Friday, January 23, 2015

Table Top World Design

Let us talk world design a bit.


A lot of people who design worlds forget the very organic way populations spread throughout the environment. They forget how towns start small and grow around the old parts.


So here is how I do it: I pick a starting settlement this is what will eventually be the "seat of power" it is small, maybe 15 people, maybe it has a strategic vantage or a dock etc. Then I work from there, remember you will find a town almost every 30 miles or so (even in the real world in civilized lands) because that was roughly a days travel. So I go out 1 hex (28 miles) and there is the next settlement etc. Once I have the basics in, I expand the initial little settlement to its "finished size" by adding populace to it, in growing rings around the original settlement. The original spot becomes "old town" and you move out in expansion rings. With farmers being moved outside walls etc as the city progresses. Most of this is in my head but the thought process is there.


Cart paths and roads between settlements are next and follow the lay of the land. Until you get high civilization there usually is no tunneling or bridges unless its the only way and that requires a seat of power to create it.
Next develop all the settlements around the seat of power, figure out what their income source is, livestock, wool, lumber, fish etc.


Now this is for all races that have cities, the big difference is how far can one travel per day. There will always be some form of safe haven at a days travel between large cities.


Next I like to think what kind of government was there to begin with, how did it evolve and what is it state now. This lets me decide the "current" state of repairs and upkeep on infrastructure. Do they have paved or packed roads, wells, sewers, septic etc. This is note down as well.


If you work say in a 10 x 10 grid of hexes, it becomes very easy to work. Remember if you look at Europe, most countries were small, usually 1-3 days march to a border. You should do the same with yours unless the country will have a strong LARGE military force.

Tuesday, January 31, 2012

Kitty Lamoure CR7 Catfolk

KITTY LAMOURE                CR 7
Female Catfolk Fighter (Two-Weapon Fighter) 8
CG Medium Humanoid (Catfolk)
Init +8; Senses Low-Light Vision; Perception +3
--------------------
DEFENSE
--------------------
AC 25, touch 15, flat-footed 20   (+6 armor, +1 shield, +5 Dex, +3 natural)
hp 104 (8d10+24)
Fort +9, Ref +10, Will +3
Defensive Abilities Bravery +2, Defensive Flurry
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +3 Corrosive Burst, Transformative Mithral Scimitar +10 (1d6+4/18-20/x2) and +3 Flaming Burst, Transformative Mithral Scimitar +10/+5 (1d6+6/18-20/x2) and Unarmed Strike +11/+6 (1d3+3/20/x2)
Ranged Longbow, Comp. (Str +10) +14/+9 (1d8+3/20/x3)
Special Attacks Twin Blades +1
--------------------
STATISTICS
--------------------
Str 16,  Dex 22/26,  Con 16,  Int 16,  Wis 12,  Cha 18
Base Atk +8; CMB +16; CMD 26
Feats Agile Maneuvers, Cleave, Cleaving Finish, Combat Reflexes (9 AoO/round), Great Cleave, Power Attack -3/+6, Two-weapon Defense, Two-weapon Fighting, Vital Strike
Traits Armor Expert, Iron Liver
Skills Acrobatics +16, Climb +14, Diplomacy +6, Knowledge (Dungeoneering) +11, Knowledge (Engineering) +11, Linguistics +7, Perception +3, Profession (Engineer) +12, Stealth +10, Survival +10, Swim +10
Languages Catfolk, Common, Dwarven, Elven, Ettin, Gnome, Goblin, Halfling, Orc
SQ Campfire Bead, Cat's Luck (1/day) (Ex), Sprinter (Ex)
Combat Gear +3 Corrosive Burst, Transformative Mithral Scimitar, +3 Flaming Burst, Transformative Mithral Scimitar, Abrogalian Corset, Arrows (40), Longbow, Comp. (Str +10); Other Gear Amulet of Natural Armor +3, Belt of Incredible Dexterity, +4, Campfire Bead, Chime of Interruption, Handy Haversack (empty)
--------------------
SPECIAL ABILITIES
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Armor Expert -1 Armor check penalty.
Bravery +2 (Ex) +2 Will save vs. Fear
Campfire Bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Combat Reflexes (9 AoO/round) You may make up to 9 attacks of opportunity per round, and may make them while flat-footed.
Defensive Flurry +2 (Ex) +2 AC vs. melee when making a full-attack with both weapons.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Twin Blades +1 (Ex) +1 to hit and damage when making a full attack with both weapons.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Vital Strike Standard action: x2 weapon damage dice.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Wednesday, January 11, 2012

Puss N Boots

PUSS IN BOOTS CR 2

Male Cat Rogue (Swashbuckler) 5

CG Small Animal

Init +4; Senses Low-Light Vision, Scent; Perception +8

--------------------

DEFENSE

--------------------

AC 20, touch 16, flat-footed 15   (+4 armor, +4 Dex, +1 size, +1 dodge)

hp 54 (6d8+6)

Fort +4, Ref +12, Will +2

Defensive Abilities Evasion, Uncanny Dodge; Resist Daring +1

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OFFENSE

--------------------

Spd 30 ft.

Melee +2 Rapier +11 (1d4+1/18-20/x2) and

   Bite (Cat) +3 (1d4-1/20/x2) and

   Claw x2 (Cat) +3 x2 (1d3-1/20/x2) and

   Unarmed Strike +8 (1d2-1/20/x2)

Space 2 ft.; Reach 0 ft.

Special Attacks Sneak Attack +3d6

Spell-Like Abilities Feather Fall

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STATISTICS

--------------------

Str 8,  Dex 19,  Con 12,  Int 12,  Wis 12,  Cha 18

Base Atk +3; CMB +1; CMD 16 (20 vs. Trip)

Feats Dodge, Lightning Reflexes, Rogue Weapon Proficiencies, Weapon Finesse, Weapon Focus: Rapier

Skills Acrobatics +13, Bluff +12, Climb +17, Diplomacy +13, Disable Device +11, Escape Artist +13, Fly +6, Intimidate +12, Perception +8, Sense Motive +8, Stealth +21, Swim +4

Languages Common

Combat Gear +2 Rapier, Pussy Cat Boots; Other Gear Pussy Cat Hat

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SPECIAL ABILITIES

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Daring +1 (Ex) +1 save vs. fear.

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Feather Fall (Su) As an immediate action, the ninja can slow her descent as if using feather fall. This ability uses her ninja level as the caster level. Each use of this ability uses up 1 ki point.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.



Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com

Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Sunday, January 1, 2012

Frack Snaggletooth - Kobold from Hell

FRACK SNAGGLETOOTH                CR 1/2
Male Kobold Warrior 3
CE Small Humanoid (Reptilian)

Init +1; Senses Darkvision (60 feet); Perception +3
--------------------
DEFENSE
--------------------
AC 17, touch 12, flat-footed 16   (+4 armor, +1 Dex, +1 size, +1 natural)
hp 30 (3d10-3)
Fort +4, Ref +2, Will +1
Weakness Light Sensitivity

--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Earth Breaker +2 (1d10-2/20/x3) and
Unarmed Strike +2 (1d2-2/20/x2)

--------------------
STATISTICS
--------------------
Str 6,  Dex 12,  Con 8,  Int 10,  Wis 10,  Cha 10
Base At +3; CMB +0; CMD 11
Feats Blind-Fight, Great Fortitude

Skills Acrobatics -2, Bluff +1, Climb -5, Escape Artist -2, Fly +0, Intimidate +5, Perception +3, Ride -2, Sense Motive +1, Stealth +6, Swim -5

Languages Draconic
Combat Gear Earth Breaker, Hide;
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SPECIAL ABILITIES
--------------------

Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com

Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Frick Snaggletooth aka Kobold from Hell

FRICK SNAGLETOOTH     CR 1/2

Male Kobold Warrior 3

CE Small Humanoid (Reptilian)

Init +1; Senses Darkvision (60 feet); Perception +3

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DEFENSE

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AC 17, touch 12, flat-footed 16   (+4 armor, +1 Dex, +1 size, +1 natural)

hp 30 (3d10-3)

Fort +2, Ref +2, Will +1

Weakness Light Sensitivity

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OFFENSE

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Spd 20 ft.

Melee Bill +2 (1d6-2/20/x3) and

   Unarmed Strike +2 (1d2-2/20/x2)

--------------------

STATISTICS

--------------------

Str 6,  Dex 12,  Con 8,  Int 10,  Wis 10,  Cha 10

Base Atk +3; CMB +0; CMD 11

Feats Blind-Fight, Enforcer

Skills Acrobatics -2, Bluff +1, Climb -5, Escape Artist -2, Fly +0, Intimidate +4, Perception +3, Ride -2, Stealth +7, Survival +1, Swim -5

Languages Draconic

Combat Gear Bill, Hide;

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SPECIAL ABILITIES

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Blind-Fight Re-roll misses because of concealment, other benefits.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.

Light Sensitivity (Ex) Dazzled as long as they remain in bright light.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com

Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Friday, December 23, 2011

WereVamp CR22

WERE VAMP      CR 22

Male Human (Kellid) Fighter 20

CE Medium Undead (Augmented Humanoid, Human, Shapechanger)

Init +10; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +25

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DEFENSE

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AC 30, touch 17, flat-footed 23   (+7 armor, +6 Dex, +6 natural, +1 dodge)

hp 280 (20d10+80); Fast Healing 5

Fort +15, Ref +14, Will +8

Defensive Abilities Bravery +5, Channel Resistance +4; DR 10/magic, 10/silver, 5/—; Immune Undead Traits; Resist cold 10, electricity 10

Weakness Vampire Weaknesses

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OFFENSE

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Spd 30 ft.

Melee Claw x2 (Aspect of the Beast (Claws of the Beast)) +35 x2 (1d4+12/19-20/x3) and

   Death Dealer +32/+27/+22/+17 (2d6+15/17-20/x2) and

   Slam (Vampire) +35 (1d6+12/20/x2) and

   Unarmed Strike +35/+30/+25/+20 (1d3+15/20/x2)

Special Attacks Blood Drain, Children of the Night (1/day), Create Spawn, Curse of Lycanthropy (DC 15), Dominate (DC 23), Energy Drain (2 levels) (DC 23), Weapon Training: Blades, Heavy, Weapon Training: Blades, Light, Weapon Training: Natural, Weapon Training: Thrown

--------------------

STATISTICS

--------------------

Str 23,  Dex 23,  Con -,  Int 12,  Wis 14,  Cha 17

Base Atk +20; CMB +26 (+28 Grappling); CMD 43 (45 vs. Grapple)

Feats Alertness, Aspect of the Beast (Claws of the Beast), Blind-Fight, Combat Reflexes (7 AoO/round), Critical Focus, Defensive Combat Training, Dodge, Eldritch Claws, Feral Combat Training: Slam (Vampire), Greater Weapon Focus: Claw, Greater Weapon Focus: Slam, Improved Critical: Claw, Improved Critical: Greatsword, Improved Grapple, Improved Initiative, Improved Natural Attack: Slam (Vampire), Improved Unarmed Strike, Improved Vital Strike, Lightning Reflexes, Lunge, Martial Weapon Proficiency: Greatsword, Multiattack, Rending Claws, Toughness +20, Uncanny Alertness, Vital Strike, Weapon Focus: Claw, Weapon Focus: Slam

Traits Stout, Suspicious

Skills Acrobatics +26, Bluff +26, Diplomacy +23, Escape Artist +5, Intimidate +21, Linguistics +11, Perception +25, Sense Motive +14, Stealth +24

Languages Abyssal, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Goblin, Hallit, Ignan, Necril, Shadowtongue

SQ Armor Mastery (Ex), Armor Training 4 (Ex), Change Forms (Su), Change Shape (dire bat or wolf, beast shape II) (Su), Gaseous Form (Su), Lycanthropic Empathy +27 (Ex), Shadowless (Ex), Spider Climb (Ex), Weapon Mastery: Claw (Ex)

Combat Gear +3 Undead Controlling, Wild Mithral Chain Shirt, Death Dealer; Other Gear Amulet of Mighty Fists +5, Bag of Holding IV (empty)

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SPECIAL ABILITIES

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Armor Mastery (Ex) DR 5/- while wearing armor

Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.

Blind-Fight Re-roll misses because of concealment, other benefits.

Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.

Bravery +5 (Ex) +5 Will save vs. Fear

Change Forms (Su) Change into Hybrid or Animal forms.

Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.

Channel Resistance +4 +4 bonus to save vs. Channel Energy.

Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.

Combat Reflexes (7 AoO/round) You may make up to 7 attacks of opportunity per round, and may make them while flat-footed.

Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.

Critical Focus +4 to confirm critical hits.

Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy.

Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.

Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.

Damage Reduction (5/-) You have Damage Reduction against all attacks.

Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.

Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Dominate (DC 23) (Ex) As Dominate Person spell, takes standard action.

Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Energy Drain (2 levels) (DC 23) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.

Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.

Feral Combat Training: Slam (Vampire) Use Improved Unarmed Strike feats with natural weapons

Gaseous Form (Su) Assume Gaseous Form at will (as the spell).

Improved Grapple You grapple at +2, with no attacks of opportunity allowed.

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Lunge -2 to AC for +5' reach

Lycanthropic Empathy +27 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.

Rending Claws If you hit an opponent with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Stout You get a +2 bonus on STR checks to avoid being bull rushed or overrun, but take a -1 penalty to Escape Artist checks.

Uncanny Alertness +1 on Perception and Sense Motive checks and a +2 bonus on saving throws against sleep and charm effects

Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

Vital Strike Standard action: x2 weapon damage dice.

Weapon Mastery: Claw (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.

Weapon Training: Blades, Heavy +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades

Weapon Training: Blades, Light +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades

Weapon Training: Natural +4 (Ex) +4 Attack, Damage, CMB, CMD with Natural weapons

Weapon Training: Thrown +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons

 Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com

Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Friday, December 16, 2011

WereVamp Stat Block CR12

WERE VAMP      CR 12

Male Human (Kellid) Fighter 10

CE Medium Undead (Augmented Humanoid, Human, Shapechanger)

Init +10; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +18

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DEFENSE

--------------------

AC 23, touch 17, flat-footed 16   (+6 Dex, +6 natural, +1 dodge)

hp 130 (10d10+30); Fast Healing 5

Fort +9, Ref +11, Will +5

Defensive Abilities Bravery +3, Channel Resistance +4; DR 10/magic, 10/silver; Immune Undead Traits; Resist cold 10, electricity 10

Weakness Vampire Weaknesses

--------------------

OFFENSE

--------------------

Spd 30 ft.

Melee Claw x2 (Aspect of the Beast (Claws of the Beast)) +20 x2 (1d4+8/20/x2) and

   Slam (Vampire) +19 (1d6+8/20/x2) and

   Unarmed Strike +18/+13 (1d3+8/20/x2)

Special Attacks Blood Drain, Children of the Night (1/day), Create Spawn, Curse of Lycanthropy (DC 15), Dominate (DC 17), Energy Drain (2 levels) (DC 17), Weapon Training: Blades, Heavy, Weapon Training: Natural

--------------------

STATISTICS

--------------------

Str 23,  Dex 23,  Con -,  Int 12,  Wis 14,  Cha 14

Base Atk +10; CMB +16; CMD 33

Feats Alertness, Aspect of the Beast (Claws of the Beast), Blind-Fight, Combat Reflexes (7 AoO/round), Dodge, Eldritch Claws, Feral Combat Training: Slam (Vampire), Greater Weapon Focus: Claw, Improved Initiative, Improved Natural Attack: Slam (Vampire), Improved Unarmed Strike, Lightning Reflexes, Martial Weapon Proficiency: Greatsword, Multiattack, Toughness +10, Uncanny Alertness, Weapon Focus: Claw, Weapon Focus: Slam

Traits Stout, Suspicious

Skills Acrobatics +16, Bluff +20, Diplomacy +12, Escape Artist +5, Intimidate +15, Linguistics +6, Perception +18, Sense Motive +14, Stealth +14

Languages Celestial, Common, Daemonic, Draconic, Hallit, Ignan, Necril, Shadowtongue

SQ Armor Training 2 (Ex), Change Forms (Su), Change Shape (dire bat or wolf, beast shape II) (Su), Gaseous Form (Su), Lycanthropic Empathy +16 (Ex), Shadowless (Ex), Spider Climb (Ex)



--------------------

SPECIAL ABILITIES

--------------------

Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.

Blind-Fight Re-roll misses because of concealment, other benefits.

Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.

Bravery +3 (Ex) +3 Will save vs. Fear

Change Forms (Su) Change into Hybrid or Animal forms.

Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.

Channel Resistance +4 +4 bonus to save vs. Channel Energy.

Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.

Combat Reflexes (7 AoO/round) You may make up to 7 attacks of opportunity per round, and may make them while flat-footed.

Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.

Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy.

Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.

Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.

Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.

Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Dominate (DC 17) (Ex) As Dominate Person spell, takes standard action.

Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Energy Drain (2 levels) (DC 17) (Ex) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includ

Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.

Feral Combat Training: Slam (Vampire) Use Improved Unarmed Strike feats with natural weapons

Gaseous Form (Su) Assume Gaseous Form at will (as the spell).

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Lycanthropic Empathy +16 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Stout You get a +2 bonus on STR checks to avoid being bull rushed or overrun, but take a -1 penalty to Escape Artist checks.

Uncanny Alertness +1 on Perception and Sense Motive checks and a +2 bonus on saving throws against sleep and charm effects

Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

Weapon Training: Natural +2 (Ex) +2 Attack, Damage, CMB, CMD with Natural weapons



Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com

Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Thursday, December 15, 2011

WereVamp Stat Block - Pathfinder

WERE VAMP CR 7

Male Human (Kellid) Fighter 5

CE Medium Undead (Augmented Humanoid, Human, Shapechanger)

Init +10; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +15

--------------------

DEFENSE

--------------------

AC 23, touch 17, flat-footed 16 (+6 Dex, +6 natural, +1 dodge)

hp 65 (5d10+15); Fast Healing 5

Fort +6, Ref +9, Will +3

Defensive Abilities Bravery +1, Channel Resistance +4; DR 10/magic, 10/silver; Immune Undead Traits; Resist cold 10, electricity 10

Weakness Vampire Weaknesses

--------------------

OFFENSE

--------------------

Spd 30 ft.

Melee Claw x2 (Aspect of the Beast (Claws of the Beast)) +12 x2 (1d4+7/20/x2) and

Slam (Vampire) +13 (1d6+7/20/x2) and

Unarmed Strike +12 (1d3+7/20/x2)

Special Attacks Blood Drain, Children of the Night (1/day), Create Spawn, Curse of Lycanthropy (DC 15), Dominate (DC 14), Energy Drain (2 levels) (DC 14), Weapon Training: Natural

--------------------

STATISTICS

--------------------

Str 22, Dex 22, Con -, Int 12, Wis 14, Cha 14

Base Atk +5; CMB +11; CMD 28

Feats Alertness, Aspect of the Beast (Claws of the Beast), Blind-Fight, Combat Reflexes (7 AoO/round), Dodge, Feral Combat Training: Slam (Vampire), Improved Initiative, Improved Natural Attack: Slam (Vampire), Improved Unarmed Strike, Lightning Reflexes, Multiattack, Toughness +5, Weapon Focus: Slam

Traits Stout, Suspicious

Skills Acrobatics +11, Bluff +15, Diplomacy +7, Escape Artist +5, Intimidate +10, Linguistics +3, Perception +15, Sense Motive +13, Stealth +14

Languages Common, Draconic, Hallit, Necril, Shadowtongue

SQ Armor Training 1 (Ex), Change Forms (Su), Change Shape (dire bat or wolf, beast shape II) (Su), Gaseous Form (Su), Lycanthropic Empathy +11 (Ex), Shadowless (Ex), Spider Climb (Ex)

--------------------

SPECIAL ABILITIES

--------------------

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.

Blind-Fight Re-roll misses because of concealment, other benefits.

Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.

Bravery +1 (Ex) +1 Will save vs. Fear

Change Forms (Su) Change into Hybrid or Animal forms.

Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.

Channel Resistance +4 +4 bonus to save vs. Channel Energy.

Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.

Combat Reflexes (7 AoO/round) You may make up to 7 attacks of opportunity per round, and may make them while flat-footed.

Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.

Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy.

Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.

Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.

Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.

Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Dominate (DC 14) (Ex) As Dominate Person spell, takes standard action.

Energy Drain (2 levels) (DC 14) (Ex) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includ

Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.

Feral Combat Training: Slam (Vampire) Use Improved Unarmed Strike feats with natural weapons

Gaseous Form (Su) Assume Gaseous Form at will (as the spell).

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Lycanthropic Empathy +11 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Stout You get a +2 bonus on STR checks to avoid being bull rushed or overrun, but take a -1 penalty to Escape Artist checks.

Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

Weapon Training: Natural +1 (Ex) +1 Attack, Damage, CMB, CMD with Natural weapons

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com

Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Friday, July 15, 2011

Been gone for a while, turns out 64bit explorer doesnt like Blogger

I was trying and trying to log in and then it struck me, try 32bit explorer and poof.

Anyways, I am back and will try and keep a better flow going.... Ya right. I will post when I can ;)

Wednesday, January 5, 2011

New Year, New Decade - 2011

So 2011 is upon us. I hope this new year and decade prove to be better then the end run of 2010 (financially sucked, family rocked) for everyone.

Here is to a downturn in unemployment in Nevada and the Nation, an increase in construction jobs both residential and commerical, because without them other business does not generate new revenue.

Wednesday, September 22, 2010

Observations of life....

So today I am at my oldest daughter's school to pick her up and here goes a hall monitor on a little taylor dunn 3 wheel scooter. Ok not bad she is on her seat no issues (ok put the damn seat belt on) but then on the ass end of it are 2 students sitting on the cargo area as this woman whips into the traffic area of the parking lot and zips along.

Then she come sback with a 3rd student replacing the first 2.

So where do I ramble, she should have a seat belt on OSHA requires it of any vehicle. OSHA does not cover the passengers but I am sure something under CCSD does. I mean lets face it, who would get on a scooter with some old woman wearing a tie died shirt anyways, this is signs that she might be altered?

Friday, September 10, 2010

Peggle for Sony PS3



Ok so found this new game on Sony for the PS3 called Peggle. How do I describe it, pinabll meets pachinko meets a skill game? Super fun, very inexpensive and hours of fun. It even lets you post brags on youtube of your killer final shots.

What not to do with a chair.

Galleria Mall, was walkign by and my 11 yr old says look dadd, she is on a chair. So click one more pic for class. Ok yes I know she is not exposed to a fall greater than 4' (General Industry, not Construction) but, she is not using the chair for its intended purpose. I think the poor girls expression is priceless.

Thursday, September 9, 2010

Expedition Woes... Or it just doesn't charge me up.

So for the last few weeks I've noticed my battery was going dead. First the Optima battery I had died completely so I assumed it was just a bad cell and replaced it. 2 months later I started getting a flat battery again. So I threw the charger on it and walla it came right back after 6 hours. The dash meter was always in the good, no check engine lights etc so I assumed maybe a light came on.

The other day I was at my kids school idling and I looked down to see the alt gauge buried in low. I was like WTF, so I ran home dropepd a charge on the car again and check the system. The alt tested fine. Then I noticed when the alt got hot it started fluctuating and if I went to idle it would dip low.

So this morning I got up and stuck my big hands into the hood and removed said alt to find an original motorcraft alt, not bad for a 2001 Expedition, so I did not feel too bad about the trip to the parts store.

Out was easier then in, Jake my son dropped one of the bolts and took a few minutes to find it, then getting the right angle on some of the bolts with the truck in the drive was a bit rough but, it got put in.

The replacement is a 130amp after some web research I think when work picks up I will order a 200amp for it, with air ride and all electric everything a little extra can not hurt.


Wednesday, September 8, 2010

Cigar Shops I prefer...

So I get asked about where I get my cigars, what brand I prefer, what ring size, what wrapper and what tools like cutters and lighters I prefer.

I will try and answer some of these questions.

Where do I shop locally:
Tobacco Leaf @ 9400 South Eastern Avenue (South of I-215) (702) 897-5977
When I am out of cigars in the box or I want something else and do not feel like buying a new box or bundle, I go here. Neat little shop, prices are on par with other establishments.

Who do I mail order from:
Thompson Cigars
Good deals, good smokes once you find what you like. Sign up on the web for their specials, and wait for a brand you want to try.

Cigars International
Good deals, solid national brands. I have found some killer specials from these guys.

There are other local shops and mail order facilities but, so far these are the ones I use.

What brand do I prefer:
Well I am open to a lot of brands but if I had to say this will be the only cigar I will smoke from now on, it would have to be a Macanudo in any wrapper though I lean towards candella a lot and my ring size of choice would be Toro or Churchill.

However this would be my last cigar choice, I love many brands, flavors and styles. Currently I have been smoking Gran Habano I got from a special from CI. Found that if I am eating some cracker jacks with it, its almost addictive.

What tools do I use:
Cutters, I prefer my bullet I keep on my keyring followed by a v-notch but, any good cutter works if I do not have access to my bullet.

Lighter, I use a blue flame by Zippo and if this is not available I use wooden stick matches.

How often do I smoke:
I used to smoke 1-2 a day, including my pipe but, then I met my wife who is asthmatic and my smoking got reduced to none in the house and preferably none when she is around. So this limits me to outside fun time. I now probably smoke 2 cigars a month and I have not smoked one of my pipes in years. I do not smoke cigarettes at all. I imagine if I bought some smaller cigars I would smoke daily when I am teaching and giving the students a smoke break.

Gran Habano

Craigs List and their Censor BS

I find it amusing that Craigslist has gone and put a Censor on their adult ads (hookers) section. This has earned them tons of free advertising and hype yet they were not forced to do it by any governmental agency.

What is even more amusing as they whine about being censored they have been doing it to users of their site for years. Try to sell a firearm on their website and bam, censored.

I guess it isn't as fun when its applied to them.

My new blog... Ok trying this gaain...

So, I have been trying to blog for a while, using facebook just does not seem to cut it as there are thoughts and ideas I wan't to put down that just can not exist in that limited space. So this will be my forum for those ideas.