|
|||||||||||||||||||||||
|
About Dennis BakerIf you want to contact me please use the form on my contact form on my web site. Some things I've done in gaming... Pathfinder RPG: Ultimate Combat
DR. STRANGELOB AND MR. HYDE: THE OGRE'S GUIDE TO ALCHEMISTS
The guide is broken into 4 parts. Introduction
RPG SuperStar
Round 2
Round 1
Wayfinder #1
Master DM's Competition
Spoiler:
Cat's Paw/ Longstrider This is the Cat's Paw/ Longstrider spell chain and the Fleet Foot domain. The theme of the spells is mobility in and out of combat. I've included Longstrider here because it is more or less the base of my spell chain. It is not changed from the version that appears in the SRD. Longstrider
This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim. Material Component: A pinch of dirt. Cat's Feet
Cat's Feet functions like Longstrider but also adds an insight bonus of 5 to the caster's tumble skill for the duration of the spell. If the caster does not have any ranks in tumble she can treat tumble as a trained skill for the duration of the spell. Nimble Paws: Once during the duration of the spell the caster can as a swift action initiate a one round burst of speed and extraordinary nimbleness. During this round the bonus to the caster's base land speed increases to 30 feet and the bonus to her tumble skill increases to 15. At the end of this burst of speed the spell is expended and all bonuses from the spell expire. Optional: During the duration of the spell any halfling affected by the spell grows fur, pointed ears and claws. The claws can be used to make a natural attack with damage of 1d2. Attacks with the claws are considered armed for combat purposes. Material Component: A bit of cat fur and a pinch of dirt. Note: The bonus to tumble does not in any way alter the limits of the tumble skill, in particular it does not enable individuals in heavy or medium armor to use the tumble skill. Tiger's Pounce
Tiger's Pounce functions like Cat's Feet but the increase to the casters movement speed is 15' per round and the caster is granted an enchantment bonus of 5 to the his jump skill during the duration of the spell. If the caster opts to end the spell with the Nimble Paws effect (See Cat's Paws above) the effect lasts for 2 rounds. Ferocious Pounce: Once during the duration of the spell as a swift action the caster can initiate a ferocious attack. The caster must declare this attack before any actions on his turn. During the attack the caster can move up to twice his enhanced move speed and attack a single target. The caster can tumble or jump during this movement without penalty. At the end of the charge the caster gets a full attack plus one additional attack at his full base attack bonus. All attacks must be made against a single target and the effect does not stack with haste or any other spell or effect that grants additional attacks in a round. Once the caster has completed his ferocious pounce the spell ends and all effects of the spell expire. Lion's Prowl
Lion's Prowl functions like Tiger's Pounce but in addition the caster gains a +1 natural armor bonus for the duration of the spell. If the caster opts to end the spell with the Nimble Paws effect (See Cat's Feet) the effect lasts for 4 rounds. When ending the spell with a Ferocious Pounce (See Tiger's Pounce) the caster receives a +4 enchantment bonus to strength and dexterity for the duration of the effect. Free Range: Once during the duration of the spell as an immediate action the caster can trigger a Freedom of Movement effect. This effect is identical in all ways to the Freedom of Movement spell but the duration of the effect is 1 minute. Once the Freedom of Movement effect ends the spell ends and all effects of the spell expire. Cat's Feet, Mass
This spell functions identical to the Cat's Feet spell, however it effects the caster plus a number of people equal to the characters caster level. The mass version of this spell does not include the the Nimble Paws effect. Material Component: A bit of dirt scraped from the shoes or feet of each of the spells targets. Tiger's Pounce, Mass
This spell functions identical to the Tiger's Pounce spell, however it effects the caster plus a number of people equal to 1/2 the casters level. Material Component: A bit of dirt scraped from the shoes or feet of each of the spells targets. Lion's Prowl, Mass
This spell functions identical to the Lion's Prowl spell, however it effects the caster plus a number of people equal to 1/2 the casters level. Material Component: A bit of dirt scraped from the shoes or feet of each of the spells targets.
Drunk DM's Competition
Spoiler:
Come one come all, come here and see Here is my entry for the DDMC A stranger location you will never see Do not worry about cost, looking is free It's the home of the cat and the hat you will see. In a faraway land of Seuss Nation
When you walk in Seuss Nation it's quite hard to be down
The physics in Seuss Nation are not quite right
Repeat a few phrases, a little alliteration
It sounds impossible how do you adjudicate?
Seuss Nation
On an ordinary day, in an otherwise un-notable corner of the world it sort of drifted in.
Everything in Seuss Nation changed that day
Seuss Nation Terrain
Except as noted below treat the Terrain in Seuss Nation as Sparse Forest with no underbrush. Movement and Getting Lost
The rule of rhyme
Repetition: +2 (max +2 per line)
These poems can allow characters to perform stupendous deeds of ridiculous scale. These are unnamed bonuses that are cumulative. Here are some examples of the rule in action: I jump, I jump that fence (+2 for repetition)
A longer sample:
There is no quality test, the rules are applied equally for bad or horrid poetry (because it's quite clear no good poetry will result from this effort). Oooblek (Cr 3)
Ooblek is nasty stuff, it falls from the sky like rain but it is composed of globs of green goo. An Obleck shower lasts 2d6 rounds. Each round spent in an Ooblek shower creatures in the area effect must make a DC 15 Reflex save to avoid becoming entangled. Entangled creatures must make a DC 20 strength check or escape artist check to escape the goo. Creatures which are not entangled can move at 1/2 their normal speed. Ooblek on the ground becomes harmless after the Ooblek shower ends but any character who is entangled remains so until they can make their escape artist or strength check. The Happiness Field
At the end of each 24 hour period spent in Seuss Nation any creature that has committed an evil act within the region during the previous 24 hours must make a Will Save (DC 10) or feel great remorse at their crime and will attempt to make amends to the best of their ability. Treat this as a Lesser Geas however there is no limit on number of HD affected. Any evil creature that spends 1 week within the region must make a DC 10 Will save to avoid repenting and having their alignment permanently changed to Good (The alignment does not shift with regards to Law/ Chaos). Only a wish or a miracle can restore former alignment, and the affected individual does not make any attempt to return to the former alignment. (In fact, he views the prospect with horror and avoids it in any way possible.) Further the creature will resist any attempt to be removed from the Seuss Nation. Truffula Trees
Resist Happiness
Sample Encounter Table:
Touchstones and Rules
Nasty Ooblek meets touchstone three
My post is now done, please forgive me
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|