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View Full Version : The Goodwife 20lvl. N.P.C. progression P.E.A.C.H.(kindaW.I.P.)



Thugorp
2011-03-27, 12:55 PM
This classed is based HEAVILY on The Goodwife Pr.C. created by the(sadly) banned but(happily) brilliant Vorporeal Trible. Infact half of the creatures, most of the abilities and the only companion feat were all created by her; not to mention all of the fluff. It would also be unfair of me not to mention that, although I did not end up using his notes(sorry), Psyborg(a fellow Playgroundian) did come-up with the idea of making an N.P.C. class out of the Goodwife at about the same time I did; I just got to it first. What I have done is arranged the abilities in the order I felt best a 20level N.P.C. class, create a spell progression, and new casting mechanic, chosen a spell list, and tweaked some of the abilities to be more easily and fairly played. Additionally I have either found and posted, or created stats for all of the small gods so that they can also be more easily used.

(Protip: for enjoyment on FIRST read-through you may want to read the first and then the third post and then round back up the the second)

Now with no further adue I present The Goodwife V2.0.



Goodwife
http://legalmatch.typepad.com/.a/6a00d83455b3db69e2013483c09c30970c-800wi

Put care and love into all you do, and you'll find love and care has been put in you! - Grandmother Cicely, the Tuckerville Blessing


There is love in everything. For it is love, if only of itself, that keeps a thing real and existing. Where there is love there is spirit. And where there is spirit, there are the Goodwives. Caring beyond measure is what fuels her and her abilities, and awakes in the very ground beneath your feet and the eaves above your head. That all things deserve love and care is her philosophy. If a child is ill, stay with it, if an item is broken, mend it. Whether it is the dog lying dead in the street, the child struck by illness, or a cracked pot abandoned, she will offer up a prayer to it and ceremoniously bury, burn, or otherwise dispose of it as needed with respect. She knows she cannot care for all, but that if all cared, existence would be a better place. She does what she can, and does it with all her heart and soul.

This intense dedication attracts small gods to her, and draws fey and spirits out of hiding, who whisper their secrets and wisdom, knowing she will never abuse her knowledge.


Becoming A Goodwife
One seems destined to become a goodwife as much it is chosen. She must with all her heart choose to dedicate herself to the aiding and furthering of family and community. Goodwives simply Care, for all things, from worms and pins to entire civilizations.


Hit Dice: d6






Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
0
1st
2nd
3rd
4th
5th


1st
+0
+0
+0
+2
Goodwife's Blessing, Second Sight
3
1






2nd
+1
+0
+0
+3
Out of the Woodwork
3
1






3rd
+1
+1
+1
+3
By Oak, Ash and Thorn
3
2






4th
+2
+1
+1
+4
Spontaneous Animation
3
2
0





5th
+2
+1
+1
+4
Lady of the Home
3
2
1





6th
+3
+2
+2
+5

3
2
1





7th
+3
+2
+2
+5
Incite the Spirits
3
3
2





8th
+4
+2
+2
+6
Small Gods
3
3
2
0




9th
+4
+3
+3
+6
Knock on Wood
3
3
2
1




10th
+5
+3
+3
+7
Possessive Possession
3
3
2
1




11th
+5
+3
+3
+7

3
3
3
3
2



12th
+6/+1
+4
+4
+8
Dancing Weapon
3
3
3
2
0



13th
+6/+1
+4
+4
+8
Small Gods (duo)
3
3
3
2
1



14th
+7/+2
+4
+4
+9

3
3
3
2
1



15th
+7/+2
+5
+5
+9
Goodwife's Exorcism
3
3
3
3
2



16th
+8/+3
+5
+5
+10

3
3
3
3
2
0


17th
+8/+3
+5
+5
+10
Teraphim Form
3
3
3
3
2
1


18th
+9/+4
+6
+6
+11
Small Gods (trio)
3
3
3
3
2
1


19th
+9/+4
+6
+6
+11
Spirit of the Home
3
3
3
3
3
2


20th
+10/+5
+6
+6
+12
Genius Loci
3
3
3
3
3
2




Class Skills
The Goodwife's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (architecture and engineering/local/nature/religion) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha), Use Rope (Dex)
Skills Points at Each Level: 6 + int

Class Features
All of the following are class features of the Goodwife prestige class.

Home
For the purpose of this class, the Home is the house and lands of a specific individual who lives within the home and tends the land without. A household is those who share these specific quarters and chores with the individual. These may be family, boarders, farm hands and similar.

A king for instance may own the land about his castle while the peasants til it, but the land they care for is considered theirs for the purpose of a goodwife's blessings and abilities.

Teraphim
For the purpose of this class Teraphim are good-aligned creatures of the material plane with a spark of the divine to them, be it through a connection to a deity or of the natural order. Many of the former are of Estanna, the goddess of home and hearth, or other deities of family and community. Most are natural however, living in the very trees and stones.

The majority have little to no power, but a Goodwife can awaken or call forth the powerful amongst them to protect and aid.

Weapon and Armor Proficiency: Goodwives gain proficiency with all simple weapons but not with any armor or shields.

Spells: A Goodwife casts divine spells according to the Goodwife table. A Goodwife may prepare and cast any spell from the shaman spell list(Pg.85 Oriental Adventures), provided she can cast spells of that level.(Alignment restrictions mean that casting some spells may have unpleasant consequences). The DC for a saving throw against a Goodwife's spell is 10 + the spell's level + the Goodwife's Charisma modifier. Goodwives do not acquire their spells from books or scrolls, nor prepare them through study. Instead, they commune with the Teraphim for their spells, receiving them as gifts from the many spirits with whom she deals. Each Goodwife must choose a time at which she must spend an hour each day in quiet conversation with the spirits to regain her daily allotment of spells. Time spent resting has no effect on whether a Goodwife can prepare spells.

SpellCasting: Goodwives do not, "cast," spells in the normal sense of the word, rather a goodwife asks the Teraphim to take action for her. In order to have a spell cast a goodwife must succeed on a diplomacy check DC 10 + spell level to convince the Teraphim to do as she requests. For this reason all Goodwife spells have verbal(sylvan) components and take a full round action to cast. Further if a Goodwife does not speak Sylvan she can not cast spells. If The Goodwife fails the DC then the spell fizzles and the spell slot is expended with no effect. For every 10 points by which the Goodwife exceeds the Diplomacy DC the spell goes into effect as though it were cast by a caster one level higher than the Goodwife really is. If the Goodwife fails the Diplomacy check by 5 or more the spell is considered to have misfired(role for misfire effect on a spell misfire effect table).

Goodwife's Blessing (Su): The blessing of a Goodwife is a most powerful yet subtle gift. It takes a full round action that allows for an attack of opportunity. It is permanent when used upon a home, unless one places a Curse on the blessed home, which negates the benefits of the blessing but effects it in no other way. To dispel the blessing with a Curse the curser must succeed on an opposed caster level check. A Goodwife's caster level is equal to her HD for the specific purpose of her blessing.
An individual may be blessed as well, though this blessing only lasts for 1d4 hours, unlike a home.

Only one blessing may be given per individual or home as a touch with no saving throw, though there is no limit to how many homes or individuals may be blessed. At 10th level she may grant two blessings at the same time with a single touch. At 20th level three blessings. Another goodwife may add her own blessing to an existing one only if permitted by another Goodwife. Otherwise she must make an opposed caster level check against the previous goodwife's blessing to add her own.

Another goodwife or one with True Seeing or Second Sight may see fingerprints, a kiss, or a specific markings upon the individual, door-frame or equivalent, glowing with a faint light as indication of the blessing. Each mark is different for each Goodwife, who instinctively knows what manner of blessing is upon it by the type of mark. If the mark flickers like an angered fire however she knows that the blessing was revoked and reversed.

This occurs if the blessed individual purposely harms or kills the goodwife, or if with full knowledge of their deeds, they perform a strongly evil act. This blessing is only reversed for the adults in the household. Innocents, such as children, pets and livestock are unaffected by the reversal of the blessing, though no longer gain the benefits of the blessing.




Goodwife Level

Target


1
Individual/Tent/Wagon


3
Immediate Family/Shack/Carriage


5
Hovel


7
Cottage/*Extended family


9
House


11
Manor


13
Estate


15
Castle


17
**Village


19+
**Town


* 2d6 plus one additional member per Goodwife level
* 2d6 plus one additional member per Goodwife level
** This does not effect the entire village or town, just those of good alignment who are well disposed towards the blessed family.




Types of Blessings


Cooperation: This blessing sees that folks get along better than most, and making work as if play. Whenever the Aid Another action is used, the bonus to the check is increased to +4. When the Goodwife reaches 12th level this bonus increases to +6.
Reversal - The household experiences great annoyance with others and if one is so inclined to attempt to aid the other the bonuses become a penalty.

Energized: This blessing puts a spring in the step of those within the household, who gain a 5-foot bonus to their speed as long as they stay within the home. They also make Fortitude-based checks with a +1 bonus. At 12th level these bonuses double. At 18th level the base bonus triples.
Reversal - Bonus is inverted, and they take a -5 foot penalty to all speed types and Fortitude-based saves are made at a -1 penalty.

Homefires: This blessing allows a single coal to remain ever burning hot. It is not enough to warm, but it can be used to start any fire. The sweet-scented smoke from these fires seem to clean the air, killing off all inhaled diseases within 60 feet. At 12th level this blessing grants those suffering from an inhaled disease a new saving throw each day. At 18th level those that inhale the scent are automatically cured of all inhaled diseases.
Reversal - No fire will start in this home, even if brought from another. However, if someone sets fire to the home it will still burn. Any attempt to produce a flame instead produces thick choking smoke throughout the house.

Heartening: Any of those within the household that are reduced to negative hit points automatically stabilizes without a need for heal checks. At 12th level they gain the benefits of the Diehard feat. At 18th level they become immune to death effects in addition to the above.
Reversal - Those in the home no longer automatically stabilize. A check must be made as normal. If the check is successful to stabilize them they remain in a coma until returned to full hit points.

Parting: This blessing allows all to see and hear the departed spirit of a loved one. They may say their goodbyes, and the spirit may impart to them information they could not remember or were forced to keep secret through spells or similar. This acts as the Spirit Sense feat, and is determined by the Wisdom modifier of the Goodwife. The time granted to speak with the spirit doubles at 12th level, and the base time triples at 18th level.
Reversal - The departing spirit is instead a mischievous fey creature posing as the spirit and will give them false fortunes that have them performing ridiculous tasks. He will not leave, but berates them and scolds them for their misdeeds in life.

Pleasantry: The Goodwife may use prestidigitation at will, though the effect is permanent. She may use this to permanently clean an area, recolor it, perfume, enhance taste.
Reversal - The effects are reversed for the prestidigitation. An area blessed to smell sweet now possesses a permanently foul aroma, a clean area is now filthy with grime and trash, colors clash distastefully and food tastes foul and unappetizing (though is still perfectly edible).

Warding: This blessing wards off a specific individual person or creature from entry. It might be a bounty hunter searching for a family member, a debt collector, or something as simple as a cat known for sneaking in and eating their food. This being may not have more HD than the Goodwife. There is nothing stopping the individual from hiring or in other ways enticing another to venture within in their stead.
Reversal - The individual or creature warded against instead finds themselves attracted to the household if the target passes within eye-shot of it.

Wellstepped: Accidents are less likely to happen, all gaining a +2 bonus to Balance, Tumble and Craft checks as well as +4 bonus on ability checks made to resist being bull rushed or tripped. Falling or accidental damage is also halved. At 12th level these bonuses double. At 18th level the base bonuses triple
Reversal - All bonuses are nulled, and instead the targets take a penalty equal to the previous bonus. Falling damage is also doubled.


Out of the Woodwork (Ex): Wherever a Goodwife goes, benevolent spirits awaken, and kindly sprites leap forth, called Teraphim. These creatures are inherent in any environment, though a Goodwife may only bring forth the good-aligned amongst them. These Teraphim are only visible to a Goodwife, True Seeing or Second Sight. They are not true lifeforms as most know them, but the incarnation of objects, spirits of trees, and souls of home and area, alike to very minor genius loci. As such they cannot be detected as life, nor can they be harmed, or manipulated or affected by most magic. An object broken or burned beyond repair destroys its inherent Teraphim, but there is always another to take its place.

If These Walls Could Talk:The Goodwife may make a Gather Information check wherever she goes that takes only 1d4+1 minutes as she questions the Teraphim. They never lie or mislead the Goodwife, nor are they affected by normal spells. However, there is a 20% chance that the Teraphim of a household will choose not to answer a goodwife's questions unless the owner and master of the house bids her enter and welcome. If she is bid entry she must spend a full round blessing the household.
If, in a home she was invited into, any of the household lies there is a 50% that the spirits will expose the false information as such.

[I]Good Help: These beings may also be enticed to perform tasks for the Goodwife, acting as an Unseen Servant spell in for as long as she is in the blessed home. This is supernatural in nature and not effected by a Null Magic Field.

Second Sight: At 1st level a Goodwife gains the Second Sight feat even if she doesn't meet the prerequisites.

By Oak, Ash and Thorn: At 3nd level a Goodwife may attempt a DC 20 Diplomacy check once per day. If successful she can entice the spirits of the area to build her a temporary home within which to dwell. This cannot be built on Unhallowed ground, nor on the property of another who has not given permission. This acts as the Secure Shelter spell with an Alarm-type effect, the spirits letting her know if any come within 20 feet of the home.

At 14th level she may entice the spirits to construct a Magnificent Mansion as the spell with a DC 30 Diplomacy check. This mansion requires an hour to construct.

The Goodwife must grant sanctuary within these structures to any non-evil creature that requests it. This is considered a Home for the purpose of the Goodwife's abilities, and thus a goodwife may Bless her own home, give up spells to animate any object within it, call forth a powerful teraphim to dwell there(see Small Gods below) and similar. Each time a home crumbles she loses the benefits any blessings or affects she placed upon the home and must perform such tasks with a new construction.

Unlike the spells, these structures last for as long as the Goodwife occupies them. If she leaves for 24 hours however it crumbles into the bracken, mold and trash from which it was constructed. A Goodwife can announce her wish to depart and cause it to crumble immediately.

Spontaneous Animation (Sp): At 4th level a Goodwife can awaken the spirit of any item. She can “lose” a prepared spell in order to cast a variant Animated Object spell. It acts as Animate Object except you may only animate the following, depending on the level of the lost spell.

{table=head]Spell Level|Object Size
1st|1 Tiny or Animate Rope
2nd|1 Small or 2 Tiny
3rd|1 Medium, 2 Small or 4 Tiny
4th|1 Large, 2 Medium, 4 Small or 8 Tiny
5th|1 Huge, 2 Large, 4 Medium, 8 Small or 16 Tiny[/table]

Lady of the Home (Ex): By 5th level a Goodwife's constant interaction with the kindly creatures of home and wild grant her the benefits of the Nymph's Kiss feat(BoED, p.44).

Incite the Spirits (Ex): Starting at seventh level in a location blessed by the Goodwife, as a full round action, she may rile up hundreds of spirits to aid her. These spirits act on the Goodwife's initiative starting the next round. They form an angry swarm with a size of 10ft that automatically moves to deal damage to the source of a Goodwife's ire. the swarm can move 60ft/round. Only enemies are harmed, others within the swarm are not. The damage depends on how much of a fury a Goodwife can talk the spirits into. The Goodwife makes a DC 15 Diplomacy or Bluff check, which deals 1d6 damage. Those within the swarm must succeed on a Fortitude save (DC 10 + Goodwife level + Cha mod) or be nauseated for 1 round. For every 5 additional points made to the bluff/diplomacy check the damage increases by 1d6 and the nausea DC by 1. The swarm has 20HP, 2HD, and 12AC.
Spellcasting or concentrating on spells within the area of the swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
The swarm lasts for 1 round per Goodwife level. She may incite a swarm a number of times per day equal to her Charisma-modifier.

Small Gods: At 8th level a Goodwife can call forth a powerful Teraphim to guard and dedicate itself to the area indicated in the Blessing ability above.
This ritual takes 10 minutes, -1 minute for each Goodwife level to a minimum of 1 minute at 20th level. To summon the small god you must build a small altar or craft an idol (DC 20) specifically to the spirit and place it in an open place of reverence. You then leave an Offering. The teraphim will then appear and the household gains the Benefit. As long as the offering is made every day the Teraphim and its influence will remain.
The teraphim summoned by a goodwife are always good-aligned and will leave after 24 hours of an evil individual taking up ownership or permanent residence of such a home. If the original family remains as well, they do not leave, and continue granting them the bonus, but the evil individual is harassed and haunted, and is constantly awoken. He cannot rest enough to cast spells and in the morning is Fatigued.
A goodwife or good-aligned being can attempt to gain special favor from the 'god' by way of a Pleasantry.(See Teraphim below)
The caster level of effects provided by the Teraphim is equal to the Goodwife's HD unless otherwise specified. The affects of the Teraphim allow no saving throw, nor are they effected by spell resistance unless specially mentioned.
At this level only one small god may occupy a household at any given time.
At 13th level two small gods may be enticed to cooperate within the same home. A home with two small gods is Protected from Evil.
At 18th level three small goods can occupy it. A home with three small gods is Hallowed.

Knock On Wood (Ex): At ninth level a Goodwife gains a +2 Luck bonus to Armor Class and saving throws while in contact with wood, living or dead. This may be standing upon a hardwood floor, touching a tree, or even wielding a wooden weapon or shield.

She may also re-roll any roll once per day after knowing the result by using a free action to knock on wood. The spirits of the wood then issue forth and guide her hand. Additionally any wooden weapon a goodwife uses becomes a Ghost Touch weapon.

Possessive Possession (Ex): At tenth level a Goodwife gains a +4 bonus to resist possession, such as from a Ghost or Fiend. If she succeeds on her save she does not release it, but traps it within herself, where it is harmless. She can retain a number of spirits whose total HD does not surpass twice her own, and no single spirit can exceed her own base HD.

The Goodwife can send the creature into an object of her choosing by touching it, which comes to life as the Animate Object spell, but is permanent until the spirit succeeds on an opposed class level check, the goodwife adding her Charisma modifier, if any, against a DC of 10 + the possessing creature's HD + its Charisma-modifier (if any). It may attempt a save every 24 hours. The HD of the animated object cannot exceed the possessing spirit. It can be driven into any object within that limitation. The Goodwife may release the spirit at any time.

Dancing Weapon: At 12th level a goodwife can even awaken the spirits of weapons. Any weapon she wields gains the Dancing enhancement, though It does not gain an enhancement bonus. If the weapon is mostly wooden it gains Ghost Touch as well. A Goodwife may only use one Dancing weapon at a time.

Goodwife's Exorcism (Su): At level 15 as a full-round action, a Goodwife can force a possessing creature or spirit out of the body or object it inhabits(for example a ghost with the malevolence ability). To exorcise a possessing creature the Goodwife must make a class level check(also adding her Charisma modifier if any) against a DC of 10 + the possessing creature's HD + its Charisma-modifier(if any). If the Goodwife's result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.

If you already possess an Exorcism ability from another class you gain a +4 bonus to your check.

Teraphim Form (Su): At 17th level a Goodwife takes on some abilities of the household gods, chosen from below. Once the Goodwife chooses which ability to use it lasts for 24 hours, though she can suppress the effects at any time as a free action. After 24 hours she can then choose a new ability.


Creepy-Crawly: The Goodwife is affected as by the Spider Climb spell, though she may run while under the effects.

Hardness: The Goodwife openly accepts the spirits of elements and may take on the hardness of any surface she is in contact with. For instance if in contact with a stone wall she would gain Damage reduction equal to the stones Hardness(15)/Adamantien, or if a hardwood floor, DR 10/Adamantien. If she is in contact with several substances, she absorbs the most prevalent Hardness. A goodwife is never considered to have thickness beyond 1 inch.

Humble: She can shrink to any size below her normal size, even to Fine. The Goodwife's strength decreases by -2 for each size to which she shrinks, to a minimum of Str 1, and her Dex increases by +2 for each size.

Unseen: She gains Natural Invisibility. It works like greater invisibility (caster level equal to her HD) except this ability is not subject to the invisibility purge spell. She can be seen with Second Sight, See Invisibility, True Seeing and any spells that normally allow one to view an invisible creature.


Spirit of the Home (Su): At 19th level the Goodwife can pass through any inanimate physical obstruction as if it did not exist, though the width cannot exceed her speed. Even the tiniest space is enough to allow her entrance. She is not incorporeal however and weapons and spells harm her normally. She also cannot fly, so if she pass through a wall and out into a hole, she falls.
Alternatively she can touch an object and move along to any other portion of it as if having teleported as a move action, though entrance and exit must be part of the same object. For instance she could touch the cellar wall of a house and transport to the attic, or the trunk of a tree to step out amongst its branches.

Genius Loci (Ex): At 20th level a Goodwife becomes a Teraphim herself and gains the Outsider (Native) type. She no longer ages, and is permanently invisible as the Greater Invisibility spell except for those she wishes to be seen by, or those with Second Sight, See Invisibility, True Seeing or similar abilities.

Once per day a Goodwife can call all the small gods and spirits to enter and strengthen her. She gains a Divine Rank of 0 for up to 1 minute per day. While in this mode she phases into the land, trees and buildings themselves, becoming one with them.
While in genius loci form the Goodwife cannot be harmed by physical or magical means as she has no true body or self to speak of. She can affect an area of out to 100 feet.
This area is considered Hallowed at a CL equal to her HD. She can set any temperature that is normal for the plane she on which she is located (for the Material Plane, any temperature from -20ºF to 120ºF). She can fill the area with scents and sounds as she sees fit. The sounds can be no louder than one hundred humans could make, but not intelligible speech or harmful sound. Along with any other spells she knows, she may cast Animate Object, Move Earth, Reverse Gravity, or Stone Shape each round at will, CL equal to her HD. She may also block any teleportation in or out of this area.

*Class continued in next post!*

Thugorp
2011-03-27, 12:57 PM
Teraphim
Brownie (Spirit of Integrity)
A tiny man in finely crafted brown clothes steps out of the wardrobe.
Offering: A bowl of porridge with honey each night.
Benefit: A home that has a brownie dwelling within will find that nearly nothing breaks. He will spend the night repairing and fortifying the home and its goods. Everything in the home has its hardness increased by 2 each night. This effect is not cumulative.
Glass no longer breaks easily, nor do items rust or rot. Such spells as Wood Rot or Rusting Grasp, or any ability that degrades or decreases an object's hardness, automatically fail. They may also use Mending at will.
Pleasantry: If a chair is left unused by any house member or guest, specifically set out for the brownie to sit upon, it will weave an entire garment, stitch a pair of boots, or in some way craft an article of clothing each night. These are considered masterwork garments, and those that wear them gain a +2 bonus to Charisma-based checks. They do not stain or easily tear. They grant a +1 bonus to armor, though can be worn with other armor and the benefits stack.
The brownie will not create more than one article of clothing for any member of the family. If sold the garment does not grant any bonuses, though is still considered masterwork.
Brownie stats:

Brownie

Size/type: diminutive Fay
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 30 ft
Armor Class: 18 (+3 dex, +1 natural, +4 size), touch 17, flat-footed 15
Base Attack/Grapple: +1/-8
Attack: bite +2 melee(1)
Full Attack: bite +2 melee(1)
Space/Reach: 1ft./0 ft.
Special Attacks: -
Special Qualities: Fay traits, improved lowlight vision, scent 60 ft, SR 13, Spell-like abilities
Saves: Fort +0, Ref +6, Will +3
Abilities: Str 5, Dex 16, Con 10, Int 15, Wis 13, Cha 12
Skills: move silently +12, hide +24, spot +8, listen +8, bluff +4, sense motive +3, diplomacy +6, gather information +3, climb +4
Feats: Dodge, Iron Will
Environment: temperate forests
Organization: Pair(one brownie and one boggart)
Challenge Rating: 1
Treasure: none
Alignment: usually neutral
Advancement: by character class or 3-5 hd(diminutive)
Level Adjustment: +1

Combat:

Spell-like abilities: brownies can use the following spell-like abilities, at will: mending, 3/day: Charm Person, Faerie Fire, Sleep. caster level same as total hd. save dc's are intelligence based.

Skills: brownies have a +4 racial bonus on move silently and climb checks. all bodachan have a +2 racial bonus on listen and spot checks.



Cronemother (Spirit of Charity)
A knock on the door and a wracking cough sounds outside and a tall, wrinkled woman with warts and a shawl asks if she can come in.
Offering: A warm place to sleep for the night.
Benefit: A cronemother allowed within will lend a hand within the home. For as long as she stays there is always enough clean water left to satisfy the household and just enough oats to make a nourishing gruel. If the excess gruel or water is sold it immediately turns to phlegm. However, if it is given to others in need, the one who gave up their share will find a tasty cake or bit of smoky meat in their pocket. Those that give away their meal for the treat however find the cronemother has spat within it instead.
Pleasantry: If one leaves tobacco for the cronemother's pipe each night for a week, at the end of that week the nightly meal acts and tastes as a Heroes Feast.
CroneMother stats:

CroneMother
Use Sea Hag stats except as follows:

Replace the Sea Hags Horrific Appearance ability, with:

Spell-Like abilities: at-will: Create Food and Water, Alter Self. The CroneMother may use these spell-like abilities as though they were spells being cast by a 6th. level caster.

Change Alignment to: Usually Lawful Neutral.

Crone mothers may join covies / covens





Dirwergen (Spirit of Clarity)
Loud psalms and endless stomping and banging sounds from the darkest places of the home.
Offering: A bowl of strong ginger beer
Benefit: Dirwergens hate darkness and haunted silences. Shadows seems less dark and threatening with the dirwergen about. There is no true darkness, even the deepest shadows becoming as dim illumination. His voice dispels silence and darkness effects if he succeeds on an opposed caster level check (equal to Goodwive's HD). However, listen checks are made at a -4 penalty.
Pleasantry: A Dirwergen loves music or a good chat. If you spend an hour each day in conversation and/or performing the Dirwergen will ward the house against creatures from the Plane of Shadow. Outsiders with the evil alignment are deafened and may not possess any item or being. Nor may ghosts, who cannot manifest within such a home, being forced to remain within the Ethereal Plane.

Domovoi (Spirit of Warmth)
A hairy man covered in ashes rises from the coals of the hearth.
Offering: Bread in a bowl of milk every morning.
Benefit: All within the home are effected as by an Endure Elements spell, which seems to be toasty warm year round, but never above or below comfort. Creatures with the cold subtype cannot enter a house tended by a domovoi. The Goodwife or owner of the home may lift the protection to allow such a creature within, but the domovoi will leave and cannot be enticed to return for 24 hours. Spells with the cold descriptor can be cast at only half caster level. As well, there is a 20% chance that any such spell fizzles uselessly.
Pleasantry: As long as no flame is manually and purposely extinguished in the house for 24 hours a Domovoi can be called to tell of an event destined to occur within the home, or to a resident or guest to the home, once a day by staring into the flames. This prediction is only good out to 1d4 days. If a specially seasoned log costing 50 gp is provided he may use Augery. If a flame is extinguished the domovoi will not predict again for a week.
Domovoi stats: Domovoi stats are on page 121 of Frostburn.

Dove (Spirit of Peace)
A small white bird flies out from amongst the rafters.
Offering: A mirror set high on the wall.
Benefit: Whenever an argument begins, or a fight starts all within the home are effected as by Calm Emotions. As well, if anything as loud as a shout occurs the individual is affect as by a silence spell until they lower their voice.
Pleasantry: A dove of peace dislikes even the hint of aggression or violence. If the inhabitants of the homes forgoes eating any meat they will guard the home from attack. Those that venture within with violent intent fall asleep. This sleep lasts as long as they are within the home. The sleeping individual is protected from harm as well.
Stats: Use Raven stats as listed in the monster manual and in the S.R.D. (http://www.dandwiki.com/wiki/SRD:Raven).

Dreamcatcher (Spirit of Rest)
A monstrous weaver spider crawls out from under the bed and begins weaving a web.
Offering: A wedge of blue cheese every night.
Benefit: Fear effects do not function within a home guarded by a dreamcatcher. This does not include Intimidate checks. As well, creatures associated with bad dreams, such as a Night Hag or Quori are warded from entering. Unpleasant dream-based spells, such as Nightmare, cannot reach one sleeping beneath a dreamcatcher's web.
Pleasantry: If offered silver sand a dreamweaver will listen to your dreams and give you a prediction as if it had the Dreamtelling feat (Heroes of Horror, p. 122). A dreamweaver has ranks in the appropriate skill checks to make a prediction equal to 4 + Goodwife's HD.
Dreamcatcher's stats:

Dreamcatcher


Small Magical Beast (Incorporeal, Psionic)
Hit Dice: 6d10+6 (39 hp)
Initiative: +9
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 18 (+2 deflection, +5 dex, +1 size), touch 18, flat-footed 13; or 19 (+5 dex, +3 natural, +1 size), touch 16, flat-footed 14
Base Attack/Grapple: +6/+6
Attack: Bite +12 touch (1d6 plus midnight venom)
Full Attack: Bite +12 touch (1d6 plus midnight venom)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkvision 60 ft., dreamweave, improved grab, low-light vision, midnight venom, psi-like abilities
Special Qualities: Incorporeal traits, innured of dream, natural invisibility, power resistance 16, slumber sense, strangescuttle, telepathy
Saves: Fort +6, Ref +10, Will +6
Abilities: Str 10 (- against non-incorporeal), Dex 20, Con 12, Int 5, Wis 19, Cha 14
Skills: Autohypnosis +7, Concentration +5, Knowledge (the planes) +6, Lucid Dreaming +13
Feats: Ability Focus (midnight venom), Improved Initiative, Skill Focus (lucid dreaming), Weapon Finesse(B)
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Any
Advancement: 7-10 HD (Small), 11-16 HD (Medium)
Level Adjustment: -

Dreamcatcher's are beneficial creatures attracted to homes where misery, and subsequently bad dreams, reside for such locales are rich in nourishment for them. As soon as their bait has fallen asleep they spin their unique webs formed of dreamstuff above them. These webs filter the good dreams from the nightmares upon which the Dreamcatcher feeds. Most seem to have an almost primal anger directed at beings of bad dreams and when they dispatch a caught meal their obvious satisfaction is almost tangible. Dreamcatchers are normally rather neutral in reguards to those whom they guard over during the night, though there are those who actively try to bring peace to troubled homes by the sifting of their dreams. Others however are rather sadistic, feeding and then when their opponent awakes, biting them and filling them with terror as they die.

Though naturally invisible, a Dreamcatcher that is seen as it truley is appears as large, hairless spider covered in chitin of a murky shade. Even darker colored areas form beautiful, complex designs that pulse and twist at random. A pale blueish-white light reflects off of its body like the overhead glow of a full moon. Their two mournful blue eyes are startlingly human, though frantically twitching and of great size, and its eight legs end in grasping fingers. A nightmarish collection of serrated fangs protrude from its wide mouth, partially hidden by a smokey cloud that puffs forth with each breath, giving hint of shape and form within before disolving.

Dreamcatchers may never meet another of their kind their entire life. This is not a problem as dreamcatchers reproduce by gathering the best parts of various dreams their bait produce and weaving it into a great mass. The Dreamcatcher then puts themselves into a 'Vision of Birthing', a process where they literally dream their offspring into existence, the mass of dreamstuff collecting these thoughts and slowly forming them into the proper state. This mass is then often left in heavily populated areas. Nearby dreams resonate with each individual dreamcatcher, forming their personality and alignment. When they hatch they flood the city, spinning miniature webs above hundreds of sleepers. Many then die as they are easily defeated by the captured nightmares, only the strong or cunning surviving. This explains much for the loathing in which they reguard their nemesis of unconsciousness.

Combat
Dreamcatchers are instinctive, merciless hunters that prey soley on beings of bad dreams by trapping them in their webs and then dispatching them with quick thrusts of tooth. If attacked by other beings they have no qualms on shifting their attacks upon the offender. If their foe proves too much they attempt to confuse it with their psionic abilities.

A dreamcatcher's natural attacks are considered magical weapons for the purpose of overcoming damage reduction.

Dreamweave (Su): The web of a dreamcatcher protects its host from all fear affects and harmful powers of the subconscious such as Cerebral Phantasm and Primal Fear, or spells including Nightmare, Phantasmal Killer, and any Oneiromancy types. Benign powers such as Dream however are unaffected. This web takes a full minute of uninterupted work to cover an area of ten feet. The dreamcatcher can spend additional time to further weave its webs, but rarely does so.

This web is invisible and incorporeal, allowing normal beings to pass through, but not those with the incorporeal subtype or beings of dream such as Quori and Night Hags and those possessed or inhabited by any of the like. Such creatures must have True Seeing or like abilities to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while wriggling free. The webbing cannot be burst, though slashing Ghost Touch weapons and natural weapons of incorporeal creatures can damage it. Each 5-foot section has 14 hit points and damage reduction 5/-.

A dreamcatcher can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. The web last for 8 hours before disolving into nothingness. This triggers all naturally sleeping beings within its area to awaken.

Incorporeal Traits: A dreamcatcher is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Innured of Dream (Ex): Dreamcatchers have immunity to fear and sleep effects and a +4 bonus against all mind-affecting effects.

Improved Grab (Ex): To use this ability, a Dreamcatcher must hit a Medium or smaller foe with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Dreamcatchers receive a +4 racial bonus on grapple checks, which is already included in the statistics above. This bonus increases to +6 against dream-based creatures.

Midnight Venom (Su):
A dreamcatcher's bite fills its victim's mind with the most horrible dreams it has feasted upon. The effects of this bite are identical to a phantasmal killer spell. On a successful bite attack, the victim must make a DC 17 Will save. If the save succeeds, the victim overcomes the fear and suffers no additional affect. If the Will save fails, the victim must succeed on a DC 17 Fortitude save or die of fright. Even if the Fortitude save succeeds, the victim still takes 3d6 points of damage. Three times per day this venom can be sprayed as a ranged touch attack with a range increment of 10 feet. This is a mind-affecting fear effect and includes the +2 bonus for the dreamcatcher's Ability Focus feat. The save DC is Charisma-based.

Natural Invisibility (Ex): A Dreamcatcher is effectively invisible as the spell. This ability is constant, allowing a catcher to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Psi-like Abilities:
At will/Empathy, False Sensory Input, Telempathic Projection; 3/day Attraction, Aversion, Cloud Mind, Psionic True Seeing, Wall Walker; 1/day Dream Travel. Manifester level 6th. Save DC's are Charisma based.

Slumber Sense (Su):
A dreamcatcher can sense all sleeping beings within 200 feet, though cannot pinpoint their exact location.

Strangescuttle (Ex):
A dreamcatcher's movements are so intensely surreal and hard to follow that if it moves five feet or more anytime that round all melee and ranged attacks against it are assessed a 20 percent miss chance until its next turn.

Telepathy (Su): A dreamcatcher can communicate telepathically with any creature within 60 feet that has an Intelligence score. The creature can respond to the dreamcatcher if it wishes - no common language is needed.

Skills: Dreamcatchers gain a +4 racial bonus on Concentration, Knowledge (the planes) and Lucid Dreaming checks.


Honeydew (Spirit of Fertility)
There is the sound of droning bees and a nude woman large with child rises up from a patch of suddenly blooming wildflowers.
Offering: A window always left open with a bowl of mead on the sill.
Benefit: Plants are effected as by the enrichment quality of the Plant Growth spell, except it only effects edible and fruit/vegetable producing plants within 10 feet of the home per Goodwife level. All animals, lifestock and similar have twice their normal litter size while a honeydew remains within.
Pleasantry: A solemn promise may be made with a honeydew who can grant a childless couple the ability to conceive. The honeydew must be allowed to be the midwife, for it is her influence that keeps the children from being stillborn. The first birth is always twins. The promise is that the second child born is granted to the honeydew to raise as her own child within the orchards of her home. This child is always female and grows to become a honeydew in its own right. If the parents will not release the child it will slowly grow sicker as it is unable to grow properly without the attention of the honeydew.
Huneydew Stats:

Honeydew

Medium Fey
Hit Dice: 8d6+24 (52 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 12 (+2 dex)
Base Attack/Grapple: +4/+4
Attack: Staff +6 melee (1d6)
Full Attack: Staff +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ehlonna's breath, golden cloud, spell-like abilities, spells, wild empathy
Special Qualities: Damage reduction 10/cold iron, immunity to poison and disease, nectar of the mother, low-light vision
Saves: Fort +5, Ref +7, Will +12
Abilities: Str 10, Dex 15, Con 17, Int 11, Wis 23, Cha 17
Skills: Concentration +10, Diplomacy +14, Handle Animal +11, Heal +17, Knowledge (nature) +11, Listen +15, Spot +15
Feats: Diehard, Dodge, Improved Initiative, Weapon Finesse(B)
Environment: Any temperate land
Organization: Solitary or Sisterhood (3-6)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually neutral good
Advancement: 9-16 HD (Medium)
Level Adjustment: +8

This appears as a heart-breakingly beautiful woman seemingly in the mid-stages of pregnancy. Her skin is a lush golden tan with strange markings in blood upon her wide hips. Her dreadlocked hair is long and tangled with bright yellow pollen that drifts as she walks. Bees and butterflies crawl along or alight along the locks, the former often flying into and out of her mouth.

A honeydew, sometimes referred to as a nectar nymph or Ehlonna's Daughters, is often revered by some peoples as a fertility spirit. If properly recieved she will visit frequently, blessing the crops and aiding in the births of a village. Often in payment for her efforts a honeydew will entice a villager to get her with child which becomes another honeydew in time. This child, once old enough to walk, is abandoned beside a honeytree where she calls down a queen bee to inhabit her.

Others though prefer to keep to areas untouched by man, reveling particularly in fields of wildflowers or wild orchards which they protect fiercely.

During the winter months a honeydew hibernates, awakening with the first flowers to sprout from the frosty ground.

A honeydew speaks Common, Fey, and may speak with pollinating creatures such as bees, butterflies and ants. She is roughly as tall and heavy as an expecting female human.

Combat
Honeydews often try to discourage attackers by filling the air with a choking pollen, and fleeing while they are unable to persue. If forced to fight or guard they fill the area with bees, enlarging a number to great size.

Ehlonna's Breath (Ex): As a full-round action the honeydew can release a bee swarm from within her belly and excite them to attack. She may exhale up to 3 swarms per day. If a honeydew is killed all swarms simultaneously attack the nearest creatures in sight.

Golden Cloud (Ex): As a standard action a nectar nymph can shake out her hair, forming a thick cloud of pollen 20 feet wide and 15 feet high. Those who breathe within it must succeed on a DC 17 fortitude save each round or spend a full round action sneezing and choking (are considered stunned) and take 1d4 constitution damage. This damage can only be taken once while within the cloud, no matter how many times it is breathed within, though stunning can occur each round spent within. Those who leave and re-enter the cloud however must save or take additional damage. This cloud lasts for 1d6+3 rounds.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the cloud in 4 rounds. A strong wind (21+ mph) disperses cloud in 1 round.

Nectar of the Mother (Ex): A honeydew may dip her hair into water, converting up to 1 cubic foot into pure honey as a standard action. This honey is incredibly healthy, giving those who drink a cup of it the equivalent of a delay poison spell for 1 hour.

Spell-like Abilities:
At will - Plant Growth. 3/day - Charm, Giant Vermin (bees only). 1/week - Control Weather. Caster level 8th. Save DC's are Charisma-based.

Spells: A honeydew casts divine spells as a 10th-level druid.
Typical Druid Spells Prepared (6/5/5/4/3/2, save DC 15 + spell level):

0 - create water, cure minor wounds, guidance, light, purify food and drink, resistance
1st - cure light wounds, goodberry, entangle, longstrider, pass without trace
2nd - barkskin, gust of wind, lesser restoration, summon swarm, tree shape
3rd - cure moderate wounds, daylight, remove disease, speak with plants
4th - cure serious wounds, reincarnate, repel vermin
5th - commune with nature, wall of thorns

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a honeydew has a +6 racial bonus on the check and can also effect vermin. Bees will never harm a honeydew unless under a supernatural directive.[/QUOTE]

Bee swarm stats:

Killer Bees

Fine Vermin (swarm)
Hit Dice: 3d8+6 HD (19 hp)
Initiative: +5
Speed: 10 ft. (2 squares), climb 10 ft., fly 40 ft. (good)
Armor Class: 23 (+5 dex, +8 size), touch 15, flat-footed 18
Base Attack/Grapple: +2/-
Attack: Swarm (1d8 plus poison)
Full Attack: Swarm (1d8 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Density, distraction, poison
Special Qualities: Darkvision 60 ft., immune to weapon damage, scent, swarm traits, vermin traits
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 1, Dex 20, Con 12, Int -, Wis 10, Cha 2
Skills: *Climb +13, *Listen +6, *Spot +6
Feats: -
Environment: Warm Forest
Organization: Solitary, hive (2–4 swarms), or colony (7–12 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

Killer bees appear exactly like that of honeybees, the only difference being their excessive hostility to anyone invading their territory.

Combat
Killer bees are intensely territorial and any trespassers within range of their scent is immediately set upon.

Density (Ex): Killer bee swarms are particularly dense in individuals and as such deal 1d8 damage and gain an additional 3 hit points.

Distraction (Ex): Any living creature vulnerable to the bee's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Poison (Ex): Injury, Fortitude DC 12, initial damage 1d4 Dex, secondary damage 1d3 Con. The save DC is Constitution-based.

Skills: *A killer bee swarm has a +6 racial bonus on Listen and Spot checks, and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A killer bee swarm can choose to take 10 on a Climb check, even if rushed or threatened.


Kookabura (Spirit of Joy)
There is the sound of raucous laughter, and a strange bird flies in through the window, becoming a very short, overweight man with a long blue nose and twinkling eyes.
Offering: A candle lit atop a seed cake
Benefit: Spirits rise and and even the darkest situations are seen with a humorous light. Jokes and funny tales spring to one's lips. Pain and depression are not felt within a home inhabited by a kookabura, and such effects do not function, such as those from Crushing Despair, or abilities and effects that lower or remove morale. Perform checks are made at a +2 bonus, or +4 bonus if its Perform (comedy).
Pleasantry: If no one laughs at the kookabura, but with it, and don a long, false nose while within the household, the kookabura will try its utmost to keep everyone happy. This produces a sort of comforting euphoria that nulls extra damage from critical hits and sneak attacks.

Kookabura stats:
Kookabura spirit
Large Outsider (Local, Chaotic)
Hit Dice: 5d8+5(27H.P.)
Initiative: -2
Speed: 30ft. Fly 40ft.(Average)(bird form only)
Armour Class: 9(-1 size, -2 Dex +2 Deflection) touch 9, flat-footed 9
Base Attack/Grapple: +5/--
Attack: Walking-stick +2 melee(1d4+2 plus drunkenness)
Full Attack: Incorporeal touch +2 melee (1d4+2 plus drunkenness)
Space/Reach: 10ft./10ft.
Special Attacks: Bombard, drunkenness
Special Qualities: Alternate form, Aura of inebriation, Spell-like abilities
Saves: Fort +7, Ref +2, Will +3
Abilities: Str 8, Dex 6, Con 12, Int 10, Wis 8, Cha 15
Skills: Craft(brewing) +6, Heal +7, Move Silently +6, Perform +10, Spot +7, Tumble +6
Feats: Great Fortitude, Power Attack
Environment: Any
Organisation: Solitary
Challenge Rating: 3

Kookabura Spiriest are a curious race of outsider who dwell on the Material Plane. They are easily summoned to any location; a sufficiently raucous inn or night of drunken debauchery can call a Kookabura to any local to revel. They delight in drunkenness and consider it their appointed mission to spread laughter and good cheer, throughout the world. They have a special fondness for inflicting inebriation on those who are most stolid and proper, such as self important nobles, politicians and clerics.

Combat
Kookabura rarely initiate a fight unless provoked, preferring instead to talk and try to diffuse tough situations with humor.

Bombard (Ex): A Kookabura can throw mugs, barrels plates and other small objects at enemies. This has a range of 40ft. and deals 3d4 points of damage. The target may make a Reflex save(D.C. 14) to take half damage.

Drunkenness (Su): Anyone struck by the Kookabura's walking-stick must make a Fortitude save(D.C. 14) or become drunk and confused for 1d6 rounds.

Aura of Inebriation (Su): Anyone within 30ft. of the Kookabura becomes slightly tipsy. suffering a -1 penalty to attack rolls, skill checks and any saving throws except for Fortitude saves.

Alternate forum: At will, as a full round action, a Kookkabura spirit may use this ability to transform into a Kookabura bird.(when this happens use the Raven stats provided in the MM except that The Kookabura has a 40ft(Average) fly speed / maneuverability.

Spell-Like Abilities: 3/day - bull's strength, good hope, suggestions (D.C. 15). Caster level 5th.. Save D.C.s are charisma-based. These spells can only be used on characters who are drunk or who have been struck by the spirit's drunkenness attack.

Lares (Spirit of Protection)
All the dust of the home lifts up and coalesces, as wine streams from the cup, coming together and forming into a lean, muscular humanoid clad in leather armor.
Offering: Slice of roasted pork and a glass of wine. Afterwards a drop of wine on the shrine or idol with every dinner.
Benefit: Once per day per Goodwife level, if the home comes under attack, or the household threatened, the Lares will attack. The attack deals 2d6 damage, plus additional damage equal to the Goodwive's Cha mod. This damage is not affected by DR or Hardness. It's attack bonus is equal to the Goodwife's HD + Cha mod, and is considered a touch attack, bypassing armors. The attack will continue until the household's enemy leaves or asks for mercy. The Lare will then stab them in the heart, which does no damage. If ever the enemy enters the home with malice in his heart he must succeed on a Will save (10 + GoodWife level + Cha mod) or be instantly reduced to 0 hp. He is left conscious but stable. On a failed save he still takes damage as if from an attack.
Pleasantry: If an entire pig is offered, a Lares will forge a shield which acts as a light steel shield with a permanent Protection From Evil while held. This shield lasts for a week. A lare will not construct more than one shield at a time.

Waguli (Spirit of Respect)
There is an eerie cry that sounds vaguely like the words 'whip poor will' and a small nondescript bird of dull colors circles once before landing and clinging to the wall.
Offering: A lantern that must never be allowed to go out.
Benefit: Those in the household gain the benefits of the Spirit Sense whenever within their home and can see creatures hiding within the Ethereal Plane. They also gain a +1 bonus against Death effects.
Pleasantry: If the Waguli is built a special nest of human hair and yew branches, somewhere where it is dark even in the daytime (being a nocturnal spirit), it will trap any spirit that attempts to leave the house. This may be an creature with the Spirit Shaman definition, or the departing spirit of the recently deceased. The latter is akin to a Spirit Sense effect, except there is no time limit. If the departing spirit was of good alignment and wishes to leave, the Waguli will let it depart after a single question, even if it goes against the wishes of the household.
The bodies of those that die, or objects broken beyond repair in the home must be given a funeral or ritually burned or the Waguli will leave. Another Waguli cannot be summoned for a week.
Waguli Stats:


Angel, Waguli

http://tn3-1.deviantart.com/fs5/300W/f/2006/348/c/0/cherokee_winds_by_tinkerbelltwisted.jpg

Our love is deeper that the holler, stronger than the rivers
Higher than the pine trees growin' tall upon the hill
Our love is purer than the snowflakes that fall in late December
Honest as a robin on a springtime window sill
And longer than the song of the Whip-poor-will...

Medium Outsider (angel, extraplanar, good)
Hit Dice: 9d8+36 (76 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 26 (+4 dex, +12 natural), touch 14, flat-footed 22
Base Attack/Grapple: +9/+12
Attack: +1 natural ironwood quarterstaff +13 melee (1d6+3) or +1 longbow of +3 distance +14 melee (1d8+3) or slam +13 melee (1d8+3)
Full Attack: +1 natural ironwood quarterstaff +13/+8 melee (1d6+3) or +1 longbow of +3 distance +14 melee (1d8+3) or slam +13 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dusk's lament, karma, mistress of spirits, spell-like abilities
Special Qualities: Damage reduction 5/evil, darkvision 60 ft., feathered shape, hide in plain sight, immunity to acid, cold, and petrification, low-light vision, outsider traits, protective aura, resistance to electricity 10 and fire 10, spell resistance 26, wild tongues
Saves: Fort +12, Ref +10, Will +11
Abilities: Str 17, Dex 19, Con 18, Int 14, Wis 21, Cha 17
Skills: Concentration +16, Knowledge (nature) +16, Handle Animal +15, Hide +16, Listen +17, Move Silently +16, Perform (sing) +15, Sense Motive +17, Spot +17, Survival +19
Feats: Blind-Fight, Great Fortitude, Hear the Unseen, Improved Initiative, Two-Weapon Fighting(B), Track(B)
Environment: Wilderness of the Beastlands
Organization: Solitary, pair, or flight (3–5)
Challenge Rating: 10
Treasure: No coins; double goods; standard items
Alignment: Always Neutral Good
Advancement: 10-15 HD (Medium), 16-30 HD (Large)
Level Adjustment: +7

Appears as a sweet-faced young woman with large, melancholy eyes of black. She has lustrous darker skin with a reddish hue and long, wavy hair that reaches to her ankles. It is mostly dark, though with streaks of white throughout, giving it a mottled appearance. It has been braided in places with whip-poor-will feathers and beads carved of bone. From her back grow wings that fit so tightly they are almost unnoticable beneath her hair, which share the same mottled look. Around her throat as well is a thick muff of soft down.

Waguli are angelic being favored by good-aligned nature deities such as Ehlonna, ushering the spirits of, but not limited to, friendly animals, goodly magical beasts and the wilder races. It is said that even the brief life of particularly beautiful or beneficial plants are even collected by these nature-loving beings as they wilt. They are also used as her messengers and scouts, as well as guardians to those their deity favors.

They are particularly well known for their novel approach to evil, stealing away their souls when they die and punishing them by making them live the lives of lesser creatures, hoping this extra chance at life will turn them from their ways. Gradually they work back up to beings of sentience where they may decide to continue their evil doings or pursue a more worthy path.

A waguli stands slightly over five feet and weighs around 100 lbs. They speak Druidic, Elven, and Sylvan, but use their Wild Tongues ability to speak with near every other being.


Combat
Waguli are trackers and guardians foremost, doing battle with reluctance unless protecting themselves or another. They fight fiercly when hard put, summoning other creatures if the battle goes badly. Once they have killed their enemy however they have no harsh feelings, but instead attempt to reincarnate them.

A waguli's natural weapons, as well as any weapons she wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Dusk's Lament (Su): A waguli's song, in both bird and humanoid form, is both eerie and beautiful. Undead creatures within 60 feet of a singing waguli are affected each round as if by a turning check as a cleric of the same level as the waguli's HD.

Feathered Shape (Su): A waguli can assume an alternate form, that of a whip-poor-will (use a raven's statistics) at will. While in whip-poor-will form the waguli gains a +16 bonus (size bonus included) to it's hide checks.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a waguli can use the Hide skill even while being observed.

Karma (Su): A waguli has the ability to see the spirits of the recently departed as if she had the Spirit Sense feat(page 124, Heroes of Horror). Unlike the feat however she may affect those she sees as the Reincarnate spell at will. She may even cast it against their will, though they must succeed on a DC 23 will save (using their will save as it was in life without any sort of stat drain or damage, minus any kind of enhancements granted by spells, area effects, items or similar).

Good aligned creatures automatically succeed on their save and may choose if they wish to be effected. Against them the spell works normally.

Against neutral creatures they are affected normally, but their HD is halved, to a minimum of 1.

Against evil creatures they affects are altered. These are dependent on their aura of evil at time of death.

Faint: Those with a faint aura are reincarnated at a quarter their HD.
Moderate: Those with a moderate aura are reincarnated as an animal at half their HD (round down). Their memories of their previous life are forgotten and they gain the mental stats of their new form.
Strong: Those with a strong aura are reincarnated as a vermin at a quarter their HD (round down).
Overpowering: Those with an overpowering aura are reincarnated as a fine-sized vermin as below:

These stats are for any type of verminous being, be it insect, arachnid, crustacean, worm, etc.

Bad Karma Vermin: CR -; Fine Vermin; HD 1/64; 1 HP; Init -2; Spd 5 ft., fly (if any) 10 ft. (average), burrow (if any) 1 ft.; AC 18, touch 18, flat-footed 10; Base Atk +0; Grp -16; Atk or Full Atk -; SA -; SQ darkvision 60 ft., vermin traits; AL N; SV Fort -3, Ref +0, Will +0; Str 1, Dex 10, Con 1, Int —, Wis 11, Cha 1
Skills and Feats: -

Each time an evil creature dies it reincarnates as if it's evil aura had improved by one level. Once they reach a level of sentience they no longer automatically reincarnate and are at a true neutral alignment. Their deeds from then on determine their new alignment if any. The save DC is Wisdom-based and has a +4 racial bonus.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the waguli. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 9th). This aura can be dispelled, but the waguli can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in the waguli's statistics block.)

Spell-like Abilities:
At Will - Animal Messenger, Calm Animals, Faerie Fire, Neutralize Poison, Sleep, Speak With Dead, Whispering Wind
3/day - Commune With Nature, Hallow, *Invoke the Cerulean Sign, Owl's Wisdom, Summon Swarm, Wind Wall
1/day - Reincarnate, Summon Monster V (celestial creatures only), Summon Wild Spirit V
* From Lords of Madness

Mistress of Spirits (Ex): A waguli's natural weapons, as well as any weapons she wields, is considered a Ghost Touch weapon. As well, all her spells are cast as if effected by the Transdimensional Spell feat. In addition, she can see incorporeal creatures on the ethereal plane as True Seeing.

Uncanny Dodge (Ex): A waguli retains her Dexterity bonus to AC when flat-footed, and cannot be flanked except by a rogue of at least 9th level. She can flank characters with the uncanny dodge ability as if she were a 5th-level rogue.

Wild Tongues (Ex): A waguli can speak with any creature that has a language, as well as animals, as though using a tongues and speak with animals spell (caster level 9th). This ability is always active.
Waldgeist (Spirit of Success)
The grains and whirls of deadwood, or the ridges and knobs of a tree settle into the semblance of a kindly old face.
Offering: A lively tattoo beaten upon some wood.
Benefit: Those within this home seem to have unusual luck. Each member of the household may re-roll any roll once per day with a +2 bonus after knowing the result by using a free action to knock on wood. Wood within the home becomes fire-proof, even cooking wood, requiring other substances, such as coal.
Pleasantry: Each day the Waldgeist will play a harmless prank on each of the household. Tripping them, coaxing a spider into their bed, shifting a doorway to the other side of the room. As long as the jest is taken in good spirit and the individual does not curse, the Waldgeist will allow them to take 20 on a single roll that day.
In addition, once per day if one spends 1d4 minutes tracing a woodgrain or root, which is alike to a gentle caress, the comforted Waldgeist will tell them the quickest path to a goal. This acts as a Find the Path spell.

Wellspring Newt (Spirit of Purity)
A small white newt surfaces within the offering below.
Offering: A well, spring, washtub or similar offered as a resting place.
Benefit: All poisons brought within the home are nullified and lose their properties permanently. This includes vials, poisoned food or water, envenomed weapons and similar all become harmless, even if removed from the household. Even venomous creatures cannot inject poison, and even after leaving require 24 hours before they can poison again. All food and drink is affected as by Purify Food and Drink. Hard drinks however are rendered flat. They can be drank, but lose their alcoholic properties. Those currently taking damage from poison are also purified, though their damage is not healed.
Pleasantry: Each day lavender is added to a wellspring newt's water it may use Cure Critical Wounds once.
Wellspring Newt stats:

Wellspring Newt

http://enquire.hertscc.gov.uk/hbrc/images/newt.jpg

Diminutive Magical Beast (aquatic)
Hit Dice: 1/4d10+1 (2 hp)
Initiative: +2
Speed: 10 ft. (2 squares), swim 15 ft.
Armor Class: 16 (+2 dex, +4 size), touch 16, flat-footed 14
Base Attack/Grapple: +0/-13
Attack: -
Full Attack: -
Space/Reach: 1 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Amphibious, darkvision 60 ft.
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 1, Dex 14, Con 13, Int 2, Wis 16, Cha 5
Skills: Climb +8, Hide +16, Listen +4, Spot +4
Feats: Great Fortitude
Environment: Underground or temperate and warm aquatic
Organization: Solitary
Challenge Rating: 1/10
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Old tales speak of newts as creatures of purity that only live within exceedingly clean waters, and by one inhabiting their spring proves the water is clear. Most however are simple animals, but every now and again a true wellspring newt is found that gives credibility to the myth. Those that are proven to be true wellspring newts are jealously protected, though if sold go for high prices.

Wellspring newts tend to be somewhat larger than than an average newt, about a foot from snout to tailtip, though vary in coloration, from drab to bright, as do their normal brethren. Though only true difference is that the newt always has a spot of brilliant white upon its nose or beneath its chin which it uses to detect the freshness of the water it inhabits. Though unaffected by poisons, a wellspring newt will only inhabit extremely clean waters that it further purifies with its touch.

Combat:
A wellspring newt is as inoffensive as its cousins and searches for deep water or a deep hole in which to hide if pursued.

Spell-like abilities:
At will/Detect Poison, Purify Food and Drink (drink only). Caster level 5th.

Skills:
A wellspring newt has a +6 bonus on climb checks. They use their Dexterity modifier instead of their Strength modifier for Climb checks.


*Class continued in next post*

Thugorp
2011-03-27, 12:58 PM
Teraphim Cont.

Xoloitzcuintle (Spirit of Faithfulness)
An excited yipping and barking is heard and a lovably ugly hairless dog with squinted eyes bounds inside...
Offering: A large bone every evening.
Benefit: A Xoloitzcuintle a loyal canine from the spirit realms who guards against evil spirits. They ward the home against any considered a spirit (see Spirit Shaman definition), who cannot enter. As well, if anyone or anything tries to enter the home unbidden the xolo will awaken the head of the household. Once a xolo attaches itself to a home it will not willingly leave even if asked to, and will chase away other small gods that attempt to take its place. Only a 9th level goodwife can forcefully eject the xolo or entice it to accept another small god in the household.
Pleasantry: Unlike most spirits a Xolo is incredibly loyal to a family it is summoned to, without need for particular gifts or enticements. As long as there has been no attempt to eject it from the household, but instead praised and thanked, it will protect them even after death. If one of good alignment would be taken down to a lower plane due to a curse, deal with a devil, or any ability that would damn a soul, the Xolo will lead their soul away to be hidden within the spirit realm before it can be claimed. Their spirit is as a ghost, though without any ability to be seen or heard. If there is any attempt to resurrect them the xolo will lead it back to the body, allowing them to return to life without level loss.
Xoloitzcuintle stats:

Xoloitzcuintle

http://i29.photobucket.com/albums/c273/AwakenedDreamer/RandomStuff/UglyXolo.jpg

Enhanced, Divine Dog
Small Animal
Hit Dice: 2d8+6 (22 hp)
Initiative: +3
Speed: 100 ft. (20 squares)
Armor Class: 19 (-3 dex, +4 natural, +2 size), touch 15, flat-footed 16
Base Attack/Grapple: +2/+0
Attack: Bite +3 melee (1d6+2)
Full Attack: Bite +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Guide of the underworld
Special Qualities: Damage reduction 10/ epic, darkvision 120ft., divine traits, fire resistance 10, immortality, low-light vision, scent, soothing touch, spell resistance 22, spirit senses
Saves: Fort +6, Ref +8, Will +4
Abilities: Str 13, Dex 16, Con 16, Int 2, Wis 18, Cha 8
Skills: Jump +11, Listen +8, Spot +8, Swim +2, Survival +4*
Feats: Alertness, Improved Natural Attack(B), Track(B)
Environment: Any land
Organization: Solitary or pack (5–12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 3+ HD (Medium)
Level Adjustment: -

This appears as a completely hairless dog with dark greyish-blue or black skin whose almost comically ugly features shows the humbleness of their spirit. They are lean and compact with great agility and energy. They have large, alert ears and squinting slits for eyes that seem both wise and alert. Its snout holds only a few teeth, though those they do possess are of unusual sharpness. Xoloitzcuintle is a canine of the gods, given as a gift to mankind to protect them from beings of the underworld and guide their souls when they die. They are simultaneously beast and deific, their mortal form living in flesh and blood while their spiritual form prowls the afterlife. As such their mortal form is alike to an avatar, though of the animal type despite their supernatural abilities. A xolo weighs about 40 lbs and stands around two and a half feet tall at the shoulder.
Combat
A Xoloitzcuintle is always alert of danger to the humans it watches over. It tends to bark ferociously, baring its razor teeth to drive off the intruder. If this is unsuccessful it leaps forward to bite and tear.
Divine Ranks: A xolo is considered to be a Rank 0 deity.
Guide of the Underworld (Ex): A xolo gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against the Undead and evil Outsiders. Likewise, they get a +2 bonus on weapon damage rolls against such creatures. As well, a xolo's natural attacks are considered ghost touch weapons and if they bite a possessed (ghostly or demonic) being the spirit or demon takes half the damage.
Immortality: Xolos are naturally immortal and cannot die from natural causes. They do not age, and though they do not need to eat, sleep, or breathe, they go into a comatose state if they would otherwise die from the lack. If their physical body is killed they reincarnate within the womb of a pregnant xolo.
Immunities: Xolos have the following immunities. These immunities do not apply if the attacker is a deity of 0 or higher rank.
Transmutation: A xolo is immune to polymorphing, petrification, or any other attack that alters its form.
Damage and Drain: A xolo is not subject to energy drain, ability drain, or ability damage.
Mind-Affecting Effects: A xolo is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Soothing Touch (Su): A xolo can use Cure Light wounds and heal 1d4 points of ability damage to any one ability once per day. As well, it may remove any ongoing pain and pain effects to those its attitude is Friendly towards, filling them with a warm, soothing sensation.
Spirit Senses (Ex): A xolo can use its scent ability to smell incorporeal creatures and can detect one possessed by ghost or fiend. As well it gains the benefits of the Blindfight, Hear the Unseen and Spirit Sense feat.
Skills: Xolos have a +8 racial bonus on Jump checks.*Xolos have a +8 racial bonus on Survival checks when tracking by scent.

-=-=-=-=-=-

Sample Encounters
Good Boy (EL 5): A xolo is protecting an abandoned barn in the midst of a dead field and seeks to drive off anyone who approaches it. The reason for this could be one of two things.
#1. A demon-worshiping cult has taken to using it as a secluded area
for performing their horrible rituals.
#2. The ghost of a wandering farm hand was hung in this barn for murdering the master of the house and has come back for revenge.
Howling at the Devil (EL 15): All the xolos in the area have come together to form a great feral pack, attacking any who venture outside their doors. Several children have gone missing as well and are said to have been eaten by the pack. Unbeknownst to the adventurers is that nearly the entire town has become possessed by demons and the child sacrifice caused the dogs to rise up against them.

Xoloitzcuintle Lore

Characters with ranks in Knowledge (religion) can learn more about xolos. When the character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (religion)
DC - Result
15 - This is a Xoloitzcuintle, said to be a dog of the gods. This reveals its animal type.
20 - The xolo is said to be able to heal and remove pain. This reveals its soothing touch ability.
25 - The xolo was gifted to mankind to protect them from beings of the underworld and guide their souls when they die. This reveals its Guide of the Underworld and Spirit Senses abilities.
30 - The xolo is said to have a tough of the deity to it. This
reveals its divine ranks, immunities and immortality.

Zashiki-warashi (Spirit of Prosperity)
A laughing child with red face and bobbed hair runs in through the front door with delighted laughter.
Offering: A boiled sweet every night and a new toy each week.
Benefit: There is a feeling of camaraderie and holiday in the home where a zashiki-warashi lives. Diplomacy and Bluff checks are made with a +4 bonus.
Pleasantry: If you read a story or sing a lullaby every night, and scold the Zashiki-warashi every morning, it will show itself and charm any visitor to the home towards it, the house, and its inhabitants. The slightest hint of violence against the charmed visitor however breaks the effect. If the visitor has one on its person it will leave the Zashiki-warashi a copper or silver coin (whatever is lower). The spirit will then stick it under the pillow of the head of the family that night. However, if any should try to take the coin from the Zashiki-warashi before then, it will rebel, and refuse to give it, or charm future visitors, though it will steal from them the most valuable object or coin on their person and refuse to give it back. It will then horde coins, gems and any valuable object it finds within the house and hide it away until a special meal is made in its honor. It will then relent. Upon a second infraction against it it will leave the home and another Zashiki-warashi will not take its place for 24 hours.

Playing A Goodwife

Others walking along a street may see buildings, carts, pedestrians, pets and children. They then go home and live their life within the privacy of their dwellings. A Goodwife however knows there is no such thing as privacy. You know nothing of this thing called loneliness, for even in the deepest hole, the driest desert, the most obscure locale, you have continuous company. You are surrounded, day and night, by the scampering of spirits, songs no other ear can hear, snatches of supposed secrets. Thought and form are in all places, and you wade through a sea of lifeforms most never see though they live a century. For those solitary at heart, this constant flow might drive them mad,
but you love constant company and the sense of community. It is a holiness to chat with a neighbor, a blessing to watch the little children in play. You have devoted your life to aiding all things, large and small, humanity and divinity. The elementals, eidolons, spirits and souls, these are both your flock and your saviors, aids and masters. Through them and with them you better the world. Many goodwives are involved in the classic tales of a governess, nurse and the like who come into a household to bring magic and joy to its inhabitants. Essentially healing hearts and attitudes, setting them on the proper course before wishing them a fond farewell. Despite the often subservient and lower class tasks you take upon yourself, you come and go as you please with none dictating
your actions or lording over you. You are a servant to all, but a slave to none.
Combat: Goodwives give and take, ask and answer. This is the same for their strategies if diplomacy and kindness fail them. For her the devotion of all creation that wishes for growth and betterment are at her disposal. She is protected by those that love her, both seen and unseen as she defends herself with their borrowed strength. Rarely does a Goodwife wish to slay, but if her opponent threatens even the smallest child she will not stay her hand.
Advancement: The ways of the Goodwife is humbleness and
dedication to civilization and its people, the person as well as the populace. She therefore tends to take feats and spells that
buff, protect and defend others.
Resources: Few in all the world has as many willing to aid her as a Goodwife. The very ground she walks upon wishes to soften her step and the wind kisses her nose as it passes. This is not to mention peoples and races elsewhere, many who owe all they have to her benevolence. She trades favors like others do coins and can call them in from all creation.

Goodwives In the World
"She was a godsend, and the children loved her dearly. You should have seen her playing along with their little fancies. Kept talking to their imaginary friends and pulling 'monsters' out from under the bed. Oh how I laughed. I admit it was a little strange however when she began apologizing to furniture that creaked...
- Mother Leslie of the Snider Orphanage

Few in the world can find it in their heart to hate a Goodwife. Even evil-aligned beings find themselves taking a shine to her. She doesn't preach or smite, crusade or proselytize. She simply does what she can to better the world, leading by example, and walking the walk. Only the most hatefully and sadistic can find fault with her, those who detest anything that brings happiness or hints of benevolence. Otherwise she is almost universally welcomed, for her company as much as her blessings. Comfort and aid she gives freely, and gratefully accepts their help later on, though never expects or requires it.

Daily Life:
You live in a new home each day, though it is never yours. You sleep in a warm bed nightly, but it is not your bed. You are invited into homes as a stranger and leave as a cherished friend. All are sad to see you go, but it is a bittersweet parting. You plant hope within, and from it love and contentment grows. Even amongst the wilderness the spirits take care of you, and in return you take care of them.

Notables:

Grandmother Cicily is the most famous of the coven. A Goodwife appearing as but a child in the first blushes of womanhood. For her seeming age she is quite tall, and there is something about her bearing and manner that speaks of an ancient woman. No mere girl could be so poised, so perfect in manner and posture. Yet the enthusiastic energy of her actions is nothing that one of advanced age should be capable. She is said to be over two thousand years old. Her parents died in a great calamity that destroyed her town. Barely able to speak or walk, she was trapped below in the cellars of her home where her parents hid her. She was born with the Second Sight however and watched the spirits surround her and comfort her. They prepared the food stocked within the pantries, spun her clothes from spiderwebs, and sung to her as she wept in the darkness. They told her stories, and spoke to her of what was beyond the shadows of the candlelight. For years she remained below until the massed food was nearly gone. Some say luck, others say the spirits guided her, but she was discovered. An elderly woman seeking shelter from a thunderstorm while gathering herbs cleared away the rubble and opened the doors. Within was a painfully thin child, blinking in the light despite its dim, storm-diffused quality. She was pale as death, with eyes too large. The woman gasped as creatures in the thousands formed around the child, of all sizes and shapes, of forms defying casual description. They flitted in and out of her vision, not exactly here or there, but heretofore and whencewhere. "No." the voice said. It was such a soft voice. A voice one could imagine the darkness having. Soft and cold, with iron in it. It came from the girl. "I cannot be hidden forever. If the dark spirits take me I am taken, but I need a life before they can take it away from me. You have given me a chance, but you cannot give life. This you have told me yourself. " The creatures became still and silent, as if in acquiescence. The elderly woman's mind reeled. Here was a child not even of ten speaking like a wizened philosopher to spirits that bowed before her. The child came out, tears of pain leaking from her overstimulated eyes. She held out a hand and whispered, "I cannot see. Please, lead me, Grandmother." In the end the woman took her into her apothecary in the midst of town, passing her off as the only surviving child of a distant family. The strangeness to her was only enhanced in more natural surroundings. She was so... careful. The racks and shelves of bottles and pots she moved about like a wraith, lest she even rattle them. She would speak to the air, and kiss door frames, and fold her clothes with great solemnity. So perfectly careful and... balanced. She refused shoes entirely, and it was true that she never stubbed her toes. So dainty was her step as well that rarely did it touch the ground but long enough to pick up soil. In conversation she would tell the most outrageous tales of simple household things, so strange to be coming out of her mouth. Her adopted grandmother however was enthralled by such stories. It made the time go faster as together they blew glass and shaped clay for the ointments and medicines to be brewed. Some herbs the child seem overjoyed to pluck, while others she refused to even approach. The first time she was shown a mandrake root the child paled and nearly fainted. She ran as fast as she could from the spot, calling out in an odd language, and slapping at trees as she pounded through the woods. Odd ways for an odd child, but she had a natural sense for the ways of things. Instinctively picking up on mannerisms, and decorum. Little domestic ceremonies and traditions. With her perfect manners, grace and care she soon became a favorite of the town, and even her little oddities seemed more quaint and becoming than strange. She soon took over Grandmother's outward travels, having learned healing and medicine as well as she. While not even turned twelve she aided in the delivery of many births. It was upon her 13th year that the neighbors heard a great shattering sound followed by Cicily's screams. Running in, they found the young woman curled amongst the shards of thousands of bottles and vials, sobbing uncontrollably. Grandmother lie nearby, slashed in a thousand places. She sat up and seemed to be speaking to something standing before her. "I am so sorry, Grandmother. So sorry." a pause. "It is, they came for me! All gone, all..." Another pause. "Alright, alright. Oh, I'll miss you." Cicily then stood up, and the crowd gasped. There were shouts of 'Stand still!' and 'We'll come get you!' but she ignored them, stepping amongst the glass-strewn floor, each placing of the foot somehow missing the razor edges. Many came to pay their respects. More than a few asked her into their homes, and she refused politely, but firmly. Afterward none visited long, for after that night the apothecary had gained the cool, smothering feel of a home long shut up and abandoned. It felt... dead. Cicily was seen remelting all the glass that had broken, and a week later disappeared. Those that awoke found a small bauble hanging from their doorway and swaying about the street signs. Though none could figure the cause, they instinctively felt it was a gift, and an important one. They were never taken down, and became known as Cicily's Blessing. Traveling for centuries, Cicily visited hamlet, town and city, glade and cabin, hermit and caravan. Always long enough to win the heart of the people before leaving again. Always leaving a bauble. She healed and blessed, and every so often a rare orphan was adopted, or a woman of the village would leave with this child that never grew. These women taught others, dedicating themselves to guarding against evil and the dark spirits attracted to misery and hatred. Thus was born the coven of the Goodwives.

Organizations: Goodwives rarely comes together, always too busy helping others to meet except by accident. It is known to happen however, but only doing so when something of grave import is discovered that is worth them dropping their tasks and responsibilities. A great mansion springs to life around them, and spiritual sentries guard it from entry and eavesdropping. When the coven convenes something threatens great numbers. Otherwise they keep in contact through the communal grapevine, leaving verbal messages with those they aid, which is then imparted when next another goodwife passes through. As well, their mark always allows them to know which one has recently come by and who is blessed or who is cursed.

NPC Reaction

Others see a woman of impeccable grooming and bearing, spotlessly clean and every hair in place, every bit of lint plucked from her modest attire. She is seen all over, caring for the sick, tending to the elderly, or midwifing for a difficult delivery, never keeping still. As she passes into each home and building she kisses her fingers and presses them to the doorway. She seems to talk to herself often, and is overly careful with everything she handles. She never gossips, but is instead always overflowing with news of births and deaths, marriages and proposals. Almost all that come from her is positive and hopeful, and ever is she full of advice and stories. Even more than she likes to talk it seems is her interest in listening to others. Those wishing to get something off their chest find her an ever attentive and sympathetic audience. Once she leaves the entire area seems brighter and more prosperous than before, with few ill events. Many strange ones remain however, singing is heard in the rafters and scramblings underfoot. Sightings of faces and odd creatures are often reported and thieves unconscious on the welcome mat. But somehow everything works out.

Goodwives In the Game

Goodwives are foremost buffers and backups. They are never front-liners, and if possible prefer to never even heft a weapon. They can take the place of bards and rogues to a degree, their ability to gain information or get into nearly any home and stronghold rivaling that of the most cunning thief or legendary performer. They do their best work off the battlefield, though there are tales of crusading Goodwives fighting for their loves ones surrounded by vengeful spirits and wielding weapons that spring to life of their own accord.

Adaptation: Any setting where spirits of land and tree, home and object survive the Goodwife fits in fine. In such campaigns where all divine casters must worship a deity, a generic tie to the wilderness or some all encompassing god of 'little things' could suffice. If even this is not enough, it is possible that such deities as Estanna would bless them to have sway over the little people and small powers. Goodwives are always female due to the natural nurturing instinct and the subsequent ties of life an fertility that they make use of. Good Husbands are discouraged, but potentially possible, but is up to the GM whether the concept properly meshes with that of the Goodwife.
Eberron: In Eberron the Aereni elves may commonly have Goodwives and Good Husbands of both genders who instead of interacting with spirits and elementals, speak instead with their ancestors, residual memories, and echoes of the past that influence and watch over their children.

Encounters: Goodwives are as often found in rural communities as bustling cities, often giving aid and comfort. They might be found in the wilds between civilized locales however, in strange but beautiful homes in the middle of nowhere.Adventurers may find themselves seeking her aid to exorcise a home or question why spirits have become riled in an area. Likewise they may simply be looking for sanctuary or healing from her. Very rarely some governing faction or non-good aligned clergy may hire players to run the Goodwife out of town. Perhaps due to a blessing that may have backfired on them once they abused it or the Goodwife, or the temples finding her lack of faith in a higher power disruptive or even heretical.

The Eclipse (EL 17)
The dark spirits that destroyed Cicily's hometown when she was a baby have been following her for years, but with her bringing of emotional and spiritual light to the lives of so many, they have never been capable of killing her. To attempt to destroy her was the cause of her home town being decimated, but the collective spirits of the entire city knew of her special gifts and guarded her. In Grandmother's house all the care that had been put into the making of its rafters and furniture, the love that blew into the vials to hold life-giving medicines, it sacrificed itself to destroy the evil that the mandrake had whispered in to the darkness, telling where Cicily had fled to. After a thousand years of driving out darkness however she has been surrounded by it. Within a manor built for her upon a tiny island out upon the lake she resides, drawing as much as she can to her and away from the towns. They cannot defeat the defenses of her fortress however, but seek a way within. Undead shadows, taint elementals, and evil fey with the shadow template surround the lake, and those that venture near it rarely survive it. Those that do are usually mad with fear and tell horrible tales of what they saw there.Tales of this location have recently come to the ears of the party, which by now has been mutated by the insane. Cicily now has the reputation for having going bad and summoning the creatures to attack and sew fear.

Frog Dragon
2011-03-27, 01:01 PM
Protip: When copypasting from notepad, turn off automatic wrapping.

The Glyphstone
2011-03-27, 01:06 PM
Would you like it fixed?

Djinn_in_Tonic
2011-03-27, 01:07 PM
Protip: When copypasting from notepad, turn off automatic wrapping.

Better yet, format classes/posts in Wordpad, Microsoft Word, or Open Office. :smallbiggrin:

Thugorp
2011-03-27, 01:11 PM
Would you like it fixed?

Sure if you can, though I might have the solution. Give me a second to finnish the last post then I will give it a quick try. If I can't fix it then YA I would love help thanks :-)

Thugorp
2011-03-27, 01:17 PM
O.k. post for doneness!(sorta) O.k. I have posted all three posts of the goodwife, and fixed the formating! SHE IS DONE! Exept for what isn't...

So I would love all questions and comments. Also, I would love to know oppinions about power-level appropriateness.


In addition I would love help creating the stats for the Small gods that are not yet stated out here-in(I kinda worked myself to exaustion on doing this alone for now :-) )

*Yes this is a double post but I think the level of change to the O.Ps. since my last one, gives me good reason to post.*

The Glyphstone
2011-03-27, 01:19 PM
Looks like you managed it just fine.

Surrealistik
2011-03-27, 01:21 PM
Whether it is the dog lying dead in the street, the child struck by illness, or a cracked pot abandoned, she will offer up a prayer to it and ceremoniously bury, burn, or otherwise dispose of it as needed with respect.

She'll ceremoniously bury, burn, or otherwise dispose of a child struck with illness :smalleek: ? Did you mean struck _dead_? :P

Thugorp
2011-03-27, 01:21 PM
Looks like you managed it just fine.

Yes thank you. :-) I found that selecting, "past," form the edit pull-down rather then the right click menu made all the difference.


She'll ceremoniously bury, burn, or otherwise dispose of a child struck with illness :smalleek: ? Did you mean struck _dead_? :P

You know as I said in my credit at the top, ALL of the fluff is directly from Vorporal Trible's original post, but yes I caught that as well. It is very odd. I think she just lost track of what she was saying. In any case, ALWAYS assume the best of the goodwives. I am sure she means that after the child dies she will burn it. :-) ... ummm or burry it, I think burning was for the other thing.

Icedaemon
2011-03-27, 02:30 PM
I like it. A flavourful class, balanced mostly towards the low end but with some very interesting abilities.

Djinn_in_Tonic
2011-03-27, 02:45 PM
I'll be perfectly frank...this class bothers me, because so much of it is straight from VT's work. I can't even tell what you added, aside from a new casting mechanic and the 20 level framework, and that gets to me. I don't know...the class features are great, but that's because it's a VT work, and he does solid homebrew. I understand that you give him credit but...well...it seems wrong, somehow. Maybe it's just me.

I'd be much more comfortable if you labeled either all the things you've added/edited in, or all the things VT did, so that the work is properly credited on a case-by-case basis. 'Cause as it stands the class isn't heavily based on the Goodwife PrC...it is the Goodwife PrC, just with more levels thrown in. I'd also like a bigger disclaimer at the top, 'cause if you don't read the intro...

Thugorp
2011-03-27, 03:03 PM
... I might one day get to that, but that is honestly quite a bit more editing... I did actually do that though in the intro.

I explain that ALL of the fluff is VT's(I even re-explain that in a later comment) actually, on this topic, I actually made an effort NOT to change anything that wasn't absolutly nessisary, I originally wanted to go through and edit the wording and grammar(which she is not perfect with) but then I decided not to do so. I decided that she was AWESOME and that if I changed ANYTHING fluffy it would just seem like I was trying to make things sound different from how they originally were so the class would seem like mine. That IS NOT what I want this is absolutely a class which simply takes the Goodwife Pr.C. and makes it into a 20level progression.

I then(in the intro.) state what I did. I spread it over 20lvls. re-arranged and actually tweaked some of the abilities to make them more inline with power levels at different stages of a normal 20lvl progression. I tried to nerf it to make it N.P.C.ish(I COULD PROBABLY USE MORE HELP ON THIS!!!). I made a new spell casting mechanic and added a progression and list.
I then spent days hunting down stats. and fluff for the monsters and putting them with the appropriate, "Terephim." I am happy to say that I was actually able to find many Vorp. Trib. creatures that matched her, "little gods!" :-D Others I found in books or the wiki, and one I adapted form a monster I found in a mongoose publication(mostly I kribed the abilities but I edited other things in the stat block which make it fit better and make it my own). All in all, while I freely admit this is based HEAVILY on V.T.'s work, and i took great panes to make this feel as much like it came right from her as I could I actually did spend most of my spring break working on it, I worked hard and I don't think I stole anything. I loved her class and I wanted to use it in a different way. I have credited her(AS SHE WELLLLLLLLL DESERVES) but... meh, now I leave it for you to decide what is what.

Djinn_in_Tonic
2011-03-27, 03:08 PM
...worked hard and I don't think I stole anything.

I wasn't saying you did! :smalleek:

I just was in favor of some notes saying what you edited or added, or a slightly more obvious disclaimer (bold font or something, rather than in a block of text).

*feels terrible now* :smallfrown:

For what it is, you have actually done a very good job. :smallbiggrin:

And VT is a he, actually. The ban occurred in the middle of gender-bender week. :smalltongue:

Thugorp
2011-03-27, 03:13 PM
OH thank goodness! I have been following him for like YEARS and I was imbarassed that I never knew he was a girl! :-D.

Bolding I am not to tired to do. It will be done in moments. :-D

You don't perchance know what the ban is about do you?

Also, I just read you name for the first time(I just call you, "seal guy," in my head) and you are Awsome. :-)

Djinn_in_Tonic
2011-03-27, 03:15 PM
Bolding I am not to tired to do. It will be done in moments. :-D

And there go all my problems with the presentation.


You don't perchance know what the ban is about do you?

No, and I couldn't talk about it if I did. Forum rules and all that. :smallbiggrin:


Also, I just read you name for the first time(I just call you, "seal guy," in my head) and you are Awsome. :-)

"Seal Guy?" What the hey? Wait...is it 'cause I always go on about my fictional seal of approval?

LOTRfan
2011-03-27, 03:15 PM
OH thank goodness! I have been following him for like YEARS and I was imbarassed that I never knew he was a girl! :-D.

Talk about a bad time to get banned. :smallwink:


You don't perchance know what the ban is about do you?

We're not allowed to talk about it, lest we incur the wrath of the mods.

Thugorp
2011-03-27, 03:23 PM
*ACK!* axidental double post mods please remove!

Thugorp
2011-03-27, 03:27 PM
And there go all my problems with the presentation.



No, and I couldn't talk about it if I did. Forum rules and all that. :smallbiggrin:



"Seal Guy?" What the hey? Wait...is it 'cause I always go on about my fictional seal of approval?

No! >:-D it's because your Avitar looks like a seal caught in a water cooler bottle! >:-D


Talk about a bad time to get banned. :smallwink:



We're not allowed to talk about it, lest we incur the wrath of the mods.

:-( how sad... honestly I am just a bit nervouse I actually tried looking back over his posts I am kinda worried I might mistep and never know. meh :/ well there you are though :-)



anyway... so about that big old class up there, is it to powerful for an N.P.C. class?

p.s.: L.o.T.Rs.Fan... did you just this second change you avatar?

Djinn_in_Tonic
2011-03-27, 03:28 PM
I am kinda worried I might mistep and never know.

If you misstep, you'll be warned. Just follow the forum rules. :smallbiggrin:



anyway... so about that big old class up there, is it to powerful for an N.P.C. class?

Unlikely. NPC classes are hard to judge for balance as, well...they're never used by PCs, nor intended to be used for opponents. So they can be at whatever power level you want. :smallbiggrin:

Thugorp
2011-03-27, 03:32 PM
Really? ... You most have very well behaved P.Cs. unless they have the faces of puppies attached to the bodies of small children who are slightly hobbled but are still physically cute(think tinny Tim), my players will usually get in a fight(physical or verbal) with just about anything.

I have to admit, I plan for a player to use this class.... along next to the ChickenGod, NPC class I made out of the ChickenMater/FarmGod NPCprcs

and the mage-wright and commoner and messenger and a few others.(I am going to have an NPC campagin)

nyarlathotep
2011-03-28, 01:17 AM
:-( how sad... honestly I am just a bit nervouse I actually tried looking back over his posts I am kinda worried I might mistep and never know. meh :/ well there you are though :-)

Just make sure you didn't copy and paste the pray that was flavor text for the original.

Thugorp
2011-03-28, 02:00 PM
I don't understand what that means...

nyarlathotep
2011-03-28, 06:12 PM
I don't understand what that means...

VP got an infraction for a prayer posted as flavor text with regard to the good wife class, and you were saying you trying to avoid copy-pasting anything that would get you in trouble.

Thugorp
2011-03-28, 06:58 PM
... hmmm... umm... honestly, I am not christian... what part of the flavor text is a prayer?

Djinn_in_Tonic
2011-03-28, 07:02 PM
... hmmm... umm... honestly, I am not christian... what part of the flavor text is a prayer?

It was removed from the original. Don't worry about it.

LOTRfan
2011-03-28, 07:02 PM
p.s.: L.o.T.Rs.Fan... did you just this second change you avatar?

Um, no, why? :smallconfused:

Thugorp
2011-03-28, 07:14 PM
It was removed from the original. Don't worry about it.

Oh, N.p. thanks(I thought it was odd that I handn't gotten any mod. attention if I was in violation.


Um, no, why? :smallconfused:

ummm... it was a couple days ago now...

Thugorp
2014-12-13, 06:12 PM
Disclamer: Yes I know thread necromancy and all that, but technically this isn't as there is both an edit and request attached.

First I have edited this class it now includes an entry on where to find stats for the small god: Dove.

Second the request(and the reason I am posting this again, even though the post is old) I need help with the table. I don't know what is going wrong, the table used to work, I even thought I was quite good at tablemaking but I can't get it to function any more. I know that there have been some changes to the way tables work but I can't figure them out. I love this class, it is one of the things I am most proud of working on. could someone please help me by helping me convert the table over? It upsets me that the table isn't compleate this class deserves a good table.

If you can't help but want to comment on other aspects of the class feel free, if you can help and also want to comment feel especially free.

LordErebus12
2014-12-13, 06:36 PM
Fixed that table of yours.



Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
-0-
1st
2nd
3rd
4th
5th


1st
+0
+0
+0
+2
Goodwife's Blessing, Second Sight
3
1






2nd
+1
+0
+0
+3
Out of the Woodwork
3
1






3rd
+1
+1
+1
+3
By Oak, Ash and Thorn
3
2






4th
+2
+1
+1
+4
Spontaneous Animation
3
2
0





5th
+2
+1
+1
+4
Lady of the Home
3
2
1





6th
+3
+2
+2
+5

3
2
1





7th
+3
+2
+2
+5
Incite the Spirits
3
3
2





8th
+4
+2
+2
+6
Small Gods
3
3
2
0




9th
+4
+3
+3
+6
Knock on Wood
3
3
2
1




10th
+5
+3
+3
+7
Possessive Possession
3
3
2
1




11th
+5
+3
+3
+7

3
3
3
3
2



12th
+6/+1
+4
+4
+8
Dancing Weapon
3
3
3
2
0



13th
+6/+1
+4
+4
+8
Small Gods (duo)
3
3
3
2
1



14th
+7/+2
+4
+4
+9

3
3
3
2
1



15th
+7/+2
+5
+5
+9
Goodwife's Exorcism
3
3
3
3
2



16th
+8/+3
+5
+5
+10

3
3
3
3
2
0


17th
+8/+3
+5
+5
+10
Teraphim Form
3
3
3
3
2
1


18th
+9/+4
+6
+6
+11
Small Gods (trio)
3
3
3
3
2
1


19th
+9/+4
+6
+6
+11
Spirit of the Home
3
3
3
3
3
2


20th
+10/+5
+6
+6
+12
Genius Loci
3
3
3
3
3
2

Thugorp
2014-12-13, 06:46 PM
Thank you so so much. I really apriciate it. I have by the way left the table as a quote box credited to you so that people will know you helped me with this. I hesitate to ask but would you be willing to help me with the other two tables in the O.P.? they are rather small tables.

Does anyone know why they changed the code? the old tables used to look so nice.

LordErebus12
2014-12-13, 06:53 PM
Thank you so so much. I really apriciate it. I have by the way left the table as a quote box credited to you so that people will know you helped me with this. I hesitate to ask but would you be willing to help me with the other two tables in the O.P.? they are rather small tables.

Does anyone know why they changed the code? the old tables used to look so nice.

sure

its easier to make the tables in microsoft word and transfer it over without having to format it much. i like the changes now.

LordErebus12
2014-12-13, 06:56 PM
Goodwife Level

Target


1
Individual/Tent/Wagon


3
Immediate Family/Shack/Carriage


5
Hovel


7
Cottage/*Extended family


9
House


11
Manor


13
Estate


15
Castle


17
**Village


19+
**Town


* 2d6 plus one additional member per Goodwife level
** This does not effect the entire village or town, just those of good alignment who are well disposed towards the blessed family.





Spell Level

Object Size


1st
1 Tiny or Animate Rope


2nd
1 Small or 2 Tiny


3rd
1 Medium, 2 Small or 4 Tiny


4th
1 Large, 2 Medium, 4 Small or 8 Tiny


5th
1 Huge, 2 Large, 4 Medium, 8 Small or 16 Tiny