Lords of Madness - 3.5e

Page 219

CHAPTER 9

THE ABERRATION HUNTER

218

Skills and Feats: Concentration +19, Handle Animal +14, Intimidate +14, Knowledge (dungeoneering) +7, Knowledge (nature) +17, Spot +11, Survival +14 (+16 underground or in aboveground natural environments), Swim +11 (+1 when wearing armor); Aberration Banemagic†, Dodge, Improved Critical (bite), Natural Spell, Quicken Spell, Track, Weapon Focus (bite). † New feat described on page 178. Languages: Common, Druidic, Undercommon. Crystals of Nature’s Wrath (Su): Aurah’s wild shape natural attacks are enhanced with jagged crystals. An aberration struck by Aurah’s natural weapons must make a DC 18 Fortitude save or become sickened. An aberration that makes its saving throw is immune to this effect for the duration of that wild shape. Favored Enemy (Ex): Aurah gains a +4 bonus on her Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against aberrations. She gains the same bonus on weapon damage rolls. Pierce Aberrant Defense (Ex): Aurah has a +2 bonus on caster level checks made to overcome an aberration’s spell resistance. Animal Companion (Ex): Aurah has a hawk named Whitecap as an animal companion. The creature’s statistics are provided below. Animal Companion Benefits (Ex): Aurah gains special benefits from having an animal companion. Link (Ex): Aurah can handle Whitecap as a free action. She also gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding her hawk. Share Spells (Ex): Aurah can have any spell she casts on herself also affect her animal companion if the latter is within 5 feet at the time. The druid can also cast a spell with a target of “You” on her animal companion. Resist Nature’s Lure (Ex): Aurah gains a +4 bonus on saving throws against the spell-like abilities of fey. Trackless Step (Ex): Aurah leaves no trail in natural surroundings and cannot be tracked. Wild Shape (Su): Aurah can change into a Tiny to Large animal and back again, as per the polymorph spell. This ability lasts for 15 hours or until she changes back. Winds of Nature’s Grace (Ex): Aurah has a +1 bonus on all saving throws made against attacks from aberrations. The bonus increases to +2 when she uses wild shape to assume the form of an animal. Woodland Stride (Ex): Aurah can move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without damage or other impairment. However, thorns, briars, and overgrown areas that are magically manipulated to impede motion still affect her. Druid Spells Prepared (caster level 13th): 0—cure minor wounds (2), detect magic, guidance, mending, purify food and drink; 1st— cure light wounds (2), jump, obscuring mist, produce flame, speak with animals (2); 2nd—barkskin, bull’s strength, detect aberration†, gust of wind, lesser restoration (2); 3rd—cure moderate wounds (2), greater magic fang, nature’s purity†, water breathing; 4th—air walk,

control water, cure serious wounds, flame blade (aberration bane), freedom of movement; 5th—animal growth, cure light wounds (quickened), nature’s purity† (aberration bane), transmute rock to mud; 6th—greater dispel magic, flame strike (aberration bane; DC 21); 7th—sunbeam (DC 22). † New spells described earlier in this chapter. Possessions: +2 wild dragonhide full plate, adamantine scimitar, dusty rose ioun stone (+1 AC), incandescent blue ioun stone (+2 Wisdom), wand of nature’s purity (9th, 33 charges), scroll of heal, scroll of word of recall. Whitecap: Hawk animal companion; CR —; Tiny magical beast; HD 11d8 plus 3; hp 52; Init +3; Spd 10 ft., fly 60 ft. (average); AC 29, touch 17, flat-footed 24; Base Atk +8; Grp +0; Atk or Full Atk +17 melee (1d4, talons); Space/Reach 2-1/2 ft./0 ft.; SA —; SQ bonus tricks, devotion, improved evasion, low-light vision; SV Fort +9, Ref +14, Will +5; Str 11, Dex 24, Con 10, Int 2, Wis 14, Cha 6. Skills and Feats: Listen +4, Spot +26; Alertness, Great Fortitude, MultiattackB, Toughness, Weapon Finesse. Bonus Tricks: Attack, Come, Defend, Guard, Heel, Seek. Devotion (Ex): Whitecap gains a +4 morale bonus on Will saves against enchantment spells and effects. Improved Evasion (Ex): If Whitecap is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw and half damage if the saving throw fails.

DARKRUNNER GUILD To many, the subterranean reaches might seem an infinite maze of chambers and corridors impossible to navigate. Yet one organization has made a tidy profit doing just that. The Darkrunner Guild consists of those who explore, chart, and discover the hidden secrets of the world below. The guild is represented to some degree in almost all sizable underground settlements, and even in a few of the larger surface cities. Most of their members have at least a few levels in the darkrunner prestige class, although this isn’t required to become a member. The reverse is not quite as true; the few darkrunners who don’t belong to the guild are almost always rogues who live as mercenaries or nomads. It’s best to avoid confrontations with guildless darkrunners, since they tend to be insane at best and remorseless brigands at worst. Only the aberrant underground races eschew the valuable skills and lore possessed by the guild, often to their disadvantage. Membership in the guild has several advantages. A guild member is virtually guaranteed a safe place to rest in any large subterranean city; the guild has safe houses—even in normally inhospitable drow and duergar settlements—that welcome members of all races. Likewise, guild houses typically have several spellcasters living on site, their services offered at a 75% discount to members. Members of the guild can also sell and buy magic items at better costs; typically 10% over or under list price. Of course, membership isn’t free. A member of the Darkrunner Guild is expected to stay on top of the


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The Topaz Order

7min
pages 222-224

Society of the Sanctifi ed Mind

10min
pages 220-221

Darkrunner Guild

4min
page 219

Grafts

9min
pages 216-217

Magic Items

4min
page 215

Sanctifi ed Mind

23min
pages 199-203

Topaz Guardian

13min
pages 204-206

Magic

9min
pages 207-209

Keeper of the Cerulean Sign

18min
pages 195-198

Fleshwarper

21min
pages 190-194

Darkrunner

12min
pages 187-189

Unhuman Gods

4min
page 178

Psurlon

13min
pages 163-166

Shadow Creature

3min
page 168

Shaboath

3min
page 167

Zeugalak

7min
pages 172-173

Silthilar

8min
pages 169-170

Urophion

3min
page 171

Pseudonatural Creature

3min
page 162

Mind Flayer, Vampire

3min
page 161

Mind Flayer, Ulitharid

8min
pages 159-160

Kigrid

2min
page 156

Mind Flayer, Alhoon

3min
page 158

Hound of the Gloom

2min
page 154

Saltor

4min
page 157

Half-Farspawn

7min
pages 152-153

Gas Spore

7min
pages 149-150

Gibbering Mouther

3min
page 151

Elder Eidolon

8min
pages 147-148

Cloaker, Shadowcloak Elder

6min
pages 143-144

Elder Brain

8min
pages 145-146

Cildabrin

3min
page 142

Overseer

3min
page 140

Spectator

5min
page 141

Eye of the Deep

4min
page 139

Director

2min
page 138

The House of Deros Frist

17min
pages 131-135

Religion

7min
pages 128-129

Sangkon Bhet

23min
pages 116-121

Leaders

4min
page 114

Wreck of the Mindspider

23min
pages 102-107

Neogi Society

1min
page 93

The Lair of Sarkt

27min
pages 83-89

Adult Neogi

4min
page 91

Lagurno, Illithid Sept

17min
pages 78-82

Mind Flayer Goals

19min
pages 74-77

The Whispering Shadow

5min
page 71

Cult of the Hungry Eye

20min
pages 57-61

Relations with Other Races

2min
page 73

Illithid Variants

11min
pages 65-67

Sekarvu’s Lair

13min
pages 53-56

Hives and Hive Cities

12min
pages 50-52

Sane Beholders

5min
page 49

Beholder Mage

9min
pages 43-44

The God in the Lake

13min
pages 34-37

Beholder Life

5min
page 41

Aboleth Characters

4min
page 33

Aboleth Lairs

5min
page 31

Aboleth Religion

10min
pages 28-29

The Nightmare Out of Time

4min
page 27

Aberration Characteristics

8min
pages 11-12

Chapter 1: What Is an Aberration?

2min
page 6

Origins of the Aberrations

18min
pages 7-10

The Aberration Campaign

12min
pages 13-15

Aboleth Variants

4min
page 21

Aboleth Magic

5min
pages 25-26

Savant Aboleth Prestige Class

3min
page 22

Aboleth Feats

7min
pages 23-24
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