PDA

View Full Version : [Pirates] Karibbi'dingi and the Ship That Dreamed



The Vorpal Tribble
2006-09-11, 09:32 AM
The Ship That Dreamed

http://my.photosleeve.com/TheVorpalTribble-albums/album03/adv.jpg


A visionary of the darfellan peoples long ago highjacked a ship to face a nightmarish creature that preys on those that sing the Song. A song that resonates with a state of mind known as the Whale Dream. The beast pulled the ship into this realm of fancy and now every night the ship returns, buoyed upon the mind and melody of its new captain. Sailing through mindscapes and battling creatures who prey upon dreamers, a number of extraordinary beings have come together to join the quest, devoted to the same goal. And they've realized a startling fact... the ship itself has begun to dream...

-=-

Karibbi'dingi of the Whale Dream
- Whale Dream Mantle -
- Both-th-th-in -

-=-=-

The Crew
- Tissa -
- Zamm'mm -
- Amelia -
- Merl Topper -
- Night Talker -
- Wynken, Blynken and Nod -

-=-=-=-

The Wooden Shoe

-=-=-=-=-

Spoils of the Night
- Net of the Dreamcatcher -
- Amulet of Whale Song -
- Dreamstone -
- Sleepinglass -
- Bowl of the Golden Waters -

The Vorpal Tribble
2006-09-11, 09:38 AM
Karibbi'dingi of the Whale Dream

A long, draw-out wail echoed across the beach. A woman's cry of pain. One of the men, greatly elderly, helped her to float within the shallow waters that washed upon the shores. Blood tinged the waters around her, and the cries grew weaker. She was young, barely of age to carry the child, but the pact between the two clans had made its conception mandatory. As he held her afloat with one hand, the other poured cool, briney water over her head and chest to soothe her. The others of the clan remained nearby but unseen, honoring their privacy.

Her body convulsed with yet another contraction and fresh water mingled with the salt as the pity he had for this brave young woman as she prepared to give birth to his son. Though the child had come from adherence to tradition, he had learned to love her, though he had no fancies that she shared the bond. Duty he suspected was her only bond, and perhaps friendship he dared hope. He sang softly to her and though pain flickered in her face, a smile came to her lips. She joined in his song, one without true words, but with ancient meaning that disdained translation. The most ancient of primal memories of song before sentience, a tune of love when their ancestors were but beasts of the sea. A tune that rose only when great emotion spilled forth.

She could not match him, but no woman ever could. The men's voices of the Karibbi clan were a wonder, and for them they could almost grasp its meaning. As they sang their voices melded, hers sometimes halting in gasps as pain wracked her frame. She then let out a scream that shattered their melody, followed by the squeak of a newborn. He turned her about so as to assist but his breath caught in his throat. Even a normal birth would have taxed his love, but this babe was of a size he had scarcely heard of. The mother to be shuddered as she began to convulse, but then her body relaxed and she looked into her mate's eyes with an affection he had never seen. He watched as a look of peace came over her and her body went limp and her head sank beneath the water. The father steeled himself and drew his knife to free the babe...

The birth had sent ripples through the entire clan. Aside from a black spot upon its head, it was as white as moonlight. A grown 1darfellan with the same colors had been dreamt by he and his wife. Since their mating many of his songs had been inspired by tunes he had heard in his dreams, the being within swimming amongst the tune. The colors, the dreams, all must be a sign. The child was named Karibbi'dingi, the Sea Dream.

Karibbi'dingi was made much of by the clan, and though only a child, was held almost with awe, and though he had his father for comradeship, he had no true friends as the young of age was kept from him in deference. His father was greatly pleased to see how readily he picked up words, speaking his first song while he was only half a year and singing the ancient song to the Whale Dream before even a year, with words even his father could not place, and certainly had not taught him. On his first birthday however Karibbi'dingi disapeared during a hurricane. Only his pale hide saved him, illuminating the light of the full moon as he bobbed upon the sea several mornings later. Though half-drowned, Karibbi seemed to have no fear of its reocurrance. He continuously attempted to swim far and deep, driven by an insatiable urge to go out upon the waves. Storms especially he loved, and he lifted his voice up to it.

It was well into his sixth year that he lost his father and therefore his only friend and comrade. As the ancient darfellan was laid within the funeral raft, Karibbi'dingi dived within the waters and pulled it out to sea. This was the last time he was seen by the tribe, though occassionally rumored to be spotted by hunting parties. One might have said he had gone feral, for he lived off the ocean without any hint of civilized behavior, feeding on raw fish and sleeping with one eye open as he wafted across the waters upon his back. An urge had been with him since before he had even been born. A longing for something untouchable, wordless. Only his father had kept him grounded, but at his death he had been freed, freed to persue what he could only call the Whale Dream. He literally became little more than an animal, though the songs he sung was of greater complexity than even the oldest humpback. For the next ten years of his life he was held in thrall by this waking dream, of wind and wave, depth and sky, and would have remained thus till his death if not for the passing of a ship. Mistaking him for a beluga, they hurled spears at him, and pulled his body up with cruel barbs. Only once on deck did they realize their mistake. If not for the continuing run of his hot blood they would have thought him dead. He did not awake for nearly a week, and even then was gripped in a high fever from infection, sometimes wailing like a wounded beast, at other times filling the hold with gibberish intermixed with song.

When finally it cleared so did his return to sentience. His life until this point he remembered only as a deep longing, but whatever he had been in throes of were missing. He felt the loss, but this rapidly faded as he spent the next month on board the ship and relearned the ways of civilized folk. Still, he had to soak himself within the ocean everyday or a horrible feeling of desolation began to encroach. Only when he slept could he return to the life he had once lived.

He paid his way on the vestle by filling it full of song, though none of it did the sailors understand. However, it was soothing, and their spirits were less burdened for it. For the storms had begun to come more and more frequently, and though Karribi'dingi reveled in it, his fellows did not. It was late one night as the darfellan leaned over the bulwark when his ears picked up the haunting melody of whale song almost directly ahead. Strange feelings and longings surged through him as never before and as he listened, enthralled, he suddenly heard the meaning in the words, carried on the winds...

Feel the waters streaming past along flank and fluke, the heaviness of breath that soon must take me up. Up where the sky presses down and the wind blows its chill/sound of surf and taste of salt and scent of calf/oh joyous dream of life!

So caught up in the beautiful melody that he failed to notice the building up of thunderheads above. He then felt the hand of one of the crewman on his shoulder. The man was staring up with wary amazement at the sky, his mouth opened wide. Dull lights flickered and lit up entire sections of the thick clouds overhead alike to lightening before a storm, but each flicker was of a different brilliant color. Rapidly they came closer and more brilliant, like a nearing aurora. As the crewman turned around, shouting for all hands on deck, Karribi'dingi heard the flap of massive wings. Instinctive fear boiled within him and his knees grew weak, though he knew not why. An urge to flee shook him, to dive deep and long until the waters grew dark and cold around him.

Then suddenly in a flash of brilliance it cleared the clouds. The creature was incredibly massive, and seemed bred of both surf and turf, having the immensely long, streamlined form of both eel and streaking bird. Fin-like wings sprouted in rippled fans from the enormous to the miniscule from every location of its body. Thickened skin alike to pinions arcing from the base gave the fans their form, similiar to that of a great scallop. Continous trickles of light flow across these lines, spreading out as it reaches the tip so that multiple hues of color burned across the wing's entire surface. Each wing altered its color independent of its fellows so that rarely were any two of the same shade.

It dived downwards and in the distance Karibbi'dingi saw the pod of surfaced humpbacks. Immediately the whale song became one of exquisite terror, a nameless, irrational fear experienced only in a nightmare. And over and over in the tone, with the rythem of the frantic beating of one's heart, was one long, drawn-out word...

BOOOOOOTHHH... THHHHH... THHHH.... INNNNN!

Meanwhile the crew had been awakened and the captain stormed out on deck. He began to roar orders and gripped the wheel tight for a moment as he looked with unbelieving eyes at the creature before the ship. He then collected himself and begun to spin the wheel, turning the ship about.

The calves and females dived as the bulls rose up, still moaning in overwhelming fear. Ignoring his orders Karibbi'dingi watched with horror as the creature bent down and bodily picked up the whale, driving its pinions deep within it. An indignant rage began to grow.

He turned frantically to the captain and shouted in his voice that many had remarked sounded alike to whale call when he was excited, "SIR! WWWEEEE MMMMMUST NOT! THE POD, THEEEEEY NEEEEEED US!"

"I'M NOT RISKING MY SHIP FOR A BUNCH OF SINGING FISH!" the captain shouted back, enraged. "NOW HELP HOIST THOSE SAILS OR IT'LL BE TWENTY LASHES!"

"CAPTAIN, WE MUST..." he shouted, hobbling towards the captain. The first mate however had been watching and jumped from the rigging to interpose himself between the agitated darfellan and his commander. He pulled his sword from his sheath and said commandingly, "Whaleman, obey your orders or so help me I will run you through."

Fury surged through Karibbi'dingi and he felt himself grow hot. Suddenly the captain and first mate fell to the ground, holding their heads and twitching. The darfellan shoved the captain to the side and quickly turned the wheel.

The crewman near enough to see what had occurred shouted in anger and clambered down. Karibbi'dingi glanced at them and from his mouth issued a wordless song filled with unearthly undertones. Deep drowsiness filled them and they crumpled into a fitful sleep. As the ship hurtled towards the pod, he tied a rope to the wheel to keep it on its course. Dashing down into the heart of the ship he sought several of the largest harpoons he could find and located a coil of rope. Tying one end to the mass and the other to the haft of the harpoon, he stood at the bow, ready. Those that attempted to free the wheel quickly lapsed into unconsciousness.

Several of the bulls darted to the side to evade the ship which was now bathed in the almost blinding light. Finally, with as much strength as he could muster, Karibbi'dingi hurled the barbed weapon. It sailed through the air and punctured directly through one of its largest wings, and through several more. The creature jerked in pain, pulling the ship suddenly forward. Karribi then grabbed another of the harpoons and threw it forward to finally pierce the creature's side. It rose into the air, and to Karibbi'dingi's astonishment, tilted the ship upwards. Oddly enough there was no sense of imbalance, and then, with a moment of intense disorientation, the sea disapeared.

The crew roared in horror at their surroundings, which was a pitch black void without. Overhead however was the faunt flickering of light, and as he stared he saw that it was not one, but thousands. An occassional amorphous light would float at some unmeasurable distance, for it may have simply been small and nearby, or enormous and incredibly far away. The both-th-th-in however then dived, and the lights overhead became dimmer, and those floating nearby less common. Karibbi'dingi's blood froze as he saw that the darkness the creature was heading towards writhed. He grabbed hold of the rope holding them to the both'th'th'in and sawed through it with his knife.

Though extremely slowed, they were still following in the wake of the nightmare creature. A song then came unbidden to his mind and he begun to sing. The area about the ship began to grow brighter as if coming out of the deeps and seeing the sunlit brine above. With a thought it began to rise and slowly the black receded. He realized as the lights ahead grew only minimally how quickly the flashing nightmare creature had been moving. Once away from the dark his fear melted away at a rate that surprised him. What he was filled with to his astonishment was joy. He felt as if he had finally come home, though there was scant little homliness wherever this was.

Panicked and now deathly fearful of this place, the crew pressed about him dangerously, demanding him take them home. He swore to them that he did not know how to get them out. One of the crew then screamed as something vague and shadowy came near him. In fact, indefinete shapes were flickering in and out of existence around the entire ship.

"If you can't get us out, then maybe we should skin your hide for gettin' us here!" one of the crew shouted, and drew a knife. A murmer of agreement rumbled through the crowd. Desperate, Karribi'dingi felt his thoughts take shape and the ship turned, heading back down to the darkness. The crew turned fearful eyes to the mass of mobile darkness and several swords dropped from shivering hands.

"Back awwwwwaaay!" Karribi'dingi commanded, "And all goooo to your cabins oooor wwwweeee saaaaail down to the deeeeeps!"

He waited until all had disapeared below deck before he turned it back upright and breathed a long, deep sigh.

-=-=-=-

Though time seemed to have no reckoning here, it was several hours later by his reckoning that the ship was rapidly approaching one of the clouds of light. It grew larger and larger until Karibbi could see vague colors and shapes within. It was as a mishapen ball of frosted glass surrounded by flickering fog. Within he was certain he saw sky and the green of grass he attempted to steer the ship away, but the ship seemed drawn to it. He braced himself for impact when suddenly he was surrounded by the deep blue of spring sky with billowy clouds overhead. Below, far, far below was the ground. Off to the side of the ship he saw to his amazement that there was a young human boy flying around with a huge smile. As he turned he saw the ship and his eyes widened. Suddenly he plummeted with a scream. Before Karibbi'dingi could even react the surroundings suddenly winked out to be replaced with familiar darkness lit by untold millions of foggy lights.

He shook his head in bemusement and turned the wheel idly. He noticed a form sitting precariously on the bulwark, his feet dangling off into nothingness. Curious as to which of the crew had braved the deck, he approached, and heard the voice of an old man singing, punctuated by bits of laughter.

"Wynken, Blynken, and Nod one night, sailed off in a wooden shoe. Sailed on a river of crystal light, into a sea of dew..." he trailed off as Karibbi approached. He wheezed back a chuckle and nodded to the darfellan amiably.

"Well, where are we going and what do you wish?" he inquired, and his body shook with laughter.

Karibbi'dingi stood motionless, looking in bewilderment at the elderly fellow whom he finally recognized as the cook.

"Come along, aren't you going to answer?" the man said, and nudged him in the ribs with an elbow.

"I... but..." Karribi'dingi stammered in confusion.

The old man shook his head in merry disapointment.

"We have come to fish for the herring-fish, that live in this beautiful sea..." he sung hoarsely, and then looked the darfellan in the eyes, "Is what your supposed to say!"

"But then again..." he then threw his head back and laughed until tears streamed down his face. In between the laughter Karibbi'dingi heard him manage to finally gasp out, "I guess... that'd make me the old man in the moon!" and then doubled over.

Fearing the situation had caused the elderly man a weakening of the mind he reached out to take him back down when he shook his head quickly.

"Oh, think me crazy do you? Well whaleman, I'm no more cracked than I've ever been and I'm sitting right here and enjoying myself, so be off!"

It was not shortly after that the appearance of the water growing shallower became more and more pronounced as the light about the ship grew. With a second bout of strange bit of dizziness the ship literally appeared to clear the water and arose just as the sun did above the horizon. Karibbi steered the ship for several hours towards where he knew to be the nearest port and allowed the men to come up. Despite the captain's fierce objections requiring him to be put to sleep the crew was forced onto the lifeboats to row to town.

"Pirate." spat the first mate as he carried his captain, and gave the darfellan a look that said he would gladly run a harpoon through him. The elderly cook decided to stay despite the fact the mutiny would be thought to involve his aid.

Though he felt guilt at what he was doing, Karibbi'dingi felt he had little choice, for he needed the ship and none would take him where he wished. As the last boat was lowered he turned the wheel and set off for his birthplace. He had grave news for his people. For whatever the both-th-th-in was, it and the powers behind it do not wish the peoples of the sea well.

As the sun went down that evening he suddenly felt the deck shift beneath him. It had tilted upwards into the dusk where millions of foggy stars shone. Murl slapped the wooden railing and whooped as the white darfellan lifted his head to sing joyfully...

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/

Description: Karibbi'dingi is a hulk of a darfellan, standing well over six and a half feet and wide for even his height. He almost appears overweight, with a great barrel chest, until one sees the muscles that ripple beneath his sleek hide. Interestingly enough he is completely white-skinned. Not pale, but a pearly hue that reflects the light. The only color are his two small black eyes, and a single black dot in the middle of his forehead, hardly more than a freckle. These eyes appear alive and watchful, though very gentle. His mouth is very large and thick-lipped, with sharp, tearing teeth within. His enormous webbed feet, so large as to be almost fins, are unclod and clumsy looking.

He is an imposing figure, dressed only in a short kilt of dark-grey leather with a pouch belt and sheath holding a large, thrusting knife.

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/

Karibbi'dingi

Male Darfellan 2Ardent 6/Bard 6/Cerebremancer 7
Medium Humanoid
Hit Dice: 6d6+12 + 6d6+12 + 7d4+14 (97 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 21 (+5 buckler, +1 insight, +5 natural), touch 11, flat-footed 21
Base Attack/Grapple: +11/+14
Attack: Bite +19 melee (1d6+9) or net of the dreamcatcher +12 ranged
Full Attack: Bite +19 melee (1d6+9) or net of the dreamcatcher +12 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: spells, psionics
Special Qualities:
Saves: Fort +8, Ref +9, Will +20
Abilities: Str 16, Dex 10, Con 15, Int 12, Wis 19, Cha 22
Skills: Autohypnosis +12, Concentration +11, Knowledge (arcana) +7, Knowledge (psionics) +9, Knowledge (the planes) +15, Knowledge (nature) +15, Listen +14, 3Lucid Dreaming +15, Perform (sing) +25, Profession (sailor) +10, Psicraft +7, Spellcraft +7, Swim +17
Feats: Aquatic Spellcasting (http://realmshelps.dandello.net/cgi-bin/feats.pl?Aquatic_Spellcasting,LoM), Dreamtelling (http://realmshelps.dandello.net/cgi-bin/feats.pl?Dreamtelling,HH), Extra Music (http://realmshelps.dandello.net/cgi-bin/feats.pl?Extra_Music,CAd), Improved Oneiromancy (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Oneiromancy,HH), Oneiromancy (http://realmshelps.dandello.net/cgi-bin/feats.pl?Oneiromancy,HH), Practised Manifester (http://realmshelps.dandello.net/cgi-bin/feats.pl?Practiced_Manifester,CoP), Practised Spellcaster (http://realmshelps.dandello.net/cgi-bin/feats.pl?Practiced_Spellcaster,CAr), Sunken Song (http://realmshelps.dandello.net/cgi-bin/feats.pl?Sunken_Song,Sto)
Organization: Crew (see next page)
Challenge Rating: 19
Possessions: +5 Buckler, Amulet of Mighty Fists +5, Amulet of Natural Armor +5, Crystal Anchor of Travel, Dusty Rose Ioun Stone, Incence of Meditation x4, Net of the Dreamcatcher, Signal Whistle
Alignment: Neutral Good


Karibbi'dingi speaks Aquan, Common, and Darfellan.

Bardic Music: Nine times per day Karibbi'dingi can use his song or poetics to produce magical effects on those around him (usually including himself, if desired).

Countersong (Su): Karibbi'dingi can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp): Karibbi'dingi can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. Karibbi'dingi can target up to three creatures with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Competence (Su): Karibbi'dingi can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Inspire Courage (Su): Karibbi'dingi can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.

Suggestion (Sp): Karibbi'dingi can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 22) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Psionics:
Primary Mantles: Whale Dream, Natural World
Secondary Mantles: Magic, Mental Power
Ardent Powers Known: Manifester level 17th. (163 power points; Save DC 14 + power level):
1st - Create Sound, Metaphysical Claw, Mind Thrust
2nd - Animal Affinity, Control Sound
3rd - Dispel Psionics, Water-Born
4th - Psionic Divination, Metamorphosis
5th - Power Resistance, Psionic Freedom of Movement
6th - Cranial Deluge, Psychometry
7th - Dream Travel

Spells:
Bardic Spells Known: Caster level 17th. (Spells per day 3/5/5/4/3/1); Save DC 16 + spell level):
0 - Ghost Sound, Lullaby, Know Direction
1st - Quick Swim, Remove Fear, Restful Slumber, Silent Image, Sleep
2nd - Blur, Calm Emotions, Detect Thoughts, Enthrall, Whispering Wind
3rd - Deep Slumber, Displacement, Siren's Call, Speak With Animals
4th - Dream Walk, Hallucinatory Terrain, Modify Memory
5th - Dreaming Puppet

-=-=-=-=-=-=-

Whale Dream Mantle

Granted Ability: You gain Practised Manifester as a bonus feat even if you do not meet the prerequisites.
1 Create Sound
1 Float
2 Control Sound
3 Crisis of Breath
3 Water-Born
4 Divination, Psionic
4 Freedom of Movement
4 Remote Viewing
6 Psychometry
7 Dream Travel
9 Microcosm


_ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ /

Great singers the whales are, weaving poetry and song and thought into a wonderful symphony. These songs reflect the Whale Dream, a vision of sea and wind and mind of such heartbreaking beauty that these majestic beasts cannot help but lift up their voices. This Whale Dream can only be felt as a vague yet enthralling sensation that cannot be put to words, unexplainable to those who do not heed its call. It is called the Whale Dream for good reason, as it is literally born of the dreams of the races of the seas.

The whales know nothing of this, having only the faintest of glimpses into the Dream, and though wise in their own way, have little sense of Me and I. But like any ocean, though in this case one of liquid fancy, there are predators in the darkness. Their only link to the waking is through the song and dance of the Whale Dream.


Both-th-th-in

A dulled flash lights in the sky, and one expects the following rumble of thunder, but none can be heard. The lights come closer, like a nearing aurora, but then you hear the flap of massive wings...

Gargantuan Magical Beast (psionic)
Hit Dice: 14d10+70 (147 hp)
Initiative: +3
Speed: Swim 40 ft., fly 80 ft. (poor)
Armor Class: 17 (+3 dex, +8 natural, -4 size), touch 9, flat-footed 14; 20% miss-chance
Base Attack/Grapple: +14/+36
Attack: Sting +20 melee (2d6 plus 6d8 non-lethal electricity) or touch +20 (6d8 non-lethal electricity)
Full attack: Sting +20 melee (2d6 plus 6d8 non-lethal electricity) or touch +20 (6d8 non-lethal electricity)
Space/Reach: 20 ft./20 ft. (30 ft. with tendrils)
Special Attacks: Improved grab, mindegg, psi-like abilities, stunning shock, tendrils
Special Qualities: Amphibious, blindsense 60 ft., born of dream, darkvision 60 ft., flickerfin, listener for the song, mindless
Saves: Fort +14, Ref +12, Will +5
Abilities: Str 30, Dex 16, Con 20, Int -, Wis 12, Cha 14
Skills: Listen +21
Feats: Ability Focus (stunning shock)(B)
Environment: Region of Dreams or Any Aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 15-20 HD (Gargantuan), 21-30 HD (Colossal)
Level Adjustment: -

The both-th-th-in are mindless yet beautious nightmares of the Whale Dream, preying on the beasts who sing the Song. For only the Song can awaken the offspring the young that these terrifying creatures implant within the massive minds of the whale. Their name is nearly impossible for most species to repeat, being a note of drawn-out terror in the Song, for as long as whales have existed, so have the Both-th-th-in, and their name is synonymous with the frightening aspects of the whale Dream.

Both-th-th-in are incredibly massive creatures that seem bred of both surf and turf, having the immensely long, streamlined form of both eel and streaking bird. Fin-like wings sprout in rippled fans from the enormous to the miniscule, growing from every location of its body. Thickened skin alike to pinions arcing from the base give the fans their form, similiar to that of a great scallop. Continous trickles of light flow across these lines, spreading out as it reaches the tip so that multiple hues of color burn across the wing's entire surface. Each wing alters its color independent of its fellows so that rarely are any two of the same shade.

These fins hide most of the body from view, which is of a glassy, transparent black hue that flares with bright patches of white and yellow deep within like lightening hidden behind thick sea-bred thunderheads. That head is merely a thickening at one end, with a mane of broad yet delicate fans twisting to and fro. The other end narrows to almost whip thinness with two of the largest fans on the creature sprouting along its sides.

The both-th-th-in breed by laying 'eggs' within helpless creatures who sing their songs to the Whale Dream. These eggs are purely mental in nature, slowly maturing until they can swim their way to the Region of Dreams. Baleen whales, were-whales, elsewhales, and darfellans are nearly the only creatures capable of producing these songs, though most marine mammals are entranced by the lure of the Whale Dream. Both-th-th-in are easily confused however and may go after anything large in the proximity of a whale song

Combat
When in persuit of a whale, the pinions suddenly lengthen from every fin to form lengthy tendrils that continue to pulse, though the fans themselves go dark. They then try to grab hold of the whale to deliver its shocks until its victim collapses.

Though they tend to prey only on whales and darfellans, a hungered or endangered both-th-th-in will attack any, and in its frenzy often implants its young within incompatable beings.

Born of Dream (Ex):
As a being of dream, a both-th-th-in appears hazy and out of focus, such that all melee and ranged attacks are assessed a 20-percent miss chance. This 20-percent miss chance is not the same as concealment.

Flickerfin (Ex):
A both-th-th-in's light illuminates an area of 60 feet to the brightness of moonlight. A both-th-th-in can extinguish its lights at will, though rarely does so. While lit it takes a -20 penalty on hide checks.

Improved Grab (Ex): To use this ability, a both-th-th-in must hit with a tendril attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Listener For the Song (Ex):
A both-th-th-in can feel the vibrations of whale song out to 1000 feet. This range increases to several miles if underwater.

Mindless: A both-th-th-in has no intelligence score alike to a vermin, and thus gains immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Mind Egg (Su):
A both-th-th-in can lay eggs within a helpless victim as a full-round action that provokes attacks of opportunity. The eggs of a both-th-th-in hatch within a week, forming a secondary mind alike to the Personality Parasite power, except that instead of forcing the victim to manifest powers, the both-th-th-in itself sucks up the psionic energy. If formed within the minds of non-psionic beings they deal 1 point of charisma damage per day unless the victim succeeds on a DC 20 Will save each day. They mature enough to use Dream Travel to leave their host within 1d4 weeks of hatching, but may only do so through the Whale Song.

Sometimes however the eggs are accidently implanted into creatures without link to the Whale Song , causing the victim to make a DC 24 Will save or go insane as the imprisoned hatchlings wreaks havoc with their victim's mind. This parasitic creature is considered a disease for the purposes of spells and powers that remove such afflictions.

Psi-like Abilities:
At Will/Dream Travel. 3/day Cloud Mind, Crises of Breath, Psionic Freedom of Movement. Manifester level 14th. The save DC's are Charisma-based.

Stunning Shock (Ex): A victim who takes electricity damage from a both-th-th-in's tendril attack must succeed on a DC 24 fortitude save or become paralyzed for 1d6 rounds. In addition there is a backwash of energy from the victim that deals 2d8 electricity damage to all within 10 feet (DC 24 reflex save halves). This backwash does not paralyze. While paralyzed the both-th-th-in can use a full round action that provokes an attack of opportunity to infiltrate the being's mind. The save DC is Constitution based.

Tendrils (Ex): A both-th-th-in can extend its tendrils as a full-round action that provokes an attack of opportunity. To keep these tendrils extended requires fine muscular coordination that interferes with the creature's ability to fly. Thus a both-th-th-in must take a standard action to continue to use its tendrils whether it uses them for an attack that round or not.

Skills: A both-th-th-in gains a +20 racial bonus on listen checks.

The Vorpal Tribble
2006-09-11, 10:11 AM
The Crew

Tissa, Seadreamt Mermaid Wilder (sidekick)
Zamm'mm, Totem Giant Were-Orca
Amelia, Unbodied Rogue
Merl Topper, Human Expert
Night Talker, Human Spirit Shaman
Wynken, Blynken and Nod, Dreamcatchers


_ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ /


Tissa
Tissa, alike to Karibbi'dingi, is the offspring of a famous vocalist amongst her people. Her mother, a stormsinger, took a special interest in the songs of whales and spent much of her time with a pod of humpbacks. Charming many a merman with her song and beauty between trips from the mer settlements, she could not say who the father of her could be. It was during the beginning of a hurricane she was attempting to subdue that she felt the first unexpected pangs of her impending birthing. Momentarily distracted she lost control of the storm, which lashed back at her as if angered by her hold on it. A bolt of lightening lashed down and struck her, and her scream formed a duet with the peal of thunder. By pure chance she was washed up, unconscious, near the entrance of a darfellan settlement where she was found and cared for by its people. The pale white child that was born several days laer caused great consternation amongst the darfellan. Though it would mean a change in much of their religious views it was finally decided that though not a darfellan, she had been blessed by the Whale Mother.

An envoy of mers arrived later on, fetched by a darfellan messanger, and escorted the weak mother and child home. Before they left, mother and child both were given a blessing and welcomed to return as sacred guests whenever they would.

This child in action and mind was as strange as her outward appearance, often found by herself swimming and humming in her own make-believe world. Many came to think her addled or simple. She was adored by her mother, whom took her with her as soon as she could swim to visit the whales. It was during one of her great songs to control the storms on a visit to the darfellans that the red-eyed child, Tissa, rose up into the air as she danced upon the waves. With a squeal of pleasure she began to fly, twisting and turning in elaborate time to her mother's song. So caught up in her performance her mother did not notice until she heard the exclamations of the darfellans. She watched in astonishment as her five year old stayed aloft even as the winds lessened.

From this time forward her mother could barely keep her fins in the water, as she dove high and low on winds of her own creation. With the coming of adolescence her powers began to manifest, the first time during the throes of her dance, as lightening arced from her body to join those of the storms overhead, called forth by her mother.

Nearing her twentieth year she was visiting her darfellan friends, of whom she had far more than amongst the mers, when a great ship suddenly appeared in the bay as the sun arose. This ship she found was captained by a Darfellan she had thought a myth, whispered of revantly by the darfellans.

He was welcomed as an emporer amongst peasants, and though his demeanor was humbler than most, he did have a strange presence to him that intrigued Tissa. That day he performed a song for the community, and though in sheer skill he was not that far superior from Tissa's mother, its resonance lifted the mind to a strange state. It was a melody that Tissa's mother had strived to touch upon all her life but whom had always fallen short. This young darfellan however had perfected it and gone beyond. Tissa found herself rising into the air without even willing it, borne upon his melody. She began to twirl and flip about Karibbi'dingi, and through this strange melody that was heard with senses beyond hearing they felt one another's consciousnesses brush.

She was accepted without question onto the Wooden Shoe, and it was a tearful parting between her and her beloved mother. However, the connection between her and this singer of the Whale Song had made a bond even stronger. Though too much in awe of Karibbi'dingi to give voice to it, she has since fallen deeply in love with him.

-=-=-=-=-

Description: Tissa appears quite strange at first, being an albino mer of incredibly pale skin and pink-tinged eyes. Her long hair is a colorless platinum hue which has been braided in many long loops that hang to her shoulders. The scales of her tail are nearly transparent so that in the proper light once can make out the pale shadows of organs and bones. Her only concession to modesty is a brief halter of white silk.

-=-=-=-=-

Tissa

Seadreamt Mermaid Wilder 4
Medium Humanoid (aquatic)
Hit Dice: 4d6+4 (18 hp)
Initiative: +5
Speed: 5 ft. (1 square), swim 50 ft., fly 100 ft. (average)
Armor Class: 16 (+5 dex, +1 natural), touch 15, flat-footed 11
Base Attack/Grapple: +3/+4
Attack: Masterwork pearlsteel sickle +9 melee (1d6+1) or aquatic crossbow +8 melee (1d8/19-20x2)
Full Attack: Masterwork pearlsteel sickle +9 melee (1d6+1) or aquatic crossbow +8 melee (1d8/19-20x2)
Space/Reach: 5 ft./5 ft
Special Attacks: Fascinate, miasma, psi-like abilities, psionics, wild surge
Special Qualities: Amphibious, elude touch, naturally psionic, immunity to electricity, low-light vision, psychic enervation, resistance to cold and fire 5, surging euphoria, thinbreathed, waking dream
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 13, Dex 20, Con 12, Int 10, Wis 13, Cha 18
Skills: Autohypnosis +2, Concentration +8, Listen +7, Perform (dance) +10, Swim +8
Feats: Hover, Skill Focus (perform: dance), Weapon Finesse
Challenge Rating: 6
Possessions: Amulet of natural armor +1, aquatic crossbow, masterwork pearlsteel sickle, pearl of breath crises x4
Alignment: Chaotic Good

Tissa speaks Aquan, Auran, Common and Darfellan.

Combat

Amphibious (Ex): Tissa can breathe both air and water.

Elude Touch (Ex): Tissa's intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus (+4); however, her touch AC can never exceed her Armor Class against normal attacks.

Fascinate (Su): Those within 100 feet that see Tissa flying must succeed on a Will save (DC 16) or become Fascinated for as long as they are in range. Any potential threat allows the fascinated creature a new saving throw.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. This is an enchantment (compulsion), mind-affecting ability.

Miasma (Ps): Tissa can manifest a strange bank of sea-scented mists that follows her wherever she flies. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). This mist always completely covers Tissa, plus extends out to ten feet.

Non-seadreamt that enter this cloud see strange visions and experience odd sensations. Those within must succeed on a Will save (DC 16), or be affected as by the Microcosm power for as long as they remain within. Those that leave and then return must make another save.

Naturally Psionic (Ex): Tissa gains 1 bonus power point.

Psi-like Abilities: At will - Control Air. Manifester level 4th.

Psionics:
Wilder Powers Known: Manifester level 4th. (26 power points; Save DC 14 + power level):
1st - Distract, Energy Ray
2nd - Control Sound

Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level (+4).

Surging Euphoria (Ex): When Tissa uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.
If she is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.

Thinbreathed (Ex): Tissa is immune to altitude sickness and all other conditions stemming from attaining great heights. She still suffers from airlessness however.

Waking Dream (Ex): Tissa is immune to magical sleep and dream-based effects, and gains a +4 saving throw bonus against enchantment spells or effects.

Wild Surge (Su): Tissa can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a she gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, abovc).
She can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.
This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).
She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.
She can choose to boost her manifester level by two instead of one.
In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.

Skills: Tissa has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.



_ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ /


Seadreamt

http://my.photosleeve.com/TheVorpalTribble-albums/album03/aeb.jpg

Picture courtesy of Worth1000 (www.worth1000.com). All rights reserved.

Seadreamt are creatures of the phantasmagorical with unusually strong ties to the Whale Dream, a state of mind that links one's consciousness with that of dream and the melody of the mental resonances within that only sea-bred beings seem to fully understand.

No longer truley gripped by reality, they soon find they can exist outside of the water, breathing freely and swimming amongst the heights. Many creatures freed from their restricting to the water rarely wish to return, many only doing so to feed. They tend to follow storms, relishing the wild moistness within as a substitute for the seas.

-=-=-=-=-=-

Creating a Seadreamt

"Seadreamt" is an inherited template that can be added to any living creature that either possesses the aquatic subtype or spends their entire life within water, hereafter referred to as the base creature.

A Seadreamt uses all the base creature's statistics and special abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals and vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
Speed: Seadreamt creatures gain a fly speed twice that of their swim speed with the maneuverability listed below:

{table]
Size Maneuverability
Fine to Dimunitive Perfect
Tiny to Small Good
Medium to Large Average
Huge to Gargantuan Poor
Colossal Clumsy
[/table]

Special Attacks: A seadreamt retains all attacks of the base creature plus the following attacks.

Fascinate (Su): Those within 100 feet that see a seadreamt creature flying must succeed on a Will save (DC = half seadreamt's HD + Cha mod) or become Fascinated for as long as they are in range. Any potential threat allows the fascinated creature a new saving throw.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. This is an enchantment (compulsion), mind-affecting ability.
Miasma (Ps): Though prefering moist cloudcover or sea fog, sometimes a seadreamt cannot always manage to find such ideal environs. Their desire for moisture however is so strong that it manifests itself in the form of a strange bank of sea-scented mists that follows the seadreamt wherever it flies. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). This mist always completely covers the creature, plus extends out to twice the space the seadreamt takes up.

Non-seadreamt that enter this cloud see strange visions and experience odd sensations. Those within must succeed on a Will save (DC = half seadreamt's HD + Cha mod), or be affected as by the Microcosm power for as long as they remain within. Those that leave and then return must make another save.
Psi-like Abilities: At will - Control Air. Manifester level is equal to the base creature's HD.

Special Qualities: A seadreamt retains all qualities of the base creature plus the following qualities.

Immunities (Ex): A seadreamt gains immunity to electricity.
Naturally Psionic (Ex): Seadreamt gain 1 bonus power point.
Resistances (Ex): A seadreamt has resistance to cold 5 and fire 5.
Thinbreathed (Ex): A seadreamt is immune to altitude sickness and all other conditions stemming from attaining great heights. They still suffer from airlessness however. As well, gilled creatures can substitute clouds and fogs for water.
Waking Dream (Ex): Seadreamt are immune to magical sleep and dream-based effects, and gain a +4 saving throw bonus against enchantment spells or effects.

Abilities: Increase from the base creature as follows: Dex +4, Cha +4.
Feats: A seadreamt gains Hover (though produces no movement of air). Otherwise same as base creature.
Challenge Rating: Same as the base creature +2.
Level Adjustment: Same as base creature +4.

The Vorpal Tribble
2006-09-11, 10:24 AM
The Crew (Continued)


_ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ /


Zamm'mm

http://my.photosleeve.com/TheVorpalTribble-albums/album03/adx.jpg

Born to a pair of 4totem giant parents, zamm'mm's strange abilities were considered a great blessing by his people, for the revered and mystical 5elsewhales were the great creatures of their personal totem. He eventually joined a pod of orcas, disguising himself amongst them and soon became their leader.

Discovered by Karibbi'dingi during another attack by a both-th-th-in, Zamm'mm has devoted his life to serving the darfellan who saved both he and his cetacean brethren. He feels it also is a sign, as traveling between realms of existence is the way of the elsewhale. Such a journey perhaps will bring him closer to understanding the elusive beasts.

-=-=-=-=-=-=-=-=-=-

Description: Zamm'mm in his normal form appears as a monsterously enormous totem giant. His head and body have been shaved of all possible hair and then apparently waxed and oiled well. Strange black tatoos cover his body, depicting oceanic themes, particularly whales with bubbles in their mouths. As well there are disquieting, unearthly symbols and designs that are completely unrecognizable to most that represent the various planes of existence.

-=-=-=-=-=-=-=-=-=-

Zamm'mm

Totem Giant Were-Orca, Giant Form
Large Giant (shapechanger)
Hit Dice: 22d8+88+3 (190 hp)
Initiative: +1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. (8 squares)
Armor Class: 25 (+1 dex, +3 hide, +12 natural, -1 size), touch 10, flat-footed 24
Base Attack/Grapple: +15/+25
Attack: Greatclub +22 melee (2d8+10) or slam +21 melee (1d4+6) or rock +16 ranged (2d8+6) or trill (stun)
Full Attack: Greatclub +22 melee (2d8+10) or 2 slams +21 melee (1d4+6) or rock +16 ranged (2d8+6) or trill (stun)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rage, rock throwing, soulmelds
Special Qualities: Alternate form, blindsight 120 ft., darkvision 60 ft., essentia pool 3, hold breath, low-light vision, lycanthropic empathy, resistance to cold 10, rock catching, scent, totem chakra bind
Saves: Fort +18, Ref +11, Will +16
Abilities: Str 23, Dex 13, Con 19, Int 10, Wis 17, Cha 10
Skills: Climb +21, Concentration +17, Intimidate +5, Listen +18, Spot +17, Survival +15, Swim +28*
Feats: Alertness, Bonus Essentia (http://realmshelps.dandello.net/cgi-bin/feats.pl?Bonus_Essentia,MoI), Cleave, Cobalt Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Cobalt_Rage,MoI), Endurance, Iron Will, Power Attack, Run, Toughness
Environment: Temperate Forest or Cold Aquatic
Organization: Crew
Challenge Rating: 16
Possessions: +1 Great Dislocator Greatclub
Alignment: Chaotic Neutral

-=-=-=-=-=-=-=-=-=-

Zamm'mm

Totem Giant Were-Orca, Animal Form
Huge Giant (shapechanger)
Hit Dice: 22d8+198+3 (300 hp)
Initiative: +3
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. (8 squares)
Armor Class: 19 (+3 dex, +8 natural, -2 size), touch 11, flat-footed 16
Base Attack/Grapple: +15/+38
Attack: Bite +28 melee (2d6+22)
Full Attack: Bite +28 melee (2d6+22)
Space/Reach: 15 ft./10 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, blindsight 120 ft., damage reduction 10/silver, darkvision 60 ft., essentia pool 3, hold breath, low-light vision, lycanthropic empathy, resistance to cold 10, rock catching, scent, totem chakra bind
Saves: Fort +23, Ref +13, Will +18
Abilities: Str 40, Dex 18, Con 29, Int 10, Wis 20, Cha 10
Skills: Climb +21, Concentration +17, Intimidate +5, Listen +18, Spot +17, Survival +15, Swim +18
Feats: Alertness, Bonus Essentia (http://realmshelps.dandello.net/cgi-bin/feats.pl?Bonus_Essentia,MoI), Cleave, Cobalt Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Cobalt_Rage,MoI), Endurance, Iron Will, Power Attack, Run, Toughness
Environment: Cold Aquatic
Organization: Crew
Challenge Rating: 16
Possessions: +1 Great Dislocator Greatclub
Alignment: Chaotic Neutral

-=-=-=-=-=-=-=-=-=-

Zamm'mm

Totem Giant Were-Orca, Hybrid Form
Huge Giant (shapechanger)
Hit Dice: 22d8+198+3 (300 hp)
Initiative: +3
Speed: Swim 50 ft. (10 squares)
Armor Class: 19 (+3 dex, +8 natural, -2 size), touch 11, flat-footed 16
Base Attack/Grapple: +15/+38
Attack: Greatclub +29 melee (2d8+23) or slam +28 melee (2d4+15) or rock +23 ranged (2d8+15) or trill (stun)
Full Attack: Greatclub +29 melee (2d8+23) and bite +23 melee (2d6+7) ; or 2 slams +28 melee (2d4+15) and bite +23 melee (2d6+7); or rock +23 ranged (2d8+15) or trill (stun)
Space/Reach: 15 ft./10 ft.
Special Attacks: Curse of lycanthropy, rage, rock throwing, soulmelds
Special Qualities: Alternate form, blindsight 120 ft., damage reduction 10/silver, darkvision 60 ft., essentia pool 3, hold breath, low-light vision, lycanthropic empathy, resistance to cold 10, rock catching, scent, totem chakra bind
Saves: Fort +23, Ref +13, Will +18
Abilities: Str 40, Dex 18, Con 29, Int 10, Wis 20, Cha 10
Skills: Climb +21, Concentration +17, Intimidate +5, Listen +18, Spot +17, Survival +15, Swim +18
Feats: Alertness, Bonus Essentia (http://realmshelps.dandello.net/cgi-bin/feats.pl?Bonus_Essentia,MoI), Cleave, Cobalt Rage (http://realmshelps.dandello.net/cgi-bin/feats.pl?Cobalt_Rage,MoI), Endurance, Iron Will, Power Attack, Run, Toughness
Environment: Cold Aquatic
Organization: Crew
Challenge Rating: 16
Possessions: +1 Great Dislocator Greatclub
Alignment: Chaotic Neutral

-=-=-=-=-=-=-=-=-=-

Zamm'mm speaks Aquan, Darfellan and Giant.

Combat

Alternate Form (Su): A lycanthrope can assume the form of an orca. Zamm'mm also can assume a bipedal hybrid form with prehensile hands and animalistic features.

Changing to or from animal or hybrid form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Zamm'mm has full control over this power.

Blindsight (Ex): Zamm'mm can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow him to locate objects and creatures within 120 feet. A silence spell negates this and forces Zamm'mm to rely on his normal vision.

Curse of Lycanthropy (Su): Any humanoid or giant hit by Zamm'mm's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.

Essentia Pool: Zamm'mm has an essentia pool of 6
(including +2 for the Bonus Essentia feat and +1 for the Cobalt Rage feat) and an essentia capacity of 3 (or 4 for any soulmeld bounds to his titem chakra). He tyically invests 2 points in his Cobalt Rage feat, 2 points in his frost helm, and 2 points in his kraken mantle.

Hold Breath (Ex): Zamm'mm can hold his breath for 152 rounds before he risks drowning.

Lycanthropic Empathy (Ex): In any form, Zamm'mm can communicate and empathize with all types of whales. This gives him a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”

Rage (Ex): Once per day, Zamm'mm can enter a state of fierce rage as a barbarian that lasts for 9 rounds. At the end of his rage, he is fatigued for the duration of the encounter. The Cobalt Rage feat grants him a +1 insight bonus on melee damage rolls and Will saves while he rages. The 2 points of essentia that he typically has invested in his Cobalt Rage feat grant him an additional +2 insight bonus on weapon damage rolls and Will saves while he rages.

Rock Catching (Ex): Zamm'mm gains a +4 racial bonus on his reflex save when attempting to catch a thrown rock.

Rock Throwing (Ex): The range increment for Zamm'mm's thrown rocks is 120 feet, He uses both hands when throwing a rock.

Soulmelds (Su): Zamm'mm can shape two soulmelds, drawn from the totemist list. Each of these soulmelds has an essentia capacity of 3 9or 4 if bound to his totem chakra). Zamm'mm currently has the following soulmelds shaped and bound.

Frost Helm (Su): Zamm'mm gains a +5 bonus on Balance checks made on ice and resistance to cold 10. Because this soulmeld is bound to his totem chakra, he also gains a trill attack that stuns three creatures within 20 feet for 1d4 rounds (Will negates, DC 16).

Kraken Mantle (Su): *Zamm'mm gains a +10 competence bonus on swim checks. With a successful swim check, he can move at up to his base speed (as a full-round action), or at one-half his speed (as a move action).

Totem Chakra Bind (Su): Zamm'mm can bind one of his soulmelds to his totem chakra, gaining the benefits thereof. Zamm'mm has bound his frost helm to his totem chakra.

Skills: Zamm'mm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line. He also has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if his blindsight is negated.



_ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ /


Amelia

Amelia is a great mystery to the dream sailing crew. While passing through a dreamscape they overflew a strange town setting. A young boy stood amongst a great group of people as a woman stepped forward to hand him a silver dagger. None seemed aware of his presence except a young girl who immediately looked up. Within a moment she had leaped into the sky and flew with blnding speed to grab onto the ship but a moment before the dreamscape disapeared with the wakening of its creator.

Unlike the rest of the crew, she claimed to still be dreaming, saying a 'bloody horse'd reared up and clunked her noggin a good'un'. Only much thought allowed her to remember this, for she said it'd been so long ago she could hardly recall when she hadn't been roaming Dream. She seemed to have no problem moving about and changing whatever she liked with but a moment's notice with an effortlessness even Karibbi'dingi could not hope to match.

She is wont to practical jokes and much verbal abuse of the crew, though her knowledge of Dream and her ability to adjust it with a whim makes up for it to a degree.

The ship in particular seems to have taken a liking to her, though she tries the patience of much of the crew. Merl quickly developed a grandfatherly relationship with the girl, both seeming to revel in the freedom and fantastic possibilities in this realm, and neither apparently having any family.

-=-=-=-=-=-=-

Description: Amelia normally appears as a little girl of perhaps eight years of age, though an odd look in her cold, green eyes makes her appear far older than her looks show. Her complexion is fair and a bit ruddy, and has a pale scar across her upturned nose. Her hair is wavy and dark blonde, almost brown, and hangs out loose from an overly large cloth hat stained and dirty. She is dressed in a grungy, soot-stained frock over layers of more grungy, soot-stained clothing, looking like worn-out hand-me-downs. Upon her feet, mostly hidden by the frock, are a pair of black, pointed toe boots.

-=-=-=-=-=-=-

Amelia

Unbodied Rogue 2
Medium Monstrous Humanoid (Incorporeal, Psionic)
Hit Dice: 4d8+4 (22 hp)
Initiative: +3
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 15 (+3 Dex, +2 deflection), touch , flatfooted
Base Attack/Grapple: +5/-
Attack: Incorporeal touch +8 melee (1d6)
Full Attack: Incorporeal touch +8 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionic powers, sneak attack 1d6, telekinetic force
Special Qualities: Assume likeness, darkvision 60 ft., dream home, evasion, incorporeal traits, telepathy 100 ft., trapfinding
Saves: Fort +2, Ref +10, Will +6
Abilities: Str -, Dex 16, Con 12, Int 18, Wis 15, Cha 15
Skills: Bluff +12*, Diplomacy +8, Disguise +12*, Hide +12, Intimidate +6, Listen +8, Lucid Dreaming +24, Sense Motive +8, Spot +8
Feats: Dodge, Mobility, Skill Focus (lucid dreaming)
Environment: Any
Organization: Solitary
Challenge Rating: 7
Possessions: None
Alignment: Chaotic Good

Amelia uses her telepathy to communicate with those around her.

Assume Likeness (Su): Amelia can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. Her abilities do not change, but sge appears to be that creature, relying on her Bluff and Disguise skills to deflect suspicion.

Dream Home (Ex): Amelia has so long lived in Dream that altering dreamscapes are as natural as breathing. She gaints a +10 bonus to Lucid Dreaming checks.

Evasion (Ex): Amelia can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. If helpless she does not gain the benefit of evasion.

Hide Mind (Su): Amelia cannot be identified as psionic by divination spells or clairsentience powers.

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

Psionic Powers: Amelia manifests powers as a 4th-level psion (telepath). The save DCs are Intelligence-based.

Typical Psion Powers Known (power points 25, base save DC 14 + power level):
1st - Distract, Mind Thrust, Primal Fear, Psionic Charm, Urban Strider
2nd - Detect Hostile Intent, Ego Whip, Psionic Suggestion, Read Thoughts

*Power can be augmented.

Telekinetic Force (Su): Amelia can use telekinetic force (DC 15) as a standard action that does not provoke attacks of opportunity. Manifester level 4th. The save DC is Charisma-based.

Skills: An unbodied has a +4 racial bonus on Bluff and Disguise checks. *When using its assume likeness ability, an unbodied gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.



_ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ /



Merl Topper

Merl Topper has known the sailor's life ever since he ran off as a child to become a cabin boy. His initial love of the ocean and the romance of the sailor's life soon soured as he discovered the job was a wearying, smelly, and completely unexceptional occupation. Only in the night as he looked up into the stars and remembered the lullabies his mother used to tell him did he regain a sense of the adventure he had set out to experience.

Days turned to months, and months to years, and before he knew it he was an old man who though had seen many strange things at sea, only the storms brought excitement to the decks. This finally journey he had reckoned would be his last, and he had set his mind to hanging himself when they land at the port. If he was going to go, blast it he was going to do it while he still had life in him!

Thus it was when the strange whalemen pirated the ship that he rediscovered the excitement he had lost so long ago. There was more to the world than met the eye, and these new seas were glorious!

-=-=-=-=-=-=-=-

Description: Merl is a stringy, almost rangy man of about fifty years, though the dark tan and the lines of his weathered face could easily make him look older than he really is. His hair is a bright white and cropped very short. His hands are large and rough with thick callouses. He wears oiled boots and thin, yet serviceable clothes.

Most noticeable of all though are his deep set, blue-gray eyes that seem to blaze out and capture your attention like the glare of a lighthouse in the pitch of a cloudy night. Those eyes are alive, and many fear slightly mad.

-=-=-=-=-=-=-=-

Merl Topper

Human Expert 4
Medium Humanoid
Hit Dice: 4d6+8 (22 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 padded armor), touch 10, flat-footed 12
Base Attack/Grapple: +3/+4
Attack: Masterwork Dagger +5 melee (1d4+1)
Full Attack: Masterwork Dagger +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +3, Ref +1, Will +5
Abilities: Str 12, Dex 10, Con 14, Int 8, Wis 13, Cha 12
Skills: Balance +2, Climb +8, Knowledge (geography) +6, Perform (oratory) +2, Profession (cook) +8, Profession (sailor) +6, Use Rope +8
Feats: Endurance, Old Salt (http://realmshelps.dandello.net/cgi-bin/feats.pl?Old_Salt,Sto), Sailor's Balance (http://realmshelps.dandello.net/cgi-bin/feats.pl?Sailor~s_Balance,Sto)
Challenge Rating: 2
Possessions: +1 padded armor, masterwork dagger
Alignment: Neutral Good

Merl speaks Common and Darfellan.



_ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ /



Night Talker

http://www.locogringostudios.com/Indian-Chief.jpg

Night Talker is the spiritual leader of a large colony of primitive peoples living along side an ocean near the arctic circle. Since his younger days he had had a gift for the predicting the migrations of herds and the coming weather. It was not until far later that it was discovered he did this through the interpretation of the villagers dreams. He became known as Night Talker, and as his wisdom grew so did his ability to seek the future. As he aged he stopped seeing dreams as oddities of sleep, but as a constant surge of forecasts given by the ancestors of his people who knew not the limitations of time, seeing all at once.

He discovered that there were enemies that sought to hide these revelations and blessings, and during his nightly trances did battle with the evil spirits that haunted the midnight wanderings of he and his people.

Of late however there was on dream he was unable to unravel, and many of his people came to him with the same visions as he. Unrest settled over the village as it became known even the great Night Talker had been blinded. Deeply troubled, he set out on a vision quest, finally stopping upon a cliff overlooking the ocean. There he sat for a week fasting when his meditations were broken by colored lightening far out over the waters, a sight he had seen many a time. As he heard the call of the whales in the distance he experienced a moment of dizziness, barely able to duck as a cold shadow flew over. Contrasted against the flickering colors he saw it to be a monsterous ship, so big as to be almost an island unto itself. He watched it dip down and soar towards the waters.

Though weakened from his hunger his mind was a sharp as ever. He called forth the wind to blow beneath his feet, and stepped out upon it, hurrying through the air. As he ran, he listened to a haunting voice echo from the ship, so familiar to he from his dreams. A beast of flickering fins and blinding colors was diving for the pod, and Night Talker shuddered. Though he had never seen its like before, in dream or waking, he felt in his very being that this was a spirit of dire power.
The shining creature then suddenly went dark as it crashed into the ocean, the nearby whales crushing its lifeless form with many a blow of their enormous tails.

The ship shortly lifted back into the air and Night Talker had to make a decision quickly; to leap out of its path, or try to grab a hold and find out the meaning to his dreams. Curiosity and duty overcame his apprehension and he was soon found, tangled within the sails.

The ship soon had another crewman, for he saw Karibbi'dingi and those that sailed with him as alike to the holy chosen of the Spirits, and pleaded for them to accept his aid. He was dropped off that morning at his village where he spent several months training the most promising of his pupils to take his place. He explained to his people that he was going on a journey ordained by the Ancestors, and though saddened by the loss of their loved shaman, they rejoiced for him. The village gathered to see him off as he strode into the sky to board the great ship that dreamed...

-=-=-=-=-=-=-

Description: Night Talker is a human male whoes many wrinkles makes him look somewhat older than he really is, though is not young by any reckonings. His dark skin is leathery and possessed of a red tinge. His eyes are a reserved, watchful hazel possessed of much dignity and not given to showing surprise.

He is covered by a cloak of dark grey owl feathers, though wears a pair of padded leather pants beneath. A pair of soft leather shoes shod his feet, with laces to give them a firm fit.

-=-=-=-=-=-=-

Night Talker

Human 6Spirit Shaman 9
Medium Humanoid (human)
Hit Dice: 9d8+9 (49 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 dex, +3 feather cloak),
Base Attack/Grapple: +6/+6
Attack: +1 Tigerskull Club +7 melee (1d8+1/x4) or masterwork silvered dagger +7 melee (1d4)
Full Attack: +1 Tigerskull Club +7/+2 melee (1d8+1/x4) or masterwork silvered dagger +7/+2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chastise spirits, spells
Special Qualities: Blessing of the spirits, detect spirits, follow the guide, ghost warrior, spirit form, warding of the spirits, wild empathy
Saves: Fort +10, Ref +7, Will +13
Abilities: Str 10, Dex 13, Con 13, Int 15, Wis 18, Cha 15
Skills: Concentration +13, Knowledge (nature) +14, Knowledge (religion) +14, Knowledge (the planes) +8, Listen +18, Spot +18, Survival +16
Feats: Alertness, Craft Skull Talisman (http://realmshelps.dandello.net/cgi-bin/feats.pl?Craft_Skull_Talisman,Fr), Craft Wonderous Item, Dreamtelling (http://realmshelps.dandello.net/cgi-bin/feats.pl?Dreamtelling,HH), Oneiromancy (http://realmshelps.dandello.net/cgi-bin/feats.pl?Oneiromancy,HH), Transdimensional Spell (http://realmshelps.dandello.net/cgi-bin/feats.pl?Transdimensional_Spell,CD)
Organization: Crew
Challenge Rating: 9
Possessions: +1 Feather Cloak, +1 Tigerskull Club, Boots of the Winterlands, Cloak of Resistance +3, Folding Boat, Masterwork Silvered Dagger
Alignment: Chaotic Good

Night Talker speaks Common and Darfellan.

Combat
Night Talker can include any creatures native to the Region of Dreams as spirits.

The club of night talker is a skull talisman unto itself and any whom sunder it or in some form break it are affected by a Baleful Polymorph spell which turns them into a luna moth.

Blessing of the Spirits (Sp):
As Complete Divine, p. 17.

Chastise Spirits (Su):
As Complete Divine, p. 17. 9d6 damage, DC 21 will halves. Night Talker may use this ability 5 times per day.

Detect Spirits (Sp):
Night Talker's spirit guide perceives nearby spirits. At will, he can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.

Follow the Guide (Su):
As Complete Divine, p. 17.

Ghost Warrior (Su):
As Complete Divine, p. 17.

Spirit Form (Su):
As Complete Divine, p. 17.

Spirit Shaman Spells:
Spirit Shaman Spells Known: Caster level 9th. (Spells per day 6/7/7/7/5/2); Save DC 12 + spell level):

0 - Guidance, Know Direction, Purify Food and Drink
1st - Goodberry, Pass Without Trace, Wood Wose
2nd - Animal Trance, Invoke the Cerulean Sign, Spider Climb
3rd - Call Lightning, Daylight
4th - Scrying
5th - Baleful Polymorph

Warding of the Spirits (Sp):
As Complete Divine, p. 17.

Wild Empathy (Ex):
Night Talker can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The spirit shaman rolls 1d20 and adds his shaman level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the spirit shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.



_ / _ / _ / _ / _ / _ / _ / _ / _ / _ / _ /



Wynken, Blynken and Nod

Within several weeks of sailing the Region of Dreams Karibbi'dingi through his link with the ship discovered he had gained several stowaways.

Dreamcatchers, sensing there would be good pickings on a ship that hunted nightmares and sailed through dreamscapes. The Darfellan spoke long with them and in the end had three more members of his 'crew' who began to weave for him nets out of their strange webbing.

Upon being told of their existence and what the Darfellan had talked them into doing Merl burst into laughter.

"'Nets of silver and gold have we' said Wynken, Blynken and Nod...." he sung happily between guffaws. And thus were the three creatures dubbed.

-=-=-=-=-=-

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.

The Vorpal Tribble
2006-09-11, 10:36 AM
The Ship That Dreamed

Do ships dream of unexplored waters,
Sailing off into the dark expanses...

Do they scream out in the terror of nightmare,
Seeing the hand of a man who prepares their scuttling...

Do they take with them the souls of the sailors,
Whom gave them life and purpose, into the twinkling foam...

Do they ever return from these depths of self,
Or do they remain forever, skipping across the swells of wants and fears...

-=-=-=-=-=-=-=-

Wooden Shoe

Whimsically named by Murl, it is a ship changed forever by the boarding of Karibbi'dingi. Many of the crew were known to remark that when he sang it would move as a greater pace that could not be explained by the winds. Something was stirred by his song and finally awoke upon its journey into the Region of Dreams. With each pass through the dreamscapes it snags flotsam and jetsam of dreamstuff like a ship would aquire barnacles and seaweed. It has long since developed what could almost be called sentience, forming a strange link with the darfellan.

It is a ship that has learned to dream, pining for its Captain and crew until they can come to board its dreamself at night. For in the waking world all its personality fades away into mindlessness, which it remembers only as relentless monotony.

Though appearing as it did originally in the waking world, when in the world of dream its appearance is wont to change dramatically. Left to its own choice it often takes the form of an enormous sea trout, with several great twisted trees growing from its back. Strange odds and ends collected from numerous dreams hang from the branches. The leafy boughs above sawy back and forth with the psychic winds of Dream. Between each of these trees is what appears as an old run-down shack, though its insides are far larger than the entire creature, entire sections shaping itself to the preferences and wishes of its crew.

http://my.photosleeve.com/TheVorpalTribble-albums/album03/adu.jpg

In the Waking...

...the Wooden Shoe appears as a very normal sailing ship (Caravel stats). However, while aboard the Wooden Shoe, Karibbi'dingi is continuously linked to it as if having manifested True Helmsman, and gains all the abilities thereof.


In the Dreaming...

...the Wooden Shoe is alike to a sentient dreamscape. Its movements, shape and upkeep instead requires Lucid Dreaming checks instead of Profession (sailor). Its statistics remain the same while within a Dreamscape, though in the vast sea of possibility it has no more, nor less, substance than a dream.

Dream Travel (Ps): The wooden shoe automatically transports its physical form and its crew to the Region of Dreams as the Dream Travel power upon the setting of the sun, and transports back as it rises.

Scapeskimmer (Ps): The wooden shoe may automatically enter and exit a dreamscape at will as if it had made the appropriate Lucid Dreaming check. Though it cannot adjust another's dreamscape of its own accord, it has complete control over its movements within, be it sailing or flying.

Those flying within the Dreamheart treat it as a Hurricane and must make Lucid Dreaming checks in place of Profession (sailor) to keep it steady. 'Green water' is replaced with damage from the dreamheart tempest.

Tides of Change (Su): The wooden shoe can sense the exact location of all creatures and objects within 100 feet of it, even if they are incorporeal and invisible.

The Vorpal Tribble
2006-09-11, 10:48 AM
Spoils of the Night

http://my.photosleeve.com/TheVorpalTribble-albums/album03/aea.jpg

-=-=-=-=-=-

Net of the Dreamcatcher
This net woven from the threads of a dreamcatcher functions as a +1 ghost touch net. The net is invisible to all but the wielder, though once the wielder releases it becomes invisible once again. The target loses half their dexterity bonus to AC when attacked by this net.

Entangled creatures can escape with a 30 escape artist check (a full-round action). This net has 15 hit points and can be burst with a DC 35 Strength check (also a full-round action).

Faint Telekinesis; ML 5th; Craft Psionic Arms and Armor, control object, eradicate invisibility; Price 24,480 gp; Cost 12,480 gp + 960 XP.


Amulet of Whale Song
This appears as a choker of thick gray whale leather etched with Darfellan runes. Its clasp is made from a living barnacle that grabs a hold of the throat. Those who wear this clasp can use Perform (sing) underwater even though they cannot breathe water. This is more like a forceful humming than singing, and words are not intelligible, but you are able to produce bardic music effects. The maximum distance of such effects (where applicable) is unchanged.

Once per day when you sing while under the surface of an ocean you may use one of your daily uses of Bardic Music to attract a baleen whale. This functions in all ways as the Summon Nature's Ally V spell.

Moderate Conjuration; CL 10th; Craft Wondrous Item, summon nature's ally V; Price 18,000 gp.


Dreamstone
The dreamstone appears as a pitch black opal of perfect symmetry with strange roaming lights deep within. This light occasionally flashes, showing strange scenes that disappear so quickly its easy to believe it was merely your imagination. The stone is nearly frictionless, feeling as liquid glass, its shape occasionally contorting and growing slightly larger or smaller. It is said to be a dreamscape captured by its own dreamer and shrunk and crystallized into its purest form.

Creatures with an intelligence score that wields the dreamstone are capable of normal sleep, and are affected by spells and powers dealing with dreams and sleep even if they would normally by immune, such as dragons and elves. Even intelligent undead and other creatures that are normally immune to mind-affecting effects may be affected. The stone subsequently grants a +10 competence bonus on lucid dreaming checks.

Once per day the wielder may also use Dream Travel as the power, manifester level 13th.

Strong telepathy and psychoportation, ML 17th, Craft Universal Item, creator must have 10 ranks in Lucid Dreaming, dream travel, psychic chirurgery; Price 93,300

-=-=-=-=-=-

Minor Artifact


Sleepinglass

A sleeping glass appears as a large, elaborately crafted hourglass made of deepcrystal and darkwood. Within the lower section of crystal lies a mound of slumber sand (see Sandstorm, p. 26). The sleeping glass is said to have been made by a powerful psion studying the affects of the subconscious mind. It is said he delved too deeply and was unable to awake, that he remains permanently in a coma, his body neither aging or suffering from lack of food and drink.

The wielder of the glass instinctively detects the presence of sleeping creatures out to 100 feet, though cannot pinpoint their exact location.

All living creatures within 60 feet of the glass automatically become drowsy and inattentive, taking a –5 penalty on Listen and Spot checks and a –2 penalty on Will saves against sleep effects while in range of the sleeping glass.

Once per day, all those that sleep or meditate within 20 feet of a sleeping glass gain rest at an incredibly accelerated rate. For each hour they would normally require only a minute passes. This allows those in range to regain spells or powers requiring a good night's sleep and regain lost hit points as if they had just had a night of rest. While within this slumber those that sleep are in such an intensely deep state of unconsciousness that no known method besides death can awaken them. Not even a Wish spell or similiar spells and powers are capable of bringing them out of this sleep until their time is through. While the others rest, the sleeping glass goes out of phase with the time stream as the Temporal Acceleration power.

Alternatively, the wielder of the glass can cause all living creatures within 20 feet that are not immune to sleep to collapse into unconsciousness if they fail a DC 30 will save. Those that sleep do so very, very slowly, going more into a coma as their bodies and minds shut down. For each hour they would normally sleep instead takes a day. Those within heal at this new rate, and do not suffer from hunger or dehydration any more than they would normally during a night's sleep. These sleepers may be awakened by rigorous shaking or by taking any ammount of damage, though there is a great shock to their nervous system that deals 1d4 intelligence drain.
The hourglass likewise shifts out of time as it does above.

The wielder of the glass can choose to be affected by the abilities above if he or she wishes.

Strong Telepathy; ML 20th; Weight 5 lbs.

-=-=-=-=-=-

Bowl of the Golden Waters
(Funniest Item Entry)

This simple looking clay bowl when set down automatically moves itself to the hand of the nearest sleeping creature within 1000 feet. It then fills with a strange-smelling water. When this creature awakes it finds that they have suffered an uncontrolled relaxing of the bladder. Until cleaned, these creatures may be detected at half again the normal range by creatures with the Scent ability for 1d4 hours.

Faint Conjuration and Transmutation; CL 1st; Craft Wonderous Item, Create Water, Mage Hand, Prestidigitation; Price 100 gp; Weight 1/2 lb.

The Vorpal Tribble
2006-09-11, 10:51 AM
As I seem to have used a bit of info from a dozen books, I'm devoting this page to showing where from.

1. Darfellan: A race of beings from Stormwrack whoes far distance ancestors were were-whales or similiar.

2. Ardent: A base psionic class from Complete Psionic where your powers stem from your own personal philosophy.

3. Lucid Dreaming: Lucid Dreaming is a skill from the Manual of the Planes that allows you to control certain aspects of Dream.

4. Totem Giant: Totem giants are a tribal people from Magic of Incarnum that reveres a certain kind of magical beast and constantly lives and migrates with them.

5. Elsewhales: Elsewhales are strange magical beasts from the Planar Handbook that swim through the seas of all the planes, and are known to take along travelers by blowing a bubble of air around them and carrying it in their mouths.

6. Spirit Shaman: A spirit shaman is a class from Complete Divine alike to a mixture between a druid and a cleric, acting as a sort of medium between the spirit world and the living world, possessing the belief that even plants and stones have spirits.

<In progress>

The Vorpal Tribble
2006-09-11, 11:12 AM
Ok, I still gotta give everyone their 'possessions' and will probably add a few more to the crew, but its mostly done.

All this was inspired by some really strange dreams I had on a vacation a few months ago. Fell asleep on the porch of a beach house nearby the ocean.

The both-th-th-in attacking whales, Amelia, and Night Talker in particular came straight from my midnight sailings...

Carmichael
2006-09-11, 04:36 PM
This is too much. Counterintuitively, this is not necessarily a good thing; as I've commented before on entries, less is more.

Consider for example, that I went past twenty paragraphs of fiction before trying to find who exactly is your pirate is. And then there's not even a brief description of what he's about.

The Vorpal Tribble
2006-09-11, 04:39 PM
Only Karibbi'dingi even has a full-length background... the others have shorties and a character sheet. In what way is there too much? I can hardly add less and still cover the categories.

Carmichael
2006-09-11, 04:42 PM
My opinion -- and only my opinion:

There is, um... wow, several pages for your lead pirate. And then several paragraphs for each character. And then the introduction of several new creatures, as well as great reliance on supplemental material. (Not that there's anything wrong with supplements.) And then new magic items.

In other words, I want to be able to use an entry for a game. But to do that, I want a quick and brief summation of what your pirates are and do. I have to go through, well, a lot to do that. (For example, I consider a short and sufficient writeup of a character to be: name, personality, alignment, class, level, race, important history/goals.)

I personally think what you've done is introduce a very trippy, long, colorful text that, in the end, gives me no motivation or idea how to use this (directly or as inspiration) in my game.

Mike_Lemmer
2006-09-11, 04:46 PM
Mmmm, about as easy to understand as a dream, too. The lack of a pitch at the very beginning, plus an extremely long flavor entry (word count: 3000+) that takes 2000 words to hit the premise (oh, it's a regular ship that got pulled into the Dreamscape by interdimensional creatures) makes it very hard to catch interest in.

I'd suggest chopping as much off the intro flavor as possible and starting it at a more interesting point, such as the initial tug into the Dreamscape.

The definition of a darfellan wouldn't hurt, either.

The Vorpal Tribble
2006-09-11, 04:54 PM
Well, if this contest had a 'Ease of Use' category, perhaps.

However, I gathered that we are supposed to make an imaginative, interesting crew. This means at least a slight bit of depth to the characters. As a DM I personally don't get much out of dust jacket characters.

I mean, yes, you can leave them vague for the DM to give life to, but <insert name here> entries isn't what this contest is about. You are supposed to breathe life into these guys, and its kind of hard to vote on an entry that leaves much or most of the concept to the DM. Me, the writer, is supposed to do that.

Now, if it were a matter of quantity versus quality, that I can well understand, as sheer length does not exactly make it interesting or even desirable *coughwarand* *hackpeace*. I'm hoping though that mine has quality as well as quantity. And even if it lacked quality I'd try to improve upon whats here than delete.


Mmmm, about as easy to understand as a dream, too. The lack of a pitch at the very beginning, plus an extremely long flavor entry (word count: 3000+) that takes 2000 words to hit the premise (oh, it's a regular ship that got pulled into the Dreamscape by interdimensional creatures) makes it very hard to catch interest in.
I'm trying to give an account of this guy's life.


I'd suggest chopping as much off the intro flavor as possible and starting it at a more interesting point, such as the initial tug into the Dreamscape.
So just kind of say, 'there once was a white whale kid whoes pap kicked the bucket so he left home and joined the navy where he sang for his supper' and then bring in the bit about the ship being carried off?

I could nutshell it down, but it wouldn't carry the concept across nearly as well.


The definition of a darfellan wouldn't hurt, either.
Its a race from Stormwrack, the descendants of a whale-like people.


Anyways, this concept I have here is a story, which requires all its bits. If you prefer something that quickly goes to 'the butler did it' then no, this probably isn't an entry that'd appeal.

Carmichael
2006-09-11, 05:06 PM
I don't think either of us said anything about leaving things vague (although that's not necessarily a bad thing either). Conciseness is what I am looking for in an entry; I firmly you can make your entries concise and good -- it just involves cutting out the fat and making what you write presentable and interesting.

(Of course, concise != short, but I am really, really inclined to not read five pages of fiction if that's what I need to understand your pirate.)

I like to think ease-of-use is an assumption in any new material (especially fan material). While I would like to be able to have the time to read everything deeply and carefully, there are only so many hours in a day -- so you know what? If I can't fully grasp your entry in less than, say, five minutes, I probably won't vote for it.

It's easy to be proud of what you write and insist that your text deserves special attention (why should it?) -- but remember that you, not us, know your own entries especially well. Only you wrote them. Your entries should at least be understandble at a cursory glance. At the moment, I don't think they are.

Fax Celestis
2006-09-11, 05:06 PM
I'm running into the same problem with my entry, VT. Differing depth perceptions, I suppose.

The Vorpal Tribble
2006-09-11, 06:09 PM
While I would like to be able to have the time to read everything deeply and carefully, there are only so many hours in a day -- so you know what? If I can't fully grasp your entry in less than, say, five minutes, I probably won't vote for it.
Then don't do all the entries at once, thats why they give you a week or so. I can generally manage to go over every single person's entry in under half an hour, and can read through mine in less than five.

However, I myself am not wont to vote for short entries unless the concept is particularly interesting. No, you don't have to read through everything of mine to understand the concept, but its a part of it nevertheless.



It's easy to be proud of what you write and insist that your text deserves special attention (why should it?) -- but remember that you, not us, know your own entries especially well. Only you wrote them. Your entries should at least be understandble at a cursory glance. At the moment, I don't think they are.
No. An entry should not have to be understandable just by reading the dust jacket.

I can't help but thinking all this means is that you are saying most people are too lazy to read more than a couple pages. I certainly hope you are wrong.

And when you boil it all down, to date not one of my entries seems to have critically suffered by being lengthy, so that above all makes me disagree with you.

There are obviously those on these boards who manage to read through and comprehend longer entries.


I'm running into the same problem with my entry, VT. Differing depth perceptions, I suppose.
Apparently ::)

Carmichael
2006-09-11, 08:35 PM
No. An entry should not have to be understandable just by reading the dust jacket.

I can't help but thinking all this means is that you are saying most people are too lazy to read more than a couple pages. I certainly hope you are wrong.

And when you boil it all down, to date not one of my entries seems to have critically suffered by being lengthy, so that above all makes me disagree with you.

You know, even novels and plays can be given a brief summary on the "dust jacket". And if there were no summary, I would have no idea what I would be plunging into when reading Dubliners (for example). Scientific research papers have abstracts; gaming books have a quick summary on the back. Is your entry so complex that you can't even tell me about Karibbi'dingi in two or three sentences?

I don't have a huge problem with depth in a text like yours. What I am leery of is that I must plunge straight into the waters, as it were, without ever getting straightforward answers to questions like Who is Karibii? or What does his crew do? If you were writing a published game supplement, for example, you would at least have to convey a general description of what you are writing. I do believe less is more in texts like these, because the level of usage I intend to take from a single supplement in campaign is going to be limited.

As to whether what you write suffers from being lengthy -- I can't say, but neither (I think) can you. Remember, you wrote it. You are going to have implicit bias toward and a greater understanding of your own entry. I would be okay with "depth" or "length", but only if:

A) there's some central point I can return to.
B) or if your entry is so amazing you have me wanting for more and more.

As a last note (since I feel like I'm not going to go any further than this) -- don't take constructive criticism personally or anything. Maybe a post like "this rocks!" is validating, but hopefully what you write in the future will respond to what I say. :)

The Demented One
2006-09-11, 08:42 PM
I like to think ease-of-use is an assumption in any new material (especially fan material). While I would like to be able to have the time to read everything deeply and carefully, there are only so many hours in a day -- so you know what? If I can't fully grasp your entry in less than, say, five minutes, I probably won't vote for it.

It's easy to be proud of what you write and insist that your text deserves special attention (why should it?) -- but remember that you, not us, know your own entries especially well. Only you wrote them. Your entries should at least be understandble at a cursory glance. At the moment, I don't think they are.

While a brief summary would be nice, I really didn't mind having to read that. It was well-written for a character backstory, and it gives a good characterization. It also seems to be the final realization of the Whale Dream concept VT's been playing around with, which I enjoy seeing. Conciseness is certainly a virtue, but I know I'll be voting for this.

The Vorpal Tribble
2006-09-12, 11:18 AM
I do believe less is more in texts like these, because the level of usage I intend to take from a single supplement in campaign is going to be limited.
As I've said, this entry is not specifically designed for others to use. That is in fact half the problem Wizards has is its trying to cater to the broadest tastes, and for many of us that is unfortunate.

This is not made for the broadest tastes, its made for the concept I came up with, and its not going to be everyone's cup of tea. Nothing I do will change that, so I might as well do it the way I prefer.


As to whether what you write suffers from being lengthy -- I can't say, but neither (I think) can you. Remember, you wrote it. You are going to have implicit bias toward and a greater understanding of your own entry.
I can say it as my record seems to be very decent as of this date.


As a last note (since I feel like I'm not going to go any further than this) -- don't take constructive criticism personally or anything. Maybe a post like "this rocks!" is validating, but hopefully what you write in the future will respond to what I say.
I don't take constructive criticism personally. However, I will argue incessantly something I disagree with, reguardless if its my own creation. I have, in fact, given in when it seems I'm mistaken, but in this instance I very much disagree with your stance.

Also, whenever I happen to disagree with folks the viewing tally skyrockets, so feel free to keep going ;)


Edit: Alright, and on the first page I give you your dust jacket.

Carmichael
2006-09-12, 07:13 PM
And I now I'm inclined to read it more! Hooray!

Mike_Lemmer
2006-09-13, 02:43 AM
Hot damn, that's one helluva dust jacket, Tribble. It could still use a little tweaking, though. Here's my suggestion:


Long ago, a darfellan visionary hijacked a ship to face a monster of nightmares. The wounded beast retreated through the dimensions, pulling the ship with it into the realm of the Whale Dream. Now every night the ship returns, buoyed upon the melody of its new captain. Sailing through mindscapes and battling creatures who wish to infest the dreamers, a number of extraordinary beings have joined this quest. And they've finally realized a startling fact: the ship itself has begun dreaming...

The Vorpal Tribble
2006-09-21, 08:36 PM
Alright, I finally pronounce this finished!

Just added the 'sidekick' and a minor artifact.