Shared Spirit

Shared Spirit

The faint purple glow and the impossible coordination gave away the kobolds’ true nature.

Shared Spirit Kobold       CR 1

XP 400

Kobold warrior 1

LN Small humanoid (reptilian)

Init +1; Senses darkvision 60 ft.; Perception +5


AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)

hp 6 (1d10)

Fort +2, Ref +1, Will 0

Weaknesses (light sensitivity)


Speed 30 ft.

Melee Spiked Skin +1 (1d4-1)

Ranged Light Crossbow +1 (1d6/19-20)

Special Attacks smite chaos 1/day (+1 damage)

Spell-Like Abilities (CL 1st)


1/day-ant haul


Str 9, Dex 13, Con 10, Int 12, Wis 11, Cha 8

Base Atk +1; CMB -1; CMD 10 (+2 against move or trip)

Feats Skill Focus (Perception)

Skills Craft (trapmaking) +7, Perception +6, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (Miner)

Languages Draconic

SQ crafty, Shared Conscious, Spiked Skin


A Shared Spirit is a creature influenced by the dragon Haftir.  While they are not directly controlled by him, their wills are bent to fulfill his wishes.  Their skin glows a light purple, a side-effect of the Influence coursing through their bodies.

Influence is a purple powder created by Haftir.  If it is consumed, the creature must make a Fort save (DC 14) or they will begin turning into a Shared Spirit.  In 24 hours, the creature can make another Fort save (DC 18), and if it fails they become a Shared Spirit creature.  If they succeed, they take 4 temporary Constitution damage and the Influence wears off.  They can’t be infected by Influence again for 72 hours.  Stronger forms of Influence exist that are harder to fight off.


Creating a Shared Spirit

“Shared Spirit” is an acquired template that can be added to any creature.  A Shared Spirit creature retains the base creature’s statistics and special abilities except as noted here.

CR: HD 5 or less, as base creature +1 (rounded down); HD 6-10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Lawful neutral.

Special Qualities and Defenses: A Shared Spirit creature gains Spiked Skin, which functions similarly to the spiked armor weapon.  Shared Spirits are considered proficient with its use.  Small and smaller creatures deal 1d4+Strength modifier damage, Medium creatures deal 1d6+STR damage, Large creatures deal 1d8+STR damage, and Huge and larger creatures deal 1d10+STR damage.  This damage is applied whenever the Shared Spirit grapples a target, and it can also be used as an attack.  They also gain the Shared Conscious.  Each Shared Spirit creature within 30 ft. of another Shared Spirit creature provides a +1 competence bonus to Attack and AC (to a maximum of +5), and a Shares Spirit creature cannot be flat footed unless all other Shared Spirit creatures within 30 ft. would also be flat footed.

Special Abilities: A Shared Spirit gains the following.

Smite Chaos (Su): Once per day it can deal extra damage equal to its HD (maximum of +20) with a melee attack against a chaotic foe.

Spell-Like Abilities: A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day.  Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).


HD Abilities HD Abilities
1-2 Ant haul, root constant 11-12 Protection from energy 3/day
3-4 Detect chaos, fairness 3/day 13-14 Absorbing inhalation, echolocation constant
5-6 Entangle* 3/day, jump 15-16 Communal protection from energy 3/day
7-8 Communal ant haul, death from below constant 17-18 Mislead, water breathing constant
9-10 Aura sight constant, fog cloud 19-20 Ki shout 2/day, regenerate


*The range is changed to self.  Instead of vines entangling targets, tendrils of Influence entangle all creatures that are not Shared Spirit creatures.

Other Shared Spirit creatures are not affected by the harmful effects of the spell-like abilities.

Abilities: If a creature that gains the Shared Spirit template and its Intelligence or Wisdom is below 6, increase it to 6.  If it is above 6, add +2.


Dywin the Purifier (Pathfinder NPC)

Download in PDF form here.

Dywin the Purifier

A purist of the most radical kind, she hunts the impure and the tainted of elvenkind.

Elf Slayer 17

LN Medium humanoid (elf)

Init +10; Senses low-light vision; Perception +26


AC 16, touch 16, flat-footed 10

hp 114 (17d10)

Fort +10, Ref +16, Will +6

Immune sleep


Speed 30 ft., slayer’s advance 2/day

Melee +2 wounding rapier +25/+20/+15/+10 (1d8+4/18-20)

Ranged +4 human bane composite longbow +28/+23/+18/+13 (1d8+6/x3)

Special Attacks +3 on attack rolls and damage rolls against studied target, sneak attack +5d6 (50 ft. range), slowing strike (1d4 rounds, Fort DC 21), assassinate (Fort DC 21), bullseye shot, pinpoint targeting

Envoy Spell-Like Abilities (CL 17th; concentration +20)

Once per daycomprehend languages, detect magic, detect poison, read magic


Before Combat Dywin prefers to be unseen until she is ready to strike.  She seeks vantage points where melee combatants will have difficulty reaching.


During Combat Dywin uses range and stealth to her advantage.  She attempts to remain in the shadows for as long as possible, and uses caltrops and other gear to maintain the distance between her and her opponents.  She often opens with an igniting arrow and keeps up the pressure with enchanted arrows until she runs out.  When forced into melee combat, she uses her rapier, which is usually poisoned to keep an advantage over her enemies.


Str 14, Dex 22, Con 10, Int 17, Wis 12, Cha 11

Base Atk +17/+12/+7/+2; CMB +19; CMD 35 (39 against disarm and sunder)

Feats Bullseye Shot, Far Shot, Improved Initiative, Improved Precise Shot, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Weapon Finesse (Rapier), Weapon Focus (longbow)

Proficiencies weapons (simple, martial), armor (light, medium), shields

Skills Acrobatics +29, Bluff +22, Climb +10, Disguise +21, Perception +26, Ride +14, Sense Motive +24, Survival +24, Stealth +44, Swim +10

Languages Common, Draconic, Elven, Gnome, Goblin

SQ 1st-4th studied target,deadly range (x2), envoy, evasion, poison use, stalker, stealthy sniper, swift tracker, track, weapon familiarity

Combat Gear alchemist’s fire, deathblade, dragon bile, igniting arrow (5), potions of cure serious wounds (2), shock arrow (20), tanglefoot bag, thunderstone (2), vicious caltrops (4)

Gear greater shadow leather armor, +2 wounding rapier, +4 human bane composite longbow, bag of holding (type II), boots of teleport, gloves of dueling, backpack, silk rope (50 ft.)


Dywin remembers the glory days of the elves.  They were once a proud and mighty race, the shapers of the world’s destiny, but all that is left are cowards and impure half-breeds.  Except for Dywin.  She remains pure, and dedicates herself to the cause of elven purity.


Dywin’s goal is simple: rid the world of the despicable half-elves and the tainted elves that accept them into their society.  To do this, she breaks the laws set by the half-elf loving rulers and slaughters half-elfs and half-elf sympathizers from the shadows.


Dywin returns to Unification City to eliminate the half-breed Quincy Sweetleaf, who tarnishes the name of all elves by revelling in drugs and whores.  She aims to rid the world of his scourge, as well as all those who chose to make his acquaintance, including the filthy Drow Raven and the traitorous elf Belroar.

Annabel the Poppet Master (Pathfinder NPC)

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She would be terrifying if she wasn’t so adorable.

Human Witch (Gravewalker archetype) 8

LE Young Humanoid

Init +5; Senses Perception +1


AC 13, touch 13, flat-footed 12

hp 37 (8d6)

Fort +1, Ref +3, Will +6


Speed 20 ft.

Melee +2 dagger (1d4-2, 19-20/x2)

Special Attacks hexes (blight, cackle, evil eye, misfortune, swamp’s grasp, unnerve beast, water lung)

Spell-Like Abilities (CL 8th)

Possess Undead (Sp) A gravewalker may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the witch’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability.


Witch Spells Prepared (CL 8th)

4thpoison (DC 16), summon monster iv

3rddeep slumber (DC 15), malediction (DC 15), pain strike (DC 15)

2nddeath candle (DC 14) levitate, pernicious poison, pox pustules(DC 14)

1stbeguiling gift (DC 13), ray of enfeeblement (DC 13), ray of sickening (DC 13), reduce person (DC 13), restore corpse

0 (at will)bleed (DC 12), detect magic, light, read magic


Patron Time (Gravewalker)


Str 6, Dex 10, Con 8, Int 14, Wis 12, Cha 12

Base Atk +4 CMB +2 CMD 13

Feats Accursed Hex, Extra Hex (x3), Improved Initiative

Skills Intimidate +10, Knowledge (Arcana) +15, Spellcraft +13, Use Magic Device +12

Languages Common, Fey, Undercommon

SQ spell poppet

Gear dagger, poppet, wand of animate dead (50 charges)


Deliver Touch Spells (Su) At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability.

Aura of Desecration (Su) At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.

Bonethrall (Su) At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC.) If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.

Annabel was a normal 10 year old girl when she found an abandoned doll in the forest.  When she picked it up, the doll spoke to her, and when Annabel responded the doll possessed her.  Now Annabel terrorizes the forest and leads vermin, monsters and undead to attack and torment travelers.  Annabel rarely kills, but instead takes pleasure in harming and terrifying.  When in trouble, Annabel will attempt to use her childish form to her advantage.  Even the most calloused will hesitate to strike down a child, and she will use this opportunity to reduce them and run away.

The nearby village of Dun has only heard rumors of a child witch haunting the forest, but the superstitious folk avoid the forest just in case.

30/30 Day 13: Half a Henderson

Hi, I’m Tyler Magruder, or sorryjzargo as I go by on the internet.  I am going to hopefully complete a 30/30 this month.  If you don’t know what a 30/30 is, it is a blog series where you write one blog a day for a month (on months with 31 days it is called a 31/31).  I’ve already missed a few days, so this is a make-up blog.

This story has a lot of background to it, but I’m just going to include the essentials for the sake of time.  Today, one of my players managed to pull a .5 Henderson on my campaign, completely screwing up my plans for his character and making me end the session early to figure out how to proceed.

This character is a female human (possibly half-elf just because the suggestion makes the player mad and because it fit with my story idea, though it ended up not working out as you’ll see in this blog) named Keres.  Keres was a lawful neutral-tending lawful evil member of The Order of Holy Judgment, a group that essentially functioned as the judges in Judge Dredd but with magic and stuff.  Then I killed her and resurrected her as an unwilling servant of the gods.  Her player (a guy, just for clarification) gave me very little backstory other than that she was missing an eye and that she carried a picture of the man that cut her eye out so she could exercise revenge if she ever saw him again.  The group’s previous adventure led to the world’s capitol city being captured by the BBEG and the group seeking refuge in the Elven kingdom of Mourning Winds (this is a homebrew setting).  Today’s session began with the group arriving at Mourning Winds, but on the ride there they talked with an NPC.  Keres asked if Varris Zosime was still governor there.  I decided to go along with it and had the NPC reply yes.

Keres then said, “Yes, well, brother always was a somewhat of an unlikable person. I’m a bit surprised his been in office so long actually…”  This caught me off guard, but I decided to go with it.  The NPC as well as another PC shared my surprise that the governor was Keres’ brother, and Keres said “Indeed, as was my father before him.”

This did not conflict with my existing story, so I didn’t try to contradict Keres.  However, I added that her brother was currently visiting their mother’s grave, adding my own aspect to the family.  However, Keres one-upped me, saying that she died shortly after Keres was adopted so she didn’t know her very well.  It was then that an idea clicked into my head.

An important detail to note about this homebrew world is the state of the Elves.  A mysterious plague had spread through the species, leaving all but a few sterile.  Therefore, the Elves passed laws requiring all fertile Elves to go to “camps” where they would be forced to breed to sustain their species.

I had a group of elves greet Keres and tell her that her father had summoned her.  They said that he was sick, but not seriously so.  Keres followed, as well as another PC for no apparent reason, and Keres entered her father’s house alone while the other PC almost choked to death on lozenges.  Keres found her father wrinkled and decrepit, like an aged human despite being an ageless Elf.  He told her that he was dying, and that he had a secret to tell her.  Keres was adopted at the age of three, but what she was never told was that her adoptive parents were also her biological parents.  They hid their pregnancy and delivered Keres to an orphanage as an infant then adopted her a few years later to avert suspicion.  If the elves knew that they were fertile, they would have been sent to the camps, so they lied in order to be a family.  Her father then said that his condition was worsening, and that it was hereditary.

I was supremely happy with the way this session was going.  I provided conflict, character development, and a future challenge to overcome.  Then Keres pulled half a Henderson.

“I looked into myself, a couple years ago you know.  There was another girl in the orphanage that was called Keres that was about my age, there was apparently an accident that killed her a day before I was brought in.  Since I didn’t have a name when they brought me they made me her changeling.”  As I read that, my smile faded.  My entire character arc for Keres crumbled, and before I could think of a way to repair it the players moved on.  When I finally came up with a way to repair the situation, another hour had already passed, and I decided that I was above retconning.

Her father’s eyes grew wide and he said, “That makes sense, then.  My condition is hereditary.  If you truly were my daughter, then you would have symptoms of it already.”

I did manage to salvage the situation a little.  I provided at least some future motivation by saying that her adoptive brother was affected by the hereditary disease.  Her father begged her to help him find a cure, and she agreed.  After managing this, I ended the session because all my plans revolved around her being sick.

And that’s how one of my players pulled half a Henderson and essentially cured cancer with words.

30/30 Day 12 Worldbuilding: The Windswept Realm Part 1

Hi, I’m Tyler Magruder, or sorryjzargo as I go by on the internet.  I am going to hopefully complete a 30/30 this month.  If you don’t know what a 30/30 is, it is a blog series where you write one blog a day for a month (on months with 31 days it is called a 31/31).  I’ve already missed a few days, so this is a make-up blog.


Since I frequently write about role playing games, I’ve decided to take some time to write about the world of two of my current campaigns, the Windswept Realm.  It’s a homebrew world, but borrows heavily from D&D Greyhawk (specifically the deities and races) and steampunk, as well as a little cyberpunk.


The Windswept Realm is a single landmass surrounded by a seemingly infinite ocean.  There are a few small islands off the coast of the mainland, but most of them are unpopulated.  The mainland is divided into three kingdoms, though the borders are not clearly defined.  To the north-east is the elven kingdom of Mourning Winds, to the north-west is the dwarven stronghold Barradh’s Keep, and to the south is the human sovereignty of the Chrome Citadel.  At the center of the known world is the massive Unification City, where members from all cultures meet and worldwide problems are solved by a council with representatives from all three major civilizations.  Mountains and hills are numerous in the Windswept Realm, most formed by the intense winds that buffet the entire world.  They are especially dense in the mountain range surrounding Barradh’s Keep.  There are several craters of unknown origin across the world, the most notable being the Skypeace Lake Crater next to Chrome Citadel.  The crater is deep enough that it keeps out the strong winds and makes the air safe for airships.  There are dozens of impossibly tall buildings known as Skyscrapers scattered across the world, becoming less numerous the further from Unification City.  A few even rise out of the depths of the ocean.  It is said that only a god can destroy a Skyscraper.


The people of the Windswept Realm are all told the same story.  Thousands of years ago, the gods created a single race of people, known as the Ancients.  They lived in harmony with the gods, making incredible discoveries in both the fields of magic and science.  Using this harmony, they built the massive skyscrapers that dot the landscape and created wondrous technological and magical devices.  Then the Ancients rebelled against the gods and used their technology to murder the god Gruumsh.  The gods responded in quick retribution, totally eliminating the Ancients.  The gods then created the Orcs in the memory of Gruumsh and then the other races that would come to inhabit the world.  These newer races scavenged the Ancient technology, propelling their society by thousands of years, but they lack the harmony with the gods that the Ancients had.

However, this is just a tale.  It only contains part of the story.

The Ancients never rebelled against the gods.  This was just a fabrication the gods used to justify their actions to the new races.  The Ancients developed a technology that was capable of destroying gods permanently.  In fear, Gruumsh preemptively attacked the Ancients, but they used their technology in self-defense, killing him.  The other gods verbally condemned his actions while at the same time readying their forces to destroy the Ancients.  The Ancients were caught unaware by the full brunt of their pantheon and were exterminated before they could ready their weapon.  The gods then realized the horror they had brought upon their creation, so they made new races and told them a fabricated version of their story.

30/30 Day 11: Jute the Immortal Dragoon (Pathfinder)

Hi, I’m Tyler Magruder, or sorryjzargo as I go by on the internet.  I am going to hopefully complete a 30/30 this month.  If you don’t know what a 30/30 is, it is a blog series where you write one blog a day for a month (on months with 31 days it is called a 31/31).  I’ve already missed a few days, so this is a make-up blog.

Download in PDF form here.


He has wandered the hills of the Windswept Realm for centuries, outliving everyone.

Animated Rope Fighter (Dragoon subtype) 15

NG Medium Construct

Init +6; Senses Perception +2


AC 18, touch 12, flat-footed 16 (+2 Dexterity, +6 armor)

hp 145 (15d10+45)

Fort +12, Ref +7, Will +7 (+11 against Fear)


Speed 20 ft.

Melee masterwork spear +24/+19/+14 (1d8+12/x3, 2d8+12/x3 Vital Strike) or

rope attack +19/+14/+9 (1d4+4/20, 2d4+4/20 Vital Strike)

Ranged light crossbow +17/+12/+7 (1d8/19-20, 2d8/19-29 Vital Strike)


Str 18, Dex 15, Con 16, Int 13, Wis 14, Cha 9

Base Atk +15/+10/+5 CMB +19 CMD 31

Feats Armor Proficiency (Light, Medium), Improved Initiative, Martial Weapon Proficiency, Mounted Combat, Mounted Onslaught, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Ride), Trample, Trick Riding, Vital Strike, Weapon Focus (Spear)

Skills Craft (Cloth) +8, Handle Animal +9, Intimidate +9, Ride +19

Languages Common, Draconic, Elven, Goblin

SQ animated shifting, Armor Training 1, Banner, Leaping Lance, Piercing Lance, Spear Training 3, Spinning Lance, weakness to fire

Gear alchemist fire (x3), chainmail armor, crafting materials, light crossbow, masterwork spear, thunderstone

An ancient warrior, his consciousness was transferred to a yard of animated rope as a last measure.  He has since added more and more rope to his body.  He travels in the shape of a humanoid, but he can freely manipulate the rope to fit his needs.  He wears chainmail armor to hide the fact that he is made entirely of rope.  He has long-forgotten his original purpose and his original name, and instead roams the hills of the Windswept Realm searching for injustice.

Jute only fights in the name of justice and honor.  He will always accept a duel, but he always holds back from the kill when he inevitably wins.  When traveling with others, Jute refuses to stay near camps if there is a live campfire.  Jute is terrified of fire, but knows the utility of it.  He carries three alchemist fire bombs and uses them to even the odds when faced with numerous enemies.

Since he’s not an organic creature, Jute has to repair himself in order to recover health.  Jute requires 1 gp of materials per hit point to repair himself, with a DC 15 Craft (cloth) check.

rope attack– Jute can attack with a strand of rope.  It has a range of 15 feet, but counts as a melee attack.

animated shifting– Jute can manipulate his rope to appear as almost anything, albeit with the texture of rope.  He can change his size from Small to Large, though size changes only affect his AC.  Also, he can stretch into a single long rope in order to travel through areas otherwise impassible.

Jute has moved from mount to mount over the years, but he is currently travelling with his trusty ankylosaurus Sige.


This fearsome ankylosaurus carries Jute to his destination and tramples his enemies.

N Huge Animal

Init +0; Senses low-light vision, scent, Perception +14


AC 26, touch 8, flat-footed 26 (+14 natural, -2 size, +4 armor)

hp 101 (12d8+40)

Fort 12, Ref +7, Will +4


Speed 30 ft.

Melee tail +16 (3d6+12 plus stun)

Space 15 ft.; Reach 15 ft.


Str 27, Dex 10, Con 18, Int 2, Wis 13, Cha 8

Base Atk +9; CMB +19; CMD 29

Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Weapon Focus (tail)

Skills Perception +14

Special Abilities

Stun (Ex) The ankylosaurus’s tail can deliver a powerful, stunning blow.  A creature struck by this attack must make a DC 23 save or be dazed for 1 round.  If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds.  The save DC is Strength-based.

30/30 Day 8: Mecholister, Boss Archetype (D&D 3.5 and Pathfinder)

Hi, I’m Tyler Magruder, or sorryjzargo as I go by on the internet.  I am going to hopefully complete a 30/30 this month.  If you don’t know what a 30/30 is, it is a blog series where you write one blog a day for a month (on months with 31 days it is called a 31/31).  If I miss a day, I will make it up, but hopefully I won’t miss any days and can call this a success.

Mech Suit

As a preface, this is an enemy archetype used in my current D&D/Pathfinder game that I’m running.  If you are unfamiliar with D&D, this blog probably won’t make any sense to you.  If you do play D&D, I’m leaving the mechanical specifics out because this is more of a template that can be applied to an encounter than a specific boss.  This encounter is meant for a steampunk setting.

King Olister vanished from his kingdom, the human fortress known as Chrome Citadel, and the party was led to believe that it was a group of assassins, though some of them were skeptical of Olister’s motives.  When they were sent to investigate his disappearance, they made little progress until a massive airship appeared out of nowhere above the city.  Using teleportation scrolls, the party snuck aboard the ship.  They met some resistance from clockwork fencers, but made it to the command deck where they found King Olister restrained in a harness.  Olister plead for help, and two guards attacked the party.  Making short work of the guards, the party turned to find King Olister encased in a clockwork mech suit.  Betrayal!
Mecholister’s primary mode of attack is through melee.  It has a slow move speed (10 feet per turn) but heavy damage (3d8 from a direct hit).  Mecholister also has a low AC, but it has a damage resistance until it has taken a certain amount of damage (roughly 2-3 turns of damage from the players), then the armor plating breaks.  Mecholister is susceptible to electric damage.  The first two times it takes electric damage, it becomes stunned for a round.  After that, it grounds itself, removing the weakness.

Built into the environment are four pillars, each equipped with a shield generator.  Every two rounds or so, a generator will activate and shield Mecholister until the generator is destroyed.  While shielded, Mecholister is invulnerable to all damage except falling (which shouldn’t be a problem unless the players tear a hole through the airship floor).  I ended up only using two of these generators because I was short on time.  The generators aren’t very tough, and can only take 2-4 hits usually.

However, Mecholister has some tricks up its sleeve.  It has two very powerful moves, though each take a turn to ready and give subtle hints when they are about to happen, giving PCs the chance to avoid them.  Mecholister has rockets built into each hand and its hip can rotate freely, allowing it to balance itself then spin using the hand rockets, becoming a whirlwind of death.  The spinning stops after 3 turns or until Mecholister becomes entangled.  The spinning attack has a 5 foot radius and requires a Reflex save to halve the damage.  Its other attack is an energy blast.  Mecholister has two glowing apparatuses on the front and back.  Mecholister can take a turn to charge up an energy blast, and the glowing apparatuses will begin glowing on the side being charged.  The next turn, Mecholister will blast everything in a 10 foot cone in the side that was charged.  This attack is devastating and can potentially kill a PC.  However, it is easy to avoid as long as the PCs recognize the telegraph.  If they don’t, even a Reflex save won’t reduce the damage.  However, this attack can be stopped and permanently disabled by destroying one of the sensors.  As a DM, be sure to telegraph both of these attacks, but don’t make it too obvious.

There are multiple strategies to taking down Mecholister.  If the party has spellcasters, they can easily stay out of his reach and cast damaging spells, but if they’ve already used some spells then Mecholister will probably survive their barrage.  Also, it is possible to climb on top of Mecholister, with a Climb check opposed by Mecholister’s grapple check.  This allows the PCs to avoid most of his attacks and deal increased damage.  However, they are still vulnerable to his spinning attack if they fail a Reflex save to hang on.

When Mecholister is down to ¼ of his health, it bursts into flames.  When it is destroyed, it explodes, dealing damage to anyone caught in the blast radius.  When the party searches the wreckage, they don’t find a body.  King Olister was never in the mech in the first place.  Dun dun duuuuuuun!

(sorry, I rushed this one, I had a busy day)

30/30 Day 4: Businesshobos

Hi, I’m Tyler Magruder, or sorryjzargo as I go by on the internet.  I am going to hopefully complete a 30/30 this month.  If you don’t know what a 30/30 is, it is a blog series where you write one blog a day for a month (on months with 31 days it is called a 31/31).  If I miss a day, I will make it up, but hopefully I won’t miss any days and can call this a success.


If you play Dungeons and Dragons (D&D) (or any other tabletop roleplaying game) or are familiar with the game, you probably know what “murderhobo” means.  For those unfamiliar, a murderhobo is a type of character that is a morally ambiguous wanderer and solves most of his/her problems through violence alone.  This explains it a little better:

Last night, I was over at a friend’s house and we decided to start playing a Pathfinder/D&D game.  I was chosen to be the Dungeon Master (DM).  I had zero prep ahead of time, so I thought it would be a good idea to play a murderhobo game simply because it’s easy to do on short notice.  My players agreed, but one insisted that they start with absolutely no equipment or gold.  I agreed.  Two of the players made level 2 characters and the other player used a character he made beforehand.

The party was: an orc barbarian, a kobold rogue and a gnome bard, all dressed in loincloths.  The only item I let them start with was a baby carrier for the orc to carry the gnome around in.  They started in a forest near a town, so their first decision was to head for the town.  When they were close to the city, they heard a rustling in the bushes, so the kobold tried to ambush whatever it was.  She fumbled, but it was only a baby deer so the orc punched it to death.  So the party reached the town, all dressed in loincloths and the orc carrying a bloody deer carcass over his shoulder.

The guards at the gate immediately raised their weapons, but the gnome talked him down.  With exceptional Diplomacy and Bluff skills, the gnome established himself as the face of the party.  The gnome asked the guard if the militia required any assistance.  The guard told him that the town blacksmith owed them some swords, so he would pay him 10 gold if he convinced him to deliver.  The gnome said that he’d do his best and they immediately entered the city and Gathered Information regarding the blacksmith’s whereabouts.

They found the blacksmith’s house quickly, and the gnome had the orc throw him through the upstairs window.  He snuck downstairs and signaled for the orc to break through the front door and surrounded the blacksmith.

This was where the game could have become murderhobo.  Instead, my players defied my expectations.

Using the orc to back him up, the gnome Intimidated the blacksmith, convincing him to not only finish the weapons, but to skip town once he was done.  I reluctantly agreed, and in a quest intended to give the players a few gold pieces, they acquired an apartment, a smithy and all his belongings.

This led me to dubbing the players “businesshobos.”  Like murderhobos, they are morally ambiguous, but instead of resorting to violence to solve their problems, they use their impeccable business sense.  For the remainder of the campaign, they relied on their money, their status and their Diplomacy, Bluff and Intimidate skills to worm their way out of dangerous situations or to resolve situations in their favor.