DC is Constitution-based.

Holy Pass (Su): A sanctusarach may pass through the structure of a holy dwelling as if incorporeal. They must end their turn outside a solid surface or they take 1d6 points of damage and are shunted to the next closest space.

Spell-like Abilities: At will - Ghost Sound, Mending, Prestidigitation. Caster level 5th. Save DC's are Charisma-based.

Tremorsense (Ex): A sanctusarach can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with sanctusarach webs.

Web of Lies (Ex): Sanctusarach often live within the highest rafters and towers of the church, lowering themselves silently on silk strands and leap onto their victims passing beneath. A single strand is strong enough to support the spider and one creature of the same size.

Sanctusarachs can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to two size categories larger than the Sanctusarach. These webs appear as glistening strands of razor wire to evil-aligned beings, strangely shadowy to neutral-aligned beings, and completely incorporeal and invisible to good-aligned creatures, not affecting them in any way.

An entangled creature can escape with a successful Escape Artist check (DC 11) or burst it with a Strength check (DC 16). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. If the creature entangled is evil-aligned both DC's increase by another +4 and they take 1d6 points of damage each round they do not remain perfectly still.

Sanctusarachs often create sheets of sticky webbing from 5 to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 6 hit points, and sheet webs have damage reduction 10/evil.

Those caught within these webs cannot knowingly tell lies, though they are not forced to speak.

Sanctusarachs can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills: Sanctusarachs have a +8 racial bonus on Climb, Hide and Spot checks. A sanctusarach can always choose to take 10 on Climb checks, even if rushed or threatened. Sanctusarachs use their Dexterity modifier for Climb checks.

*Sanctusarachs have a +10 racial bonus on Jump checks. They also have a +8 racial bonus on Move Silently checks when using their webs.

The Vorpal Tribble
2007-06-16, 09:25 AM
The Texts

Add, add, add extra text to foil the bloody word minimum sensor...

The Vorpal Tribble
2007-06-16, 09:29 AM
<Reserved>

The Vorpal Tribble
2007-06-22, 08:51 AM
Well, I'm just going to have to bow out. Way too much still to do to make it by tomorrow :smallfrown: