Fantasci :Creature Creator By Charles Rice Editing: Chris Davis Rich Spainhour Artwork: anthony cournoyer Graphic Design: David Jarvis chris davis Layout: Chris Davis
Playtesters: Paula Rice, Corey Hodges, Edward Lennon, Rich Spainhour
Fantasci
Science Fiction Fantasy th to the 20 Power! Once we were legends. Walking side by side with creatures of myth on farflung worlds, soaring through the skies with ease and even mounting chariots that approached the realm of the Gods themselves. For his arrogance man ’ fury scorched the world. Despite this grave was struck down and the Gods punishment and the warnings of the Church of the True, there are those who persist in experimenting with machines, called “infernal tech ” for weaponry and transportation. Even more disturbing to the Church are those who have embraced black magic and witchcraft. For these transgressions the Black Horde walk the land. Against these hordes heroes emerge, some using the very infernal tech the Church says has caused the Gods to visit another punishment on mankind. Fantasci is about those who stand against the Black Horde. Heroes to the people, heretics to the church, they are the Men of Legend, the Heroes of Fantasci.
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Creature Creator
Creatures of Aurianis Monsters in Fantasci work much like any other type of character. That is, they use the same six classes as any other character, the same skills and the same feats and so forth. The only difference between a monster and a character are in the realm of backgrounds, occupations, hobbies or Reputation. Creatures do not normally have these items, though intelligent creatures might at the game master’s discretion. This section offers some new feats as well as guidelines to allow you to build a wide array of monsters and creatures.
Size One of the things that differentiate animals from characters is the wide range of sizes and shapes they come in. While a creature’s shape doesn’t affect its statistics, its size does. If a creature is larger or smaller than a character, modify its base scores according to the table below.
Creature Feats Creatures have access to all the feats a character does at the game master’s discretion. The following feats are unique to creatures and may only be selected by characters at the game master’s discretion. Creatures do not normally have any feat restrictions based on their class (consider this a benefit of an invisible creature “occupation” that affects the creature in no other way). If a creature should have a feat based on its type from the Brainiac list, for example, the game master should feel free to assign the feat to that creature regardless of role.
Similarly, sometimes a game master may want a creature to have a certain feat without raising its level, since this might make the overall creature more powerful than he intended by raising everything else (BAB, Def, HP, saves). In these cases, the game master should simply assign the
TABLE 1: CREATURE SIZE Size Fine Diminutive Tiny Small Medium Medium+ Large Large+ Huge Huge+ Gargantuan Gargantuan+ Colossal
Strength Modifier -10 -10 -8 -4 +0 +4 +8 +12 +16 +20 +24 +28 +32
Dexterity Modifier +8 +6 +4 +2 +0 -2 -2 -4 -4 -4 -4 -4 -4
Constitution Modifier -2 -2 -2 -2 +0 +2 +4 +6 +8 +10 +12 +14 +16
Damage Reduction None None None None None None 2/Ballistic 2/Ballistic 5/Ballistic 5/Ballistic 9/Ballistic 9/Ballistic 14/Ballistic
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Attack/Defense Penalty +8 +4 +2 +1 +0 +0 -1 -1 -2 -2 -4 -4 -8
Carrying Capacity ¼ ½ ¾ ¾ Normal X1.5 X2 X3 X4 X6 X8 X12 X16
Fantasci Creatures as characters In some campaigns, the game master may decide to allow one or more characters to play creatures as their characters. While this can be fun, balance can become an issue. If a creature is played as a character, care must be taken that this is not used as an excuse for the character to operate by different rules than his fellow characters. For example, the Winter Wolf in the creatures below is a game master creation designed to be a fun, challenging encounter. Should a PC Winter Wolf be allowed, that character should have to take levels in the Brainiac class like any other character to gain the Elemental Beam abilities. Size increases should similarly be allowed with great caution. Of course, a PC creature will also be entitled to advantages that most creatures are not, such as a normal range of ability scores, a Background, Occupation, Hobby and Reputation and so forth. creature a bonus feat. To avoid confusion, bonus feats in the sample creatures below are marked like so: Feat Name B. Take care with assigning bonus feats however. While you are not increasing a creature’s power level as much as if you assigned the creature an extra level, you are increasing its power level, especially if two or more bonus feats are added to the same creature. Either give the creature a significant disadvantage to compensate, or use the creature sparingly. An example of this can be found in the Ooze samples below. Though these creatures have a bonus feat, they are slow and easy to hit, making them extremely vulnerable to arrow fire or elemental damage. This makes these creatures much easier opponents, more in line with their level, so long as the PCs aren’t trying to capture them, which brings the Ooze’s natural resistance to blunt damage into play.
Adaptation, Air You are adapted to life in the air. Effect: You are immune to air attacks but suffer double damage for earth attacks. You gain a +2 Defense bonus against ranged attacks but your Defense suffers a –2 penalty against melee attacks. You gain a +20 ft. flight speed, while all your other movement categories are reduced by –20 ft. Special: You may take this feat multiple times to represent a further adaptation to the air, increasing your Flight speed by +10 ft. but also decreasing your run speed by –10 ft.
Adaptation, Aquatic You are adapted to life in the water. Effect: You are immune to water attacks but suffer double damage from earth attacks. Any water elemental attacks you launch inflict an extra die of damage, while any earth attacks you launch inflict one less die of damage. You are able to breathe water as well as air (if you are only able to breathe water, treat this as a Disability character disadvantage). Your Swim speed is increased by +20 ft. while your land speed is decreased by –20 ft.
You are amphibious and perfectly able to live for extended periods on land or in the water. If you suffer damage from prolonged absence from the water, simulate this with an Allergic Reaction disadvantage.
Adaptation, Arctic You are adapted to a cold climate. Effect: You are immune to cold attacks but suffer double damage from fire attacks. Any cold elemental attacks you launch inflict an extra die of damage, while any fire attacks you launch inflict one less die of damage.
Adaptation, Earth You are one with the earth. Effect: You are immune to earth attacks but suffer double damage from water attacks. Any elemental earth attacks you launch inflict an extra die of damage, while any elemental water attacks you launch inflict one less die of damage.
Adaptation, Fire You are adapted to a hot climate. Effect: You are immune to fire attacks but suffer double damage from cold attacks. Any fire elemental attacks you launch inflict an extra die of damage while any cold attacks you launch inflict one less die of damage.
Air Eater You gain energy from elemental air. Prerequisite: Air Adaptation Effect: Elemental air attacks heal you rather than hurt you (roll damage normally but treat this amount as magical healing rather than damage).
Alpha You are the leader of a pack. Effect: You gain 6 Resource Points. These RP can only be used to purchase followers. Special: You may select this feat multiple times.
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Creature Creator Diseased You carry an infectious disease and can pass it on by touch. Effect: When you select this feat, pick one ability score. When you succeed in an unarmed attack against another character, he must make a Fortitude save (DC 10+ your character level) or contract the illness, immediately suffering one point of ability damage in the chosen ability score. This ability damage does not heal automatically. Each day after that, the afflicted individual receives a Recovery save (DC 10+your character level+1 for each previously failed save) to recover one point of ability damage. Eventually, if the patient doesn’t heal, this save will become impossible, at which time the effect is permanent. The Medicine skill and medicines created with the Chemistry skill use of Pharmacology work normally on the disease inflicted by this feat. Special: This feat may be selected more than once. If a different ability score is chosen, a single attack forces a saving throw to avoid ability damage to multiple ability scores. If the same ability score is chosen, the ability damage increases as follows: two feats (1d2 ability damage), three feats (1d4 ability damage), four feats (1d6 ability damage) and so on to a maximum ability damage of 2d10 for nine feats. Increasing Constitution damage costs double (4 feats for 1d2 ability and so on) since these diseases are the most dangerous, with the disease actually worsening the target’s ability to resist (by reducing Con and thus reducing Recovery saves). If a disease damages multiple ability scores, a single Recovery save recovers 1 point in all affected ability scores. Ability damage from this ability cannot cause death instantaneously. If an ability score is reduced to 0 through this ability the patient falls into a coma. From there, standard recovery rules apply, with the patient making multiple saves each day to attempt to recover both from the disease and the coma.
Earth Bound You draw strength from the earth. Prerequisite: Earth Adaptation Effect: While in contact with the ground, all damage inflicted on you is non-lethal. If you are separated from the ground for any reason (lifted into the air, into the water) you suffer one point of lethal damage each round.
Earth Eater Elemental energies of the earth restore you. Prerequisite: Earth Adaptation Effect: Elemental earth attacks heal you rather than damage you (roll damage normally but treat this amount as magical healing rather than damage).
Elemental Physiology You are composed of living elemental matter. Effect: You are immune to poison and disease and do not need to breathe or eat. White magic and other forms of magical healing have no effect on you.
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Fantasci Natural Armor
Size Decrease
Your skin is tough. Effect: You gain 2 DR. This damage reduction must be vulnerable to one type of physical damage (Ballistic, Blunt, Slashing or Piercing) or there must be one hit location where your armor does not cover. This ability stacks with all forms of damage reduction, including wearing armor. For example, a character with Natural Resistance (Ballistic) granting 4 DR and Natural Armor (DR 2/ piercing) would have 6 DR against Blunt and Slashing attacks, 2 DR against Ballistic attacks, and 4 DR against Piercing attacks. Special: You may select this feat more than once and its effects stack.
Natural Resistance Your body is naturally resistant to one type of damage. Prerequisite: Con 13+ Effect: You gain damage reduction to a single type of damage (Ballistic, Blunt, Slashing, Piercing) equal to your Constitution modifier.
Natural Weapons (Blunt) You have natural weapons. Effect: Your unarmed attacks inflict bludgeoning damage. These could be blunt horns, armor plating, or a clubbed appendage.
Natural Weapons (Piercing) You have natural weapons. Effect: Your unarmed attacks inflict piercing damage (which is always lethal damage). These could be fangs, claws, spines, talons or certain types of horns.
Ooze Physiology You are an ooze. Ewww! Effect: You are immune to poison and you suffer no damage modifiers from hit location, whether randomly determined or through a targeted attack (your entire body is effectively one large hit location). You are also immune to the Sneak Attack, Crippling Strike and Critical Strike feats (since your entire body is undifferentiated your opponents gain little benefit from catching you unawares).
Runner You are built for speed and can cover ground much faster than a typical character. Effect: Your run speed is increased by +20 ft. Special: You may select this feat multiple times.
You are significant smaller than a normal character. Effect: Your size decreases by one or two categories (your choice). Consult the table above for the ability modifiers granted by size. Special: You may select this feat multiple times, decreasing your size category by one or two each time.
Size Increase You are significantly larger than a normal character. Effect: Your size increases by one category. Consult the table above for the ability modifiers granted by size. Special: You may select this feat multiple times, increasing your size category by one each time.
Spirit Physiology You are a creature of the spirit realm. Prerequisite: You gain 1 Damage Reduction per level unaffected by spirit weapons or attacks. You can only heal through spirit transfers (see the various spirit feats for more information). You are also completely immune to poison and disease.
Tremor You shake the earth itself with your presence. Prerequisite: Huge Size or Earth Elemental Effect: As an attack action you may strike the ground, causing the ground to shake in a 20 ft. radius around you. Everyone in this area must make a Reflex saving throw (DC 10+ your character level) or be knocked prone and have their initiative reduced to 1+their Initiative modifier. Also, this ability effectively restarts combat, meaning all characters are flat-footed until they take their next action (which might be awhile since their initiative is now reduced).
Undead Physiology Though this might seem an oxymoron, the undead do have a physiology all their own (though a bizarre and necromancyinfluenced one). Effect: You are considered an undead for any ability that lists undead in its description (Dispel Undead, Vampiric Touch, Stench of Death). Your Constitution is reduced to 0 but you suffer no penalty to hit points from this. You do not heal naturally except through the use of spells or special abilities. Any ability that heals a living target damages you instead. You gain 2 Damage Reduction per level but this damage reduction has a weakness to a certain substance or to a certain hit location. For example your damage reduction
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Creature Creator might be completely ineffective against hits by silver weapons, wood weapons or enchanted weapons. You also gain complete immunity to poison, disease, any attack that requires a Fortitude saving throw as well as fatigue and exhaustion. Finally, you are immune to the Critical Strike and Crippling Strike feats (though the Sneak Attack feat still grants its attack bonus as normal). Attacks against you are not modified by hit location (all locations on your body have a damage modifier of x1). You do not need to eat, breathe or sleep and are ageless.
Animals Typical Base Ability Scores: Str 15, Dex 13, Con 14, Int 2, Wis 14, Cha 6 Animals are creatures that might exist in the real world. In the world of Aurianis, a world infused with magic, this often leads to some fantastic creatures that only vaguely resemble their real world counterparts. The Outdoorsman skill is always a class skill for animals.
Sample Animals
Virulence, Lesser Your disease is unusually potent. Prerequisite: Diseased, 5th level Effect: The saving throw to resist or recover from your disease attack is increased by +5.
Virulence Your disease is unusually potent. Prerequisite: Diseased, Lesser Virulence, 10 th level Effect: The saving throw to resist or recover from your disease attack is increased by +5, cumulative with Lesser Virulence.
Virulence, Greater Your disease is unusually potent. Prerequisite: Diseased, Lesser Virulence, Virulence, th 15 level Effect: The saving throw to resist or recover from your disease attack is increased by +5, cumulative with Lesser Virulence and Virulence.
Bat, Fire (Speedfreak 2): HD 2d8+2; HP 11; Init +4; Spd 30 ft (Flight); Defense 10, flatfooted 10 (+4 Dex, +2 Class, +2 Size); BAB +1; Atk +0 melee (3d6+0 Fire Aura); SQ Need for Speed, Immune to Fire, Vulnerable to Cold; AL none; SV Fort +3, Ref +7, Will +2, Rec +1; Rep NA; Str 5, Dex 19, Con 12, Int 2, Wis 14, Cha 6 Skills (perks): Athletics 1 (-2), Magic 4 (+6); Endurance Athletics (Athletics); Black Magic (Magic) Feats: Elemental Aura (fire only), Fire Adaptation, Size Decrease (Tiny), Wings x2 Character Disadvantages: Pronounced Disability (Cannot swim, all other non-flight movement rates decreased to 5 ft. per round), Severe Disability (Cannot manipulate objects) Description: These annoying creatures live in volcanic caves and have developed the ability to burst into flame both as a light source and a defense mechanism.
Wings You have functional wings that allow flight. Effect: You have a base flight speed of 15 ft. per round, plus +5 ft. per round for every 6 points in the Athletics skill. Special: You may select this feat multiple times, increasing your base flight speed by +15 ft. per round. Also, Hit Location 14 (one of the three Arm hit locations) is changed to Wing for you, which has a damage modifier of x1½.
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Fantasci Horse, Draft (Tank 2): HD 2d12+10; HP 23; Init -1; Spd 30 ft; Defense 9, flatfooted 9 (-1 Dex, +1 Class, -1 Size); BAB +1; Atk +5 melee (1d2+8, Hooves); SQ Resilience, 2 DR vs. Blunt, Piercing and Slashing; AL none; SV Fort +8, Ref +1, Will +2, Rec +8; Rep; Str 27, Dex 9, Con 20, Int 2, Wis 14, Cha 6 Skills: Athletics 5 (+13); Perks: Endurance Athletics x2 (Athletics) Feats: Natural Weapons (Blunt), Night Vision, Size Increase x3 (Large+ size) Character Disadvantages: Mild Disability (Cannot climb), Severe Disability (Cannot manipulate objects) Description: This enormous horse won’t win any speed contests but if you need something pulled or hauled, this beast will carry loads of tremendous weight. Horse, Riding (Speedfreak 3): HD 3d8+12; HP 25; Init +0; Spd 75 ft; Defense 12, flatfooted 12 (+0 Dex, +3 Class, -1 Size); BAB +2; Atk +3 melee (1d2+6, Hooves); SQ Need for Speed, 2 DR vs. Blunt, Piercing and Slashing; AL none; SV Fort +6, Ref +3, Will +3, Rec +5; Rep NA; Str 23, Dex 11, Con 18, Int 2, Wis 14, Cha 6 Skills (perks): Athletics 6 (+12); Perks: Endurance Athletics x2 (Athletics) Feats: Natural Weapons (Blunt), Night Vision, Runner x2, Size Increase x2 (Large size) Character Disadvantages: Mild Disability (Cannot climb), Severe Disability (Cannot manipulate objects) Description: These sleek horses are built for speed. If you need to get somewhere quickly, you probably couldn’t find a faster mode of land transport. Horse, War (Powerhouse 4): HD 4d10+16; HP 38; Init +0; Spd 50 ft; Defense 12, flatfooted 12 (+0 Dex, +3 Class, -1 Size); BAB +4; Atk +11 melee (1d6+9, Hooves); SQ Melee Master, 2 DR vs. Blunt, Piercing and Slashing; AL Rider; SV Fort +8, Ref +1, Will +3, Rec +6; Rep NA; Str 24, Dex 11, Con 18, Int 2, Wis 14, Cha 6 Skills (perks): Athletics 1 (+8), Unarmed 6 (+13); Perks: Endurance Athletics (Athletics), Power Punch (Unarmed) Feats: Attack Focus (Hooves), Attack Specialization (Hooves), Natural Weapons (Blunt), Night Vision, Runner, Size Increase x2 (Large size) Character Disadvantages: Mild Disability (Cannot climb), Severe Disability (Cannot manipulate objects) Description: These powerful horses are bred and trained for war. They’ve received training not only to carry their rider in combat but also to fight themselves. Rat, Infected (Powerhouse 1): HD 1d10+1; HP 6; Init +3; Spd 30 ft; Defense 15, flatfooted 12 (+3 Dex, +0 Class, +2 Size); BAB +2; Atk +2 melee (1d4-2, Bite); SQ Melee
Master; AL none; SV Fort +3, Ref +3, Will +1, Rec +2; Rep; Str 7, Dex 17, Con 12, Int 2, Wis 14, Cha 6 Skills (perks): Unarmed 4 (+2) Feats: Diseased (1 point Strength damage if DC 11 Fortitude save failed), Natural Weapons (Piercing), Night Vision, Size Decrease (Tiny) Character Disadvantages: Severe Disability (Cannot manipulate objects) Wolf, Winter (Powerhouse 6): HD 6d10+24; HP 57; Init +2; Spd 30 ft; Defense 15, flatfooted 13 (+2 Dex, +4 Class, -1 Size); BAB +6; Atk +11 melee (1d8+7, Bite), or ranged (5d4+0, Elemental Beam- Cold); SQ Melee Master, Immune to Cold, Vulnerable to Fire, 2 DR vs. Blunt, Piercing and Slashing; AL none; SV Fort +9, Ref +4, Will +4, Rec +7; Rep NA; Str 21, Dex 14, Con 18, Int 8, Wis 14, Cha 6 Skills (perks): Athletics 2 (+7), Magic 8 (+10), Outdoorsman 9 (+11), Unarmed 8 (+13); Perks: Black Magic (Magic), Stealth-Arctic (Outdoorsman) Feats: Arctic Adaptation, Attack Focus (Bite), Attack Specialization (Bite), Elemental Bolt (cold only), Elemental Beam (cold only), Natural Weapons (Piercing), Night Vision, Size Increase x2 (Large Size) Character Disadvantages: Severe Disability (Cannot manipulate objects) Description: These creatures resemble larger versions of the Arctic Gray Wolf and are infused with the north wind, which they can unleash on opponents.
Elementals These creatures are even more in touch with elemental magic than oozes. While an ooze is infused with the elements, it is merely a sponge, absorbing the elements and their magical properties. Elementals are that primal force give life and sentience.
Air Elementals Typical Base Ability Scores: Str 8, Dex 18, Con 20, Int 10, Wis 12, Cha 6 Air Elemental, Medium (Speedfreak 10): HD 10d8+50; HP 95; Init +5; Spd 0 ft, Flight 60 ft; Defense 25 (27 ranged, 23 melee), flatfooted 20 (+5 Dex, +10 Class); BAB +7; Atk +6 melee (2d6-1, Unarmed), or ranged (7d4+0, Elemental Strike); SQ Need for Speed, Healed by Air, Vulnerable to Earth; AL none; SV Fort +10, Ref +12, Will +4, Rec +8; Rep NA; Str 8, Dex 21, Con 20, Int 10, Wis 12, Cha 6 Skills (perks): Acrobatics 13 (+20), Magic 13 (+13), Stealth 13 (+20), Unarmed 13 (+12)
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Creature Creator Feats: Acrobatic Defense (30 Defense against ranged attacks), Agility Training, Air Adaptation x5, Air Eater, Elemental Beam (air only), Elemental Bolt (air only), Elemental Physiology, Elemental Strike (air only), Talented (Acrobatics and Stealth) Character Disadvantages: None Air Elemental, Large (Speedfreak 13): HD 13d8+91; HP 149; Init +5; Spd 0 ft, Flight 60 ft; Defense 27 (29 ranged 25 melee), flatfooted 22 (+5 Dex, +13 Class, -1 Size); BAB +9; Atk +11 melee (2d8+3, Unarmed), or ranged (7d4+0, Elemental Burst); SQ Need for Speed, Healed by Air, Vulnerable to Earth, 2 DR vs. Blunt, Piercing and Slashing; AL none; SV Fort +13, Ref +13, Will +5, Rec +11; Rep NA; Str 16, Dex 20, Con 24, Int 10, Wis 12, Cha 6 Skills (perks): Acrobatics 16 (+23), Magic 16 (+17), Stealth 16 (+19), Unarmed 16 (+19) Feats: Acrobatic Defense (33 Defense against ranged attacks), Agility Training, Air Adaptation x5, Air Eater, Elemental Beam (air only), Elemental Bolt (air only), Elemental Burst (air only), Elemental Physiology, Elemental Strike (air only), Size Increase x2 (Large Size), Talented (Acrobatics and Stealth) Character Disadvantages: None
Blunt and Piercing; AL none; SV Fort +13, Ref +4, Will +4, Rec +13; Rep NA; Str 18, Dex 8, Con 23, Int 8, Wis 12, Cha 6 Skills (perks): Athletics 13 (+17), Magic 13 (+14), Unarmed 13 (+17) Feats: Diesel, Diesel 2, Earth Adaptation, Earth Bound, Earth Eater, Elemental Bolt (earth only), Elemental Physiology, Endurance Training, Natural Armor x2, Natural Resistance (Slashing), Natural Weapons (Blunt), Tremor Character Disadvantages: Mild Disability (can’t make Athletics checks to swim, swim movement is 0 ft.)
Air Elemental, Huge (Speedfreak 16): HD 16d8+144; HP 216; Init +5; Spd 0 ft, Flight 60 ft; Defense 29 (31 ranged 27 melee), flatfooted 24 (+5 Dex, +16 Class, -2 Size); BAB +12; Atk +17 melee (2d8+7, Unarmed), or ranged (7d4+0, Elemental Burst); SQ Need for Speed, Healed by Air, Vulnerable to Earth, 5 DR vs. Blunt, Piercing and Slashing; AL none; SV Fort +16, Ref +15, Will +6, Rec +14; Rep NA; Str 24, Dex 20, Con 28, Int 10, Wis 12, Cha 6 Skills (perks): Acrobatics 19 (+26), Magic 19 (+20), Stealth 19 (+18), Unarmed 19 (+26) Feats: Acrobatic Defense (36 Defense against ranged attacks), Agility Training, Agility Training 2, Air Adaptation x5, Air Eater, Elemental Beam (air only), Elemental Bolt (air only), Elemental Burst (air only), Elemental Physiology, Elemental Strike (air only), Size Increase x4 (Huge Size), Talented (Acrobatics and Stealth) Character Disadvantages: None
Earth Elementals Typical Base Ability Scores: Str 18, Dex 8, Con 20, Int 8, Wis 12, Cha 6 Earth Elemental, Medium (Tank 10): HD 12d12+72; HP 150; Init -1; Spd 40 ft; Defense 16, flatfooted 16 (-1 Dex, +7 Class); BAB +7; Atk +11 melee (2d6+4, unarmed), or ranged (3d4+0, Earth Bolt); SQ Resilience, Healed by Earth, Vulnerable to Water, 10 DR vs. Slashing, 4 DR vs.
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Fantasci Earth Elemental, Large (Tank 13): HD 15d12+135; HP 232; Init -2; Spd 40 ft; Defense 16, flatfooted 16 (-2 Dex, +9 Class, -1 Size); BAB +9; Atk +16 melee (2d8+8, unarmed), or ranged (5d4+0, Earth Bolt); SQ Resilience, Healed by Earth, Vulnerable to Water, 15 DR vs. Slashing, 6 DR vs. Blunt and Piercing; AL none; SV Fort +17, Ref +4, Will +5, Rec +17; Rep NA; Str 26, Dex 6, Con 28, Int 8, Wis 12, Cha 6 Skills (perks): Athletics 16 (+24), Magic 16 (+17), Unarmed 16 (+24) Feats: Diesel, Diesel 2, Earth Adaptation, Earth Bound, Earth Eater, Elemental Beam (earth only), Elemental Bolt (earth only), Elemental Physiology, Endurance Training, Natural Armor x2, Natural Resistance (Slashing), Natural Weapons (Blunt), Size Increase x2 (Large Size), Tremor Character Disadvantages: Mild Disability (can’t make Athletics checks to swim, swim movement is 0 ft.) Earth Elemental, Huge (Tank 16): HD 18d12+180; HP 297; Init -3; Spd 45 ft; Defense 17, flatfooted 17 (-3 Dex, +12 Class, -2 Size); BAB +12; Atk +22 melee (2d8+8, unarmed), or ranged (5d4+0, Earth Bolt); SQ Resilience, Healed by Earth, Vulnerable to Water, 19 DR vs. Slashing, 9 DR vs. Blunt and Piercing; AL none; SV Fort +20, Ref +4, Will +6, Rec +20; Rep NA; Str 34, Dex 4, Con 30, Int 8, Wis 12, Cha 6 Skills (perks): Athletics 19 (+31), Magic 19 (+20), Unarmed 19 (+31) Feats: Diesel, Diesel 2, Earth Adaptation, Earth Bound, Earth Eater, Elemental Beam (earth only), Elemental Bolt (earth only), Elemental Physiology, Endurance Training, Endurance Training 2, Natural Armor x2, Natural Resistance (Slashing), Natural Weapons (Blunt), Size Increase x4 (Huge Size), Tremor Character Disadvantages: Mild Disability (can’t make Athletics checks to swim, swim movement is 0 ft.)
Oozes Typical Base Ability Scores: Str 8, Dex 8, Con 18, Int 2, Wis 14, Cha 2 Oozes are creatures of proto-elemental matter that can grow quite large if allowed to feed on elemental energy undisturbed. Because they can become a danger to nearby settlements if allowed to grow too big and also because their gelatinous, elementally infused protoplasmic bodies are useful in certain magical experiments, oozes are worth more than the normal bounty if returned alive to a settlement. Instead of 10 plus the monster’s level, oozes are worth 10 plus 2 per level.
Special: All oozes receive the Ooze Physiology feat as a bonus feat.
Sample Oozes Fire Ooze, Small (Tank 1): HD 1d12+3; HP 9; Init +0; Spd 10 ft; Defense 11, flatfooted 11 (+0 Dex, +0 Class, +1 Size); BAB +0; Atk -2 melee (3d6+0, Fire Aura); SQ Resilience, DR 3 vs. Blunt, Immune to Fire, Vulnerable to Cold; AL none; SV Fort +5, Ref +1, Will +2, Rec +5; Rep NA; Str 4, Dex 10, Con 16, Int 2, Wis 14, Cha 2 Skills (perks): Magic 4 (+6); Black Magic (Magic) Feats: Elemental Aura (fire only), Fire Adaptation, Natural Resistance (Blunt), Ooze PhysiologyB, Size Decrease (Small) Character Disadvantages: Mild Disability (-20 ft. ground movement), Severe Disability (Cannot manipulate objects) Fire Ooze, Medium (Tank 1): HD 1d12+4; HP 10; Init -1; Spd 10 ft; Defense 9, flatfooted 9 (-1 Dex, +0 Class); BAB +0; Atk -1 melee (3d6+0, Fire Aura), or ranged (3d4+0, Fire Bolt); SQ Resilience, DR 4 vs. Blunt, Immune to Fire, Vulnerable to Cold; AL none; SV Fort +6, Ref +0, Will +2, Rec +6; Rep NA; Str 8, Dex 8, Con 18, Int 2, Wis 14, Cha 2 Skills: Magic 4 (+6); Black Magic (Magic) Feats: Elemental Aura (fire only), Elemental Bolt (fire only), Fire Adaptation, Natural Resistance (Blunt), Ooze PhysiologyB Character Disadvantages: Mild Disability (-20 ft. ground movement), Severe Disability (Cannot manipulate objects) Fire Ooze, Large (Tank 3): HD 3d12+18; HP 37; Init -2; Spd 10 ft; Defense 9, flatfooted 9 (-2 Dex, +2 Class, -1 Size); BAB +2; Atk +4 melee (3d6+0, Fire Aura), or ranged (3d4+0, Fire Bolt); SQ Resilience, DR 6 vs. Blunt, Immune to Fire, Vulnerable to Cold; AL none; SV Fort +9, Ref +0, Will +3, Rec +9; Rep NA; Str 16, Dex 6, Con 22, Int 2, Wis 14, Cha 2 Skills: Magic 6 (+8); Black Magic (Magic) Feats: Elemental Aura (fire only), Elemental Bolt (fire only), Fire Adaptation, Natural Resistance (Blunt), Ooze PhysiologyB, Size Increase x2 (Large Size) Character Disadvantages: Mild Disability (-20 ft. ground movement), Severe Disability (Cannot manipulate objects)
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Creature Creator Fire Ooze, Huge (Tank 6): HD 6d12+48; HP 87; Init -3; Spd 10 ft; Defense 9, flatfooted 9 (-3 Dex, +4 Class, -2 Size); BAB +4; Atk +9 melee (3d6+0, Fire Aura), or ranged (5d4+0, Fire Beam); SQ Resilience, DR 8 vs. Blunt, Immune to Fire, Vulnerable to Cold; AL none; SV Fort +13, Ref +0, Will +4, Rec +13; Rep NA; Str 24, Dex 4, Con 26, Int 2, Wis 14, Cha 2 Skills: Magic 9 (+11); Black Magic (Magic) Feats: Elemental Aura (fire only), Elemental Beam (fire only), Elemental Bolt (fire only), Fire Adaptation, Natural Resistance (Blunt), Ooze Physiology B, Size Increase x4 (Huge Size) Character Disadvantages: Mild Disability (-20 ft. ground movement), Severe Disability (Cannot manipulate objects)
Spirits Typical Base Ability Scores: Str 13, Dex 15, Con 14, Int 6, Wis 14, Cha 2 No one quite knows what spirits are but most scholars of magic feel they are magic, given form, substance and perhaps even a spark of sentience. Spirit bonders are especially fascinated by these creatures and some study them intensely.
Sample Sprits Spirit Wolf (Powerhouse 2): HD 2d10+4; HP 19; Init +2; Spd 30 ft; Defense 13, flatfooted 11 (+2 Dex, +1 Class); BAB +2; Atk +4 melee (1d4+3, Bite); SQ Melee Master, 2 DR/spirit; AL none; SV Fort +5, Ref +2, Will +2, Rec +4; Rep NA; Str 13, Dex 15, Con 14, Int 6, Wis 14, Cha 2 Skills (perks): Outdoorsman 5 (+9), Stealth 0 (+4), Unarmed 5 (+6); Power Punch (Unarmed), Stealth- Forest (Outdoorsman) Feats: Attack Focus (Bite), Attack Specialization (Bite), Natural Weapons (Piercing), Spirit Physiology, Talented (Stealth and Outdoorsman) Character Disadvantages: Severe Disability (Cannot manipulate objects) Spirit Owl (Empath 4): HD 4d8+4; HP 25; Init +5; Spd 15 ft, 65 ft. Fly; Defense 20, flatfooted 15 (+5 Dex, +3 Class, +2 Size); BAB +3; Atk +3 melee (1d6-2, Talons); SQ Resolute, 4 DR/spirit; AL none; SV Fort +5, Ref +9, Will +6, Rec +3; Rep; Str 5, Dex 20, Con 12, Int 6, Wis 14, Cha 2
Skills (perks): Athletics 7 (+5), Outdoorsman 7 (+9), Perception 7 (+9), Unarmed 7 (+5); Feats: Natural Weapons (Piercing), Size Decrease (Tiny), Spirit Physiology, Wings x4 Character Disadvantages: Mild Disability (-20 ft. ground movement), Severe Disability (Cannot manipulate objects) Spirit Bear (Powerhouse 8): HD 8d10+32; HP 76; Init +1; Spd 30 ft; Defense 16, flatfooted 15 (+1 Dex, +6 Class, -1 Size); BAB +8; Atk +15 melee (1d10+10, Claws); SQ Melee Master, 10 DR vs. Bludgeoning, Piercing, and Slashing, 8 DR vs. Ballistic; AL none; SV Fort +10, Ref +3, Will +4, Rec +8; Rep; Str 22, Dex 13, Con 18, Int 6, Wis 14, Cha 2 Skills (perks): Outdoorsman 11 (+13), Unarmed 11 (+17) Feats: Attack Focus (claws), Attack Specialization (claws), Cleave, Great Cleave, Greater Attack Focus (claws), Greater Attack Specialization (claws), Natural Weapons (Piercing), Size Increase x2 (Large), Spirit Physiology, Strength Training Character Disadvantages: Severe Disability (Cannot manipulate objects)
Undead Typical Base Ability Scores: Varies Through unknown means, the magical forces that team through Aurianis occasionally allow the dead to walk again. Some are nearly mindless, driven by uncontrollable animal hungers, while others retain a spark of sentience but with a new malevolence added they did not have in life. Why this is so is a matter of much debate and studied intensely by Necromancers. Skeleton, Soldier (Powerhouse 1): HD 1d10; HP 5; Init +6; Spd 30 ft; Defense 13, flatfooted 10 (+2 Dex, +0 Class, +1 Shield); BAB +1; Atk +3 melee (1d8+3, Sword), or +3 ranged (1d8+2, Compound Bow); SQ Melee Master, 4 DR vs. Ballistic, Piercing and Slashing; AL none; SV Fort +2, Ref +0, Will +0, Rec +1; Rep NA; Str 12, Dex 15, Con 0, Int 6, Wis 12, Cha 2 Skills (perks): Unarmed 4 (+5), Weapons 4 (+5); Aggressive Stance (Weapons), Shield Training (Weapons) Feats: Improved Initiative, Natural Armor (not vs. Blunt), Undead Physiology, Weapon Finesse (Sword) Possessions: Sword, Compound Bow, 20 arrows, Shield Character Disadvantages: None
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Fantasci Skeleton, Archer (Speedfreak 4): HD 4d8; HP 18; Init +7; Spd 30 ft; Defense 20, flatfooted 14 (+3 Dex, +4 Class, +3 Dodge Focus); BAB +3; Atk +4 melee (1d8+2, Sword), or +7 ranged (1d8+2, Compound Bow); SQ Need for Speed, 10 DR vs. Ballistic, Piercing and Slashing; AL none; SV Fort +3, Ref +7, Will +2, Rec +1; Rep NA; Str 12, Dex 16, Con 0, Int 6, Wis 12, Cha 6 Skills (perks): Unarmed 7 (+8), Weapons 7 (+8); Aggressive Stance (Weapons), Precision Strike (Weapons) Feats: Attack Focus (Compound Bow), Dodge Focus x3, Improved Initiative, Natural Armor (not vs. Blunt), Undead Physiology Possessions: Sword, Compound Bow, 40 arrows Character Disadvantages: None Zombie (Tank 1): HD 1d12; HP 6; Init -2; Spd 20 ft; Defense 8, flatfooted 8 (-2 Dex, +0 Class); BAB +0; Atk +2 melee (1d4+2, Unarmed); SQ Resilient, 8 DR vs. all but head hits; AL none; SV Fort +2, Ref -1, Will +0, Rec +2; Rep; Str 15, Dex 6, Con 0, Int 2, Wis 10, Cha 2 Skills (perks): Unarmed 4 (+6); none Feats: Natural Armor x3 (not vs. head hits), Undead Physiology Character Disadvantages: Mild Disability (-10 ft. ground movement, all other movement 0) Zombie, Infected (Tank 4): HD 4d12; HP 26; Init -2; Spd 20 ft; Defense 11, flatfooted 11 (-2 Dex, +3 Class); BAB +3; Atk +6 melee (1d6+3, Unarmed); SQ Resilient, 14 DR vs. all but head hits; AL none; SV Fort +4, Ref +0, Will +1, Rec +4; Rep NA; Str 16, Dex 6, Con 0, Int 2, Wis 10, Cha 2 Skills (perks): Unarmed 7 (+10); none Feats: Diseased x3 (DC 14 or 1d4 Dexterity damage), Natural Armor x3 (not vs. head hits), Undead Physiology Character Disadvantages: Mild Disability (-10 ft. ground movement, all other movement 0)
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Creature Creator OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not e mbody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this Lic ense, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and a ny other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes t he Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
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System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
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Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Sta n!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc. Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John Snead.
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Fantasci Future: Heroes -- Cyborgs, Copyright 2004, Philip Reed. Published by Ronin Arts. Future Player’s Companion: Tomorrow’s Foundation, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Rodney Thompson, & JD Wiker. Future Player’s Companion: Tomorrow’s Hero, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, Rodney Thompson, & JD Wiker. Future Player’s Companion: Tomorrow’s Evolution, Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, & Rodney Thompson. Future Player’s Companion (Print), Copyright 2005 The Game Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, Rodney Thompson, & JD Wiker.
Open Gaming Content Product Identity: Modern20, Fantasci, Aurianis, Baubles, Mekosa , Sky Folk, Proud Folk Introduction: Closed content.
All other text is open content.
Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved. Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson. Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson. Caliphate Nights, Copyright 2006, Paradigm Concepts; Author Aaron Infante-Levy Lux Aeternum, Copyright 2006, BlackWyrm Games; Author Ryan Wolfe, with Dave Matti ngly, Aaron Sullivan, and Derrick Thomas. Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan Wright Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and David Bolack Modern20, Copyright 2007, RPGObjects; Author Charles Rice Fantasci20, Copyright 2008, RPGObjects; Author Charles Rice END OF LICENSE
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