The Alexandrian

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15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

The Complete Book of Eldritch Might Copyright 2004–2006 Monte J. Cook. All rights reserved.
The Book of Eldritch Might Copyright 2001–3 Monte J. Cook. All rights reserved.
Book of Eldritch Might II: Songs and Souls of Power Copyright 2002–3 Monte J. Cook. All rights reserved.
Book of Eldritch Might III: The Nexus Copyright 2003 Monte J. Cook. All rights reserved.
Monte Cook’s Arcana Evolved Copyright 2005 Monte J. Cook. All rights reserved.
Ptolus: The Spire and Ptolus: Monte Cook’s City by the Spire ©2006 Monte J. Cook. All rights reserved.
City Supplement 1: Dweredell, Copyright 2006, Justin Alexander.
Freeport: The City of Adventure is ©2002 Green Ronin Publishing.

E6: The Game Inside the World’s Most Popular Game Copyright 2007, Ryan Stoughton.; Author Ryan Stoughton

The Alexandrian; Copyright 2005-2011, Justin Alexander. http://www.thealexandrian.net

Flame of the Phoenix, Copyright 2010, Justin Alexander. http://thealexandrian.net/?p=7445

Honeytrap, Copyright 2011, Justin Alexander. http://thealexandrian.net/?p=5859

E(X): The Many Games Inside the World’s Most popular Game, Copyright 2011, Justin Alexander. http://thealexandrian.net/?p=9470

Healer of the Sacred Heat, Copyright 2011, Justin Alexander. http://thealexandrian.net/?p=8144

Ocular Tyrant, Copyright 2012, Justin Alexander. http://thealexandrian.net/?p=13389

Force Missile and Greater Sleep, Copyright 2012, Justin Alexander. http://thealexandrian.net/?p=13389

D20 Drugs, Copyright 2013, Justin Alexander. http://thealexandrian.net/?p=24631

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HONEYTRAP CR 8
CE Large Magical Beast
Senses: darkvision 60 ft., low-light vision, Listen +13, Spot +13
Init: +5 (+1 Dex, +4 Improved Initiative)
Languages: Common, Elven

AC: 24, touch 10, flat-footed 23 (-1 size, +1 Dex, +14 natural)
Hit Points: 85 HD: 10d10+30
Fort +10, Ref +8, Will +8

Speed: 40 ft.
Melee: bite +13 (1d6+6)
Ranged: 6 strands +11 ranged touch (drag and weakness)
Space: 5 ft. Reach: 5 ft. (30 ft. with strand)
Base Atk: +10 Grapple: +14
Special Actions: quicksand liquiesence
Metamagic Feats: (spontaneous casters only)

Str 19, Dex 13, Con 17, Int 12, Wis 11, Cha 17
Special Qualities: darkvision 60 ft., low-light vision
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)
Skills: Climb +12, Hide +10*, Listen +13, Spot +13
Treasure: Standard
Advancement: 11-15 HD (Medium); 16-30 (Large)
Level Adjustment: –

Drag (Ex): If a honeytrap hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage, but drags the struck opponent 5 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires an Escape Artist check (DC 23) or a Strength check (DC 19). (The DCs are Strength-based, and the Escape Artist check includes a +4 racial bonus.)

Drag and Bite: A honeytrap can draw a creature within 5 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a honeytrap’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damager to the honeytrap.

Drag and Drown: A honeytrap who has drawn a victim into its quicksand will often try to drown them. A honeytrap can draw a creature 5 feet and attempt to drown them by making an opposed grapple check. If the check succeeds, the victim is pushed below the surface of the quicksand.

Strands (Ex): A honeytrap can extrude up to six strands at once, and they can strike up to 30 feet away (no range increment). If a strand is severed, a honeytrap can extrude a new one on its next turn as a free action.

Quicksand Liquiesence (Ex): A honeytrap can turn a 10 ft. radius of earth, dirt, or stone into quicksand in 1d4 minutes by excreting a powerful, acidic chemical. If a honeytrap is slain, moves, or stops excreting the chemical, the ground will re-solidify within 1d4 hours.

Quicksand requires a Survival check (DC 8′) to spot. The momentum of a running or charging character will carry them 1d2x5 feet into the quicksand. Characters in quicksand must make a Swim check (DC 10) every round to simply tread water in place, or a DC 15 check to move 5 feet in whatever direction desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see Swim skill). Characters below the surface of a bog may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

Pulling a trapped character out of quicksand often requires a branch, spear haft, rope, or similar tool to reach the victim with one end of it. The character performing the rescue must make a Strength check (DC 15) to pull the victim out, while the victim must succeed at a Strength check (DC 10) to hold onto the branch, pole, or rope. If the victim fails to hold on, he must immediately make a Swim check (DC 15) to remain above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.

Weakness (Ex): A honeytrap’s strands sap an opponent’s strength. Anyone grabbed by a strand must succeed on a Fortitude save (DC 18) or take 1d8 points of Strength damage. The DC is Constitution-based.

Skills: *Honeytraps have a +8 racial bonus to Hide checks if they are submerged in quicksand or similarly concealed.

 

OCULAR TYRANT (CR 12+1*): 152 hp (16d8+80), AC 23, ranged touch +21 (eyestalks), Save +15, Ability DC 21, Size Large

Str 10, Dex 14, Con 18, Int 18, Wis 15, Cha 14

All-Around Vision immune to flanking

Darkvision 60 ft.

Fly 20 ft. (perfect)

Antimagic Eye (Su): The ocular tyrant’s main eye emits a continual 160-ft. cone in which magic items, spells, spell-like abilities, and supernatural abilities (including the tyrant’s eyestalks and psychic tendrils) have no effect. Spells or effects brought within the area are suppressed, but not dispelled. Summoned creatures and incorporeal undead wink out of existence within the area, but reappear in the same spot when the tyrant’s gaze moves away. (Time spent within the area counts against the suppressed spell’s or summoned creature’s duration.) The ocular tyrant can redirect the gaze of its main eye as an immediate action.

Eyestalks (Sp): As a full action, the ocular tyrant can fire any number or combination of its eyestalks and psychic tendrils. The tyrant’s eyestalks require successful ranged touch attacks (unless otherwise noted below). The maximum range is 160 ft. The effective caster level is 11th.

Disintegrating Ray: A thin, green ray which inflicts 2d6 points of Constitution damage (or 5d6 hit points on a successful Fortitude save). If this damage kills the target, it is entirely disintegrated. When used against an object, the ray simply distintegrates up to one 10-foot cube of nonliving matter. The ray even affects objects constructed entirely of force energy.

Flesh to Stone: A dull gray ray which inflicts 2d6 points of Dexterity damage (Fortitude save negates). If this damage reduces the target’s Dexterity to 0, the target, along with all its carried gear, is turned into a mindless, inert statue.

Inflict Moderate Wounds: A black ray coruscated with silver, inflicting 2d8+11 points of damage.

Force Missiles: The eye emits five missiles of force energy, which can be directed independently at multiple targets. Each missile unerringly strikes its target and inflicts 1d6+1 points of force damage. In addition, a target struck by one or more force missiles must make a Fortitude save or be forced back 15 ft. directly away from the ocular tyrant. (This movement does not provoke attacks of opportunity.)

Slow: An orange-red ray which drastically slows the target (Will save negates). The victim moves at half speed, can only take a single standard action each turn, and suffers a -1 penalty to attack rolls, AC, and Reflex saves.

Psychic Tendrils (Sp): The ocular tyrant can fire any number or combination of its eyestalks and psychic tendrils as a full action. Each psychic eyestalk affects a single target (unless otherwise noted below). The maximum range is 160 ft. The effective caster level is 11th.

Charm Monster: The target considers the ocular tyrant to be its trusted friend and ally. The charm effect lasts for 11 days. (Will save negates; +5 bonus on the saving throw if the ocular tyrant is currently attacking the target or its allies.)

Confusion: The target becomes confused for 11 rounds (Will save negates).

Fear: The target must make a Will save or become panicked for 11 rounds. On a successful save, they are shaken for 1 round.

Greater Sleep: This psychic tendril causes 4d6 HD of creatures to fall unconscious for 11 minutes (Will negates). It can affect multiple creatures within range, with those closest to the ocular tyrant succumbing to the effect first. Wounding a sleeping creature awakens them, but normal noise does not. Allies can use a standard action to slap a victim awake.

Telekinesis: Using this tendril, the ocular tyrant can apply a sustained force (moving objects weighing 275 pounds or less up to 20 feet per round; creatures can negate the effect on an object it possesses with a Will save), perform a combat maneuver (bull rush, disarm, grapple, or trip without provoking attacks of opportunity, using a +14 bonus for any required action checks), or make a violent thrust. During a violent thrust, the tyrant can hurl up to 11 objects or creatures (all within 10 feet of each other and weighing no more than a total of 275 pounds) towards any target within 10 feet of the objects. The tyrant makes an attack roll for each object, dealing 1 point of damage per 25 pounds (for less dangerous objects) or 1d6 points of damage per 25 pounds (for hard, dense objects). Hurled creatures and creatures holding hurled objects get a Will save to negate the effect.

* CR adjustment due to multiple attacks each round.

 

E(X): THE MANY GAMES INSIDE THE WORLD’S MOST POPULAR RPG

THE CORE RULE: Level advancement is capped at Level X. Upon attaining Level X, characters earn a new epic feat every time they earn an amount of XP equal to the amount of XP they needed to advance to Level X from the previous level. (For example, advancing from 7th level at 21,000 XP to 8th level at 28,000 XP requires 7,000 XP. Therefore, if you’re playing E8, you get an additional feat every 7,000 XP.)

BUILDING ENCOUNTERS: When calculating Average Party Level (APL), treat every 5 epic feats as a +1 adjustment to a character’s level to a maximum of 20 feats. After that point, treat every 10 epic feats as a +1 adjustment to a character’s level.

In general, you still shouldn’t use opponents with CRs higher than Level X + 4. You should either use a larger number of lower CR creatures or you can advance monsters by giving them epic feats (using the same guideline as for PCs to determine their adjusted CR).

EPIC FEATS: In general, any feat can be selected as an epic feat (assuming prerequisites are met). The following feats can also be selected–

Ability Training: You spend time honing your abilities. Pick one ability score. You qualify for the Ability Advancement feat for that ability. (You can gain this feat multiple times, but its effects do not stack. Each time you take this feat it applies to a different ability.)

Ability Advancement: Your training pays off. Pick one ability score for which you have the Ability Training epic feat. You gain a permanent +2 bonus to that ability. (You can gain this feat multiple times, but its effects do not stack. Each time you take this feat it applies to a different ability.)

Expanded Spell Knowledge: You learn new spell(s) whose level equals half your caster level (round down, and treat a new 0th-level spell as 1/2). (Thus, a sixth level Sorcerer could learn one 3rd level spell, one 1st and one 2nd level spell, three 1st level spells, or six 0th-level spells.)

Expanded Caster Stamina: You gain 1 or more new spell slots, with spell levels totaling to half of your caster level. Treat 0th level spells as 1/2. (Thus, a sixth level Wizard could gain one 3rd level slot, one 1st and one 2nd level slot, three 1st level slots, or six 0th-level slots.) This feat cannot provide spell slots higher than you can already cast.

EPIC SPELL FEATS: Certain spells have effects which are necessary to avoid “no-win scenarios” (like raise dead or stone to flesh) may have a level which is too high to cast in a particular E(X) campaign. The following epic feats duplicate the effects of these spells. However, the DM should feel free to eliminate them if they feel that the particular spell doesn’t fit the power level or atmosphere they’re trying to achieve. (If you do eliminate some of these, consider including artifact-level powers that can be sought out from remote oracles, completing holy quests, or the like as part of the campaign.)

Atonement: You can use atonement, as the spell.

Break Enchantment: You can use break enchantment, as the spell with a 250 gp material component.

Dispel Magic: You can use dispel magic, as the spell with a 100 gp material component.

Gentle Repose: You can use gentle repose, as the spell with a 100 gp material component.

Raise Dead: You can use raise dead, as the spell (paying the material component cost). (Losing a level, in the context of epic levels, means losing a feat and the associated XP. You may want to add resurrection and true resurrection as part of a feat chain.)

Regenerate: You can use regenerate, as per the spell with a 1,000 gp material component and a casting time of 1 hour.

Remove Blindness/Deafness: You can use remove blindness/deafness, as the spell with a 100 gp material component and a casting time of 1 hour.

Remove Disease: You can use remove disease, as the spell with a 100 gp material component and a casting time of 1 hour.

Restoration: You can use restoration, as the spell (paying the material component), with a casting time of 1 hour. (Note: You might include lesser restoration and greater restoration and turn this into a feat chain.)

Stone to Flesh: You can use stone to flesh, as the spell with a 1,000 gp material component, with a casting time of 1 hour.

HEALER OF THE SACRED HEAT

Prerequisite: Heal 5 ranks

Benefit: The character gains access to the Healing Arts of the Sacred Heat. As long as they have access to an open flame, they gain a +2 circumstance bonus to Heal checks and they can also use any of the following abilities.

Burning Out the Poison: By using flame and heat applied to specific locations on the body, a Healer of the Sacred Heat can attempt to burn a poison out of a patient’s body. (Some ingested poisons will also require the patient to swallow specially prepared coals.) This treatments takes 1 round and deals 1d6 points of nonlethal damage to the patient, but if the healer succeeds on a Heal check with a DC equal to that of the original poison + 5 the patient is completely cured. (They suffer no additional effects from the poison and any temporary effects are ended. However, the treatment does not reverse instantaneous effects such as hit point damage, temporary ability damage, and the like.)

Cooling the Disease: By using strategically placed flames or heat sources around a patient’s body, a Healer of the Sacred Heat can create a biorhythmic vortex which will draw heat out of the body. As the heat departs the body, it draws non-magical diseases with it. The treatment takes 10 minuets and deals 1d6 points of nonlethal damage to the patient due to the sudden chilling of their body, but if the healer succeeds on a Heal check with a DC equal to that of the original disease +5 the patient will automatically succeed on their next saving throw against the disease.

Cauterizing the Wound: With 10 minutes of work and a successful Heal check (DC 15), a Healer of the Sacred Heat can convert lethal damage to nonlethal damage equal to their margin of success. A patient receiving this treatment also suffers 1d6 points of additional nonlethal damage due to the strain placed on their body by the technique.

D20 DRUGS

The basic function of a drug is similar to a poison: They have a type (contact, ingested, inhaled, injury), a Fortitude saving throw DC to resist their effect, an initial effect, and a secondary effect. However, drugs also have the following statistics:

Buzz: The length of time the buzz from the drug lasts. The initial and secondary effects of the drug end when the buzz comes to an end. (For example, a PCP might inflict a Wisdom penalty as its initial effect and grant temporary hit points as its secondary effect. After the PCP’s buzz of 2d6 hours comes to an end, both the buzz and the temporary hit points go away.)

Addiction Threshold: The number of doses that must inflict the secondary effect of the drug before the user risks addiction. Once the user reaches the addiction threshold, they must make an addiction save. If a user goes one day without using the drug, reduce the current tally of doses by 1 to a minimum of 0.

Addiction DC: The DC of the Fortitude save required to resist addiction. On a failed save, the user becomes addicted to the drug (see below).

Recovery Threshold: If a user makes a number of successful withdrawal saves equal to the drug’s recovery threshold, their addiction is broken. They no longer suffer the effects of addition, but a recovering addict suffers a -4 penalty to future addiction saves against the same drug.

Compulsion DC: If a character addicted to a drug has the opportunity to take the drug, they must make a Will save against the drug’s compulsion DC. On a failed save, they must take the drug. If a character is currently suffering withdrawal, they take a -10 penalty on this saving throw.

ADDICTION

If a character becomes addicted to a drug, they must stay buzzed on the drug. When the buzz comes to an end, withdrawal begins. Withdrawal acts just like a poison with initial effects, secondary effects, and a saving throw. Once per day, the victim must make a new saving throw against the withdrawal.

SAMPLE DRUGS

ABYSS DUST: Abyss dust is alchemically distilled from snakeweed (see below), although few associate the innocuous effects of snakeweed with this powerful narcotic. Abyss dust looks like ashes, with a rich black and gray color. It is administered through inhalation or smoking. Some hardcore users like to mix their abyss dust with snakeweed, claiming the snakeweed “takes the edge off” of some of the more extreme hallucinations.

Price: 1 gp
Effects: Inhaled DC 13, buzz 3d4 hours, initial effect Hallucinations (-4 on all action checks), secondary effect -1d4 Wisdom
Addiction: Addiction DC 13, threshold 3 doses
Withdrawal: Withdrawal DC 13, initial effect Fatigued, secondary effect 2 Strength and 1d4 Wisdom, Compulsion DC 10

BARBARIAN’S BLOOD: A recreational drug also known as “the red burn” and “veinglory”. Users of the drug are marked by a deep reddening of the skin and a significant protrusion of the veins. They experience a psychotropic dissociation in which physical pleasure is heightened and pain is experienced as pleasure.

Price: 2 gp
Effects: Ingested DC 13, buzz 1 hour, initial effect -2 penalty to Wisdom, secondary effect 2d4 temporary hit points
Addiction: Addiction DC 8, threshold 1 dose
Withdrawal: Withdrawal DC 15, initial effect 2 Strength, secondary effect 2 Strength and 2 Constitution, Compulsion DC 15

SHADEBANE: Shadebane comes in the form of a pale, silver-grey powder. Water is added to this powder and it is then smeared on the skin. The user experiences hallucinations which give the impression of gifting them with visions from beyond the grave. Regardless of the truth or fiction of these visions, users of shadebane are intensely unpleasant for undead to approach. Undead within 5 feet of a shadebane user must succeed on a Fortitude save (DC 12) or become sickened (even if they would normally be immune to the sickened effect). Long-term users of the drug, however, become obsessive with death. They often begin collecting memento mori and are drawn to graveyards and others places of death. With prolonged use, these morbid obsessions can lead to suicidal, homicidal, or necromantic inclinations.

Price: 15 gp
Effects: Contact DC 13, buzz 1 hour, initial effect Hallucinations (-1 penalty to all action checks), secondary effect sicken undead (see text)
Addiction: Addiction DC 12, threshold 4 doses
Withdrawal: Withdrawal DC 12, initial effect 1 Wisdom, secondary effect 1 Constitution, Compulsion DC 12

SNAKEWEED: The sunburst flower is found growing in many ancient ruins throughout the Serpent Islands. The trances produced by smoking the dried leaves and flowers of the plant became a popular, casual intoxication among the pirates of Freeport and spread to ports throughout the Southern Sea. When dried, the stuff is simply called snakeweed by most, and while it can be psychologically addictive it is relatively harmless by itself. When smoked, snakeweed produces a feeling of serene calm, a deadening of pain, and slight euphoria. Heavy doses produce an incapacitating euphoric stupor, and sometimes inspire dreams of shadowy, serpentine forms and vast cities beneath the waves. In Freeport, it is commonly used by the poorer citizens and sailors as an escape from the drudgeries of everyday life.

Price: 2 sp
Effects: Inhaled DC 11, buzz 1d3 hours, initial effect +1 to Will saves, secondary effect -1 Wisdom
Addiction: Addiction DC 5, threshold 12 doses,
Withdrawal: Withdrawal DC 5, initial effect insomnia, secondary effect -1 penalty to action checks; recovery threshold 5, Compulsion DC 5

SLEEP DEPRIVATION

If you get less than eight hours of sleep in a night, you must succeed at a Fortitude save (DC 20 – the number of hours you slept) or become fatigued.

If you get less than four hours of sleep in a night, you are automatically fatigued and must succeed at a Fortitude save (DC 20 – the number of hours you slept) or become exhausted.

Elves only require four hours of meditation in a night. If they get less than four hours of meditation, they must succeed at a Fortitude save (DC 20 – twice the number of hours they meditated) or become fatigued. If they get less than two hours of meditation, they are automatically fatigued and must succeed at a Fortitude save (DC 20 – twice the number of hours they meditated) or become exhausted.

If a character’s rest is interrupted by movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task, subtract 1 hour for each period of interruption from the amount of rest that they received.

If a character rapidly shifts to a different time zone (or the equivalent thereof) due to teleportation, dimensional travel, flying carpet, or jumbo jet, they must make a Fortitude saving throw for sleep deprivation even if they get 8 hours of sleep. In addition, they suffer a -1 penalty to their saving throw per time zone they’ve shifted. Once a character succeeds at two consecutive sleep deprivation saves, their circadian rhythm has acclimated to the new time zone and they are no longer affected by the jet lag.

Characters using magical or pharmacological aids — like a sleep spell — to force a rest period that’s properly synched with the local time zone gain a +5 bonus to a sleep deprivation saving throw caused by jet lag.

CIRCADIAN EFFECTOR
Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 1, Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: 1 creature
Duration: 1 minute per caster level
Saving Throw: Fortitude negates
Spell Resistance: Yes

When cast on a character suffering from jet lag, circadian effector immediately removes the effects of jet lag. (It has no effect on other forms of fatigue or exhaustion.) The spell can also be used to induce the effects of jet lag on a character not currently suffering from it.

If cast on a sleeping character, circadian effector has the immediate effect of cancelling their jet lag. If used in this fashion, the effect is instantaneous (which means that it does not wear off and cannot be dispelled, although a character can be subjected to fresh jet lag if they move to yet another time zone).

NEW SPELLS

FLAME OF THE PHOENIX
Evocation [Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Medium size phoenix of flame
Duration: 1 round (see text)
Saving Throw: Reflex half or negates (see text)
Spell Resistance: Yes

A bright flame in the shape of a winged phoenix appears before you. With a screeching caw you can command it to attack any creature within range. The flame phoenix will fly in a straight line to that target. If it passes through the space of any other creature in its flight, that creature must make a Reflex saving throw or suffer 1d4 points of fire damage per every two caster levels (maximum 5d4).

Once the flame phoenix reaches its target, it stops moving for the round. In a burst of flaming feathers, the flame phoenix deals 1d6/level points of fire damage to the target (Reflex save for half damage, maximum of 10d6). If the target creature moves, the flame phoenix will follow it up to the limit of the spell’s range.

At the end of your next turn, the flame phoenix flies back to you in a straight line. If it passes through the space of any other creature in its flight, that creature must make a Reflex saving throw or suffer 1d4 points of fire damage per every two caster levels (maximum 5d4).

FORCE MISSILE
Evocation [Force]
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to 5 creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

Force missile is similar to magic missile, but each missile inflicts 1d6+1 points of force damage. In addition, a target struck by a force missile must make a Fortitude save or be forced back 5 feet per 3 caster levels. (So a creature struck by a 6th-level caster would be forced back 10 feet.) Forced movement is in a straight line directly away from the caster.

SLEEP, GREATER
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: Standard Action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 15-foot-radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

As sleep, except that you roll 4d6 to see how many Hit Dice of creatures are affected.

 

<strong>OCULAR TYRANT (CR 12+1*)</strong>: 152 hp (16d8+80), AC 23, ranged touch +21 (eyestalks), Save +15, Ability DC 21, Size Large

<strong>Str</strong> 10, <strong>Dex</strong> 14, <strong>Con</strong> 18, <strong>Int</strong> 18, <strong>Wis</strong> 15, <strong>Cha</strong> 14

<strong>All-Around Vision</strong> immune to flanking

<strong>Darkvision</strong> 60 ft.

<strong>Fly </strong>20 ft. (perfect)

<strong>Antimagic Eye (Su)</strong>: The ocular tyrant’s main eye emits a continual 160-ft. cone in which magic items, spells, spell-like abilities, and supernatural abilities (including the tyrant’s eyestalks and psychic tendrils) have no effect. Spells or effects brought within the area are suppressed, but not dispelled. Summoned creatures and incorporeal undead wink out of existence within the area, but reappear in the same spot when the tyrant’s gaze moves away. (Time spent within the area counts against the suppressed spell’s or summoned creature’s duration.) The ocular tyrant can redirect the gaze of its main eye as an immediate action.

<strong>Eyestalks (Sp)</strong>: As a full action, the ocular tyrant can fire any number or combination of its eyestalks and psychic tendrils. The tyrant’s eyestalks require successful ranged touch attacks (unless otherwise noted below). The maximum range is 160 ft. The effective caster level is 11<sup>th</sup>.

<em>Disintegrating Ray</em>: A thin, green ray which inflicts 2d6 points of Constitution damage (or 5d6 hit points on a successful Fortitude save). If this damage kills the target, it is entirely disintegrated. When used against an object, the ray simply distintegrates up to one 10-foot cube of nonliving matter. The ray even affects objects constructed entirely of force energy.

<em>Flesh to Stone</em>: A dull gray ray which inflicts 2d6 points of Dexterity damage (Fortitude save negates). If this damage reduces the target’s Dexterity to 0, the target, along with all its carried gear, is turned into a mindless, inert statue.

<em>Inflict Moderate Wounds</em>: A black ray coruscated with silver, inflicting 2d8+11 points of damage.

<em>Force Missiles</em>: The eye emits five missiles of force energy, which can be directed independently at multiple targets. Each missile unerringly strikes its target and inflicts 1d6+1 points of force damage.  In addition, a target struck by one or more force missiles must make a Fortitude save or be forced back 15 ft. directly away from the ocular tyrant. (This movement does not provoke attacks of opportunity.)

<em>Slow</em>: An orange-red ray which drastically slows the target (Will save negates). The victim moves at half speed, can only take a single standard action each turn, and suffers a -1 penalty to attack rolls, AC, and Reflex saves.

<strong>Psychic Tendrils (Sp)</strong>: The ocular tyrant can fire any number or combination of its eyestalks and psychic tendrils as a full action. Each psychic eyestalk affects a single target (unless otherwise noted below). The maximum range is 160 ft. The effective caster level is 11<sup>th</sup>.

<em>Charm Monster</em>: The target considers the ocular tyrant to be its trusted friend and ally. The charm effect lasts for 11 days. (Will save negates; +5 bonus on the saving throw if the ocular tyrant is currently attacking the target or its allies.)

<em>Confusion</em>: The target becomes confused for 11 rounds (Will save negates).

<em>Fear</em>: The target must make a Will save or become panicked for 11 rounds. On a successful save, they are shaken for 1 round.

<em>Greater Sleep</em>: This psychic tendril causes 4d6 HD of creatures to fall unconscious for 11 minutes (Will negates). It can affect multiple creatures within range, with those closest to the ocular tyrant succumbing to the effect first. Wounding a sleeping creature awakens them, but normal noise does not. Allies can use a standard action to slap a victim awake.

<em>Telekinesis</em>: Using this tendril, the ocular tyrant can apply a sustained force (moving objects weighing 275 pounds or less up to 20 feet per round; creatures can negate the effect on an object it possesses with a Will save), perform a combat maneuver (bull rush, disarm, grapple, or trip without provoking attacks of opportunity, using a +14 bonus for any required action checks), or make a violent thrust. During a violent thrust, the tyrant can hurl up to 11 objects or creatures (all within 10 feet of each other and weighing no more than a total of 275 pounds) towards any target within 10 feet of the objects. The tyrant makes an attack roll for each object, dealing 1 point of damage per 25 pounds (for less dangerous objects) or 1d6 points of damage per 25 pounds (for hard, dense objects). Hurled creatures and creatures holding hurled objects get a Will save to negate the effect.

* CR adjustment due to multiple attacks each round.

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