Thursday, March 28, 2013

Official Lords of Gossamer and Shadow Ambercon Campaign Session 2


Illustration by Jason Rainville

Official Lords of Gossamer and Shadow Ambercon Campaign Session 2
 Slot 6: Saturday, March 23, 2013 - 7pm to midnight
 GM: Kit Kindred

 12 Players
  Bridgette: Maria del Oliviera, American, Las Vegas. Stage magician.
  David M: Elijah Crumb, American, NYU. Professor of literature.
  David M: Beckett Callavicci, Belgian, Cern. Theoretical physicist
  David V: Annalise Meyer, American, Battle Creek Michigan. Graduate student.
  Elizabeth: Coralynn LeGarde, French, Nice. Sculptress.
  J.P.: Timothy Carlton, British, Birmingham. Genre author, conspiracy theorist.
  Joe: Sir Richard Reynolds, British, Surrey. Author, explorer, television host.
  Kris: Alex Wynne, American, Penn State. College football player.
  Madeline: Ismail Haq, Chinese, Afghanistan. Man of action
  Michael: Kevin Burkhart, American, Chicago. Architect.
  Sol: Xander Smelminski, Canadian, U Mich. College football player.
  Tara: Claire Roberts, American, Pennsylvania. Waitress.

Behind the curtain: Last year’s co-GM, John Lees passed away unexpectedly in the Fall. His absence was strongly felt. I had two players leave the game and one who joined. The character of Timothy Carlton was taken over by a new player. The character of Valentina was replaced, retroactively, by Coralynn. The character of Elijah was retroactively added.

Set-up: The game picked up almost immediately from the end point of the first session. Cal transported the characters from a house in Westchester whose security had just been compromised to another house near Paris. He took the body of the dead Gossamer Lady with him and asked the players to remain inside until he returned, hopefully in the evening.

The Game:
Ismail scouted the house, made contact with some people he knew in Paris, acquired some weapons, and returned to the house.

Claire and Xander went to breakfast. They bought cell phones and picked up food for those who remained at the house.

Kevin went off to wander Paris on his own. He planned to meet Maria and Claire for lunch.

Maria and Annalise went out for an epic shopping expedition.

Alex watched Sir Richard field strip his gun and was allowed to practice on another gun.

Timothy molded a model of the Stair out of cheese brought back to the house by Claire and Xander. He then ate it.

Coralynn organized a trip to the Louvre. Ismail, Xander, and Claire decided to remain in the house. Maria, Kevin, and Annalise said they might joint Coralynn’s group at the Louvre.
Coralynn used her family connections to gain access to an intriguing stairway exhibit at the Musee d'Orsay. Sir Richard immediately noticed it was not the Louvre. Coralynn, Sir Richard, Elijah, and Alex went to the exhibit, crossed the barriers, and walked up the stair. Timothy was trying to use the stair to make contact with the Stair. After some time standing on it and contemplating it, he and Sir Richard and Coralynn began hearing a sound they associated with the Stair. Timothy, Elijah, and Coralynn began trying to hum it. At this point, an Erebi appeared and began walking toward them. It was a humanoid rip in space and it destroyed everything that came into contact with it. Its footsteps made holes in the stair as it walked after the characters.

Sir Richard fired on it and hit center mass, but the bullets just seemed to cease to exist on striking it. They raced up the stair, opened the exit door at the top and found themselves on the Agora.

They closed the Door behind them and the Erebi did not pursue.

Maria and Annalise had an epic shopping trip. They met Kevin for lunch and then went to the Louvre to meet the others. When they didn’t find them, they went on a tour of their own. Kevin knew of an exhibit involving doors and wanted to look into it. They crossed a security barrier, opened a door and quickly noticed a shapeshifting monstrosity falling out of another now open door nearby. As it was heading toward them, they stepped through the Door and into the Agora. They closed the Door behind them and the ur-orobus did not pursue them.

In Cal’s house, Beckett, Ismail, Xander, and Claire discovered that there were no photos of Cal and little or nothing to identify the owner of the place. They set a Google alert in case their was trouble at the Louvre and then searched the house and tested their physical condition. Becket discovered that he was beginning to perceive the world as a formula to solve and could ‘see’ how far something was from its ideal iteration. Ismail and Xander noticed that they were faster and stronger and hardier than before. They were barely tired from their experience over the last day.
By this time, twitter was abuzz with the incident at the Louvre. Xander called Alex’s phone and left a message. They called cal’s phone but got a message that sid that if it was really important they should use his Icon.

Ismail, Xander, and Claire gave Cal’s house a more careful exploration. They discovered four doors that seemed to be Doors. One went to what looked like a library. One went to a market place. One went to a maze of some sort. The last went to what looked like an Indian place with an unusual sky overhead. Claire went to the library, but couldn’t open the Door to Cal’s house. Ismail and Xander opened it from their side and brought her back. While Xander held it open, Ismail went through the door to explore the library. There, he met Lucien. Ismail explained that they were trying to contact Cal. Lucien said he would see what he could do. Ismail raced back through the Door to Cal’s home before it snapped shut.

On the Agora, the two groups explored the sprawling marketplace. They bartered for weapons, knowledge, and clothing. A friendly weapons merchant was very helpful. Elijah, deciding that this was the basis for legends of a goblin market, was fascinated and traded names of disliked students for luminescent clothing. Eventually, they tried several Doors, with each leading somewhere interesting, but not where they wanted to go. Sir Richard finally managed to open the Door to his bathroom and his group went through. Maria’s group eventually opened a Door to an alley in Paris.

In London, Sir Richard discovered he had a phone message from his solicitor regarding the incident in Paris. Coralyyn had a similar message from her aunt. Alex had a message for Xander. Phone calls were returned. Sir Richard told his solicitor that the security pictures were faked. Coralynn called in favors to have to offending material removed. Both then went into the city to be caught on CCTV making financial transactions to establish that they couldn’t possibly have been in Paris when the incidents took place. Xander and Alex filled each other in on events.
Sir Richard’s group found they could open a Door to the Agora and to landings on the Stair but not directly to Paris.  Eventually, they went through to a landing, found a Door that seemed to be Paris o n the other side, and opened it to an old bookstore. They quickly left to return to cal’s place.

Ismail watched the front door as people came back. He noticed an odd sparking as people crossed the threshold. It had not been apparent when he left and returned or when Xander and Claire left and returned. Maria soon noticed it and watched as Sir Richard’s crew arrived and it sparked around them.

Becket informed them that he was aware of some sort of protective measure about the house like a firewall. Crossing the threshold apparently tripped an ant-virus check. Maria soon found she was aware of the thing but in a very different way than Beckett. She began trying to recreate it on a much smaller scale on a box she had purchased. She quickly found this exhausting.

People began to compare notes when Becket and Maria quickly became aware of the shields being tested. The test became increasingly fast and powerful. The shields attempted to compensate and drew all the warmth and power from the house. Flowers wilted. Fruit spoiled. But the shields held. As the attacks on the shields grew in intensity, two of the Doors opened-the one to the library and the one that seemed to be India with another sky. This was viewed as the house providing an escape route. Timothy felt drawn to the maze, but the others stopped him. They felt their best choices were the Agora or the Indian city, but the Agora was not one of their provided options. While the characters debated on which Door to pass through, the house broke the other two Doors. The colors in Elijah’s new clothing faded and energy seemed to drain from the room. The house then used the energy to launch a counter offensive while the character went through the Door to the place that looked like India. The house then closed the Door to the library and broke it. Ismail thanked the house for its hospitality and its noble sacrifice and went through the Door. It closed behind him and immediately broke.

They found themselves in a huge courtyard in an Indian place under a night sky of cascading light and shooting stars. People came and went through many Doors along the courtyard and mostly paid them no notice. Shortly, a man approached and welcomed them to Shatterlight. He explained that they were now guests of the Gossamer Lady Vala and were welcome to remain as long as they left any intrigues behind and brought harm to none in Shatterlight. They eventually accepted his offer of rooms and Timothy asked for an audience with Vala.

They were soon given rooms, clothing, and food. Timothy wandered away at that point. While the characters pondered what to do next, a woman appeared at their door. After being welcomed inside, they learned that she was Vala and that rather than granting a formal audience had instead come to them. She again told them they were welcome as long as they did not bring intrigues or harm. She asked how she might help them. For the time being, they settled on asking for permission to have use of the libraries of the place and to ask questions.  She granted this and told them, they may seek her out if they had other requests. She then departed.

After she left, they decided to learn as much as they could in as little as time possible and to keep each other informed of their discoveries. Their time may be limited as Maria has a performance in 3 days and many of the others will soon be missed.

Monday, March 25, 2013

101 Variant Monsters Preview #3 Maharal Golem (Clay Golem)

101 Variant Monsters Preview #3: today I finished 7 more Custodian Shedu (Shedu), Hoarfrost Giant (Frost Giant), Hunting Rex (Tyrannosaurus), Blaze Giant (Fire Giants), Maharal Golem (Clay Golem), Possessing Rakshasa (Rakshasa), White Lipoca (Coutal)

Maharal Golem (Clay Golem) Illustration by Phillippe Semeria

Description: This lumbering figure is sculpted from soft clay has magical writing or a rune carved into its forehead. Maharal golems are usually crafted to protect a specific ethnicity, creature type, or subtype and will only attack this group unless it is berserk, even if they are attacking and damaging it.

Create Wraiths (Su) Maharal golems can create 1d6 wraiths oncer per day as a move action by calling on the spirits of the dead to defend the golem from its opponents.
This ability replaces a clay golem’s haste special attack

Natural Invisibility (Su) Maharal golems have the ability to become invisible as a move action (as per the invisibility spell).
This ability replaces a clay golem’s cursed wound special attack

Immunity to Magic (Ex) Maharal golems are immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against them, as noted below.
An erase spell renders the golem permanently helpless (no save).
An explosive runes, glyph of warding, or greater glyph of warding deals 10 points of damage per caster level to the golem (no save).
A symbol spell of any kind renders the golem helpless for one full round and deals 10 points of damage per caster level to the golem (no save).
Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points (these temporary hit points last 1 hour). A clay golem gets no saving throw against magical attacks that deal acid damage.
This ability replaces a clay golem’s normal immunity to magic

Kaidan Kickstarter Update #29: A Peek at Atosa Province (by Jonathan McAnulty)

Michael has been working on new maps of Kaidan, including Provincial Maps. He posted his map of Atosa province on Facebook today, so I snatched it up and thought I would share it with you, along with a little bit about the province. -Jonathan

Best known as the once-home of the fire-demon Kagutsuchi, Atosa province is a beautiful and fertile province filled with gently rolling hills and thick, lush forests. Despite its great beauty and bounty, it has been sparsely settled by the Kaidanese. The yokai also largely avoid the land, for it has an evil, and not entirely undeserved, reputation to this day. The forests of Atosa are filled with the ruins of dungeons and minor oni abound in the land, as do many other dread monsters. Because of the abundance of ruins and monsters, Atosa is often the destination of would-be heroes and treasure hunters. Though the majority of these adventurers perish in ignominy, enough succeed in finding artifacts and treasures so as to assure that there are always a few more arriving in the port of Kyobe each day. 

Atosa is a mixture of thick forests and rolling grasslands, but possesses little in the way of farmed land. Spruce and firs abound, though not quite so thickly as in Genjima and Haruma. Birch can be found scattered throughout the region, and beech trees are also not uncommon. The majority of the forests, however, are comprised of deciduous trees, primarily oaks, with ashwood, elm and basswood intermingled, dwarf bamboo forming the heaviest undergrowth.

As elsewhere on Genshu, bears are common in Atosa, though there are more black bears than brown. Wolves are also prevalent within Atosa. Genshu wolves possess large, narrow heads and long, curved canines, giving them a somewhat distinct appearance. There are many spotted deer, but their numbers are kept in check by the wolves. Birds are abundant throughout, and include giant eagles, giant hawks, sea eagles, puffins, grouse, woodpeckers, tits, and owls. There are also numerous foxes in Atosa, though relatively few of the magical variety. Atosa foxes often possess a vividly bright scarlet coloration, and are nicknamed kitsunehi, fire-foxes. Smaller mammals include rabbits, weasels, martens, raccoon dogs, and bats. The most common snake in Atosa is the mamushi, a viper, though the bite is rarely fatal.

Atosa contains few tall mountains, but is filled with numerous low-level peaks and rolling hills. The most famous mountain in Atosa is Mount Hinomoto, an active volcano whose fires can sometimes be seen from as far away as Kura island and Taro province in Yonshu. Hinomoto'yama is overshadowed by its taller sister peak, Mount Hinodiwa, also a volcano, but not quite as active. While the top of Hinomoto is kept barren by the lava flow, vegetation grows heavily upon Hinodiwa and every few years, normally in the fall, one can expect a major fire, ignited by the lava, to sweep the slopes.

Another Atosa mountain, infamous in its history, is Mount Onikirui, atop which once stood the fortress of Kagutshuchi. Though nothing remains of the surface ruins, the mountain is honeycombed with dungeons. Evil creatures, including oni-brutes, often lair within these maze-like tunnels. Lord Kurashima maintains a perpetual bounty on oni killed in the province and adventurers seeking the bounty are well advised to begin their quest upon and under Onikirui.

Rivers and Lakes
Jakubi-gawa is the primary river in Atosa. Most of the farms of Atosa lie near to the banks of the Jakubi as do nearly half the villages in the province. The province's second major river, the Ookami-gawa, is forty miles long. It is named after the large number of wolves which patrol its length and farmers along the Ookami-gawa are in constant conflict with these creatures.

Atosa is ruled by Lord Kurashima no Takeshiko, who bears the twin distinctions of being the last, to this point, daimyo appointed by the Shogun and of being the only daimyo with no discernible pedigree. Lord Kurashima has ruled his province for only two hundred and seven years and is something of an enigma. The previous daimyo, Otayama no Daijiromaro, who, according to rumor, had fallen out of favor with the Shogun, was, along with all his household, destroyed in a single night by Lord Kurashima and his retainers, who immediately thereafter took up residence in the provincial palace. Such was the obvious power of Kurashima and his followers that few openly questioned his right to do as he had done. And none dared question, openly or privately, after emissaries from both Fukuhara-kyo and Atsu-jo arrived congratulating Lord Kurashima on his new position. Exactly who Kurashima is, or where he came from remains a mystery to all, excepting the Shogun.

Kurashima is nominally under the oversight of Lord Ashikuma of Atsu-jo, but there is seldom evidence of this oversight within Atosa, and it is apparent to most observers that Kurashima is very much his own man. The daimyo maintains a small and unpretentious household, comprised of hand-selected retainers, most of whom arrived at the same time he did and who each fulfill any number of functions. The provincial cabinet is likewise sparse, but competent. Taxes within the province are kept low; they are, in fact, the lowest in the entire empire. Regulations are also few, and it is well known that such regulations as exist are easily bypassed, so long as coins are paid to the right official. The combination of low taxes and light regulation has led to an influx of smugglers, pirates, and like ilk, into Kyobe, a situation much approved of by the daimyo, who sometimes titles himself, only partially in jest, as Kaizokuou, the pirate king.

Friday, March 22, 2013

10 Oracle Magic Items (and designing magic items.)

I am a big fan of Andy Collins and his work on the Magic Item Compendium (3.5 D&D) for Wizards of the Coast. I think if your designing magical items you should read his article HERE! 

The big things I took away from it and always try to keep in mind are.

1. Magic Item prices need to be based on comparative analysis with the Big Six items that players always take, not formulas.   For example would you buy this item or would you rather invest in a better +1 being added to your weapon/armor/shield/ring of protection/cloak of resistance/bracers of armor/ amulet of natural armor?

2. I try when possible to make items useful at all levels of play or the item can be improved by investing in it. (Room to Grow)

3. I try to stay away from the popular item slots when making something so someone will actually use the item.

4. I try to keep the fiddly bits which make items too complex to be useful to a minimum.

5. activation costs all magic items should either be activated out of combat or if they are combat potential items they should be no activation costs, free actions, swift or immediate actions. Players are not going to waste a standard action or more on most items.

To see these in action check out my new product 10 Oracle Magic Items its only 0.99 cents!

Tuesday, March 19, 2013

Lords of Gossamer and Shadow Kickstarter Prelaunch!

Lords of Gossamer and Shadow (Diceless) Kickstarter prelaunch! Check out our spiritual successor to Amber Diceless Role-Playing! Download the 17 page free preview! Project launches April 2nd

You can find out more HERE!

Thursday, March 14, 2013

101 Variant Monsters Preview #2

Lamia (first version) by John William Waterhouse (1905); note the snakeskin wrapped around her arm and waist.

Gluttonous Lamia (Lamia)

Description: This creature's upper torso is that of a comely woman with a hideously large maw, and reptilian eyes, while her lower body is that of a serpent. These once mortal woman were transformed by the curse of a spiteful diety after murdering their children, to this day they seek to kill and consume children but truly they will settle for any other humanoid creature.

Melee Bite +13 (4d8 +4 plus grab) and tail slap +11 (2d6+2 plus grab) this replaces a lamia’s dagger, touch, and claw attacks.  

Reach 10 ft. (15 ft. with bite) this replaces a lamia’s normal reach.

Special Attacks constrict (tail slap, 2d6 +6),grab, swallow whole ( bite, 7d6 acid damage, AC 13, hp 6),

God-Cursed (Su) a gluttonous lamia possess the bite, grapple, constrict, grab, and swallow whole special attacks as if she were a gargantuan creature. Creatures swallowed whole are not actually in her stomach as this is actually an extradimensional space and the damage dealt does not harm the gluttonous lamia.
This replaces a lamia’s wisdom drain special attack and all of a lamia’s spell-like abilities except disguise self.

CMB +14 (+24 grapple); CMD 28 (34 vs grapple, 32 vs. trip) this replaces a lamia’s normal CMB and CMD. 

Wednesday, March 13, 2013

#30 Manuals of Improvement (by Mike Welham, coming tomorrow) Preview

#30 Manuals of Improvement (by Mike Welham, coming tomorrow)

Books are vital for my profession, and I spend a great deal of time acquiring books to improve and widen my knowledge. Sometimes, though, I need others to make the journey into forbidding crypts and ancient, trap-laden libraries to recover these books. For the most part, the adventurers I hire have no interest in the works, but in rare cases they find manuals and tomes that actively benefit them.

Many of these powerful books improve a basic attribute, such as strength or intellect, requiring their readers to spend a great deal of time in meditation and study to gain the books’ magical power and rendering the book magically inert. I have learned of a new class of manuals that are slightly less powerful, but still incredibly useful for those who take the time to study them. These books impart or improve a trained skill, grant special abilities, or increase the reader’s aptitude in her chosen profession.These books change fundamental elements of the reader’s mental or physical makeup.

I admit that I could not pay that price regardless of the power I might receive in return, and I would prefer to leave the magic contained within the books intact.

—Melnor, Sage (second class) of Questhaven

Note : Each of the books listed here only provides its benefits once, after which the book becomes non-magical.

Answers to Universal Enigmas

Aura moderate universal; CL 15th

Slot –; Price 5,000 gp (elementary), 10,000 gp (advanced), 16,000 gp (expert); Weight 2 lbs.

A variety of mystical symbols cover the front, back and spine of this series of light blue books. Inside, those who are already knowledgeable about the mysteries of the universe will discover techniques to increase that understanding and apply it to their oracle mysteries.

Elementary: A 2nd level (or higher) oracle gains a greater understanding of the basic tenets from his mystery. After spending 24 hours over the course of at least 3 days studying the book, the oracle may choose two skills from his mystery’s class skill list and gain 1 rank in those skills (not to exceed his maximum skill ranks).

Advanced: A character with at least 7 oracle levels can access his mystery’s secrets earlier by studying this book for 48 hours over the course of at least 6 days. At the conclusion of this study period, he can pick two revelations he already knows; he is treated as 1 level higher for the purposes of accessing the revelations’ benefits.

Expert: This work grants a broader understanding to characters with at least 12 oracle levels. Upon completing 80 hours’ worth of study over the course of at least 10 days, the oracle can select an additional revelation from his mystery. Additionally, once per day the oracle can select two spells from his bonus spell list that he may cast in addition to his normal spells per day.

Requirements Craft Wondrous Item, limited wish or minor miracle, creator must have a minimum number of oracle levels (elementary: 5, advanced: 10, expert: 15); Cost 2,500 gp (elementary), 5,000 gp (advanced), 8,000 gp (expert)

Monday, March 11, 2013

Kaidan Campaign Setting (PFRPG): update # 27 Kaidan Calendar

Jonathan here again, to report on progress.  
Work continuesalong, not always as fast as I would like, but bit by bit the book is coming together. As Steve posted last, the rough draft of chapter two was sent off for its first edit. It ended up being about 30% longer than I was originally planning. As I work, thoughts come to me about different ways to arrange the material, and there is a good possibility that when it is done, the actual division of the book will be slightly different than originally conceived in my working outline, but that's all part of the creative process. I didn't for instance plan on a chapter for secret or special societies or organizations (having thought to just put it in another chapter) but that's likely something that will be worked up at this point as its own chapter. I am especially focused right now on getting geographic material started. This should be the longest chapter in the book and will likely, even after it is done, continue to be tweaked as other material gets created and new ideas present themselves.  
One of the things I did most recently was put together a draft for a Calender for Kaidan. The weekdays are standard Japanese days with no real alteration. The months are also heavily based on classical Japanese months, but the order has been slightly rearranged and a thirteenth month has been added and an extra festival week.  Here's a bit of that... 
 The Kaidan Calender is divided into a thirteen month division based on a seven day week and the lunar calendar. Before the rise of the Undying Emperor and the ascension of the Shogun to power, the calender year was more complicated, being based on the Zaoist calender, which added extra days to months and extra months to the calender every few years, as necessary, according to the calculations and needs of the priests. Under the Shogun, the calender was standardized with the addition of the month of Nekketsusuki. Under the Shogunate calender, an extra week is added every six years just prior to Nagatsuki. This week is known as Shukan'no'taiteifushi, the week of the eternal emperor, and is a national celebration. The Kaidan Year begins on the first day of the month of Kisaragitsuki, which roughly corresponds to the English month of February, and ends in the month of Shiwasusuki. 
The Kaidanese reckon years according to the reign of each emperor so that, as the Undying Emperor has been on the throne for 724 years, it is currently the 724th Year of the Reign of Anotku, or, more officially, the 724th Year of the Eternal Throne. (Note: Though it has been only 719 years since the beginning of the Curse, Anotku officially took the throne five years before the onset of the Curse, and thus his reign is counted from that earlier date, and not the latter date.) 
The Days of the Week: 
Nichiyo      Sun Day    (Sunday) 
Getsuyo     Moon Day (Monday) 
Kayo          Fire Day (Tuesday)
Suiiyo         Water Day (Wednesday) 
Mokuyo     Wood Day (Thursday) 
Kin'yo        Gold Day (Friday) 
Doyo         Earth Day (Saturday) 
The Thirteen Months of the Year
 Kisaragisuki    The month of changing clothes (Winter)
 Yayoisuki        The month of new life (Spring) 
Unohansuki      The month of blooming flowers (Spring)
 Sanaetsuki      The month of early rice planting (Spring) 
Minatsuki         The month of water (Spring/ Summer) 
Fumisuki           The month of books (Summer)
Nekketsusuki    The month of hot blood (Summer)
Nagatsuki          The long month (Summer)
Kamiarisuki       The month of the kami (Fall)
Haochisuki         The month of falling leaves (Fall)
Shimotsuki         The month of frost (Fall)
Mutsuki               The month of affection (Winter) 
Shiwasusuki        The month of running priests (Winter)   
As always, comments are welcome.

Jonathan Mcanulty
Kaidan Lead Designer 

The Demolised Ones Update: Flyer for the Society of Free Thought!

This is a handout that will appear in The Demolished Ones (FATE) our victorian, steampunk, lovecraftian horror, murder mystery, quest for identity, adventure game.

Sunday, March 10, 2013

101 Variant Monsters (Work In Progress)

My next 101 Series release (coming in april) will be 101 Variant Monsters (PFRPG). 

This will be similar to what Archetypes do for existing pathfinder classes, rather than being templates that add things and increase a creatures CR these exchange existing a abilities,

I also using an idea called the Rules of the Rabbit which I originally found in the 2nd edition boxed set called Elminster's Ecologies (I believe this bit was written by Rick Swan) that I use to influence changes in a creature's physical description, its motivations and its behavior patterns. 

Here is a quick summary of the rules of the rabbit. 
A rabbit isn't always a rabbit. 
A rabbit doesn't want to be rich. 
A rabbit doesn't always stay put.

Here is what I did with a variant unicorn based on Persian mytholgoy. 

Shadhavar (Unicorn)

Description This vicious carnivores thin gazelle-like creature is as tall as a horse with a single fluted, hollow horn; it has dark patches around its eyes, which make it appear as if it is weeping. A shadhavar moves with exceptional poise though its eyes seem to convey a deep sorrow however this is an utter lie, as shadhavar are cruel creatures who take the greatest pleasure in slaughtering the pure innocence of youth, watching them smile as it murders them.   

Alignment CE this replaces a unicorn’s CG alignment

Aura magic circle against good this replaces a unicorn’s magic circle against evil

Horn Song (Su):  The shadhavar can choose to cause wind to pass through its fluted horn causing it to emanate a magical melody that attract living creatures within 100 feet and compel them to come toward it unless they succeed at a Will saving throw (DC 21). Affected creatures feel elated and pleased to be near the shadhavar and desire to touch it. The compulsion to stay in the area or touch the shadhavar is overpowering, and victims will fight to follow their urges. Those affected will neither harm the shadhavar nor defend themselves against its attacks. If an unaffected creature spends a full round shaking an affected one, the victim can attempt another saving throw. This can only be attempted once. A successful second save releases the creature from the compulsion, but it can be subject to the effect again as soon as 1d6 minutes later, even if it is no longer within the shadhavar’s range (unless the subject knows for certain the shadhavar is dead). In such a case, the creature must make a third save. If this save fails, the affected creature attempts to return to the shadhavar. The compulsion lasts up to an hour. The save DC is Charisma based.
This replaces all of a unicorn’s wild empathy and spell-like abilities. 

Magical Strike (Ex) A unicorn's gore attack is treated as a magic evil weapon for the purposes of damage reduction.
This replaces a unicorn’s normal magic strike ability. 

Racial Modifiers +3 Survival in plains this replaces the unicorn’s +3 Survival in forests. 

Environment temperate or warm plains this replaces a unicorn’s temperate forests.