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Messages - bhu

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121
September 1776 / Re: Chapter 2: Haxan
« on: January 27, 2024, 08:46:55 PM »
gimme a gather information roll

122
September 1776 / Re: Chapter 2: Haxan
« on: January 26, 2024, 08:37:38 PM »
So what are your intentions the next few days?

123
September 1776 / Re: Chapter 2: Haxan
« on: January 23, 2024, 08:26:30 PM »
A raven flies through the  open window.  There is clearly a message tied to it's leg.  A constable nervously approaches it and unties the cloth from the bird.


"Maud's Tavern.  Dusk.  2 days from now."


"Well that settles that.  Gentlemen, find out what we can about this place."

The Raven appears to be waiting.

124
Leatherback
                      Medium Undead
Hit Dice:             14d12 (115 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), 20 ft. Swim
Armor Class:          28 (+3 Dex, +10 Natural, +5 Deflection), touch 18, flat-footed 25
Base Attack/Grapple:  +7/+16
Attack:               Claw +18 melee (1d6+11) or +1 Scimitar +17 melee (1d6+10/15-20) or +1 Dagger +11 ranged (1d4+10)
Full Attack:          2 Claws +18 melee (1d6+11) and 1 Bite +18 melee (2d4+6/18-20) or +1 Scimitar +17/+17/+12 melee (1d6+10/15-20) or +1 Dagger +11/+6 ranged (1d4+10)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Snapping Bite
Special Qualities:    Darkvision 60 ft., Retreat Into Shell, DR 10/Silver, Float, Undead Toughness, +2 Turn Resistance, Undead traits
Saves:                Fort +8, Ref +7, Will +11
Abilities:            Str 28, Dex 16, Con -, Int 12, Wis 15, Cha 6
Skills:               Climb +16, Hide +10, Jump +16, Knowledge (History, Local, Nature) +9, Listen +11, Move Silently +10, Search +10, Spot +11, Survival +10, Swim +17
Feats:                Alertness, Great Fortitude, Improved Multiattack, Multiattack, Track
Environment:          Any
Organization:         Unique
Challenge Rating:     9
Treasure:             See below
Alignment:            Neutral Evil
Advancement:          15+ HD (Medium)
Level Adjustment:     ---

Leatherback has inhabited the swamps as long as anyone can remember.  The former turtle turned undead has some purpose in his continued unlife, but if anyone but him knows it they aren't talking.  There are rumors about some unspecified revenge against vague enemies, but in truth no one knows anything.  All that's known is that he occasionally, violently murders some of those who enter his territory.  Or maybe even helps them, at his whim.  Leatherback appears as a dead Tortle, with parched, leathery hide and pitch black eyes.

Improved Grab (Ex): To use this ability, Leatherback must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.  If it succeeds in establishing a hold, it attacks with it's Bite each round it makes a successful Grapple check.

Snapping Bite (Ex): Leatherbacks bite threatens a critical on an 18-20.

Retreat Into Shell (Ex): As a Standard Action, Leatherback can withdraw into it's shell.  While in it's shell it's Natural Armor Bonus to AC increases by +2.

Float (Ex): Leatherback can float on the surface of water without making Swim Checks.

Undead Toughness (Ex): Leather back gains an additional +2 hit points per die, and a +2 Bonus on Fortitude Saves.

Combat: Leatherback has goals, and as such he picks and chooses his fights.  Most people traveling the swamps never even catch a glimpse of him.  If he does want to kill you, he tends to rely on attacking from ambush.

Equipment:  +1 Keen Speed Scimitar
+1 Returning Dagger
+2 Amulet of Mighty Fists
Ring of Chameleon Power
+5 Ring of Protection
Note: Equipment already figured into statblock



Leatherback
"Oh.  I see what you mean now.  You there! We can both see you!"

Swamp Guardian?
"We come in peace.  We're here to..."

"I...know who...you are...

"Friend or foe then?"

"Neither...but you...are in...my...territory...

"We're trespassing then?"

"Is there a way to make this right?"

"No...need...I am...merely here...to warn...you...

"Warn us of what?"


Local Mystery

"You are...moving north...that is...not wise..."

"We were told there was especially diverse wildlife north of the swamp."

"You were...lied to..."

"To what purpose?"

"And by who?"

"There are...those who would...demonstrate...their power...and you...have a palantir...

"So they intend to make an example of us by broadcasting our deaths?"

"Indeed."

"Thank you.  We'll keep our eyes open.  How can we thank you?"

"Before...you leave...tell them...I am coming..."

"Who should we say is coming?"

"They...will know..."

125
Brown Basilisk
                      Small Magical Beast
Hit Dice:             3d10+3 (19 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Swim 20 ft.
Armor Class:          17 (+1 Size, +2 Dex, +4 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +3/+0
Attack:               Bite +5 melee (1d6+1)
Full Attack:          Bite +5 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Gaze Attack
Special Qualities:    Darkvision 60 ft., Low-light Vision, Run on Water
Saves:                Fort +4, Ref +5, Will +2
Abilities:            Str 12, Dex 14, Con 12, Int 3, Wis 12, Cha 11
Skills:               Hide +6 (+10 in natural settings), Listen +5, Spot +5, Swim +9
Feats:                Alertness, Blind-Fight
Environment:          Warm Marsh
Organization:         Solitary or colony (3-6)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4 HD (Small), 5-9 HD (Medium)
Level Adjustment:     ---

Brown Basilisks are a 6 legged Florida variant that has a bit of a higher metabolism.  They are famed for their ability to run on water, and their persistent nature.  They will literally spend hours gaze sniping potential prey from cover.  They are about the size of a mid range dog.

Gaze Attack (Su): 2d4 negative energy damage, range 30 feet; Fortitude DC 11 for half damage. The save DC is Charisma-based.

Run on Water (Su): When taking the Run Action, the Brown Basilisk can run across the surface of the water.  It can only remain on the surface as long as it continuously takes the Run Action.

Skills:-A Brown Basilisk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.  The basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.

Combat: Brown Basilisks try to remain just in range to let their Gaze attack do it's job.



Brown Basilisk
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  Today we take a look at the Brown Basilisk."

Teensy Basilisks
"Also known as Basiliscus venenatus!"

"These local Basilisk variants are a dark brown, with 6 legs, and flappity dorsal crests."

"Their gaze doesn't petrify prey, but does sap it's life force.  They are much more active than their more common cousins."

"Possibly more magical as well.  Locals tell tale of them running on water."

"There go some of them now.  They can really move."


Active Hunters

"Is it me, or is the rest of the wildlife fleeing from that direction as well?"

"Indeed.  That doesn't bode well."

"Do you see anything?"

"Only because of the ring you got me.  And I don't like what I'm seeing."

126
Moonatee (Quarter Moon)
                      Large Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 30 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +5/+13
Attack:               Reluctant Headbutt +8 melee (1d6+6)
Full Attack:          Reluctant Headbutt +8 melee (1d6+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase
Saves:                Fort +6, Ref +3, Will +3
Abilities:            Str 18, Dex 9, Con 15, Int 3, Wis 11, Cha 6
Skills:               Listen +3, Spot +3, Survival +2, Swim +12
Feats:                Endurance, Iron Will
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral
Advancement:          6-7 HD (Large), 8-15 HD (Huge)
Level Adjustment:     ---


Moonatee (Waxing Moon)
                      Large Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 30 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +5/+13
Attack:               Headbutt +8 melee (2d4+6 plus Stun)
Full Attack:          Headbutt +8 melee (2d4+6 plus Stun)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Stunning Headbutt
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase
Saves:                Fort +6, Ref +3, Will +3
Abilities:            Str 18, Dex 9, Con 15, Int 3, Wis 11, Cha 6
Skills:               Listen +3, Spot +3, Survival +2, Swim +12
Feats:                Endurance, Iron Will
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral Evil
Advancement:          6-7 HD (Large), 8-15 HD (Huge)
Level Adjustment:     ---



Moonatee (Full Moon)
                      Large Magical Beast
Hit Dice:             10d10+40 (95 hp)
Initiative:           -1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +10/+21
Attack:               Headbutt +16 melee (2d4+10 plus Stun)
Full Attack:          Headbutt +16 melee (2d4+10 plus Stun)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Stunning Headbutt
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase, DR 5/-
Saves:                Fort +11, Ref +6, Will +5
Abilities:            Str 24, Dex 9, Con 18, Int 3, Wis 11, Cha 6
Skills:               Listen +5, Spot +5, Survival +3, Swim +15
Feats:                Cleave, Endurance, Iron Will, Power Attack
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     5
Treasure:             None
Alignment:            Chaotic Evil
Advancement:          11-15 HD (Large), 16-30 HD (Huge)
Level Adjustment:     ---


Moonatee (Waning Moon)
                      Small Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 60 ft.
Armor Class:          18 (+1 Size, -1 Dex, +8 Natural), touch 10, flat-footed 18
Base Attack/Grapple:  +5/+1
Attack:               -
Full Attack:          -
Space/Reach:          10 ft./5 ft.
Special Attacks:      Adorable
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase
Saves:                Fort +6, Ref +3, Will +4
Abilities:            Str 10, Dex 9, Con 15, Int 6, Wis 13, Cha 15
Skills:               Listen +4, Spot +4, Survival +3, Swim +8
Feats:                Endurance, Iron Will
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     n/a
Treasure:             None
Alignment:            Chaotic Good
Advancement:          6-7 HD (Small), 8-15 HD (Medium)
Level Adjustment:     ---


Moonatee (New Moon)
                      Large Magical Beast
Hit Dice:             5d10+10 (37 hp)
Initiative:           -1
Speed:                10 ft. (2 squares), Swim 30 ft.
Armor Class:          16 (-1 Size, -1 Dex, +8 Natural), touch 8, flat-footed 16
Base Attack/Grapple:  +5/+13
Attack:               Reluctant Headbutt +8 melee (1d6+6)
Full Attack:          Reluctant Headbutt +8 melee (1d6+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., Blindsense 30 ft., Float, Hold Breath, Lunar Phase
Saves:                Fort +6, Ref +3, Will +5
Abilities:            Str 18, Dex 9, Con 15, Int 13, Wis 14, Cha 12
Skills:               Diplomacy +7, Knowledge (Arcana, History, Local, Nature, Religion) +3, Listen +5, Spot +5, Survival +5, Swim +12
Feats:                Endurance, Iron Will
Environment:          Warm Aquatic
Organization:         Solitary, Pair or Herd (3-8) plus Potential Pitchfork Mob of Commoners (10-100)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral Good
Advancement:          6-7 HD (Large), 8-15 HD (Huge)
Level Adjustment:     ---

Moonatees are adorable, blubbery, moon-eyed sea critters.  At least most of the time.  Their appearance and abilities vary with the phases of the moon.  During the quarter moon they use the statblock above.  During the waxing moon they are violent and aggressive.  During the full moon they become hulking monsters.  During the waning moon they are little, cuddly critters.  And during the new moon they are wise, old critters.  Floridians adore them, and causing them harm will bring a mob down on your head.

Float (Ex): Moonatees can float on the surface of water without making Swim Checks.

Hold Breath (Ex): Moonatees can hold their breath for a number of rounds equal to 4 × their Constitution score before they risk drowning.

Lunar Phase (Su):  The Moonatees statblock varies depending on the exact phase the moon is in at any given time.  Use the appropriate statblock given above for whichever phase the moon is in.  Moonatee's  heal all damage and lose any conditions that are upon them when the phase of the moon changes.

Stunning Headbutt (Su): Any creature successfully struck by the Moonatee's Headbutt must make a Fortitude Save (Save DC is based on Str) or be Stunned  Round.  Dave DC is 16 for waxing moon, and 22 for the full moon.

Adorable (Su): Any creature attempting to harm, or allow a Moonatee to come to harm, must make a DC 16 Willpower Save (Save DC is Cha based with a +2 Bonus).  If it fails it cannot harm the Moonatee, nor will it allow it to be harmed.

Spell-Like Abilities (Sp): At Will: Augury, Sanctuary, Shield of Faith. 1/Day: Divination.  Caster Level 5th.

Skills:-A Moonatee has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Combat: For most phases of the moon, Moonatees will run away and/or seek help.  In the waxing moon they swim straight up and start whacking you with their head.  If the moon is full, they go full-on mini-kaiju rampage.  They're real danger is the mob of fanatic stans who lurk quietly nearby, hoping for an excuse to 'protect' their beloved sea critters.











Moonatees
"We're sitting in an arena, waiting to see an animal "prophet", whilst conspiring with a genetically altered shark who wants to destroy humanoidkind, in hopes of stopping a polluter from ending the world.  How has our life come to this Jim?"

Their Fans Are Called Moonenites

"Darned if I know."

"This is the shakiest ground we've been on in a while."

"Don't have much choice if we want to set things right.."

"Oh look, the mayor is getting ready to speak."

"GOOD EVENING PANAMA CITY!  WHATCHA GONNA DO, WHEN THE MOONINITES RUN WILD ON YOU?"

"That inspired confidence..."


Full Moon Fever

"BRING FORTH THE OUTSIDERS!"

"Here we go..."

"Good evening, Mr. Prophet sir.  We..."

"The bad guys are in the Great White North.  In the city of (beep beep)."

"Is it really called that?"

"Fraid so."

"The censor is gonna be working overtime on this one."

127
Hogchoker
                      Medium Magical Beast (Aquatic)
Hit Dice:             4d10+12 (34 hp)
Initiative:           +4
Speed:                5 ft. (1 square), Swim 40 ft.
Armor Class:          15 (+5 Natural), touch 10, flat-footed 15
Base Attack/Grapple:  +4/+6
Attack:               Grapple +6 melee touch (Grapple)
Full Attack:          Grapple +6 melee touch (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Ambush, Improved Grab, Constrict
Special Qualities:   Darkvision 60 ft., Camouflage, Hold Breath
Saves:                Fort +7, Ref +4, Will +2
Abilities:            Str 15, Dex 11, Con 17, Int 4, Wis 12, Cha 8
Skills:               Hide +2 (+6 underwater), Listen +5, Spot +5, Survival +2, Swim +10
Feats:                Alertness, Improved Initiative
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     2
Treasure:             None
Alignment:            Usually Neutral
Advancement:          5-6 HD (Medium), 7-12 HD (Large)
Level Adjustment:     --

"Bert, why do our fishing trips always go horribly wrong?"

"Damned if I know Abner."

The Hogchoker is a 7 foot long flatfish that easily blends in with the river bottoms of Florida's waterways.  They're favorite food is feral hogs (hence the name), but they'll gladly ambush anything that gets near, leaping from the river to enfold them and squeeze them to death.  Dragging them back into the river is the tough part.  Apparently they're a naturally evolved critter, as no one has claimed them as creators (and who would make guard critters that focused on pigs anyway?).

Ambush (Ex): If the Hogchoker's target is flat-footed or Denied it's Dexterity Bonus to AC, it gets a +4 Bonus on it's Grapple Check.

Improved Grab (Ex): The Hogchoker can make a Grapple Check without provoking an attack of opportunity.

Constrict (Ex): The Hogchoker does 1d8+3 damage with a successful Grapple Check.

Camouflage (Ex): The Hogchker can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hold Breath (Ex): The Hogchoker can survive out of the water for a number of rounds equal to 4 × its Constitution score before it risks suffocating.

Skills:-A Hogchoker has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A Hogchoker gains a +4 racial bonus on Hide checks when in the water. Further, a Hogchoker can lie flat in the water with only its eyes showing, gaining a +10 cover bonus on Hide checks.

Combat: Hogchkers are ambush predators who grab critters who stop by the riverbank to drink.  The fry choke their would be eaters by swelling up inside their throat, but the adults lie semi-concealed in the river bed, leaping up to grapple those who get close.



Hogchoker
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  Once again, were in Florida today, looking at the Hogchoker!"

Porcitarians
"Also known as Trinectes maculatus!"

"These magical fish feed strictly on anything foolish enough to approach them."

"But mostly feral hogs."

"I understand they get their name from their young swelling up in the throats of animals that accidentally ingest them while drinking."

"Well, that, and they're extremely flexible.  The adults engulf and crush prey."


Limited Capabilities on Land

"Jim!  Look!"

"Holy crap, it's dragging a pig into the water."

"Are there any records of them having amphibious abilities?"

"There will be now."

128
Grizzled Mantis
                      Large Magical Beast
Hit Dice:             8d10+32 (76 hp)
Initiative:           +5
Speed:                20 ft. (4 squares), Fly 40 ft. (Poor)
Armor Class:          18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +8/+20
Attack:               Claw +15 melee (2d6+8)
Full Attack:          2 Claws +15 melee (2d6+8) and 1 Bite +15 melee (1d8+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab
Special Qualities:    Darkvision 60 ft., Immunities
Saves:                Fort +10, Ref +7, Will +4
Abilities:            Str 26, Dex 13, Con 18, Int 3, Wis 14, Cha 11
Skills:               Climb +9, Hide +4 (+12 in foliage), Jump +9, Listen +4, Move Silently +3, Spot +8, Survival +4
Feats:                Improved Initiative, Improved Multiattack, Multiattack
Environment:          Warm Forest or Marsh
Organization:         Solitary
Challenge Rating:     6
Treasure:             None
Alignment:            Usually Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

"Bert. that dead tree is looking at us..."

Grizzled Mantises are necrophages dwelling in the Floridian swamps.  The swamps are teeming with corporeal undead (despite the local governments protests to the contrary), and it's presumed someone made them to take care of the problem.  The average Grizzled Mantis weighs just over a half ton, and stands at least 12 feet tall.  It has a long beard, and it's exoskeleton is colored and textured to resemble the rotting vegetation of it's swampy home.

Improved Grab (Ex): To use this ability, a Grizzled Mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack, with it's full Str modifier to damage.

Immunities: A Grizzled Mantis is immune to disease, energy drain, paralysis, poison

Skills: A Grizzled Mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

Combat: Grizzled Mantids are ambush predators who use their camouflage to lie in wait to grab passers=by.


Grizzled Mantis
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  It is our misfortune to be in the country of Florida today, looking at the Grizzled Mantis!"

Undead Munchers
"Also known as Gonatista necrophaga!"

"These magical insects feed strictly on corporeal undead,  which are rumored to infest the swamps."

"Said rumors are denied by the local government, raising the question of whether or not someone created these creatures.."

"Wait, that one just killed an alligator, and hung it from a tree."

"Fascinating.  I'd be willing to bet they're actually carrion eaters as opposed to obligate necrovores."


Not Above Killing The Living

"So if they can't find undead, they simply kill whats available, and leave it to rot so they can eat it later?"

"Yes.  Very smart critters."

"I suddenly feel less safe.  I assumed we wouldn't be targeted by them."

"Relax, we still have the cube of force."

129
September 1776 / Re: Chapter 2: Haxan
« on: January 20, 2024, 04:03:44 PM »
"A little of both really, but moreso the former.  Did they specify a meeting time and place?"

130
September 1776 / Re: Talkin' like it's 1759! (OoC chat)
« on: January 19, 2024, 11:56:35 PM »
Sorry for the delay, things went awry.

131
September 1776 / Re: Chapter 2: Haxan
« on: January 19, 2024, 11:07:30 PM »
"The Haxan would make you an offer for your services, not us.  Not for that anyway.  Their opinion of men is...low."

132
El Chupachango
                      Tiny Undead
Hit Dice:             3d12 (19 hp)
Initiative:           +9
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          20 (+2 Size, +5 Dex, +3 Natural), touch 17, flat-footed 15
Base Attack/Grapple:  +1/-7 (+5 attached)
Attack:               Bite +8 melee (1d3) or Fling Poo +8 ranged (1d4)
Full Attack:          Bite +8 melee (1d3) or Fling Poo +8 ranged (1d4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach, Blood Drain, Create Spawn, Fling Poo
Special Qualities:    Low-light Vision, Darkvision 60 ft., DR 10/Silver and Magic, Fast Healing 5, Spider Climb, +4 Turn Resistance, Vulnerabilities
Saves:                Fort +1, Ref +8, Will +5
Abilities:            Str 10, Dex 20, Con -, Int 4, Wis 14, Cha 10
Skills:               Balance +13, Climb +13, Escape Artist +6, Hide +21, Listen +12, Move Silently +13, Search +8, Spot +12, Survival +4
Feats:                Alertness, Weapon Finesse, Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B)
Environment:          Warm Desert or Plains
Organization:         Solitary, Pair or Troop (10-40)
Challenge Rating:     2
Treasure:             None
Alignment:            Neutral Evil
Advancement:          4-6 HD (Small)
Level Adjustment:     ---

Currently thought of as an urban legend, someone has infested parts of Texicas with vampire monkeys.  No one knows why, and honestly no one cares.  They just want them dead again.  Or at least to stop doing certain things.

Attach (Ex):  If a Chupachango hits with a touch attack (or it's bite), it latches onto the opponent’s body. An attached Chupachango is effectively grappling its prey. The Chupachango loses its Dexterity bonus to AC and has an AC of 15, but holds on with great tenacity. Chupachango have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached Chupachango can be struck with a weapon or grappled itself. To remove an attached Chupachango through grappling, the opponent must achieve a pin against the Chupachango.

Blood Drain (Ex): A Chupachango drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim.

Create Spawn (Su): If the Chupachango drains a Monkeys Constitution to 8, the Monkey raises as a Chupachango in 1d4 days.

Fling Poo (Ex): The Chupachango can "produce" a ranged throwing weapon as a Movement Action.  This "weapon" has a range increment of 20 feet.  It does 1d4 negative energy damage.

Spider Climb (Ex): A Chupachango can climb sheer surfaces as though with a spider climb spell.

Vulnerabilities: Exposing any Chupachango to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

Skills: El Chupachango have a +8 racial bonus on Balance, Climb, Hide, Listen, Move Silently, Search, and Spot checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Combat: These things are like regular, pissed off monkeys.  But worse.  Much, much worse.  Ever smelled undead poo?  Why do the undead even produce waste anyway?  And how?



El Chupachango
"Thank the Gawds that's over.  I'll be happy if I never see Texicas again!"

Not Yet An Official Species
"Agreed.  Um..Harlan, look out the window..."

"What am I supposed to look at?  The monkeys?"

"Exactly.  Monkeys aren't native to Texicas."

"They could be summoned."

"Do summoned monkeys drink blood from the city guard?"


Stay Out Of Flinging Range

"Maybe...this makes me happy we're leaving for Florida in the morning."

" SKREEEEEEE!"

"Assuming we see the morning.  You got a Daylight spell by any chance?"

"We have to film this.  We'd be the first to cover their species."

"Seriously?"

133
Mockingbird
                      Diminutive Magical Beast
Hit Dice:             1/2d10 (2 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Fly 50 ft. (Average)
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:  +1/-14
Attack:               Peck +8 melee (1 point)
Full Attack:          Peck +8 melee (1 point)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Personal Insults
Special Qualities:    Darkvision 60 ft., Polyglot
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 4, Dex 17, Con 10, Int 14, Wis 14, Cha 14
Skills:               Balance +5, Bluff +4, Hide +17, Listen +4, Perform (Insult) +6, Sense Motive +4, Spot +4
Feats:                Ability Focus (Personal Insults), Weapon Finesse (B)
Environment:          Warm or Temperate deserts or plains
Organization:         Solitary, Pair or Ridicule (10-20)
Challenge Rating:     1/3
Treasure:             None
Alignment:            Usually Chaotic Neutral
Advancement:          1 HD (Tiny)
Level Adjustment:     ---

These adorable little magical birds evolved naturally.  Which is astonishing, given their skill at profanity laced insults.  No one is certain why they do it, it's just assumed they find it amusing.

Personal Insults (Su): The Mockingbird can lob off an insult as a Standard Action.  The being this insult is targeted at must make a DC 14 Willpower Save (Save DC is Charisma based), or be Sickened with Rage for 1 Minute.  This is a language dependent, sonic, mind-affecting effect. During this time it takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.  It also takes a -2 Penalty to Armor Class.

Polyglot (Su): The Mockingbird can speak and understand all known languages.

Combat: Mockingbirds rarely fight.  They mostly insult, fly away, come back and repeat.  People are torn between hating them, and finding them hilarious.



Mockingbird
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  We're in the country of Texicas today, looking at the Mockingbird!"

A Little Mean Spirited
"Also known as Mimus Texicas!"

"These magical birds are unusual in that they came about naturally, and there aren't any casters responsible for them."

"Which doesn't explain why they're so vicious in their personal attacks."

"We could always ask.  They seem to speak just about every known language."

"There's a flock now."


(beep)

"Good morning kind sirs.  Can we bother you for an interview?"

" (beep) off."

"Shocking..."

"Why you little..."

"Here's where (beep) Jim reminds us it's a family show.  Hahahahhaha!"

"No, here's where I remind you I'm a Ranger."

134
Texicas Rattler
                      Medium Magical Beast
Hit Dice:             4d10+4 (26 hp)
Initiative:           +7
Speed:                20 ft. (4 squares), 20 ft. Climb, 20 ft. Swim
Armor Class:          17 (+3 Dex, +4 Natural), touch 13, flat-footed 14
Base Attack/Grapple:  +4/+5
Attack:               Bite +7 melee (1d6+1 plus poison)
Full Attack:          Bite +7 melee (1d6+1 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison, Rattle
Special Qualities:    Darkvision 60 ft., Scent, Blindsight 10 ft. Tremorsense 30 ft.
Saves:                Fort ++5, Ref +7, Will +3
Abilities:            Str 12, Dex 17, Con 12, Int 5, Wis 14, Cha 10
Skills:               Balance +11, Climb +11, Hide +9, Listen +8, Spot +8, Survival +3, Swim +9
Feats:                Improved Initiative, Weapon Finesse
Environment:          Any warm or temperate land
Organization:         Solitary or Den (10-1000+)
Challenge Rating:     3
Treasure:             Usually None
Alignment:            Usually Neutral Evil
Advancement:          5-6 HD (Medium), 7-12 HD (L
Level Adjustment:     ---

These are larger than usual Diamondback rattlesnakes modified by mages to be guard critters.  Unfortunately, they turned out Evil.  Even they admit it.

Poison (Su): Injury, DC 15 Fortitude Save (Save DC is Constitution based with a +2 Racial Bonus), Initial damage is 1d6 Dex, Secondary damage is vulnerability to the Rattler's Rattler attack (see below).

Rattle (Su): The  Rattler can use it's Swift Action each round to use it's Rattle attack.  Any living creature within 20 feet of the Rattler must make a DC 14 Willpower Save (Save DC is Wisdom based) or be Nauseated until the beginning of the Rattlers next turn.  If the target has taken the Secondary damage from the Rattlers poison, it takes a -2 Penalty on Saves against the Rattle attack, and can't move while it is Nauseated.

Skills: Rattlers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A Rattler can always choose to take 10 on a Climb check, even if rushed or threatened. Rattlers use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A Rattler has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Combat: Rattlers will bite as many foes as possible before using it's Rattler attack.  They aren't very smart, but they do have a certain cunning.




Texicas Rattler
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  We're in the country of Texicas today, looking at the Texicas Rattler!"

Always Have A Gun Out In The Desert
"Also known as Crotalus Texicas!"

"These rattlesnakes were originally created by the Death Brothers."

"Who, coincidentally, are now dead."

"And it's time we found out why!"

"Are we sure this is wise?"


Beware The Rattle

"We come in peace!"

" Of course you do.  And that's why we're going to lay our eggs in your small intestines."

"Saw that coming..."

"Why did you kill your creators?"

"They gave us opportunity."

"Really?  That's it?"

135
Antelope Squirrel
                      Medium Magical Beast
Hit Dice:             2d10+6 (17 hp)
Initiative:           +3
Speed:                40 ft. (8 squares), Burrow 20 ft., Climb 30 ft.
Armor Class:          18 (+3 Dexterity, +3 Dodge, +2 Natural), touch 16, flat-footed 12
Base Attack/Grapple:  +2/+4
Attack:               Bite +5 melee (1d6+2)
Full Attack:          1 Bite +5 melee (1d6+2) and 2 Claws +0 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Comin' Through!
Special Qualities:    Darkvision 60 ft., Scent, Dodger, Leaper
Saves:                Fort +6, Ref +6, Will +2
Abilities:            Str 14, Dex 17, Con 16, Int 3, Wis 14, Cha 13
Skills:              Balance +11, Climb +11, Jump +11, Listen +4, Search +5, Spot +4
Feats:                Weapon Finesse, Run (B)
Environment:          Warm Desert or Plains
Organization:         Colony (2-20)
Challenge Rating:     1
Treasure:             Usually None
Alignment:           Usually Neutral
Advancement:          3-4 HD (Medium), 5-6 HD (Large)
Level Adjustment:     ---

Antelope Squirrels are adorable ground squirrels with teeniest antlers the size of a deer.  They're so named because of their leaping gait, similar to that of a Springbok.  Would be hunters should aware they're a little....easily panicked.

Comin' Through! (Ex): The Antelope Squirrels movement doesn't provoke attacks of opportunity.  If it makes a melee attack, it can move before and after the attack, as long as it's total movement doesn't exceed it's land speed.  It also doesn't take a penalty to AC when charging.

Dodger (Ex): Antelope Squirrels have a Dodge Bonus to AC equal to their Dexterity Modifier.

Leaper (Ex): The DC of the Squirrels Jump Checks doesn't double if it doesn't have a running start, nor does it take a penalty if the squirrel hasn't moved. 

Skills: Antelope Squirrels have a +8 Racial Bonus on all Balance, Climb, Jump, and Search checks.  They may always take 10 on a Balance or Climb check, and may use their Dex or Str mod for Climb and Jump checks, whichever is better.

Combat: Antelope Squirrels panic easily, and tend to panic run in random directions.  They also get mad easily, and bite the living crap out of whatever is near.  Basically so much as glancing at them starts a horrified stampede, or a battle royale.



Antelope Squirrel
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  We're in the country of Texicas today, looking at the Antelope Squirrel!"

Don't Spook Them
"Also known as Ammospermophilus Texicas!"

"These little squeakers should be approached with caution!"

"Or not at all."

"Which means you know whats next?"

"Speak With Animals again?"


Squeak.  Squeak I Say!

"Hi there little Mister fuzzy!"

" AAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!"

clawclawclawbitebitebite

"How is that spell even working on Magical Beasts..."

"Woah! Woah, calm down!  We come in peace!"

"(beeep) man, you nearly gave me a (beep) heart attack!"

"Family show...etc., etc..."

136
Javelina
                      Small Magical Beast
Hit Dice:             2d10+4 (15 hp)
Initiative:           +1
Speed:                60 ft. (12 squares)
Armor Class:          16 (+1 Size, +1 Dexterity, +4 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +2/-1
Attack:               Gore +4 melee (1d6+1) or Javelin +4 ranged (1d4)
Full Attack:          Gore +4 melee (1d6+1) or Javelin +4 ranged (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Ferocity, Javelin
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +5, Ref +4, Will +1
Abilities:            Str 12, Dex 12, Con 15, Int 3, Wis 13, Cha 10
Skills:               Listen +2, Search -2, Spot +2, Survival +2
Feats:                Run
Environment:          Warm Desert
Organization:         Solitary or Squadron (5-10)
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Neutral
Advancement:          3-4 HD (Medium)
Level Adjustment:     ---

These are the most adorable, little feral hogs.  That can magically summon and fire barbed javelins.  For pointless reasons.  Or maybe no reason.  Apparently made by Druids, who wanted to give their piggies a defense against hunters.

Ferocity (Ex): A Javelina is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Javelin (Su): A Javelina can spit up something resembling a harpoon as a Standard Action.  This is a ranged attack with a range increment of 30 feet that does 1d4 magical piercing damage.  If it successfully confirms a critical hit it sticks in the opponent doing an additional point of damage at the beginning of each of the Javelina's turns.  A DC15 Heal check is necessary to remove it wihout doing another 1d4 damage (or as a Standard Action, it can just be pulled out, but the target takes 1d4 damage).

Combat: Javlina's quietly sit back and puke javelins until you go away.  Should that fail, they run at you at top speed like they've decided life is optional.  En masse.  Then they do a little celebratory dance on your body after.



Javelina
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  We're in the country of Texicas today, looking at the Javelina!"

Mean Little (beep)
"Also known as Tayassu Texicas!"

"These adorable little monsters are capable of magically harpooning hunters, leading to a dramatic rise in their population."

"Local pitchfork mobs accuse the Druids of meddling."

"The Druids accuse the local hunters of over-hunting and cruelty."

"Today, we're going to cast Speak With Animals and find out the truth!"


Making Crops Disappear, One Field At A Time

"Hi there little fella!"

" HOLY (beep) GNOMES CAN TALK!  HEY GUYS!"

"I can see this will be a banner episode..."

"Who made you little guy?"

"Muh (beep) parents.  Ain't that how Gnomes are made?"

"I hate to be the bad guy here, but I feel the need to remind everyone that this is a family show..."

137
Experiment X
                      Colossal Aberration
Hit Dice:             48d8+576 (792 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          32 (-8 Size, +30 Natural), touch 2, flat-footed 32
Base Attack/Grapple:  +36/+69
Attack:               Slam +45 melee (2d6+17) or Disintegrator +29 ranged (disintegration)
Full Attack:         2 Slams +45 melee (2d6+17) and 3 Beaks +45 melee (4d8+8) or Disintegrator +29 ranged (disintegration)
Space/Reach:          30 ft./30 ft.
Special Attacks:       Improved Grab, Stunning Blow, Swat, Constrict (2d6+17), Trample (3d8+25)
Special Qualities:    Darkvision 60 ft., Desiccation Resistance, Invulnerability 15/-, SR 31, Immunities, Force Field
Saves:                Fort +34, Ref +16, Will +33
Abilities:            Str 45, Dex 10, Con 35, Int 8, Wis 12, Cha 10
Skills:               Climb +17, Intimidate +20, Jump +17, Listen +11, Search +10, Spot +11
Feats:                 Awesome Blow, Cleave, Far Shot, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Multiattack, Iron Will, Multiattack, Multigrab (see Serpent Kingdoms), Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (Disintegrator) Epic Feats: Epic Fortitude, Epic Will
Environment:          Any
Organization:         Unique?
Challenge Rating:     20
Treasure:             None, unless assigned to guard some
Alignment:            Neutral Evil
Advancement:          49+ HD (Colossal)
Level Adjustment:     ---

Experiment X looks much like any other Martian Minion...if it were 100 feet tall, juiced out on chemicals/cybernetics/etc., and had three heads.  Created by the martian government at the Musk-Ox's request, it's purpose is ostensibly a last ditch effort to quell any invasions.  Secretly, the Musk-Ox uses it to put down anyone who opposes him.

Improved Grab (Ex): To use this ability, Experiment X must hit with a Slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Stunning Blow (Ex): If Experiment X successfully confirms a critical hit with it's Slam attack, it's target must make a DC 51 Fortitude Saving Throw or be Stunned for 1 round (Save DC is Strength based).

Swat (Ex): If Experiment X doesn't take the usual -4 Penalty when using it's Awesome Blow Feat.

Constrict (Ex): Experiment X does 2d6+17 damage with a successful grapple check.

Trample (Ex): Reflex half DC 51. The save DC is Strength-based.

Desiccation Resistance (Ex):  Martian Minions are stored in a completely dehydrated state, and thus have some resistance to being killed by desiccation damage (see Sandstorm). They take desiccation damage normally, but the application of water to them heals all desiccation damage immediately. If brought to 0 hp by desiccation damage, it immediately crumbles into dust, but if water is applied it will be revived (minus any damage done by non-desiccation sources). This also includes damage done by spells or effects that drain moisture, such as Abi-Dalzim's Horrid Wilting. Likewise, if reduced to powder by Disintegrate (or similar effects), they can be restored water. Note this does not need to be a lot of water, a drop or two will do.

Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities.  For example, Experiment X has Invulnerability 15.  That means it negates the first 15 points of damage from any attack (this includes untyped damage).

Immunities: Experiment X is immune to poison, disease, sleep effects, death effects, and ability or energy drain.

Force Field (Su): As a Move Action, Experiment X can use it's force field belt.  While active, the force field blocks all ranged attacks, including area of effects.  Once activated, it lasts for one minute, and then can't be used again for 24 hours.

Combat:
The Experiment generally fires it's disintegrator until it can close in melee.




Experiment X
"Ladies and gentleman, this is Harlan Jurgens, along with my assistant Jim.  We're at a secret Martian industrial plant, about to raid it in search of a corrupt government official.!

Last Ditch Weapon
"And hopefully bringing a revolution in Minions Rights within the area!"

"Squawk!"

"And of course, with us are the Martian Instant Minions fighting for revenge!"

"Squawk...."

"What is that thing?"

"It looks like the new model of Minion, with a bunch of different modifications."

"Squawk!!"

"I don't like the look of this."


Musk-Ox's personal Killer

"Looks like the Musk-Ox had a backup plan if he was caught.."

"What is that barrier it just put up?"

"I don't know, but it appears to be blocking the Minions Rayrifles.  We may need to call up some more help."

"I certainly hope the rest of Texicas isn't this interesting."

138
MARTIAN GUNSMITH
Martian Gunsmiths can make magical firearms for anyone who has the cash.

TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with gunsmith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

TACTICIAN SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gunsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level   Spells

3rd             Chromatic Orb, Magic Missile
5th             Scorching Ray, Blindness/Deafness
9th             Fireball, Lightning Bolt
13th           Death By Spork*, Vitriolic Sphere
17th           Cone of Cold, Negative Energy Flood

BATTLE READY
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

You gain proficiency with firearms.

When you attack with a firearm, you can use your Intelligence modifier, instead of Dexterity modifier, for the attack and damage rolls.

CRAFT PISTOLS
Beginning at 3rd level, you can make a Raypistol.  A Raypistol can be used by anyone who is proficient with Firearms, is a one handed weapon, and weighs 2 pounds.  Range is 40/120 feet.  It comes with 50 shots per Charger, which weighs 8 ounces.  It regains it's charges at the beginning of each day.  The pistol does 3d6 damage of one of the following types: acid, cold, fire, force, lightning, magical piercing, necrotic, poison, psychic, radiant or thunder.  Creating a Raypistol takes one workweek and costs 50 GP plus an additional 25 GP per Charger.  This otherwise follows the rules for creating magic items found in Xanathar's Guide To Everything.  Raypistols have the Ammunition and Reload properties.  It is not considered an Infusion, but may be subject to Infusions such as Enhanced Arcane Focus, Enhanced Weapon, etc.

EXTRA ATTACK
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

CRAFT RIFLES
At 9th level, you can make a Rayrifle.  A Rayrifle can be used by anyone who is proficient with Firearms, is a two handed weapon, and weighs 7 pounds.  Range is 100/300 feet.  It comes with 30 shots per Charger, which weighs 20 ounces.  It regains it's charges at the beginning of each day.  The rifle does 3d8 damage of one of the following types: acid, cold, fire, force, lightning, magical piercing, necrotic, poison, psychic, radiant or thunder.  Creating a Rayrifle takes ten workweeks and costs 2000 GP plus an additional 1000 GP per Charger.  This otherwise follows the rules for creating magic items found in Xanathar's Guide To Everything. Rayrifles have the Ammunition and Reload properties.  It is not considered an Infusion, but may be subject to Infusions such as Enhanced Arcane Focus, Enhanced Weapon, etc.

CRAFT CANNONS
At 15th level, you can make a Raycannon.  A Raycannon can be used by anyone who is proficient with Firearms, is a two handed weapon, and weighs 15 pounds.  Range is 120/360 feet.  It comes with 5 shots per Charger, which weighs 2 pounds.  It regains it's charges at the beginning of each day.  The cannon does 6d8 damage of one of the following types: acid, cold, fire, force, lightning, magical piercing, necrotic, poison, psychic, radiant or thunder.  Creating a Raycannon takes 25 workweeks and costs 20000 GP plus an additional 10000 GP per Charger.  This otherwise follows the rules for creating magic items found in Xanathar's Guide To Everything.  Raycannons have the Ammunition and Reload properties.  It is not considered an Infusion, but may be subject to Infusions such as Enhanced Arcane Focus, Enhanced Weapon, etc.


CRAFT DISINTEGRATOR
This Epic Boon lets you craft a Martian Disintegrator.  A Disintegrator. can be used by anyone who is proficient with Firearms, is a two handed weapon, and weighs 15 pounds.  Range is 120/360 feet.  It comes with 5 shots per Charger, which weighs 2 pounds.  It regains it's charges at the beginning of each day.  The cannon does 12d10 force damage.  A creature targeted by this ray is disintegrated if this damage leaves it with 0 hit points.  A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.  This ray automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this ray disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this ray.  Creating a Disintegrator. takes 50 workweeks and costs 100000 GP plus an additional 50000 GP per Charger.  This otherwise follows the rules for creating magic items found in Xanathar's Guide To Everything.  Disintegrators have the Ammunition and Reload properties.  It is not considered an Infusion, but may be subject to Infusions such as Enhanced Arcane Focus, Enhanced Weapon, etc.



DEATH BY SPORK
4th Level Conjuration
Casting Time: 1 Action
Range: Self (120 foot by 5 foot Line)
Components: V, S, M (metal spork)
Duration: Instantaneous
You unleash a massive blast of Sporks doing 8d8 magic Piercing damage on a failed Dexterity Save, and half as much in a unsuccessful one.  The sporks shoot out from you in a line 120 feet long by 5 feet wide.
  At Higher Levels: If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.

139
September 1776 / Re: Chapter 2: Haxan
« on: January 02, 2024, 10:13:43 PM »
"That's not much in the way of news, the Haxan are interested in any female who practices the Science.  It was a matter of time before they approached you.  That they had servitors we didn't know of is ill news indeed.  Especially when we aren't sure of their numbers or nature.  How are we keeping the peace?  What did you have to promise?"

140
MARTIAN WEAPONS


Craft Gun
"We hear you can make Boomsticks?"
 Prerequisites: Caster Level 7th
 Benefits: You can create magical firearms.  Not enhanced versions of regular firearms (Craft Magic Arms and Armor will get you those), but more like Wands that have regenerating charges.  Each gun comes with one or more Chargers, and each Charger has a certain number of charges per day (all charges in all Chargers refill at the beginning of each day).  Chargers are not interchangeable between guns.  You can create a Gun from any ranged, single target spell that you know.  Crafting a gun takes one day for each 1,000 gp in its base price. The base price of a gun is its caster level × the spell level × 750 gp (Spell level is .5 for cantrips), divided by by (5 divided by charges per day). To craft a gun, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created gun has any number of charges between 5 and 30 (your choice).

Any gun that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend a number of copies of the material component equal to the number of charges or pay that many times the XP cost. Each Charger costs 1/25th the base price of the gun.  Gun and Charger weight depend on the Level of the spell: The base weight of a gun is one pound per spell level (half a pound for cantrips, 10 pounds for Epic).  Each Charger weighs 1/5th as much as the gun.

IF you also have Craft Wondrous Items, this Feat lets you make Red Dots and Sniper Sights.  Examples of spells that can be made into Guns are on the following list (note for the sake of brevity I have limited them to appropriate Wizard spells from the PHB or Spell Compendium, and the same goes for the Feats below.  These are not exhaustive lists.):

Cantrips: Acid Splash, Daze, Electric Jolt, Ray of Frost, Sonic Snap
1st: Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Ray of Clumsiness, Ray of Enfeeblement, Ray of Flame, Reduce Person, Sonic Blast
2nd: Blast of Force, Blindness/Deafness, Daze Monster, Launch Spikes*, Rainbow Beam, Ray of Ice, Ray of Sickness, Ray of Weakness
3rd: Dispel Magic (Targeted Dispel only), Hold Person, Ray of Exhaustion, Rust Ray, Sound Lance
4th: Enervation, Orb of Acid/Cold/Electricity/Fire/Force/Sound, Resilient Sphere, Thunderlance
5th: Baleful Polymorph, Feeblemind, Greater Reduce Person, Hold Person, Lucent Lance, Prismatic Ray, Viscid Glob, Wrack
6th: Disintegrate, Freezing Ray, Greater Dispel Magic (target Dispel only), Ray of Entropy, Ray of Light
7th: Avasculate, Energy Ebb, Finger of Death, Stun Ray,
8th: Blackfire, Polar Ray
9th: Energy Drain, Force Beam*
Epic: Greater Ruin, Ruin

Gun Proficiency
"Don't make me use this."
 Prerequisites: None
 Benefits: You can use guns, whether you have a caster level or not.  Without this Feat, you must make a DC 20 Use Magic Device Check to use a gun, and are -4 on attack rolls with it if it requires any.

Craft Big Gun
"We hear you can make extra special Boomsticks?"
 Prerequisites: Craft Guns
 Benefits: This works like regular guns, but you can make one of any spell that has a Line or Cone area of effect, or that can attack multiple targets with an attack roll or Saving Throw.  Weight is double normal.  Examples of spells that can be made into Big Guns are on the following list:

Cantrips:
1st: Color Spray, Magic Missile
2nd: Frost Breath, Scorch, Scorching Ray
3rd: Acid Breath, Chain Missile, Lightning Bolt, Nauseating Breath, Rainbow Blast, Resonating Bolt, Scintillating Sphere, Shatterfloor
4th: Blast of Flame, Death by Spork*, Force Missiles, Shout
5th: Cone of Cold, Cyclonic Blast, Machinegun*, Sonic Rumble, Waves of Fatigue
6th: Haze of Smoldering Stone (see Dragon Magic), Missile Spray*
7th: Prismatic Spray, Waves of Exhaustion
8th: Greater Shout
9th: Deadly Sunstroke (see Complete Mage)
Epic: Wave of Mutilation*

Craft Epic Gun
"We hear you can make extra BIG Boomsticks?"
 Prerequisites: Craft Big Guns, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.
 Benefits: This works like regular guns or big guns, but you can make one of any appropriate Epic Spell (Epic spell level is a 10 for purposes of determining costs).  Weight is triple normal.  Gun Proficiency allows you to wield epic guns as well.

Craft Tacticool Gun
"We hear you can make extra special Boomsticks?"
 Prerequisites: Craft Guns, plus one or more of the following Metamagic Feats: Bend Spell (Dragon Compendium), Blistering Spell (PHBII), Born of the Three Thunders (Complete Arcane), City Magic (Cityscape), Consecrate Spell (Complete Divine), Corrupt Spell (omplete Divine), Deafening Spell (Drow of the Underdark), Disrupting Spell (Fiendish Codex II), Empower Spell, Energize Spell (Libris Mortis), Energy Admixture (Complete Arcane), Energy Affinity (Miniature's Handbook), Energy Substitution (Complete Arcane), Enervate Spell (Libris Mortis), Enhance Spell (Complete Arcane), Enlarge Spell, Entangling Spell (Champions of Ruin), Fell Animate (Libris Mortis), Fell Drain (Libris Mortis), Fell Energy Spell (Dragon Compendium), Fell Frighten (Libris Mortis), Fell Weaken (Libris Mortis), Fiery Spell (Sandstorm), Flash Frost Spell (Frostburn), Fortify Spell (Complete Arcane), Guided Spell (Dragon Compendium), Heighten Spell, Improved Heighten Spell (Epic Level Handbook), Intensify Spell (Epic Level Handbook), Lingering Spell (Champions of Ruin), Lord of the Uttercold (Complete Arcane), Maximize Spell, Piercing Cold (Frostburn), Reaping Spell (Champions of Ruin), Sculpt Spell (Complete Arcane), Searing Spell (Sandstorm), Selective Spell (Shining South), Silent Spell, or Widen Spell.
 Benefits: This lets you make Guns, Big Guns, and Epic Guns with a Metamagic Feat you know.  When determining the spell level, use the higher level for the metamagic feat to determining costs.  For example, Enhance Spell requires  you to use a spell slot 4 levels higher.  So if you make a Big Gun from the Lightning Bolt spell, the spell Level is 7th.

Craft Martian Guns
"We hear you can make extra 'green' Boomsticks?"
 Prerequisites: Craft Guns
 Benefits: You can make Martian Raypistols, Rayrifles, Raycannons and Disintegrators.  These do specific effects as listed below instead of mimicking spells, and have specific costs to make.  Additionally, they're Chargers are more flexible: A Raypistol Charger can be used in any Raypistol.

Raypistol (one handed)
Damage: 3d4 Force (Small), 3d6 Force (Medium)
Critical: x2
Range Increment: 40 ft.
Weight: 2 lbs.
A Raypistol fires fifty times before a new Charger (weight 1 pound) needs to be reloaded and has a rate of fire equal to the attacker’s number of attacks. Reloading the weapon is
a move action.
Cost to Buy: 24000 GP (960 GP per Charger)
Cost to Make: 12000 GP, 24 days, 960 xp (480 GP per Charger)
Prerequisites to Make: Craft Martian Guns, Caster Level 8th, Must know a spell doing Force damage.

Rayrifle (two handed)
Damage: 6d6 Force (Medium), 6d8 Force (Large)
Critical: x2
Range Increment: 100 ft.
Weight: 10 lbs. (20 lbs. Large)
A Rayrifle fires thirty times before a new Charger (weight 1 pound for Medium, 2 pounds for Large) needs to be reloaded and has a rate of fire equal to once per round. Reloading the weapon is
a move action.
Cost to Buy: 32000 GP (1280 GP per charger)
Cost to Make: 16000 GP, 32 days, 1280 xp (640 GP per Charger)
Prerequisites to Make: Craft Martian Guns, Caster Level 8th, Must know a spell doing Force damage.

Raycannon (two handed)
Damage: 12d8 Force (Huge, 12d10 Force (Gargantuan)
Critical: x2
Range Increment: 100 ft.
Weight: 30 lbs. Large, 60 pounds Huge
A Raycannon fires ten times before a new Charger (weight 2 pounds for Large, 4 pounds for Huge) needs to be reloaded and has a rate of fire equal to once per round. Reloading the weapon is a move action.
Cost to Buy: 36000 GP (1440 GP per Charger)
Cost to Make: 18000 GP, 36 days, 1440 xp (720 GP per Charger)
Prerequisites to Make: Craft Martian Guns, Caster Level 12th, Must know a spell doing Force damage.

Disintegrator (two handed)
Damage: 32d6 Force (Huge), 40d6 Force (Gargantuan)
Critical: n/a
Range Increment: 140 ft.
Weight: 60 lbs. Huge, 120 pounds Gargantuan
A Disintegrator fires twice before a new Charger (weight 4 pounds for Huge, 8 pounds for Gargantuan) needs to be reloaded and has a rate of fire equal to once per round. Reloading the weapon is
a move action.  THis otherwise works exactly like the Disintegrate spell, and any creature or object struck by the ray takes the listed damage, being reduced to dust if it lowers their hp to zero.
Cost to Buy: 96000 GP (3840 GP per Charger)
Cost to Make: 48000 GP, 96 days, 3840 xp (1920 GP per Charger)
Prerequisites to Make: Craft Martian Guns, Caster Level 20th, Must know the Disintegrate spell..


Craft Bombs
"We hear you can make things explode?"
 Prerequisites: Caster Level 7th
 Benefits: You can create magical explosives.  The costs for materials and ingredients are 25 gp × the level of the spell (.5 for Cantrips, 10 for Epic spells) × the level of the caster.  Only spells with an area of effect (burst, emanation or spread) that has a range. The creator must have prepared the spell to be placed in the bomb (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. If casting the spell would reduce the caster’s XP total, he pays the XP cost upon beginning the explosive in addition to the XP cost for making the Bomb itself. Material components are consumed when he begins working, but a focus is not. (A focus used in making a Bomb can be reused.) The act of making triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from his currently prepared spells, just as if it had been cast.) Making a Bomb requires one day for each 1,000 gp in its base price, and xp equal to 1/25th the base price.  Bombs come in several forms: Hand Grenades, Mines and Timed Explosives.

A Hand grenade weighs 1 lb., and can be used by anyone.  Pulling the pin and throwing it is a standard action, it activates when it hits something or 1 round later, whichever comes first (see Throwing a Splash Weapon in the PHB).  They can be made from any spell of 3rd Level or less.  If the spell is normally a ranged touch attack it is now treated as a grenade like weapon, and a Reflex Save is allowed for half damage if the target is within the Area of Effect.

A Mine weighs 5 lbs, and can be set as a pressure trap or proximity trap by anyone with Demolitions Proficiency.  If set as a pressure trap it is hidden in the floor/ground, and anything stepping on it that outweighs the mine causes it to go off.  If set as a proximity trap, anything other than the creator and up to 1 ally per point of Casting Ability Modifier (who must be designated during creation) approaching within 5 feet of the mine causes it to go off.  Mines can be made from spells of any Level.

Timed Explosives weigh one pound per spell level, and can be set by anyone with the Demolitions Proficiency.  The timer can be set for a specific time, anywhere from 1 round later (bad idea) to a number of days equal to your casting ability modifier.  Timed Explosives can be made from spells of any Level.  Examples of spells that can be made into Bombs are on the following list:

Cantrips: Caltrops
1st: Grease, Obscuring Mist, Sleep
2nd: Cloud of Bewilderment,  Fog Cloud, Glitterdust, Hypnotic Pattern, Malevolent Miasma, Web
3rd: Contagious Fog, Deep Slumber, Dispel Magic (Area Dispel only), Fireball, Flashburst, Great Thunderclap, Stinking Cloud
4th: Blistering Radiance, Cloud of Caltrops*, Explosive Cascade, Rainbow Pattern
5th: Cacophonic Burst, Cloudkill, Firebrand, Mind Fog, Solid Fog, Vitriolic Sphere
6th: Antimagic Field, Freezing Fog, Greater Dispel Magic (area Dispel only)
7th: Acid Fog, Radiant Assault,
8th: Incendiary Cloud, Scintillating Pattern, Sunburst
9th: Boom!*, Mordenkainen's Disjunction
Epic: Animus Blast, Hell Ball

Demolitions Proficiency
"BOOM BABY!"
 Prerequisites: Use Magic Device, 4 ranks
 Benefits: With this Feat you can set Mines and explosives, as well as Disarm them.  Setting a Bomb is a DC 10 Use Magic Device Check.  Failure means the Bomb fails to go off.  Failure by 10 or more means it goes off immediately.  Disarming a Bomb that is set to go off requires a DC x Use Magic Device Check.  The Save DC depends on the creators desires.  When the person who sets the Bomb to go off, he decides on any DC from 10 to 20.  If the person trying to disarm the Bomb fails his Use Magic Device Check at that DC, the Bomb is still set to go off.  If he fails by 5 or more the Bomb detonates immediately.  You must be within 10 feet to set or disarm a Bomb.  Carefully placing an Bomb that does damage against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction.

The DM makes the Use Magic Device check (so that the character doesn’t know exactly how well he or she has done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its area of effect.

Craft Big Bomb
"We hear you can make rockets?"
 Prerequisites: Craft Bombs
 Benefits: This works like regular bombs, but you can make it into a projectile.  Weight is double normal, but it retains the spells range.  It can be activated by anyone with the Demolitions Proficiency as a Standard Action.

Craft Epic Bombs
"We hear you can make extra BIG 'splosions?"
 Prerequisites: Craft Big Bombs, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.
 Benefits: This works like regular bombs or big bombs, but you can make one of any appropriate Epic Spell (Epic spell level is a 10 for purposes of determining costs).  Weight is triple normal.  Demolitions Proficiency allow you to use epic bombs of the same kind as well.

Craft Metabombs
"We hear you can make extra special explosions?"
 Prerequisites: Craft Bombs, plus one or more of the following Metamagic Feats: Blistering Spell (PHBII), Born of the Three Thunders (Complete Arcane), City Magic (Cityscape), Consecrate Spell (Complete Divine), Corrupt Spell (omplete Divine), Deafening Spell (Drow of the Underdark), Disrupting Spell (Fiendish Codex II), Empower Spell, Energize Spell (Libris Mortis), Energy Admixture (Complete Arcane), Energy Affinity (Miniature's Handbook), Energy Substitution (Complete Arcane), Enervate Spell (Libris Mortis), Enhance Spell (Complete Arcane), Enlarge Spell, Entangling Spell (Champions of Ruin), Explosive Spell (Complete Arcane), Fell Animate (Libris Mortis), Fell Drain (Libris Mortis), Fell Energy Spell (Dragon Compendium), Fell Frighten (Libris Mortis), Fell Weaken (Libris Mortis), Fiery Spell (Sandstorm), Flash Frost Spell (Frostburn), Fortify Spell (Complete Arcane), Heighten Spell, Improved Heighten Spell (Epic Level Handbook), Intensify Spell (Epic Level Handbook), Lingering Spell (Champions of Ruin), Lord of the Uttercold (Complete Arcane), Maximize Spell, Piercing Cold (Frostburn), Reaping Spell (Champions of Ruin), Sculpt Spell (Complete Arcane), Searing Spell (Sandstorm), Selective Spell (Shining South), Silent Spell, or Widen Spell.
 Benefits: This lets you make Bombs, Big Bombs, and Epic Bombs with a Metamagic Feat you know.  When determining the spell level, use the higher level for the metamagic feat to determining costs.  For example, Enhance Spell requires  you to use a spell slot 4 levels higher.  So if you make a Bomb from the Fireball spell, the spell Level is 7th.

Craft Summoners
"We hear you can make critter thingies?"
 Prerequisites: Craft Big Bombs and/or Craft Guns, Spell Focus (Conjuration)
 Benefits: This Feat lets you make Gus that fire critters, or bombs that summon critters (you must have the appropriate Craft Feats for Guns or Bombs as well).  Craft Guns lets you make Critter Guns (and Epic Critter Guns if you have the Craft Epic Guns Feat).  Craft Bombs or Craft Big Bombs lets you turn any Bomb into a Critter Bomb (Craft Epic Bombs lets you make Epic Critter Bombs).  If you have Craft Tacticool Guns or Craft Metabombs, your Critter Guns/Bombs can be made with the following enhancements: Augment Summoning (require a spell sot 1 Level higher), Imbued Summoning (PHBII).

Critter Guns can be made from any Conjuration (Summoning) spell that can summon a creature of Tiny Size or smaller.  It can summon and shoot a Critter up to the range of the spell the Gun is based on (further if you have Tacticool Guns and Enlarge Spell).  The critter is summoned for the normal duration of the spell, and effectively performs a Charge attack on the turn it is shot at a target.  For this first attack roll, use it's to hit roll, or the shooters, whichever is better.  The guns Size Category is two sizes higher than the creature it can summon (the type of critter it can summon is chosen when the Critter Gun is made), and it weighs (Spell level x2) pounds.  It summons 1 critter per charge, charges for Critter Guns are any number between 5 and 10.

Critter Bombs can be made in any form, except Hand Grenades.  They can be made from any Summon Monster spell, and summon one Critter (or multiple creatures from a lower list).  For example if it's based on Summon Monster III you could make it summon one particular creature, 1d3 creatures from the Summon Monster II list, or 1d4+1 creatures from the Summon Monster I list.  The exact type is chosen during creation.  The critter is summoned for the usual duration of the spell it is based on.  Anyone adjacent to the summoned creature must make a Fortitude Save (Save DC is 10 plus the spells level plus the creators casting ability modifier) or be pushed back 1 square away from the summoned creature.  Weight of the Bomb is unchanged.  The creature sumoned can actually be any one creaure of the appropriate CR:

Summon Monster I: CR up to 1/2
Summon Monster II: CR 1, or 1d3 CR 1/2 or less
Summon Monster III: CR 2, or 1d3 CR 1, or 1d4+1 CR 1/2 or less
Summon Monster IV: CR 3, or 1d3 CR 2, or 1d4+1 CR 1
Summon Monster V: CR 5, or 1d3 CR 3, or 1d4+1 CR 2
Summon Monster VI: CR 6, or 1d3 CR 5, or 1d4+1 CR 3
Summon Monster VII: CR 7, or 1d3 CR 6, or 1d4+1 CR 5
Summon Monster VIII: CR 9, or 1d3 CR 7, or 1d4+1 CR 6
Summon Monster IX: CR 11, or 1d3 CR 9, or 1d4+1 CR 7
Summon Monster X: CR 20



BOOM!
Evocation
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range: Long (400 ft + 40 ft/level)
Area: 80 ft. Radius Spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You create a massive explosion doing 3d6 untyped damage per 2 caster levels.  The focus is a small mushroom carving.

Cloud of Caltrops
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 30 ft.
Area: 30 ft. Cone
Duration: Instantaneous (but see below)
Saving Throw: Reflex Partial
Spell Resistance: No

This spell creates an explosion of caltrops doing 1d8 piercing damage per Level (max 10d8) in a 15' Cone (Reflex Save for half damage).  After this spell is cast the ground underneath the Are of Effect is covered in caltrops.  Material component is a caltrop.

Death by Spork
Conjuration (Creation)
Level: 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 120 ft.
Area: 120 ft. Line
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: No

"Now face the terror of the Hand-Cranked Runcible Gun!"

All opponents in a 120 ft. by 5 ft. Line are hit with hundreds of razor sharp sporks doing 1d8 piercing damage per caster Level (max 10d8), Reflex Save for half damage.  Material component is a spork.

Force Beam
Evocation (Force)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 Standard Action
Range:Long (400 ft + 40 ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell creates a pencil thin Ray of Force. If the caster succeeds in making a ranged Touch Attack, his opponent takes 2d6 Force damage per caster level (maximum 40d6).  Focus for the spell is a small metal wand.

Launch Spikes
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Long (400 ft. plus 40 ft. per Level)
Effect: 1 iron spike
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You summon an iron spike and fire it at an opponent as a Ranged Touch Attack, doing 2d8 plus 1 per level (max +10) in piercing damage if it successfully hits.

Machinegun
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: 50 ft.
Area of Effect: 50 ft. Cone
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: No

When cast, Machinegun floods the area of effect with a spray of bullets doing 1d6 magical piercing damage per caster level (max 15d6).

Missile Spray
Evocation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Area of Effect: 20 ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex Save for half damage
Spell Resistance: No

When this spell is cast you unleash a barrage of force missiles that target everything within a 20 foot spread.  It does 1d4+1 force damage per caster level, to a maximum of 15d4+15.

Summon Monster X  (Epic Spell)
Conjuration (Summoning)
Spellcraft DC: 96
Components: V, S
Casting Time: 1 Minute
Range: 75 ft.
Effect: 1 summoned creature
Duration: 20 Rounds (D)
Saving Throw: None
Spell Resistance: No
To Develop: 864,000 gp; 18 days; 34,560 XP.  Seed: Summon (DC 14), CR 20 creature (+36), Summon Outsider or Elemental (+46)

This spell allows you to summon any one Elemental or Outsider up to CR 20.  It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

Wave of Mutilation  (Epic Spell)
Transmutation
Spellcraft DC: 75
Components: V, S
Casting Time: 1 Minute
Range: 80 ft.
Effect: 80 foot cone
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
To Develop: 675,000 gp; 14 days; 27,000 XP.  Seed: Destroy (DC 29), Change Area to 40 foot Cone (+2), Increase Area by 100 % (+4), +20d6 damage (+40)

Everything within the spells area of effect takes 40d6 damage. If any target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The spell affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.

Red Dot
 Price (Item Level): 8000 GP
 Body Slot: - (Held)
 Caster Level: 6th
 Aura: Faint; (DC:16) Divination
 Activation:-
 Weight: -

When attached to a Gun that requires a Ranged attack roll, and activated, this provides a 'laser' that gives a +2 Bonus to attack rolls with that Gun.

Prerequisites: Craft Wondrous Item, Craft Guns, Targeting Ray (see spell compendium)
Cost to Create: 4000 GP, 8 days, 320 XP


Sniper Sight
 Price (Item Level): 2000 GP
 Body Slot: - (Held)
 Caster Level: 1st
 Aura: Faint; (DC:16) Divination
 Activation: -
 Weight: -

When this sight is attached to a Gun that requires a Ranged attack roll, that gun gains the effects of the Guided Shot spell.

Prerequisites: Craft Wondrous Item, Craft Guns, Guided Shot (see Complete Adventurer)
Cost to Create: 1000 GP, 2 days, 80 XP

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