Riftwarden

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First off my writing is not done and a lot of this I'm hoping to change as I perfect it. This started with a few of my players complementing work in a past campaign I ran that gave them a boon for completing the quest. I gave each person a +2 in a stat they chose. Which to me is as bland as white bread. So I decided to do something different this time. I don't plan on incorporating too many of these situations in the game but I want the players to remember this one. Im trying to keep the atmosphere spooky, with the combination of the tortured souls of the audience, the unwilling participation of the staff. The mystery behind the tragic event that occured here. I have many parts of this I am not pleased with yet and hoping to have another set of eyes staring at my work. If you see something you like please nab it for your own game. Please critique it. Try to break any of the items or boons I provide. Tell me that my story needs to change for whatever reasons necessary. I am going to be having the players in my pathfinder 1e campaign trapped in a carnival of Ghosts. A small pocket in the Ethereal plane. The carnival will slowly start to appear around them and entice them to join in the festivities. I didn't want just a battle to the death with ghosts... Besides my party is going to be level 5 for this so they would struggle handling ghosts anyway. I still need a name for the carnival. But I know it is featuring:

The Neverending Show.

These wonderful individuals(The party.) Have been selected to work as carnival employees for the night. Most of it is just fun and games... But it is stated up front if they fail they are trapped here forever. As the audience of the damned. No refunds. At this point it should be stated the audience is a myriad of different people and creatures all trapped in the carnival forever. Having their life essence sucked away and empowering the entire crew. But of course the adventurers are special. Though the employees were once good of heart. They are going to try their hand at possession. And if the adventurers do not perform well enough they will ride the adventurers out of the carnival gaining a new body to roam the world in. But there is another unlikely option. The adventurers must complete all tasks given to them. Each player must succeed in 3 events before the night is through. And all events must have been attempted at least once.

Here are the events and characters I've come up with so far. This is barebones character descriptions. If you have any ideas please contribute. I have the boons and items scaling up with levels so that the players don't feel like they don't need it anymore. But they might be far too powerful. Though I have deprived them of items a bit to prepare for this.

1. The ringmaster is a ghost of a man who was once a successful circus performer. He was killed in a freak accident, and he now finds himself trapped in the carnival. He is bitter and angry, but he still loves to perform. He leads the other ghosts in shows and performances, and he always tries to make people cheer.

The Ringmaster: The ringmaster challenges the players to a game of skill. The players must complete a series of tasks, such as juggling balls or riding a unicycle. If the players fail a task, they take 1d6 points of damage from the whips sting.

Juggling is a dexterity or a relative perform check.
Riding a unicycle is is a dexterity or a relative perform check.

You have 4 attempts for success.

Ringmaster's Whip

This whip is made of fine leather and is decorated with intricate metalwork. It is said to have been owned by a famous ringmaster in a traveling carnival.

The whip has the following properties:

This whip has a +1 enhancement bonus.
It grants the bonded wearer exotic weapon proficiency (Whip).
It has a 15 foot reach
It deals bludgeoning damage 1d6 + str and may strike someone even with a natural or regular armor bonus.
The user may cast charm person on a humanoid after striking them with the whip. DC 10 + level of the wielder.

The Clown/The Jester: The jester challenges the players to a game of wit. The players must tell a joke, make a pun, or perform a skit. If the player fails to make the jester laugh, they take 1d6 points of sonic damage.
This is more up to the dms discretion (Is it funny?). Or if any person in the party laughs.

You have 4 attempts for success.

The Laughter Boon The ghost clown grants the ability to make creatures laugh uncontrollably. This ability can be used to distract enemies, to defuse tense situations, or simply to bring joy to others.
The user is granted the Hideous laughter spell. (DC 10 + lvl) The user may use this ability 3 times per day. Unless the target is a willing creature or wants to laugh.

3. The fortune teller is a ghost of a woman who was once a wise and respected woman. She was killed as someone set fire to her tent, and she now finds herself trapped in the carnival. She is bitter and angry, but she still loves to help people. And will give the players advice if they complete her trial. She gives readings to the other ghosts, and she always tries to offer them hope.

The Fortune Teller: The fortune teller challenges the players to a game of knowledge. The players must answer a series of questions about history, geography, and current events.(Knowledge checks of each.) If the player fails they are confused for 2d6 rounds. You must get 3 questions right to succeed. You have 4 attempts for success.

The eyes of divination. The ghost of a long-dead fortune teller reaches out to you, offering her gift of sight. With her boon, you can cast the augury spell.
You can use this ability a number of times per day equal to 1/3 of your level. You also gain a +2 bonus on Perception checks that rely on sight. The ghost's touch is cold and clammy, but her eyes are warm and wise. She tells you that you have a great destiny ahead of you, and that her boon will help you to fulfill it.

4. The strongman is a ghost of a man who was once a powerful and strong man. He was killed defending the acrobat from a angry patron, and he now finds himself trapped in the carnival. He is bitter and angry, but he still loves to help people. He lifts weights and performs feats of strength, and he always tries to protect the other ghosts.

The Strongman: The strongman challenges the players to a game of strength. The players must lift a heavy weight, break a chain, or tear a book in half. If the player fails, they take 4 points of damage bludgeoning damage. As he cuffs them on the back.

The person must succeed in all three with only one chance for failure. Book DC 12 Weight DC 14 Chain DC 16 You have 4 attempts for success.

Granting the boon Strength: You may take 10 on any strength check not involving combat by as a standard action. As a swift action The Strongman grants you a +1 bonus to Strength checks attack rolls and damage rolls. This bonus lasts for 1 minute equal to your Strength modifier (minimum of one) these must be used in 1 minute increments. While the bonus is active you double your weight carry.

5. The acrobat is a ghost of a woman who was once a graceful and talented acrobat. She was killed in a fall, and she now finds herself trapped in the carnival. She is bitter and angry, but she still loves to perform. She flips and twirls through the air, and she always tries to entertain the other ghosts.

The Acrobat: The acrobat challenges the players to a game of agility. The players must jump through a hoop, climb a freestanding ladder, and walk on a tightrope. If the player fails, they take 1d6 points of fall damage.

Acrobatics or Dexterity check. Hoop DC 12 Ladder DC 14 Tightrope DC 18

Tattoo of the trampoline.

This large, colorful trampoline is said to have been used by a famous ghost acrobat who performed at a carnival many years ago. The trampoline is said to be haunted by the ghost of the acrobat, who is said to be a master of the trampoline.

The acrobat hands it to you and it vanishes but you can feel like it's almost under your feet at all times.

You can use an action to summon the trampoline and cast the jump spell on yourself. The caster level is your level. You can use this ability a number of times per day equal to 1/2 of your level.
You gain a permanent +2 to acrobatics concerning jump.
If you were to be knocked prone you may use an immediate action to summon the trampoline on the ground below you and bounces you to a standing position. You can use this ability a number of times per day equal to 1/3 of your level.

The Magician: The magician challenges the players to a game of magic. The players must be a part of the magicians favorite magic trick, sawing a person in half. If the player fails, they take 1d6 points of slashing damage.

You may make a sense motive or will save to disbelieve. DC 16 you must have 3 successful saves in a row.

Master of Escape boon:

You gain the following benefits:

You can use an action to teleport up to 30 feet to an unoccupied space you can see.
You can use this ability a number of times per day equal to 1/3 of your level.
You can use windy escape a number of times per day equal to your 1/2 your level (minimum 1)

The animal tamer: A ghost of a man who was once a famous animal tamer. He was killed by his animals after someone let them out of all of their cages, and he now finds himself trapped in the carnival. He is bitter and angry, but he still loves animals. He talks to the animals in the carnival like they are his best friends.

The Animal Tamer: The animal tamer challenges the players to a game of animal handling. The players must tame a wild animal, such as a dog, a lion, and a elephant. If the player fails to tame the animal, they take 1d6 points of damage. The DC for taming the animals is Dog 12 Lion 16 Elephant 18
You have 4 attempts for success.

Ghostly Animal Whistle

This small, unassuming whistle is said to be imbued with the spirit of a ghost animal tamer. While you are carrying the whistle, you gain the following benefits:

You can use an action to use the whistle, if you do you gain +1/2 your level to all handle animal checks.

You also can use an action to cast the speak with animals spell on a creature of your choice. Twice a day.

8. The fire eater: A ghost of a man who was once a famous fire eater. He was killed in a fire, and he now finds himself trapped in the carnival. He is bitter and angry, but he still loves to perform. He eats fire, breathes fire, and always tries to put on a good show.

The Fire Eater: The fire eater challenges the players to a game of fire resistance. The players must hold their hand in a flame for 10 seconds. They take 1d6+2 points of damage each round until they put out the fire. They must last longer than the fire eater. And make a Will save for 3 consecutive rounds. DC 12 DC 16 DC 18. You have 4 attempts for success.

Once per day, you can choose to store a single fire attack that strikes you for later, you can choose to absorb the attack, equal to 1d6/lvl stored. Anything leftover still dealing damage as normal. You can then release the stored energy as a standard action, targeting any creature within 15 feet of you. The stored attack deals the same amount of damage as you absorbed.

9. The sword swallower: A ghost of a man who was once a famous sword swallower. He was killed by a sword, and he now finds himself trapped in the carnival. He is bitter and angry, but he still loves to perform. He swallows swords, walks on glass, and always tries to push himself to the limit.

10. The Sword Swallower: The sword swallower challenges the players to a game of pain tolerance. The players must swallow a sword. If the player gags or vomits, they take 1d6 points of damage.

The person must make three fortitude saving throws. DC 12 DC 16 DC 18 You have 4 attempts for success.

Guts of Iron
The ghost bestows upon you their ability to cheat death once. When you would normally be dropped to zero or lower hitpoints, you can use your immediate action to cast the false life spell on yourself. You can use this ability a number of times per day equal to 1/3 of your level. Your character level is the caster level for the sake of the spell.

Twice per day you may give yourself +2 on a Fortitude saving throw as a immediate action.

11. The Barker: The barker was once the carnival's hype man. He was a loud and boisterous man who loved to draw attention to himself. He was last to die killed by a jealous lover, and his soul was trapped in the carnival. The barker is now a restless spirit who haunts the carnival. He challenges anyone who enters the carnival to a game of wits.

The Barker's Bell: This bell is made of a ghostly material and emits a faint, eerie sound. It can be used to attract attention and to create a sense of excitement.

Description: The bell is a small, silver bell with a black ribbon attached to it. It is about the size of a human hand.

Abilities: When you ring the bell, you can create a ghostly image of yourself that appears to be performing a task or action. The image is perfectly lifelike and can even interact with the environment. It cannot cast any spells or perform any aggressive actions. The image will remain for 1 round per level you have.

In addition, you can use the bell to create a sense of excitement and anticipation. When you ring the bell as a standard action, all creatures within 30 feet of you must make a Will saving throw (DC 10 + your level). On a failed save, a creature becomes fascinated with you for 1 round. A fascinated creature is not hostile towards you and will follow your instructions to the best of its ability.
You can use this ability a number of times per day equal to 1/2 of your level.

12. The Ticket Seller: The ticket seller was once the carnival's ticket seller. She was a kind and generous woman who loved to help people. She was eventually killed and her soul was trapped in the carnival.

If you fail you take 1d6 slashing damage as a wound appears in your chest.

Part 1
The Ticket Seller's Puzzle: The day I died I sold 543 tickets 17 were premium seats cost 3 times as much per ticket. If each ticket costs 2 copper how much did we make that day?
You have 60 seconds to answer.
Answer:
1154 copper "You think your clever... What is it in silvers then?" 115 silver and 4 copper "Oh yeah and what about gold?" 11 gold 5 silver and 4 copper.

"Odd I know it's correct I've totaled it up so many times but that night I messed up, I ended with 1,290. Bonus question. If you can answer how I did that then consider us sqaure." She charged double the premium price. Or 6 times the average seat.. You have 60 seconds to answer.

Part 2

She says
I am a tool of death,
I am sharp and I am cold.
What am I?
I am a blade.

Part 3

How did I die?

I overcharged customers and was stabbed as a result.

Ghostly Ticket

This small, unassuming ticket is made of thin, greyed paper. It is blank on one side, but on the other side is a single word: "Welcome."

When a character possesses this ticket, they gain the following benefits:

You gain a +2 on appraise checks.

You gain the ability to cast the coin shot spell. You can use this ability a number of times per day equal to 1/2 of your level.

You can cast the fear spell on a single target. You can use this ability a number of times per day equal to 1/3 of your level. DC 10 + character level
Your verbal component is the word welcome. And the target that is affected by fear sees The Neverending Show around them until the effect ends.

13. The Concession Stand Worker: The concession stand worker was once the carnival's concession stand worker. He was a hard-working man who loved to make people happy. He was eventually killed in the fire consuming the carnival, and his soul was trapped in the carnival. The concession stand worker is now a helpful spirit who haunts the carnival.

The vendor challenges you to a food eating contest against another person. Whoever eats the most food in a certain amount of time wins.

The Iron Stomach Challenge: The vendor challenges you to eat a plate of their food that is known to be spicy or otherwise challenging to eat. If you can finish it without getting sick, you get a prize.

Boon of the Ghost Concession Stand Worker

You can use these spells a number of times per day equal your 1/2 your level. The uses must be split evenly. With any extra going in descending order
Good Berry (kettlecorn)
Create food and water.(fair food only)
Grease.

You can use this spell a number of times per day equal your 1/4 your level.

Vomit Swarm.

14. The Freak

Name: Elastic Man
Benefit: You gain the following benefits and may use them as a swift action for 1 round.
You can stretch your limbs and body to great lengths. Your reach is doubled, and you can use your limbs to reach and grab objects that are up to 10 feet away from you.
You can elongate your limbs to increase your speed by 10 feet.
You can contort your body into strange shapes. You can fit through openings that are half your size, and you can squeeze through tight spaces.
You can use these abilities a number of times per day equal to 1/2 of your level.

Physical Challenge: The elastic man might challenge the party member to a wrestling match or to escape from a rope which has lowered you into water.

Wrestling the first to get the other pinned wins.
Escaping the water prison. A break DC for the ropes or escape artist. A swim check to the bottom of the tank for the key.

15. The Gambler
The gamblers challenge.
The Gambler will challenge the player to black jack, street dice, or poker. Best of three rounds wins.

Gambler's Gloves: These gloves are made of black leather and are decorated with playing cards and dice. They grant the wearer a +2 luck bonus to Sleight of Hand. They also have a small pocket dimension inside them that can hold 10 pounds equal to 1/3 of your level(minimum 10), these items can be of any size.

Accessing the Pocket Dimension: Accessing or stowing objects in the pocket dimension is a swift action. To do so, the wearer simply needs to concentrate on the hidden compartment on the inside of the gloves. If withdrawn for 1 round the items have the unseen quality.

16. The Carnie: The carnie was once a carnival worker. He was a mischievous and playful man who loved to have fun. He was eventually killed in a freak accident, and his soul was trapped in the carnival. The carnie is now a mischievous spirit who haunts the carnival. He challenges anyone who enters the carnival to standard carnival game. If the challenger loses, the carnie will take part of their soul resulting in 1d6 negative energy damage.

Haunted Prize

This small, wooden object is decorated with brightly colored ribbons and has a small hole in one end.
Effect: As a standard action the bearer can choose to have the haunted prize shift into any other object that is worth no more than 10 gold pieces.
You can use this ability a number of times per day equal to 1/3 of your level. The bearer of this object can use it to summon a ghostly carnival prize. The carnival prize will appear in the bearer's hand and will last for 1 hour. The prize can be any one of the following:

Stuffed Animal: The stuffed animal is a loyal companion that will follow the bearer around and defend them from harm.
AC: 16 (+4 nat armor +2 dex)
HP: 30
Attack: Bite +4 (1d6+1)
Speed 30 ft
Consider all other stat bonuses not listed as a 0.

Toy Horse: The toy horse is a phantom steed that can carry the bearer at a supernatural speed.
Toy Horse:
AC: 13 (+3 dex)
HP: 20
Speed: 60 ft.
Consider all other stats not listed as a 0.

Balloon: The balloon is a floating beacon of light that can be used to guide the bearer through magical and non magical darkness.
AC: 11 (+1 dex)
HP: 5
Speed: 30 ft.
Consider all other not listed as a 0.

Toy Gun: The toy gun is a ghostly weapon that can be used to shoot bursts of energy. Choose one energy type. Each attack deals 2d6 points of energy damage.

Small Trinket: The small trinket is a magical item that has a minor beneficial effect, such as granting the bearer a +1 bonus to a certain skill, initiative, natural armor or saving throw.

That is all I have come up with so far. Thank you. If you have questions comments criticism or concerns please let me know.


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I dig it, but i agree that at 20th that power wont be used, here is mine, i really liked the Nanite bloodline to begin with and i have this player that wants to play a bloodrager but probably wont be a big fan of the bloodline list. Feel free to tell me what i missed.


Nanite Bloodline:

Your conception was marked by alien influences.
Bonus Spells: mirror strike (7th), defensive shock (10th), gaseous form(13th), miasmatic form (16th)
Bonus Feats: Blind-Fight, Combat Expertise, Dodge, Eldritch Heritage,Expanded Arcana, Improved Disarm, Lightning Reflexes,
Bloodline Powers: The microscopic nanites in your blood grant you incredible powers and alien magic.
Nanite Strike (Ex)
At 1st level as a free action while bloodraging, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your bloodrager level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).
At 4th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 8th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 12th level, the cure becomes two successful saves.
You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive.
Nanite Surge (Ex)
At 4th level, once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 3 + your Bloodrager level on any one d20 roll; this ability must be activated before the roll is made. If you already possess the nanite surge ability from another source (such as from being an android), you can use your nanite surge an additional time per day.
At 8th level, you can use this ability an additional time per day.
Nanite Resurgence (Ex)
At 8th level, once per day as an immediate action upon being reduced to one-quarter your maximum hit points while bloodraging, you can force the mechanical swarm living inside you to keep you alive. This ability functions like a resurgent transformation spell using your Bloodrager level as the caster level, except it is an extraordinary ability and cannot be dispelled.
At 12th level, you can use this ability twice per day (though using this ability twice in one 24-hour period entails a chance of system shock and death; see the spell's description for more details).
At 16th level, you never die of system shock from using this ability.
Distributed Body (Ex)
At 12th level, anytime you are struck by a critical hit or a sneak attack, there is a 50% chance that your nanites scatter and reincorporate around the attack, negating the extra damage and causing the attack to deal damage as normal instead.
Swarming Bloodrager (Su)
At 16th level, once per day you can at will, you may break down your body into small flying nanites, you are not subject to critical hits or flanking, never staggered, or reduced to a dying state by damage. Immune to every spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). You take half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. You cannot be tripped, grappled, or bull rushed. Your weapons and items remain solid and can be weilded as normal.
Living Swarm (Su)
At 20th level, you and the machines within you become one. Your nanites consume and replicate your body, allowing swift and radical physical alterations with little more than a thought. You become immune to bleed effects, diseases, and poisons, and gain an additional DR 5/—. At will, you can break down your body and move in a shimmering stream of flying nanites, as if affected by gaseous form. You can gain all these benefits constantly as well as the abiity to use Nanite Resurgence even while not bloodraging.