Zombie Elf

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You find troll tracks in several areas... small groups accompanied by trollhounds. In once such area - nearby one of the abandoned huts, you find two piles of little more than bloody bones. The perimeter is tamped down by scores of troll prints - making it impossible to detect what other creatures' tracks you might find.

Garborn and Malylev:
You notice in areas of trolls and hounds traveling (fair distances in the same direction) the heading is primarily to and from west-southwest of here.
Looking at the exploration map, if one were to continue this heading, it would pass through H2, I2, then right where I1 and J1 abut.


Parting ways with the loggers, you head south to begin exploration. In this area of predominately wooded and fairly low land, you find several remnants of abandoned camps and primitive huts, deer stands, and animal trails though the brown and gray forest floor - covered with several seasons worth of matted leaves.

I'll take survival and perception checks

Spoiler:
1d100 ⇒ 30


Erodel hacks through the blob demon with one heavy swing.. it falls with a splat. He and Idril move into position surrounding Elgadazum.

Idril:
Sorry.. already dead. That attack (minus the sneak attack) will go against Elgadazum

>map<


I didn't either... sorry, you did do full damage if that's the case


The devil redirects Stricia's strike with the shaft of his weapon, then drops it. He ignores Bastargrae's words and his blade - a clean jab to the thigh which seems to have left no wound.

Elgadazum claws at Stricia, and draws blood with a wicked claw.

claw: 1d20 + 11 ⇒ (2) + 11 = 13
claw: 1d20 + 6 ⇒ (20) + 6 = 26
confirm: 1d20 + 6 ⇒ (3) + 6 = 9
slashing damage: 1d6 + 4 ⇒ (6) + 4 = 10

The blob demon at the north door swings a bloated fist at Bastargrae, then swipes him with a clawed hand.

slam: 1d20 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 4 ⇒ (16) + 4 = 20
slashing damage: 1d4 + 2 ⇒ (2) + 2 = 4

The other lunges to Erodel, and claws at him.

claw: 1d20 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 4 ⇒ (2) + 4 = 6

Round 1 cont'd

Erodel, Idril, Indio, Nio and Hasta up

>map<


Marlbeck reddens, smirks, and nods in response to Garborn.
Then, with Vladimir's warning, his expression turns more serious.
"It's not quite that, Baron.... Nice to look at, and had a pretty good hold on me, aye, but.... There's somethin there I can't shake. Somethin I saw in her just as I was brought under her spell.. and again as her control was fading. Somethin was.. or is affectin her.. pushin her into seein red. Saw a dark figure.. in the wild.. more wild than anywhere here. Was just for a second, but I could feel.. evil.. rage... powerful rage. Gives me the chills."
He shakes his head.. "Can't explain it.. but I think I gotta see if there's somethin to it. Feels important, y'know? Admit I.. don't like thinking about a pretty little thing like that mixed up in... I don't know what."

"I'll see ya soon enough. Hope I'll be able to say more then."
His demeanor is more relaxed now.. having talked it out.. more resolute toward his intentions. "I thank you for your concerns." then grins "Both-ah you... *%^#ers"
He slaps Garborn's back as he shoulders his pack "Let her smell my gift, eh? Man of romance you are... Ha!"

He then looks to his scouts.. "Let's head out."


The devil Elgadazum snorts at Indio, then nods repeatedly with a smile.
"Ah well... discussion is a pleasant distraction, but violence is an indulgence I can sneak my teeth into."
He bares said teeth, and grips his glaive tightly with both fists.

initiative

Bgrae: 1d20 + 2 ⇒ (17) + 2 = 19
Erodel: 1d20 + 3 ⇒ (6) + 3 = 9
Idril: 1d20 + 3 ⇒ (14) + 3 = 17
Indio: 1d20 + 2 ⇒ (3) + 2 = 5
Nio: 1d20 + 5 ⇒ (7) + 5 = 12
Stricia: 1d20 + 6 ⇒ (17) + 6 = 23

bearded devil: 1d20 + 6 ⇒ (13) + 6 = 19

Round 1

Stricia and Bastargrae up


"How interesting.... I am here because I have been summoned, and bound into service of my mistress."
He tsks, and shakes head.
"Allowing you to usurp her authority would go against our bargain."

"Before you are slaughtered and flensed, I am curious.. I would hear.. outsiders'.. perspective. It is my belief that waiting for the cusp of adulthood to sacrifice a soul is a waste of time, and that souls are souls regardless of how long they’ve been lodged in living flesh. Would you agree?" He gestures toward the cell door to his left. From which you now start to hear muffled unintelligible sounds.. like attempts by gagged captives to scream.

The malformed heads atop the piles of less than solid flesh at both doors sway - mouths agape. Their partial limbs push against the stone floor - still hunched but more upright.

Bastargrae:
He is clearly evil and smug - certain you will all fall against him. You did notice him "clock" your weapons, before his air of confidence appeared.


>map<


Though his gaze pores over the entire group, he focuses on Idril. His tone and demeanor are rather relaxed at this point.
"You may address me as Elgadazum. You have created quite a stir here. You've slain or sent scampering the insolent slugs who follow my mistress... I appreciate the distraction from my monotony. What, may I ask, is your reason for coming here?"

Nio:
Sure


Nio:
It is a bearded devil. Immune to fire damage... resistant to cold and acid.


As Stricia opens the secret door, you can hear a low voice, and smell a faint sulfurous scent. As you move in you see the muscular red devilish creature watching you from the far wall. Now there are two squat figures - disfigured lumps of flesh - on either side of it.

"Please enter... a word perhaps?" The devil's deep and textured voice is as congenial as it's inherently evil timbre could be.

An antique wooden desk sits to your right.. in the southwestern corner of this 20 foot square room, attended by a high-backed chair with tufts of stuffing protruding here and there from its rotting cushions. Partially broken shelves sit against the north and east walls, and strange symbols of a one-eyed insectile face have been painted on the walls along with curving lines of strange, sinister script.

One lumpy squat figure stands in front of the door on the north wall.. the other in front of the cell door on the far wall. The devil stands between.. holding a wicked polearm - though non-threateningly at the moment.


After a beat, Corvax joins in Garborn's laughter.
"Oh no no.. no need to worry, m'lord. Won't mind looking a fool.. from here on out.. will be asking the birds, trees, and even the %^*#ing wind if we're good before my boys put hand to a saw!"

After a brief meal for those freed from enchantment, night passes without incident.

At first light everyone gathers to travel to Hope's Haven. The loggers' moods have improved considerably.. now anxious to spend some time with a few of the luxuries not found in the wild.

Marlbeck hems and haws for a bit before "My scouts and I are going upriver to pinpoint the grove Melianse spoke of. We'll meet you back at Haven soon. Good travels."

Sense Motive DC15:

You've noticed Marlbeck's lingering glances toward the spot in the river where Melianse would appear... and now again as he states their plan. There seems to be some sort of emotional attachment? Whether it is a "romantic" pull, the polar opposite, or something remaining from the enchantment... is unclear.


Idril sees the dark empty hallway beyond the barricades... no sign of life within view. She hears nothing on the east end before Stricia quietly opens the secret door.

Stricia:
You see a medium sized dimly lit chamber just as a door on the north wall closes. A large and muscled horned figure turns back in your direction and walks toward a desk just inside and to your right.
It is red.. demonic.. with beard of twitching locks like writhing tentacles. The deep dark eyes on its cruel fuming face are cast toward the east wall. You see a lip begin to curl upward as you close the secret door fully.. unsure if it detected your presence.

rolls:
1d20 + 10 ⇒ (9) + 10 = 19


As the loggers and scouts reunite, there is some grumbling.. but it is quickly shushed with "Let's just go home... we're safe now... " and the like.

Melianse places the tokens where the old trees fell. At each location, a burst of wood sprouts upward, and grows into an massive adult tree within a few seconds... five foot diameter trunk, and well over fifty feet high....

Corvax approaches with a proud smile. "Great work m'lords.. m'lady. You go on ahead... we'd just slow you down. We'll be fine... 'specially with you folks blazing the trail!"


Stricia hears a monstrous voice beyond the far wall, and is able to make one half of the exchange...
"Speak to me that way again - Speak to me EVER!!... and you will join those in the cage! I answer ONLY to Mistress Luculla!"

Stricia and Idril:
Stricia sees the hairline seam of a secret door at the far end of the hallway. The two of you then spot another one in the center of the north wall.

>map<


Melianse swims to the bank and rises... her long dark hair wends itself away from her face, and shifts to cover her body just enough. She takes the tokens from Garborn, inspects them, and smiles.
"Well done."

With a beckoning gesture, Marlbeck in wolf form, and the remaining ensorcelled loggers rise from the river. A moment later, you see them visibly shake off the fog, and Marlbeck morphs into his human form. He takes a knee.... "Thank you for freeing me.", and looks to the nymph.
"There was no need for this... I would have helped you, but.. I forgive you."

Melianse bows her head to him, then gestures and murmurs facing the river.. which begins to part. The now lower level allows safe and easy passage to the far side.

"There is a grove of hardwoods - larger than this one - upriver. I will lead you there if you wish. Return here and call for me when you are ready."


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Sorry all.. crazy hours at work, and preparing for wedding.
As always, should have clued you in sooner, but kept thinking I'd be able to post update "after I get through today... "

Stricia:
good tone (re audio), levels, elocution, etc... Intelligent thoughts, and stated well.
Your hem and haw hesitancy at times, and somber tone (understandable due to the nature of your topic) slowed things a bit, but I'm sure with other topics your cadence/pace will be fine.


Stricia enters an unadorned fifteen foot long hallway with no visible exits. Though it appears to be solid stone, she can hear muffled raised voices which seem to be coming from beyond the east wall.

>map<


You reach the riverbank across from the lumber camp at nightfall. You see the loggers and Marlbeck's rangers seated around a campfire.

Within seconds, just beyond your illumination Melianse surfaces.
"You came back.. any luck?"

The loggers - who've now noticed you - rise... Corax slaps the back of the lumberjack at his side. "Ha! I told you they'd come through!"


Just at the last moment, Nio is able to point out a precarious beam holding up quite a bit of loose rubble overhead. The trio are then able to avoid the primitive trap, and reach the secret door at the end of the hall. It opens just a hair before hitting some obstruction on the other side.

Meanwhile, within the second chamber Stricia inspects, there is another secret door against the back wall.

1d8 ⇒ 3
1d8 ⇒ 1

>map<


Tiressia waves farewell again... "It was a pleasure speaking with you, dear Daldin. I hope your wife will be pleased with the seeds."

He responds.. maybe a bit sheepish.. "I've got no doubt, Miss... thank you again."

It is late afternoon as you leave Tiressia's glade. Now more familiar with the path on your return, your pace is slightly increased.

DC 18 Survival to get back before nightfall


The hallway behind the secret door in the northwest chamber is flooded with clutter. Stones, bricks, broken furniture, and molding cloth make for slow going as you clamber over and weave through piles and obstructions. The drifting motes of illumination cause moments of shadow.

In the main chamber, as you begin to look about, you find nothing new other than stains from your previous fight.


"Gifts from Tiressia.. my Lord." He extends his arms offering up the bundle.

Within, there is a fine cloak, a wand, and a satchel containing a few potions.

gifts from Tiressia:

+1 Cloak of Protection
3 potions of Cure Moderate Wounds
Wand of Burst of Radiance CL3 (15 charges)


"It will be done. A bird will come to you bearing a message of dangers in the woods should I become aware of any.. lurking threats."
She glances back and smiles as Daldin approaches from where he'd awaited your return.. holding a bundle.

She continues... "I do hope you continue to care for your good people.. It is heartening to see kindness among you."

Falchos adds "We'll see each other again.. yes? We should go...."

Tiressia nods. "It is time to perform rites for our friends who have fallen in the fight against the scythe tree."


You hear no words.. just the retreating footsteps of the fleeing cultist. Several seconds later you hear a series of short whistles further in the complex... and then, quiet again.


"Please... This is nothing compared to what you've done for me and mine. What else can I do for you?"


"Ah.. so you felled trees in Melianse's grove?"
In a flash, five tokens appear in Tiressia's outstretched palm.


You return to the chamber. As your illumination fills the room, you see a barricade of simple spears and overturned tables blocking the northeast hallway. A figure on the other side tries to slink away into the darkness without being seen, but she is clearly visible due to your several light sources.

rolls:
Bgrae: 1d20 + 10 ⇒ (1) + 10 = 11
Erodel: 1d20 + 12 ⇒ (2) + 12 = 14
Idril: 1d20 + 4 ⇒ (7) + 4 = 11
Indio: 1d20 + 7 ⇒ (19) + 7 = 26
Nio: 1d20 + 12 ⇒ (7) + 12 = 19
Stricia: 1d20 + 13 ⇒ (19) + 13 = 32

1d20 + 4 ⇒ (3) + 4 = 7

Bgrae: 1d20 + 2 ⇒ (14) + 2 = 16
Erodel: 1d20 + 3 ⇒ (1) + 3 = 4
Idril: 1d20 + 3 ⇒ (1) + 3 = 4
Indio: 1d20 + 2 ⇒ (13) + 2 = 15
Nio: 1d20 + 5 ⇒ (8) + 5 = 13
Stricia: 1d20 + 6 ⇒ (10) + 6 = 16

1d20 + 2 ⇒ (17) + 2 = 19


>map<


You return to the dryad's glade.. Falchos greets you at the edge of the clearing.
"We heard its howls... "
Tiressia suddenly appears - stepping up to his side...
"And its death shrieks... Thank you. We are indebted. I will no doubt grant that which you seek.. and more if I am able. What aid do you require from me?"


You leave the passenger cabins to the main deck - where a couple deckhands are lazing about. They nod to you, and continue their half-hearted "looking busy".
It is a humid morning.. the sun is burning away the last bits of fog. You hear then see the dockworkers toiling away in the Old Harbor.. people in the streets beyond - curfew has ended for the day.

You return to the area where you found the Lucky Bones entrance, and find no presence. It is dark under the hatch... You hear nothing as you descend into the filthy basement, and the swinging door leading into the large chamber is still unlocked. There is not a hint of light coming from the descending staircase beyond the door.

same light sources? Stricia Ioun Torch, Light on Hasta's headpiece, Idril Dancing Lights?


Vladimir finds a few gems under the roots. There are also several shredded corpses in the area.. as well as further down its wilted and trodden path.

(under the roots)
3 amber (100gp each)
silver ring (65gp)


With a resounding crack, a seeping wound opens in the scythe tree's trunk. A moment later, the wicked branches droop, and its maw hangs agape. The flames linger.. slowly spreading.


The flames continue to spread.. the scythe tree roars again.. its branches flail as if it's begun to go into a frenzy.

Round 3

party up


Nico's bolt hits above and between the dark sockets which seem to serve as its eyes. Vladimir's blade sends bark chips flying revealing the sickly bare wood beneath - dark mottled colors of badly bruised flesh.

One of Malylev's chains grazes the scythe tree, and leaves behind a splintered wound. Skokan tears a small chunk of bark free with a bite.

You hear wood creak as the scythe tree turns.. bladed limbs slash wildly at the small fiery creatures... only one winks out of existence.

branch vs fire ele1: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12
branch vs fire ele2: 1d20 + 10 ⇒ (1) + 10 = 11
damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12
branch vs fire ele2: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 2d4 + 6 ⇒ (4, 4) + 6 = 14

Round 2 cont'd

Garborn up

>map<


The scythe tree swipes madly at the fiery creatures.. their flaming strikes cause the rear of the tree to catch.
The wicked tree beast roars a bellow so loud and rumbling you can feel it in your bones.

aoo: 1d20 + 10 ⇒ (5) + 10 = 15
2d4 + 6 ⇒ (1, 3) + 6 = 10

Round 2

party (except Garborn) up

>map<


As the scythe tree makes a slight rotation, several branches swoop and curl down and inward to slash at the three attackers around it.

branch vs Marisol: 1d20 + 10 ⇒ (2) + 10 = 12
branch vs Skokan: 1d20 + 10 ⇒ (8) + 10 = 18
branch vs Vladimir: 1d20 + 10 ⇒ (14) + 10 = 24

damage vs Skokan: 2d4 + 6 ⇒ (4, 2) + 6 = 12
damage vs Vladimir: 2d4 + 6 ⇒ (4, 3) + 6 = 13

Round 1 cont'd

Garborn up

>map<


As casting begins, the wicked tree yanks its roots from the ground, and begins to lumber toward you.

Garborn init: 1d20 + 0 ⇒ (1) + 0 = 1
Malylev init: 1d20 + 7 ⇒ (15) + 7 = 22
Marisol init: 1d20 + 2 ⇒ (16) + 2 = 18
Nico init: 1d20 + 7 ⇒ (13) + 7 = 20
Vladimir init: 1d20 + 3 ⇒ (16) + 3 = 19

Enemy init: 1d20 ⇒ 15

Round 1

Party (except Garborn) up
(Haste has been cast, and summons were started one standard action ago)

>map<


Wencella the halfling attendant leads you to the two passenger cabins. They are well furnished - an understated richness, and surprisingly comfortable.
Morning comes without incident.. leaving you to decide what comes next.

Spoiler:
1d6 + 1d4 ⇒ (4) + (2) = 6


The scar on the trunk splits to reveal a wide mouth... it speaks with an unnaturally low rumbling voice, and a ponderous cadence.
Apart from its sinister mouth, it remains still.

Sylvan:

"The scent I follow.. carried on the winds.. you carry it too. The scent of a dryad... I crave.. I hunger for a taste. Horse flesh and man will do for now. Come...."

DM rolls confirming the 40' distance before spotting is about right...:

1d20 + 15 ⇒ (16) + 15 = 31

Garborn : 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
Malylev : 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Marisol : 1d20 + 2 ⇒ (18) + 2 = 20
Nico : 1d20 + 5 ⇒ (8) + 5 = 13
Vladimir : 1d20 + 6 ⇒ (2) + 6 = 8


The sweet stench of decay hangs thick in this woodland clearing. Knotted branches of sickly trees line the perimeter, creating a thick canopy that blocks most of the sunlight and cloaks the hollow in shadow. Withered vegetation struggles to grow in ragged clumps among the multitude of bones strewn across the forest floor.

Forty feet from you, stands a dark gnarled tree. A horizontal scar spreads across its trunk. It is well over twenty feet tall, with dark, twisted and exposed roots; a few reddish-brown leaves hang on the gnarled, wickedly curved branches. There is a faint rustling sound, but no movement as you come to the edge of the clearing.

Vladimir:
This is a scythe tree. They are vulnerable to fire, have incredible reach, and are both intelligent and very perceptive.


Daldin timidly raises his hand - like a reminder of his presence.
"This sounds more dangerous than expected.. yes?"


Captain Sargaeta hems and haws for a moment, then replies
"There are a likely few. There are those who are merely dissatisfied with Thrune rule, and those who are willing to aid in maneuvers against him. It takes some cautious calculated discussion, and other means of vetting to determine where those I know lie."

"To the point.. I will get back to you on that."

He rubs Marquel's back affectionately, and says to you..
"I believe we will retire for the night. You are welcome to stay the night... Wencella will show to the passenger cabins. Either way... I bid you good fortune until we meet again." One of the halfling attendants steps up and bows as Sargaeta speaks her name.


Tiressia clasps her hands together and beams, then her expression turns grave.. "Please.. be careful. Thank you."

Falchos nods.. "Best of luck to you. Be warned.. it moves slowly, but its attacks are quick."

anything else before you head out?


As Garborn sings beautifully to the piper's accompaniment.. the piper gives the slender fair woman a few sidelong looks. As she appears to enjoy the performance more and more, he seems to relax and lets go.. his piping becomes more dynamic.. and he stands - getting into the music.

At the end of the song, the woman slides off the branch and lands softly - as if a fraction what you'd think she'd weigh.
"Yes.. I am. This is Falchos. The piper nods - currently eyeing your weapons and gear. She continues "If Melianse knows I am capable of giving you aid, it's yours.. and much more if you are able to help us."

As she speaks, she lightly steps to Garborn and Malylev's companion, and greets them with an offered hand, then gentle strokes.
"An abomination - great evil - slowly grinds its way here. A massive carnivorous creature.. a scythe tree has been defiling and devouring my lands. Many of my fellow fey have fallen against it... Falchos - his wounds were grievous.. on the threshold to death. Each day it inches closer... as we speak, it is little more than a mile to the south."

Spoiler:
1d20 + 15 ⇒ (5) + 15 = 20
1d20 + 8 ⇒ (3) + 8 = 11


The trees part to reveal a peaceful forest glade dappled with sunlight. A small pond lies placidly at the roots of an enormous oak tree with a scattering of leaves floating upon its surface. Birdsong twitters from the branches high above.

A goat-legged and horned man sits with his back against the oak.. blowing into a pan flute. Above him - on the lowest branch - sits a fair woman with hair like the most vivid autumn leaves.. wearing what appears to be twisted and curling vines in shades of gold and green - woven into a revealing short dress. Her legs dangle and lightly swing.

She smiles as you approach.
The man raises an eyebrow, but keeps playing...


Making your way beyond a part of the wood crowded with tangles of weeds, and scrawny scantly-branched tall and straight trees mid-afternoon, you enter another glade of verdant idyllic foliage. You begin to hear something.. music somewhere in the distance. It sounds to be some sort of wind instrument. The volume and clarity of it increases as you continue on your intended course. The melancholy melody floats on the air.


The teacup shatters into six pieces. The halfling attendant picks up the pieces, and hands them to you.

Captain Sargaeta smiles.. "The fragments of this cup represent the number of favors I owe you,” says Sargaeta once the shards are gathered.
Anything - short of outright public treason to the queen - I’ll do for you. Simply write your request on a scrap of paper and use it to wrap a shard of the teacup. Deliver it in person, or perhaps via one of your silver raven trinkets. And know that you have earned a friend tonight.

Marquel raises his glass "Here here..", and bows his head to your group in appreciation.


As you are served, Captain Sargaeta turns back to Marquel, and beams.. "So you are here... Dare I assume the answer is yes?"

Marquel nods, and they embrace.

Sargaeta calls over his shoulder. "Hopgut play for us!"

Another halfling comes in with a violin.. he sets it on his shoulder and begins to play a lilting tune.

There is brief idle chat, then Marquel tells Sargaeta how the night played out. Sargaeta's face is awash with gratitude as he speaks to you.
"You've done well.. I am in your debt. I always repay my debts."

He holds out his tea cup.. turns it over.. it is empty, then hands it you.

"Take this, and drop it." He gestures to the floor in front of you. "Right here on the floor."

If you do what he asks, whoever takes and drops it roll d10


Daldin nods with some enthusiasm... "This way.. I'll show you a nearby shallow crossing."
You make your way kneedeep across the river, and into the woods... in the direction indicated by Melianse.
Due to frequent nigh impassable thickets (in the first leg of your journey) where the trees are less dense, it is challenging to maintain your heading.

Garborn+Maly:
From the number of hours before dusk Melianse said it would take to her sister, you estimate your target location to be roughly ten miles away.

survival travel time: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
survival maintaining heading: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33

Dark Archive

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The game is well into the 15th level; they ignore most touch attacks and incorporeal attacks. The Alchemist especially.

They're also not going up against mindless creatures. We're talking intelligent warlords, who know some advanced protips

I'm also not interested in hitting them. And neither are they interested in me inventing ways to hit them. Do you know how BORING it gets for everyone to have someone run up and slam their fists' uselessly against you? Yeah, it's awesome the first few times. Three months later, its boring.
And if I just gave them it, as in, the opponents just attacked them 'because', that'd be boring for everyone involved. They, like myself, love making builds to fix a problem. They're now scouring the books for solutions.

Antagonize, Combat Reflexes, Stand Still have their problems (but that's still pretty cool, thanks!) One requires a good Charisma and lots of skill points (and is useless against a lot of creatures) and the other requires a good Dexterity (which one, the Alchemist, has. I'll mention it to him!)

Dark Archive

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I love it as well, and it really took my game from 'Standard Fantasy' to 'Armed and Dangerous'.

I think they want to assault Castle Scarwall with the Cindermaw. I'm more looking forward to the mega-monster battle of the Cindermaw vs Zarmangarof.

Dark Archive

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My wife and some of the players were upset that I left out their favorite part of the story:

While feeding it Hero's Feast, the Summoner (my wife), gave belly rubs to the Cindermaw. "Who's a good boy?! Who's a good boy?!"

Dark Archive

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I'm surprised no one has talked about something like this happening yet.

My players went on the hunt for the Cindermaw in last night's game. Once the great beast revealed itself, the party began to buff; no one attacked it. On round one, I had the creature use its fiery breath weapon. I had plans for round two. But they never came to fruition.

On round two, the summoner cast Charm Monster; on round one, she had cast Eagle's Splendor upon herself. Now, the Cindermaw already has a poor Will save, but I rolled quite well. Not well enough, however, to save vs. the Summoner's DC; I was off by one (I can't remember the actual DC anymore, but I won't forget the Summoner's player chanting how I missed by 1).

Now, the players were just a little higher in level, since their number fluctuates, and they are at 12th level. So, the Cleric, spell slots left empty, prepares Hero's feast, and in due time, they feed the Cindermaw. Then, there was a casting of Fox's Cunning and the like, and they had a average intelligence Cindermaw. Tongues had already been cast, and Diplomacy checks were made.

"Did you like your meal? If you did, align with us!" was the general message.

They hadn't planned this. They made it up as they went. I was so awed that I let them have it. They subdued the beast for good.

They rode the great beast. Just for good measure, each and everyone of the party's members walked in and out of the great beast's gullet for the Truthspeaker's tale.

Did I mention that they rode the Cindermaw? They rode the Cindermaw all the way to the Sklar-Quah's encampment. The player's had had enough of chain quests and rituals; they wanted to know how to defeat the B%#@* Queen. In no small words did they explain that they had done the impossible. They wanted to know about the Fangs' of Kazavon. Now. The Shoanti had two options really: Tell them, or...don't.

I opted for the peaceful option. The players felt for the Shoanti people. I know the book has the respect points averting war; but the players? They kind of want to ride, balls to the wall, back to the city, with a hoard of Shoanti warriors, and bring war to the Queen.

I might just let them.

They are the Kwisatz Haderach, after all.

Dark Archive

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*Screams*

To:
Expressing motion in the direction of a particular location.

Too:
1. A higher degree than is desirable, permissible, or possible; excessively: "he was driving too fast".
2. Very: "you're too kind".

You need another O! ADD ANOTHER O! (Or get rid of one, for some of you)

The only thing I like different, and I just house-ruled it in, is a feat at every level, more starting HP (we just add the con score at first level) and a +1 to an ability score at every even level that cannot be the same one as the last one.

*Walks away*

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CourtFool wrote:
Nuke the table from orbit. It's the only way to be sure.

Look. I'm not blind to what is going on, but I cannot authorize that kind of action. I'm sorry.

-------

Alright, thanks everyone. Getting alot of the same advice here, so I'll take it, but he isn't the type to take criticism well at all, so I see this exploding, but honestly? His behavior isn't anything new, we just haven't gamed with him in over 4 years. Now I see why...

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arioreo wrote:

Anyone ever tried to boil their dice for 20 minutes?

Do they meld or you can actually use the oldest method to remove bacteria?

btw, the hyper hygienic society we are living in is probably one of the reasons there is an increase in auto immune disease (like allergies). When the immune system doesn't get alien things to attack, it will eventually find else to attack.
So I'd say, do you immune system a pleasure and don't clean you dice (too often).

Nice. So, both me and my wife already have those, and I wasn't a germ freak until afterwards. You don't get auto-immune diseases for the reason you listed. But way to be as insulting as you could be by blaming me for why I have MS.

We have a community dice bucket, it gets brought to game shops, conventions, etc. I don't know whose or how many hands have touched those dice, or will.

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Whatever's clever Human Librarian, 5th Level

The goblin that is left remaining,
Quickly finds his bladder draining,
As he looks around to find,
That he is really in a bind!

His hands fly up!
He screams in fear!
His life, he finds, is oh so dear!

He turns around,
His feet, they move!
He's hoping that,
His day improves!

An attack of opportunity,
You think is how it ought to be
But the goblin's feet find lots of traction,
As he takes...

A Withdraw action.

Skerrin *went*

Adanel *went*
1 Goblin left, he is 60 feet away *went*
Zelladania
Skeith
Demaiv
Zelaria

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Adam Daigle the monster maker? May he die a thousand deaths! Which is to say his monsters are awesome...and have killed more of my PCs than there are calendar months.

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Food. A lot more food. Trade values, how to cook it, what benefits there could maybe be from preparing a meal instead of just chomping away.

Also in this request is alcohols. Everyone loves to have their character drink dwarven ale, elven wine, or gnomish mead, but I can never find the price. And what if such beverages gave some sort of benefit?

Unrelated:
Expand the appraise skill when dealing with items?

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I have no good reply
To your witty post
But maybe this will do
And perhaps convince our host

That sometimes editing a thread can be
a very good thing indeed
When a thread gets too long to find
The answer that you need

Or perhaps you write a poem
And think it's going well
Only to find over an hour later
Your rhyme and meter have gone to the hot place.

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Whatever's clever Human Librarian, 5th Level

Those poor goblins! They just came to sing and dance for the festival!

As the goblins disintegrated from the massive amount of murder stabbing that was had upon them, the heroes looked about, and saw that the town of Sandpoint was engulfed. Engulfed in Goblin song, goblin merriment, goblin chaos, and goblin flames.

Nearby, another song could be heard above screams the sound of violence all around.

Burn the building
Slip inside!
Where the humies
Try to hide!

Drink their blood!
Slake your thirst!
Have no mercy!
Don't Kill them first!

Nosh on down until you filled,
Upon the corpses goblins killed!
Search the pocket, Steal the stuff!
Goblin never get enough!

When the humies start to fight
We will vanish to night!
Stick the goodies in a sack!
Silly humies,
we'll be back!

They are coming
straight to you.
I say two rounds.
What you do?

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Whatever's clever Human Librarian, 5th Level

Skeith manages to get a bag full of silver pieces. 17 pieces are in the bag.

A sharp retort, like the crack of distant thunder, slices through the excited crowd as the sun’s setting rays paint the western sky. A stray dog that has crawled under a nearby wagon to sleep starts awake, and the buzz of two dozen conversations quickly hushes as all heads turn toward the central podium, where a beaming Father Zantus has taken the stage. He clears his throat, takes a breath to speak, and suddenly a woman’s scream slices through the air. A few moments later, another scream rises, then another. Beyond them, a sudden surge of strange new voices rises—high-pitched, tittering shrieks that sound not quite human. The crowd parts and something low to the ground races by, giggling with disturbing glee as the stray dog gives a pained yelp and then collapses with a gurgle, its throat cut open from ear to ear. As blood pools around its head, the raucous sound of a strange song begins, chanted from shrill, scratchy voices.

Goblins chew and goblins bite.
Goblins cut and goblins fight.
stab the dog and cut the horse,
Goblins eat and take by force!

Goblins race and goblins jump.
Goblins slash and goblins bump.
Burn the skin and mash the head,
Goblins here and you be dead!

Chase the baby, catch the pup.
Bonk the head to shut it up.
Bones be cracked, flesh be stewed,
We be goblins!
You be food!

Those who make a DC 12 Perception check:
You see that the shape that raced by and killed the dog now hides at the edge of the wagon—a single goblin, licking the blood from its dogslicer as it looks excitedly at the crowd, seeking out a new target. Characters who make the check may act in the surprise round.

EVERYONE ROLL INITIATIVE! Remember, if you roll higher than the goblins, you may go immediately! The first round is the surprise round. Assume the goblins are 40 feet away from you, and there is a crowd in your way to them, meaning it is difficult terrain to get to them. There are 3 of them.
Goblins: 1d20 + 6 ⇒ (6) + 6 = 12

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thejeff wrote:
There are horror stories of hospitals turning to homosexual's estranged parents and shutting out the partner of 20+ years. He's not related. Has no legal right to visit.

This. This breaks my heart. This is why I am pro-gay-marriage, or even something resembling marriage, for consenting adults. Because I can't imagine the situation that occurs. I would die inside if I couldn't guarantee my partner's wishes if they were dying. If it was left for their parents to decide. No. It makes me die a little on the inside to hear about this.

I wonder why the PnP-gamer community is, generally, united on the pro-gay front? I haven't yet met more than one gamer who is anti-gay marriage. (One out of many more than I can count). And, in my experience, it surpasses a generational gap. I've met gamers, young and old, who feel this way. Maybe it's because most of us come from a community that shuns us. "D&D!? You're a freak," Is that why? I'm curious. Or maybe it's just here in the Denver-Metro area.

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Joyd wrote:
but too many instances of a player counting out a bunch of different paths to see if he could get where he wanted convinced me that it was a complexity not worth holding on to.

Bam! There ya go. And bringing up examples about mathematics? Sounds complicated. Yep, I am that stupid, I don't know what you're talking about, I don't think I passed elementary geometry. Although my gaming table does include one engineer, it otherwise includes English majors, Theater Majors, and Homemakers. It's a pain to count out diagonal square movements at a 1:2 movement ratio. One square equals one square, no matter what. It is why I wish hex maps could be used with more ease; however, it's a pain to draw dungeons and maps without straight lines. But to each his own. If it helps you make sense of a world in which everyone moves at exactly the same pace, and creatures larger than a mack truck can achieve flight with their wings, then more power to ya!

@Finn K: What I meant to say is that you can do all those awesome things in Pathfinder/3.5, but NOT hike easily. Endurance made it so that you could jog around the earth twice without breaking a sweat. At higher levels of course.

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That's quite a long name! Let me shorten it, and give it some flair.

14 Thair Al'redie


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I'm running CotCT for the first time tomorrow, and I've been looking through the threads here, and seeing that many people think certain elements of the game should have been either:

Changed
Removed
Improved/Updated/Converted
Added

Just so I can run a game with a full deck so to speak, I wonder which of these things you would have done? Of course, no need to pick just one!

Also, in regards to the Harrow points, how important are they really? The method for doing Harrow readings seems needlessly tedious and boring; at least, boring for my players. I've been using Action Points since they were introduced in D20 Modern all those years ago, and feel Harrow points would complicate things; how did you do the Harrow readings? Zell seems like a useful plot train engineer, but also doesn't seem to bring much to the story.

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I've never seemed to have a problem with tracking buffs either as a player or GM. When I am playing a buffer, I jot down the name of the spell, it's page number, what bonus it grants, and how long it lasts (much like was just suggested). I keep track of the rounds in a very small notepad.

When I play a self-buffer or someone who gets buffed, I jot down what my stats are with different buff spells and effects in place.

As DM, I make sure the players know what their spells and effects do or do not do. As far as my monsters/opponents...well, if the players just burst into a room, I go ahead and just run the opponents with all their buffs in place, some may not agree with that, but it makes the battles work just fine, and the players don't mind. If the players on purpose sneak into the room so that opponent wouldn't have time to buff themselves (or something to that effect), it is then that, assuming the players were successful in their endeavors, the opponent is not buffed. It is rare that they do this, but when they make such an effort, I reward them for their success.

I agree that if you just hate buffs, you find another system. Castles and Crusades might work (I've never played though, so I can't speak from experience), and one of the changes that was integral to 4th Edition was that no one has to track buffs anymore, or at least as often, so that might serve you well. And then there are things quite off the beaten path from D20 like GURPS or Lord of the Rings.

But I like to think that with just a little effort and prep work, you could run a game with as many buffs as possible.

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Whatever's clever Human Librarian, 5th Level

The leader went for his broadsword as Adanel stepped in front of them.

"WHY YOU STUPID COW!"

But another solider put his hand on the leader's arm.

"Sir, we must keep riding to keep the road's safe. They may be moths, but they aren't actively hurting anything. Why waste our time on people who might be con-artists and thieves, when goblin activity has been spotted? Isn't it better that if they commit a crime, they pay for it in front of the town's people, instead of some ditch in the road?"

The leader sneered at Adanel, and the others.

"Good point. These gnats aren't worth it. And girl,"

The leader looks at Zelaria.

"Nothing is wrong in Sandpoint! It's a little puddle compared to the majesty of Magnimar! We just ride to keep these roads safe from goblins...and bandits,"

The man sneers at them one final time before moving around Adanel on his horse and riding off.

Unless Adanel does something stu- to stop them

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Whatever's clever Human Librarian, 5th Level

Tablark clenches his fists around the piece of wood he held in his hands.

"Don't worry! I'm sure, together, we can take out Ole Broke-Neck Mord! I don't fear im'! He 'asn't even showed 'imself! Come on out ye bastard! Come on out and fight like a man!"

"THEN SEE ME AND KNOW FEAR!"

The large iron door suddenly fly open! An ominous figure, hands bound before him and his head lolling obscenely to one side on a broken neck, hovers forward. His face is obscured by a rotten death shroud, a milky eye peering through one worn hole, half its black-tooth-filled mouth visible through another rent in the fabric. A horrid rasp of air croaking out pain and misery issues from the thing’s crushed throat.

Ebin is suddenly ripped out of Adanel's grasp with a strong and invisible tug, as his claws rip up the gnome's legs. Tablark screams and begins clawing at his eyes.

"NO! I CAN NA BE! NO! NOOOOO!"

Tablark runs off, as Ebin is lifted to the creature's grasping hands. Ebin keeps protesting, crying for mercy, again and again as the ghost formerly known as Mord reaches into the gnomes mouth, and with a sickening sound, rips his tongue from the jester's mouth.

"CAT GOT YOUR TONGUE EBIN? OR JUST A GREAT INJUSTICE?"

Rekkart has dropped his holy symbol in favor of his sword, and swings at the creature. It flies harmlessly through him.

"FOOL! SEE YOUR DOOM!"

Everyone, make a Will Save. You can also make an Initiative check if you so choose.

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I just started up a new game, and my players asked that I choose some unconventional races to be played. I looked through my books, and decided I could run a game using only humans and all the races in the Dragon compendium.

My group is mainly made up of girls, and when they saw the Tibbit race, with sequels of delight, I suddenly had a party made up of Tibbits, and rogue Tibbits, at that.

Well crap.

Of course, they all switched into cats and immediately started acting like cats. In a haunted house.

Double crap.

They can't do anything!

I'm having a host of troubles. Any help would be appreciated on these issues:

Everyone dropped their strength scores to 7 to get the extra points, and when in cat form, Tibbits have a -8 to strength. And at a 5 strength, that -8 should put them at a -3. I know the lowest it actually goes is 1, but I just feel like it is giving the characters a free pass at lowering their scores as low as they'd like.

Because of the player's desire to be in just cat form, they haven't been able to function in combat; they just run away from all combat encounters. I'm also having trouble wondering if ghosts would even look twice at a cat (Edit: Actually, that question pertains to almost all semi-intelligent dungeon inhabitants). Assuming the world has Tibbits as a major race, would people just assume that a cat is a Tibbit?

My biggest problem is motivating the players. They pretty much just want to act like cats roaming around a dungeon. I feel like I should revoke the race, but I'm afraid that'll start a riot.

Help please?

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We just got our first issue of Kobold in the mail yesterday, it's pretty awesome. My wife was so happy to place it into her magazine basket. I don't get her fascination with having a magazine subscription, but I'm certainly glad to have a gaming magazine instead of 'Better homes and gardens.'

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I know, it seems like apples and oranges, but let me explain.

Words of power is a system in which you can piece together magical parts and make a spell, right? Try and replicate an old spell, and you will come up with something that is similar to the old spell, but not quite. Which was fine, because that wasn't what the system was about, it wasn't about remaking old spells, it was about making new ones.

So why is the Race Builder trying to do something it shouldn't?

Maybe you say: But goblins, you should be able to remake halflings with this system! And I'll say:

Yes, yes you should be able to. But you should be able to create new races with it as well. And you should be able to make monstrous races, like trolls, without racial hit dice, and see how those measure up. But instead of looking at all the parts lying in a pile, and building up the races from there, you took the preexisting core races, and broke them down in such a way that each core race had to come out to the same point amount. You tried making the race builder do something it cannot do: Make the core races fit into neat and tidy little boxes.

You didn't make this mistake with some other fan favorites: Aasimar and Tieflings, easily the two races everyone knows are just a little better, but not by much. And you didn't deny it. You took the tools and built those races up to their point totals, knowing that they would come out just a little better, instead of taking the components out of those races and tossing them into the pile, which is what happened here with the core races. (Heck, it might have even happened with the Aasimar and Tiefling, but no one has ever denied that they are slightly more powerful.)

I don't believe that the core races are going to be built up from a pile of tools that don't exactly match them and come out to be the same point totals.

I want to give a clearer example of what I am talking about

Elf Immunities should be something someone comes to the board with, and says: Look! Look! I made this racial ability with all the parts given to us, and it is like the Elf's immunities! I took that one ability that makes you immune to (some list of magic effects, like fear, sleep, sickness, paralysis, etc.) and chose sleep! It cost me (xRP)! And then, I took this other ability, the one that gives you a +2 racial bonus on saving throws made against (a specific school of magic) spells and effects, I chose Enchantment, and that cost me (xRP)! Oh boy! And when I added all these other abilities together, and made the Elf with these tools, it cost (xRP) amount, which is not the same as the human, or the gnome, or the dwarf, because why would it make any sense that those races, which are so very, very different from each other, have ever come out to be the same cost? And you know what?

That's okay. *Breathe*

This comes from a lot of places. There should be a racial ability that any race can receive a +1 racial bonus to all their saving throws, not just halflings or the halfling subtype. And if I am making a skill based character? It is just odd that I could purchase Adaptable, Bonus Feat, two skill bonuses and Integrated, all of which can do similar things but at drastically different prices.

Am I making any sense here?

This is so odd, I usually playtest these before having comments, complaints, suggestions, but I feel like, if we are going to go into this pretending like the core races all would come out to cost the same thing, then the only thing that needs to be playtested are the rules for challenging advanced and monstrous races (which look awesome, btw) and any new abilities.

Hey, I am open to being told and convinced "No, you are wrong," if it is followed up by: "And here is why," And please, discussion, not hatred.

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One of the problems with ECL was the fact that the racial abilities were really good if you had one...and then they weren't. As in:

At first level, all of the abilities of a Drow are pretty awesome.

At 15th level, all of the abilities of a Drow aren't as good as if you traded them in for what your ECL wasn't letting you have.

Personally, the new system looks great. I need to try it out first before I can say whether it is or not.

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Halted Speed: (-1RP) 25 foot speed

Light Sleeper: (1 RP) Gain the benefits of an 8 hour rest in only 4 hours. Must still rest full 8 hours to regain spells.

Polygot: (3 RP) Members of this race start with Common plus one more language of their choice. Furthermore, members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages.

Glide: (2 RP) Members of this race move 10 feet horizontally for every 5 feet they fall. They cannot take damage from a fall.

Never Thirsty: (1 RP) Members of this race can never suffer from thirst.

Never Hungry: (1 RP) Members of this race can never suffer from starvation.

Iron Gut: (1 RP) +2 vs ingested poisons, and becoming nauseated or sickened.

Combat Trained: (2 RP) Choose a Combat maneuver. Members of this race receive a +4 racial bonus to their Combat Maneuver Defense when resisting this combat maneuver.

Moon Hide: (4 RP) Members of this race receive DR 5/Silver

Resilient: (2 RP) Members of this race receive Toughness as a bonus feat.
or
Resilient: (3 RP) Members of this race receive one extra hit point at each level.

Thick Skinned: (4 RP) Members of this race receive DR 2/-
or
Thick Skinned: (2 RP) Members of this race receive DR 1/-

These are just what I came up with just now. Give me some time, I'll have more.

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Sigil87 wrote:
Also just as an opinion type thing the slow base speed only giving -1 seems iffy. Personally i reckon -2. Speed is a major thing.

Because you can still move while encumbered. I personally think non-penalized encumbered movement should be a 1 RP ability, and a 20 foot speed should be a -2 RP. You could call the new non-penalized encumbered movement Steady, thus giving us the Dwarf's Slow (-2RP) and Steady (1RP) ability.

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xevious573 created, much better than I could, a Dragon type, which I feel is really needed for those of us who like to play dragons.
Link is here

I'd also like to suggest a +1 racial bonus to a saving throw. Probably worth 2 RP, possibly 3.

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This is what we ultimately decided on:

Ice Tomb (Su): With a quick incantation, a witch can place this hex on a creature or object within 60 feet. A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude save for half). If the target fails its save, the target is encased in a thin layer of ice, which renders it paralyzed and unconscious while the ice lasts, and it does not need to eat, drink, or breathe while the ice lasts, which, unless destroyed, lasts indefinitely. The ice has 20 hit points, no hardness, and it takes full damage from fire attacks (instead of the normal half damage taken by objects); creatures with natural attacks that deal fire damage (like fire elementals) automatically deal their fire damage to the ice each round. Destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. The ice must be destroyed first before the creature can be damaged. Creatures immune to paralysis can still be rendered unconscious, however, creatures that could not be normally rendered unconscious (like undead or constructs) cannot also be paralyzed, however, if they failed their save, they are still staggered for 1d4 rounds immediately after taking damage from this hex. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.

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Lurk3r wrote:
If he wants to prohibit himself from being a Universalist, just let him and say that all spells not in his selected school take the penalty. That's about as universal as it gets.

I'd argue that the Universalist school is the study of all magical schools, and go with Lurk3r's suggestion. Your player should know that sometimes a loophole is kinda awesome to find, and sometimes just too damn powerful, and that he shouldn't be putting up a fight. And if he does, I agree with everyone else, and remind the player of GM Fiat.

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Vindicator wrote:


What would be a good way to incorporate it into Pathfinder?

Oh, we use these all the time, I call them breathers. Here, let me do some copy-paste:

Breather
Breather moments give a PC a chance to gather himself – to mentally regroup, collect their thoughts, and to take stock of the situation. A breather takes a standard action, can only be done once an encounter, must be used while conscious, cannot be used outside of combat, and can be used to do any ONE of the following things:
• Heal an amount of hit points equal to 5 + their level + their constitution modifier, minimum 5HP
• Gain a bonus to damage equal to +1 plus an additional +1 per four levels to all their damage rolls on the next round
• Gain a bonus to attack rolls equal to +1 plus an additional +1 per four levels to all their attack rolls on the next round
• Gain a +1 bonus to one spell’s DC on the next round.
• Get a second chance to make a saving throw against a spell; this kicks in automatically at the earliest opportunity if affected by a mind-affecting spell, even if told to do otherwise.

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I am not a lover of any Half-race (Half-Elf or Half-Orc, for example).

I have long contemplated designing racial feats that allow a player of any race to take them and call their character Half-(insert something here). This is what I have so far; I could use some help with ideas fleshing these all out and balancing them. Disclaimer: Not all of what lies below is original.

--------
Racial Feats:
Racial feats represent having another race in your ancestry. You can only take these feats at first level, but if you have more than one feat available, you may take more than one racial feat, representing what many call ‘mongrelfolk’. It is also possible to take these feats even if you are already from these races; it means that you are just a paragon of your race.

Celestial Blooded (Angels, Archons, Celestials)
Dragon Blooded (Dragons, Lizardfolk)
Leshay Blooded (Elves, Fey)
Giant Blooded (Ogres, Trolls, Giants)
Goblin Blooded (Orcs, Goblins, Hobgoblins, Bugbears)
Infernal Blooded (Demons, Devils, Daemons, Rakshasa)
Titan Blooded (Dwarves, Gnomes)

Celestial Blooded
Celestial creatures descending from the heavens to live with mortals often appear in myth and legend, and you can trace your heritage back to these beings of the Upper Planes. Descendants of such relationships often have silver or golden hair, a proud bearing, or a piercing stare.
Benefits:
You receive a +1 bonus to all Sense Motive, Bluff and Diplomacy checks, a +1 to all saving throws made against spells with the [evil] spell descriptor, and receive light as an at will spell-like ability.

Titan Blooded
The titans where an ancient race of architects, who built some of the great wonders in the world, like mountains, lakes, and canyons. From the very rock of the earth they built the dwarves; from its precious stones they crafted the gnomes. Within your veins runs their blood.
Benefits:
You add your class level as a racial bonus on all Craft checks related to items made of stone, metal, or precious gems. You also receive a +1 racial bonus on all saving throws made against poison and magic. Lastly, you can intuit where true north lies in relation to yourself, whenever underground.

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So, I thought, for a GM source, we could plaster down our favorite riddles. I'll start.

Poor men have it, Rich men need it, God fears it, and if you eat it you die.

Answer:
Nothing

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I keep hearing players all over talk about how the Cleric is the most unbalanced, broken character class out there.

Now, it may be uncouth, but I would very much like to know how this is done.

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This is the question my player asked. For now, I am allowing the player to add contact poison to them.