Tengu

Thewms's page

Organized Play Member. 327 posts (340 including aliases). No reviews. 3 lists. No wishlists. 8 Organized Play characters. 2 aliases.


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Grand Lodge

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Qaianna wrote:
Edge alignment is important, but your target is usually not actively dodging and/or stabbing you while you swing at it.

Maybe you haven't heard, but alignment is being removed.

:)

Grand Lodge

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YuriP wrote:
The escapes trials due the Attack trait receive -2 penalty due Prone.

I don't believe attempting to Escape suffers the -2 penalty. Despite having the attack trait, it is not an attack roll but rather a skill check. This was clarified in an errata.

Grand Lodge

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It's always nice to see these posts and to learn a little more about the folks who work at paizo.

Also, that preview art from Strength of Thousands is beautiful. I love the canvas look.

Grand Lodge

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so....good....

I need more!

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In the games I run, I use a variant of ABP where there bonuses you gain are considered Item Bonuses instead of Potency Bonuses, and weapon runes and existing items with Item Bonuses are not removed. This way I can still give out a +2 weapon ahead of the curve as a cool piece of loot that they can just sell later and I don't have to worry about stacking Potency/Item Bonuses.

Additionally, I allow my players to redistribute ABP bonuses to skills on level up to account for items they have found or purchased since last level.

This makes loot a breeze as a GM. I was a big fan of ABP in 1E and it is a welcome change in 2E, even more so with the changes mentioned above. I highly suggest every group give it a try at some point.

Edit: The above change to ABP also means that you don't have to alter existing loot in pre-written adventures which is great for lazy GMs like me. :)

Grand Lodge

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Mithral Waffle Irons are back, baby!

Grand Lodge

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Aaron Shanks wrote:
I appreciate the support, thank you. I could work in marketing or public relations in a lot of different industries, but I value the opportunity to contribute to this company, these products, and this community.

The more I hear from you, the more I like you. Any industry would be lucky to have someone with an attitude like yours on their side.

Keep up the good work, friend.

Grand Lodge

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I would also like to echo the thought that this would be valuable to see in the new book.

Grand Lodge

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Has anyone heard from DMW at all this year? I am always interested in his take on things and look forward to his houserule updates.
I do hope he is doing well.

Grand Lodge

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James Jacobs wrote:

This is 100% talking about Malevolence for sure.

In fact, I sort of wrote it in the style of a "Chapter 0" for the adventure.

I've always enjoyed your work, Mr Directosaur. You and many others at Paizo are talented folk. Thank you for this piece!

Grand Lodge

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I would like to start by saying that I would absolutely allow in my games for lower level spells to be cast in higher level slots with no added benefit and I realize that Jason chimed with a "yes" on reddit.

That being said, I'm not so sure the language in the CRB supports it.

To put a spell in a higher slot without heightening it is impossible because that's exactly what heightening is. "Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell. This is called heightening the spell." bolded for emphasis. The act of putting a spell in a higher level slot is heightening the spell this just so happens to increase it's DC to counteract and in some cases increase its effectiveness.

Like I said, I wouldn't run it that way in my games but that's what the books says.

Grand Lodge

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Michael Sayre wrote:
Thewms wrote:

Everyone has got it wrong. Look at the Blog title!

save the date
Clearly the two new classes are going to be The Bride & The Groom!

I'm seeing proficiency with Thrown weapon: Bouquets and an added Blind-Fight effect so you can throw it over your shoulder!

Edit: Tactitian/Warlord archetype...The dreaded Wedding Planner

...Who've you been talking to?

**unmarked van pulls up. Thewms is bagged and pulled inside. Van drives off**

Grand Lodge

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Everyone has got it wrong. Look at the Blog title!
save the date
Clearly the two new classes are going to be The Bride & The Groom!

I'm seeing proficiency with Thrown weapon: Bouquets and an added Blind-Fight effect so you can throw it over your shoulder!

Edit: Tactitian/Warlord archetype...The dreaded Wedding Planner

Grand Lodge

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Regarding the spell Aqueous Orb:
How can creatures make the DC 10 Swim check when they become Grabbed and thus Immobilized? Immobilized prevents actions with the Move trait which Swim has.

Grand Lodge

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Curgyr wrote:
(difficult terrain, which costs double)

Just as an FYI, this isn't exactly correct.

CRB page 475 wrote:

Moving into a square of difficult terrain (or

moving 5 feet into or within an area of difficult terrain, if
you’re not using a grid) costs an extra 5 feet of movement.

(Emphasis mine)

While it might seem pedantic, the distinction is important for rough terrain and moving diagnally.

If +5 feet...
10>15>10

If double...
10>20>10

(first diagonal>Second Diagonal>Third Diagonal)

Grand Lodge

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It's all so simple.
Dou-Bral was taken over by a powerful Intellect Devourer named ZK. Intellect Devourers crave sensory sensations and find pain intoxicating.

BOOM.

Bring me the next mystery

Grand Lodge

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Tender Tendrils wrote:
...sweet homebrew-monster goodness...

Excellent! I will be using that goblin snake for sure.

Thank you!

Grand Lodge

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This is a level 4 Trailgaunt I needed for my home game. I will try to post any other creatures I make/convert in the future for you lovely folks to use.
Feedback and criticism are always welcome.

Trailgaunt
The dreaded trailgaunt is a form of undead that plagues regions where travelers have long trod the roads. Legends hold that trailgaunts rise from the remains of seasoned travelers who became lost and then perished from exposure or starvation, suffering great shame and humiliation to have come to such unexpected and lonely ends in addition to their physical torment. Trailgaunts seek travelers to avenge themselves upon and are driven to feast upon the feet of those they slaughter, often leaving the maimed bodies to rise as new trailgaunts with the setting of the next sun. Trailgaunts with intact feet are rare, yet even those fortunate enough to retain all their toes are slow and clumsy.

Trailgaunts are particularly feared in nomadic societies, and stories of how these undead creatures relentlessly stalk those who commit crimes are popular. The most common tales focus on a hunter who abandons a partner in the wild and then prospers on the profits of the hunt for a year before the betrayed partner finally catches up to the traitor and kills him as he sleeps. Many variations on this tale exist, but they inevitably revolve around themes of treachery and relentless pursuit.

TRAILGAUNT CREATURE 4
--------------------------------------------------------------------------- ---------
[Uncommon] [NE] [Medium] [Undead]
Perception +8; Darkvision.
Languages Common.
Skills athletics +12, nature +8 [+12 to follow tracks], society +10, stealth +10
Str +5, Dex -1, Con +3, Int +1, Wis +3, Cha +3
--------------------------------------------------------------------------- ---------
AC 20; Fort +12, Ref +6, Will +12
HP 65, Negative Healing; Immunities death effects, disease, paralyze, poison, unconscious
Weaknesses Loathing; Resistances all damage 5 (except slashing)
Mutter (aura, mental, auditory) 10 feet. See Trailgaunt Abilities; DC 18.
--------------------------------------------------------------------------- ---------
Speed 10 feet, climb 10 feet, burrow 10 feet; Sudden Lunge; Sure Stride.
Melee [one-action] Jaws +14 Damage 2d8+5 piercing plus Pain
Melee [one-action] Claws +14 (Agile) Damage 2d6+5 slashing plus Pain
Create Spawn Any humanoid creature killed by a trailgaunt becomes a trailgaunt itself at the next sunset as long as the body is both unburied and not within line of sight of a well-maintained road. Spawn so created are free-willed and do not have any of the abilities they had in life.
Loathing A trailgaunt cannot cross a well maintained road. It can burrow under it or climb over it, but it cannot walk across such a barrier. A trailgaunt forced onto a well maintained road must succeed at a DC 20 Will save at the start of each round or be unable to take any actions.
Mutter (aura, mental, auditory) 10 feet. A trailgaunt’s pain-filled muttering and groaning is distressing to hear. A creature entering the aura or starting its turn within the aura must succeed at a DC 18 Will save or become Frightened 1 for 1 minute.
Pain A creature damaged by a trailgaunt’s bite or claws must succeed at a DC 21 Fortitude save or become Slowed 1 and have its speed reduced by 10 feet by pain in its legs and feet for 1 round. Creatures in contact with the ground take a –1 circumstance penalty on this saving throw.
Sudden Lunge[one-action] Once per 1d4 rounds, a trailgaunt can lurch into a burst of motion. Stride up to 40 feet. (when available to use, twitches more violently)
Sure Stride A trailgaunt’s speed is never reduced by difficult terrain, and it can Step in such conditions.

Grand Lodge

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Thank you thank you thank you! You folks have made my [GMing] life so much easier!

Grand Lodge

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The new PF2 Demo lists conditions and the entry for wounded may give insight to RAI.

"Wounded: You have been badly hurt. Wounded always includes a value. Whenever you fall unconscious, you add your wounded value to your dying value. Whenever you return from unconsciousness, add 1 to your wounded value."

Grand Lodge

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I slaved away for an entire afternoon or two to bring you all a converted version of the beloved sub-system from 1E.

I welcome all criticism and input.

Pathfinder Second Edition Dynamic Item Creation

Grand Lodge

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I am converting a group over from 1E and one of my players loved his Sword Saint archetype Samurai. I threw something together and was looking for some feedback on it. Thanks!

Sword Saint Samurai

Grand Lodge

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The Wall of Stone spell states that it doesn't need to stand vertically. This led to a player boxing in a Roc. As a GM I was a bit upset that this spell doesn't allow for a save or have verbage about trapping a creature inside as it did in PF1.

Against a large or larger creature this spell is incredibly effect and allows no save.

Any advice on how to handle this spell?

Grand Lodge

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Handy-Dandy Cone Guide

Grand Lodge

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ikarinokami wrote:
Bardic Dave wrote:
ikarinokami wrote:
Thewms wrote:
Is someone able to tell me if the Superstitious Barbarian Totem (Instinct?)from the playtest made it into the final version? If so, did the Anathema change in any way?

the instincts are

Fury
Dragon
Giant
spirit
animal

Did the Witch Hunter Barbarian Feat make it in (free of its association with the Superstition Instinct)? Or did any other similar Feats make it in?
it doesn't look like it. but there are definitely some cool ass barbarian powers.

That's too bad. I hope the anti-magic trope is explored some point in the future. It could be a neat universal archetype.

Grand Lodge

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Link to Golden Road

Grand Lodge

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Chapter 8: The Age of Lost Omens
Page 423: The Golden Road

Spoiler:
Trade and travel rule the pathways of the so-called Golden Road, known for its shining sands and economic strength. Much of this region consists of sprawling desert wilderness , but this does not mean that the Golden Road is sparse in population. Coastlines and Rivers serve as the lifeblood of this region, and some caravans brave the heat and dangers of the desert to trade across northern Garund. Some of the oldest nations in the Inner Sea region command this region, and ancient lore and valuable treasures can be found amid the shifting sands and storied cities.

The largest of these cities is the cosmopolitan Katapesh, where mercantilism is overseen by a strange group known as the Pactmasters. Much of the trade in Katapesh in in goods that can be freely exported or imported from throughout the Inner Sea region, but the city does just as much business in avenues normally regulated in the black market of other societies.

Qadira's cities may not be as individually large as Katapesh but the nation's economy is perhaps the strongest. It's certainly the oldest in the region, with support from the long-established Padishah Empire of Kelesh to the east. This, coupled with the church of Serenrae - Perhaps the nation's most successful cultural export to the rest of the Inner Sea region - has secured Qadira's status as one of the most important centers of influence on the Golden Road.

To the west, the five city-states of Thuvia control a legendary artifact called the sun orchid elixir, which grants near-immortality to those who consume it. This treasured commodity is the keystone of Thuvia's place in the Golden Road. Further west, the nation of Rahadoum is perhaps the weakest mercantile link, but the fact that this society has eschewed the worship of gods to place its faith in industry talent of mortals alone gives the nation its own compelling draw.

At the center of the Golden Road lies mighty Osirion, one of the oldest nations of the Inner Sea region. While Osirion was for a time ruled by Qadira, the legacies and monuments of its early days still stand tall and are an indisputable and iconic source of pride and identity to its people. The influence of Osirion's artisans, philosophers, and spellcasters has spread far and wide, particularly via the Esoteric Order of the Palatine Eye, far to the north in Ustalav, and the faith of Nethys, whose not-so-humble beginnings as a mortal wizard can be traced to the very beginning of Orision's history during the ancient Age of Destiny.

Grand Lodge

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Spoiler?:
The heart of Avistan has rotted.

This Region is dominated by Lake Encarthan, a large inland sea that was - until recently - a well-traveled hub for trade. To the southwest stands the militaristic nation of Molthune, which had long engaged in an intermittent war against its northern neighbor, Nirmathas, a wooded nation populated by folk who take their freedom seriously. An uprising of hobgoblins took advantage of this conflict, and while hostilities have abated, the two nations now share their borders with a third: the newborn hobgoblin nation of Oprak.

North of these war-torn nations lie two other lands equally forged in the crucible of conflict. Until recently, the paladins and protectors of the small but strong nation of Lastwall stood fast against invasions from orcs, undead, and the like. The wild and rugged Hold of Belkzen, meanwhile, has long been held by those orcs, ever since they were driven up from the Darklands below by the dwarves during their Quest for Sky thousands of years ago,

Still farther to the south is the nation of Ustalav, a collection of counties each beset with its own manifestation of horror and fear, ranging from the nightmarishly cosmic to the dreadfully infernal.

It was from Ustalav that one of the greatest threats to the Inner Sea region emerged. the ancient lich Tar-Baphon - Known as the Whispering Tyrant - has been defeated twice in the distant past- once by Aroden and once by the heroes of the Shining Crusade, but he has never been truly destroyed. When the magical seals that kept him imprisoned below the ominous tower of Gallowspire were finally sundered in 4719AR, Tar-Baphon emerged, bringing with him devastation on such a scale that the one-time nation of Lastwall, which bore the brunt of his return to the world, has been utterly scoured. It exists now only as the Gravelands - the nation that once stood watch over uprisings now consigned to an undeath of its own. While heroes temporarily thwarted the Whispering Tyrants's immediate plans shortly after he emerged, the lich remains an active menace.

The Whispering Tyrant now rules a kingdom of the undead on the aptly named Isle of Terror in the center of Lake Encarthan. The nations lining Lake Encarthan's shores have all suffered to varying degrees under the Whispering Tyrant's renewed influence, and some are pursuing alliances to resist him. The lich is gathering his resources on the Isle of Terror, and none can say where or when he will strike next.

Grand Lodge

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Charlie Brooks wrote:
James Sutter wrote:
Thanks everybody! And sorry for the red herring about the stances...
It's always good to keep the community on its toes...

That sounds like a stance.

The community gets Stances like fighter: Confirmed!

Grand Lodge

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Seems like you're making a chicken out of a feather...but as they say, hard verk pays off!

Grand Lodge

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Fuzzypaws wrote:
As I read it, and I believe was mentioned on the prerelease forum...

I believe you are referring to the exchange below, found in the Sorcerer Class Preview blog.

Captain Morgan wrote:
I hope blasting damage is looking all right. I've been optimistic, but those feats leave me a little underwhelmed at first glance. (Though, if Dangerous Sorcery works off each seperate "hit" for a spell, Heightened Magic Missile is gonna be awesome.)
Logan Bonner wrote:
That's definitely one we're planning to keep a close eye on!
Captain Morgan wrote:

AAAAW HEEELL YEAAAH. If Dangerous Sorcery gives damage to each missile, that spell is gonna be a popular Spontaneous Heighten Choice.

1st level: 3d4+3+3 =13.5
3rd level: 6d4+6+18 = 39
5th level: 9d4+9+45 = 76.5
7th level: 12d4+12+84 = 126
9th level 15d4+15+135 = 187.5
Those numbers are significantly better than what we were seeing for the AoE damage, as I predicted. Especially when you consider it is there's no save
That means a 5th level Dangerous Sorcerer probably won't be one shotting a Red Cap, but if that thing has taken even a single greatsword hit, it is dead. And those higher level numbers.... Mmmf.
Mark Seifter wrote:
Yeah, the wording right now is technically ambiguous on multi-"particle" effects in general, since the entire spell gets the bonus damage. It certainly should not apply to every particle, and I think the best close reading doesn't cause it to do so (though still leaves you questioning exactly where it goes), but I imagine some people are going to be running it the problematic way, which will provide a useful test of both unless we want to just errata it to avoid that variation. This is not just something for the sorcerer feat, it's an issue with any +damage or -damage source (since -3 to all damage is definitely something that can happen and would pretty much render magic missile useless if you applied per missile), as well as resistances and weaknesses. I think it will be clear to most that if a spell 52.5 damage and a feat seems to increase that by 135 damage, something is not working properly.

Grand Lodge

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Thunderfrog wrote:


Hello all, I have a few questions regarding the Blink Spell.

1. Are you invisible or not?

There's several lines of text in the spell that seem to imply you are in fact that and then some.

"An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures."

Then however, it mentions are you not invisible and people don't suffer loss of dex to AC. But then it ALSO mentions you are ethereal, and not merely invisible.

What a cluster.

2. Can you still manipulate objects?

Since you are incorporeal and all.

3. Can you be grappled?

You don't have a physical body and are immune to all nonmagical attack forms, since the spell specifically states you are incorporeal.

Thanks!

-Me

1) Yes, but only momentarily and you can't control it. "You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random."

2) It depends on whether you are corporeal/Incorporeal at the moment you try to interact with said object. "Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

3) It depends on whether you are corporeal/Incorporeal at the moment the creature tries to grapple you. "Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment)."

Grand Lodge

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Shaheer-El-Khatib wrote:


STR is flat bonus to attack / damage
DEX is flat bonus to reflex / CA
CON is flat bonus to fortitude / HP
INT is flat bonus to number of Skill adds to a "crappy pool" of Skills?
WIS is flat bonus to Will

If anything, CHA should be a flat bonuses to something.
Not a crapy pool.

And if this forum truly is making you feel this way...

Shaheer-El-Khatib wrote:
...it just feel so bad and infuriating that I am hesitating to...

...then I think it is time to take a break from the forums.

If not, then perhaps you should find a different way to describe your feelings. Be safe and be mindful, friend.

Grand Lodge

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Waterhammer wrote:
CalebTGordan wrote:
Arutema wrote:
Arssanguinus wrote:
Except no one is going to want to spend their resonance points. Happens every time there is a limited pool.

Exactly. Under the system as we know it, people will save their resonance for healing potions and nothing else!

Thus I would strongly urge the devs to exclude potions and scrolls from costing resonance.

I'm making this point once more not because I'm picking on you but because I want to hammer it home to the community at large.

0 Resonance does not mean you can't use items.

It means you start making a check to see if you can use the item. If (I) remember correctly only a fumble result means you can't use non-invested magic items for the rest of the day. (Paizo Person correct me please.)

I bolded the part of this quote I'm mostly, talking about.

Resonance is a game mechanic designed to increase the value of charisma. Or so it seems (to me at least). I'm OK with that.

I'm profoundly not OK with critical misses, and/or fumbles. I've always found such rules to be opposite of fun. (Already having a bad day because I can't get a decent roll; now I get a horrible effect that reduces success chances even further. Meanwhile, all the others players are gaining joy from my misfortune. Nope, I don't love them critical miss rules, no, not at all.

The chance for a fumble in this aspect is very important. The alternatives (barring not using Resonance altogether) are either...

A) Don't allow use beyond pool.(Resonance gone? Then no potion/scroll/wand for you!)
or
B) Remove the Fumble chance. This encourage the spamming a wand outside of combat 11 times with no repercussions. "I'll make the DC on a 10! now 11! now 12!"

This reminds me of the rules for UMD and wands in PF1e.

UMD wrote:


Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours.

This isn't like other fumble rules where you happened to roll a 1 on the first swing of your sword for the day and... "oops! You sliced up your wizard friend on accident!"

This only comes into play when you are trying to squeeze more magic uses in during the day then you are supposed to. so, You have no points left but you want to get another heal from a wand. Fumbled? No healz for 24 hours! but you had no points to spend today for heals anyway...

Grand Lodge

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I realize that developer commentary doesn't necessarily hold weight in this forum but I figured I'd throw this in here...

James Jacobs wrote:


Feather fall does not require a concentration check to cast if cast while falling.

If that's not good enough to serve, then take the concern elsewhere, I guess, since this thread in that case obviously lacks the power to solve the problem.

Link<-----

RAW suggests that you can not, but this clearly shows the intention and perhaps that FF was meant to be an exception to the rules.

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Compiled list 1-103!:
1. Leaves trails of Smoke (Roll 1d6. 1 White|2 Black|3 Red|4 Blue|5 Green|6 Yellow)

2. Sheds light as a Torch

3. Feels cold to the touch

4. Feels hot to the touch

5. Sparkles

6. Unusual Scent (Roll 1d3. 1 Pleasant|2 Unpleasant|3 Neutral)

7. Hums slightly when swung (for weapons) or when moving quickly (for armor)

8. Vibrates

9. Color changing (Roll 1d6 each morning. 1 Red|2 Orange|3 Yellow|4 Green|5 Blue|6 Purple)

10. User Occasionally hears ominous whispers

11. User Occasionally hears angelic choirs

12. High Gloss. Reflection of self abnormal (Roll 1d6. 1-3 Angelic qualities|4-6 Demonic qualities)

13. Dripping. Drops disappear before hitting ground. (Roll 1d6. 1-2 Water|3-4 Blood|5-6 Slime)

14. Has a heartbeat

15. Appears to be made of swirling fog

16. Changes to mimic the sky at the given time (ie. Looks like the setting sun, twinkling stars at night, etc.).

17. Displays an eye that occasionally blinks

18. Constantly ripples like the surface of a lake during light rain

19. Objects (nothing bigger or heavier than a copper coin) can be stuck to it like a magnet

20. Grows fur like an animal. Trim it before it get too long!

21: (Weapon only) On a critical hit, the wound leaves a mark/scar of some relevance to the weapon's origin. (Holy symbol, coat of arms, arcane mark of the original creator, etc.)

22: When swung through the air (weapon) or blocking an attack, (armour) the item makes a sound of some relevance to its origins. Perhaps constant swinging makes it recite a common prayer of its deity, or it sings a dwarven battle hymn as it blocks attacks.

23. Rippling: Item appears to be made of water, rippling when touched.

24. Churning: Item appears to be made of lava, churning and bubbling.

25. Rainbow: Item leaves a rainbow trail that disappears after 1 round.

26. Floral: Item smells of flowers, leaving flower pedals at your feat that disappear after 1 round.

27. Prosperous: Items sparkles of gold, leaving a trail of gold dust that disappears after 1 round.

28. Squeaking: Item squeaks when touched or walked upon.

29. Flatulent: Item has odorless flatulence when touched or walked upon.

30. Snickering: Item occasionally snickers.

31. Sniffing: Item occasionally sniffs.

32. Yawning: Individual yawns every 1d6 rounds while in possession of the item. This effect is purely cosmetic and does not negatively affect the individual in any way.

33. Mourning: Item makes indistinguishable sounds of people in mourning.

34. Screaming: Item screams when owner is attacking or is attacked. (Roll 1d4. 1. Fearful|2. Valiant|3. Painful|4. Pleasurable)

35. Squishy: Item appears to have the soft, semi-transparent consistency of a jelly fish.

36. Silly Walk: Individual has a distinctively silly walk while in possession of the item. This affect is purely cosmetic and does not negatively affect the individual in any way.

37. Theme Song: Item plays a song once during the duration of each of these situations, audible to a distance of 20': sneaking, combat, charging, retreat, and death.

38. Mimicry: Item mimics everything the owners says, but in an annoying fashion.

39. Darklight - while drawn weapon emits a continuous Darklight.

40. Mistborne - item shrouds the user and adjacent squares per Obscuring Mist

41. of the Void - item removes all air from users square and all adjacent squares

42. Howling - item emits a continuous wailing in battle. (-20 on all sound based perception checks, total concealment vs creatures using sound based perception e.g. echolocation.

43. Disintegrating - ignores hardness; items and creatures reduced to 0 hp turned to dust

44. Feared - weapon only; free intimidate check when damage dealt. Does not stack.

45. Terrifying - weapon only; free intimidate check when damage dealt, +2 on intimidate checks, stacks, i.e. shaken -> frightened -> panicked

46. changes colour to match the last thing it damaged/blocked

47. Dramatic Wind: When this weapon is drawn, it creates a slight breeze that cause any cape, cloak, or scarf that the weilder is wearing to flutter in a dramatic way.

48. Bloodlight: (Any magic weapon, armor, or other item) The item and the wielder's eyes, mouth, veins, scars, wounds, tattoos, and other important bodily markings glow with supernatural light, with the same range and brightness as a torch.

49. Casts no shadow (does not affect the wielder’s own shadow)

50. Does not reflect in mirrors

51. Has feather decorations that regrow when removed or damaged

52. Looks and feels like velvet (does not affect spikes and edge parts)

53. Ghost Hand: (Any weapon) A set of footprints and sound of footsteps appear and stay within 5 feet of the weapon and/or ammo (if applicable). Thrown weapons do not rotate in flight, but instead fly straight and strike down as if held by invisible hands. Footsteps appear beneath thrown weapons or fired ammo unless the wielder makes a successful sniping stealth check.

54: Exsanguinating: (Any magic weapon, armor, or other item) Constantly bleeding wounds appear on the wielder's body, although they never lose blood or leave a permanent trail due to this. (Roll 1d8. 1. Heart|2. Eyes|3. Nose|4. Neck|5. Hands|6. Leg|7. Wielder's scars/old wounds|8. Roll 1d8 twice, ignoring 8s|)

55: Preserving: (Any magic weapon, armor, or other item) The wielder never appears to be more than very mildly injured, even when dead.

56: Parasitic: (Any magic weapon, armor, or other item) After 2d10 days of use, the item grows small tendrils that secure themselves to the wielder. Every subsequent day the item is worn, the tendrils grow larger and further. The item may be removed with some effort, but the tendrils leave permanent marks on the wielder's flesh. When reequipped, the tendrils return to full size within 2d4 hours.

57: Hat: (Any magic weapon, armor, or other item) A unique and distinct hat appears atop the wearer's head when the item is donned. The hat is magically affixed to the head, and cannot be removed or significantly displaced until the associated magic item is removed, which causes it to disappear. If the head is occupied by another hat or multiple hats, the hats stack in order of magic item caster level, although head slot hats always appear on top of all others.

58: Hugging (Any armor or chest slot) The item subtly tightens in a warm and loving embrace whenever it feels satisfied. (Roll 1d6. 1. Enemy killed|2. Wielder fails a save against an emotion effect|3. Wielder is holding breath or suffocating|4. A GM-selected ally communicates|5. Wielder is sleeping or falling asleep|6. Every 2d10 minutes)

59: Flipping (Any magic double weapon or other item) When the wielder is not in immediate or imminent danger, the item spins, flips, or inverts itself uncomfortably on the wielder.

60: Apologetic (Any magic weapon) The item apologizes profusely whenever it deals damage.

61: Inciting (Any magic weapon, armor, or other item) The item throws insults, curses, and taunts to anyone nearby, using the wielder's voice.

62. Echoes user’s warcries and yells

63. Slightly changes user’s voice (1-2 squeaky 3-4 bass 5-6 hoarse)

64: Willowy: (Any magic weapon) The weapon flexes and whips around when swung at enemies, even if it is of an otherwise rigid construction such as a steel sword. This does not mechanically affect proficient users.

65: Pillowy: (Any magic armor) The armor feels warm, soft, and downy on the inside, and the armor flexes and fluffs when pressure is applied, even if it is of an otherwise rigid construction such as a steel breastplate. This does not otherwise affect its defensive properties.

66: Grimy: (Any magic weapon, armor, or other item) The item appears to be damaged beyond repair, but functions normally. Items may seem to be aged, cracked, rusty, moldy, dusty, barely glued together, or perpetually coated in an otherwise unpleasant residue appropriate to its construction.

67. Symbol-shifting: (Any magic weapon, armor, or other item) The item has a set of decorative or important symbols that appear to be different to every observer.

68. Clean - Item is permanently clean

69. Restful - Wearer always has a good night of sleep

70. Tolkien - Item glows in the presence of a type of creature (ex. Orcs or Goblins)

71. Silent - Item does not make sounds

72. Centered - Item's owner always knows direction to a set location

73. Reminding - User can send telepathic time-delayed reminders to them self

74. Scribe's - If armor, item can be written on (and cleared) at will. If weapon, item can write on smooth surfaces at will

75. Measuring - User can precisely determine distances at a glance

76. Night-vision - Wearer treats all light conditions, besides Supernatural Darkness, as normal light.

77. ACME - Wearer can walk on air for 10' before falling as normal, but cannot die due to fall damage.

78. Karmic - Weapon weighs 100x as much per alignment step away from Lawful, Neutral, or Chaotic Good (Creator's choice)

79. Unstable - When item is destroyed or wielder slain the item explodes as Detonate (CL 10) of a random energy type

80: death cry. Every time the sword takes a life, it emits a chime. Every chime is louder than the last one.

81: Subtitles. When you speak, in any language, the translated words appear just under your head. The words are always in the same language, chosen when the item is created.

82: Cursed Subtitle. When you speak, words appear in a language of the person you are speaking to can understand, just under your head. You can not see these words. The words that appear, are always insulting to the person reading them, no matter what you are saying.

83: babble, is not intelligent but constantly speaks, reading out an entire book over and over again. If the book happens to be on a subject, you gain a +2 bonus on knowledge checks on that subject.

84: Gnawing: (Any magic weapon) The weapon leaves beastlike marks on anything hit. Items sundered by the weapon have parallel scratches and deep gouges around the sundering, while wounds left by the weapon appear to have been made by the bite of a fierce wild beast.

85: Jittering: (Any magic armor or other item) The wielder feels effused with wakeful energy and will unconsciously move, shift, and bounce slightly if they do not make a conscious effort to stop. This does not actually give the wielder more stamina or more resistance to sleep.

86: Bedazzled: (Any magic armor or other item) The item is coated with dozens or hundreds of magically sparkling, small, worthless gemstones. The combined light from the gemstones gives off light equivalent to that of a torch. Gemstones pried from the item cease to sparkle and disappear in 1d4 hours, when a new gemstone appears.

87: Sticky: (Any magic weapon, armor, or other item) The item perceptibly sticks to other items of a certain type. (Roll 1d10. 1. Items of the same type|2. Creatures|3. Metal|4. Dirt and stone|5. Trees and foliage|6. Scabbards and bags|7. Hair, fur, and lint|8. Slippery materials (e.g. alchemical solvent, grease)|9. The wielder's hand|10. Everything)

88: Pouchy: (Any magic weapon, armor, or other item) The item has 1d4 large, obvious pouches, +2d4 if it is armor or a chest, body, or belt slot item.

89: Weeping: (Any magic weapon) The weapon faintly sobs and water drips from it whenever the wielder uses it to wound anyone. The sobs rise to a loud cry if the wielder kills with the weapon, although this may be silenced as part of a successful stealth check.

90: Handy: (Any magic weapon) The weapon takes on the consistency, warmth, texture, and coloration of the wielder's hand, although it retains its durability and ability to deal damage.

91. Lyrical (armor only): the wearer has perfect recall for lyrics to any folksong, limerick, shanty, or diddy they have ever heard. Does not improve one's singing voice, nor enhance bardic performance. However if the wearer imbibes alcohol of any type they may be overcome with the urge to regale those around them with song after song. Even if the armor is removed the effects stay with the wearer for another 1d4 days.

92. Mocking, no matter how much you try the skill and power you display with your attacks and combat finesse is never enough to satisfy your weapon. It doesn't speak or anything, it just constantly gives you this feeling.

93. Comfy. (Armor only), the inside of this armor is always comfy feeling as if it's the softest bed inside, you may sleep in it and not get fatigued.

94. (metal only) The metal is shiny and dark, and when you stare at it, you can see the stars shining in it.

95. (metal only) When it is hit or is hit by other metal objects, it rings out a almost hypnotic ringing sound.

96. The item always appears to be made out of pure light, it does not give off light, but can be seen in any direction and can be seen through physical material up to 1 foot thick if within 30 feet.

97. The item never truly touches the ground but hovers, if on a hill it will slide down it as fast as possible.

98. cannot be moved unless an animate object handles it. When let go will float in the air until toughed again.

99. when equiped it will tell a funny random joke. Will only do this once per equip.

100. if weapon, when thrown or fires ammunition will stop in the square specified even if the roll is a miss, usually stopping midair and then dropping down(will never catch hold of anything or embed itself). If armor any weapon ammunition or weapon is successfully thrown at you it sticks to the armor and can be retrieved as part of any move action.

101. is always the last place you check for it every morning.

102. Hushed (armor): The wearer finds their normal speech to be no louder than a whisper! You are always assumed to be whispering unless you make effort to shout and be heard.

103. Breath (weapon): The weapon shrinks and expands slightly as if it were breathing.

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Couldn't come across something like this so...

I wanted to make a d100 chart of random qualities of arms and armor! I need your help to come up with more!

Please avoid suggestions that could be displayed by actual magical qualities. for example 'wreathed in flames' because that could be achieved with the flaming enchantment!

You can roll on this chart for and armor or weapon that is created or that is come across for you or your players to give a little variety without mechanically changing anything!

Here are a few I have come up with to help get us started. also, #99 and #100 are reserved for Roll Twice and ignore results above 99 and Roll 3 Times and ignore results above 99.

Here we go!

1. Leaves trails of Smoke (Roll 1d6. 1 White|2 Black|3 Red|4 Blue|5 Green|6 Yellow)

2. Sheds light as a Torch

3. Feels cold to the touch

4. Feels hot to the touch

5. Sparkles

6. Unusual Scent (Roll 1d3. 1 Pleasant|2 Unpleasant|3 Neutral)

7. Hums slightly when swung (for weapons) or when moving quickly (for armor)

8. Vibrates

9. Color changing (Roll 1d6 each morning. 1 Red|2 Orange|3 Yellow|4 Green|5 Blue|6 Purple)

10. User Occasionally hears ominous whispers

11. User Occasionally hears angelic choirs

12. High Gloss. Reflection of self abnormal (Roll 1d6. 1-3 Angelic qualities|4-6 Demonic qualities)

13. Dripping. Drops disappear before hitting ground. (Roll 1d6. 1-2 Water|3-4 Blood|5-6 Slime)

14. Has a heartbeat

15. Appears to be made of swirling fog

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N N 959 wrote:
Daw wrote:

I have a serious quibble with a basic assumption a lot of people are going by.

The same spell is always cast with the same gestures, the same words...

Doesn't this fly in the face of the basic fact that you can have wizards of not even vaguely humanoid races?

Math is the same no matter what language you learn it in. GIven every single spell operates in the same way, regardless of any individual specifics, it stands to reason that spells are essentially discoveries of the Weaver. Magic Missile is triggered by a specific set of gestures and words and that is true no matter who or what you are. That is why Spellcraft works on everyone who casts spells.

Well, it could be interpreted that, if your GM like magicy runes appearing around caster, the runes are the same across casters. I like the idea of being able to invoke spells in different ways. It could add some neat individual flavor to a caster.

EDIT:

Some flavor from a Manga called Negima!:
Activation Key
An Activation Key (始動キー, Kidō Kī) is particular to western magic, this is a specific type of incantation unique to each mage that precedes usage of magic – a password. Taking the ‘power of words’ further, the phrase doesn’t have to make sense or even be in a real language, as long as it feels ‘natural’ to the mage. It is considered a requirement for a proper mage and the setting of one’s activation key is a lengthy ritual.

Activation keys are spoken before the main incantation, but they can be skipped for simple spells. However, what exactly a “simple” spell is depends on the level of the mage; the more capable the mage, the more easily he will be able to cast powerful spells without needing his activation key.

Practe bigi nar is the general activation key used by novices before becoming full-fledged mages.

Some of the known activation keys are as follows:

Negi Springfield: Ras tel Ma Scir Magister
Nagi Springfield, "The Thousand Master": Man Man Terro Terro
Evangeline A.K. McDowell: Lic Lac La Lac Lilac
Chao Lingshen: Last Tale My Magic Skill Magister
Mei Sakura: Maple Naple À La Mode
Natsume Megumi, "Nutmeg": Lapp Chapp La Chapp Lugpool
Kataragi: Dig Dir Dilic Volholl
Fate Averruncus: висю тал ли сютал вангэит (Visju Tal Li Sjutal Vangèit)
Thurdonzi: Nettos Natos Nayatos
Mitsuru Nijuin: Nicman Pizaman Fuchahireman! (Nikuman (steamed pork bun), pizaman (pizza-like steamed bun), fukahireman (steamed shark-fin bun))
Yue Ayase: Foa Zo Cratica Socratica (apparent reference to herself as a philosopher) [[1]]
Collette Farandole: Annet Ti Net Garnet
Emily Sevensheep: Tarot Carrot Charlotte
J Von Katze: Haiti Mighty Wendy
S Du Chat: Pacnam Tinuts Coconuts
Anya Cocolova: Fortis La Tius Lilith Lilioth
Beatrix Monroe: Mintir Mintis Freesia
Nii: Mera Lega Mera Sad Nasi Goreng
Septendecim: Aquari Eterna Dead Sea
Konoemon Konoe: Murakumo Rurakumo Yakumotatsu
Albireo Imma: Papryus Tarpis Ron Jinkou

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weeps tears of joy

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Adam Daigle wrote:
Johangir wrote:
Captain Battletoad wrote:
If the player's guide isn't out by the end of the day today, then my PCs in SA will all receive 2 sanity damage each per day that it gets delayed. Your move, Paizo.

>is playing in Battletoad's group

We haven't even started the game, and I already have 2 madnesses. ADAM DAIGLE, HELP

SOOOON!

Here we go again..

rolls up sleeves

F5
F5
F5
F5
F5
F5
F5
F5
F5
F5
F5
F5
F5
F5
F5
...

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On the Strange Aeons page...

F5
F5
F5
F5
F5
F5
F5
F5
F5
F5
F5
F5

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Elemental Whispers:
Your friendship with the elements has grown. You gain your

choice of a wysp or Small elemental of your primary element

as an improved familiar, without needing to meet any of the

usual prerequisites for gaining such a familiar. Unlike with

elemental whispers, this improved familiar acts in all ways like

a familiar: it’s always manifested, it has hit points equal to 1/2

your own, and so on. You no longer receive the familiar benefits

from the original creature you selected. If your improved familiar

dies, you can still contact its voice in your mind and gain the

Alertness feat, but you can’t cause it to manifest. If you pay the

usual costs for replacing a familiar, you manifest a new form for

your elemental friend.

Does your familiar advance as a normal familiar would but using your kineticist level as your effective wizard level?

Edit: This is a Universal lvl 3 Utility Wild Talent from Horror Adventures. (awesome book. go buy it.)

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I played with a fellow paladin in Society who was an interior decorator for a particularly influential information broker in Kaer Maga. Mid adventure he would collect swatches of things described in rooms and add them to his sample book. Everyone always got a good laugh out of it.

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Damiel: I seem to be having trouble controlling THE VOLUME OF MY VOICE.

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Just make the players roll out all of the damage they are doing to your objects. Instead of saying "it takes you about 20 mins" say "make your attack roll". After 10-15 irl minutes of AC10 attack rolls and dealing damage, maybe they will be dissuaded from doing it and will instead try......dun dun dun....the door.

edit: If in later levels they are dealing absurd amounts of damage and are getting through faster than you like, just remember: at high levels why would a stone wall stand in the way of a protector of the planet/universe/all of existence!

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Sissyl wrote:

If the enemy readies "if someone attacks me", you want to go camp next to him without attacking.

If the enemy readies "if someone moves up close to me", you are going to be fine with moving up and attacking.

Now all you have to do is guess which the kobold chose. Based on what the kobold thought you would do. Based on...

Stupid, useless guessing game.

And no, there is to my knowledge no explanation of how specific the trigger conditions need to be.

"You'd like to think that, wouldn't you? You've beaten my giant, which means you're exceptionally strong, so you could've put the poison in your own goblet, trusting on your strength to save you, so I can clearly not choose the wine in front of you. But, you've also bested my Spaniard, which means you must have studied, and in studying you must have learned that man is mortal, so you would have put the poison as far from yourself as possible, so I can clearly not choose the wine in front of me."

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IgnisCaelum wrote:

I have a backstory but I would love to see what people think of her and what she looks like

Bomber Alchemist CN
STR 11
DEX 16
CON 12
INT 20
WIS 14
CHA 10

Kor'aelaewyn grew up in an isolated tower in a far off forest with her father, and alchemist named Fi'avel. She spent most of her younger years studying languages, and the art of alchemy, much preferring the library to the forest outside. But when supplies grew low she begrudgingly ventured out to hunt. Once when she strayed further than usual from the tower, she was attacked by a large brown bear that left her with four large scars slashed across her right side, and a deep fear of the animal.

She adores anything magical, loving to study new things she finds. While not religious herself, she has a deep respect for people who would command the power of the Gods. One year ago, he died in an unfortunate incident when and experiment went wrong, exploding, killing him, and destroying most of the tower. She then decided to set out in search of her mother, whom she had never met, Fi'avel had never spoken of her, only to say that Kor looked much like her.

She is very wary of strangers, having known only her father almost all her life. As she had no money when she entered the civilized world, and not trusting the people who offered her work, she quickly turned to a life of thievery, using her alchemical skills to break into all sorts of places.

As her social skills are somewhat lacking, when she is confronted her knee-jerk reaction is to throw a smoke bomb and run, even if she is not at fault. She tends to trust those who understand magic, alchemical arts and the hunt for knowledge more easily than those who don't. Physically she is very quick on her feet, but this means she is also very flighty. She is always on the lookout for any kind of trouble.
She is very intelligent but has a lot of trouble speaking up, which leads her to often only speak in a whisper. She tried her best to avoid large crows and cities, only venturing into them when she is...

How about this or this?

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17!? My hypothetical dice are metaphorically hot!

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