Austrailan Diver

Hodge Podge's page

RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Star Voter, 9 Season Star Voter. 707 posts (747 including aliases). No reviews. No lists. No wishlists. 2 aliases.



RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

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It is autumn somewhere in southern Avistan. An excavation team has uncovered the ruins of an ancient well beneath a hill on the roadside. Tools and carts dot the excavation area, seemingly abandoned. Dirt piles and the slope up from the excavation site to the hill are difficult terrain.

RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

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Caber Twig
Aura faint transmutation; CL 5th
Slot none; Price 200 gp; Weight 2 lbs.
Description
Exquisitely carved from the very finest dark mahogany and polished to a smooth sheen, this 4-inch stick feels surprisingly heavy for its size when hefted in the palm. Three notches divide the twig into four 1-inch segments. Snapping the twig at any notch is a swift action that creates smaller twigs of appropriate sizes.

When tossed into the air with a flick of the wrist, a length of twig suddenly releases a deafening crack as it transforms into a massive log at the apex of its flight. For every segment of twig used, this log measures 5 feet and weighs 300 lbs. No matter the length of the log, it is always 2 feet in diameter, and only one can be thrown at a time.

The thrower may toss a twig at any creature, object, or space within 30 feet, and the resulting log always lands tip-first. The target must succeed at a DC 16 Reflex save and be forced into an adjacent space, or otherwise suffer 2d6 bludgeoning damage per twig segment used.

Upon striking its primary target, the log tilts and crashes down in a direction of the thrower’s choosing. All creatures within a line the length of the log from the space of impact must succeed at a DC 13 Reflex save or else suffer 1d6 bludgeoning damage per twig segment used. Medium or smaller creatures receiving this secondary damage fall prone and suffer the pinned condition.

Creatures pinned under a log must succeed at an Athletics or Escape Artist check to escape. The DC of the check equals 10 plus 2 per twig segment used.

Created logs remain indefinitely.

Construction
Requirements Craft Wondrous Item, plant growth; Cost 100 gp

RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

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Hi friends!

I'm working on a project. Basically, wouldn't it be great to see what has been made in the competition already? To sort that list by year, author, item type, or spell level? To search for key words in descriptions? I'm sure some folks have done it before for themselves (or maybe online and I didn't notice), but here's one for everybody!

Stop in, click an item link, and get fillin'! Once we're done, you'll be able to just download it as an Excel Spreadsheet and filter and sort to your heart's content. :)

I've locked the ITEM, AUTHOR, and YEAR/SEASON columns because they are done.

Suggestions for improvement are welcome.

Note: For small, slotless, rocky/crystally/charmish/not-really-categorizeable items, I am using the item type "bauble".

Current Ideas
- Column for full item text in one line for keyword search purposes.
- Column for how far the author got in the competition that year.

RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

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Wide eyes brimming with both curiosity and suspicion peek out from beneath the large, spiraling horn that protrudes from the brow of this miniature albino dragon.

Wimblewyrm CR 5
XP 1,600
N Tiny Dragon (earth)
Init +6; Senses dragon senses; Perception +10
----- Defense -----
AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
hp 45 (6d12+6)
Fort +5, Ref +6, Will +5
Immune acid, paralysis, sleep
Weaknesses light blindness
----- Offense -----
Speed 30 ft., burrow 20 ft., fly 60 ft. (average), caustic burrowing
Melee Gore +8 (1d4 plus 1d4 acid), 2 claws +8 (1d4)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with gore)
Special Attacks jumble stone
----- Statistics -----
Str 11, Dex 15, Con 12, Int 17, Wis 12, Cha 10
Base Atk +6; CMB +6 (+10 vs. opponent in rocky, difficult terrain); CMD 16 (20 vs. trip)
Feats Improved Initiative, Stone Read, Undermining Exploit
Skills Appraise +12, Bluff +9, Fly +15, Knowledge (dungeoneering) +12, Perception +10 (+12 in mountainous or underground environments), Sense Motive +10, Sleight of Hand (+8), Stealth +19, Swim +9
Languages Aklo, Draconic, Duergar, Undercommon
----- Ecology -----
Environment any underground
Organization solitary, pair, or crew (3-6)
Treasure double
----- Special Abilities -----
Caustic Burrowing (Ex) A wimblewyrm burrows through stone, dirt, or almost any other sort of earth other than metal with ease. It may choose to have its acid create a dense stone shell where it passes, leaving in its wake a permanent tunnel 2-1/2 feet in diameter. The wimblewyrm also uses this ability to ignore the effects of difficult terrain caused by stones.
Jumble Stone (Ex) Once per day as a standard action, a wimblewyrm can cause the surface of any 5 foot areas of stone it burrows through on the same turn to crack and dislodge. If a surface is a floor, it becomes difficult terrain and any creatures standing on top of it must succeed at a DC 15 Reflex save or fall prone as the wimblewyrm passes underneath. If a surface is instead a wall or ceiling, then stones fall to the space most directly below it. In situations where there are multiple spaces to which the stones could fall, the wimblewyrm chooses a single space. The floor becomes difficult terrain and any creatures standing in the space must succeed at a DC 15 Reflex save or take 2d6 bludgeoning damage.

Notorious liars and thieves, wimblewyrms are greedy even by dragon standards. When not burrowing through the bedrock of Nar-Voth seeking precious gems, a wimblewyrm will spend its time quietly stalking intelligent creatures through dark tunnels, hoping that it might seize valuable goods or precious secrets. If discovered, a lone wimblewyrm will usually make a single attempt to nab the object it most desires before disappearing into a nearby cavern wall. Larger groups become increasingly more daring, however, and will coordinate their jumble stone ability to distract and disable their opponents. They are also a vengeful species, and have been known to create miles-long tunnels simply to flood the homes of creatures that displease them.

Unlike their larger cousins, wimblewyrms are eager traders of the gems, unusual objects, and information they have acquired, and often create extensive subterranean networks of commerce amongst themselves.

An adult wimblewyrm measures roughly 2 feet long from tail to snout, and sports a single heavy horn extending another foot directly forward. The spiral grooves of the dragon’s horn drip with a powerful acid which it uses to bore holes and fend off larger predators. The creatures pale yellow eyes and scales match the appearance of their eggs.

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Okay recruits! Great job getting your maps in on time, being super supportive of each other, and making this competition altogether worthwhile!

Now restrain yourselves.

Every year I think we get lured into a false sense of "it's okay to talk about everything!", due to the seeming immediacy of being allowed to respond to comments on our items.

From this point forward, think before you post. Don't talk about why you did your map a certain way or what you would have done if you had more time. And when the entries go live and those urges to respond to comments on your entries arise, stomp on them like a pissed off elephant on a sneaky little snake.

In the past few years, we've basically decided that even a "thank you, vote for me!" type of comment is pushing it. The best option is to just hunker down and work on the next round.

Even so, every year there's someone who gets a little too glib and pushes the envelope. Don't be that person.

I tell you this because I care. Now get out there and make some monsters! RAWR!

RPG Superstar 2015 Top 32, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

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Treant's Crossing

RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

This year I find myself:
1) Reading the title and the description.
2) Being mildly influenced by overall appearance of good formatting.
3) Ignoring everything else and just voting.

Idea is king, followed by prose and readability. Much streamline. Very more fun.

RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

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Hide of the Vibrant Frog
Aura moderate necromancy and transmutation; CL 7th
Slot armor; Price 18,000 gp; Weight 25 lbs.

Description
Cut from the colorful flesh of an enormous frog, this +1 hide armor squishes thickly and tightly around the body as it is donned. Light sheens brightly off the slippery skin, revealing vivid patterns in almost any imaginable hue.

A virulent toxin oozes from the surface of the hide. Any creature that touches the wearer must succeed at a DC 16 Fortitude save or take 1d3 Wisdom damage every round for 4 rounds. A poisoned creature may attempt the save again at the beginning of each of its turns, and is cured after one successful save. Unarmed strikes and natural weapon attacks made by or against the wearer count as touching if they connect. The wearer is immune to his own armor’s poison, and may suppress or enable this ability as a standard action.

The wearer also grows a frog-like tongue which he may lash at nearby targets up to 5 times per day. The tongue acts as a whip, except that it is a natural weapon with which the wearer is proficient. The tongue’s reach equals the normal reach of the wearer times three. On a hit, the attack deals no damage, but grabs the target. The wearer does not gain the grappled condition, and he may make a free combat maneuver check to pull the target adjacent to him if it is a creature his size or smaller. While his tongue is grappling a target, the wearer cannot speak or cast spells with verbal components. The tongue recedes back into the wearer’s mouth if the attack misses or if the grapple ends.

Construction
Requirements Craft Magic Arms and Armor, beast shape II, poison; Cost 9,000 gp

RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16

Hi again everybody! This time around I've been putting together a skill system. Again, I know similar things have been done in the past, but I've been mostly doing this for fun and figured I should share the results so far with you. :)

Please note that I'm developing this for my own system, so perceived holes and incongruities (the lack of Use Magic Device and Spellcraft, math possibly being incompatible with Pathfinder, etc.) might be due to my system handling those things a little differently. Class skill ranks received will need to be adjusted.

—~:-:~—

To make a skill check, roll a d20 and add the most relevant ability modifier as determined by the GM. While some checks may naturally use certain abilities more than others (such as INT for Knowledge checks), they are not expressly tied to any one ability. Most of the "Athletics" skills could likely be used with either Strength OR Dexterity, for example, depending on the situation. All skills may be attempted untrained.

Skills are divided into 13 broad skills and 52 narrow skills (4 narrow per broad). It is entirely possible to use this system with ONLY narrow skills, ONLY broad skills, or BOTH.

If using only the narrow skills, each rank put into them gives a 1d6 bonus to checks made. You may only have a single rank in a skill at first level, plus 1 additional rank for every 4 levels after that.

If using only the broad skills, each rank put into them gives a +1 bonus to related checks. You may only have a number of ranks in a given broad skill equal to your level.

((I'm still working on how to integrate using both systems. Suggestions?))

—~:-:~—

Acrobatics
• Balance
• Contort (= Escape Artist-ish)
• Sneak
• Tumble

Animal Handling
(Seems stretched. I'm thinking of packing more utility into this one.)
• Care
• Command
• Commune
• Ride

Athletics
• Climb
• Jump
• Run
• Swim

Concoction
• Alchemy (acid, explosives…)
• Food & Drink
• Drug (medicine, poison…)
• Solution (soap, ink, dye, oil…)

Crafting
• Earth (stone, clay, glass…)
• Fabric (leather, silk, cotton…)
• Metal (iron, gold…)
• Wood (wood, bone…)

Deception
• Acting (also lying, bluffing)
• Disguise
• Mimicry (sounding like other people or animals)
• Sleight of Hand

Engineering
• Architecture
• Locks, Doors & Containers
• Traps & Machines
• Vehicles

Knowledge
• Arcana (unnatural and magical beasties, dragons, magic, rituals, profane secrets...)
• Cosmos (outsiders and dieties, philosophies and religions, planes, spiritual matters...)
• Nature (plants and animals, natural beasties, fey, weather...)
• Society (humanoids and monstrous humanoids, histories, politics, geography, nobility, commoners...)

Literacy
• Composition (creating written documents, forgery, etc.)
• Linguistics (deciphering and learning languages)
• Logic (puzzles, mathematics, strategy)
• Research (finding information through research)

Perception
• Listen
• Touch & Vibration (or something)
• Smell & Taste
• Spot

Performance
• Dance
• Instrument (could be further subdivided, but going for simplicity)
• Oratory
• Song

Socialization
• Charm
• Daunt
• Persuade
• Sense Motive

Survival
• First Aid
• Navigate
• Scavenge
• Track

—~:-:~—

Some skills deal with physical objects (Concoction skills, Crafting skills, Engineering skills, Composition, and arguably things such as Instrument and First Aid). Loosely, these skills are all crafting skills, and can also be used to identify, appraise, or use/manipulate related things.

RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16

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Hey everybody! I know this has been discussed before, but I thought I'd try my hand at it. It may be too complex for some, but I've tried to make it as intuitive as possible. With this system, I could imagine there being a few more language-related feats or traits to increase the speed or effectiveness of language learning.

Notes:

  • Certain spells/abilities may need to be omitted or given higher levels to make this worthwhile.
  • Because of the relationship between cultural knowledge and language, this steps on the toes of knowledge skills slightly.
  • I'm considering having one less fluency level (or even two less) so that each one is more clearly defined and fluency requires less of a skill tax.
  • I'm also tossing around renaming the categories to Unknown, Broken, Basic, Intermediate, Advanced, Fluent.

    Tell me what you think. Feel free to use, tweak, suggest, or shoot down.

    -~:-:~-

    Begin play with a number of language ranks equal to your Intelligence score. If you have an Intelligence of 10 or higher, you must choose at least one language in which you are of Native fluency (5 ranks). At 9 INT or lower, you must assign at least half of the ranks to a single language. A very dull Half-Orc with an INT of 6 must have be least 3:Proficient in Common or Orc, for example. (See below for how to allot ranks.)

    Each skill rank spent on Linguistics allows you to also raise the rank of a single language. You may select multiple languages if you increase Linguistics by more than 1 rank, but you may only raise the rank of a given language by 1 per level. Languages learned are limited to:
    1) Those that another character in the party knows. That character must agree to teach you (or at least speak to you regularly in the language).
    2) Those that are commonly used by the individuals or general populace with whom the party interacted over the past level. You learn by immersion.
    3) Those for which written learning materials are readily available. You can learn by yourself.
    4) Other, limited situations as defined by the GM.
    (Note: the learning of secret languages should be restricted)

    Each language can have up to five ranks, resulting in the following categories of fluency:
    0) Unknown: You cannot speak, read, or write the language. It looks and sounds like gibberish to you.
    1) Broken: You can attempt to get the gist of a conversation or basic passage and to pick out, remember, and recite important words or short phrases.
    2) Basic: You can attempt to understand and form rudimentary statements and questions, but misunderstandings are common.
    3) Proficient: You can attempt detailed conversations, but many subtleties still escape you. It is possible to miss metaphors, subtle hints or references, or to accidentally be confusing, humorous, or rude.
    4) Fluent: You can attempt complex dialogues and metaphor, but still have an accent, and your gaps of cultural knowledge may cause issues.
    5) Native: You have no accent and have full access to the common knowledge of the people who speak the language natively. You do not need to perform skill checks for the language.

    -~:-:~-

    Checks
    To make a Linguistics check, add your Linguistics level PLUS the level of the language in question. For example, a character with 3 ranks in Linguistics (allotting 2 ranks to Elven and 1 rank to Dwarven) would have a total of +5 and +4 for checks related to Elven and Dwarven, respectively (before including class skill or INT bonuses). The character would have +3 for unknown languages.

    DC----Check---------------------------------------------------------------- ------------Language Rank Required
    5------Identify a common language that you have heard before-------------None
    10-----Identify a common language you have never heard--------------------None
    13-----Pick out important words-----------------------------------------------------Broken
    15-----Memorize a phrase------------------------------------------------------------Broken
    18-----Avoid misunderstanding or rudeness--------------------------------------Basic
    20-----Understand or give subtle hint or metaphor-----------------------------Proficient
    23-----Disguise accent convincingly-------------------------------------------------Fluent
    25-----Recall obscure common knowledge of native speakers-----------------Fluent

    You may attempt a check requiring one language rank higher than your actual ability by using only half of your total Linguistics bonus. For example, a Wizard with +8 in Linguistics (+4 from INT, +1 rank, +3 class skill), could decipher an unknown language as if he had Broken comprehension at +4, or treat his Broken language skills as Basic at +5. You must have at least one rank in Linguistics to do so.

    Optional: Related Languages
    You may choose to treat languages in your game as being related, such as how Romance languages have a degree of mutual intelligibility due to their common roots in Latin. If a language is a close dialect of a language you speak, treat both speakers' fluency as one level lower. For example, if you are Fluent in Dwarven, you would be "Proficient" in Duergar. A Native Duergar speaker would in turn be "Fluent" in Dwarven.

    If the language is more distantly related, or only shares features and vocabulary due to interaction between neighboring languages, you may still be able to eke out a form of communication. For example, if your campaign considers Elven and Sylvan as being distantly related (or unrelated but regularly interacting), then your GM might consider your Elf to have Broken or Basic ability in Sylvan.

  • RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

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    I'm about ready to start writing for realsies. Here's a warm up!

    Other folks are welcome to post holiday-themed or joke items, but this thread is not intended to be a forum for reviews or advice, so please don't ask (although light-hearted reviews are welcome if anyone is generous enough to offer). It's just for fun and practice.

    Also, do NOT post or talk about your contest submission here.

    —~:-:~—

    Boogie Shoes (260 words)
    Aura overwhelming enchantment and evocation; CL 25th
    Slot feet; Price 15,000 gp; Weight 1 lb.
    Description
    Even in the dark, sunshine gleams off these highly polished leather shoes, demanding the attention of everyone on the dance floor.

    Once per night as a standard action, the wearer may holla at a humanoid within 30 ft. and make a Perform (dance) check. The target must succeed at a Will save (DC 10 + the wearer’s Charisma score) or be forced to dance adjacent to the wearer ‘til the sun comes up. During this period, neither dancer may take any action other than one mandatory Performance (dance) check and an optional 5-foot step each round. Any 5-foot step must end in a space adjacent to the other dancer. If the dancers are separated, they must use their turns to move as close as possible until they are adjacent. Once the effect activates, it may only end prematurely if something forces one or both dancers to fall unconscious or otherwise become immobile or separated by a distance of more than 30 ft.

    Each other creature on the dance floor must make a Will save at the beginning of its turn each round (DC equals the last Perform (dance) check made by one of the two dancers) or be fascinated by the gleaming boogie shoes until its next turn. Fascinated creatures may dance if they want to. If they do not, the attitude of Ivan Doroschuk towards those creatures shifts to unfriendly.

    Construction
    Requirements Craft Wondrous Item, irresistible dance, sunburst; Cost 7,500 gp

    EDIT: Changed a few things.
    NOTE: It's CL 25th because I wanted the aura to be overwhelming.

    RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

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    Last year I realized that the most commonly recurring top 32 item was rather innocuous: gloves.

    No one made a fuss about it, no "Not MORE gloves. How unoriginal!" To the contrary, most glove items I've seen through the years have been among the most interesting and popular entries. I think this has to do with hands being very interactive with the environment and easy to marry with visuals. If you think of gloves as code for "I can make my hands do THIS!", it starts making a lot of sense. Hands are synonymous with action, and action almost always tops passivity in this competition.

    Anyway, it got me thinking that it would be interesting to do a breakdown of what all the previous items have been so far. I think it will help people when they choose their base items. You can either go safe (gloves), go big (submarines), or go crazy (ears on a string). Or maybe, use this as a list of things NOT to make, and try finding something entirely new?

    Please note that I have double-listed some items that straddled boundaries or had multiple components. Also note that I haven't categorized items strictly by item slot or alphabetically, but more by the "idea" of the item. Basically, it's sloppy, but I hope it helps some folks out somehow.

    Later, I'm thinking of doing another breakdown list that deals with the themes past items have used, like "ice" or "time" or "swapping out class mechanics".

    —~:-:~—

    WORN (72):

    HANDS (21)
    Gloves 19
    Gauntlets 2

    SHOULDERS (11)
    Cloak 6
    Mantle 2
    Cowl 1
    Robe 1
    Shawl 1

    NECK (11)
    Amulet 3
    Talisman 2
    Necklace 2
    Collar 1
    Gorget 1
    Locket 1
    Torc 1

    LEGS/FEET (8)
    Boots 5
    Shoes 1
    Sandals 1
    Greaves 1

    ARMS (7)
    Bracelet 5
    Bracers 1
    Vambrace 1

    HEAD (5)
    Crown 3
    Helm 2

    FACE (5)
    Veil 3
    Mask 2

    CHEST (2)
    Vest 1
    Jacket/Achkan 1

    WAIST (2)
    Belt 1
    Sash 1

    UNWORN (126):

    TOOLS/UTENSILS (15)
    Mirror 2
    Key 2
    Anvil 1
    Shears 1
    Drill 1
    Knitting Needles 1
    Grappling Hook 1
    Chalk 1
    Stirring Rod 1
    Spoon 1 (But no forks!?)
    Comb 1
    Skein 1
    Thread and hook 1
    Lens 1
    Walking Stick 1

    BAUBLES (14)
    Gem/Crystal 4
    Stone/Rock 3
    Orb 3
    Figurine 2
    Metal Sphere/Bands 1
    Statue 1

    LIQUID CONTAINERS (13)
    Flask 3
    Phial/Vial 2
    Chalice 2
    Goblet 1
    Cup 1
    Tankard 1
    Ampoule 1
    Perfume Bottle 1
    Bottle 1

    BODY PARTS (11)
    Eye(s) 2
    Heart 2
    Foot (on string) 2
    Fingers (on string) 1
    Bone 1
    Ears (on string) 1
    Skull (Bomb) 1
    Hair Braid 1

    PLANT (9)
    Leaf/ves 2
    Seeds 2
    Rose 1
    Petals 1
    Glass flower 1
    Corsage 1
    Vine (bracelet) 1

    LIGHT SOURCES (8)
    Candle 2
    Lantern 2
    Beacon Lantern 1
    Lantern Screen 1
    Lamp 1
    Torch 1

    RELIGIOUS ITEMS (8)
    Singing Bowl 1
    Reliquary 1
    Holy Symbol/Icon 1
    Meditation Beads 1
    Scapular 1
    Shroud 1
    Bell 1
    Panel/Triptych 1

    CONTAINERS (7)
    Pouch 1
    Bag 1
    Medical Chest 1
    Box of Vials 1
    Locker 1
    Box 1
    Cage 1

    SUBSTANCES (7)
    Dust 4
    Pigment 1
    Soap 1
    Elixir 1 (Only one. This surprises me.)

    INSTRUMENTS/PERFORMANCE (6)
    Flute 2
    Horn 2
    Lyre 1
    Banner 1

    FOOD/DRINK/MEDICINE (5)
    Tea 1
    Bread 1
    Sacrament Wafer 1
    Confection/Candy 1
    Pill 1

    VEHICLES/STRUCTURES (5)
    Bridge (board w/ nail) 1
    Pavilion/Tent 1
    Vardo/Wagon 1
    Submarine 1
    Ship Binnacle 1

    MOUNTS/ANIMALS EQUIPS (4)
    Saddle 1
    Reins 1
    Spurs 1
    Leash 1

    WEAPON-RELATED (4) (Be careful about straying into actual weapon territory.)
    Quiver 2
    Gun Sight 1
    Bomb 1

    ANIMATED ANIMALS/TOYS (4)
    Wind-up Monkey 1
    Snake (Bracelet) 1
    Hornet (Necklace) 1
    Frog (Statue) 1

    DOCUMENTS (3)
    Book 3
    Map(s) 2
    Binder/Folio 1

    TIMEPIECES (3)
    Hourglass 2
    Pocket Watch 1

    RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16

    Hey all,
    .
    .
    .
    I'm sure a fair number of you are familiar with systems that form acronyms from the first letters of their primary stats. One in particular that comes to mind is the system used in the Fallout series, SPECIAL, which stands for:

  • Strength
  • Perception
  • Endurance
  • Charisma
  • Intellect
  • Agility
  • Luck

    Perhaps some of you in the homebrew forums have toyed around with this, so I was curious as to what you might have come up with! To start us off, I just came up with:

  • Strength
  • Toughness
  • Oomph
  • Perception
  • Intellect
  • Dexterity

    Or the "STOoPID System", as I like to call it. :p

    EDIT:
    Hmm, or this one!

  • Brawn
  • Reason
  • Agility
  • Valor
  • Endurance

  • RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

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    Scallywag (Cavalier)
    Gliding effortlessly atop lakes and streams throughout the River Kingdoms, these brazen boatmen handle their crafts with uncanny skill and precision. Scallywags hold many occupations, from defenders of their local lords' holdings to unscrupulous bandits plundering those very same riverbanks.

    Class Skills: A scallywag gains Acrobatics and Survival as class skills and does not gain Handle Animal or Ride as class skills.

    Weapon and Armor Proficiency: Scallywags are not proficient with heavy armor or shields. A scallywag gains proficiency with boarding gaffs, grappling hooks, harpoons, nets, and snag nets.

    Skiff (Ex): The scallywag possesses an agile sailing skiff which functions identically to a rowboat (Skull & Shackles Player's Guide, p. 25), except that it only holds 500 pounds of cargo or one additional passenger, only has one set of oars (Acceleration 15 ft.), and has sails (one mast, 3 squares of sails, hp 15; Maximum Speed 90 ft., Acceleration 30 ft., Sailing Check Acrobatics, Control Device rigging). As a standard action, a skiff may be turned 180 degrees, decelerating it by 30 feet and adding 10 to the sailing DC.

    The scallywag's skiff is carefully calibrated to his own sailing style, and he gains a +5 bonus on sailing checks when piloting it, while others attempting such suffer a -5 penalty. For a scallywag, his skiff counts as a mount for charging, cavalier class abilities, and mounted combat feats (except for Trample and those with Handle Animal as a prerequisite). He can pilot the vessel one-handed, wielding a weapon in his other hand and threatening spaces normally.

    Should his skiff be lost or destroyed, a scallywag requires one month to obtain a replacement through his associates. A scallywag who lacks patience or connections may opt for alternate means of procurement, but he suffers a -5 penalty to sailing checks with the vessel for one week as he calibrates it to his style.

    This ability replaces mount.

    Harpoon Mastery (Ex): At 4th level, the scallywag gains the benefits of the Charging Hurler feat (Ultimate Combat, p. 80), even if he does not meet the requirements. Additionally, the scallywag may wield harpoons as lances, using one hand and dealing double damage with them if charging with his skiff.

    This ability replaces expert trainer.

    Hoist the Colors (Ex): At 14th level, the scallywag's banner strikes fear into the hearts of his foes. All enemies within 60 feet who see the banner must succeed at a Will save (DC equals the scallywag's cavalier level plus his Charisma modifier), or become frightened for a number of rounds equal to half the scallywag's cavalier level. A creature cannot be affected by this ability more than once per day.

    This ability replaces greater banner.

    RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

    (I hate to add to messageboard clutter, so let's use this for all technical questions that aren't quite related to the contest itself so much as the boards they take place on.)

    So I have a little question:

    I would like to use an alias I've made (It's a secret, no peeking!) to make comments on people's entries and some other threads, but on testing it out it seems to automatically revert to Chris Shaeffer (the same as it would for my default account name). Is there any way around this, or will I just have to make a second account for the purposes of cheeky fun?

    RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

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    Cloudwrangler's Gloves
    Aura strong transmutation; CL 14th
    Slot hands; Price 40,000 gp; Weight 3 lbs.
    Description
    Wisps of dust and moisture visibly accumulate in the air around these dark gray leather gloves. Finely embossed swirls adorn their length, giving the impression of clouds and wind.

    The wearer treats creatures using gaseous form (or effects stated to be similar) as solid when touching them or making unarmed attacks and combat maneuvers.

    At will as a standard action, the wearer may seize with both hands any airborne accumulation of dust, mist, smoke, or similar substances within 5 feet as if it were a cohesive physical object. This includes both mundane clouds and the effects of spells or abilities whose names contain cloud, fog, or mist. Such effects must also target an area and have neither instant nor permanent duration. The gloves offer no protection against these effects. As long as the wearer grasps the cloud, it stops moving and any wind speed requirement for dissipating it increases by two categories.

    If the wearer succeeds at a Strength check with a DC equal to 12 plus 1 for every 5 feet of the cloud's radius, he may push or pull the grabbed cloud as a move action up to a distance equal to half of his speed. He may move with the cloud or remain stationary and move the cloud around him, but part of the cloud must always be within 5 feet and it cannot be rotated. The wearer may release the cloud as a free action. Upon release, the cloud will either stop moving or continue in the direction it was last moved at a rate of up to 15 feet per round, as determined by the wearer of the gloves.

    Construction
    Requirements Craft Wondrous Item, control weather; Cost 20,000 gp

    RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16

    Hey everybody, Hodge here! I finally finished finagling a skill system I hope to test on my group in our next campaign. It's just a basic reworking of the skill space into what seems to me to be a concise and intuitive arrangement (meaning your mileage may vary. Feel free to disagree with my design decisions). I also renamed all skills to be in the form of a simple verb... except Acrobatics. I'm a little stumped on that one.

    Before we get started — Yes, I know Constitution is a hard attribute to assign active skills to, but I wanted a somewhat more balanced skill load across each of the six abilities. You will probably disagree with my placing Heal and Handle Animal there. While I'm open to suggestions regarding that, please help me work on other areas of my system too. For example, there are significantly less skills than in RAW, so I might have to tweak the number of skill points each class gets, among other things.

    Anyway, please have a read, and tell me what you think!

    This is a continuation of my skill system from a few months ago.

    Changes from the core skill list::
  • There is a new "Force" skill, which encompasses a lot of what were previously Strength checks. It can also be used for exceeding normal physical lifting and throwing limits. At high DCs, it can be used on magical force effects.
  • Climb, Swim, and some 4e Endurance-like aspects are combined into the "Traverse" skill.
  • Acrobatics is largely the same.
  • Escape Artist, Sleight of Hand, and weapon feinting are combined into the "Finesse" skill. (not to be confused with the "Weapon Finesse" feat)
  • Stealth is now "Sneak." Some additional uses are defined.
  • Handle Animal now includes Ride and is called "Handle". It is now under Constitution.
  • Heal is largely the same, but is now under Constitution.
  • The Knowledge skills got a major overhaul, and have been reduced to four. I've heard complaints about the RAW having too many, and that people were loathe to spend points on knowledge categories that may be too circumstantial. Any knowledge related to items is now part of the relevant Craft skill. I also heard some complaints about creatures being in one category or another, so I've tweaked that as well.
  • Linguistics is a Knowledge skill now, and no longer has anything to do with forgeries. That's now part of the Craft: Document skill.
  • Sense motive has been expanded into the "Inuit" skill, with some additional uses. If players are really stuck, the GM might allow them to use this skill to get a hint, or to remember character knowledge.
  • Perception no longer contains Search.
  • Search is back, and now includes aspects of Survival, such as tracking and foraging.
  • Diplomacy and Perform have been combined into the "Charm" skill, with some expanded uses.
  • Intimidate has been expanded into the "Daunt" skill, and can be used for taunting in combat and making creatures feel other negative emotions in addition to fear.
  • Bluff and Disguise are combined into the "Deceive" skill. It could have applications for Perform: Act. Bluff can't be used to feint with weapons (never made sense to me...).
  • Craft skills also got a major overhaul, and have been pooled into seven categories. Each Craft skill includes Knowledge and Appraise checks as related to the item category in question.
  • Craft: Device includes the Disable Device skill, and may also allow the use or piloting of mechanical devices. Note that I'm a little worried that Craft: Device is overpowered. I may move any weapon applications over to Craft: Arms.
  • Spellcraft is now a craft skill, and includes Use Magic Device, but is otherwise largely the same.
  • Profession skills are now traits, and modify other skill checks accordingly.
  • Strength Skills:

    Force: Bend, break, budge, lift, and throw objects. Break bonds. Break or move magical force effects.
    Traverse: Climb, hold breath, swim, and run.

    Dexterity Skills:

    Acrobatics: Balance, fly, jump, and tumble.
    Finesse: Contort limbs, escape from bonds, feint with weapons, and slight of hand.
    Sneak: Hide, move silently, leave no trace of passing, and shake pursuers.

    Constitution Skills:

    Handle: Tame, raise, care for, and ride animals and similar creatures.
    Heal: Administer first aid and long term care, diagnose injuries and illnesses, discern anatomy, stabilize the dying.

    Intelligence Skills:

    Know: Recall and utilize learned information in a particular category. Race or origin may affect subject familiarity in certain circumstances.(For example, subterranean nature is unfamiliar to most, unless one is a dwarf or otherwise has a subterranean origin.)

    • Cosmos
      Creatures: Deities, outsiders
      Subjects: Astrology, astronomy, fate, fortune telling, outer space, philosophies, physics, the planes, religions
      Geography and History: Extraplanar geography and physics, history on a universal timescale, navigating outer space

    • Esoteric
      Creatures: Aberrations, constructs, dragons, magical beasts, undead
      Subjects: Ancient mysteries, dungeons & ruins, magical traditions, secret knowledge & symbols, secret societies
      Geography and History: Alternative & secret histories, forgotten civilizations, hidden locations

    • Linguistics
      Decipher unknown languages, both spoken and written. Know accents. Learn to speak, read, and write in new languages. Write and decipher codes.

    • Nature
      Creatures: Animals, fey, monstrous humanoids, oozes, plants, vermin
      Subjects: Biology, caves, ecosystems, natural cycles, natural food and resources, soil & water, weather
      Geography and History: Animal migrations, climate changes, history on a geological timescale, navigating in the wilderness

    • Society
      Creatures: Humanoids
      Subjects: Common people, economics, entertainment, events, laws, nobility & royalty, organizations, personalities, traditions
      Geography and History: Cities & towns, colonies, foreign places, political entities, population migrations, roads, royal lineages, trading routes, wars

    Wisdom Skills:

    Intuit: Detect lies. Make logical connections. Understand body language, hidden messages and meanings. Use "sixth sense".
    Perceive: Actively or passively feel, hear, see, smell, taste, or otherwise sense one's surroundings or stealthy foes.
    Search: Actively and systematically follow tracks, forage for food and useful items, and search for hidden areas, clues, or objects.

    Charisma Skills:

    Charm: Carouse, diplomacise, gather information, haggle, perform, or show proper etiquette.
    Daunt: Anger, confuse, frighten, or sadden individuals. Goad individuals into specific courses of action.
    Deceive: Disguise one's appearance, mannerisms, and speech. Put on a convincing act, or lie outright.

    Craft Skills (I haven't yet decided on whether to have ability score affinities for these.):

    Craft: Appraise, create, disable/destroy, identify, and know about objects in a particular category.
    Also know about materials and tools as related to the category.

    • Arms
      Typical materials: Metal, leather
      Items: Armor, caltrops, gauntlets, helms, melee & thrown weapons, shields

    • Device
      Typical materials: Component parts
      Items: Ammo, clockwork, firearms, locks, machines, ranged & siege weapons, toolkits, traps
      Skills: Use mechanical device. Disable Device.

    • Document
      Typical materials: Ink, paper, wax
      Items: Books & scrolls, calligraphy, forgeries, currency, drawings & paintings, legal documents, maps

    • Finery
      Typical materials: Cloth, fine metals, gemstones, glass
      Items: Bags & belts, baskets & pottery, clothing & shoes, holy symbols, jewelry, musical instruments

    • Structure
      Typical materials: Stone, wood
      Items: Boats & wagons, buildings, chains & ropes, chests & furniture, doors & walls, monuments & statues

    • Substance
      Typical materials: Animal and plant materials, gasses, liquids, powders
      Items: Alchemical items, chemicals, drink & food, explosives, medicines, poisons, potions

    • Spellcraft
      Typical materials: Magical energies, spell reagents
      Items: Magical effects, items, rituals, rods and wands, spells, symbols
      Skills: Use magical device.

    P.S. - Yes, this does mean that your Wizard who is a master of crafting rings of vast arcane power also has high ranks in Craft: Basketweaving. You know you love it.

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    Covered in wicked spines, this starfish-like beast hungrily flails its ten appendages. Each one ends in a beady red eye, fixated upon the creature's prey.
    Bristlecraw CR 7
    XP 3,200
    N Large aberration (aquatic)
    Init +10; Senses all-around vision, darkvision 60 ft., blindsense 30 ft. (120 ft. underwater); Perception +9
    ----- Defense -----
    AC 21, touch 15, flat-footed 15 (+6 Dex, +6 natural, -1 size)
    hp 68 (8d8+32); regeneration 5 (cold or fire)
    Fort +11, Ref +15, Will +15
    Defensive Abilities split (piercing and slashing, 15); Immune acid
    Weaknesses vulnerability to cold and fire
    ----- Offense -----
    Speed 20 ft., climb 20 ft.
    Melee bite +13 (1d6+4), 10 arms +8 (1d4+2 plus grab)
    Space 10 ft.; Reach 10 ft.
    Special Attacks constrict, self-eviscerate
    ----- Statistics -----
    Str 19, Dex 22, Con 18, Int 3, Wis 19, Cha 10
    Base Atk +9; CMB +15 (+19 grapple); CMD 31 (47 vs. trip)
    Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Stealthy
    Skills Climb +13, Escape Artist +13, Perception +9, Stealth +13 (+18 when mimicking); Racial Modifiers +4 Climb, +5 Stealth when mimicking
    Languages understands basic Aquan, empath 30 ft.
    SQ amphibious, buoyant, compression, freeze, mimic
    ----- Ecology -----
    Environment warm coastline, forest, swamp or water or underground
    Organization solitary, pair, or cluster (3–5)
    Treasure incidental
    ----- Special Abilities -----
    Buoyant (Ex) A bristlecraw cannot swim, but it is able to adjust its buoyancy to rise or fall in water to a maximum of 30 ft. per round. It can walk underwater at its full speed.
    Grab (Ex) A bristlecraw can use its grab attack against foes up to one size category larger.
    Mimic (Ex) At will as a full round action, a bristlecraw is able to change its color, arm arrangement, and needle patterns to mimic local flora, rock formations, and similar natural objects. It gains a +5 competence bonus to Stealth checks made to hide in plain sight. It can make itself appear up to one size category smaller.
    Self-Eviscerate (Ex) At will as a standard action, a bristlecraw can push its digestive tract out of its body cavity to entangle and digest foes. Treat this as the entrap ability (DC 14, 1d4 minutes, hardness 3, hp 12) which deals 1d6 acid damage per round. The bristlecraw cannot perform a coup de grace on the target. Damaging the organs will harm the bristlecraw, but will not cause it to split. If the organs are destroyed, the bristlecraw cannot reuse this ability until it is fully healed. The bristlecraw cannot use its bite attack when using this ability, but it can retract its viscera as a swift action.

    These opportunistic omnivores reside in moist, tropical climes throughout Golarion. They readily eat anything from detritus on the seafloor, to a fisherman's hard-earned catch on his own ship, to unsuspecting humanoids on land. They are fond of using their natural cunning to capture meals in novel ways. They often mimic wild fruit or flowers, climb trees, or bury themselves under loose layers of sediment and simply wait for prey to arrive.

    A bristlecraw strikes at the opportune moment, lashing out with its arms in an attempt to grab its prey. It will use its self-eviscerate ability on the foe, continuing to constrict it. If threatened while feeding, it will temporarily release its grapple and fend off those who would deprive it of its meal.

    Bristlecraws are often hunted, or even farmed, for their spines, exoskeletons, and edible roe. Despite this utility, they are seen as dangerous pests at best. They can produce sexually, laying polyp-like young, or asexually by severing one of their arms.

    RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

    It seems we've witnessed the birth of a new descriptive tool by the judges: The "Glittering Generality"

    Besides being fun to say, it's a concise way of giving a critique. I think we should define/discuss this term and others like it that pop up in the critiques time and again, and add them to our collective lexicon. Got any other humorous or useful terms that have come up this year or in years previous (other than SAK/SIAC and the like)?

    Feel free to make humorous glittering generalizations of your own!

    EDIT: Also, if anyone can clearly define "gonzo" for me, I'd be much obliged (noob alert!). I've gotten the inkling that it means something akin to "goofy." I can only assume it's related to the Muppet character.

    RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

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    The Pure Line
    Alignment: LE
    Headquarters: Cheliax
    Leader: Duke Aliomar of Westcrown
    Structure: Circle of noble peers
    Scope: Regional
    Resources: Holdings of numerous southern Avistani nobles, several hidden breeding facilities, and a small fleet of slave transports and other ships

    Within the crumbling walls of timeworn keeps and mansions throughout southern Avistan, the once potent blood of the Azlanti grows ever thinner. Worried of what the future holds for their houses, many nobles of Cheliax and Taldor are on constant watch for the seeds of rebellion, lest the fate that befell the highborn of Andoran be cast upon them as well. The Pure Line is a group comprised of power hungry gentry who can trace their lineage back to the ancient Azlanti. They dedicate themselves to maintaining the strength of their bloodlines through careful interbreeding, and are not above kidnapping commoners who show obvious Azlanti heritage for this purpose.

    Structure and Leadership
    Dubiously claiming to be directly descended from Aroden, living god and last of the true Azlanti, Duke Aliomar of Westcrown and his cousin, Lord Estarus of Oppara, have spent nearly five decades quietly expanding their network among the upper crust of society. The Line boasts scores of members who, while nominally peers, squabble and self-segregate into nuanced tiers of influence based on their ancestry and social standing. The group employs a small army of slave traders to scour the region for individuals with Azlanti traits, such as purple eyes.

    Goals
    Rumored goals of the organization are furtively whispered among noble circles. Some say that through a combination of painstaking selective breeding and dangerously experimental magic, Pure Line sorcerers hope to one day sire a new Azlanti race which will rule the Inner Sea region unquestioned. It is also said that the group despises the traditional enemies of the Azlant, and seek to stamp out the likes of the Coils of Ydersius, the Mordant Spire elves, and ultimately, the aboleths themselves. They are known to hire adventurers to search ancient ruins in Varisia and Azlant for relics, or to raid gillmen and morlock populations for valuable test subjects.

    Public Perception
    The slave trade is rampant in the Inner Sea, and it is unlikely that anyone has noticed the pattern of targeted kidnappings sweeping the region. Members keep a low profile, possibly fearful of retribution from the Eagle Knights, or simply ashamed of consorting with nobles of enemy states.

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    Dear messageboards,

    (Disclaimer: I am both drunk and fresh off of watching "The Hobbit" trailer for the umpteenth time.)

    I guess this idea has been stewing for a while, but I am damn sick of humans being the center of attention for most fantasy worlds. Humans have all the great kingdoms, and compromise the bulk of adventuring parties while the other races are stuck on the fringes: under mountains, in forests, or relegated to great empires of the past.

    Well I say no more!

    Never minding Goblin-centric mini campaigns, I say its about time one of the "lesser races" steps into the limelight. I've picked Dwarves for this conversation because I believe they have the most to gain from it. They have a reputation for being ale-swilling, mountain-loving, greedy, short Nords or Scots, but I think they have the potential to be much more, with a deep appreciation for beauty both natural and crafted, and emotions deeper than any human could ever feel.

    No longer should races be pigeon-holed into certain roles while humans get the "well damn, we can be anything and have so much potential" label. In my next campaign, Dwarves will be the de-facto race, while humans shall be mere barbaric tribes with the chiding nickname of "Tallcousins".

    Dwarves aside, what other races should get a makeover?

    EDIT: Note that I understand that most gamers are indeed human, so I guess playing one has a certain "average Joe" appeal.

    RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16

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    It's been my experience when playing and running games that a little bit of structure can go a long way. Especially in the time-saving department.

    I'm starting to trend towards having clearly defined "phases" of gameplay. I can tell the players "this is prep time" and they'll know what's up and can quickly get their bookkeeping out of the way. I know most people probably take a more natural approach, but it really helps me to have these phases in mind. Tell me what you think. Is this too rigid? Am I missing anything?

    Spoiler:

    Narration: Pure story. The GM gives a cinematic description that isn't interruptable by the PCs' actions. However, PCs may make knowledge checks after the narration to have parts of it expanded upon. This is usually used as introductions, conclusions, or recaps to start off and end sessions, or as short descriptive transitions between other phases of play.

    Preparation: The PCs are granted a specific amount of time (in hours, days, or weeks) to buy or craft supplies and gear, prepare spells, train up, make plans, gather information, and/or rest. I'll often split days into (morning, afternoon, evening, night) and just go around the table asking people what they're doing with their time.

    Travel: Somewhat like preparation, but the PCs are traveling a great distance over a span of time, and make skill checks to survive and to travel in the right direction at a good pace. They decide marching order or ship duties, the setup of their camps, and watch duties, if applicable. Depending on how much down time they have, they might get some Preparation Phase in there.

    Conversation: The PCs are interacting with one or more NPCs and may have to ask specific questions, make convincing arguments, or succeed at skill checks to progress and get that item, info, agreement, or NPC patsy they were after.

    Investigation: The PCs are presented with an environment that requires the use of their skills. They must traverse a difficult obstacle, avoid a trap, solve a puzzle, or find a hidden room or object.

    Encounter: The PCs have a time-sensitive issue to deal with, and play is broken down into rounds with turns taken in initiative order. The players may need to fight monsters, disarm a time bomb, chase a villain, or escape from a collapsing cavern.

    The first three phases are more "Wide Scope", and happen over an undefined or longer period of time. The last three are more "Narrow Scope" and usually happen in a matter of minutes. Any of the phases can easily blend into another, often with a bit of colorful narration as a transition.

    Also worth noting, I generally treat all player knowledge as shared unless a PC specifically tells me that they are withholding information from the group. I'm also okay with players giving each other playing advice and discussing tactics, even if their characters aren't near each other, as long as they use PC knowledge and not player knowledge. It adds to the "group storytelling" aspect of the game and makes things less frustrating for the players.

    RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

    Excuse my making a thread for such a minor question, but I couldn't see anywhere else to fit it.

    As I understand it, everyone's submissions are contained on a magical judge-only messageboard which the general public cannot access. Does it ever become possible to see your original entry thread and the comments made therein? I'd be interested in seeing what the judges' first impressions were for my own entry, if any (even if it was just, "Egad, this is horrible. Reject!").

    I realize that every year there is a "critique my item" thread if you wanted get the judges' comments. So I'm assuming the answer is no. But I imagine that somehow enabling entrants to see only their own entry thread (maybe without the ability to comment) would save the judges a lot of work. :p

    RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16

    Hey everybody! Out of both boredom and an effort to make skills more useful, I've added to, subtracted from, and shuffled around the 3.5/4.0/PF skills (and incorporated a few skill ideas from GURPS 4.0). After tweaking it for a while, I'd like to try it out on my gaming group.

    All of the skills are broad in application, and I tried to give them maximum flexibility while still having only a little overlap. What I've listed next to each skill isn't exhaustive of what each could do, but it's representative.

    I've made a finite list of 10 Knowledge and 6 Craft skills (for a total of 30 skills total). I'm pretty sure they cover anything a player might want to know or create, but let me know if you think there are any gaps! Please also note the secondary abilities of some of the Knowledge skills and the expanded roles of craft skills. (For example, Open Lock/Disable Device is now part of Craft Device, the DEX-based craft skill.)

    So what I'd like to know, is:
    1) Is there anything missing? Or anything that doesn't need to be there?
    2) Is anything over- or under-powered?
    3) I wanted to balance the skill load for each ability. Do you think Heal and Survival are proper as CON-based skills?
    4) I was thinking of making Craft skills cost two points per rank to account for their increased utility. Thoughts?
    5) Any other comments or criticisms?

    Thanks everybody! And enjoy!

    SKILLS (organized by ability)

    Spoiler:

    STR
    Athletics: Swim, climb, run, lift more than normal maximum, endurance, hold breath, sports, related knowledge
    Break: Break doors, chests, weapons, bonds and other objects; find weak points (also incorporates strength checks)
    DEX
    Acrobatics: Balance, tumble, jump, fly, escape artist, flexibility
    Stealth: Hide, move silently, shadow, sleight of hand, camouflage, shake pursuers in a crowd or forest
    CON
    Heal: Diagnose condition, first aid, stabilize dying, surgery, improvise medical supplies, anatomical knowledge
    Survival: Track, fish, forage, make fire, find shelter, intuit direction, endure elements
    WIS
    Concentrate: Autohypnosis, control shape, mind block, mental endurance, meditation, psionics checks, combat casting (maybe, but I like how Pathfinder does it)
    Perception: Actively or passively spot, listen, feel, taste, and smell; notice important details and stealthed foes, (search is now under investigate)
    Intuition: Send, receive, and intercept hidden messages and lies in speech, body language, dreams, etc...; read lips
    Investigate: Gather info, research, analyze objects or areas to reconstruct past events, search areas for hidden things
    CHA
    Convince: Diplomacy, bluff, haggle, fast talk, hypnosis
    Daunt: Intimidate, taunt, confuse; instill fear, anger, shame etc...
    Handle Animal: Ride, handle, tame, calm, and care for animals and similar creatures
    Perform: Act, dance, sing, play musical instrument, oratory, etiquette, disguise

    KNOWLEDGES (all based on INT)

    Spoiler:

    Arcana: Dragons, magical beasts, magic, arcane rituals; use to identify, create, and use magic spells and items
    Cosmology: Outsiders, deities, major religions, astronomy, astrology, the planes, fortune-telling
    Economy: Markets, trade customs, currencies, commodities; use to appraise items
    Engineering: Constructs, math and physics, technology, architecture; use to intuit building layouts and find structural weak points
    Esoteric: Aberrations, oozes, undead, secret organizations, profane rituals, hidden lore, dungeons, the Underdark
    Geography: Locating landmarks, natural resources, and towns; use to navigate and for pathfinding
    History: World and regional history, wars, prominent lineages, legends, myths, folk tales
    Nature: Animals, plants, fey, vermin, geology, weather, natural phenomena
    Society: Humanoids, laws, customs, politics, fashion, art, common folk, the upper class, royalty
    Strategy: Monstrous humanoids, fighting styles, tactics, logistics, military training; use to gamble and help formulate strategies

    CRAFTS (each based on different ability) - Used to identify, understand, appraise, craft, disable, and/or use relevant items.

    Spoiler:

    STR It takes a strong arm to swing the hammer and stretch the hides.
    Armament: Most melee and thrown weapons, armor, shields, helms, gauntlets, etc...

    DEX A bit of finesse is required to get all those little moving parts in place.
    Device: Most ranged weapons, firearms, locks, traps, machines, vehicles, etc...

    CON Working with all these dangerous chemicals might make you sick.
    Substance: Potions, poisons, acids, medicines, alchemical items, etc...

    INT Only a sharp mind can have this kind of attention to detail.
    Document: Scrolls, maps, contracts, licenses, passports, currency, forgeries, origami, etc...

    WIS A wise man knows that simplicity and function are among the highest of virtues.
    Mundane: Tools, clothing, supplies, food, buildings, handicrafts, etc...

    CHA You can't make beautiful things without a bit of a creative spark.
    Finery: Jewelry, gemstones, holy symbols (might put this under mundane for the sake of clerics), crowns, scepters, wands, bardic instruments, etc...

    Notes:
    1: Origin-, race-, class-, or profession-specific knowledge checks may gain a bonus or penalty based on the character's familiarity with them (Thus, there is no Knowledge Local). Characters may expend skill points to gain levels of familiarity for their present location. Professions are gained as feats and grant relevant skill bonuses.

    2: To craft magical items, one must have sufficient caster levels, and sufficient skill ranks in Knowledge Arcana. He may choose to use his Wisdom or Charisma modifier instead of Intelligence for Knowledge Arcana checks used to make items.

    RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

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    Hey everybody, there didn't seem to be a thread of this nature yet! Let's use this thread talk about our methodology, or lack thereof, would be for each round of the competition.

    For round one, creating a wondrous item, my approach was something along the lines of:

    Spoiler:
    1) Walk around my house/neighborhood/local museum and keep a list of mundane objects that stand out as having potential. Narrow the list down to the most intriguing.

    2) Create a notepad document and brainvomit all of my associations with each object as well as common, uncommon, and unheard of uses for them. Think up a general flavor for each: alluring? film noir? forest spirit-y? bestial? outer spacey? I choose the item slot and weight here.

    3) Do research on Golarian lore for deities, famous characters, regions, locales, events, etc... that could be associated with the object's flavor. I feel like this step is important because this background stuff can lead you to expand your flavor/mechanical decisions and really cement your object as fitting in the context of the world. You don't necessarily have to refer to these things in the finished product, but it will add a sense of depth. This is also when I really decide what the item actually, you know, does. I come up with a tentative name.

    4) Browse the spell lists for spells that fit functionally or thematically with the object. I'll pick anything that sounds like it might work, and then pare the list down to 5 spells or less. The finished object will ideally use three spells or less.

    5) Write the item description. I like the balance of one mid-length sentence describing the object in terms of appearance and background. The rest is all mechanics with a bit flavorful elaboration. I feel like an item should have no more than four or so functions, and really, less might be desirable. Try to write it in a way that each function seems somehow related to the core idea, and to each other.

    6) Based on flavor and mechanics, I choose ONE spell for each major function of the object, and apply them to the construction requirements (remember, alphabetical order! Spell names in italics!). Try to pick spells that are appropriate for the level character that will be using it. I pick the school of magic that most closely matches the function and spells of the object and apply that to the aura, I pretty much play the aura strength by ear. I base caster level on the lowest possible level to cast all the required spells, and balance that with whatever level the characters using the item are likely to be.

    7) Price. Honestly, all I do is go to the Pathfinder SRD's list of wondrous objects and price it within spitting distance of an item that I would consider trading this one for. It's not TOO hard, I calculate the price as best I can using the CRB rules as well, just to verify.

    8) Revise. Revise. Revise. Sit on it. Revise some more. Pick an actual name.

    And that's it for me! What about you guys?

    RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

    Scent of the Savored Sting
    Aura moderate enchantment; CL 10th
    Slot --; Price 70,000 gp; Weight 1 lb.

    Description
    Often in the possession of priestesses of Calistria, these delicately etched amber bottles are filled to the brim with live wasps.

    Up to three times per day as a standard action, the possessor may spray wasp pheromones on herself or another target. Against unwilling targets, she must succeed at a melee touch attack, or the dose is wasted. The effects of the pheromones last for one hour, but can be removed by negate aroma.

    When complacent, the wasps produce a sickly sweet pheromone which makes the target highly appealing to individuals of the opposite gender. Interacting with such individuals, the target gains the benefits of honeyed tongue and a +2 competence bonus to charisma-based skill checks. The target gains no benefits against individuals lacking a sense of smell.

    As a swift action, the possessor may shake the bottle. The agitated wasps produce attack pheromones for one round. If sprayed, a target must succeed at a DC 18 Fortitude save or be blinded and nauseated for 1d4 rounds as his eyes tear up and his throat swells. This is a poison effect.

    The bottle may be thrown as a ranged touch attack. Upon impact, it explodes with a splash radius of 5 ft. per unused dose. Any creature struck with the bottle or caught in the splash radius suffers the same effects as having been sprayed with attack pheromones. The destroyed bottle releases a wasp swarm with a +10 competence bonus on survival checks made to track creatures affected by attack pheromones. They pursue these creatures until they no longer perceive the scent, at which point the wasps disperse.

    Construction
    Requirements Craft Wondrous Item, honeyed tongue, insect plague, poison Cost 35,000 gp

    RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16

    Hey everybody!

    My group has started a new Pathfinder campaign with a few little twists. It's the first game I've ever been in charge of, so if you all don't mind, I'd like to use you guys as a sounding board for my ideas.

    Probably the biggest change is the near-total lack of magic in the game. There are still many fantastical creatures, and some mystical stuff such as dream-walking, undead, elemental spirits, and potion-like potables. Needless to say, several base classes are no longer viable. Classes like the gunslinger are now at the forefront.

    For this first post, I'm just going to explain the basic changes in battle mechanics that we've made.

    AC and DR

    Spoiler:
    We have decided to use an "armor as damage reduction" mechanic for this setting. Basically:
    - Flat-footed AC is now equal to 10 + size mod.
    - What was touch AC is now "Dodge", and it is equal to 10 + Dex + dodge + shield + size (there is no longer a deflection bonus). All melee and ranged attacks now target Dodge.
    - Damage Reduction (DR) is now equal to armor + natural + enhancement + other DR bonuses.

    "Taking Aim"

    Spoiler:
    To balance this huge increase in DR, armor with a bonus of more than 4 is hard to come by. In addition, combatants may add a penalty to their attack roll in order to overcome DR. This penalty must be applied before the roll is made. We explain this as the combatant "taking aim" at the weak points in the opponent's defenses:

    A goblin with a Dodge 14 and DR 3 is attacked by a rogue with +5 attack. The rogue can just make a direct attack. If he rolls a 9 or higher he hits. If the attack does, say, 1d4+2 damage, the rogue would have to roll at least a 2 to do any damage at all.

    If the rogue "takes aim", he may choose to subtract any number from his attack roll, thereby reducing the goblin's DR by the same amount (to a maximum of the goblin's DR, subtracting more than the DR does not do extra damage). This adds a fun level of uncertainty, as the players are seldom aware of their opponent's DR value:

    The rogue attacks again, this time subtracting 4 from his roll to bypass the goblin's DR. This means he must now roll at least a 13 to hit the goblin. If he hits, the goblin's DR is reduced to 0 (it cannot become negative), and the attack will do full damage.

    We've had 7 sessions so far, and the system is working fantastically for us. The players are taking maximum HP per level, and I've beefed up the enemies' HP a bit as well to account for the higher hit rates. Combat is very deadly and satisfying so far, and the players have come quite close to dying several times (One actually did. I pit them against a Spirit Naga when they were all still second level. It was awesome. They're lucky it couldn't cast spells.)

    Also, sneak attack is ridiculous now.

    Anyway, please provide me with feedback! If you think there's a way I could improve on this sort of system, I'd be more than glad to hear it.