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49: A cute, seemingly childish shadow creature starts following you around asking questions. It occasionally has to eat shadows, but then what casts them either dies or falls apart. While it's harmless and friendly, most of it's kind are the stuff of horror stories. Where there's one, there are more. (from Digger.)
12: Grey Dwarf hold. They repair the Golems, traps, and other mechanical stuff. The chief is the high level monster. Only he has the device that controls where a door leads. They are assembling some terrible machine, and will trade for parts, information, and such. Anybody who goes around smashing things will be outright attacked by them. Most are Lawful Evil, but a few have become so obsessed with their jobs that they have drifted into lawful neutral.
How do you play the Helm of Opposite alignment? A one time deal that crumbles to dust, or a continuing deal that clamps on their skull till successfully removed. The victim then gets back to making their own choices.
What if it's got some cool cheese such as helm of teleportation or telepathy? What if they changed all their levels in demonist for Paladin? The party may need a paladin more.
Now here's a tough philosophical dilemma. What if Joe Strawman piles up lots of bad karma destroying evil souls, then retires, and puts on the helm of opposite alignment?
Maybe his clerics are hiding.
Anybody who wants to play an android or robot, make them a probe. When their soul gem starts to run dry, have them suddenly start to remember their mission.:)
Worse yet(depending on your point of view), whoever was supposed to harvest the world, has long since ascended to a higher plane. They left,"Carry on my wayward son.",on their answering machine. This song.
50:(finally) The gazebo is made of plastic explosive, painted to look normal. In the base is a timed detonator that goes off 6 rounds after 100 pounds of weight is exerted on the floor of the gazebo. Bait can be a gold piece sovern glued to the floor or an unsuspecting mimic that the trigger is set to ignore.
A musical stone of destiny. Nice!
Umbral Reaver wrote:
339. Roll three times on this table and draw a triangle between those three points. The bean equals the area of the triangle.
In area?How do any of these bean results equal a point in space?
Is this some gordian knot that you posted because you are about to junk your computer and go full Amish?
All their evil memories and emotions are destroyed, while the inspiration at the center of their soul returns to the divine level from whence it came. You could bring the gems back to your church so they can pass them on to outsiders for deprogramming and eventual redeeming.
If you destroy all the evil in one town that way, the town might become sucked into the upper planes. Before that, all types of reapers and big metal retriever spiders will come try to stop you.
Theliah Strongarm wrote:
There you go again. Success is never guaranteed.A goblin warrior proclaiming himself the "King of Thieves". He carries a dagger and can whip the party's ass, unless the GM rolls a lot of 1s.
Besides, the party might not have a donkey.
9: Played out mineMost of the hex is taken up by an ugly, deep, strip mine. It either drains out into aquifers, or filled up with stagnant water.
If settlement: The few remaining residents live in old buildings on the edge. Economy -4 The do whatever they can to survive. Law -4. If dry, the bottom of the mine is the perfect place for a goblin village.
No settlement: Any remaining villagers are disabled or crazy and couldn't leave. Only monsters willingly live here. May be a full on ghost town. Almost no normal flora or fauna.
Order of the Eagle. Their mount is usually a wild creature, preferably a giant eagle. The often have feats like flyby attack. Class skill stealth for guerilla tactics. The feats for breaking things for chains and shackles. It's one of my homebrew ideas.
221. Grouchy barbarian puts dead persons burned face back into the wall and smashes it into the wall. He does it with each body till the mechanism is ruined. Then he continues to smash the wall. The idiot who was the only key to that is long dead and gone. They were stupid to think being needed would make them immortal. They may have been an adventurer. :p
Don't worry, I took it with a grain of salt:)
I have a version of Pandora's box.
This topic can be for conversions of mytic artifacts. It should be opened up for items of other stories such as The One Ring. Also, does Aroden's sword retain any of his essence? What about his sandals?
Rope(Silk when I can afford it)
Lanterns are good for dungeons and abandoned buildings. The oil is great for stuffing a rag in, lighting, and tossing at swarms. If they are immune to fire, then I need the acid. Pitons can be stuck in doors to give the whole party a chance to sleep or just heal up. They are also necessary for climbing.
Why are rags not stated?
If your characters are exploring a big, empty area of your game world, or you are choosing a place for an existing settlement, a random terrain list adds more fun. This is in addition to existing pathfinder tables. Some entries enable you to add an additional feature. There should be advantages and drawbacks. Some can shift the domant race in a settlement away from human. Add entries as you like. You can be silly but use enough rules crunch to keep it playable.
Normally in one mile hexagons, these can be drawn from a deck or dice rolled while exploring. They can also be used to modify a settlement, ruins, or other selected adventure destination.
1: Normal terrain. There are trees, and plants, and rocks and things. Open sky above. There is dirt, rocks, and then eventually bedrock beneath. This is the default. If another terrain doesn’t mention something, that part is like this. If a town is built here, no terrain modifiers.
[/b]2: Cavern beneath.[/b] Not very good for farms because the water table is messed up.
If a town is built there it should be in the cavern. Dwarves, Drow, Darklings, and other subterranean creatures are likely living there.
If no settlement, 1-2 Empty, 3-4 monster lair, 5 ruins, 6 town-anyways. There’s a secret door leading down. If there’s something like an ancient dragon down there the door is too big and heavy for normal characters to lift.
3: Floating land mass above. Instead of plants there are mushrooms and other fungi. . May be hidden by clouds. May have an engine to move it.
Any town or city is built on the landmass
If no settlement, 1-2 Empty, 3-4 monster lair(Cloud Giants), 5 ruins, 6 town-anyways.
4: Hyperspace off ramp. Space is stretched thin above the terrain so this is the easiest place for space ships to arrive. Farms will have crop circles. Flying things will disappear. Things will fall out of the sky.
If settlement, +4 commerce, -4 law and order, +4 danger(Space monsters)
5: Ruins. Ancient, abandoned buildings.
If settlement, it’s built on top of the ruins creating a ready made dungeon. Add a quality for the dungeon. Either famous or more high level characters, among others.
If no settlement, It’s over grown and the lair for some monsters. It attracts archeologists. +4 to rituals performed here because of lay lines intersecting here.
6: Planar intersection The walls between the planes are weakest here. Paranormal activity of all kinds will be more common. Outsiders will be on the wandering encounter tables.
If settlement, Merchants and diplomats will protect their gates from being closed.
If no settlement, flora and fauna from any other planes will be growing wild. There may be shrines for deities from the Dark Tapestry.
7: Built on top of a prison(Don't wake the Terask!) There is an entire dungeon blocking the door to a prison of a terrible god or Mythic monster. It could be the Terask, Fenris, some other elder beast, a demigod undead, or a False God Lamia.
If no settlement, there is still a lost temple on top of the entrance to the dungeon. It will have hieroglyphics on the standing walls warning of the prisoner. There may be guardian monsters, and items useful against the type of creature. The flora and fauna may be withered or twisted by the imprisoned creature.
8: Resident deity(or 2) Some demigods and titans never leave the world. The area is colored and affected by their domains. They usually live in a grand palace, temple, or lush grotto.
If settlement: +4 clerical magic. -4 arcane.
No settlement: All the plants, animals, and monsters that the deity favors. Majestic, for example, would live atop a tall, sheer, mountain. As you can tell, I am adding in my randomly created deity.
I was trying to make a point that whatever nature god or goddess that was in charge chose to ban metal armor from their druids. They gain all magic dealing with nature and related elements in return for no metal armor. Probably because of the destruction of mature caused by iron mining and metal axes.
If a druid focuses on earth or fire, they would instead lose access to the opposed magic.
You could instead just let Druids wear metal armor. Perhaps they must kill and symbolically skin a humanoid to get it. Somebody asked me if homebrew was like wish fulfilment. If your going down that road, you should also have killer druid robots. If it becomes too easy, it becomes no fun.
The Sideromancer wrote:
Yes, strip mines do look like Hell.Did you look at them?
286:A Sing Beans vine grows! It rapidly grows 1-4 beans if left on the ground. If trained onto any structure, it grows 3D6 beans. The singing string beans have the effect of a bard song(choose one, they take requests). They stay effective for 24 hours if picked. If left on the vine 2 days they each stop singing and produce 1D6 plantable beans. With a bucket full of dirt and a banner pole, you can take the beans with you on your next adventure. It's 20 minutes from planting and watering till they begin singing. Cooking and eating the beans double your singing perform check for 24 hours. If you are a bard, you get double all numerical functions of bard song. In other words, your song to inspire courage persists twice as long. Only one thing doubled per bean so choose wisely.
Have it both ways. A chapter on each of the major planes, then a chapter on settings. How does Golarion's dealings with the planes differ from an oriental setting? The planes of wood and metal may not rate an individual chapter, but how to run a game where an oriental made cubic gate is found would be useful. What about Spacefinder. Is hyperspace a part of the ethereal plane? If travel is done through the dark tapestry, will anyone who peeks out a window start to grow tentacles?
Yeah, too much else to do than stuff some people don't want.
Generally if an item has a feat or skill based power, I just add 20,000GPs to the price. Someone with the feat or skill must participate in the creation of the item.
Wands are for in combat healing, spells and potions are for between encounters. Only PCs and noob GMs forget that. The ogre has the healing potion to use if he survives. Drinking it during combat is pointless.
I've seen dummies try to use magic device with a wand of cure light wounds while something was trying to hit him.
Magical waterproof leather armor comes from seals.
You could have just said that leather is magically shed by cows like in Farmville or Big Farm, but no, you had to track reality in here!
Wolves sneak into flocks of sheep by wearing the skin of a sheep they previously ate. There's an otherwise normal wolf wearing leather. It doesn't last long because they don't treat it like humans do. Now you have that HORRIBLE PICTURE IN YOUR MIND.
Then blue cheese dressing is anti blue mold, even though there is a lot more blue mold in the world because of it.
Scientists have proven that plants scream when being harvested, you just cannot hear it.
You can reduce the amount of hypocrisy in your life. You cannot eliminate it entirely. Thus the balance of nature druids are fond of talking about.
282:A pod grows that is permanently magical. The pod is the size of a small sack on the outside, large sack on the inside. Each day when the owner wakes up there is an item in it.
1-A new bag of beans
You can add more with the number and a dash. As the pod cannot be closed, amusing living creatures can appear in good health.
Let druids wear armor made of unprocessed iron ore. It's basicly rock. It can be affected by magnetism. From flack jackets with IO sewn between layers to rocky full plate it will make rules sticklers have a head explosion.
You could instead have elemental and seasonal focus for Druids. Druids with earth/mineral focus can have metal armor, but they can't use air oriented spells. The spring Druid also has all the healing and growth spells. They can select a bonus spell of each level from these guidelines, in addition to wisdom bonus spells.
Air focused druids can not have heavy armor but can use wind, flying, and levitating spells.
Water focused druids can cast swiming, air breathing, spells and such. Armor and shields made of shells are allowed. They cannot cast fire/heat spells. They can cast cold/ice spells. The fall and winter druids are further split from this. Fall is more rain and necromantic based. Winter is necromantic and ice based.
Fire focused druids can cast all the fire based spells, and use metal armor. Fire is involved in making metal armor. The Summer Druid is a subset of this. They also have growth magic.
General rules, Druids with an elemental bent can elect to have an animal companion with that elemental orientation. A fire druid can have a hell hound companion that they enlarge for combat, as long as there is no major alignment conflict.
Druids can instead focus on animals or plants, giving up unrelated elemental spells. An animal focused Druid can have a magical beast companion, but will not summon elementals. A plant based druid can turn into, summon, and have a plant monster animal companion.
Druids that choose not to focus must use druids right out of the rulebooks.
Druids have lost sight of the original intent. They should be allowed to use bow and arrows when the arrows use stone arrowheads.Also, turtle shell shields. What about sword like weapons made of wood with a sharp onyx blade. They should have a spell for petrifying wood so it becomes as hard as steel. By casting that on the dead trees, they can prevent clearing the land.
The rules for this topic are that each use, detail, or misc. must not conflict with the show or previous rules. Otherwise, anything goes.
1:There is a factory in Wonderland where Plumbusi are manufactured.
2:Plumbusi is the plural used in Wonderland.(See how any plural used in the show is left valid?)
3:Brushing a rabbit's foot with the rubbery spikes causes the brusher to have a +1 luck bonus for the rest of the day.
Failed (sort of)Hag rituals
Blindness: Note that if they open their eyes the disgusting ruins of their useless eyes nauseates as a gaze attack.
Semi comatose: They can move only in moonlight. The usually find a bed in a clinic or hospital and move in. If a money grubbing manager puts the unconscious hag out on the street, she will level a curse on the place, and stalk off into the night looking for another bed.