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Things (like the notes on Companion Reviving) get muddled when familiars (which are usually assumed to be living creatures) become otherwise. Most of the time, the clockwork familiar should follow the same rules (unless they don't make sense). Your clockwork rat familiar will function as a rat familiar (with less bonuses), your clockwork snake familiar will function as a snake familiar.

The wording there, notes:

Reviving a Dead Companion wrote:
Creatures with no character levels (such as animal companions and familiars) count as 1st level for the purpose of these spells, and therefore they take Constitution drain instead of negative levels.

This indicates that (usually) a familiar has no class levels, since most are small animals. If you had an improved familiar, or one that had 2 or more HD, then this wouldn't apply. So, in this case, assuming your clockwork familiar is modeled on a normal familiar, it would not count as your level (it might for other purposes), and would potentially take Con drain. As a Construct that's not an issue... but Constructs cannot be raised or resurrected either (without a ruling otherwise, like a cyborg or android or something with a soul).

Normally you can't repair destroyed constructs either.

Building and Modifying Constructs wrote:
A construct that has been completely destroyed cannot be repaired, though at the GM’s option some of the materials may be usable in the construction of a new construct.

Maybe you can salvage some to reduce the cost building a new construct.

But, as a familiar, you should be able to follow the rules for replacing a familiar, even as a construct.

Familiars wrote:
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

So, you should be able to replace your clockwork familiar like a normal familiar after a week at a cost of 200 gp times your level.

Make whole effects can repair the construct, but I don't believe it will restore a destroyed one. Those spells seem to differentiate 'magic items' and constructs, even ones constructed with Craft Construct and are otherwise similar to crafting a magic item.


I am not 100% sure that I am understanding your intentions or desires. For me, it seems most logical to just create a magic item to not just recharge wands, but transfer charges. While, thematically having a 'battery wand' makes sense, mechanics-wise, it probably would be a rod (thus require Craft Rod, but you can always let them find or buy one).

You just need to come up with a workable, relatively simple mechanic for moving charges. Obviously you can get as complicated or detailed as you wish. If I were to try and whole-cloth something up quickly on the fly (and again, apologies if this is way off what you're looking for):

Space Saver:
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It would likely be a rod ('Battery Rod' or 'Charge Rod' or 'Pizza Lord's Preeminent Rod of Power Manipulation'. For this purpose, lets go with 'battery rod', because then I can make a cursed version called 'Assault and Battery Rod' that animates and attacks the user, possibly burning stored charges to create mishap effects, but that's neither here nor there.)

Battery Rod – (magic school, CL, command word) This magical rod can hold up to fifty spell levels of charges which can be drawn from wands. The user can touch the rod to a wand and draw one charge from it, to add a number of charges to the battery rod equal to the spell level contained in the rod. They can touch the battery rod to another wand and, with a second command word, transfer a number of stored charges from the rod equal to the spell level in the target wand to add one charge to the wand. If there are not enough stored charges to equal the wand's spell level, nothing happens. If this would take a wand over its maximum charges roll for mishap and those excess charges are lost. The user must know the command word or other activation for a wand they are drawing from or transferring to, otherwise they must make a Use Magic Device check as though activating blindly. The battery rod can transfer a total of 50 spell charges before it crumbles.

So, the premise here, is that you can draw charges from a wand that you are unlikely to use, like cure critical wounds and move them into a wand of cure light wounds. Using the rod on the wand of cure critical wounds would net four spell charges (and reduce that wand's charges by one. Then, using the battery rod on a wand of cure light wounds would move one stored charge (since cure light wounds is 1st-level) from the rod to the wand (as long it was below max), leaving three spell charges in the battery rod, which could either continue to be added to the CLW wand over following rounds if it's below max (one charge at a time), or added to another wand. The battery rod would be able to absorb 46 more charges before crumbling. Or you could take the four charges from the wand of cure critical wounds and put two into a wand of cure moderate wounds for one Cure Moderate Wounds charge (since it's a 2nd-level spell) and have two left over or move them into a 4th-level spell wand, which will use all for stored spell charges from the wand to add one charge to that.

The requirement to know the command words on the affected wands is to prevent the rod from draining enemy wands, it can be done, of course, if you know their command words, possibly because their user said them while attacking you, or you can activate blindly to do so.)

At least that's what I've considered as a possible option. Say you found a 1st-level wand of ki arrow with five charges or something, you could move them to your wand of magic missiles.

That's the easy stuff. That's just me quick, brainstorming. There's problems and such that would need to be addressed, caster level of the wand most especially.
1. Wands with costly ingredients. You don't want them taking base charges from a wand and adding charges to another wand that would have cost more per charge because of components.
2. Caster level of the wand. A wand of magic missile (CL 1) and a wand of magic missile (CL 5) work very different. It would be overpowered to move charges from the one to the other.
3. 0-level wands exist, and would be half a charge, which can get complicated. But easily fixed if you say it pulls two charges from 0-level wands to add one stored charge.

For Issue #1, you could just require components of value equal to the charge of the wand with the additional cost. ie. charging a wand of bless water could require 5 pounds of powdered silver worth 25 gp or just 25 gp worth of arcane/divine components.

For Issue #2, you could just say it only charges wands that are baseline CL for their spell (that's the easiest way, just say that's how it works). It can still draw charges from a wand with a higher base CL than needed for the stored spell, but those don't transfer.

Also, maybe you don't want a straight one-to-one transfer. You could add a gold piece cost (for magical components) to transfer, say 1 gp x spell charge moved or 10 gp x spell charges expended when charging a wand. Because you also don't just want them taking four charges from low, cheap wands and adding one to a 4th-level wand. Basically, a 1st-level (CL 1) charge is worth 15 gp, while a 4th-level wand's charge is worth 420 gp, so giving up four 1st-level charges (60 gp) to add one 4th would be very careless and abuseable.

So really, if you're in charge of things, you can personally prevent the players from doing this just by telling them not to be [whatevers] or you can come up with your own limitations or consequences. Like, requiring checks or having a chance to just blow up or fail depending on the spell level of the wand (losing the charges). A 1st-level wand is easy to charge (low risk), a 3rd-level harder. A 4th-level one more so.

You could also lower the battery rod's storage, to 30 or 15 or 10, meaning they'd have to purchase or craft a new one, and that could mitigate some attempts at 'merchandising' or 'profiteering' through loopholes, since they'd have to factor a new rod into their plans (I am not bothering to do the math on profitability margins).

Or you could lower the stored charges that are gained. You could just make it one stored charge per charge drawn from a wand. So drawing 4 charges from a 1st-level wand gives the same stored charge to the rod as taking four from a 4th-level wand. Or you could make it half per wand spell level (in which case only 4th-level wands would give two, unless you said 'rounded up', in which case a 3rd-level wand would, but again, make sure 0-level wands still lose two for one stored charge).

It's not polished or perfect, just a thought exercise I was working through.
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Could give your party one with 10 or 15 charge capacity remaining and see what they do. If they immediately try and abuse it, start adding the mitigators before putting a new one in play..


Overlord Bloodline
You come from a lineage of chieftains, overlords, tyrants, betrayers, and leaders or from a race or family that served or learned from them and is ready to start their own lineage. You don't have to be wicked to benefit from these talents, but it helps.

Bonus Feats: Any teamwork or betrayal feats (including Quick Correction and Stepping Stool), Brilliant Planner, Chosen One, Combat Advice, Leadership, Persuasive, Sinister Reputation.

Bonus Spells: shield companion (AA) (7th), bleed for your master (10th), perfect placement (13th), die for your master (16th)

Space Saver:
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Overlord's Tactics
At 1st-level, as a standard action, a bloodrager may designate a number of allies per day equal to their Charisma modifier (minimum 1) to count as having any teamwork or betrayal feats they possess for purposes of the bloodrager benefiting, similar to an inquisitor's solo tactics ability.

When the bloodrager destroys or drops an enemy below 0 hit points while using a betrayal feat, all hirelings, followers, cohorts, or allies selected above gain a +1 morale bonus to attack and damage rolls for one minute. This bonus stacks with other morale bonuses, but not itself. The feat itself need not be damaging, such as the bloodrager standing on an ally with Stepping Stool for a higher ground bonus to the attack that drops an enemy. This bonus increases by +1 if done while bloodraging.

Whenever the bloodrager acquires a hireling, they may choose to increase their pay by 1 gp/day to replace a feat they would have with a teamwork or betrayal feat they possess, though only for granting the bloodrager its benefits. If the feat is one that would likely result in the hireling's death or grievous injury, the cost is an additional 3 gp/day instead. Such hirelings will typically retreat or fall back after a betrayal feat is used on them unless hired for combat, like guards or mercenaries.

Overlord's Coterie
At 4th-level, the bloodrager gains a +1 cover bonus to AC for every 2 active (not stunned, dazed, paralyzed, or unconscious, though flat-footed counts) followers or cohorts of their size or greater adjacent to them, even if some are not between the attacker. Followers or cohorts up to one size smaller require twice as many per +1 bonus. If the attack misses due to this cover, a random adjacent follower or cohort is chosen and a new attack roll is made to see if the attack damages them. This bonus counts as soft cover, does not stack with other cover (including that provided by one of the followers between the attacker), and cannot become improved cover (a bunch of small swarming followers can give a bonus bigger than +4, but cannot make it improved cover regardless of the AC bonus they give or grant a Reflex save bonus). The bloodrager's own adjacent followers and cohorts do not provide cover to targets of their ranged attacks (unless they would fill a square, like a gelatinous cube, but those are unlikely to be followers, and that would likely be total cover).

Your bloodrager spells can affect your followers and cohorts as though they were your familiar or animal companion. They still must be a valid target otherwise (animal growth won't work on a goblin, for instance).

You may designate a number of trained hirelings equal to your Charisma modifier (minimum 1) to count as followers for purposes above. They receive hazard pay (1 gp/day) which can rise to deadly pay (3 gp/day) if such duties are known to be such. This requires their acceptance and agreement, so typically requires a conversation and can't just be done quickly. Most hirelings won't accept unless they're guards or mercenaries (a lawyer or mason is not likely). These followers do not count against those from Leadership or other sources, but must be paid promptly or they either quit or return to normal duties (and the bloodrager risks a reputation for failure to pay), though the bloodrager can end their henchman status, returning them to normal duties or ending employment, through normal means of communication (and paying any debts). Note that the Brilliant Planner feat can account for having negotiated such services ahead of time if such help arrives.

Overlord's Presence
At 8th-level, gain a betrayal feat you meet the requirements for.

When the bloodrager enters bloodrage, all followers and cohorts within 60 feet that can see or hear them can take an immediate action to move up to half their speed. This movement comes off their movement on their next turn and provokes attacks of opportunity as normal.

Additionally, the morale bonus from overlord's tactics increases to +2 when an enemy is dropped (+1 while bloodraging) and affected allies gain temporary hit points equal to half the bloodrager's level. These temporary hit points last for one minute and only occur once per encounter per affected ally.

Whenever the bloodrager uses a betrayal feat, all enemies that witness it within 30 feet require a Will saving throw (DC 10 + half level + Cha. mod.) or be shaken for one minute. A creature that successfully saves is not affected by this same bloodrager's ability for one minute. This is a fear effect and it is checked after any other saves called by the betrayal feat (its –2 penalty for shaken won't effect that action).

Overlord's Dominance
At 12th-level, the bloodrager's leadership score counts as 2 points higher for attracting followers and no longer has penalties for being cruel or mistreating minions. They receive no fairness bonus, but generosity bonus is doubled (if they've earned it).

They may attract hirelings and followers that have the advanced simple template, though they require an additional 1 gp/day in wages (or commensurate considerations for followers that don't take wages, such as better treatment or barracks, etc.).

The bloodrager's hirelings, followers, and cohorts receive a –2 penalty on their saves when targeted by their bloodrager spells (targeted, not being caught in their fireball).

As a standard action while bloodraging, the bloodrager can make an opposed Charisma (not Intimidate) check against a creature that can see them within 30 feet to assert dominance. If the bloodrager wins, that target is shaken for one round and all hirelings, followers, cohorts, and summoned creatures of the target (basically anyone considering them an employer or master) receive a –2 penalty against the bloodrager's targeted bloodrager spells for the duration of the encounter. This cannot stack above shaken with other fear effects. Creatures immune to fear are not shaken, but the penalty remains (GM's call what counts as a hireling or follower. For instance, using it on a goblin chieftain might affect his warriors, but not the shaman. Using it on the shaman might only affect his apprentice.).

Overlord's Army
At 16th-level, the bloodrager gains a +2 bonus to Charisma while bloodraging and can select a teamwork or betrayal feat they meet the requirements for to gain while bloodraging that day. This is chosen the first time entering bloodrage and cannot be changed that day.

Additionally, the bloodrager's hirelings, followers, and cohorts within 120 feet are immune to fear and receive a +2 bonus against mind-affecting effects (except those targeted on them by the bloodrager, see overlord's dominance above).

The bloodrager can easily issue orders to any hirelings, followers, or cohorts within 120 feet despite noise, smoke, confusion, combat, or sheer number of creatures. The minions must have line of sight and be able to hear (not deafened or in silence but loud noise is not a factor. The amount of commands or orders is still limited by time, so directing lots of different individuals or small units to different tasks is still not possible, but commanding on or two is not an issue.

When the bloodrager uses a betrayal feat, they gain temporary hit points equal to half their class level. These stack with themselves up to an amount equal to their class level, and stack with temporary hit points from other sources. This can occur no more than once per round and the temporary hit points last one minute.

Overlord's Ascension (Ex)
At 20th-level, the bloodrager is considered a lord, general, king, chieftain, or deity, depending on who's talking. But they are undeniably a leader. They can have double the number of followers and two cohorts. Cohorts can be up to one level below the bloodrager (still restricted by leadership score).

The bloodrager is immune to mind-affecting effects while adjacent to a cohort and cohorts receive a +4 bonus against them while adjacent to the bloodrager.

The bloodrager can gain control of summoned creatures within 60 while bloodraging with a move action and an opposed Charisma check against their master (the need line of effect to the creature, whether the master is around or not). This even applies to summoner's eidolons, though the summoner gets a +4 bonus. This control lasts up to one minute, and even if the creature is dismissed, if it returns it is still under control. If the master succeeds on the Charisma check, that particular summoned creature is immune for 24 hours.
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18. Toss Draw
Description: You can draw an item immediately after tossing an item.
Prerequisites: Quick Draw
Benefits: After throwing an item, as a free action you can draw another item that would require a move action or less to retrieve. After the first attack with a thrown item, additional thrown attacks that round are at a +1 haste bonus to attack and do not provoke attacks of opportunity due to their speed. This benefit is lost while slowed or otherwise unable to benefit from haste effects.
The retrieved item need not be a weapon and includes alchemical items, potions, scrolls, and wands. Dropping items does not trigger this feat, but tossing or throwing items into the user's space does. It does not include spell effects, such as throwing flames from produce flame, but can include spell-related actions, such as tossing the targets of magic stone or the creature from a bag of tricks (GM's discretion).
Normal: Without this feat, you need a move action to draw a weapon or item after throwing. With Quick Draw you can draw weapons freely, but not other items.

19. Scatterbrained
Description: You can lose focus and let your mind wander to avoid the full effects of mental damage.
Prerequisites: Iron Will, must have an Intelligence score.
Benefits: Whenever you are subject to mental damage or drain, you may opt to distribute it among all your mental abilities as evenly as possible or, as an immediate action, half all mental damage and drain taken (minimum 1) for the remainder of the round and be dazed on your next turn. If you cannot be dazed, you lose all actions on your next turn instead. This feat does not reduce penalties to mental abilities, though see below.
Once per day as a standard action, for each mental ability, you may attempt a Fortitude save (DC 15) to restore 2 points of damage, 1 point of drain, or remove a penalty from that ability.
Anytime this feat is used, you are scatterbrained and at a –2 distraction penalty to all initiative, concentration, and mental skill checks until you rest for 8 hours.


Ian Bell wrote:
Liliyashanina wrote:
There is also the case when people want to pop mirror images with their secondary attacks, before useing their main attacks.
That, at least, they cannot do because regardless of where you are placing your max bonus extra attack, your lower iteratives must come after the higher ones.

They used 'secondary and main' attacks, not iteratives. So you could have a main/primary attack, and a couple secondaries, like bite/claw/claw. I don't think there's any rule that says a creature can't claw/bite/claw or tail then bite rather than bite then tail.

I can't say for sure that the wording was their intention or not though, since the main topic question was answered first reply and the rest is all... intellectual discussion.


113. A +2 blinding, light steel shield. It's highly-polished with an eye insignia and strapped to the user's arm when withdrawn from the bag (any worn shields or similar implements are dropped to the ground when this happens).

Blinding Shield:
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The shield has no command and cannot be commanded to blind or activate. Instead, it flashes and blinds every one minute, potentially even blinding the user. The user feels a faint tingle the round before it does this, allowing them to avert or close their eyes, though they might not realize the significance at first. The shield also triggers when the wielder is missed by an attack because of the shield's AC bonus (typically +3). Lawful creatures have a –2 penalty to their saves against the shield's blinding.

The drawer is considered proficient with the shield, though it has the normal armor check penalties, and it cannot be removed or disarmed (the wearer can use their shield hand to hold items as normal). It can be sundered or destroyed, but if this happens it blinds and the DC is 20 and the blindness lasts for minutes instead of rounds. The shield is also removed if the user reaches that hand back into the chaos bag. Otherwise it remains on the user's arm for 24 hours before vanishing.
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114. A random card from a deck of illusions that is dropped immediately. The illusion and its (apparent) effects are quasi-real (20%) to lawful creatures, though they can't be damaged or affected by attacks or abilities that don't affect illusions (they can't be killed by a lawful creature, though their own attacks can damage them (20% if disbelieved).

115. A burning and active jumping cinder is withdrawn and an additional 1d3 jumping cinders leap from the bag into random adjacent spaces. No more than one per space, though they can later enter the same squares randomly, their first jump will not be into the space they were drawn from. The drawer can attempt a Reflex save (DC 12) to drop their cinder in an adjacent space of their choice, otherwise they drop it in theirs and take 1d6 fire damage (no save). The cinders are otherwise uncontrolled and jump around randomly for one minute.


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Turtle Bloodline
You come from a lineage that venerated or made pacts with turtle or kappa spirits. Possibly the Great Turtle, upon whose back the world is carried through the cosmos. You gain turtle-like qualities and defenses.
Disclaimer: I don't playtest or run bloodragers and all of this is just amusing guesswork to be altered as needed.

Bonus Feats: Endurance, Diehard, Improved Natural Armor, Improved Unarmed Strike, Snapping Turtle Style, Weapon Focus.

Bonus Spells: wave shield (7th), dragon turtle shell (10th), sky swim (13th), ride the waves (16th)

Turtle Hide (Ex)
At 1st-level your hide is tougher than normal and you have small, bony patches of shell along your back and spine, giving you a natural armor bonus of +1 and allowing you to meet the requirements of the Improved Natural Armor feat.
Additionally (for no reason whatsoever), you are considered proficient with katanas, nunchaku, quarterstaffs, and sai and gain Weapon Focus with one of your choice. A new character may start with one of these weapons of their choice.

Turtle Tenacity (Ex)
At 4th-level you gain a +4 competence bonus to Swim checks and can hold your breath a number of additional rounds equal to your bloodrager level.
Additionally, you add fox's cunning and owl's wisdom to your list of bloodrager spells known. Whenever you are under the effects of a bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom spell that you have cast on yourself, those spells' durations are doubled (2 min/level) and you also gain a +1 enhancement bonus to natural armor. These enhancement bonuses stack with each other, but not enhancement bonuses from other sources (such as barkskin).

Turtle Power (Ex)
At 8th-level when you enter a bloodrage, you may choose to come under the effects of bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom as though you cast that spell (for purposes of Turtle Tenacity) for the duration of the bloodrage. This ability is Extraordinary (Ex), but the spell effects otherwise function as spells and can be dispelled or affected or suppressed normally.
Additionally, you gain a bonus Weapon Focus feat and, while bloodraging, when you attack with a weapon with which you have Weapon Focus, you add an additional +1 to attack and damage for each additional Weapon Focus feat you possess.

Turtle Aquabatics (Ex)
At 12th-level you gain a +4 competence bonus to Acrobatics checks underwater or in conditions where water (or water-like) terrain would hinder you, like wading or a wet surface or jumping or diving into water. The penalty for slightly or severely wet surfaces still applies, as does the movement penalties for terrain or tumbling to avoid attacks of opportunities, but you may move an additional 5 feet on a successful check in wet or underwater conditions. This does not help against ice or other surfaces made slippery by non-water-based liquid nor does it apply to climbing wet or watery surfaces.
You receive half the normal penalties for being underwater for melee attacks (–1 to hit and one-quarter damage for bludgeoning and slashing) and grapple checks and do not lose your Dex bonus to AC while off-balance (enemies still receive a +2 to hit). While bloodraging, these penalties are ignored.
You may cast bloodrager spells while submerged without the normal concentration checks and can even cast verbal spells without being able to breathe, but this costs you one round of air for each spell level of the spell, in addition to any lost for normal or strenuous actions.
You may ascend at 50% greater depths and time for purposes of the bends or similar afflictions. Typically 100 feet per minute, so the bloodrager can ascend 150 feet every 30 seconds without risk, for example.

Turtle Defense (Ex)
At 16th-level your natural armor bonus increase to +3 and when you take the total defense action, instead of a +4 dodge bonus, you may choose to gain DR 2/– and an enhancement bonus to natural armor equal to half your bloodrager level until the start of your next turn. This does not stack with other enhancement bonuses to natural armor, including Turtle Tenacity. You are staggered on your next turn. You cannot move more than half your base speed while using this ability and you cannot use it on a round in which you moved more than half your base speed, including involuntary or mounted movement. The movement restriction does not apply while bloodraging. This ability can be used a number of times per day equal to your Constitution modifier (min 1.)
This bonus is quite high, but it doesn't apply to touch or other attacks a dodge bonus would help against (yet), but it also works against invisible or unseen enemies or attacks that would negate Dex (and thus dodge) bonuses.

Blessing of the Turtle God (Ex)
At 20th-level your base natural armor bonus increase to +5 and your base natural armor bonus (including from Improved Natural Armor) applies your touch AC. While bloodraging, your full natural armor bonus (including enhancement effects) applies to your touch AC.
The first opponent to attack you with flanking each round does not gain a flanking bonus against you.
You can speak with turtles and turtle-like creatures, such as kappa or dragon turtles, as if you shared a language and are at a +4 bonus to interactions with them as well as having a constant sanctuary effect towards hostile ones (DC 11 + Cha modifier, renews against a particular turtle every 24 hours, counts as a spell-like ability (Sp)).


165. Tin of dried peas.

166. A fist-sized, silver cylindrical rock. (Can of baked beans, no label. 10% chance to be spoiled when opened.)

167. A dirty cloth packet. Inside is a pristine, new pair of fine, green silk lady's stockings (10 gp.)

168. A plush, toy rabbit, the size of a teddy bear. It's worn and dirty. There's a hard lump in its chest:
%d100
1–25% — lump of coal
26–50% — semi-precious gem
51–75% — precious gem
76–90% — hardened clump of alchemist's fire powder, bursts into flame on open air contact, (1d6 fire damage, 1 splash damage)
91–95% — red ruby (50gp. Abjuration, CL1) 2 points of fire protection daily to a creature holding it, works if still in rabbit.
96–100% — red ruby (50 gp. Transmutation, curse, CL 12) turns possessor (if still inside or removed from rabbit) into a plush toy rabbit with the ruby inside after 24 hours (DC 17 Fort negates, once ever per person). Perception (DC 15) will note details about the new toy that resemble possessor. Successful dispel magic or remove curse on the ruby removes the curse permanently. On the rabbit reverses the transformation, but any damage (such as cutting into the chest) remains. One spell can affect both ruby and rabbit if cast while they're together.


190. Pearl of Prowler— These cursed pearls of power identify and function normally. When one is used, however, the user immediately hears a terrifying howl, as though from some stalking predator even if deafened or silenced (mind-effecting, phantasm), that others do not hear. This causes the shaken condition for 2 rounds (Will save DC 11 + pearl's power level).

Prowler:
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After that point, the user has a sensation of being watched, seeing shadows moving, or sensing one or more beast nearby. Others cannot detect any of this without true seeing or an effect that lets them observe the Plane of Shadows. Even so, they aren't affected by most attacks or distractions. The shadowy (not illusory) creature(s) will attack them at an opportune time (for them, inopportune time for the user). The attack can come within one round (if the user is in combat, though it won't be on the same round the pearl was used) or within 24 hours.

During any round where the user would be distracted, alone (or mostly alone), or concentrating, such as casting a spell, the creature(s) may attack from the Shadow Plane. In a case where the attack is provoked during combat, such as casting a spell, the creature(s) rolls initiative and if it beats or matches the user's initiative count, it can interrupt their action (such as causing a concentration check), otherwise it appears and attacks at its lower initiative. The creature makes that attack, and remains for one round, attacking the user again before vanishing (ending the prowling). It only attacks the user, even with attacks of opportunity unless it has defensive or passive attacks or effects, like quills. If reduced to 0 hit points or less it vanishes.

The prowlers are chosen at GM's discretion and can be creatures with CRs roughly equal to the pearl's power level. These are added, not calculated as for encounter CR, so a pearl of prowler (1st) might have a wolf, a pearl of prowler (2nd) can be two wolves (two CR 1's, even though adding equal CRs normally adds +2 for an encounter CR. Likewise a pearl of prowler (6th) could have two CR 3 prowlers, even though two CR 3 creatures is normally a CR 5 encounter). Such creatures are typically predators or territorial, such as wolves, dire wolves, hunting cats, primates, or other animals, but not magical beasts. Despite being shadow creatures while stalking, they are otherwise treated as normal animals during the attack.
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191. Undertaker's Preserving Flask— This cursed preserving flask detects and functions normally, but uses toxic chemical infusions to preserve extracts and liquids within it, slowly embalming and poisoning users over time.

Toxic Preservatives:
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If a liquid or component is consumed or imbibed after storage in the flask, the poisons infuse the drinker. It's a slow, long-term poison and shows very little outward sign at first. Treat the poison as arsenic except it has an onset time of one week and a frequency of once per day. Additional doses applied before the initial save increase the DC and effects as normal for stacking poison (there are not multiple saves against each dosage). The damage from this poison does not heal naturally while the poison is present, though it doesn't interfere with healing otherwise, even Constitution damage from other sources.

Users are not aware of the effects until they've taken half their base Constitution in damage. Until that time, the penalties are kept secret and the player feels no appreciable ill effects. Their hit points are unaffected until that point, though penalties to Constitution do affect saves and other results (secretly, applied by the GM). A creature dying to this poison is preserved, as though with embalming fluid. The flask does not detect as poisoned or poisonous, nor does anything within it, though pouring out the contents can detect them as such, as are affected users, whether symptomatic or not, though the origin of the poisoning may not be obvious.
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192. Pyxes of Misplaced Focus— This cursed pyxes of redirected focus detects and identifies as normal but allowing two uses per day.

Curse of Misplaced Focus:
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Whenever the pyxes' power is called upon, the user is cursed. When attempting to use a focus, whether divine or not, for a spell or ability (such as channel energy), the user somehow momentarily misplaces, fumbled, or misaligns it. For instance, a holy symbol on a neck cord is found to have been moved around to their back, or their holy symbol on a shield is unknowingly upside-down, cock-eyed, or just 'not right' and requires a quick realignment and adjustment, or they just bobble it in a seemingly unfortunate or unlucky manner. This curse does not apply to using a focus after casting or imbuing it, such as using a rope or deck of playing cards or blowing a flute that was the focus component of a spell afterwards, only its use or retrieval for the spell or ability.

The curse only triggers during combat or initiative situations, though a GM can trigger it in other appropriate moments at their discretion as the situation calls for it (such as trying to cast a spell with a focus while hanging from a rope and possibly fumbling or dropping it, with a check to catch it). Otherwise, the curse results in the user's initiative count dropping by 4 when triggered. They are not considered casting or performing the action, only delayed while fumbling around for the focus, so attacks during the delay do not risk interrupting spells, though that attacker could ready to do so if they see them fumbling and can recognize the intended action. If this initiative loss ever results in them being 10 or more points slower than the next slowest non-friendly creature's initiative for the encounter (even if that creature is currently dropped or inactive), they lose their turn and reroll their initiative count (which could let them move next if very high).

Each instance of the curse stacks and remains until triggered. There is no limit to how many can be stacked and waiting, though one successful remove curse can remove all waiting triggers.
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542. The next round, if the planter has 5 HD or less, a gorilla grows from the ground and obeys the planter similar to a summoned creature, though it is not considered summoned and cannot be dispelled or dismissed. It remains for 24 hours before vanishing. If the planter has 6 or more HD, a girallon is created instead. At 11 HD and each additional 5 HD above that, the girallon has the advanced template applied (stacks).

543. The planted area glows briefly before glowing orbs equal to the planter's HD shoot from the ground to approximately 50 feet in the air. The next round, they rain down on creatures other than the planter within a 60 feet area. Creatures at an equal or higher altitude are not targeted.

Rain of Missiles:
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Treat the orbs as magic missiles (CL 10, shield is effective) but they require a touch attack to hit (+10 to attack, 1d4+1 damage) and can locate concealed or invisible creatures as well as those on a plane that can be affected by force effects, like the Ethereal. Being prone does not provide a bonus to AC against these ranged attacks from above. If there is at least one hostile creature (to the planter) within range, the magic missiles are divided evenly among them, with creatures closest to the planting site being prioritized. No creature can be targeted by more than five missiles, extra orbs rain down harmlessly. If there are no hostile creatures, the attacks are divided amongst all other creatures except the planter (and their familiar) within the area, whether neutral or friendly or even animals like mounts or companions.

The missiles do not target creatures at 0 or lower hit points or targets smaller than tiny, though all attacks are made simultaneously, so a creature can be dropped to below 0 and even killed by multiple missile hits. The orbs can be dispelled during the round they hover before attacking.
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If planted in an area without 50 feet of clearance, the result is an immediate spread of magic missiles, as the spell but an amount equal to the planter's HD and divided amongst all creatures other than the planter within 60 feet. No creature targeted more than 5 times.

544. A cloud of pinkish-green smoke burst forth, in a 30 foot spread. It lingers for one round and any living creatures coming in contact with it may attempt a DC 15 Fortitude save to resist its effects.

Mutagenic Cloud:
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Living creatures failing their save are affected as though by an alchemist's mutagen (as alchemists). They gain a +2 bonus to natural armor and a +4 alchemical bonus to one random physical ability and a penalty to the associated mental ability. A creature that chose not to attempt a save (or was unconscious or unable to consciously resist), gains the bonus to two random ability (chosen at random) and the penalty to the corresponding mental ones. There are noticeable physical changes and alterations to a creature during this time, thicker skin, musculature, broader features, etc.

This effect neutralizes and counters any current or later applications of a similar effect while active and lasts for 8 hours, though a neutralize poison can end it sooner (DC 20).
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38. Flat as a Pancake
Once per encounter, if crushed by a heavy object at least their size or struck by a bludgeoning-only attack from a creature at least two times their size. The toon may opt to convert half the damage to non-lethal and be pressed into a two-dimensional flat shape that may look normal from one angle, but practically paper thin at another. They may opt to drift up to five feet away, and a strong wind in the location can move them further. If still conscious, they can make a Dexterity check (DC 15) to slide under a door or fold a little to slip through a mail slot or other narrow space within five feet of the square they enter. They become roughly 1/10th their normal weight and mass and can even be rolled up like a floor mat.

They remain in this shape for one minute, during which time they are immune to bludgeoning damage and have DR 10/–. Another character can attempt a DC 15 Heal check to re-inflate them with CPR or a bicycle pump. If conscious, the toon may also do this by sticking a thumb in their mouth or holding their breath and breathing out as a full-round action, but they are dizzy and disoriented on the next round (–2 penalty to most checks or saves or GM's call). Otherwise, until reinflated, they are restricted to the most basic limb movements and struggled speech. If they are contained in a small space (like a scroll tube) or bound or otherwise constricted, the 'pop' free relatively safely when resuming normal form.

39. Dum-Dum Bullets/U-Turn Attack
Once per encounter, the toon can have a projectile attack turn a corner or move around cover to strike a target. The target must have ducked behind hard cover or moved out of sight within the past round. Soft cover, like creatures does not apply.

The ammunition typically pauses in air at the corner or where it would round the cover and starts sniffing, possibly with an illusory nose or snout, makes a screeching brake sound after passing a little and turns around, or says something comical, like "Which way did he did he go, George? Which way did he go?!" or like an old-timey prospector, "I think he went this way, fellers!" and then makes a Sense Motive check DC 10 to turn and move in the new direction around the corner or around the cover. Projectiles have a +0 to Sense Motive with a bonus equal to their enhancement bonus specifically (the projectile's, not from weapons firing them). If the target is within 10 feet of the corner or edge of the cover, they may use an immediate action to attempt a Bluff or Disguise check (at –10 for being rushed unless they have an ability to make such checks faster, to which the GM can lower or negate this) and use that result or the DC 10 to trick the ammunition into flying past them or going the wrong way (does not hit others).

On a successful Sense Motive, the attack rounds the corner or barrier and attacks the target's space if they are in its range. Distance penalties apply, as do concealment or cover bonuses other than those applied from the initial cover (ie. if the target ducked behind a corner and then behind a dumpster or other creature or moved behind cover and cast invisibility). This ability applies to all projectiles fired with the toon's standard action, such as attacks with a weapon that makes multiple projectiles or ammunition that doubles or splits.

Special: If a target moves into hard cover or moves out of sight behind hard cover (not just becomes invisible or concealed in fog or smoke) during the toon's ranged attack, such as a readied action to move or duck into cover (GM's call), they can use this ability as an immediate action to have that attack use this ability.


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Heart Eater Bloodline
You come from a tribe, lineage, or bloodline that devours the hearts of its prey. You gain additional powers and abilities when hunting, stalking, or facing such creatures. See Heart Ceremony below.

Bonus Feats: Alertness, Blind-fight, Combat Reflexes, Diehard, Dodge, Endurance, Intimidating Prowess, Power Attack, Toughness, Tracking.
(Bloodline has more bonus feats than normal due to Call of the Hunt below.)

Bonus Spells: enemy's heart (7th), savage maw (10th), hunter's eye (prey targets only) (13th), named bullet (prey targets only, no M component needed) (16th).

Heart Ceremony (space saver):
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Ritual: To claim the spirit and heart of a creature and classify it as 'prey' to the heart-eater, it must be a corporeal creature of at least Small size. It must have a circulatory, anatomical heart (oozes, some plants or insects don't qualify. GM's discretion). It must be a relatively fresh kill no more than a day or so (gentle repose or similar effects can apply). It cannot be an elemental, construct, or undead (even if it's a zombified human heart). The bloodrager must have participated in its slaying and landed the decisive blow (if not the lethal one). It must have been an honorable or fair kill. This is the GM's discretion, ie. not a creature trapped in a pit or cage or otherwise rendered incapable of defending itself.

The ritual and process requires one hour, a cooking or heat source, and two checks; a Profession (Cooking) and a Knowledge (Arcana) or Spellcraft check (DC 10 + prey's HD). The heart can be prepared by another, but both checks are made by one person, typically a shaman for a tribe, but it's not required and up to one person can assist with Aid Another. A natural 1 is always a failure on these checks and the results are not known until the heart is devoured. If one check fails, there is a 50% the ritual fails. If both fail, the ritual is unsuccessful. A heart-eater can attune to prey no more than once per week, though failures do not count. A creature is considered prey for one year, after which a new heart must be consumed. Other than time, ie. weeks in a year, there's no restriction to the amount of prey a heart-eater can have.

Prey is specific to the kind of creature heart. Tiger or lion, not cats or felines or animals. A wolf, not a dog or dire wolf or winter wolf. Half-orcs or half-elves, not orcs, elves, or humans. Not all snakes or spiders are the same type (though ones encountered together probably are). A young adult red dragon is the same as a great wyrm red dragon. Templates do not normally affect this, such as fiendish or plane-touched (GM's call).

Effects: Prey creatures feel inherently averse and uncomfortable around a heart-eater. They receive a —4 penalty to all Charisma checks except Intimidate against prey. For intelligent or social prey, this penalty applies to known associates and allies of the heart-eater, though the penalty is only –2 (ie. you're known for hanging out with someone that eats your peoples' hearts). Prey creatures otherwise avoid or don't associate, but in fights they tend to direct attacks at heart-eaters with preference over others, but they are under no compulsion to do so. This is suppressed when the heart-eater is using the sheep's clothing ability (see below) to take a prey's form.

Design notes: This is up for GM determination. I haven't played or tested or balanced them, nor do I know how long a campaign lasts in everyone's game. There doesn't have to be a restriction on gaining them, or it could just be no more than one a day. It doesn't have to wear off after one year, it could last for 6 months or forever. This just basically restricts it a maximum of 56 prey creatures in a year, depending on the length of a year in the campaign.

I would say a starting or new heart-eater starts with one prey automatically, chosen from a common creature found either in their homeland or where the current adventure takes place (somewhere they've been in the last year). A common creature can be orcs or trolls, but just because there's a well-known dragon brood or kraken in the nearby coast does not make it a common creature. This is just to prevent PCs with elaborate backstories saying cornugon devils or hound archons and 45 other creatures are on their prey list. After game starts, that's all up to the GM whether they actually hunt the prey and devour their hearts or during downtimes they come up with a system for adding prey. Or just have a starting heart-eater get a number equal to their HD. GM's call.
(End spoiler)
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Call of the Prey (Ex)
At 1st-level the bloodrager receives a +1 bonus to attack and damage rolls against prey, as well as Intimidate and tracking checks against them. While bloodraging, they have a +1 AC dodge bonus against attacks from prey creatures (after penalties for raging). At 12th level these bonuses increase to +2 and the DC of bloodrager spells against prey increase by +1. These bonuses stack with favored enemy bonuses.

Sheep's Clothing (Su)
At 4th-level the bloodrager can assume the form of a prey creature once per day. This functions as a druid's wild shape except it lasts 10 minutes per bloodrager level and only allows prey forms specifically. ie tigers or horses (they still must be the appropriate type or size. ie. Animals for beast shape I). This improves and advances as the druid ability every even level and counts as wild shape for purposes of taking feats, such as Natural Spell.
The bloodrager also gains alter self once per day (Sp) except it lasts 10 minutes per level and only allows the form of a prey creature. They gain an additional use per day at 8th, 12th, 16th, and 20th.

Call of the Hunt (Ex)
At 8th-level, when entering a bloodrage with a hostile or hunted prey creature within line of sight (one they intend to attack or confront, not just a friendly or passing one they are going to ignore), the bloodrager may gain the benefit of one bloodrager feat from the bonus list as long as they rage. They must meet the prerequisites for the feat. This does not occur if a bloodrage is in progress and a prey creature appears.

Crush the Prey (Ex)
At 12th-level, the first time entering bloodrage during an encounter, all prey creatures within 30 feet with line of sight to the bloodrager require a Will save or be shaken for 2 rounds (DC 10 + 1/2 bloodrager level + Cha mod.) The first time the bloodrager disables or incapacitates a prey creature in an encounter, all similar prey require a Will save as above. This fear effect cannot stack with other effects to greater than shaken.

Batter the Prey
At 16th-level, while in a bloodrage, the bloodrager can use the awesome blow maneuver on a prey target as though they possessed the feat. The bloodrager need not meet the prerequisites of the feat, but if they don't, the attack must be with a bludgeoning weapon and the maneuver is at a –4 penalty. Whether successful or not, that creature cannot be targeted by this attack from the bloodrager again for 24 hours.

Unending Hunt
At 20th-level, whenever you incapacitate or disable a hostile prey target while in bloodrage, you may extend its duration by one round. This only happens once per round, regardless of the number of prey creature's defeated, dropped, or destroyed per round.
Additionally if your bloodrage would end with you at 0 hit points or fewer (such as being knocked unconscious), the bloodrage ends and you immediately gain temporary hit points equal to the prey creatures you defeated or dropped during the bloodrage. This does not count as healing (you may still be bleeding) but may be enough to keep you conscious and you can heal or tend yourself. These temporary hit points last for one minute.


You could also have them find a scroll of temporary resurrection. That will give the paladin 24 hours (barring dispel) to finish his business. Or otherwise get to a place to be raised or where their new character can come in without so much problems.

It will allow them to keep all their powers and not have to worry about ability changes and new powers and rules and altering the adventure to account for a ghost suddenly. They will have a –1 negative level effectively, so there might be some hinderance or inaccessible powers based on level, but I think that's a fair penalty. Obviously if you need more than 24 hours to fix your gaming issue, it could be an extended scroll or something. I think that's pretty kind of a GM, since it's a 7th level scroll you're handing out (8th if extended) that has a 500 gp material cost.


glass wrote:
...EDIT: Pizza Lord, why do you say "some GMs might not care about the order". Why would any?

Because some GMs are weird/have their own interpretation of the wording and might assume taking an extra something comes after doing something. I can't speak for everyone and it doesn't change the OP's answer to how many attacks and their bonus. Some GMs just have their reasons.


You get an extra attack at your highest bonus; +7/+2/+7.
Some GM's might not care about the order and might just go +7/+7/+2.


KoolKobold wrote:
I absolutely love the ideas you’re cooking for doctrines! Later this week I’m gonna compile a doctrine list

Thank you, very nice of you to let people riff and make up crazy things.

Pizza Lord wrote:
River of Souls (Pharasma): ...

Addendum: A creature is only affected once, even if the river's path curves or passes through its space multiple times.

Sorry, some things I don't think of until well past editing time. Just in case someone ever does use this and needs to know the intent, obviously they can make it do whatever they want in their game.


More God-related doctines:
River of Souls (Pharasma): Once per day, as a standard action you create a manifestation of the River of Souls. Starting in an adjacent square, you unleash a cascade of spiritual energy that resembles souls flowing into the after life. It is a shapeable (S) five foot wide effect that extends ten feet per class level. You designate the path, which must be contiguous and the river can make a 45° turn every five feet. It is not affected by gravity and can rise or lower itself at that angle or extend straight off a cliff or from a hilltop. It is stopped by physical barriers that would stop line of effect, though the user can direct it around such barriers. The distance may be halved and the effect widened to ten feet, but the river can only turn (or rise or lower) at 45° after ten feet of movement.

Any undead creatures in its path takes 1d6 positive energy damage per class level and are restricted to a single action on their next turn. A Will save (DC 10 + 1/2 class level + Cha mod) halves the damage and negates the loss of action. Non-intelligent undead receive no save and it affects incorporeal and ethereal undead as well.

Additionally, if an undead creature (including non-intelligent undead) would be reduced to 0 hit points by this effect, it is destroyed despite effects that might bring it back unless it makes a Will save (same DC as above). This includes a bloody skeleton's deathless ability, a lich or ghost's rejuvenation, or a vampire's gaseous form at 0 hit points.

Note that the River of Souls (or at least this ability) is not an actual river of water, it does not extinguish flames or cause additional damage to vampires for flowing water.


I am of the thought (so this is just my musing from reading the discussion, not strictly Rules or Organized play) that I am leery about allowing False Focus to be completely malleable. While I am of the mind that there's the fact that it should do what it says it can do, I am also aware that some things allow potential abuse or cause strange interactions with some spells (maybe because of the spell's poor design when it comes to materials).

That said, do I think a few oddball cases should gut a feat? Probably not. The issue is always whether the feat is easy to get and isn't really a trade off. In this case, 1 Rank of Knowledge and being able to cast arcane spells is not a high bar. Level 1, flat. The second issue I usually have is just how much better it is than someone 'following the normal rules' so to speak.

Mostly this is just me going down a rabbit hole, fair warning.

Musings Space Saver:
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At the basics, you spend a 1st-level feat and buy a holy symbol, working your way up to a 100 gp holy symbol, which is doable by level 2 easily. After that, you ignore material components up the value of the holy symbol (max 100 gp). The closest equivalent is Eschew Materials. False Focus is about ... 100 times better, which we can knock down to 90 times after considering you have to buy a holy symbol, but even a 1 gp holy symbol matches Eschew Materials with the slight difference that your spell now has a DF component, but ignoring 100 gp of material components (granted arcane spells only) is a noticeable leap above 1 gp.

1. Masterwork Transmutation
I can't speak to Organized Play (I don't know the rules), maybe you can't buy or sell things, or maybe all the problematic spells like masterwork transmutation don't work, so I will mostly be sticking to it from an ordinary game view. Though my (likely outdated) research seems to say you can cast masterwork transformation but can only carry one such item over. It also seems to allow selling items for half price, which I assume means they aren't carried over.

I would think that even using a basic artisan's tool as an example, you could use False Focus (with at least a 50 gp holy symbol), and turn a 5 gp common tool into a 55 gp masterwork tool. Which you would sell for 27.5 gp and make 22 gp profit each. Which means you'd only need three castings (just barely more than two) to pay off your holy symbol, five to pay off a 100 gp symbol. That's something a caster can in two days even at 3rd level. I am sure there's rules in Organized Play to stop that, but I am just sussing out problem areas in a regular game.

2. Storm of Blades
Then you have a spell like storm of blades where the material component is 'a sword'. That leaves a very broad power disparity. Normal caster has to buy a sword, lug it around, cast storm of blades and it's gone (as Material Components are wont to do). Then you get your one blade per 2 levels. A False Focus could under some interpretations just let the caster choose any sword they can think of, and not have to have it (up to 100 gp, which is about every sword other than some obscure exotic, angel blade or something).

This means a spell that normally would have a costly restriction is ignored (but let's set that aside, since that's ostensibly the purpose of the False Focus feat), but also a weight limit and carry limit, since swords do have to be put somewhere and aren't just in some spell component pouch. But that caster becomes about 100 times more versatile, they don't have to worry about running out of swords. Nor are they limited to the sword type, if they can just say "greatsword" and get 2d6 damage with a 19–20 crit range, why wouldn't they? Whereas to even compete with that, a normal user would have to buy and carry a 50 gp greatsword (and most casters are not made for carrying 8 pound weapons on a whim, and they would need two, three, maybe even four of those just to cast the same number of spells.

Now the spell also says,

Storm of Blades wrote:
each attack has the same threat range and critical modifier and deals the same damage as a standard sword of the type expended.

You could rule that 'standard' means Medium-sized or steel, but that doesn't really make sense, since who's to say that Medium is standard (the GM, but different ones can vary. If your game world is all or centered around Small-sized creatures...). I think that just means the base, non-magical damage a sword would deal (in case you used a magical sword or temporarily buffed sword with magic weapon or something. I can see you claiming that steel might be 'standard', but if that's the case, what would stop a normal caster from just having a rusty, or cheap. or miniature ("It's still a sword, just a Fine or Diminutive sword!") or wooden replica sword and then getting Medium-sized steel damage, which is not the case. Just like a caster sacrificing a bone or bronze blade should have their conjured swords deal damage as though bone or bronze, not steel.

I would say that if you use a broken or rusty sword, your weapons may only crit on a 20 (or cause tetanus), and if you used a masterwork weapon (which you couldn't do with False Focus) or a silver weapon, your created blades would count as those and deal 'standard' damage for those weapon (not an issue for mw, but –1 damage for silver slashing). And this would all be fair. Normally. Since the caster normally has to pay and lug around the specific sword they want to create a storm of. And most GMs would think it fair that if they spent 100 gp for a blade to cast one spell, then their one per two levels summoned blades should copy them, as stated. The issue is that a False Focus user throws this all out the window.

Now a False Focus used could claim their 'sword' was a silver shortsword (10 gp + 90 silver), and they're whacking through DR. Or they claim their false material focus was a Large-sized greatsword (50 gp doubled), and now all their blades are 3d6. And that's all perfectly fair and normal to what would happen for a normal caster using them, no different... except the normal caster would have to actually have and be carrying 16 pound greatswords or have a 100 gp silver shortsword (which is then lost). That's the cost of the 100 gp holy symbol in one casting and, that just seems excessively better than any other option available to anyone else. Literally just one 2nd-level spell, with one casting, blows every other option out of the water.

3. Animal Aspect/Beast Shape
These spells require a piece of the animal you are emulating. Granted, they don't list a material cost, but that doesn't mean they don't (otherwise 'a sword' (storm of blades) or 'a potion of bull's strength' (transformation) would be eschewable, and we all know that that would be absurd just because they didn't write a price in a material component line. Just like a GM shouldn't allow a player to pull out unlimited 'drops of holy water' (display aversion) from a spell component pouch until the player has a flask (1 pint, about 9,464 drops).

It is well within fairness for a GM to say there's no frogs in 2,000 miles or that because of that frog's legs cost 1 gp each (for components or fancy cuisine) or that velociraptor parts are rare and have a cost. Not only does a normal caster need to acquire the parts to fully utilize the spells' versatility, possibly questing or making an effort, the False Focus just lets the caster do it without such consideration. Again, there's no listed cost to the material, but that doesn't mean they don't have costs or a GM rules some creatures are extinct (not nonexistent or never existing) and their parts are almost unheard of without effort.

4. Curse Terrain
Similar to #3, curse terrain requires '(the heart of a creature that dwelled in the area and powdered onyx worth 700 gp)'. False Focus can't do anything about the powdered onyx, but unlike a normal caster, they can just cast it without having the heart of a creature that lived in the target area. Do they even have to guess? Can they just say, "a bird or something" and assume a bird lived there? Or nothing at all. Again, is it a huge deal? No, but when compared to every other option, even Eschew Materials, a GM should not be forced into absurdity, that a spell component pouch contains the heart of not only every single possible creature (and granted, some are small, like a chicken or lizard or something, it doesn't have to be human, fist-sized), but also that the heart comes from a creature that just happened to live 'right here', out of everywhere in the entire world, if not universe or entire planar cosmology. The spell is intended to require at least a little work and preparation. But here, we are expected that the False Focus user either entirely subverts the intention... or on the flip side, must accurately determine and 'choose' the creature whose heart they don't have? Do they need the specific creature. Because just any goblin heart won't do, do they have to know the specific creature whose heart they're falsifying?
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Anyway, do I think any one of those (and I didn't go through every spell obviously) is going to break a game? Probably not, but those first two are just 2nd-level spells that basically pay off the feat in two uses. I am not so much worried about the material cost being ignored, but the broad scope and parameters of a spell. Does that mean I would ban it? No, probably not, but I would definitely reserve the right (which I understand Organized GMs cannot do) to state that any particular spell without an actual variable component, functions at a basic level (like, a steel shortsword or longsword for storm of blades) for balance purposes. It still wouldn't stop masterwork transformation for creating a lot of mw tools, which are sold for half price and aren't carried over between sessions, and thus don't break the rule (at least the one I saw with a quick search).

TL/DR I am not ruling for Organized Play, but for parchment swarm, I (meaning in my game) would not allow it to be used to 'tag in' every possible spell that could be a scroll (of 100 gp or less). I would have it work at base, blank parchment level. Again, this would purely be for balance purposes and to prevent abuse.

I suppose, if I wanted to try and be lenient or more forgiving (while adhering to the ruling I would make), I might be persuaded (for certain spells) to let the False Focus user substitute an open-ended material component if they had the material component. I know that suddenly sounds counter-intuitive or invalidating the feat, but, I wouldn't have it lost. For balance sake it would at least require that character to obtain the item one time, and then they can use the spell with that. Rather than just conjuring Large-sized greatswords and never having to acquire or carrying one or more around, they have one, and as long as they have it, it's like a focus. If they want to do a parchment swarm as though they had a chill touch scroll, as long as they have the scroll the can do it (but they don't lose it like normal with the spell), or they can cast it at baseline. Same with that bullet spell that takes materials. They can get an adamantine bullet, and now it's basically a spell focus. Otherwise, the feat works as normal, except for a few specific abusable or too powerful spells.

Again, only my thoughts, not really basing it on rules, since that's been covered pretty well.


Pizza Lord wrote:
Abadar's Golden Fist: As a swift action, you turn one (and only one) of your hands into a golden fist. ...

Addendum: 'It otherwise feels and is affected as a normal hand (touching acid, contact poison, or fire and being damaged). As a natural weapon, the fist cannot be sundered or disarmed, but if it would be destroyed, such as a rust monster's ability or effect that warps or melts metal, the golden fist effect ends and one minute of duration is lost. It can be reformed on the next round.'

Feel free to add additional powers and abilities as microtransactions for the fist. Abadar approves.


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Abadar's Golden Fist: As a swift action, you turn one (and only one) of your hands into a golden fist. It is a natural attack (slam) and counts as lawful and magic (and gold). It deals Strength and a half damage if it's the only natural attack possessed and Charisma can be used in place of Strength for attack and damage. It gains a +1 enhancement bonus for every three class levels. The fist cannot wield or hold objects or perform tasks that a closed fist couldn't perform. Objects held in the hand are either crushed or dropped when the golden fist forms.

It can illuminate as a light spell at will and counts as a light effect of one-third class level for overcoming darkness effects. Disarm and steal attempts are at a +2 avarice bonus. It functions as a holy symbol of law when presented and does not hinder somatic components despite being a closed fist, though such spells still count as having somatic components for spell failure checks or other effects and certain somatic tasks involving manipulating things, like drawing a magic circle, can be hindered at GM's call.

If 50 gp is sacrificed to Abadar when activated or during the duration as a swift action (it just vanishes from possession), the fist can also bypass silver, mithril, adamantine, or other special metal for damage reduction purposes (not bypassing hardness). This can be done multiple times, a different metal chosen each time. 50 gp can also be sacrificed to allow the fist to function as a normal hand for the duration.

This ability can be used for one minute per level each day and need not be continuous but must be in one minute increments. It can be dismissed early.


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Wings of Desna (Monarch's Wings): As swift action, you grow beautiful butterfly wings for one round that allow you to leap or fly as a move action. The maximum distance per round is equal to your base speed, even using a second move action. As a free action at the beginning of your flight or at the end, you may sweep the wings forward and create a swarm of magical butterflies and stardust in a 15-foot cone that functions as glitterdust (DC 10 + 1/2 class level + Cha modifier). You must fly or leap at least 10 feet to use this ability (or at least intended to, in case your movement gets interrupted) and it can be used a number of times per day equal to half your class level + Charisma modifier. Uses can be combined to fly longer distances or maintain altitude.


Just for completeness sake, a wall of ice will stop a golem or creature with Spell Resistance. The SR or resistance only stops the cold damage or actual part of spell directly affecting the creature (which is the cold damage dealt when passing through a breach. It will not let the creature walk through solid material, it's still a wall of ice (like how your player though the icy prison would work.

The difference is that wall of ice doesn't target the creature when cast. Similarly a wall of fire may not affect a creature with SR or magic immunity (it won't deal fire damage), but it's still an opaque sheet of flame, they won't just see through it.


192. Your relative's monkey paw amulet. The tiny fist is closed. The only notes are along the lines of, 'This brought me luck in my endeavors. I hope it does the same for you." It detects as faint magic (despite being CL 17).

Monkey's Paw:
--------------------------------------
It is +10 DC to identify (and effects that don't check require one anyway). Failure indicates the caster feels queasy and nauseous and don't want to think about it. Otherwise, it detects as a luck charm and can grant wishes. But the method is indecipherable. Each day, the wearer (and it must be visibly worn), has a 50% chance to receive a +1 luck bonus to skills, checks, and saves (not attacks). The wearer does not know this without testing each day.

Also, whenever the wearer states a wish, intentional or not, the paw may grant it. The paws power has the cognition of a simian elemental, which means after about 6 words (not counting "I wish" or "I wish for" it tends to get conditions mixed up and only deal with the subject, so making a lot (or even a few) contingencies gets jumbled. The wishes are almost always monkey paw wishes. There is a 10% chance it works when a wish is made. It will not grant further wishes made that day whether successful or not and it only grants one wish per week, to a maximum of three ever. It only works for inheritor and will only work when passed on after their death to another.
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193. A decanter of endless water and command words. Unfortunately, it is in a distant desert or dry mesa region, beneath a city that is known for its lush, fertile water springs and hot baths. This is because a distant, long ago ancestor made an agreement with that city/region's ruler to provide an oasis (and the prosperous city sprung up around the modest settlement).

Hook:
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Unfortunately, the decanter of endless water is quirked to only work deep, deep underground, miles below the surface. The ancestor journeyed deep below the surface, through natural caverns and even into the deep dark itself until they were not only deep enough, but in a spot where there was much geothermal activity and magma pools. Taking careful notes and planning, and several months of the decanter on geyser mode, eventually steam pools and geyser activity caused impressive flooding up old lava tubes and over years, the heated water reached the surface. It was used both to irrigate the dry area and as hot springs.

Unfortunately, the decanter also stops working about a month after its owner (the PC's relative) passes and must be reactivated again. Depending on when they receive this inheritance (and a map), they may have one to three weeks before it turns off. There's some leeway even if it does, so they can be late, it would be a year or more before it was really noticeable on the surface.

Now, the levels below the city are steam tunnels, then the natural caverns, and finally the deep dark, and then the magma chambers guarded by a fire giant clan. They aren't unfriendly if the inheritor arrives, since they enjoy the hot steamy baths and water for their forges down below, so that area is generally safe, other than the heat, as is the chamber they've built to channel and protect the decanter.

Assuring the decanter is once more functioning (for the PC's lifespan at least), allows payment from the city's ruler (or council at this time), which is tribute garnered from the prior inheritor's lifetime. It's done this way to ensure that a relative comes and resets it, so their descendent will have payment based on the PC's length of time keeping the decanter functioning. The amount received depends on the relative's life, but should be some amount modified by the PC's level to keep it as an equitable reward for the quest below.

Or they could reclaim the decanter and try and sell it, but its quirk makes that difficult, the PC lineage one, not just the distance below ground one. Though this might upset the city above and the fire giants.
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I would imagine a ranged attacker, like a ranger or other archer would make the most sense. Otherwise a reach user could also work, if you could learn dive attack. Be able to stay out of their reach and, unlike ground troops, they can't just 5-foot step into your reach.


It's one of those things like harpoons, where they made actual in game use so blatantly unintuitive and unrealistic that such things would never really get used, because no one that would use them could ever use them effectively.

If I had written it, it would basically be like, 'This otherwise functions as a staff for those without exotic weapon proficiency,' or something. Then at least it would make sense why thousands of people (who herd) would use them. At least then they would work as staffs, but with a small benefit to account for extra training (Reach, Tripping, and the ability to grapple without penalty). Otherwise, it's a staff (with reach) that you take a –4 penalty for.


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539. An 8-foot tall wooden pole rises from the ground. It has 16 lit torches on it stuck like pegs in it. Four to a side. The torches are real fire and burn indefinitely until taken from the pole, functioning as normal torches (1 hour duration). The pole replaces one torch per day. If all torches are removed from the pole (or extinguished on it), there is a 25% chance it loses all power (CL 10, conjuration).

540. A plant with 1d4 fiery-orange flowers grows.

Fire Flower:
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Each flower will orient in a random direction (1d8 for direction, no more than one petal per angle). On the next round (initiative 0, if in combat), each fires an orange beam that deals 1d8 fire damage in a 30 foot line. Creatures in the line get a DC 14 Reflex (half). Inanimate objects are not damaged (though the heat could melt ice or heat them slightly).

For the next one minute, each flower reorients in a new (or the same) direction and fires. After that, each petal only reorients and fires every minute. The plant remains for 10 minutes or until destroyed.

If a flower is removed it stops firing, but if immediately consumed by a humanoid, their skin and clothing take on an orangish-yellow pallor and they are affected by enlarge person (CL 5) and can fire one scorching ray during that time (CL 5, they are aware of this). If they are struck for any damage during this time, this effect ends immediately.
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541. One round after planting, the ground around the bean rumbles and a ramshackle wooden coffin rises upright in a spray of gravedirt (even if in sand), standing like a tombstone. A small bell is affixed at the top to a string that goes inside. It starts to ring.

Wooden Coffin:
--------------------------------------------
The coffin looks worn and the wood is old and the lid is stuck shut (Str DC 15 to open). If it is not opened in one minute, a banging starts sounding as the occupant tries to break free. The first round it does not, but receives a check each round afterwards (Str 24; +7).

The occupant is a variant bog mummy. It has a constant sanctuary (DC 16) effect that resets every round. Anyone slain by its mummy rot transforms into a vegepygmy instead under its control, returning to it and generally just gardening around the area or defending it.

Once the coffin is opened or it's free, the bog mumy's despair aura affects those around it. If it was released it is not hostile (though there's no indication of this). Otherwise, it is hostile to all and attacks the nearest creature that isn't paralyzed if it can reach them without trouble (targeting paralyzed targets otherwise).

If non-hostile, it tends to wander and mill about the area of the coffin. It will defend itself if attacked (even if thwarted by its sanctuary) and can give chase, but otherwise guards its coffin.

If destroyed, its treasure (roll normally) appears inside the wooden coffin (unless that's been destroyed, in which case nothing). Small items will be in canopic jars (with its powdered organs) and there will always be 1d4 magic beans.
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187. Drowsing Syrup— (CL 10) This quirked bottle of dowsing syrup works normally until the next time the user is within 60 feet of the target and catches sight of it or comes into contact with it. At that point, the user requires a DC 15 Will save or fall asleep for ten minutes, as though affected by sleep (no HD limit). The creature cannot be roused by normal means except by the target creature (or object, if used to slap them) or they receive ten points of lethal or non-lethal damage. A dispel magic, remove curse, or other effect that can end magical sleep can also end this effect early, but the user will be fatigued until they rest for one hour unless awoken by the target creature or object. This is a sleep effect.

188. Incense of Incense— This cursed property can be found on almost any other magical incense or burnt herb or other offering. The item functions normally, but for each hour the user(s) are under its effects, they also need a DC 15 Will save or become enraged and incensed at the slightest thing. Treat them as under the effects of jealous rage until triggered. Calm emotions or similar effects can end that instance (even if not yet triggered) or a remove curse can prevent all such possible occurrences for that use of the incense.

189. Plague of Spell Knowledge— This curse is found on pages of spell knowledge. The pages function normally and actually add an additional spell use of the linked spell. Once the user attempts to use the page's power, they find that all their spontaneous spells of that level are only the spell on the page. Meaning a sorcerer using a page of spell knowledge (magic missile) can only use their 1st-level slots for magic missile. This does not apply to domain spells or lower level spells using that slot due to metamagic or other effects. Spells of that level can still be cast using higher level slots and can still be converted spontaneously, such as a cleric's spontaneous casting of cure spells.

Once triggered, the curse remains until the user receives a successful remove curse. If they sell, loan, or otherwise lose the page, they lose access to the bonus spell (as happens when the curse is removed). A user can be under the effects of only one such cursed page at a time.
Special A plague of spell knowledge with remove curse (or similar effect) never succeeds at removing this curse.


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Patrick Curtin wrote:
Having a slight issue on this spell. It is being cast on a creature with immunity to magic. but, it is encasing them in ice, which, IMO isn't directly targeting them with magic, only their immediate periphery? Or am I overthinking it?

Overthinking it. The spell targets the creature, the spell allows Spell Resistance, so Magic Immunity (which is generally considered 100% spell resistance) will work unless some other factor is in play.

It is directly targeting them, even if the effect is something around them. Like creating a tornado or resilient sphere. You target them, then a sphere of force forms around them.


Maniacwyrm wrote:
... Naturally, we decided that we wanted to screw with the people there as payback and maybe stage a coup of something. For my part I was thinking of maybe using spells like polymorph or flesh to stone to mess around but that’s kind of basic. So what would be an interesting way for me to freak out/impress a bunch of normal people?

Animate object on corpses and have them wander around, knocking on their families' doors. Only lasts a round per level, and 15k gp for a permanency is probably a bit steep for a joke.

But, claiming the factory caused an undead plague of zombies (while clerics are already low-magic and their channeling and turning fail since they aren't undead, just animated) could cause some deviant chuckles and freaking out.


Oh, so you're just looking for existing spells and abilities to do it.


Are you trying make a race/unique character with the inherent ability, or are you trying to design a class or talent/mutation that allows these things (like the ninja or an oracle with a ghostly curse or some other things)?
Otherwise we can build it like a curse/mutation or something that increases with the character's Hit Dice.

Mostly I'd probably start with an immediate action blink effect and maybe raise the duration a bit (keeping it balanced with when a character normally can get blinking. Probably have some restrictions at first on what can blink with the character until they're higher level, maybe restrict worn magic items to Charisma modifier. Either not being able to be brought along (which players probably wouldn't like) or just not functioning unless 'attuned', similar to being melded into a polymorphed form while intangible.


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536. A slender beanstalk grows from the ground with a light-green, leather +1 sling on it, sized for the planter.

Lima Bean Sling:
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The wielder automatically becomes aware of the sling's properties except the one noted below. It is a +1 sling and fires lima beans if no other ammunition is placed into it. The sling can produce up to 100 lima beans per day (enough to feed four medium creatures for a meal). The lima beans deal 1 non-lethal damage plus strength and enhancement and are sufficient to stun small birds or animals for hunting (but the beans are harder harvest on misses). Survival checks using the sling in areas with small game get an enhancement bonus equal to the sling's enhancement bonus (+1 normally).

Unknown except through trial and error (even if identified), on a confirmed critical hit against an enemy with a Natural 20, the bean transforms into a magical bean and falls to the ground after hitting the target. Effects that increase critical ranges do not trigger this. Certain targets may prevent this, such as soft oozes or slimes or creatures with fiery or damaging bodies that could destroy the magical bean quickly enough before it hits the ground (GM's call).

If the magical bean lands on earth, dirt, sand, or other ground that a bean could be planted in, it burrows itself into the ground. Roll for a Magical Bean effect with the sling wielder as the planter. If the bean doesn't land in suitable soil or ground it is wasted and loses its power. If a different form of ammunition was used in place of one of the sling's abundant beans, that ammunition changes into a magical bean before it hits (dealing bean damage as above and that ammunition is lost).

The sling can produce a magical bean four times (whether they plant themselves or not), after which it vanishes .
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537. The planter immediately hears in their mind, "Choose a nonmagical object." They are then in the equivalent of a stasis-like limbo for 30 seconds. The GM should inform them of this limit and start timing until they choose something suitable or the time expires. They can think or ask questions (won't get any answers, but the GM can repeat the statement above), but if they don't state or otherwise indicate an object after that time, the effect is wasted and the stasis ends.

Bean of Creation:
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If an object was chosen, a beanstalk grows from the planter location bearing the item or a pile of items appears there if the object was rocks, or coins, or gems, etc. Treat this as a major creation effect (CL 10). Unknown to the planter, objects made of vegetable, stone, crystal, or base metal are permanent (instantaneous).

If the chosen object was a structure, like a wall or cottage, then it may sprout from the ground instead. The bean cannot make energy or remove matter, like creating a hole or a well shaft, though it can form the well structure, it can't form the shaft or a pit.

The bean can create up to 10 cubic feet, but will try and create as much of a larger object as it can (or a smaller version at the GM's call). So asking for a functional stone tower will create maybe a first floor depending on the thickness of the walls or its diameter, whereas thinking of a massive ship or boat might get a smaller size vessel. Complex items, like a masterwork weapon, armor, lock, or some clockwork require a Craft check using the planter's Craft modifier or the bean's +10. If an exotic weapon, armor, or item, the bean's bonus is halved to +5.
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538. Immediately after planting, the ground opens and 1d4+4 crawling hands spring out and crawl towards the planter (leaping and flying to them if necessary). The hands resemble the planter's, but are decrepit and rotting.

Crawling Claws:
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The hands are illusory and unable to be damaged. They can be dispelled (CL 10). They seem to cling to the planter, on their arms, legs, clothing or shoulders, but they are not hindering in any way (they do feel quasi-real to the planter, so a phantasmal sensation is noticeable, but they aren't real).

The hands function similar to a mirror image spell, intervening against melee attacks or touches from adjacent creatures. If the planter has a similar effect, like mirror image, the claws are checked first. If a claw is indicated (or the attack misses by 5 or less), that claw becomes quasi-real and intervenes, getting destroyed and dealing 1d4 spell damage to the adjacent attacker. Claws are indiscriminate and attempt to intervene in even even friendly touches or interactions without attack rolls (such as an ally casting a healing or buff spell or shaking hands), though a check can still be made to see if it's interrupted (GM's call). Whenever a claw is destroyed, whether by being struck or dispelled, possibly all at once, the planter takes 1 damage (bypasses DR). While there's no strict reaction modifier to their presence, most people find them disturbing and the hands are not under the planter's control, nor can they be damaged or harmed until they trigger or are dispelled. They are otherwise permanent.
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Lots of Christmas-y fun and hijinks.


184. Beast-Burn Brand— This henna paste resembles a beast-bond brand. It has 20 charges (not known unless the curse is identified) but burns like a true brand when used.

Cursed Brand:
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Once applied to both companion and master, the brand sears and burns, becoming a visible scar, not just henna paint. Both creatures take fire damage equal to the master's level in the class(es) that grant the familiar or companion. Afterwards, whenever the brand's power is used to share spells at range, it deals fire damage to both equal to the spell's caster level. This is stressful to the familiar or companion and affects trust, removing any bonuses for handling bonded animals or companions until the end of the user's next round (unless they are protected from the damage, such as fire resistance).

The brand can't be replaced nor a new brand created until this one is removed or ends. A successful remove curse followed by erase can remove the brand.
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185. Master Librarian's Bookplate of Recall— This bookplate of recall appears normal, but the creator's name is always inscribed in the plate first, though it's been struck through, with space for the next user to write their name. The bookplate can be used three times per day, rather than once. The summoned book is a facsimile, and the true copy goes elsewhere. The bookplate does not function until another name is added to the plate.

Master Librarian's Recall:
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When created, the bookplate is bound to its creator (and the name inscribed must be real or their common nomenclature) and to a specific location. Typically a library, study, table, or bookcase, otherwise is ends up on the floor or other surface there.

When the user (except the creator) attempts to recall the plated book, it is moved to the designated location instead if on the same plane. A physical copy and duplicate appears in the user's location and is otherwise indistinguishable from the original, including the bookplate, though it isn't magical. Damage or destruction to the original is mirrored in the facsimile (and the recall fails if the original is destroyed) and the copy only lasts for one hour before vanishing, needing to be called again. It's disappearance may go unnoticed if in a bag or out of sight. If the user attempts to rid themselves of the book (rather than leaving it laying on a desk or unattended), such as throwing it away or selling it, the facsimile vanishes immediately.

For most purposes, such as memorizing or performing rituals using a book or tome, this interruption does not hinder use if the user immediately recalls the book and continues (though that round may not count). For longer rituals, requiring more than three hours or the book's constant presence beyond that, this can prevent their use.

The creator of the bookplate can always recall the original book as normal (once per day; does affect prevent the previous owner's uses per day) as long as the bookplate remains and they count as its owner, which can hinder some divination attempts to find the book. The creator still needs the book's name, title, or working name ('So-and-so's spell book/diary') to do so, meaning they normally can't call it to them until the see it the first time and it's already in their possession.

Removing this curse is difficult, since the actual plated book is elsewhere, but the user can utilize the creator's name to track down or otherwise locate them. A remove curse followed by erase on the bookplate ends the effect and destroys the bookplate.
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186. Congealing Pocket— This cursed concealing pocket appears normal until an item is placed inside it for one minute. After that, when retrieving the item, the user feels as though the pocket is full of gushy pudding. The item (and the user's hand) is withdrawn covered in a congealed paste of foul-smelling goo.

Congealed Goop:
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Coated items (and the user's hand) are treated as though under a grease effect. Only check once for the grease effect if the coated item is held in the coated hand. Effects that can end grease remove this. The goo can also be wiped off with one minute of work with a cloth, clothing, or similar scrubbing.

Most items are unharmed by this unless exposed writing, such as unprotected scrolls or books (which the covers might be stained). Items intended to be placed in the mouth, like potions, food, or some musical instruments cause nausea for one minute if used (Fort DC 15 partial; sickened for 1 round). Creature's (including the user) with scent are sickened within five feet of the item or the user until the item and their hand is wiped clean.
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For this spell, when creating the trap, I would say the caster chooses the number of targets that will be affected (like casting the spell, since you can choose less). It will then affect the closest to the primary/triggering target. If they choose two targets, it arcs to one, if they choose three or more, it will arc to those (if they are within range, and no target hit more than once). The caster/creator basically chooses the max targets in most cases I would assume without some other reason.


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Something like the Toxic Avenger's tromatons, that let him sense evil and crime and he must destroy it? Maybe it starts at 30 feet, higher levels improves it to normal 60 feet, and maybe a detected creature can be tracked as though they had scent, etc.

'You have a constant detect evil effect that you cannot suppress.'
Curse: If you detect an evil creature or object, you must destroy or kill it. You can perform other actions while performing the task, such as aiding another or tending or moving an injured party away during a fight with evil creatures, but otherwise ignoring evil causes headaches leading to distraction penalties until they refocus their efforts and must succeed at increasing Will saves every hour with failure causing them to 'black out' and go on a vigilante spree (similar to a GM controlling a lycanthrope).


92. Interrogation Room
A simple room with no windows and spartan lighting. Contains a table and two chairs facing each other. Depending on the technology level, there may be recording devices, spotlights, or lie-detector equipment. A large section of mirrored wall likely leads to an observation room accessed from elsewhere or could just be a decoy. Temperature controls for the room are either in the observation room, or near the door.

Plot hooks could be a loose file, tape recording, or notes on an interrogation involving a crime or unsolved case.

93. Tire Storage
A large room for holding tires. Possibly new tires, for placing on vehicles or planetary rovers (if on a station or ship), but also inexplicably just rows of old, worn out tires, just stacked here for unknown reasons or awaiting destruction or retreading. If a fire starts in here, thick oily black smoke will fill the area. Depending on the location and technology, the room may be ventilated or contain chemical and fire suppression.


thelemonache wrote:
Would it give the same aid another bonus that i normally give since it's "on my behalf"? I normally give +6 depending on the type of aid.

It would not. It would give the normal Aid Another bonus. Someone acting on your behalf still uses their own skills. It wouldn't be good for most of us to have a lawyer speaking on our behalf if they had to restrict themselves to our level of legal knowledge. Conversely, if you had some penalty or curse that gave less than +2 to Aid Another checks, it would still get +2.


I would say that based on the timing of action and how it's written, that you are protected from the damage when you fail the save and choose to use the ability. It's still there, meaning when the duration wears off, you will receive the penalties or damage or whatever effect (unconscious) the poison or disease would have caused on the initial failure (unless you had it removed or neutralized before then).

It would also mean you can't cure any ability damage or drain, since it's not technically there (just in case your GM had rolled it already and was just 'holding it off').


KoolKobold wrote:

-Titan’s Bane: As long as the ninja has at least 1 ki point, she can occupy the same space as an enemy if it is at least one size category larger than her. The enemy is considered flat-footed this way. The ninja must be at least level 8 before she can select this ability.

Not to discourage or anything, I am just noting my opinion that I think this Titan's Bane is very powerful.

Space Saver:
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As long as they have 1 ki point, they can enter a larger creature's space and that creature is flat-footed (I am going to guess that you intend it to only be flat-footed against the ninja, not everyone). It costs nothing but the move (even a 5-foot step). They step in, spend 1 ki point for extra attacks, and all of them get sneak attack (at least +4d6 since they're level 8).

Comparing this to other abilities that do this, it blows them away.
Vexing Dodger requires a Climb check, then it just gives the target a penalty to attack equal to sneak attack dice (about –4 at 8th level).
Underfoot Combat still gives an AoO, and just grants a +2 shield bonus and a +2 to hit that creature and it requires Dodge and the swarming trait.
Mouser is likely the best. It give the larger creature a –4 to attacks against creatures not in its space, and it allows the mouser to consider the creature to be flanked, but it still requires them to have an ally adjacent to both them and the larger creature. Also, it requires the larger creature to attack and miss in melee combat to trigger it, then requires an immediate action and 1 panache point.

Titan's Bane just seems too easy. Keep 1 ki point, step in, and it's flat-footed. No Dex, so easier to hit, and all sneak attack. Plus, while I know names aren't 'official' or 'crunch', but I hardly consider a Large creature a titan for descriptive purposes. That's like, a horse. Even that gripe aside, it's incredibly common to face Large creatures, but that's assuming a Medium creature. A Small creature can do this to 'normal' people and humanoids. I would like to see there be a cost, even 1 ki point, or require a CMB check against the creature's CMD, or have it restricted to Huge or larger (and at least one size bigger than the user), or at least two sizes bigger (with no minimum size).
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Again, only my opinion. I am still enjoying reading your ideas.


Andy Brown wrote:
How much extra damage do you get with a guitar pick?

I think picks typically do x3 critical damage...


181. Depilatory Defoliant Polish— This cursed polish detects and functions as defoliant polish. Unfortunately for the user and those around them, it makes hair and fur fall out.

Depilating Curse:
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When the polish's duration expires, the user must make a Fortitude save (DC 20) or be affected as though by depilate as their hair and fur falls out in patches and clumps.

Everyone else that came within 10 feet of the user and their fumes must make a Fortitude save DC 10 or have their hair and fur fall out entirely. This DC increases by +1 for each hour or portion beyond the first they end up in that area (a creature that spends 10 minutes, then leave for an hour and comes back for one round, then comes back four hours later would be at +2 DC). Unlike the user, this hair is not in clumps or patches and they do not receive penalties as the spell. Their bodies are just bare and hairless until it grows back in one week (magically, to its prior length, though it will not have dyes or other modifications) or they receive a break enchantment or remove curse. This does cause problems for white-haired witches and dwarves will be very unhappy and will likely come looking for recompense/revenge.
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182. Dust of Emu-lation— This cursed dust of emulation functions normally, however, it turns the user into an emu.

Curse of Emu-lation:
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If the user is holding, wielding, or in possession of an item that requires a specific class feature or race to use or activate, the curse triggers immediately (Even if the item requires a class feature or race the user already counts as and can use normally. Note, wands, staffs, and scrolls normally only require having the spell on your list, not having a class feature). If the user does not have have such an item in their possession, then the curse triggers the next time they do touch such an item (during this time they detect as magic and cursed).

Once triggered, the user transforms into an emu (as baleful polymorph that overrides and prevents other polymorph effects). The only difference is that they can activate and trigger any items melded into their bodies that require a specific class feature or race to use. This only applies to effects, weapons and armor are still melded and can't be wielded or worn, but other effects, like flight or invisibility can be used. Scrolls, wands, or staffs requiring a class feature or race can be fired or aimed (and use charges). Further, during this time, touching any item requiring a class feature or race will automatically absorb it as above.

This transformation lasts 24 hours or until the user is killed or receives a remove curse, at which time they resume their normal form.
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183. Bead of Nude Prevention— This cursed bead of newt prevention detects and functions normally. The owner becomes unwilling to remove any articles of clothing or armor. The bead also grants a +2 bonus to resist effects that would disrobe, sunder, steal, or otherwise remove such items from their person if worn.

Curse of Modesty:
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The curse applies to a creature claiming the bead, or in possession of it when they try to remove clothing or armor. It doesn't activate by handling or holding the bead alone. Clothing and armor includes gloves, hats, helmets, or boots, but not shields or weapons. It does not include containers like backpacks, bags, or pouches or jewelry unless those items are functioning as clothing or coverings or otherwise providing the semblance of clothing, like a ring that cloaks the wearer in illusion. This applies even if the article being removed is an outer garment, like an overcoat or robe.

Whenever the wearer attempts to remove an item, they must make a Will save (DC 15) or be compelled to move away out of sight (or otherwise unobtrusive if possible) and spend one minute removing the item (paired items, like gloves or earrings count as one) or add one minute to the time, such as for removing armor. If in danger, such as combat, they can choose not to take the action after one round, but trying to remove an item within the next 5 minutes will automatically fail and give the same result. On a success, they still must spend a full round action or add that to the time if one minute or longer.

There is no effect on others removing items (other than the bonus to resist above), such as a squire helping to remove armor. This can reduce the time needed to whatever is normal for someone to remove or help remove the item, though the owner will be mortified and unhappy and will likely voice their objection to being disrobed (or dis-gloved or dis-hatted) in front of someone.

While there's no obvious connection to the bead and the modesty initially, during this time, the possessor will slowly realize they are reluctant to disrobe unless absolutely certain they are alone and out of sight (and being invisible does not stop this feeling if there's a chance someone is around).

The curse remains on the owner until they receive a remove curse or the bead is destroyed, which can be done easily or if they fail against a hostile polymorph effect. If they sell the bead or give it away, the curse remains but the bonus against removing clothing from them goes with the bead's possessor.
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thelemonache wrote:
I would argue that a guitar-like weapon is a one handed bludgeoning, right?

I, on the other hand, would argue that it is more likely a two-handed bludgeoning weapon. Sure, someone could hold or even swing it, but people can do that with two-handed swords or a folding chair, but I think the assumed and normal use for a 'baseline effective strike', is swinging it two-handed.

thelemonache wrote:
Let's operate on that theory for now. How would i finesse it?

Fair enough, we will operate on your theory and assume you can declare it a one-handed weapon equivalent. Weapon Finesse lets you apply your Dex 'With a light weapon, elven curve blade, rapier, whip, or spiked chain'. A guitar is none of these things. Equipment Trick (Guitar) would let you use it as a normal weapon or improvised one, whichever is better, but that won't make it a light weapon for Weapon Finesse (or a rapier or a spiked chain).

Space Saver:
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I don't see anything stopping you from taking the feats you named. Equipment Trick (Guitar) would let you use it without improvised penalties. That doesn't make it a weapon though for taking feats, since the feat doesn't say it does that. You could also probably just take Catch Off-Guard to do that and it would likely be more effective (unless you were looking to take the Instrument Trick (Ruffian's Riff), but that will only let you count it as a masterwork weapon with performance (which could be important, but I don't think it is).

To take Shikigami Style, you need Catch Off-Guard or Throw Anything, so you'll be treating it without improvised weapon penalties (and treating unarmed foes as flatfooted) already. I just don't see how you can Finesse it without maybe some class talent or ability that I am not seeing yet (but there's so many I could have missed it). I mean, other than using Throw Anything, of course, to remove the penalty for throwing it... it has a range increment of 10 feet, but as a ranged attack you would be using your Dex to hit anyway.

Otherwise, the only workaround would be if you could design a new weapon, like the iron flute in the Creating New Weapons thing. Make a War Lute or Iron Lute or something like a guitar, and then give it the Finesse property (and Musical Instrument, etc.). Even then, that can only be applied to a one-handed weapon, which I don't consider a guitar or a lute. Or you could make it an exotic weapon. Then it takes a feat to use it properly... but that's just a feat you wouldn't have spend taking Equipment Trick (Guitar) or Catch Off-Guard to use without penalties, but yeah, that still wouldn't work with your plan to use summon instrument and Shikigami style for extra damage increases (but you could add those onto the weapon design), so probably not what you were looking for. Maybe someone else will know a workaround.
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TL/DR
Maybe what you would want is a gittern, that's a smaller-sized stringed instrument than a lute or guitar, and that I could see as a one-handed bludgeoning weapon, and there can be easier ways to make that finessable.


Now that you've made your own decision for your game, people can point out problems or flaws or issues that could arise. The thing is, it's mostly a legal issue. It can vary by race, or tribe, or culture, or kingdom, religion. One country might wait a year with someone gone/dead. An elven kingdom might require 100-200 years.

It's really no different than someone being lost at sea or going missing after a battle and presumed dead. Most places will require either proof of death, which could be wrong or even false, like a witness saying they saw the person die. Typically, in any case, you need some legal figure (depending on the area, it could just be the mayor or a local judge), or in larger areas could be a king, or a council, or even a priest of the main religion.

The fact is, powerful magic exists, so it would be unreasonable to think that they aren't going to take it into account (but again, it can and will be different even one kingdom over). It's reasonable that if you declare someone missing or dead, that a magistrate requires you to have a priest at least cast a divination to assure they're dead.

In this case, the discussion is that they're dead and come back, so it's also reasonable that one location might rule that before they dissolve or release the deceased's property that they at least cast a speak with dead. Yes, it's a bit of a cost (about 150 gp, and some clerics may just do this as a service or reduced donation), but if the estate can't afford it, then it probably isn't really worth quibbling over if the person is raised. Especially since it should be standard before raising someone, since you don't want to spend all the material costs of that, and find out that they didn't want to come back. Even with no body (or one that was damaged) or even missing, they have corpse rebuilding spells, and they have other divinations or communes to speak with their god or find out.

This is also why people have last wills. If their property or estate is enough to be an issue, then they should have such things stated ("Hey, if I die, I want my property split between my daughters and the Church of Urgothoa,' can reasonably just as easily be "Hey, if I die, use my property to resurrect me before anything else." End of writing.) And if they didn't have a will... it would be reasonable that parties get a speak with dead spell to just say, "Hey, how do you want your property used/dispersed?'


Note for #174. Scabbard of Pawning: The free step diagonal when dropping an enemy does not cause damage to the user for not moving in a straight line.

178. Cursed Arrow Magnet— This quirked arrow magnet functions normally but is more robust (hardness 8, 10 hp) and lasts one minute. If it is reduced to 0 hit points or is touched by any creature other than the user before its duration expires, any attacks it has taken are directed at the user to a range of 120 feet. The attacks resemble the weapon used (arrows, bolts, shuriken) but are force replicas. GM rolls an attack for each at +5 to hit regardless of the original attack bonus and they deal base weapon damage +2 regardless of if the original weapon had strength or enhancement bonuses to it. These attacks ignore concealment but not cover.

179. Dust of Squeezing and Poking— (CL 7) Similar in effect to dust of sneezing and choking, this dust detects as another kind, but summons hands of force to grasp, squeeze, and poke creatures.

Effects:
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When used, it spreads in a 20-foot radius. All creatures in the dust's area are affected by grasping hands. Then, all creatures in the area are attacked once per round by spectral hands that resemble pointing, poking fingers (treat as spiritual weapon; +7 to attack. 1d8+2 damage). Creatures that enter the area later are not grasped, but are still poked each round and a creature that escapes a grasping hand causes it to dissipate (they aren't grappled on later rounds). The dust cloud lasts for 1 minute.
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180. Crampfire Bead— This cursed campfire bead functions normally except it causes its user debilitating cramps.

Crampfire Curse:
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One hour after the bead's campfire is extinguished, the user feels painful stomach cramps that last twice as long as the campfire was used (minimum 1 hour). The cramps cause a –2 penalty to attacks, Reflex saves, and skill checks. Tasks requiring concentration also require a check and have this penalty. Other creatures that spent at least 10 minutes within 20 feet are similarly affected, but receive a Fortitude save (DC 12) to avoid it. A successful save does not indicate anything amiss. Remove curse, remove disease, or heal can end this effect.
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Yeah, you basically answered the things I would say. It's no different than a prince who was thought dead on a battlefield finally returning home after years. It's a plot hook, and how the people or kingdom reacts is... entirely up to the people and situation. Say the dead king, even a good king, comes back, but a new ruler has ascended and he or she is amazing. There's issues like the time that's past, the current situation (maybe there's a war brewing and one ruler is a better commander while the other is a better all-around), and then there's the schism. The nobles might want the old king, the people and merchants might want the new one... one or two neighboring powers want one or the other.

The PCs may not care which one statistically or morally speaking (let's assume neither is an evil tyrant). It just might come down to which faction can convince/lie/offer the most to them to pick a side.

And that all comes down to the GM and their world or story building (assuming they don't have an assumed expectation, which the PCs will almost certainly screw up)


If your GM rules that the important thing is that there's strife, and challenge, and hardship, and it has to be painful in order for the connection, then sure.

I can't read it into the writing though. This isn't Rules, so I can only go by the normal term and importance of fasting, and work it into the specific task at hand (the ioun stone bonding, not spiritual enlightenment or absolution of sins or preparing for major surgery or any other reason for fasting)

Implanting Ioun Stones wrote:
Extending the fasting increases the chance of bonding with the stone, but the character may suffer the effects of starvation and thirst if he persists after several failures

It doesn't imply that suffering from thirst and starvation is a requirement.

Space Saver:
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You need to determine if 'fasting' is just a shorter way than them having to write out 'don't eat or drink any food or water or anything for three days'. If they don't eat for three days, whether you call it fasting, or deprivation, or a cleanse, or a starvation, or just being poor... they didn't eat for three days.

It might be cheating to eat a goodberry or a heroes' feast because even if those fulfil your needs... you're still eating. Let's say you ate a magical egg two days prior that said, "If you eat this egg, you don't need to eat or drink for a week."? Or if you had a trait or quality that said, "You can go twice as long without eating and drinking,"? Is the GM expected to say, "Oh, it's easier for you... so I am requiring you to fast twice as long than everyone else because you're a camel?" If you feel that's appropriate, that's fine.

A plant person that only needs sunlight for sustenance is not 'cheating', because they aren't 'eating', even if they have to root themselves. Now, if they need water... a GM might call whether them soaking it up through their roots is 'drinking', but I think it isn't (since terms are written for normal situations, unless your GM lets them imbibe or 'drink' a potion by soaking their feet in it, maybe they do.)

But then you could legitimately just say, "Well, normally the check for going without food or water is base 15... but because you're a higher level, and put your points in Con, and took Great Fortitude... I am just upping the DC so it's like none of it matters... because it's supposed to be hard." Again, if you think the important part is that it has to be painful and challenging... fine. I don't feel that way.

An ability that restricts whether you have to eat or not isn't cheating unless the 'contest' or challenge says so (ie. GM). If the ritual was, "You need to spend a week only using your right eye to see," Then is it cheating to wear a blindfold on your left eye... because that's easier than having to purposefully keep it closed? Or someone who doesn't have a left eye doesn't count as seeing out their right eye? I can see the argument for a cyclops who doesn't/never had a right, but does someone who lost their left eye not count as seeing out of their right eye?

If the challenge is, "Defeat an opponent with unarmed attacks," is a monk 'cheating' because they have it easier? No, not unless the challenge says so.
Or, "Kill an ogre with a knife." Just because you have an ogre-slaying knife, that gets +9 against ogres... suddenly having to kill eight extras ogres just because it's easier, whether because of the knife or you've leveled up, just feels inappropriate.
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TL/DR
But that's only my opinion, I don't see anything in the challenge that says because you don't eat or drink (or even can go longer without, making it slightly easier), that it negates the act just because they use the word 'fasting'.


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Probably kind of obvious I am just going down the slotless magic item list at this point.

172. All-Luring Golden Apple— This cursed alluring golden apple functions normally except that it affects all creatures within 60 feet that can see it except for creatures hostile to the user within 10 feet of it where it's thrown. Affected creatures that are farther than 20 feet away, move closer each round they fail a Will save to end the paralysis. They take the shortest, most obvious route, avoiding obvious dangers, but not other creatures. They do not count as paralyzed during this movement but attackers get +2 to attacks against them.

If the user is under the apple's effect and a hostile creature kills them, that creature receives a cursed all-luring golden apple the next day, which just appears in their belongings or lair.

173. Animated Poor-trait— This cursed animated portrait functions normally but is cursed. Anyone asking the portrait a question and receiving one of its appropriate responses, has a chance to develop a poor trait or habit. Others nearby merely hearing the response are not affected. The projected image of the portrait may demonstrate a poor trait or habit in its actions, but this is not guaranteed or obtrusive, especially if based on a real creature that didn't have those mannerisms.

Poor Trait Curse:
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The day after receiving a response from the cursed portrait, the user(s) must make a secret Will save (DC 15 +1 per unique response after the first). Success on this check does not alert the user. On a failure, they develop a poor trait or bad habit. It isn't something that needs to be told to them right away, depending on the trait. It might be mentioned to party members or only when a penalty or preferred action might be noted.

A GM can merely assume the cursed individual does obnoxious things that they aren't aware of unless pointed out, like biting their nails and spitting the clipping on the floor, farting or belching at the dinner table, spitting when talking, or scratching their armpits or behinds. Typically things that might apply a reaction or other penalty to most interactions (and in rare cases, like dealing with goblins, have no penalty).

If a character would otherwise already exhibit those traits, the GM can just assign them a bad trait from the drawback list. Not all may apply. Appropriate options might be: Anxious, Condescending, Cruelty (where the GM might only tell them they really want to go after a downed target the first time it comes up), Envy, Headstrong, Hedonistic, Impatient, Pride, or Xenophobic. After a day or so, the GM can inform the player of some of the actions or things the character may not have noticed, such as a dislike of something or a prevalence for belching or sloshing their drink as they talk.

Users only receive one poor trait per day, regardless of responses, but can acquire multiple poor traits over time from the cursed portrait. A single remove curse cast on a cursed user can remove all bad habits and traits acquired from a single portrait, but the DC increases by +1 for each one beyond the first.

If remove curse is cast on the portrait successfully, it loses its curse and functions normally from then on. If this fails, the caster is drawn into the portrait permanently. They are fully animated in the frame and are not restricted in answers or speech. The cannot otherwise cast or use actions or abilities that affect anything, including themselves (such as healing). They do not need to eat, sleep, or breath and they are not subject to most biological effects such as aging or healing or bleeding.

If the painting is damaged or destroyed, trapped creatures are similarly harmed. Mending or repairing the painting does not heal damage taken by the cursed creature. If they take damage equal to their current hit points or the portrait is destroyed, they are dead and their body (and belongings) appear. A remove curse can end this entrapment for one creature per casting, but on a failure, the caster is similarly trapped alongside the cursed creature. The animated poor-trait loses its other powers once a creature is trapped within it.
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174. Scabbard of Pawning— This quirked scabbard of honing appears normal, but if its quirk is identified (or a DC 20 Perception check is made while examining it), an unobtrusive stamp of a chess piece is revealed (black or white pawn). If the user draws or has a weapon that's been in the scabbard for at least a minute (even ones that aren't normally affected, such as already magic items) while enemies or opponents are present, the curse triggers.

Curse of the Pawn:
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The user becomes aware that they would prefer to only move in a straight line and only five or ten feet at a time. In any round in which they move diagonally or more than ten feet, they take 2 points of damage for each such square or additional five feet (A second diagonal counts once, despite being 10 feet of movement). This damage bypasses hardness, damage reduction, or resistances. This only applies to horizontal movement, including mounted movement, but not riding in a vehicle, climbing up or down, teleporting, or non-intentional or forced movement. It does apply when swimming, jumping, burrowing or swinging based on horizontal movement.

The user receives a –2 penalty to melee attacks against creatures that are not diagonal to them. They receive a +2 enhancement bonus to strike creatures diagonal to them (GM adjudicates for reach attacks, or situations where they aren't using a grid, typically determined by the last straight line they moved).

If the user drops a diagonally positioned target with such an attack, they may use an immediate action to 5-foot step into its space if it's adjacent and they can fit, even if they've already taken a 5-foot step that round. This extra step does count as a 5-foot step if they haven't already taken one, and occurs only once per round (they can't use this and then 5-foot step again if they haven't already taken one).

Once the curse triggers, it affects the user for that combat and one hour afterwards, even if they change weapons or resheathe it. It triggers again if they sheathe their weapon (or another) for one minute and draw it again. The scabbard can be discarded at will.

If the user defeats 16 opponents of at least their HD –2 with diagonal strikes from a single weapon drawn from the scabbard (while the quirk is in effect), the scabbard of pawning transforms permanently. The pawn symbol becomes that of a queen and it functions as a scabbard of keen edges for that weapon only. The scabbard loses its other qualities (unless from separate enchantments/curses).
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I would count that as fasting for almost all purposes. I would require a situation to expressly state that such methods are not permitted. It is not eating or consuming (though most fasting does allow simple or bland items or at least a small portion every few days, each instance differs).


Nope, gold. Must consume one pound of gold or gold coins per day. There we go.

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