Mike Myler is freelance game designer with over a score of companies under his belt (and at this point, multiple hardbacks).
Get a look at his AdventureAWeek.com module, The Damned Souls of Fenleist, and if you enjoy it consider the other products he's written available on RPGNow.com (including free Pathfinder supplements)!www.mikemyler.com
P.R.A.N.K.S.T.E.R. Operative CR11 XP 12,800 Female elf arcanist 12 NE Medium humanoid (elf) Init +4; Senses low-light vision; Perception +7
DEFENSE AC 20, touch 16, flat-footed 15 (+1 deflection, +4 Dex, +1 dodge, +4 mage armor) hp 80 (12d6+36) Fort +6, Ref +9, Will +9 Immune sleep
OFFENSE Speed 30 ft. Melee+1 elven curve blade +6 (1d10, Crit 18-20/x2) Ranged acid jet+10 ranged touch (6d6+4 acid, Range 30 ft., Fort DC 20 or sickened 1d4 rounds) Special Attacks arcane reservoir (9/day, max 15), consume spells Arcanist Spells Prepared (CL 12th; concentration +16) 6th—mass suggestion 5th—dominate person (2) 4th—bestow curse, charm monster, dimension door, improved invisibility 3rd—blink, fireball, fly, major image, suggestion 2nd—blindness/deafness, detect thoughts, invisibility, mad hallucination, touch of idiocy, twisted space 1st—charm person, disguise self, liberating command, mage armor, magic missile, shield 0th—acid splash, bleed, dancing lights, detect magic, detect poison, mage hand, mending, prestidigitation, spark
TACTICS Before Combat A PRANKSTER Operative uses Silent Spell and Still Spell with her enchantments, attempting to keep any disruption of her cover to a minimum. During Combat A PRANKSTER Operative casts improved invisibility and then uses bestow curse, dominate person, and blindness/deafness to incapacitate foes before she dispatches them with her elven curve blade. Morale PRANKSTER Operatives are highly valued by the cabal but avoid capture at all costs, fighting to the death if they cannot flee when reduced to 12 hit points or less.
STATISTICS Str 8, Dex 18, Con 12, Int 15, Wis 10, Cha 18 Base Atk +6; CMB +5; CMD 21 Feats Combat Casting, Dodge, Eschew Materials, Silent Spell, Still Spell, Toughness Skills Bluff +12, Disguise +12, Knowledge (all) +6, Linguistics +6, Perception +7, Spellcraft +15, Stealth +14, Use Magic Device +11; Racial Modifiers +2 Perception Languages Common, Draconic, Dwarven, Elven SQ arcanist exploits (acid jet, arcane barrier, counterspell, dimensional slide, greater counterspell, spell resistance), cantrips, elven magic, keen senses, weapon familiarity Combat Gearpotion of cure serious wounds; Other Gear+1 elven curve blade, belt of dexterity +2,cloak of resistance +1, glove of storing, periapt of charisma +2, ring of protection +1
When the tactful force of a PRANKSTER Agent is unnecessary or an even more subtle hand is needed, the cabal dispatches a PRANKSTER Operative to infiltrate, reconnoiter, and more often than not, sabotage.
Use the statistics for a Mage but replace shield with disguise self and add Bluff +6, Disguise +6, and Stealth +6 to skills.
When the royal canines have been dealt with it seems like the party is no longer in danger, but 1d4 minutes after the encounter ends a storm of hail begins raining down on the city—at their reduced size, the weather may be a deadly hazard for the PCs! Taking cover in the nearest building brings the PCs to a large common hall for palace workers, a 40 ft. by 60 ft. hall with a large table surrounded by tree-stump stools and supplies lining the far wall.
A cursory search of the barrels and crates with a DC 14 Perception check reveals that one of the containers is a contraband cypher, a sure sign that the P.R.A.N.K.S.T.E.R.S. are nearby! Any PC that exceeds a check result of 25 also finds a piercing needle stuck in the crease between the floorboards and the wall. Though the adventurers might want to immediately track down the nearest criminal agent, a DC 12 Intelligence check deduces a few reasons not to; with their reduced mobility the adventurers won’t be able to search very quickly or effectively and moreover, at their reduced stature, the chances of being overwhelmed by the ne’er-do-wells are much greater than normal.
1d4 hours after finding this room, a servant appears with bowls, cups, and spoons in hand, setting the huge table for a meal attended by eight palace workers. A DC 20 Sense Motive check notices that one of the individuals—a woman named Vesra, a menial laborer in the Red Palace—is acting slightly out of sorts. If the PCs fail this check there’s a 50% chance she accidentally drops a PRANKSTERS coin onto the floor for a few seconds; while it is unlikely any regular-sized folks see its face, the party instantly recognizes the criminal token for what it is.
Today happens to be Vesra’s turn to clean up after the meal and after the rest of the workers file out of the room, she makes several trips with used dishes before approaching the contraband cypher. The party has ample time to try and block the doorways out of the chamber and with no means of escape, a criminal they can interrogate to learn more of the cabal’s plans in Mohkba—provided they can subdue the prattling PRANKSTER! [Tomorrow’s Statblock Sunday, folks! —MM]
A DC 13 Intelligence (Geography) check confirms the party’s location in Mohkba. A DC 11 Wisdom (Perception) check notes the presence of a contraband cypher. A DC 9 Intelligence check deduces that waiting for a moment to strike may be a better tactic. A DC 16 Wisdom (Insight) check notices Vesra’s out-of-place demeanor.
“My tree is a twig! This is bad! Where did mage go?!” Tekkittir yells, hefting her spindly growth of a club—now the size of an infant sapling rather than a full-grown tree—against a nearby table leg to disappointing effect. The party’s unexpectedly disrupted teleport to Mohkba changed each of the adventurers fundamentally; while Tanhoj and Vic were used to being of a reduced stature (albeit only a few feet rather than a couple millimeters), their half-orc companion was easily the most distraught by the situation.
“Don’t panic,” Mykail says, testing his legs before easily springing several feet into the air despite being an inch tall, “things could be worse. At least we’re in Mohkba; there’s no reason to be short tempered about it.” Before he could crack another size-related joke, the half-elf’s companions shoot him a stare colder than the chillest Klavekian wind. “Look,” the bard says with a serious tone, “this isn’t as untenable as you’re all thinking it is. Yes, our blades are likely of little use, but imagine how much harder it will be for the P.R.A.N.K.S.T.E.R.S. to find us now? I’m sure that they know the biomancer has been eliminated and now we’ve got a distinct advantage over an entire guild of sneaky criminals keen to stab our backsides. This is a good thing. Kind of.”
Stephni shakes her head, slapping the plucky bard on the shoulder. “He’s right. And Jesker—thrice damn his name—seemed to realize something was going wrong as he finished the spell so it’s only a matter of time before we’re back to normal. Until then we should be taking advantage of this..anomaly, and figure out what the P.R.A.N.K.S.T.E.R.S. are up to so that when we’re able to act again, we can do so swiftly.” She looks around, delicately resting her gloved fist on her chin thoughtfully. “Where do you think we are right now? Is this the Carpenter’s Quarter or the Divine Quarter?”
Looking around carefully and making some calculations with his fingers, Justahn grumbles a bit and says, “if you like I can cast a fly spell to get a bird’s eye view, but gold to bullion says that we’re in the Carpenter’s Quarter. People in the Divine Quarter would have nicer shoes.”
“I’m in agreement and while I’d like to confirm our suspicions, avoiding casting spells might be prudent,” Mykails says. “We did just get shrunken down to the size of bread crumbs thanks to the Sanctioned Arcane Practitioners and I’m not at all keen to draw their attention in our current state. Let’s make for the Red Palace—however it is the P.R.A.N.K.S.T.E.R.S. are planning on using those abominable creatures, the castle is sure to play a part.” Looking down the dirty city street that more resembles a canyon than anything else, the half-elf grins, “besides, I’m sure getting in will only require a little bit of effort.’”
Throughout the beginning of Mohkba Mania, Medium-sized PCs are reduced to Minuscule size (1/2 an inch tall) and Small-sized PCs are reduced to Infinitesimal size (1/4 an inch tall). Rather than using the existing rules for the Pathfinder RPG or 5th Edition, use these new size rules to bring a level of nuance to a part of the adventure so down to earth. Even though your group might be playing little characters, big adventures await them!
TABLE: New Size Modifiers
Old Size Modifier
New Size Modifier
Bijou Bashing / Trample Damage
Bijou Bashing / Trample DC
New Space / Reach
` For all intents and purposes not otherwise specified below, treat Diminutive creatures as though they were Medium-sized when determining weapon damage, spell effects, and the like. ^ New size categories introduced in Mohkba Mania. * It is virtually impossible for a creature of Huge size or larger to perceive a character of Miniscule or smaller size without magnification (be it magical or scientific). Miniscule creatures cannot be knowingly targeted by creatures of that size, but may be in danger should they tread in the same occupied squares. Note Creatures three size categories larger than their attacker automatically resist non-steal combat maneuvers. Tiny-sized or larger creatures take no size penalty to CMB or CMD.
New Size Modifiers for AC, Attack, CMB, CMD and Fly Skill
In addition to the changes listed below and to the augmented numbers in Table: New Size Modifiers, when calculating the size bonus or penalty to Stealth checks, simply double the number (for example, a Medium-sized creature suffers a -16 to Stealth checks).
Bijou Bashing (Ex)Creatures of Medium size or larger do not resolve melee or ranged attacks that deal bludgeoning damage normally when targeting a creature of Diminutive size or smaller. On a successful hit, the smaller creature saves as though they were also being trampled by the larger creature (slam damage + 1-1/2 times its Strength modifier). If the hit was a critical hit, increase the number of the trample’s damage die by 1 per critical multiplier (from 2d6 to 3d6 for a Medium creature wielding a club or other x2 modifier weapon, from 3d8 to 5d8 for a Large creature wielding a warhammer or other x3 modifier weapon, etc.) and the DC to avoid it by +5 per critical multiplier. A creature that fails their Reflex save must make a Fortitude save (DC 5 + opponent’s attack roll) or be knocked prone. On a successful Reflex save, the smaller creature takes half the damage from the the trample. Unlike normal trample attacks, diminutive creatures are not able to make attacks of opportunity against their attacker.
Constitutive Capacity (Ex)Creatures of Diminutive or lesser size may determine their heavy load by their Constitution rather than Strength score, but suffer 1 hit point of damage each hour traveling or strenuous round (moving greater than their base speed or engaging in combat) and must make a Fortitude save (DC 12 + cumulative damage taken from Constitutive Capacity) or also become fatigued. Constitutive Capacity cannot be used by fatigued characters. If using this rule, disregard Table: Modified Carrying Capacity.
Precise Piercing (Ex)In addition to the changes in size bonus to AC, the nature of piercing weapons at so small a size fundamentally changes how the armaments function. Creatures using piercing weapons receive their size bonus twice when calculating attack rolls made with piercing weapons or their AC against piercing weapons.
Spell Slipping (Su) To adventurers of truly little size, magic operates differently. Animals often lack the intelligence to realize it, but at Diminutive size or smaller, it’s possible that any given spell or spell-like ability might be avoided much like a physical attack. When targeted by a creature of Small size or larger by a magical effect that allows for spell resistance, the Diminutive or smaller creature may make an opposed size check (1d20+size modifier) against the caster of the spell (1d20+caster level). In the event that the reduced creature’s check exceeds the caster, the spell washes around them. All characters of Diminutive size or smaller gain this ability for free. Spell slipping is ineffective towards spellcasters or manifesters of spell-like abilities of Tiny size or less.
Titanic Trample (Ex) Creatures of Medium size or larger receive trample as a special attack, dealing an amount of damage determined by size. They automatically make a trample attack against non-flying creatures of Diminutive size or smaller whenever they occupy the same square, avoided with a successful Reflex save (no damage). The DC of this Reflex save increases by +2 for every leg the trampling creature possesses beyond two. Creatures that have no Fly speed that cannot be tripped (such as oozes and shoggoths) receive a +20 bonus to the DC of their trample attack.
*This assumes the character is of Diminutive size. For Fine creatures, reduce these scores by ½ and for Tiny creatures, multiply them by x2. For Miniscule creatures, reduce these scores by ⅓ and for Small creatures, multiply them by x3. For Infinitesimal creatures reduces these scores by ⅙ and for Medium creatures multiply them by x6. For Microscopic creatures reduce these scores by 1/12 and for Large creatures multiply them by x12.
Converted Size Attribute Modifiers: When creating new monsters or using existing creatures from the Pathfinder Roleplaying Game, use these size modifiers to determine a creature’s size bonuses or penalties to attributes.
Obviously creatures of extremely small size can’t succeed on a DC 16 Acrobatics check to soar well over their height; new rules for jumping are detailed here for creatures of Tiny size or smaller. Characters of Tiny size or smaller do not, however, require any running start to make an Acrobatics check to jump.
Otherwise a creature’s normal speeds are reduced by -5 feet per size category (minimum 5 feet).
TABLE: NEW JUMP DISTANCES
1 and a ½ feet
2 and a ½ feet
Greater than 6 feet
+4 per 5 feet
Greater than 3 feet
+3 per half foot
When interacting with the shrunken PCs, treat Small or larger creatures as having:
advantage on all damage rolls
disadvantage on all attack rolls that deal piercing or slashing damage
and disadvantage on all skill checks.
At their reduced size the PCs:
are at disadvantage on all attack rolls made with non-piercing weapons
deal half damage with non-piercing weapons
take double damage from bludgeoning, piercing, and slashing damage
gain advantage on all skill checks made to creatures of Small size or larger.
Familiar Steps Haunt CR 9 XP 6,400 N haunt (25 ft. by 10 ft. alleyway) Caster Level 9th Notice Perception DC 20 (to hear the squeaking of a panicked rat familiar) hp 18; Trigger proximity; Reset 1 day
Effect The familiar steps haunt is triggered when a spellcaster with a familiar enters its area. The spellcaster’s familiar wanders into the most crowded area nearby (no save), prompting its master to follow (DC 20 Will negates). Each turn spent in a square occupied by a creature of Small-size or larger prompts a Reflex save from minuscule and infinitesimal creatures (DC 25) or they are unknowingly trampled by the regular folk (1d4+3 bludgeoning damage, Fort DC 20 or knocked prone). Prone creature take triple damage from the familiar steps haunt. After being trampled by due to the familiar steps haunt, a creature must make a DC 20 Will save or be compelled to travel in a random direction (roll 1d8).
Destruction The remains of the familiar once belonging to Vagraxxa the Vivid (another mage that attempted to teleport into Mohkba against the will of the Sanctioned Arcane Practitioners) must be exhumed from the foundations of a building nearby, ground into dust, and used as a spell component in order to permanently destroy the familiar steps haunt.
Type mechanical; Perception DC 25; Disable Device DC 30 Trigger location; Reset automatic (for 2d6+1 minutes) Effects Atk +15 melee (10d6 bludgeoning); multiple targets (all targets not directly under cover); knocked prone (1d6 cold per round; DC 20 Escape Artist, Strength, or CMB check to escape; immunity to falling hail damage; DC 25 Reflex negates); treat area as difficult terrain; flooding after 6 rounds (see below)
Normal weather effects become deadly when the PCs are the size of a copper piece; should they be caught out in the open, the hail trap might do them in if they can’t find shelter! Though become trapped under a piece of ice from the hail trap is unpleasant, it offers some protection and can also be destroyed (hardness 1, 20 hp). After 6 rounds the area under the effects of the hail trap becomes flooded, requiring DC 15 Swim checks to stay afloat (creatures hit by the hail trap while swimming are not trapped.)
[Submitted by Rory Toma! Tune in on Meta Thursday to read this month’ s special rules for extremely small adventurers!]