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Detect Magic wrote:
Well given the state of Korvosa...mixed feelings, but as a LG monk she opted to do her duty by the city. Mind you they weren't wild about some of her proclamations and changes...
52. Missing instructions. Your late father, a master craftsman of constructs, left you his greatest creation, but neglected to mention how to activate/control the thing. Enjoy searching the vaults for the manual to your golem, or perhaps cleaning up the mishaps of your naive sentient clockwork girlfriend.
53. Under new management. You inherit a ranch specializing in the training of powerful animals and mythic beasts of all descriptions, only to find that business is going poorly, Its up to you to venture into the wild and acquire new and interesting stock and return your family's business to its former glory!
54. People always say you have your late mother's eyes. Little do they know how true that is, and what those eyes reveal.
55. You never knew your father, and mother would never speak of him. As she lay dying, she told you of a box buried in the dirt beneath the floor of your bedroom, where your father had left something for you. He was a member of an order of monks, called The Keepers of the Word, whose founder had supposedly heard the dying words of a primordial diety whose name has been forgotten, and who passed that information on to his order, each swearing to never speak again, and removing their tongues after reading the message. You dig up and open the box, to discover that your father wrote down the Last Words in the celestial tongue. You now bear the deathbed confession of one of the creators of this world, a thing that generations of monks have died protecting, because it is said in these words of creation, also lies the secret to the world's destruction...
56. A player came up with this one: the 'ancestral weapon' feat from 3.0 starts as a dented and worn out excuse for a 'weapon of choice'. It follows the feat's rules and gradually becomes a item of value. She did one trick to it though. The weapons (yeah, several of them...) belong to heirs of an ancient Paladin order and the bad guys know it.
59) You've inherited your family's small fiefdom. As the youngest of four sons, you've never actually though of becoming lord and never paid attention to the family's estate.
As it turns out, your father's charismatic rule has been the balancing point of a very fragile peace among neighboring fiefs; one false move on your part and this part of the kingdom topples into war.
Suspicious that your father and all three older brothers had to die in the same carriage accident...
60) You've inherited an administrator genie from your uncle, a reputed senechal. Rub that lamp and one of the best accountant of the genie's grant caliphate pops out to administer your estate! That seems to be the only task the genie can do - no wishes unfortunately...
Nevertheless, the exemplary administration of your land has attracted the congratulating attention of the king himself. Only, the genie has created a bureaucratic nightmare recently and your estate is all but paralyzed. Could you have offended the genie? Are your taxes sabotaged? Will you seriously have to hang your sword and battleaxe for an exercise of accounting?
61) You've somehow inherited your mother deep hope in life. Whenever you fail a saving throw against fear or despair (magical or otherwise), she can make a save for you to negate the effect. Regardless of the DC, your mother's hope saves on a 11+.
62) You inherit a two-handed battle axe from your mother's brother, an adventurer of renown. It's nice and magical and all, but why did he gave it to you, his wizard nephew? He wouldn't want you to just sell it, but he wasn't stupid either. There must be something else you don't get just yet...
63) You inherit the custody of your cousin, and the regency of her late parent's estate until she comes of age in a bit less than a year from now. You dearly loved your aunt and uncle, but by the gods did you ever hate their little brat daughter! She never missed a chance to ridicule you, and you suspect that half your belongings are in her room somewhere. It's been 5 years since you've seen her and hope she changed with age, because otherwise it going to be a long winter...
64) Your brother, reputed forester and hunter of orcs and giants, gods have his soul, has left you his old dog companion. The old wolfhound seems happy in your company, but you feel that if you invest yourself you could develop a deep relationship. Buy the Leadership feat and gain an animal companion as if you were a ranger of your level.
65) The town's old hermit has given you a single golden key. This is rather surprising as you met the old man exactly twice in your life, and never you though you made any impression on him...
66) The old baron has elected you has his heir, you that has fought for him, defended his peasants and saved them from the undead scourge. Everything as been made official, co-signed by the king's messenger, the grand hierophant's first templar and the high priestess herself. Now that the old man is on his death bed, his three sons are showing up and they aren't pleased with the succession...
67) You are approached by someone who looks like you but dresses in a noble's finery. If you take their place at the reading of their uncle's will, you can have the contents of his trophy cabinet. They tell you there is a magic longsword and a unicorn horn in the cabinet, among other things, and everyone invited to the reading might be evil. You and your "servants" soon discover that the entire estate will be divided among the survivors of a weekend in the country, and the executor is also tasked with trying to convince the guests to kill each other. :)
68. Multiple forms. You have been afflicted with a transmutation curse that causes you to change to a different, specific form when conditions are right and vice-versa, with no control over this change beyond avoiding/instigating those conditions. You may shift between genders, or perhaps turn into a sahuagin when you touch gold. The curse is annoying and sometimes dangerous, but still, being able to turn into a drider sometimes has its advantages.
69. A Boy and his Mimic. Your grandfather was a reknowned wizard, and he left you a nonviolent mimic as a companion. It follows you everywhere, and will sometimes take on useful forms for you if you offer it sweets.
(Double-post, but I don't want to see this thread die.)
69) You inherit the dead body of your once-uncle/now-ancestor. This is not unusual to you, as your family is an adventuring one, and started this tradition untold years ago. Once you have interred the body of your unfortunate ancestor, you will inherit their arms, armor and title, for the world always needs (insert title of a famous NPC here).
3.5 Loyalist wrote:
A truly awesome game. Love it.
Freehold DM wrote:
Might want to make a small edit there, I already took 69.
71) The Doorman's Key: Your uncle worked for the king till he became feeble and senile. He sent you a fancy silver box containing a magic key that seems to fit any lock. When you use it, the door opens into a room in The Cleaves. When you use it in The Cleaves, it opens into your home world. You can choose the door if you think about the place it leads. Your uncle would put people the king wanted to disappear into The Cleaves. Now you are The Doorman, and you realize the full potential of the key.
74. Your grandmother's cookbook. Alongside recipes for chicken stew and berry pie are instructions for a potion that promises to grant extraordinary powers to the drinker. Some of the ingredients, however, are a bit difficult to come by...
75. Your father's magical research. As you read through his notes you realize that he was on the brink of making a significant discovery that would challenge the current teachings - and the power - of the wizarding elite. Suddenly the circumstances of your father's death look mighty suspicious.
76) You inherit the shawl of the nereid your perverted wizard great uncle kept as a body-slave. You were always disgusted by his activities and would like nothing more than to return it to her and grant her her freedom, but you have recently discovered that your great uncle was murdered by one of his many other servants, each of whom have been promised that they will enjoy the fruits of her many years of experience in the bedchamber if they would slay him and return her shawl to her. Some of them have even come to love her in their own way, and cannot wait to visit a particularly grisly fate upon you in the name of their paramour.
Goth Guru wrote:
I wouldn't mind that one.
Kinky. Inspired by the MGE?
Belle Mythix wrote:
No, the classic video game, A Boy and His Blob.
Freehold DM wrote:
And its remake for the Wii. Hug button!
77. Weresloth. You've inherited a rare form of lycanthropy that gives you an edge in combat. The problem is, the animal you take on the aspect of is embarrassing to say the least. Most people view you with ridicule when they find out exactly what you turn into, let alone see you in that state.
78. Who's the ancestor? Your family has always been described as being of strong or mystical blood, but the source of that heritage is unclear, even to the beings that could potentially BE your blood relatives. Since your family holds great power, each of these various entities is trying to prove its claim of blood for its own ends, with you stuck in the middle. If you are a sorceror, you might already know who really is your relative, but maybe said relative is the candidate you'd never want to have any stake in your family's business.
A were-sloth could work, as an alchemist or healer. By being constantly slowed, poisons and bleeding would progress at half speed.
80: all your life you've been plagued by strange visions of other peoples lives. On your 21st birthday your human mother revealed to you that your father was a mysterious blue skinned man she fell in love with. Before he departed he left her a mysterious note. It said "take care of our future child my love, for it will be special. This child will possess a soul that is both new and old. Keep them safe for they are very important to both humans and my people." Now it is up you to find your fathers people and learn the truth of your destiny.
Freehold DM wrote:
A Boy and His Living Jell-O? (Ooze)
Belle Mythix wrote:
Pretty much. Keeping in mind that a mimic in it natural state pretty much is a blob of flesh, and compare its abilities to those in A Boy and His Blob, and its the best fit. Seriously, google the game. You won't be disappointed.
81: Your uncle always said you had the look of an adventurer. Now a courier brought you a box and says he died obtaining this. You open the box and the light is blinding. Doing this in an bar seemed like a good idea. Now you are being approached by some guy with a holy symbol talking about a sun stone and some prophecy, and a couple of wannabe vampire hunters with a map.
82. As you loot the corpse of a villain just slain by your party, you notice a single bracer on his arm, emitting a slight glow. If touched it magically clasps onto your arm, gone from the corpse. Turns out it is intelligent, and can communicate telepathically with you. First thing it tells you; till death do us part.
84: You receive the deed to an honest to goodness mountain, but none of the gold within, as that belongs to the clan of dwarven miners that made an agreement with your family ages ago. The deed is something of a joke in the family, as it is essentially worthless, but it keeps relations with the dwarven clan amicable, which is something the local lord appreciates. However, by the time you have inherited the mountain, there is an issue- the elven forests, which the mountain marks the beginning of, have grown over time to encompass a goodly portion of the mountain in moss and stunted trees. The elves believe this means that the time has come to negotiate with said local lord to redraw lines on the map, but the dwarves do not wish to become vassals of the elves, even in name only. Both sides have offered you a comely maid as a wife if you would but acquiesce, but you have heard tell that the disappointed party will offer their comely maid to the local lord in response to your decision, which could lead to something of a civil war if you aren't careful.
86. A Grand Voyage. Your uncle leaves you his prize vehicle, a magical ship that travels through sand/the air/the earth/outer space. Gathering a bunch of friends together, you embark on a journey of exploration with the mighty craft. Alternately, you could mothball it in the secret hanger until such time that you need it.
87. Mysterious components. Your father, a master wizard, recently died, and the only thing you have left of him is the strange array of of clockwork components, and a set of blueprints.
88. You never knew your parents. Your guardians told you they were impressive, but never said more than that. Some time after they passed away, a messenger arrived, telling you that your father has passed away and you have inherited his land.
89. The Keep. Through a fluke of heraldry, you've inherited a fortress with a castle. It will take some learning to manage it effectively, but you'll need to defend it from invading forces, and even rival nobles who contest your right to claim the keep.
90. Adoption. You were adopted by nobility, however, for some reason or another, (Perhaps you don't belong to your adoptive parents' race, or the aristocracy despises upstarts) the noble caste and your rival heirs have it out for you.
91: Someone in your family once committed a crime in a nation or plane where the criminal status can be passed down between generations until a verdict has been reached and sentence carried out. A group of Zelekhut are hunting you for crimes committed hundreds of years ago by an ancestor you have no knowledge of.
92.) Your eyes at times glow like a will-o-wisp. As part of your coming of age ritual, you have to slay someone or something in the wilderness. You found that stalking something afraid of you is more nourishing than the richest food and the finest drink. The moment that you took your first life was ambrosia. You are afraid and exhilirated by this new discovery and you also crave the power that came with it...
93) You inherit an indestructible lizard from a long-lived Outsider who was part of your bloodline generations ago as described by the agent passing it to you. Instructions for its care are given, a friendly farewell, and the tiny lizard chirps at you. The next day, another agent arrives to inform you that the lizard is, in fact, a Tiny Tarrasque, and many eyes watch to be sure you raise it properly, lest you be... replaced.