#low charisma vs low wis
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CAPTAIN DANI CAPTAIN DANI CAPTAIN DANI
#rolling with difficulty#rwd#rwd spoilers#rwd dani#COWBOY CAPTAIN DANI#DANI MY BELOVED <<333#Oh yeah#this is s u c h satisfying character arc#low charisma vs low wis#loveee that for them
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Treant Reaper
“Arboreal Reaper” © Paizo Publishing, accessed at Archives of Nethys here
[I still don’t like “arboreal” as the SRD-free name for treants. “Arboreal” means “living in trees” not “an animated tree”, damnit. But I do like the ways that Paizo has expanded the arboreal/treant family. Making one focused on decay is a cool concept, and making it look like a strangler fig is an excellent choice of aesthetic.]
Treant Reaper CR 7 N Plant This stunted, leafless tree has a humanoid face and a vaguely humanoid shape. Long roots and tendrils grow from its legs and back, and its bark appears warped and worn.
Treant reapers are smaller, more sinister-looking relatives of treants. They are not evil, but are enamored with decay, fungal creatures, and other aspects of rot and regeneration. They gain their sobriquet from their habit of finishing off slowly dying, suffering trees, allowing their nutrients to be absorbed by other creatures and recycled. They are most active during the autumn and winter in cold or temperate forests, but may be on walkabout throughout the year in tropical rainforests.
A treant reaper is quicker to act with violence than a normal treant is—they are especially hostile towards loggers who would remove the wood from a forest to decompose, or those who wish to burn a forest down for a short pulse of nutrient rich ashes. They typically try to attack from ambush, lobbing barbed thorns from range or draining the moisture from enemies in an attack similar to a horrid wilting spell. Enemies that close the gap are battered with the reaper’s fists, and with the roots that grow from their legs and back. Treant reapers are happy to fight to the death, as long as they can be sure that their nutrients remain in their forest.
The forests that are protected by a treant reaper often gain something of a sinister reputation. Wicked druids and witches may feel at home in these forests, and undead sometimes lurk beneath their boughs. As long as these beings do not harm the cycles of nature, the reaper pays them no mind. Treant reapers often plant their seeds in ruined buildings or on top of dead trees—the sprout draws nutrients from these structures and breaks them down with their roots before uprooting itself and entering its mobile adulthood.
Treant Reaper CR 7 XP 3,200 N Large plant Init +2; Senses low-light vision, Perception +13 Defense AC 20, touch 11, flat-footed 18 (-1 size, +2 Dex, +9 natural) hp 95 (10d8+50) Fort +9, Ref +5, Will +5 DR 10/slashing; Immune plant traits Weakness vulnerable to fire Offense Speed 30 ft. Melee 2 slams +12 (1d10+6), 2 tentacles +10 (1d6+3 plus trip) Ranged 2 thorns +8 (1d8+6 plus bleed) Space 10 ft.; Reach 10 ft. Special Attacks bleed (1d8), leech moisture Spell-like Abilities CL 10th, concentration +14 Constant—speak with plants 3/day—vampiric touch Statistics Str 22, Dex 15, Con 18, Int 15, Wis 15, Cha 18 Base Atk +7; CMB +14 (+16 trip); CMD 26 (28 vs. trip) Feats Combat Expertise, Improved Trip, Multiattack, Nimble Moves, Toughness Skills Climb +14, Intimidate +12, Knowledge (nature) +10, Perception +13, Stealth +9 (+13 in forests); Racial Modifiers Stealth +4 in forests Languages Common, Sylvan, Treant, speak with plants Ecology Environment any forests Organization solitary or grove (2-7) Treasure standard Special Abilities Leech Moisture (Su) As a standard action, a treant reaper can drain the moisture of a single creature within 50 feet. That creature takes 10d6 points of damage (Fort DC 19 halves). A creature with the plant or ooze type, or the water subtype, takes 10d8 damage instead. A treant reaper can use this ability once every 1d4 rounds. The save DC is Charisma based. Thorns (Ex) A treant reaper can throw one thorn as a standard action, or two as a full attack action. Treat this as a ranged attack made with a thrown weapon with a range increment of 30 feet.
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Multimind Sorcerer - CR6 Sorcerer
As for how to deal with you, I'm of two minds. One of them is psychic and the other is dead.
Artwork by TsunamiXD on Twitter.
After taking a few weeks off, I'm back with a fairly straightforward addition to your NPC codex.
This sorcerer was, at one point in her life, just a psychic bloodline sorcerer, but she opened her mind too much and let something else in. Perhaps on purpose, or perhaps by accident - although she seems to have it mostly under control now, at least.
Since her only way of damaging corporeal enemies is magic missile, she's mainly a support caster. Casting magic missile with the Fearsome Spell metamagic is a solid play though.
Multimind Sorcerer - CR 6
The elven woman seems torn between staring intently at you as if seeing into your mind, and being distracted by what seems like a figment of her imagination that you can't see or hear.
XP 2,400 Elf Crossblooded Sorcerer 7 CE Medium humanoid (elf) Init +12 Senses low-light vision, see invisibility; Perception +4
DEFENSE
AC 18, touch 14, flat-footed 15 (+1 deflection, +3 Dex, +4 mage armor) hp 32 (7d6+14) plus 12 temp hp Fort +2, Ref +5, Will +6; +2 vs. enchantment Defensive Abilities possessed bloodline arcana (6/day) Immune sleep
OFFENSE
Speed 30 ft. Melee mwk quarterstaff +2 (1d6-1) Special Abilities psychic strike (6/day, DC 16)
Racial Spell-Like Abilities (CL 7th; concentration +10 (+12 to cast defensively)) 1/day—disguise self (DC 14)
Sorcerer Spells Known (CL 7th; concentration +10 (+12 to cast defensively)) 3rd (5/day)—purge spirit (DC 16), shadowmind (DC 17) 2nd (7/day)—false life (already cast), see invisibility (already cast), share memory 1st (7/day)—anticipate peril (already cast), mage armor (already cast), magic missile, shadow trap (CL 8th; DC 15), shadowfade (CL 8th) 0th (at will)—dancing lights, detect magic, disrupt undead (ranged touch +5, DC 13), light, ray of frost (fire), read magic
Bloodlines psychic, possessed
BASE STATISTICS
Without anticipate peril, false life, mage armor, and see invisibility, the sorcerer’s statistics are Senses low-light vision; Init +3; AC 14, touch 14, flat-footed 11; hp 25.
STATISTICS
Str 8, Dex 16, Con 11, Int 12, Wis 12, Cha 16 Base Atk +3; CMB +2; CMD 16 Feats Eschew Materials, Fearsome Spell, Improved Initiative, Iron Will, Reach Spell, Spell Focus (illusion) Skills Bluff +7, Knowledge (arcana) +6, Knowledge (religion) +6, Perception +4, Sense Motive +11, Spellcraft +11, Use Magic Device +7 Languages Common, Elven SQ arcane focus, bloodline arcana (possessed bloodline arcana, psychic spellcasting), crossblooded drawbacks, elven immunities, keen senses, shadowplay Gear potion of cure moderate wounds, masterwork quarterstaff, belt of mighty constitution +2, ring of protection +1, soul soap (2), 35 gp
SPECIAL ABILITIES
Arcane Focus (Ex) Elves with this racial feature gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Possessed Bloodline Arcana (Su) 6 times per day, when the multimind sorcerer casts a non-cantrip spell, she can roll the next Will save she attempt against a mind-affecting effect before her next turn twice and take the better result. If she has already failed a save against a mind-affecting effect, she can instead attempt another Will save against that ongoing mind-affecting effect after successfully casting her spell. The multimind sorcerer can use this ability only once against a given mind-affecting effect.
Psychic Spellcasting (Su) The multimind sorcerer's sorcerer spells and spell-like abilities count as psychic instead of arcane. She uses thought and emotion components instead of verbal and somatic components when casting her spells.
Psychic Strike (Su) 6 times per day, the multimind sorcerer can target one creature within 30 feet that she can see; that creature must succeed at a Will saving throw (DC 16) or it takes 1d6+3 points of damage and becomes shaken for 1 round. The save DC is Charisma-based.
Shadowplay (Ex) Elves with this racial feature cast spells with the darkness, light, or shadow descriptor at +1 caster level.
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How to Make Rendog in DnD
I’ll go level by level and explain the reasoning behind my decisions and how I think it fits them in character. This build assumes starting at level 8 but includes notes on differences if you start at level 1 and progress to 8. This is not intended as a guide on how to play dnd, just how to build this character. I also don't explain every feature, but I may briefly touch on it and explain my reasoning for taking it.
Class: Barbarian 5 (Path of the Beast)/Bard 3 (College of Swords)
Race: Shifter (closest to an official dog race in 5e)
Base Ability Scores:
Str 15 (+2) + 1 from race = 16 (+3)
Dex 10 (+0)
Con 14 (+2) +2 from race = 16 (+3)
Int 8 (-1)
Wis 10 (+0)
Cha 14 (+2)
Background: Folk Hero
Ren is a strong player with a good track record when it comes to pvp in the life series. What he lacks in game knowledge he makes up for with pure charisma, being able to swing many people to his side (renpire, shadow alliance). Depending on how you look at it, he really is a hero to some (especially martyn) and knows how to make a good show.
Before we get into the class features, here’s the race and background ones.
Shifter:
Bestial Instincts: Skill proficiency. Choose Athletics.
Darkvision 60ft.
Shifting: Become more beast-like as a bonus action and gain temp HP. Become doggier.
Shifter type: choose Swiftstride to be fast, but if you want tankiness then Beasthide is also a good option. Barbarians often struggle with movement speed which is the main reason for choosing Swiftstride.
Folk Hero Background:
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: Any Artisan’s tools, land vehicles.
Rustic Hospitality: Common people like you and will help you.
Shifters get to choose their animal ancestry and traits, so you can choose to be a dog. Longtooth is usually the default option for dog (the other options are associated with other animals) but the feature is quite useless in this build, which is why we pick one of the other ones.
Time for class levels! At 1st lvl, we start with barbarian, which grants us:
Proficiency in Light and medium armour, shields
Proficiency in simple and martial weapons
Proficiency in Strength and Constitution saving throws.
Skill proficiencies: choose Intimidation and Perception
Rage: Core barbarian feature. Hit harder and soak more hits. Keep in mind you cant use spells while raging, which will matter after multiclassing.
Unarmored Defense: Add your Con to your AC if you have no armour. Goes well with being a bard…
The red king Ren was very vicious kind of king who goes to war leading his troops rather than hiding in the backline. Barbarian is a perfect class for Ren who is both very good at and goes unga bunga on occasion. Keep in mind both Shifting and Raging are bonus actions, so you have to use them on different turns. The temp HP gets doubled value vs weapon damage if you’re raging because of resistance, so it might be usually better to rage first but it also depends.
At 2nd lvl, we continue with barbarian and will do so up to lvl 5.
Danger Sense: Advantage on dex saves against things you can see. Very useful for avoiding traps.
Reckless Attack: Advantage on your attacks is always good to have if you don’t mind taking more hits.
These features fit Ren perfectly too since he is pretty good at surviving and avoiding traps (unless a stalactite is involved) and in combat he can go pretty wild.
At 3rd lvl, we get:
Subclass: Path of the Beast
Path of the Beast gives:
Form of the Beast: When you Rage, you get an extra bestial trait to be even more dog-like. Bite gives you healing at low hp, claw gives you an extra attack and tail gives you extra ac. All fairly useful in different situations.
Now Ren becomes even more doggy. I always envisioned Ren being more of an axe-wielding barbarian, but these are still good to have. Keep in mind you choose the trait when you rage and can’t change it until a new rage, so choose the right one for the situation (low hp? Bite for healing. Two claw attacks actually deals more damage than the axe because you add your strength mod twice. Tail is good for avoiding hits or hitting something barely out of reach.)
At 4th lvl, we get:
Ability Score Improvement OR Feat: Take the Ability Score improvement and bump your Strength up to 18 (+4).
The extra strength helps everywhere as a barbarian.
At 5th lvl, we get:
Extra Attack (more damage! Woo!)
Fast Movement: an extra 10 ft. of move speed if you aren’t wearing heavy armour which you can’t really use as a barbarian anyway.
If you took Swiftstrider at the start, you’ll now have a whopping 50 ft. of walking speed, which is pretty dang fast. You’ll be able to run across deserts in no time.
At 6th lvl, we begin multiclassing with a level in bard, which grants us:
Musical Instrument Proficiency: Choose a Horn.
Skill Proficiency: Choose Persuasion
Bardic Inspiration: Increase chances of success. Not a spell, so you can use it during rage.
Two Cantrips: Choose Message (whisper chat msgs) and Minor Illusion (fun spell)
Four 1st lvl spells: Speak with Animals, Identify, Charm Person and Color Spray.
Now we get to the more… seductive side of Ren. Ren’s a really fun person but is also known to be a little on the less PG side of things if you know what I’m saying (not to mention the fact that as a barbarian with unarmored defense… fully exposed while being beheaded). I also tried to pick spells that are more useful outside of combat since he can’t cast spells while raging.
At 7th lvl, we take a second level of Bard, which grants us:
Jack of All Trades: Half-proficiency in all ability checks is good.
Song of Rest: Listen to Ren sing Britney during a short rest and heal up extra good.
One more spell: Command (Kneel before your king!)
Jack of All Trades will make up for some of Ren’s poorer stat checks now.
At 8th lvl, we take a third level of Bard, which grants us:
Expertise in Two Skills: Choose Persuasion (man literally persuaded people to go to war) and Athletics (good in general for strength builds).
2nd lvl spells: See Invisibility (doesn’t use concentration)
Subclass: College of Swords
College of Swords grants us:
Bonus Proficiencies: Medium Armor and Scimitars. Redundant because we get that from Barbarian.
Fighting Style: Choose Dueling and use a battle axe with a shield.
Blade Flourish: Even more movement speed when you attack, and the flourish options are all useful on top of the extra damage they provide (more ac, knockback and aoe damage). The go-to would probably be Defensive Flourish to stack with your Tail. If you chose Beasthide Shifter, your AC will go even higher.
Flourishes are especially useful because they aren’t spells and they don’t take any action economy. This is a surprisingly good synergy between a barbarian and a bard multiclass, especially since you get access to a fighting style with this subclass for some extra damage consistency.
Summary:
Final Stats:
Str 18 (+4)
Dex 10 (+0)
Con 16 (+3)
Int 8 (-1)
Wis 10 (+0)
Cha 14 (+2)
Two Attacks
Battle axe attack: +4 (str) +3 (prof. bonus) = +7 to hit, 1d8 + 4 + 2 (dueling) slashing dmg.
Three Bardic Inspirations
Cantrips: Message, Minor Illusion
1st lvl spells: Speak with Animals, Identify, Color Spray, Charm Person, Command
2nd lvl spells: See Invisibility
In summary, lots of combat power (as is fitting for the Red King himself) and a decent amount of Bard utility. A similar build to Scar’s, though more towards the combat end of the spectrum.
And that’s it for Ren! I think I managed to capture a bit of his savagery but also his fun and charming side into this build. He’s built for combat but he’s also quite good in social situations and he’s gonna be a tough nut to crack!
#trafficblr#third life#rendog#rendog fanart#dnd art#dnd#dungeons and dragons#third life fanart#my art#traffic dnd
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Jecca, Level 1 Elf Wizard
I almost forgot to do the challenge today! Probably because I had to finish my d20 games and, welp.
Jecca
Elf Wizard 1 True Neutral Strength 7(-2) Dexterity 14(+2) Constitution 14(+2) Intelligence 17(+3) Wisdom 13(+1) Charisma 12(+1) Size: Medium Height: 5' 7" Weight: 105 lb Eyes: Hazel Hair: Dark Brown Skin: Pale
Total Hit Points: 6
Speed: 30 feet
Armor Class: 12 = 10 + 2 [dexterity]
Initiative modifier: + 2 = + 2 [dexterity] Fortitude save: + 2 = 0 [base] + 2 [constitution] Reflex save: + 2 = 0 [base] + 2 [dexterity] Will save: + 3 = 2 [base] + 1 [wisdom] Attack (handheld):-2 = 0 [base] -2 [strength] Attack (missile): + 2 = 0 [base] + 2 [dexterity] Grapple check:-2 = 0 [base] -2 [strength] Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 23 lb. or less 24-46 lb. 47-70 lb. 70 lb. 140 lb. 350 lb. Languages:Common Elven (? 3 more)
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
No familiar yet
Skill
Appraise Int 3 = +3 Balance Dex* 2 = +2 Bluff Cha 1 = +1 Climb Str* -2 = -2 Concentration Con 6 = +2 + 4 Craft_1 Int 3 = +3 Craft_2 Int 3 = +3 Craft_3 Int 3 = +3 Decipher Script Int 7 = +3 + 4 Diplomacy Cha 1 = +1 Disguise Cha 1 = +1 Escape Artist Dex* 2 = +2 Forgery Int 3 = +3 Gather Information Cha 1 = +1 Heal Wis 1 = +1 Hide Dex* 2 = +2 Intimidate Cha 1 = +1 Jump Str* -2 = -2 Knowledge (arcana) Int 7 = +3 + 4 Knowledge (dungeoneering) Int 7 = +3 + 4 Listen Wis 3 = +1 + 2 [elf] Move Silently Dex* 2 = +2 Perform_1 Cha 1 = +1 Perform_2 Cha 1 = +1 Perform_3 Cha 1 = +1 Perform_4 Cha 1 = +1 Perform_5 Cha 1 = +1 Ride Dex 2 = +2 Search Int 5 = +3 + 2 [elf] Sense Motive Wis 1 = +1 Spellcraft Int 7 = +3 + 4 Spot Wis 3 = +1 + 2 [elf] Survival Wis 1 = +1 Swim Str** -2 = -2 Use Rope Dex 2 = +2
* = check penalty for wearing armor
Zero-level Wizard spells: 3 per day
First-level Wizard spells: 2 (1 + 1) per day
Elf
+ 2 dexterity / -2 constitution (already included)
Immune to magical sleep
+ 2 racial bonus to saves vs. enchantments
Low-light vision
Proficient with longsword, rapier, longbow & shortbow
+ 2 racial bonus on listen, search, and spot checks
Wizard
Familiar / Alertness, etc.
Bonus Feats (already included)
High intelligence gains bonus spells daily
--
So I cheated by using an online generator because fuuuuuuck making a D&D 3.x character again. I got out of that mess a long time ago. I'm not going to deny that I felt some of the old nostalgia picking up at classes and such, but damn, that is water I don't want to drink from again.
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Now I’m thinking about D&D + P&P. My strongest opinion is that Elizabeth has neutral good energy but is lawful good, while Darcy has lawful energy but is actually neutral good. Both have high intelligence and otherwise pretty decent stats (though I suspect wisdom is Elizabeth’s weakest and charisma is Darcy’s).
I do waver on LG vs NG for Jane. Bingley might be a very polite sort of chaotic good? And I’m kind of amused by the idea of Mr and Mrs Bennet actually having the same alignment in very different forms (and with very different stats, obviously). Lydia is chaotic neutral while Wickham is chaotic evil (high CHA, low INT and esp WIS). I don’t think there are any lawful evil characters in P&P (no, Lady Catherine isn’t evil and might not even be lawful), and very few in Austen altogether.
(Mrs Norris might be, to dip into other novels, and possibly General Tilney.)
#still scarred by the lawful neutral darcy take tbh! just... what.#anghraine babbles#austen blogging#deep blogging#alignment#/#//#///#////#/////#elizabeth bennet#fitzwilliam darcy#jane bennet#charles bingley#mr bennet#mrs bennet#lydia bennet#george wickham#lady catherine de bourgh#mrs norris#general tilney
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random wheel muse vs muse let’s fuckin go babey!
current opponents: firo prochainezo ( baccano! ) vs. luchino b. campanella ( baccano! )
for the sake of clarity of comparison i’ll be using DND-based ability systems to individually compare and contrast base stats by giving an individual winner for each stat.
STR: firo. DEX: firo. CON: firo. INT: luchino. WIS: luchino. CHA: luchino.
at the end of the day, when it comes to these two, it really depends on whether or not the fight is physical.
firo obviously has the upper hand when it comes to physical stats. he can beat maiza in a fight and there’s not a single person who doubts his capabilities when facing off melvi at the end of the 1935 plotline. he’s got far more physical training than luchino and is in general shown to be very agile, potentially as a result of growing up around claire and being taught to fight by ronny, well-known all powerful homunculus. that, and... luchino is canonically not a great fighter. he has a bodyguard for a reason and even if he did manage to get a hit in, our low-CON king canonically gets extremely nauseous at the sight of blood or gore.
that said, while neither firo or luchino shine very well when it comes to the mental stats, luchino is the clear winner of the two here. he has more resources and is in a position of leadership that causes him to use more strategic thinking, and i have my reasons to think that luchino would be able to survive until the last possible minute because of his sheer resolve and dedication to the maskmakers.
and in terms of charisma, it’s not even a competition. luchino is a performer as a profession. it’s what he does. if anything, luchino might be able to talk firo down depending on the circumstances.
overall: i’m going to give this one to firo. if luchino were able to use his resources and call in aging or illness it’d skew more in his favor, but just based on the two of them, firo would kick his ass if they were in a serious fight and there’s no doubt about it. if it were a matter of strategy, though, luchino has him beat. but i also don’t put it past firo to strategize by preventing luchino from strategizing ( by punching him in the face ). also firo is immortal and luchino is not which means whatever damage done to firo won’t hinder him for the majority of the fight, but it’ll stick with luchino if he gets stabbed.
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Building an Embodiment of the Fairytale Princess (2.0)
This is nothing new. I’ve done this build before, which I’ll link right [here]. The post did really well, and people seemed to love the concept. However, since then, Mythic Odysseys of Theros and Tasha’s Cauldron of Everything have both come out, bringing with them not only new subclasses, but new features, spells, mechanics, and elements that I couldn’t take into consideration the first time around. So, I decided that rather than just adding a tag on post like I did before, I’d just remake the build with the new features being taken into consideration. Like before, the focus of the build is to create an embodiment of the generic fairytale princess and not any one particular character. So without further ado, let’s get into it.
Like before, we’ll be choosing Variant Human for our race of choice. We’ll channel Sleeping Beauty to be gifted by the fey with blessings of Beauty, Grace, and Song for +1 CHA, +1 DEX, and Performance proficiency. We also get a bonus feat, and thanks to Tasha’s, we can now take Fey Blessed for +1 CHA. However, if she doesn’t cast with Charisma, then substitute those CHA bonuses with Wisdom instead.
The generic fairytale princess is a maid of purest heart, so we’re Lawful Good. But for your more rebellious princesses, Neutral Good or Chaotic Good are also valid.
Background is obviously Noble for proficiency with History and Persuasion.
CLASSES & SUBCLASSES
BARD
This one seems pretty obvious. Bards love to sing and dance, like your stereotypical princess. Because Charisma is their top stat, and they have expertise, it can make them great negotiators, and allow them to excel in dialogue interactions.
GLAMOUR
This college is very fitting for a fairytale princess, as it is focused on making oneself as beautiful and charming as the Fairest of Them All.
LORE
Lore bards share information, whether they tell stories, recite plays, share philosophy, or spread juicy gossip, the Lore Bard gets more magical secrets, and added expertise to make your princess an even bigger Mary Sue. In actual medieval history, princesses often learned to play instruments and sing, recite prayers or poems, or tell stories to visiting guests, and it was considered a part of her education and duty to do so.
CLERIC
While not every princess is a devout religious girl, their stories tend to be set in the medieval period when a good princess would have been expected to be chaste and pious. So on that front, worshiping a good deity would be befitting of such a character.
LIFE
The fairytale princess raises up those they care about, and nothing is more supportive and helpful than keeping your friends on their feet. The Life Cleric turns your princess into a kind soul who weeps for her friends and patches them up after the battle, turning your princess into a useful ally against the wicked witches and dangerous dragons.
LIGHT
Not all Fairytale Princesses are passive or support players. Those who lean toward Light are the princesses who stand as the Big Good of their story and battle the forces of Darkness with the power of the Light. Of the three Cleric options that fit the archetype, this is the best option for being a powerhouse in combat.
PEACE
Don’t get me wrong, I still hate this domain for wearing the skin of the Love Domain we were supposed to get, and you can absolutely still play it that way. How this domain went from Love to Togetherness to Pacifism is beyond me, but it’s a fairly strong subclass. The classic princess archetype is supposed to be gentle and kind, fitting for one who worships a god of mercy and forgiveness. It’s a value often toted as the strongest characterization of the early Disney princesses.
DRUID
My first time building the fairytale princess, I ignored Druid as an option because the wildshaping didn’t really make sense for a fairytale princess, but a lot of the Bardic Magical Secrets were used to steal Druid spells. However, thanks to the optional rules from Tasha’s, Druids can now use their Wildshape to summon fey that take on the shapes of animals instead of turning into the animals themselves, which makes Druid far more viable, as summoning animals is very in-character for a fairytale princess.
DREAMS
The Circle of Dreams has heavy Fey associations with references to the Summer Court ruled by Titania. It also is strongly focused on healing, and has a very Fairy Tale flavor to it. It’s an especially great option if you want to invoke Sleeping Beauty, as you can cloak your party while you sleep and send messages to people through your dreams.
SHEPHERD
The fairytale princess is strongly associated with animal buddies, and nothing makes better use of that than the Shepherd Druid, which focuses on amassing an army of critters. What’s more, the Unicorn Totem is very fitting, not only because Unicorns only approach maidens with pure hearts, but Shepherds of the Unicorn Totem get empowered healing.
SORCERER
The sorcerer is born with a spark of something special in them, and a lot of fantasy royalty have magical powers that other people in their world lack.
DIVINE SOUL
The princess doesn’t literally have to be the descendant of the gods, as the original name for the subclass was more about being favored by the gods. Still, if you want to lean into the idea of the princess as the Big Good against the Big Bad, then having her be born with the spark of the gods inside her makes for a neat characterization.
WILD MAGIC
With the new Sorcerer Shards as I’ve come to call them, we were introduced to the Feywild Shard, which was heavily geared toward Wild Magic Sorcerers, which seems to be WoTC’s way of saying that Wild Magic Sorcerers are the fey-linked sorcerous origin, so I’m including it because of our fey connection.
WARLOCK
This is the only class where there’s exactly one good option, but it’s one that works surprisingly well.
ARCHFEY
As a Warlock with a Pact of the Chain, your fairytale princess can choose to Find Familiar any cute little animal companion, or a Sprite to be your Fairy Godmother. Or rather, you can sign a pact with your Fairy Godmother, and use your Chain Pact to summon one of her emissaries to help you. The Archfey patron themselves can act as your Fairygodther, granting you and your party boons and aid where they need it.
WARLOCK INVOCATIONS
Agonizing Blast Armor of Shadows Beast Speech Eldritch Mind Eldritch Sight Gift of the Ever-Living Ones Shroud of Shadow Voice of the Chain Master
CHARISMA vs WISDOM
The big split in how you build your princess falls down the line between these two camps. The wise princess works better as a Druid/Cleric, while a charming princess is more of a Bardlock. For me personally, as much as the Cleruid fits the fairytale princess, the stereotype of the princess is usually that she is gullible, naïve, and overly trusting. Insight is a wisdom check, and something the classic princess archetype is usually bad at. Granted, Animal Handling is also Wisdom, but the Bard’s expertise can overrule a low Wisdom score. Think of it like a clash between Princess Zelda from the Legend of Zelda vs Princess Peach from Mario. Princess Zelda is wise and is much more focused on leadership and protecting her kingdom. Peach is more about the pretty dresses and having servants help her. They’re two very different camps on the princess archetype. Ultimately, which one you choose will depend on the type of princess you wish to invoke. The Classic Damsel or the Wise Matriarch.
SIDEKICKS
A new feature added in Tasha’s, sidekicks are secondary characters that can help the party and are basically simplified character builds with fewer bells and whistles. There are three main camps:
Expert. Experts are clever and knowledgeable, be they minstrels, librarians, pickpockets, merchants, or assassins. They can pick proficiency with DEX, INT, or CHA saving throws, and can be proficient or an expert with any five skills of your choice, and humanoids also gain proficiency with light armor, simple weapons, and two tools of your choice.
Spellcaster. Trained in the secrets of the Arcane, be they a priest, a fortuneteller, or a magical creature. They can choose proficiency with INT, WIS, or CHA checks, and can be proficient in Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, or Religion. They choose a roll to determine their spell list: Mage (Wizard), Healer (Cleric, Druid) or Prodigy (Bard, Warlock). The sidekick has access to the spell list of the classes their role aligns with, as well as casting with that stat.
Warrior. trained fighters, be they a soldier, a city guard, a trained animal, or a hired sword. They can pick proficiency with STR, DEX, or CON saving throws, and their skill options are Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. Warriors can pick a fighting style: either Offensive to add +2 to attack and damage rolls, or Defender to impose disadvantage on hitting creatures other than them while within 5 feet of the princess.
Generic Princess Sidekicks
Humanoid Guard Warrior (bodyguard) Humanoid Commoner Expert (handmaiden, governess, etc.) Humanoid Magewright Spellcaster (court mage, or advisor) Any Beast-type Warrior (animal companion)
Fairytale Inspired Sidekicks
Seven Dwarves - Dwarf Warrior Fairy Godmother - Sprite or Pixie Spellcaster Prince Charming - Humanoid Noble Warrior Wicked Witch - Barovian Witch Spellcaster Beast - Gnoll, Jackalwere, Orc, or Troglodyte Warrior Puss in Boots - Awakened Cat or Tabaxi Warrior The Frog Prince - Awakened Frog or Grung Warrior Three Little Pigs - Awakened Pig Expert, Spellcaster, & Warrior Big Bad Wolf - Wolf Warrior or Awakened Wolf Expert Robin Hood - Redbrand Ruffian or Bandit Expert Djinn of the Lamp - Dust, Ice, or Magma Mephit Spellcaster Pinocchio - Giant Stone Statue Warrior White Rabbit - Awakened Rabbit Expert Cheshire Cat - Awakened Cat Expert or Spellcaster
There is no actual limit to the number of sidekicks your character can have, so in theory, your fairytale princess could have an entire posse of talking animals hanging out and helping her.
Skills, Spells, and Features
As a Variant Human, we got Performance proficiency alongside our Fey Touched feat, and as a Noble, we have proficiency with Persuasion and History. For everything else, we’re just looking to be a standard Fairytale Princess. So we should look to be proficient with: Animal Handling, Arcana, Religion, Nature, or Medicine.
BASIC FAIRIES
Dancing Lights Faerie Fire Healing Spirits Spirit Guardians Summon Fey Conjure Woodland Beings Conjure Fey
BASIC PRINCESS THINGS
Animal Friendship Command Heroism Speak With Animals Animal Messenger Calm Emotions Find Steed Warding Bond Zone of Truth Conjure Animals Mord’s Magnificent Mansion
SNOW WHITE
Armor of Agathys Mirror Image Beacon of Hope Aura of Purity Heroes’ Feast
CINDERELLA
Fabricate Creation True Polymorph Wish
SLEEPING BEAUTY
Sleep Phantasmal Killer Dream Wall of Thorns Dream of the Blue Veil
THE LITTLE MERMAID
Charm Person Shatter Suggestion Tidal Wave Compulsion Control Water Dominate Person Maelstrom Control Weather Tsunami Storm of Vengeance
BEAUTY AND THE BEAST
Charm Monster Unseen Servant Tiny Servant Animate Objects Awaken Hold Monster Summon Fiend
Last time I built the fairytale princess, I gave her exactly 1 build. 18 levels of glamour bard and 2 levels of Archfey Warlock. But recently I’ve begun to instead put more stock in leaving builds open, showing instead the options that a player has to choose from. So, for this update, I’m not pushing for a specific build. I’ve laid out the appropriate spells, and the types of princesses that a player can strive to emulate with their spell lists. Consider this more of a guide to help you decide how you want to play your fairytale princess.
#fairytale princess#fairytale#princess#disney princess#disney princesses#disney#walt disney co#snow white#cinderella#sleeping beauty#little mermaid#the little mermaid#ariel#aurora#beauty and the beast#belle#La Belle et la Bête#la belle et la bete#dungeons & dragons#dnd#5th edition#Dungeons and Dragons#dnd 5e#dnd 5th edition#Fifth Edition#5e#dnd fifth edition#fairy#fairy tale#fey
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Thess vs Dice & Disabilities
My Saturday group is branching out, partly to help me flesh out my game world - because, hey, I’ve decided that my novel for National Novel Writing Month is going to be a setting guide to my homebrew game world! I’m doing small groups, 4-5 players max, so anyone who might want to get tapped for a session or two, hit me up.
Anyway, I decided to roll my own dice and hand people stats, and I rolled @true0neutral a particularly low roll. He decided to use that particularly horrific stat and play a chronic pain sufferer. My comment was, “Are you basically playing me?” “Yeah, kinda!” which I am totally down with - we don’t see enough of that kind of thing in D&D. Anyway, he was debating whether STR or CON would be the dump stat.
I told him straight-up, “Actually ... your constitution should be fairly high. Strength is the definite dump stat there.”
Now, I imagine there’ll be some debate about this, but here’s my reasoning: Constitution is all about deciding your hit points and determining how much punishment you can take and stay standing and functional. I can’t speak for everyone, but for me? I live with pain every damn day. I deal with a lot of pain and remain functional throughout. I’ve been in tears at my desk and still put in a full day’s work. Yeah, I’ll crash later, but that’s what long and short rests are for if you’re statting ... well, me.
Strength, though? The kind of lifting, throwing, hitting etc? No. Nooooooo. The mobility alone is beyond me. Some days I have a hard time lifting the kettle - not because it’s too heavy but because it hurts too badly to do so and my body will not let me. Shopping? On a good day, I can maybe handle a full bag of groceries, depending on what’s in said bag. Most days, it’s a struggle - again, not because I technically lack the strength to carry the thing but because it hurts too badly to do it.
So, yeah - STR dump stat simply because lifting and carrying and the like hurts too much. Second-lowest ... well, depending on how low, I’d probably say DEX. I mean, dexterity in D&D is all about manual dexterity, hand-eye coordination, swift movement ... stuff like Sleight of Hand and Acrobatics. OH GODS NO. I can usually manage manual dexterity but everything else is like ... stealth? Try stealthing with a cane; see how far that gets you. Quick reflexes? Spirit is willing; flesh is weak - I might luck out or push past the pain enough to get out of the way of something, but odds aren’t in my favour there, and since DEX is the added modifier for AC? Yeah, probably good to put that one fairly low too.
Another option’s CHA, simply because Charisma goes out the window on bad pain days. If I’m already tolerating a lot of pain, I’m probably not going to be interested in politely tolerating anybody’s bullshit. But that’s more an excuse for poor rolls than anything else, since I can usually maintain a good front most of the time. ...Hell, since CHA is the stat for Deception, and I tend to be deceiving everyone about being functional and generally okay, maybe CHA should be a higher stat in that case.
So yeah, here’s me looking at the stat block that is me and going, “Huh; this could work”. Also considering a variant to be added to any background that covers that kind of disability - reduced movement speed but with a reaction ability to trip somebody with your cane using WIS as the stat instead of anything more physical. Or something like that. Could be fun.
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50-60 for Bo
50. What is their native language? If they know multiple languages, how do they speak/act differently?
bo's native language is english, and that's all he speaks fluently. he knows enough irish to keep up when his mom is upset about something, and can have basic conversations in spanish with customers at the gas station, enough to handle a transaction or help them find something. but his brain is not really wired for languages
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51. What makes them a hypocrite?
i mean he already had a scene with wren explaining that he was being a hypocrite :P he's Very Hypervigilant when it comes to other peoples family problems and any apparent upset there, while also like. not handling his own shit literally at all. the scene with him and his mom was so mild and like. literally did so much psychic damage to me </3
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52. If your character was under quarantine, what type of quarantine person would they be? (Productive? Hobbyist? Lazy?)
oh bo would have a VERY bad time. he gets cabin fever really really easily. he likes having things to focus on, a job to accomplish, and space to do it in. he'd probably call whoever is in charge of the park services fire watch department and just beg them to let him stay there the whole time. he would NOT do great stuck in the house with his mom for an extended period
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53. What does freedom mean to them?
i think bo's life right now is very much a struggle with the illusion of freedom. he seemingly is free to make his own decisions, but there are shackles on him nonetheless. family, duty, poverty, expectations, ghosts of the past. i think bo feels restless a lot of the time and has not been able to understand where that feeling comes from. being at the library is probably setting him up for some,, not insignificant revelations
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54. What is something they currently look forward to? What is something they dread?
look forward to vs dread is very much on a 6 month cycle for him. he looks forward to going out to the park during fire watch season, and every year he dreads coming home, though he doesnt consciously understand why and tries not to think about it too hard
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55. How has your character’s mental health been recently?
i dont think bo's mental health has been good? like? ever? i think at the park, where he has space to breathe and something to focus on, and its just him and dolly and the wilderness, he can achieve something resembling peace. but he's also very much held together by like. one staple and a piece of scotch tape. everything could fall apart pretty easily for him. one day i might make a character whos mentally stable but also like. its dnd. theyre adventurers. you arent an adventurer if youre just like. Fine.
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56. If your character had wings what would they look like?
mourning dove wings :]
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57. How does the way they act seemingly contradict their ability scores?
i think bo lines up pretty well with his ability scores. like, the dice have decided that he is VERY insightful and emotionally intelligent (and, specifically, super keyed into older adults/parental figures) but i think that fits for him as a high wis / low int character. i think him having -2 charisma is interesting, because he's certainly not offputting or bad to be around, but he doesnt always know what to say, has a lot of trouble putting stuff into words sometimes and prefers to show through actions, and as he now has on his character sheet has some Foot In Mouth Disease that has popped up a few times lmao
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58. What’s a habit that needs to be broken?
assuming other people wont like him or that he's doing something wrong or is going to get in trouble
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59. What’s something your character has realized?
that his parents have a lot more going on than he realized (ripppppp)
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60. Who do they go to when they need to bounce ideas off of someone?
up until the library, pretty much the only person he felt comfortable talking to about stuff was sissy. its gonna be really interesting to see how the party + wren & ezzy dynamics unfold from here!
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Alliance, Wrath of the Lich King
Draenei (Playable Race) Type: Celestial (Native). Age: Draenei are believed to reach adulthood somewhere in their first two centuries, and no maximum age has been recorded for them. Size: Medium, Draenei stand over 6 and a half feet tall. Base Speed: 30 ft. / 6 squares. Typical Alignment: Any Good or Moral. Base Languages: Celestial, Common and the language of their home nation if not already listed. Ability Scores: +1 Intelligence, +1 Wisdom, +1 Charisma. - Player [Special]: If playing certain classes you may swap your base Ability Scores for alternates if you would like; Cleric: +2 Wis, +1 Cha. Druid: +2 Wis, +1 Int. Fighter: +2 Con, +1 Int. Paladin: +2 Cha, +1 Str. Ranger: +2 Wis, +1 Dex. Sorcerer: +2 Cha, +1 Wis. • Darkvision (90 Ft.) [Ancestral]: Compared to Humans, you have superior vision in conditions of Dim Lighting and Darkness. In low light conditions you can see out to a range of 60 feet as if it were normal lighting, and in darkness you can see in muted shades of gray out to a range of 90 feet. • Gift of the Naaru [Cultural]: You are Proficient in One set of Artisan's tools (players choice) When you reach 3rd level you may cast Healing Word as a 1st level spell once per long rest. When you reach 5th level, you can also cast the Lesser Restoration spell once per long rest. Intelligence, Wisdom or Charisma (whichever stat is highest) is your spellcasting ability for these spells. • Heroic Presence [Cultural]: Allies within 30 ft. of you receive your Proficiency bonus on Saving Throws vs. fear that do not already receive their own Proficiency Bonus (on saving throws that already receive the allies Proficiency Bonus, the ally gains Advantage on the save). • Shadow Resistance [Ancestral]: You have Resistance against both Necrotic and Psychic damage. • Native [Special]: While technically celestial creatures, Draenei are native to the material plane and thus when they die, their lives end. Also like Mortals they may be revived through resurrection effects that would return mortals to their bodies. Draenei MUST eat, drink and sleep as mortals do.
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Shug Monkey
Image © Traci Shepherd, accessed at Arcane Beasts and Creatures here
[The third leg of our World Tour takes us to Europe, the smallest continent by landmass but probably the largest in terms of recorded folkloric monsters. That has as much with or more to do with the global prominence of various European peoples and languages on a political and academic scale than it does with any real propensity. Take for example black dogs. If we were dealing with outside anthropologists looking into Britain, all of the various black dogs would likely be lumped together, the same way that lots of indigenous American beliefs are all collected under the English language “thunderbirds”. But since British people were the ones writing it down, all of the different black dogs have been distinguished. And basically every county in Britain has its own version. The Shug Monkey, for example, is Cambridgeshire’s resident black dog.]
Shug Monkey CR 2 CN Magical Beast This creature resembles a hybrid of a dog and monkey, with a canine body and simian face. Its fingers are long and nimble, and its eyes glow.
Shug monkeys are widespread and adaptable semi-intelligent creatures, combining features of dogs and monkeys. They are gregarious, often combining forces into troops, or finding a larger, more powerful monster to be a sycophant for. They may surround other canine horrors such as galleytrots or barghests like pilot fish, both sniffing out prey for them and scavenging on whatever scraps are left over.
Shug monkeys are omnivorous, and are not necessarily out to hurt or kill humanoids, particularly if outnumbered. Their eerie gaze causes mild fear and renders its victims more likely to succumb to other fear effects. While people are so distracted, a shug monkey may attempt to rob them of food or shiny objects, lure them into an ambush, or simply run away. They can go invisible, but only for brief periods of time.
Shug monkeys like to have caves or hollow trees to hide in during the day, but can be found in a wide variety of habitats. They are found in the largest numbers underground, where they may gather in dark folk colonies. The caligni regard shug monkeys as freelance pets, garbage disposals and occasional dietary supplements during lean times, the way that feral dogs or pigs may be treated in aboveground settlements.
A shug monkey is about three feet long. They are most comfortable on all fours, but rise to their hind legs in order to scratch at enemies or rifle through trash.
Shug Monkey CR 2 XP 600 CN Small magical beast Init +2; Senses darkvision 60 ft., low-light vision, Perception +1, scent Defense AC 15, touch 13, flat-footed 13 (+1 size, +2 Dex, +2 natural) hp 19 (3d10+3) Fort +5, Ref +6, Will +2 Immune fear; Weakness light sensitivity Offense Speed 40 ft., climb 20 ft. Melee bite +5 (1d4), 2 claws +4 (1d3) Special Attacks spooky gaze Spell-like Abilities CL 3rd, concentration +4 3/day—vanish Statistics Str 11, Dex 15, Con 13, Int 4, Wis 12, Cha 12 Base Atk +3; CMB +2; CMD 14 (18 vs. trip) Feats Dazzling Display, Weapon Focus (bite) Skills Acrobatics +6 (+10 when jumping), Climb +10, Intimidate +6, Sleight of Hand +7, Stealth +9; Racial Modifiers +4 Acrobatics, +4 Intimidate, +4 Sleight of Hand; uses Dex to Climb Languages Dark Folk (cannot speak) Ecology Environment temperate land and underground Organization solitary, pair or troop (3-12) Treasure standard Special Abilities Spooky Gaze (Su) Range 30 ft.; save Will DC 13; effect -2 penalty to saves against fear and Perception checks, +1 bonus to initiative; duration 1 minute. Multiple failed saves do not cause the penalties to increase, but do add to the duration. This is a mind-influencing fear effect, and the save DC is Charisma based.
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Tsurara-Onna - CR13 Fey
Are you interrupting my bath?
Artwork by Kakiman on Pixiv.
The story of the tsurara-onna is sometimes confused with the yuki-onna, a spirit of a woman who froze to death. They're both ice women that originate from Japanese mythology, but a tsurara-onna is a much less malevolent creature. It comes from a story about a man who was lonely and wished for a wife, and the tsurara-onna appeared and fell in love with him. But, depending on the version of the story, she accidentally stabbed him to death when his roof collapsed while she was in icicle form, or melted when he forced her to take a bath. The moral of the story is to fix your porch and accept your stinky wife, I guess.
Tsurara-onna - CR 13
A kimono seemingly made of woven ice adorns the woman, who has silver hair and icy blue eyes.
XP 25,600 CN Medium fey (cold) Init +9 Senses low-light vision; Perception +23 Aura snowstorm (200 ft.)
DEFENSE
AC 28, touch 20, flat-footed 23 (+5 Dex, +5 sacred, +8 natural) (+4 vs AoO) hp 171 (18d6+108); fast healing 5 Fort +12, Ref +16, Will +13 DR 10/cold iron Immune cold Weaknesses vulnerability to fire, warm water weakness
OFFENSE
Speed 40 ft., swim 20 ft., burrow 60 ft. (ice only) Melee +1 frost longspear +22/+17 (2d8+10/×3 plus 2d6 cold plus slow (1d6 rounds, DC 24)) or touch +20 (slow (1d6 rounds, DC 24)) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks breath weapon (60 ft. cone, 10d6 cold plus blind (DC 24 Fort), Ref DC 24 half, 1d4 round recharge)
Spell-Like Abilities (CL 13th) At will—cone of cold (DC 22), ice storm, wall of ice (DC 20) 3/day—polar ray (DC 24) (ray +19), freezing sphere (DC 22), quickened ice slick (DC 18), quickened wall of ice (DC 20)
STATISTICS
Str 23, Dex 21, Con 20, Int 21, Wis 15, Cha 20 Base Atk +9; CMB +15; CMD 35 Feats Combat Reflexes, Elemental Focus (cold), Great Fortitude, Improved Initiative, Mobility, Toughness, Quicken Spell-like Ability (ice slick), Quicken Spell-like Ability (wall of ice), Weapon Focus (longspear) Skills Acrobatics +26, Bluff +26, Diplomacy +26, Knowledge (local, nature) +26, Knowledge (arcana, religion) +23, Perception +23, Sense Motive +23, Spellcraft +20, Stealth +26, Swim +20 SQ ice glide, icicle shape, sacred ice Gear +1 frost longspear
SPECIAL ABILITIES
Slow (Su) A tsurara-onna induces numbing cold if it hits with its longspear or a touch attack. The opponent must succeed on a DC 24 Fortitude save or be affected as though by a slow spell for 1d6 rounds. The save DC is Constitution-based.
Breath Weapon (Su) A tsurara-onna has a breath weapon which deals 10d6 cold damage in a 60 foot cone. A DC 24 Reflex save halves this damage. A creature that takes damage from a tsurara-onna's breath weapon must succeed a DC 24 Fortitude save or be blinded for 1d6 rounds. It can use this breath weapon once every 1d4 rounds. The save DCs are Constitution-based.
Frost Longspear (Su) A tsurara-onna's longspear is made of ice, and a hit from it deals additional damage if the tsurara-onna is wielding it. This additional damage is already included in its statistics above.
Ice Glide (Su) A tsurara-onna can use its burrow speed to move through ice without penalty, as easily as a fish swims through water. It leaves no tunnel or trace of its passage. It can only use its burrow speed in ice.
Icicle Shape (Su) As a full-round action, a tsurara-onna can transform into an icicle and hang from a ceiling within 30 feet directly above her. While she is transformed, this functions similarly to tree shape, except that her form is an icicle instead of a tree, and is attached to a ceiling. She can dismiss this effect as a free action.
Sacred Ice (Su) A tsurara-onna gains a sacred bonus to AC and attack rolls equal to its Charisma bonus. This is already included in its statistics.
Snowstorm (Su) A tsurara-onna is surrounded by whirling blasts of snow, even in areas that wouldn’t allow for such weather, that comprise a 200-foot-radius spread. Within this area, the snowfall and wind gusts cause a -4 penalty on Perception checks and ranged attacks. The wind itself blows in a clockwise rotation around the tsurara-onna, and functions as severe wind. A tsurara-onna is unaffected by snowstorms or blizzards of any kind. Any effect that causes these winds to drop below severe (such as control weather or control winds) cancels the snowstorm effect entirely.
Warm Water Weakness (Ex) A tsurara-onna takes 4d6 damage per round if mostly submerged in warm water (80 F or higher). If it takes this damage, it loses its fast healing for 1 hour. This damage happens at the start of each of its turns.
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Some mutated creatures for a Monster hunt
Mutated Giant Anaconda
Species Traits
Constrict (Ex): A giant anaconda deals 1d6+16 points of bludgeoning damage with a successful grapple check against a target at least one size category smaller than itself.
Improved Grab (Ex): To use this ability, the giant anaconda must hit an opponent at least one size category smaller than itself with either a bite or a tail slap attack. If it gets a hold, it automatically deals bite or tail slap damage each round that the hold is maintained, and it can constrict in the same round and attempt to swallow in the next round. If the giant anaconda wishes, it can continue to attack with its tail or its bite (not both) while it grapples with its body, but it takes a –20 penalty on all grapple checks if it does so.
Mutations (Ex): Mutated Giant Anaconda have the Following Mutations
Achilles Heel: Rolls made to confirm critical hits against a Mutated Anaconda have a +4 Circumstance bonus
Acidic Saliva: The Mutated Anaconda's bite deals an additional 1d4 acid damage
Force Barrier3/day as a free action the Mutated Anaconda may create a force barrier a round itself that grants DR3/-- and persist for 5 rounds.
Living Furnace: The Mutant Anaconda's Bite, Tail Slap and Constrict Attacks deal an additional point of fire damage. +4 to Fort Saves to resist extreme heat
Major Psionic Talent; 3/day the Giant Anaconda can manifest Inflict Pain as a 6th level Telepath at no power point cost.
Radiation Resistance (Ex): Mutated Giant Anacondas treat radiation sources as two levels lower than normal.
Scent (Ex): This ability allows a giant anaconda to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skill Bonuses: A giant anaconda gains a +8 species bonus on Balance, Climb, and Swim checks and a +4 species bonus on Hide, Listen, and Spot checks.
Swallow Whole (Ex): If a giant anaconda begins its turn with an opponent one or more size categories smaller than itself held in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once inside the giant anaconda, the opponent takes bludgeoning damage equal to the anaconda’s tail slap attack plus 1d6 points of acid damage per round from the monster’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the giant anaconda’s maw, where another successful grapple check is needed to get free. Alternatively, the swallowed creature can attack from inside the stomach using claws or a Small or Tiny slashing weapon. Dealing at least 30 points of damage to the stomach (Defense 18) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed creature must cut its own way out. A Huge giant anaconda’s stomach can hold 1 Large, 2 Medium-size, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Mutated Giant Anaconda: CR 9; Huge animal (Mutated); HD 12d10+72; hp 114; Mas 23; Init +1; Spd 20 ft., climb 20 ft., swim 40 ft.; Defense 16, touch 9, flat-footed 15 (–2 size, +1 Dex, +7 natural); BAB +9; Grap +28; Atk +18 melee (1d6+11 plus 1, tail slap); Full Atk +18 melee (1d6+11 plus 1, tail slap) and +13 melee (2d6+5 plus 1d4 plus 1, bite); FS 15 ft. by 15 ft.; Reach 10 ft; SQ constrict (1d6+16 plus 1), Mutations, improved grab, Radiation resistance, low-light vision, scent, swallow whole; AL none; SV Fort +16, Ref +9, Will +5; AP 0; Rep +0; Str 32, Dex 13, Con 23, Int 1, Wis 12, Cha 2.
Skills: Balance +9, Climb +19, Hide +12, Listen +5, Spot +5, Swim +19.
Feats: None.
Advancement: 13–23 HD (Huge); 24–36 HD (Gargantuan).
Mutated Tyrannosaur
Species Traits
Improved Grab (Ex): To use this ability, the tyrannosaur must hit an opponent two or more size categories smaller than itself with its bite attack. If it gets a hold, it shakes the grabbed opponent back and forth, automatically dealing bite damage each round. Once the opponent stops resisting, the tyrannosaur attempts to swallow on its next turn.
Mutations (Ex): Mutated Tyrannosaurs have the Following Mutations
Ability Decay (Charisma)
Mind Slave (-2 Penalty to Will Saves)
Light Sensitivity (Abrupt Exposure to bright light blinds the Mutated Tyrannosaur for 1 round and imposes a -1 penalty to all Attack rolls, and Search/Spot checks till it leaves the area
Acidic Saliva: A Mutated Tyrannosaur's bite deals an additional 1d4 acid damage.
Claws: Mutated Tyrannosaurs have elongated arms giving them two devastating claw attacks
Skeletal Reinforcement: +3 Massive Damage Threshold, Falling damage reduced by 1 die.
Second Wind: Once Per day a Mutated Tyrannosaur can recover 5 Hit points
Shocker 3/day a Mutated Tyrannosaur can produce a bolt of electrical energy from a gland in its mouth, The bolt deals 5d6 points of damage to all in its path (Reflex Save DC 29 for half damage), the bolt can either be 5ft wide and 30ft long or 10ft wide by 15ft long at the Tyrannosaur's discretion. The Bolt will ignite combustible objects and burst through barriers.
Radiation Resistance (Ex): Mutated Tyrannosaurs treat radiation sources as two levels lower than normal.
Scent (Ex): This ability allows a tyrannosaur to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Swallow Whole (Ex): If a tyrannosaur begins its turn with an opponent two or more size categories smaller than itself held in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once inside the tyrannosaur, the opponent takes bludgeoning damage equal to the tyrannosaur’s bite attack plus 1d6 points of acid damage per round from the monster’s gizzard. A successful grapple check allows the swallowed creature to climb out of the gizzard and return to the tyrannosaur’s maw, where another successful grapple check is needed to get free. Alternatively, the swallowed creature can attack from inside the gizzard using claws or a Small or Tiny slashing weapon. Dealing at least 25 points of damage to the gizzard (Defense 20) in this way creates an opening large enough to permit escape. Once the creature exits, the tyrannosaur must make a successful Fortitude save (DC 20) or die, whether or not the full amount of damage was dealt with a single blow. A Huge tyrannosaur’s gizzard can hold 2 Medium-size, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Mutated Tyrannosaur: CR 13; Huge animal (Mutated); HD 20d10+100; hp 210; Mas 24; Init +1; Spd 40 ft.; Defense 14, touch 9, flat-footed 13 (–2 size, +1 Dex, +5 natural); BAB +15; Grap +32; Atk +22 melee (4d6+13 plus 1d4, bite or 2d6+9 Claw); Full Atk +22 melee (4d6+9 plus 1d4, bite) and +17melee (2d6+4, 2 Claws); FS 10 ft. by 10 ft.; Reach 15 ft.; SQ: Mutations, improved grab, Radiation resistance, scent, swallow whole; AL none; SV Fort +19, Ref +13, Will +6; AP 0; Rep +0; Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 8.
Skills: Listen +11, Spot +11.
Feats: None.
Advancement: 21–36 HD (Gargantuan); 37–54 HD (Colossal).
Mutated Mapinguari
Species Traits
Mutations (Ex): A Mutated Mapinguari has the following mutations
Ability Decay (Constitution)
Extra Arms: +4 species bonus to Climb and Grapple checks
Wall Crawler: +4 species bonus to climb checks (+2 if hands and feet are covered) can climb smooth surfaces
Leaper: +10 Species bonus to Jump checks
Prehensile Tail: Grants the mutated Mapinguari a +2 mutation bonus on Balance checks. It can also grasp and manipulate a simple object of medium size or smaller. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone). The Mutated Mapinguari can hang from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. The prehensile tail isn't dexterous or strong enough to fire ranged weapons or make melee attacks, however.
Radiation Resistance (Ex): Mutated mapinguari treat radiation sources as two levels lower than normal.
Scent (Ex): This ability allows a mapinguari to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Stench (Ex): The odor of a mapinguari is overpoweringly offensive. Anyone approaching within 60 feet of the creature must make a successful Fortitude save (DC 18) or become nauseated. The nausea persists for as long as the creature remains in the area and for 1 round thereafter.
If a creature leaves and reenters the area, a new save is required.
Mapinguari: CR 9; Large animal (Mutated); HD 8d10+48; hp92; Mas 22; Init +0; Spd 30 ft.; Defense 15, touch 9, flat-footed 15 (–1 size, +6 natural); BAB +6; Grap +20; Atk +11 melee (1d6+6, slam); Full Atk +11 melee (1d6+6, 4 slams); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ low-light vision, Mutations, scent, stench, Radiation Resistance; AL none; SV Fort +14, Ref +2, Will +3; AP 0; Rep +0; Str 23, Dex 11, Con 22, Int 2, Wis 12, Cha 8.
Skills: Climb +18, Jump+16, Listen +5.
Feats: None.
Advancement: 9–12 HD (Large); 13–18 HD (Huge).
Mutated Elephant
Species Traits
Mutated Elephants have the following traits:
Mutations (Ex): A Mutated Elephant has the following mutations
Lethargy (-2 Reflex Save)
Reduced Speed (-5ft base movement speed)
Combat Fear (DC 15 Will save or -2 Penalty on Attack rolls, Saves and Skill Checks)
Second Wind (Heal 5HP once per day)
Plant Traits (+2 Save vs Sleep, Stun, Paralysis and Mind Influencing effects)
Chameleon Skin (+4 to Hide checks)
Prickly Pear (1d4 piercing damage when grappling or being grappled)
Stinger (1d8 plus poison Fort DC 13, initial 1d6 Str, secondary 2d6 min paralysis, sting can be used in place of Slam)
Hypersensitivity (+2 Listen/Search/Spot, Blind-Fight as a Bonus Feat)
Trample (Ex): An elephant can trample Medium or smaller creatures for 2d6+15 points of damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 25) to halve the damage.
Scent (Ex): This ability allows the elephant to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Low-Light Vision (Ex): Elephants can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Radiation Resistance (Ex): Mutated Elephant treat radiation sources as two levels lower than normal.
Mutated Elephant: CR 10; Huge animal (Mutated); HD 11d10+55; hp 115; Mas 21; Init +0; Spd 35 ft.; Defense 15, touch 8, flat-footed 15 (–2 size, +7 natural); BAB +8; Grap +26; Atk +16 melee (1d6+15, slam or 1d8+15 plus poison Sting) or +16 melee (2d6+15, gore); Full Atk +16 melee (1d6+10, slam, or 1d8+10 plus Poison Sting), +11 melee (2d4+5, 2 stamps) or +16 melee (2d6+15, gore); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ trample 2d6+15, scent, low-light vision; AL None or owner; SV Fort +14, Ref +5, Will +4; AP 0; Rep +0; Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7.
Skills: Hide –4, Listen +8, Search+3, Spot +8.
Feats: Blind-Fight.
Advancement: 12–22 HD (Huge).
Mutated Monstrous Flytrap
Species Traits
Plant: Monstrous flytraps have the traits and immunities common to plants.
Mutations (Ex): A Mutated Monstrous flytraps has the following mutations
Reduced Speed: A Mutated Monstrous Fly trap can not move as quickly as a regular one.
Major Psionic Talent: A Mutated Monstrous Fly trap can manifest Brain Lock once per day as an 1oth level Telepath
Tentacles: A Mutated monstrous Fly trap has two long tentacle like vines growing out of its sides, the Tentacles grant the Fly trap a +8 species bonus to grapple checks and can be used by the creature to hang from objects that can support its weight. The tentacles can be used to make slam attacks but, can not use ranged weapons or manipulate delicate objects
Smokescreen: Once per day, as a free action, the Fly trap can produce a 20-foot-radius cloud of smoke centered on itself. The cloud is stationary once created. The inky-black smoke obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has half concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind or current disperses the cloud in 4 rounds. A strong wind or current disperses the cloud in 1 round.
Radiation Resistance (Ex): Mutated mapinguari treat radiation sources as two levels lower than normal.
Improved Grab(Ex): To use this ability, a monstrous flytrap must hit with its bite attack. If it gets a hold, it can attempt to swallow its opponent (see below), provided its opponent is at least two size categories smaller than it.
Swallow Whole(Ex): A monstrous flytrap can swallow a grabbed opponent two size categories smaller than it by making a successful grapple check. The swallowed creature can attack the flytrap from inside its mouth using claws or a Small or Tiny slashing weapon. The flytrap does not release its opponent until it is slain or its swallowed prey is completely drained of blood (that is, dead). A monstrous flytrap's mouth can swallow only one opponent at a time and cannot attack while it drains a creature's blood.
Blood Drain (Ex): A creature swallowed by a monstrous flytrap takes 1d6+13 points of damage every round due to blood loss. For every 3 hit points it drains, the monstrous flytrap heals 1 hit point of damage. After draining its swallowed prey to death, it expectorates the lifeless husk and seeks out its next meal.
Automatic Language: Monstrous flytraps raised from seedlings can be taught to speak (but neither read nor write) one language.
Mutated Monstrous Flytrap: CR 16; Gargantuan plant; HD 22d10+176; hp 297; Mas n/a; Init-2; Spd 15 ft.; Defense16, touch4, flat-footed16 (-4 size, -2Dex, +12 natural); BAB +16; Grap+41; Atk +25melee (1d8+19, bite); Full Atk +25/+20/+15/+10 melee (1d8+13, bite) and +20melee (2 tentacles 3d6+6), or +9 ranged; FS 20 ft. by 20 ft.; Reach 15 ft.(25ft tentacles); SQ plant, mutations, radiation resistance, improved grab, swallow whole, blood drain 1d8+19, blind-sight60 ft.; AL none or owner; SV Fort +23, Ref +5, Will +9; AP n/a; Rep+0; Str36, Dex7, Con27, Int10, Wis14, Cha14.
Skills: None.
Feats: None.
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So, what is D&D?
Perhaps the biggest cultural phenomenon in years, Dungeons and Dragons (D&D, DND, dnd - depending on how formal you want to get) is a Table Top Role Playing Game (TTRPG). A group of friends (or strangers, sometimes) sits down together (or virtually) to tell a fantasy story set up in a world that has defined rules. Sort of like making up a story when you’re bored with your siblings in the car, except this time when your sister yells “The queen likes me better so she’s making me the heir!” there are rules to stop her.
For the purposes of this explanation, I’ll be using 5th edition dungeons and dragons.
There are some key vocabulary pieces you need to know in order to understand how D&D works:
Dungeon Master (DM) - one player is designated as the dungeon master, who, instead of playing a single character, is in charge of mediating the rules, playing every other character in the game who isn’t a player character, and in general deciding what happens when your wizard says “I cast fireball, centered on myself!”. The DM has final say on any rules questions, and is tasked with creating the general plot thread.
Player - any member of the group (including the DM) but generally used to describe the rest of the group ‘excluding’ the DM. Oftentimes, DMs will say things like “my players”, and it’s not uncommon for anyone to reference others in the group as “the other players”.
Player Character - Each player (aside from the DM) has one single character that they play as until that character dies or leaves the group for some other reason.
Non-Player Character (NPC) - each other sentient being in the world of the story that is not controlled by a player. These characters may make frequent appearances, or they may only be in the story for a few minutes. If you consider the Player Characters to be the main characters, then the NPCs are everyone else, from the supporting roles to the extras.
Stats - the numerical representation of each character’s strength (STR), dexterity (DEX), constitution (CON), intelligence (INT), wisdom (WIS), and charisma (CHA). Also referred to as your ability scores. Typically, these stats are somewhere from 8 to 20, but they can be as low as 3 at character creation. 10 is considered perfectly average.
Ability Score Modifier - a number (taken from a table) that is smaller than your ability score but calculated based off of it. Generally, when you make a roll, you add your ability score modifier, not your ability score.
Session - actually getting together to play D&D. Generally, sessions are at the same time each week, but there are groups that meet only a few times a year or as frequently as each day. It all comes down to the players’ availability.
Dice - the tools of the game! D&D uses a variety of various polyhedral dice. A standard set has seven different kinds; d4, d6, d8, d10, d12, d20, d%. A d4 has four sides, a d6 has six sides, and so on. A d% looks like a d10, but it has 00, 10, 20, 30, 40, 50, 60, 70, 80, and 90 printed on its sides. A d% (usually called a percentile dice) is rolled with a d10 to create a d100.
Skill - the various abilities your character possess that the DM may ask you to roll to complete a task. Each skill is associated with a specific stat. Additionally, skills are something you can have proficiency in.
Proficiency - if your character is proficient in something, they get to add their proficiency bonus to that thing when they attempt to use that ability. You can be proficient in skills, weapons, languages, and tool sets (anything from an instrument to a loom). Your proficiency bonus goes up as you level up
Feature - a feature is any “unique” ability that a character possesses that not every character possesses. For example, not all characters have darkvision, so darkvision is a feature.
Hit Points (HP) - how much health your character has. When this number drops to zero, you start dying.
Hit Dice - the dice you roll each time you level up to calculate your HP. This is calculated cumulatively, so you are always increasing your HP. What dice you roll for HP is determined by your class.
Enough chatter, how do I play!?
Generally, when a group of people want to play D&D, they settle on who is the dungeon master and when they want to meet. Once that has been established, it’s go time.
The first session, typically called session zero, is when you create your character. This has a number of steps:
First, roll your stats. In 5th edition D&D (5e) there are many ways to do this - your DM will tell you what method you should use. Perhaps the most common is to roll 4d6 and drop the lowest, adding the remaining three dice together to form a number from 3 to 18. You do this six times, coming up with six numbers. Once you have these numbers, you can begin to assign things to your character - you can do these next steps in any order.
Choose a class - a class is a stand in for your profession. In 5e you can choose from cleric, paladin, fighter, bard, barbarian, artificer, ranger, rogue, wizard, sorcerer, druid, or warlock. Your class will provide you with various features as you level up by playing the game. A class also provides you with various skills, features, and proficiencies at the beginning of the game, during character creation.
Choose a race - a race dictates what kind of creature you are. In 5e there are many, many options due to the expansion source books, but the central races are human, elf, dwarf, tiefling, dragonborn, halfling, half-elf, half-orc, and gnome. Your race provides you with stat bonuses and additional skills, features, and proficiencies.
Choose a background - your background is what you did in life before you became an adventurer. There are many to choose from, and they typically provide you with additional features and proficiencies.
Once you have selected all three of these things, apply them to the stats you rolled earlier to generate your character. You will also calculate your health (your hit die’s maximum number + your CON modifier) and recieve your starting equipment from your class and background. Fill in the details; personality, appearance, and a light backstory, and you’re all good to go!
When you’re done making your character, make sure to check with your DM so they know what your plan is. Constant and friendly conversation between the players and the DM is what makes D&D work out the best!
After you’ve had your session zero, you’ll have your session one. Make sure to bring your character sheet, a pencil, and your dice. Some groups also encourage communal snacks, might have rules about phones, or may want you to even dress up a little. Check with your group to make sure you understand your group’s norms and make sure that everyone is on the same page.
Session one will probably go down something like this:
Your dungeon master sets the scene, describing where you are and what is around you. They might go into a lot of detail, or they might be more vague. Either way, once you have all been told where you are, the DM will say something along the lines of “what would you like to do?” - at this point, the story falls into the player’s hands for the first time.
Once you’ve been asked what you’d like to do, you describe what you’d like your character to do, and depending on the difficulty level, the DM may ask you to roll a skill check. A skill check is when you roll a d20 and add any modifiers you might have. You always get to add the modifier for whatever stat the skill is tied to, and if you’re proficient, you also get to add your proficiency bonus.
Typically, players act differently when they are in character vs when they are out of character. A shy player may play a particularly outgoing character, or vice versa. Either way, you want to come up with a way to signal when you are acting in character vs when you are out of character. A lot of players use a character voice for this, but any number of things - including simply saying “okay out of character” work just as well.
So, you say what your character does, and you say anything they might say. The DM moderates this - you ask the bartender a question, the DM puts on an accent and replies. They might be truthful or they might lie, it is up to you as the player to determine that. If you want to do something, you describe what you want to do, and the DM determines what kind of roll you should make. If you say “I stab the goblin” then the DM will ask you to “roll to hit” - roll a d20, add your proficiency bonus if you’re proficient, and your attack modifier - which can be any number of things depending on what kind of attack it is - but that’s a conversation for another time.
If you get into a fight, the DM will probably ask you to roll initiative (a d20 + your initiative (your DEX) modifier - although there are other things in game that can increase your initiative modifier, just not at level one) and then you will proceed from there in descending order of initiative. Once everyone has gone, the “round” is over and it starts over, which repeats until one side has won.
Combat can be staged on a grid with miniatures, or it may be done using theater of the mind. All attacks and spells have a “range” in D&D, and so using a grid assists with measuring out those distances. The standard is that each square of the grid is 5ft.
The game goes on like this. You’re encouraged to stay in character as much as possible, discuss things with your fellow adventurers, and make decisions and react as a group. The DM will present you with mystery, intrigue, and a story, which you will have as much of a part in telling as everyone else.
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Ghoran Mesmerist
Ghoran Mesmerist CR 11 XP 12,800 Ghoran mesmerist (aromaphile) 12 (Pathfinder RPG Occult Adventures 38, Ultimate Wilderness 15, 18) N Medium plant Init +1; Senses low-light vision; Perception +2 Aura hypnotic aroma (-3, 10 ft.) -------------------- Defense -------------------- AC 15, touch 12, flat-footed 14 (+1 deflection, +1 Dex, +3 natural) hp 64 (12d8+12) Fort +6, Ref +11, Will +12 Weaknesses delicious, light dependent -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Special Attacks debilitating aromas (allure[OA], sapped magic[OA], susceptability[OA]), manifold tricks (3 tricks), mesmerist tricks 13/day (avian escape, compel alactrity, fearsome guise, gift of will, levitation buffer, mask misery, psychosomatic surge) Spell-Like Abilities (CL 12th; concentration +17) 1/day—detect poison, goodberry (sprout from own body), purify food and drink (DC 15) Mesmerist (Aromaphile) Spells Known (CL 12th; concentration +17) 4th (4/day)—mass charm person[UI] (DC 19), dominate person (DC 19), greater illusion of treachery[UI] (DC 19), greater invisibility 3rd (5/day)—clairaudience/clairvoyance, conditional curse[UI] (DC 18), lesser geas (DC 18), they know[UI] (DC 18) 2nd (6/day)—greater detect magic[UI], detect thoughts (DC 17), false belief[UI], honeyed tongue[APG], suggestion (DC 17) 1st (7/day)—adoration[UC], auditory hallucination[UI] (DC 16), cause fear (DC 16), charm person (DC 16), color spray (DC 16), innocence[APG] 0 (at will)—detect magic, detect psychic significance[OA], lullaby (DC 15), message, read magic, unwitting ally[APG] (DC 15) -------------------- Statistics -------------------- Str 11, Dex 12, Con 10, Int 12, Wis 14, Cha 20 Base Atk +9; CMB +9; CMD 21 Feats Extra Mesmerist Tricks[OA], Leadership, Reach Spell[APG], Skill Focus (Bluff), Skill Focus (Sense Motive), Sproutling[UW] Skills Acrobatics -2 (-6 to jump), Bluff +32, Diplomacy +20 (+22 to use the hypnotism skill unlock), Knowledge (geography) +16, Knowledge (history) +16, Sense Motive +23, Stealth +13, Use Magic Device +20 Languages Azlanti, Common, Sylvan SQ aromatic manipulation (deaden emotions, fascinated, stunned, 12 rounds, DC 21), consummate liar +6, ghorus seed, glib lie (DC 27), past-life knowledge, touch treatment 8/day (Greater) Combat Gear wand of color spray, wand of cure light wounds; Other Gear amulet of natural armor +1, bottled sunlight[UW], cloak of resistance +2, eastern star ioun stone, false coin[OA] (7), headband of alluring charisma +2, ring of protection +1, backpack, bedroll, belt pouch, entertainer's outfit, flint and steel, hypnotist's locket[OA], ink, inkpen, pot, torch (10), trail rations (5), waterskin, 640 gp -------------------- Special Abilities -------------------- Allure (Su) Hypnotic stare penalty applies on initiative checks and Perception checks.. Aromatic Manipulation (DC 21) (Su) Touch those affected by hypnotic armoa to alter mental state (Will neg). Consummate Liar +6 Counts as Combat Expertise for some feats. Debilitating Aroma (Su) Use hypnotic aroma with bold stare effects. Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples. Ghorus Seed (Ex) As a full-rd action, create a seed which will grow new you in 2d6 days, but die when it sprouts. Glib Lie (DC 27) (Su) You are protected from truth-telling magic; CL check to compel truth or detect your lies. Hypnotic Aroma (10 ft.) (Su) As swift action, 10-ft.-radius burst inflicts penalty on Will saves (30 ft. for those with scent). Leadership (score 17) You attract loyal companions and devoted followers. Light Dependent (Ex) 1d4 Constitution damage per day without exposure to sunlight. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Manifold Tricks (Su) You can have mulitple tricks implanted at once. Mesmerist Tricks (220 feet, 13/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes. Past-Life Knowledge (Ex) Treat all Knowledge skills as class skills. Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher. Sapped Magic (Su) Hypnotic starer penalty applies to DCs of spells and spell-like abilities, and SR. Sproutling Grow new body in half the normal time. Susceptability (Su) Hyp. stare applies to Sense Motive vs. Bluff, reduces DC of Diplo & Intim checks vs. target. Touch Treatment (Greater, 8/day) (Su) Remove certain conditions from creature touched.
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