When my players first encountered the mites in my Kingmaker campaign, I wanted to make them memorable. And memorable I made them, if annoying. I gave them a loud, high-pitched battle cry that I demonstrated myself. My players never forgot that for the rest of the campaign, and I used it several times after that. The only monsters in that campaign they hated worse than the mites were the will-o-wisps. Because the mites were enemies of the kobold tribe, I wanted the players to hate them. However, if it were not for the kobolds, I can only guess that I would have tried to make them more likeable.
So it is my pleasure to pass that thought onto you. Below, we are presenting what we feel is the a faithful homage to the mites presented in that adventure and in the Pathfinder Roleplaying Game Bestiary 2 (even if there are a few minor changes). Please let us know if you want to see more details on this fey race. Oddly enough, by the race builder in the Pathfinder Roleplaying Game Advanced Race Guide, these guys are balanced with humans while kobolds are still considerably underpowered.
Mite Racial Traits
+2 Dexterity, +2 Wisdom, –4 Strength, –2 Intelligence: Mites quick and perceptive while physically weak and not very smart.
Fey: Mites are fey.
Small: Mites are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Mites have a base speed of 20 feet.
Darkvision: Mites can see in the dark up to 60 feet.
Low-Light Vision: Mites can see twice as far as humans in conditions of dim light.
Light Sensitivity: Mites are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Damage Reduction: Mites reduce damage taken from any source except cold iron by 2.
Vermin Empathy: Mites gain a +4 racial bonus on Handle Animal checks against creatures of the vermin type. Mites can use Handle Animal on vermin to train them to be mounts, as if they were animals. Mites can also use the Handle Animal skill on vermin swarms, as if the swarm is a single creature.
Spell-Like Abilities: Mites can cast prestidigitation at will and doom once per day. The save DC for these spells is equal to 10 + the spell’s level + the mite’s Charisma modifier.
Hatred: Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf and gnome subtypes because of their special training against these hated foes.
Languages: Mites begin play speaking Undercommon. Mites with high Intelligence scores can choose from the following: Common, Draconic, Sylvan.
What kind of characters do you want to make with these guys? Leave your thoughts in the comments below.
The Christmas in July Sale starts today at DriveThruRPG and RPGNow. For the next week, you can download all of Jon Brazer Enterprises’ Traveller and 13th Age titles for 25% off. Download these great deals and have yourself a Merry Little Christmas in the middle of the Summer.
EDIT: Well, I didn’t plan on it, but it would appear that Pathfinder is on sale for 25% off as well. Wahoo!
So I’ve been working on a number of 13th Age monsters in my spare time. I am really liking what I’ve done so far. However, there are a few that I would like feedback on how to tighten them up, particularly on the body slump ability. I would really appreciate your feedback. Note: this isn’t edited yet, so the verbage may be a little rough.
This enormous, fanged, stubby horned, clawed, razor-backed, ugly quadruped bears a skin of living rock.
Huge 13th level wrecker [aberration]
C: Bite +18 vs AC—100 damage
Natural odd hit: Starak can make a free buried alive attack.
Jawbone impale +18 vs AC (2 attacks)—90 damage
Natural 16+: Target’s speed is hampered until the end of the starak’s next turn.
R: Earth spike +18 vs AC—180 damage
Natural 12+ hit: Starak can make a free knock flying attack.
[Special trigger] Knock flying +18 vs PD—Unless the target can fly, the target is hurrled into the air and falls back to the ground, dealing 50 damage
Natural even hit: Target is hampered until the end of the starak’s next turn.
Natural 18+: Target is knocked into the far away range increment.
Acid immunity: A starak does not take acid damage.
Burrow: As the standard monster ability (see the 13th Age Core Rulebook, Chapter 7).
Foot stomp (all nearby enemies) +18 vs PD—target is stuck and vulnerable until the end of the starak’s next turn
[Special trigger] Buried alive +18 vs PD—Starak uses its pointy nose to move some of the earth and deposit the target in the hole before covering the target back up, dealing 50 ongoing damage. The target must start making last gasp saves as it is crushed by the mounds of dirt on top of it. The ongoing damage continues until either the target has succeeded his last gasp save (where it digs itself out) or the target is rescued (requiring another character to succeed a hard save to undig the character) or the target dies.
Available now are three new d66 lists for your game in the far future. The first of which is d66 Reasons Why Your Ally Cannot Help Right Now. Allies can help you out a tight spot, but they have lives of their own and are not always available to help you every instant of every day. This is not a mere list of excuse, but a list of serious problems that can lead to exciting new adventures.
Hundreds, if not thousands, of ships were sent out into the blackness of space carrying crews that were asleep for hundreds of years of living each day aboard the ship, waiting for the day they may find a star with habitable planets to colonize. Some of those ships are still in transit. Others have arrived, but the colony remembers those ships and their names. d66 Generational/Sleeper Ship Names gives you the names of hope and peace that the people of Earth left for the stars, only to find those stars are already inhabited by man kind.
d66 Personal Spacecraft Names 2 delivers even more names appropriate for someone’s personal pleasure ship. Pirates or corporations need not apply; these ships belong to the rich and the meager owners of outer space travel.
The people of the Foreven Sector have their own collection of vehicles that they use to travel the worlds. With little infrastructure, the people here must rely on the few worlds that are built up enough to produce such machines, even if they are their enemies. Whether you are building a colony, arming a police force, or starting a war, the vehicle you need lies within.
Foreven Worlds: Vehicles of the Frontier is a 20 page supplement for Traveller. Inside you will find:
- 3 Civilian Battledresses and 4 Military Battledresses,
- 7 Civilian Vehicles,
- 2 Cargo Vehicles,
- 3 Police Vehicles,
- 4 Military Vehicles, and
- descriptions of how each fits into the Foreven Sector and in your game.
What destiny lies in your hands?
We are currently putting the final touches on Foreven Worlds: Vehicles of the Frontier and we thought we would share a pair of the final pages here. First up, we have the Cyberpuma, an extremely fast sports car for the wealthier individuals in the Foreven Sector. You will note it has an Optional Equipment package so you you can upgrade your vehicle for a small fee. The other vehicle here is a Zhodani grav tank that is no longer in production, but is sold to many of the Consulate’s allies throughout the sector. Click on the images below to see them upclose.
These vehicles are designed for the Foreven Worlds setting but they work just as well anywhere else in the Official Traveller Universe or any other setting you desire. Their descriptions include minor references to Foreven Worlds, making it easy for you to integrate the vehicles into any setting you desire.
“Traveller” and the Foreven logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission. The Traveller Main Rulebook is available from Mongoose Publishing.
I saw a report recently about smart guns and how they are work. It was pretty cool. A thought I had about them shortly after the report was: why aren’t they in Traveller. So I’m adding them as an option. Here goes:
New Equipment Option
Smart Firearm (TL 8+). At the time of manufacturing, any firearm can become a smart gun. This prevents the gun from firing unless the designated person is holding the gun. At lower tech levels (TL 8-10), this represents a bracelet, ring or similar object being worn by the wielder that must be within 30 centimeters of the firearm. At higher tech levels (TL 10+), this represents DNA encoding to make sure the holder of the weapon is the designated person. When an authorized user of a Smart Firearm is deactivated, a new user normally must wait one minute before being activated. This modification triples the cost of the weapon.
New Skill Uses
Activating a user on a smart firearm: Education, 10-60 seconds, Easy
Activating a user on a smart firearm within 1 minute of a user being deactivated: Education, 10-60 seconds, Difficult
Making a smart firearm think the current user is the authorized user: Education, 1-6 seconds, Very Difficult.
What do you think?
Treasury of the Sands (PFRPG)
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