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Give the double-headed snake the Horrific Gorging feat. Have it bite grab its target. Then next round free action gaze and paralyze the creature in it's mouth, then full-round action gorge and it deals critical bite damage and automatically swallow it whole as well at the same time. Conch Tree (CR 7)
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I am just gonna list any that might fit her style or backstory. I am not saying they would work or even be good for your PC. Mutant (CR +1)
Runewarped creature (CR +1)
Sinwarped
I was trying to find a composite or stitched version of a template, like her herald, Kurshu the Undying, who she created from various parts. Figured could give them a serpent lower half and wings. ![]()
There's probably a lot, and depending on the CR, may be more or less devastating depending on what appropriate ECL PCs might have to deal with. Taotieh (CR 11) is a Large marble cat that can swallow up to four Large-sized creatures and they're put into a lightless pocket dimension (so likely no worry about bags of holding or portable holes). They take no damage, but there's only 3 rounds of air. So they're in the dark and basically have about 3 + Con rounds to escape (assuming they're taking actions, like trying to cut their way out). Plus when a creature 'cuts' their way out, it doesn't really hurt the taotieh, they seem to leap from its mouth. It doesn't cut a hole or antything, so others inside can't also get out and it doesn't prevent it from using swallow whole again (most creatures can't use it again until the damage is healed) and the prison interior has hardness 8. Double-headed Snake CR 15) is a Gargantuan anaconda with two heads, so it has two bite attacks, both of which can grab a creature, and it has fast swallow, so any grabbing creatures can be immediately swallowed as a free action at the end of its turn instead of waiting to start its turn with a creature held in its mouth. It deals immense bludgeoning and acid damage per round, and it has an intimidating gaze that can paralyze targets.
Otherwise, you can check d20pfsrd and search for 'swallow whole' and click on 'bestiary'. That will give you a list of creatures with the ability, you can click through them for the CRs. ![]()
Miriam Razton
Definitely Not an Anagram:
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Claiming to be here on behalf of her aging father (partly true, her aging father is a higher ranked member of the Church) she implies the Elixir would be for him (since why would the Living God himself need such a thing?). However, the mighty and benevolent Living God did graciously and generously offer her a unique, divine relic forged for the purpose of helping her acquire an Elixir (technically true). Her only supposed bid is a single, massive gold coin. Calling it a 'Razmiran Divinity' it's actually surprisingly impressive. The size of a buckler shield, it's made from roughly 500 gp worth of gold (if it were melted down and made into more typical coins) and weighs 10 pounds, making it hard to hold in one hand for very long. Like holding a gallon of milk in your palm. It is, however, honestly worth much more because it is masterfully-struck and minted, and the engravings, the Mask of Razmir on one side and his thirty-one-stepped throne on the other, are done in superb detail. The design and the minting were done by two masters of their craft and, while uncredited here, their identities aren't really a secret if the right people were asked. It an unique piece of art and a curio, as well as a legitimate national treasure, commissioned by Razmir himself (likely for this sole purpose). Technically, it could be considered a relic, since the Living God did handle and touch it himself (true, he was involved in enchanting it). That makes its bid value hard to determine on a non-biased scale, since Razmir isn't often regarded in the best light. The coin/treasure is magical and detects as such, having been treated with a unique combination of enchantment and alchemical treatments, giving it hardness 10, 50 hit points, and a +1 resistance bonus to saves (+13 total as a CL 20 magic item). This is easily detected and identified. It also has a permanent magic aura (CL 20) that hides its other enchantment, which is relatively innocuous. Basically, if the Razmiran Divinity would be melted down or otherwise melted, it evaporates and appears back in Razmiran. The same happens if the coin is ever used in any direct manner against Razmir (including as a scrying or other connection for a spell targeting him). Even though it's very unlikely that the bid will win, knowing that the bid is forfeited once placed, it was deemed an acceptable price (the cost of the gold and the artistry). It's a legitimate and not false treasure, but if they try and render it down or otherwise melt it into their own coins or to make some other objects, they will likely open the crucible to find nothing. If they keep the treasure as it is, it's a legitimately unique object and likely will never have another minted.
She is cordial and polite as long as treated equally and does not discuss religion except in the vaguest, basic terms ("Razmir is the Living God. The sun is bright and water is wet.") and is surprisingly knowledgeable about any PCs' non-secret adventures, connections, and doings (and does not mention any that aren't so secret but aren't 'polite'). This agent's main goal isn't to try and win the bid, since Razmir knows he will be cheated and swindled and fraudulently denied his rightful acquisition. Instead, she will note any winners and likely make plans to have them ambushed or otherwise robbed depending on their precautions. She might even be there to distract from the real Razmiran agent (or Razmir himself!) bidding... unless... She's the real Razmir! ![]()
As an adamantine weapon, the Construct will ignore hardness less than 20 anyway. If the barbarian's weapon isn't already adamantine, it's likely steel or equivalent, so hardness 10. Each +1 adds 2 hardness, so if he has a +2 weapon, that's 14 hardness, even if the +2 from Bane applied, it would still be 18. So unless the weapon was mithral or already increased in hardness, it's likely a moot point (Though I still say it doesn't work for adding hardness and hit points just because the creature type hits it). Only if it was +3 or better might it become an issue. Bane is still likely a really good choice, just for the bonus to hit and damage. As the GM, you could allow the impervious quality as one of the bless equipment options. As it doesn't have an enhancement cost, only a 3,000 gp addition which is comparable. It likely would be on the low end, like Bane, 2 charges of channel energy. That would double the hardness bonus per +1 of the weapon, so depending on that, it would get +4 hardness at +1, or +8 hardness if was +2. Still not enough to get a steel weapon up to 20 though for purposes of being bypassed by adamantine. Or if there's time (3 days), they can get that enchanted on it anyway. ![]()
The same. 26. The bane property counting as +x against a creature type means for purposes of bonuses to hit or damage or other effects that depend on the enhancement bonus against the creature (like an ability that dealt +2 damage per enhancement bonus to a creature struck). It doesn't apply to the creature type attacking it where it suddenly has extra hardness or hit points. It would get complicated if a weapon had 20 hp normally and took 10 damage from a non-bane creature, then a bane creature hit it for 10 more, but it counted as having +x hp when attacked by the creature. Granted, you didn't mention hp, only hardness, but if hardness is allowed to improve (without being explicitly stated to), then technically hit points would too, and that would get weird. Also, at 26 hardness, I don't think most weapons really have much to worry about unless the creature is already doing massive damage... in which case... it's almost better the wielder didn't get hit. ![]()
This is your space, so not sure if this is appropriate: Mwinyi Kitwana
He does not try and blend in, wearing brightly-colored beads, trinkets, and flowing strips of cloth and leather that make him look like a jungle savage. Adding to the lines of face paint and the bone piercings in his nose and ears, he seems an odd representative, but in truth is well-regarded by those in the Magaambya as both knowledgeable and capable of traveling the dangerous parts of the Mwangi Jungle. He speaks and reads numerous languages and respects scholars and other learned individuals, but at the auction he is quiet and reserved, making only terse replies or gestures. He is a the selected representative of many Mwangi nation-states and cities, who pooled resources to bid on one of the elixirs and each sent members as his honor guard. His stake is several chests of large, high-value jungle emeralds and an equal amount of high-quality onyx. Chosen from the finest specimens for color and clarity. Mwinyi Kitwana:
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His bone piercings are foci for bone spirits, the captured essences of adventurers, robbers, and others that were up to no good or plundering the wrong ruins. They can be seen ethereally watching by those with the capability and can manifest to protect him if need be, they have no choice, they are bound as penance for their misdeeds until he frees them and he's the only one who can do it easily, they don't want him dying before he can let them pass on. Aside from his honor guard and entourage, who are nearby but dressed more informally and blending in, he has Tentuba, a colorful jungle parrot that was once a pirate companion before its owner died on a jungle excursion and it found its way to becoming his familiar. Tentuba can speak, though she has a raspy voice and occasionally uses sailing terms. In addition to the gemstones for bidding, Mwinyi also possesses a plain, seemingly ordinary human skull that looks like someone spilled liquid gold on it. It's only other notable feature is a small hole in the back of the cranium also edged in gold. This skull belongs to Kranor Jen-tan, a renegade wizard-thief that robbed a valuable, holy relic from one of the temples of Pharasma in one of the Thuvian cities. They'd really, really like it back. He hid it in a warded and secret location (with the stolen proceeds of many other heists and thefts) before he met his end months later trying to rob a jungle ruin after putting on a cursed golden headdress shaped like a scorpion. It clamped onto his head and the tail pierced the back of his skull and began melting while also injecting liquid gold into his brain. The skull will allow someone to speak with dead to find the location or even resurrect him to be tried and punished for his (numerous other) crimes. Mwinyi knows all this, including the relic's location, but has no interest in it himself and its location is much further than he wishes to travel. The skull's value in bidding is hard to determine, depending on which city is hosting the auction this year and which city the robbed temple is in may effect the desire to see it retrieved. Although all the temples would want it back, their influence in the particular state may affect their evaluation.
If he wins one of the elixirs, he and his honor guard will travel back to Mwangi where it will benefit no single person. Several tribal wisemen, shamans, and learned scholars of Magaambya have divined and created a ritual that will vitalize and rejuvenate a vast section of whatever location its performed at. Along with the other ingredients, likely from Gozreh's Pool, the Fountain of Tibas, and The Drowning Stones, it will be anointed on the Spire of Destiny at the appointed time. The believed outcome will be a bloom of life and cleansing of some lingering poisons, taint, or corruption (it's ambiguous) around Lake Ocata and along the rivers that feed into and from it. Any other effects, like bigger, healthier beasts or new flora are unknown side effects. It's possible that adventurers that impress him may be asked to join one of the expeditions to gather needed ingredients (they have to be as fresh as possible so are waiting on the hardest to acquire component in the Sun Orchid Elixir). Otherwise the Thuvian city-state or Church of Pharasma might soon need adventurers to venture into a neighboring country where Kranor Jen-tan hid the relic and recover it from its trapped hiding place and lair, even if Mwinyi loses his bid, since the bids are forfeited. However, Mwinyi might consider sending a competent group there first if his bid fails to win any of them, since it will take them time to prepare the proper questions, since only so many can be asked and to prepare and verify the information. But he'd only do that if he feels they disregarded its value (knowing they would get it for free anyway once bid). Unless, of course, he's actually Razmir. ![]()
Remember also that a creature immune or resistant to fire can still catch on fire (not that the damage is likely an issue, unless their resistance is 5 or lower and they roll a 6 on the d6) and also that their gear or equipment is not resistant or protected for effects like heat metal or rolling a natural 1 where it might be damaged. The exception to this is usually magical protection, like spells such as resist energy, which do state that they apply to the creature's gear as well. Technically an immune creature is also immune to secondary effects, but catching fire could be clothes, hair, or other gear catching fire (though probably not hair in an immune creature's case). A GM can certainly rule some creatures' gear to be resistant if it makes sense, but a fire giant wading through a lava pool might lose his boots or pants. ![]()
634. Blood-frill Caiman
They are highly aggressive to creatures of their size or smaller swimming in their waters, though they only tend to attack upward, sometimes ignoring those who swim beneath them if not bothered. Some do like to rest on the muddy bottom, however. Their claws and teeth are used in native adornments and they are occasionally hunted for food if easier prey is not found. If blood-frill caiman eyes are used as a material component in a spell or magic item that causes bleeding (1 gp or +1 gp per charge worth), the bleed effect lasts one additional round after it would normally stop unless the tending creature beat the Heal DC by 5 or more. If no Heal check was made, such as from a healing spell or effect, a caster level check is made against the spell's DC. The additional round is bleed 1, regardless of the amount or type of bleed the spell caused.
Blood-frill Caiman:
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Use stats for a Medium alligator, but its tail slap causes bleed 1 and instead of Sprint it has: Blood Roll (Ex): When performing a death roll, the blood-frill caiman's sharp frills on its legs and back cut the grappled target. The creature makes an additional grapple check and, if successful, deals an additional 1d4 +2 (1/2 Str) damage and bleed 1 to the grappled target. ------------------------------------ 635. Blood-draught Spider
A blood-draught spider that becomes a familiar functions as a scarlet spider but does not have poison. Instead, eight times per day, if its master is bleeding (either a bleed effect or dying), it can attempt to stabilize them using its webbing (it has no web attack). It makes a Heal check at its own modifier (usually +0) or its master's. If it fails, it can try again next round and it receives a +1 bonus for each use of webbing used trying to close that wound. The familiar only does this for its master, even if ordered, charmed, or otherwise commanded somehow. ![]()
It doesn't appear to be. Plus it doesn't really feel like one. Two people having to take a feat each, just so one can do a little extra damage to the other one really doesn't work. I get that betrayal feats usually hinder one for the benefit of the other, but taking a feat for the express purpose of being hurt more by an ally is a hard sell. Plus Solo Maneuvers as a prerequisite (which may or may not help, unless you use a CMB maneuver that deals nonlethal damage, like a grapple maybe). You have to be the one threatening (which doesn't even specify allies or enemies of your or the target) and have to be dealing non-lethal damage, which is likely at a –4 to attack unless you have a feat or class ability or a low damage subdual weapon like a sap already. All that to deal an extra 1/2 half the Sense Motive check difference in non-lethal damage (capped at HD, which is probably 20 at best for most players). Not saying it couldn't be done, with an inquisitor or dedicated build, but it's asking a lot for the effect. As it is, it's correct in how it would be used. You trick, con, manipulate, or enchant someone into being somewhat friendly, then betray them for some extra damage... expecting some shopkeeper or minion to spend two feats to let you do it to them... not reasonable. ![]()
No.
Monk > Flurry of Blows wrote: A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
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victorfung206 wrote:
Yes. It counts as possessing the feat for purposes of being an ally with the same teamwork feat. Whether it can use it themselves or not depends on the feat. They will still have it even if they can't, which may allow you to take advantage of it, even if they cannot. For instance, your rat familiar probably can't reasonably help you load a siege weapon or fire it with the Artillery Team feat, but it would have it. Even a monkey familiar probably isn't reasonably strong enough to be able to load or crank such an engine or aim it or even fire it (it does take some strength to pull that lever). Or if a feat said, 'If you are wielding a manufactured blunt weapon and flanking with an ally with this feat, you get X...' Then if you have a blunt weapon and your familiar is flanking, you get X. Your familiar has the feat, but it probably can't benefit because it likely isn't wielding a manufactured blunt weapon. It couldn't use the shared feat as say, a prerequisite to take another feat or something. ![]()
321. Roper Trick
As rope trick except the interior size is limited to eight Medium creatures. Large creatures count as two Medium creatures and Huge count as four, and so on. The orientation also need not be in the air facing down. The entry window can be oriented in any direction except upward (like a pit trap), so long as all the ropes are tied or anchored to something in that direction, not free-hanging. They can be anchored to the floor or ceiling in that direction, it need not be parallel, like a wall. If all such anchors are untied, severed, or removed, the spell ends. The ropes count as magic and gain 1 hp per caster level and always receive a saving throw against spells and effects (Save modifier equals half caster level unless the rope's is higher). Creatures within generally only have a 90° cone field of view through the window facing out. Special A roper casting this spell may use one or more of its own strands in place of each silk rope. It cannot use these strands to attack and cannot dismiss them, but it can withdraw them, to pull up a creature trying to climb one, for instance. Any creature touching or attacking such a strand with a natural weapon is subject to the roper's strength damage, though it still can't otherwise attack or use them for other purposes. If at any time no strands are anchored, the spell ends, even if those strands are still in existence. Once per round, a roper can extrude a new strand (counts as one of their six per round, not counting others devoted to anchoring) to replace a severed or lost anchoring strand but only up to the original strands used at casting. It can't replace a silk rope that was severed or untied. Ropers using this spell use it to ambush others, reaching out with their strands while protected from other directions or spell attacks crossing the window, though their number of strand attacks are reduced by the number of anchors. Other casters use it similarly, though they usually have ranged allies inside or as a sentry point. It also functions as a normal rope trick though the multiple expensive ropes and fact they can't be hidden or pulled up is a mitigating factor. ![]()
For a roper it doesn't have to be in easy reach, like sitting in the middle of a cave (though that is the usual roper set-up). They have a +27 Climb check, they can be up a wall, as long as they're in 50 feet of where prey would come in or pass under. Next time, give one the Silent as Stone feat and Stone Clinger. They probably get surprise, and if the oracle is hit, they can't speak and get yoinked, making a much more challenging encounter. It's not a party kill, since they have a chance to spot it, it could miss, it could fail to get the oracle (don't run it as omniscient), but at least if chains of light paralyzing them might get them a round of moving up to be able to attack or coup de grace it. A GM might rule a climbing paralyzed creature falls, I'd say probably not if it was clinging. For instance, a person paralyzed climbing a ladder or gripping a ledge doesn't necessarily let go, and Stone Clinger would probably definitely not slip free even paralyzed (I'd probably drop Iron Will or Improved Initiative for them personally). Plus, they can still attack at range or with other spells. Or don't just have a lone roper. I mean, they aren't always loners, they do interact and are intelligent. A large (multiple) patch(es) of green slime around it can make a nice sort of moat (or just patches in the area). Green slime doesn't affect stone, and a roper is clearly described as having a rock-like exterior (granite- or marble-like, the vulkard variant is more like basalt). It can pull things targets through them if needed (probably not unless dangerous, since it likely wants to eat them itself, and while its hide is rocky, ingesting green slime is probably still unpleasant, and its strands aren't rocky, so if the target gets coated, it would probably break the strand a round later, not that the roper cares). As for non-ropers, a spell turning effect can be quite a surprise. Chains of light is dismissible and that can be done at will as a standard action, but it requires speaking the words of dismissal, which a paralyzed person can't do (unless the spell had no Verbal component, so props if they made it Silent and good for them). Or maybe a rope trick with archers in it, since spells can't cross the threshold (but the PCs could avoid the visible range of the downward-facing window, or at least run past it, or dispel it, or find some way to fly up to it assuming the rope wasn't still dangling down. I think I will design a roper trick spell for ropers that they can hide in and just reach their strands out of now. Edit: Okay I went and did it. Now just have to have them give up some hit dice or advance a bit for a couple casting levels. More ranting: -----------------------------------------
Otherwise, I am hugely against authors making new spells that break traditions purely as ways to get around creatures. I felt the same about the orb spells of 3.5, where they were obviously evocations that manipulated energy, but because someone made them Conjuration (creation), they now had no SR. But it's 'creating' fire..." So? That's what evocation does! It's in the description. Conjuration doesn't say anything about conjuring energy. I am fine with Conjuration (fire) or (air) when it conjures a creature of fire or air or an object, but a ball of fire isn't an 'object' nor is a glob of acid (in this game, where acid is an energy type for spells. A vial of acid is an object, I would have no issue with a spell summoning a vial of acid, even one that hurled that vial at a target). Or making a spell that absolutely squash creatures that are made and designed to be challenging to casters, like golems. Before golems had Magic Immunity, they changed it to spell immunity, which would have been fine if they kept to the rules and standards, but then they started complaining "This thing that's designed to be challenging to face for X is challenging to face for X! and rather than making cool spells or designing spells, they just decided to make spells that absolutely should have SR, just not have it. "But I want to paralyze things with my spells, but stuff with high Will saves or spell resistance makes things get a save or a good chance to resist spells! Instead of taking a feat or training to raise my DCs as a character, or using a different tactic against such creatures, I'll just make a spell that ignores game balance and precedent and just... doesn't give creatures that should be strong against it have any real chance." Change chains of light to have SR and make it Will. It also doesn't have the [light] description for something that apparently conjures and manipulated and creates a chain of 'pure light'. I get it, not everything that glows needs to be a [light] spell necessarily, but this obviously does. And the odds of running into a 6th-level darkness effect that could counter it is almost 0%, but at least the option is there as a mitigator. This spell has zero other than immunity to paralysis, and that's bad design. Otherwise, start using it against the PCs, and note how they respond with in-game tactics to counter it. Hell, just have an NPC talking about a bad guy or someone they might fight and mention that they've been known to use "glowing golden chains of darkness!" and it's obviously the almost identical spell and how they plan to deal with it, even if that character isn't planning to do it.
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Spiritual ally, is the less problematic one. It's basically an up-powered spiritual weapon with some tactical allowance. In spaces with little maneuverability or room to get around it and avoid Attacks of Opportunity, it works better than otherwise. It does still only get one AoO a round like a normal creature, I see nothing that changes that. Spell resistance does work (and dispels and ends it if it fails to pass SR), so having such a creature ready to provoke (and allow a hit) could end it. If you can plan ahead, or have it ready, spell immunity is an option. Using a 4th-level spell to counter a 4th-level spell is a hard trade, but a fair one, since at least the caster still caused the use of a spell (possibly an action if the enemy has to cast it in combat). Then you run past and provoke and it's gone. Prepared enemies who know it's a favored tactic can have it ready ahead of time. Chains of light is troubling from the prospect of having to deal with it suddenly. Obviously if you've heard of it or the caster using it, a reasonably thoughtful foe expecting the PCs has a much better chance of being ready. A potion of paralysis is cheap, and an ally (or more) ready to spend a full round action and provoke their own AoO (or have the spell ready is even better), will grant you a new save at +4 (the spell says a new Will save, but I think that's just because such spells are typically Will saves when they aren't purposefully designed to edge-run around precedent, so it's probably fair to rule it's another Reflex save at +4). Some other way to deliver it; wand, scroll, tiny-sized syringe spear, etc. Twitch tonic is a similar option. Only 45 gp can be imbibed an hour before hand or administered by an ally after being affected, but it's only a +2 bonus to the save, though it is alchemical, so will stack with most other bonuses. Otherwise a periapt of proof against paralysis is 8,000 gp. The target will still be fatigued for 1d4 rounds, so that's still a tradeoff and won't completely screw the PC using chains since it will still lower Str, Dex, and prevent the enemy from running or charging for a time. Freedom of movement is the go-to, obviously. It also looks helpful to note that a blink effect will still have a 50% chance to avoid the spell hitting if the caster can't see invisible or ethereal, since the spell doesn't stop the blinking until it does successfully land. Similarly, if you can't be seen, you can't be targeted, so invisibility, fog, smoke, really good Stealth checks for sniping, or staying out of close range can help. Even attacking from behind an illusory wall, which the caster can see through but others cannot, even if they save to realize it's an illusion, or from the interior of a tiny hut, which is opaque from the outside, or from the other side of a wall of fire which is opaque (but probably affects you too). Obligatory rant:
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To me, chains of light seems poorly balanced (IMO). It looks to me like a designer was purposefully avoiding normal parameters and tradition to make an OP spell. It's a spell that summons chains of 'pure light', yet isn't an evocation and isn't even a [light] spell, thus preventing someone from at least trying to counter it with a [darkness] spell (which would still be a good use, since it would waste a an action and turn of a targeted creature's ally (and the chance of having a 6th-level or higher [darkness] spell). With no attack roll. Plus a Reflex against paralysis instead of the standard of a Will save, and no Spell Resistance even though it is clearly targeting a creature with an effect "No, it's creating a 'physical' object... light... that can't be targeted or really attacked, or escape artist'd out of, or damaged!". Sorry, if it was an actual set of chains, freedom of movement wouldn't work against it (it would stop the paralysis if that was a rider to being bound by them), but the spell wouldn't let them escape or get out of the chains, since it only auto-succeeds to escape grapples or pins, which the spell doesn't do. And then they gate it behind [Good]. Evil sorcerers and wizards can get around that. Also, have evil clerics just have the [evil] version, chains of darkness. Change absolutely nothing except the [good] tag and 'light' to 'darkness'. Seriously, '...held immobile by glowing golden chains composed of pure darkness.' So just start having the PCs attacked with it constantly and then see what tactics they come up with. That will be the best way to find out a countermeasure.
As for when the target can make the 'new save' each round, I think without saying otherwise, it's at the start of their turn, similar to other hold or paralysis effects. Even being paralyzed, they can still take such actions and choosing to do things is something you do on your turn (like when you choose between keeping your eyes open, averting them, or closing them if a creature with gaze is around). They could wait until 'end' of their turn, but it will likely be a moot issue, since they're paralyzed and probably won't be doing much else unless they have purely mental actions or abilities. So depending on what the initiative order is (and whether the target passes, of course), it could be more or less effective (in allowing allies to attack or Coup de Grace), but that's a tactic or party thing, not an issue with the spell. A caster could delay until after the target's turn and then cast, hoping to let their allies gank the target before it can try its new save, but at least the target got to act (even if they had no clue what was coming), so still fair tradeoff. ![]()
At best, the unseen servant could pour the poison out onto a creature if it didn't require an attack roll, such as a sleeping or helpless one or one that was standing very still, like a sentry, that didn't see it (well, technically that didn't see the bottle it was carrying). Or apply it to the surface of something or pour an ingested poison into a food or drink. ![]()
525. A sloped earth and rock ramp grows from the ground and extends away from the planter, about 8 feet wide and rising 15 feet up and 20 feet long or as high or long as possible if inside. The ramp is faintly warm and is illuminated as though by nearby fire or lava. The earthen slope remains for one hour before crumbling into dirt and then vanishing. Chunk of Mustafar:
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Anyone standing on this slope who declares aloud anything about having the high ground, receives a +1 Force bonus to damage and AC against opponent's they'd have a higher ground bonus against. Their melee weapon attacks counts as force damage (slashing, piercing, or bludgeoning as normal for the weapon). Additionally, a critical hit with a slashing weapon functions as a vorpal attack that severs a random limb other than a vital one. -------------------------------- 526. Six dwarven men grow from the ground. They're middle-aged (for dwarves) and dressed in leather coats and hats. They talk and act like western cowboys and follow the planter's orders or assist them, though they aren't slaves or under control. Treat them as followers and they will require payment after the first week. They will die to protect the planter's life, but are not otherwise suicidal nor will they do such tasks, except maybe to save the life of one another. Dwarven Cowboys:
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Tobias Jones, Redford Jones, Killian Jones, Mayhew Jones, Aloysius "Al" Jones, and Reverend "Rev" Plantagenet Jones. No relation. These six dwarves have distinct personalities and possess skills as any Wild West cowboy might. Be that horse-riding, herd-wrangling, or shooting. They are proficient with lassoes, clubs, and knives. If firearms are common to the area, they are proficient, and possess, pistols or rifles. Otherwise they are proficient with all crossbows, including hand crossbows, but possess repeating crossbows if available. They wear long leather or canvas jackets that function as padded armor and are not proficient with any other kind or shields. They all possess trained light horses, which will arrive when they whistle for them. They are not summoned or magical, just well-trained, and other than this first time, the animals don't just appear out of thin air (nor do they now, they just come from 'nearby'). They're generally good, though grizzled and possibly pessimistic or poetic depending on their individual personalities with a slightly chaotic or freedom-loving bent. They tolerate no disrespect towards women or animals (and they consider those two wholly different distinctions) and are prone to swinging first and worrying about the law second when the situation calls for it. "Reverend" is Rev's first name, not a title.
527. A large piece of quartz mineral grows. About the size of a dwarf, it's cloudy and not of good quality (for uses as a prism for arcane and similar purposes). It weighs several hundred pounds and can broken into pieces to sell for approximately 500 gp if broken up. If able to be transported intact to a large city, museum, or collector, it can be sold as a geological curio for 2,000 gp or more after finding a buyer, possibly 1,200 gp if sold quickly to a pawnbroker or other reseller. 528. The sound of a recorder plays (cue The Legend of Zelda recorder tune) and a swirling whirlwind rises from the ground. Whirlwind:
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Anyone touching it vanishes, appearing to be sucked in, though they are actually transported to an extradimensional space (no danger of non-dimensional mishap to items). After two rounds, the whirlwind flies straight towards the planter, moving up to 50 feet from its origin, ignoring obstacles and terrain, before vanishing. It has a 10-foot space and any creatures in its path may attempt a DC 18 Reflex save to dive out of the way or be collected. One minute later it appears at the closet point of interest in the direction it was traveling, as if by teleport, and deposits all carried creatures there and flies away. It could be the entrance to a dungeon, or the gates of a city, or a church, or a landmark. If it will not cross seas, oceans, or lakes, depositing creature's on the shore instead. It will also stop at the boundaries of sizable geographic difference, where a plains becomes a desert or where an alpine forest becomes tundra and vice versa.
529. A bowling ball-sized rock forms on the ground (20 lbs). If moved, roll on Goth Guru's Things Found Under a Rock table. ![]()
Bardess wrote: Now on The Bardess’ Library #6: New Spell: Lava Droplets Looks good. As an editor, I might have bolded 'level' after 'school' in the header and made the last line 'dealing 1d6+1 fire damage each' and left out the part about enhancement bonus, since I see no mention of that anywhere else and assume that just means the +1 in the damage which is covered by calling it all fire damage. Just to trim word count. (but I am not your editor, and it's always artist's style). But it looks good, concise, and to the point.![]()
SilvercatMoonpaw wrote: I can imagine cats being wary of mice if they keep encountering and killing this kind. Cats are stoopid, though. Stupid... stupid, smug things. 631. Bloodsilver Mooncat
They get part of their name from their coloration, and another part from the fact that blood acts as a catnip to them. After killing prey, or being around a bleeding creature, they tend to rub their faces and whiskers into it and drool for several minutes (unless threatened). This doesn't apply to bloodsilver mooncat blood. The other part off their name seems linked to the moon. While capable of purring, bloodsilver mooncats only do so during the time of the full moon (days and nights), when content or happy or near blood. While as cunning as any feline predator in the wild, domesticated cats become very stupid. So very stupid. Fortunately, only during the full moon. They seem to become like idiotic kittens, asking for cuddles and such, but constantly getting stuck in boxes, falling off shelves, missing jumps, pouncing on blood mice (#630) even if trained or constantly around them, and getting stuck half-way up curtains or halfway into a mouse or rabbit hole like Winnie the Pooh. They also seem to forget they have tails, and can be seen spinning in circles like a dog. Even the ones that don't have tails, and they seem completely baffled when they somehow manage to catch them. Other felines treat them as any other cat, but turtles (including dragon turtles and kappa) that see one get a +5 enhancement bonus to land speed once per day for one minute. No one knows why. If bloodsilver mooncat blood is used to make a scroll or potion of cat's grace, the user takes one less bleed damage (hit point loss) from bleed effects but has a –2 penalty to Wisdom checks for the duration. 631. Bloodhoney Vine
Rumors that it attracts vampires and other blood-drinking undead are false. Undead get no nourishment or sustenance from such bloodhoney, though other creatures might, but only if normal pollen or honey would. It doesn't help mosquito females lay eggs, for instance, though they are attracted to the smell, and can make the vicinity more dangerous. Other than bloodsilver mooncats, who react to it, it doesn't trigger or cause most other blood reactions, such as bloodlust in sharks, though their keen scent detects it as such and it can interfere with such senses if scattered around the area, similar to a cloud or fog confusing vision. If specially-treated bloodhoney vine bloodhoney is used as a material component in a magic item or spell (10gp or 10 gp per charge) that summons a plant or insects, those creatures inflict bleed 1 on a creature the first time they damage it during the encounter but the duration is reduced by one round (minimum 1 round). ![]()
I am just going to run through my thoughts and put them out as I look it over.
Breakdown:
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1. The parameters (targets, range, duration, etc.) are equal to haste. Equal. 2. Wind bless increases land and fly speed while haste increases all movement speed.
3. Haste gives a +1 bonus to AC, lost if Dex bonus is lost. Wind bless basically adds +2 to AC against ranged attacks (the attack is at –2). This seems to apply to any such attacks; siege weapons, thrown boulders, ranged spells, and things that a wind wall wouldn't stop, but cloak of winds seems to do the same, so probably fair.
4. Haste can be countered with slow. While not the greatest choice, at least using slow this way doesn't allow a save, it just ends haste, which is effective (and inversely haste can counter and dispel slow), wind bless has no real counter except dispel, which applies to both.
5. Haste gives a +1 to all attacks and potentially can add an extra attack. Wind bless adds 1d6 electricity to one attack. Assuming I am reading that correctly and you don't mean they choose unarmed stike (right fist) or 'my battleaxe' or 'my claws' and it applies to each. I would likely reword it to 'One per round, the target can add 1d6 electricity damage to a natural or manufactured attack's damage on a hit.' or something, assuming that's what you mean, and leave out the whole changing which attack. If you did mean choose an attack and all attacks that round with that attack get the +1d6 that entire round (including AoOs and such made until their next turn), then that should be clear as well. Assuming the first option, which is adding +1d6 damage to an attack, wind bless is still better in most cases except for attackers with multiattacks, since it works better with mobility. With haste you move faster and can cover the field and reach targets, but you still only get one attack (at +1 to hit), with wind bless you get all the mobility, and your one attack is at +1d6 electricity damage. Even considering resistance to electricity, that's still a good tradeoff, and this spell works better with Vital Strike or other attacks that take a standard action or only allow one attack. So I give the advantage to wind bless unless haste is going on a monk or high BAB target.
TL/DR
There's not even a restriction, like it not working underwater. Cloak of winds doesn't have that restriction either, I am just saying there's nothing to bring it quite into balance where I think it brings it to parity. Not saying it needs that specifically, but maybe something like the penalty to ranged attacks not applying to siege weapons or spells, or not working underwater. Or being able to be countered or dispelled with a targeted gust of wind (even one requires a caster level check to succeed like dispel). It's very close, and I don't think it will unbalance a game, ultimately, especially your specific one, this is mostly from a broad, dropped into most games viewpoint, where I'd need just something tweaked to make it equal to haste (again, in my opinion). ![]()
When I read the part about pairing half-undead or half-construct with a another subtype, I perceive that as pairing it with another humanoid subtype, like human, elf, orc, or goblin, not with another special, non-standard subtype. I don't think the two options work together without intense detailing and shoehorning. You can have a race that's a cyborg-like living organism kept alive or functioning by machinery (even magical machinery like golems) like a brain in a jar, or you can have them kept alive by undead body parts or energy. I don't think mixing the two (in the form of an entire race or species, as opposed to some individual, unique character) really works, if you're a 'robot/construct' with the rest of you dead/undead, then you're probably just a robot or a golem made from dead parts. If you're an undead with some cybernetic/golem-like prosthetics, then that's probably just add-ons but not racials. Not saying a GM couldn't do it, but it would have to be such a nuanced and designed and planned for race to make it feasibly believable and workable into the setting (which could also just be handwaved to work around them). Which, again, a GM can do. I just don't think the race builder rules are meant to do it, but if you (as the GM) find them helpful or as a guideline in making your own or trying to balance it, great, but I wouldn't try and justify your calls by saying they're balanced or 'acceptable' or even tested. ![]()
Again, nothing to be done, and this post isn't about tactics, but the treasure. Nothing can be done about low rolls (or high rolls for PCs). Those are just how it goes. But having a swamp-focused creature fighting out of terrain, having it go against overwhelming numbers, and the PCs being strong enough to bull rush down (or just somehow even shake) a 60-foot tall tree (which is really, really big; probably taller, since that's the height where the branches could still support a dragon), and having it fall for damage right at the feet of the party, and giving them all free hits when they already have massive action economy on it. It definitely sounds like a lowered CR than an actual encounter, and rewards should be calculated appropriately (again, not due to the good rolls for the party and bad rolls for the dragon). It's like putting a massively overwhelming opponent in a scene, but knowing it's just supposed to scare them, so you have it approaching or roaring or basically not actually attacking for three rounds so the party can run, but they don'. They stupidly attack it and get lucky rolls because they have multiple rounds of no threat. They shouldn't get full benefits because you were pulling punches (as opposed to you pulling punches halfway because you realized you made the encounter too hard or they're getting steamrolled). The treasure should not be full value and it should mostly be useful items of little treasure value; maps, building resources, a captured goblin or something that gives intel, etc. ![]()
First, find out from your GM (or decide yourself if that's you), whether the spell is for one trip or not and ends when the caster shifts back or if it keeps running and they can just hop in and out (as long as they're in shadows). I can see it being interpreted either way, but it probably runs and allows the caster to always see a path to the Border Shadow. However, the wording seems to indicate that when returning it's to an abstract location. Even though it says 'when the spell ends', it can easily be interpreted as the spell ending when dismissed or when the caster first shifts back, so make sure you know how your GM rules it. To me, it reads like the intention is to have a one-way trip to a desired distance and destination (basically within 50 miles per caster level, since you can move 50 miles in and hour and it lasts an hour per level). You get there and end the spell and appear somewhere within 1,000 feet of where you think you are. The caster can dismiss the spell and end it as a standard action (maybe because their destination was much closer and they got there without needing to spend all the hours, like it was within 50 miles or less). Otherwise, using most spell effects is a standard action, and while it could be viewed as a movement to follow the path back, it's probably a standard. If your GM does let the spell be used for multiple entering and exiting during the duration, they can transport back along the path (I'd probably rule that a standard action) and use move actions and time to travel along in the direction they want again and then to follow the quasi-real path back to the Material again (but it's still gonna be a random shunt and distance), that seems implied despite the wording of 'when the spell ends'. Either way, you won't be positioning yourself. Even if you claim you aren't even taking a step after entering the Border Shadow, you and those you're holding are going to get shunted 100 to 1,000 feet in a random direction. Presumably because you aren't just shifting or phasing between planes, but more following a winding, meandering (though illusory) path into and out of the planar border that deposits you in the general area. If that location is a solid object, it's another 1,000 to 10,000 feet away. I see almost no way you will get a full attack, or likely even be able to attack anyone in your original location without incredible random chance or it being such an open and empty expanse that you can see them from where you end up (and have good range). ![]()
41. Arrow of Myth-direction (uncommon, The Cleaves 100 Unusual Treasures Booster Pack I) Similar to an arrow of direction (#31), this arrow points in the direction of the nearest mythical beast, location, or mythic item or creature within range that's not already in the user's presence. Mythical beasts will include Magical Beasts, Fey, or any cryptids, such as sasquatch or yeti. 42. Marrow of Direction (rare, The Cleaves 100 Unusual Treasures Booster Pack I) (Moderate divination, CL 11) The bone containing it, typically humanoid but not always, is cracked and the marrow can be seen inside. It's still warm. If sucked or scooped out and eaten, it bestows locate object and locate creature on the imbiber, but it's restricted to finding only non-specific creature's of the bone's type (GM's call or roll on Goth Guru's Spooky Scary Skeletons table). They need not choose the target object immediately, though they cannot change the target once chosen and the duration continues to expire if they don't. The user is aware of these details and, similar to how they know the direction of the targets, they can "feel it in their bones." ![]()
Like Mysterious Stranger said, potions are chosen at the time of creation. So you won't have a potion of resist energy, you'll have a potion of resist energy (fire) (as seen on the potion list). Other items like scrolls and wands are chosen at the time of casting like normal, unless there's a special case or something, like if the creator only used a certain value of opals or crushed diamonds, limiting the item to its effect. ![]()
71. Multi-dimensional Anti-phasic Sphere
Effects: ------------------------------------------
Creatures teleporting into the area require a DC 16 Will save or be shunted to a space outside the area, on a surface that can support them, though that could be the hull of a ship. Even creatures that succeed receive a –2 penalty to attacks, damage, and all other checks for 1 minute or until they leave the area. Additionally the sphere has an +5 bonus to its damage reduction or hardness against all their attacks during this time which stacks with other DR or hardness (though adamantine will still bypass hardness less than 20). They can attempt a DC 16 Will save (at the –2 penalty) to reduce this duration by half. Creatures being summoned or called (including summoner's eidolons) are also subject to this, though the summoner makes the Will save for each such creature. Creatures phasing or shifting into the area, such as a ghost manifesting from the Ethereal plane, a phase spider, or someone with a blink effect, receive the –2 penalty above, and can attempt a save as well, though they most resave if they continue blinking or phasing. The screen has no effect on ethereal creatures or those on other planes unless they attempt to shift or manifest to the sphere's plane.
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When rereading all the old entries and all the comments on making everything 'Dire', I have been considering just throwing a word like 'murder' in front of everything, but maybe I'll do 'blood'. 627. Sarkorian Bloodberry
If used in a magic item that summons or controls insects or swarms, it adds one round to the duration for every five, but increases the cost by 1 gp per caster level in materials. 628. Blood Bear
All bears cubs, not only blood bear cubs, are immune to blood bear venom, but this fades as they mature. If blood bear venom is used in the creation of an item that casts rage, the recipients receive an additional +1 morale bonus to melee attacks and a –1 penalty to ranged attacks and AC for the first two rounds. Blood bear venom:
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Price 100 gp type poison (injury) save DC 14 (10 + 1/2 HD + Con mod) frequency 1/round for 2 rounds cure 1 save. Effect Attack nearest blood bear at +2 morale bonus to attack for melee, –2 to ranged attacks, –1 AC, and actions requiring concentration require a concentration check. -------------------------------------- 629. Bloodstone Threadsnakes
630. Blood Mouse
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The treasure thing is pretty clear. Assuming there's no reason it wouldn't have it (it was new to the area and driven from it's old lair and has less than normal), then the PCs should be able to find it if they find the lair (assuming it's made one). Finding the lair doesn't mean it isn't trapped or some of the items aren't hidden and need further finding. As for tracking, that's a really good Survival check from the alchemist, so can't really fault that, but the likelihood is still in doubt. The party travels at half speed while tracking, and probably slower in the dark, and slower through woods. They need to make a new check every mile or when the DC would increase which could be every hour if it rained, or when they crossed water. Most black dragons live in swamps, which would be muddy or soft, so easier to find tracks (not an issue with Scent), but they also swim, so any pools would also do it. But it's very unlikely the dragon didn't take flight, and that makes it very unlikely, since dragons have broad territory in most cases. But nothing to be done for it, if they found the lair, they should find the treasure. Roll randomly and maybe it'll be on the upper end, maybe it'll be on the lower end, or you can tweak it a little to make up for them not actually succeeding at the actual difficulty. Possibly it's only a temporary lair and it has only objects that are useful, like potions or wands, or scrolls. Possibly a map or clue that will be useful for the area, but not of real monetary value. ![]()
26. Crossing Guard
The target must succeed at a Will save (DC 10 + 1/2 Cartoon's level + Cha mod) or stop moving and lose the rest of their actions this turn. The cartoon receives a +2 equipment bonus to the DC if using a suitable prop, such as a whistle or 'Stop' sign, whether real, illusory, or drawn from a cartoon bag for this purpose. In the case of a sign, the need to speak in a language is not needed if the wording on the sign is legible to the target. The cartoon loses their Dex bonus to AC against the target and cannot attack them for one round unless attacked by them first. At GM's option, an illusory group of small creatures (ducklings, schoolchildren, kittens, possibly a tiny parade or choo-choo, etc.) pass behind the cartoon and disappear from view. 27. Fist-Fight Dust-Up
All creatures in the grapple are moved into the same space, typically the largest creature's, and they have total concealment from the dust-cloud, though the cloud has no other effects on them, such as dust or smoke inhalation. Combatant do not threaten or have any perception outside the dust-up at this time, even if they can see through dust. Any creature considered pinned at this time loses that condition and are only considered grappled. Those involved make three opposed rolls each round. The winner of each roll deals nonlethal unarmed damage to all others regardless of whether they would deal other damage or if grappling causes other effects (like burning). Creatures disabled or rendered unconscious are expelled to land on their rear (possible Seeing Stars) in an adjacent square. The cartoon can continue this for a number of rounds equal to their Charisma modifier (min. 1 round) or until the grapple ends. The cartoon may use a standard action to escape the grapple (before or after the three opposed checks each round). If it does, it can maintain the dust-up for the others with a move action each round (up to its duration above) if within 15 feet. Other combatants may attempt a Sense Motive Check against the cartoon's Bluff or Stealth to realize they've left and end the dust-up, otherwise they continue fighting if even one fails. On their turns, other creatures in the grapple can attempt to escape the dust-up or pin the cartoon (which ends the dust-up). Creature's trying to pin a cartoon that has left the dust-up still roll a check as though they were there, but on a success realize they're only grabbing their own limb. If they were the only creature remaining, the dust-up ends. ![]()
The creature is not dead, the creature is stone and is does not detect as alive. Regardless, nothing says that spell durations are ended or stop running or expiring or go into 'stasis mode'. If the target is returned to flesh before the dominate person spell's duration expires (1 day/level), they will still be under its effect. If it's been longer, they will not be. Similarly their mage armor or other spells will probably be gone as well. Stone to Flesh wrote: The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Even if it the creature was dead, there's nothing that says that spells stop working or go away. If you have resist fire on, then you die, your corpse and equipment will still be protected from fire until the duration ends. Some spell effects might be moot, like if you had fly[/i[, since you're a statue and can't mentally fly around. If you have [i]cat's grace and you die, you will still have that spell on until it's duration expires, even if your Dexterity is effectively 0 and the spell can't normally be cast on a corpse. It was cast while you were a valid target. If you get raised or revivified somehow, you will still have the spell on you. ![]()
Set wrote: After sleeping on 'greyskin' I hate the name, and will workshop something better with my alternate personalities. Blue Gravemold, Azure Crypt-lichen, Ghoul Blight, Sepulchre Blight, Filth Rot Fungus. 624. Goblin Rapeseed
While safe, foods including these products tend to cause slight gastric distress and flatulence in most humanoids. This is mostly just embarrassing, but goblinoids also love the smell of these emissions and such imbibers get a +1 circumstance bonus to Diplomacy and Bluff checks when dealing with them. Goblin rapeseed is a commodity most goblinoid communities will trade or negotiate for (unless they think they can rob or raid it 625. Bleeding Brainleaf
The flowering part of the plant is edible and tasty if prepared properly, though the leaves and root are inedible and mildly toxic in large quantities. If used as an ingredient in a potion that increases Constitution or Intelligence, it adds one minute to the duration (or 1 round if the duration would be less than one minute). ![]()
192. Audible Posterior
193. Prehensile Digit
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16. Cut Corners
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522. Beanstalk (CL 20)
523. A flock of sheep grows from the ground. They are otherwise ordinary. 50% will be ready for shearing. 524. A small, glowing beanstalk grows. The area within 30 feet of it glows with a faint aura of drifting motes (dim illumination).
Glowing aura: -----------------------------------------
Living creatures within the area are protected by a hide from undead effect. Intelligent undead get no save to see through it, though they can still react if they suspect creatures in the area. The effect isn't broken by actions that would normally end hide from undead nor can undead creatures see or detect the sparkling motes, aura, or beanstalk, even with magical effects like true seeing or detect magic. The area is permanent until the beanstalk is uprooted or destroyed. ----------------------------------------- ![]()
102. Cubic Door
Cubic Door:
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(CL 20, strong conjuration) When placed into a square or rectangular room with four or more exits (max. size 100 square feet) and the cube is tapped a number of times equal to the pips on a side, the cube grows into a door and vanishes. Each of the entries into the room becomes a metal door (hardness 20, 100 hit points). Existing magical doors are not replaced. All doors open outward. Anyone outside the room opening a doorway into it sees unpierceable, swirling fog. Anyone inside can see out easily. When one door to a room is opened, all other doors do so as well, even if locked or otherwise sealed or blocked, requiring all doors to be locked or barricaded to effectively stop them from opening. Objects, spell effects, and creatures trying to enter the room find themselves exiting a random other door with no sense of direction or orientation. Sound and communication is still possible across the threshold. Only someone knocking on the door a number of times equal to the pips on the original cube before stepping or guiding someone else through can enter the actual room (within 1 round), though it can still be accessed via teleport or through the ceiling, floor, or other methods.
103. Handful of flash powder. 104. Potion of fire breath (CL 10)
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519. The planter's feet are encased in lead boots. The boots weigh 40 pounds (20 small), but the planter (only) can wear and move in them as though they were ordinary footwear (Consider their weight to be normal leather boots). If already wearing footwear, they are replaced and the boots gain any magical properties of the replaced footwear (which are gone forever), other than effects that would make no sense for lead boots. Druids will have problems, but the boots can be removed normally at any time.
Lead Boots:
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(CL 12; moderate transmutation) The boots have a permanent nondetection effect on themselves which applies to the planter when worn. They apply a –10 penalty to Stealth and Swim checks. Kicks with them deal lethal damage but do not make unarmed attacks count as armed. The boots only resize to the planter, and have no benefits for other wearers except abilities absorbed from magical footwear the planter had on at the time they were created. --------------------------------------------- 520. A small beanstalk grows and a single bean appears. After five rounds, the bean snaps loose and floats into the sky, disappearing after a short time. If plucked and released it does the same thing.
Floaty Bean:
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If eaten, the imbiber grows an pair of inflatable sacs on their back. If not wearing restrictive clothing or armor, they can spend a full round to inflate them with a lighter-than-air mixture and float, rising or falling at a rate of 10 feet per round. They cannot otherwise move unless they have wings or something to push or pull against. They must hold their breath during this time. If struck by a slashing or piercing attack, they must make a Fortitude save (DC equal to damage) or lose 5 feet of altitude and 1 round of held breath. These sacs remain for two months. --------------------------------------------- 521. The moon (or one of the moons) resembles the face of the planter at the time of planting. This lasts for one lunar cycle. Pretty much anyone can recognize the planter unless the disguise themselves. Most will be curious, crowding and pestering the planter, wanting to know how and why and what the deal is with the planter's face being on the moon. Worshippers of the moon will be unhappy and unhelpful (unless the planter is a worshipper of the moon or a moon deity, in which case, they'll be cool. They'll know.). ![]()
Arcane Spell Failure wrote:
Barding says nothing about changing this, so it would seem that a creature casting spells or using spell-like abilities will not have to check for Arcane Spell Failure if those spells or actions lack somatic components. If a creature does somehow have such an arcane power, and its description lists a movement that would quite similar to a somatic component to generate it, like it says they wave their arms around or make an arcane gesture, a GM can rule that they require a check. Not all creatures are written with the idea that they'll be wearing armor, so the designers may not have considered it. I can't think of one of the top of my head, but generally it's not going to be an issue. ![]()
52. Hammer of the Ford— (moderate transmutation; CL 10) This +2 warhammer has images of parting waves on its head and handle. If struck against the shore of a body of water or into the water itself, it parts the waves, creating a path.
Hammer of the Ford:
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It functions as control water but the wielder has no control over the shape. It will always lower water in a 10-foot wide path, extending up to 1,000 feet long and reduce the water's depth by 20 feet. The effect lasts for 100 minutes or for 1 minute after the wielder moves more than 100 feet from the affected area. This ability can be used 3/day. Creatures composed of water (not just creatures with the Water subtype or other fluids, like blood, ooze, or oil), that are struck by the hammer require a DC 16 Fortitude save or be stunned for 1 round. The first time one of the above effects occurs, the wielder becomes cursed with hydrophobia (no save) until they receive a remove curse effect, though they can attempt a DC 16 Will save once per round to attempt to imbibe a potion or liquid.
53. Hubert's Hanky Haversack— (moderate conjuration; CL 9) This bag detects and functions as a handy haversack but the first time the user attempt to draw an item from it during combat or a stressful situation there is a 50% chance that instead they pull out a long, connected string of multi-colored handkerchiefs. Any other humanoid creatures within 30 feet that see this must succeed at a Will save (DC 15) or be fascinated while it goes on. The user's allies cannot shake free with a standard action.
Long, connected scarves: -----------------------------------
The GM secretly rolls 1d20 x 5 feet to get the length. The wearer automatically draws 5 feet of length from the action of retrieving the item. As a move action, they can draw out 5 feet of scarves with one hand or 10 feet using two or more hands (or someone Aiding Another to help). Once the required length is exceeded, the item pops out into the user's hand and the scarves disappear. The scarves also disappear if one round passes without some length of the scarves being drawn out. If the wearer fails to draw the item or opts not to draw out the scarves or tries to retrieve a different item the next item will always trigger the curse and the length will always be at least the last rolled length (treat shorter results as being at least that long). The wearer can drop or leave the bag behind at any point, but once the curse triggers, it will apply (50% of the time) to any attempt to retrieve an item from the bag or similar nondimensional or extraplanar spaces, even outside of combat or stressful situations, until the user receives a remove curse effect.
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MR CRITICAL wrote: does this gaze attack effect multiple creatures or just one ??? Like TXSam88 said, it will (potentially) affect every creature within 30 feet. At the start of each character's turn, assuming they are aware there's some reason to close their eyes or look away from something, the character can decide to close their eyes and not need to make a save, but they are effectively blind and have a 50% miss chance. Or they can avert their eyes from the creature (look at its feet or at a shadow or something) and have a 50% chance to not have to make a save but the creature has 20% concealment miss chance. This save could happen anytime if something changes. For instance, if the creature with the gaze attack walks or moves into range and is visible, obviously. Then the characters should have to save (unless they averted or covered their eyes earlier, which they may or may not). Or if the player does something that obviously changes their view. For example, if they say they close their eyes to avoid making the save, then move around or do other things and then open them, they need to save (if still in range and creature visible), they don't get to just blink at the start of their action. But they should never have to make this passive save more than once a round against the same creature, ie. walking in and out of range in one round. [url=https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-:~:text=Location%3A%20Aura.-,Gaze%20(Su),-A%20gaze%20special wrote: Gaze (Su)[/url]]A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn. On the creature's turn, it can use its action to gaze at a target and force them to make a save but it will fail automatically if the creature isn't looking or they will have a 50% chance to not have to save if they chose to avert their eyes already. ![]()
50. Blunderbow– Created by an artisan that loved the blunderbuss, this +1 light crossbow has a bell-shaped cone on the end that the quarrel passes through when fired. The bolt turns into a scatter shot effect. The weapon uses the stats of a blunderbuss except it deals piercing damage. Masterwork, special materials, or magical bolts apply to damage and attacks normally, as long as they make sense as a flying cloud of splinters and slivers. It also reports loudly like a firearm.
Blunderbow:
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Unlike a normal misfire check, which requires all the rolls against targets in the scatter effect to be a 1 or 2, if any of the attacks fall into that range, the blunderbow also fires a 15 ft. cone backwards. One affected square will always be the wielder and they do not receive a Dex bonus to AC against it. The blunderbow also gains the broken condition and has the penalties of a misfired firearm (including increased misfire range, which firearms proficiency does not reduce). Once this occurs, all weapons the wielder uses are considered to have the broken condition for attack and use penalties (they are not damaged or lose hit points), until the blunderbow is repaired (with make whole or an appropriate craft skill to repair crossbows) or they receive a remove curse effect. -------------------------------------------------- 51. Cameron's Titanic armor— This armor functions and detects as a suit of titanic armor. The wearer receives a –2 penalty to saves against cold effects and any checks made to maintain footing on icy surfaces or swim in icy (not just cold) water. If the wearer is ever struck by an ice effect, object, or creature (such as ice storm, a thrown icecube or snowball, or an ice golem, not just a cold creature), they must make a Acrobatics check to maintain their footing or fall prone (DC is 5 + damage dealt or the effect's save DC, whichever is higher, difficult terrain penalties apply).
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Siege Engines > Crew wrote: Crew: The sheer size of a siege engine often necessitates a crew for its use. One person of that crew is the crew leader. Usually the crew leader targets or controls the movement of a siege engine; sometimes the crew leader does both. Often the crew leader is required to take actions and make specific checks in order for a siege engine to function. The rest of the crew members are required to spend actions and make checks in order for a siege engine to function. While it doesn't specify, I would say that only the crew leader (whoever is firing or driving/controlling the siege engine needs proficiency. The rest of the crew spend their actions loading or turning or otherwise prepping it. Presumably the crew leader directs them appropriateky and they handles the actual use and checks (make the attack rolls or roll for the saves if needed). ![]()
Quote: 37. Mantle of Filth— Functions as a mantle of faith...and it has DR 5/rust and filth instead of DR 5/evil. Should be 'DR 5/rust or filth' nor 'rust and filth'. 45. Joyless armor— This cursed armor detects and functions as deathless armor except that whenever it absorbs 10 positive or negative energy in an attack or blocks a negative level, the wearer loses the ability to benefit from one +1 morale bonus. They just have a lessened ability to benefit from such feelings. This reduction to positive morale bonuses stacks, even though they don't reduce a wearer's morale to a negative penalty on their own. They do apply to any morale bonuses that would counteract or mitigate such penalties. The armor can be removed freely but any losses are permanent until the wearer receives a remove curse or similar effect. A successful check removes one of the mitigating effects, with each +5 result above the DC removing an additional. 46. Fornication armor— This cursed armor detects and functions as fortication armor (light, medium, or heavy). Whenever the armor or shield negates a critical hit, however, the wearer receives a distraction penalty to most checks equal to the critical multiplier of the attack due to carnal thoughts and urges in their mind and body. The penalties do not apply to checks made to alleviate the urges (such as Diplomacy or haggling checks or skill checks for performance). These penalties stack and remain even if the armor or shield is removed (which it can be freely) or until the wearer performs an act requiring 10 minutes of stress relief for each –1 penalty. These sessions can be broken up, removing only some of the penalties and then others in a separate act. A successful remove curse or calm emotions can remove them as well. Creatures that are not subject to such distracting thoughts receive no fortification benefit. |