Page 219 - Lords of Madness: The Book of Aberrations
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Skills  and  Feats:  Concentration  +19,  Handle  Animal  +14,   control water, cure serious wounds, flame blade (aberration bane),

               Intimidate +14, Knowledge (dungeoneering) +7, Knowledge   freedom  of  movement;  5th—animal  growth, cure  light wounds
               (nature) +17, Spot +11, Survival +14 (+16 underground or in   (quickened), nature’s purity† (aberration bane), transmute rock
               aboveground  natural  environments),  Swim  +11  (+1  when   to mud; 6th—greater dispel magic, flame strike (aberration bane;

               wearing armor); Aberration Banemagic†, Dodge, Improved   DC 21); 7th—sunbeam (DC 22).
               Critical (bite), Natural Spell, Quicken Spell, Track, Weapon     † New spells described earlier in this chapter.
               Focus (bite).                                       Possessions: +2 wild dragonhide full plate, adamantine scimitar,
                 † New feat described on page 178.               dusty rose ioun stone (+1 AC), incandescent blue ioun stone (+2
                 Languages: Common, Druidic, Undercommon.        Wisdom), wand of nature’s purity (9th, 33 charges), scroll of heal,
                 Crystals of Nature’s Wrath (Su): Aurah’s wild shape natural
                                                                 scroll of word of recall.
      CHAPTER 9  THE ABERRATION   HUNTER  attacks  are  enhanced  with  jagged  crystals.  An  aberration   Whitecap: Hawk animal companion; CR —; Tiny magical
               struck by Aurah’s natural weapons must make a DC 18 For-
                                                                 beast; HD 11d8 plus 3; hp 52; Init +3; Spd 10 ft., fly 60 ft. (aver-
               titude save or become sickened. An aberration that makes

                                                                 age); AC 29, touch 17, flat-footed 24; Base Atk +8; Grp +0; Atk

               its saving throw is immune to this effect for the duration of
               that wild shape.
                 Favored Enemy (Ex): Aurah gains a +4 bonus on her Bluff,   or Full Atk +17 melee (1d4, talons); Space/Reach 2-1/2 ft./0 ft.;
                                                                 SA —; SQ bonus tricks, devotion, improved evasion, low-light
               Listen, Sense Motive, Spot, and Survival checks when using   vision; SV Fort +9, Ref +14, Will +5; Str 11, Dex 24, Con 10, Int
               these skills against aberrations. She gains the same bonus on   2, Wis 14, Cha 6.
               weapon damage rolls.                                Skills and Feats: Listen +4, Spot +26; Alertness, Great Forti-
                                                                              B
                 Pierce  Aberrant  Defense  (Ex):  Aurah  has  a  +2  bonus  on   tude, Multiattack , Toughness, Weapon Finesse.
               caster level checks made to overcome an aberration’s spell   Bonus Tricks: Attack, Come, Defend, Guard, Heel, Seek.
               resistance.                                         Devotion (Ex): Whitecap gains a +4 morale bonus on Will
                 Animal Companion (Ex): Aurah has a hawk named Whitecap   saves against enchantment spells and effects.
               as an animal companion. The creature’s statistics are provided   Improved Evasion (Ex): If Whitecap is exposed to any effect

               below.                                            that normally allows it to attempt a Reflex saving throw for
                 Animal Companion Benefits (Ex): Aurah gains special benefits   half damage, it takes no damage with a successful saving throw


               from having an animal companion.                  and half damage if the saving throw fails.
                 Link (Ex): Aurah can handle Whitecap as a free action. She
               also gains a +4 circumstance bonus on all wild empathy checks  DARKRUNNER GUILD

               and Handle Animal checks made regarding her hawk.  To many, the subterranean reaches might seem an infinite
                 Share Spells (Ex): Aurah can have any spell she casts on   maze of chambers and corridors impossible to navigate. Yet
               herself also affect her animal companion if the latter is within   one organization has made a tidy profit doing just that. The

               5 feet at the time. The druid can also cast a spell with a target   Darkrunner Guild consists of those who explore, chart, and
               of “You” on her animal companion.                 discover the hidden secrets of the world below.
                 Resist Nature’s Lure (Ex): Aurah gains a +4 bonus on saving     The  guild  is  represented  to  some  degree  in  almost  all
               throws against the spell-like abilities of fey.   sizable underground settlements, and even in a few of the
                 Trackless Step (Ex): Aurah leaves no trail in natural surround-  larger surface cities. Most of their members have at least a
               ings and cannot be tracked.                       few levels in the darkrunner prestige class, although this
                 Wild Shape (Su): Aurah can change into a Tiny to Large   isn’t required to become a member. The reverse is not quite
               animal and back again, as per the polymorph spell. This ability   as true; the few darkrunners who don’t belong to the guild
               lasts for 15 hours or until she changes back.     are almost always rogues who live as mercenaries or nomads.
                 Winds of Nature’s Grace (Ex): Aurah has a +1 bonus on all   It’s best to avoid confrontations with guildless darkrunners,
               saving  throws  made  against  attacks  from  aberrations.  The   since they tend to be insane at best and remorseless brigands
               bonus increases to +2 when she uses wild shape to assume the   at worst. Only the aberrant underground races eschew the
               form of an animal.                                valuable skills and lore possessed by the guild, often to their
                 Woodland  Stride  (Ex):  Aurah  can  move  through  natural   disadvantage.
               thorns,  briars,  overgrown  areas,  and  similar  terrain  at  her     Membership in the guild has several advantages. A guild
               normal  speed  and  without  damage  or  other  impairment.   member is virtually guaranteed a safe place to rest in any
               However, thorns, briars, and overgrown areas that are magically   large subterranean city; the guild has safe houses—even in
               manipulated to impede motion still affect her.    normally inhospitable drow and duergar settlements—that
                 Druid Spells Prepared (caster level 13th): 0—cure minor wounds  welcome members of all races. Likewise, guild houses typically
               (2), detect magic, guidance, mending, purify food and drink; 1st—  have several spellcasters living on site, their services offered

               cure light wounds (2), jump, obscuring mist, produce flame, speak   at a 75% discount to members. Members of the guild can also
               with animals (2); 2nd—barkskin,bull’s strength,detect aberration†,   sell and buy magic items at better costs; typically 10% over or
               gust of wind, lesser restoration (2); 3rd—cure moderate wounds (2),   under list price. Of course, membership isn’t free. A member
               greater magic fang,nature’s purity†, water breathing; 4th—air walk,  of the Darkrunner Guild is expected to stay on top of the
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