Thursday, November 24, 2011

Personae Malevolent 12 - Turducken


CR 3
XP 800
N Small magical beast (4d12 lbs)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +9

AC 17, touch 15, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 27 (3d10+12)
Fort +5; Ref +7; Will +6

Speed 40 ft, Fly 40 ft, Swim 20 ft

Peck +5 (1d6)
2 Lesser Claws +3 (1d4)
2 Greater Claws +3 (1d6)

Special Attacks: Warble, Leap

Str 10, Dex 18, Con 18, Int 2, Wis 20, Cha 6
Base Atk +3; CMB +2; CMD 17 (21 vs. trip)
Feats Multiattack, Weapon Finesse
Skills Perception +9, Stealth +12, Survival +6


Warble (Su)
Once every 1d4 rounds as a standard action, a turducken can generate a mind-affecting effect by warbling "Gobuakuk!". Every non-turducken  in a 60 foot radius takes 2d6 points of nonlethal damage and is Fatigued as though they had not eaten for 3 days, and are therefore starving.   (DC 16 Will save for half and no fatigue). The save DC is Constitution-based.

Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.

Leap (Ex)
A turducken can perform a special kind of pounce attack by jumping into combat. When a turducken charges, it can  jump into the air and land next to its enemies, then follow up with four claw attacks against foes in reach. When a turducken pounces, it cannot also peck.
Environment - Forests and low hills
Organization - Solitary, mated pair, or grand feast (3-9)
Treasure none (Unspoiled carcass is worth 400 gp)

The turducken is a chimeric beast along the same lines as an owlbear or hippogryph. They only appear near human settlements around harvest time each year, and it is rare to find more than one at a time.
A majestic comb crowns its head like a juanty pompador, matching nicely with its rather dapple waddle and aerodynamic beak. When swimming, the fore and rear legs fold in close to the body to allow the central webbed feet to kick.
Elusive beasts, turduckens trust in their natural camouflage to keep them out of sight when hungry humans are about. If it becomes evident that escape will be impossible the turducken will launch itself heedlessly into battle against its pursuers, upon whom it will unleash the raw fury that has slumbered within the hearts of turkeys, ducks, and chickens for generations.


These beasts are much prized by the finest chefs in the land. A cook must prepare a turducken with a DC 20 Craft: Cooking check to unlock its hidden potential.

Everyone that eats at least 1/4 lb of turducken meat receives a +1 morale bonus to all saves for 2 hours. If more than two portions are consumed in the span of one day, the imbiber must succeed at a DC 20 Fort save or be Slowed for 10 rounds, then remain Fatigued until they take at least 30 minutes to nap.

Anyone who eats one of the turducken's legs receives the effects of a Cure Light Wounds as cast by a 1st level Cleric.

Turducken meat will never ever spoil.

Monday, November 7, 2011

Beginner Box!

We had the opportunity to get together with some people and try out the new Pathfinder Beginner Box over at Dungeon's End in West Duluth.

Pictured clockwise above, our group consisted of two people with very limited experience with the Pathfinder RPG (Miranda and Addam), one player with none whatsoever but a goodly amount of 3.5 experience (Max), and one that hasn't touched any sort of RPG in about ten years (Greg). I'm the yeti standing in the back by the dragon mural.

So nope, couldn't get any TOTAL newbies, but that will change when I use this bad boy to teach my in-laws how to play sometime this winter!

Once everyone was assembled, we decided it would be better to get going as quickly as possible, and so we used the pregenerated characters right out of the box. A cursory glance over the sheets was enough for most of the players, though Greg needed the occasional reminder of how skill checks worked. It took us about two and a half hours to play through the premade scenario, though that was due at least in part to us doing a fair amount of goofing off.

This mini-module managed to show off -
Three puzzles
Skill checks for swimming and climbing
The benefits of using Diplomacy instead of violence (or at least it would have if the players hadn't decided to launch an ambush...)
and the importance of strategy!

                                                  (Not pictured: strategy)

There was a lot of magical loot for a level 1 adventure, but there was also a lot of peril in the form of creative encounters that didn't have much patience for sloppy tactics. Sending the wizard into an unexplored area first triggered a chain reaction that brought the party within a single hit point of a TPK...but then the cleric got to test out the "channel energy" mechanic, and it made her a big damn hero!

All of this was a good time, but what I find most impressive about this box is that the premade adventure and characters are a tiny part of its worth. The (glossy and full color) books contained inside of it are actually all you'd need to run a campaign up to level 5.

They include several dozen premade monsters, random encounter tables for just about every kind of environment, and a skin and bones version of the town of Sandpoint. Add to that the concise and neat blank character sheets and the simple grid on the other side of the dry-erase flip map, and you're set for several months of quality games.

I expected this to be pretty good as a way to introduce people to the game, and it turned out to be a lot more. The hard cardboard "pawns" seem to be made of the same adamantine-infused paper as the Pathfinder GM screen, and they are a terrific midpoint between 2-D pogs and plastic miniatures. They also keep the cost down to a trim 35.00, and allow for a lot more critters to be stored away!

Our demonstration has Dungeon's End looking at getting a store copy of the boxed set for free use, so be sure to stop in and ask about it if you'd like to give it a whirl yourself. This is an absolutely terrific addition to our collection, and something we'll be bringing with us whenever we travel with friends!