Thanksgiving Day After

We had a good day yesterday. Instead of having the Thanksgiving meal at our house, we went to a friends that invites anyone without family near to an Orphan Thanksgiving Potluck. There were many good people there and made for a good meal.

Here are some Thanksgiving themed creations (none are mine):

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Nagan

Nagan  (11 RP)

Medium Aberration (aberration, reptilian) 

Racial Qualities

  • +2 Dexterity, +2 Wisdom, -2 Charisma: Naga are much more flexible than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids. (0 RP)
  • Medium: Naga are considered medium creatures. (0 RP)
  • Aberration: Naga are considered to be aberrations. Thus have the Darkvision 60 ft trait. (3 RP)
  • Speed: Naga can slither at 30 ft. per round.  (0 RP)
  • Legless/Limbless: Naga have no legs, and therefore cannot be tripped. (-2 RP)
  • Natural Climbers: Naga have a climb speed of 30 feet, and may take 10 on climb checks even when distracted or threatened and have a +8 bonus to climb checks. (2 RP)
  • Hardy: Naga are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. all natural poisons. (3 RP)
  • Poisonous Bite: All naga can bite for 1d3 damage. Their fangs can inject poison, usually a neurotoxin, that causes paralysis. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The poison can be modified with certain feats. (3 RP)
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. (2 RP)
  • Languages: Naga can speak Draconic and Common Bonus: Nagas with higher intelligence or the proper training can learn to speak, Terran, Dwarven, Elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Hypnotic Gaze: Some naga gain the following supernatural ability: Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round. This replaces poisonous bite and hardy.
  • Frightful Gaze: Naga gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. This replaces prehensile tail and poisonous bite.
  • Slapping Tail: The naga have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the naga’s Strength modifier. This replaces prehensile tail.
  • Tripping Tail: Naga can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. This replaces poisonous bite or hardy.
  • Poison Use: Some naga are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This replaces the Poisonous bite (which becomes a standard bite) trait.

The Nagans appearance varies widely. Any species of snake may be used, as well as a snake or humanoid head.

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Marindaga

Marindaga (11 RP)

Medium Humanoid (humanoid, aquatic, naga

Racial Traits

  • +2 Dexterity, +2 Charisma and -2 Constitution, Marindaga are graceful, hale, and beautiful. (0 RP)
  • Medium: Marindaga have no bonuses or penalties due to their size. (0 RP)
  • Base Speed (Slow): Marindaga have a base speed of 10 feet. (-2 RP)
  • Swim Speed: They have a swim speed of 50 feet. (2 RP)
  • Lowlight Vision: Marindaga can see twice as far as humans in conditions of dim light. (0 RP)
  • Amphibious: Marindaga  are amphibious and can breathe both air and water. (2 RP)
  • Hardy: Marindaga  are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. most poisons. (3 RP)
  • Bite: All Marindaga  have long, serpentine fangs they can unfold from the roof of their mouth to make a bite attack at a enemy. This is a primary natural attack that deals 1d4 points of damage plus its strength modifier and inflicts a poison if the attack is successful (see below). A Marindaga  may use this attack in addition to other attacks during a full attack. (2 RP)
    • Poison (Ex): Bite—injury; save Fort (DC 10 + 1/2 Marindaga  hit dice + con bonus); frequency 1/round for 1 round per con modifier (minimum 1); effect 1d2 Wis damage; cure 1 save. A Marindaga  ​may only inflict its poison on a enemy once per hour.
  • Natural Armor: +2 natural armor bonus. (4 RP)
  • Legless: Marindaga have no legs, and therefore cannot be tripped. (0 RP)
  • Languages: Marindaga begin play speaking Common and Draconic. Marindaga with high Intelligence scores can choose from the following: Aquan,  Elven, Merfolk and Sylvan.

Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Darkvision Some Marindaga favor the lightless depths over shallower waters. Marindaga with this racial trait gain darkvision with a range of 60 feet and light sensitivity. This racial trait replaces low-light vision.
  • Seasinger The beautiful voices of the Marindaga are legendary. A seasinger gains a +2 racial bonus on Perform (sing) checks and a +1 racial bonus to the save DC of language-dependent spells. This racial trait replaces low-light vision.
  • Secret Magic: Marindaga sometimes manifest magical powers they are unwilling to explain to non- Marindaga, leading scholars to speculate that the magic originates from the Marindaga’s rumored eldritch patrons. Such Marindaga have only a 40-foot swim speed, but they add +1 to the DC of any enchantment spells they cast, and if they have a Charisma score of 13 or higher, they gain the ability to cast the following spell-like abilities: At will–speak with animals (aquatic animals only); 1/day— fins to feet (self only), hydraulic push. This racial trait replaces the natural armor racial trait and alters the Marindaga movement speed. Source PCS:ISR
  • Strongtail A few Marindaga have broad, strong tails that are more suited for land travel than the typical Marindaga tail. Marindaga with this racial trait have a land speed of 15 feet and a swim speed of 30 feet.

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Naga inspired race: Deva-Nagaru

I decided to create a race with characteristics of a naga and humanoid. This will be a Pathfinder advanced player race with average to advanced RP.
I will be taking my information from recorded legends of this race. One of my major points will be that the serpent races are all related so will be considered one race, that is separated by clan/caste. (ex: naga, yuan-ti, serpentfolk, maralith, lamia, etc). Nobles will be able to shift to full human or any stage in between.

Deva-Nagaru (People of the Snake)
Before the Chaos Wars, Naga were a serpent worshiping mountain tribe that lived on Nagloka (Nagpur). When the war was at its worst, during a snake dance, a wild magic storm hit. All the participants were affected. Some immediately, until the next full moon and a rare few didn’t have the trait appear but their children did. The mutation varied depending on the tribe, inclination and nearness to snakes. Because most nobles are dragon-blooded they eventually gained control and became shifters. Others show their serpent traits in appearance and temperament.
Their cousins on the other side of island in Slithoria (change), had a similar occurrence but with lizards during a lizard dance. They had a worst effect, because the predatory nature of the lizards was stronger and all but subsumed their humanity. Many of the lizardfolk became violent and warlike as a result.
So came the war. Lizard vs snake. Their draconic cousins on the nearby island of Dracoria eventually enforced a peace before their mutual destruction. They created a neutral zone around the holy lake of Takshila. The Goddess Devangara created the winged naga in her image to be protectors of the peace around the holy lake.
The seven tribes are as follows (add subtype as needed):

  • Marindara: Any N, eel or see snake lower body, humanoid upper. small-medium.
  • Nagan: N-NG, fully scaled, snake-headed humanoids. small-large
  • Quezl-Nagan: N-NG, fully scaled, rainbow colored winged (feathers) snake. small-large
  • Maralith: Any-partial to fully scaled humanoid upper body with snake head, un-scaled lower humanoid body. small-medium
  • Yuan-ti: Any-N, fully scaled humanoid upper body with snake head, scaled lower snake body. small-medium
  • Lamia: NG-N, humanoid upper body, snake lower. small-medium
  • Noble: Any N, can look or shift to any of the above or a combination off traits. Many show dragonblood traits as well. small-medium

See later posts for more on the seven tribes.

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The Stirge

39b365a0765e41f29c2df7665d36f222There are a handful of monsters that can trace their roots back to the beginning of Dungeons and Dragons. There are even fewer that players dread to face. The Stirge is one such creature. Throughout the editions the Stirge is one of the iconic monsters that has managed to stay intact.

Most players willingly wade into battle to face off against fearsome monsters like dragons and Minotaur. But the lowly Stirge is a beast that many players simply fear.  Maybe it is because so often they are encountered at lower levels. Facing them is never a pleasant business. Likely it is simply fact that there is no glory falling prey to these foul creatures. After all what is not to fear from a flying cat sized mosquito!

The Stirge has had many incarnations over the years. Some far more scary than others. In 1st ED D&D it was not so much that the Stirge itself was so scary. It was that you never encountered a lone Stirge. In the first incarnation of D&D they appeared in groups of 3-30! Added to this they attacked as 4th level fighters! A decent number of Stirge could easily lay an unsuspecting party low without much difficulty and fly off to feast another day with bellies bloated from the blood their victims.

sesh14___stirges_by_sandsgonzaga-d836xqnIn 3rd ED The Stirge became a terrifying creature. As now its blood drain ability now drained Attribute points. Players of any level could quickly find themselves drained husks. Defeated to the likes of a giant bat like insect. In their 4th Edition the Stirge was toned down from the 3 E version returning back to HP drain over Attribute drain. But they now also could be found two new flavors of DIRE and Swarms! In the latest edition the Stirge has returned to its roots looking very much like its 1E cousin only that it hits twice as hard.

In the end the Stirge is just good fun monster lovers monster.

 

 

Mythical Monday’s: Rahu-Men

The Rahu-Men is a four armed giant race from the palladium Fantasy setting and the Rifts game system. Rahu-Men are feared twelve to fifteen foot tall giants that live in the highest reaches of mountain ranges. These ancient giants were some of the most powerful warriors and wizards the world had even seen. Respected by the Titans themselves these powerful creatures drew the attention of the old kingdoms. And were hunted down in many brutal bitter wars. Now only a few are left.
Yet legend of their ritual cannibalism of fallen foes is one of the main factors that continues to leave their race hunted by others. These days generally Rahu-Men are peaceful and live their lives in contemplation and the study of philosophy and other noble pursuits. Think fifteen foot talk monks. but their old legends persists and many still seek them out. rahu_man_2
Rahu-Men are equally skill at the art of war or the schools of magic. Many have Psionics. And in High tech settings like the world of Rifts. Many also have cybernetics and Hi Tech weapons. This puts any group preparing to face Rahu-Men at a huge disadvantage.
Living nearly 1000 years many Rahu-Men have learned more than one class of skills further complicating preparing to face them as well.

In settings other than Palladium I could see the Rahu-Men being a terrifying offshoot of Frost Giant Barbarians utilizing multi-attack with their four arms in a flurry of destruction.  Or In a Sci Fi setting maybe a Rahu-Men with two heavy weapons laying down a wall of fire. Even making a play on Star Wars and have a Rahu-Man with four lightsabers.  Over all they just strike me as a fun creature all around.