Role-Playing Game

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Death Knight

Level 10 Undead

161 Points

Str 21 (+5), Dex 13 (+1), Con -, Int 10 (0), Wis 14 (+2), Cha 10 (0)

Skills: Diplomacy 4 (+4), Handle Animal 4 (+4), Perception 4 (+6). Ride 8 (+9), Sense Motive 4 (+6)

Feats: All-out Attack, Armor Proficiency 3, Dodge Focus 1, Improved Initiative 1, Power Attack, Takedown Attack 2, Weapon Proficiency 2

Abyssal blast: Fire Damage 8 (320m range; affects inforporeal half)

  • Alternate Power: Great blast: Fire Damage 8 (320m range; 16m burst, Ref half; affects incorporeal half; full-round action)
  • Alternate Power: Death knight’s touch: Drain Constitution 6 (Will negates; slow fade 6, 1/day)

Death knight senses: Senses 2 (darkvision)

Fear: Emotion Control 5 (reaction to attack; limited to fear; limited once per target; sight-dependent)

Natural armor: Protection 6 (impervious 6 limited only against physical)

Undead immunities: Immunity 55 (cold effects; emotion effects; mental effects; fortitude effects)

Sensitive to Silver

Combat:

Melee Attack +10, Great sword +10 (19-20) or Drain Constitution 6, Grapple +15

Ranged Attack +8, Abyssal blast +8, Range 32m/320m

Defense 16, surprised 13

Health +14 (Injury 20 / Stun 25 / Disablement 30 / Death 35)

Initiative +5

Speed 8, unarmored 12

Saving Throws: Fortitude -, Reflex +6, Will +12

Inventory: Full plate, great sword, short sword, steel cap

Centipede, Giant

Level 3 Insectoid

15 Points

Str 9 (-1), Dex 15 (+2), Con 10 (0), Int 1 (-5), Wis 10 (0), Cha 2 (-4)

Skills: Climb 8 (+7), Perception 4 (+4), Stealth 8 (+10)

Bite: Damage 1 + Drain Dexterity 3 (poison; slow fade 6, 1/day)

Centipede senses: Senses 4 (scent; tremorsense)

MovementMovement 3 (climbing 2; burrowing 1, limited to earth)

Natural armor: Protection 1

Drawbacks: Blind (very common, moderate)

Animal

Combat:

Melee Attack +2, Bite +1 and Drain Dexterity 3, Grapple +1

Defense 14, surprised 12

Health +1 (Injury 7 / Stun 12 / Disablement 17 / Death 22)

Initiative +2

Speed 12, Burrow 6, Climb 6

Saving Throws: Fortitude +2, Reflex +2, Will 0

Basilisk

Level 7 Magical Beast

70 Points

Str 19 (+4), Dex 8 (-1), Con 18 (+4), Int 2 (-4), Wis 12 (+1), Cha 11 (0)

Skills: Perception 8 (+9)

Basilisk senses: Senses 2 (darkvision)

Large size: Growth 4

Natural armor: Protection 3

Petrifying gaze: Transform 7 (flesh to stone; affects incorporeal fully; continuous; perception range; sight-dependent)

  • Alternate power: Bite: Damage 3 (mighty)

Animal

Sensitive to Silver

Combat:

Melee Attack +7, Bite +7, Grapple +16

Defense 15, surprised 13

Health +7 (Injury 13 / Stun 18 / Disablement 23 / Death 28)

Initiative -1

Speed 12

Saving Throws: Fortitude +9, Reflex +4, Will +3

Bestiary

A new page is up, that will serve as the alphabetical index for all monsters posted.

You can find the bestiary on the top right of the blog, as with other pages.

Ankheg

Level 6 Insectoid

45 Points

Str 21 (+5), Dex 10 (0), Con 17 (+3), Int 1 (-5), Wis 13 (+1), Cha 6 (-2)

Skills: Climb 4 (+9), Perception 8 (+9)

Feats: Improved Grab

Ankheg senses: Senses 4 (scent; tremorsense)

Burrow: Movement 1 (burrowing, limited to earth)

Large size: Growth 4

Natural armor: Protection 5

Spit acid: Acid Damage 8 (32m line, Ref half; limited 1/hour)

  • Alternate power: Bite: Damage 3 (mighty)

Animal

Combat:

Melee Attack +4, Bite +8 and Grapple +14

Defense 14, surprised 12

Health +8 (Injury 14 / Stun 19 / Disablement 24 / Death 29)

Initiative 0

Speed 12, Burrow 6

Saving Throws: Fortitude +6, Reflex +3, Will +2

World Map

The first version of the setting’s world map.

DeviantArt: http://jgellert.deviantart.com/art/Acherusis-World-Map-210827122

The SETTING page has been updated to include the full map.

02×03 – Over There

The two escapees now rushed to the docks of Claville, followed by the old drunk. The waters of the great river Artavanus were glistening in the light of the morning sun, but this side of the docks was still quiet. Vadal knew there would be no fishermen here.

There was only one boat in the water, as always. Two big men were loading crates on it, while a smaller man watched over. Smugglers, no doubt, moving contraband east to Valgaard. Read the rest of this page »

02×02 – Finish the Job

Vadal stepped into the room and locked the door behind him. For the first time this night he had a moment to catch his breath, if only a brief one. He walked with haste and moved a table aside. The pain in his leg returned. He lowered himself to the ground and drew a knife from his right boot and used the blade to pry open a section of the floor planks. It took him a while; the better one wants to hide something, the longer it takes one to reach it. But even if news of his escape couldn’t be far behind, the prize hidden here was worth the delay. Read the rest of this page »

02×01 – Vadal’s Stash

Vadal could not tell how long they had been running. As a thief, he knew sprinting was part of the job, but he was not used to running long distances, or on uneven ground. Yet at the moment he felt no fatigue. Perhaps more disturbingly, his injured leg was not feeling as heavy as earlier.

Ezekiel was running next to him. He was not showing any signs of slowing down either, but that was expected from a mutant, a bred soldier. Read the rest of this page »

01×05 – Death and Darkness

They had been walking for a long time, too long, thought Vadal. Sometimes noises would come from beyond the light of the torch, but not even Ezekiel with his mutant eyes could spot anything. At other times there was complete silence, and everyone seemed too afraid to break it by speaking.

So all four of them jumped at the sudden noise that came suddenly, too close for comfort – the rattle of a chain, then the scraping sound of metal on stone as something was dragging itself away from the light. Read the rest of this page »

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