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Living Airship (Print)
Living Airship (Print)
From the trolls cavernous home, the PCs delve nearby mountains, fears they are plotting foul
further into the mountain, finally reaching an old, villainy. He hires the PCs to clear out this nest of
1
blades and metal plates embedded in their flesh.
The cavern in which these blade-trolls have their
nest is the most easily found entrance to Hegen
diHorome's vallorian outpost. The vallorian leader
is quite happy to have a group of trolls guarding this
entrance and has given a substantial amount of help
to Zul'sara. In addition to teaching Zul'sara some of
the secrets of fleshcrafting, he’s even given her a
horrid item, a leech bomb, as a token of his
appreciation.
2
heavy chain curtain. This chain curtain is both Blade Troll (2) CR 7 (XP 3,200)
heavy and noisy. Characters attempting to sneak
through the curtain must make a full round action CE Large humanoid (giant)
The three blade trolls live here, although one, hp 87 (7d8+56); regeneration 5 (acid or fire)
Brodh, serves as Zul’sara's current mate and is
Fort +13, Ref +4, Will +2
typically to be found at her side in area 3.
Offense
3
Speed 30 ft. counts as a shield that confers a +2 bonus to AC
(included in statistics).
Melee 2 arm blades +10 (1d8+6), bite +10 (1d8+3)
Embedded Plates (Ex): A blade troll’s armor
Space 10 ft.; Reach 10 ft.
becomes part of its body as its flesh grows through
Special Attacks grappling hooks, sword catcher and around it. This armor grants a +7 bonus to
hooks Armor Class, but it does not confer any of the
standard penalties, such as reducing the troll’s
Statistics speed or limiting its Dexterity bonus to AC. The troll
adapts to the plates, making them as much a part of
Str 22, Dex 14, Con 26, Int 10, Wis 10, Cha 8
its body as its arms or legs.
Base Atk +5; CMB +12; CMD 24
Sword Catcher Hooks: By adding hooks and
Feats Cleave, Improved Initiative, Power Attack, barbs beneath its flesh, a blade troll can craft a
Skill Focus (perception) surprise for opponents who fight with swords, axes,
and similar weapons. Once per encounter, as a free
Skills Acrobatics +6, Climb +12, Perception +9,
action which does not provoke an attack of
Swim +10
opportunity, a troll with this modification can
Languages Giant attempt to disarm an opponent armed with a melee
weapon which deals slashing or piercing damage. If
SQ defensive weaponry, embedded plates
successful, the attacker snares her weapon on the
hooks and barbs hidden within the troll’s flesh,
allowing the beast to tear her weapon from her
Grappling Hooks (Ex): Blade-trolls embed a hands. After a blade troll uses this ability, the hooks
variety of blades and hooks into their forearms and and barbs dangle from its flesh and are unable to
hands. These varied weapons allow them to catch catch any more attacks.
and hold their opponents. Their hooks and spikes
entangle a victim’s clothing, armor, and, possibly, Development
4
rolled around a single +2 arrow. Finding either of Zul’sara is normally found here, in this room,
these items requires success on a DC 20 perception with her paramour Brodh. If she hears combat from
check, though detect magic will reveal the arrow's the great cave, she uses her wand of Bull's Strength
placement. on her troll lover and sends him out to help his
comrades. Afterward she spends another three
rounds preparing herself for combat before bursting
bursts through the curtain screaming like a
banshee.
5
0 (6) — acid splash, bleed, detect magic, mending, Development
ray of frost, touch of fatigue
Behind a crusted bearskin (Search DC 15), a
Statistics door leads further into the mountains towards the
Vallorian outpost.
Str 22, Dex 14, Con 24, Int 10, Wis 8, Cha 16
Base Stats Str 18; CMB +11; CMD 23 Part II. The Shaper of Flesh
Possessions: Headband of glorious charisma +2, Hegen diHorome, the leader of the vallorians,
wand of scorching ray (CL 4, 2 rays), wand of bull’s does not dwell with his soldiers but chooses instead
strength (13 charges)*, ring of protection +1, to isolate himself below them. Hegen maintains a
masterwork Large greatsword, potion of resist fire*, flesh-vat and a flesh-crafting laboratory and he is
2 potions of cure light wounds, potion of mirror most often at work within it, refining his disgusting
image (1d4+1 images), leech bomb (see page 10) skills. This laboratory lies midway between the troll
lair and the vallorian outpost.
* Used prior to combat
The Corridor
Blade Troll (Large Giant): Hp: 96. 4. Shocking Guardian
(CR 7, XP 3200)
Melee 2 arm blades +12 (1d8+8), bite +12 (1d8+5)
Str 26; CMB +14, CMD 26 Beyond Zul’sara’s cave, a 200 foot long, 5 foot
wide corridor winds its way through the mountain.
All other stats are identical to the blade trolls in
area 2.
Creature
6
points worth of damage the golem takes, there’s a that its elemental spirit breaks free and the golem
cumulative 1-in-8 chance of the glyph activating. goes berserk. The uncontrolled golem goes on a
When the glyph explodes, everyone within 5 feet of rampage, attacking the nearest living creature or
the golem suffers 5d8 x 1.5 points of electrical smashing some object smaller than itself if no
damage (DC 15 Reflex save halves). Remember that creature is within reach, then moving on to spread
the golem takes no damage from this but instead more destruction. The golem's creator, if within 60
heals an amount equal to 1/3 of the inflicted feet, can try to regain control by speaking firmly and
electrical damage (no saving throw needed). persuasively to the golem, which requires a DC 19
Charisma check. It takes 1 minute of inactivity by
the golem to reset the golem's berserk chance to 0%.
Flesh Golem CR 7 (XP 3,200)
Immunity to Magic (Ex) A flesh golem is
immune to any spell or spell-like ability that allows
N Large construct
spell resistance. In addition, certain spells and
Init –1; Senses darkvision 60 ft., low-light vision; effects function differently against the creature, as
Perception +0 noted below.
Fort +3, Ref +2, Will +3 heals 1 point of damage for every 3 points of damage
the attack would otherwise deal. If the amount of
Special Defenses glyph of warding DR healing would cause the golem to exceed its full
5/adamantine; Immune construct traits, magic normal hit points, it gains any excess as temporary
hit points. A flesh golem gets no saving throw
Offense
against attacks that deal electricity damage.
Speed 30 ft.
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1 extending the length of the room, is covered in scree
and has an angle of about 75°. The surface is
Base Atk +9; CMB +15; CMD 24 treacherous enough to give it a Climb DC of 5.
Special Abilities
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The rear of the ledge consists of a sinkhole
chimney. This shaft drops 60 ft. straight down to
Hegen’s lab. At the edge of the chimney is a pile of
rocks for the golem to use to warn Hegen. 5 feet
below the edge, Hegen has placed a magic mouth.
The mouth is triggered to yell “Begone!” in accented
Common if a human passes.
Skills: Perception +8
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mouth anywhere in area 6, though as one gets further 3/day — deeper darkness, invisibility
from the room, the DC increases.
2/day — command (DC 15)
Hegan Dihorome CR 8 (XP 4800) 3rd — fly, fireball (DC 17), vampiric touch
DEFENSE mending
Spell-Like Abilities (CL 9th) many as possible in the chimney. He then continues
9
with vampiric touch, bestow curse, and Proto-flesh leeches
spontaneously cast inflict wounds-spells through
his spectral hand. He may also use his hand of the These hideous, hand-sized maggots created by
Hegen infuse negative energy into a vat of
acolyte domain power to attack with his dagger.
protoflesh. The leeches can be used for a variety of
Morale Hegen will fall back once he has taken over
purposes, some of which are given below:
30 points of damage. He will use his cure spells –
possibly under the cover of sanctuary – but his Leech bombs
main concern is getting back to The Zephyr in area
These 8-inch spheres are made of clay and
15. If he gets there, he will make his last stance with
reinforced with thin strips of proto-flesh. They
the detachment on the platform.
contain a mass of proto-flesh leeches kept under
STATISTICS magical pressure. If thrown, the bombs have a range
increment of 10’ and the leeches explode outwards
Str 8, Dex 16, Con 12, Int 16, Wis 16, Cha 8
in a 20’ radius burst inflicting 5d6 hp damage
Base Attack +4; CMB +3; CMD 16 (Reflex DC 14 half). Half the damage is Negative
Feats Arcane Armor Training, Bonded Flesh Item energy, half is piercing damage. On a natural “1” on
(bloodthirster), Craft Living Arms and Armor, Craft the save, some of the leeches burrow into the flesh
Magic Arms and Armor, Deeper Spell Resistance, of the victim and inflict 1 point of Constitution
Scribe Scroll, Weapon Finesse damage before falling off, bloated with the victim’s
bodily fluids. A leech bomb is worth 900 gp.
Skills Craft (weaponsmith) +15, Diplomacy +8, Fly
+11, Heal +13, Knowledge (arcana) +12, Knowledge Life repository
(engineering) +10, Knowledge (religion) +10,
Spellcraft +10 This specially modified leech can be used to
drain 1d8 hit points from a living creature. At any
Special Qualities Arcane Bond (bloodthirster
time later, the leech can then be swallowed by
dagger), Cantrips, Favored Class (Wizard), Magic
another creature of the same type, whereupon he
Affinity, Orisons
receives as many hit points as the leech drained. A
Domains Evil (Touch of Evil, 6/day, +4 melee life repository is worth 40 gp.
touch, sickened for 1 rd), Magic (Hand of the
Acolyte 6/day, +7 attack), Life repository, greater
Wizard School Evocation (Intense Spells; Force As a standard life repository, except the leech
Missiles, 6/day, 1d4+1) can drain – and subsequently bestow – 3d8 hit
Languages Aklo, Common, Infernal, points. A greater life repository is worth 100 gp.
Undercommon
Life repository, advanced
Combat Gear Wand of scorching ray (CL 11, 3
As a standard life repository, except the leech
rays, +7 ranged touch), +2 bloodthirster dagger, 2
inflicts drains 1 point from every ability score the
greater (13 hp each) and 1 advanced life repository
victim has and heals 1d4 points of damage to any
(see sidebar); Other Gear +2 studded leather, +1
one ability of the person swallowing the leech. An
amulet of natural armor.
advanced life repository costs 500 gp.
* Used prior to combat
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Treasure platinum medallion with a large white opal (1660
The bookshelf contains numerous books, ten of gp), and a simple silver ring with 3 glowing topazes.
which are useful to the PCs. These ten books grant a +3 The ring radiates magic and is a ring of spell storing
circumstantial bonus when used to make a knowledge with command and expeditious retreat imbued.
skill check concerning one of the following subjects: Each gem represents a spell level, and when the
arcana, dungeoneering, geograpy, history and the level is used, the glow fades until the ring is imbued
planes. There are two one pound books for each of these with a new spell. The desk also has an ornate silver
subjects. PCs may have qualms, however, about using inkwell with chrysoprase gems (144 gp), and over
these books when they realize they are each bound in the bed is a small painting of a solar battling a
human skin. demon host (540 gp). Finally, under the bed, is a
good-sized iron chest protected by a trapped lock.
Development
The chest contains 6 leather bags with 300 gp each.
At the north end of the chamber is a hallway that with clothing, and a simple, yet comfortable bed.
ends in a short flight of stairs leading up to area 9. Two
Trap
other exits from the room lead to areas 7 and 8.
The lock on the iron chest beneath the bed is
trapped with a deadly poisoned needle.
7. Hegen’s Chamber
(CR 6, XP 2400) 8. Torture Chamber/Prison
This chamber is empty except for the bars
The walls of this sumptuously appointed room
across the eastern half and the manacles on the
are covered with sturdy woolen tapestries in dark
wall. It has not seen much use, but Hegen will
colors. One of the tapestries, stitched in white and
certainly use the doors in an attempt to escape,
dark grey thread, shows a thighbone couched in
should the opportunity present itself. The secret
shadows. The room contains a desk, an armoire
door in area 8, and the secret door in the hallway
Treasure
leading to area 9, both require a successful DC 25
On the desk is a small wooden box with 5 gp, 4
Perception skill check to find.
golden hairpins with slivers of amber (51 gp each), a
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Part III: The Cave of Three Pillars a winding path from the bottom of the shaft to the
Hegen diHorome has been commissioned by landing platform at the top. Halfway up the shaft
his clan with the establishment of a base of the vallorians have stretched a great, living-net
operations from which the vallorians can launch across the entirety of the shaft. The stolen airship,
attacks upon the surface world. With this goal in The Zephyr, floats sixty feet above the topmost
mind, Hegen searched for a suitable location and platform, but it is impossible to see the ship from
chanced upon the long since cooled interior of an the bottom of the shaft. Once the PCs are about 100’
ancient volcano. The vallorians have been working from the top of the pillars, a DC 25 Perception check
at this outpost for some time, though progress is will let them see the ship, at least in the daytime.
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The Approach Acid Spiders (12)
The South Pillar squad covers the approach to
CR 3 (XP
(XP 800)
the South Pillar (area 9) as well as the first staircase N Large vermin
along the south cave wall to area 10, and the guards
Init +2; Senses darkvision 60 ft., tremorsense 60
can use their crossbows without exceeding their
ft.; Perception +4
first range increment. If the PCs are carrying
obvious lights or are less than stealthy in their DEFENSE
movements, the vallorian guards will raise the
alarm and begin firing at the intruders. AC 14, touch 11, flat-footed 12 (+3 armor, +2 Dex, –
1 size)
Stairs
hp 35 (5d8+15)
All t*he stairs are built of cast iron and are
quite sturdy and easily navigated, though they do Fort +7, Ref +3, Will +1
OFFENSE
Nets
Speed 30 ft., climb 30 ft.
The vallorians have constructed an immense
Melee bite +6 (1d8 plus 1d6 acid)
razor-chain net, which they have spread from one
corner of the shaft to the other, a hundred and fifty TACTICS
feet above the shaft floor. This net has been covered
with strands of highly acidic proto-flesh. The net During Combat The spiders will instinctively
covers the entire shaft making it virtually circle around anyone not entangled in order to first
impossible for anything larger than Tiny to get attack those who are caught in the net.
through. Moreover the proto-flesh on the net reacts
Morale The spiders fight to the death
to movement by trying to ensnare creatures (as a
tanglefoot bag). Those on the net suffer 1d4 points STATISTICS
of acid damage each round and those ensnared by
the net suffer an additional 1d6 points of cutting Str 19, Dex 15, Con 16, Int —, Wis 10, Cha 2
15
Esandu Histami
CR6 (XP
(XP 2400)
Male vallorian cleric 4/fighter 3
LE Medium humanoid
DEFENSE
hp 55 (4d8+3d10+21)
16
TACTICS Vallorian Warriors (8)
CR 2 (XP
(XP 600)
Before Combat As Esandú sees the PCs approach,
he uses his spells, scroll and potion to make himself Male vallorian fighter 3
as strong as possible.
LE Medium humanoid
STATISTICS OFFENSE
Str 14, Dex 14, Con 17, Int 10, Wis 16, Cha 8 Speed 30 ft.
Base Attack +6; CMB +8; CMD 20 Melee bloodthirster longsword +10 (1d8+4; 19-
20/x2),
Feats Bond Flesh-Item (mending armor), Bond
Flesh-Item (seeker falchion), Bond Flesh-Missile, Ranged light crossbow +3 (1d8;19-20/x2)
Blood Bond (mending armor), Channel Smite,
Improved Channel, Deeper Spell Resistance, Living Spell-Like Abilities (CL 3rd)
17
Feats Bond Flesh-Item (bloodseeker longsword), fighter Cenden hiEnarti spends most of his time in
Bond Flesh-Item (swarm breastplate), Living Bond this area, inventorying supplies or arranging raiding
(bloodseeker longsword, swarm breastplate), and training groups. During an alert – which is
Toughness, Weapon focus (longsword) most likely the case when the PCs are here –
Cenden oversees the defense.
Skills Acrobatics +4, Climb +8, Perception +2,
Stealth +4;
Combat Gear 2 Greater Life Repositories (13 hp Of the eight men from Cenden's squad, four are
each); routinely stationed in area 12 and the others remain
in the barracks. These four, when an alert goes up,
Other Gear Swarm breastplate (default: Armor
man the bridge connecting the Great Pillar and the
Bonus +4, Armor Check Penalty 0 {after factoring
North Pillar: one warrior stations himself at the end
in Armor Training}), masterwork bloodthirster
closest to any oncoming PCs, one more stands on
longsword, heavy shield, light crossbow, 20 bolts,
the bridge, and the last two stand ready to provide
2d10 gp each.
missile cover. Cenden himself remains in the
barracks coordinating the defense of the Great Pillar
unless his men call for him. Cenden hates, even
Development
moreso than most vallorians, topsiders, blaming
The four guards on the Great Pillar Platform them for the death of his wife. A flesh-craft of some
(area 12) can and will fire down on intruders who ability, she was killed by adventurers who had
are engaged in battle with the guards on the South ventured into the caverns of the vallorians.
Pillar Platform.
Two of the three squads stationed in the Great Fort +9, Ref +6, Will +3
Shaft sleep here, a hundred seventy-five feet above
Special Defenses Armor Training 2, Bravery +2;
the bottom of the shaft, in small hammocks and
SR 19
fold-up beds bolted to the walls. During the day, the
18
OFFENSE STATISTICS
Speed 20 ft. Str 17, Dex 14, Con 15, Int 13, Wis 8, Cha 10
Melee +1 seeker bastard sword +16/+11 (1d10+6; Base Attack +9; CMB +12; CMD 24 (25 vs sunder
15-20/x2), Biting Shield +9 (1d6; x2) and disarm attempts when wielding bastard sword)
Ranged light crossbow +12 (1d8 plus gnaw; 19- Feats Blood Bond, Bond Flesh-Item (biting shield),
20/x2) Bond Flesh-Item (seeker bastard sword), Bond
19
Vallirian Guards (4) area 10. If he knows that a battle has broken out
CR 2 (XP 600) in area 10, Cenden will join the guards here in
providing missile fire.
Fighter 3 (see area 10)
Creatures
hp 22
There are typically four guards stationed here,
though it is considered the easiest of the posts and
Development the guards here are typically lax in watching for
There are two spiral staircases in this room.
intruders. If the alarm has not gone up, these
One leads 50 feet down to area 12, while the other
guards suffer a -8 penalty to any perception checks.
leads 75 feet up to 13. If the guards shout for help,
Vallorian Guards (4)
the four soldiers stationed in area 12 will rush up
the stairs, providing assistance on the third round
CR 2 (XP 600)
600)
after the call is sounded. Fighter 3 (see area 10)
hp 22
12. Great Pillar
Platform 13. Storage and High Bridge
(CR 6, XP The stairs from area 11 rise 75 feet through the
core of the Great Pillar before emerging into a 15
2400)
foot square room with a sturdy door to the west and
This platform an open doorway out onto a small balcony to the
provides a secondary defense to the South Pillar east. The balcony overlooks the net a hundred feet
Platform, providing an area from which missile below and a chain bridge links the pillar and the
support can complement the efforts of the guards in wall of the shaft.
20
Treasure much brighter, during the day, than those areas
The door to the west opens into an irregularly below. From here, the airship can be clearly seen
shaped storage chamber with supplies and floating sixty feet above the large iron platform
equipment for the outpost. There is a total of 5,000 which is area 15. The walkway here is unprotected
gp worth of supplies, quite a lot of which has been as its sides have no rails. The chain bridge that
looted from The Zephyr. The total weight of the connects areas 14 and 15 is directly above the High
goods is 15000 lbs. Bridge from the great Pillar. Anyone who falls from
the higher bridge can attempt to catch himself on
Development the lower bridge, as described above.
An iron chain-bridge links the Great Pillar with
the wall of the Great Shaft. At the terminus of the
bridge is an iron ladder bolted into the wall of the
shaft. This ladder climbs 60 feet up from bridge, 15. The Aerie Platform
ending at a small walkway which provides access to (CR 10+, XP 10,000)
the bridge to the Aerie Platform. Climbing the
This huge platform rests atop the flattened
ladder at half speed is a full-round action (Climb DC
tops of the three pillars. It is made of great iron
0).
plates which were formed using wall of iron. These
plates were welded together with vallorian flesh-
crafted sinews, and it is very solid. The aerial
14. Aerie Platform Access platform is three hundred feet above the shaft floor
The shaft wall continues nearly another two and contains two large winches and a great number
hundred feet past this platform, which is itself three of fastenings for the chains that hold the South
hundred ten feet above the floor of the shaft and a Pillar Platform. One winch is a primitive and
hundred sixty feet above the living net. This area is dangerous freight elevator that is used to transport
21
22
non-hazardous materials to the bottom of the shaft. Melee flurry of blows masterwork venomous sai
The other holds The Zephyr in place, 60’ above. +13/+13/+8/+8 (1d4+2 plus poison; x2) or flurry of
blows unarmed +13/+13/+8/+8 (1d10+2; x2)
DEFENSE Base Statistics Init +4; AC 21, touch 21; Ref +10;
Melee flurry of blows +11/+11/+6/+6; Ranged
AC 23, touch 23, flat-footed 16 (+1 deflection, +6 shuriken +10/+10/+5/+5 (1d2+2/x2); Dex 18;
Dex, +1 dodge, +2 monk, +3 Wis) CMD 25
hp 52 (8d8+8)
STATISTICS
Speed 50 ft.
23
Skills Acrobatics +15, Climb +13, Perception +14, Vapor CR 7 (XP 3.200)
Stealth +15
Male mutated-halfling sorcerer 5
Languages Aklo, Common, Undercommon
CN Small aberration (augmented humanoid)
SQ fast movement, high jump, ki pool (7 points),
Init +7; Senses darkvision 60 ft.; Perception +4
maneuver training, purity of body, still mind,
wholeness of body
DEFENSE
OFFENSE
STATISTICS
25
successful, the PC now controls the vessel. If If the PCs return The Zephyr to the
unsuccessful at any of the four rolls, the PC takes Schteenheigl Cartel, they are grateful for the deed
3d6 subdual damage and 3d6 Negative Energy yet horrified at what has happened to their ship.
damage from the backlash, but can try again, if he They encourage the PCs to either take the
or she wishes. monstrosity off their hands (for a reasonable
settlement) or else find a way to reverse the changes
to the ship.
Because of the ship’s rudimentary sentience
and the use of its original crew as components for
its flesh-crafted alterations, The Zephyr needs no
crew. As long as the captain is a good enough sky
sailor, the ship runs itself.
26
Appendix I: The Vallorians cast away our humanity and eagerly accepted our
new name: Vallorians.
You dare to ask why. Why did we raid
you? Why have we captured you? Are you so
We have grown. We have prospered. We have
ignorant of your own history. We are not
found new gods. Though Great Vall has left us, he
raiders. We are instruments of justice,
shall return. And when he returns we shall present
exacting vengeance for the wrongs you
him with an empire of flesh. The paltry lies of the
blinders have worked on us. For eons you
topsiders have caused them to become weak, fat,
have kept us underfoot. Underground. We
and complacent. Like the dark waters below we will
attack you because it is right and just for us
rise. Like the life-giving fungus, we will spread. And
to do so. As for why you’ve been taken
as the very rocks in which we live endure, so too
captive... Our fleshcrafters are running low
will we endure when all else has sunk into rot.
on materials and we do not believe in waste.
Qull hiFicemu, contingent leader to a captive
Physical Description
History We still bear the traces of our human ancestry
but our time in the deep places of the world has
We were human. Followers of Vall, a mighty
changed us. We are slimmer, paler, more beautiful
necromancer, the founder of The Mortician Halls,
than before. Through careful breeding, a proper diet
we lived as all topsiders live. Vall was a researcher, a
and selective culling, we have sharpened both our
dreamer, an inventor, and a teacher. His theories
natural reflexes and our native intellects. Both are
were novel, but captivating. He preached a message
necessary for survival in the harsh lands we have
of the flesh made perfect; a doctrine which taught
been forced to call home.
that flesh was nothing more than a tool, meant to be
shaped according to the desires and needs of society
Our clothing is dark, made from coarse fungal
as a whole. As word of his teachings spread, our
fibers and, among our warriors, the skins of fallen
numbers swelled, and ever more disciples were
foes. Hair is taboo in our society, considered an
attracted to the Halls. Soon what had been a small
immodesty. Our men typically shave their heads
academy grew into a small town, formed in and
and our women habitually cover themselves with
around the Halls. Narrow-minded and envious
shawls, unveiling their dark tresses only when alone
people came to fear our growing numbers. They saw
with their mates.
not the wisdom and craftiness of Vall's great work.
Their fear mongering and stupidity brought down a
We do delight in modifications of the flesh,
host of warriors upon us, threatening the utter
though nothing so crude as the mere piercings that
destruction of all we had labored for.
surface dwellers delight in. Tattoos are common on
our skins, both inside and out. We use these for
But Vall was cleverer than they. He invoked a
both aesthetical reasons and to communicate our
mighty spell which killed our foes and slowly sank
rank and place in our society at a glance. The more
our community into the earth. There we adapted,
privileged among us may make greater
adjusted, and endured. We fed on the funguses of
modifications to their bodies, understanding, as we
the deep earth. We drank of the wisdom and craft of
all do, that the flesh is just a tool to be used as we
mighty Vall. In the span of just a few generations,
will.
we became so much more than we had been. We
27
Society Vallorian CR 1 (XP 400)
We live according to the three Laws of Vall: Vallorian fighter 1
• The Flesh is a Tool. LE medium humanoid
• The Individual is but a Part of the Greater Whole. Init +6; Senses darkvision 60 ft.; Perception -1
• That which is Practical is Proper.
Our unshakeable adherence to these principles Defense
defines us as a people. We have shed many of the AC 19, touch 12, flat-footed 17
restraints which holds back other races and we work (+5 armor, +2 Dex, +2 shield)
together to bring the Truth of Vall to all the world. hp 6 (1d10);
Yet we know that every hand is against us in this Fort +2, Ref +2, Will -1
effort and we remember well the prejudices which SR 11
drove us into the lands of darkness.
Offense
We exist in a state of war. We know that every Spd 30 ft.
day and every hour of the day, the surface-dwellers Melee bloodthirster rapier +5 (1d6+2; 18-20/x2)
scheme and plot, searching for a means to suppress Ranged light crossbow +3 (1d8; 19-20/x2)
and destroy us. Our way of life is hateful to them. It Special Attacks bloodthirster rapier
fills them with fear. Thus we seek to be alert and Spell-Like Abilities (CL 1st)
proactive: Striking before we are struck, taking that 2/day – command (DC 14)
which has been denied us. We are organized
according to this need, with each vallorian willingly Statistics
serving to advance our cause. We are divided into Str 11, Dex 14, Con 10, Int 15, Wis 8, Cha 8
seven decentralized clans, each capable of self- Base Atk +1; CMB +1; CMD 13
sufficiency in a crisis but each with a specialized Feats Bonded Flesh-Item (bloodthirster rapier),
focus. Every individual is devoted to their clan and Improved Initiative, Weapon Finesse,
every clan is devoted to the advancement of our Skills Climb +4, Handle Animal +3, Intimidate +3,
cause. Swim +4
Languages Akklo, Common, Undercommon
We have found new gods, the chief of which is SQ Magic Affinity
our Father of Revenge. The Lord of the Fallen has Gear Bloodthirster rapier, breastplate, heavy steel
taught us well and we give him a devotion equal to shield
that which we give the Laws of Vall. We also give
service and honor to Brother Wisdom, taking Vallorian
Vallorian Characters
comfort in his doctrine of strength, cunning and
Vallorians are defined by their class level – they
foresight in war. Though we appreciate Brother
do not possess racial Hit Dice. All Vallorians have
Greed's assurance that the flesh should be used, for
the following racial traits
the most part his selfish nature and focus on
pleasure runs contrary to our way of life. Before
+2 Dexterity, +2 Intelligence, -2 Charisma.
battle, some of our warriors make offerings to
The slender frames of the vallorians are quick as are
Brother Destroyer, but as with Brother Greed, his
their minds. Their personalities, typically cold and
doctrines of mindless violence are generally
distant, are off-putting and they lack much empathy
opposed to that which we know to be right.
with others.
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Darkvision: Vallorians can see in the dark up to Prerequisites: Vallorian OR Access to flesh-
60 feet. crafted items, Intelligence 13
Benefit: You can bond with a single flesh-crafted
Spell resistance: Vallorians have a natural spell item of vallorian manufacture, benefiting from its
resistance of 11. abilities.
Normal: Vallorian flesh crafted items react
Magic affinity: Vallorians have a natural aptitude violently to non-vallorians. Flesh crafted items do
for magic. For the purposes of calculating bonus not grant benefits to vallorians who have not
spells, and for the purpose of calculating spell DC, bonded with that item.
treat the relevant ability score as if it were 2 higher. Special: You may take this feat more than once,
applying it each time to a new flesh-craft item. You
Flesh-craft affinity: Vallorians are considered may, if you choose, discard a flesh-craft item you
proficient with any weapon, armor or tool which have bonded with and bond with a new item.
possesses one of the vallorian item templates. Developing this new bond takes one day.
Additionally they gain the Bonded Flesh-Item feat Special: Vallorians may take this feat as a class
once, at 1st level, as a racial ability. bonus feat, regardless of the class.
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Benefit: You can bond with up to 20 flesh-crafted Appendix II: Vallorian
missile weapons, such as arrows, bolts, darts, or
Flesh-
Flesh-crafting
sling bullets. These bonded missiles count as a
single bonded item and do not count against any Vallorians have refined the art of flesh-crafting,
other use of Bond Flesh-Item. creating living tools and weapons. Each vallorian
takes pride in bonding to at least one such flesh-
Craft Living Arms and Armor crafted item and the more powerful among them
often possess multiple living tools, considering each
As a vallorian fleshsmith, you have learned to sculpt
as vital to their being as their own arms and legs.
chunks of proto-flesh into living weapons through
the power of your intellect.
Non-vallorians have a hard time mastering
Prerequisites: Vallorian, Intelligence 13, caster
flesh-crafted items. Typically a non-vallorian
level 3rd
handling an item with a flesh craft template will be
Benefit: You can apply vallorian flesh-craft
attacked by the item. For the purpose of such
templates to items you create. Add half the
encounters consider flesh-crafted items to have the
template's given cost to the base price in materials
following characteristics (Init +0; attack +1 (1d3);
and components needed to produce the item. You
AC 10+ size modifier); hardness 5, hit points 10;
can apply these templates to magical or mundane
CMD 10+size modifier). Non-vallorian characters
items.
with the Bond Flesh-item feat may attempt a DC 12
Handle Animal skill check to pacify the item long
Deeper Spell Resistance
enough to bond with it. All others must succeed on a
You have fostered your control of your arcane
DC 22 Handle Animal skill check to pacify such an
heritage and are more resistant to spells.
item.
Prerequisites: Vallorian, Character Level 3rd
Benefit: Your spell resistance is equal to 10 +
Vallorian colonies keep vast flesh-vats filled
Character Level.
with protoplasmic oozes. They which they
Normal: A valorians Spell Resistance is 11.
constantly feed these vats with both fresh corpses
and living victims. From these vats, through sheer
Living bond
force of will, the valorian flesh-crafters are able to
You have developed a deeper bond with your flesh-
create a multitude of tools, weapons, armors and
crafted weapons and armor.
magical items.
Prerequisites: Vallorian, Character Level 2nd,
Bond Flesh-Item Creating A Flesh Craft Item
Benefit: After carrying, wearing and using a living
To create a flesh-craft item, a vallorian must
weapon or armor for a week, you develop a primal
possess the Craft Living Arms and Armor feat and
bond with it. The object grows tendons and veins
have access to a flesh vat. Multiple flesh-crafters can
that it can use to graft itself to the Vallorian,
work at a single vat, but typically, each works alone,
granting him a +1 bonus to attack with a weapon, a
at their own individual projects. Though most flesh-
+1 Armor Class bonus from a shield, and a +1
craft items are made from raw protoplasm, it is
Strength bonus from a suit of armor. A Vallorian
possible to add a preexisting item, such as a magical
can develop a bond with one weapon, one shield,
sword or a masterwork armor, into the vat and
and one suit of armor at a time, concurrently. This
modify it into a flesh-craft item.
feat need only be taken once to do so
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Crafting a flesh-craft item requires 1 day for each range increased by one (a seeker sword has an 18-
1000 gp value of the base price. Typically a flesh-crafter 20 threat range). Apply this template before
cannot craft more than 1 item a day. The exception to accounting for any feats or magical properties which
this is missile weapons and other similar, small items. increase the threat range. Cost 2000 gp
Generally, only one flesh craft template can be Stirge: A piercing weapon with this template
added to a single item, though it is possible for a has small claws, a hollow blade or shaft and a
vallorian flesh crafter to design a template with multiple bladder. Favored for arrows, bolts and darts, a
abilities. If designing an item from scratch, the flesh- stirge weapon which successfully strikes a foe
crafter must also possess skill ranks in the appropriate embeds its tip into the foe and begins draining the
craft skill and make a crafting check as normal. blood of its target. The stirge weapon deals 1d4
points of constitution damage each round it is
Vallorian Flesh Craft Templates attached, releasing its grip after it has dealt a total
Bloodthirster: A weapon with this template gains action is required to remove a stirge weapon from a
sentience based on the owner's intelligence. It twists and victim and even then, the stirge weapon will try to
writhes of its own accord as it seeks an opening in its reattach (Init +0; attack +1 (1d3); AC 10+ size
opponent's defenses. Its blade or bludgeon sprouts a modifier); hardness 5, hit points 10; CMD 10+size
pair of beady, malicious eyes and a small, slavering maw modifier) if it is not full. A melee weapon with this
that nips at its foe. A bloodthirster weapon adds its users trait drains blood only if released by its wielder after
intelligence modifier to both attack and damage. Cost a successful strike. It takes 1 hour for the stirge
foes. When used to trip or disarm an opponent, the a single long fang, dripping with a viscous, green
flailing weapon grants a +4 enhancement bonus to CMB poison. On a successful hit, the venomous weapon
rolls. Cost 500 gp injects this poison into its target. The DC of the
poison is equal to 10 + ½ the user's character level
Gnawing: A weapon with this template possesses a + the user's constitution modifier. (Muscle-rot
small, fanged mouth. Favored for arrows, bolts and Poison: type injury; save Fortitude DC variable;
darts, a gnawing weapon bites down on any foe it Frequency 1/round for 4 rounds; effect 1d2 str;
successfully strikes, dealing 1 point of damage a round secondary effect 1d3 str; cure 1 save) Cost 6000 gp
but that single action can remove up to 5 gnawing thick protective plates and dozens of tiny eyes. A
weapons from a single character. A melee weapon with warden weapon defends its user from attacks,
this trait delivers gnawing damage only if the wielder knocking aside incoming blows and aiding his
lets go of it after a successful strike. Cost 100 gp attempts to parry. It grants the equivalent of the
Seeker: A weapon with this template Expertise feat. Users who already possess this feat
possesses a single, baleful eye which constantly can double the AC bonus granted by the feat. Cost
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Armor Templates the armor check penalty by as much as 4. Doing so
Chameleon: A suit of armor with this template reduces the armor bonus by the same amount. If the
possesses a thin top-layer of proto-flesh scales. These armor's bonus is reduced to less than half of its
scales mirror the color and texture of the environment original bonus the armor counts as light armor until
around them, granting anyone wearing this armor the the bonus is restored back to an amount over half
ability to camouflage their presence. Chameleon armor the original value. Manipulating the values of the
negates the armor check modifier to all stealth checks armor, either up or down, requires a full-round
made to hide. In addition, it grants a +4 competence action. Cost 500 gp
bonus to such stealth checks. Cost 2000 gp
Shield Templates
Biting: A shield with this template features a
Climbing, greater: A suit of armor with this toothy, leering maw set below a pair of small glaring
template possesses vine like tentacles capable of eyes. Once per round, as a swift action which does
grasping and holding onto bare rock. Greater climbing not provoke an attack of opportunity, the bearer can
armor negates the armor check modifier to all climb instruct the shield to attack. The shield has a Base
checks. In addition, it grants a climb speed of 20 and a Attack Bonus equal to the user (str 10, no size
+8 competence bonus to climb checks. Cost 4000 gp modifier) and deals 1d6 points of slashing damage
on a successful hit. Cost 500 gp
Climbing, lesser: A suit of armor with this
template possesses small, vine like tentacles capable of Grasping: A shield with this template possess
grasping and holding onto bare rock. Lesser climbing a number of long tendrils which customarily hang
armor negates the armor check modifier to all climb limp along the outer edge of the shield. These
checks. In addition, it grants a +4 competence bonus to tentacles can be used to grapple an opponent.
climb checks. Cost 2000 gp Following a successful shield bash, as a free action
which does not provoke an attack of opportunity,
Mending: A suit of armor with this template is the owner of the shield can make attempt to start a
filled with small wormlike creatures that crawl over and grapple with the opponent struck. If the grapple is
beneath its plates and joints. The worm-things are successful, the shield can attempt to pin the
pulpy, slimy creatures that produce fluids which can opponent and can maintain this attempt even after
quickly heal wounds. Three times per day, a character the owner has released it. Once the grapple or pin is
wearing mending armor can heal themselves of broken, the shield will not attempt another grapple
1d8+1/character level points of damage as a free action. until the owner once more successfully uses it in a
This ability can be used by a character which has been shield bash. Cost 500 gp
reduced to less than 0 hit points. Cost 400 gp
Searing: A shield with this template is bulky,
Swarm: A suit of plate armor (breastplate, slimy and possessed of a single, sphincter-like
half-plate, or full plate) with this template consists opening at its center. A fleshy, baglike organ hangs
of several independent plates that move to arrange from the shield's inner side. Once per day, as a
themselves according to the owner's desires. Small, standard action which does not provoke an attack of
beetlelike creatures with thick outer shells, these opportunity, the shield-bearer can cause the shield
“plates” can be adjusted to increase either mobility to spew forth the acidic digestive juices stored in the
or defense. The wearer of swarm armor can improve organ. The caustic spray deals 2d6 points of damage
the armor's maximum dexterity bonus and reduce to any creature within a 15 ft. cone. Cost 1000 gp
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