The Beardinator wrote:
501: This seemingly ordinary bean causes the eater to grow a great big bushy beard. Regardless of their sex, age or species. It has been known to work on lizardfolk, catfollk, little girls and even in on recorded case a seagull.
577. Cockroach Devourer Resembling a regular cockroach these mysterious creatures feast on flesh and a swarm of them can gnaw a cow down to the bone in minutes. In areas where cockroach devourers are endemic a popular song is "Be sure to count your toes lest the cockroaches do nibble in the night." The easiest way to distinguish a cockroach devourer from other less dangerous species is by their angular head and tendency to lurk watching the beings they wish to eat rather than scurrying for cover. Some scholars also posit a variant that has grown into a medium sized being able to mimic its prey by wrapping its wings around it like a cloak. Though others dismiss this as mere storytelling to frighten children. Still in the biggest cities these rumours continue to persist with some saying its what the cockroach devourer evolves into if it lives long enough and others insisting its a different variant like a queen bee.
Mightypion wrote:
"It's not a phase mum." she screams as refuses to dye her hair and wear black makeup.
The Grandfather wrote:
It'd depend on the limits but I've never been a fan of the "magic is unnatural" approach to things.
Arkat wrote:
Its because if you give something stats players will kill it and they want to avoid that with the deities. Its not that Gods can't die (see Aroden) but they want such an action to be solely in the range of DM discretion if your game is going that way. So Quasi and Demi gods have stat blocks and increasing power levels. For example a demi-god has a realm they can shape while a quasi-god doesn't but full gods have nothing so a player can't kill them. For what your after I'd suggest going back to 3rd ed. Say use this divine ranks and divine abilities. It'd need a bit of adjustment but you could probably work it so that there's a transition period as a being ascends starting off as the demi-god stat block then getting some new powers e.g. all dice rolls are a natural twenty and they can only be killed by Plot McGuffin TM (unique for each diety), gain some portfolio abilties or the like. Then over a period of time (dependant on various factors e.g. method of ascension, original power, etc as appropriate to your plot) they grow stronger until they reach full dietyhood where they're beyond the rules and function as the DM's will. That way the players are on a time limit he's already made his ascension but they have a small window where they can still kill him before he grows beyond their reach. Insert campaign where they gain mythic ranks 1-10 while seeking the Plot McGuffin TM before the final confrontation against a being that can still terrify tier 10 mythic characters. EDIT
493: Bean of gender exchanging: This bean that seems to shift colour if eaten changes the eaters gender with that of the nearest creature. 494: Bean of every flavour: This bean that seems to have a shimmering rainbow spill of colour shifting over its surface if eaten tastes like every flavour at once. 495: Bean of obvious commentary: This otherwise unassuming brown bean has a small mouth which comments loudly on anything obvious happening around it. "There's a cloud over there, that tree has leaves, you are walking."
Roaming Mole: 482. When fully covered by dirt there is a hisss and smoke puffs up striking everyone in 10 feet of where the bean is planted. Those in the smoke must make a DC 16 fortitude or be infested by a roaming mole. This is a large, hairy mole that moves randomly around the persons body. If they don't pass a DC 20 will save they wont be aware of this mole no matter how obvious it unless someone points it out. At the end of one week a small beanstalk sprouts from the mole rapidly growing 6 more randomly determined beans that fall off after which the sprout rots and falls away leaving a scar. A cure disease spell can get rid of the roaming mole before it sprouts. Operatic: 483. This seemingly ordinary bean on being eaten causes the person to constantly hear background music appropriate to what is happening in their life. When they are under extreme stress or tension they must pass a DC 20 will save or burst into song about the cause of that stress. Anyone hearing the song must pass a DC 15 will save or join in on a seemingly choreographed song and dance routine. This effect doesn't affect beings that can't hear but otherwise seems to have no limits affecting people, animals and even plants. The changes caused during this song such as a barren frozen meadow bursting into springtime flowering plants rever to normal within 1d4 rounds after the song ends. Gilt by association: 484. This seemingly small, hard black bean explodes when thrown in a puff of pink smoke with a radius of five feet. Any item touched by the smoke turns into a stage version of its self. Armour becomes cardboard, gold becomes tinsel, gems become paste and magical items become mundane versions of themselves. These changes last for 1d10 minutes.
312. Shocking Grass
Description
DungeonmasterCal wrote: I'm from Arkansas, so I have to use official southern terms of measurement. I would like my demi-plane to run from here to that way somewhere over yonder and a pretty fair piece (fer piece) back the other way. Your the kind of person who's directions go "Drive down this road to where the old mill used to be then run right, keep going to were the new mall will be built in a few years, turn left there and keep going to where old man johnson had that nasty fall a few years back and keep your eyes open for the overgrown road then take that shortcut over the abandoned mine and you'll be in town before you know it.". Followed two hours later by "No, no you went left at the fork in the woods not right didn't you? I told you keep going OVER the abandoned mine left takes you completely the wrong direction. Didn't you notice when you reached that low area where we had those nasty floods when I was young." aren't you?
482: Moaning Wood: Seemingly a normal tree this odd strain of plant bleeds a blood red sap and continually moans as if in pain when cut. Repeated examinations by numerous druids and nature fay have however found no signs of actual intelligence and most believe it to be an ancient druids attempt to discourage overharvesting of lumber.
Andostre wrote:
I don't think it does that considering Geb's undead economy, if all those zombies were stopping the soul moving on it would have been more of a big deal. I do recall a thread where they were talking about undead being powered by negative energy and it disrupting the cosmic balance that maintains creation so they were evil for that. But I don't know how official that view was.
Personally I take my interpretation from Buffy and Shadowrun. You're not actually getting the persons soul your getting a fleshbag with the original beings memories (also how speak with dead works since I know there's meant to be an occult ritual that actually brings the soul back instead or at least that was how it was played when I encountered it) inhibated by some malevolent spirit or demon. Essentially it not Timmy the vampire its a vampire who thinks its Timmy with all morals and inhibitions powered by some shadow demon or the like.
AestheticDialectic wrote:
Yes which is a whole seperate issue, just incapacitation + saves being based off spell level rather than character level is a big pain to casters but this is for low levels so I've tried to limit myself to that. Speaking personally if I play a caster, I want to PLAY a caster. If you tell me "No just pick up a weapon and act like a sub-par martial till 9+ when most campaigns are coming to an end" then I'll be wondering if I really want to play the game and I have enough knowledge to avoid most trap options. New players don't and they are going to be trying casters at a level when they don't have a lot of options and most of the advice is "play a martial" or "spend your money on consumables" or "pick these options only" which is going to drive them away especially if they misjudge the number of encounters or have the enemy save/dodge their attakcs. Especially since the odds of a dice roll succeeding by just that amount is very rare the martial will either miss or hit by enough your buff didn't help. Oh and as for electric arc its not 2d4 + ability mod (till the remaster when the mod goes away) its D4 + ability mod unless you heighten it. Heighten it and its not per day its 2d4 (in circumstances) + ability if you use one of your 1st level slots which makes it limited per day. As for magic weapon its fine but its part of the whole feeling that casters only exist to mop up or cheer on the martials not contribute by themselves to a fight.
I believe the black company RPG used a skill based system. So you would take the "fire" lore and then you could do any fire based spells you liked e.g. firebolt, flamethrower, fireball, flame wall with the modifiers you choose adding to the spell craft DC you rolled. There was also something about I think level where if you failed the roll bad things happened and if you succeeded you took some damage. So your spells were directly tied to your knowledge of arcane lore and limited by how much you could hurt yourself casting. I liked it but even go by memories 2 decades old of a system I read but never played I feel it would be too complicated. One problem with vancian magic in 2nd ed is only casters have a per day limit on what they can do but the spells are now balanced around what the martials can do not the usage of a finite resource. On top of which the enemy defences are also balanced on the much easier to raise martial attack and martial skill attack making spells even more likely to fail to have an appreciable effect which when success of failure means you can do that ability less for an entire day will result in either casters not using their spells because they expected more encounters that didn't happen or burning everything on the first encounter then wanting to rest or checking out if they don't get to do so.
Gortle wrote:
And if we remove all uncommon and rare spells its 20, if we remove those that aren't of arcane tradition its 16 and then we can remove ones that are for specific modules or people with specific splat books it probably gets worse. In other words of those 67 spells listed there only 20 don't require GM approval to learn and that gets worse if you aren't of the common arcane tradition, I think there were half a dozen primal or divine ones. Not to mention are you really going to spend a slot on things like illuminate to magically light all fire based illumination sources in 30 feet of you as oppose to just lighting them normally? I didn't say they didn't exist I said allow more interaction with the 3 action economy. This also isn't limited to spells give ways to get similar benefits to using those spells e.g. metamagic lasting a round or till the end of your next round rather than needing the spell to imediately follow it or it vanishes.
Totally Not Gorbacz wrote: Can those materials teleport, plane shift, conjure magical mansions and see invisible enemies? At higher levels . . . Teleport/plane shift: Get the martial where they need to be "Hi I'm Ron Wilson bus driver." and that's assuming the campaign involves other planes and doesn't ban teleport as problematic and gets high enough level to use them and doesn't take place in one area in or around a city. Not to mention it is fairly high level which most games don't get too making it outside the scope of this thread which is dealing with low level casters who can't do any of those things you listed. I mean seriously if I don't have teleport or plane shift do you really think the game will end in defeat or will the GM have us miraculously find another way to get there in time? I'm not needed for them, indeed in first ed people HATED having mages with teleport. Conjure magical mansions: Honestly I don't think I've ever seen this spell used, then again I've never been in a game that got high enough to really do so and didn't have you staying in forts or other established strongholds instead. Its also uncommon so there's no guarantee you'll even get it as a caster. Come to think of it so are teleport and plane shift. See invisible enemies: Yes. *
Speaking for myself there's a few things that could be done to make wizards and other casters more fun to play. 1) Kill the vancian system its a relic that belonged in an era when my spells could turn the tide of battles and achieve amazing effects. Like it or hate it the spellcasters have been nerfed down to parity with martials but they are still limited by vancian spells. Using sleep to maybe knock out that ogre or drop some kobolds felt fun and a worthwhile use of that slot. Using it to in all likelihood give an enemy -1 to perception or maybe fall asleep, standing up, while holding a weapon, and making perception checks to wake up feels like a waste of a limited spell slot. Especially since the practical result is usually (a) just resting after each combat "Don't worry I'm sure the cultists wont kill the villagers while we take an eight hour rest and wait till I can cast spells again", (b) sinking resources into workarounds like scrolls or (c) pulling out a book when combat starts and going "yeah I'm . . . there, somewhere, let me know when its done. Oh Randolf has met Mortimer interesting.". Since the casters are now theoretically on par with the martials does it really hurt if I can use my spells all day or 3 per day when no one else is limited like that? 2) Make the wizard interact more with the 3 action economy. Instead of 90% of spells taking two turns give me ones that are 1, 2 or 3 actions. For example I can cast a 1 action direct attack that has the same chance of hitting as the martials but does less damage, a 2 action that has the same chance to hit and does the same damage as one of their attacks or buffs/debuffs and a three action that can hit multiple targets. I'm not outshining the martials as I'm doing less damage than them or at best equal damage for more actions but I feel like I'm contributing and have a choice in how I do things. Yes if you tally up the numbers any martial will out damage me but I can feel like I contributed by actually hitting the enemy or I can choose to use two actions to buff/debuff or raise my damage and three actions to hit multiple enemies at once. 3) Don't let the martials cross specialize into magical areas as easily they're already able to duplicate a lot of spells e.g trip vs grease so don't let them heal and heroism (equivilent) themselves as well or better than casters do with minimal investment. I know this one is more perception but even the encounter modifying utility spells make me feel like I should put on a cheerleader outfit and start going "Rah, rah, cis cum bah if you can't do it I ruddy well can't." because all I'm doing is buffing the martial, making the martial fly, making the martial breath water, making the martial better able to do things. Now yes that's mechanically a contribution but as said earlier in the thread few people enjoy playing support roles over DPS. I know I feel happier playing a DPS in online games even if I rank at the very bottom of the chart than dealing with the stress and effort of healing/tanking/supporting only to end the raid and watch everyone patting themselves on the back for topping the DPS chart (and making your job harder as they kept stealing agro) and not even get a thanks for keeping them alive to do that. When even that contribution starts getting eroded away by the martials buffing/healing/othering themselves it moves from being a cheerleader to just that random person who happened to be around the real heroes when they did amazing things. I'm not Merlin the magician or King Arthur I'm randolf the poor sod who cleans the dung off the street so neither Merlin nor Arthur have to step in it. Perhaps with years of hard work I might rise up to the gutter or maybe even just below average if someone takes pity on me and runs a campaign to 19th or 20th level. Again yes I know there are ways to mechanically benefit things (though these changes seem like they'll be taking some of those away) but it never feels like it because at the end of the fight most of the time the group is talking about that amazing crit not the +1 that (maybe) allowed it or the fighter taking that terrifying crit and then killing their opponent not the healing used on them to allow it (if they didn't do that healing themselves). Even the first one alone wouldn't really affect game balance but would at least remove the gut wrenching misery of using one of your limited spells for two actions only to achieve nothing.
Bellona wrote:
Not so sure I like that greater teleport already got a nerf to only work on a planet, nerfing interplanetary just feels unecessary. At 9th level it should be able to get you across systems.
Boomerang Nebula wrote:
You really think post WW 1 some countries wouldn't side with an alien world that offers immortality, weather control, limb regrwoth, etc solely out of a "earth first" mindset? You have a much higher opinion of humans than I do.
Diego Rossi wrote:
Two things I feel are worth keeping in mind. 1) Even today education on average = lower birth rates. People feel they have more time, are focused on succeeding at their career and the like. I imagine Golarion is much the same except the cause is magic rather than technology. Better medical options, better food options, even weather control or raising the dead. For the wealthier and more powerful countries there probably would be a lower population level than you would get in the areas where life is short and brutal like the river kingdoms. Which leads to . . . 2) The places where life is short and brutal are very short and brutal demons, wendigo, eldrtich horrors from beyond the stars. One AP starts with an entire city being wiped out at least. In our world even the most powerful animals bears, elephants, rhinos had largely been equalized and eliminated as a threat by a comparable time period as fire arms are sufficient to take them down. Yes they may kill a person or two but man killers were very quickly hunted down and killed. Smaller predators just tended to avoid people. In Golarion that's not the case the most powerful animals are are a huge threat to even a trained and well equipped person. Take the megapithicus a gargantuan animal with a CR 8. Its capable of levelling a town unless you have the equivilent of a swat squad to take it down. Its not even the most powerful natural animal in Golarion much less magical beasts, oozes, aberrations and the like. Golarion's population may seem low but you have both a lower birth rate in the more settled areas than you'd expect for the time period due to better resources combined with threats that are literally capable of leveling entire towns by themselves that can only be stopped by a small number of powerful people. And this is just looking at the equivilent of something like a wild Hippo charging in anger when you add in things that would view humanoids as cattle and not want their food source to be over producing or under producing quietly culling numbers in the background I can see why it wouldn't be as high as you'd expect.
Liliyashanina wrote:
Techwise its not currently that much more advanced that Golarion and no demonic invasions, no powerful monsters, no active gods. For a retirement place it looks quite attracctive.
Andostre wrote:
I'm not so sure that would work as I said one of the events prompting this thread was a player attacking a non-humanoid for being rude and wasting their time with a side quest then saying they were evil and it was ok to take all their stolen stuff. No knowlege of alignment, no reason to believe their stuff was stolen just justifications.
I'm thinking like the mountain stations in lord of the rings where you have a small place way up on a frozen mountain top keeping watch to light a torch or a watchstation deep in the depths of a mountain or a teleported lair at the bottom of the ocean. That is a place where you can't farm or use natural resources around and importing goods is hard. So far I have . . . 1) Goodberry Bush: Grow 6 goodberries a day, provide meals for 2 medium creatures a day.
Are there any other items people would suggest to supply and make life a little more comfortable for those stuck out there?
I was looking for a way to reduce the time to write spells into a spell book and found Cipher Script which is now on my list of very good feats. However it say's "Benefit: Any spell you scribe in your spellbook costs half as much as normal and takes up only half the room it normally would (round all fractions up). It takes you only 10 minutes per spell level to scribe a spell into your spellbook (5 minutes for cantrips). I assume that this refers only to the base spell scribing costs not the costs to get ahold of that spell such as buying a scroll or renting a spellbook. But it just say's the cost is halved and renting spellbooks is 50% spell cost. So am I right its just the cost for ink that is halved or does this feat actually halve the full cost including purchasing the scroll or renting the spellbook?
Just something I'm curious about, my instinct say's no the action economy would get them when they reached the later books but some people do make very overpowered characters. So I'm asking those who do more optimization than I do would an adventurer who survived one adventure path be able to complete another one solo? Say one of the party who finished mummy's mask decided they'd had enough of the heat, sand and undead so they went alone to Irisen only to get dragged into the winter war AP by themselves. Could they complete it?
558. Entanglement Corn. If two or more people eat from the same cob for the rest of the day they will say everything in sync no matter how hard they try not to. Although several efforts have been made to eradicate this strain it keeps coming up though mages are unsure whether this is due to its being indistinguishable from regular corn unless eaten or because whatever causes it has not yet been identified.
Bjørn Røyrvik wrote:
Technically yes it does get you one third of the way there. The official rule is mythic with divine source (grant divine spells) is a quasi diety. The requirement for the next step demigod (powerful demon lords and the like come in here) is having your own plane you can reshape by will (if I remember correctly) as distinct from with spells and finally you get to full godhood. Of course you can always take the test of the startstone to jump straight to the final step but personally I prefer immortal mortal over god. Sure I'm a lot less powerful but I'm also a lot less likely to be targetted by dieties of the opposing alignments and have more freedom to act in the world for my own enjoyment.
AwesomenessDog wrote: Ignoring classes and class abilities, there is of course copious acquisition of the Sun Orchid Elixir. While not fool proof, and does nothing to stop death, a single dose, usually costing around 50,000 gold per dose (though it varies as they are sold annually via an invitation only auction), drinking one restores the character to the age that they were when they reached adulthood, fully preventing death from old age until they actually become old again. Of course this means it is more valuable in the hands of different races, but even with a decade of time, it should be incredibly easy enough to procure another dose (and the necessary funds), especially as there are many canon characters that have received multiple doses. I always wonder whether the inventor has refined that formula for a "true sun orchid elixir" that permanently stops aging and simply isn't selling it to ensure a return clientelle.
I'd also like to add its the same with non human races it doesn't matter how smart or wise they are, it matters they don't think the same way humans do. An elf can be inhumanly intelligent but still struggle to grasp acting in terms of 1 to 5 years because that's a hard period too long to be immediate and too short for proper planning. My aforementioned wolf will have moved from instinctive reactions to recognizing a long term threat even if they're not immediately threatened but their response will be far more flight or fight than a human. For example they recognize the normal politicing to threaten their human and go for the throat to eliminate them in a literal sense. Now roleplaying this will differ player to player both in how they view these races and in how well they can roleplay them. However as a GM I'd be taking the player apart so they don't feel put on the spot and just having a talk about how while their companion in this case is comparable to a slow human they fundamentally aren't human and aren't going to think or react like one even if they increase their int to above humnan average. They may learn to interact with humans but they will never think like them. So yes for my games that animal companion will be comparably as smart as a humanoid with that int but they wont think LIKE a human. Just like mind flayers, aboleth's, elves and the like don't think like humans even if they can deal with them.
Mage of Swords wrote:
Good idea I like it.
VoodistMonk wrote:
I feel Freddy would be a significant threat to the average pathfinder character. Not sure how to reflect it in game but he hunts you in your dreams and very few characters have anything to affect that. Essentially you'd be facing something that has complete control over reality and can "cheat" any combat in his favour. Like he did in the dream warriors saga where he "didn't believe in magic" to completely negate one characters dream power or later went "Super Freddy" to kill another after being shot multiple times, same with the one where he used a game controller to literally take away a dreamers control of their own body. Nothing stopping him doing the same to pathfinder characters e.g. archer shoots him and he wills the damage away, wizard uses spells he disbelieves it. Get him into the real world and yes he's just a skinny child murderer but as I said few people in his universe have that power and even in pathfinder very few have any way to affect the dreamscape unless your using the psychic class rules which I think have Lucid dreamer and the like where you could try to oppose his control.
zza ni wrote:
I recall one variant I saw once where as spell casters levelled up they slowly got more unlimited spells per day at various levels never they're most powerful. I think casters with a max of 9th level spells had unlimited 4th level and below casts per day they just memorized what spells they had that day.
zza ni wrote:
As someone I work with would tell you, magic smoke. Which is why when the smoke escapes it stops working.
Just figured I'd throw these in from MLP as really they're nightmare fuel. 550. Fred: This much feared species of tree found in swamplands has long born the name of the poor soul who first found out how it propagates. With long drooping branches similar to a weeping willow and distinctive blue star shaped flowers with orange spots the Fred has a very unusual means of reproduction. Living beings exposed to the flowers when the drop off the tree contract swamp fever (DC20, 2 saves a day). The first stage has the victim develop a rash of orange spots all across their body, the second stage causes them to start coughing up bubbles and sneezing lightning bolts, the third stage causes them to suffer from confusion and the final stage causes them to turn into another Fred. The only known cure is by eating flash bee honey. 551. Flash Bee: An oversized species of bee with blue and yellow stripes and a lightning bolt shaped stinger is highly aggressive and able to fire little bolts of electricity (jolt once per round) at anyone who approaches their hives. Although often avoided by those who recognize the species it's honey is sometimes harvested as it can serve as a cure for even otherwise terminal cases of swamp fever. The flash Bee is immune to the effects of Freds flowers and can often be seen visiting them for pollen. 551. Poison Joke: Found in magical forests this large blue flower with eight petals four spread open and four angled upward is often found growing in large patches. Although seemingly harmless at first 24 hours after exposure the victim suffers a nasty prank based on their personality. For example ... 1) Someone who is proud of their agility may find their limbs swapped around causing them to fumble even simple tasks or their size shrunk to that of a toy.
Fortunately there is a cure that can be added to a bath and soaked in it readily available in most areas where the plant grows.
Melkiador wrote:
I just want to address your question about whether magic cheapens it, I don't think it would. Sure, in pathfinder magic is common for players but for the average peasant the issue with being the wrong gender would still be just as insurmountable as it is for many people in real life. Take that elixir of sex shifting Ryze say's is a cheap and easy way to change gender. It really isn't even if you're crafting it, you're looking at over a thousand gold, if you're buying it over 2,000. That means for a character you're looking at level 3 for wealth by level and it'll still take a large chunk of your starting gold. For an actual person living in this world, if you're using the living rules it's a yearly cost of 24 gold for subsistence living and 52 for comfortably. Laying aside the high earning professionals like sages and assuming a trained hireliing is the average peasant/farmer/etc. They earn 3 sp a day and 109 gold, 5 silver per year. Let’s assume they want to live a comfortable life that leaves them with 57 gold and 5 silver. Assuming they save that and spend it on nothing else you're looking at nearly FORTY years of scrimping and saving to afford that elixir. Need to pay for medical care, support a child, buy a new cow and that time frame gets even longer. Not to mention you have to find someone selling said elixir which can cost even more money. Then you have things like sorcha's misfiring traps that can permanently and irreversibly turn a person into a clone of her trapping you in a new body that's not your own and is almost impossible to undo. So, if you're someone who wants to play a character dealing with the issues of being the wrong gender rather than like Chell who enjoys using the world created to be who they want to be and escape the real world for a time (like many of us playing the game I suspect) then really, it’s to me a perfectly viable character motivation. Someone who desires to be the other gender and is risking their life in the hopes of being one of those lucky adventurers to amass a fortune and be able to buy the means of achieving their dream.
Briefly mentioned in a series I'm reading, author didn't give the plant a name so I have. 527: Ash Tassel - Long despised as a particularly virulent weed this plant became highly popular with adventurers and mercenaries almost overnight when after trying a particularly potent combination of foreign dishes and alchohol a desperate Tarn the one eyed grabbed some leaves from a half burnt out patch to take care of some natural needs. This lead to the discovery that when half dried the leaves of the Ash Tassel are strong, soft, highly absorbent and leave a fresh feeling on body parts cleaned with it. Since then it has found a new existence as a staple natural toilet paper for those adventuring in the wilderness especially as it is so prevalent and the leaves in their half dried state can last up to 2 months before decaying. It has also come to be known as Ash Tassel rather than its previous name of Athorcon. And a few others . .. 528: Sweet Tansy - growing near water on high mountains the Sweet Tansy is popular amongst those living nearby as its silver berries have a particularly sweet taste and are used to create a variety of local products including the Winter Bell (a small cake in the shape of a bell sprinkled with sugar), the Tansy Berry Jam and Silver Cordial. 529 Angels Moss - A curious plant with a dark reputation. This blood red moss with an almost cobwebby look is said to grow where an angel has shed its blood in defense of the innocent. Chewy and with a bitter taste it however is able to provide enough food to sustain a grown adult for a day with the consumption of only a few grams though few are willing to feed on it. 530 Frost Grass - A plant found only in the coldest regions of the roof of the world this blue/green grass thrives in the coldest environments but dies when brought to more temperate climes. It has a unqiue property of radiating cold leading to expeditions harvesting it to sell to the wealthy and powerful in nearby lands who enjoy using it to cool drinks and other food stuffs, though this is more a matter of status than any true value in the plant itself as once plucked the cold typically fades within 3 days and the grass wilts in a week. 531 Void Parsnip - A vegetable that only grows in areas where large amounts of negative energy have been expended over a prolonged period of time. This pitch black parsnip with small white spots has a strange tingly sensation when consumed and are completely lacking in taste. However an unusual side effect of the negative energy it steeps in is that they take longer to decay once harvested with the average specimum taking 10 years to begin to decay. Mage's believe it changed to resist the normal corruptive effect of negative energy resulting in a greater resistance to normal decay. 532 Orange Needle - Growing in desert regions this small cactus identifiable by its bright orange blooms is particularly hated by those who encounter it. Its small sharp spines easily break off embedding themselves in the flesh of anyone who brushes against it. What is worse is that unlike a normal cactus's spines the orange needles secret a toxin very similar to scorpion venom which is injected when they break off in the flesh of the unwary traveller. 533 Jester Parsnip - Believed by scholars to be related to the void parsnip and everyone else to be a myth. This red, yelllow and blue patterend parsnip is said to cause uncontrollable laughter in those who eat it. To date no one has found an actual Jester Parsnip with their existence mentioned in only the most esoteric of gardening tomes. 534 Skulking Thyme - View with suspicion by many gardeners this strange plant is almost indistinguishable from normal Thyme. What sets it apart is however that it moves seeking to find small enclosed spaces to dwell in. Many a gardener in areas near high magic on rearranging their furniture have found small clumps of this under it that promptly scuttle on their roots for another small dark space to hide in. 545 Cave Spoolwood - Often used by underground societies this plant's fibers can be woven like cloth while retaining the strength of wood resulting in set of clothing that is more resistant to blows and damage than most.
SlyZero wrote: Yeah, that's what you get when they hire a corporate CEO, we can phrase it as we want, but it's damn obvious they want to simply eliminate their competitors and Paizo is probably the first on their target list. Yes they'll take any wording choice they can to justify an interpretation that favours them. We had a clause in our EBA that a book off day is defined as a 24 hour period where work will not take place. The intent was that you can't be rostered to work into a day your booked off without compensation. Thanks to the wording management has taken it as any 24 hour period not a midnight to midnight day as intended so they can roster people to finish at 9am in the morning then the next day start at 9am. There's 24 hours from 9am monday to 9am tuesday so monday is your book off day. The fact you are trying to shift from being up for a single night shift to being awake for a day shift doesn't matter you had 24 hours off.
I was thinking about prestidigitation and how it can do a whole range of unrelated things (create sounds, clean dirty items, lift light items, etc) and what a higher level version would be like. Then it occured to me it already exists wish and limited wish both do a wide range of unrelated things within a power limit, as does mythic wish if your using those rules. So I'm now wondering is prestidigitation really a very, very weak version of wish? What do you think?
Diego Rossi wrote:
If you're using the explosive orb talent to modify the blast then yes. Its base 5 foot square ability is a reflex save fully negates it and if you spend a spell point to use that abilities option for a larger area then its reflex half. If your using the normal blast no. From what I've seen so far its pulled down the upper limits on maigc e.g. no wish/limited wish but raised the average abilities so they can do more. For example a magic user gets an increasing d6 bludgeoning standard attack they can use all day and at 20th level does either 10d6 or if they spend a spellpoint 20d6 damage. So they can deliver a powerful single hit to an enemy as opposed to a martial class doing 3+ lower damage attacks as a full attack. If you use other talents they may modify the free ability as mentioned above where you can target an area but it can be good or bad e.g. a reflex save either fully negating or reducing your damage by half. Alternatively they may fully modify the blast in which case its usually a spellpoint to apply them e.g. turning the damage to force and adding a reflex save to avoid falling prone. The two abilities I mentioned are below if you want to read the full text. Destructive Blast
A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level. Table: Destructive Blast Damage
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6). Explosive Orb (blast shape)
Oh sure swarms are easily handled by the right party/group. If you don't have that however they are nasty to handle particularly in this particular AP where you have a decent chance of party members starting off without any gear like alchemist fire. Since it starts off at a parade then drops the party into the underground and seals them in. A kind GM will let them have all their equipment, one who isn't so kind however will ask why they took a backpack full of gear to watch a parade in the middle of a fortified city, not to mention if you have it on a pack animal it states it runs off. I'm doing this to get experience with sphere casting it can actually make swarms easier to deal with as you can easily start with a standard action d6 attack that hits a 5' square and counts as a ray.
I'm doing a solo playthrough of Wrath of the Righteous to see how sphere casting works and so far I have had 4 random encounters. A bat swarm, a venomous snake swarm, a second bat swarm and another bat swarm. Anyone else had times they've used random tables as a GM and got this kind of sadistic party killing result?
First off no GM is going to allow this so lets get that right off the table. I just want to know if this would be rules legal. Blood of Angels has variant Aasimar abilities where it say's this. . . Some Aasimar's are blessed or cursed with unusual abilites. GM's may customize their Aasimar NPC's using the following chart, or allow their players to do so by rolling a d%. Players iwth a particular concept in mind may [b]conslut their GM if they want to select a specific variant ability.[b] The abilities presented here replace an Aasimar's spell-like ability . . . The d% roll is 1 to 100 with basically a different choice on each result from very useful things like being able to be brought back to life if people pray over your body in a consecrated ground to ones that are maybe useful depending on the campaign like being immune to undead's create spawn and well that's not really relevant. What is relevant is the D100 result of "roll on this table twice, ignoring any further rolls of 100". I'm fairly sure there's a similar table to infernals and may be for other races. So what I'm wondering if you had a specific concept and a GM willing to allow selection would it be rules legal to select two options as if you had rolled 100?
Hygiene is . . . Hygiene
You clean the subject creature, ridding them of dirt, sweat, contamination, foul odors, and so on. This spell not only makes the subject presentable for fine company, it promotes better health. For 24 hours after casting, the subject gains a +1 circumstance bonus on all saves against disease. Used frequently, this spell helps stave off tooth decay and other such minor maladies. Heightened effect target changes to 1 creature per level. I normally raise it to 1st level and have it affects casting mod creatures.
As I believe Terry Pratchett once said. When your head comes up to his waist your helmets in line with his groin and few men can take a blow there and be unaffected. Like others said most people are either bringing powerful magic and magic items to play when facing these foes or your whittling it down by targetting the vital spots within your reach. Its been a minor gripe of mine the shift in 3rd ed with the commoners having so many NPC class levels. They may be less effective but it makes it a bit harder to show a threat slaughtering them like they really should. I think even the weakest giant is the basic frost at CR 9 which means even a solitary one is going to destroy most small villages easily as people just can't fight something like that. This is no class levels, no special skills just the innate strength and size.
Adamarh wrote: Not same action economy cause if you start the day by using 3 cure to stack them then in combat you can use 1 action to heal the same amount of 3 cure so 3 action I can see that for a lower investmnet in healing but if as I said you go deeply into it you can be adding 5 times your level as a bonus to d8's of healing. I guess it depends on how soon you heal someone when they get hurt and how much healing they'll need.
|