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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