Vanara > Change Size (Su) wrote: She gains the change shape ability and the shapeshifter subtype.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!).
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...
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.
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: ------------------------------------------
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.
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.
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.
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: --------------------------------------------
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.
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.
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.
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: ----------------------------
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. --------------------------------------
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.
Mostly it's because you don't see a lot of people riding snakes, though.
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.
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.
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).
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: -----------------------------------------------
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.
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.
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:
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.
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.
Could give your party one with 10 or 15 charge capacity remaining and see what they do. If they immediately try and abuse it, start adding the mitigators before putting a new one in play..
Overlord Bloodline
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: ------------------------------------------------
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
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
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
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
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)
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.
18. Toss Draw
19. Scatterbrained
Ian Bell wrote:
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.
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.
Turtle Bloodline
Bonus Feats: Endurance, Diehard, Improved Natural Armor, Improved Unarmed Strike, Snapping Turtle Style, Weapon Focus. Bonus Spells: wave shield (7th), dragon turtle shell (10th), sky swim (13th), ride the waves (16th) Turtle Hide (Ex)
Turtle Tenacity (Ex)
Turtle Power (Ex)
Turtle Aquabatics (Ex)
Turtle Defense (Ex)
Blessing of the Turtle God (Ex)
165. Tin of dried peas. 166. A fist-sized, silver cylindrical rock. (Can of baked beans, no label. 10% chance to be spoiled when opened.) 167. A dirty cloth packet. Inside is a pristine, new pair of fine, green silk lady's stockings (10 gp.) 168. A plush, toy rabbit, the size of a teddy bear. It's worn and dirty. There's a hard lump in its chest:
190. Pearl of Prowler— These cursed pearls of power identify and function normally. When one is used, however, the user immediately hears a terrifying howl, as though from some stalking predator even if deafened or silenced (mind-effecting, phantasm), that others do not hear. This causes the shaken condition for 2 rounds (Will save DC 11 + pearl's power level).
Prowler:
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After that point, the user has a sensation of being watched, seeing shadows moving, or sensing one or more beast nearby. Others cannot detect any of this without true seeing or an effect that lets them observe the Plane of Shadows. Even so, they aren't affected by most attacks or distractions. The shadowy (not illusory) creature(s) will attack them at an opportune time (for them, inopportune time for the user). The attack can come within one round (if the user is in combat, though it won't be on the same round the pearl was used) or within 24 hours. During any round where the user would be distracted, alone (or mostly alone), or concentrating, such as casting a spell, the creature(s) may attack from the Shadow Plane. In a case where the attack is provoked during combat, such as casting a spell, the creature(s) rolls initiative and if it beats or matches the user's initiative count, it can interrupt their action (such as causing a concentration check), otherwise it appears and attacks at its lower initiative. The creature makes that attack, and remains for one round, attacking the user again before vanishing (ending the prowling). It only attacks the user, even with attacks of opportunity unless it has defensive or passive attacks or effects, like quills. If reduced to 0 hit points or less it vanishes. The prowlers are chosen at GM's discretion and can be creatures with CRs roughly equal to the pearl's power level. These are added, not calculated as for encounter CR, so a pearl of prowler (1st) might have a wolf, a pearl of prowler (2nd) can be two wolves (two CR 1's, even though adding equal CRs normally adds +2 for an encounter CR. Likewise a pearl of prowler (6th) could have two CR 3 prowlers, even though two CR 3 creatures is normally a CR 5 encounter). Such creatures are typically predators or territorial, such as wolves, dire wolves, hunting cats, primates, or other animals, but not magical beasts. Despite being shadow creatures while stalking, they are otherwise treated as normal animals during the attack.
191. Undertaker's Preserving Flask— This cursed preserving flask detects and functions normally, but uses toxic chemical infusions to preserve extracts and liquids within it, slowly embalming and poisoning users over time.
Toxic Preservatives:
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If a liquid or component is consumed or imbibed after storage in the flask, the poisons infuse the drinker. It's a slow, long-term poison and shows very little outward sign at first. Treat the poison as arsenic except it has an onset time of one week and a frequency of once per day. Additional doses applied before the initial save increase the DC and effects as normal for stacking poison (there are not multiple saves against each dosage). The damage from this poison does not heal naturally while the poison is present, though it doesn't interfere with healing otherwise, even Constitution damage from other sources. Users are not aware of the effects until they've taken half their base Constitution in damage. Until that time, the penalties are kept secret and the player feels no appreciable ill effects. Their hit points are unaffected until that point, though penalties to Constitution do affect saves and other results (secretly, applied by the GM). A creature dying to this poison is preserved, as though with embalming fluid. The flask does not detect as poisoned or poisonous, nor does anything within it, though pouring out the contents can detect them as such, as are affected users, whether symptomatic or not, though the origin of the poisoning may not be obvious.
192. Pyxes of Misplaced Focus— This cursed pyxes of redirected focus detects and identifies as normal but allowing two uses per day.
Curse of Misplaced Focus: -----------------------------------------
Whenever the pyxes' power is called upon, the user is cursed. When attempting to use a focus, whether divine or not, for a spell or ability (such as channel energy), the user somehow momentarily misplaces, fumbled, or misaligns it. For instance, a holy symbol on a neck cord is found to have been moved around to their back, or their holy symbol on a shield is unknowingly upside-down, cock-eyed, or just 'not right' and requires a quick realignment and adjustment, or they just bobble it in a seemingly unfortunate or unlucky manner. This curse does not apply to using a focus after casting or imbuing it, such as using a rope or deck of playing cards or blowing a flute that was the focus component of a spell afterwards, only its use or retrieval for the spell or ability. The curse only triggers during combat or initiative situations, though a GM can trigger it in other appropriate moments at their discretion as the situation calls for it (such as trying to cast a spell with a focus while hanging from a rope and possibly fumbling or dropping it, with a check to catch it). Otherwise, the curse results in the user's initiative count dropping by 4 when triggered. They are not considered casting or performing the action, only delayed while fumbling around for the focus, so attacks during the delay do not risk interrupting spells, though that attacker could ready to do so if they see them fumbling and can recognize the intended action. If this initiative loss ever results in them being 10 or more points slower than the next slowest non-friendly creature's initiative for the encounter (even if that creature is currently dropped or inactive), they lose their turn and reroll their initiative count (which could let them move next if very high). Each instance of the curse stacks and remains until triggered. There is no limit to how many can be stacked and waiting, though one successful remove curse can remove all waiting triggers.
542. The next round, if the planter has 5 HD or less, a gorilla grows from the ground and obeys the planter similar to a summoned creature, though it is not considered summoned and cannot be dispelled or dismissed. It remains for 24 hours before vanishing. If the planter has 6 or more HD, a girallon is created instead. At 11 HD and each additional 5 HD above that, the girallon has the advanced template applied (stacks). 543. The planted area glows briefly before glowing orbs equal to the planter's HD shoot from the ground to approximately 50 feet in the air. The next round, they rain down on creatures other than the planter within a 60 feet area. Creatures at an equal or higher altitude are not targeted.
Rain of Missiles:
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Treat the orbs as magic missiles (CL 10, shield is effective) but they require a touch attack to hit (+10 to attack, 1d4+1 damage) and can locate concealed or invisible creatures as well as those on a plane that can be affected by force effects, like the Ethereal. Being prone does not provide a bonus to AC against these ranged attacks from above. If there is at least one hostile creature (to the planter) within range, the magic missiles are divided evenly among them, with creatures closest to the planting site being prioritized. No creature can be targeted by more than five missiles, extra orbs rain down harmlessly. If there are no hostile creatures, the attacks are divided amongst all other creatures except the planter (and their familiar) within the area, whether neutral or friendly or even animals like mounts or companions. The missiles do not target creatures at 0 or lower hit points or targets smaller than tiny, though all attacks are made simultaneously, so a creature can be dropped to below 0 and even killed by multiple missile hits. The orbs can be dispelled during the round they hover before attacking.
If planted in an area without 50 feet of clearance, the result is an immediate spread of magic missiles, as the spell but an amount equal to the planter's HD and divided amongst all creatures other than the planter within 60 feet. No creature targeted more than 5 times. 544. A cloud of pinkish-green smoke burst forth, in a 30 foot spread. It lingers for one round and any living creatures coming in contact with it may attempt a DC 15 Fortitude save to resist its effects.
Mutagenic Cloud: -----------------------------------------
Living creatures failing their save are affected as though by an alchemist's mutagen (as alchemists). They gain a +2 bonus to natural armor and a +4 alchemical bonus to one random physical ability and a penalty to the associated mental ability. A creature that chose not to attempt a save (or was unconscious or unable to consciously resist), gains the bonus to two random ability (chosen at random) and the penalty to the corresponding mental ones. There are noticeable physical changes and alterations to a creature during this time, thicker skin, musculature, broader features, etc. This effect neutralizes and counters any current or later applications of a similar effect while active and lasts for 8 hours, though a neutralize poison can end it sooner (DC 20).
38. Flat as a Pancake
They remain in this shape for one minute, during which time they are immune to bludgeoning damage and have DR 10/–. Another character can attempt a DC 15 Heal check to re-inflate them with CPR or a bicycle pump. If conscious, the toon may also do this by sticking a thumb in their mouth or holding their breath and breathing out as a full-round action, but they are dizzy and disoriented on the next round (–2 penalty to most checks or saves or GM's call). Otherwise, until reinflated, they are restricted to the most basic limb movements and struggled speech. If they are contained in a small space (like a scroll tube) or bound or otherwise constricted, the 'pop' free relatively safely when resuming normal form. 39. Dum-Dum Bullets/U-Turn Attack
The ammunition typically pauses in air at the corner or where it would round the cover and starts sniffing, possibly with an illusory nose or snout, makes a screeching brake sound after passing a little and turns around, or says something comical, like "Which way did he did he go, George? Which way did he go?!" or like an old-timey prospector, "I think he went this way, fellers!" and then makes a Sense Motive check DC 10 to turn and move in the new direction around the corner or around the cover. Projectiles have a +0 to Sense Motive with a bonus equal to their enhancement bonus specifically (the projectile's, not from weapons firing them). If the target is within 10 feet of the corner or edge of the cover, they may use an immediate action to attempt a Bluff or Disguise check (at –10 for being rushed unless they have an ability to make such checks faster, to which the GM can lower or negate this) and use that result or the DC 10 to trick the ammunition into flying past them or going the wrong way (does not hit others). On a successful Sense Motive, the attack rounds the corner or barrier and attacks the target's space if they are in its range. Distance penalties apply, as do concealment or cover bonuses other than those applied from the initial cover (ie. if the target ducked behind a corner and then behind a dumpster or other creature or moved behind cover and cast invisibility). This ability applies to all projectiles fired with the toon's standard action, such as attacks with a weapon that makes multiple projectiles or ammunition that doubles or splits. Special: If a target moves into hard cover or moves out of sight behind hard cover (not just becomes invisible or concealed in fog or smoke) during the toon's ranged attack, such as a readied action to move or duck into cover (GM's call), they can use this ability as an immediate action to have that attack use this ability.
Heart Eater Bloodline
Bonus Feats: Alertness, Blind-fight, Combat Reflexes, Diehard, Dodge, Endurance, Intimidating Prowess, Power Attack, Toughness, Tracking.
Bonus Spells: enemy's heart (7th), savage maw (10th), hunter's eye (prey targets only) (13th), named bullet (prey targets only, no M component needed) (16th). Heart Ceremony (space saver):
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Ritual: To claim the spirit and heart of a creature and classify it as 'prey' to the heart-eater, it must be a corporeal creature of at least Small size. It must have a circulatory, anatomical heart (oozes, some plants or insects don't qualify. GM's discretion). It must be a relatively fresh kill no more than a day or so (gentle repose or similar effects can apply). It cannot be an elemental, construct, or undead (even if it's a zombified human heart). The bloodrager must have participated in its slaying and landed the decisive blow (if not the lethal one). It must have been an honorable or fair kill. This is the GM's discretion, ie. not a creature trapped in a pit or cage or otherwise rendered incapable of defending itself. The ritual and process requires one hour, a cooking or heat source, and two checks; a Profession (Cooking) and a Knowledge (Arcana) or Spellcraft check (DC 10 + prey's HD). The heart can be prepared by another, but both checks are made by one person, typically a shaman for a tribe, but it's not required and up to one person can assist with Aid Another. A natural 1 is always a failure on these checks and the results are not known until the heart is devoured. If one check fails, there is a 50% the ritual fails. If both fail, the ritual is unsuccessful. A heart-eater can attune to prey no more than once per week, though failures do not count. A creature is considered prey for one year, after which a new heart must be consumed. Other than time, ie. weeks in a year, there's no restriction to the amount of prey a heart-eater can have. Prey is specific to the kind of creature heart. Tiger or lion, not cats or felines or animals. A wolf, not a dog or dire wolf or winter wolf. Half-orcs or half-elves, not orcs, elves, or humans. Not all snakes or spiders are the same type (though ones encountered together probably are). A young adult red dragon is the same as a great wyrm red dragon. Templates do not normally affect this, such as fiendish or plane-touched (GM's call). Effects: Prey creatures feel inherently averse and uncomfortable around a heart-eater. They receive a —4 penalty to all Charisma checks except Intimidate against prey. For intelligent or social prey, this penalty applies to known associates and allies of the heart-eater, though the penalty is only –2 (ie. you're known for hanging out with someone that eats your peoples' hearts). Prey creatures otherwise avoid or don't associate, but in fights they tend to direct attacks at heart-eaters with preference over others, but they are under no compulsion to do so. This is suppressed when the heart-eater is using the sheep's clothing ability (see below) to take a prey's form. Design notes: This is up for GM determination. I haven't played or tested or balanced them, nor do I know how long a campaign lasts in everyone's game. There doesn't have to be a restriction on gaining them, or it could just be no more than one a day. It doesn't have to wear off after one year, it could last for 6 months or forever. This just basically restricts it a maximum of 56 prey creatures in a year, depending on the length of a year in the campaign. I would say a starting or new heart-eater starts with one prey automatically, chosen from a common creature found either in their homeland or where the current adventure takes place (somewhere they've been in the last year). A common creature can be orcs or trolls, but just because there's a well-known dragon brood or kraken in the nearby coast does not make it a common creature. This is just to prevent PCs with elaborate backstories saying cornugon devils or hound archons and 45 other creatures are on their prey list. After game starts, that's all up to the GM whether they actually hunt the prey and devour their hearts or during downtimes they come up with a system for adding prey. Or just have a starting heart-eater get a number equal to their HD. GM's call.
Call of the Prey (Ex)
Sheep's Clothing (Su)
Call of the Hunt (Ex)
Crush the Prey (Ex)
Batter the Prey
Unending Hunt
You could also have them find a scroll of temporary resurrection. That will give the paladin 24 hours (barring dispel) to finish his business. Or otherwise get to a place to be raised or where their new character can come in without so much problems. It will allow them to keep all their powers and not have to worry about ability changes and new powers and rules and altering the adventure to account for a ghost suddenly. They will have a –1 negative level effectively, so there might be some hinderance or inaccessible powers based on level, but I think that's a fair penalty. Obviously if you need more than 24 hours to fix your gaming issue, it could be an extended scroll or something. I think that's pretty kind of a GM, since it's a 7th level scroll you're handing out (8th if extended) that has a 500 gp material cost.
glass wrote: ...EDIT: Pizza Lord, why do you say "some GMs might not care about the order". Why would any? Because some GMs are weird/have their own interpretation of the wording and might assume taking an extra something comes after doing something. I can't speak for everyone and it doesn't change the OP's answer to how many attacks and their bonus. Some GMs just have their reasons.
KoolKobold wrote: I absolutely love the ideas you’re cooking for doctrines! Later this week I’m gonna compile a doctrine list Thank you, very nice of you to let people riff and make up crazy things. Pizza Lord wrote: River of Souls (Pharasma): ... Addendum: A creature is only affected once, even if the river's path curves or passes through its space multiple times. Sorry, some things I don't think of until well past editing time. Just in case someone ever does use this and needs to know the intent, obviously they can make it do whatever they want in their game.
More God-related doctines:
Any undead creatures in its path takes 1d6 positive energy damage per class level and are restricted to a single action on their next turn. A Will save (DC 10 + 1/2 class level + Cha mod) halves the damage and negates the loss of action. Non-intelligent undead receive no save and it affects incorporeal and ethereal undead as well. Additionally, if an undead creature (including non-intelligent undead) would be reduced to 0 hit points by this effect, it is destroyed despite effects that might bring it back unless it makes a Will save (same DC as above). This includes a bloody skeleton's deathless ability, a lich or ghost's rejuvenation, or a vampire's gaseous form at 0 hit points. Note that the River of Souls (or at least this ability) is not an actual river of water, it does not extinguish flames or cause additional damage to vampires for flowing water.
I am of the thought (so this is just my musing from reading the discussion, not strictly Rules or Organized play) that I am leery about allowing False Focus to be completely malleable. While I am of the mind that there's the fact that it should do what it says it can do, I am also aware that some things allow potential abuse or cause strange interactions with some spells (maybe because of the spell's poor design when it comes to materials). That said, do I think a few oddball cases should gut a feat? Probably not. The issue is always whether the feat is easy to get and isn't really a trade off. In this case, 1 Rank of Knowledge and being able to cast arcane spells is not a high bar. Level 1, flat. The second issue I usually have is just how much better it is than someone 'following the normal rules' so to speak. Mostly this is just me going down a rabbit hole, fair warning. Musings Space Saver:
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At the basics, you spend a 1st-level feat and buy a holy symbol, working your way up to a 100 gp holy symbol, which is doable by level 2 easily. After that, you ignore material components up the value of the holy symbol (max 100 gp). The closest equivalent is Eschew Materials. False Focus is about ... 100 times better, which we can knock down to 90 times after considering you have to buy a holy symbol, but even a 1 gp holy symbol matches Eschew Materials with the slight difference that your spell now has a DF component, but ignoring 100 gp of material components (granted arcane spells only) is a noticeable leap above 1 gp. 1. Masterwork Transmutation
I would think that even using a basic artisan's tool as an example, you could use False Focus (with at least a 50 gp holy symbol), and turn a 5 gp common tool into a 55 gp masterwork tool. Which you would sell for 27.5 gp and make 22 gp profit each. Which means you'd only need three castings (just barely more than two) to pay off your holy symbol, five to pay off a 100 gp symbol. That's something a caster can in two days even at 3rd level. I am sure there's rules in Organized Play to stop that, but I am just sussing out problem areas in a regular game. 2. Storm of Blades
This means a spell that normally would have a costly restriction is ignored (but let's set that aside, since that's ostensibly the purpose of the False Focus feat), but also a weight limit and carry limit, since swords do have to be put somewhere and aren't just in some spell component pouch. But that caster becomes about 100 times more versatile, they don't have to worry about running out of swords. Nor are they limited to the sword type, if they can just say "greatsword" and get 2d6 damage with a 19–20 crit range, why wouldn't they? Whereas to even compete with that, a normal user would have to buy and carry a 50 gp greatsword (and most casters are not made for carrying 8 pound weapons on a whim, and they would need two, three, maybe even four of those just to cast the same number of spells. Now the spell also says, Storm of Blades wrote: each attack has the same threat range and critical modifier and deals the same damage as a standard sword of the type expended. You could rule that 'standard' means Medium-sized or steel, but that doesn't really make sense, since who's to say that Medium is standard (the GM, but different ones can vary. If your game world is all or centered around Small-sized creatures...). I think that just means the base, non-magical damage a sword would deal (in case you used a magical sword or temporarily buffed sword with magic weapon or something. I can see you claiming that steel might be 'standard', but if that's the case, what would stop a normal caster from just having a rusty, or cheap. or miniature ("It's still a sword, just a Fine or Diminutive sword!") or wooden replica sword and then getting Medium-sized steel damage, which is not the case. Just like a caster sacrificing a bone or bronze blade should have their conjured swords deal damage as though bone or bronze, not steel. I would say that if you use a broken or rusty sword, your weapons may only crit on a 20 (or cause tetanus), and if you used a masterwork weapon (which you couldn't do with False Focus) or a silver weapon, your created blades would count as those and deal 'standard' damage for those weapon (not an issue for mw, but –1 damage for silver slashing). And this would all be fair. Normally. Since the caster normally has to pay and lug around the specific sword they want to create a storm of. And most GMs would think it fair that if they spent 100 gp for a blade to cast one spell, then their one per two levels summoned blades should copy them, as stated. The issue is that a False Focus user throws this all out the window. Now a False Focus used could claim their 'sword' was a silver shortsword (10 gp + 90 silver), and they're whacking through DR. Or they claim their false material focus was a Large-sized greatsword (50 gp doubled), and now all their blades are 3d6. And that's all perfectly fair and normal to what would happen for a normal caster using them, no different... except the normal caster would have to actually have and be carrying 16 pound greatswords or have a 100 gp silver shortsword (which is then lost). That's the cost of the 100 gp holy symbol in one casting and, that just seems excessively better than any other option available to anyone else. Literally just one 2nd-level spell, with one casting, blows every other option out of the water. 3. Animal Aspect/Beast Shape
It is well within fairness for a GM to say there's no frogs in 2,000 miles or that because of that frog's legs cost 1 gp each (for components or fancy cuisine) or that velociraptor parts are rare and have a cost. Not only does a normal caster need to acquire the parts to fully utilize the spells' versatility, possibly questing or making an effort, the False Focus just lets the caster do it without such consideration. Again, there's no listed cost to the material, but that doesn't mean they don't have costs or a GM rules some creatures are extinct (not nonexistent or never existing) and their parts are almost unheard of without effort. 4. Curse Terrain
Anyway, do I think any one of those (and I didn't go through every spell obviously) is going to break a game? Probably not, but those first two are just 2nd-level spells that basically pay off the feat in two uses. I am not so much worried about the material cost being ignored, but the broad scope and parameters of a spell. Does that mean I would ban it? No, probably not, but I would definitely reserve the right (which I understand Organized GMs cannot do) to state that any particular spell without an actual variable component, functions at a basic level (like, a steel shortsword or longsword for storm of blades) for balance purposes. It still wouldn't stop masterwork transformation for creating a lot of mw tools, which are sold for half price and aren't carried over between sessions, and thus don't break the rule (at least the one I saw with a quick search). TL/DR I am not ruling for Organized Play, but for parchment swarm, I (meaning in my game) would not allow it to be used to 'tag in' every possible spell that could be a scroll (of 100 gp or less). I would have it work at base, blank parchment level. Again, this would purely be for balance purposes and to prevent abuse. I suppose, if I wanted to try and be lenient or more forgiving (while adhering to the ruling I would make), I might be persuaded (for certain spells) to let the False Focus user substitute an open-ended material component if they had the material component. I know that suddenly sounds counter-intuitive or invalidating the feat, but, I wouldn't have it lost. For balance sake it would at least require that character to obtain the item one time, and then they can use the spell with that. Rather than just conjuring Large-sized greatswords and never having to acquire or carrying one or more around, they have one, and as long as they have it, it's like a focus. If they want to do a parchment swarm as though they had a chill touch scroll, as long as they have the scroll the can do it (but they don't lose it like normal with the spell), or they can cast it at baseline. Same with that bullet spell that takes materials. They can get an adamantine bullet, and now it's basically a spell focus. Otherwise, the feat works as normal, except for a few specific abusable or too powerful spells. Again, only my thoughts, not really basing it on rules, since that's been covered pretty well.
Pizza Lord wrote: Abadar's Golden Fist: As a swift action, you turn one (and only one) of your hands into a golden fist. ... Addendum: 'It otherwise feels and is affected as a normal hand (touching acid, contact poison, or fire and being damaged). As a natural weapon, the fist cannot be sundered or disarmed, but if it would be destroyed, such as a rust monster's ability or effect that warps or melts metal, the golden fist effect ends and one minute of duration is lost. It can be reformed on the next round.' Feel free to add additional powers and abilities as microtransactions for the fist. Abadar approves.
Abadar's Golden Fist: As a swift action, you turn one (and only one) of your hands into a golden fist. It is a natural attack (slam) and counts as lawful and magic (and gold). It deals Strength and a half damage if it's the only natural attack possessed and Charisma can be used in place of Strength for attack and damage. It gains a +1 enhancement bonus for every three class levels. The fist cannot wield or hold objects or perform tasks that a closed fist couldn't perform. Objects held in the hand are either crushed or dropped when the golden fist forms. It can illuminate as a light spell at will and counts as a light effect of one-third class level for overcoming darkness effects. Disarm and steal attempts are at a +2 avarice bonus. It functions as a holy symbol of law when presented and does not hinder somatic components despite being a closed fist, though such spells still count as having somatic components for spell failure checks or other effects and certain somatic tasks involving manipulating things, like drawing a magic circle, can be hindered at GM's call. If 50 gp is sacrificed to Abadar when activated or during the duration as a swift action (it just vanishes from possession), the fist can also bypass silver, mithril, adamantine, or other special metal for damage reduction purposes (not bypassing hardness). This can be done multiple times, a different metal chosen each time. 50 gp can also be sacrificed to allow the fist to function as a normal hand for the duration. This ability can be used for one minute per level each day and need not be continuous but must be in one minute increments. It can be dismissed early.
Wings of Desna (Monarch's Wings): As swift action, you grow beautiful butterfly wings for one round that allow you to leap or fly as a move action. The maximum distance per round is equal to your base speed, even using a second move action. As a free action at the beginning of your flight or at the end, you may sweep the wings forward and create a swarm of magical butterflies and stardust in a 15-foot cone that functions as glitterdust (DC 10 + 1/2 class level + Cha modifier). You must fly or leap at least 10 feet to use this ability (or at least intended to, in case your movement gets interrupted) and it can be used a number of times per day equal to half your class level + Charisma modifier. Uses can be combined to fly longer distances or maintain altitude.
Just for completeness sake, a wall of ice will stop a golem or creature with Spell Resistance. The SR or resistance only stops the cold damage or actual part of spell directly affecting the creature (which is the cold damage dealt when passing through a breach. It will not let the creature walk through solid material, it's still a wall of ice (like how your player though the icy prison would work. The difference is that wall of ice doesn't target the creature when cast. Similarly a wall of fire may not affect a creature with SR or magic immunity (it won't deal fire damage), but it's still an opaque sheet of flame, they won't just see through it.
192. Your relative's monkey paw amulet. The tiny fist is closed. The only notes are along the lines of, 'This brought me luck in my endeavors. I hope it does the same for you." It detects as faint magic (despite being CL 17). Monkey's Paw:
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It is +10 DC to identify (and effects that don't check require one anyway). Failure indicates the caster feels queasy and nauseous and don't want to think about it. Otherwise, it detects as a luck charm and can grant wishes. But the method is indecipherable. Each day, the wearer (and it must be visibly worn), has a 50% chance to receive a +1 luck bonus to skills, checks, and saves (not attacks). The wearer does not know this without testing each day. Also, whenever the wearer states a wish, intentional or not, the paw may grant it. The paws power has the cognition of a simian elemental, which means after about 6 words (not counting "I wish" or "I wish for" it tends to get conditions mixed up and only deal with the subject, so making a lot (or even a few) contingencies gets jumbled. The wishes are almost always monkey paw wishes. There is a 10% chance it works when a wish is made. It will not grant further wishes made that day whether successful or not and it only grants one wish per week, to a maximum of three ever. It only works for inheritor and will only work when passed on after their death to another.
193. A decanter of endless water and command words. Unfortunately, it is in a distant desert or dry mesa region, beneath a city that is known for its lush, fertile water springs and hot baths. This is because a distant, long ago ancestor made an agreement with that city/region's ruler to provide an oasis (and the prosperous city sprung up around the modest settlement). Hook: --------------------------------------
Unfortunately, the decanter of endless water is quirked to only work deep, deep underground, miles below the surface. The ancestor journeyed deep below the surface, through natural caverns and even into the deep dark itself until they were not only deep enough, but in a spot where there was much geothermal activity and magma pools. Taking careful notes and planning, and several months of the decanter on geyser mode, eventually steam pools and geyser activity caused impressive flooding up old lava tubes and over years, the heated water reached the surface. It was used both to irrigate the dry area and as hot springs. Unfortunately, the decanter also stops working about a month after its owner (the PC's relative) passes and must be reactivated again. Depending on when they receive this inheritance (and a map), they may have one to three weeks before it turns off. There's some leeway even if it does, so they can be late, it would be a year or more before it was really noticeable on the surface. Now, the levels below the city are steam tunnels, then the natural caverns, and finally the deep dark, and then the magma chambers guarded by a fire giant clan. They aren't unfriendly if the inheritor arrives, since they enjoy the hot steamy baths and water for their forges down below, so that area is generally safe, other than the heat, as is the chamber they've built to channel and protect the decanter. Assuring the decanter is once more functioning (for the PC's lifespan at least), allows payment from the city's ruler (or council at this time), which is tribute garnered from the prior inheritor's lifetime. It's done this way to ensure that a relative comes and resets it, so their descendent will have payment based on the PC's length of time keeping the decanter functioning. The amount received depends on the relative's life, but should be some amount modified by the PC's level to keep it as an equitable reward for the quest below. Or they could reclaim the decanter and try and sell it, but its quirk makes that difficult, the PC lineage one, not just the distance below ground one. Though this might upset the city above and the fire giants.
It's one of those things like harpoons, where they made actual in game use so blatantly unintuitive and unrealistic that such things would never really get used, because no one that would use them could ever use them effectively. If I had written it, it would basically be like, 'This otherwise functions as a staff for those without exotic weapon proficiency,' or something. Then at least it would make sense why thousands of people (who herd) would use them. At least then they would work as staffs, but with a small benefit to account for extra training (Reach, Tripping, and the ability to grapple without penalty). Otherwise, it's a staff (with reach) that you take a –4 penalty for.
539. An 8-foot tall wooden pole rises from the ground. It has 16 lit torches on it stuck like pegs in it. Four to a side. The torches are real fire and burn indefinitely until taken from the pole, functioning as normal torches (1 hour duration). The pole replaces one torch per day. If all torches are removed from the pole (or extinguished on it), there is a 25% chance it loses all power (CL 10, conjuration). 540. A plant with 1d4 fiery-orange flowers grows. Fire Flower:
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Each flower will orient in a random direction (1d8 for direction, no more than one petal per angle). On the next round (initiative 0, if in combat), each fires an orange beam that deals 1d8 fire damage in a 30 foot line. Creatures in the line get a DC 14 Reflex (half). Inanimate objects are not damaged (though the heat could melt ice or heat them slightly). For the next one minute, each flower reorients in a new (or the same) direction and fires. After that, each petal only reorients and fires every minute. The plant remains for 10 minutes or until destroyed. If a flower is removed it stops firing, but if immediately consumed by a humanoid, their skin and clothing take on an orangish-yellow pallor and they are affected by enlarge person (CL 5) and can fire one scorching ray during that time (CL 5, they are aware of this). If they are struck for any damage during this time, this effect ends immediately.
541. One round after planting, the ground around the bean rumbles and a ramshackle wooden coffin rises upright in a spray of gravedirt (even if in sand), standing like a tombstone. A small bell is affixed at the top to a string that goes inside. It starts to ring.
Wooden Coffin: --------------------------------------------
The coffin looks worn and the wood is old and the lid is stuck shut (Str DC 15 to open). If it is not opened in one minute, a banging starts sounding as the occupant tries to break free. The first round it does not, but receives a check each round afterwards (Str 24; +7). The occupant is a variant bog mummy. It has a constant sanctuary (DC 16) effect that resets every round. Anyone slain by its mummy rot transforms into a vegepygmy instead under its control, returning to it and generally just gardening around the area or defending it. Once the coffin is opened or it's free, the bog mumy's despair aura affects those around it. If it was released it is not hostile (though there's no indication of this). Otherwise, it is hostile to all and attacks the nearest creature that isn't paralyzed if it can reach them without trouble (targeting paralyzed targets otherwise). If non-hostile, it tends to wander and mill about the area of the coffin. It will defend itself if attacked (even if thwarted by its sanctuary) and can give chase, but otherwise guards its coffin. If destroyed, its treasure (roll normally) appears inside the wooden coffin (unless that's been destroyed, in which case nothing). Small items will be in canopic jars (with its powdered organs) and there will always be 1d4 magic beans.
187. Drowsing Syrup— (CL 10) This quirked bottle of dowsing syrup works normally until the next time the user is within 60 feet of the target and catches sight of it or comes into contact with it. At that point, the user requires a DC 15 Will save or fall asleep for ten minutes, as though affected by sleep (no HD limit). The creature cannot be roused by normal means except by the target creature (or object, if used to slap them) or they receive ten points of lethal or non-lethal damage. A dispel magic, remove curse, or other effect that can end magical sleep can also end this effect early, but the user will be fatigued until they rest for one hour unless awoken by the target creature or object. This is a sleep effect. 188. Incense of Incense— This cursed property can be found on almost any other magical incense or burnt herb or other offering. The item functions normally, but for each hour the user(s) are under its effects, they also need a DC 15 Will save or become enraged and incensed at the slightest thing. Treat them as under the effects of jealous rage until triggered. Calm emotions or similar effects can end that instance (even if not yet triggered) or a remove curse can prevent all such possible occurrences for that use of the incense. 189. Plague of Spell Knowledge— This curse is found on pages of spell knowledge. The pages function normally and actually add an additional spell use of the linked spell. Once the user attempts to use the page's power, they find that all their spontaneous spells of that level are only the spell on the page. Meaning a sorcerer using a page of spell knowledge (magic missile) can only use their 1st-level slots for magic missile. This does not apply to domain spells or lower level spells using that slot due to metamagic or other effects. Spells of that level can still be cast using higher level slots and can still be converted spontaneously, such as a cleric's spontaneous casting of cure spells. Once triggered, the curse remains until the user receives a successful remove curse. If they sell, loan, or otherwise lose the page, they lose access to the bonus spell (as happens when the curse is removed). A user can be under the effects of only one such cursed page at a time.
Patrick Curtin wrote: Having a slight issue on this spell. It is being cast on a creature with immunity to magic. but, it is encasing them in ice, which, IMO isn't directly targeting them with magic, only their immediate periphery? Or am I overthinking it? Overthinking it. The spell targets the creature, the spell allows Spell Resistance, so Magic Immunity (which is generally considered 100% spell resistance) will work unless some other factor is in play. It is directly targeting them, even if the effect is something around them. Like creating a tornado or resilient sphere. You target them, then a sphere of force forms around them.
Maniacwyrm wrote: ... Naturally, we decided that we wanted to screw with the people there as payback and maybe stage a coup of something. For my part I was thinking of maybe using spells like polymorph or flesh to stone to mess around but that’s kind of basic. So what would be an interesting way for me to freak out/impress a bunch of normal people? Animate object on corpses and have them wander around, knocking on their families' doors. Only lasts a round per level, and 15k gp for a permanency is probably a bit steep for a joke. But, claiming the factory caused an undead plague of zombies (while clerics are already low-magic and their channeling and turning fail since they aren't undead, just animated) could cause some deviant chuckles and freaking out.
Are you trying make a race/unique character with the inherent ability, or are you trying to design a class or talent/mutation that allows these things (like the ninja or an oracle with a ghostly curse or some other things)?
Mostly I'd probably start with an immediate action blink effect and maybe raise the duration a bit (keeping it balanced with when a character normally can get blinking. Probably have some restrictions at first on what can blink with the character until they're higher level, maybe restrict worn magic items to Charisma modifier. Either not being able to be brought along (which players probably wouldn't like) or just not functioning unless 'attuned', similar to being melded into a polymorphed form while intangible.
536. A slender beanstalk grows from the ground with a light-green, leather +1 sling on it, sized for the planter.
Lima Bean Sling:
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The wielder automatically becomes aware of the sling's properties except the one noted below. It is a +1 sling and fires lima beans if no other ammunition is placed into it. The sling can produce up to 100 lima beans per day (enough to feed four medium creatures for a meal). The lima beans deal 1 non-lethal damage plus strength and enhancement and are sufficient to stun small birds or animals for hunting (but the beans are harder harvest on misses). Survival checks using the sling in areas with small game get an enhancement bonus equal to the sling's enhancement bonus (+1 normally). Unknown except through trial and error (even if identified), on a confirmed critical hit against an enemy with a Natural 20, the bean transforms into a magical bean and falls to the ground after hitting the target. Effects that increase critical ranges do not trigger this. Certain targets may prevent this, such as soft oozes or slimes or creatures with fiery or damaging bodies that could destroy the magical bean quickly enough before it hits the ground (GM's call). If the magical bean lands on earth, dirt, sand, or other ground that a bean could be planted in, it burrows itself into the ground. Roll for a Magical Bean effect with the sling wielder as the planter. If the bean doesn't land in suitable soil or ground it is wasted and loses its power. If a different form of ammunition was used in place of one of the sling's abundant beans, that ammunition changes into a magical bean before it hits (dealing bean damage as above and that ammunition is lost). The sling can produce a magical bean four times (whether they plant themselves or not), after which it vanishes .
537. The planter immediately hears in their mind, "Choose a nonmagical object." They are then in the equivalent of a stasis-like limbo for 30 seconds. The GM should inform them of this limit and start timing until they choose something suitable or the time expires. They can think or ask questions (won't get any answers, but the GM can repeat the statement above), but if they don't state or otherwise indicate an object after that time, the effect is wasted and the stasis ends. Bean of Creation:
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If an object was chosen, a beanstalk grows from the planter location bearing the item or a pile of items appears there if the object was rocks, or coins, or gems, etc. Treat this as a major creation effect (CL 10). Unknown to the planter, objects made of vegetable, stone, crystal, or base metal are permanent (instantaneous). If the chosen object was a structure, like a wall or cottage, then it may sprout from the ground instead. The bean cannot make energy or remove matter, like creating a hole or a well shaft, though it can form the well structure, it can't form the shaft or a pit. The bean can create up to 10 cubic feet, but will try and create as much of a larger object as it can (or a smaller version at the GM's call). So asking for a functional stone tower will create maybe a first floor depending on the thickness of the walls or its diameter, whereas thinking of a massive ship or boat might get a smaller size vessel. Complex items, like a masterwork weapon, armor, lock, or some clockwork require a Craft check using the planter's Craft modifier or the bean's +10. If an exotic weapon, armor, or item, the bean's bonus is halved to +5.
538. Immediately after planting, the ground opens and 1d4+4 crawling hands spring out and crawl towards the planter (leaping and flying to them if necessary). The hands resemble the planter's, but are decrepit and rotting.
Crawling Claws: ----------------------------------------
The hands are illusory and unable to be damaged. They can be dispelled (CL 10). They seem to cling to the planter, on their arms, legs, clothing or shoulders, but they are not hindering in any way (they do feel quasi-real to the planter, so a phantasmal sensation is noticeable, but they aren't real). The hands function similar to a mirror image spell, intervening against melee attacks or touches from adjacent creatures. If the planter has a similar effect, like mirror image, the claws are checked first. If a claw is indicated (or the attack misses by 5 or less), that claw becomes quasi-real and intervenes, getting destroyed and dealing 1d4 spell damage to the adjacent attacker. Claws are indiscriminate and attempt to intervene in even even friendly touches or interactions without attack rolls (such as an ally casting a healing or buff spell or shaking hands), though a check can still be made to see if it's interrupted (GM's call). Whenever a claw is destroyed, whether by being struck or dispelled, possibly all at once, the planter takes 1 damage (bypasses DR). While there's no strict reaction modifier to their presence, most people find them disturbing and the hands are not under the planter's control, nor can they be damaged or harmed until they trigger or are dispelled. They are otherwise permanent.
184. Beast-Burn Brand— This henna paste resembles a beast-bond brand. It has 20 charges (not known unless the curse is identified) but burns like a true brand when used.
Cursed Brand:
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Once applied to both companion and master, the brand sears and burns, becoming a visible scar, not just henna paint. Both creatures take fire damage equal to the master's level in the class(es) that grant the familiar or companion. Afterwards, whenever the brand's power is used to share spells at range, it deals fire damage to both equal to the spell's caster level. This is stressful to the familiar or companion and affects trust, removing any bonuses for handling bonded animals or companions until the end of the user's next round (unless they are protected from the damage, such as fire resistance). The brand can't be replaced nor a new brand created until this one is removed or ends. A successful remove curse followed by erase can remove the brand.
185. Master Librarian's Bookplate of Recall— This bookplate of recall appears normal, but the creator's name is always inscribed in the plate first, though it's been struck through, with space for the next user to write their name. The bookplate can be used three times per day, rather than once. The summoned book is a facsimile, and the true copy goes elsewhere. The bookplate does not function until another name is added to the plate.
Master Librarian's Recall:
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When created, the bookplate is bound to its creator (and the name inscribed must be real or their common nomenclature) and to a specific location. Typically a library, study, table, or bookcase, otherwise is ends up on the floor or other surface there. When the user (except the creator) attempts to recall the plated book, it is moved to the designated location instead if on the same plane. A physical copy and duplicate appears in the user's location and is otherwise indistinguishable from the original, including the bookplate, though it isn't magical. Damage or destruction to the original is mirrored in the facsimile (and the recall fails if the original is destroyed) and the copy only lasts for one hour before vanishing, needing to be called again. It's disappearance may go unnoticed if in a bag or out of sight. If the user attempts to rid themselves of the book (rather than leaving it laying on a desk or unattended), such as throwing it away or selling it, the facsimile vanishes immediately. For most purposes, such as memorizing or performing rituals using a book or tome, this interruption does not hinder use if the user immediately recalls the book and continues (though that round may not count). For longer rituals, requiring more than three hours or the book's constant presence beyond that, this can prevent their use. The creator of the bookplate can always recall the original book as normal (once per day; does affect prevent the previous owner's uses per day) as long as the bookplate remains and they count as its owner, which can hinder some divination attempts to find the book. The creator still needs the book's name, title, or working name ('So-and-so's spell book/diary') to do so, meaning they normally can't call it to them until the see it the first time and it's already in their possession. Removing this curse is difficult, since the actual plated book is elsewhere, but the user can utilize the creator's name to track down or otherwise locate them. A remove curse followed by erase on the bookplate ends the effect and destroys the bookplate.
186. Congealing Pocket— This cursed concealing pocket appears normal until an item is placed inside it for one minute. After that, when retrieving the item, the user feels as though the pocket is full of gushy pudding. The item (and the user's hand) is withdrawn covered in a congealed paste of foul-smelling goo.
Congealed Goop: --------------------------------------------
Coated items (and the user's hand) are treated as though under a grease effect. Only check once for the grease effect if the coated item is held in the coated hand. Effects that can end grease remove this. The goo can also be wiped off with one minute of work with a cloth, clothing, or similar scrubbing. Most items are unharmed by this unless exposed writing, such as unprotected scrolls or books (which the covers might be stained). Items intended to be placed in the mouth, like potions, food, or some musical instruments cause nausea for one minute if used (Fort DC 15 partial; sickened for 1 round). Creature's (including the user) with scent are sickened within five feet of the item or the user until the item and their hand is wiped clean.
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