Download as pdf or txt
Download as pdf or txt
You are on page 1of 11

PRANA FILCHER

Game Design, Writing, and Editing Playtesting and Comments


Mattieu Bégin and Richard Farrese Mathieu Brossard, Jean-François Desrosiers,
Étienne Godin, Lee Hammock,
Graphic Design and Logos Carl Joly, Frédéric Tremblay
Stéphane Richard
Thanks to
Prana Filcher Illustration Our friend Louis Porter, Jr. at Devil’s
Copyright 2008, Louis Porter Jr. Design, Inc. Workshop for distributing this product
Layout Stéphane Richard for his friendship, dedication,
Richard Farrese and hard work, as well as for the beautiful
Paragon and Warriors of the Wild logos
Proofreading
Jenifer Brault Our good friends and playtesters, whose
comments and suggestions were invaluable
Our wonderful wives, for their love and support

Mattieu Bégin is a doctor in biology turned professional Richard Farrese is a full-time freelance writer, translator,
video game designer. He has been DMing tirelessly for and game designer. His RPG credits include Legend of
the past 20 year and never seems to get enough D&D. the Five Rings and World of Warcraft books, The World’s
Several of his original, long-lasting campaigns have Largest Dungeon, as well as numerous articles published
become legendary among his friends. He and his wife in magazines such as Dragon. He lives with his wife Jenifer
Angela live in the heart of Montreal’s cultural center. in a small town near Montreal.

'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of
this License can be found at www.wizards.com/d20. Dungeons & Dragons, Player's Handbook, and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in
the United States and other countries and are used with permission. This edition of Warriors of the Wild: Prana Filcher is produced under version 1.0a of the Open Game
License, version 6.0 of the d20 System Trademark License, version 5 of the d20 System Trademark Guide, and the System Reference Document by permission from
Wizards of the Coast, Inc. Subsequent editions will incorporate final versions of the license, guide and document.
Warriors of the Wild: Prana Filcher by Mattieu Bégin and Richard Farrese, Copyright 2008. All rights reserved.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Gaming License,
version 1.0a: Any and all Paragon and Warriors of the Wild logos and identifying marks and trade dress; all artwork, symbols, graphic design and illustrations. The above
Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, all class names, texts, rules, character names and statistic blocks are
designated as Open Game Content, as well as all material appearing in the System Reference Document.
Some portions of this product which are Open Game Content originate from the System Reference Document and are © 2000 Wizards of the Coast, Inc. The remainder of
the Open Game Content portions of this product are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Warriors of the Wild: Prana
Filcher by Mattieu Bégin and Richard Farrese, © 2008 (contact info paragonpublishing@videotron.ca)”. This material is protected under the copyright laws of the United States
of America.

To contact us: paragonpublishing@videotron.ca


PRANA FILCHER
Throughout history, societies have developed a
philosophy, understanding, and practice of medicine.
The approaches and technical refinements cultivated
vary, sometimes drastically, from one civilization to
the other, but the heart of the discipline remains the
same. In the lands of the east, where a holistic and
contemplative view of the world dominates, medicine
is based on prana, an invisible energy found in all
organisms and necessary for life. Pranic doctors
master that energy and can restore health and
psychological well-being. But where a positive use
of a force is present, its opposite can also be found.
Prana filchers are individuals who have studied
pranic medicine, but who have chosen to use it as a
weapon. By using their mystic techniques of
powerful inhalation, they are able to suck in and
steal part of a person’s prana, thus causing all types
of pathological symptoms in their enemies.
Because of the nature of their craft, prana
filchers are universally dreaded and demonized.
Most people will not even stand close to them for
fear of contracting health problems or afflicting
some kind of curse on their family. Paradoxically,
prana filchers are never short of work in large cities
where rivalry, jealousy, and prejudice push people
to cause harm to others. Commonly, prana filchers
are hired to do such immoral deeds, but some prefer
to use their talents for more acceptable causes.
These prana filchers are found in the militia or in
infiltration units sent against rival states.
Prana filchers who have complemented their
craft with an intense combat training often become
adventurers. Indeed, manipulating the very essence
of life is a most powerful weapon that adventuring
parties can put to use against all kinds of vile and
feral beasts. The prana filcher works best as a © 2008, Louis Porter Jr. Design, Inc.
secondary frontline combatant, supporting the party’s
“tank.” Although he can hold his own in melee
combat, it is his ability to bestow pathological Class Skills
symptoms to enemies that really makes him shine in The prana filcher’s class skills (and the key ability
battle. When not fighting, his limited curative for each) are Climb (Str), Concentration (Con), Craft
abilities are welcomed by his allies. However, even (Int), Handle Animal (Cha), Heal (Wis), Intimidate
within a group of outcasts such as adventurers, the (Cha), Jump (Str), Ride (Dex), and Swim (Str).
prana filcher is sometimes regarded as the least Skill Points at Each Level: 2 + Int modifier.
trustworthy or the most immoral member. Fortunately,
most adventurers know better than to let such
details get in the way of finding treasure or fighting
Class Features
All the following are class features of the prana
ancient evil. filcher class:
Hit Dice: d8. Weapon and Armor Proficiency: A prana
filcher is proficient with all simple and martial

Warriors of the Wild: Prana Filcher – 1


weapons, light, and medium armor, and shields Fever: The victim of this symptom suffers
(except tower shields). spasms and fever, which affect its capacity to
Forceful Prana Removal (Su): A prana maintain mental concentration. The victim must
filcher gradually acquires control over the prana succeed on a Fortitude save or be forced to make a
that resides in all creatures. He can inhale deeply to spell failure roll (50%) each time it casts a spell,
forcefully remove some of the pranic energies of concentrates on an active spell, directs a spell, or
his foes, thus skillfully altering their physical or uses a spell-like ability. This is similar to the arcane
mental balance, and causing a variety of detrimental spell failure chance caused by wearing armor,
symptoms. As he gains levels in the prana filcher except that it is not restricted to arcane casters and
prestige class, a character learns new and more applies even if the spell or ability does not involve
powerful ways to affect opponents. somatic components. The effect lasts 1 minute.
Removing some of an opponent’s prana is a Stasis: With this symptom, the prana filcher
standard action that does not provoke attacks of implants a suggestion of immobility in the victim’s
opportunity. A prana filcher can choose to cause mind. The target of this symptom must succeed on
any symptom he knows but, once he inhales, he a Will saving throw or become unable to move at
cannot do so again until 1d4 rounds later, regardless all (i.e. the victim may not use a move action to
of the symptom caused. There is no limit to the move up to its speed, use a 5-foot step, or use the
amount of times per day a prana filcher can use this withdraw, charge, or run actions). Furthermore, the
ability. Forceful prana removal affects any one victim cannot make any attacks of opportunity, but
adjacent creature. The save DC for any symptom is it can otherwise attack, cast spells, or use skills as
10 + half the prana filcher’s level + the prana normal. This is a mind-affecting effect that lasts a
filcher’s Constitution modifier. The type of saving number of rounds equal to the prana filcher’s
throw is indicated in each symptom’s description. Constitution modifier.
Removing some of an opponent’s prana a second Moderate symptoms:
time with the same symptom has no effect, unless Injury: When the prana filcher triggers this
the duration of the first removal’s effect is already symptom, he forcefully removes prana from his
over. Despite it being a supernatural ability, a victim and temporarily absorbs that energy. This
forceful prana removal is subject to spell resistance effect causes to the target 1d4 points of damage per
and can be dispelled. It otherwise follows the rules prana filcher level, half of which is transferred to
for supernatural abilities. the prana filcher as temporary hit points. The target
At 1st level, the prana filcher can cause only can attempt a Fortitude saving throw to reduce the
one minor symptom, but as he gains experience he damage in half and negate the transfer of hit points.
develops more control over this ability and can The duration of this effect is instantaneous, while
produce other effects. A new minor symptom is the temporary hit points remain a number of rounds
learned at 2nd level. At 5th and 7th level, the prana equal to the prana filcher’s Constitution modifier.
filcher learns a new moderate symptom. He gains At 15th level, the damage caused by this symptom
mastery of a strong symptom at 10th and 12th level, increases to 1d6 per prana filcher level.
and of a greater symptom at 15th and 17th level. Fear: The victim’s self-confidence is completely
Finally, he learns how to produce the ultimate sapped away by this symptom, resulting in an
symptom, instant death, at 20th level. At 1st level, uncontrollable dread of the prana filcher. The victim
and each time he acquires enough experience to must succeed on a Will saving throw or become
gain a new symptom, the prana filcher must choose frightened. This is a mind-affecting, fear effect. A
a symptom of the appropriate category (or lower) frightened creature flees from the source of its fear
from the following list: as best as it can. If unable to flee, it may fight. A
Minor symptoms: frightened creature forced to fight takes a –2
Clumsiness: This symptom offsets the balance penalty on all attack rolls, saving throws, skill
of the target, preventing the victim from properly checks, and ability checks. A frightened creature
defending itself in combat. The victim must can use special abilities, including spells, to flee;
succeed on a Reflex save or take a –2 penalty to indeed, the creature must use such means if they are
Armor Class. The effect lasts 1 minute. This the only way to escape. This effect lasts a number
penalty increases to –4 when the prana filcher of rounds equal to the prana filcher’s Constitution
reaches 5th level, to –6 at 10th level, and to –8 at modifier.
15th level. Senseless: This symptom momentarily severs
Enfeeblement: This symptom makes the victim the control the target creature has over its body. The
unable to coordinate its motions well enough to be victim is stunned unless it succeeds on a Fortitude
fully efficient in combat. The target must succeed saving throw. It drops everything it holds, can take
on a Reflex save or take a –2 penalty on all attack no action, takes a –2 penalty to Armor Class, and
and damage rolls. This effect lasts 1 minute. The loses its Dexterity bonus to AC (if any). This effect
penalty increases to –4 when the prana filcher reaches lasts 2 rounds.
5th level, to –6 at 10th level, and to –8 at 15th level.

Warriors of the Wild: Prana Filcher – 2


Slowness: By using this symptom, the prana incapable of attacking them. For purposes of this
filcher drastically reduces the reaction time of his symptom, an attack includes any direct action
target. If it does not succeed on a Reflex saving against a foe such as an attack with a weapon as
throw, the target can only take a single move action well as a spell or ability targeting a foe or which
or standard action each round, but not both (nor area of effect includes a foe. Causing harm
may it take full-round actions). It also moves at half indirectly is not an attack. Thus, an empathic being
its normal speed (rounded down to the next 5-foot can summon monsters and have them attack, cut the
increment). This effect lasts 1 minute. cords holding a rope bridge while enemies are on it,
Strong symptoms: remotely trigger traps, open a portcullis to release
Confusion: The judgment and cognitive attack dogs, and so forth. Spells or abilities that
abilities of the victim of this symptom are suddenly specifically affect allies but not foes (such as bless)
thrown into confusion. If it does not succeed on a are not attacks for this purpose, even when they
Will saving throw, the victim becomes confused, include foes in their area. This effect lasts 1 minute.
making it unable to independently determine what Severe symptoms:
it will do. This is a mind-affecting effect that lasts a Control: The prana filcher creates a blank state
number of rounds equal to the prana filcher’s in the psyche of the target and makes it susceptible
Constitution modifier. Roll on the following table at to hypnosis. If the victim does not succeed on a
the beginning of each of he victim’s turn to see Will saving throw, the prana filcher can
what it does in that round. immediately influence its actions by suggesting a
d% Behavior course of activity (limited to a sentence or two).
01–20 Acts normally Once the suggestion has been implanted, it cannot
21–50 Does nothing but babble incoherently be changed. Asking the creature to do some
51–100 Attacks nearest creature and/or obviously self-harmful act automatically negates
uses the necessary means to get closer to the effect of the symptom. However, anything else
the nearest creature if it is out of reach is a valid command—for example, asking it to kill
(for this purpose, a familiar counts as part its allies. The victim keeps trying to perform the
of the subject’s self) requested action until it succeeds, or until the
A confused creature that cannot carry out the symptom’s effect ends. This mind-affecting,
indicated action does nothing but babble language-dependent effect lasts a number of rounds
incoherently. Attackers are not at any special equal to the prana filcher’s Constitution modifier,
advantage when attacking a confused creature. Any but ends immediately if the target is attacked by its
confused creature that is attacked automatically new allies.
attacks its attackers on its next turn, as long as it is Feeblemind: This symptom disables the cognitive
still confused when its turn comes. Note that a functions of the target, effectively giving it the
confused creature will not make attacks of intellect of an animal. The victim must succeed on a
opportunity against anyone that it is not already Fortitude saving throw or its Intelligence and Charisma
devoted to attacking. scores each drop to 1. The affected creature is
Infirmity: With this symptom, the prana filcher unable to use Intelligence- or Charisma-based skills,
drastically decreases his victim’s capacity to control cast spells, understand language, or communicate
motions and reflexes. The target of this symptom coherently. Still, it knows who its friends are and
must succeed on a Reflex saving throw or take a –4 can follow them and even protect them. The subject
penalty on all attack and damage rolls, Reflex remains in this state for 1 minute.
saving throws, Armor Class, as well as Dexterity- Paralysis: A prana filcher can paralyze a creature
and Strength-based skills and checks. Moreover, the with this symptom. The victim must succeed on a
victim moves at half its normal speed (rounded Reflex saving throw or become paralyzed (this is a
down to the next 5-foot increment). This effect lasts paralysis effect). The victim is frozen in place and
1 minute. The penalty increases to –6 when the unable to move or act. It has effective Dexterity and
prana filcher reaches 15th level. Strength scores of 0 and is helpless, but can take
Sleep: A creature affected by this symptom purely mental actions. This effect lasts 2 rounds.
enters a deep slumber. It must succeed on a Will Ultimate symptom:
saving throw or become helpless. This is a mind- Systemic shock: This is the ultimate step in the
affecting, sleep effect. Slapping or wounding awakens evolution of forceful prana removal. This technique
the affected creature, but normal noise does not. is so powerful that it slays any one creature. The
Awakening a creature is a standard action. This target must succeed on a saving throw of the prana
effect lasts 2 rounds. filcher’s choice (Fortitude, Reflex, or Will) to
Empathy: This symptom induces a physical survive the attack. If the save is successful, the
reprogramming of the target’s cerebral and neural creature instead takes an amount of damage equal
systems. The victim must succeed on a Fortitude to 3d6 + the prana filcher’s Constitution score. The
saving throw or become strongly empathic towards subject might die from damage even if it succeeds
its enemies to the point of being absolutely on its saving throw. This is a death effect.

Warriors of the Wild: Prana Filcher – 3


Pranic Stability (Ex): Beginning at 3rd level, day at 9th level, and twice per day starting at 14th
a prana filcher becomes apt at maintaining his level.
pranic equilibrium at all times, which allows him to Death Ward (Sp): When he attains 11th level,
resist adverse effects that would directly alter his a prana filcher can consolidate a thick layer of
physiological and mental functions. He gains a +1 prana around a creature to protect it against
bonus on saving throws made against any effect, necromantic and death effects. This spell-like
magical or otherwise, that cause the following ability functions exactly like the spell death ward,
conditions: ability damage, ability drain, blinded, except that it can only be used once per day.
confused, dazed, dazzled, deafened, diseased, exhausted, Greater Restoration (Sp): At 19th level, a
fatigued, feebleminded, insanity, nauseated, sickened, prana filcher masters the curative manipulation of
stunned, or poisoned. This bonus increases by +1 prana. This spell-like ability replaces restoration
every 5 levels thereafter (+2 at 8th level, +3 at 13th gained at 9th level and functions exactly like the
level, and +4 at 18th level). spell greater restoration. It can be used twice per
Lesser Restoration (Sp): At 4th level, a prana day.
filcher gains the ability to channel the ambient
prana into a creature and cure it of harmful
conditions. This spell-like ability functions exactly
like the spell lesser restoration, except that it can
only be used once per day.
Enlarge Inhalation (Su): As he gains experience,
the prana filcher’s control over his forceful prana
removal ability improves. Beginning at 6th level, the
prana filcher gains the ability to inhale an opponent’s
prana at a 10-foot range, provided that he has line
of sight and that his target does not receive cover
from an object or creature. At 16th level, a prana
filcher can inhale prana at a range of 20 feet, with
the same limitations.
Restoration (Sp): Starting at 9th level, a prana
filcher becomes more efficient at curing adverse
conditions. This spell-like ability replaces lesser
restoration gained at 4th level and functions exactly
like the spell restoration. It can be used once per

THE PRANA FILCHER ADVANCEMENT TABLE


Base Attack Fortitude Reflex Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Forceful prana removal, minor symptom
2nd +2 +3 +0 +0 Minor symptom
3rd +3 +3 +1 +1 Pranic stability +1
4th +4 +4 +1 +1 Lesser restoration 1/day
5th +5 +4 +1 +1 Moderate symptom
6th +6/+1 +5 +2 +2 Enlarge inhalation
7th +7/+2 +5 +2 +2 Moderate symptom
8th +8/+3 +6 +2 +2 Pranic stability +2
9th +9/+4 +6 +3 +3 Restoration 1/day
10th +10/+5 +7 +3 +3 Strong symptom
11th +11/+6/+1 +7 +3 +3 Death ward 1/day
12th +12/+7/+2 +8 +4 +4 Strong symptom
13th +13/+8/+3 +8 +4 +4 Pranic stability +3
14th +14/+9/+4 +9 +4 +4 Restoration 2/day
15th +15/+10/+5 +9 +5 +5 Severe symptom
16th +16/+11/+6/+1 +10 +5 +5 Enlarge inhalation
17th +17/+12/+7/+2 +10 +5 +5 Severe symptom
18th +18/+13/+8/+3 +11 +6 +6 Pranic stability +4
19th +19/+14/+9/+4 +11 +6 +6 Greater restoration 2/day
20th +20/+15/+10/+5 +12 +6 +6 Ultimate symptom

Warriors of the Wild: Prana Filcher – 4


Designers’ Notes New Feats
The prana filcher is a unique and flavorful The following feats are designed for the prana filcher.
take on the fighter-mage-cleric archetype.
The idea was to make the combination PRANA FOCUS [GENERAL]
functional by focusing on combat-oriented Choose a type of saving throw (Fortitude, Reflex, or
abilities and simplifying the use of magic. Will).
The latter was done by using the recharge Prerequisite: Forceful prana removal ability.
mechanism of the breath weapon to Benefit: Add +1 to the Difficulty Class of your
balance an alternate magic system with forceful prana removal when it uses a saving throw
few but unlimited-use spells. Because of the chosen type.
prana is the ultimate source of health, this Special: You can gain this feat multiple times.
class offers both offensive and defensive Its effects do not stack. Each time you take the feat,
powers, as the prana filcher can pathologically it applies to a new type of saving throw.
manipulate his opponents’ energies or
curatively balance that of his allies. The
key to an effective use of this class is to GREATER PRANA FOCUS [GENERAL]
choose symptoms based on which saving Choose a type of saving throw (Fortitude, Reflex, or
throw they require and what type of opponent Will) to which you already have applied the Prana
they best neutralize. Note that, when Focus feat.
designing this class, it was necessary to alter Prerequisites: Forceful prana removal ability,
the conventions on which saving throw Prana Focus.
types are associated with which effects, so Benefit: Add +1 to the Difficulty Class of your
forceful prana removal when it uses a saving throw
pay close attention to these details to
of the chosen type. This bonus stacks with the
avoid confusion.
bonus gained from Prana Focus.
Special: You can gain this feat multiple times.
Its effects do not stack. Each time you take the feat,
Historical Background it applies to a new type of saving throw to which
you already have applied the Prana Focus feat.
Prana is a real-world concept that comes
from the ancient traditions of India.
According to Ayurvedic medicine, prana PRANA PENETRATION [GENERAL]
sustains life and all natural processes, and Prerequisites: Forceful prana removal ability.
this energy is abundant in the universe. Benefit: You get a +2 bonus on caster level
To be healthy, an organism needs a proper checks (1d20 + caster level) made to overcome a
balance in pranic energies and it is through creature’s spell resistance when you use your
breathing that this is first achieved by forceful prana removal ability.
practitioners.
GREATER PRANA PENETRATION [GENERAL]
Prerequisites: Forceful prana removal ability,
Prana Penetration.
Benefit: You get a +2 bonus on caster level
checks (1d20 + caster level) made to overcome a
creature’s spell resistance when you use your
forceful prana removal ability. This bonus stacks
with the bonus gained from Prana Penetration.

Warriors of the Wild: Prana Filcher – 5


RESSNIR CROOKEDHAMMER CR 7 flee, it may fight. A frightened creature
forced to fight takes a –2 penalty on all
Male gnome prana filcher 7 attack rolls, saving throws, skill checks,
CG Small humanoid and ability checks. A frightened creature
Init +2; Senses low-light vision; Listen +6, Spot –1 can use special abilities, including spells,
Languages Common, Gnome to flee; indeed, the creature must use such
AC 20, touch 13, flat-footed 18; +4 dodge bonus means if they are the only way to escape.
against giants This effect lasts 5 rounds.
(+2 Dex, +6 armor, +1 shield, +1 size) Senseless: The victim is stunned unless it succeeds
hp 70 (7 HD) on a DC 18 Fortitude saving throw. It drops
Fort +10, Ref +4, Will +1; +2 against illusions, pranic everything it holds, can take no action,
stability +1 takes a –2 penalty to Armor Class, and
Speed 15 ft. (3 squares) loses its Dexterity bonus to AC (if any).
Melee +1 gnome hooked hammer +10 (1d6+2/x3) or This effect lasts 2 rounds.
+1 gnome hooked hammer +8/+3 (1d6+2/x3) and Stasis: The target of this symptom must
mwk gnome hooked hammer +8 (1d4/x4) or succeed on a DC 19 Will saving throw or
Ranged mwk composite longbow +11/+6 (1d6+1/x3) become unable to move at all (i.e. the
Base Atk +7; Grp +4 victim may not use a move action to move
Atk Options +1 attack rolls against kobolds and up to its speed, use a 5-foot step, or use the
goblinoids, forceful prana removal withdraw, charge, or run actions). Furthermore,
Combat Gear potion of cure light wounds the victim cannot make any attacks of
Spell-like abilities opportunity, but it can otherwise attack,
1/day—lesser restoration, speak with animals cast spells, or use skills as normal. This is
(burrowing mammal only) a mind-affecting effect that lasts 5 rounds.
Abilities Str 12, Dex 15, Con 20, Int 10, Wis 8, Cha 9 Pranic Stability (Ex): Ressnir Crookedhammer
SQ enlarge inhalation, gnome weapon familiarity has a +1 bonus on saving throws made against
Feats Prana Focus (Will), Two-Weapon Defense, any effect, magical or otherwise, that cause the
Two-Weapon Fighting following conditions: ability damage, ability
Skills Craft (alchemy) +2, Hide +2, Listen +6, Ride +8 drain, blinded, confused, dazed, dazzled, deafened,
Possessions combat gear, +1 chainmail, +1/masterwork diseased, exhausted, fatigued, feebleminded,
gnome hooked hammer, masterwork composite insanity, nauseated, sickened, stunned, or poisoned.
longbow (+1 Strength) with 20 arrows, amulet
of health +2, 15 gp
Enlarge Inhalation (Su): Ressnir Crookedhammer
has the ability to inhale an opponent’s prana at
a 10-foot range, provided that he has line of
sight and that his target does not have cover
from an object or creature.
Forceful Prana Removal (Su): As a standard action
that does not provoke attacks of opportunity,
Ressnir Crookedhammer can forcefully remove
prana from his foes, causing a variety of
detrimental symptoms. He can choose to cause
any symptom he knows but, once he inhales, he
cannot do so again until 1d4 rounds later.
There is no limit to the amount of times per day
Ressnir Crookedhammer can use this ability.
Known Symptoms:
Clumsiness: The victim must succeed on a DC
18 Reflex saving throw or take a –4
penalty to Armor Class. The effect lasts 1
minute.
Fear: The victim must succeed on a DC 19
Will saving throw or become frightened.
This is a mind-affecting fear effect. A
frightened creature flees from the source
of its fear as best as it can. If unable to

Warriors of the Wild: Prana Filcher – 6


can forcefully remove prana from her foes,
BRUSHTIL, THE DARK ONE CR 18 causing a variety of detrimental symptoms. She
Female half-fiend hobgoblin prana filcher 15 can choose to cause any symptom she knows but,
LE Medium outsider (augmented humanoid [goblinoid], once she inhales, she cannot do so again until 1d4
native) rounds later. There is no limit to the amount of
Init +7; Senses darkvision 60 ft.; Listen +0, Spot +0 times per day Brushtil can use this ability.
Languages Common, Goblin Known Symptoms:
AC 26, touch 16, flat-footed 20 Empathy: The victim must succeed on a DC 24
(+6 Dex, +9 armor, +1 natural) Fortitude saving throw or become empathic
hp 176 (15 HD); DR 10/magic towards its enemies to the point of being
Immune poison absolutely incapable of attacking them. This
Resist acid 10, cold 10, electricity 10, fire 10; SR 25 effect lasts 1 minute.
Fort +16, Ref +12, Will +5; pranic stability +3 Enfeeblement: The target must succeed on a DC
Speed 30 ft. (6 squares); fly 30 ft. (average) 26 Reflex saving throw or take a –8 penalty
Melee +1 longsword +21/+16/+11 (1d8+6/19-20) and on all attack and damage rolls. This effect
claw +15 (1d4+2) and lasts 1 minute.
bite +15 (1d6+2) or Fever: The victim must succeed on a DC 24
Ranged +3 unholy composite longbow +26 (1d8+8/x3) or Fortitude save or be forced to make a spell
+3 unholy composite longbow +24/+24/+19/+14 failure roll (50%) each time it casts a spell,
(1d8+8/x3) concentrates on an active spell, directs a
Base Atk +15; Grp +20 spell, or uses a spell-like ability. The effect
Atk Options forceful prana removal, Point Blank lasts 1 minute.
Shot, Rapid Shot, smite good 1/day Injury: This symptom causes 16d6 points of
Combat Gear +1 flaming arrows (25), potion of haste (2) damage to the target, half of which is transferred
Spell-like abilities (CL 15) to Brushtil as temporary hit points. The target
1/day—blasphemy, contagion, death ward, desecrate, can attempt a DC 24 Fortitude saving throw
horrid wilting (Fortitude DC18), unhallow, to reduce the damage in half and negate the
unholy blight (Will DC14) transfer of hit points. The duration of this
2/day—restoration effect is instantaneous, while the temporary
3/day—darkness, poison (Fortitude DC17), unholy hit points remain 5 rounds.
aura (Fortitude DC18) Paralysis: The victim must succeed on a DC 26
Abilities Str 20, Dex 24, Con 24, Int 10, Wis 11, Cha 10 Reflex saving throw or become paralyzed
SQ enlarge inhalation (this is a paralysis effect). The victim is
Feats Greater Prana Focus (Reflex), Point Blank Shot, frozen in place and unable to move or act. It
Prana Focus (Reflex), Prana Penetration, Precise has effective Dexterity and Strength scores
Shot, Rapid Shot of 0 and is helpless, but can take purely
Skills Concentration +23, Hide +22, Move Silently +21 mental actions. This effect lasts 2 rounds.
Possessions combat gear, +5 improved shadow mithral Sleep: A creature affected by this symptom must
shirt of silent moves, +1 longsword, masterwork succeed on a DC 24 Will saving throw or
dagger, +3 unholy composite longbow (+5 Strength) become helpless. This is a mind-affecting,
with 60 arrows, amulet of health +4, lesser bracers sleep effect. Slapping or wounding awakens
of archery, gloves of dexterity +2, 325 gp the affected creature, but normal noise does
When using +1 flaming arrows and under the effect of not. Awakening a creature is a standard action.
haste and unholy aura, Brushtil has the following This effect lasts 2 rounds.
changed statistics: Slowness: The target must succeed on a DC 26
AC 31, touch 21, flat-footed 24 Reflex saving throw, otherwise it can only
(+6 Dex, +9 armor, +1 natural, +4 deflection, +1 dodge) take a single move action or standard action
Fort +20, Ref +17, Will +9 each turn, but not both (nor may it take full-
Speed 60 ft.; fly 60 ft. round actions). It also moves at half its normal
Melee +1 longsword +22/+22/+17/+12 (1d8+6/19-20) and speed (rounded down to the next 5-foot
claw +16 (1d4+2) and increment). This effect lasts 1 minute.
bite +16 (1d6+2) or Natural Weapons (Ex): Brushtil’s natural weapons
Ranged +3 unholy composite longbow +27 (1d8+8/x3 are treated as magic weapons for the purpose of
plus 1d6 fire) or overcoming damage reduction.
+3 unholy composite longbow +25/+25/+25/+20/+15 Pranic Stability (Ex): Brushtil has a +3 bonus on
(1d8+8/x3 plus 1d6 fire) saving throws made against any effect, magical or
Skills Jump +17 otherwise, that cause the following conditions:
ability damage, ability drain, blinded, confused,
Enlarge Inhalation (Su): Brushtil has the ability to
dazed, dazzled, deafened, diseased, exhausted,
inhale an opponent’s prana at a 10-foot range,
fatigued, feebleminded, insanity, nauseated,
provided that she has line of sight and that her target
sickened, stunned, or poisoned.
does not have cover from an object or creature.
Smite Good (Su): Once per day, Brushtil may smite
Forceful Prana Removal (Su): As a standard action
good, causing an additional 15 points of damage
that does not provoke attacks of opportunity, Brushtil
upon a successful hit.

Warriors of the Wild: Prana Filcher – 7


OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. 6. Notice of License Copyright: You must update the COPYRIGHT
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). NOTICE portion of this License to include the exact text of the
All Rights Reserved. COPYRIGHT NOTICE of any Open Game Content You are
1. Definitions: (a)"Contributors" means the copyright and/or copying, modifying or distributing, and You must add the title, the
trademark owners who have contributed Open Game Content; copyright date, and the copyright holder's name to the COPYRIGHT
(b)"Derivative Material" means copyrighted material including NOTICE of any original Open Game Content you Distribute.
derivative works and translations (including into other computer 7. Use of Product Identity: You agree not to Use any Product
languages), potation, modification, correction, addition, extension, Identity, including as an indication as to compatibility, except as
upgrade, improvement, compilation, abridgment or other form expressly licensed in another, independent Agreement with the
in which an existing work may be recast, transformed or owner of each element of that Product Identity. You agree not to
adapted; (c) "Distribute" means to reproduce, license, rent, indicate compatibility or co-adaptability with any Trademark or
lease, sell, broadcast, publicly display, transmit or otherwise Registered Trademark in conjunction with a work containing Open
distribute; (d)"Open Game Content" means the game mechanic Game Content except as expressly licensed in another, independent
and includes the methods, procedures, processes and routines to Agreement with the owner of such Trademark or Registered
the extent such content does not embody the Product Identity Trademark. The use of any Product Identity in Open Game Content
and is an enhancement over the prior art and any additional does not constitute a challenge to the ownership of that Product
content clearly identified as Open Game Content by the Contributor, Identity. The owner of any Product Identity used in Open Game
and means any work covered by this License, including Content shall retain all rights, title and interest in and to that Product
translations and derivative works under copyright law, but Identity.
specifically excludes Product Identity. (e) "Product Identity" 8. Identification: If you distribute Open Game Content You must
means product and product line names, logos and identifying clearly indicate which portions of the work that you are distributing
marks including trade dress; artifacts; creatures characters; are Open Game Content.
stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, 9. Updating the License: Wizards or its designated Agents may
formats, poses, concepts, themes and graphic, photographic and publish updated versions of this License. You may use any authorized
other visual or audio representations; names and descriptions of version of this License to copy, modify and distribute any Open Game
characters, spells, enchantments, personalities, teams, personas, Content originally distributed under any version of this License.
likenesses and special abilities; places, locations, environments, 10 Copy of this License: You MUST include a copy of this License
creatures, equipment, magical or supernatural abilities or effects, with every copy of the Open Game Content You Distribute.
logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the 11. Use of Contributor Credits: You may not market or advertise
owner of the Product Identity, and which specifically excludes the Open Game Content using the name of any Contributor unless
the Open Game Content; (f) "Trademark" means the logos, You have written permission from the Contributor to do so.
names, mark, sign, motto, designs that are used by a Contributor 12 Inability to Comply: If it is impossible for You to comply with
to identify itself or its products or the associated products any of the terms of this License with respect to some or all of the
contributed to the Open Game License by the Contributor (g) Open Game Content due to statute, judicial order, or governmental
"Use", "Used" or "Using" means to use, Distribute, copy, edit, regulation then You may not Use any Open Game Material so affected.
format, modify, translate and otherwise create Derivative 13 Termination: This License will terminate automatically if You
Material of Open Game Content. (h) "You" or "Your" means fail to comply with all terms herein and fail to cure such breach
the licensee in terms of this agreement. within 30 days of becoming aware of the breach. All sublicenses
2. The License: This License applies to any Open Game Content shall survive the termination of this License.
that contains a notice indicating that the Open Game Content 14 Reformation: If any provision of this License is held to be
may only be Used under and in terms of this License. You must unenforceable, such provision shall be reformed only to the extent
affix such a notice to any Open Game Content that you Use. No necessary to make it enforceable.
terms may be added to or subtracted from this License except as
described by the License itself. No other terms or conditions may 15 COPYRIGHT NOTICE
be applied to any Open Game Content distributed using this Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
License.
System Reference Document Copyright 2000-2003, Wizards of the
3.Offer and Acceptance: By Using the Open Game Content Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
You indicate Your acceptance of the terms of this License. Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
4. Grant and Consideration: In consideration for agreeing to use Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on
this License, the Contributors grant You a perpetual, worldwide, original material by E. Gary Gygax and Dave Arneson.
royalty-free, non-exclusive license with the exact terms of this Warriors of the Wild: Prana Filcher Copyright 2008, Mattieu
License to Use, the Open Game Content. Bégin and Richard Farrese.
5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You represent
that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this
License.

Warriors of the Wild: Prana Filcher – 8

You might also like