COOP: Good characters would go out of their way to help an old lady cross the street, even if it meant jumping over parked (and moving) cars.
neutral: Neutral characters would help an old lady cross the street if they were traveling in the same direction.
evil: Evil characters would help an old lady cross the street only if she offered several gold pieces in advance.
Cursed: A cracked stone will leak personality traits into the person who claimed the stone. Thus if there is a mummy in it, the owner of the stone will develop mummy’s touch and will start to track down the things looted from the tomb.
PS: Trainers can control PS +Charisma bonus Ioun stone monsters.
BF: Bonus feats can be trained to 'pets' like tricks. A trainer who cannot fly could teach their pets flyby attacks.
Theme Knowledge: They can identify a race by their armor and weapons, and will have a passing understanding of their warrior code. They also know most sports. All such knowledge checks are +1.
Re: Quince's Note:Quince, please be extremely careful what you say around here. Almost all of us are very weary about playing god, so we have an unofficial code of ethics in this department. #2 on the list is "you must always treat your creations as though they were your own natural children," which we all will hold you towards. Breaking this rule is grounds for everyone dumping mutagenic microbes on you while destroying any Genome Backups you may have had made, meaning you'll be stuck looking like a humanoid mess of animal features until you can get blood samples from your parents.
Estimated Survivability Index (50% = Average Natural Human): 100%
16: Mythos Part of the Dark Tapestry:Everything is madness inducing. The town square is actually blob shaped. The seven musicians who are performing there are playing wind instruments, and you can only identify the bagpipes and didgeridoo. The surrounding buildings have no right angles, not even in the windows and doors. In the sky above is Azathoth, who reaches out a pseudopod threateningly whenever the music pauses.
You have to willsave DC 17 every round or acquire an insanity/mythos point. This basically makes this all make sense, and your home plane, not so much.
It's almost perfect, except I cannot find the stats for normal types of drink. Till you link that doc, here is a quick and dirty table I will be using.
Weak:Beer, Ale, and watery meede. Generally less than 10 proof. All saves are +4.
Average:Wine, hard cider, and most mixed drinks. 10-70 proof. All saves normal.
Strong: Vodka, Moonshine, Dwarven ale, or Effretti brandy. 71-100 proof. All saves -4.
Toxic: Pure grain alcohol or White lightning. 101-200 proof. Save or loose conciousness, another save or lose sight, another save or lose a point of con till healed. An hour later roll all failed saves again, to wake up, regain sight, or keep from losing another point of con.
Dwarves and half orcs treat all alcoholic beverages as one level weaker. Goblins usually mix booze with pickle juice.
It can be turned into a miscellaneous magic item unguent that will make permanent the most recently cast applicable spell on the recipient.
Make it a feat tax instead.
Requirements. Must have the item creation feat and meet all other requirements except charges per day.
Note also a homebrewed item can have an alternate charging method. I designed a staff of reincarnation that recharges by disintegrating corpses. The dead biomass of one medium creature recharges one charge. This was to mess with some PC's ghoulish obsession of decorating their home with demon heads. I call it Card Rules. In most collectable card games, if the card says you can do it, you can.
The pictures, taken from the bestiary or such, can help you scry, but only on creatures that match the picture. Not the creature you want. Thus a goblin card will help you scry on a random goblin having a short sword, not a specific goblin owning a dogslicer. Even then they have a plus 8 willsave. This is also a GM call and may have no effect on scrying at all, because you are the GM.
19.Cloak of spell stitching:Uncommon:Once a week it can be held up to conceal a pile of treasure or something. When the command word, hey presto is said, the stuff becomes a stitched pattern on the cape, not weighing anything. The stuff can be released the same way, at home. Then it can be used again, one week later. GPV 10,000.
Random bolt table
If this gets any longer it will need it's own topic.
Goth Guru wrote:
I fixed it.
More about 15:Abyss Further up the beach is a sort of fishing village where dretches bring their catches of newly arrived larvae and other dretches, closely supervised by night hags and real demons. In the town is an auction house where new arrivals quickly find they were better off drowning in blood. Most of these monsters don't even know this level is called "Bloody El".
Edmond Maroe the 3rd. Alchemist 19th level.
Now a days he places his creations in jobs. This is the result of several revolutions.
Maybe they can transfigure mundane items, but transfiguring magic items seems out of line. More like they seek out the items they had in life, but toss all the items they cannot use.
The bank of consoles has 4 chairs, made for m sized humanoids. The controls have buttons, dials, slider switches, and screens, all with strange alien symbols.
The wall is very hard metal, an airlock door, and a window just as tough as the rest of the wall.
The doorway will start showing just the wall behind it. When turned on(engineering or use magical device 10) it will resume cycling through 100 locations in the galaxy. It will stay at each location for 5 combat rounds. Stopping it at a location is DC 19. A person can step through, but gasses will not either way.
I was thinking of a special class, rage caster. They cast only combat oriented spells during combat, but they give up movement or something.
That class would not need moment of clarity, but only for casting, as a sorcerer. You might cut them off at 6th level spells, as they already have fireball and lightning bolt.
Lets not number them this time. Posts are always assumed to be about the next one. Detailed homebrews will be superseded by the official version if one comes out.
1.Brain Welk. Aberration/Mollusk. This thing when implanted in the skull between the hemispheres attaches via nerve tentacles and usually takes over. While in control the creature has intelligence, wisdom, and charisma 20, darkvision, and however many levels of a class(often engineer) it has. Weather in control or not, the hoste body is purged of all other diseases by the single cell spores the welk creates.
Fresh from the dark tapestry, they are lawful evil, but someone who had one removed or just had a transfusion of spore filled blood, will have one grow usually with an appropriate alignment and personality. While many such become surgeons capable of implanting their fellow welks, some even become wizards.
Is that a sequel to the MLP movie?I'll give you the point anyway.
228.A now mostly covered with ice planet. All the natural resources were used up. There are remains of beings called Consumers. They are like humans but shaped like pac man with arms and legs. They could eat almost all plants and animals, including trees. They apparently used up the fossil fuels causing a horrendous climate change, flooding, fires, volcanos, and then a new ice age. There are a few incomplete space arcs. Sleeper ships full of dead consumers who didn't make it off planet. Thousands of ships made it off planet and are headed for systems where they suspected there are planets that support life.
221.A disk of dark energy that keeps the star seperate from the black hole. A chaotic neutral god of chimera created this thing for his cults on the habitable worlds. Discord is one of it's many names.
Without the disk, the star would have been sucked into the black hole long ago, instead of both being in a narrow orbit in the middle of the system.
14:Plane of Shadows:A city full of half ruined gothic buildings. Fetchlings are handing out flyers for seminars about shadow based spells and rituals involving Zon-Kuthon. There are also coffee shops that mainly have coffee, black, possibly with dark chocolate whipped cream on top.
Casting shadow walk and casting light during transport causes you to be ejected in Golarion taking 2D6 fire damage each. Go to a seminar and buy a spell book to get the shadow walk spell.
101.A big gun that shoots dice of any size. It energises the dice with symbolic resonance so the dice does the damage equal to an amount rolled on identical dice. If the maximum is rolled, the dice explodes doing another die of damage. If another max is rolled it does another of those dice damage, and so on. It can be mounted to the included tripod or a ships gun mount. Big, metal dice do structural damage. Note that it's powered by a power cable that attaches to a power supply, generator, or a spaceships power system.
102.A set of big, metal, dice. A D4, D6, D8, D10, D12, D20, and a D100.
Pizza Lord wrote:
10. Acheron: ** spoiler omitted ** Arrive on a ship-sized cube with what might be mistaken by perspective to be 10 cubes visible in the distance. The cubes are actually much closer, are incredible tiny and are, in fact, flying quickly at the traveler. Tiny markings on their sides resemble those on dice. They slam into the traveler and inflict 1d6 damage each. Any that deal 6 damage 'explode' for an additional d6 (exploding bigger on another 6, etc.) Tiny, antlike warring armies may or may not be visible fighting on the cubes but, in any case, they're all smashed to pulp as their cubes crash into the target or the cube they're standing on or explode.
That's great. Maybe there's a hatch on the cube where they can get inside, and find the gun' so they can shoot tiny cubes at the other big cubes.:)
8:Limbo:The edge of the Tolge Wood and the Hatter's backyard where the mad tea party is taking place. Up above in the tempest, the sun and moon are having a shoving match.