The Expansionist

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Razz wrote:
Robert Head wrote:
Shade wrote:
3.) Compiliation lists. It would be nice for DMs to be able to reference an article that lists all the monsters from official products that can be summoned via a summon monster or summon nature's ally spell. Same goes for spells that can be made permanent. I'm sure other compilation lists could be beneficial.
I love that idea!
There was a Dragon issue that did that. It listed monsters from MMII, MM, and MoF that can be summoned via summon monster and summon nature's ally.

It was issue 302. It listed all Razz mentioned and creatures from the Manual of the Planes.


Medesha wrote:
As someone who has some ecology articles coming out (and hopes to write more in the future), I found this really interesting. I'd like to add more of this type thing to any future articles the editors are kind and benevolent enough to let me write. Are there any more opinions on Ecology articles and what they should contain?

My opinion of the necessary requirements of a great Ecology article:

1) The standard History, Psychology, and society information.

2) Versus information

3) One or two plot springboards for the DM or player to use in a character history. I know the focus is supposed to be on the player but if the DM is not inspired enough to use the creature then it won’t be very helpful for the player. An Example: Say the medusa race is all female. (I know some people say they are and some say they are not but it is beside the point.) The Ecology article for this would include talk of how they manage to have offspring with humans. Then in a sidebar or right there in the article mention that there is a legend in medusa culture that talks of one day a male medusa being born and he will unite his people or something like that. A small mention but can be used by the DM to make something more out of it.

4) At least one “I did not know that” fact about the creature. Some distinct fact about the creature that you may not know by just glancing at a stat block and a picture. An example of this would be from The Slayers Guide to Troglodytes book. It details that Troglodytes have extreme sexual dimorphism. The male and female members of the race are extremely different. The males are what you see in the MM, but the females are smaller and walk on all fours. It also says that adventurers are usually wondering where the females are because the females will be mistaken as a separate species.

I just want to say that I hope no one was offended by that example about the Troglodytes. I would have found it just as shocking if the genders were switched.

But I think those last two requirements are absolutely necessary to make for an article that will get a second glance from the reader.


Tracy Taylor wrote:
Actually, that's kind of good to know as I have a Slaad ecology into Dragon that will hopefully see the light of day. As for some of the others, I think they would be kind of neat, but maybe a little difficult to do in the 2,500 word alotment, particularly the aquatic elves. But who knows, maybe someone has written it and it will appear soon.

A Slaad article would rock. I have been curious about the slaad lords--Ssendam and Ygorl. They were only breifly mentioned in the Manual of the Planes. Not that they would be the topic of the article though, but any information would be cool.

I understand that some creatures would be harder to write for than others, but some of the hardest might make for some of the coolest articles.


Chef's Slaad wrote:


You might want to be carefull with that. In my experience, players end up defeating the villain and looting the rings. Then you have a group of player with unlimited rings. Which is probably not what you had in mind...

Thanks, that thought occurred to shortly after I made that post. That would definitely be a problem.


Medesha wrote:
Ambro wrote:
I agree it might be nice once a month or so to do a wild card class and pick one from Razz's list.
Heh, doesn't Dragon only come out once a month?

Yeah, It comes out once a month. But I meant it would be nice for them to cover a non-standard class once an issue, once every other issue, or whenever they can fit it in. Maybe I should of said 'once in a while' sorry.


I decided to start this thread to let people say what creatures they would like to see in Ecology but first I would like to say that usually the Ecology articles have been a little bland.

If the whole article is just a bunch of generic information that any DM would of wrote if given the chance then it can be a very boring read. I am just saying some of the ecology articles need some more 'That is interesting' factors to it. And for those factors not to brushed aside in one sentence but maybe elaborated maybe in a sidebar or something if it would mean making assumptions that the author did not want to make in his main article.

That said. Here is what I would like to see as topics of an Ecology article.

--Aquatic Elves
--Canomorph (FF)
--Chronotyryn (FF)
--Guardian Naga
--Kou-toa
--Maug (FF)
--Phoenix (MM II)
--Ravids
--Sahuagin
--Slaad

Just to name a few.


Thanks guys,

I never saw that on the chart before.

I appreciate the help!

I can't wait to surprise my group with a villain with two hands full of magic rings. They will flip.


Is it also possible to do a Dragonlance article? Now I know someone is going to say there was one in Dragon 315.

But how about a new one?

With the current developments on Krynn and according to the Wizards Conclave novel, wizards and sorcerers are going to becoming into major conflict. This could make for an interesting versus article that if written just right should be easily transferred to any campaign setting. Just a suggestion though. Any Dragonlance article would be nice.

Also, in case anyone did not know there was bonus content for the Dragonlance article from Dragon 315 posted at http://www.dragonlance.com/products/enhancements/10001.aspx


Razz wrote:

And another thing I'd like to see is CLASS ACTS covering the other core classes besides the Player's Handbook normal 11. In the new Class Acts series, I would like to see articles on the following classes published by WotC:

---Psion, Psychic Warrior, Soulknife, Wilder (Expanded Psionics Handbook)
---Samurai, Shaman, Shugenja, Sohei, Wu Jen (Oriental Adventures)
---Healer, Marshal, Warmage (Minatiure's Handbook)
---Hexblade, Samurai, Swashbuckler (Complete Warrior)
---Favored Soul, Shugenja, Spirit Shaman (Complete Divine)
---Erudite, Ninja, Urban Druid, Sha'ir (pages of Dragon)

I agree it might be nice once a month or so to do a wild card class and pick one from Razz's list. I would like to see more on the Urban Druid, Psion, and Shugenja. In that order.

Awsome suggestion Razz.


Favorite Issues:

Dragon 280: It had an article with a bunch of cool Alchemy items.

Dragon 289: The article about Leveled Treasures is a favorite in my group.

Dragon: 297: It had an article about para-elemental planetouched.

Dragon: 298: A Drow issue. Now I am one of the first to say that Drow usually get too much attention and I was thinking it when I got this issue in, but it was a really good issue all together.

Dragon: 300: The Minions of Darkness article was awesome. It had monster cultist prestige classes. My favorite was the Deep Thrall.

Dragon 313: It had an article about a new race--Ghost Elves.

Dragon 317: Lots of great articles. True Names and Fetishes, Using Power Components, Body of Knowledge, and the Urban Druid. I love the artwork for the Urban Druid. I really gave me a sense on what the class was. Also the ability to eventually have a gargantuan monstrous spider as a companion is just awesome.

I will stop there. There are many more that I would label my favorite articles and issues but these are the ones that came off the top of my head.


OK, this has been bothering me for awhile now and maybe someone can help me by shedding some light on this.

In Dungeon issue 107, there is a Critical Threats article about Evard. THE Evard of Evard's black tentacles.

In his stat block he is wearing 7 rings! There is then an asterisk saying these rings have no space limitation.

What I am confused about is why. The DMG says you can only get the benefits of two magical rings at a time.

No where else in the article is this explained.

My only guess is that Evard must have had special rings made that do not take up a space slot.

Does anyone else have a better suggestion?

Maybe the Dungeon staff since they wrote the article?

Any info would be great. I have just been curious about this one for a while.


Unlike Dragon, I think Dungeon got it right on the first try.

A low, medium, and high adventure in each issue is perfect.

The addition of some articles to help support the DM was a good idea.

So everything is perfect but that does not mean that I do not have requests.
1. Tokens. Bring them back.
2. How about doing just once a solo adventure. I think the idea of a solo adventure can make for very different playing opportunities that normal adventures could not provide. And it could show people while it may be traditional to play with a large group of people it is still possible to do it with just a player and a DM.

Thanks again for the changes.


Oh, I am sorry about the Untitled thread. I am not sure how that happened.

Sorry again.


With the first book in her new Dragonlane trilogy Amber and Ashes, I had to add her.

I am looking forward to how Mina will progress and seeing which god will come to power after what happened at the end of the War of Souls.

I also heard there was going to be a new Death Knight in the book.


I agree with Cymraegmorgan, SG-1 managed to pull it off after I thought they wrote themselves into a corner with promoting Jack.

Atlantis IS showing promise, but I am concerned that the Wraith lack the depth to make for a long standing recurring villain.

But only time will tell.

Besides does every major villain have to have a symbiotic relationship with humans on the StarGate shows?

One of my favorite shows is Nip/Tuck on FX. While not SF, it is a dark satire. No one on that show every gets to experience happiness for very long. It is definitely worth at least one watch.


I would LOVE to bring tokens back. First I would like them to come with the magazine again, but a download in a pdf would be better than nothing. I know everyone is pushing minis and I do own a few boxes but I have been screwed pretty badly with multiples. At least with tokens I know what I am getting, I will have a greater variety, they are easy to store, and is easy to transport in mass quantities unlike minis.

Maps for the players would be great.

Also, any player handouts would be a big help.

Throwing some of the art in there might be helpful for visual aids, especially if it is of the NPCs in the issue.

Lastly providing NPCs stats in a text file would be helpful. So I could just cut and past them in to my game notes and make any necessary changes right there.


First I want to say I love Dragon and I have faith that you guys will fine to the Magazine to so that as many people as possible are happy.

That said, here are my opinions:

    Liked:
  • The Comics.
  • Silicon Sorcery. I always fine interesting things in these articles and this issue was no different. It should also be noted that until now with Final Fantasy I have never played any of the video games from the previous articles, but always found the interesting.
  • Seven Deadly Domains. What can I say? It was just a great idea for an article.
  • See No Evil. After looking at this article, it made me wonder why these weren't original spells in the PHB. They just make sense.
  • Force Spells. Any arcane magic user should find these new spells useful.
  • Heroic Feats. This was a short article done right. Just a good crunch and you can move on.
  • Winning Races--Cyclopeans. I must say that I am skeptical about doing a new race every month. This one was great, but it will be very hard to keep it up.
  • Magic Shop. What can I say magic items rock.

Has Potential but did not care for this issue:

  • Ecology—Chokers. I love the idea of the Ecology articles, but more often than not it leaves me thinking “Someone got paid to write this.” Too often the ecologies are just so generic. One of the few actually inspiring things in this article was the mention that Choker numbers are increasing and no one knows why. But that was it. How about a For Your Campaign sidebar with some campaign/adventure ideas pulling on these tidbits in these articles? I mean I see these Ecology articles as ‘This monster is cool and here are the reasons why and ways to use it.’ At least that is how I wish it would be.
  • Class Acts. I like this idea and some of the articles were pretty good, but I agree that doing all the classes in one issue with only a page to work with does not give me hope for it. I believe a rotation of a few classes an issue would be better.
  • Gaining Prestige—The Spirit Speaker. This prestige class looks similar to a couple of others I have seen. IMHO there have been few Prestige Classes recently that I have thought were very original, but with how many there are now I bet it is getting tough to do that.

Did not like:

  • Demon Stone article. Don’t get me wrong I want this game, but if I want to just read up on a video game I will read a video game magazine.
  • Samurai vs. Knight. Now I liked this article but like someone said earlier it is on the internet. http://www.thearma.org/essays/knightvs.htm There are some editing differences but it is the same article. It is a good article but I pay for this magazine. I want new content. How about instead of reprinting the same article, hiring John Clements to write a similar article on a different topic and give a link to this one for extra reading. Also, he did a pretty good Katana vs. Rapier article in case anyone is interested. Hope that was not a future article in the magazine.

I know there were a few more articles but I only wanted to talk about the ones that I liked, disliked, or saw potential in.

Thanks for listening to what I had to say. I know that the guys at Dragon can fine tune their changes. I am definitely curious on how it will affect the upcoming issues.

One last opinion: Themed Issues Rock!!! Bring them Back.

Full Name

Bartan Harrowborn

Race

Human

Classes/Levels

Male Human (Varisian) Magus 7/Rogue 2/Arcane Trickster 3 | HP 72/72 [13 TEMP] | AC/Touch/Flat 19 23/14/15 | Fort/Ref/Will +8/+11/+6 | Arcane pool 5/5 | Impromptu sneak 1/1 | Init: +5 | Percep: +7

Age

27

Alignment

CN

Deity

Irez

Strength 14
Dexterity 16
Constitution 12
Intelligence 15
Wisdom 8
Charisma 10

About Bartan Harrowborn

Bartan was born to a pair of gypsy fortune tellers who traveled around Varisia for his entire childhood. He learned from them the ancient art of Harrowing, and when he was a teenager he decided that he would like to pursue magic. His training consisted of arcane magic combined with the mysticism of the harrow, and when his mentor found him to be ready, he set off on his own to find his way in the world.
He now accepts quests bestowed by the Pathfinder Society as a part-time adventurer, but also maintains a traveling fortune-telling business on the side.

Stats:

Bartan Harrowborn
Male Varisian Card Caster/Staff Magus 7 / Sczarni Swindler Rogue 2 / Arcane Trickster 3
CN Medium humanoid (human)
Init +5; Senses Perception +7

DEFENSE
AC 19 Touch 14 FF 15 (+5 armor, +3 Dex)
hp 72 (9d8+3d6+24)
Fort +8 Ref +11 Will +6
Immune poison

OFFENSE
Melee Quarterstaff +9/+4 (1d6+2)
Ranged Card (dart) +12/+7 (1d4+2) (+1 attack w/in 30 ft.)
Special Attacks Spell combat, deadly dealer (use card as dart), harrowed spellstrike, role dealer, sneak attack +3d6, bullseye shot, arcane pool focus

Magus spells prepared
4th greater invisibility
3rd dispel magic, haste, vampiric touch
2nd force anchor (DC 14), frigid touch, Intensified shocking grasp, sense vitals, luck's mercy
1st hydraulic push, shocking grasp,snowball (DC 13), shield, chill touch
0 acid splash, light, detect magic, ray of frost, disrupt undead

Current Spell Effects:

STATISTICS
Str 14, Dex 18, Con 14, Int 15, Wis 8, Cha 10
Base Atk +7/+2; CMB +9; CMD 23
Feats Point Blank Shot, Precise Shot, Deadly Dealer, Quarterstaff Master, Bullseye Shot, Clustered Shots, Ranged Trip
Skills Appraise +6, Bluff +20, Craft (jewelery) +6, Disable Device +21, Escape Artist +12, Kn. (arcana) +9, Kn. (dungeoneering) +6, Kn. (local) +6, Kn. (planes) +6, Perception +7, Profession (fortune teller) +16, Spellcraft +20, Use Magic Device +10
Traits Harrow-born (start with harrow deck and +1 Initiative), Fate's Favored (+1 to all Luck bonuses)
Alternate human racial traits Focused Study, Silver Tongue
SQ Arcane Pool (5 points), Arcane Pool Focus, Let Fate Decide, Quicker Than the Eye, Rogue Talent (Papercraft Tools), Magus Arcana (wand wielder), ranged legerdemain, impromptu sneak attack 1/day
Combat gear Deck of common playing cards (4), leather armor, quarterstaff, scroll (shield), scroll (unerring weapon), scroll (silent image), scroll (ray of enfeeblement), scroll (blood biography), scroll (blood transcription), scroll (fey aspect), scroll (burning hands, CL3) (4)
Languages Common, Draconic, Orc
Other gear Harrow deck, Spellbook (all 0-level magus spells plus burning hands, chill touch, snowball, mudball, ray of enfeeblement, shield), backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, hemp rope (50 ft), pewter and silver candles (2), soap, spell component pouch, spring-loaded wrist sheath (2), torches (10), trail rations (5), waterskin, Bahram's magic dagger, slippers of spider climbing, belt of Con +4, 4019 gp
pearl of power, level 1 <- 0/1 left
potion of bless x2
potion of clairvoyance
potion of see invisibility
wand of identify (39 charges)
wand of divine favor (50 charges, cl3)
wand of cleromancy (49 charges, Cleric cl3)
belt of Con +2
cracked pink and green sphere ioun stone (+1 UMD)
book of common magic item activation phrases (masterwork tools: +2 UMD)
wand, frigid touch (16 charges)
wand, false life (47 charges)

an intricate bronze scarab that functions as a wand of open/close with 14 charges

Flask of Ebon Flame

Deck of Illusions:

Spoiler:

Playing Card Tarot Card Creature
Ace of hearts IV. The Emperor Red dragon
King of hearts Knight of swords Male human fighter and four guards
Queen of hearts Queen of staves Female human wizard
Jack of hearts King of staves Male human druid
Ten of hearts VII. The Chariot Cloud giant
Nine of hearts Page of staves Ettin
Eight of hearts Ace of cups Bugbear
Two of hearts Five of staves Goblin
Playing Card Tarot Card Creature
Ace of diamonds III. The Empress Glabrezu (demon)
King of diamonds Two of cups Male elf wizard and female apprentice
Queen of diamonds Queen of swords Half-elf ranger
Jack of diamonds XIV. Temperance Harpy
Ten of diamonds Seven of staves Male half-orc barbarian
Nine of diamonds Four of pentacles Ogre mage
Eight of diamonds Ace of pentacles Gnoll
Two of diamonds Six of pentacles Kobold
Playing Card Tarot Card Creature
Ace of spades II. The High Priestess Lich
King of spades Three of staves Three human clerics
Queen of spades Four of cups Medusa
Jack of spades Knight of pentacles Male dwarf paladin
Ten of spades Seven of swords Frost giant
Nine of spades Three of swords Troll
Eight of spades Ace of swords Hobgoblin
Two of spades Five of cups Goblin
Playing Card Tarot Card Creature
Ace of clubs VIII. Strength Iron golem
King of clubs Page of pentacles Three halfling rogues
Queen of clubs Ten of cups Pixies
Jack of clubs Nine of pentacles Half-elf bard
Ten of clubs Nine of staves Hill giant
Nine of clubs King of swords Ogre
Eight of clubs Ace of staves Orc
Two of clubs Five of cups Kobold
Playing Card Tarot Card Creature
Joker Two of pentacles Illusion of deck's owner
Joker (with trademark) Two of staves Illusion of deck's owner (sex reversed)

Current buffs:

sense vitals, 9/9 rounds left

Random Harrow Generator::

1: The Paladin (Lawful Good, Strength)
2: The Keep (Neutral Good, Strength)
3: The Big Sky (Chaotic Good, Strength)
4: The Forge (Lawful Neutral, Strength)
5: The Bear (True Neutral, Strength)
6: The Uprising (Chaotic Neutral, Strength)
7: The Fiend (Lawful Evil, Strength)
8: The Beating (Neutral Evil, Strength)
9: The Cyclone (Chaotic Evil, Strength)
10: The Dance (Lawful Good, Dexterity)
11: The Cricket (Neutral Good, Dexterity)
12: The Juggler (Chaotic Good, Dexterity)
13: The Locksmith (Lawful Neutral, Dexterity)
14: The Peacock (True Neutral, Dexterity)
15: The Rabbit Prince (Chaotic Neutral, Dexterity)
16: The Avalanche (Lawful Evil, Dexterity)
17: The Crows (Neutral Evil, Dexterity)
18: The Demon's Lantern (Chaotic Evil, Dexterity)
19: The Trumpet (Lawful Good, Constitution)
20: The Survivor (Neutral Good, Constitution)
21: The Desert (Chaotic Good, Constitution)
22: The Brass Dwarf (Lawful Neutral, Constitution)
23: The Teamster (True Neutral, Constitution)
24: The Mountain Man (Chaotic Neutral, Constitution)
25: The Tangled Briar (Lawful Evil, Constitution)
26: The Sickness (Neutral Evil, Constitution)
27: The Waxworks (Chaotic Evil, Constitution)
28: The Hidden Truth (Lawful Good, Intelligence)
29: The Wanderer (Neutral Good, Intelligence)
30: The Joke (Chaotic Good, Intelligence)
31: The Inquisitor (Lawful Neutral, Intelligence)
32: The Foreign Trader (True Neutral, Intelligence)
33: The Vision (Chaotic Neutral, Intelligence)
34: The Rakshasa (Lawful Evil, Intelligence)
35: The Idiot (Neutral Evil, Intelligence)
36: The Snakebite (Chaotic Evil, Intelligence)
37: The Winged Serpent (Lawful Good, Wisdom)
38: The Midwife (Neutral Good, Wisdom)
39: The Publican (Chaotic Good, Wisdom)
40: The Queen Mother (Lawful Neutral, Wisdom)
41: The Owl (True Neutral, Wisdom)
42: The Carnival (Chaotic Neutral, Wisdom)
43: The Eclipse (Lawful Evil, Wisdom)
44: The Mute Hag (Neutral Evil, Wisdom)
45: The Lost (Chaotic Evil, Wisdom)
46: The Empty Throne (Lawful Good, Charisma)
47: The Theater (Neutral Good, Charisma)
48: The Unicorn (Chaotic Good, Charisma)
49: The Marriage (Lawful Neutral, Charisma)
50: The Twin (True Neutral, Charisma)
51: The Courtesan (Chaotic Neutral, Charisma)
52: The Tyrant (Lawful Evil, Charisma)
53: The Betrayal (Neutral Evil, Charisma)
54: The Liar (Chaotic Evil, Charisma)

Harrow Spread templates:

Standard Harrowing (5sp)

[dice=RoleCard]1d9[/dice]

[dice=TopLeft, Lawful Good, positive past]1d54[/dice]
[dice=MidLeft, Lawful Neutral, unclear past]1d54[/dice]
[dice=BottLeft, Lawful Evil, negative past]1d54[/dice]
[dice=TopMid, Neutral Good, positive present]1d54[/dice]
[dice=Middle, True Neutral, unclear present]1d54[/dice]
[dice=BottMid, Neutral Evil, negative present]1d54[/dice]
[dice=TopRight, Chaotic Good, positive future]1d54[/dice]
[dice=MidRight, Chaotic Neutral, unclear future]1d54[/dice]
[dice=BottRight, Chaotic Evil, negative future]1d54[/dice]

The Bridge (guidance about specific action, 1gp)

[dice=Card1 (beginning)]1d54[/dice] [dice=rev?]1d2[/dice]
[dice=Card2 (impetus)]1d54[/dice] [dice=rev?]1d2[/dice]
[dice=Card3 (trial 1)]1d54[/dice] [dice=rev?]1d2[/dice]
[dice=Card4 (trial 2)]1d54[/dice] [dice=rev?]1d2[/dice]
[dice=Card5 (trial 3)]1d54[/dice] [dice=rev?]1d2[/dice]
[dice=Card6 (goal)]1d54[/dice] [dice=rev?]1d2[/dice]
[dice=Card7 (sacrifice)]1d54[/dice] [dice=rev?]1d2[/dice]

Custom Harrowing (couple)

[dice=Male RoleCard]1d9[/dice]
[dice=Female RoleCard]1d9[/dice]

[dice=TopLeft cross, Lawful Good, positive past]1d54[/dice]
[dice=TopLeft main, Lawful Good, positive past]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=MidLeft cross, Lawful Neutral, unclear past]1d54[/dice]
[dice=MidLeft main, Lawful Neutral, unclear past]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=BottLeft cross, Lawful Evil, negative past]1d54[/dice]
[dice=BottLeft main, Lawful Evil, negative past]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=TopMid cross, Neutral Good, positive present]1d54[/dice]
[dice=TopMid main, Neutral Good, positive present]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=Middle cross, True Neutral, unclear present]1d54[/dice]
[dice=Middle main, True Neutral, unclear present]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=BottMid cross, Neutral Evil, negative present]1d54[/dice]
[dice=BottMid main, Neutral Evil, negative present]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=TopRight cross, Chaotic Good, positive future]1d54[/dice]
[dice=TopRight main, Chaotic Good, positive future]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=MidRight cross, Chaotic Neutral, unclear future]1d54[/dice]
[dice=MidRight main, Chaotic Neutral, unclear future]1d54[/dice] [dice=misaligned]1d2[/dice]
[dice=BottRight cross, Chaotic Evil, negative future]1d54[/dice]
[dice=BottRight main , Chaotic Evil, negative future]1d54[/dice] [dice=misaligned]1d2[/dice]

Knucklebone effects:

1 Eya-Doh The character gains 1 permanent negative level.
2 Bvu The character is subject to a powerful compulsion never to roll the knucklebone of fickle fortune again. He can shake this compulsion only by succeeding a DC 25 Will saving throw. He can attempt this saving throw only once per day.
3 Eij The character is affected by a harm spell (caster level 15th).
4 Hor The character is subject to a powerful compulsion to roll the knucklebone three more times immediately (Will DC 25 negates). All three of these rolls are made with a —5 penalty on the knucklebone's die roll (minimum 1).
5 Veh The character is blinded as with blindness/deafness (no saving throw).
6 Chu The character takes 5d10 points of cold damage (DC 25 Fort save for half) and moves at half speed for the next hour (a successful saving throw does not negate the reduced speed).
7 Roh For the next 24 hours, the character suffers a —2 penalty on all skill and ability checks.
8 Seh The character is paralyzed for 2d12 hours, as with hold monster, except he cannot attempt new saving throws to overcome the effect.
9 Kog For the next week, the character emits a horrible smell. He suffers a —4 penalty on Diplomacy and Stealth checks.
10 Vis Once, during the next 24 hours, the character can reroll a single die roll he has just made and take the second result, as if using the good fortune ability from the Luck domain.
11 Fyeh The character gains 100 points of fire immunity, as if using protection from energy.
12 Xal The character gains the benefits of a heroism spell for the next 200 minutes.
13 Yaq For the next 24 hours, when the character hits a target he is flanking with a melee weapon, the attack does +1d6 points of precision damage.
14 Gib Once in the next 24 hours, the character can cast faerie fire (caster level equal to his character level). This ability is lost if the character rolls this result again with the knucklebone of fickle fortune before the 24 hours is concluded.
15 Xku The character is immune to fear for the next 24 hours.
16 Lev Once in the next 24 hours, the character can cast a lightning bolt (caster level equal to his character level). This ability is lost if the character rolls this result again with the knucklebone of fickle fortune before the 24 hours is concluded.
17 Nhi For the next 7 days, when the character is the target of healing magic, he heals an additional 2d8 hit points. This effect is lost if the character rolls the knucklebone of fickle fortune again before the 7 days are concluded.
18 Zmi For the next 24 hours, whenever the character succeeds on a saving throw against a harmful effect that does half damage or partial effect on a failed save, the knucklebone's character takes no damage or suffers no effect.
19 Tem For the next 24 hours, the character automatically confirms all critical hits.
20 Eha-Zah The next time the character dies, he comes back from the dead the very next morning as if the subject of a resurrection spell. This effect is negated if the character rolls the knucklebone of fickle fortune again before he dies.

Spell research:

Luck’s Mercy
School divination; Level magus 2, shaman 2, sorcerer/wizard 3, witch 3
CASTING
Casting Time 1 round
Components V, S, M (an uncut ruby worth 25 gp), F (a die of some kind)
EFFECT
Range personal
Target you
Duration instantaneous

This spell allows you a small glimpse at the state of your own luck, allowing you to predict and prevent catastrophe when leaving your well-being up to chance. When you cast this spell, there is a 60% + 1% per caster level chance that you will know the result of your next roll of the die before you roll it. If successful, the next result of the die with glow, and you may choose whether to roll it as part of the action of completing the spell. If the spell fails to determine the next result, the die rolls and affects you with its result as part of the spell’s completion.