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Fractured Jester's page
21 posts. No reviews. No lists. No wishlists.
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Pizza Lord wrote: If you made it with the guidelines, this looks about right (I haven't read those, so I can't really comment on the implementation). The creature is creative and unique enough. There's probably some way to just give a unicorn the gelatinous or some other template from the 3.x Savage Species guide that might allow more freedom (or less).
It's an aberration instead of an ooze, which I assume is for Intelligence purposes (though you could just give it Intelligence). The only real issue is their greater teleport within their forest domain. Reading that makes me think they'll be found in the forests... but then the description makes it seem that they're underground or in the Underdark (at least as most commonly found, a GM can obviously put one in space or on a glacier if they want). So it's like an ability that almost never will even work or matter.
For the stats, if you're following a guideline about averaging them, then they're probably 'correct', but as a GM you can still tweak a few to make sense.
You can forget you saw this. I'm not posting anything more.
I'm done. 10 years here and I've never had a good experience on these forums. I posted this as a simple neat idea and get accused of using AI and no one seems to understand all this was is a simple case of someone sharing something they'd made for the first time using a rule system they'd never used before.

@Azothath
"However, the rest is a mess to poorly done. It is like an AI meld using word substitution. Nearly worthless abilities given the creature type and scores."
No duh.
If you read the post, you would see I said this was the first time I was using a 3.0 book on combining monsters. The rules in that book state you cannot give the resultant hybrid new abilities, you can give them abilities of the parents but each ability makes the hybrid harder to make.
The rules as stated in the book say you add the parent monster stats then average them. I followed the book as described.
"Starting with the Description (where you can show your creative writing).
A transparent, oozey simulacrum of a Unicorn suddenly lunges at you from nowhere. Its slimy eyes seem both confused and wrathful.
"oozey" is adjective craze. Simulacrum is poor word choice (that refers to a specific type of created creature). Why is Unicorn capitalized? Lunge is a feat absent in the description. "slimey" hmmmm maybe but eyes? How does this resolve with being transparent? With Int 6 and usually mindless "confused and wrathful" is humorous but why the eyes?"
Up yours. this was a quick description I threw together for the sake of it. I'm sorry this wasn't a 8 paragraph masterpiece for what I was basically throwing up for the hell of it. Yeah, its largely a mashup of the unicorn and gelatinous cube abilities with the names swapped out. I never claimed it to be anything wildly new and amazing.
"The rest isn't worth reviewing. It's a fail and sending out a pink rejection form.
This could have been much better."
What the hell is with the attitude? I never asked anyone for a review, this was literally just me testing rules and throwing this up for the hell of it. 'hey here's something goofy I made, neat huh?' "No its lame and it sucks. get better"
Congrats, if this is how people act on this forum I won't share anything here ever again.
Hey mods, delete this thread because it offends Azothath's standards. I guess I needed a reminder of why I stopped posting on these forums.

Ooze Unicorn
CN Large Aberration
Init -1; Senses darkvision 60 ft.; scent; Perception +7
DEFENSE
AC 9, touch 8, flat-footed 9; (-1 Dex, +1 natural, –1 size; +2 deflection vs. evil)
hp 36 (4d8+20)
Fort +5, Ref +0, Will +4
Immune electricity, ooze traits
OFFENSE
Speed 35 ft.
Melee gore +6 (1d8+2 plus 1d6 acid), 2 hooves +5 (1d3+2 plus 1d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks paralysis
Spell-Like Abilities (CL 3rd)
At will—detect evil (as free action), light
3/day—cure light wounds
1/day—cure moderate wounds, greater teleport (within its forest territory), neutralize poison (DC 14)
Str 14, Dex 9, Con 21, Int 6, Wis 11, Cha 12
Base Atk +3; CMB +11; CMD +15 (19 vs. trip)
Feats Multiattack, Weapon Focus (horn)
Skills Acrobatics +3, Perception +7, Stealth +8, Survival +4 (+10 in Caves); (Racial Modifiers +4 Stealth when motionless)
Languages Common
SQ Transparent, magical strike, wild empathy +11
Magic Circle against Evil (Su)
This ability continually duplicates the effect of the spell. The Ooze Unicorn cannot suppress this ability.
Paralysis (Ex)
A Ooze Unicorn secretes an anesthetizing slime. A target hit by a Ooze Unicorn's melee must succeed on a DC 17 Fortitude save or be paralyzed for 3d6 rounds.
Transparent (Ex)
Due to its lack of coloration, a Ooze Unicorn is difficult to discern. A DC 15 Perception check is required to notice a motionless Ooze Unicorn.
Wild Empathy (Su)
This works like the druid’s wild empathy class feature, except the Ooze Unicorn has a +6 racial bonus on the check. Ooze Unicorn with druid levels add this racial modifier to their wild empathy checks.
A transparent, oozey simulacrum of a Unicorn suddenly lunges at you from nowhere. Its slimy eyes seem both confused and wrathful.
Although it rarely happens, a unicorn sometimes falls prey to an ooze. These rare occasions often result in the creation of a Ooze Unicron. Not a true unicorn, these dull-minded things are the undying memory of purity that refuses to die, even in the gelatinous gullet of an unthinking ooze. They stumble through the underdark and in other dark places, trying to recapture a hint of their lost serenity and lashing out in fury as they cannot fully recreate the splendor of their forest home.
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I wanted to share this. I was trying to use 3.0's Encyclopedia Arcana Crossbreeding book to liven up my campaigns, and created this monster as a test of its rules. Obviously its a cross of a Gelatinous Cube and a Unicorn.

zza ni wrote: btw, it sounded like the clone-dragon used polymorph and then cloned the dragon to make herself a permanent dragon body. which should not work by the rules. the polymorphed caster is not a dragon, it never changed it's type and the growing period of the clone should have been well after the polymorphed flesh would return to normal and thus wouldn't grow into a dragon clone.
Also if she used specifically the Polymorph spell it never had an option to turn into a dragon. it allow: animals (also magical beasts), elementals and hominoids. but not dragons, for that she need form of the dragon or other high level spells like shapechange or polymorph any object. (still won't work with clone, but polymorph any object used right can have a permanent duration).
before looking for ways to deal with the character in game, you might want to look into how she got to be OP from the start. it smells.
NGL I argued this with her, but she argued she was dragon when the flesh was taken. However she's one of those players that reads all the alternative rules (especially the construct rules) and argued it was possible until I gave in. But I can't take it away from her at this point since its been a year IRL and kinda hard baked into the story at this point. We've also had a talk about her doing shit like this, and she has stopped, but its hard to deal with a character like this:
It does bother me however that she saw fit to add 25 HD to her character and add it to her caster level, and throw the dragon's stats onto her own.
Str 48
Dex 34
Con 26
Int 34
Wis 30
Cha 28
How she got these stats? She added the dragon's stats to her own. a young dragon, but still a dragon. She also gets a big buff from her wayfinder of the stars giving her a massive buff to everything (and we're talking like 28 ioun stones in the Wayfinder)
- She's primarily a crafter with levels in stargazer and arcanist[Occultist]
- she also has a small platoon of custom made sheild guardian dolls with the advanced template, and can shoot 4 shots from double crossbows that do fire/bleed damage.
- And her familiar is a HD 17 celestial red panda with 14 levels of oracle that can somehow do 9th level spells.
And she did this... in a city campaign that was supposed to be about intrigue and investigations.
To complicate things for her: I made it so Dragons can smell that she's a bastard dragon. they can smell her methods on her. I also gave her an NPC she has to watch because she's a kelpto with no survival instinct and if she dies a portal to hell opens. throw a noble title on her and she has to deal with the city's nobility.
I have also have got her hooked on conquering Castle Pescheour. From the apocalypse stone AD&D module, and all the problems that come with conquering it, and worse.

Pizza Lord wrote: Nets are good for entangling, which will lower speed and give Dex penalties (which can cause falling on a Fly check failure, especially if they can't move the required distance for their maneuverability. The issue is that a net is generally only useful against a creature within one size category of you. As a halfling is Small and a Young Adult Red Dragon is Large, it usually won't work. I tend to rule that it's the net's size that matters, not the thrower, so if the halfling has a Medium-sized net it could, but they'd have a –2 penalty to attack for the size difference. It's still a touch attack, but there may also be non-proficiency penalties too.
A tanglefoot bag is a touch attack, and it will also entangle, but it will require a flying creature to make a DC 15 Reflex save or fall. Three or Four stories is only about 3d6 damage, but it's likely the best choice.
Otherwise, if there was a wizard minion with a familiar, the share spells ability would let them cast antimagic field on the familiar (possibly from a scroll if not powerful enough themselves). If it were a bat or a bird, it would just fly next to the dragon and if not suppress the dragon form, make all the ioun stones fall off to the ground, maybe break. I wouldn't require reattunement, but still have to pick them up and place them. If the familiar has enough movement, just fly down alongside the falling character until the hit the ground to make sure they don't turn back into a dragon or cast feather fall.
A wither limb spell on a wing will stop flying, but not sure how your scout would do that.
I WAS thinking of him hiring a beholder to sit in the window of a building and shut down her ridiculous amount of Ioun stones.
I also gave him dampen presence, deodorizing powder, Aura Alteration, and Boots of Soft Step to cut through all this player's means of finding him if he needs to go to ground.
As for the nets? oh no I was thinking these would be rated for huge creatures, bound up into gnomish-built net launchers. Either fired from windows or the rooves by minions ready to take the flier down if she tries to do any circle strafing with her breath weapon.
As for the idea with the familiar its entirely feasible. and if the caster can distract her with yeeting her stones he could use the same trick with the familiar to deliver the spell to her wing.
the beholder would also prevent her oracle cohort from using magic to heal the wing.
All the while my scout's dropping literal artillery grade explosives, poisoned shot, maybe even collapsing a wall or two onto them.
I like this. if you have any more ideas please share.
I also had an idea for the other characters of a Warpsword (Book of vile darkness) being left out where it can be found and cursed to cause rage at Will save DC 15 or attack the nearest living thing.

So... I have this encounter I want to do.
I have a super agile 16th level halfling scout who is the intel officer for a thieves guild the party is trying to take down. He will be prepping an area in town with several 3 story buildings, throwing stuff down at them, shooting from cover, and being a highly mobile menace. He knows the party inside and out so I can use meta knowledge to plan counters to my party but one of them is quite the munchkin.
She used polymorph and clone to turn herself int a young red dragon and has a lot of ioun stones that have boosted her CMD all the way up to 71, mostly through her new 48 strength and equally high dex.
I need to have a counter for her flight, but I'm a bit stymied. I have tons of 3e books and 3rd party books but most of what I have can't account for something this ridiculously high.
I prefer to use mundane items, traps and the like. I can even have this scout bring in a monster or a caster to help.
But I need something guaranteed to ground this character.
I was thinking some gnomish net launchers with something that could shut her wings down, contact poison or some enhancement I can't think of, or maybe a spell combined with it.
I saw elsewhere here someone posted 3e's rules on tripping fliers, but I wanna hear second opinions from other people.
A player has asked me about this portion of the spell:
"Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly."
We're a little lost on the 'Effect' part of 'Effect and area spells.'
We know it doesn't effect ranged touch attacks, AOEs, spells that target more than one person, but that part is throwing us for a loop. All spells have effects, so what does that entail?
Welp, looks like I have to find a way to walk this back without having a player revolt.
Thanks a lot guys, I needed to know this.
the books aren't really clear on the progression of acquiring bonus spells so I'm asking for some clarification.
My group's pretty heavy on rogues and fighters, but one of them wants to play a wizard and managed to roll really high and through some house rules stat exchange system he got a 20 Int.
But I'm a little confused on whether he gets all of his bonus spells at once or as he progresses; IE: he gets his higher level bonus spells as soon as he gets a spell slot open in that level. None of my players could find a clear answer either.
I took a gamble on making him excessively powerful and said 'you get them all available now' but was that what the core rule book meant to happen?

Todd Stewart wrote: Fractured Jester wrote:
Now my current favorite 'god' for my character isn't even a god, but a Protean Lord called Vestrivissia the Mocking Canticle from the Purple Duck Games PDF 'Protean Lords of Porphyra.' I love the idea of my cleric having to act like a theological Cuckoo bird, and has to weave her prayers and rituals into the chants and dances of other religions. Its one gigantic joke and the laugh is on the unsuspecting clergy. You are awesome and you should feel awesome! I'm so happy to hear that you liked that supplement and Vestrivissia in particular. :D God yes. I started getting into DnD at about 3.0, so I never saw the old Slaadi gods, and the forces of true law and chaos got shoved to the side in exchange for good and evil.
Gods of chaos in 3.0 3.5? The best I got was Trithereon, and a mention of a dead god of anarchy called "Valigan Thirdborn" in Forgotten Realms.
A book full of Proteans that can fill the role of a pantheon of chaos gods? Damn straight I love that PDF. =3

So I found this book at my local Half Price Books, and if you aren't aware, its a book full of random tables that allow you to make backstories for characters and NPCs for GURPS and DnD (with some leeway in the wording) and I've made some interesting characters with it.
Since my friend has a new game coming up I want to draw up a class I don't normally play, Paladin and with his permission I used the book to roll up a random backstory and hoped to get a few quirks... and maybe some sweet bonuses. Here's what I got:
From a Noble family, -1 on survival checks
Born with a curse: Berserk Curse [see below]
At age 4: became apprentice to a bard: +2 to Perform (singing)
At age 5: Child is prodigy: +6 Craft(Paintings)
At age 8: learns an usual skill: Swordplay (interpreted as free sword proficiency)
Age 10: Apprentices as poet.
age 12: 2 Tragedies: character is banned from writing poems/painting in his home town and all his works are destroyed. Lost favorite item. (I haven't come up with the details of WHY this happened yet)
age 13: Character has a Religious Experience. He joins the Shelyn church. His level of faith is 'all-consuming' and begins the path of a paladin.
Here's the part that made me even consider posting this: The details of the berserk curse. I won't write it word for word, but here's the jist of it:
roll 1d100 vs a DC 1d10
Make the above check at:
-the start of combat,
-Each time you are injured,
-Each time a companion is wounded or killed
-Each time you or a companion is insulted in combat.
If you fail, you enter a berserk state and will actively engage all enemies present with these effects:
-Current HP is doubled (temporary)
-All damage is set aside for when the curse ends (wherein your HP returns to normal and you suffer all the damage received at once)
-Immune to all mind-affecting spells/effects
-All attacks increased by 1d4 +1
-30% chance to attack adjacent allies.
-Character will not use shields or dodging skills of any kind.
This state lasts for 1d6 rounds after all foes are dispatched.
Character is afterward depressed due his unnatural rage, all skill ranks reduced to 50% potency for 1d10 days.
Thankfully the book does state you do not intentionally attack allies, but I'd like to hear more veteran player's thoughts on these mechanics. The book is not strictly D20, and states it needs to be altered to fit the game mechanics of Pathfinder/DnD here and there. Maybe it should be tweaked?
Would this make a paladin of Shelyn completely unplayable?
"I'm off to buy a shovel."
This requires some backstory. One of my problem players, whom I will call Bob, who is the kind of player who lives to roll dice, hack enemies, and die against enemies he has no business dying to. (Not kidding. his 5th level fighter lost to a 1st level fighter in a fair 1v1 duel.) When it comes to Roleplaying, he's hopeless. Bob was tasked with doing some grave robbing, and went off to buy a shovel when we told him 'how do dig up the grave without one?' He then went to market and spent 3 hours of our time trying to get a deal on one, and acting like a moron to the NPC vendors.
at our table, "Buying a shovel" has become synonymous with 'wasting our time.'

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Are we just talking from the core Pathfinder deities?
Well, if not, I really liked Ghaunadaur. There was no other god like him, a god of slime... and I always wanted an ooze deity and he was the closest I ever got. Forgotten Realms had a lot of interesting gods and goddesses but he interested me the most.
The Dark Powers of Ravenloft were fascinating, though not a god in any fashion.
The core gods of 3.0 DnD were meh IMO, but I liked Olidammara because he seemed the most fun.
Now, onto Pathfinder:
The core deities? I love Shelyn. Sune of FR wasn't as interesting and Shelyn has a nice duality with her brother.
Now my current favorite 'god' for my character isn't even a god, but a Protean Lord called Vestrivissia the Mocking Canticle from the Purple Duck Games PDF 'Protean Lords of Porphyra.' I love the idea of my cleric having to act like a theological Cuckoo bird, and has to weave her prayers and rituals into the chants and dances of other religions. Its one gigantic joke and the laugh is on the unsuspecting clergy.

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Okay, thought I should give the results of this discussion:
After reading the Purple Duck's Protean Lords Of Porphyra PDF and discussing it with the player that wanted to be a Cleric of the SitDs, he agreed to instead take a Protean Lord as his patron, choosing the PL: Vestrivissia, who is sort of a theological cuckoo and her clerics pray over stolen holy items of other faiths and hold their rituals in the temples of other gods.
He loved the idea of having to pretend to be other faiths and desecrating other gods' holy texts. He loved it so much that he talked to our paladin player (who thankfully knows that paladins are lawful good, not lawful stupid), and worked on a backstory where his character saved the paladin when they were younger and made a promise to support each other despite their vastly different goals.
His character is a CG cleric, with Trickery and Chaos as his domains, and he has a habit of stealing clerical robes and holy items. He loves to play up being a cleric of Sarenrae when he gets to a new town and typically hides his face behind several masks he crafts so no one gets wise to him (think like non-magical Razmir masks).
We talked that the more people he tricks gives him a micro percentage of divine power, this is due to him actually covertly rewriting holy texts with a secret message that when chanted give him a little bit of the prayer's power.
Thankfully he isn't the kind of cleric player that tries to convert the others to his cult, and as long as he doesn't get the party involved in a lot of crime or sacrifice living creatures they turn a blind eye to his goals.

Jeeze I feel dumb, but I guess this is what happens when I deal with rules lawyers on 4 hours of sleep.
Full story:
I have a pair of min-maxers that like to bend the rules and back each other up if I don't know a certain rule or know an ability. Its worse when they know I haven't been sleeping well.
Me being on about 1/4th brain power vs two guys who probably planned this out days in advance to have some fun with their GM managed to make me just throw my hands up in frustration and they shat all over my campaign by instantly reforming the villain after an hour and a half of rules lawyering, arguing, and no caffeine.
They had me so turned around that I read it as they told me:
"if he makes his Will save, he is affected by dominate person, except the duration is only 1 minute. But if he fails? There's no time limit."
I posted this during the game, while I was still very addled, confused, and miffed at my players for pulling such a cheap move, and at myself for not being able to control them.
Lesson learned. Don't GM on 4 hours sleep, and don't trust your players to read you the rules accurately. =/
Revenge will be slow and painful.

For the Inquisitor that takes the Conversion Inquisition:
"Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute."
This seems a bit overpowered as written. I've seen a question posted abut this ability elsewhere on this message board that helped to limit it down to just targeting humanoids as suggested by the dominate person spell, but this ability seems vague and ripe for PC abuse.
I don't see a duration if the enemy fails, or any limitation other than what can be hinted at other than what I stated before. I could see this being a game over for any humanoid villain that the party encounters unless declares it fails by GM fiat.
I'm just not sure how far this extends. Would the target become a cohort? Wouldn't this create a huge amount of plot/character issues for the target? As worded, it looks very much like a instant and permanent 'underling' spell.
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Ambrosia Slaad wrote: I could see how a mortal worshiping a protean lord could work (like maybe, one of these), but not directly receiving spells & divine power from the Speakers of the Depths. To me, that'd be like wanting a small glass of water and getting a mega-tsunami firehose in response... only the most powerful minds could hope to withstand exposure to that much Primordial Chaos.
(But then I can't even breach the Great Ossified IP Wall of Whot'See, so what do I know?)
Never saw this book before, but I just downloaded it and began reading it. definitely food for thought. If I don't pick something out of this it will give me something to emulate and create my own Protean Lord.
Duiker wrote: Does the character have a god yet (especially since they're a cleric)? I was just thinking that given the previous talk it'd be interesting to be a sect of Nethys. The sect that worships his scorched half, who believes that all of the lawful schools of magic with their order and rules are affronts to that half of the All-Seeing Eye. That they are eyes half blind in that the only see Nethys' human half. This character's sect might believe that they exist to restore balance to magic, that it is their duty to unleash the maelstrom that those who misunderstand the lesson of Nethys seek only to tame. I have brought this up to him, and he was fairly adamant about worshiping something more atypical. This character he wants is not yet implemented into the story which is why we've been working out the kinks.
If this was my character I would have gone the route with Nethys, but as stated before, he wants to go in a more cultish direction without having to be chaotic evil.

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Todd Stewart wrote: There isn't a ton of information regarding the Speakers of the Depths, though it's insinuated that they might be the proteans' conceptualization of the Maelstrom itself as a living entity. The keketar choruses divine the Speakers' will and the myriad choruses guide the rest of the proteans. As such, I would actually hesitate in having a PC be a direct cleric of the Speakers of the Depths, and instead have them worship a protean lord as a sort of intermediary power and/or follow the guidance of a specific keketar chorus. What I have found does state that Protean Lords are on par with Powerful Demons, so that would work. I could probably apply most of the same rules for worshiping a demon to a Protean Lord, minus the evil of course.
In regard to his character, I can see this Lord working to promote this chaotic type of magic over the laborious(IE boring) studies of wizards in some convoluted scheme to unbalance reality.
What you said does make sense, which I will bring up with my player. Already have an idea that could work, that this Protean Lord is a meddler and schemer. Think Tzeentch from warhammer 40k but on a lesser scale.
Duiker wrote: I can imagine a cool ethos along the lines of "magic wants to be free", constantly at odds with regulation of magic, with formal orders of wizards and such. Someone who wants to see every person, every place, bursting with the casual use of innate magic. That actually works really well. It not only gives me something to work with but it works with the splat book the Chaos Mage class comes from (wizards and chaos mages do not get along well.)
Thanks. =3

I've tried to pull as much information about these deities(or deity) but they seem to be undefined.
This player is one of my oldest, and he likes to test limits and play unusual types. Recently he's created a cultist of the Speakers and wants to try a storyline where he's trying to apotheosis into a god of chaotic magic. Thankfully he's the player who works with the GM (me), and I know chaos magic because I introduced him to Mongoose Publishing Chaos Mage class. My favorite class, btw.
We did work out that Chaos and luck would be obvious domains he could pick, as well as the subdomain of Protean.
But I'm having some trouble deciding what this god would push him toward. I know the proteans seek to 'restore' the world to primal chaos, but interpret their god's words in radically different ways. I was thinking of having a protean lord be his character's intermediary, but its hard to get into the head of a CN entity without morals.
My question is what should I have him define his clerical role? I don't want to say 'do whatever' because that's lazy, and just makes his character a jerk to other PCs. the only thing I come up with is him radically opposing lawful outsiders like Axis's outsiders, devils, and lawful celestials. Any ideas?
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