I've been working on a few things over the last few months - although most of my gaming energy goes into my Pathfinder campaign, now in its third year. The characters are, uh... 8th level. I should feel more guilty.
Here's a little taster of one of those projects, or rather a taster of a little slice of the project: devising some very, very minor supernatural beasties to afflict the ordinary population of a fantasy realm, the kind to produce folk remedies and the intervention of a village witch rather than a full-blown adventuring party. These are partly for flavour, partly as an alternative to rats and diseased goblins as an introductory adversary for beginner adventurers.
Just wanted to share a bit of this with you! There's still a lot to do on this new supplement but I'm enjoying it (but being sidetracked by the research).
If anyone's wondering about the supplements I already wrote - I'm now waiting to hear back from both Paizo and the Open Gaming Store about consignment, both having received my application form and gone radio silent. Did I put explosive runes on them by accident?
Imps are often held to be the lowliest of fiends, but even lesser entities are responsible for much misery around the world. Gutterspites are barely-conscious bundles of malevolence that prey on whatever unfortunate mortals they can find. Too weak to inflict serious harm, they settle for inflicting unhappiness, pain and ill-luck, feeding greedily on the misery of their victims.
Gutterspites have the following traits unless otherwise noted:
Paltry Malevolence (Ex): Gutterspites are such pathetic fiends that even a hint of divine power is enough to annihilate them. Any devout follower can use a holy symbol to make a touch attack against a gutterspite. A successful attack with a symbol of a non-evil faith deals 1d6 damage, bypassing their damage reduction. An unholy symbol instead makes a gutterspite sickened and frightened for 1 minute. Unlike most other fiends, a gutterspite’s attacks do not count as evil for the purpose of overcoming damage reduction.
Shun Hallows (Ex): Gutterspites cannot enter an area protected by a consecrate or desecrate spell. If a holy symbol is displayed in a door or window, a gutterspite must succeed at a DC 15 Will saving throw to pass through the opening or any other opening within 20 feet of it.
Minor Telepathy (Su): A gutterspite has a limited form of telepathy, allowing it to convey simple concepts or emotions to other creatures that possess telepathy.
The long, feathery tail of this creature could almost be beautiful, if it weren’t for its sickly colouration and the dull malice in its three bone-white eyes. Four crooked arms clasp greedily at a dropped coin.
NE Diminutive outsider (evil, gutterspite)
Init +6; Senses darkvision 60 ft.; Perception –2
AC 16, touch 16, flat-footed 14 (+2 Dexterity, +4 size)
hp 4 (1d10–1)
Fort +2, Ref +4, Will –2
DR 3/cold iron, silver or good; Resist acid 3, cold 3, electricity 3, fire 3
Weaknesses paltry malevolence, shun hallows
Speed 20 feet
Melee tail +7 melee (1 nonlethal plus fatewrack)
Space 1 ft., Reach 0 ft. (5 ft. with tail)
Spell-like abilities (CL 1st; concentration +1)
1/hour–lightfingers (DC 10, drop item only)
Str 3, Dex 14, Con 8, Int 2, Wis 6, Cha 10
Base Atk +1; CMB –7; CMD 2
Feats Improved Initiative, Weapon FinesseB
Skills Perception +2, Sleight of Hand +6, Stealth +14
Languages minor telepathy 10 ft.
Description Resembling a four-armed squirrel with a third eye in place of a mouth, baleful gutterspites lurk amongst furniture, clothing and rafters, waiting for an opportunity to afflict a victim with bad luck. They relish the scent of failure and frustration, and are the bane of artisans and cooks, who find simple tasks suddenly eluding them.
Fatewrack (Su): A creature struck by a baleful gutterspite’s feathery tail is subject to misfortune. For the following 24 hours, the creature can’t take 10 on any skill checks, and a natural 1 on a skill check always fails as though it were a critical miss on an attack roll or saving throw. This also affects the result of taking 20.
Feather Touch (Ex): The incredible softness of a baleful gutterspite’s tail means a creature doesn’t automatically become aware when struck. The baleful gutterspite can attempt a Sleight of Hand check to conceal the attack, opposed by the victim’s Perception.