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34:Were Mutant.
Sometimes Lycanthropy gets so diluted and mutated that it doesn’t even resemble any animal.
Level: Class abilities
Zero Level: Hybrid form during full moon and combat(Nat armor +2, DR1/silver, bite 1, Scent like an animal, Curse of lycanthropy, Low light vision).
1st: Will save to remain in control. Hybrid form during full moon and combat(Min. Rage, bite 1-2)
2nd: Regenerate 1-3 when change.
3rd: Hybrid form can now voluntary change with will save(DR2/silver, Bite 1-3, Claw/claw 1-2)
5th: Regenerate 1-4 when change. Barbarian Rage power.
7th: Change is now a swift action. Hybrid form (DR4/silver Rend, or Bite 1-4, Claw/claw 1-3, Normal Rage)
9th: Regenerate 1-6 when change. Barbarian Rage power.
11th: Hybrid form (DR6/silver Bite 1-6, Claw/claw 1-4)
13th: Regenerate 1-8 when change. Barbarian Rage power.
15th: Hybrid form (DR8/silver Bite 1-8, Claw/claw 1-4/1-4)
17th: Regenerate 2D6 when change. Barbarian Rage power.
19th: Hybrid form (DR10/silver Bite 1-8, Claw/claw 1-6/1-6)
21st: Regenerate 1-8 when change. Barbarian Rage power.
Hybrid Form: A ware mutant’s hybrid form is the same size category as the normal form. They have fur all over including their face and don’t really resemble any one animal. The change is move equivalent.
Curse of Lycanthropy: DC15 fort save negates. Changes only during full moon. Can’t will save for control. Functions at half current level. Only gains the full mutation if exposed to mutagen or radiation.
Min. Rage: Str. +2, Con +2, Int. -2, Wis. -2, Fatigued an equal amount of time. DC16 Will save to come out of and regain control. Cannot cast spells in rage. Can use spell like supernatural powers(see mutant class).
Normal Rage: +4/-4, DC18 Will save
Greater Rage: +6/-6, DC20 Will save
Extreme Rage: +8/-8, DC22 Will save
Maximum Rage: +10/-10, DC24 Will save
If intelligence drops below 3 the subject is considered to be functionally thinking like an animal. If Int. or Wis. Reach 0, power fails.

Rend: Must hit with both claws and can then do triple damage rend)
Spells: 1st Magic Fang, 3rd Rage, 5th Magic Fang Greater, 7th Freedom of Movement, 9th
Commune with Nature, 11th Summon Nature’s Ally VI(6), 13th Summon Nature’s Ally VII(7), 15th Animal Shapes, 17th Storm of vengeance.


32:Daywalker.
A blood relative(parent, grandparent, or ancestor) was, or is a vampire.
Level: Class abilities
Zero Level: Has disturbing dreams, hears others heartbeats, allergic to garlic, and reflection sometimes fades.
1st: 30 feet darkvision, DR1/magic and silver, Resist cold and electricity 1, Blood drain
2nd: Can assume humanoid bat form in the dark only. Children of the night.
3rd: 40 feet darkvision, DR2/magic and silver, Resist cold and electricity 2, Create spawn
5th: Can assume humanoid wolf form in the dark only.
7th: 50 feet darkvision, DR3/magic and silver, Resist cold and electricity 3
9th: Can assume dire bat form. Energy Damage 1.
11th: 60 feet darkvision, DR4/magic and silver, Resist cold and electricity 4
13th: Can assume dire wolf form, Dominate.
15th: DR5/magic and silver, Resist cold and electricity 5
17th: Can assume tiny bat form. Energy damage 2
19th: DR6/magic and silver, Resist cold and electricity 6
21st: Gassious form.
Skills: Bluff, Perception, Sense motive, and Stealth.
Feat: Escue Material components(only with blood replacement)
Spells: 0 Touch of Fatigue, 1st Chill Touch, 3rd Command Undead, 5th Vampiric touch, 7th Fear, , 9th Symbol of Pain, , 11th Symbol of Fear,13th Control undead, 15th Clone, 17th Astral Projection
Vampiric curse: If they die, they become a normal vampire.
Create Spawn: Only if their blood drain causes death, and only vampire spawn.
Dominate: As a vampire, but at current level.
Energy Damage: A temporary loss of levels that they recover from after a good nights rest. Use of this power can cause a shift towards evil. Also causes spawn.


The Genie is Stu from Lyla in the Loop and will grant 3 whishes per day. He's very literal and you have to tell him when to stop.


79: Polarity Project
Banks of controls facing a metal cage. Nothing will happen till the power lever is moved from zero, up to 11. The metal cage is large enough to hold a huge creature. It's like a faraday cage, but there is another lever marked polarity. It's currently at + but it can be thrown to minus. The notes, if you can read them, describe an experiment to contact the dead. Note that the actual result of the experiment will transport you to an anti matter world where life and death are reversed. There are fail safes to prevent the mixing of matter and anti matter resulting in a great big explosion.


86: Pizza box, empty except for some cheese stuck to the underside of the lid.
87: Tomato soup can, opened and empty.


Pair of Diced Potatoes Lost
Pilgrims Progresso Soup(Chunky Turkey Soup)


Paizo basically does this. The Golarion campaign is isolated from the classical period(Greco Roman) by a gap. There is a gap just before Starfinder leaving GMs to decide why everyone fled the planet before it disappeared entirely.

The 2 games are so isolated that there is no chance of paradox.


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The hamburger's guide to the galaxy.
The Dennys at the end of the universe.
So long and thanks for all the fish fillets.


6: Other selves. They can call up a double, 1 for each 4 levels, inclusive, with different themes. For example, a pirate version, a cowboy gunslinger, evil twin, ect.


I would allow. I would also allow the next tier imprisonment. A creature can be imprisoned till the next time the door is summoned. Only a creature that can plane shift can escape, and outsiders can only escape to their home planes unless summoned.


Landing party. They have a shuttle craft and work out of a large exploratory pact ship. The GM creates or randomly generates systems, skipping over ones with no explorable planets or objects.


55:The character pulls out a script. The characters are now all voice actors. They are at a story conference talking to the head animator, producer, several NPC voice actors, the head writer, an advertising exec., and a studio executive, all played by the GM. They must decide what will happen in the cartoon with the intention of attracting the most viewers, advertisers, ect. When the conference ends the game resumes with the events as discussed. Now is a good time to confront a disruptive player. Try to get everyone on the same page. The cartoon is either a Saturday morning kiddie show, a late night adult anime, or maybe a prime time satire of the genera.


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51: The entire physical universe. As it replaces the old universe, time goes back to the beginning of the current encounter. Will save to realize what just happened.


Any intelligent monster, such as humanoids, will use the treasure to buy magic arms and armor.

A ritual that destroys ability boost items and transforms them into an ability increase of the character. It then frees the slot for more interesting items. A cloak of the bat is always better to have.


77: Fun house room
A: The entrance is a spinning cylinder that requires a reflex save DC16 or fall down and start tumbling. It's 10 feet wide and 50 feet long.

B: The main room is a 50 foot wide cube with the floor having boards sliding back and forth. Reflex DC 18 to stay upright. The walls are made of panels that are constantly tilting in and out. Climbing is -4. The ceiling is concentric circles spinning in opposite directions. Even spider climb is DC 18 to keep from falling.

C: The exit room is a 25 foot wide cube that spins in the opposite direction from the cylinder. It's also a bounce house so you also have to use acrobatics to control your movement.

Notes: The monster, tech item, and cosmic clutter item should be placed appropriately.


Eris reserves the right to grant cleric's hood plants turning power which detects 1-3 good, 4-6 evil determined randomly each round. Her holy symbol is of her draconequus form dancing.


114: An NFT of a bored looking monkey. It is totally worthless because it wasn't that hard to copy. This might be a copy, because who can tell. All the museums have several.


74: Zero G Room
This room is independently powered and constantly at zero gravity. When the door is closed, no communicator, telepath, scrying spell, or suchlike can operate through it's walls. There might be a monster trapped in here, as well as a technological item, and some cosmic clutter.

GM Notes: As outside inertia is also blocked, this is a good place to be if the ship is rapidly maneuvering. It's also great for meditation, sleeping, recovering spells, ect.


The GM is the final determinant of why the plane does things the way it does them. If players are using the internet to cheat, multiple options or even false alarms are most welcome.


153: Sarcophagus
This stone and metal coffin doesn't just contain bodies, but it heals, regenerates, and if necessary resurrects it's occupant. It's occupant seems to be a human wearing a golden, pharos's headdress.

GM notes: The headdress is actually a helm of brain welk teleportation, and the first guy who looks inside will have Osirus Amant teleported into their skull. Osirus has int. wis. and charisma of 20 each so unless the target makes a fort save of 20, their prefrontal lobes are pushed aside and Osirus takes over. He's lawful neutral which is kind of nice for a brain welk. He will proceed to try to recreate the empire of the pharos. In the dark his(or hers) eyes will switch to darkvision, and glow with black light.


Maybe it's the extradimensional vault of the gnomes of planet Zurich?
Someone installed the banishment security system.


You can design friendship feats, even if you don't have ponies in your game, BCUZ UR DA GM!

You can also necro last year's threads because YOU'RE THE GM.


Fnord is the net results of all cryptid investigations.


More about 28. If the deck of many things strands someone's mind in Hammer space, they can inhabit the next furball to come out of a bag of tricks in their home plane. When the furball expires, they can return to their body, but they might not be alone.


28:Hammerspace
There are an infinite number of things just floating around here. Every once in a while, a bag opening appears and a hand grabs something out or puts something in. By looking at what is grabbed, and what is in the area, you can guess where the bag will lead. You can also control what the grabber will get. Some cartoon characters have guardian angels or gremlins doing just that.


41 is going to need it's own topic, Random Costumes, because it can include Devil costume(includes pitchfork), Wolfman(fangs and claws are soft plastic), sheep, goat, pony, unicorn, the list goes on.


39: Grappling gun. It shoots a grappling hook out on a 100 foot cable. Perfect for swinging over a deep crevasse, or being pulled up to the roof of a building.


5: Forth Wall: They can detect the scrying device from the dismal plane. This plane is incredibly boring and has no bright colors. In any case, they are not only scrying on cartoon characters, but also recording to show to the bored masses of their world. The cartoon character can see and hear all the audience members. The audience is role played by both the GM, player's significant others, relatives, and passerby's. The peanut gallery, as most cartoons refer to them, may offer helpful advice, Like "Don't forget to check for traps Doofus!" Sonic or light attacks can pass through the scrying "object". Some peanut gallery members have bullhorns and or laser pointers, specially magicked to work through the fourth wall.

Cartoon Characters who have this ability can detect and interact with any otherwise normal scrying object, in this way. Thus having a 2 way conversation with anyone or thing scrying on them.


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Since he destroyed a planet, he must have a destruction portfolio. An artifact mirror might be used to turn his power back on himself. He might have lost a toe or something, and an arrow of slaying made of a toe bone might be fashioned to slay him.


575: Grey Goonberry
Otherwise the same as the Green Goonberry, Grey Goons prefer the grey Goonberrys and jam. Goons are full on monsters and if jam is used as a material component when summoning, the Goon has +1 hits per die.


Festooning a child's bedroom with the actual plant will protect them from both the hag and all imaginary monsters.


242: Tara Ferma is a class M planet that has a thriving population of dinosaurs. All the spacecraft are thousands of years old. Golorion is an ancient legend.


Bump


102:"Hi Mom!"


Many wizards keep spiders in their libraries to eat the bookworms and other book eating vermin out. They are about as domesticated as cats.

This is very good at describing how craftsmen and women can make non magical alchemical items without buying the ingredients. Slug slime and plant saps can be made into non magical grease. Actually, I think that's what okra was originally for. I don't understand why people try to eat it.


69: Inertial Dampers.
Often worn as bracers or installed on vehicles, they slow the user just before impact. They prevent falling damage as well as from being thrown against a wall. If a boulder is thrown at the wearer, it will stop the boulder, but the dampers will burn out taking all the damage.


111: A naked goat girl doing a seductive dance. It's a 3D digital recording so it cannot be interacted with, even in virtual reality. Eventually one of the characters will realize it's an extra dimensional parallel of their little sister.


73:Gene banks
This large room is full of shelves of genetic extracts with memory crystals. There are sections for plants, animals, and others. There are 8 clear glass cabinets that can reduce any living thing to an extract, or recreate a living thing from an extract. 2 additional cabinets are completely shattered. It is attended by an officious (lawful neutral) android who has a stunner and a trank gun because he doesn't want the gene banks damaged. If there is a destructive creature in the room at the same time as adventurers, he will try to immobilize it, push it into a cabinet, and reduce it.

He keeps the restricted creatures in a locked cabinet. He claims one of them is Amon Sutekh, a human with a brain welk that destroyed several planets that defied him. Osirus he claims he doesn't have, but that brain welk is rumored to be in a crate and may possess a person who finds it.


I've found that Phasers and Zat guns which can disintegrate things alarm the game balance police. I finally settled on a blaster which only does some damage and has the aforementioned recharging issues.


89: You just discovered a paradox. You can report it to the clergy of a time god and they will give you a cert for a raise dead. They'll take care of it.


In my topic, technological items, the blaster is pretty much where the game balance ended up. It does reasonable damage but you have to recharge it in your ruins only.

The brain welk designed lightning rod can be recharged with natural or magical electric damage.


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86: This adventure was AI generated. That should have been a red flag right from the start.


34: Random Food.

https://paizo.com/threads/rzs42wev&page=1?Random-Food-Table

35: Cartoon hole. Rolled up hole that when put against a wall forms a ten foot long, 6 foot wide, tunnel through the wall. Can also be used as a pit. All GM rulings are final.


183: A big pitcher of icky ichor, because it so amuses Pizza Lord.
184: A steel Bain Marie full of steamed Funky Fungus.


[b]33: Welcome an Apocalypse
The Ritual of Sacred Shadows is a very specific version of the ritual, given by a deity. Like the clay golem ritual, it won't fail as long as correctly carried out. If the 3 pylons are ruined by adventurers, whether the ritual just fails or the cultists horrifically melt is up to the GM running the adventure.

The ritual can be adapted to another apocalyptic event, but will have a chance of failure and backlash as I was starting to define. Perhaps a very large Deamon attacks anything in the area till it or the cultists are destroyed. Maybe a symbol of death appears in the air above the ritual center.


687: The secret testament of Clover the Clever.
It's in Old Ponish. It's a very old scroll. If you can read it, it describes a ritual for summoning a deity, specifically the 3 sisters. Further encoded is the true names of Celestia, Luna, and Opaline. It continues with Clover's instructions for altering the ritual to banish a deity or artifact to other planes of existence. It ends with Clover's admonishment, that the scroll will be banished for the good of Equestria. This item is based on head cannon and the true names will vary from game worlds to game worlds.


33: A wand of stabilize with the command word being “Merry Christmas”
34: A wooden sword that will stake a vampire on a crit.


26: Jingle bell collar. When fastened around the neck of a mount or animal companion, it allows them to fly as the spell.


Notes on 28. If you inject a piece of metal in a saline solution, the ghost in the metal will try to possess you via the magic jar rules. Properly used Sovern glue as an injectable can stop critical bleeding.

About 30, all urban legends are cryptids. Mothman is a ghost.


26: Result of Santa bag of holding. https://paizo.com/threads/rzs2n7vq?Fill-My-Santa-bag-of-Holding#1 .

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