Friday, December 14, 2012

12 Doors of Christmas: Door #1

Door #1: The Tavern

Canterbury Lane stands ghostlike and still amid the swirling snow of far-off Hyperborea. This abandoned main street, legend says, is all that remains of an enchanted empire of the north, an empire that lost its benevolent lord. He might have something to do with that big red tower with a face, legend supposes. That is the only way legend can figure it. You have to be a hell of a nice guy, or royalty, or ideally both, for people to raise your big fat face over their town like a mustachioed lighthouse.

 A tired horse drags four treasure-hunters down Canterbury Lane on this first of the Long Nights, the cherished solstice festivals of Hyperborea. Like so many of us, the four could not possibly care less about cherished solstice festivals. They have come for the storied treasures of Canterbury Lane. On each of the Long Nights, it is said, a magic gift appears in one of the Lane's buildings. It remains for one day, then vanishes if not collected.
 Are these gifts a boon from the Lane's lost lord? A side effect of ancient magic? A convenient story-telling contrivance? The four care nothing for these plot details, either. They are, after all, adventurers: Klaus the Grey, an unemployed wizard; Toddy, a Hyperborean elf whose passion for booze has driven him to crime; Jampa, a wandering half-yeti; and Kabloo, a goblin druid whose magic grants him an adorable and protective snowy shape. Spotting a tavern, they leave their wagon in search of loot and shelter....
KLAUS: There's a light on in this tavern... that's supposed to be the sign of the gift, I believe. Somebody who's not a wizard had better get in there. 
KABLOO: Out of my way! I'll do it! 
JAMPA: Wait up! Jampa wants to go first! Jampa's hit points are burning a hole in his pocket! 
TODDY: You don't even wear pants, jackass. That's probably easy to forget way up there, but down here at eye level it's... hideously clear.
 KLAUS: Our pantsless associate is right, Kabloo, there's no need for you to run out ahead. 
 KABLOO: Gya ha! Grub is the need, you pink-skinned fool! This rickety old place must be infested, and ripe for the scavenge! It's the first Long Night, and that means spider cakes!
JAMPA: Did little snow man bring cake stuff?
KABLOO: Well... no. So we can't make cake. But no matter! The true meaning of Long Night is spiders!
TODDY: The last thing we need is a dead healer on door one. Just let Jampa go first. Don't worry, we don't even eat spiders; you'll get your gross little goblin bellyful soon enough.
JAMPA: Jampa eats spiders. But only with cake. Jampa has a refined palate.
 KLAUS: Now, I'll detect magic through the door. Toddy, you keep your axe at the ready and search for mundane traps. Kabloo, you keep a look-out in case something emerges from one of these other buildings.
JAMPA: Okay, and Jampa will open the door!
KLAUS: No, wait! I haven't attuned my mystical senses yet! ...Damn it, there he goes.
TODDY: (sigh) No magic known to man or elf can move at the speed of stupid.
KABLOO: Quiet, elf! There's something big and nasty on its way out of the tavern!
JAMPA: Present! Jampa found a present! Also spiders to eat. Jampa tries to be sensitive to goblin point of view.
 
KLAUS: I sense magic... so the stories are true!
JAMPA: Open it open it open it!
TODDY: Yeah, let's get this adventuring day over with! It's time for drinking and wenching!
JAMPA: Jampa didn't see any wenches in the tavern.
TODDY: Then drinking it is!
KABLOO: Let's go inside first. If goblin elementary school teaches you one thing, it's "Never open your lunch on the playground." And "Go for the hamstring." And "Your younger brother is worth about 3 cases of cigarettes."

KLAUS: I agree, Kabloo. I mean, not about your brother; that's just awful.
TODDY: And 3 cases seems low.
KLAUS: But it is true that we should handle this present inside. Whatever magic is powering Canterbury Lane must be a beacon to monsters, and it probably makes the barriers between worlds weaker, as well. We should settle in for the night before we open anything valuable that might draw attention.
 JAMPA: Wait wait wait, is big-hat-man saying this place is... haunted? Jampa... Jampa is not scared of ghosts. Jampa wants to make that clear. But Jampa will hitch big-hat-man to the wagon and drive him all the way home before Jampa takes a nap in the middle of Ghostville.
KLAUS: No need to worry, at least not about getting your rest. Monsters--including any ghosts in town-- are most likely to show up in a building right when the magical gift appears. Now that we know the tavern is clear and that its gift has already appeared, it should be a safe shelter. We'll camp here while we're not raiding the other houses.
That night, during Kabloo's watch... 
KABLOO: A tin of magical cookies! That's all we get! And we can't even eat them! "They're too magical to eat now, Kabloo!" "We might need them to heal up later, Kabloo!" I wish I could get my mittens around the neck of whoever enchanted those cookies. Thanks for ruining the Long Nights with your no-good valuable gingerbread, you twit!

From the enfolding whiteness of the night-shrouded snow, an ominous figure appears, but Kabloo approaches it with a look of recognition. 
???: Kabloo. 
KABLOO: Finally! My watch was over ten minutes ago. We're just lucky that midget elf found some wine to mull and got plastered, otherwise he'd be out here by now. 
???: Is the plan working? Did they buy it? 
KABLOO: Heh-heh, yes, nobody resists my cutesy snowman act! I don't think they like me, but they trust me. They think I'm in it for the gifts, just like them. 
???: Good. Just be careful, Kabloo. The big man will be in a goblin-crushing mood if you mess this up. 
KABLOO: You and your "big man" worry too much! Just meet me in a few days and I'll have these saps' big, ugly heads on platters.
To be continued on Day 2....

 The Crunch: The Half-Yeti, the Hyperborean Elf, the Slush Stalker Druid Archetype, and the Cookies of Sweet Salvation

Today's rules content is mostly about our heroes, who are a motley bunch even for adventurers. Jampa and Toddy have new playable races: Half-yeti and Hyperborean elf, respectively. Kabloo is just a standard goblin, but he uses a new racial druid archetype, the slush stalker. Finally, today's treasure is just a very simple reskin for some healing potions. Healing potions are great, useful treasure,but you've got to dress them up a little to get a 6th level party excited.

New Playable Races

Half-yeti

Given the reclusiveness of yeti, it is remarkable when a member of the common races befriends one, let alone mates with one. However, the determination and eccentricity of humans is a force of nature, so some few, mountain-dwelling humans find their way into the fuzzy arms of a yeti. Half-yeti result from these rare unions.

Half-yeti face the the same prejudice as their full-blooded yeti kin. They share the yeti's ill-deserved reputation for savagery and stupidity, along with a stigma of "unnatural union" from those who bother to distinguish half-blooded yeti from others. In truth, half-yeti are sensitive and amiable--tragically so, given their terrifying appearance. Possessed of a yeti's vigor and a human's individualism, half-yeti blithely blaze their own paths in life, relying on their claws and their independent spirits to thrive despite the confusion their bestial natures engender in the more common races.

Physical Description: Half-yeti are furry white monsters who stand about a foot and a half taller than a human. Their fangs, claws and shaggy fur give them an animalistic look despite their basically human-like build. The half-yeti's fur is a blessing, since their yeti instincts make them intensely uncomfortable in clothing. While they don't wear clothing, half-yeti are usually wearing something, because they don't often stop to clean out their thick fur; twigs, dirt, bits of food and even arrows might all be found tangled up in a half-yeti's dense coat.
Society: One half-yeti in a single mountain range or city is an oddity. More is either a miracle or a product of a very nontraditional family. Most half-yeti live among humans, or rarely among other cosmopolitan races. When half-yeti are found together, they form families that are just as strange and unique as families of any race.

Relations: While other races often give half-yeti a wide berth, half-yeti don't share the notorious yeti reclusiveness, and so mix readily--sometimes over-eagerly--with whoever is at hand. Ironically, humanity is the common race most prejudiced against half-yeti, less because they distrust yeti than because they distrust any human who would mate with one.

Alignment and Religion: Half-yeti often enjoy religion, though they look at it as more of a hobby than a lifestyle. Often, half-yeti join the religion of whatever church treats them most kindly, then fiercely defend that religion and its adherents, even if their grasp of theology is tenuous. Regardless of religion, half-yeti tend toward neutrality. When they do adopt an ethical or moral orientation, it is usually quite single-minded, so they most often maintain some element of neutrality; Neutral Good and Chaotic Neutral tie for second most-common alignment among half-yeti.

Adventurers: Half-yeti make fine adventurers, being hardy, independent, and out-of-place at home. Treasure and glory excite some half-yeti, but most are more interested in finding camaraderie and seeing the world than in accumulating wealth. Half-yeti are sometimes fighters, but more often rangers or barbarians. Those who adopt a religion make unusual clerics or, rarely, intimidating paladins. Those few who wield arcane magic are usually witches or sorcerers who have made pacts with the alien spirits lurking in the mountain snow.

Half-yeti Racial Traits
+2 Constitution, +4 Strength, –2 Intelligence: Half-yeti are almost as hardy and strong as full yeti, but they have an animalistic mind-set.

Medium: Half-yeti are Medium creatures and have no bonuses or penalties due to their size. 

Climbing Claws: Half-yeti have a base speed of 30 feet and a climb speed of 20 feet.

Darkvision: Half-yeti can see perfectly in the dark up to 60 feet.

Child of Winter: Half-yeti are strongly adapted to life in snowy mountains. They benefit from cold resistance 5, but suffer vulnerability to fire.

Fur and Claws: Half-yeti have two 1d4 claw attacks, both of which count as primary natural attacks. Their thick coat of white fur gives them +4 to Stealth in snowy environments.

Stubborn Instincts: Half-yeti have strong instincts for using their claws in battle and for fighting unarmored. While they may have proficiency with weapons and armor, they always take the -4 nonproficiency penalty when using them in battle. Most half-yeti prefer to go unarmored and to fight using their claws, despite possessing the intelligence to use manufactured weapons and armor.

Tough Hide: A half-yeti's tough hide and pelt give it a +2 natural armor bonus.

Languages: Half-yeti begin play speaking Aklo and Common. Half-yeti with high Intelligence scores can choose from the following: Auran, Dwarven, Giant and Sylvan.

Hyberporean Elves

In the legendary northern land of Hyperborea lives a race of small elves who puzzle the elven people of more temperate climes. Hyperborean elves have the distinctive ears and resistance to sleep that distinguish elven blood, but they are no bigger than gnomes and have a culture wholly alien to their larger relations. They eschew the wild, instead spending lives of loving labor on the arts and crafts that are their race's passion. One most commonly finds these elves in the workshop or at the hearth, practicing folk crafts and domestic skills with a natural aptitude that borders now and again into the magical. In those regions where they thrive, Hyperborean elves enjoy a sterling reputation as jolly, hard-working folk who constantly improve their towns and homes, and whose strong cultural ethic of altruism obliges them to help those in need, whether of their own race or not.

Sadly, Hyperborean elves do not always thrive, and when they fall, they fall hard. Poverty, prejudice and harsh winters, uncongenial to all races, can crush the easy cheerfulness of Hyperborean elves, making them surly and bitter. Worse yet, Hyperborean elves have a strong cultural tradition of drinking alcoholic holiday beverages, a tradition that can get the better of them when they fall on hard times. Shattered Hyperborean elf communities are sad, boozy things indeed.

Physical Description: Hyperborean elves stand only about three feet tall, not including the pointed hats that they favor. They have a plush, ruddy look that evokes childlike jolliness (or, to hear some tell it, lifelong inebriation). In their personal lives, and when suffering want, Hyperborean elves favor simple and practical clothes handmade by themselves or a very close relative; among Hyperborean elves, wearing the coat that a mere cousin or great-aunt-by-marriage made for you is a sign that you value craftsmanship more than family values, and perhaps are not to be trusted. When Hyperborean elves work as a team, however, they dress with ostentatious uniformity and pride, trading their simple domestic garb for glittery, brightly-colored uniforms.

Society: Hyperborean elves usually form tightly-woven communities with two basic units: families, and small, well-organized workshops in which they cooperate to produce necessaries and trade goods. Most often, Hyperborean elves inhabit small towns huddled in lonely, snowy woods and tundra. Though they are cliquish, Hyperborean elves are not insular. They happily form neighborhoods (or ghettos) in the settlements of other races, organizing themselves abroad just as they do at home.

Relations: Hyperborean elves get along well with other elves, who typically accept them as distant relations, despite their obvious physical differences. Halfling and gnome settlements are comfortable for Hyperborean elves due to their small size and, in the latter case, their appreciation for quality magical craftsmanship. When Hyperborean elves fall on hard times, they sometimes develop bad reputations, especially among the more judgemental and responsible races, such as dwarves and more conservative humans.

Alignment and Religion: Like other elves, Hyperborean elves tend strongly toward good. Unlike their carefree kin, though, Hyperborean elves are usually lawful. Embittered Hyperborean elves who are unable to live in lawful good communities of their own culture sometimes revert to neutrality, not from apathy, but from frustration at being unable to live the happy, cooperative life for which they're better suited. Perhaps because of their natural goodness and well-organized communities, Hyperborean elves have little use for religion; they respect the gods, but find organized worship to be redundant.

Adventurers: Most Hyperborean elves are too community-minded and too content in their routines to go adventuring. Those who go adventuring tend to be disillusioned individualists who don't fit in at home. Hyperborean elves who turn their natural mechanical aptitude to locksmithing and trapmaking can make excellent rogues. Like other elves, Hyperborean elves also have a strong cultural tradition of arcane magic; Hyperborean elf wizards are common, and those who go adventuring become celebrities in their communities. The martial classes don't suit Hyperborean elves, but the race's few warriors are mostly archery-focused rangers and fighters.

Hyperborean Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Strength: Hyperborean elves are talented, nimble and tougher than their larger elven cousins, but their size makes them physically weak.

Small: Hyperborean elves are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Hyperborean elves have a base speed of 20 feet.

Low-light Vision: Hyperborean elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Like other elves, Hyperborean elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
 

Hyperborean Magic: Hyperborean elves recieve Master Craftsman as a bonus feat at 1st level, despite lacking the prerequisite skill ranks. Each Hyperborean elf must choose one Craft skill to associate with this Feat; most choose carpentry, leather, or another skill that may be used to create toys.

Keen Senses: Hyperborean elves receive a +2 racial bonus on Perception checks.

Languages: Hyperborean Elves begin play speaking Elven and Common. Hyperborean elves with high intelligence may choose from Auran, Dwarven, Gnome and Sylvan.

New Archetype

Slush Stalker (Druid; Goblin)
The Slush Stalker is an archetype of the druid class, available to goblin druids.

Slush stalkers skulk alone in the snowy wastes, attuning their own goblin nastiness to the nastiness of the tundra. Instead of taking on animal form, they learn to take on a snow form whose cute appearance belies its deadly slushiness.

Class Features
A slush stalker has the following class features:

Bonus Languages
A druid's bonus language options include Auran and Aquan, the languages of air and water elementals, respectively. These choices are in addition to the bonus languages normally available to a goblin.
Slush stalkers follow their own paths and do not learn the Druidic language.
This ability replaces the druid ability of the same name.

Nature Bond (Ex)
A slush stalker may not choose an animal companion. A storm druid must choose the Air, Animal, Earth, Plant, Water or Weather domain.

Snow Shape (Su)
At 2nd level, a slush stalker gains the ability to insulate herself with a protective snowy shape once per day. This vaguely humanoid covering grants a +2 natural armor bonus and cold resistance 5. It permits the slush stalker to use armor and weapons normally, though armor is concealed beneath the snowy exterior. A slush stalker who takes damage from fire or heat while in snow shape must make a Concentration check (DC = 10 + damage dealt); if the check fails, the snow shape vanishes and the effect ends immediately, along with any other effects dependent upon snow shape (such as the snowball ability). Snow shape lasts for 2 hours per slush stalker level, or until the slush stalker changes back, either voluntarily or due to fire/heat damage. Activating or deactivating snow shape is a standard action that doesn't provoke attacks of opportunity.
Slush stalkers can communicate and cast spells normally while using snow shape.
A slush stalker can use this ability an additional time per day at 4th level and every two levels thereafter, for a total of eight times at 16th level. At 18th level, a slush stalker can use snow shape at will.
At 3rd level, a slush stalker's snow form grants cold resistance 10. At 6th level, a slush stalker's snow shape grants cold resistance 15, a +4 natural armor bonus, and a burrow speed of 30 feet in snow. At 8th level, a slush stalker's snow shape grants cold resistance 20 and permits the slush stalker to burrow more easily through ice and snow as per earth glide. At 10th level, the snow shape grants a +6 natural armor bonus. At 12th level, a slush stalker's snow shape grants immunity to cold and DR 5/--.
This ability replaces wild empathy and wild shape.

Icewalking (Su)
At 3rd level, a slush stalker suffers no penalty to speed or on Acrobatics, Climb or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.
This ability replaces woodland stride.
(This ability is lifted straight from the arctic druid archetype; no use reinventing the wheel.)

Cold Shoulder (Ex)
Starting at 4th level, a slush stalker gains a +4 bonus on saving throws against the spell-like and supernatural abilities of creatures with the cold subtype. This bonus also applies to spells and effects that target ice and snow.
This ability replaces resist nature's lure.

Snowball (Su)
At will, beginning at 4th level, a moving slush stalker in snow shape can gather snow, growing larger with every step. As part of movement, a slush stalker can grow to Medium size, gaining a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty to attack rolls and AC due to increased size. This increased size lasts for 1 minute per slush stalker level or until the slush stalker shrinks back to normal size, a standard action that does not provoke attacks of opportunity.
At 6th level, a slush stalker who has already grown to Medium size may grow to Large size as part of movement, granting an additional +2 to Strength, -2 to Dexterity, and -1 to attack rolls and AC; the slush stalker also gains a natural reach of 10 feet. At 8th level, a slush stalker who has already grown to Large size may grow to Huge size as part of movement, granting yet another +2 to Strength, -2 to Dexterity and -1 to attack rolls and AC. A Huge slush stalker also raises her natural armor bonus from snow shape by +2 and increases her natural reach to 15 feet.
A slush stalker can only grow by one size category as a part of a single action, though she can grow twice in a turn by taking two separate move actions.

Slushguts (Su)
At 5th level, a slush stalker begins transforming her insides into slush. She can conceal any Tiny or smaller object inside her slushy center. She can withdraw the item at any time, cold and wet but otherwise undamaged, as a move action that provokes attacks of opportunity. At 15th level, a slush stalker's thoroughly slushy guts grant her a 10% chance to ignore any critical hit.
This ability replaces timeless body.

Snowblower (Su)
At 9th level, a slush stalker can exhale a flurry of snow once per day as a breath weapon. This breath weapon forms a 30-foot cone and deals 1d6 points of cold damage per slush stalker level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the slush stalker's class level + the slush stalker's Constitution modifer. At 17th level, a slush stalker can use this ability twice per day. At 20th level, a slush stalker can use this ability three times per day.
This ability replaces venom immunity and a thousand faces.

The Gift

 

Cookies of Sweet Salvation
Aura strong conjuration (healing); CL 13th
Slot --; Price 4550 gp; Weight 2 lbs. (including tin)
Description
A single batch of enchanted dough produces 4 of these humanoid-shaped gingerbread cookies. Eating a whole cookie heals 1d8+4 hp. Alternately, a creature who has lost a limb, ruined an organ or broken a bone may concentrate a cookie's healing power by nibbling off the bit of the cookie corresponding to the site of the missing or ruined body part (the cookie's arm for a missing arm or its head for a torn throat, for instance). Used this way, rather than healing hit points, each cookie can restore a single missing or mauled member as per regenerate. Once nibbled, a cookie of sweet salvation is non-magical, but still delicious. The price for this item includes 4 cookies, which adventurers often find collected in a decorative tin.
Construction
Requirements Craft Wondrous Item, regenerate, creator must have 1 rank in the Profession (baker) skill; Cost 2275 gp

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