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Rukus Graul

Dementrius's page

RPG Superstar 2010 Top 16. Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 406 posts (421 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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Andoran (RPG Superstar 2010 Top 16)

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"
"I wish for the one hundred mortals closest emotionally to my binder to be enslaved to my will and transported to my abode in the City of Brass for my amusement"
"I wish that all wishes granted to my binder be undone"
"I wish Atrimuk the Great, master of all Efreet was here"

because Efreet are lawful evil bastards and don't act like pragmatic humans do.

Andoran (RPG Superstar 2010 Top 16)

Mothman wrote:

If things are really this broken, like infinite wealth loopholes and such … the question is should they be changed? Who are we helping by changing them? Who are we hurting?

...

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.

Andoran (RPG Superstar 2010 Top 16)

alleynbard wrote:

I am of the opinion that certain "problems" are really only "problems" for a small section of the gaming population. The efreet wish machine is a good example. Is that really an issue that deserves the amount of time that is needed to fix it? When does common sense and DM fiat come into play?

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]

Andoran (RPG Superstar 2010 Top 16)

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:
Spellcaster shenanigans (selling walls of iron, efreet bargaining, lantern archon created continual flames)
Running a profitable empire / business / temple
Exceptional thievery above and beyond the call of duty

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.

Andoran (RPG Superstar 2010 Top 16)

I can see it now:

New at Paizo - Nick Logue's "How To Host A Hook Mountain Massacre"

Andoran (RPG Superstar 2010 Top 16)

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
“Save-or-disable/die” refers to spells that either kill that target outright or remove them from the fight so effectively that they will play no further part in the battle. Examples include: 3.5 finger of death, confusion, charm, dominate, 3.5 wail of the banshee etc. This tactic can also include the use of mundane poisons or vorpal weapons.
“Damage” tactics can refer to both physical attacks from melee or ranged combat, as well as direct damage spells.
“Save failure %” is the chance of the target failing the saving throw. Eg. A +17 Will save on a DC 23 dominate person would have a save failure of 25%.

Assumptions:
* “Damage” combat should be equivalent in power to “Save-Or-Disable” combat
* One single target vs 4 PCs
* The party will concentrate on one tactic as the two tactical options are not mutually beneficial (SoD does not deal damage, Damage is irrelevant to saves)
* The expected mean half-life [50% death rate] of monster(s) under attack from damaging attacks from all 4 party members = 3 rounds
* Therefore the expected mean half-life of monster(s) under attack from save or die from all 4 party members should = 3 rounds = 12 attacks [# of attacks]
* Spell resistance, when applicable is overcome 75% of the time [SR]
* The existing save failure % is around 75% for targeting a bad save and 40% for targeting a good save.

Calculations
Let’s calculate the point at which the save fail % gives an equivalent Death Rate to damage combat:

Death RateSOD = (1-SR*Save fail %)^(# of attacks)
0.50 =(1-0.75*Save fail %)^12
Save fail % = (1 – 0.50^(1/12)) / 0.75 = 7.5%

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 do a quick sensitivity analysis on our assumptions we find that if we change the half-life of combat to 1 round for really efficient damage dealers (4 SOD attacks), the save fail rate of any individual spell should be ~21% (about half the success rate of targeting a good save). That is, if the monster only fails on 4 or less, half the time it will be mopped up in one round by a full SOD party. This is hardly the ¼ resources model that we are looking for.

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
Let’s try some ways to redress this imbalance (in no particular order of preference – just throwing ideas around):

SOD spells are only effective if the target rolls a 1 or 2 on their save.
A party of four in a fight against the BBEG will kill him more than half the time in three rounds or less in this scenario. Each party member uses up three of their spells, which (at a stretch) can equate to ¼ resources.

Pros:
Mathematically balanced (..ish)
Simple
Old-school D&D

Cons:
SOD becomes unsexy and more reliant on dumb luck.
No-one will take flavourful spells / abilities like flesh to stone
A 9th level spell has the same impact and success rate as a 2nd level spell
Not backward compatible to 3.5

Increase saves
Perhaps a change to Great Fortitude / Iron Will / Lightning Reflexes such as:

GF / IW / LR
Benefit: This feat turns a poor saving throw progression into a good saving throw progression for one of your classes. If this save is already using the good progression, add a +2 bonus to the save.

Pros:
Scales upwards with level, keeping pace with caster increases in spell DC
Mostly backwards compatible (+2 at first level for everyone)
Encourages single-classing (which seems to be a bit of a design goal)
Uses an existing mechanic (good saves)
Can easily be added to monsters / NPCs to effectively shore up their defences
Gives fighters something to do with their extra feats

Cons:
Not completely backwards compatible (changes to monster book + published NPCs)
Not completely balanced (SoD still is much more effective, just less so against the creatures with these feats)
May make it easier to access some prestige classes with a base save pre-requisite (Although I can’t think of one right now)

SoD use multiple slots
SoD spells actually use multiple spell slots to prepare as noted in the spell description. This limits the number of these that can be used and makes resource management more pressing. For example, wail of the banshee would use up 2 9th-level slots to prepare etc.

Pros:
One additional “multi-slot” mechanic no other changes
Limits total # of SOD available

Cons:
Introduces a new mechanic (backwards compatibility)
Someone has to go through as put an extra line in every spell description that says “Multi-slot: Yes / No”
Balance is still the same, but causes a shorter time between “nova blasts” – It’s now a 7.5 minute-adventuring day for those who already have that problem

SoD does damage instead
Partially what has been done with spells like finger of death and wail of the banshee under 3.P. This idea is extended further to all the SoD spells, and includes options to cause ability damage in lieu of HP damage for spells such as flesh to stone (dex dam?), finger of death (con dam?), dominate person (cha dam?) etc.

Pros:
Changes all tactics to “damage” tactics and stacks with other party member’s efforts
Balance is good

Cons:
Spell mechanics start getting a bit the same (both fireball and wail of the banshee do only damage)
Some people like instant debilitation spells
Have to change all appropriate spells
Recalculating after ability damage is a pain in the arse (although not as much of a pain as rolling up a new character)

Edit:
Leave them alone! I like them how they are.
Is also a valid option.

Andoran (RPG Superstar 2010 Top 16)

Mothman wrote:

So, for a realistic chance of running a PFS scenario at SydCon, we are going to need to have about 3 or 4 DMs available.

Does anyone want to volunteer for DM duty?

I appreciate that its relatively short notice, especially when significant others must first be persuaded to allow attendance!

Do you think its worth trying, or should we maybe leave it for a con next year?

Either way, it might be nice for some of us New South Welshmen to attend the con and meet up.

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.

Andoran (RPG Superstar 2010 Top 16)

Mothman wrote:
Got a nasty scare from a Starpanda Fishbear on the way home the other night.

You're lucky it wasn't a Drop Starpanda Fishbear Devil. They're best avoided by the faint-of-heart or weak-of-bowel.

Andoran (RPG Superstar 2010 Top 16)

Chris Mortika wrote:

Howzabout Ash Williams from Army of Darkness? Norman McCay from "Kingdom Come"?

It would be unrealistic, I think, for a continuing character to do battle against some serious threat, issue after issue, and not grow into the job. It wouldn't be interesting, I think, for a character to face frightening situations and remain a coward.

Tell that to Terry Pratchett's Rincewind! He and Vimes are probably two good examples of the everyman that the OP is referring to.

Andoran (RPG Superstar 2010 Top 16)

Moff Rimmer wrote:
Tensor wrote:
Another math test:...

How about this one...

Three guys go into a hotel and get a room. The cost of the room is $30 and the three guys think "That makes things easy -- $10 each." The bellboy takes the guys up to the room and returns to the desk. At the desk, the manager says that he forgot that they were having a special that day and the cost was actually $25. He gave the bellboy $5 to take back to the three guys. On the way back, the bellboy decided that since 3 doesn't go into 5 evenly, he would make life easier on them and he pocketed $2 as his "tip" and gave them the remaining $3. Now if each of the guys paid $10 and got one back, that means that they paid $9 for the room. 9 times 3 = 27 -- plus the two dollars the bellboy took makes $29.

What happened to the missing dollar?

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

Andoran (RPG Superstar 2010 Top 16)

Mothman wrote:

So it’s been about 10 years since I last attended a con (probably more – 3rd edition wasn’t yet out at the time), but I’m considering going to SydCon this year, given that Blue Eyed Paladin tells me it’s held virtually around the corner from where I live.

Wondering a few things; firstly, any Australian based board regulars planning to go this year? Any of you been to SydCon before? Any good? (For reference, the cons I used to attend in the 90s were MaquarieCon and Necronimicon).

Also, would anyone be planning to run or interested in playing a Pathfinder Society adventure at the con, assuming this is possible?

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...?"

Andoran (RPG Superstar 2010 Top 16)

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):

HERE!

DMtrius

Andoran (RPG Superstar 2010 Top 16)

Mothman wrote:

Thornleigh’s up near Hornsby right? Wow, from there to Wollongong is definitely a long commute for a game. I thought I was bad, travelling from Leichhardt to Campbelltown for my local game. I’m looking at an hour + drive, how long would yours take? 2 or 3 hours each way?

Yeah, so I’m in Leichhardt, inner west area.

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.

Andoran (RPG Superstar 2010 Top 16)

Mothman wrote:

Hey guys. I won’t be going to Gen Con Oz unfortunately - seriously, can they do 2009 in Syndey! ;-)

Anyway … I’m interested in PFS, but my real-life gaming schedule tends to be … slow. My current group meets once a month and at this stage they have no real desire to break away from our long-running campaign to play Pathfinder… SO, I’m wondering if anyone else in the Sydney area is planning to join the PFS, run games etc. And whether playing one session a month (or less) is feasible?

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.

Andoran (RPG Superstar 2010 Top 16)

A Mark of Justice with a "Offensive spellcasting" trigger?

A pair of heavy gauntlets that incur a massive arcane spell failure chance?

Andoran (RPG Superstar 2010 Top 16)

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)

Andoran (RPG Superstar 2010 Top 16)

I bought the plane tickets this morning for myself and the Mrs. Baby-sitters are lined up. Good to go!

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

*Does a little glee-filled shark dance*

Andoran (RPG Superstar 2010 Top 16)

TabulaRasa wrote:

So if you take a 9th level wizard with 20 in INT (a starting 18 and the bonus points for 4th and 8th level, not uncomon for a wizard), he could in theory shoot an aditional 20 extra 5d4+5 magic missiles in a single encounter. This is of course on top of the 6 missiles he can cast as part of his dailies.

At first glance, that's a total of 442 point of spell damage for a single wizard in 1st level spell only....OMG!!!

The problem with ability damage as a cost is that you can do it in combat and spam you opponents with cheap low level spells

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.

Andoran (RPG Superstar 2010 Top 16)

Placeholder! We'll be back with you at the PRPG ground, in just a few moments...

Andoran (RPG Superstar 2010 Top 16)

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
Benefit: Once per day for one round, you may use any feat that is listed on the fighter bonus feat list that has a base attack bonus requirement of +15 or less, even if you do not meet the pre-requisites.
Normal You may only use feats you have selected
Special This feat may be selected as a fighter bonus feat.

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
Benefit: At the beginning of each day, you may choose any feat that is listed on the fighter bonus feat list that has a base attack bonus requirement of +15 or less, even if you do not meet the pre-requisites. You may use the selected feat any number of times during the day.
Normal You may only use feats you have selected
Special This feat may be selected as a fighter bonus feat.

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
Benefit: You ignore the hardness of non-magical items. You may damage otherwise invulnerable objects (such as wall of force and forcecage) treating these as having hardness 20 and 100 hp per 5’ section
Special This feat may be selected as a fighter bonus feat.

Andoran (RPG Superstar 2010 Top 16)

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
Each deity has a number of spheres of influence, ideals and concepts that they represent and champion. Their followers can draw upon these domains for additional powers and abilities. Each cleric chooses two of the domains granted by their deity upon taking their first level. Druids can choose one domain from the following list: air, animal, earth, fire, plant, or water.

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
Deities: Gozreh, Shelyn.
Caster
Level Ability
1st Lightning Arc (Su): As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. The lightning arc deals 1d6 points of electricity damage +1 for every two caster levels you possess.
2nd Obscuring Mist (Sp): You can cast obscuring mist.
4th Gust of Wind (Sp): You can cast gust of wind.
8th Walk on Air (Su): You can walk on air as if it were solid for a number of rounds per day equal to your caster level. This ability otherwise functions as air walk.
12th Chain Lightning (Sp): You can cast chain lightning.
16th Control Weather (Sp): You can cast control weather.
20th Elemental Swarm (Sp): You can cast elemental swarm, summoning only air creatures.

Healing Domain
Deities: Irori, Pharasma, Sarenrae.
Caster
Level Ability
1st Rebuke Death (Su): You can touch a creature as a standard action, healing it of 1d4 points of damage plus 1 for every two caster levels you possess. You can only use this ability on a creature that is below 0 hit points. If you touch an undead creature with this effect, it is shaken for a number of rounds equal to your caster level.
2nd Cure Light Wounds (Sp): You can cast cure light wounds.
4th Lesser Restoration (Sp): You can cast lesser restoration.
8th Healer’s Blessing (Su): You can emit a 30-ft. aura of healing for a number of rounds equal to your caster level. You and your allies within this aura gain fast healing equal to 1/4 your caster level as long as they remain in range. This fast healing only applies to damage caused after the aura began.
12th Mass Cure Light Wounds (Sp): You can cast mass cure light wounds.
16th Greater Restoration (Sp): You can cast greater restoration.
20th Mass Heal (Sp): You can cast mass heal.

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).

Andoran (RPG Superstar 2010 Top 16)

Lurion Coravoss wrote:

...

5. Now Change the Save Feats so that they give a +1 per five levels, with a minimum of +1.

Or the save feats could just turn a bad save progression into a good save progression for one class, retaining the +2 if the class already has a good save progression.

Andoran (RPG Superstar 2010 Top 16)

Robert Little wrote:

...(good stuff)...

As it doesn't necessarily make sense for an unarmored fighter to gain DR via Armor Mastery, perhaps allow another option such as evasion for high-level unarmored fighters.

Alternatively a 20% or 50% miss chance.

Andoran (RPG Superstar 2010 Top 16)

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
Benefit: For this round, the base attack bonus of your second and subsequent attacks are only penalised by -2. For example, a 16th level fighter would have a base attack bonus of +16 / +14 / +12 / +10
Normal The base attack bonus of your second and subsequent attacks are penalised by -5

(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
Benefit: As an immediate action you may make a partial charge against an enemy that is charging one of your allies. Your initiative count is now placed immediately before your enemy’s.

Rapid Offensive (Combat)

You are almost as dangerous on the offensive as you are standing still.

Pre-requisite: Base attack bonus +6
Benefit: As a full attack option you may sacrifice one of your iterative attacks to receive a move action. This move provokes attacks of opportunity as normal and may be taken between attacks.
Normal You may only take a 5’ step as part of a full attack.
Special You also sacrifice one iterative attack gained from Improved Two-weapon Fighting.

Blitzkreig! (Combat)

Your battlefield mobility is unmatched.

Pre-requisite: Base attack bonus +11, Rapid Offensive
Benefit: As a full attack option you may sacrifice two of your iterative attacks to receive a double move or charge action. This move provokes attacks of opportunity as normal and may be taken between attacks.
Normal You may only take a 5’ step as part of a full attack.
Special You also sacrifice two iterative attacks gained from Greater Two-weapon Fighting.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

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
Round 2: Design a religious organisation
Round 3: Design a prestige class / base class
Round 4: Write a ‘DM help’ article
Round 5: Design an encounter*
Round 6: Design a full adventure proposal*

*As RPG Superstar ver1.0

Andoran (RPG Superstar 2010 Top 16)

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.

Andoran (RPG Superstar 2010 Top 16)

In a series of one-offs (raiding PC-made strongholds) I played consecutively:

The rogue: Faye Dingaway
The paladin: Sir Vivor
The wizard: Kant “Rune” Mahmood
The cleric: Paddy O’Furniture
The bard: Los Mihouski

My characters were always the first to die for some reason.

Andoran (RPG Superstar 2010 Top 16)

"Arrrrr, we've come ta join yar cult."

Andoran (RPG Superstar 2010 Top 16)

"I can't go while the undead are watching"

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

Patrick Walsh wrote:
Dementrius wrote:

Alright, I'll have a go.

Demeros

I like your gnomish Australia, and would like to subscribe to your newsletter, mate.

I like your names and use of quotes, and would have liked to see more of them. I'm also a sucker for kobolds living in the remains of a lost dragon empire.

I probably would have voted for this entry, despite its heavy reliance upon a real-world place. That is also its weakness as well.

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.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

Set wrote:

Ooh, a cloud civilization, very cool! I particularly like the idea of the cloudstuff being 'minable' and refinable into different materials, like stone or metal. I wonder if this consumes some resources from the clouds, and must be replenished somehow, or perhaps even if excessive 'mining' could lead to the clouds losing their mystical potency and becoming less stable overall?

Giant politicking seems like it would be very conducive to role-playing the social situations, and put a dampener on the troublesome players who like to attack any petty noble who gets snarky with them...

The head of a lich as librarian? I think I'd go full-on mean and have the librarian indeed be a lich, but in life have been a Cloud Giant Wizard or Cleric of some diety with knowledge or learning as a portfolio. For one, he'd be great at getting stuff off of the top shelves, and for two, when he gives you the 'no loud talking in the library' speech, it's likely to be taken very, very seriously. :)

I'm not real keen on those winged centaurs 'though.

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.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

SmiloDan wrote:


That's just....neat.

I also love how it's designed to fit into any campaign world because it's a mobile country.

Are the winged centaurs half-celestial centaurs, or just regular centaurs with a fly speed added on?

Any silver dragons living there?

A LE lich librarian I could probably deal with. A CE evil one..."The books are alphabetized by the 13th letter of the 13th page of the manuscript, unless they're illustrated, in which case they're organized by the social standing of the artist's most famous apprentice...."

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.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

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.”
- Lord Salameris of Stratosholme

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.”
“Certainly,”
replied the floating pulsating skull, eyes twinkling”the tomes are arranged in order from 'X' to 'B', with 'G' being the highest. There’s a planar rift in one of the sections. Try to scream something amusing would you?”

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]
You are used to fresh air beneath your feet, and are skilled in defying gravity.
Prerequisites: Born in Nephota or 1 rank in Knowledge [Local – Nephota]
Benefit: While airwalking you may levitate as the spell.

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.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

Mothman wrote:
Dementrius wrote:
"Mate That Always Offers To Shout The First Round Of Beers" (MTAOTSTFROB).
That most rare of mythical creatures. Sure, you can convince tourists of the existance of drop bears, but no-one really believes in the MTAOTSTFROB.

But even if he does exist, he's a LEGEND.

The Drop Bear entry would have read: "Use anthropomorphic Polar Bear statistics"

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

Mothman wrote:
Dementrius wrote:


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.

Hah! Awesome.

And I was expecting drop bears...

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).

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

Mothman wrote:
Dementrius wrote:

Alright, I'll have a go.

Demeros

Crikey! It’s Australia with gnomes.

Complete with Thornleigh, opals, a coral reef, Blue Mountains, red deserts, frill necked lizards, Clancy of the Overflow, a convict past, cynical bastards with an odd sense of humour, and Ned Kelly.

I like the quotes (they add a lot of character, and add information and atmosphere very well without a huge word-count), and the crunchy bits (the cynical bastard feat in particular I think I need to use). The windmills and weapons are a nice touch too.

I think that your influences are probably a bit too blatant for those who are aware of them – I would probably tone it down a bit, although I do like a lot of the stuff. One thing, there are some quotes that suggest the place may be (or have been) a penal colony, but other parts of the entry do not really seem to support this.

Interestingly enough, one of my country ideas was a former penal colony with a somewhat Australian twist to it…

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.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

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?"

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

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!

Andoran (RPG Superstar 2010 Top 16)

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

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?”
“Yes son,”
the leathery gnome replied, squinting into the heat haze, “because not even nature would trust bastards like us when the lights are out.”

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”
“Yeah,”
confirmed his sardonic companion “the krakens ate them all years ago”

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.”
- Hansabal Thrice-Locke

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]
You have had extensive contact with Demer Gnomes.
Prerequisites: Born in Demeros or 1 rank in Knowledge [Local – Demeros]
Benefit: You gain a +2 skill bonus on sense motive checks and a +2 bonus to will saves against illusions and enchantment effects.

Ramshackle Crafter [Regional]
You can make do with the most basic of materials. The results are not pretty, but they are effective.
Prerequisites: Demer Gnome
Benefit: The cost of materials for mundane and magical crafting is reduced by 50%. Your magic items are not required to be of masterwork quality before enchantment.
Special: Everything you create looks like junk. Items crafted with this feat have no resale value.

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.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

Grimcleaver wrote:

...

I actually got about halfway through the entry before I realized that the people of this nation actually WERE blink dogs. I kept thinking--okay these guys must call themselves "blink dogs" as a tribal barbarian thing. Y'know, like the "poison vipers" or the "black bears". When it finally came out that they really are actual blink dogs I just kinda shook my head....

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.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

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
Divination – Yellow
Conjuration - Violet
Enchantment - Orange
Evocation - Red
Illusion - Blue
Necromancy - Grey
Transmutation - Green

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 -.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

Jeremy Mac Donald wrote:
Dementrius wrote:

Doorbreaker

** spoiler omitted **

Cool item.

One problem though is its ability to cast dispel magic. At what caster level does this work?

Also I personally would rather have the item not repair the damage. See that allows you to make your secret break into the castle but it leaves a pretty obvious clue.

Exciting role play (well more likely 'roll' play) ensues as the PCs try and accomplish their mission before their deed is discovered and the alarm is sounded - Cue the theme music as PCs attempt daring escape.

If it can repair damage then it becomes a matter of the PCs just casting silence and greater invisibility before getting on with their nefarious deeds and that starts to sound a bit to powerful. Execution becomes just a little too...

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.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

Meds wrote:
Heathansson wrote:
So my Skullcap of Monaesque Intellect stood nary a chance.

Item That Doesn't Deliver on an Awesome Name?

;-)

The problem was that it gave an enhancement penalty to Int.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

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.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

Erik Mona wrote:
Dementrius wrote:

I'm finding it hard to get excited about this one. The problem is that enhancement bonuses aren't sexy - you can get them anywhere. It's about as interesting and useful as a wand of bull's strength.

Ooh. Brutal. Daniele is lucky you weren't in on the first judging round! :)

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. ;)

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

Awesome in every way. A total masterpiece.

I love it, I'll use it as a DM and all my characters from now on will make one.

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

ironregime wrote:
die_kluge wrote:
Arquebus of Pillows
I would store this in my armoury right next to the rapier of tickling.

Available for only $14.95 $A

Andoran aka Dementrius (RPG Superstar 2010 Top 16)

Wolfgang Baur wrote:

...

As with any slush pile, 50% of the entries can be discarded out of hand.

...

Step 1: Split the slush pile into two

Step 2: Place one of the two piles into a recycle bin
Step 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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