frog god games internal document- not for freelance...

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Frog God Games Internal Document- Not for freelance distribution Formatting examples: Books Product Names: Necromancer Games or Frog God Games product names are always bolded and italicized. For example: The Lost Lands: The Lost City of Barakus The Lost Lands: Stoneheart Valley The Lost Lands: Cults of the Sundered Kingdoms The Lost Lands: Sword of Air The Lost Lands: The Northlands Saga Complete The Lost Lands: The Blight Cyclopean Deeps: Volume I Cyclopean Deeps: Volume II Dunes of Desolation Fifth Edition Foes Quests of Doom Rappan Athuk: Expansions Volume 1 The Slumbering Tsar Saga When referring to the Lost Lands proper, it should be Lost Lands e.g. “we are, for the first, time able to give a gazetteer to a portion of the Lost Lands.” Company Names: Our company names are bolded, but not italicized. For example, Frog God Games or Necromancer Games. This does not apply to Paizo Publishing, Green Ronin, etc. Names of Pathfinder Core Rule Books: Refer to the game using the phrase "The Pathfinder Roleplaying Game" (never just "Pathfinder" or "The Pathfinder RPG"). Pathfinder Roleplaying Game Core Rulebook Pathfinder Roleplaying Game Bestiary Pathfinder Roleplaying Game Bonus Bestiary Version 5.0; 4/2015 Page 1

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Page 1: Frog God Games Internal Document- Not for freelance distributionfroggodgames.org/sites/default/files/documents/Frog Go…  · Web viewFrog God Games Internal Document- Not for freelance

Frog God Games Internal Document- Not for freelance distribution

Formatting examples:

Books

Product Names: Necromancer Games or Frog God Games product names are always bolded and italicized. For example:

The Lost Lands: The Lost City of BarakusThe Lost Lands: Stoneheart ValleyThe Lost Lands: Cults of the Sundered KingdomsThe Lost Lands: Sword of AirThe Lost Lands: The Northlands Saga CompleteThe Lost Lands: The BlightCyclopean Deeps: Volume ICyclopean Deeps: Volume IIDunes of DesolationFifth Edition FoesQuests of DoomRappan Athuk: Expansions Volume 1The Slumbering Tsar Saga

When referring to the Lost Lands proper, it should be Lost Lands e.g. “we are, for the first, time able to give a gazetteer to a portion of the Lost Lands.”

Company Names: Our company names are bolded, but not italicized. For example, Frog God Games or Necromancer Games. This does not apply to Paizo Publishing, Green Ronin, etc.

Names of Pathfinder Core Rule Books: Refer to the game using the phrase "The Pathfinder Roleplaying Game" (never just "Pathfinder" or "The Pathfinder RPG").

Pathfinder Roleplaying Game Core RulebookPathfinder Roleplaying Game BestiaryPathfinder Roleplaying Game Bonus BestiaryPathfinder Roleplaying Game GameMastery GuidePathfinder Roleplaying Game Advanced Player’s GuidePathfinder Roleplaying Game Bestiary 2Pathfinder Roleplaying Game Ultimate MagicPathfinder Roleplaying Game Ultimate CombatPathfinder Roleplaying Game Bestiary 3Pathfinder Roleplaying Game Advanced Race GuidePathfinder Roleplaying Game Ultimate EquipmentPathfinder Roleplaying Game NPC CodexPathfinder Roleplaying Game Ultimate CampaignPathfinder Roleplaying Game Mythic AdventuresPathfinder Roleplaying Game Bestiary 4

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Frog God Games Internal Document- Not for freelance distribution

Pathfinder Roleplaying Game Advanced Class GuidePathfinder Roleplaying Game Monster CodexPathfinder Roleplaying Game Pathfinder UnchainedPathfinder Roleplaying Game Occult Adventures

SEC 15 CITATION EXAMPLES:

15. COPYRIGHT NOTICEOpen Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights reserved.Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Bestiary 4, © 2013, Paizo Publishing, LLC; Authors Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.Pathfinder Roleplaying Game Bestiary 5, © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Harmon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb.Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!Anger of Angels. © 2003, Sean K Reynolds.Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb.The Book of Hallowed Might. © 2002, Monte J. Cook.Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Maklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.Pathfinder Roleplaying Game Advanced Race Guide. Copyright 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.Pathfinder Roleplaying Game Advanced Class Guide. Copyright 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.Pathfinder Roleplaying Game GameMastery Guide, © 2010 Paizo Publishing, LLC; Authors Cam Banks, Wolfgang Baur, Jason Buhlman, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Jashua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreart, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L Sutter, Russ Taylor, Penny Williams, Teeuwynn Woodruff. Pathfi nder Chronicles: Classic Treasures Revisited. Copyright 2010, Paizo Publishing, LLC; Authors: Jacob Burgess, Brian Cortijo, Jonathan H. Keith, Michael Kortes, Jeff Quick, Amber Scott, Todd Stewart, and Russ Taylor.Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.

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Frog God Games Internal Document- Not for freelance distribution

Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, and Keri Wiker.Pathfinder Adventure Path volume #32: Rivers Run Red © 2010, Paizo Publishing, LLC; Author: Rob McCreary.Pathfinder Adventure Path #43: The Haunting of Harrowstone © 2011, Paizo Publishing,LLC; Author: Michael Kortes.Pathfinder Adventure Path #55: The Wormwood Mutiny, © 2012, Paizo Publishing, LLC; Author Richard Pett.Pathfinder Adventure Path #58: Island of Empty Eyes © 2012, Paizo Publishing, LLC; Author: Neil Spicer.Pathfinder Adventure Path #75: Demon’s Heresy © 2013, Paizo Publishing, LLC; Author: Jim Groves.

Pathfinder Campaign Setting: The Inner Sea World Guide © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker.Pathfinder Campaign Setting: Inner Sea Combat © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Compton, and Thurston Hillman.Pathfinder Campaign Setting: Irrisen, Land of Eternal Winter © 2013, Paizo Publishing, LLC; Author: Mike Shel.Asgard Magazine #2, © 2001, ENWorld.Encyclopaedia Arcane: Necromancy Beyond the Grave, © 2001, Mongoose Publishing; Authors Matthew Sprange, Teresa Capsey, William J. Pennington, Erica Balsley, Scott Greene.The Genius Guide To: Ice Magic, © 2010, Super Genius Games. Author Owen K.C. Stephens.Seas of Blood: Fantasy on the High Seas, © 2001, Mongoose Publishing; Authors Matthew Sprange, Theresa Capsey, Ian Barstow, Scott Greene (uncredited), Erica Balsley (uncredited).Creature Collection Copyright 2000, Clark Peterson.Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc.Relics & Rituals Copyright 2001, Clark PetersonCreature Collection 2: Dark Menagerie Copyright 2001, White Wolf PublishingMithril: City of the Golem Copyright 2001, White Wolf Publishing, Inc.Hollowfaust: City of the Necromancers Copyright 2001, White Wolf Publishing, Inc.The Wise & the Wicked Copyright 2001, White Wolf Publishing, Inc.The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc.Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc.Vigil Watch: Warrens of the Ratmen Copyright 2002, White Wolf Publishing, Inc.Secrets and Societies Copyright 2002, White Wolf Publishing, Inc.Wilderness & Wasteland Copyright 2002, White Wolf Publishing, Inc.Scarred Lands Campaign Setting: Ghelspad, Copyright 2002, White Wolf Publishing, Inc.Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc.Serpent in the Fold: Serpent Amphora Cycle, Book I Copyright2002, White Wolf Publishing, Inc.Calastia: Throne of the Black Dragon Copyright 2002, White Wolf Publishing, Inc.Scarred Lands Gazetteer: Termana Copyright 2002, White Wolf Publishing, Inc.The Serpent and the Scepter: Serpent Amphora Cycle, Book II, White Wolf Publishing, Inc.Hornsaw: Forest of Blood Copyright 2003, White Wolf Publishing, Inc.The Penumbral Dragon Copyright 2003, White Wolf Publishing, Inc.Shelzar: City of Sins Copyright 2003, White Wolf Publishing, Inc.The Serpent Citadel: Serpent Amphora Cycle, Book III, White Wolf Publishing, Inc.Blood Bayou Copyright 2003, White Wolf Publishing, Inc.Player’s Guide to Wizards, Bards & Sorcerers Copyright 2003, White Wolf Publishing, Inc.Player’s Guide to Fighters and Barbarians Copyright 2003, White Wolf Publishing, Inc.Player’s Guide to Clerics and Druids Copyright 2003, White Wolf Publishing, Inc,Player’s Guide to Rangers and Rogues Copyright 2003, White Wolf PublishingScarred Lands Campaign Setting: Termana Copyright 2003, White Wolf PublishingVigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf PublishingThe Faithful and the Forsaken Copyright 2003, White Wolf PublishingCreature Collection 3: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.Advanced Bestiary Copyright 2004, Green Ronin Publishing, LLC; Author Matthew SernettAdvanced Bestiary Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens. Arms and Armor Copyright 2001, Bastion Press, Inc.Northlands © 2011, Open Design LLC; Author: Dan Voyce; www.koboldquarterly.com.The Ossuarite, © 2014, Forest Guardian Press. Authors: Morgan Boehringer and Jim Wetstein.

Bard’s Gate Copyright 2006 Necromancer Games, Inc.; Authors Clark Peterson, Casey Christofferson and Shane Glodoski based on original material created by Clark Peterson and Bill Webb.Chaos Rising, © 2003, Necromancer Games, Inc; Author James Collura.City of Brass, © 2007, Necromancer Games, Inc.; Authors Casey Christofferson and Scott Greene, with Clark Peterson.Cyclopean Deeps: Volume 1 - Copyright 2014 Matthew J. Finch, Frog God Games LLCCyclopean Deeps: Volume 2 - Copyright 2015 Matthew J. Finch, Frog God Games LLCDunes of Desolation © 2014, Frog God Games LLC; Author: Tom Knauss.Gary Gygax’s Necropolis, Copyright 2002, Necromancer Games, Inc.; Authors Gary Gygax, Scott Greene, Clark Peterson and Bill Webb; based on oiginal material by Gary Gygax.

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Frog God Games Internal Document- Not for freelance distribution

ONS1: Jungle Ruins of Madaro-Shanti, Copyright 2010, Frog God Games, Author Scott Casper.ONS3: Spire of Iron and Crystal, Copyright 2011, Frog God Games, Author Scott Casper.ONS4: Dread Saecaroth, Copyright 2012, Frog God Games, Author James C. BoneyRappan Athuk, Copyright 2012 Bill Webb, Frog God GamesSplinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.The Lost Lands: Sword of Air, Copyright 2014, Frog God Games, LLC, Authors Bill Webb, Casey Christofferson, Greg Raglund, and Vicki Potter.The Black Monastery- Copyright 2011 Bill Webb and Mark R. Shipley, Frog God GamesThe Book of Taverns Copyright 2002, Necromancer Games, Inc; Author Chris JonesThe Eamonvale Incursion Copyright 2007 Necromancer Games, Inc.; Author Nathan Douglas Paul, with Jack Barger.The Fane of the Fallen, Copyright 2010, Author William Loran Christensen.The Grey Citadel Copyright 2003, Necromancer Games, Inc.; Author Nathan Douglas Paul.The Hollow Mountain, Copyright 2011, Author Uri Kurlianchik.The Lost Lands: The Lost City of Barakus, © 2003 2014 Frog God Games & Necromancer Games.; Authors W.D.B. Kenower, Bill Webb.The Lost Lands: Stoneheart Valley Copyright 2013 Frog God Games, LLC; Authors Clark Peterson and Bill Webb.NS1: Vengeance of the Long Serpent, Copyright 2010, Frog God Games, Author: Kenneth Spencer.NS2: Beyond the Wailing Mountains, Copyright 2011, Frog God Games, Author: Kenneth Spencer.NS3: The Curse of Sven Oakenfist, Copyright 2011, Frog God Games, Author: Kenneth Spencer.NS4: Blood on the Snow, Copyright 2011, Frog God Games, Author: Kenneth Spencer.Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Green.Tome of Horrors II Copyright 2004 Necromancer Games, Inc.; Author: Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.Tome of Horrors 4, Copyright 2013, Frog God Games, LLC; Authors: Erica Balsley, Casey Christofferson, Jim Collura, Lance Hawvermale, Patrick Lawinger, Phillip Larwood, Greg A. Vaughan, and Bill Webb, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.The Slumbering Tsar Saga- Copyright 2012 Bill Webb and Greg Vaughan, Frog God GamesWilderlands of High Fantasy Player’s Guide Copyright 2003, Necromancer Games, Inc. and Judges Guild; Authors Bob Bledsaw and Clark Peterson based on original material by Bob Bledsaw, Bill Owen and Bryan Hinnen.Sword of Air, © 2014, Frog God Games, LLC; Authors: Bill Webb, Casey Christofferson, Greg Ragland, and Vicki Potter.The Lost Lands: The Northlands Saga Complete © 2015, Frog God Games, LLC; Authors: Kenneth Spencer, Greg A. Vaughan, and Kevin Wright.NLS1: Winter’s Teeth, © 2015, Frog God Games, LLC; Author: Kenneth Spencer.NLS2: The Raid, © 2016, Frog God Games, LLC; Author: Jeff Provine.NLS3: The Drowned Maiden, © 2016, Frog God Games, LLC; Author: Kevin Wright.NLS4: Oath of the Predator, © 2016, Frog God Games, LLC; Author: James M. Spahn.NLS5: The Hidden Huscarl, © 2016, Frog God Games, LLC; Author: Casey Christofferson.NLS6: One Night in Valhalla, © 2016, Frog God Games, LLC; Author: Ed Greenwood.

Monsters

MOTHER LEUCROTTA CR 3XP 800CE Large magical beast (Pathfinder Roleplaying Game Bestiary 2 “Leucrotta”)Init +6; Senses darkvision 60 ft., low-light vision; Perception +4<RULE>AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)hp 39 (6d10+6)Fort +6; Ref +7; Will +1 <RULE>Speed 40 ft.Melee bite +7 (1d8+2) or double-kick +7 (1d6+3 plus trip)Space 10 ft.; Reach 5 ft.Special Attacks armor piercing bite, double-kick retreat<RULE>Str 14, Dex 14, Con 12, Int 8, Wis 9, Cha 8Base Atk +6; CMB +9; CMD 21 (25 vs. trip) Feats Improved Initiative, Run, Skill Focus (bluff)Skills Bluff +4 (+14 to imitate voices), Perception +4, Stealth +3; Racial Modifiers +10 to Bluff to imitate voices

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Full word Speed
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Semi-colons between saves
fg631d, 04/30/13,
Alphabetize
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Book citation on race line; no page number for Paizo books, just name of creature in quotes
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Frog God Games Internal Document- Not for freelance distribution

Languages LeucrottaSQ mimic voice<RULE>Armor Piercing Bite (Ex) The bony ridges that a leucrotta has for teeth can chew through metal or wood. In addition to inflicting damage on the character attacked, the leucrotta’s bite deals damage to the character’s armor or shield (GM’s choice). If the damaged caused by cumulative leucrotta bites exceeds half the hit points of the shield or armor, it gains the broken condition. If the armor or shield is reduced to 0 hp it is utterly destroyed. See the Pathfinder Roleplaying Games Core Rulebook, “Breaking Items” for the hardness and hit points of armor and shields.Double-Kick Retreat (Ex) When a leucrotta turns to flee it instinctively kicks with both of its rear legs. This attack is a free action which must be followed by a double move away from its target. This movement provokes attacks of opportunity. Only one attack and damage roll is made for both legs, and the leucrotta adds 1.5 times its Strength bonus to the damage. This attack also counts as a trip attack in that the person kicked can be knocked over.Mimic Voice (Ex) A leucrotta can mimic the voice of a man, woman, child, or a domestic animal in pain. This is often used to lure a victim into attack range. To mimic a voice the leucrotta must make a Bluff check opposed by the Perception check of any listeners.

GIANT DIRE FROGS (2) CR 3XP 800The Tome of Horrors Complete 670N Large animalInit +6; Senses low-light vision, scent; Perception +6<RULE>AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)hp 50 (4d8+28)Fort +11; Ref +8; Will +2<RULE>Speed 40 ft., swim 40 ft.Melee bite +8 (1d8+6 plus grab) or tongue +8 touch (grab)Space 10 ft.; Reach 10 ft. (20 ft. with tongue)Special Attacks pull (tongue, 10 feet), swallow whole (1d8+6 bludgeoning damage, AC 12, 2 hp), tongue<RULE>Str 23, Dex 15, Con 24, Int 1, Wis 12, Cha 10Base Atk +3; CMB +10 (+14 grapple); CMD 22 (26 vs. trip)Feats Improved Initiative, Lightning ReflexesSkills Acrobatics +11 (+15 jumping), Perception +6, Stealth +2, Swim +14

Short Form Citation: When a monster is either straight out of the Bestiary or is unique but has been previously detailed in full in the chapter, use the short form, as follows (font size 10 to differentiate from normal text):

NAME CR XXXP XXhp XX (Pathfinder Roleplaying Game Bestiary “Monster Name”/ or where detailed elsewhere, e.g. Area 6)

or

“The innkeeper’s wife, Eula (CN female human expert 3; Cha 18; Profession [harlot] +6), provides services that are not on the menu.”

Alternate Short Block (if a monster has non-standard abilities):

VROCK DEMONS (3) CR 9XP 6,400

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Frog God Games Internal Document- Not for freelance distribution

hp 112 (Pathfi nder Roleplaying Game Bestiary “Demon, Vrock”)<RULE>Spell-like Abilities (CL 12th):At will—greater teleport (self plus 50 lb. of objects only), telekinesis (DC 18)1/day—heroism, mirror image, summon (level 3, 1 vrock 35% or 2d10 dretches 35%)

Stat Block:

NAME CR XX []XP XXSex creature class X [FC] (Source #)AL Size type (subtypes)Init +X []; Senses special senses; Perception +XAura info<RULE>AC X, touch X, flat-footed X (armor, deflection, Dex, natural, size, etc. alphabetical)hp XX (XdX+X []); fast healing X; regeneration X (conditions)Fort +X []; Ref +X []; Will +X []; racial save modifiersDefensive Abilities all defensive abilities except the following, listed alphabetically; DR amount/type; Immune type; Resist type amount; SR XX<RULE>Speed XX ft., other movement typesMelee type +X [] (XdX+X []), type +X [] (XdX+X [])Ranged type +X [] (XdX+X []), type +X [] (XdX+X [])Space XX ft.; Reach XX ft.Special Attacks list all special combat actions here, in alphabetical order. Do not list feats.Spell-like Abilities (CL Xth):At will—spell name (DC XX), spell name (DC XX)1/day—spell name (DC XX), spell name (DC XX)Spells Known (CL Xth): []1st (X/day)—spell name (DC XX), spell name (DC XX)0 (at will)—spell name (DC XX), spell name (DC XX)Spells Prepared (CL Xth): []1st—spell name (DC XX), spell name (DC XX, x3 [if multiple prepared])0 (at will)—spell name (DC XX), spell name (DC XX)<RULE>Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XXBase Atk +X []; CMB +X []; CMD X []Feats [1-HD human: 1 feat, 1 bonus] Feat, Feat, FeatSkills [Human Com 1 with +0 Int: (2+0+1) x 1 = 3 points] Skill +XX [], Skill +XX (+XX conditional modifiers) [()]; Racial Modifiers add general conditional skill modifiers here.Languages Language, Language; special communicationSQ add all special qualities here, listed alphabetically.Combat Gear gear used in combat; Other Gear gear not used in combat<RULE>Special Ability (Ex/Sp/Su) List special ability info here. Special abilities (including special qualities) are explained here, in alphabetical order.

FULL BLOCK (for Appendix, Monster book, etc.):

GIANT, SMOKEThis giant resembles a 9-foot tall humanoid with soot-colored skin, dark eyes, and dark hair. It is dressed in dirty, soot-covered clothes, and its hands are caked with dirt and filth

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SMOKE GIANT CR 6XP 2,400NE Large humanoid (air, extraplanar, fire, giant)Init +3 [+3 Dex]; Senses darkvision 60 ft., low-light vision; Perception +9<RULE>AC 19, touch 12, flat-footed 15 (+3 Dex, +7 natural, –1size)hp 76 (9d8+36 [Humanoid])Fort +10 [+6 Good, +4 Con]; Ref +6 [+3 Bad, +3 Dex]; Will +5 [+3 Bad, Iron Will]Defensive Abilities rock catching; Immune fireWeaknesses vulnerability to cold<RULE>Speed 40 ft.Melee heavy mace +12/+7 [+6 Base, +6 Str, –1 size, Weapon Focus] (2d6+6 [+6 Str]) or 2 slams +11 [+6 Base, +6 Strength, –1 size] (1d8+6 [+6 Str])Ranged rock +9 [+6 Base, +3 Dex, –1 size, +1 rock throwing] (1d8+9 [+6 Str x 1-1/2 two-handed] plus 1d6 fire)Space 10 ft.; Reach 10 ft.Special Attacks heated rock, rock throwing (120 ft.)Spell-like Abilities (CL 9th):3/day—smoke (as fog cloud)<RULE>Str 22, Dex 16, Con 19, Int 8, Wis 11, Cha 12Base Atk +6 [Med]; CMB +13 [+6 Base, +6 Str, +1 size]; CMD 26 [10 +6 Base, +6 Str, +3 Dex, +1 size]Feats [9-HD Humanoid: 5 feats, 0 bonus] Combat Reflexes, Iron Will, Martial Weapon Proficiency (heavy mace), Power Attack, Weapon Focus (heavy mace)Skills [9-HD Humanoid with –1 Int: (2–1) x 9 = 9 points] Fly +9 [+3 Dex, +8 maneuverability, –2 size], Intimidate +6 [2 ranks, +3 C, +1 Cha], Perception +9 [6 ranks, +3 C], Stealth +3 (+11 in areas of fog or smoke) [1 rank, +3 C, +3 Dex, –4 size (+8 in areas of fog or smoke)]; Racial Modifiers +8 Stealth in areas of fog or smoke[class skills above apply only to humanoids with racial hit dice, not those from classes; giants add Intimidate and Perception as class skills; goblinoids add Stealth]Languages GiantSQ smoke formGear heavy mace<RULE>Environment Plane of Molten SkiesOrganization solitary, gang (2–5), band (6–9 plus 25% noncombatants), hunting party (6–9 plus 1 leader of 3rd level), or tribe (20–40 plus 25% noncombatants, 1 shaman of 4th level or higher, and 1 leader of 6th level or higher)Treasure standard<RULE>Heated Rock (Su) Smoke giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit.Smoke Form (Su) A smoke giant’s form is solid. As a free action it can change to a smoky form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. In smoke form, a smoke giant can fly at a speed of 50 feet (perfect). This ability is otherwise similar to a gaseous form spell (caster level 9th).

Smoke giants are evil giants known for their ruthlessness. Among other races they have a nasty reputation for being thieves and murderers, even killing their own kind if the end result serves the betterment of the one doing the killing. They are generally reclusive creatures, keeping to their own devices and rarely having anything to do with outside races, which suit the other races just fine as most don’t trust smoke giants at all.

Smoke giants encountered away from their tribe are usually members of a hunting or raiding party. While they are generally able to consume just about anything they can catch and kill, smoke giants prefer the flesh of smoke mephits above anything else. Regardless of what they eat, a smoke giant always covers its food in a thick layer of soot before consuming it (it tastes better that way). Prey that is captured but not slaughtered is stored in large soot-filled pits until ready to be devoured.

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Smoke giants do not engage in trade with other races. They sometimes form alliances with other tribes of giants (usually ogres or trolls), but most such alliances are short-lived because of the general distrust of smoke giants. Alliances even between tribes of smoke giants are rare.

A smoke giant stands about 9 feet tall and weighs about 800 pounds.Smoke giants begin combat by hurling rocks in an effort to scatter their opponents. After this, the giants

rush into battle swinging their huge maces. A favorite tactic employed by some smoke giant bands is to have one or two of them envelop their opponents in smoke (using their smoke spell-like ability) while the rest pummel them with their weapons.

Smoke giants encountered near the Tempest of Embers on the Plane of Molten Skies like to grab their foes and toss them into that cyclone of burning air.

Smoke Giant CharactersSmoke giants must possess nine levels of giant Hit Dice before taking class levels. Smoke giants are usually barbarians. Their reputation as thieves and murderers comes from their savagery in combat and their preference to use brute force rather than stealth to accomplish their goals. Leaders are barbarians and shamans are adepts or clerics with access to two of the following domains: Air, Fire, Strength. Smoke giant characters possess the following racial traits.

+12 Strength, +6 Dexterity, +8 Constitution, –2 Intelligence, +2 Charisma: Smoke giants are strong and hardy and possess a forceful personality.

Large size: Smoke giants are Large and have the following adjustments –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Stealth checks, +1 bonus on CMB/CMD, lifting and carrying limits double those of Medium characters.

Space/Reach: 10 feet/10 feet.Fast: A smoke giant’s base speed is 40 feet.Darkvision: A smoke giant can see in the dark up to 60 feet.Low-light vision: Smoke giants can see twice as far as humans in conditions of dim light.Racial Hit Dice: A smoke giant begins with nine levels of humanoid (giant), which provides it with 9d8

Hit Dice, a base attack bonus of +6, and base saving throws of Fort +6, Ref +2, and Will +2.Racial Skills: A smoke giant’s giant levels give it skill points equal to 9 x (2 + Int modifier, minimum 1).

Smoke giants add Intimidate and Perception to their list of class skills. In areas of fog or smoke, a smoke giant gets a +8 racial bonus on Stealth checks.

Racial Feats: A smoke giant’s giant levels give it five feats.AC: Smoke giants have a +6 natural armor bonusNatural Weapons: Smoke giants can fight with 2 slams (1d8)Special Attacks: Heated rock (sea above), rock throwingSpell-Like Abilities: A smoke giant can cast smoke (as fog cloud) three times per day, using his levels in

giant as his caster level.Special Qualities: Immunity to fire, rock catching, smoke form (see above).

Languages: Smoke giants begin play speaking Giant. Smoke giants with high Intelligence can choose bonus languages from the following list: Common, Auran, Goblin, Ignan, Orc.

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If the race can be a PC.
Nyarlathotep, 05/19/15,
Monster information
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Classes:Barbarian (orc)

ORC LEADER–RAGING CR 2XP 600Male half-orc barbarian 3CE Medium humanoid (human, orc)Init +1; Senses darkvision 60 ft.; Perception +6<RULE>AC 12, touch 9, flat-footed 11 (+3 armor, +1 Dex)hp 47 (3d12+18 plus 3)Fort +9; Ref +2; Will +3Defensive Abilities ferocity, trap sense, uncanny dodge<RULE>Speed 40 ft.Melee mwk greataxe +11 (1d12+10/x3)Special Attacks rage (12 rounds/day), rage power (intimidating glare)<RULE>Str 25, Dex 13, Con 22, Int 8, Wis 10, Cha 12Base Atk +3; CMB +8; CMD 19Feats Intimidating Prowess, Power Attack Skills Acrobatics +1 (+5 jump), Climb +11, Intimidate +16, Perception +6, Survival +4, Swim +11; Racial Modifiers +2 IntimidateLanguages Common, OrcSQ fast movement +10Combat Gear potion of cure light wounds; Other Gear masterwork studded leather armor, masterwork greataxe, 249 gp, 9 sp.<RULE>Use the following abilities when not raging: AC 14, hp 40, Fort +7, Will +1; Melee mwk greataxe +9 (1d12+7/x3); Str 21, Con 18; Climb +9, Swim +9

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Nyarlathotep, 04/11/15,
Non-raging stats, not always necessary if little chance of the barbarian being encountered outside of raging combat.
fg631d, 04/30/13,
Always capitalize
fg631d, 04/30/13,
Some rage powers are Special attacks, some are defensive Abilities, and some are Special Qualities. Go with the most appropriate.
fg631d, 04/30/13,
Special Attack
fg631d, 04/30/13,
Masterwork is abbreviated here, and spelled out in equipment
fg631d, 05/01/13,
Favored class + Toughness (if applicable)
Nyarlathotep, 04/11/15,
Con adj
Nyarlathotep, 04/11/15,
Barbarian main block assumes raging modifiers
fg631d, 04/30/13,
Lower case
Nyarlathotep, 04/11/15,
Always all bold; Barbarian stat block always assumes raging
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Bard

ARIALLE CR 1XP 400Female human bard 2CG Medium humanoid (human)Init +6; Perception +5<RULE>AC 12, touch 12, flat-footed 10 (+2 Dex)hp 13 (2d8)Fort +0; Ref +5; Will +3; +4 vs. bardic performance, sonic, and language-dependent effects<RULE>Speed 30 ft.Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1)Spells Known (CL 2nd):1st (3/day)—cure light wounds, sleep (DC 12), ventriloquism (DC 12), 0 (at will)—dancing lights, daze (DC 11), ghost sound (DC 11), lullaby (DC 11), prestidigitation (DC 11)<RULE>Str 9, Dex 14, Con 10, Int 13, Wis 10, Cha 13Base Atk +1; CMB +0; CMD 12Feats Improved Initiative, Skill Focus (Perform [sing])Skills Appraise +5, Bluff +9, Diplomacy +5, Knowledge (local) +6, Linguistics +5, Perception +5, Perform (sing) +9, Perform (string instruments) +6, Profession (merchant) +5, Sense Motive +9, Sleight of Hand +6, Spellcraft +6, Survival +1, Swim +0, Use Magic Device +5Languages Common, Elven, EttinSQ bardic knowledge, versatile performance abilities (singing), well versedGear Arialle is currently unarmed and wearing only simple peasant clothes. Her sole possession is the masterwork harp described above, which Girbolg is currently de-tuning.

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fg631d, 04/30/13,
List times of use per day for spontaneous casters
fg631d, 04/11/15,
Class name is not used; if the statblock has both divine and arcane spells, list “Arcane” and “Divine”
fg631d, 04/30/13,
Is a Special Attack
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Cleric

TAVIK CR 3XP 800Male half-orc cleric 4CE Medium humanoid (human, orc)Init +1; Senses darkvision 60 ft.; Perception +3Aura evil<RULE>AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)hp 29 (4d8+4)Fort +5; Ref +2; Will +6Defensive Abilities ferocity <RULE>Speed 20 ft.Melee +1 unholy spiked heavy mace +8 (1d8+4)Special Attacks channel negative energy 4/day (2d6, DC 13), destructive smite 5/day (+2), spontaneous casting (inflict spells)Domain Spell-Like Abilities (CL 4th; melee touch +6):5/day—bleeding touch (2 rounds)Spells Prepared (CL 4th; melee touch +6, ranged touch +4):2nd—bull's strength, death knellD (DC 14), hold person (DC 14, x2)1st—bane (DC 13), cause fearD (DC 13), doom (DC 13), protection from good, silence0 (at will)—bleed (DC 12), guidance, resistance, virtueD Domain Spell; Domains Death, Destruction<RULE>Str 16, Dex 12, Con 12, Int 12, Wis 15, Cha 12Base Atk +3; CMB +6; CMD 17Feats Power Attack, Weapon Focus (heavy mace)Skills Acrobatics –4 (–8 jump), Climb –2, Diplomacy +7, Heal +6, Intimidate +6, Knowledge (religion) +8, Perception +3, Sense Motive +6, Spellcraft +5, Stealth –4, Survival +4Languages Abyssal, Common, OrcCombat Gear 2 potions of cure serious wounds, 6 vials unholy water; Other Gear masterwork chainmail, masterwork heavy steel shield, +1 unholy spiked heavy mace, restorative ointment, key ring, special holy symbol of Orcus.

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If there is a Combat Gear space, this must be Other Gear. If there is no Combat Gear, equipment is listed as Gear.
Nyarlathotep, 04/11/15,
Expendable items go under Combat Gear, such as potions, scrolls, charged wands, poisons, antitoxin, oil. Expendable weapons such as arrows, bolts, etc. are NOT placed here.
fg631d, 04/30/13,
Do not forget Domains for clerics (and druids, if necessary); Arcane School and Opposition School for wizards (not necessary for a universalist): Mystery for oracles; Bloodline for sorcerers; etc.
fg631d, 04/30/13,
No spells per day for classes that prepare spells
fg631d, 04/11/15,
Spontaneous casters use “Spells Known”; classes that memorize spells use “Spells Prepared”
fg631d, 04/11/15,
Caster level, melee touch and ranged touch. If no spells with to hit requirement, omit melee or ranged as needed
Greg, 06/12/15,
All clerics spontaneous cast. Neutral clerics must choose cure or inflict spells.
fg631d, 04/30/13,
Is a special attack
fg631d, 04/11/15,
Note: not all NPCs use Favored Class points for hp. Tavik used them for skills, so no “plus XX” here.
Nyarlathotep, 04/11/15,
All clerics radiate an Aura
Skeeter Green, 02/17/14,
If no special sense (darkvision, scent, etc) remove Senses.
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Cleric/Fighter

SHANDRIL CR 5XP 1,600Female elf cleric of Freya 5/fighter 1NG Medium humanoid (elf)Init +7; Senses low-light vision; Perception +12Aura good<RULE>AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)hp 46 (5d8+5 plus 1d10+1 plus 5)Fort +7; Ref +4; Will +7; +2 vs. enchantmentsImmune sleep<RULE>Speed 20 ft.Melee Valkyria +6 (1d8+2/19–20) or longspear +5 (1d8+1/x3)Ranged composite longbow +7 (1d8+1/x3)Special Attacks channel positive energy 8/day (3d6, DC 15)Domain Spell-Like Abilities (CR 5th):6/day—battle rage, rebuke deathSpells Prepared (CL 5th; melee touch +5, ranged touch +7):3rd—magic vestmentD, prayer, searing light2nd—augury, consecrate, spiritual weaponD, zone of truth (DC 15)1st—bless, divine favor, magic weaponD, protection from evil, shield of faith0 (at will)—detect poison, guidance, light, resistanceD Domain Spell; Domains Healing, War<RULE>Str 13, Dex 17, Con 13, Int 14, Wis 16, Cha 17Base Atk +4; CMB +5; CMD 18Feats Alertness, Combat Expertise, Extra Channel, Improved InitiativeSkills Diplomacy +7, Handle Animal +7, Heal +12, Knowledge (local) +3, Knowledge (religion) +7, Perception +12, Ride +1, Sense Motive +10, Spellcraft +6 (+8 to determine the properties of a magic item), Survival +7Languages Celestial, Common, Elven, SylvanSQ elven magicCombat Gear potion of cure light wounds, scroll (cure serious wounds [x3], heal, raise dead), 8 vials holy water; Other Gear scale mail, heavy steel shield, Valkyria (see the Appendix), longspear, composite longbow, 20 arrows, leather tunic, cape of winter-wolf fur, silver holy symbol of Freya, the Crucible of Freya, ceremonial garb, 25 gp, 102 sp.

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Brackets inside parenthesis
fg631d, 05/01/13,
Lower case
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Superscript D for Domain spell, B for Bonus spell
fg631d, 04/30/13,
Elf racial bonus
Nyarlathotep, 04/11/15,
Hps follow class line
Nyarlathotep, 04/11/15,
Aura is lowercase
fg631d, 05/11/13,
Multi-classes separated by a forwardslash, alphabetical
Nyarlathotep, 04/11/15,
Always cleric of XXXXX
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Druid

ILLARDA, PRIESTESS OF THE MOON CR 7XP 3,200Female elf druid 8N Medium humanoid (elf)Init +6; Senses low-light vision; Perception +13<RULE>AC 21, touch 14, flat-footed 19 (+5 armor, +2 deflection, +2 Dex, +2 shield)hp 44 (8d8 plus 5)Fort +6; Ref +6; Will +9; +2 vs. enchantments, +4 vs. spell-like and supernatural abilities of Fey and against effects that target plantsImmune sleep<RULE>Speed 20 ft.Melee +1 darkwood shortspear +10/+5 (1d6+4)Domain Spell-Like Abilities (CL 8th):6/day—lightning arc Spells Prepared (CL 8th; melee touch +9, ranged touch +8):4th—air walkD, moonstruck (DC 17), summon nature's ally IV3rd—call lightning (DC 16), dominate animal (DC 16), gaseous formD, quench, summon nature's ally III 2nd—animal messenger, gust of wind (DC 15), lesser restoration, stone call, wind wallD 1st—calm animals (DC 14), charm animal (DC 14), faerie fire, obscuring mistD, pass without trace, summon nature's ally I 0 (at will)—detect magic, flare (DC 13), know direction, resistanceD Domain Spells; Domain Air<RULE>Str 17, Dex 14, Con 10, Int 9, Wis 17, Cha 11Base Atk +6; CMB +9; CMD 23Feats Combat Casting, Improved Initiative, Lightning Reflexes, Natural SpellSkills Acrobatics +0 (–4 jump), Climb +1, Handle Animal +8, Heal +7, Knowledge (nature) +9, Perception +13, Ride +0, Sense Motive +9, Spellcraft +3 (+5 to determine the properties of a magic item), Stealth +1, Survival +10, Swim +5Languages Aquan, Common, Draconic, Druidic, Elven, SylvanSQ elven magic, nature bond abilities (wolf), resist nature's lure, trackless step, wild empathy (+8), wild shape (3/day, animal, elemental, plant), woodland strideCombat Gear feather token (fan), potion of haste, potion of shield of faith +2, wand of cure moderate wounds, antitoxin, 2 thunderstones; Other Gear +1 hide armor, +1 darkwood light wooden shield, +1 darkwood shortspear, dust of dryness, fishing net, holly and mistletoe, silk rope, spell component pouch, gold torc, 43 gp, 100 gp of valuables.

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Always add period at end.
fg631d, 04/30/13,
Capitalized and alphabetical
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Fighter

KNIGHTS (2) CR 3XP 800Male or female human fighter 4LN Medium humanoid (human)Init +6; Perception +5<RULE>AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)hp 34 (4d10+8 plus 4) Fort +6; Ref +3; Will +2; +3 vs. fearDefensive Abilities bravery +1<RULE>Speed 20 ft. Melee lance +8 (1d8+3/x3) or longsword +8 (1d8+3/19–20)Space 5 ft., Reach 5 ft. (10 ft. with lance)<RULE>Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 12Base Atk +4; CMB +7; CMD 19 Feats Improved Initiative, Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (lance), Weapon Focus (longsword)Skills Handle Animal +8, Perception +5, Ride +9 Languages CommonGear chainmail, heavy wood shield, lance, longsword, 2d10 gp, 40+2d10 sp.

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lowercase
Nyarlathotep, 06/09/15,
Always one word
fg631d, 04/30/13,
When modifier is “x2”, modifier is not shown
fg631d, 04/30/13,
When modified only on a 20, the 20 is not shown
fg631d, 04/30/13,
Will + bravery bonus for fighters
Nyarlathotep, 04/11/15,
When no special senses, omit Senses.
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Monk

MASTER KALA OF THE YELLOW ROBE CR 9XP 6,400Female human monk 10LN Medium humanoid (human)Init +5; Perception +15<RULE>AC 22, touch 18, flat-footed 20 (+2 armor, +1 Dex, +1 dodge, +2 monk, +2 natural, +4 Wis)hp 63 (10d8+10 plus 5)Fort +11; Ref +11; Will +14; +2 vs. enchantment spells and effectsDefensive Abilities evasion, improved evasion; Immune disease<RULE>Speed 60 ft.Melee sansetsukon +11/+6 (1d10+6/19–20) or +1 dagger +12/+7 (1d4+5/19–20) or +1 keen kama +12/+7 (1d6+5/19–20) or unarmed strike +11/+6 (1d10+4), flurry of blows +8/+8/+3/+3 (1d10+4)Ranged +1 dagger +9/+4 (1d4+5/19–20)Special Attacks ki strike (cold iron/silver, lawful, magic), stunning fist 10/day (DC 19; stun, fatigue, sicken)<RULE>Str 18, Dex 12, Con 12, Int 10, Wis 18, Cha 16Base Atk +7; CMB +14 (+16 trip); CMD 29 (31 vs. trip)Feats Alertness, Dodge, Extra Ki, Improved Initiative, Improved Trip, Improved Unarmed Strike, Lunge, Martial Weapon Proficiency (sansetsukon), Medusa's Wrath, Power Attack, Scorpion Style (DC 19), Stunning FistSkills Acrobatics +11 (+23 to jump), Climb +12, Diplomacy +9, Heal +10, Knowledge (history) +8, Perception +15, Sense Motive +17, Stealth +10, Survival +9, Swim +8Languages CommonSQ fast movement (+30 ft.), high jump, ki defense, ki pool, maneuver training, purity of body, slow fall 50 ft., wholeness of bodyCombat Gear potion of barkskin +2, potion of cure moderate wounds, potion of see invisibility; Other Gear sansetsukon#, 2 +1 daggers, 2 +1 keen kama, belt of giant strength +2, bracers of armor +2, +2 robe of blinding*, masterwork manacles, 195 gp.*The robe of blinding is a magical kimono with the blinding special quality normally associated with magic shields.#Pathfinder Roleplaying Game Ultimate Combat

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Alphabetical
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Ranger

HERL CR 3XP 800Male human ranger 4N Medium humanoid (human)Init +3; Perception +7<RULE>AC 18, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 dodge, +1 shield)hp 30 (4d10+4)Fort +5; Ref +7; Will +2<RULE>Speed 30 ft.Melee mwk handaxe +7 (1d6+2/x3) Ranged mwk composite longbow +8 (1d8+1/x3) or throwing axe +6 (1d6+2)Special Attacks combat styles (archery), favored enemy (animals +2)Spells Prepared (CL 1st):1st—charm animal (DC 12)<RULE>Str 14, Dex 16, Con 12, Int 10, Wis 13, Cha 10Base Atk +4; CMB +6; CMD 20Feats Deadly Aim, Dodge, Endurance, Mobility, Point Blank ShotSkills Bluff +0 (+2 vs. animals), Climb +10, Craft (traps) +9, Handle Animal +7, Heal +8, Knowledge (geography) +4 (+6 vs. animals, +6 while in forest terrain), Knowledge (nature) +4 (+6 vs. animals), Perception +7 (+9 vs. animals, +9 while in forest terrain), Profession (trapper) +8, Ride +7, Sense Motive +1 (+3 vs. animals), Stealth +10 (+12 while in forest terrain), Survival +8 (+10 vs. animals, +10 while in forest terrain, +10 to track), Swim +6 (+10 to resist nonlethal damage from exhaustion)Languages CommonSQ favored terrain (forest +2), hunter's bonds (companions), track, wild empathyCombat Gear healer's kit; Other Gear masterwork studded leather armor, masterwork buckler, masterwork composite longbow [Str +1], 20 arrows, masterwork handaxe, 2 throwing axes, masterwork artisan's tools (Craft [traps]), climber's kit.

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Composite bows Str adj in brackets
Nyarlathotep, 05/11/13,
Ranger combat style in special attack
Nyarlathotep, 05/20/15,
Composite bow Str adjustment not on ranged line; see equipment
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Rogue

BRIGAND LEADER CR 4XP 1,200Male or female human rogue (thug) 5 (Pathfinder Roleplaying Game Advanced Player’s Guide “Thug”)NE Medium humanoid (human)Init +6; Perception +8<RULE>AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)hp 35 (5d8+5 plus 5) Fort +2; Ref +6; Will +1 Defensive Abilities evasion, uncanny dodge<RULE>Speed 30 ft.Melee rapier +5 (1d6/18–20) or dagger +5 (1d4/19–20)Ranged shortbow +5 (1d6/x3)Special Attacks brutal beating, frightening, rogue talent (bleeding attack), rogue talent (slow reactions), sneak attack +3d6<RULE>Str 10, Dex 14, Con 12, Int 11, Wis 11, Cha 10Base Atk +3; CMB +3; CMD 16 Feats Dodge, Improved Initiative, Mobility, Weapon FinesseSkills Acrobatics +7 (+3 jump), Appraise +8, Bluff +8, Climb +2, Diplomacy +4, Disable Device +3, Escape Artist +6, Intimidate +8, Knowledge (local) +5, Linguistics +4, Perception +8, Sleight of Hand +4, Stealth +6, Swim +1Languages Common, GoblinCombat Gear potion of cure moderate wounds; Other Gear masterwork studded leather armor, rapier, dagger, shortbow, 10 +1 arrows, 40 arrows, 1d4 gp, 2d4 sp.

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Order of gear list:ArmorShieldMain WeaponSecondary weaponMagic itemsGems/jewelry Coins;Magic versions listed before mundane versions e.g. 10 +1 arrows, 40 arrows,
fg631d, 04/30/13,
Some rogue talents are Special Attacks, some are Defensive Abilities, some are Special Qualities. Best judgement
fg631d, 04/30/13,
Cite any use of Pathfinder books other than Core Rulebook
Nyarlathotep, 04/11/15,
Uppercase
Nyarlathotep, 04/11/15,
lowercase
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Witch (wererat)

GLAATHAA CR 7Female wererat witch 7 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, Wererat”; Pathfinder Roleplaying Game Advanced Player’s Guide “Witch”)CE Medium humanoid (human, shapechanger)Init +6; Senses low-light vision, scent; Perception +5<RULE>AC 12, touch 12, flat-footed 10 (+2 Dex)hp 51 (7d6+21)Fort +5; Ref +4; Will +8<RULE>Speed 30 ft.Melee mwk dagger +4 (1d4/19–20)Special Attacks hexes (charm [DC 15], evil eye [DC 15], slumber [DC 15])Spells Prepared (CL 7th; melee touch +3, ranged touch +5):4th—phantasmal killer (DC 18)3rd—bestow curse (DC 15), blinkB, vampiric touch (DC 15)2nd—cure moderate wounds, daze monster (DC 14), hold person (DC 14), invisibilityB, spectral hand1st—hypnotism (DC 13), inflict light wounds (DC 13), mage armor, ray of enfeeblement (DC 13), sleep (DC 13), ventriloquismB (DC 15)0 (at will)—dancing lights, light, read magic, resistancePatron Deception<RULE>Str 10, Dex 15, Con 16, Int 15, Wis 12, Cha 8Base Atk +3; CMB +3; CMD 15Feats Accursed Hex, Greater Spell Focus (Illusion), Improved Initiative, Iron Will, Spell Focus (Illusion)Skills Climb +1, Diplomacy –1 (+3 to change attitude vs. animals related to lycanthropic form), Escape Artist +7, Handle Animal +5, Heal +7, Knowledge (arcana) +10, Knowledge (nature) +10, Perception +5, Spellcraft +11, Use Magic Device +9Languages Aklo, Common, DraconicSQ arcane familiar nearby, change forms, deliver touch spells through familiar, empathic link with familiar, hexes (coven), lycanthropic empathy, patron spells (deception), share spells with familiar, speak with animals, speak with familiarGear masterwork dagger, staff of lesser arcane eye (allows the holder of the staff to have an arcane eye [as per the spell] in effect at will, though the eye is permanently mounted to the end of the staff and cannot move around), crimson robes, spell component pouch, 4d8 gp, 2 gems worth 25 gp.

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Witches have Patron XX; Clerics have D Domain Spells Domains XX, XX; Wizards have Arcane School XX Opposition Schools XX, XX, Socerers have Bloodline XX, Oracles have Mystery XX
fg631d, 04/30/13,
Bonus spell
fg631d, 06/09/15,
Hexes are Special Attacks. If they provide a Defensive bonus, list under Defensive Bonuses.
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Wizard

VORTIGERN CR 3XP 800Male human necromancer 3LE Medium humanoid (human)Init +1; Perception +2<RULE>AC 11, touch 11, flat-footed 10 (+1 Dex)hp 19 (3d6+3)Fort +2; Ref +2; Will +3<RULE>Speed 30 ft.Melee dagger +1 (1d4)Necromancer Spell-Like Abilities (CL 3rd; melee touch +1):6/day—grave touch (1 round)Spells Prepared (CL 3rd; melee touch +1, ranged touch +2):2nd—acid arrow, ghoul touch (DC 15), protection from arrows1st —cause fear (DC 14), mage armor, magic missile, shield0 (at will)—bleed (DC 13), flare (DC 13), read magic, resistanceSpecialist School Necromancy; Opposition Schools Illusion, Transmutation<RULE>Str 10, Dex 13, Con 12, Int 16, Wis 10, Cha 12Base Atk +1; CMB +1; CMD 12Feats Alertness (when Talon is within reach)B, Brew Potion, Command Undead 6/day (DC 12), Improved Familiar, Scribe Scroll B, Spell Mastery (mage armor, magic missile, shield)Skills Craft (alchemy) +9, Diplomacy +3, Intimidate +4, Knowledge (arcana) +9, Knowledge (planes) +8, Perception +2, Spellcraft +9Languages Abyssal, Common, Infernal, OrcSQ arcane bonds (talon, devil, imp), arcane familiar nearby, deliver touch spells through familiar, empathic link with familiar, grave touch (6/day), opposition schools (illusion, transmutation), share spells with familiar, specialized schools (necromancy)Combat Gear dust of disappearance, potion of cure light wounds, scroll of animate dead, scroll of summon monster III; Other Gear dagger.

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Nyarlathotep, 04/11/15,
Schools capitalized
fg631d, 04/30/13,
Title from Specialty school
Nyarlathotep, 04/11/15,
Specialist wizard title on this line
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Triple-Class

DARK NATASHA CR 12XP 19,200Female drow cleric 5/mystic theurge 3/sorcerer 5 (Pathfinder Roleplaying Game Bestiary “Drow”)CE Medium humanoid (elf)Init +7; Senses darkvision 120 ft., low-light vision; Perception +11Aura evil<RULE>AC 23, touch 16, flat-footed 20 (+5 armor, +3 deflection, +3 Dex, +2 natural)hp 99 (5d8+15 plus 3d6+9 plus 5d6+15)Fort +9; Ref +6; Will +14; +2 vs. enchantmentsImmune sleep; SR 19Weakness light blindness<RULE>Speed 30 ft.Melee +2 unholy light mace +11/+6 (1d6+4)Ranged hand crossbow +9/+4 (1d4/19–20 plus poison)Special Attacks channel negative energy 9/day (3d6, DC 18)Spell-Like Abilities (CL 13th):1/day—dancing lights, darkness, faerie fireBloodline Spell-Like Ability (CL 13th):9/day—tremor (CMB 11)Domain Spell-Like Ability (CL 13th; melee touch +8):7/day—bleeding touch (2 rounds)Arcane Spells Known (CL 8th; melee touch +8, ranged touch +9):4th (4/day)—charm monster (DC 20)3rd (6/day)—displacement, protection from energy2nd (8/day)—alter self, darkvisionB, invisibility, see invisibility1st (8/day)—alarm, expeditious excavation#B (DC 17), erase, magic missile, ray of enfeeblement (DC 17), silent image (DC 17) 0 (at will)—detect magic, flare (DC 16), ghost sound (DC 16), mage hand, open/close, ray of frost, read magic, touch of fatigue (DC 16)Bloodline Deep Earth#

Divine Spells Prepared (CL 8th; melee touch +8, ranged touch +9):4th—death wardD, divine power, freedom of movement, spell immunity3rd—animate dead, bestow curse (DC 17), deeper darkness, dispel magic, poisonD (DC 17)2nd—align weapon, hold person (DC 16, x2), silence (DC 16), summon swarmD 1st—command (DC 15), cure light wounds, divine favor, doom (DC 15), protection from good, spider climbD

0 (at will)—bleed (DC 14), create water, read magic, resistanceD Domain Spell; Domains Death, Vermin*

<RULE>Str 14, Dex 16, Con 17, Int 17, Wis 18, Cha 22Base Atk +6; CMB +8; CMD 24Feats Blind-Fight, Deep Sight, Enlarge Spell, Eschew Materials, Improved Initiative, Silent Spell, Skill Focus (Knowledge [religion]), Weapon FinesseSkills Climb +7, Diplomacy +10, Escape Artist +4, Fly +7, Intimidate +16, Knowledge (arcana) +13, Knowledge (dungeoneering) +11, Knowledge (history) +10, Knowledge (local) +7, Knowledge (planes) +14, Knowledge (religion) +18, Perception +11 (+13 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +10, Spellcraft +14, Stealth +8, Use Magic Device +11Languages Abyssal, Common, Drow Sign Language, Elven, UndercommonSQ combined spells (2nd), poison use, stonecunning +2Combat Gear 3 potions of cure serious wounds, potion of fly, potion of haste, potion of heroism, 3 scrolls of dread bolt**(CL 8th), 3 vials of drow poison; Other Gear +3 leather armor, +2 unholy spiked light mace of venom (as dagger of venom), hand crossbow, 10 bolts, amulet of natural armor +2, cloak of elvenkind, ring of protection +3, ring of spectral hand (7 charges, see Appendix).

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Greg, 06/12/15,
Scrolls can be listed in format shown or as follows:3 arcane scrolls (CL 8: dread bolt**). Both are acceptable.
fg631d, 04/30/13,
Citation, see below statblock
Nyarlathotep, 04/11/15,
# before potions
fg631d, 04/30/13,
Citation, see below statblock
fg631d, 04/30/13,
Citation, see below statblock
Nyarlathotep, 04/11/15,
Arcane listed when both Arcane and divine Spells available
Nyarlathotep, 04/11/15,
Racial Spell-Like Abilities, then alphabetic as needed
Nyarlathotep, 06/10/15,
Poison (or other effects) is always listed after crit modifier.
Nyarlathotep, 04/11/15,
Hps follow all classes even if using same die type
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<RULE>Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.#Pathfinder Roleplaying Game Advanced Player’s Guide*see the Appendix**Pathfinder Roleplaying Game Ultimate Magic

GREMAG THE LICH CR 20XP 307,200Male human lich druid 6/mystic theurge 9/sorcerer 4 (Pathfinder Roleplaying Game Bestiary “Lich”)NE Medium undead (augmented humanoid, human)Init +2; Senses darkvision 120 ft.; Perception +13Aura fear (60-ft. radius, DC 24)<RULE>AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)hp 185 (6d8+30 plus 9d6+45 plus 4d6+20 plus 6)Fort +14, Ref +8, Will +19; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants, Defensive Abilities channel resistance +4; DR 15/bludgeoning and magic; Immune cold, electricity, mind-affecting, polymorph, undead traits<RULE>Speed 30 ft.Melee touch (1d8+9 plus paralyzing touch)Special Attacks paralyzing touch (DC 28)Domain Spell-Like Abilities (CL 13th; ranged touch +12):8/day—acid dart, tremor (CMB 9)Arcane Spells Known (CL 13th; melee touch +10, ranged touch +12):6th (4/day)—disintegrate (DC 21), summon monster VI 5th (7/day)—magic jar (DC 20), teleport, waves of fatigue 4th (7/day)—greater invisibility, phantasmal killer (DC 19), stoneskin, stone shape 3rd (7/day)—fly, hostile levitation** (DC 18), tongues, vampiric touch2nd (7/day)—mirror image, see invisibility, spectral hand, touch of idiocy, web (DC 17)1st (8/day)—corrosive touch#, expeditious excavation*B (DC 16), magic missile, protection from good, shield, ray of enfeeblement (DC 16) 0 (at will)—acid splash, arcane mark, bleed (DC 15), detect magic, mage hand, message, open/close (DC 15), read magic, touch of fatigue (DC 15)Bloodlines Deep Earth*

Divine Spells Prepared (CL 15th; melee touch +10, ranged touch +12):8th—earthquake (DC 23), repel metal or stone7th—creeping doom (DC 22), elemental body IV, true seeing6th—antilife shell, greater dispel magic, hungry pit* (DC 21), tar pool** (DC 21)5th—baleful polymorph (DC 20, x2), transmute mud to rock (DC 20, x2), unhallow (DC 20), wall of stone (DC 20)4th—dispel magic, echolocation#, freedom of movement, obsidian flow**(DC 19), rusting grasp, spike stones (DC 19) 3rd—burrow# (DC 18), meld into stone x2, spike growth (DC 18), spiked pit*D (DC 18), stone shape2nd—chill metal (DC 17), create pit*D (DC 17), fog cloud, heat metal (DC 17), soften earth and stone, stone call1st—faerie fire, magic stone D, obscuring mist x2, ray of sickening# (DC 16), speak with animals, stone fist 0 (at will)—detect magic, mending, read magic, resistanceD Domain Spells; Domains Caves*

<RULE> Str 10, Dex 14, Con —, Int 16, Wis 21, Cha 21Base Atk +10; CMB +10; CMD 22

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Spells cast per day for spontaneous caster
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Feats Ability Focus (negative energy touch attack), Bouncing Spell*, Combat Casting, Deepsight, Echoing Spell#, Elemental Spell* (acid), Eschew MaterialsB, Improved Ability Focus& (negative energy touch attack), Persistent Spell*, Quicken Spell, Resistance to Positive Energy& x2Skills Craft (alchemy) +18, Craft (gemcutting) +14, Diplomacy +17, Heal +19, Intimidate +20, Knowledge (arcana) +18, Knowledge (nature) +18, Knowledge (religion) +18, Perception +13 (+15 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +20, Spellcraft +17, Stealth +10, Survival +20, Use Magic Device +18; Racial Modifiers +8 Perception, +8 Sense Motive, +8 StealthLanguages Aklo, Common, Druidic, Sylvan, TerranSQ combined spells (5th), nature bond abilities (caves), rejuvenation, resist nature's lure, stonecunning +2, trackless step, wild empathy, wild shape (2/day; animal, elemental), woodland strideCombat Gear wand of confusion; Other Gear portable hole, tattered robes, a gold crown (2,200 gp), a platinum ring with large ruby (15,000 gp).*Pathfinder Roleplaying Game Advanced Player’s Guide**Pathfinder Roleplaying Game Ultimate Combat#Pathfinder Roleplaying Game Ultimate Magic&see Rappan Athuk for more details

LOKAUG, MOST FOUL PRIEST OF TSATHOGGA CR 20XP 307,200Male tsathar filth-priest cleric of Tsathogga 11/mystic theurge 2/sorcerer 5 (see the Appendix “Filth-Priest”)CE Medium monstrous humanoid (aquatic)Init +6; Senses darkvision 90 ft., scent; Perception +16Aura evil<RULE>AC 28, touch 16, flat-footed 25 (+5 armor, +3 deflection, +2 Dex, +1 dodge, +4 natural, +3 shield)hp 165 (2d10+6 plus 11d8+33 plus 2d6+6 plus 5d6+15 plus 10)Fort +16; Ref +14; Will +26; –2 penalty vs. fire effects, +2 resistance bonus vs. water planar foe's effectsDefensive Abilities slimy; Resist cold 10; SR 18Weakness light blindness<RULE>Speed 30 ft., swim 30 ft.Melee +3 unholy wounding morningstar +20/+15/+10 (1d8+7) or bite +15 (1d4+2), 2 claws +15 (1d6+2)Special Attacks channel negative energy 9/day (6d6, DC 21), destructive aura (30 ft., +5 damage, 11 rounds/day), destructive smite 8/day (+5), touch of filth 11/day (DC 25)Spell-Like Abilities (CL 11th):1/day—summon greruor demon (6th level, 60% success), summon hydrodaemon (4th level, 40% success)Bloodline Spell-Like Abilities (CL 11th; melee touch +17):7/day—dehydrating touch (1d6+2 non-lethal)Domain Spell-Like Abilities (CL 11th; ranged touch +15):8/day—icicle (1d6+5)Spells Known (CL 7th; melee touch +17, ranged touch +15):3 (5/day)—dispel magic, rain of frogs#

2 (7/day)—bull's strength, invisibility, mirror image, slipstream*B (DC 16) 1 (7/day)—expeditious retreat, hydraulic push*B, mage armor, magic missile, ray of enfeeblement (DC 15), shield0 (at will)—bleed (DC 14), detect poison, drench (DC 14), mage hand, message, read magic, touch of fatigue (DC 14)Bloodline Aquatic*

Spells Prepared (CL 13th; melee touch +17, ranged touch +15):7th—disintegrateD (DC 22), word of chaos6th—blade barrier (DC 21), harm (DC 21), harmD (DC 21), 5th—break enchantment (DC 20), greater command (DC 20), ice stormD, major curse (DC 20), righteous might4th—aura of doom, blessing of fervor (DC 19), control waterD, cure critical wounds, divine power, spell immunity 3rd—bestow curse (DC 18), blindness/deafness (DC 18), contagion (DC 18), cure serious wounds, protection from energy, rageD

2nd— augury, eagle's splendor, hold person (DC 17), resist energy, shatterD (DC 17), spiritual weapon

Version 5.0; 4/2015 Page 22

fg631d, 04/30/13,
Does not have to be “Divine” because the other spell lists is Known, not prepared
Skeeter Green, 02/17/14,
Racial spell like abilities first, then Bloodline, Domain, and specialist schools alphabetically.
fg631d, 04/30/13,
In alphabetical order, after racial spell like abilities
Nyarlathotep, 04/11/15,
Hps follow classes
fg631d, 04/30/13,
Citation for the “filth-priest” class
Skeeter Green, 02/17/14,
Note cleric of XXX
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1st—bane (DC 16), command (DC 16), cure light wounds, divine favor, doom (DC 16), obscuring mistD, protection from good 0 (at will)—detect magic, guidance, read magic, resistanceD Domain Spells; Domains Destruction, Water<RULE>Str 19, Dex 14, Con 17, Int 20, Wis 20, Cha 18Base Atk +13; CMB +17; CMD 33Feats Channel SmiteB, Dodge, Eschew Materials, Extra Channel, Improved Channel, Improved Initiative, Iron Will, Leadership (24), Multiattack, Selective Channeling, Skill Focus (Perception), Step Up, Toughness Skills Acrobatics +9 (+33 high jumping, +23 long jumping), Climb +11, Craft (alchemy) +13, Diplomacy +10, Escape Artist +19, Handle Animal +10, Intimidate +20, Knowledge (arcana) +18, Knowledge (dungeoneering) +13, Knowledge (history) +13, Knowledge (local) +10, Knowledge (nature) +12, Knowledge (planes) +20, Knowledge (religion) +28, Linguistics +10, Perception +16, Sense Motive +15, Spellcraft +18, Stealth +1, Swim +24, Use Magic Device +21; Racial Modifiers +12 Escape Artist, +14 Acrobatics when long jumping or +24 when high jumpingLanguages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Terran, Tsathar, UndercommonSQ amphibious, combined spells (1st), frog god’s proxy, implantCombat Gear pearl of power (3rd and 6th), potion of cure moderate wounds, potion of cure serious wounds, potion of haste, potion of neutralize poison, potion of lesser restoration, ring of elemental command (water), robe of the archmagi (black), staff of swarming insects, wand of acid arrow, wand of shatter, wand of summon monster III; Other Gear +2 studded leather armor, absorbing shield, +3 unholy wounding morningstar, ioun stone (lavender and green ellipsoid), ioun stone (pale lavender ellipsoid), ioun stone (pearly white spindle), mirror of mental prowess, ring of protection +3, “soapstone” unholy symbol of Tsathogga.<RULE>Implant (Ex) Tsathar are sexless, reproducing by injecting eggs into living hosts. An egg can be implanted only into a helpless host creature. The host must be of Small size or larger. Giant frogs, bred for this very purpose, are the most common host. Implanting an egg requires one minute to perform.Accompanying the egg is an anaesthetizing poison that causes the host to fall unconscious for the two-week gestation period of the egg unless the host succeeds on a DC 20 Fortitude saving throw; this save DC includes a +8 racial bonus. If the save succeeds, the host remains conscious, but is violently ill (-10 penalty on attack rolls, saving throws, ability checks, and skill checks) 24 hours before the eggs hatch. When the eggs mature, the young tsathar emerges from the host, killing it in the process.A remove disease spell rids the victim any implanted eggs. A DC 20 Heal check can be attempted to surgically extract an egg from a host. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d6 points of damage to the patient.Leap (Ex) Tsathar are incredible jumpers, able to leap up to 30 feet horizontally or 10 feet vertically. They have a +14 racial bonus on horizontal jumps, or +24 on vertical jumps, and they do not need to make a 10-foot minimum running start before jumping to avoid doubling the jumping DCs. Tsathar can always take 10 when making an Acrobatics check to jump.When a tsathar begins its round by jumping next to an opponent it can make a full attack in the same round. A tsathar wearing medium or heavy armor or carrying a medium or heavy load cannot use this ability.Summon Greruor Demon (Sp) At 11th level, once per day the Filth-Priest of Tsathogga may attempt to summon 1 greruor demon with a 60% chance of success. The demon is under no compulsion to obey the summoner, but is not immediately hostile. This ability is the equivalent of a 6th-level spell.Summon Hydrodaemon (Sp) A tsathar with at least five levels of cleric can, once per day, attempt to summon a hydrodaemon (q.v.) with a 40% chance of success. This ability is the equivalent of a 4th-level spell.Slimy (Ex) Because tsathar continuously cover themselves with muck and slime, they are difficult to grapple. Webs, magic or otherwise, do not affect tsathar, and they usually can wriggle free from most other forms of confinement. This grants them a +12 racial bonus to their CMD to escape grapples, and to their Escape Artist checks.The Frog God’s Proxy (Su) All batrachian beings recognize the Filth-Priest as a conduit to the Frog God. At 3rd level Filth-Priests add a +4 bonus to Handle Animal checks made when dealing with frogs, toads, and any frog-like animal. The Filth-Priest further gains a +2 bonus to Diplomacy when dealing with frog-like outsiders (hydrodaemons, greruor demons, hezrous demons, etc.)

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Touch of Filth (Su) At 9th level, once per day per level, the Filth-Priest may make a melee touch attack to deal 1d4 points of Charisma damage to a target (Fortitude save for half damage). If the target is reduced to 0 Charisma or less, they die, dissolving into a pile of retch and filth. The save DC is Wisdom-based.*Pathfinder Roleplaying Game Advanced Player’s Guide#Pathfinder Roleplaying Game Ultimate Magic

Hazards:

Olive Slime (Infestation, Plant [Fungus]) (3 patches) — Hazard CR 4XP 1,200The Tome of Horrors Complete 7595-foot square patch; drops when it detects movement below. Deals 1d6 points of Con damage per day. Can beburned, frozen, or cut away (dealing an equal amount of damage to the host as well). Anything that deals acid, coldor fi re damage, or a remove disease spell destroys a patch of olive slime. At Constitution 0, the host dies and its body transforms into a slime zombie.

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Disease Block:

Ghoul Fever Bite—injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves.

Magic Item Blocks:

ITEM NAMEAura faint, etc. school; CL XthSlot xxxx; Price x,xxx gp; Weight X lb.<RULE>DESCRIPTIONInsert descriptive text here. Insert descriptive text here. Insert descriptive text here. Insert descriptive text here.<RULE>CONSTRUCTIONRequirements Feat, spell, spell; Cost x,xxx gp

Artifacts:

RED ROACH AMULET Slot none; Aura moderate conjuration and illusion; Weight 1lb.<RULE> DESCRIPTION This magic item is a stylized roach carved from red jade, shot with veins of black. It resembles a common scarab carving, but inspection reveals that the body is longer and that it has other differences in proportion, some of which seem to shift strangely over time. The amulet is set on a non-magical chain fashioned from silver.

The red roach amulet is a unique item created by the demon-princess Teratashia (known as the Queen of Dimensions; see the Monster Appendix for further information) as bribery/bait to persuade someone to unlock the souls of the Teratashian dark stalkers. The souls are effectively “kept” in the Flagon of the Death God, but the proper ritual can break the godling’s control long enough to let Teratashia grab and drink the souls, which she considers to be hers.

The red roach amulet gives its owner the following abilities: • 3/day—invisibility in shadows and darkness*

• 2/day—dimension door *This ability is identical to normal invisibility, but requires some darkness. The character is visible in daylight or its magical

equivalent. Like most demonic gifts, however, these powers come with a cost. Whoever uses the amulet must succeed on a DC 20 Will

save with each use, or become unwilling to part with it. If the amulet is taken from the character without the use of a remove curse, the character suffers effects identical to those of refusing to obey a geas spell. A remove curse spell is not automatically effective against magic crafted directly by a demon-princess; each casting has only a 25% chance of affecting the amulet, and the caster level check needs to be made after determining if the spell effects the amulet (the attempt can be repeated ad infinitum, though, so it eventually succeeds).

Moreover, anyone wearing the red roach amulet can be seen and heard by Teratashia herself. Obviously, she does not by any means monitor the amulet, but if her name is spoken she begins listening, and she takes a peek every once in a while to see if the characters are still working in her best interests. If they are not, she sends a demon (probably a marilith) to attempt to persuade the character to serve and possibly even worship Teratashia. If the character refuses, the demon may get violent, but serving the demon princess is obviously the road to eventual ruin.<RULE> DESTRUCTION If an Avarthamna and Kshamarat priestess join together a communally raise a Teratashian dark stalker from the dead, the amulet disintegrates.

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Normal New Items:

INSTANT ALEPrice XX gp; Weight —<RULE>blah, blah, blahCreate Craft (alchemy) DC XX

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Object Stats:

Secret Door: 2 in. thick; hardness 8; hp 40; Break DC 28; Perception DC 30.Locked Wooden Door: 1 in. thick; hardness 5; hp 10; Break DC 18; Disable Device DC 22.

Town Block:

CAPITAL CITYN large cityCorruption +X; Crime +X; Economy +5; Law +2; Lore +5; Society +2Qualities academic, holy site, prosperous, strategic location, tourist attractionDanger +10<RULE>Government autocracyPopulation 18,000 (14,000 humans; 1,000 dwarves; 1,000 halflings; 500 elves; 1,500 other)Notable NPCs

Jiranda Hollis, Captain of the Guard (LN female human fighter 5)Fallor Pollux, High Priest (LG male human cleric 10)Alton Ralderac, Lord Mayor (N male human aristocrat 4)

<RULE>Base Value 12,800 gp; Purchase Limit 75,000 gp; Spellcasting 9thMinor Items 4d4; Medium Items 3d4; Major Items 2d4

If Town is in a Sidebox:

[BEGIN SIDEBOX]<2>Capital City

CAPITAL CITYN large cityCorruption +X; Crime +X; Economy +5; Law +2; Lore +5; Society +2Qualities academic, holy site, prosperous, strategic location, tourist attractionDanger +10<RULE>Government autocracyPopulation 18,000 (14,000 humans; 1,000 dwarves; 1,000 halflings; 500 elves; 1,500 other)Notable NPCs

Jiranda Hollis, Captain of the Guard (LN female human fighter 5)Fallor Pollux, High Priest (LG male human cleric 10)Alton Ralderac, Lord Mayor (N male human aristocrat 4)

<RULE>Base Value 12,800 gp; Purchase Limit 75,000 gp; Spellcasting 9thMinor Items 4d4; Medium Items 3d4; Major Items 2d4

[END SIDEBOX]

Trap Block:

TRAP NAME CR XXXP XXType mechanical/magical; Perception DC XX; Disable Device DC XX<RULE>Trigger touch, location, proximity, magic (alarm); Reset manual, automatic, repair, none

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Effect spell effect (XXXXX, XdX XXX damage, DC XX XXXX save for half damage); multiple targets (all targets in a XX ft. XXX)

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