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Boomerang Nebula wrote:
I'm not changing how Helping Hand works. The spell finds a person or creature based on a description. I'm just being open-minded about how that description can be defined. The player specified two criteria. The name: "Varis" and the profession "Innkeeper".

I am sorry, Boomerang Nebula. That is definitely changing how the spell works.

Helping Hand wrote:
When the spell is cast, you specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is done, the hand streaks off in search of a subject that fits the description.

Saying 'Barney the Dinosaur' may be a very unique individual, but the spell does not care about 'Barney'. 'Dinosaur' would work, even if it's a costume of a dinosaur (that looks nothing like what a real dinosaur does or ever did look like). But if you just say 'a purple dinosaur', it might locate Barney, or it might locate Dino from the Flintstones if he's closer.

It is not asking for just a description, it is asking for a physical description. Neither Varis or innkeeper fits that. Even a profession one like 'maid' or 'housekeeper'. You may think all maids walk around working in those little French numbers, but no. Even saying "a French Maid" probably won't work. You can certainly say "wearing a French maid's outfit", but that isn't just saying "Babette the French Maid". Professions and classes and levels and other things are not valid. You cannot send it to find "Jack the Ripper" or "Jack the Doctor".

"Varis the Innkeeper" does not work, not even with a wording twist. If a player 'describes' what Varis the Innkeeper looks like, the spell will go looking for the closest subject that matches it. Whether that is Varis the Innkeeper or not.

But I don't want to clutter the post more with this. The spell does not work the way you're claiming. It requires a physical description and based on that description, it locates the closest subject (if in range).


Boomerang Nebula wrote:
Spell fails, Characters waste four hours. Player gets frustrated that the spell is useless, never uses it again. Boring! A wasted opportunity, and for what? So the GM can arbitrarily decide what conditions need to be met?

Scenario #1: Players hear about white dragon. PCs prepare fireball. Fireball does nothing because A) It's really an albino red dragon, or B) Dragons aren't stupid and cast resist fire. Players conclude fireball is useless and never use it again. That has nothing to do with the GM. That has nothing to do with how fireball actually works. The GM can certainly ignore the actual scenario and have the dragon explode in sparkles and ice cream at the touch of a fireball because 'that makes it more fun and exciting' and maybe it does).

In your scenario, it sounds like Varis was perfectly fine, perfectly easy to be found, within 5 miles of the party, and apparently had enough free time and nothing going on to just follow a random disembodied hand up for up to five miles (which is a long way to walk). It really sounds like the party had other options other than the GM having to twist or change how the spell was written, designed, and balanced to work. Maybe they could have... gone to Varis' inn and found him there... or found someone that knew about him dying or at least being reincarnated.

Your scenario also completely negates your premise; that the party has a mystery to solve: Is it really Varis? Well... knowing how you, the GM, changed how the spell works. They know it is... and how else would a person that looks nothing like the way they described Varis see and be lead by the spell back? That isn't how it works, even with the way you changed it.


Boomerang Nebula wrote:
I don’t think he ignored it, he just disagrees with how magic works. He is saying magic has a kind of omniscience, it just knows how to find the target.

That's a fine houserule for your table. But that isn't how it actually works. Skeletons don't have eyes either, but they still see things, and if you order one to attack trolls that enter a room, they can't 'magically' see an invisible one, even if you (rightly) say that they see magically or supernaturally despite having no eyes, optic nerves, or brains.

They have darkvision. If you order them to attack any creatures wearing blue clothing, they will not attack a creature wearing blue clothing in the dark, because darkvision cannot see color. Whether the creature is actually wearing a blue scarf or not (which they are). The stated color is not perceived. They 'see' magically or supernaturally, but they still have to perceive things, they don't get all around 180 degree vision (combat facing represents actively looking around, not omnidirectional sight).

Yes, skeletons are not spells, but this is an example of visual, discernable qualities.

Space Saver:
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Boomerang Nebula wrote:
That is how I run things at my table. I don’t expect my players to actually come up with a description. They might say something like: “I’m targeting Varis the Innkeeper”. That’s good enough for me. As long as I as the GM knows who they mean then the spell works. Trying to figure out what the spell could reasonably detect just raises more problems (arguments at the table) than it solves.

Your method is fine for spells that target creatures that the player knows, but not for this spell being discussed. This spell doesn't target things. The word 'target' never even appears in the entire spell.

Your player can certainly say "I describe Varis the Innkeeper", but they cannot target Varis the Innkeeper. If your player can't see or has never seen Varis the Innkeeper, they can't describe him, which is the only way the spell locates a subject (someone can certainly describe Varis to the caster if the caster has never seen him, but that still requires someone to give a verbal, understandable description and the caster to in turn do the same thing).

They still need to tell you how descriptive they are. Race, (apparent) gender, size, skin color, hair color, clothing (which might be different than the last time), tattoos, scars, etc. are all possible descriptions. If Varis has a twin, then there is a 100% chance the spell find the twin if they are closer. Despite the fact the twin isn't Varis. Even if the twin doesn't look identical, if he matches the description, he is a viable subject (barring a stated physical descriptor, like a mole on his earlobe).

If they describe Varis the Innkeeper (because they met him), and Varis was reincarnated recently as an elf, then he does not look like Varis the Innkeeper that the player describes (even if he was a half-elf before, and half-elves count as elves for effects that target elves). In that case, you'd have to hope he was wearing an article of clothing, like his typical hat, and that you described it in the subject's description. But even then it would fail to find him if you said "half-elf". Because half-elves and half-orcs are distinctly different in appearance to humans and elves and orcs respectively. The spell does not 'target'. This isn't a spell you can direct at a target or their square. Even if Varis was standing 25 feet away, they'd still have to state a description. At your table, they can, of course, say "My character gives a description of 'that' guy.", but they are still describing, not targeting.

I can accept that the spell ignores darkness (and fog, and shadows, and distance penalties to Perception) because that's reasonable, but as Azothath mentioned, there are precedents for things like invisible or ethereal creatures, where such spells state they can detect even invisible or ethereal. This is not an Abjuration effect, many of which do extend to such things. It is not stated to have the ability to detect or discern invisible or ethereal creatures.
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The spell also does not fly directly to the subject or necessarily by the shortest route. It goes 'in search' of them. A described subject within 100 feet is found in 6 seconds. One that is 110 feet away (to 1,000) takes 10 times longer. While someone could theoretically follow it (because it's possible someone can fly or follow it through some magical manner), they would likely have to be able to traverse an exponentially widening area and radius at exponentially increasing speeds (which someone could calculate for the spell, but it's likely to be quite high).


A lot of good ideas and definitely a good way to think of ways to utilize the spell. As others have said, not all of them work. I too read the physical description part to mean it has to be visible or otherwise observable. You can describe a creature in as much detail as you wish to get the right one, but you risk it failing if you miscalculate (like if he isn't wearing the hat you said).

Not that this is an issue or anything, but I also read 'potential subjects' to mean any creature that matched the description can also see it, even if they aren't the closest. So if you just said 'an orc', then the hand could be seen by any orcs in the area, such as ones standing just a little further than the closest orc, since I would consider them potential subjects. Whether that matters or would ever come into play notwithstanding.

Silke wrote:

0. Helping Hand is not blocked by Anti-Divination magic

Unlike Locate Creature and Discern Location, Helping Hand is an Evocation [Force] spell rather than than a Divination spell. It creates a physical effect that does not rely on detection or scrying sensors to function.

It is an Evocation, it is not a [Force] effect. It does not create a physical object or even a force object. It can't pass through physical objects, it exists in the same was as the acid blob from Melf's acid arrow. I do agree it isn't blocked by anti-Divination effects, but disguise magics or other things that would change appearance can fool it, but I also agree with you that figments wouldn't. Glamers would. Those change what something looks (or sounds or smells) like.

Silke wrote:

1. The "Ambush Trigger" (Early Warning & Strategic Risk)

• The Move: While on watch or resting in hostile territory, cast the spell describing a specific threat (e.g., "The Red Fang Orc Chieftain") ...

I wouldn't allow that description. 'The Red Fang Orc Chieftain' is not a physical description. I wouldn't let the hand find 'The King' any more than I would let it find 'The Murderer' in an investigation. I am not saying you can't still use it, but your description and success would depend on things you can't control unless you're lucky. You could find a dead body, determine it has lethal cuts, and maybe send the hand out looking for someone 'holding a bloody knife' or better 'bloody blade' (in case it was a cleaver or axe or sword and not a knife). But that would only help if they were still holding or carrying it and hadn't stuck it out of sight or hid or threw it away. Even then, you'd have to follow it to them, since they're unlikely to come to you.

The 'orc' one works, or even describing an orc with specific or distinctive clothing or accoutrements that a Red Fang orc might wear (or a distinctive headpiece or weapon or symbol of office the chieftain might have).


202. Escape Velocity Ladder This cursed escape ladder detects as normal except it is 20 feet long instead of 10 feet (weight 2 lbs).

Escape Velocity:
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When the extradimensional space power is used (third command word), instead of creatures being dimension door'd at the end of their turn, they are launched with great velocity at a trajectory along or away from the ground (1d6 x 100 feet). If a solid object is struck, the creature takes 1d6 damage per 100 feet of trajectory.
Roll 1d3 to determine angle: 1: parallel to ground; 2: forty degree angle; 3: mostly vertical.

Otherwise, if the ladder's first command word is used before climbing it up or down (not if otherwise using it normally), there is a 50% chance when the first creature reaches the ladder's midpoint to trigger the curse. All creatures on the ladder at that time are flung up into the air as above, and must succeed at a DC 15 Reflex save or be entangled in the rope ladder as it rolls up around them. Entangled creatures have a –5 penalty to Acrobatics or similar checks to negate falling damage (in addition to any penalties for being entangled) and it also negates abilities that would let the user land on their feet after a fall (such as boots of the cat) but not abilities that would slow falling.

A successful remove curse shrinks the escape ladder to 10 feet in length (weight 1 lb), and it functions normally thereafter. Failure to remove the curse causes the caster to be flung into the air as above and further attempts to remove the curse by that same caster within the next 24 hours always fail, though this isn't revealed except through testing.
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203. Escape B-ladder This quirky escape ladder is believed to have been originally created by mischievous fey, though other jokesters have since created their own designs. Whenever one of its powers is used (not when climbing it normally without using a command word), a living creature (with suitable anatomy) reaching the ladder's midpoint must make a DC 15 Fortitude save or void its bladder, whether they had to go or not.

Wet Surprise:
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The result is mostly normal but rather embarrassing or at the least uncomfortable to most creatures, resulting in a –2 distraction penalty to skill checks until cleaned. A strange quirk is that the moisture interacts strangely with cantrips, making it hard to clean through their use. Whether a prestidigitation or drying spell or using create water to wash them in, this causes a strange, random magical quirk, though it's rarely dangerous or more harmful than a zap or poke; strange odor of flowers or licorice or flowers appearing on the clothing or body or funny noises when the target walks.
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204. Impish Doorknocker This cursed insistent doorknocker detects and appears normal, but it opens into an extradimensional simulacrum of the apparent room beyond and can trap users inside.

Impish Shenanigans:
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When the knocker is used and the door opens, the apparent room beyond looks like the area behind the wall or obstruction, but is actually an extradimensional space of no more than 20x20 (though it can look bigger, the boundaries are illusory). This does not cause issues with other extradimensional or nondimensional spaces, though they cannot be accessed within it. Apparent exits do not actually open, though open accesses, like an open door or archway to a corridor could seem to extend further.

The doorknocker can only create what would be within the 20 foot area or what could be viewed from the location it would open into. It can see in darkness, so it can show things to someone with darkvision looking into an apparently dark room or reveal what they might see if they have a light source from the doorway. It does not reveal creatures of any kind, nor can it show invisible objects, secret doors, or traps that a normal observer couldn't see just looking.

Objects are real enough, furniture can be sat upon or hold weight, crates can be opened (or hidden behind from someone looking in), but they contain nothing within. Mechanical effects do not function or do anything that isn't observably apparent (a crate hanging from a rope on the ceiling will fall if the rope is cut or the obvious release lever on the winch is triggered) but if the gears or cranks run under the floor or walls or trigger magical effects or doing something in another room, they do nothing. A lever in the middle of the room that opens a door in the real room, won't work here unless it's obviously connected. The doorknocker cannot determine or intuit effects.

Two rounds after a creature enters, unless more creatures step in, the doorknocker turns into an impish visage and sticks out its tongue with a 'Nyaaaah!', dropping the knocker. The door closes, leaving an apparently normal wall, and seals anyone inside in the extradimensional space. The door closing cannot be stopped, as it's purely visual. The imp knocker then begins wailing or keening like an alarm spell and is unresponsive to commands or attempts at removal. This likely calls guards or attracts creatures to the area. This persists for five minutes. If there are no creatures in the area, assume 1d4+1 imps are called or attracted and show up.

After five minutes, or if hostile creatures show up, the doorknocker expels everyone inside onto their rumps (sitting) in front of it, as well as any objects or items they may have dropped in the space. It then resumes its gargoyle appearance and regains its knocking ring.

A successful dispel magic or remove curse from either side can expel creatures early and stop the knocker's alarm, which may prevent creatures arriving depending on their location and time spent with the noise.

Users aware of this object's curse sometimes use it to get a look into an area beyond without stepping through, though they have to be aware that hidden objects, traps, or creatures inside are not shown.
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I did that with a cat. It looked like it was in danger from a random encounter. PCs saved it and it started following them. Was the evil wizard's familiar spying on them and they had no way of knowing. You'd be surprised what players say about their plans and how in-depth they get when they're planning how to take on a boss.


165. This crate is full of salt (200 lbs). The interior is lined with burlap, to prevent leakage, though it likely will have to be scooped into smaller sacks.

166. As crate #165 except it appears that slugs got into the crate. The shriveled, desiccated remains of several are curled on the top layer. Shiny, green mucous trails crisscross the top layer of salt. While the top layer could be scraped (10 pounds worth to make it look 'clean'), a DC 20 Appraise check will reveal that this is a rare type of slug and the salt crystals have been imbued with a hallucinogenic quality sought out by certain people for recreational use. It can be prepared into food or other methods and is only illegal in strict or oppressive cities. Four pounds can be sifted from the top layer. It can be sold for 10 gp. per pound to the right buyer.

167. Voidglass Boulder Helmet
This crate contains a masterwork dwarven boulder helm constructed from voidglass (1,000 gp.) It is has voidglass spikes worked into it, changing its damage to piercing (including the +1 damage bonus for voidglass piercing weapons) instead of bludgeoning. A wearer can channel their psychic energy through it as a weapon, and if worn with a set of light or medium armor, it increases the resistance bonus to save against mind-affecting by +1 (it does not stack with heavy voidglass armor's bonus).


Obstructions: Depending on the location (assuming road or path). It could be a large tree down if wooded. A large boulder if hills or mountains. It could even be a small footbridge collapsed or a ditch or hole across the path. Nothing they probably can't just go around. But do they ignore it or stop and move or fix it. Maybe it affects trade or something. Did something put or make the obstruction (knock down the tree, throw or roll the boulder and it ended up here, did the bridge just collapse in the last storm or did something break it in a rampage). Even a hole on the side of the road might have the PCs stop to investigate.

It could be seen as slowing the game down, obviously, but what they find or come up with while investigating can be fun or interesting itself. Even if it's just another tree nearby that fell into the first on and knocked it over and is leaning dangerously itself. Do they leave it or make things safer?

Remains of a fight: Maybe a broken wagon, or some crates or sacks. Probably looted, but maybe the owner sped away and one fell off and was lost. If the attacker wasn't a bandit, just a beast, and the crate or sack didn't have food, it might have something interesting. Roll on Goth Guru's Infinite Crates table. Maybe they find the owner at the next stop they make.


672. Flyleaf This leafy green plant is nearly identical to rhubarb, with its leaves being suitable for cooking and medicine. Each leaf grows a tiny seedling at the base, which is not edible but easy enough to pick off. The plant gets its name from the fact that as the leaves mature enough to the point to be eaten or useful, they snap off and float away, similar to a dandelion, but using a natural buoyancy rather than just wind. The leaves land and spread the seedling in a new location.

This makes farming and gardening the leaves difficult, since one must be diligent and quick to await maturity, but catch the leaves before they fly away, making more normal plants preferable for such tasks, otherwise netting or a greenhouse is used for optimal harvesting. The leaves can be used in potions or items that cause levitation, but not flying.

673. Grazeleaf This waxy-green thistle is inedible to humans, though grazing animals can ingest it. While typically considered a nuisance or pest plant in fields or gardens, crowding out other plants, it is relatively innocuous otherwise. Its leaves do have a healing property for minor cuts and scrapes. If a fresh leaf is pressed to a cut or scrape from an injury of no more than 1 hit point, it has a 50% to soothe, and the wound will heal over in one hour. If a 95%–100% chance is rolled, that particular plant's leaves cause an allergic reaction, increasing the injury by 1 hit point and giving a –2 distraction penalty for one hour. The leaves can be dried and prepared into bandages, but there is always a small chance of allergic reaction from any bandages made from the same plant's leaf in an individual user. An individual can benefit from this leaf's (or a bandage made from it) effect no more than once every 24 hours.


I don't generally allow casting a spell while casting another spell. The rules are pretty clear that casting a spell affects concentration on another spell. Even if you don't have to concentrate, such as holding a charge, casting a spell disrupts the spell. While some actions (or even activities that aren't considered actions), can occur simultaneously, that doesn't mean it applies equally.

If you're holding your breath, you can hold your breath while swimming and not interfere. Talking is a free action too, but if you take that action, while swimming and holding your breath, it's going to affect your ability to hold your breath, whether there's rules or not on how much breath you lose (probably one additional round). That isn't the exact situation here, but you must concentrate to cast a spell, even an immediate spell or one that doesn't take an action (as long as you're casting it, not like a contingency or something that occurs autonomously).

Even if immediate or swift spells don't provoke, that is not the same as not requiring concentration. If you tried to cast a swift or immediate spell while distracted, taking continuous damage, or moving (and yes, that includes possibly while falling and trying to cast feather fall, making it almost impossible to do for a low level caught falling unawares), it takes concentration.

Casting a new (the immediate) spell will interrupt your casting and concentration on the first one, if your GM wants to houserule that you can maybe do it with a concentration check they can, but there's no mention of being able to maintain concentration while casting because you interrupted it yourself purposefully.

TL/DR
The game makes it clear that casting requires concentration, and casting a spell breaks concentration on the casting (or even the maintaining) of another spell.


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660. Whorled Cup— This rare, flowering plant only blossoms once a year, typically no more than twice in its lifetime, though well-cared for ones have been know to blossom three or four times. It has a vibrant green stem, and a large, light yellow bulb that remains closed most of the time. When it does blossom, typically at the end of spring, just before summer, the flower takes on a more golden and metallic hue. The flower opens in to a spiraling whorl of metallic petals. In sunlight, the petals gleam with the light of a treasure hoard and spectators are often left breathless and in awe. Some compare it the effects of a superb owl (#659), but even more inspirational to most of the world.

Strangely, while the flower can be plucked, it cannot be done by hand. Only held and manipulated with feet. No one is certain why this is, but those attempting to use their hands, initially receive yellow marks on their skin as a warning, but further infractions quickly darken to red marks and result in the transgressor being incapacitated until they're removed or ejected from the area.


Wall of lava is a spell, not a creature construct, correct?

If it was a lava golem or something, then maybe, but the spell is not technically an unattended object or a construct (it is constructed by the spell, but not a Construct for purposes of control construct). It's more of a magical effect, like the sphere formed by flaming sphere.


Very nice foundation. I see a lot of benefits and very little tradeoffs. Xenophobic is about it, and, sure, starting with no other languages can maybe be problematic, but probably not too much (which is why it's no RP reduction). Most of this race's stuff isn't strictly combat or magic buffs, though Improved Initiative and their speed and maneuverability will probably come into play, since they'll likely be a class that uses it.

I'd like to see at least some downsides, maybe Startled, where if an opponent does beat them on Initiative they have a –2 penalty or are shaken or feared or something for 1 round (can't be immune to this).

Or some aversion or weakness to an item or creature or situation or something that could conceivably come into play. Not saying they're hunted by all other races for their lucky feet or something, or a carrot allergy or anything.


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If they don't have hair, they can't make their hair prehensile. Even if they have an appearance that matches hair. The developers made it very easy to allow almost any creature to qualify, especially with the 'even eyebrows' reference. However, they are very clear that it has to be hair.

A gargoyle or stone golem carved to look like they had a pompadour, eyebrows, and a beard does not. A zombie (with hair remaining), a flesh golem (with hair remaining), or a carrion golem that somehow could use the hex would qualify. A hair or beard elemental probably could do it (if they existed), a stone giant (whose body is completely devoid of hair) cannot.

If you are a water elemental with a cascading waterfall of flowing locks (pun intended), that is not hair. Just like a disguise self to give yourself a beard wouldn't count as you having hair, you can't cast a spell that makes your claws do more damage if you don't have claws (I mean, obviously you can cast it, it just wouldn't do anything unless it specifically said it gave you claws too). Just like an ability the elongates your arms won't do anything if you don't have arms.


I would suggest taking the Vengeful Heart deed of renown. You will lose the derring-do deed and one other 1st level deed (probably dodging panache, since your Cha is likely to be lower, but maybe it won't be if you max it). This will let you use a samurai's resolve ability, which can let you remove a condition, get two rolls on Fort or Will saves, or remain conscious and stable below 0 hit points.

Since this is a dare, and you character is made on the premise that he wants and prefers to use his heavy pick (not switch it out for the best weapon), I won't suggest changing it to a different weapon. (Now, if there was a musket-pick or a musket-pickaxe, I might suggest taking some gunslinger levels to stack your panache/grit pool).

At 1st level, Swashbuckler's finesse gives you Weapon Finesse with one-handed piercing weapons (heavy pick)

Archetype options could be:
Corsair— You lose nimble, but the Intimidate bonus will offset your racial Cha penalty, and if you have a way (horn of fog) or a party member that can conjure fog, you will be far more effective than opponents in it, since you can see normally out to 10 feet and not worry about concealment like others. Granted this is probably situational.

Courser— The added base speed is good for countering dwarf land speed and the quick access to Spring Attack can be good if you have other front-liners in your party to support, as you can move up to their space and attack and move back with Spring Attack. The added speed is really the main benefit. (I understand this doesn't actually do anything special with the pick, but let's be honest, I don't think a single swashbuckler archetype is built around picks. Maybe I'll make one.)


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1. Yes. If you have the item, you can do that with the appropriate magic item creation feat (and a place to create the item). If you are building a technological/magic weapon, you need the Craft Technological Arms and Armor feat and a military lab.
Technological Equipment

Technological Equipment wrote:

Hybrid Items

Items with both magical and technological components, such as the null blade, use a special crafting process. The creator must first succeed at a skill check at the listed DC for crafting the technological portion of the item, and then must succeed at a check based on the item’s caster level for crafting the magical portion. Any spell or level-based prerequisites not met increase this crafting DC, as described for magic item creation. The skill used for each check is based on the item creation feats required by the item. Failure on either check ruins the item. Use the item’s listed price as normal for determining crafting time, and the item’s cost for raw materials. If the creator has feats or abilities that accelerate item creation, only the least favorable bonus applies. In other words, to create a hybrid item faster, the creator needs to be able to create both magical and technological items faster.

It is also possible to enhance high-tech armor and high-tech weaponry with armor special abilities or weapon special abilities, including magical enhancement bonuses. One could build a +2 laser rifle, a +4 dancing humanoid bane chainsaw, or a +1 ghost touch space suit. In theory, a magic item creator could even infuse a technological item with magical intelligence. To create a magical high-tech item like this, one must first secure the high-tech item itself, either via purchase, discovery, or crafting. All high-tech weapons and armor are considered masterwork for the purposes of adding magical enhancements to them (though they do not gain the other typical benefits for masterwork items). At the GM’s discretion, some magical special abilities might simply not be appropriate for application to certain technological items. When a character crafts an existing technological item into a magic item in this manner, he does not need to meet the base item’s crafting requirements—a wizard with Craft Magic Arms and Armor can create a +1 arc pistol from a normal arc pistol without having Craft Technological Arms and Armor and without having access to a military laboratory. In a situation where a character wishes to craft the entire item from scratch, the non-magical technological item must be fully crafted and completed before work on magically enhancing it can begin.

2. Probably not from Rapid Reload (there might be a technological variant). Since Rapid Reload says 'Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with.' and I believe that the notes don't let it work with Advanced Firearms, I think Technological firearms would fall in that category. Most such items have magazines with multiple shots though and changing one out is normally a move action. I don't see why there couldn't be a version that allows rapid reloads... but I don't see one.

3. Most likely yes. Magus (Eldritch Archer) get a bonded object the same as a wizard at 1st level. Assuming your GM would let a 1st-level wizard start with a technological weapon, then the magus can, and I don't see anything that would prevent their spellstrike from working with ranged weapons.


It's three halflings/kobolds in a troll coat with a really good disguise check. When the 'troll' is hit, damage is randomly assigned to one, and one of the others uses a healing item on them during their next actions.


To my knowledge, alchemists do not cast spells. They 'cast' spells by mixing up an extract. Their alchemy ability is not spell casting. I believe they can take an ability called Spell Discovery that would function as them casting a spell (but that would be a sor/wiz spell and not an alchemist extract/formula).


85. Cackling Creek
Those in the vicinity occasionally hear a low, cackling sound that is just hard enough to place as to be unsure of its origin. It doesn't happen at regular intervals. Anyone drinking from the creek is unknowingly affected as though by a cackle effect for the next hour (no save). Does not detect as magic but does detect as a curse. The effect is potable if carried in a container, but loses efficacy after an hour away from the source.

86. Screaming Stream
Whenever a living creature touches this section of the stream, the water lets out a bloodcurdling scream. Treat it as a scare effect that only affects that creature (up to 6 HD, though it can be startling to others). This effect does not occur with fish or plant creatures and doesn't occur if a creature remains in or touching the water until 10 minutes have passed.

While the water loses this effect away from the source, there is at least one method used by a local brewer that has found a preservation method and uses water from this location to make a screaming beer that locals use as a test of courage.


I couldn't access the sheets and don't like downloading stuff.

This is an added bonus to encumbrance? There's still weight but a strong person gets free items based on their modifier? Or are you doing away with weight entirely (except for non-proficient armor to determine its item slot cost)?


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548. A stalk rises with a dangling green silk scarf dangling from it. It has rose thorn edging, making it equivalent to a bladed scarf (non-metal).

Bladed Scarf:
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This is a +1 bladed scarf sized for the planter, with embroidered rose stems and the planter's initials stitched in the corner. It has the additional ability that it can be drawn or wielded as though the wielder had Quick Draw if it is wrapped or tied around an accessible location, such as wrist, neck, or waist (not if knotted or in a container or pocket, though Quick Draw itself might allow that), but the user must succeed at a DC 15 Sleight of Hand check or take the weapon's damage from the weapon's thorns (no Str modifier). The planter is considered proficient, though anyone can use it.
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549. One round after planting, a pile of dried beans forms and then quickly heaps up into into a humanoid form. This is a dried bean golem and is under the planter's verbal control as its creator. It understands any language its planter speaks (but not telepathy) but is subject to listen checks to hear or understand for distance or noise.

Dried Bean Golem:
---------------------------------------------
Treat this as a wood golem with the following changes:
DR 5/sickles or scythes
Instead of cold breaking slow effects and healing damage, a plant growth does this, healing damage equal to caster level.
The Splintering attack is replaced with Dried Bean Spray, which deals bludgeoning damage and half is nonlethal.

The golem's body is made of thousands and thousands of hard, dried beans which shift and roil (and can actually be reached or pushed inside of, though that's considered an attack by all but the planter and the golem responds as such). Its body is very unstable and if it so much as moves or ceases being mostly upright, it crumbles into a large pile of beans (which are normal and can be planted or grow where they fall).

If the golem ever ceases to be upright (crouching or kneeling may be acceptable, but sitting, laying, or being knocked prone is not), it crumbles and it does not accept commands that would do this (exception: See planting below). It otherwise has no problems with self-destructive commands like standing in fire or jumping off a cliff.

If the golem even moves from its space, it requires a DC 10 Acrobatics check for balance or it crumbles. It may Take 10 on these checks only if the distance moved is 5 feet (and not in combat or distracted) and this check is at a –5 penalty if the golem runs or charges. This check occurs at the end of the golem's turn (so it might get an attack before crumbling). Unless expressly ordered to move fast, the golem responds to any commands to move with 5 foot steps or 5 foot movement (and Taking 10 if possible). Forced movement, such as Bull Rush can trigger a balance check.

Planting: If the golem is ordered to plant itself or seed a field, it moves quickly around the area, dropping its constituent parts and decreasing in size until it has planted a small field's worth of beans and is gone.
---------------------------------------

550. As #549 except it's a dried pea golem and if it is destroyed or crumbles, treat its space and those adjacent as though they were strewn with marbles (though only on a suitably hard surface, otherwise the peas just get pressed into the ground).

551. As #550 but it's a dried pee golem. It isn't unstable and is treated as a wax golem that looks like the planter, except it (and perceived clothing) has a yellowish tint and smells faintly of asparagus or mild ammonia.


thorin001 wrote:
So does a 5' step allow a stealth check or not?

You can make a Stealth check when you move, as part of the movement. If the movement costs a move action or is a free action, you make the check as part of doing it. Note it says movement, not taking a move action. So technically, you could do it for actions that don't move your location but might involve movements, like say when someone's distracted you hop and pivot to face a different direction (for some reason. Obviously if you aren't hidden when they stop being distracted or look back at you they'll see you... just in a different pose). Possibly other movements that don't fall under Sleight of Hand (the check is made as part of the action of doing the act).


Ghost Touch

Ghost Touch wrote:
A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal. This special ability can only be placed on melee weapons and ammunition.

A ghost touch item is fully interactable to an incorporeal creature. It counts as both corporeal and incorporeal as needed (read as: benefits the user, but it's GM discretion for some cases).

An incorporeal creature holding a sword can strike a corporeal creature and vice versa with no trouble. An incorporeal creature could use a tripping ghost touch weapon on a corporeal creature (and technically vice versa, but incorporeal creatures tend to be immune to those because they float, but it's possible a certain kind could be.)

A ghost touch weapon wielded by an incorporeal creature's still appears to bypass natural armor or shield as an incorporeal attack, it just deals full damage (not 50%, like if the ghost had died with a magical weapon and was manifested with a ghostly copy).

As for movement, I don't believe it hinders the wielder, it's incorporeal as needed for an incorporeal creature. So a ghost could move into a wall or floor and not have it bang the stone. I wouldn't let them hit a creature without having the weapon outside of the solid object or attack a wall or floor from inside it while incorporeal, and I wouldn't let a corporeal creature push it through a wall like it was incorporeal if they weren't, but other GMs may feel different on that part.


You know what? I did forget to look at the Soulbound summoner while I was researching Summoner Eidolons and then Unchained Summoner Eidolons. Let me look at that archetype.

Pactbond Curse wrote:
The eidolon’s alignment always matches that of the soulbound summoner, regardless of its subtype.

It would seem this alters the wording of the unchained summoner's eidolon being within one step of the summoner's alignment (and brings it back to the normal summoner's eidolon matching the summoner's alignment). A LN soulbound summoner's eidolon would be lawful neutral.

I don't see that it changes the part about the eidolon having an alignment subtype matching its alignment, so it would appear to have the Lawful subtype in that case (of being LN). If it has other subtypes, it would still have those. That appears to be the only mention of alignment in the archetype.

It doesn't read like a soulbound summoner actually contacts the outsider (for instance, it's not a real azata), more like it's a construct that the summoner contacted/created from their mind and it 'appears' to be (or even acts line) and azata, but it isn't an azata like you'd have out of the bestiary. The summoner could give it extra legs or horns or whatever, it's just on an azata frame.

But, hey, I don't play summoners and maybe there's more obscure rules or something I missed. I am sure someone will point it out.


Normally, a summoner's eidolon is the same alignment as the summoner.

For an unchained Summoner, the eidolon can be one alignment step removed.

So a LN summoner could have a LG, LN, LE, or N eidolon.

Unchained Summoner > Eidolon wrote:
An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages.
Eidolon Subtype wrote:
Alignment: The eidolon is a creature of this alignment. If its alignment is chaotic, evil, lawful, or good, it gains that subtype.

To my knowledge, an eidolon has the form of the creature chosen, it is not technically that kind of creature, just looks like it. So it would be a LG, LN, LE, or N eidolon that has the form of an azata (or has extra limbs or claws or wings, etc.). It has the subtype of its alignments, so it would be Lawful and Good or Evil, or it would be neutral and have none.


Maybe I am misunderstanding the purpose of the armor (in-game). Normal leather is 10 gp and gives +2 AC at all times with a –1 penalty to some checks and a +6 max Dex bonus.

Crok leather (love the name), is 65 gp (6x more, 7x if you get silk lining, which seems to just be an RP choice, since... a player can always get silk underclothes or padding), and gives only a +1 AC bonus with a 0 bonus, absolutely no protection, against bludgeoning attacks, which can even include claw and bite attacks because of wording.

I get that maybe this process is just super-thinning of leather, but the description really doesn't give the reader that impression. It uses words like 'the toughest of hide' and from animals with notoriously thick hides (elephants, rhinos, gators). The reader has no correlation to why this is 6–7 times more expensive to do almost universally worse.

The lack of 10% spell failure is good, but for the few characters where that's an issue, either their class already negates light armor penalty or, the use mage armor anyway. And the skill check penalty is only a minor improvement on skill checks they likely suck at anyway. Add to the fact that this doesn't even appear to be considered masterwork (since you mention having to pair it with MW quality, I just don't see it making sense game-wise except as a brand-name or RP aspect. Any reasonable person (game-wise or not) is just going to go for MW leather and say it looks fantastic because they paid 150 (160 total) for it.

It's very creative though, but I fail to see the purpose to it other than being a little lighter.


An Ogre is a Humanoid (Giant). Ogrekin can be applied to a Humanoid. So yes, it can be done. A GM might do this to add the deformities to make a special or semi-unique creature. If you're the GM, you absolutely can.

If you are a player and you're trying to make a half-ogre ogrekin, that's your GM's call. You would have a higher CR technically (+1, whether that matters or not), because the character will theoretically (deformities are random) be stronger in some way. You also have to randomly roll your deformities, you wouldn't get to choose them, since it specifically says roll randomly (a GM can waive this, obviously if they really like you).

Personally, I don't like it flavor-wise, since the character has Ogre Blood and technically counts as an ogre already, and I find it awkward to have an ogrekin ogre, but I can certainly see it from the deformity/mutation aspect.


Dragofr wrote:
Thus, use Reduce Person is a better option to get Small only if you want +2 Dex / -2 STR

Pretty much. The vanara's Change Size lasts as long as they want and is Supernatural (Su), so it can't be dispelled. Reduce person will only last one minute per level. The only benefit reduce person would have is that it does alter abilities. So if you really needed a +2 to Dex (and the –2 to Strength), that's the only upside the spell would have for a Vanara with Change Size.


Vanara > Change Size (Su) wrote:
She gains the change shape ability and the shapeshifter subtype.

Change Shape

Polymorph
Change Shape (Su) wrote:
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description ...

We see that Change Self will follow the rules for polymorph.

Polymorph wrote:
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. ... If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

Since the Vanara isn't changing into an animal, dragon, etc., their equipment resizes to match their new size (weapons will do less damage).

Dragofr wrote:
And does a Small Vanara can be affected by Reduce Person ?
Polymorph wrote:
You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.

Size changes do not stack or affect the Vanara while under the effects of polymorph (which their Change Size ability emulates... by emulating Change Shape... which emulates polymorph. Inception!).


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Wind, I would say no, even strong wind. I think the magic makes it pretty weather resistant unless a form of wind specifically says it can dislodge even ioun stones. Now, if the wind is blowing something else, like a sign or a roof shingle or a Tiny creature blown about, then that could certainly knock an ioun stone away...
... but, how that roll to determine that it hit the stone, rather than just the PC, would be pure GM discretion. Or they rolled a Natural 1 on a save and the ioun stone was determined to be a likely piece of equipment struck.


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545. A spidery vine grows from the ground and forms a silky 3-foot long cocoon. It pulses as though something inside were wiggling. The planter hears a feminine voice asking for help telepathically. If the cocoon is cut open, a Medium-sized giant spider thanks them and crawls out. (She can free herself if need be, but won't unless attacked in the cocoon or everyone leaves.)

The spider claims its name is Lollotte, and her sister Charlotte trapped her in a magic web after jealousy over Lollette's poetry skill. Lollette can recite several poems and even devise new ones. She offers to join the planter as a friend, even as a mount if they are Small size (though she need an exotic saddle made).

Lollette's Web of Lies:
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Lollette is a female consular imp. She's very talented and can speak and communicate telepathically, but she only communicates with the planter without very good reason. Her only alternate form (other than her natural one) is a giant spider (as beast shape II).

She plans to collect souls, the planter's especially, but has plenty of time and does not rush things. She will defend herself and flee if attacked (but will remember the indignity) and possibly find new allies. If the planter is already evil, so much the better, but if not, she still makes herself useful and assists them while earning their trust. An evil caster could even recruit her as an improved familiar with enough time building a bond.

Lollette will often offer to scout ahead and, when the opportunity to cause strife or trouble occurs, she will take it intelligently, such as hinting that a group ahead is planning an attack or ambush or are thieves, even planting evidence in their belongings or location ahead of time while scouting.
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546. A fountain of powdered silver sprays from the ground and then falls into a pile of dust in the planted bean's square. There's 1d4 x 25 gp worth of powdered silver plus an additional 10 gp worth per planter's level. Strong winds can disperse the dust and depending on the amount and conditions can take quite a while to gather all together.

547. The round after planting, a gnomish figure with a plain brown cap and a large (for it) scythe springs from the earth, rubs it hands, grips its scythe, and declares "This'll be fun!" before wading into combat. This is a redcap, sans red-stained cap (+2 DC to identify, does not get the +4 bonus to damage or fast healing 3).

Redcap Rampage:
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If there are enemies of the planter around, the redcap attacks one or more indiscriminately until one dies, at which point it soaks its cap in the blood and vanishes.

If there are no enemies of the planter, the redcap immediately attacks the planter, calling out a challenge to single combat. If another creature (other than a familiar or bonded creature) interferes, the redcap is unaffected and they get their own redcap to fight. Additional redcaps are full redcaps and appear next to the creature and attack until either is dropped to below 0 hit points. They do not spawn additional redcaps if attacked by other creatures, though there are no limits to the ones spawned by non-planters attacking the original (though only one per creature attacking it at a time).

If the planter defeats the redcap it vanishes, leaving behind its gear and appropriate treasure. If the redcap wins, it dips its cap in blood and vanishes. Additional redcaps vanish at this time if still around, but do not drop equipment or treasure, which vanishes when they do.
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I agree with TxSam88. It has to be spread out and open, like a rug would be on the floor. I probably would allow it if it was almost completely open, like laying it out in a 5'x5' room where the edges might be just a little curled, but certainly not if it was draped over a dining table, like a tablecloth, hanging down (I am trying to even imagine what that would look like, could you see through the table? Not important, since I wouldn't let it work anyway.) Or if someone had it wrapped about them like a bedsheet or cloak and just had to "pull the rest of it over them like a hood" or somesuch.

It definitely says spread open on any surface, I could even see spreading it open on a ceiling or wall, but that takes planning or specific circumstance, like reverse gravity, or hanging it against the wall like a a picture (not a tapestry hanging just off the wall), either pinned or tacked or with (sovereign) glue applied to the wall or back of the portable hole. But that's getting into specific circumstances territory.

And if you assume that a 6 foot circle of spun spider silk can float on the surface of water, technically you probably lay it on water and be able to access or jump into it (some waves might splash some water in, and in rough or stormy water you're probably bailing constantly, and your GM could rule that a wave rolls up under the edge and risks flopping it closed).


Not Rules stuff:

Things about an object that would likely describe it as an adjective likely stay on it. If it's a rusty knife, a bloody knife, a wet knife, a poisoned knife, etc. If it's something else, like a bug that was crawling on the knife, probably not. If the knife were (somehow) infested with bugs or metal eating organisms like iron termites or something, the infestation probably stays.

Ask yourself if you teleported a shirt out of the ocean if it should be completely dry? Or a lice-infested shirt (which would have been a better example than metal-eating termites above). Or a piece of termite-infest lumber.

You don't teleport a potion or a waterskin and the liquid inside stays behind. Unless something is a significant creature I don't normally let players teleport out of their boots of teleportation or clothes, nor do I let them delouse themselves of parasites or headlice. A clinging or grappling creature, sure.

So I would say a bloody knife, or a wet knife, or a poisoned knife would come back in that condition. That's not the same as 'a knife with a teacup resting on top on it'. If you had forensics, the knife would have fingerprints on it. If it was cold because it was in ice a moment before, it will still be cold, possibly with frost on it, but it wouldn't bring the ice-cube that was chilling it along.


199. Ironic Spike in Safe Passers (CL 6)— This quirked iron spike of safe passage detects and functions normally, except the Will save to resist its illusion is DC 15.

Ironic Spike in Passersby:
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When using the spike, there is an inexplicable increase in visitors, passers, and crowds in the vicinity of the illusion. While not always hostile, they are typically annoying or in other ways people and things that the user does not want to be discovered by, though in dangerous areas it does tend to be additional patrols.

Such visitors mill about the area twice as long as expected and attempts at distraction only tend to make them linger even longer (successful distractions can divert their attention, but they still tend to remain in the area). If capable of speech, they often expound on the nature of the illusion in a generic way that seems interesting, but don't interact with it unless outside events would make them. For instance, they could just mill at the base of an illusory hillock, remarking about how it would make a great picnic spot or how it reminds them of a nice boob they saw, or how their uncle once jumped over a hill twice as tall. While another might remark that an illusory pile of crates is just a waste of good crates, or rail about how people can just leave crates piled in such a place and how they need to be moved and how they're gonna give someone a piece of their mind about it later, but not actually do anything about the crates themselves.

Non-dangerous lingerers will still raise an alarm and run to alert things the user does not want to find them. Even if left alone, they often make annoying sounds or distracting noises and actions that make resting difficult (GM's call), though they will move on (Not soon enough) if nothing really alerts or troubles them after an indeterminate (GM's determination) period of time..

These looky-loos and other creatures not aware of the illusion are magically protected against the spike user and their allies, being granted safe passage. Any attacks or dangerous actions by a creature inside or immediately exiting the illusion treat them as being under sanctuary (DC 15) and any damage dealt is reduced by 50% and any save against effects are at +4.
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200. Volatile V-ape-orizer— This quirked volatile vaporizer pill detects and functions normally, but makes any potion it vaporizes count as one caster level higher (max CL still applies). It then immediately summons an ape that attacks the user or their allies.

Great Vape Ape:
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The primate ape appears within reach of the user or other beneficiary of the potion cloud otherwise and immediately makes a full attack against likely targets, prioritizing the user. It receives bonus Hit Dice and a bonus to attacks, damage, and all checks or rolls equal to the volatile vaporizer's level (1st, 2nd, or 3rd).

It also has the same effects that a user of the potion would have received when drinking it with the exception that a healing potion, such as cure light wounds, will be applied as temporary hit points when it appears. An effect must still be able to effect an ape to apply, such as enlarge person not affecting animals. The ape fights until dropped below 0 hit points or for one minute before vanishing.
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201. Elemental Germ— This cursed elemental gem detects and functions normally, but contains a cloud of germs and sickness released on the gem's destruction. A successful remove curse or remove disease cast beforehand can remove this effect. Afterwards, remove curse does not affect the disease.

Elemental Germs:
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When the gem is broken, the user and all creatures within five feet of them (or a five foot radius around the space the gem was broken in) must make a Fortitude save (DC 19] or contract an elemental disease based on the gem.
Air: The afflicted consumes or otherwise expels twice as much air and can only effectively hold their breath for half (rounded down) the normal amount of time. Any attacks or damage they take while holding their breath more easily knocks their wind out, requiring a Constitution save (DC 5 + damage taken) or lose one round of held breath.
Earth: The afflicted has a –5 speed penalty when moving in any manner other than on earth, sand, or natural stone (cobblestone streets, yes, but not brick, worked tiles, pavement, or other refined flooring or surfaces. This does not apply to riding vehicles or mounts but does apply to jumping distance modifiers.
Fire: The afflicted has a fever and sweats or otherwise loses bodily fluids quicker. They lose sensitivity to hea and no longer know when they take heat or fire damage below 10 points (GM tracks secretly). They must consume a pint of water per hour or receive a –2 penalty to all saves and checks until they do so.
Water: The afflicted consumes additional water as Fire above, but they are compelled to submerge, immerse, or otherwise douse themselves in water (salt and alkali included) every hour or receive a –2 penalty to all saves and checks until they do so. If seeing a suitable water source to dunk, swim in, or splash themselves while within 10 minutes of their one hour mark or beyond it, they make a DC 15 Will save to avoid being compelled to do so in a reasonably safe manner (avoiding obvious threats, like crocodiles or diving off a dangerously high cliff).

These diseases have a 24 hour onset and their effects are not noticeable without testing or observation (the fever from Fire is more obvious) and they are considered supernatural and DC 19 to remove or cure. A failure to cure through magical means afflicts the caster with the germ, though it is not otherwise contagious or dangerous to mundane curing attempts or long-term care (though see next). The afflicted technically get a new save every day while affected and require three non-consecutive saves to recover, but these only count on a specific opposing elemental plane or elemental-infused environment; Earth to Air, or Fire to Water, and vice-versa.
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Another year of amazing output! I hope the creative imagination and muse carries your through another year.


To my knowledge, creatures with an alignment subtype maintain that alignment, as well as their actual alignment. It would be a CG devil with the lawful and evil subtype (barring some form or soul/substance changing alteration that is basically plot or GM discretion, like a devil becoming an angel).


How do they fare against my spider and bat swarm bleeding them dry?
Kidding :p


196. Fragile Alpenstock— This cursed agile alpenstock detects and functions normally except it grants a +3 enhancement bonus against trip attempts. If the wielder falls or trips, however, their bones become fragile and risk breaking.

Fragile Curse:
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This item has the fragile quality, regardless of its magic or enhancements and becomes broken on a natural 1 if used to attack or destroyed if already broken.

If the wielder is tripped or is knocked prone, they take 1d4 damage that bypasses DR. If the wielder is tripped, knocked prone, or takes falling damage, whether falling prone or not, they make an immediate Fortitude save DC 10 + damage taken. On a failure, one of their bones, normally an ankle or leg bone, cracks, chips, fractures, or suffers a minor break. They take 2 points of Constitution damage and receive a –5 penalty to their movement speed. The alpenstock's normal bonus counteracts this, but multiple penalties stack. This Con damage heals at one point per week, though long term care over that week or strict bed rest can heal two points per week. Additional damage of this type during the healing period resets the healing time.

This penalty remains until the Con and hit point damage are healed. Restoration spells or similar effects that heal ability damage are effective. Corporeal undead or other creatures without a Con score are still subject to the movement penalties if they have bones or similar anatomical structure, like a zombie or skeleton, but only need to restore the hit point damage lost.
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197. Gobblin' Fire Drum— This quirked goblin fire drum identifies and functions normally except that it can ignite even attended flammable objects if they're in or held in a creature's mouth and makes creatures try to swallow fire.

Gobblin' Fire Curse:
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Whenever the % roll succeeds to ignite flammable objects, whether any such objects are in range or ignite, all creatures other than the user within the area must make a Will saving throw (DC 10 + half the Perform check) or spend their next turn either placing a flaming object in their mouth, or transferring a flammable object to their mouth (which might then risk igniting on later turns). This could be a tindertwig, torch, swig of oil or alchemist fire, or even a dose of gunpowder or black powder. This is a compulsion effect.

Objects deal differing fire damage based on their type (GM's call). A tindertwig might deal 1 fire damage, a torch might deal 1d3 or 1d6, and a mouthful of lamp oil or dose of blackpowder might deal 1d6 and have a chance of the creature catching fire. Alchemist's fire likely ignites when opened even without the drum's ignition effect. Additional damage from the drum's effect applies and there is not usually a save allowed for placing a fiery object in your own mouth and depending on the object, speech or spellcasting can be hindered (a tindertwig or fuse can be spoken around, a mouthful of oil or powder likely cannot).

A creature does not actually drink or imbibe the object, it is only in their mouth. Once they've taken damage from the object in their mouth, they can spit or otherwise expel or drop it, or use a move action to remove it to hand, such as a torch they don't want to drop. A creature cannot voluntarily release an object from their mouth until it ignites or until they make a Will save as a move action on their turn at the same DC. On a success, it's spit out or moved to a free hand. A creature can move out of the drum's range (if they know how it works) to avoid having the item ignite, but still cannot release it until they make a save or it does ignite.

If there are no flaming or flammable objects that a creature can see, or move to, or put in their mouth, the effect is ignored; a torch or firework can be picked up and put in mouth, a burning puddle of oil cannot, though a burning flask can be.

Whenever the ignition check occurs, whether anything ignites or not, a gout of flame jumps from the drum into the user's mouth for 2d4 fire damage (plus the additional damage from the drum) unless they already have a flammable object in their mouth. Most users that discover this quirk tend to carry a tindertwig in their mouth while playing, quickly replacing it as they ignite.
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198. Horn of Foggy Bottom— This quirked horn of fog detects and functions normally, but the low, foghorn sound tends to end with a raspberry or deflating whoopie cushion sound. As the fog cloud forms, a similar stinking cloud forms in the opposite space behind the user.

Not Silent, Not Deadly, Most Definitely Foul:
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The cloud forms in the user's space if the area behind them is blocked by a wall or other solid obstacle. The stinking cloud only lasts three rounds. It always seems to follow the user (actually the horn itself, which could be tossed or dropped) and moves after their turn so they can normally outrun it unless they've delayed or otherwise lowered their initiative. A suitably mobile user could maneuver around foes to bring the cloud towards them. The user receives a –4 penalty to save against the stinking cloud.
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The Riding Dog is pretty much the gold standard for small riders. It's strong, it's fast, it has four legs (granted, that's most mounts) so it's resistant to trip and can carry more, and it can trip enemies, and has scent for tracking. It's also not so freaky looking that you get looks in town or stabling at the inn.

After that, I think most people go for something with Pounce.

But if you really want to try something that almost nobody (that I have observed) really tries, it's a snake. A constrictor snake starts at Medium and it's like 6 gold if you were to buy one. Granted, you would likely need to pay for an exotic riding saddle. Most people have trouble visualized riding a snake, because they are so attuned to riding horses or dogs or boars.

It has Constrict, which can damage and lock down an opponent with a bite and its movement includes Swim and Climb speeds (you said you weren't into climb, but your GM said it was okay), so even in tight spaces you could theoretically be moving forward on a wall or even across a ceiling (see why you have an exotic saddle to hold you place). Now your ranged attacks might not be blocked by your front liners and you can skirt pits and rough floor. Swim may or may not come into play. It has no legs so it really can't be tripped or knocked prone at all.

The real downside is their Speed of 20, which is not impressive. It's okay if you're planning to hold back and snipe anyway, but otherwise one of your spells might need to be longstrider or an Animal Focus that ups their speed.

Space Saver:
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Some archetypes that might work could be Feykiller which could alter the Animal Focus to either Mongoose or Turtle, which will improve their grapple for constrict or their natural armor, but the rest of the archetype might not fit.

I really like Colluding Scoundrel, which seems like you can just unlimited Scapegot your mount and give all enemies a –2 to attacks and a 10% spell failure chance unless they attack it. And that's why you have Mounted Combat, to negate one hit per round if it does take damage.

I think that Colluding Scoundrel might also let you take Divine Hunter, since those don't change the same abilities. Which will give you a domain but also make your mount celestial (or fiendish, but probably celestial) which will grant it resistances and DR against those attacks you keep taunting enemies with (that or be a gnome and use your FCB to start giving it DR/magic).

Primal Companion Hunter can let you use evolution points for surprise evolutions on your constrictor, like energy bite or Reach to suddenly lunge and bite and grapple and constrict. Grapple them from the ceiling, constrict, if they escape, they fall prone to the floor, possibly taking fall damage.
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Mostly it's because you don't see a lot of people riding snakes, though.


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651. Silverback Turn-apes

This species of turnip is safe to eat and comparable to your ordinary garden-variety vegetable. The upper leaves and stem have a grayish, oft-times mistaken for, silver piping. The root itself is a white-gray, or very rarely silver, in coloration.

While the saying, "It'll put hair on your chest... and back... and ears..." has not been definitively proven, it likely takes decades of consumption, if true at all. What is known, is that anyone imbibing it acts in an ape-like manner for an hour or two afterwards. While not inhibiting in any way, they tend to grunt or snort a bit more, and get a +2 turnip bonus to checks to imitate or disguise themselves as a simian. Simians also tend to react to them in a semi-simian way, but failing to Intimidate an actual silverback gorilla and being thought of as one is not always optimal.

People often use them in stews or soups, where the turnip is more a garnish or small part of the whole, which seems to curb some of effects. Wizards use them in minor potions to grant strength or change shape or summon monkeys, apes, or other simians.


Still just slowly going down the wondrous items list...

193. Elixir of Fiery Death— This cursed elixir of fire breath detects and functions normally, except it deals 5d6 fire damage.

Curse of Fiery Death:
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After breathing fire, the user feels the distinct, mounting sensation of burning and heat in their throat. At the end of their next turn, flames burst from their mouth and nostrils, or just wreathe their own head, and they receive fire damage equal to half the damage rolled for their target (the damage before calculating saves for half or energy resistance or vulnerability; no save). If the user did not damage a creature with their breath, because they used it on an object for instance, they instead take 5d6 damage. This also occurs if their target avoided the breath entirely, such as with improved evasion, but not if resistance reduced it to zero. This also occurs once per round for each unused breath use at the end of the elixir's duration, including if it's dispelled.

The user can avoid this flare-up by imbibing liquid, like water or even a potion, before the end of their next turn after breathing. Even some beers or wines can suffice if their alcohol content isn't too high (Generally below 80 proof)

If the user is ever brought below 0 hit points by or while under the elixir's effects, they catch on fire and receive 2 fire damage every round. This replaces the normal roll for being on fire or the lose of 1 hit point for dying. Effects that stop bleeding or stabilize a target, such as a Heal check, do not stop the damage, though the user can be extinguished as normal.
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194. Half-Strength Healing Potion— This curse is almost always found on a cure potion, though it can very rarely be found on a cure scroll. Despite the name, the cure effect functions as though Maximized and heals full damage. The curse is named for its side effect.
Cost Reduction: –25%

Half-Strength Curse:
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One round after use, the recipient receives a Strength penalty equal to half their base Strength score. This penalty only remains as long as the healed hit points do (excess healing above max does not apply). However, it is those specific hit points that must be lost. For example, a creature with 50 max hp damaged to 20 hp that drinks a half-strength cure moderate wounds potion (CL 3) would heal 19 damage, but would have a Strength penalty until all the hit points between 20–39 were lost again, even if they've later healed above it to full health and taken multiple wounds that didn't bring them below 20 hp.)

Otherwise, this penalty cannot be removed by anything short of a greater restoration or limited wish. A successful remove curse can end it, but on a failure, the caster receives a penalty to their casting statistic equal to half their base score. A natural 1 on this check automatically fails.

This curse cannot be used offensively against an enemy through direct action (ie. by pouring it into their mouth or a syringe spear), though they can be tricked into imbibing it themselves. Such a creature only receives the healing of a normal potion of that type (not Maximized).
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195. Grave Mistake Salt— This cursed grave salt detects and functions normally, except that undead creatures treat the boundary as a sanctuary effect (DC 12) for trying to attack or enter into it or disturb it.

Salty Mistake Curse:
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If any living creature standing within the salt's radius destroys a corporeal undead while it is outside the salt's radius, the curse triggers and a salt wight rises the next round inside the salt circle and attacks, prioritizing creatures in the salt circle. They don't actually break the ground and can rise from earth, sand, stone, or even on a suspended platform or below decks on a ship.

On the round they appear, they make an attack at the legs of any creatures within reach from below the ground (taking a 50% miss chance) and then climb out of the ground and stand (provoking no attack of opportunity). If there's no room inside the circle, they appear around it. The salt wights are unaffected by the grave salt and do not spawn more undead if slain while outside it, nor can they be turned or controlled. They are otherwise permanent and tend to stay in the salt circle's vicinity, even if it's later dispersed, but can wander on their own or chase prey.
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Toppling Spell is pretty easy to rule (for me).

Toppling Spell wrote:
If the target takes damage, fails its saving throw, or is moved by your force spell, ...

Every time your spiritual weapon hit (and damaged) a creature, you would make the Trip check to topple it. If somehow your flaming sphere or wall of fire had the Force descriptor, then every time you entered a creature's square and it failed its Reflex save (and took damage) it would need a check. Anytime a creature took damage from the wall of fire either passing through it or standing close enough on the active side to take damage they would could be toppled.

For Dazing Spell, the spell has to deal damage, and it has to be the spell. You can't use a dazing summon monster III to summon 1d4+1 eagles from the summon monster I list and have them attempt to daze a target every time they hit with their talon/talon/bite full attack.

It can definitely come down to a GM's call in some cases.

Opinion Space Saver:
---------------------------------------------- I (meaning this part is my ruling and/or opinion) wouldn't necessarily go so far as to say [creation] or Effect spells don't work with Dazing Spell. I would let it work with acid arrow. I would allow scorching ray, since despite those spells' effects being to create (one is conjuration, the other is evocation) an 'arrow of acid' or 'one or more rays', the spells are pretty clearly directly doing damage. For magic stone I wouldn't allow it on the thrown or slung stones, since the spell doesn't itself do the damage.

I would allow a dazing symbol of healing, even though the spell's effect is to create a symbol that then does something when triggered. It would only apply against undead or creatures damaged by positive energy (in so much as undead are immune to mind-affecting effects, assuming you consider this daze effect to be mind-affecting, which I do, there are living creatures damaged by positive energy). I would not allow it on a dazing symbol of exsanguination despite that spell immediately doing 1d6 bleed damage when triggered, because despite that being damage, it's clear that the spell is only causing the targets to start bleeding, even if the spell makes that bleeding more intense or damaging than normal bleeding. Just like I wouldn't let a Dazing spell that added +1 damage to your fire spells to add the Dazing effect to a fire spell you cast that wasn't itself dazing, even if the Dazing spell added one damage.
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A dazing wall of fire or a dazing wall of ice would both work (one more effectively than the other, since it would only trigger for wall of ice if a creature broke through the ice plane version and took damage from the sheet of frigid air). A dazing wall of stone would not work, even if you pushed the wall over on top of someone.


glass wrote:
Pizza Lord wrote:
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.

I want to create a new type of wand which works mostly like existing wands, except that it is more cost effective for spells you might want to cast a lot of (like cures and direct attack spells), especially at higher levels. Thereby making wands of CCW and wands of fireball a lot more useful and viable.

It kind of sounds like you want a magic staff. Like a staff of curing. Certainly they're more expensive, but you can put as many spells as you wish on it (or less to keep it cheaper), it functions at user CL, and you can recharge it. If you're GM allows custom building, just make one with cure light wounds and then a bigger spell, like cure serious or cure critical for emergency combat use (or higher charge cost to cut costs). Other than the higher level cost for the creation feat, you might be trying to rebuild the wheel (or usurp what magical staves are intended to do, which is something we're not supposed to allow other feats to do, invalidate other ones. Like making a 'wondrous item' that is basically a magic ring or staff without needing to take Craft Staff or Forge Ring.


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..


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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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