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As a point of amusement I think it's a great deal for the Efreet to paid one wish for two in return. If I was the efreet my wish would be: "I wish this mortal wizard was enslaved to me for eternity. Thanks I'll have those other two wishes now"
because Efreet are lawful evil bastards and don't act like pragmatic humans do. Mothman wrote:
By not changing them you're hurting Paizo's word of mouth marketing (which I would guess is a pretty significant proportion of how people are introduced to Pathfinder). These corner cases are disproportionately highlighted by messageboard posters as examples of how 3.5 is “broken”. This in itself is reason enough to fix these loopholes – as a public relations exercise to turn around the part of the community that is prone to talking about rules mongering (which is part of the fun some gamers get from the hobby). These are Paizo’s potential customers too. A vocal, opinionated, messageboard-itinerant set of customers, who, if won over, will be on every messageboard that is ragging on the 3.5 rule set saying “Yeah, but 3.P fixed everything on that list, go and have a look”. If it doesn’t hurt your other customers to make the change, then there is no reason not to. alleynbard wrote:
There are a number of issues that have been identified with 3.x that do fall into the “obscure abusable mechanic” category. These corner cases are disproportionately highlighted as examples of how 3.5 is “broken”. This in itself is reason enough to fix these loopholes – as a public relations exercise to quiet the part of the community that is prone to obsessive rules mongering (which is part of the fun some gamers get from the hobby). These are Paizo’s potential customers too. A vocal, opinionated, messageboard-itinerant set of customers, who, if won over, will be on every messageboard that is ragging on the 3.5 rule set saying “Yeah, but 3.P fixed that, go and have a look”. If it doesn’t hurt your other customers to make the change, then there is no reason not to. You know those stories about industrial pollution that always have the stock clips of plumes of nasty white gasses escaping from towers at oil refineries. That’s fricken steam. That’s how 3.5 is seen in some circles. It looks bad, but it’s actually quite harmless if you follow the safety signs. However - 3.P needs to put a condenser on its cooling towers so that amateur reviewers don’t have these stock clips as ammunition to take pot shots with. [/mixed metaphors] What about the optional rule: “Every ‘unnatural’ increase in wealth has an equal and opposite CR appropriate encounter – you just get the treasure first”? Which applies for:
Your PC just became a “triple standard” treasure monster – those things have usually a very short life expectancy, or their level becomes quickly appropriate for their wealth. On a serious note, if you don’t like the “DM intervention solves everything” angle have SLA’s with expensive (pick a number – 5000gp?) material cost cause the creature to gain a negative level for (pick a number – 101?) days. The Efreet may think this falls under a “unreasonable” command (“I’m not going back to the City of Brass with 3 negative levels – that’s just asking to be enslaved for the next ten thousand years. I’ve only got to wait around here until I roll a natural 20 on my Cha check.”) and refuse. I thought I’d start a Think Tank thread on Save or Die spells in 3.P. While some work has been done on the specifically “save or die” spells (I’m looking at you finger of death), others such as flesh to stone and dominate person are still hanging around. To start us off, I thought I’d bring a little analysis to the table (Danger! Contains math!). Conclusion: Save or Die overpowered.
Spoiler:
Introduction This analysis shows that at some point along the saving throw failure % spectrum that “save-or-disable/die” tactics are equivalent to “damage” tactics. By finding this point and comparing it to the current saving throw success % we can perhaps find ways to balance the two tactics. I’ve listed as many of my assumptions as I could think of. Feel free to pick them apart and we can re-calibrate again. Definitions
Assumptions:
Calculations
Death RateSOD = (1-SR*Save fail %)^(# of attacks)
Meaning that in order for “damage” combat to be equivalent to “Save” combat with the assumptions above, the success rate of any individual spell should be 7.5%. That is, the monster should only fail on a roll of 2 half the time. This came as a bit of shock to me the first time I read it as well. Then I realised in the old days of previous editions (BECMI comes to mind) the flat saving throw of 2+ at high levels was actually balanced. Sensitivity
If we change the assumption that only one member of the party is using SOD, and an expected combat duration of 3 rounds, the expected save fail % is 28%. This means that a single SOD tactician is equivalent to a 4 member party that consists entirely of damage dealers when the enemy saves on a roll of 6 or better.
Rectification ideas
SOD spells are only effective if the target rolls a 1 or 2 on their save.
Pros:
Cons:
Increase saves
GF / IW / LR
Pros:
Cons:
SoD use multiple slots
Pros:
Cons:
SoD does damage instead
Pros:
Cons:
Edit:
Mothman wrote:
OK - I'll put up my hand to DM for one of the three days, as I'm pretty sure I can get a leave pass for one day. If it all falls through I would still love to do a meet up at the con. Chris Mortika wrote:
Tell that to Terry Pratchett's Rincewind! He and Vimes are probably two good examples of the everyman that the OP is referring to. Moff Rimmer wrote:
Spoiler:
The actual cost of the room to the men is the $25 plus the $2 'tip' = $27
The $2 is being incorrectly added twice in the above equation to get to $29
Mothman wrote:
I think I'd be up for a Pathfinder Society game - probably as a player. But first things first: *rolls bluff check vs wife's sense motive* "Honey, we're not doing anything the October long weekend are we...?" This is a re-post over here from the Sinister Adventures site for all you Paizoians: I don’t know about you, but I’ve been goin’ crazy waiting for the next wave of Indulgences, Dark Vistas #1: Razor Coast and the results of the Booty contest to see if I can I make it two from two (2 months is too long man… I’ve got the shakes and everything). So instead of channelling that nervous energy into some kind of severe mental illness, I’ve put together a Razor Coast themed adventure as an amateur catharsis for you all to share! A Fandulgence if you will, while we wait for the real stuff to come out. They Fled the Westward Dawn The honest oaken decks of The Westward dawn have seen their share of blood split. No ship is as reviled by the Razor Sea’s pirates as the 36-gun frigate that has hauled innumerable of their fellows to the sturdy gallows at Port Shaw. The crew, straight-laced and brave against the cannonade, do their duty reliably and commendably when called to action. However, this time their enemy is the infernal, howling squall that bears down on their timbers, and the desperate, soulless psychopaths huddled together below. An adventure for 1st or 2nd level soulless psychopaths. Follow the link below (click on the “Click HERE to start preparing your file to download” , skip through about 5 ads because I’m too tight to pay for file hosting): DMtrius Mothman wrote:
Yeah, up near Hornsby. I just M7 it now and go all the way around - about 1.5 hours each way, but still annoying after a 10 hour gaming session. My missus used to live on Allen St, just off Norton when I was at Uni, so I know the area. Nice. Mothman wrote:
Hey Mothman, My real-life games have been getting kinda scarce as well. In addition, my "local" group is down in the 'Gong, so the travel is killing me. I wouldn't mind a PFS game sometime. Where are you based? - I'm up in Thornleigh. A couple of things: While acid deals full damage, unlike fire/cold/electricity to objects, it is still subject to hardness. The wording in the DMG is a little vague, but this was clarified in a errata (I'm at work otherwise I'd link to it). The door's still standing. Secondly, sleep has a casting time of 1 round, not 1 standard action. so in the orc and celestial dog scenarios the wizard's even more boned, which probably takes the ratio down to about 4.5/10 (which is most player's gut feel that wizards are 'underpowered' at 1st level) TabulaRasa wrote:
To be nitpicky, he would only be able to cast another 10 1st level spells, as when he reaches INT 10 he is no longer capable of casting 1st level spells. In addition, if he does cast the 10 magic missiles, it's going to take 5 days of rest before his INT heals back to 15 and he can cast his highest level spells again. Perhaps some high-level feats are also in order: Battlefield Inspiration You have a spark for executing the perfect manoeuvre in a crisis. Pre-requisite: Base attack bonus +16, Int 13
Battlefield Genius Your intense training regime allows you to tailor your abilities for the fight ahead. Pre-requisite: Base attack bonus +18, Battlefield Inspiration, Int 15
Unstoppable Force Nothing can stand in your way. That last doughnut will be yours! Pre-requisite: Base attack bonus +16, Power Attack, Improved Sunder, Str 19
Why not just tie the turning effects directly to the domain powers? The domains healing, sun, destruction, glory, nobility, protection and repose have “turning” like effects already included (be those curing, repulsion or inflicting), so why have another whole sub-rule to cover what is essentially the implementation of a spell-like ability? What about something like: Divine Channelling (Turn or Rebuke Undead) Drawing upon the power of your deity, you can cause a wave of energy to emanate from you, causing an effect that is tied to the power of your god. Divine Channelling is a supernatural ability you can perform as a standard action. It does not provoke attacks of opportunity, but you must be able to present your holy symbol to use this ability. Channelling Effects When you Channel, you may use any of the domain powers listed for your level or below. You may choose which creatures in the area are affected, including yourself. Now domains change slightly, removing references to ‘per day’ and linking them to the Channelling ability. Domains
Domains grant one ability at first level and a number of other abilities at later levels, as noted in their description. Unless otherwise noted, these abilities are activated by using Divine Channelling. The cleric’s (or druid’s) level is used when determining the caster level of these effects. The DC for any save is equal to 10 + the spell’s level + the caster’s Charisma modifier. Domain powers that mimic spells are spell-like abilities, while the others are supernatural. Examples: Air Domain
Healing Domain
If you wanted to model turning more historically, just add it to the relevant domain ability list. If you want more healing, add more cure SLA’s to the relevant domain ability lists. Turn Resistance is a redundant ability. Replace Turn Resistance with Iron Will (+2 bonus to Will Saves vs positive energy damage, controlling by evil clerics, repulsion by good clerics). How about some things like these: Onslaught (Combat) / Volley (Combat) You are skilled at landing multiple blows on an opponent. Pre-requisite: Base attack bonus +6
(One feat, or one feat each for melee and ranged?) Counter-Attack To get to your allies, your enemies have to go through you first. Pre-requisite: Improved Initiative, Base attack bonus +6
Rapid Offensive (Combat) You are almost as dangerous on the offensive as you are standing still. Pre-requisite: Base attack bonus +6
Blitzkreig! (Combat) Your battlefield mobility is unmatched. Pre-requisite: Base attack bonus +11, Rapid Offensive
With the next RPG Superstar competition now only ‘months away’, what round tasks would you like to see featured in RPG Superstar 2.0? E.g. Round 1: Design a magic weapon or armour
*As RPG Superstar ver1.0 If you are going to do a regional setting book, I would have a preference for something in the format of the Silver Marches FRCS accessory rather than the Mysteries of the Moonsea format. The former had 1,000 plot hooks with minimal detail plus a lot of regional information (plus a poster map!), while the latter was a loose series of mini-adventures. Patrick Walsh wrote:
That's the problem with living in a country that has had only about 200 years of continuous culture*, and half of that with machine guns and cars, which is not really D&D compatible. If you took 50 years of (chooses country at random) Hungary's history to base a campaign setting on, the results might not be quite as jarring. *...he says, blithely excluding 40,000 years of Aboriginal culture, the flavour of which was mostly covered by blink dogs. Set wrote:
The economics of it was interesting, as normally clouds read something like this - "Exports: Water". Either they had to be able to produce their own food / minerals or they rely completely on trading with low-landers, which wasn't the feel I wanted at all. The clouds, as presented, are static, in that if you dig a hole, the hole will stay forever. But that "undermining" plot hook is a good one! I just like floating heads. I'm seeing a therapist. The winged centaurs were a bit of an afterthought. I was considering some kind of bird-man, but decided against it. SmiloDan wrote:
Yes, they can go anywhere and annoy anyone ... for about a month, after that they sail onto the next country. Tacked on fly speed was what I was thinking, otherwise there's a lot of Archons with a hankerin' for some half-man/half-horse action. That'd get them hauled up before the Solar Panel* before too long. The 11% others would probably include silver dragons, but also some blues. I just like the idea of a sadistic librarian who makes PCs do all sorts of random crap just to get their hands on a couple of pop-up books for the kiddies. * A bench of Solars who judge other celestials and paladins. They are not sponsored by Pelor or Lathander. More country fun! Nephota “Rolling thunder chasing the wind” Ruler: Basileus Nicopheus IX (N Male Cloud Giant Aristocrat 6) Capital: Nephopolis Alignment: N Government: Monarchy Demographics: Giants (Cloud, Frost and Storm) 25%, Grey Elves 24%, Humans 16%, Winged Centaurs 14%, Giant Eagles 10%, Others 11% Description: “Looks like a storm’s coming…” Nephota is a massive, stable, supernatural weather front travelling ever onwards over the world, casting its shadows over new lands. Nephotans walk amongst the clouds, held aloft by the realm’s magic, looking down on their fleeting, land-bound neighbours. The Incus Thunderhead: “I have seen the future of Nephota. It is roiling, thunderous darkness. There is no escape.” the Storm Cultist of Cumul sneered, his black on black eyes weeping bitter ink. Located on the western edge of Nephota is the treacherous Incus Thunderhead, a vast jet-black mass of clouds, laced with sheet lightning. Unpredictable winds, projectile hail and lashing rain meet any visitors to the region. The Incus Thunderhead is home of the greatest threat to Nephota - the Stormwright, Cumul (NE Half-Fiendish Kraken Necromancer 20). Cumul’s servants include nightwings, shadows and wraiths of his own creation, as well as a secretive cabal of fanatical worshippers of all races that have infiltrated the structure of Nephotan society. Cirrusmead: To the high north-east is a vast plane of light clouds, lazily meandering across the landscape. Cirrusmead supports small farming villages, which produce a majority of the kingdom’s food supply. Delicacies such as dewcumber, hailberries and sky-oysters all originate here. Iridescent sky-pearls are particularly valued in the marketplaces of Nephopolis, making banditry a viable proposition in the lightly guarded trade lanes leaving Cirrusmead. The Altos Glide: This patchy field of thick cloud holds the majority of Nephota’s population, including the city of Nephopolis and other major regional towns. Roc-back ferries transport the non-winged populous from town to town. The Kanilis Zephyr: The south of Nephota is dominated by an open swathe of crystal-clear sky, littered with isolated clouds. Seemingly inviting, this phenomenon is dangerous to the unwary, as gale-force winds intermittently blast through, undermining the kingdom’s latent magic. The Kanilis Zephyr is the hunting ground for rocs and other large predators, which use the currents to accelerate their dives towards ground-borne prey. Stratosholme: “If the Basileus needs our coin, he will come here on bended knee, begging our mercy.”
Stratosholme’s uniform, grey cover is located in the north of Nephota. The clouds here are rich in sleetsteel (treat as mithril) which has made the nobles of the region very wealthy and politically powerful. The Basileus’ main rivalry for control of the country comes from Stratosholme’s nobles. Notable Settlements: ”Oh great Librarian, I come seeking knowledge of the arcane might of the ancients.”
Nephopolis (pop. 58,250): Built into the side of a great cloud mass, the windswept City of the Skies forges ever onwards. Great glass observatory domes peer through the clouds at the lands below. At the end of a great column-flanked, fountained promenade stands the minaretted Library, home to the world’s accumulated knowledge. The Librarian, Stofar Garl (the floating head of a CE Male Human Lich 17), was imprisoned here after attempting to steal a powerful tome from the Dark Wing. In a mutually agreeable pact, he now protects the library in an enjoyably rampant manner. Basileus Nicopheus IX is the most recent of a long line of Cloud Giant kings, honed by internecine wars. While previous monarchs have been mighty warriors in their own right, Nicopheus is a beaurocrat, easily brow-beaten by the nobles of Stratosholme. He dreams of invading a lowland kingdom to cut his dependence on the nobles for funds, but his lack of military acumen, and the transitory nature of his domain, has foiled him thus far. Sleetwind (pop. 28,600): The largest city in Stratosholme is a nest of smithies and other crafts under the direction of the region’s nobles. This is where the armies of Nephota are constructed; the hardened workers in the mines and sweatshops make excellent soldiers. The vanguard of the Sleetwind regiments is a score of martial Storm Giants held aloft by war-trained rocs. Culture: “Welcome to Nephota. The world won’t be the same as you left it.” While originally founded by Cloud Giants, Nephotans are not a single race or people, instead made up of all of the world’s nations, picked up on the country’s meandering path. Ogre Magi share immigrant flophouses with grey elves. Giant Eagles converse with humans in the polished rainstone plazas of the capital, beneath the towering royal palaces. As a consequence, most Nephotans place higher emphasis on words than war, with a dedicated diplomatic corps always busy negotiating rights of passage through foreign lands. Silver-tongued skymerchants fill Nephopolis’ storehouse district with unique consumables from the lands below; who knows when they will pass over a particular country and its portable delights again? Feats: Cloud Hopper [Regional]
Magic: The air of Nephota is itself enchanted as the air walk spell, allowing travel by normally land-bound races. The clouds themselves can be treated as solid fog in terms of passage and density. Rainstone, magical substance of a similar consistency to marble, can be crafted from the clouds and is able to sustain the weight of extensive structures. The Library of Nephopolis draws many great wizards, and those that can survive the dangerous games with the Librarian learn much in their stay here. DM Secrets: Spoiler:
Stofar Garl’s phylactery (a platinum harp) is held in the Opera House under many magical wards. It is missing an essential string which only allows the lich’s head to reform.
Stofar Garl has a weakness for Red Lancer Brandy. While he cannot drink the contents of a tumbler, he can certainly enjoy the heady fumes. Several nefarious mages have gained access to the Dark Wing using this as a bribe. Several of the Stratosholme nobles are under the influence of Cumul, and are working insidiously to undermine the King’s power. To this end, several of the Roc-ferries have been ensorcelled to obey the commands of Cumul cultists, creating havoc in the Altos Glide. Nicopheus’ brothers both held the crown prior to his coronation. The first was lost in battle against Cumul’s legions; the second was smothered in his sleep. The Basileus’ nephews are held in the palace dungeon, awaiting Nicopheus’ scant mercy. Mothman wrote:
But even if he does exist, he's a LEGEND. The Drop Bear entry would have read: "Use anthropomorphic Polar Bear statistics" Mothman wrote:
Perhaps they would have made an appearance in the "3 monsters" round, along with the other Australian legendary creatures, the "Rainbow Serpent" and the "Mate That Always Offers To Shout The First Round Of Beers" (MTAOTSTFROB). Mothman wrote:
Oh, yes it is unreservedly based (*cough* stolen *cough*) on Australian history circa 1851 - why should the Europeans have all the fun? The idea was cemented while watching an ANZAC documentary - they were a bunch of tough, funny bastards. Perfect for a +2 CON modifier and the ability to make jam tins into explosive devices. Clancy of the Overflow was a sissy. He would have been a real legend if he could have ridden a g~+-d+&ned LANDSHARK "Man from Snowy River" style off the edge of a cliff. Just when you thought it was safe to go back in the desert... (start JAWS music) I definately would have toned it down a little for the competition and changed a few names around, but it's fun to let it all hang out here with nothing to lose. At least I didn't put in "Drop Bears". Now you've got me thinking about Tasmanian Baatezu. The Earl of Sandwich wrote: Demeros....Yeah, this would have definitely been a contender for my top 5...Some of the humor verges on metagame humor, but I'm twisted enough to enjoy the jokes and references. Well done. I was particularly pleased with myself when I came up with the term "Caltropult". As a Demer would ask "Why were you flinging cats at people in the first place?" cappadocius wrote: I'll be honest with you, Dementrius. You probably would have made my top five. Lots of uncut gems here; I've always been a sucker for quotes establishing setting/character. Ahhh, but I cheated! I couldn't bring myself to cut out those last 100 words to take it down from 1,100 to 1,000. It was hard enough getting rid of the Bulette-riding gnome prestige class! Alright, I'll have a go. Demeros “An opal-hearted country, beneath a pitiless blue sky” Ruler: Provisional Governor Hansabal Thrice-Locke (LN Male Dwarf Aristocrat 7) Capital: Stormleigh Alignment: CN (Tablelands), LN (Stormleigh) Government: Kritarchy (Tablelands), Reluctant Autocracy (Stormleigh) Demographics: Gnome 64%, Dwarf 22%, Human 10%, Others 4% Description: “Dad, is it true that the sun will never set on Demeros?”
Demeros has a vast expanse of land calling for exploration, harsh terrain full of bones, fires and droughts. The native Demer gnomes have long eked out an arduous existence in the arid soil on lonely stations. A trading colony of dwarves and humans sprawls on the coast, lured by Demeros’ natural wealth. Thalantir Ocean: “Don’t worry; there aren’t any sharks out there”
This vast body of sparkling water stretches to the east of Demeros. It is haunted by vicious sea-beasts that lurk in the vibrant coral reefs that parallel the coastline. Sapphire Rampart: Pine-clad ridges raise their torn and rugged battlements, regularly foiling the coastal storms from advancing into the country’s dry heart. They are named for the fine, blue-tinged vapour of pine-oil, which clings to the slopes during the hot, gold hush of the day. The range is also filled with an extensive network of limestone caves, formed from eons of erosion. Deep in their bowels lurk mobs of slime-covered trolls who relish lives of dark, immortal slaughter. Sanguine Desert These scarlet sands engulf the western border of Demeros, and are home to degenerate tribes of frill-necked kobolds who roil in the carved vaults of a long-lost dragon empire. Rumours of an inland sea persist, despite the failure of several determined expeditions. Demer Tablelands: The Tablelands are a broad swathe of arid land between the Sanguine Desert and the Sapphire Rampart. The land supports a mix of sparse scrub and spindly grasses, veined with green tangles of trees that trace parched river beds. In times of flood, ushered by decade-brewed, violent thunderstorms, the plains turn into seething brown seas. The Demer gnomish population dots the plains, their makeshift homes constructed on stilts to avoid ravening monsters, poisonous fauna and the too-rare floods. Each station sports the ubiquitous Demer Windmill twisting in the breeze, spouting water into scorched cattle-troughs. Burrowing monsters, including the insatiable bulette, stalk the Tablelands. Bands of professional hunters, often riding hippogriffs, are hired by station owners to drive off these predators. One particularly mad rider, Clazza of the Underflow, captures and breaks Landsharks for cavalry duty. Notable Settlements: “You have been sentenced here for the term of your natural life. You will serve it free.” Stormleigh (pop. 21,450): Sheltered by the headlands of Camphor Bay, this thriving trading colony is a confluence of races and creeds, propelled by an influx of convict labour. Hansabal Thrice-Locke is an apologetic tyrant, ruling out of necessity to hold back the prevailing anarchy. His private soldiers act as the local constabulary and keep law and order as best they can. Without this security, foreign vessels would not dare the month’s dangerous journey to the port. Thornfield (pop. 2,800): One of the rare dwarf-operated towns in the Tablelands, Thornfield is currently in the middle of a gold rush. The governor’s soldiers collect claims-taxes, which strains relations between the miners and the dwarves. Culture: “They have not the slightest pretension to being gentlemen or civilised. Their faces are coarse and hard bitten. The Demer manner is blatant and self assertive and their voice likewise. I am afraid I never wish to meet any more Demer. My servants too, complain that they are a rough lot.”
The Demer by their larrikin nature are wry in calamity and nonchalant in triumph. For some in Stormleigh a ‘heroic defeat’ is considered a tautology; for gnomes it is an oxymoron. Despite Stormleigh’s complaints, they are not more antagonistic than their neighbours, just more direct and brazen. Indeed, there is a curious innocence to much of their behaviour. Those that come with open minds can find hospitality and appreciation hidden beneath their brash exterior. However, they are quick to resent patronising behaviour, and the notion of class distinction or systemic authority is distasteful to them. The favoured class of Demer gnomes is Ranger. Feats: Cynical Bastard [Regional]
Ramshackle Crafter [Regional]
Religion: “Why would you venerate the bastard that left us in a place like this?” The Demer are predominantly atheist. Sermonising missionaries of the migrant races are often treated for concussion injuries. Magic: Arcane Demer tend towards sorcery, and are popular with their people (they can pull off the best jokes). Demer druids exist, venerating nature, rather than specific deities. Gnomish Windmills are enchanted to compress wind to precipitate water from the atmosphere. A Windmill can create water (CL 1st) once per day. Equipment: The Demer, renown for their crossbows, have unique ammunition for their favoured weapons: Caltropults: (4 gp) This ammunition disperses a 10’ square of caltrops. Range: 80’. 8lbs. Crossbow Bolas: (6gp) This ammunition fires a small bola with an 80’ range increment. DM Secrets: Spoiler:
For the Demer gnomes, an invisible plank of wood on the latrine is funny. The fact that Stormleigh is built on a Bulette breeding ground is “%*$(ing hilarious”.
A mysterious ship arrived a fortnight ago and began recruiting for some far-off war. They have found plenty of eager volunteers from the Demer looking for adventure. While the desert does not hold an inland sea, it does conceal Mattisser’s Reef, a vein of gold as tall as a man. A human outlaw named Yellek is at large, stealing cattle and ambushing soldiers. He entered his life of crime after thwarting his sister’s mistreatment by the governor’s soldiers. The Demer farming practices, including the use of the Windmills, are the cause of the encroachment of the desert eastwards. Grimcleaver wrote:
Or alternatively, they could have called themselves the "Pink Hairless Monkey Tribe" and actually turned out to be Blink Dogs wearing peopleskin hats. I'm thinking those hats that you can tie the ear flaps around your chin would be the best look. Bugger, now I've got this image of five blink dogs in varying headwear, "Village People" style, dimension dooring in to negotiate with the human settlers. Other than the general lack of canine headwear, I thought it was a good, imaginative entry. Intensifier Prism This stained-glass triangular prism orbits around its owner in a manner similar to an ioun stone. Each prism is associated with one of the schools of magic, which is represented by the colour of the stone. Abjuration - White
If a magic item of the associated school is used by the owner of the prism, the stone will modify its orbit to intercede between the owner and the target, focussing the power of the item (+2 to save DC). The Intensifier Prism does not work on spells cast from staffs. Moderate Universal; CL 13th; Craft Wondrous Item, Greater Spell Focus, limited wish; Price 42,000 gp; Weight -. Jeremy Mac Donald wrote:
The CL of the dispel magic varies whether it is the lesser / standard / greater version and is decribed in the crafting requirements bit down the bottom. The scene I had envisaged was more along the lines of the PCs fighting off monsters waiting for the Doorbreaker to do its stuff, and then holding them off through the gap in the door while it was being mended. Although I do get your point about the stealth attacks. Now that we've seen then top 32, and have a feel for what the judges were looking for, let's have another crack at it just for fun. Bring out one of your more suitable "B" items or create new one from scratch! Like so: Grasping Talons of Avarice These supple gloves look like the talons of a red dragon, but are actually constructed of thousands of minute rubies with palms of woven gold. As a standard action, the wearer of the Talons may make a touch attack that transmutes the flesh of the subject into a horrific crust of gold and precious gems (Will DC 16 negates). Any existing open wounds coagulate into macabre clots of rubies, which often weep infected topaz. Emerald cysts and diamond bone-spurs also spontaneously burst from the target’s skin. The transformation hampers the subject’s movement, dealing 1d6 points of dexterity damage. If the subject is reduced to 0 dexterity it becomes petrified (as flesh to stone). The dexterity damage and the petrifaction can only be removed with spells that counter bestow curse or with direct exposure to sunlight (including the daylight spell). Exposure to sunlight for 1 round causes the crust to sublime, sloughing off as a mix of evaporating gold and gore. All dexterity damage is exchanged for constitution damage at the end of the round. This constitution damage may be healed normally. Moderate Transmutation and Necromancy; CL 11th; Craft Wondrous Item, bestow curse, flesh to stone; Price 88,000 gp; Weight 0.5 lb. Mmmm ... item ... creation ... so ... cathartic. Erik Mona wrote:
And I forgot to add "...but it's still better than my attempt!", and that's why mine's languishing in the losers list getting picked to pieces. ;) Wolfgang Baur wrote:
Step 1: Split the slush pile into two Step 2: Place one of the two piles into a recycle binStep 3: Announce "If you're unlucky, you're not RPG Superstar material!" ;) Unfortunately, I once knew a HR director who used this approach on a pile of resumes ("I don't hire unlucky people").
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