21
Homebrew / Re: Norse Bestiary
« on: June 21, 2017, 12:13:40 AM »
Originally posted June 29, 2013:
Satyr (32 point buy)
Satyr Sorcerer 5
Satyr Sorcerer 5/Shadowcrafter 7
Satyr (32 point buy)
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32 point buy:
Str 10 (2), Dex 14 (6), Con 14 (6), Int 14 (6), Wis 12 (4), Cha 16 (10)
Satyr
Size/Type: Medium Fey
Hit Dice: 5d6+15 (32 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
BAB/Grapple: +2/+2
Attack: Head butt +2 melee (1d6) or shortbow +5 ranged (1d6/×3)
Full Attack: Head butt +2 melee (1d6) and dagger -3 melee (1d4/19-20); or shortbow +5 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pipes
Special Qualities: Damage reduction 5/cold iron, low-light vision
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 10, Dex 16, Con 16, Int 16, Wis 14, Cha 18
Skills: Bluff +12 [8], Concentration +7 [4 cc], Diplomacy +6, Disguise +8 (+10 acting) [4 cc], Hide +15 [8], Intimidate +6, Knowledge (nature) +11 [8], Listen +16 [8], Move Silently +15 [8], Perform (wind instruments) +16 [8], Spot +16 [8], Survival +2 (+4 aboveground)
Feats: Alertness(B), Spell Focus (illusion), Greater Spell Focus (illusion)
Environment: Temperate forests
Organization: Solitary, pair, band (3-5), or troop (6-11)
Challenge Rating: 2 (without pipes) or 4 (with pipes)
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: +2
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
Satyrs speak Sylvan, and most also speak Common.
Combat
The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su)
Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 16 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).
In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Skills
Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Str 10 (2), Dex 14 (6), Con 14 (6), Int 14 (6), Wis 12 (4), Cha 16 (10)
Satyr
Size/Type: Medium Fey
Hit Dice: 5d6+15 (32 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
BAB/Grapple: +2/+2
Attack: Head butt +2 melee (1d6) or shortbow +5 ranged (1d6/×3)
Full Attack: Head butt +2 melee (1d6) and dagger -3 melee (1d4/19-20); or shortbow +5 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pipes
Special Qualities: Damage reduction 5/cold iron, low-light vision
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 10, Dex 16, Con 16, Int 16, Wis 14, Cha 18
Skills: Bluff +12 [8], Concentration +7 [4 cc], Diplomacy +6, Disguise +8 (+10 acting) [4 cc], Hide +15 [8], Intimidate +6, Knowledge (nature) +11 [8], Listen +16 [8], Move Silently +15 [8], Perform (wind instruments) +16 [8], Spot +16 [8], Survival +2 (+4 aboveground)
Feats: Alertness(B), Spell Focus (illusion), Greater Spell Focus (illusion)
Environment: Temperate forests
Organization: Solitary, pair, band (3-5), or troop (6-11)
Challenge Rating: 2 (without pipes) or 4 (with pipes)
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: +2
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
Satyrs speak Sylvan, and most also speak Common.
Combat
The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su)
Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 16 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).
In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Skills
Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Satyr Sorcerer 5
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Satyr
Fey 5/Sorcerer 5
Size/Type: Medium Fey
Hit Dice: 5d6+5d4+30 (60 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
BAB/Grapple: +4/+4
Attack: Head butt +4 melee (1d6) or shortbow +7 ranged (1d6/×3)
Full Attack: Head butt +4 melee (1d6) and dagger -1 melee (1d4/19-20); or shortbow +7 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pipes, Spells
Special Qualities: Damage reduction 5/cold iron, low-light vision
Saves: Fort +5, Ref +8, Will +10
Abilities: Str 10, Dex 16, Con 16, Int 16, Wis 14, Cha 19
Skills: Bluff +14 [10], Concentration +16 [13; 4 cc], Diplomacy +6, Disguise +8 (+10 acting) [4 cc], Hide +15 [8], Intimidate +6, Knowledge (arcana) +13 [10], Knowledge (nature) +11 [8], Listen +16 [8], Move Silently +15 [8], Perform (wind instruments) +16 [8], Spellcraft +7 [4], Spot +16 [8], Survival +2 (+4 aboveground)
Feats: Alertness(B), Spell Focus (illusion), Greater Spell Focus (illusion), Practiced Spellcaster, 9
Environment: Temperate forests
Organization: Solitary, pair, band (3-5), or troop (6-11)
Challenge Rating: 4 (without pipes) or 6 (with pipes)
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: +2
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
Satyrs speak Sylvan, and most also speak Common.
Combat
The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su)
Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 16 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).
In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Skills
Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Spells: This Satyr casts as a 5th level sorcerer (CL 9th). Spells per day: (6/7/5/2*), DC 14+spell level (illusion DC 18+level)
Spells Known:
0 - (6) Acid Splash, Detect Poison, Detect Magic, Read Magic, Mage Hand, Message
1 - (4) Color Spray, Mage Armor, Grease, Shield
2 - (2) See Invisibility, Spider Climb
3 - (1*) Shadow Binding
Fey 5/Sorcerer 5
Size/Type: Medium Fey
Hit Dice: 5d6+5d4+30 (60 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
BAB/Grapple: +4/+4
Attack: Head butt +4 melee (1d6) or shortbow +7 ranged (1d6/×3)
Full Attack: Head butt +4 melee (1d6) and dagger -1 melee (1d4/19-20); or shortbow +7 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pipes, Spells
Special Qualities: Damage reduction 5/cold iron, low-light vision
Saves: Fort +5, Ref +8, Will +10
Abilities: Str 10, Dex 16, Con 16, Int 16, Wis 14, Cha 19
Skills: Bluff +14 [10], Concentration +16 [13; 4 cc], Diplomacy +6, Disguise +8 (+10 acting) [4 cc], Hide +15 [8], Intimidate +6, Knowledge (arcana) +13 [10], Knowledge (nature) +11 [8], Listen +16 [8], Move Silently +15 [8], Perform (wind instruments) +16 [8], Spellcraft +7 [4], Spot +16 [8], Survival +2 (+4 aboveground)
Feats: Alertness(B), Spell Focus (illusion), Greater Spell Focus (illusion), Practiced Spellcaster, 9
Environment: Temperate forests
Organization: Solitary, pair, band (3-5), or troop (6-11)
Challenge Rating: 4 (without pipes) or 6 (with pipes)
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: +2
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
Satyrs speak Sylvan, and most also speak Common.
Combat
The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su)
Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 16 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).
In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Skills
Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Spells: This Satyr casts as a 5th level sorcerer (CL 9th). Spells per day: (6/7/5/2*), DC 14+spell level (illusion DC 18+level)
Spells Known:
0 - (6) Acid Splash, Detect Poison, Detect Magic, Read Magic, Mage Hand, Message
1 - (4) Color Spray, Mage Armor, Grease, Shield
2 - (2) See Invisibility, Spider Climb
3 - (1*) Shadow Binding
Satyr Sorcerer 5/Shadowcrafter 7
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Satyr
Fey 5/Sorcerer 5/Shadowcrafter 7
Size/Type: Medium Fey
Hit Dice: 5d6+12d4+51 (98 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
BAB/Grapple: +7/+7
Attack: Head butt +7 melee (1d6) or shortbow +10 ranged (1d6/×3)
Full Attack: Head butt +7 melee (1d6) and dagger +2 melee (1d4/19-20); or shortbow +10 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pipes, Spells
Special Qualities: Damage reduction 5/cold iron, low-light vision, shadow mien, enhanced shadow conjurations (+20%), enhanced shadow evocations (+20%), shadow spell penetration, resistance to illusions,
Saves: Fort +7, Ref +10, Will +15 (+2 vs illusions)
Abilities: Str 10, Dex 16, Con 16, Int 16, Wis 14, Cha 21
Skills: Bluff +15 [10], Concentration +23 [20; 4 cc], Diplomacy +7, Disguise +11 (+13 acting) [4 cc], Hide +17 [8], Intimidate +7, Knowledge (arcana) +13 [10], Knowledge (nature) +11 [8], Listen +16 [8], Move Silently +15 [8], Perform (wind instruments) +17 [8], Spellcraft +7 [4], Spot +28 [20], Survival +2 (+4 aboveground); +16 skill points
Feats: Alertness(B), Spell Focus (illusion), Greater Spell Focus (illusion), Practiced Spellcaster, Heighten Spell, Versatile Spellcaster, 15
Environment: Temperate forests
Organization: Solitary, pair, band (3-5), or troop (6-11)
Challenge Rating: 11 (without pipes) or 13 (with pipes)
Treasure: Standard (5800)
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: +2
Possessions: Artificer's Monocle (1,500), Scroll of Solid Fog (700), Scroll of Cloudkill (1,125), Scroll of Wall of Stone (1,125), Scroll of Dimensional Anchor (700), Scroll Polymorph Other (700)
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
Satyrs speak Sylvan, and most also speak Common.
Combat
The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su)
Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 16 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).
In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Skills
Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Spells: This Satyr casts as a 12th level sorcerer (CL 16th; CL to overcome SR with illusion (shadow) spells, 18th). Spells per day: (6/8/7/7/7/6/3), DC 14+spell level (illusion DC 18+level)
Spells Known:
0 - (9) Acid Splash, Detect Poison, Detect Magic, Read Magic, Mage Hand, Message
1 - (5) Color Spray, Mage Armor, Grease, Shield, Lesser Orb of Acid
2 - (5) See Invisibility, Spider Climb, Darkness, Scorching Ray, Rope Trick
3 - (4) Shadow Binding, Slow, Displacement, Fly
4 - (3) Shadow Conjuration, Dimension Door, Greater Mirror Image
5 - (2) Shadow Evocation, Teleport
6 - (1) Disintegrate
Sorcerer 5 (+2 CR): +5d4+15 HP, +2 BAB, +1 Fort, +1 Ref, +4 Will, +25 skill points, +2 feats (6, 9), +1 stat boost.
Shadowcrafter 7 (+7 CR): +7d4+35 HP, +3 BAB, +2 Fort, +2 Ref, +5 Will, +35 skill points, +2 feats (12, 15), +2 stat boosts
Fey 5/Sorcerer 5/Shadowcrafter 7
Size/Type: Medium Fey
Hit Dice: 5d6+12d4+51 (98 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
BAB/Grapple: +7/+7
Attack: Head butt +7 melee (1d6) or shortbow +10 ranged (1d6/×3)
Full Attack: Head butt +7 melee (1d6) and dagger +2 melee (1d4/19-20); or shortbow +10 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pipes, Spells
Special Qualities: Damage reduction 5/cold iron, low-light vision, shadow mien, enhanced shadow conjurations (+20%), enhanced shadow evocations (+20%), shadow spell penetration, resistance to illusions,
Saves: Fort +7, Ref +10, Will +15 (+2 vs illusions)
Abilities: Str 10, Dex 16, Con 16, Int 16, Wis 14, Cha 21
Skills: Bluff +15 [10], Concentration +23 [20; 4 cc], Diplomacy +7, Disguise +11 (+13 acting) [4 cc], Hide +17 [8], Intimidate +7, Knowledge (arcana) +13 [10], Knowledge (nature) +11 [8], Listen +16 [8], Move Silently +15 [8], Perform (wind instruments) +17 [8], Spellcraft +7 [4], Spot +28 [20], Survival +2 (+4 aboveground); +16 skill points
Feats: Alertness(B), Spell Focus (illusion), Greater Spell Focus (illusion), Practiced Spellcaster, Heighten Spell, Versatile Spellcaster, 15
Environment: Temperate forests
Organization: Solitary, pair, band (3-5), or troop (6-11)
Challenge Rating: 11 (without pipes) or 13 (with pipes)
Treasure: Standard (5800)
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: +2
Possessions: Artificer's Monocle (1,500), Scroll of Solid Fog (700), Scroll of Cloudkill (1,125), Scroll of Wall of Stone (1,125), Scroll of Dimensional Anchor (700), Scroll Polymorph Other (700)
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
Satyrs speak Sylvan, and most also speak Common.
Combat
The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su)
Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 16 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).
In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Skills
Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
Spells: This Satyr casts as a 12th level sorcerer (CL 16th; CL to overcome SR with illusion (shadow) spells, 18th). Spells per day: (6/8/7/7/7/6/3), DC 14+spell level (illusion DC 18+level)
Spells Known:
0 - (9) Acid Splash, Detect Poison, Detect Magic, Read Magic, Mage Hand, Message
1 - (5) Color Spray, Mage Armor, Grease, Shield, Lesser Orb of Acid
2 - (5) See Invisibility, Spider Climb, Darkness, Scorching Ray, Rope Trick
3 - (4) Shadow Binding, Slow, Displacement, Fly
4 - (3) Shadow Conjuration, Dimension Door, Greater Mirror Image
5 - (2) Shadow Evocation, Teleport
6 - (1) Disintegrate
Sorcerer 5 (+2 CR): +5d4+15 HP, +2 BAB, +1 Fort, +1 Ref, +4 Will, +25 skill points, +2 feats (6, 9), +1 stat boost.
Shadowcrafter 7 (+7 CR): +7d4+35 HP, +3 BAB, +2 Fort, +2 Ref, +5 Will, +35 skill points, +2 feats (12, 15), +2 stat boosts