Showing posts with label Cosmic Seas. Show all posts
Showing posts with label Cosmic Seas. Show all posts

Friday, December 21, 2018

COSMIC SEAS: WITCHLIGHT MARAUDER

WITCHLIGHT MARAUDER
Witchlight Marauders are creatures that were bred by Orcish Mages during the Unhuman Ward to “counter ruthless elf aggression”, as one surviving orc scroll reads. In truth, the marauders were shock troops, organic first-strike weapons meant to devastate whole elven planets. Their efficiency as killing machines was matched only by their fast breeding.
Witchlight marauders are terrors that can lay waste to an entire planet, leaving nothing but barren rock and briny seas. Marauders can digest animal and vegetable matter, as well as metal and precious minerals—but not bare rock. They often strip the land down to bedrock before moving on. Marauders excrete a dark sludge that reeks of burning tar and supports no life. Their insatiable hunger can devour all life on a world in a few years’ time if left unchecked.
Cosmic Seas: In the Cosmic Seas setting, the Witchlight Marauders were a weapon gleaned from remnants of the Far Realm/Space Titan wars by Orcish Warlocks and Clerics. They are officially considered abominations by the Celestial Church, though clerics of the Tyrant secretly covet knowledge on these monsters. 


PRIMARY MARAUDER
Primary marauders are the largest of the terrestrial marauders. They are slug-like creatures that are over 100 feet in length and surrounded by a thin, sickly green cloud of gas. Primary marauders have many mouths all around their bodies that constantly tear and chew the surrounding terrain and anything that gets within their range. Everything in the marauder's path is food: plants, animals, cities, and mountains. All food—including metals and minerals—makes its way to their blast-furnace stomach to produce poison gas and to spawn more witchlight marauders.
Primary marauders are active in cycles. They mindlessly eat and spawn secondary marauders for 5-8 (1d4+4) weeks before they instinctively delve underground, literally eating the ground out from under themselves. Once they've burrowed to a sufficient depth (rarely less than 500 feet) they begin to spawn another primary marauder. This takes 1d6+1 days, during which time the primary marauder is unable to make full-round actions. At the end of this period, another primary marauder is born, and the two go their separate ways.
Gargantuan aberration, chaotic evil
Hit Points. 1,125 hp (50d20+600)
Speed. 30 ft. Burrow 20ft, Swim 20ft. 
Armor Class. 20
STR
DEX
CON
INT
WIS
CHA
45 (+17)
6 (-2)
34 (+12)
3 (-4)
10 (+0)
3 (-4)
Damage Immunities. Cold, Disease, Poison, Psychic; Bludgeoning, Piercing, And Slashing from Non-magical Weapons.
Condition Immunities. Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.
Damage Resistances. Acid, Fire, Lightning, Necrotic, Thunder.
Senses. Blindsight 120 Ft., passive Perception 10
Challenge. 30 (155,000)
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Legendary Resistance (3/Day). If the primary marauder fails a saving throw, it can choose to succeed instead.
Immutable Form. Witchlight Marauders are immune to any spell or effect that would alter its form.
Regeneration. The marauder regains 20 hit points at the start of its turn. If the marauder takes radiant or lightning damage, this trait doesn't function at the start of the marauder’s next turn. The marauder dies only if it starts its turn with 0 hit points and doesn't regenerate.
Siege Monster. The primary marauder deals double damage to objects and structures.
Spawn Secondary Marauder. Once it starts feeding, a primary marauder will spawn 1d4+1 secondary marauders per day.
Toxic Cloud. The Primary Marauder is surrounded by a poisonous cloud. Any creature coming within 50 feet of the creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if
they hold their breath or don't need to breathe.

ACTIONS
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Multiattack. The primary marauder can use its frightful presence or its toxic cloud and then make one bite or six claw attacks. 
Bite. Melee Weapon Attack: +26 to hit, reach 10 ft., one target. Hit: (4d12+17) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the primary marauder can't bite another target.
Claws (Secondary Bites). Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: (2d8+17) piercing damage.
Frightful Presence. Each creature within 120 feet of the primary marauder and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the primary marauder is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the primary marauder’s Frightful Presence for the next 24 hours.
Swallow. The primary marauder makes one bite Attack against a Large or smaller creature it is Grappled. If the Attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is Blinded and Restrained, it has total cover against attacks and other effects outside the primary marauder, and it takes 56 (16d6) acid damage at the start of each of the primary marauder’s turns.
If the primary marauder takes 60 damage or more on a single turn from a creature inside it, the primary marauder must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the primary marauder. If the primary marauder dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 30 feet of Movement, exiting prone.

Legendary Actions
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Primary Marauders can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Primary Marauder regains spent legendary actions at the start of their turn.
Attack. The primary marauder makes one bite attack or six claw attacks.
Move. The primary marauder moves up to half its speed.
Chomp (Costs 2 Actions). The primary marauder makes one bite attack or uses its Swallow.


SECONDARY MARAUDER
Secondary marauders are twenty-foot tall creatures with a vaguely humanoid shape. Its arms are tipped in long, metal talons; and its stump-like feet have many gripping toes. It has no head, only the mockery of a face on its chest. Secondary marauders eat just about anything in their path. Unlike primary marauders, secondaries will spread out in an erratic pattern to look for food. They often sunder the weapons and equipment of their foes. This isn't a battle tactic, but rather them attempting to rend whatever they come across in any way possible.
Huge aberration, chaotic evil
Hit Points. 187 (15d12+90)
Speed. 60 ft, Climb 20ft, Swim 10ft. 
Armor Class. 23
STR
DEX
CON
INT
WIS
CHA
29 (+9)
10 (+0)
23 (+6)
3 (-4)
10 (+0)
3 (-4)
Damage Immunities. Disease, Poison, Psychic; Bludgeoning, Piercing, And Slashing from Non-magical Weapons.
Damage Resistances. Acid, Cold, Fire
Condition Immunities. Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses. Blindsight 120 Ft., passive Perception 10
Challenge. 11 (7,200)

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Immutable Form. Witchlight Marauders are immune to any spell or effect that would alter its form.
Magic Resistance: The secondary marauder has advantage on Saving Throws against Spells and other magical effects.
Regeneration. The secondary marauder regains 5 hit points at the start of its turn. If the marauder takes radiant or lightning damage, this trait doesn't function at the start of the marauder’s next turn. The marauder dies only if it starts its turn with 0 hit points and doesn't regenerate.
Siege Monster. The secondary deals double damage to objects and structures.
Spawn Tertiary Marauder. Once it starts feeding, a secondary marauder will spawn 1d4 tertiary marauder every day.
Spider Climb. The secondary marauder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions
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Multiattack. The secondary marauder can use its acid spray attack or make four attacks: two with its claws, one with its bite and one with its tail.
Acid Spray. The secondary spits acid in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage. If the target is a creature, it is Grappled (escape DC 20). Until this grapple ends, the target is Restrained, and the secondary marauder can't bite another target.
Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d6 + 9) slashing damage, and the target must make a DC 20 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.


TERTIARY MARAUDER
Tertiary Marauders are the least form of Marauder and serve as swarming skirmishers for the Secondary and Primary Marauders. The creatures are roughly humanoid in shape with dark rubbery flesh. Their arms end in crude sword blades that are constantly moving. The smallest of the marauders, standing less than 5 feet in height, tertiaries are vicious fighters. They lack a head but sprout a mass of weaving tentacle from their neck.
Medium aberration, chaotic evil
Hit points. 26 (4d8+8)
Speed. 40ft.
Armor class. 18
STR
DEX
CON
INT
WIS
CHA
18 (+4)
17 (+3)
14 (+2)
3 (-4)
10 (+0)
3 (-4)
Damage Immunities. Disease, Poison, Psychic
Damage Resistances. Acid, Fire.
Condition Immunities. Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses. Blindsight 120 Ft., passive Perception 10
Challenge. 3 (700xp)
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Immutable Form. Witchlight Marauders are immune to any spell or effect that would alter its form.

Keen Smell. The tertiary marauder has advantage on Wisdom (Perception) checks that rely on smell.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions
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Multiattack. The tertiary marauder makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.

Sunday, September 16, 2018

COSMIC SEAS: MAGEWRIGHTS OF THE SPACELANES

In the Cosmic Seas setting, magic is a tool that’s incorporated into many jobs. There are entirely magical careers, such as Astrologer/Navigators. But much of the time, mundane skill and magic are combined. A lamplighter can work with mundane lanterns, but also learns to create and maintain ship and street lamps, running lights and radium bulbs that are so common on ships and at ports-of-call with a cantrip.
A magewright knows one to four cantrips or spells. Magewrights don’t use spell slots. Cantrips can be used casually, but their spells are usually cast as rituals—even if the spell doesn’t normally have the ritual tag. When converting a spell to a magewright ritual, it can have a casting time of up to one hour. It’s also common for a magewright’s ritual to have an additional component cost in Stardust Crystals, the fuel of the magical economy. A typical cost would be 25 gp for a 1st level ritual, 50 gp for a 2nd level ritual, doubled for each subsequent level; but this is only a basic guideline. The point is that the limitations on a magewright are time and money. A locksmith can cast more than one arcane lock in a day; but it costs an hour and 50 gp for each lock they want to create.
While the common spell list is a starting point for magewright spells, you can modify these spells
quite versatile. Prestidigitation can heat or chill an object, light or extinguish a flame. Both the lamplighter and the chef may know prestidigitation, but the chef’s version may only work on food, while the lamplighter can only light or extinguish flames. An actor may know a version of thaumaturgy that helps project their voice but doesn’t provide any of the other benefits. Artisans often know versions of guidance that only helps with their particular art.
In dealing with a magewright, think about the form that their magic takes. A locksmith can perform knock as a ritual. But they don’t just snap their fingers. They might use lengths of wire or iron rods, tracing patterns around the lock they are dealing with while murmuring incantations. The magewright performs magic as both a job and a science.

SAMPLE MAGEWRIGHTS
Here are some examples of magewrights common in the Cosmic Seas setting, and the services that they provide. Not every healer can cast lesser restoration, and not every astrologer can cast divination, these are general guidelines.
·         Astrologer/Navigator. Proficient in Arcana and with navigators’ tools. Augury (ritual 50go cost); divination (1-hour ritual, 200 gp).
·         Boatswain/Bosun. Mending, message, locate object (1-hour ritual, 50 gp component cost). Familiar with Carpenters tools
·         Chef. Prestidigitation (food only), purify food and drink (ritual), gentle repose (ritual, food only). Familiar with cook’s tools.
·         Healer. Proficient with Medicine and herbalism kits. Spare the dying, detect poison and disease (ritual), lesser restoration (1-hour ritual, 50 gp component cost).
·         Lamplighter. Light, continual flame (1-hour ritual, 50 gp component cost); uses tinker’s tools to create and repair lanterns.
·         Locksmith. Arcane lock (1-hour ritual, 50 gp component cost), knock (ritual, 50 gp component cost); proficient with thieves’ tools and tinker’s tools.
·         Mechanist. Mage hand, prestidigitation, protection from energy (1-hour ritual, 50 gp component cost), animate object (ritual 300 gp component cost). Familiar with Alchemists and Tinkerers tools.
The term magewright specifically refers to an arcane spellcaster. In religious communities’ adventurers may find divine casters performing these same functions. casters performing these same functions. Such a divine caster is called an Adept. Divine magic is a gift instead of a science, and adepts typically work on behalf of their faith rather than selling their services.

Tuesday, July 24, 2018

COSMIC SEAS: NECROTIC ENERGY

NECROTIC ENERGY DAMAGE
“Never before had he known what shapeless black things lurk and caper and flounder all through the aether, leering and grinning at such voyagers as may pass, and sometimes feeling about with slimy paws when some moving object excites their curiosity. These are the nameless larvae of the Other Gods, and like them are blind and without mind, and possessed of singular hungers and thirsts.” 
-H. P. Lovecraft. Dream Quest of Unknown Kadath
In the Cosmic Seas setting, mortal space explorers are constantly at risk from exposure to the dreaded Necrotic Energy. This life draining energy permeates the space between the worlds and is always seeking ways to drain the life and light from the worlds. 
Necrotic Energy affects a spherical area, radiating out from a source point. Necrotic Energy can extend into solid objects with only lead offering protection from this energy. The closer one gets to the center of an area of necrotic energy, the stronger the necrotic energy effect becomes. Necrotic Energy entries list the maximum level of necrotic energy in an area, as well as the radius out to which this necrotic energy level applies. Each increment up to an equal length beyond that radius degrades the necrotic energy strength by one level. For example, a source of high necrotic energy with a radius of 20 feet creates a zone of medium radiation 21 feet to 40 feet from the center in all directions, and a similar zone of low necrotic energy from 41 to 60 feet.
Necrotic Energy damage is poison damage and any ability or spell that affects poison will, likewise, affect necrotic energy damage. Creatures that are immune to poison damage take no damage from necrotic energy, and creatures resistant to poison damage suffer half the normal levels of exhaustion on a failed saving throw, rounding down.
Creatures that are exposed to necrotic energy must make a saving throw each round or suffer levels of exhaustion, as set out in the Necrotic Energy Damage table. If the saving throw fails by 5 or more, the creature suffers more levels of exhaustion, as set out in the Necrotic Energy Damage table.

TABLE: NECROTIC ENERGY DAMAGE

Necrotic Energy Level               
Constitution Saving Throw DC
Failed Saving Throw
Failed Saving Throw by more than 5
Low
10
One level of exhaustion
Two levels of exhaustion
Medium
15
Two levels of exhaustion
Three levels of exhaustion
High
20
Three levels of exhaustion
Four levels of exhaustion
Severe
25
Four levels of exhaustion
Five levels of exhaustion
  
NOTES: Necrotic Energy is my answer to Radiation, and even as an in-game explanation for the cold of space. In the Cosmic Seas setting, horrid undead entities lurk in Space, and necrotic (negative) energy is an excellent catchall for the horribleness and danger of space travel. 



Tuesday, May 29, 2018

COSMIC SEAS: AETHON DRIVE (HELM)

The universe of Cosmic Seas melds magic and weird science, hearkening back to the wild and wooly "Scientific Romance" and "Sword and Planet" stories of way back when. Because of this, ship propulsion and related technology are a mish-mash. This is largely due to the many space-going races that have come and gone, with the present age of space travelers using a wild combination of different types of techno-magic that nonetheless works quite well.
This is my take on the classic "Spelljammer Helm" for use in the Cosmic Seas setting. It is more an arcane machine, being used with assorted other devices. Most ships will have these or similar devices in use. As their is no Phlogiston, the dangers of these drives are not as immediate.


AETHON ELEMENTAL ENGINE (Helm)
Cost: 100,000gp (Minor), 250,000gp (Major)
Aethon Helms are a type of Spelljamming Helm that has become the primary type of power source for space-going vessels within the Dragon Empire. The Helm looks like a table, but angled at a 45 degree increase so a seated person can access every part of it with comfort. On top of the helm are attached any number of etched rune plates, each one tied to a function of the ship. Both major and minor Aethon helms are powered by a bound Elmarin that is "fed" Stardust Fuel (see below) greatly increasing and focusing the creatures power. This power source is always enclosed in a sealed container that resembles a boiler or furnace. While this provides movement, it is primarily used to push the ship forward; maneuvering is accomplished through use of the ship's sails, oars or wings.
Operation of an Aethon Drive's Helm requires that the Helmsman be proficient in Vehicles (space) or Arcana. For every day of travel, an Aethon Drive consumes one charge fron a 20 lbs. tank of Stardust Fuel (each tank contains 10 charges). This consumption rate can be offset by using Stellar Sails (see below), though most ships keep a backup supply of Stardust, just in case. Aethon Engines break down less, but if a space ship with an Aethon engine crashes and the DM can make a DC 24 Constitution check using the Constitution modifier of the pilot. If the check fails, the engine explodes, dealing 10d10 points of fire damage to all objects and creatures within a 60-foot radius of the engine and killing the Elmarin within. A DC 17 Dexterity save halves the damage (but still kills the resident Elmarin).

TRAVEL TIMES
Away from planets and other large objects, a ship equipped with an Aethon Drive flies through space at what is called cruising speed. The cruising speed of a ship depends on the Aethon Drive (or Helm) propelling it. A minor helm allows a ship to travel between adjacent planets in 2d6+2 days, while a major helm moves between adjacent planets in 1d6+1 days. (The random element assumes that even adjacent planets may be in different parts of their orbits. In extreme circumstances, you could double or even triple these times.

STARDUST FUEL
Stardust is a type cosmic dust composed of particles in space. These "elemental particles" are infused with Transmutation Magic in its purest form and are thus highly prized by magic users and supernatural beings. By itself, a handful of this substance allows a user to cast the reverse gravity spell with a duration of 1d10 minutes. However, the real power of this substance is to power Aethon Drive equipped Spelljamming ships through space.
Stardust Fuel is produced in specialized refineries located in the upper atmosphere of worlds near stars, where the dust is sifted from the solar winds. Different races have different means of doing this, but the basics are the same. The Dragon Empire maintains Stardust Refineries in every system in which it has a presence, maintaining its own stockpiles of the substance.
Stardust is sold in 20 lbs. iron tanks (like a propane tank) that cost 50gp per tank.

STELLAR SAILS
Stellar Sails are a remarkable item that allows vessels to travel farther and more efficiently. When paired with an Aethon Drive Helm (see above), Stellar Sails converts ambient magical energy found in Sunlight and Starlight into fuel for the helm. Each Stellar Sail generates enough energy to halve a ships consumption of Stardust Fuel. If used without stardust fuel, and Aethon Drive can create lift and flight, but cannot achieve cruising speed. Only 1 Stellar Sail may be attached to a given mast. Stellar Sails cost 500gp each.





Sunday, May 13, 2018

COSMIC SEAS: CITADEL SHIP

CITADEL, STANDARD
Cost: 3,370,000 gp
Speed: 30ft/20mph
Crew: 235/700
Passengers: 200
Cargo: 350 tons
AC: 20
Hit Points: 52,500
Damage Threshold: 50
Armaments:
  • 16 Light Cannon (crew: 4) Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3dl0) radiant damage.
  • 24 Cannon (crew: 5) Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
  • 8 Jettisons (crew: 5) Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 27 (5d10) piercing damage.
  • 6 radium cannons (crew 4); Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (8d6) negative energy damage.

Citadels are immense ships that are the backbone of the Dragon Empire fleet. Dragons prefer these vessels above all others for travelling across the depths of space, as Citadel ships are large enough for dragons and remind many dragon breeds of their preferred home environments.

These ships are crafted from Nickel-Iron asteroids that have be reshaped with elemental magic and cunning artifice. Citadels are massive affairs, and the largest Citadel that a forge can power is 4,000 tons in size. They can carry up to 700 medium sized humanoids comfortably, and many more if need be. They are festooned with heavy weapons, usually cannons, although other weapons are possible. The vessels are solidly built, a Citadel is not destroyed in battle, save by powerful magic or literally days of pounding. The Citadel might be taken, however, after a prolonged and bloody boarding action, or if the Citadel's air envelope can be somehow corrupted.

Architecturally Citadels greatly resemble strongholds built in mountains or hills on terrestrial worlds. The surface features include a strongly guarded gate, on Citadels this is usually next to a dock or landing strip for visitors. On the inside, Citadels are laid out more like a castle or fortress, with a plethora of traps and hidden passages. Guard animals and automatons are often available.

Away from planets and other large objects, a Citadel flies through space at what is called cruising speed. The cruising speed of a Citadel allows a ship to travel between adjacent planets in 2d6+2 days (The random element assumes that even adjacent planets may be in different parts of their orbits). In extreme circumstances, you could double or even triple these times.

Rools Rock- Massive Citadel ship owned by the Copper Dragon Aksook Rool


Thursday, May 3, 2018

COSMIC SEAS: AUTOMATON RACE


AUTOMATON
Otto Carnage (Automaton Hexblade of Detriax)
“If we didn't want anything, we would never get anything, good or bad. I think our longings are natural, and if we act as nature prompts us we can't go far wrong.” -Tik-Tok of Oz
Automatons are intelligent, artificial lifeforms created by ancient peoples (Empyrean Titans, elves, gnomes, ophidians), Wizards, Celestial Clerics and Machine Cultists. They are as sentient as any living creature, and can “procreate” by building children and endowing them with a portion of their own souls. Automatons are humanoid creatures composed of tin, wood, bronze, porcelain, ivory, steel or other such materials. The actual form of an Automaton is highly variable. Automaton warriors often have suits of armor attached to their bodies, while scouts may streamline their bodies to make fitting into small places easier. 
Automatons can be found across the Dragon Empire, often found working on ships or on hostile colony worlds, where lack of oxygen, exposure to extreme temperatures of other issues are less of a problem for Automatons. 
The Celestial Church has a significant force of Automaton soldiers, both indentured and free after having earned their freedom. These are typically in service to The Architect, god of invention and The Gatekeeper, god of like and death, but many serve the church as a whole. This is not to say that most Automatons are very religious, it is merely that the church creates many types of constructs, including Automatons. The Cult of Detriax, machine goddess of space junk, also creates and employs large numbers of Automatons.
These beings are more comfortable around other Automatons and around constructs of other sorts such as golems, though most Automatons deeply resent being confused with mindless constructs. Automatons are almost always created as servant creatures, and are treated as valuable slaves. Free Automatons are usually those who have earned their freedom after years of service, escaped service or who who have outlived their owners. 

Automaton Traits
The following traits are common among Automatons. 
Ability Score Increase. Your Constitution score increases by 2.
Age. An Automaton is built complete and considered fully developed after construction. The maximum age for an Automaton is believed to be about 150 years; it would clearly depend mostly on the Automaton’s lifestyle and exposure to risk. 
Alignment. Automatons are generally neutral. They were built to fight, not to wonder whether fighting is right. Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals.
Speed. Your base walking speed is 30 feet.
Size. An average Automaton stands between 5′-7′ tall and weigh between 225-400 lbs. Your size is medium.
Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to breathe, eat or drink, but you can ingest food or drink if you wish.
Unsleeping Sentinel. Automatons don’t need to sleep. Instead, they settle into a resting state, remaining semi-conscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. You gain the benefits of a long rest after this period of being inert.
Clockwork Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class. During a short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest, the armor you are wearing is bonded to you, and it cannot subsequently be removed from your body until you finish another short rest during which time you remove the bonded armor. You must be proficient with the armor in order to bond it to yourself.
Self-Stabilizing. You may add your proficiency bonus to your death saving throws.
Languages. You can speak, read and write Common.
Automaton Sub-Races. Five main types of automatons have been created, with automaton soldiers being the most common.

Companion Automaton
Built to accompany politicians and officers, these Automaton’s are designed to be pleasant company, often acting as assistants, translators and bodyguards (and assassins).
Ability Score Increase. Your Charisma score increases by 1.
Center Stage. You can choose to gain proficiency in one of the following skills: Deception, Performance, or Persuasion.
Bilingual. You gain an additional language of your choice.

Medical Automaton
Made to help people who are injured they are well known for their medical application. They know how to fix many injuries but not any that are too severe.
Ability Score Increase. Your Wisdom score increases by 1.
Rest Easy. You gain proficiency in Wisdom (Medicine) checks

Mystical Automaton
Using the magic inside them to their full potential, they are built to assist and contain great magical powers and work with highly adept teachers.
Ability Score Increase. Your Intelligence score increases by 1.
Pushing the Limits. You can choose to gain proficiency in one of the following skills: Arcana, History, Perception, or Persuasion.

Scout Automaton
An Automaton Scout is a nimbler iteration of the Automaton. You were built for speed and mobility over raw power. An Automaton of this model possess the following traits.
Ability Score Increase. Your Dexterity score increases by 1.
Speed. Your base walking speed is 35 feet
Size. Small. You will be on the lighter size of automaton weights and heights.
Darkvision. Built for scouting missions you have been created with darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Soldier Automaton
An Automaton Soldier is what many first envision when imagining Automaton in general. They possess the following traits
Ability Score Increase. Your Strength score increases by 1.
Natural Weapon. You can never be disarmed because you are a weapon. You are proficient with your unarmed strikes, which deal 1d4 bludgeoning damage using your Strength modifier.



Random Height and Weight
Table: Automaton Random Height and Weight
Base Height
Height Modifier
Base Weight
Weight Modifier
5′10″
+2d6
270 lb.
+ (2d6 x 4) lb.

Tuesday, April 17, 2018

COSMIC SEAS: MAKO CRUISER




MAKO CRUISER
Cost: 106,000gp
Speed: 120ft/82mph
Crew: 1/2
Passengers: 1
Cargo: 5 tons
AC: 17  
Hit Points: 250
Damage Threshold: 10
Armaments:
Blunt Ram; Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
2 lightning cannons; Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (8d6) electrical damage.
               
The Mako Cruiser looks very much like a shark. The cockpit is visible on the head and back, while the ships tonnage is enclosed. The fins function as steering fins, with the large dorsal fin as a very large mainmast.

Away from planets and other large objects, a Mako Cruiser flies through space at what is called cruising speed. The cruising speed of a ship depends on the helm propelling it. A minor helm allows a ship to travel between adjacent planets in 2d6+2 days (The random element assumes that even adjacent planets may be in different parts of their orbits). In extreme circumstances, you could double or even triple these times.

These vessels come equipped with one Lantern of Air Purity and an Astrolabe. See Special Equipment for details. Any other equipment must be purchased by the owners/crew.

Ship Uses

This ship was designed as a battle cruiser, specifically to battle humanoid ships like orc mantis ships. The Mako Cruiser is a hearty fighter used across the empire. The vessel is designed for use by a single mage or cleric pilot with room for an additional crew member if they are friendly. These vessels see regular use by bounty hunters, security personnel and as support ships for capital ships.






Sunday, April 15, 2018

COSMIC SEAS 5E: ADRESHAN HADROSAUR RIDERS

Many spe cies of dinosaurs may be found on the many "Lost World" planets found across the Cosmic Seas, with many such creatures acting as mounts, beasts of burden, pets and war-beasts. The most often species used as war mounts and beasts of burden are the many species of Hadrosaurus. On the colony planet of Adreshan, one species of Hadrosaurus, the Parasaurolophus (crested lizard) in particular is very popular due to its social nature and loyalty to its rider once imprinted.

Parasaurolophus
Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 50 ft.
STR 17 (+3)  DEX 15 (+2)  CON 15 (+2) INT 2 (-4) WIS 14 (+2)  CHA 10 (+0)
Skills Perception +6
Senses passive Perception 16
Languages —
Challenge 1 (200 XP)
Keen Hearing. The parasaurolophus has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS
Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 10 (2d8 + 3) bludgeoning damage.

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

The parasaurolophus is a herbivorous duck-billed dinosaur with a distinctive crest on its head. This crest is hollow and can be used to create sound. These creatures cost 200 gp each and has a carrying capacity of 1,320 lb. Saddles for a Hadrosaurus of any species costs 60 gp and weighs 40 lb.

DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...