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153. An ancient planet has passed through the realms of dreams and fantasies. A lady from there calls herself "The Placement Manager", and is secretly placing orphans with childless couples. The children seem unearthly clever. Those with a ring of X-Ray vision claim these children have 2 hearts. The planet might have to go home at a moments notice. It depends on someone named "The Doctor".
I have to fix the numbering. Add 1 to midget and each entry after.
Using the item presented, how about it heals the wearer's level in points. It replenishes during sleep or meditation, only once in a day(24 hours normally). To make it easy to add to an amulet, make it a magic chain, attachable to any medallion or amulet. I'm a big fan of augment items.
Also, consider eliminating the ability items entirely. Lots of good topics on that. I've got a nice ritual that burns such items putting their power into the characters bodies permanently. You could just offer characters a + to a stat, +1 deflection, or hit/damage every other level. The cloak of charisma is a worse cliche than the wand of CLW.
Ross Byers wrote:
Blake's 7 had an episode about a living planet, and it's parasites.Wander over Yonder met a living planet that got clingy recently.
When I made "Mage Earth" for original and advanced, all the stories were true. One PC managed to put a helm of alignment changing on Prince John. I think your restrictions should apply to that one adventure path. The Three/Four Musketeers would each have some levels in Gunslinger(Which would be called Musketeer).
102. A dead planet, about the size of earth(or whatever the homeworld is called), and dotted with ruins. The archeologists have set up bases to study the ruins. Strange people have shown up, asking about terraforming the whole planet. It turns out, the previous residents invented time travel, and their regaining their homeland will destroy the ruins.
Spiderlegs, that would make a good mutation.
83. A water world, around the small metal core are layers of coral. The intelligent life, are humanoid polyps that take root upon reaching middle aged. They build gravity guns that pull what they need from the void. There are floating cities that house other life forms, rescued from dying spaceships, used to build the islands. If an island gets big enough, it will become a water moon, then a water planet of it's own.
In my leveled mutations topic, the undead trait guarantees that they rise. They become a monster of a similar level, so they could have ghouls, ghasts, and a vampire working with them. The few that died directly of radiation will be contaminated, but Cr500cricket's rules look ok.
13: Undead. Class Skill Knowledge Religion and bloodline powers. Death causes you to rise as corporal undead of similar level immediately. (This is a suggestion for mutations. The GM can skip it or apply it to bloodlines too if going for a horror movie feel.)
12: Aberrant 1st level Acidic Ray (sp): Starting at first level, they can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1D6 points of acid damage +1 for every 2 levels/hit dice/CR the creature possesses. It can use this 3 +Charisma modifier times per day.
First spell level for druid, second spell level for all others, non-damaging. Damaging with or without thorns is second for Druids and third for others. Magical or monstrous is 5th spell level for all eligible classes. Unlike summoning, it's a free willed plant. Whomping Willows will attack the nearest target.
The heart and soul of FRPG is treating the fictional characters as epic and giving the characters powers and drawbacks appropriate to their level. Luffi(Dubbed version of his name) probably has damage resistance that goes up by level. Reach is like the aberration bloodline. He has the hand to hand powers like a monk(Including flurry of blows). Pirate captain is his profession.
I think the spell is balanced because it's only for 1 ordinary tree at a time. It takes up a spell slot or space in a spell book(which bards use). When you run out of first level spells, you can't grow more trees till the next day. Don't get me started on how you're going to collect 50 tree seeds of the same kind to make a wand.
Well I'm a fan of the cube series so, thumbs up on this.
82. The Royal Scribe's paperclip
Ritual 22: The Summoning. A creature from beyond is enticed to make a deal. It can be outerplaner, inner planer, or even an abberation from somewhere you only barely comprehend.
The way I play it, djinn can only grant wishes 3 times a day, and not to themselves. A sphinx can answer any question, but only as a riddle, and they can't solve their own riddles. A sphinx summoning spell will get you 1 answer/riddle per 5 levels, and the monster can hang around till they are answered. In my ritual topic, yeah, you can summon broken things at low levels, but one noob mistake and the only thing broken is you!
Leveled mutations. It won't break the game if the character becomes more powerful as they gain experience. Being a magical mutagen, the gumgum fruit seeds would all grow up to grant different mutations. When the characters show up, and one of them has wings, the royal family will accept the crate and thank them for testing it. Wings vastly limit your armor options.
Grit for other classes merits it's own topic.
Before I hide this topic, I should tell you why. Damaging classes to help other classes is something I have a vendetta against. Also, I don't understand most of your rules. Armor that absorbs damage should be an additional trait, and the armor should heal that over time. Since negative armor AC was gotten rid of, I have been happy with the AC system and don't want to poke the sleeping owlbear.
Goth Guru wrote:
I changed the name because of the reversal spell of the same name.