Chapter 1 Introduction
You are never going to see sunlight again. You will never
breathe fresh air, or be warm, or feel safe.
That is your punishment. For your crimes, you are to be
thrown into a magical portal and banished to Avernum, never to return.
What was your crime? Not what you might think. Not murder,
or arson, or crimes against other people. No, your crime was against the
Empire, ruled by the cruel Emperor Hawthorne. You spoke out against an unjust
law, or you angered one in power, or you may just have been a misfit. Not
being able to fit in can be a crime, too, if it offends the wrong person.
And so you are being sent to Avernum. It is not a different
land. After all, the Empire controls the entire surface of the world. All
four continents have completely submitted to its rule.
No, Avernum is a series of caverns, far below the surface
of the world. It is a dark, subterranean prison, a place where exiles like
yourselves spent the rest of their lives, far from the light.
What is it like? Nobody on the surface knows. All they
know is that it is dark, and unpleasant, and that it is a place to be regarded
only with fear.
Some people believe that there is no air, no warmth, no
food. They believe death comes with merciful speed. Some are less optimistic.
They believe that there is enough food to enable Avernites to endure a miserable,
wormlike existence. Until, of course, the monsters get you. And a few believe
that Avernum is a paradise. A subterranean land of pleasure and relief, and
of freedom from the Empire’s iron rule. People mad enough to believe Avernum
is paradise soon end up there themselves.
They don’t really know what it is like. Nobody on the
surface does. But soon, you will. There is no appeal to the judge’s decision.
Early one morning, in a low stone building far from any city, you are taken
to the teleported. You breathe clean air one last time. Then they throw you
in ...
How is this supplement supposed to be used?
This supplement is supposed to allow the GM to hold a
3rd Edition D&D game in an Avernum setting. The chapters are laid
out to mimic the players handbook so information can be found in appropriate
Chapters
Also note I’m trying to work on the supplement Chronologically
that means Avernum, Avernum 2, Avernum 3. I’ll still probably grab
a bit from the sequel from time to time.
Chapter 2 Races
Review
Humans: Standard as DnD
Nephilim:
+2 Dex -2 Con Nephilim are extraordinary dexterous but are slightly
less robust then other humanoids
Lowlight vision
Proficient with one of the following Longbow, Shortbow, Cmp Longbow, Cmp
Shortbow. Nephilim are trained in the use of bows from birth.
Base Speed 30
Medium Sized
+2 racial bonus to saves against spells in the enchantment school.
+2 Spot, Listen Nephilim have sharp ears and eyes
+2 Hide and Move Silently checks Nephilim posses the grace of all felines
Favored Class Rogue
Slithzerikai
+2 Con -2 Cha Slithzerikai are thick skinned and hardy but have short
fuses and tend towards arrogance
Dark Vision 60 Feet
Medium Size
30 feet movement
Proficient with one of the following Shortspear, Longspear, Trident, Glaive
+4 on all saving throws involving fire. Slithzerikai skin acts as a
good insulator.
Coldblooded: Slithzerikai are naturally cold blooded and may be in
more danger in certain situations and suffer a -2 to all saves involving
cold
+2 on Craft checks involving stone. Lacking access and the skill
to use most metals Slithzerikai are skilled in stoneworking
+1 Natural armor: Slithzerikai Scales provide them with a extra layer
of defense.
Favored Class Barbarian
Edit For Grammar
Chapter 3 Classes
Or Why is your character being sent to Avernum?
Barbarian: You are a savage to the Empire. Some of your people
became accustom to the Empire but you refused to be domesticated. They
sent you down for your restlessness.
Bard: You performed for the common folk and for the Nobles. The
common folk needed joyful comedies about foolish and cowardly lords and courageous
and wise peasants. Those same lords decided that some of your more
popular numbers were inciting for riots. They sent you down for them.
Clerics: You lead a simple pious life. Helping people came naturally
to you. Unfortunately, some of the people your helped were not liked
by the higher ups. So they sent you down on a trumped up heresy charge.
Druid: You meditate in your home. Unfortunately the Empire needs
those lands. After repeatedly defending your lands from miners, lumberjacks,
farmers you were caught and sent down to Avernum.
Fighter: You were a mercenary, a guard, maybe even a soldier.
Eventually your tour of duty ended and were left with nothing. Eventually
you got in the wrong bar fight and send down as a malcontent.
Monk: Your life is filled with contemplation. The Empire doesn’t
like your ability to fight independent from weapons. Nor to they like
your philosophical questioning nature. Fearing you could train a group
of martial guerrillas they sent you down on the word of some kangaroo court.
Paladin: You possess a courageous heart and ready sword. You
pledged your life to rooting our evil. But after exposing evil and
corruption in the Empires rule one to many times, you were quietly sent down
to Avernum. They didn’t even try to pin a crime on you.
Ranger: You lead a life of vengeance. As much as the town guard
appreciated your added help. The lords that ruled your lands didn’t
like your style of vigilantism. So down you go.
Rogue: You defy the law. You are nimble and quick and good with
your hands. You also have the tendency to walk off with things you
don't own. The Empire sends people like you down in droves.
Sorcerer: Magic is in your blood. After hiding this fact from
the Empire for many years you were eventually caught and shipped down to
Avernum for the crime of unlicensed Magery.
Wizard: Magic came naturally to you, but your parents couldn’t afford
to send you to an expensive Empire run mage school designed more to make
loyal mages then powerful ones. Your education began in the company
of a hermit, a bard who dabbled heavily in the arcane or maybe in the prolific
back room magic schools. Eventually you were caught and sent down for
illegal Magic.
Rough Beyond this point
Chapter 4 Skills
Add extra skills to wilderness lore
About Craft Skills
Because metals are so hard to find weapons are more expensive
to make, but not necessarily harder to make if they have the right tools.
To make a weapon of superior materials the maker must pay 1/3 the inflated
cost. e.g. a steel broadsword costs 45 gold so the maker must pay 15
gp to make one.
Know ledges
Avernum (int)
Empire (int)
Given the general lack of constant access to either Divine
or Arcane magic the people had to find a way to compensate. Then one
day Old Thadius {Creative License} discovered that many of the plants growing
in Avernum mirror the medical effects of many plants on the surface.
So armed with vials, vellum, and a bag full of lizards Thadius set out to
document the effects of various lichen and mushrooms and managed to adapt
some of the recipes he had brought down from the surface.
Alchemy [Expanded] (int;trained only)
Check: Crafting alchemical drafts requires 3 things:
the alchemical recipe, the materials, and the time. Crafting through
the Alchemy skill is done exactly like crafting any other item. The
maker pays one third the cost for materials, rolls a d20 and add their alchemical
skill, then multiplies that by the DC to find their output. The DC
for the alchemy check depends on the strength of the potion he creates.
From weakest to strongest their strength is: Potion, Brew, Elixir.
The Craft DC’s are as follow.
Draft DC10
Potion DC 15
Elixir DC 20
Brew DC 25
There are situations which can effect the craft DC
Condition Penalty
Poor Equipment -2
Recipe Penalties --
Weaker Recipe -2
Incorrect Recipe -4
No written Recipe -6
No Recipe but Example +2*
Never Seen Recipe Impossible
* only reduces penalty doesn’t provide bonus
Retry: Yes; but in the case of making alchemical drafts failing increases
the side effect DC by 1 and failing by 5 or more ruins half the raw materials
and you have to pay half again.
There are many parts to an Alchemy Item they are:
Name-name of the potion
Strength-whether it is a potion, brew, draft, or elixir
Effect-the effect the draft has on the drinker
Save Delay-how much time must elapse before the drinker makes a side effect
DC
DC-the difficulty of resisting the alchemical side effects Always Fortitude
unless noted
Side Effect-unwanted effects caused by drinking the Alchemical drafts a (S)
means that side effect replaces the original effect
Potion Cost- average price to purchase the potion
Recipe Cost- cost to purchase the recipe
Herbs-what types of herbs needed if using the optional ingredients rule
Description-what the Item looks, smells, tastes like.
All recipes can be found in chapter 12 Alchemical drafts
Specialty Items
There are six sorts of potion ingredients: Healing Herbs, Spiritual Herbs,
Energetic Herbs, Toadstools, Graymold, and Mandrake. Types Healing, Energy,
Haste,Graymold Salve,Balm of Life
Balm of Life DC 25 Allows for raise dead and like. also acts as flesh to
stone
GrayMold Salve DC 20 Restoration
modify certain craft skills to account for stone and bronze
Chapter 5 feats
Add Avernum specific feats?
Feats based on Avernum special Abilities
Smuggled in
May start the game with one item of normal quality Iron Ash at PHB price
Chapter 6 Description
Create stats for slith, neph
create pantheon?
Age for Slith, Neph As Human
Height 5’ Mod 3d8 base weight 130 lb. Mod x2d6 Slith
Height 4’10” mod 2d6 Base weight 100lb Mod x1d8 Neph
Chapter 7 Equipment
When you are shipped down to Avernum
the first thing your supposed to do is see Tor. The Castle decided
to try and make a better life for every one who comes down here and so gives
allowances to newcomers to Avernum so they do not resort to lawlessness.
It should also be known that metal is scare down in Avernum.
The cost to purchase a weapon is for a weapon of stone. Purchasing
a weapon made of Bronze Iron or even Steel is more expensive
Weapons and Armor
Weapons and armor tend to be hard to come by with most
items produced going directly towards the Avernum army. Most beginning
adventurers start off with stone weapons and shoddy armor. The following
shows the effects of different weapon materials
Weapons
Stone -1 Atk -1 dmg
Bronze -1 Atk
Iron Standard
Steel +1 Atk
Armor
Poor +1 AC check Penalty
Average Standard Armor
Superior +1 Max Dex
Bows and Cross Bows
Cave wood -25% Range Increment
Ash Standard
Yew +25% Range Increment
{Authors Note:Yes this does mean that beginning adventurers do start off
very weak, However, don’t forget that some of the very first Nephil and Bandits
also have stone and bronze weapons.}
Weapons of superior quality are hard to find and the price
to buy them is grossly inflated. To find the cost of an item made of
superior materials, multiply the standard price (the one you would pay for
stone,poor,cavewood,etc)by percentage listed then add that to the standard
price e.x. Scott wants to buy a iron longsword he takes the standard price
(15 gp) multiplies that by 1 (100%=1) getting 15, now Scott adds that to
the standard price getting 30 (15+15=30). Scott must pay a smith 30
gold pieces for his shiny new iron longsword.
Weapons
Stone +0%
Bronze +50%
Iron +100%
Steel +200%
Armor
Poor +0%
Average +100%
Superior +200%
Bows and other wood Items
CaveWood
Ash +100%
Yew +200%
Exotic Weapons
Cost Damage
Critical Range Weight
Type
Small
Wave Disc 12 gp 1d6
x3 30 3 lb
Slashing
Medium
Slith Spear 10 gp 1d8
18-20/x2 20 8 lb
Piercing
Wave Blade 35 Gp 1d10
19-20/x2 - 10 lb
Slashing
Superior and Special Items
Piercing crystal
Chapter 8 Combat
No New Additions here
Chapter 9 Adventuring
Make rules for Avernum survival
include specific details about Avernum
Avernum is a system of caves spanning under the earth.
Most of Avernum is a chilly 55 degrees. Areas near volcanic activity
tend to be warmer ranging into 100+ Degrees while other areas make a good
attempt at reaching freezing point averaging 40 degrees most of the year
Movement Rates
Terrain Types
Avernum is not as alien as it seems, after all you are
in the same world just below the ground. Many of the Terrain types
of surface are mirrored in Avernum. Yes the grand towering forest of
spruces have been replaced with dense sprinkling of struggling cavewood trees
and the savages jungles are now massive tangles of mushrooms and lichen but
these do not present anymore of a threat in Avernum then they do on the surface.
Vision And light
Most of Avernum is lit by a phosperescent fungus that
grows natural on the cave ceilings and in many other places and emits a pale
green-white light. An area with a naturally high concentration of fungus
allows characters to see 120 feet without penalties. Each full 120
feet provokes a -2 penalty to spot checks. This is in addition
to the normal spot check penalties. Note that most of Avernum is not
densely covered into the fungi and less dense areas provide proportional
lighting. Cities are covered with bonfires, glow lamps, torches and
do not normal have any lack of lighting.
Chapter 10 Magic
Magic is a rare thing in Avernum. Well that is not
exactly true yes there are hedge wizards abound and the pseudo magical alchemical
potions do grant Avernite troops an ace in the hole. But pure magic
items? Those are rare as the only mages powerful enough to make them
(X, Solberg, Erika) Don’t want to. Magic items are twice as expensive
as the book value and spells also cost twice as much. You could classify
Avernum as Magic Low(DMG 164) but it is not as feared.
Chapter 11 Spells
Write up Fire Bolt, Ice lances, New Spells?
Fire Bolt
Evocation [Fire]
Level: Wiz/Sor 1
Components: S,M
Casting Time: 1 action
Range: Medium (100ft+10ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A bright bolt of flame shots from the casters hand doing
1d6 points of fire damage a level to a max of 5d6. It is possible to
light objects on fire with this spell, but the impact is to short to cause
a person to catch on fire.
Material Components: a pinch of sulfur.
Ice Lances
Evocation [Cold]
Level: Wiz/Sor 2
Components: V,S
Casting Time: 1 action
Range: Medium (100ft+10ft/level)
Targets: 1 target/level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Blue lines of ice spring forth from the casters fingers
striking creatures with a bolt of ice. The caster may target 1 creature
per caster level (maximum number of targets allowed is 5). Creatures
struck by an ice lance take 1d4 cold damage per caster level (maximum 5d4).
One creature may not be struck by multiple Lances.
Lighting Spray
Evocation [Electricity]
Level: Wiz/Sor 4
Components V,M
Casting Time: 1 action
Range: Medium (100ft+10ft/level)
Targets: 1 target/level
Duration: Instantaneous
Saving Throws: Reflex half
Spell Resistance: Yes
Brilliant Arcs of lightning burst from the casters striking
one target a level(maximum 10). The targets do not have to be in any
sort of proximity to each other, merely in range. All struck by a lightning
spray take 1d6 damage every 2 caster levels (maximum 10d6)
{Authors Note: I put Ice Lances at second and Lightning Spray at fourth level
to put decent Evocation Direct Damage spells at an even level (Take a look
at the spell list when you have a chance)}.
Chapter 12 Alchemical Drafts
Name-Health Draft
Strength-Draft
Effect-1d8+3 HP healed
Save Delay-on consumption
DC-7
Side Effect-(S) Damage healed become subdual
Potion Cost- 30 gp
Recipe Cost- 300
Herbs-Healing Herbs
Description-what the Item looks, smells, tastes like.
Name-Curing Draft
Strength-Draft
Effect-1d4 points of ability damage, or +4 alchemical bonus to poison or
fortitude saves for 1d10 x 10 minutes
Save Delay-on consumption
DC-8
Side Effect-ability damage recoved is halved,(S) +2 alchemical bonus to poison
or fortitude and duration is halved
Potion Cost- 40 gp
Recipe Cost- 400
Herbs-Healing Herbs
Description-what the Item looks, smells, tastes like.
Name-Energy Draft
Strength-Draft
Effect-If the drinker prepares spells, the drinker recovers 1 spell 1st level
or below; if the drinker spontaneously cast spells, the drinker recovers
access to 1 spell slot 1st level or below; if the drinker uses power points
the user recovers 1 power point; the drinker can only benefit from one of
these effects
Save Delay-1d10 minutes
DC-12
Side Effect-drinker nauseated for 3d10 minutes
Potion Cost- 100 gp
Recipe Cost- 1000 gp
Herbs-Energetic Herbs, Spiritual Herbs
Description-what the Item looks, smells, tastes like.
Name-Haste Draft
Strength-Draft
Effect-Expeditous Retreat Duration: 1d10 minutes or cures fatigue
Save Delay-end of duration
DC-9
Side Effect-Fatigued for duration equal to draft duration; No effect.
Potion Cost- 50
Recipe Cost- 500
Herbs-Energetic Herbs
Description-what the Item looks, smells, tastes like.
Name-Healing Potion
Strength-Potion
Effect-2d8+5 Hp
Save Delay-on consumption
DC-12
Side Effect-(S)Hit points healed become subdual damage
Potion Cost- 150 gp
Recipe Cost- 1500 gp
Herbs-what types of herbs needed if using the optional ingredients rule
Description-what the Item looks, smells, tastes like.
Name-Curing Potion
Strength-Potion
Effect-heals 1d6 abilty, +6 alchemical bonus to poison or disease saves for
2d10x 10 minutes
Save Delay- 2d6 rounds
DC-13
Side Effect-ability damage returns, poison and disease alchemical save bonus
halved, duration halved.
Potion Cost- 200
Recipe Cost- 2000
Herbs-what types of herbs needed if using the optional ingredients rule
Description-what the Item looks, smells, tastes like.
Name-Energy Potion
Strength-Potion
Effect-If the user recovers spells the user recovers 1 spell of 2nd level
or lower; if the user spontaneously casts spells, the user recovers 1 spell
slot of 2nd level or lower; if the user uses Power Points the user recovers
3 points.
Save Delay-1d10 minutes
DC-17
Side Effect-nauseated 1d10 x 10 minutes; 1d2 points of spell casting attribute
damage (Int if wizard, Wis if Cleric, Cha if Sorcerer, or whatever stat determines
your bonus Power points if using psionics
Potion Cost- 500
Recipe Cost- 5000
Herbs-what types of herbs needed if using the optional ingredients rule
Description-what the Item looks, smells, tastes like.
Chapter 13 Magic Items
This chapter deals with magic items found in Avernum.
I will either list the effects of the item or the magic item it parallels.
The more important items will recieve full write ups.
Rings
Ring of Vulnerablity:-2 AC; Cursed
Ring of Idiocy:-2 Int; Cursed
Clumsy Ring:-2 Dex; Cursed
Ring of Exposure:-2 Con; Cursed
Ring of Grief:-4 Str, -4 Dex, -4 Int; Cursed
Magnetic Ring: +2 Deflection AC
Shield Ring: Ring of protection
Ring of Health: 10 temporary hit points
Resistance Ring:+2 Fort Saves
Fletcher’s Ring:+1 To Hit With bows;+3 Craft(fletching)
Armor Ring: Ring of Protection
Warrior’s Ring +1 Hit, Dmg in Melee; +2 Profession(Soldier)
Armor
Rogues Leather: +1 Shadow Leather Armor;When worn by someone
with ranks in Pick Pocket,Open Lock,Disable Device they recive a +2 bonus
to that skill(s)
Mauling Leather: +1 Studded Leather Armor;User may a smite
ability gaining a +4 to damage 3/day as a free action
Shadow Leather+1 Shadow Leather; If the user is has 6
Ranks in Move Silently and Hide the user may use Shadow Jump ability as a
4th level Shadow Dancer, If the user is a Shadow Dancer then the armor extends
their maximum Shadow Jump by 10 ft
Icy Chain Mail:+2 Chain Mail; Fire Resistance
Weapon
Assasin’s Dagger:
Diamond Dagger:+1 Ghost Touch, Brilliant Energy Dagger
Flaming Sword:+2 Flaming Burst Longsword
Icy Sword:+2 Icy Burst Longsword
Giant Slayer +3 Defending Giant Bane Long Spear
Wondrous Item
Assassins Band:Bracelet;+1 Atk,Dmg to a monster subtype
Nimble Band:Bracelet;Expeditious retreat 6th level caster
3/day
Strength Bracelet:Gauntlets of Ogre Power
Dexterity Bracelet:Gloves of Dexterity
Intelligence Bracelet:Headband of Intellect
Mage’s Bracelet:+2 Spell Craft; +2 Knowledge(Arcana)
Priest’s Bracelet:+2 Spell Craft; +2 Knowledge(Religion)
Warrior’s Bracelet:+2 Hit; +4 Profession(Soldier)
Lucky Bracelet:+1 Saves??
Monkey Bracelet: -4 Str; -4 Int; Cursed
Chill Charm:Necklace; Ring of Minor Elemental Resistance
fire
Warmth Charm:Necklace; Ring of Minor Elemental Resistance
Cold
Shielding Charm:Necklace;Ring Of Protection
Basic Charm:Necklace; Ring of Minor Elemental Resistance
Acid
Freedom Charm:Necklace;+2 Will Save
Crystal Charm:Necklace;+10 to saves vs Flesh To Stone
and similar Effects
Knowledge Charm:Necklace;Bestows +4 Knowledge(Any One)
Sticky Charm:Necklace;User Entangled;Cursed
Harm Charm:-4 AC;Cursed
Shard of Release:Cures Charm and Domination on all
within 30 ft;One use
Archer’s Cloak:+1 Atk,Dmg When using Bow
Pants of Power:+1 Ref Saves
Pants of Sorrow:-2 Ref Saves
Robe Of the Magi:10 Point Fire Resistance;+2 Intelligence;+2
Spell Craft,Knowledge(Aracana)
Minor Artifacts
Mind Crystals-Grant Specific Ability(to be done later)
Demon Slayer:Neutral Good, +2 Holy, Evil Outsider Bane,
Great Sword, Int 14, Wis 12, Cha 11, Semi-Empathy, Detect Evil Outsider at
will, Knowledge (Evil Outsider) 10 ranks Purpose Slay Evil Outsider
Ego 12
Alien Weapon:True Neutral, +4 Wounding, Ghost Touch, Keen
Wave Blade; Int 18, Wis 13 Cha 13, Empathy, Clairvoyance 3/day, Blind Fight,
Read Vahnatai, Inflict Poison 3/day as spell (su) DC 15 Ego 19
Things coming in later additions
Artifacts
Magic Items
Orb of Thralni
Demonslayer
Superior Items like piercing crystals
Dungeons: First Nephilim Fort, Bandit Caves
Stats for Vahnatai Characters
Actual Alchemical Brews
More Definite Feats
Appendix A: Monsters
Mung Rat: as dire rat +2 HD and Stink Glands (ranged touch attack, Fort DC
13 -2 atk,dmg,saves 1d4 rounds)
Firebat: As Dire bat + breath weapon reflex half DC 14 2d6 cone of fire 30
feet every 1d4 rounds
Nehparim Concept: Hob Nephilim Stronger more endurance Neuter
Giant Intelligent Friendly Talking Spiders
Large Magical Beast
Hit Dice: 3d10
Initiative: +1 (Dex)
Speed: 40 ft Climb 40 ft
AC: 14 (+1 Dex +4
Natural Armor -1 Size)
Attacks: Bite +4 (+3 base +2 Str -1
Size)
Damage: Bite 1d8+3
Face/Reach: 5ft by 10ft/ 5ft
Special Attacks: Poison (As Large Spider)
Special Qualities: -
Saves: Fort +3 Ref +4 Will +0
Abilities: Str 14 Dex 13 Con 11 Int
11 Wis 8 Cha 8
Skills: Climb +14
Craft(Weaving) +4 Jump +6 Listen +5 Spot +5
Knowledge(any) +3
Feats : Alertness
Climate/Terrain: Underground
Organization: Family (Neat!)
Challenge Rating: 2
Treasure: Flies (YUM!)
Alignment: Neutral Good (Cute!)
Advancement: By Character Class
Nephilim
Medium Huminoid
Hit Dice: 1d8 (4)
Initiative: +1 (Dex)
Speed: 30 Ft
AC: 15 (+1 Dex +3
Poor Studded Leather +1 Buckler)
Attacks: +0 Stone Short Sword +2 Cavewood
Long Bow
Damage: 1d6-1 Short Sword 1d8 Cavewood
Long Bow
Face/Reach: 5ft by 5ft/5ft
Special Attacks: -
Special Qualities: Low light vision
Saves: Fort +1 Ref +1 Will +0
Abilities: Str 10 Dex 13 Con 9 Int 10
Wis 11 Cha 10
Skills: +4 Climb,
+2 Wilderness Lore, +2 Spot, +2 Listen, +2 Hide,
+2 Move Silently
Feats : Point Blank
Shot (not included)
Climate/Terrain: Underground/Forest
Organization: Gang (4-9) Raiding Party (10-25 + 3rd level
Seargent)
Challenge Rating: 1/2
Treasure: Standard (Stone Goods Only)
Alignment: By Class
Advancement: Usually chaotic neutral
Nepharim
Medium Huminoid
Hit Dice: 1d8+1 (5)
Initiative: +1 (Dex)
Speed: 30 Ft
AC: 15 (+1 Dex +3
Poor Studded Leather +1 Buckler)
Attacks: +1 Stone Short Sword +2 Cavewood
Mighty (+1) Composite
Long Bow
Damage: 1d6 Short Sword 1d8+1 Cavewood
Mighty (+1) Composite
Long Bow
Face/Reach: 5ft by 5ft/5ft
Special Attacks: -
Special Qualities: Low light vision
Saves: Fort +1 Ref +1 Will +0
Abilities: Str 12 Dex 13 Con 11 Int
10 Wis 11 Cha 10
Skills: +4 Climb,
+2 Wilderness Lore, +2 Spot, +2 Listen, +2 Hide,
+2 Move Silently
Feats : Point Blank
Shot (not included)
Climate/Terrain: Underground/Forest
Organization: Gang (4-9) Raiding Party (10-25 + 3rd level
Seargent)
Challenge Rating: 1/2
Treasure: Standard (Stone Goods Only)
Alignment: By Class
Advancement: Usually chaotic neutral
Slithzerikai
Medium Huminoid
Hit Dice: 1d8+2 (7 hp)
Initiative: +0 Dex
Speed: 30 Ft
AC: 15 (+1 Dex +3
Poor Studded Leather +1 Natural)
Attacks: +0 Stone Short Spear +0 Javelin
Damage: 1d8-1 Short Spear 1d6-1 Stone
Javelin
Face/Reach: 5ft by 5ft/5ft
Special Attacks: -
Special Qualities: Dark Vision
Saves: Fort +1 Ref +1 Will +0
Abilities: Str 11 Dex 10 Con 13 Int
10 Wis 11 Cha 8
Skills: +4 Climb,
+2 Wilderness Lore, +2 Spot, +2 Listen,
+2 Craft(stone)
Feats : Alertness
Climate/Terrain: Underground
Organization: Gang (4-9) Raiding Party (10-25 + 3rd level
Seargent)
Challenge Rating: 1/2
Treasure: Standard (Stone Goods Only)
Alignment: By Class
Advancement: Usually lawful neutral
Mung Rat
Small Animal
Hit Dice: 3d8+3 (15 hp)
Initiative: +3 (Dex)
Speed: 40 ft, Climb 20 ft
AC: 15 (+3 Dex +1
Size +1 Natural)
Attacks: Bite +4 Melee, Mung Spray +4
Ranged
Damage: Bite 1d4, Mung Spray Special
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Mung Spray
Special Qualities: Scent
Saves: Fort +4 Ref +6 Will +4
Abilities: Str 10 Dex 17 Con 12 Int
1 Wis 12 Cha 4
Skills: Climb +11,
Hide +11, Move Silently +6
Feats : Weapon Finesse
(bite)
Climate/Terrain: Underground
Organization: Solitary or Pack(11-20)
Challenge Rating: 1/2
Treasure: none
Advancement: Always neutral
Alignment: 4-6 Medium
7-9 Large
Mung Spray (ex) As a standard action a mung rat may make a ranged touch
attack against a single opponent, if succesful, the target must make a fortitude
save DC 14 or suffer a -1 penalty to Atk and Dmg for 1d4 minutes, A
mung rat uses this to harrass predators or weaken prey.
Credits
Written and Designed by David Hawkins
Thanks to Drakefyre for showing interest.
to Alorael for reminding me to include GIFTS
v0.3