Page 220 - Lords of Madness: The Book of Aberrations
P. 220

monthly  dues,  which  operate  on  a  sliding  scale.  Entrance     Against magical beasts, he gains a +2 bonus on these skill
          dues are 500 gp per character level, and yearly dues thereafter   checks and on weapon damage rolls.
          drop to 100 gp per character level. Levels of the darkrunner   Animal Companion (Ex): Jasper has a Medium viper named
          prestige class do not count when determining how much you   Goldeye as an animal companion. The creature’s statistics are
          owe. Of course, the guild won’t accept just anyone into its   provided below.

          ranks. Typically, an applicant needs to have at least 5 ranks in   Animal Companion Benefits (Ex): Jasper gains special benefits

          Knowledge (dungeoneering) and at least 7 ranks in Survival   from having an animal companion.
          before she is considered for membership.            Link (Ex): Jasper can handle Goldeye as a free action. He also
            Members of the guild hire themselves out as spies, explor-  gains a +4 circumstance bonus on all wild empathy checks and
          ers, or underground guides. Prices vary from region to region   Handle Animal checks made regarding his snake.
          and according to the danger of the job, but typically a member     Share  Spells  (Ex):  Jasper  can  have  any  spell  he  casts  on
          can expect to be paid no less than 5 gp per character level   himself also affect his animal companion if the latter is within   HUNTER  CHAPTER 9
          (darkrunner levels count double) per day.         5 feet at the time. He can also cast a spell with a target of “You”   THE ABERRATION
                                                            on his animal companion.
        Sample Member                                        Direction Sense (Ex): Jasper can study a single underground
          Jasper Ringlerock only just recently joined the Darkrunner   location he is in and designate that as his directional focus.
          Guild after proving his worth by sneaking through a large nest   From that point on, he can find the path (as the spell) to the

          of cloakers to map a particularly tangled warren of caverns   shortest, most direct route to his directional focus while he is
          located below a haunted grell outpost. Jasper is eager to build   within 5 miles of the designated spot.
          on his reputation in the guild before news of this accomplish-  Spelunking  (Ex):  Jasper  gains  a  +1  competence  bonus  on
          ment is eclipsed by some new stunt by another darkrunner.   Climb,  Escape  Artist,  Jump,  Survival,  and  Swim  checks
          As a result, he might be a bit too exuberant and daring in   underground. He is treated as a Tiny creature for the purpose
          his tactics. A party that hires him is guaranteed to get more   of squeezing into narrow tunnels or confined areas.

          than they bargained for when Jasper tries to lead them on a   Woodland Stride (Ex): Jasper can move through natural thorns,

          shortcut through the basements of a mind flayer outpost or a   briars, overgrown areas, and similar terrain at his normal speed
          “long-abandoned” deep dragon lair.                and without damage or other impairment. However, thorns,
            Jasper is a cheerful halfling who has yet to really encounter   briars, and overgrown areas that are magically manipulated to

          actual failure or defeat. He knows that most of his past suc-  impede motion still affect him.
          cesses are thanks mostly to luck, but he figures that he can   Ranger Spells Prepared (caster level 3rd): 1st—longstrider, resist

          handle whatever his good luck can’t.              energy.
                                                             Possessions:  +1  mithral  chain  shirt,  +1  longsword,  cloak  of

          Jasper Ringlerock: Male halfling ranger 7/darkrunner 1; CR   elvenkind,  darkrunner  emblem,  masterwork  shortsword,
          8; Small humanoid; HD 7d8+14 plus 1d6+2; hp 54; Init +4; Spd   masterwork longbow with 30 arrows, locket with continual
          20 ft.; AC 19, touch 14, flat-footed 15; Base Atk +7; Grp +4; Atk   flame cast on the inside of the clasp, mapping kit, 7 days of


          +10 melee (1d6+2/19–20, +1 longsword) or +13 ranged (1d6/×3,   food and water.
          masterwork  longbow);  Full  Atk  +8/+3  melee  (1d6+2/19–20,
          +1 longsword) and +8/+3 melee (1d4/19–20, masterwork short-  Goldeye: Medium viper; CR —; Medium magical beast; HD
          sword), or +13/+8 ranged (1d6/×3, masterwork longbow); SA   4d8+3; hp 21; Init +4; Spd 20 ft., climb 20 ft., swim 20 ft.; AC

          favored enemy (aberrations +4, magical beasts +2); SQ animal   19, touch 14, flat-footed 15; Base Atk +3; Grp +2; Atk or Full

          companion  (Medium  viper),  animal  companion  benefits,   Atk +7 melee (1d4–1 plus poison, bite); SA poison; SQ evasion,
          darkvision 10 ft., direction sense, spelunking, wild empathy   low-light vision, scent; AL N; SV Fort +4, Ref +8, Will +2; Str
          +7 (+3 magical beasts), woodland stride; AL CG; SV Fort +10,   9, Dex 18, Con 11, Int 1, Wis 12, Cha 2.
          Ref +10, Will +4 (+6 against fear); Str 12, Dex 18, Con 14, Int   Skills and Feats: Balance +12, Climb +12, Hide +13, Listen +6,
          8, Wis 12, Cha 10.                                Spot +6, Swim +7; Toughness, Weapon Finesse.
            Skills and Feats: Climb +10, Hide +23, Jump –1, Knowledge   Evasion (Ex): If Goldeye is exposed to any effect that normally
          (dungeoneering) +4, Listen +10, Move Silently +13, Search +4,   allows it to attempt a Reflex save for half damage, it takes no

          Speak Language (Undercommon), Spot +15, Survival +8 (+2   damage with a successful saving throw.
          following tracks or underground), Swim +0; Aberration Blood†   Poison (Ex): Injury, Fortitude DC 12, initial and secondary
          (sticky fingers), Alertness, Endurance, Improved Two-Weapon   damage 1d6 Con.

          Fighting, Inhuman Blood†, Track, Two-Weapon Fighting.
            † New feats described earlier in this chapter.  SOCIETY OF THE SANCTIFIED MIND
            Languages: Common, Halfling, Undercommon.        This group’s members dedicate themselves to combating the

            Favored Enemy (Ex): Jasper gains a +4 bonus on his Bluff,   machinations of evil psionics-using creatures wherever they
          Listen, Sense Motive, Spot, and Survival checks when using   can be found.
          these skills against aberrations. He gains the same bonus on     The society considers its mission a crusade to rid the world
          weapon damage rolls.                              of evil psionics-users, or at the very least to minimize their
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