I do not understand your stat block. It is overly complex. Melee made my head hurt. Unfortunately I do not know how to use bold and italics on this site. The standard keyboard control b and control i don't work. Melee Claw +7 (1d4+2); Bite +7 (1d6+2) Why does this creature have a weapon? It's a drop bear! Gliding is NOT flying. Giving any mention to flying seems over the top. I kinda get what you are trying to do but your writing makes it difficult. The creature also looks like it has way too many special abilities for a CR 3 creature. You should have a clean stat block. If you need notes, put all that in a separate section below the stat block to explain things. Also, spell out things fully. I do not understand some of your abbreviations. 1. Ursine is NOT a subtype.
"Unless specifically trained for combat (see Handle Animal skill) the creature tends to attack the rider and nearby targets and subduing this instinct entails succeeding at eight DC 20 handle animal checks once a week usually taking two to four months and incurring a 300 GP fee." What rider? What scenario are you looking for? Drop Bears fall on passersby underneath them. Why would they attack someone on a horse? The horse would take off at a gallop and the drop bear would probably fall off! I like this in theory but the execution is just excruciating to read.
I haven't seen this before so yes, I'd be interested. It should be possible. Watch out because the CRs won't necessarily be correct. 5e tends to be easier than Pathfinder 1e so you might want to lower the CRs to fit or increase the critters. It's probably easier to adjust the CR down. I've created conversions from other books and it's time consuming more than anything else. I tend to be a stickler about getting the numbers just right (sometimes needlessly so) but I tend to want to be a perfectionist about such things. I can't tell you how many monsters I've put into a Word document and then gone back and just corrected the stat blocks and spelling. It's definitely a labor of love.
The rules for Intoxication can be found in several sources if you willing to look at 3rd Party and 3.5 sources as well. I find conversion easy so I still use a lot of older products from 3.5 with Pathfinder. Cityscape had rules for intoxication, Tavern! has them, and Tournaments, Fairs, and Taverns has them. Plus a few others that I can't remember at the moment. The problem I have with most magical drinks is that they are often severely underpriced. Also, I prefer to have the magical effects be temporary, lasting no more than one hour, which is how long a human body to process one alcoholic beverage. Most effects shouldn't stake but overlap. i game with a couple of underage kids and don't want to glorify drinking if I can help it, especially since I have a tavern encounter I'm working on.
There are likely more 3rd party products with other domains and subdomains as well as ones from WotC 3.5., which should be compatible. For example: Razor Coast has Dajobas Devourer of Gods with the Hunger Domain. See here: Dajobas, Devourer of Gods Agathion could be Safety domain for example. Loss of faith could be the Despondence Domain Hope this helps.
I just don't see this as a good thing. Slurs by definition are meanspirited. Most of us (including me) have been the brunt of real-life slurs (ethnic, racial, religious, gender, even being called nerdy or stupid is a slur). I'm pretty sure I wouldn't want this in a game especially not in a game where feelings could potentially be hurt. Being called "little lady" isn't nice; it's degrading. Ugh. I can't even imagine the worse language that would be used. It's one thing to have this done with humorous intent such as when a kobold refers to humans as "big'uns" but that's because humans have the upper hand. It's never funny when it's used the other way around. I really can't see the fun in this at all.
"Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge." This is why you can't use a second lance. It doesn't matter how many you carry, only ONE can attack. You don't get to use a weapon in your off hand during a charge. You can carry a shield, but can't bash with it. Debby
If I may jump into the conversation here. I suggest that some of you read the comments on the Oath Keepers site. There is division in the ranks there. Members of Oath Keepers are not all in agreement about supporting Ms. Davis as not a few think that the real victim is the LBGT community that has been deprived of its civil rights by Ms. Davis' actions. While the Plaintiffs' Motion for Contempt has been decided, the underlying case Miller v. Davis is ongoing. Furthermore, there are two additional lawsuits against Ms. Davis as well, Ermold and Yates that are stayed pending the outcome of the Miller case. Davis has also filed motions to dismiss the cases which are pending. Since Ermold and Yates are married now, their cases may be moot, unless it's deemed their marriage license is invalid, which would likely prompt another set of lawsuits. This is why everything is before Judge Bunning as the Miller case was filed as a potential class action and all cases could be consolidated under that. There is a motion for class action status pending in the Miller case as well(sorry missed that as I don't have access to the Miller docket sheet). The circus has just begun.
You can always substitute an overgrown hedge maze used originally for entertainment by wealthy nobles. Evil fey creatures and/or an evil treant may be using it for nefarious reasons. At the center is a large retaining pool used either as a portal or as a prison for aquatic captives and a wizard's tower in need of repair. The hedge and surrounding area is full of poisonous plants, monstrous vermin, and other assorted baddies.
If you are talking to yourself, you are already having a telepathic link with yourself. It would kinda be difficult to disengage your brain. I was editing as I went so that was clearer. New command is a move action; dismissing the spell is a standard action; and whether it qualifies for the rule "A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn" is not perfectly clear. Some aspects are Concentration determined but is that enough. That's all I'm saying. Debby
Also, I edited my 2nd post in a feeble attempt at more clarity. While it takes Concentration to get sensory input, the spell isn't necessarily dependent on it so it does not necessarily qualify for this rule: "A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn." Normally dismissing a spell is a standard action. The spell itself says that changing orders is a move action. If I were playing the wizard, I'd go for "changing orders" and be very careful how I verbally express myself until I have a standard action that I wouldn't need (say for combat). Too many variables for this to necessarily be the only way to play this. Debby
Debihuman wrote:
Snowblind wrote: Dominate gives you an awareness of what someone you dominated is experiencing. It would be obvious that you dominated yourself. The wizard NPC is aware he is dominated; the PCs would not necessarily be aware the wizard NPC was dominated. The wizard NPC still has to make the save or suffer the consequences, which is why he (the wizard NPC), on his next move, ends the effect. Being aware of the effect of the spell doesn't make the wizard immune from the effect of the spell. He still has to end the spell. He can dismiss it on his next turn as a standard action OR he can just change his order as a move action (in which case the spell has no other effect but would just end normally). Ending the effect of the spell makes it moot other than if someone were to detect magic on him. During combat, that's not terribly likely but who knows. This is all conjecture in any case.
Here is how I would run it. The wizard would get a saving throw with the +2 bonus for it going against HIS nature. He wasn't trying to dominate himself (nor would he), so that's rather a given If he fails, he dominates himself and is affected by the command. As soon as he has a move action, he ends the spell. What happens between steps 2 & 3 could be interesting as the PCs might not even be aware this has happened, except the one with the ring probably should known a spell was turned but wouldn't necessarily know which spell. Debby
Have the rules for determining DC of Special Abilities changed or are they just not in the PRD? [Edit found it ONLY here: See Step 8 for Special Abilities but it should probably be repeated in the actual Special Abilities sections.] Ditto for number how many natural attacks a creature has (i.e. do number of limbs matter for slam attacks?) I know this used to be the case for 3.5 but the PRD seems to be silent on this or else I am just bad at finding the information in the PRD. Debby
The Pathfinder version of the Celestial Template does not state that you change the base creature's Type so a summoned celestial dog is an Animal but it also doesn't state it gains the Extraplanar subtype so I cannot tell if this was intentional or a mistake. Summoned Animals attack a part of the spell and so you probably do not need a Handle Animal check to get them to attack--even undead creatures. As an aside, I actually prefer the 3.5 version of the Celestial Template since it is clearer. Debby
Here's the problem with the Pen. You cannot make an untrained Knowledge check with a DC higher than 10. DC for a knowledge check to your opponent is 10 + its CR. See Knowledge skill. Not even a bard is going to necessarily have the right Knowledge skill to access his opponent, limiting this item's usefulness. Debby
Why isn't speed listed in the wording of Enhancement bonuses? It was added to the chart under enhancement bonuses [link below] but the online reference document doesn't link them properly. The monk's fast movement is noted as an enhancement bonus while the barbarian's is untyped. I know this was mentioned in the SRD as well Quote:
Compare this: Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.To this:
In fact the only place where speed is noted as a enhancement bonus is in the bonus chart see here: http://paizo.com/pathfinderRPG/prd/ultimateMagic/magic/designingSpells.html #_bonus-types Debby
I am trying to figure out how to properly add the Pseudonatural Creature Template (the epic one with the updates) to an undead creature. Its Type changes to Outsider (Augmented Undead, Extraplanar). Most of the template is fairly straight-forward. However, weird things happen when Undead gain that template. The template says, "The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged."
How do you determine what its creature traits are (undead or outsider)? Creature traits are listed in Special Qualities but normally when a template changes your Type, it also changes your traits. Furthermore, The template says the base creature's stats change and to add +10 to Con. So how do you apply the +10 Con to a creature that had no Constitution score in the first place? I think it would get Con 10 but some naysayers maintain that the non-ability wouldn't be affected by the template. Since it is an outsider now, it could gain a Con score... Any idea how to proceed? Debby
Okay last update, I promise. Note spell should be revised to include Somatic component as the can has to be opened with the can opener for the spell to work. Also the spells should be 0-level for any class that gains 0-level spells or 1st level for classes that do not gain 0-level spells. KS -- Rogue (CN) as she was a master sock thief. She managed to teach her son to hunt mice so she could get out of the job. She was able to sneak out of the house undetected as well. She was fearless in the face of danger as she boxed the ears of the feral male cat that had the nerve to sit on HER wall. Irving: Barbarian (CG). Dumb as a box of rocks but unparalleled mouser. Then again, he would sometimes try to stalk the television if any rodents were on it. He tried to sneak out but only managed to follow his mother when she led him astray and the dope was unable to find his way home for two weeks. He developed severe agoraphobia after that. Thank you for the walk down kitty memory lane. Debby
Kleine Scheiße (an extremely small and clever (possibly conniving) American short-haired tabby with green eyes) and Irving (son of KS and the dumbest, most graceless cat to have lived) were both enormously affectionate. RIP. KS's special abilities Flirt with Humans (Su): The cat reaches up with both paws and wraps her body around human's neck while rubbing her face against her human's cheek. This sophomoric effect lulls her human into providing the requested rubs. Chirp at Pigeons (Ex): The miniscule hunting cat will chirp at birds twice its size trying desperately to convince them to let her closer so that she can pounce on one, regardless of the fact the average urban pigeon is twice her size and would beat her to a bloody pulp. Irving's special abilities Unlucky (Su): If his head can fit in it, he'll be just able to squeeze his paw in as well, but will be unable to withdraw either of them. This resulted in him becoming trapped by a plastic handle to a bag, not once but twice. In an effort to escape, he ran, causing the bag to expand with air. In a panic both times, he fled three-legged towards the stairs and tumbled down the staircase. The bag promptly popped off his head as he skittered to a stop. The cat was unharmed both times but shaken for an hour afterward. Graceless (Ex): While his mother deftly navigated the side of the tub, Irving was fascinated with the bubbles and fell in (over and over and over). He landed badly on chairs and on the couch, falling to the floor, only to glare at the furniture and then to lick his paws as if to say he meant to do that. New Feat (requires two cats) Shrimp Dance Feat (2 cats only)
New Spell Lure of the Can-Opener
The turn of the can-opener, regardless of how faint, can attract a cat. No cat can resist the sound, as it is surely an indication that either wet food or tuna will imminently be served. Once the food has been artfully arranged in food bowl and cat has been sated, purring and rubbing against human lasts until spell ends. If unwelcome food is offered, such as canned fruit salad, cat sniffs and walks away thoroughly disgusted. Material Component: Can-opener and can of anything Debby
Hogwash. If you follow the rules then your players shouldn't have a problem. I require my players to follow the rules so I hold myself no less accountable. Do I fudge a roll, sometimes. But if you are making a bunch of BS houserules, I wouldn't want to play with you either. Where the rules are vague, we can come to a mutual consensus as it crops up. AD&D had a lot more vague areas than 3.5 which is why I prefer 3.5 to AD&D.
GM_Solspiral wrote:
Thanks so much for the feedback. I'd debated whether the last part was a bit too over-the-top and should have a save but decided against it at the last minute. I'm not sure a save would have made the item better. Clearly, wondrous item design is not my forte, yet. :-) Debby
You missed my item as well (Toastmaster's Glass) on pg. 14. I've recreated it as best I could on page 16 (or is it 17). The computer I had saved it on is kaput so I had to rely on my older backup of it.Her it is again without formats.
Spoiler: Toastmaster’s Glass Aura faint enchantment and transmutation; CL 7th Slot none; Price 35,000 gp; Weight 1/2 lb. Description
Anyone drinking from a toastmaster’s glass is immune to all detrimental effects of inebriation. However, poisons and diseases affect the drinker normally. Once per day as a Standard Action, the user of a toastmaster’s glass can gain the attention of any number of creatures within 100-foot radius and hold them enthralled as per the enthrall spell for up to 1 hour while granting the user a +20 bonus to Bluff checks to convince them that whatever the user says is true. They are considered to have an attitude of friendly toward the user of the glass. Creatures with 4 or more HD or with a 16 or higher Wisdom score remain aware of their surroundings and have an attitude of indifferent. If any member of the audience is attacked or subjected to some other overtly hostile act, previously enthralled members become immediately unfriendly toward the user. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile. Any magical effect that would detect the user's lies or force the user to speak the truth automatically fails as long as the user holds the glass aloft. Construction
Debihuman wrote: My item was the Toastmaster's Glass. I think I tried to do too much with it and it is a real world item. It definitely wasn't superstar quality but it was my first attempt in entering. I hemmed and hawed over entering for a while. Unfortunately, my laptop died and until it is fixed, I don't have a copy of my item. A review would be welcome. Thanks. This was from page 14 and I haven't seen a comment on it, probably because I didn't actually post my item. I've found a backup of it but didn't save the formatting (i.e. bolding)so here's my attempt at recreating it: Toastmaster’s Glass Aura faint enchantment and transmutation; CL 7th
Description
Anyone drinking from a toastmaster’s glass is immune to all detrimental effects of inebriation. However, poisons and diseases affect the drinker normally. Once per day as a Standard Action, the user of a toastmaster’s glass can gain the attention of any number of creatures within 100-foot radius and hold them enthralled as per the enthrall spell for up to 1 hour while granting the user a +20 bonus to Bluff checks to convince them that whatever the user says is true. They are considered to have an attitude of friendly toward the user of the glass. Creatures with 4 or more HD or with a 16 or higher Wisdom score remain aware of their surroundings and have an attitude of indifferent. If any member of the audience is attacked or subjected to some other overtly hostile act, previously enthralled members become immediately unfriendly toward the user. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile. Any magical effect that would detect the user's lies or force the user to speak the truth automatically fails as long as the user holds the glass aloft. Construction
I apologize for the tardiness.
Clouds Without Water wrote:
I am just tickled that someone liked my toastmaster's glass. Debby
My item was the Toastmaster's Glass. I think I tried to do too much with it and it is a real world item. It definitely wasn't superstar quality but it was my first attempt in entering. I hemmed and hawed over entering for a while. Unfortunately, my laptop died and until it is fixed, I don't have a copy of my item. A review would be welcome. Thanks.
You know what, it's part of being a good entrant that you know your material. That means knowing that mithril(tm) is NOT mithral. It's the same with admantine (misspelled as adamantite or adamantium or some other incorrect version). A lot of these errors are leftovers from AD&D when TSR/WotC made reference to those things. However, that's not an excuse. It's too darn easy to look up the spelling. It's in the core book. In a contest where they tell you that spelling, punctuation, grammar, and format matter, you better believe it can make a difference. It's the same for copyright of Kleenex (tm), Vaasline(tm) and a host of other items. You may not think it's important. However, in world filled with lawyers ready to send out "Cease and Desist" letter, it makes a big deal. IP and copyright have to be protected at all times or the holder may lose the right. Just because it doesn't matter to you, doesn't mean it doesn't matter a lot to someone else.
The poultice falls between cure minor and cure light spells so I figured I had the amount of healing correct; I just wasn't sure if I was overpricing it a bit. I could drop the price to 11 gp. Antitoxin already covers poisons (priced at 50 gp) so I think an additional 15 gp to add that onto a poultice is far too cheap). Thanks for the feedback. Debby
Is the pricing really off on this? Herbal Poultice (Alchemical) Once the proper herbal ingredients have been harvested, (a successful DC 15 Knowledge (Nature) check ensures that the proper herbs have been gathered), a skilled Alchemist can create a healing poultice. Creating a healing poultice requires one hour’s time and a successful DC 25 Craft (Alchemy) check. Applying the poultice properly to a wound is DC 15 Healing check, which can be made by anyone. Once applied it takes 24 hours to take effect although it does not require rest while the healing takes place. If successful, the poultice heals 1d4 points of damage. This is in addition to any other healing that may take place such as a magical or natural healing. If the applying character has 5 or more ranks in Craft (Alchemy), the applier gains a +2 synergy bonus on healing checks to apply poultices. No character can benefit from the effects of more than one poultice per day. A typical healing poultice can be bought for 15 gp. A healing poultice remains fresh for one month after which it loses it potency. Debby
What I've learned about Paizo: 1. They care about the quality of product they produce, aim for high standards,and publish well-written, accurate, and beautiful gaming products. A+. 2. Their customer service people are terrific. 3. They support 3P material far better than I ever expected. What I've learned from Paizo: 1. Making a good wondrous item is a lot harder than it looks. 2. Moving from 3.5 to Pathfinder does not have to be an angst-filled experience even if I hate the "new" stat blocks. 3. I still hate the "new" stat blocks. Debby
I see a few problems with the text in Corvid's Caravan. Is the caravan watertight? Since it has no doors to enter, can we assume that the occupants have no risk of falling out while the caravan is moving vertically? Here is my suggestion: A simple rectangular box, its sides the size of a buckler, stands on four wooden wheels. The front of the box has a series of rope and leather straps that fit onto most Tiny or Diminutive creatures. Attaching the harness is a full round action, though an intelligent creature may shrug itself into the harness in three minutes. A harnessed creature can then pull the caravan at its full land speed or it may use its climb, fly, and swim movements. Once the harness is attached to a creature, the box’s interior grows into a the size of a light wagon while its outside dimensions remain unchanged. It holds eight medium creatures comfortably. The corvid’s caravan remains active for 5 hours each day. The contents are unceremoniously dumped out at the end of the duration or when the creature is unharnessed.... Debby
Nixios Barbosa wrote:
I loved working on that project. I wish I'd done a better job of proofreading and editing it though. I am so glad you like it. Debby
"Grippli have no surnames, and place little importance on names in general, identifying each other as much by sight as by words. They often pick up nicknames when among other races. Common grippli names include Brillup, Bullgup, Chirk, Quartle, Bellum, Kaillum, and Quon." How about descriptive names: Drinks Pondscum, Short Tongue, Bloater, Old Wart and his son New Wart. For more feminine names: Minnow Wrangler, Bootcatcher's Widow, Dottyback, Mother Croak and her daughters Reedy and Weedy. Debby
The Book of Erotic Fantasy has dreadful artwork but it has everything you mentioned, plus some. There is also the free netbook, The Book of Unlawful Carnal Knowledge floating around somewhere. The pdf isn't complete but the rules were updated to 3.5. There is also the smaller OGL supplement, Sisters of Rapture (ignore the cartoony artwork here too). Debby
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