ShroudedInLight wrote:
Fixing the numbering. 224. Horn of My Goodness/That's Evil This cursed horn of goodness/evil detects and functions normally except a successful identification reveals that the magic circle effect is stationary and that as long as its duration lasts, the horn can be blown again to increase the effect's radius by 10 feet. There is no limit to the number of times this can be done, though the horn only creates a magic circle once per day as normal, and the limit to its range is a 100 foot radius.The curse:
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The horn must be within the magic circle's effect for the extra use to work, and it need not be blown by the same user. Each use, including the first, requires a DC 15 Perform (wind instruments) check and the DC increases by +2 for each additional use. On a failure, the magic circle is still created or expanded, but the user becomes fatigued and takes an amount of non-lethal damage equal to amount they failed the check by. If a creature cannot become fatigued, is already exhausted, or is not subject to non-lethal damage at the time, it instead takes lethal damage which bypasses hardness, DR, and similar protections (though the damage can be split with shield other effects). Unknown, unless the DC to identify the curse succeeds, is that anyone using the horn is considered a called and trapped creature for purposes of leaving the area (not bargaining or being controlled), regardless of alignment. The magic circle otherwise functions normally based on the original blower's alignment. Unlike a normal trap version, there is no actual circle or trap that can be disrupted, though the effect can be dispelled to end it early. Users are confined to within the magic circle's radius (which can be expanded). Neither they, nor any magical effects of theirs can pass the boundary, though ranged or missile attacks can, unless they were physically part of the creature, like a manticore's quills, within the past one minute. The effect blocks a creature's teleportation and other movement past the boundary, but not within it, though teleportation spells and effects from a non-bound creature can free it. It does not stop planar travel through non-coterminous planes. A creature with spell resistance gets one attempt to break free the first time they would cross the boundary (the horn is typically CL 6 for purposes of an SR check). Once the duration ends or is dispelled, the barrier rapidly compresses to its original size if it's been expanded. Any bound creatures are forcibly moved from the outer edges towards the center and take 1d6 damage (as a spell effect, bypassing DR) for each 10 feet moved (DC 20 Fort, half). If they strike a physical obstacle or other barrier that would block movement, they stop there but still take the full damage they would have received. A DC 20 Strength check and a firm anchor, grip, or other restraint can allow them to stay in place, but does not reduce the damage. Bound creatures at the center of the effect within its normal range take no damage. Bound creatures with spell resistance that have not made a check against the effect may make one at this time to avoid being damaged or moved.
225. Bottle of Vengeful Shadows This cursed bottle of shadows detects and functions normally except that when the summoned shadow kills a humanoid of at least 4 HD a shadowy image of that creature is pulled into the bottle or its location. The bottle gains an additional charge as normal, but these special charges do not go away at sundown. The bottle resets to four charges as normal, and these are added to it. These extra charges are expended first if the bottle ever has 3 or more charges when activated (but not if in use when they are added, they are used after the normal charges). Vengeful Shadows: -----------------------------------------
The absorbed shadow is only a visual effect. The slain creature is not a shadow nor does it become undead like a creature normally killed by a shadow, nor is it harder to raise. The shadows created by the bottle were never living or creatures with lives or pasts. The bottle's hidden curse is that the GM keeps track whenever a humanoid creature of 4 HD or more is slain by the shadow. If the charges and duration of the bottle ever reach 0, 1d4 shadows appear every round (up to the number of slain humanoids) and attack the bottle's user (whether in possession of the bottle at that time or not). These shadows are not under any control, not can they be commanded or controlled, though they can be turned. They will defend themselves against other creatures besides the user and will take attacks of opportunity. These special shadows are only tracked or held (though no souls or creatures are actually within the bottle) for approximately one month, effectively fading away, though a new or unrelated user can be attacked by them if they misuse the bottle or run out of charges before that time.
Theaitetos wrote:
Shadow spells have real effects, that does not mean they cannot be disbelieved. Shadows spells are (typically) 20% as strong or real in some shape or manner (GMs determination how that applies in each situation, since there's so many possibilities for what an illusion can be). Normally this is in HP or damage or just a 20% chance to have an effect (if it's a shadow charm, for instance). But only if the target disbelieves it, which they normally get a chance when it happens. Space saver:
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If you are hit by a shadow-conjured sword, you have a chance to disbelieve it like if a fully illusory sword hit you, the difference is that on a failure a shadow-conjured sword would do full sword damage or 20% of that damage, while the fully-illusory sword can't hurt you no matter what. If a shadow-conjured basilisk turns its petrifying gaze on you, there's a 20% chance it does nothing. Claiming that because it can actually petrify you is not an excuse to say there's no chance to realize its an illusion from the interaction. Well, that and shadow conjured items can be destroyed, unlike fully illusory things, but the effective difference is probably restricted to a very specific situation. It's important to note a distinction between allowing a disbelief save and that meaning that there's proof that something is an illusion. If the 20% chance fails, that doesn't necessarily mean the target knows the basilisk is an illusion, they could have just passed a save, or maybe it wasn't really using its power, or they passed an aversion check. Even if someone does pass their save, the object or effect is still quasi-real. Interacting with a shadow-conjured, quasi-real (20% real) wall still gets a save (pretty much anything besides just looking at it). Even if they realize it's not fully real, they still can't just walk through it or see through it. It will likely have 20% the hit points of a comparable wall or a much lower break DC to burst through it. It doesn't negate the spell, there's no hostility to that. The difference is that a quasi-real spell is still there and still does things, it just has less 'impact' than a fully real object or effect (on those that recognize it as such). About the only time I really have issues with shadow conjuration is when its used to create a 'negative' or non-material thing. For instance, a shadow conjured create pit or something. A pit may be an 'object', but it's really a lack of something in the space. Despite being 20% real... it's likely (GM's call) not really only 20% as deep as a 'real' pit. And someone falling in shouldn't take 20% less damage... since falling isn't part of the spell... it's falling. Certainly two people falling into it wouldn't have one fail and fall 60 feet down and the other stop 20% down because they pass. So I find that use to be a bit overpowered than intended, but it's one spell (yes,create pit is a line of spells, but the other pits have actual, direct damaging effects that would be reduced by 20% on a save, but not the baseline falling part).
So, other than that particular case, I don't have an issue with shadow conjuration, but no, I don't consider it to be other spells that it can mimic. A sorcerer with it can't cast any other conjuration spells from scrolls that they don't know or activate wands just because they know shadow conjuration, nor do I require the same components. (This is obviously a general rule, if there's some specific spell that interacts or has variable effects based on a material or focus component, that is a specific case).
Chainfire Bear
Chainfire bears have two integrated chain guns instead of the normal claw or augmented weaponry. They are slightly weaker, but are more agile and have sharper senses (–4 Strength, +4 Dex, +2 Wis). These bears work well in pairs, either with one guarding the other against close attackers while they fire, or concentrating their attacks with chainfire against one opponent. Integrated Chain Guns (Ex): These advanced firearms have a range increment of 200 feet, automatically reload, and never misfire. Treat them as natural weapons that do not make iterative attacks. Integrated weapons can be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts) and do not provoke attacks of opportunity when fired in melee combat. Each chain gun stores enough ammunition to fire for 10 times before the chainsaw bear must rest for one hour to recharge them, They can also be reloaded with specialized ammunition with a successful technological Craft check an 10 minutes, though the chainfire bears cannot do this themselves. The chainguns are considered secondary weapons when used in melee (–5 to hit and half Strength damage). Chainfire bears can bite during rounds they use their chain guns and have a –4 penalty to ranged attacks with their chain guns against adjacent targets while chainfiring (even with the gun that isn't chainfiring, see below). Chainfire (Ex): As part of their ranged chain gun attack, the chainfire bear can opt to maintain its aim and continuously fire on a target. While chain-firing, the bear can move no more than 10 feet per round. Involuntary movement beyond this, such as being pushed, pulled, or dragged, ends it. It also ends if the target moves behind total cover and is out of the bear's line of sight (ie. not behind a pane of glass). Each round spent chain-firing at the same target adds +1 to both the attack and damage rolls for that chain gun. A chainfire bear may change its target (and keep the accrued bonuses) to a new creature that was within or adjacent to the last visible space its target was in. A chainfire bear can make attacks with their other chaingun during this time, but not at a target in the same square as one they are chainfiring at A chainfire bear may maintain continuous fire for a number of rounds equal to their Constitution modifier +1. After that number of rounds, which need not be consecutive, they cannot chainfire again (with either chain gun) until three rounds have passed without firing the chain gun used. They can still make normal ranged attacks with either gun during that time (it just resets the cooldown if the one is used). A chainfire attack is treated as a pellet shot or scatter attack for effects that deflect, snatch, or block attacks. Cannibalize (Ex): Once per day as an immediate action, a chainfire bear may convert some of its own body material into emergency ammunition for its chain guns. It gains the fatigued condition until it rests for one hour and this adds 5 rounds of firing to both its chain guns. This cannot be moved or transferred between guns, such as adding 10 rounds to one. If the chainfire bear cannot be made fatigued, it either becomes penalized equivalently to being fatigued, or this ability does not function (GM's call).
TxSam88 wrote: the issue is not whether the party uses the tactic or not, but whether the GM uses it or not. And for the GM to simply add a couple of extra mooks with bows whose job is to look for casters and shoot them when they cast, purely for spell disruption can and does effectively negate a spellcasters effectiveness in any combat. If that's the issue, then the players should be thinking more tactically. Ranged attacks being readied to disrupt casting can be annoying if overused, but that is the same for everything. A caster should have a chance to note that 3 or 4 archers are readying their bows and looking at them. If they are readying to shoot when he does something (casts, he doesn't know that specifically, but can guess), they logically have to be staring at him with their weapons ready to fire. There's armor, obviously. Mage armor, shield... standard caster defense package is +8 AC. That's not even counting blur or mirror images or other miss effects. Then there's being behind cover, even an ally between them is a +4 AC bonus. If an enemy is there next to him (he'd want to cast defensively, but that won't stop the readied attacks), they'd be at –4 to hit without Precise Shot. Again, that's just if he doesn't move behind cover. And the other party members can do things too, move to provide cover, Aid Another for AC bonuses, use a tower shield or shield ally feats and abilities, or ready their own actions to deflect or block if someone shoots at the caster or even jump in the way. Other casters can use shield other to reduce damage taken and make concentration checks easier by at least 50%. And if the caster isn't in melee threat, it's often a free action to drop prone, and that's another +4 AC against ranged attacks and it likely won't affect any spell's chance to hit or function (except touch attacks, but they wouldn't do that in melee range anyway). There's so many easy and viable things to do that mitigate a readied action to shoot at the caster. All that having four enemies readying to shoot one caster does is...
If your complaint is that the GM is purposefully out to get you, then they could just use entangle effects or a web, then your cover or AC doesn't even matter, they don't have to use any action on the enemies. If that's the case, you're already screwed. But again, if in any game you want to remove concentration checks or make them easier (assuming you do it fairly and the NPCs get it too), it's not going to wreck anything (except the PCs that are trying to stop an enemy from casting a spell).
Oli Ironbar wrote:
I do not have any house rules in place for that. I think the concentration check rules are fine (barring the fact that technically a new wizard would actually have a very hard time effectively casting feather fall while falling if the rules were actually stuck with, but that's a different issue). Another GM could very easily point out the opposite and claim that's actually really hard to disrupt a spell with attacks (unless it's concentration or more than 1 round). "All they need to do in most cases it take a 5-foot step out of range." Sure, there's reach, there's taking the Step Up feat, etc., but it's usually easy to tell when your enemy holding a reach weapon or has long tentacles. Similarly, they've made it even easier with touch spells. They always allowed a free touch attempt as part of casting the spells, but later they ruled you can now use your action to cast the spell, and the free part of casting that spell somehow goes into limbo, and you can run around or walk up to a creature and then take the free action that should have been part of the spell casting. So it can actually be pretty tough to just get a chance to disrupt a spell (and bear in mind that's just a chance to do it, if you hit, and if they fail the check). Assuming you even get an attempt because they can cast defensively. So, requiring a standard action to Ready and declare an attack if a specific action (casting a spell) from a target, at the expense of just hitting them or taking a full attack, allows for niche tactical move that might save the day... I am okay with it. Add that to the fact that readying isn't necessarily just standing still. An enemy should still see them readying for 'something'. They may not know what action (even though the GM does, since the player stated it), but most casters can take an educated guess and decide, to do a different or similar one, as stated, like using a magic item instead. So... nothing wrong with you making the choice for your game to make concentration checks easier or not letting spells be interrupted by readied actions. I am just responding that I personally don't find a problem with having a specific, niche maneuver that still might miss and still allows a concentration check and still requires you to be in reach. If your players are getting more advantage or benefit from it, try changing up the battlefield or tactics a bit. Casters that can't easily be in reach; levitating or on a balcony or ledge or minions or difficult terrain to hinder getting in those positions. If they do, let use it. Make use of mirror images or blur or other effects that don't guarantee a hit (not that attacks are guaranteed), but at least more of a challenge.
TacoBelmont wrote:
The FAQ is a fine thing to be able to point to. I think you need to also understand that 'they' get things wrong or make assumptions and FAQ rulings that don't follow the actual rules or wording (maybe it's what they intended, but we can't always know, and it's rare that the actual writer responds or writes a FAQ answer). Obviously they should be considered more experienced than some random guy or girl on the internet, but it is very easy to point out glaring inconsistencies in their 'advice'. For instance, the wording for monk's unarmed strikes counting as magical attacks for purposes of overcoming DR. Damage resistance is not incorporeality, and the ability specifically states 'for the purposes of overcoming DR', yet a FAQ answer says to now count it as being 'for every purpose that a magical weapon would be', when we know that's not the case. This is Rules though, so it comes down to whether the rule (or FAQ) follows the actual rules, or can at least explain why it doesn't/shouldn't, sometimes the FAQ answers are not... what's the diplomatic answer here; 'necessarily correct', especially when they very clearly contrast and even contradict what is actually written. Spiritual Weapon wrote: It strikes as a spell, not as a weapon, ... You don't suddenly point at that same FAQ and say, "Rays, touch attack, and ranged touch attack spells count as weapons for all purposes. And that includes now needing weapon proficiency." You can't really call them natural attacks, with maybe the exception of a touch attack (which creatures are considered proficient in). Even if you say that ray attacks or such attacks are Simple weapons, there are classes that don't get all simple weapons. Are you going to start applying non-proficiency penalties? We know Weapon Focus and similar can be taken for such attacks (because a FAQ says so), but it doesn't say you can ignore requirements. So does a sorcerer need to take Simple Weapon Proficiency (ranged touch) before they can take Weapon Focus (ranged touch)? You can certainly rule that, and even point to the same FAQ you're using as evidence, but expect a lot of pushback. It's the same with even explicitly calling out spiritual weapon. That ignores the specifics of that spell, that says it strikes as a spell and explicitly not as a weapon. Mage's sword may have different wording, but I think it is otherwise identical to spiritual weapon that the same rules apply. The problem when they make FAQs in this manner that do not cleave to the actual rules and wordings, what they needed to do, was make errata, but they did not want to take the time, effort (and expense, being the likely actual reason) to do reprints and fix things, so they make FAQs and then couch them as rule changes. TL/DR
Spiritual weapon and inspire courage effects existed long before Weapon Focus (or even feats themselves in many cases), and the wording and intention (for inspire courage) was that it applied to weapon rolls and damage, and spiritual weapon has always been clearly and explicity stated that it does not count as a weapon, despite having that form, and even sometimes the crit threat and multiplier of what it emulates. If you are swayed by the FAQ, that's fine, I don't think your game or campaign is going to get ruined by it, but I (for what that's worth) do not apply weapon damage bonuses to something that tells me specifically that it isn't a weapon.
Like Azothath says, the spells will expire. They are not suspended or held in stasis like the companion. Permanent spells or spells with durations longer than a week will still be there. They don't end because of the spell (unless the spell says that), but after a week, almost all spells will have expired. Most spells will not have any real effect on it, but they could likely be detected, dispelled, or dismissed. The fly spell would still be on the companion statue (for 1 min/level) and overland flight would still be on it (for up to 1 hr/level), but it's a statue and can't fly. If you had cast levitate on the companion and then turned it into a statue, then you could still levitate it (within 1 min/level), assuming it was within the 100 lbs/level weight liimit.
I read that it deals an extra 1d4 for each damage of the different types. So if you have a flaming, shock, frost weapon (and you had activated all three properties), when you hit a creature it would take 3d4 extra damage, +1d4 of each type. I would rule it has to be active or deal the damage (even if resisted or immune, though immune would be moot, resistance might get overcome by the extra damage). So if it was a flaming, shock, frost weapon and you hadn't activated the shock properties command word, it would do 2d4 extra damage, +1d4 fire and +1d4 cold. The same if it was a flaming burst weapon and you didn't confirm a critical (the burst ability is always 'active', it also counts as flaming, but let's assume you didn't spend the standard action activating that part.) It wouldn't deal the extra +1d4 fire damage unless the burst goes off.
You can take feats like Weapon Focus and select rays, touch spells, or ranged touched spells.
TacoBelmont wrote: Do spells which make an attack roll and deal hit point damage, but are not rays (such as Acid Splash, Battering Blast, or Clashing Rocks) recieve bonuses to weapon damage rolls from effects such as Inspire Courage? Inspire Courage wrote: Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage will provide the attack bonus. It will not provide the damage bonus, because the spells are not weapons and it specifies weapon damage. Even though you can choose various spell attacks (ray, ranged touch, tough) for certain weapon feats like Weapon Focus, that does not make them weapons. Similarly, spells that emulate weapons will not get the bonus to damage because they are not actually weapons nor is the caster actually attacking with them, even if the spell uses their base attack bonus and ability mods. This means things like spiritual weapon or mage's sword, even if the caster is proficient in whatever the spiritual weapon looks like or swords. Similarly, the attacks don't get non-proficiency penalties if they aren't proficient in the spell's weapon form. The bonuses would apply for spells that actually create the weapons that get used by the caster, like flame blade or a spell that creates a sword or bow that the caster wields. For spells that have multiple rays or simultaneous attacks, the normal operation is that bonus damage (such as a critical hit or sneak attack damage) only applies to the first ray or attack. Though this may not apply against multiple targets, for instance, if the second ray targeted a creature that would be flatfooted or subject to sneak attack and the first wasn't... then sneak attack is probably okay on multiple targets that are subject.
Bloodstain Bear
Bloodstain bears resemble other clawed variants of their species, but have hollow, retractable spikes in their jaws and the wrist joints of the forelimbs that jab and draw blood. They have a slightly-more pronounced hump or haunch, some even resembling a camel or Brahman's hump if well-stocked with blood reserves. Bloodstain bears' fur and coloration are normal for their type, though often stained with rusty, brownish, or red splotches from blood spatter. Bloodstain bears survive on the same diet as others of their kind but can also subsist off blood drained from foes or kills and can survive on these reserves with small supplements for long periods, akin to living off fat reserves. Bloodstain bears are very often confused with bloodstein bears, even amongst those with knowledge. Some scholars attribute this 'blood mandala' effect to the bears' mandala ability or possibly side effects from an overreaching wish or reality-altering power involving the creatures sometime in the past.
Space Saver:
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Blood Frenzy (Ex): Once per day, a bloodstain bear that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter. Blood Reserves (Ex): Bloodstain bears can store a quantity of blood points equal to their Hit Dice plus their Constitution modifier, though most have only half to three-quarters when encountered unless after a recent kill (GM's call). Typically, a Small creature provides one blood point if consumed or drained after a kill, a Medium creature provides two. Double this amount for each size category larger. Some creatures may provide less, or none, depending on physiology or blood loss from combat or injuries. Bleed effects remove an equal amount of blood points from a bloodstain bear's blood reserve each round. This only applies to Constitution or hit point bleed. Blood reserves can be used for many effects.
Blood Drain (Ex): A bloodstain bear that strikes a target with both its claws or its bite in a round can attempt to initiate a grapple as though it had the improved grab ability. If successful, the target takes two points of Constitution damage and the bloodstain bear gains one blood point. This damage is also dealt to any creature dealt damage by its claw or bite while being grappled, though no more than once per round to any creature. Blood Mandala (Su): A bloodstain bear that takes bleed or piercing damage can expend one blood point as an immediate action to spray an intricate, circular mandala pattern of blood into any square it occupies or adjacent to it. Any non-bloodstain bears within or entering that space are subject to effects similar to a blood hex as though the bear had damaged them. The hexes available are abeyance (1 min. duration), blunt blade, cataract, consumption, falter (default), and uncertainty (1 hour duration). This is chosen when activated and cannot be changed. Unless otherwise stated, creatures saving against an effect need to make a new save each round they remain in the affected space or reenter it, though no more than once per round. The mandala blood hexes remain effective for one minute, though durations of their effects may be longer, and this ability can be used a number of times per day equal to the bloodstain bear's Constitution modifier (minimum 1). Save DCs are Constitution based (10 + 1/2 HD + Con mod.) This ability also causes anyone succeeding or attempting a check to identify a bloodstain bear to also make a Will save (DC 10 + 1/2 HD + Con mod) or mistakenly identify, label, or confuse them with a bloodstein bear for the next minute, even in the face of obvious differences or evidence. They're just positive that's what they are or have always been called.
"They're called 'bloodstein bears' because they store blood... like in a container, right? That's how it's always been spelled! I will bet you money right now!"
120. A palm-sized turtle shell, painted bright blue.
Blue Turtle Shell:
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There is an immediate *pa-pop!* sound and the turtle shell hovers up into the air and grows to about one and a half feet in size, spinning in place and making a low, whirring sound. One round later (after the drawer's next turn), it launches at the creature with the most current hit points within 60 feet and makes a touch attack (+10) before vanishes into a *poof!* of sparkly dust. If struck, the target takes half their current hit point in damage, rounded up (DC 15 Fort; half). The blue turtle shell does not target creatures with total cover against it and it can target the drawer. The blue turtle shell can be attacked and destroyed before it launches (AC 16, hardness 2, 6 hit points). ----------------------------------------------------- 121. Sawblade. A hand-sized, carbon-steel sawblade suitable for use in a modern circular saw tool. It can be thrown and functions as a chakram (with a –3 penalty to wield in melee) or used as a sawblade, though its size is not likely suited for current saw technology. 122. Spinning Sawblade of CHOAS!
CHAOS!: --------------------------------------------------
The drawer immediately knows that they should throw it at a creature. They can take an immediate action to do so (range increment 10, max range 50). If they cannot, or choose not to, they can as an immediate action instead drop the sawblade safely back into the bag. If not thrown or returned, the sawblade spins itself up to cutting speed (dealing 1d6+1 slashing damage to the drawer if held, DC 15 Reflex, half). It hovers in the air and attacks the first creature larger than Tiny size that approaches within 30 feet of it. It does not attack creatures already within this range. It will continue to hover, spinning lethally and making sawing sounds (even though it's only sawing the air), for up to 5 minutes before vanishing. When the spinning sawblade of CHAOS! is thrown, it uses the thrower's ranged attack roll with range penalties. If attacking autonomously (such as after hitting a target or launching itself), it has a +10 attack bonus and takes no range penalties. It deals 1d6+1 slashing damage and counts as a magical and chaotic attack. If it strikes a target, even if it deals no damage (such as from damage reduction), it immediately turns and flies into the nearest other creature within 30 feet and makes a similar attack. If no valid target is in range, it drops to the ground and vanishes. If it does successfully hit the second target, it remains spinning and hovering in the air. During the next round it will attack any target other than the last one within range, even one struck last round or the drawer. This is actually continuous movement and bouncing between target, even though it seems to stop during the round and it continues to do so until it misses or 5 minutes pass without a new, valid target coming within 30 feet. If a target holding a chaos bag is attacked by it, they may use an immediate action to safely catch the sawblade in the bag, ending the effect. The sawblade can be attacked, it counts as magical steel (hardness 12, 15 hit points) and deals (1d6+1) damage to any limb or weapon striking it.
Chainfool Bear
Rumored to have been created by the gypsy Rhiannon of Silver Springs, the chainfool bear has heavy mace-like bludgeons where its mechanical weaponry would be. Moving faster the longer they fight and knocking creatures around like ragdolls make them fierce foes as it is, but their chain of fools ability is what gives them their name as they bind targets in magical restraints. Fleetwood mace (Ex): The chainfool bear's maces are lined with metal, but are constructed from fleetwood (treat as darkwood). Whenever a chainfool bear makes one or more attacks with a fleetwood mace, their initiative count is increased by +1 during the next round of combat. This does not affect spell or effect durations, which still end at their original initiative count. Straight back (Ex): If a chainfool bear hits a target with both its fleetwood mace attacks, it can initiate a bullrush attack as an immediate action against that target. It does not have to move with its target unless it chooses. Chain of fools (Su): Three times per day as an immediate action, a chainfool bear that successfully bites a target, even if the attack deals no damage, may cause the target to make a Will save (DC 15) or become bound in spectral chains.
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A bound target is entangled and has a –2 penalty to Wisdom based skills, checks, and saves. The target is connected to the chainfool bear by the spectral chains and cannot move more than 20 feet away, though the chains have no physical form and cannot be attacked or dispelled. The bear can move farther away freely, but this ends the effect. If the target teleports or otherwise would be moved to a location outside of this range, the effect ends, but they take damage equal to the chainfool bear's fleetwood mace attack. The binding chains are effective on ethereal creatures, though the chainfool bear does not typically have a way to affect such creatures with its bite unless they become ethereal afterwards and the connection means the bear is always aware (and vice versa) of the chained targets square, even with total concealment. If this ability is successfully used while another target is already bound, the bear may opt to have the two (or more) fools chained together, unbinding itself, and restricting their movement to 20 feet from each other (pulling the smaller or lightest one closer if they are beyond that distance). This resets the chain's duration for both targets and the check to break free (see below) is made by the conscious target with the lowest Wisdom modifier. A success lowers the remaining time for all bound targets. The chains last a number of rounds equal to the chainfool bear's HD but each round, the target may attempt a Wisdom check (DC 12) to work their way out of the chains with a success reducing the remaining duration by one round. A natural 20 always succeeds. The save DC is Charisma-based (10 + 1/2 HD + Cha mod).
Landslide (Su): If a chainfool bear ever starts its turn in combat with an initiative count 8 or more higher than the next fastest active opponent (whether just through a naturally high roll, use of its fleetwood mace ability, or dropping the fastest opponent), it receives the effect of a haste spell for three rounds and may move up to its speed in a straight line as an immediate action, affecting any terrain they pass through as though with soften earth and stone. If they would enter the squares of any creatures up to one size larger than they are, they may attempt a bullrush. If they succeed at the bullrush, they may continue their movement. At the end of their turn, whether they used this ability or not, their initiative count drops to 1. This ability can be used a number of times per day equal to the chainfool bear's Constitution modifier. (Meaning they would act again in the same round, unless somehow their current initiative was below that, but that's highly unlikely. This also means the haste effect would end at their original initiative on the third round, but since they move again at initiative 1, they effectively get three rounds worth of haste.) Angel (Ex): Once per day, a chainfool bear may grow wings as a standard action for 16 rounds (just to the edge of seventeen). They resemble angelic wings, like a white-winged dove, and provide Average maneuverability.
Set wrote: 210. Dwarven Thrower. This fine dwarven warhammer functions normally until a dwarf attempts to throw it, upon which the hammer remains in the same space, and the dwarf flies screaming at their target, taking and inflicting the same damage that he would have inflicted with the thrown hammer (although he just takes the damage and may apply it to whatever wall or other surface he hits if he failed his attack roll). I'd have probably called it a Dwarven Tosser, after the phrase 'Midget tossing') Continuing down the wondrous items list... 217. Winded Fan This quirked wind fan works normally and has only a 10% cumulative chance to break for additional uses, but each use renders the user out of breath and winded for three rounds, effectively considered fatigued during this time, though it does not stack with other fatigue effects. They can speak, with great difficulty (roleplay sounding winded or asthmatic), but cannot effectively cast verbal spells or use command words. A creature that does not breathe or cannot become fatigued can use the fan, but if the cumulative roll for multiple use fails, they take 1d6 damage per 10% chance of the roll instead of the fan being destroyed (no save) and the fan cannot be used for 3 rounds. 218. Gimp Lantern This cursed grim lantern detects and functions normally until its burning hands power is used. At that time, the wielder's head is cloaked in a leather/vinyl/rubbery mask with no eyeholes and a zipper over their mouth, preventing speaking.
Gimp mask:
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The wearer cannot see, has a –2 Perception penalty to listen-based checks or hearing, and any blindsight or blindsense based on hearing or scent is reduced to half. The mask replaces any other masks worn, dropping them to the ground, but hats, headbands, lenses or goggles remain (though anything related to sight or gazing are likely moot). The zipper can be freely opened or closed by anyone other than the wearer, to allow speech or restrict it, although it closes itself after 10 minutes if opened. A familiar or animal companion can unzip the mask, but requires human-like hands or fingers to work it, and communicating this need is likely very hard to do without telepathic direction (empathic is not sufficient) or having trained the animal in that trick, (with non-verbal commands). At a GM's call, an animal without fingers, but suitable anatomy and specific training may be able to work the zipper as well (and also depending on if zippers existed commonly in the world). The masked wearer can see if holding the lantern, as long as it has a soul fragment flame (so likely not after the curse triggers until a creature dies in the vicinity), but only in the illuminated area. They get a +2 Perception bonus to visual checks and reduce miss chances in the illuminated area by 10% as long as they can see the target (ie. blurred or displaced, but not completely invisible or concealed). Note that while a lantern can be assumed to be pointing forward or in the direction a character is moving, it may take a move action to change its orientation or look around with it otherwise) The mask cannot be removed without a successful remove curse, meaning the wearer will have trouble eating or drinking (or speaking) without the assistance of others to unzip it. The mask vanishes when removed, but returns for the next user of the lantern when activated.
219. Coin of the Unlicked Toad This quirked coin of the untrodden road detects as normal, though it is often stamped with the image of a frog or toad on one side and a tongue or person sticking out their tongue on the other, making its appearance obviously different from a 'normal' coin.
The Unlicked Toad:
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When the coin is flipped, the user takes the penalty to their ability as normal and the coin transforms into a small toad or frog. If caught (Dexterity check DC 12), the user inherently knows they must lick the toad. If they do, they receive a +3 bonus to the random ability instead of the normal +2 and it turns back into a coin. If they do not lick the toad within 2 rounds, it turns back into a coin (the penalty remains for the normal duration). If the user fails to catch the toad, it lands and hops 10 feet away, and moves 10 feet each round. It does not provoke attacks of opportunity for movement. If attacked and damaged (1 hit point), it turns back into a coin. If successfully grappled, it can be picked up and immediately licked, though only the initial user can benefit from the ability bonus. Once licked, or after one minute, the toad becomes a coin once again. Anyone licking the toad must make a DC 15 Fortitude save or receive hallucinations or other mind and perception-altering side effects, giving them a 10% miss chance on attack rolls and a –2 penalty on all skill checks for the next hour. This is a mind-affecting effect.
220. Horn of Battle Charity This cursed horn of battle clarity detects and functions normally. When blown, however, the user and any creatures affected by its power (those that haven't acted yet, even if they can't normally be flatfooted) opt to charitably allow the attacker to "Take their best shot," the first time they are attacked in melee during the current encounter.
Battle Charity: -----------------------------------------------
Creatures receive a DC 18 Will save to resist this. Those failing are considered flatfooted and give the attacker a +2 to attack. Even creatures that normally cannot be flatfooted are subject to this (GM's call). Creatures with Intelligence less than 3, undead, or mindless creatures are not affected. Evil creatures receive a +2 bonus to their saves against it. This is a mind-affecting effect. -----------------------------------------
I looked some over. I will mention some thoughts or opinions. Caveat: I am not playtesting this, nor am I lore-knowledgeable on Runelords other than things mentioned on this forum. Also, most of these are just sharing thoughts or questions for tweaking (or rule or grammar format). Do not take this as a 'right or wrong' critique or anything. Just mental class building exercises, ie. I don't expect you to change anything based on what I say, but take it as a GM/player reading it and trying to understand the process and whether things were considered. Some of your things may be based on Runelord stuff that I don't know and perfectly reasonable. If something is just an opinion, I will try and label it as such.
Space Saver: ----------------------------------------------------
Requirements wrote:
(Opinion) This seems easy. There's very little choice or trade off for a character going this route (other than being 10th level to meet the skill rank requirement. Basically any wizard with Thassilonian Casting/Sin Magic will meet this with the exception of Inscribe Rune, but that's an item creation feat and is a free choice in most cases for a wizard at some point on the way 10th, so unless it's a one level dip into Thassilonian Specialist and all the rest and sorcerer, it's not really a challenge to become a runelord. Linguistics is in class, the Knowledge requirements are no brainer choices. Consider adding something like Spell Focus in their sin school at least (which is still likely a no brainer), or some requirement or action for a task or encounter or something. (again, this is just opinion). Weapon Proficiencies and Skills wrote:
(Opinion) Like Azothath mentioned, seems a bit unnecessary. This is pretty much gonna be an Intelligence based character, before even accounting for human or bonus skill points per level. The skill selection is so narrow that it's not going to be a real choice. They will be getting at least 6 skill points. I see no reason to change it from a wizard's normal list. Just give it those (adding UMD) and keep them at 2 skill points per level. At 10th level their Int mod should more than suffice. If you really think they should have more skill bonus, then add an ability that gives a bonus to certain skills (or their choice or based on their sin). (Opinion) Same with Weapon Proficiencies. The flavor attempt and uniqueness is good and such, but it is ultimately just extra words and is restrictive in its own way without really making sense more than superficially. Sure, a rapier could be considered Prideful, or a long spear could be Slothful like the user doesn't wanna have to move closer. But is a greatsword really more Wrathful than a greataxe or a greatclub? (Suggestion) Link and mesh this in with the unique and creative designs you have. For instance, instead of a narrow list based on a choice the player (presumably) made back at level one, why not tie it into the Personal Sigil ability (and write it there). For instance, what if the Personal Sigil ability gave proficiency to any weapon the Runelord is wielding with their personal sigil on it? Now they can open a wider range of options and uniqueness to their Runelord that isn't just, "That guys got a rapier, he's a Pride caster like pretty much every other one that isn't using a lucerne hammer". You can balance this (to keep them from choosing the 'best' options or crazy exotics) by possibly allowing them to layer any number of sigils on a weapon, requiring one for a simple weapon of their choice, two for a martial, or three for an exotic. This will at least require three levels of Runelord PrC to get a free exotic proficiency, but less for taking more common types, but requires thought and planning (and they can change it as they get more powerful or situations arise and not be stuck with a choice based on something the did at 1st-level. You can also restrict it to melee only if you wish, like your list currently implies, or open it up to ranged options, like a firearm or crossbow-wielding runelord (though I doubt weapon damage is ever really going to be a gamebreaker, this is just giving them proficiency, not attack or damage bonuses). Base Saves wrote:
Pathfinder might be different, but since this is based on 3.5 PrCs, don't most start with the Good save progress? So +2 for first level then +3, then +1 to the non-good saves? Level 1 Abilities wrote: Wizardry (Ex) You have three versions and I am not sure if these are meant to be different potential options or if you're trying do the same thing and use different wording. If the intention is you want to add spell casting (as you've written), and also increase arcane bond and wizard school abilities, then I think the simple wording is more effective. You can also add in a new ability to keep it from cluttering up if you want. For example, at first level it will list 'Personal Sigil, Wizardry, and Arcane Bond' (followed by the '+1 to existing arcane class' part).
L2, Somatic Weaponry wrote:
(Suggestion) Link this to Personal Sigil. It's more restrictive, but by requiring the placing and use of a Personal Sigil on the weapon or item the runelord is using not only makes sense, but adds more impact to the Personal Sigil ability (which In My Opinion is otherwise just a status effect on an item otherwise). This pairs with the idea of linking the 'free' weapon proficiency to the runelord's chosen weapon (if they so choose to have one), since that's likely to be the weapon or item they're holding anyway. L2. Expanded Might wrote: Expanded Might (Ex): the Runelord gains 2 spell slots they can assign to any level (limited to their highest available spell level), once this is made it cannot be changed, you gain another 2 at 4th, 6th, 8th, and 10th levels. I believe in almost all cases, any player is going to put these into the highest spell slots available. I think (meaning it isn't a hard and fast rule) that for balance purposes, most abilities of this type are restricted to 'up to one level below their highest available spell level'. Otherwise, why not just say they continue to get the two extra spells to every level like they did as a Thassilonian Specialist/Sin Magic user (restricted to spells of their specialist school)? It'll save space and continue a mechanic the player is familiar with (might cause issues with builds that don't use sin magic, but I am just brainstorming).L3. Minor Sin Esoterica wrote: Conjuration: Any creature you summon or call appears with extra hit points equal to your caster level. (Option) This could be 'creature or item'. Granted, most items aren't usually attacked, and maybe there's a specific summon item or something spell where an extra 1–10 hit points would be broken, but this is just an option, I am not going through the whole list of possibilities. L3. Minor Sin Esoterica wrote: Necromancy: When you cast a necromancy spell, undead allies within 60 feet gain turn resistance and a bonus on saves equal to your Runelord level for a number of rounds equal to your Runelord level. (Opinion) This seems a bit too easy. An 8th-level runelord casting a 0-level necromancy cantrip gives a +8 bonus for 8 rounds. That just doesn't seem to carry much effort (granted, they need undead allies, but your build and design seems to imply they should/will have them). What if it was a turn resistance (note if it should stack with existing resistance or not) and save bonus equal to the level of the necromancy spell used (and lasted a number of rounds equal to the runelord's level). At least that would require an expenditure of better spells regardless of level while also giving a benefit to higher-level runelords. L3. Minor Sin Esoterica wrote: Transmutation: When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round. Would probably add a restrictor that this cannot extend a spell's duration beyond its normal limit or that it only applies once per spell (just to somehow prevent having allies or the runelord from extending a transmutation duration beyond intended design through spamming dispel effects. Not saying it's likely, just saying it's good design to try and plan for players doing crazy, obscure tactics. L4. Rune Mastery (Ex) wrote: A Runelord is particularly skilled at casting spells that create magical writing, such as explosive runes, secret page, or any spell with the word “symbol” in its name. They never requires material components or focus components when casting such spells, and the save DC of any of these spells increases by 1. A Runelord’s symbol spells are difficult to disarm—the Disable Device DC for these symbols increases by 2. This is probably understandable, and maybe you aren't writing in a rules-format approach at this stage, so forgive me if I come off as too critical. I like that you use examples, but when you call out specific spells, you should italicize them. Plus, when you use the term 'symbol' spell, some players might get creative (though the intent is clear here), but it's always best to try and foresee any possible confusion for a GM or group and head it off at the pass if it can be done with simple wording and not a paragraph of explanation. Otherwise, a GM might not know if sign of wrath or brand of tracking or mark of justice is intended to work with this. Even adding a 'GM's determination' can help resolve disputes or arguments. Cover the intended bases, and then add in a few examples that cover the range you want to include. 'A runelord is particularly skilled at casting spells that create magical writing, runes, symbols, glyphs, marks or brands, like explosive runes, secret page, sign of wrath, or symbol spells (GM's determination).'
L5. Extraordinary Power (Ex) wrote: Extraordinary Power (Ex): A number of times per day equal to 3+Int modifier the Runelord can remove the maximum level cap on a spell he casts. (example: a 10th level wizard 5th level Runelord can remove the level cap on a Fire ball spell doing 15d6 damage instead of the usual limit of 10d6). (Opinion) Okay, this probably needs some more restrictive wording or something to make sure there isn't some overpowered niche spell or something (or at least make it harder to do it). I get that runelords should be scary with spells, but let's still think about this. Your example is a very straightforward and simple spell, and it doesn't help a GM (that isn't you, who knows exactly what you intend) to gauge power and what you want to see happen. Adding five to ten d6s to a fireball or other spell with a save for mitigation or an extra 5 points to a ray of enfeeblement at the levels involving this PrC is probably perfectly fine (and granting that most spells of 4th or 5th level will already have caps of +15 or +20). But remember the runelord can do this likely 6 times at least to any spell pretty much freely and at will, and it applies to AoEs which can hit multiple targets or possibly spells that deal damage of multiple rounds or continuously. Plus, while your example just uses a spell with a damage cap, your ability doesn't restrict it to just the level cap for damage, a player or GM could read this as any level caps, like claiming sleep could now work on more than 4 HD of creatures or affect creatures with greater HD, or magic missile can go over the 5 missile level cap. (All of which you may have considered and intend, I am just making sure.) Not saying it's gamebreaking if they're adding more targets than a normal spell was designed to handle or range or effects called out, it's just good to either spell it out, or write that it is intended to apply those (by using an example that covers those areas or the extremes, and not the simplest example). Options might be to specify level caps to 'damage', like 'remove the maximum level cap to damage (and not rely on a single example). Or even restricting it to spells of the runelord's chosen school of specialization. While some schools will be affected more (because they have less damage-dealing spells), I think they all have at least some, even the Illusion school. L5. School Recognition (Ex) wrote: School Recognition (Su): The Runelord can sense auras of their chosen school as if they had blind sense. The bearer gains a +4 insight bonus on identifying and saving throws against spells and spell-like abilities of the chosen school and know when such a spell or spell-like ability has been cast within 60 feet. (Opinion) I don't like the +4 save bonus here to spells and spell-like effects of the runelord's school. I don't feel it fits flavor-wise for recognizing a school, but even beyond that, in two levels they receive a +5 bonus to spells (and presumably spell-like abilities) to their chosen school. That's a +9 save bonus in two levels and seems excessive, and one is insight and the other is untyped, so they would stack. I think that's just a bit much, IMO. (Query) I wonder if there should be anything that mitigates this? Like existing or stronger auras of the school that could interfere. Obviously that weakens the ability a bit (and takes more writing), but for example, an enemy caster with mage armor's location will be known to an evocation runelord, but what if they have a 10-foot radius emanation or are standing in an evocation area of effect? (We are obviously assuming the runelord can't see them due to darkness or invisibility or something.). Maybe a specification that a strong aura or spell level can shroud or conceal a lesser one? If you go this route (not saying you have to, I am just pondering your design), you should probably add that a runelord can ignore their own auras (so if their lair has guards and wards or other large area it won't stop them noting lesser auras). L6. Moderate Sin Esoterica wrote: Conjuration: Dispel checks made against your conjuration spells treat your caster level as if it were 5 higher than normal. (Opinion) I don't hate the ability, but it doesn't really match up with the power level. Also, most increases seem to favor a +4, but that's not hard and fast and maybe I am wrong. The main issue I have is that this only applies when a spell is dispelled (which I find to be a very rare occurance), and that the runelord likely already counts as one or two caster levels higher just from being a runelord, making a +5 for a very rare occurence lackluster when compared to ignoring partial effects from an abjuration effect or getting a free reroll on failed save during the same time period for instance. Don't get me wrong, having your spell not get dispelled is definitely great if it falls in that 5 point range, but a runelord's school spells are already very unlikely to be dispelled as is. Maybe on a failed dispel check against the runelord's conjuration spells, the caster takes damage equal to the runelord's level or maybe stunned or sickened for a round or both, possibly a Fortitude save for half damage and/or negate the stun. Just brainstorming though. L6. Moderate Sin Esoterica wrote: Enchantment: You can immediately re-roll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll. The only thing I might change here (and Transmutation below) is the use of the word 'immediately'. It's only a minor issue and while I know you don't intend it to take an immediate action, it's best to just avoid using that word altogether and not risk someone making that mistake (possibly English not being a first language). 'You can reroll a failed [Fortitude/Reflex/Will/whatever] save ...' should be fine.L6. Moderate Sin Esoterica wrote: Necromancy: You are immune to ability damage, ability drain, energy drain,and negative levels. (Opinion) I would probably restrict this to being 'from necromancy spells and effects' or possibly also from undead if you like. I don't think being a necromancer should make you immune to snake venom necessarily. In exchange for the slight downgrade, you might even add 'ability penalties' from necromantic spell or effects. And probably should add that this doesn't apply to existing damage or negative levels or penalties (I think that's just standard wording and to help confusion on whether existing energy drain penalty still apply. Unless you want them suspended during that time. Up to you, but specify it). This is just one person's opinion, though. L7. Arcane Defense (Ex) wrote: You get a +5 bonus on your saving throws against spells from your chosen school. Already mentioned, this stacks with the save bones at level 5 and just seems excessive. IMO. And I'd probably add 'and spell-like effects' in there (assuming that was your intention). L8. Extended Spell-strength (Ex) wrote: Beginning at 8th level, a Runelord knows how to extend the duration of spells that he casts on himself. The duration of any of his Runelord spells with which he targets himself is doubled, ... (Query) I am not sure what you mean be 'Runelord' spells. Do you mean arcane spells or do you mean spells from their chosen, specialized school? Just clarifying. Presumably not from scrolls or wands, but maybe staffs? Also, I would just cut the 'a Runelord knows ...' part and streamline it to just something like, 'At 8th level, the duration of any [description of intended spells] the runelord casts on himself is extended as though by the Extend Spell feat.' or a similar wording, though others may disagree. L9. Major Sin Esoterica (Ex) wrote: Abjuration: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature. (Opinion) I would probably restrict this to (harmless) spells only or 'a willing target' or some other wording that prevents it from being used offensively somehow. I am not sure if there are many spells that could be abused, I just think there should be some wording or a restriction to curtail some obscure spell or something that could be breaking or unbalanced in a circumstance. L9. Major Sin Esoterica (Ex) wrote: Illusion: You can cast any illusion spell as a stilled and silent spell and eschew the materials (per the Still Spell, Silent Spell, and Eschew Materials feats) without an increase in caster level or casting time. (Suggest) I would probably just reword this a little for clarity, changing 'caster level' to 'spell level'. Something like, 'You may cast illusion spells as though they were affected by the Still Spell, Silent Spell, and/or Eschew Materials feats with no increase to the spell's level or casting time.'Also, while this is quite potent, I might even take it a step further with making it so if the caster removes all components from the spell, the Spellcraft check to identify increases by +5 over the normal DC and on a failure, it's not even noticed that they're casting (just to remove any of that 'spell emanation' wording bull-poo). But only if you wanted to go that route. L9. Major Sin Esoterica (Ex) wrote: Necromancy: When you cast a necromancy spell, undead allies within 60 feet gain fast healing 10 for 5 rounds. (Opinion) I would probably either restrict this to fast healing equal to the spell level for a set number of rounds. or fast healing 10 for a number of rounds equal to the spell level. Otherwise just spamming a necromantic cantrip heals as much as using a 7th-level necromantic spell. And that feels a bit off to me (but, it's only an opinion). Additionally, I would probably note whether this stacks with existing fast healing on them (from other sources, obviously). Your call. It could be wording like, 'This effect stacks with fast healing from other sources, but not itself (the highest applies). or just not have it stack, but mention that it doesn't. L9. Meta-mastery (Ex) wrote: When preparing spells the Runelord can choose 7 spells to alter with meta-magic, the spell level increase is reduced by the Runelord's intelligence modifier on these spells to a minimum of +0. (Query) Why 7? Just asking. Why not a number equal to their Intelligence modifier (min 1) or 3 + Intelligence? I am not saying there's a right or wrong. I am just asking. Seven deadly sins reference? Also, while unlikely, it's possible a spontaneous caster (mostly, maybe with a one level dip in wizard for the prereqs) could have progressed here. Do you want to add in a clause to cover such an option?Something like, 'Runelords that can cast spontaneous arcane spells may prepare slots ahead of time.' or wording along those lines to clear up any possible eventualities. or even wording that says it can only apply to prepared spells if you wanted to go that route. -------------------------------------------------------------
208. Sheath of Bladeshelf This quirked sheath of bladestealth functions normally, but takes the extra step of teleporting itself away if discovered on the wearer (an ability not disclosed by identification unless the curse is identified). If a search, pat down, or a scan with the ability to see invisible objects would reveal the sheath's presence on the wearer, the sheath vanishes (with the weapon). It will appear on the next shelf the wearer sees (it is considered non-existent until then). This can be inconvenient if the next shelf is in a merchant's shop or stall or really inconvenient if there's no shelves close by. If there is no shelf on the same plane, it appears on the ground, visible. If the user tries to create a makeshift shelf in order to find their sheath and weapon, it takes at least an hour of work and either a DC 10 Craft check (woodworking, stone, etc. depending on materials), or a DC 12 Intelligence check. 209. Stone of Dalliance This cursed stone of alliance detects and functions normally, but the user is subject to flights of fancy and daydreams about dalliances with attractive suitors. These may be real people, or just fantasizing.
Daydreams of Dalliance: ------------------------------------------
Once the stone if given to a companion creature, there's a random (GM determines best time), chance that the user (or sometimes the companion), get lost in thoughts and daydreams of trysts and dating. These episodes typically only last about one minute. In a tense or combat situation, this amounts to a –2 distraction penalty. Other times, this is similar to being fascinated. Creatures with no imagination or unable to be distracted by flights of fancy, are still given visions of such trysts, but that makes them really confusing and distracting, still giving them the –2 penalty and 25% chance to do nothing on their turn. These episodes can occur approximately three times per day amongst the owner or their companion and there's no direct indication that they are linked to the stone at all. The stone's power can be used to end an episode on the owner's companion (whether they know the details or not), but the user then has one moment of dalliance daydreams. A successful remove curse removes the dalliance effect and leaves the stone functioning normally.
205. Dusty Prose Prism (ioun stone) This cursed dusty rose prism detects and functions normally. When the user is attacked, the AC bonus functions properly, but the user inherently understands that they should speak in old, outdated prose and verbiage (if they speak at all).
Verily, forsooth. A curse:
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The user is not forced to speak in flowery, old-timey sounding prose (Typically a 'verily', 'forsooth', 'thou', 'whereforth', 'whilst', type of phrasing) if they do not speak at all on the next round, but they do not receive the AC bonus from the stone until they do. If they do speak or utter a word, even a nonsense word like a command word or a verbal component, they receive a negative penalty to AC equal to the bonus instead of they don't speak at least a line in old, flowery prose in addition to it. This doesn't apply to a bard's verbal musical requirement unless it's speaking, singing, or reciting words. This also does not count sounds or intonations, such as a groan or cry of pain as words. This prose never interferes with command words or verbal components, though it can interfere with other commands or statements or ritual intonations. One minute after the last attack, the curse resets and the stone provides its normal bonus again until the next time the user is attacked.
Cracked: This cursed stone grants its normal competence bonus to initiative, but after any round in which the user does not speak a flowery, prose-filled line, their initiative drops by one on further rounds. The user becomes aware of this the first time it occurs. 206. Scabbard of Blanching This quirked scabbard of stanching is effective on bleed effects of up to DC 20 instead of DC 16. However, whenever the wearer sees another creature under a bleed effect, they gag and are repulsed by it. They require a DC 20 Fortitude save or become sickened and staggered until the end of their next turn. On a success, they are still sickened until the end of their next turn. They only need to make this save once per round, regardless of the number of bleeding creatures. Whether they succeed or fail, they need not make this check again on the next round if seeing a bleeding creature, but it is required again the round after this grace period. 207. Spool of Eyes This quirked potion appears and detects as a school of eyes but instead of eye-fish forming after 1d4 rounds, the imbiber is stunned as 1d4+1 eyes appear on the end of their fingertips. The fingers are random, but one hand will fill first before another. 1d4+1 more eyes appear every 1d6 x 10 minutes stunning the user on the round they appear. Up to a maximum of 1d4 + 10 are created and they last 10 hours or until all are destroyed or dispelled with a successful dispel magic or remove curse
Eyes on a String: ----------------------------------------------
The eyes appear on the tips of gloves or gauntlets if worn, but prevent those from being removed until all the eyes on that hand are gone, and they function as the prying eyes spell rather than the school of eyes effect. They are always attached to the user's fingertips by a threadlike nerve and can be given commands as normal, with them moving away on an extending line as they do so. Whenever the eyes' optic strand extends or retracts, it makes a whirring sound like fishing line spool or reel at the user's location (Perception DC 5 + distance). The user's hands can still be used for tasks, but there is a –1 penalty for each hand involved in a task if any eyes are extended from their fingertips. Since the eyes are always attached to the user, they need not return to convey what they see, the user can use a full round action instead to experience anything seen by any number of individual eyes equal to their Intelligence modifier (minimum 1). The strands are no easier to see than the normal eyes from the spell and are as durable (AC 18, 1 hit point). If an eye is severed or destroyed, the user must make a DC 15 Fortitude save or be blinded for one round. On a success, they are considered distracted for one round instead. If a user with at least one finger eye is transformed into a new form that has less or no fingers, they are blinded for a number of rounds equal to the eyes that are lost.
A Colossal object typically has a –16 penalty to Stealth. So... staying about 160 feet away (or up) will counter that. You could also shroud it in fog or mist or cloud to make it look like a cloud, whether they can see it or not won't matter then (unless it's like the only cloud around or a different color). You probably can't see through it either unless you have a periscope or telescope that extends out past the mist a little (and that might be visible, but will probably be a much tinier target for Perception checks to be spotted). That or, an illusion of a cloud, then you can see through it, since you know it's illusory. If the spell is integrated into the creation of the airship... then you could possibly also utilize Concealment Mastery. Not like people tend to go around disbelieving clouds or interacting with them physically often.
Swashbuckles wrote: Nothing in RAW, though the flavour text says it's like a mobile bonfire, so I'd normally rule it's at least as bright as a torch (maybe even more since it's a great deal more fire, even at small size). Yes, they are like a mobile bonfire. They give off an equivalent amount of light to what you, the GM, would determine a fiery lightsource of their size would give off (a tiny or small one might be like a candle or torch), a medium might be like a campfire or larger as a bonfire). They do not need a rule or a quality or yet another specific named creature ability that tells you that something on fire gives off light (or heat). They would need that for a fire that didn't do that. Like some darkflame or saying that some alcohol fire is invisible in other light and can only be seen as a blue flame in darkness, like a hellcat or something. There does not have to be a specific or explicitly stated ruling for common sense and such. We don't need a rule that tells us that a creature that falls ends up falling towards the ground or in the direction of gravity. "But gravity is reversed here!" Well, then it 'falls' up. Same with a creature on fire. While being on fire is not the same as being made of fire like a fire elemental (if could just be an arm or part of your clothes or an outline like faerie fire, for instance), if you're giving off a torch's worth of fire, you should be illuminating the same area (with GM discretion, a GM can say that if the seat of your pants is on fire, then your body is blocking or shadowing it forward of you). Just because it's a creature does not change this. If you have a campfire, or a torch, and it's giving off the light of a campfire, or a torch, and you animate it, it should still be on fire and giving off light (and should probably be resistant and not suddenly start taking more damage or burn out faster. ie. an animated torch should probably be able to endure an hour of being on fire from itself, as opposed to being caught in a fireball). An ice statue that becomes animated should be immune to cold, even if that isn't one of the 'special powers' given. "Yeah, you animated the ice statue... but it can't move because it's literally frozen solid like a block of ice. It doesn't have the, 'Able to move while frozen' quality." Rules forum or not, the first rule is make sense. A creature on fire, gives off heat and light. The GM determines the amount and the effects and how they manifest, but a fire giving off heat and light is not something that needs a rule or stated creature quality beyond saying they inherently have that. If they say a creature has wings (whether it can fly) or four legs, they don't need to write 'winged' or 'quadruped' as a Special Quality in the stat line. If a creature is a living flame, treat it as such, the same as a living pool of water would be wet and can drown people in itself, even without some special 'drown' ability. Swashvuckles wrote:
The light coming from their bodies is not magical. The illumination would be reduced as per any other non-ambient light source (note that most darkness effects only reduce light levels, though some can completely negate light to a supernatural state). A creature that could see through magical darkness would still see them as a flaming, fiery creature, just not illuminating the area around them. Swashbuckles wrote: ]PS: The elementals have darkvision, so even if they can't light way, they can see where to go, I guess! Yes, they function as any other creature with darkvision. Their darkvision is unrelated to their fiery body as it would be for any creature that suddenly found itself on fire. Just like a blindfold that (didn't burn up) covered their face or eyes would blind them whether they can see in the dark or not or were giving off light. If you touch a creature on fire, it should be hot, and burn you as though touching something equivalently hot (you can certainly deal less damage than the Burn ability might state for an attack), but the fact that Burn deals with attacks does not negate the fact that a burning creature is on fire, only how the specific effects. That's not even a house rule, the specific effects and how you rule them might be, but saying fire is hot and burns things is not.
117. Chaos Medicine. A nebulous brown bottle that could fit easily into a palm, capped with a white cork that must be twisted loose. Twisting it the wrong way just makes a clicking sound. A label on the bottle simply reads, 'Medicine. Use only as recommended by a physician.' in a language the drawer understands.
Chaos Medicine:
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(Aura: chaotic (strong), no magic) The medicine cannot be determined or detected or even categorized until the bottle is opened, which can only be done by a creature succeeding at a Heal check DC 20, DC 15 Craft (Alchemy), or a DC 15 Craft or Profession check related to healing (physician, herbalist, healer, apothecary, etc.) On a success, they get the bottle open and identify the contents, which are determined at that time. Destroying or otherwise trying to bypass the bottle makes it vanish. The GM can determine the medicine's form (pill, liquid, nasal inhaler, ear or eye drops, suppository, etc.) or roll randomly.
The examiner can determine that the medicine is either beneficial, harmless, or detrimental/poisonous (equal chances), but cannot specifically determine its effects, considering it akin to snake oil. They will be compelled (no save) to tell the owner (assuming it's not themselves) what they should do with it and how it should be used (though if they think it harmful, it will probably be to dispose of it). The advice will never be to just hang onto it, though it can be anything at all they wish to say, they must give some advice (likely depending on their personality, professionalism, and how they feel about the owner). If the user follows the advice, regardless of the physician's intentions (ie. telling them to swallow a pill they think is poisonous because they don't like the user, or telling them to drink what they believe to be eye drops), the user is treated as though under the effects of a periapt of health for one month. If the owner does anything other than use the medicine as directed by the physician, including disposing of or destroying it (unless that was the advice), the bottle and any contents it had burst into sparkling dust and the owner will find themselves ill or sickened the next day, which lasts 2d4 days. It can be removed early with a successful Heal or remove disease (DC 20) and the application of dispel chaos.
Placing the medicine back into the chaos bag is always a safe option regardless of advice, though that's unlikely to be a physician's advice unless they determine it's unsafe and know it came from the bag. 118. The user withdraws a grapefruit-sized ball of dirt that feels as heavy as a bowling bowl and is constantly crumbling and breaking, but always seems to retain its basic shape. The holder feels it shaking and it's hard to hold onto. A low, rumbling sound like a tremor can be heard by those nearby.
Handheld Earthquake:
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The drawer can choose to immediately (free action) drop the ball safely back into the chaos bag, throw it, drop it, or try and hold onto it. Attempting to hold onto it requires both a successful Reflex save (DC 15) and Strength check (DC 15). Failure on either indicates it vibrated out of their hand or it couldn't be held and it drops at their feet, activating as below. If dropped or thrown (range increment 10, max 50, range penalties are doubled) it triggers a localized tremor or earthquake if it strikes the ground or a solid floor (sand, clay, stone, wood, earth, etc. but not water or wet enough mud). The effect is localized to the space it landed in, and a line that extends 20 feet in a random direction (1d8 to determine direction, even back towards the thrower) and five feet in the opposite direction. Treat as an earthquake in those affected spaces. The effect normally won't bring down ceilings or cause cave-ins unless a wall or support is damaged, and it can affect water if it lands on solid ground and the faultline would extend into or beneath a body of water. Otherwise, it can open fissures or destroy floors depending on the damage it deals in any individual space.
If the orb is not used or returned to the chaos bag within one minute, such as being held or thrown onto a too-soft surface, it will explode into a burst of rocky shards (2d8, 15-foot radius, DC 18 Reflex (half)).
Adamarh wrote: 10- If the natural attack/unarmed strike does special effects are they applied on the Damage option from grapple or the constrict? Like noxious bite since i'm still biting the target for the grapple & constrict does it add the +1 acid and make the target make a save or get nauseated? In most cases, it would not. You may be biting or holding a creature in your mouth or claws, but you aren't actually doing bite or claw damage. It's usually considered unarmed strike damage. Things like poison or disease normally shouldn't apply if they are delivered because of the limb. That's not to say it's always the case, and some GMs can make rulings for other abilities that should apply for merely touching or being touched by a creature. Things like Burn or Acid from touching a fire elemental or an ooze would fall into that category, even though grappling may not be listed in the ability specifically. This is because the rules are general for combat and not meant to necessarily apply to every combat maneuver or branching action. But noxious bite for sure shouldn't in this case. It would apply to the initial bite that starts the grapple. But for the other cases, like burn or acid, it may vary based on specific creature and GM.
You can have multiple grapplers in a grapple. Usually attacking/grappling someone else is not an option, as it's not one of the actions allowed for 'If you're grappling'. There is a chance for if you break or escape a grapple, where instead of escaping, you can choose to become the grappler, but if you choose not to do that, you can instead take an action that does not require two hands. Such as cast a spell or attack a creature adjacent to you. You could use this action to try and grapple another creature. You would have the penalties for only using one hand (if you're a humanoid) and possibly the Dex or other penalties. Most often, this happens when other creatures 'join' into an already existing grapple and try to Aid one or the other (though in most cases, just attacking the grappler you don't like is probably more effective, but situations vary). Only creatures with the Grab or similar abilities really get the choice to take a –20. A snake that hits with its bite deals bite damage and can choose to grapple. If it does normally, then it is grappled just like any other creature grappling would be. If it chooses to take a –20 to its grapple check, then whatever limb or part it used is considered 'being used', but it is not considered grappled and does not have the penalties for grappling. It cannot use its bite in this case, since its mouth is being used to hold the creature it's grappling (it would still deal constrict on a successful roll. It would either have to let go (or in some bigger creatures' case, swallow the creature in its mouth) or be moved apart from the creature in some way. If it had a tail slap, then it could use that, it still has to take any actions to maintain the grapple however.
TxSam88 wrote:
He literally said the opposite of that. TxSam88 wrote: If your description is good enough to sort out a unique individual within the 5 mile area, ... It does not find a unique individual. It finds the closest subject that matches the physical description given. No matter how simple or complex; be that "an orc" or "an orc with an eyepatch and a tattoo of two bears high-fiving, sitting on a wooden chair with uneven legs" (assuming the tattoo is visible). You can certainly narrow it down, but if it fails, than no creature in the area fit the description during the period of time the hand would have found them. Two identical twins will confuse it just as easily as two completely unrelated creatures who just happen to share the description that the caster states. It will approach the closest one. If it could find objects, and you tell it to find "a car", it will find the closest car (possibly a truck, but probably not, and definitely not a motorcycle or helicopter). If you say "a red car", it will find the closest red car. If you say "a red car with less than 1,000 miles on it", it will fail, because it can't determine that. If you said, "a red car with less than 1,000 miles on the odometer", then it will find it (assuming the car has a visible odometer), but it won't know whether the car actually has less than 1,000 miles driven, or if it has over 1,000,000 miles and it rolled over. It can't find a "new" or a "used" red car, you would have to say, "a car with a 'used' sticker or sign on it". If there are 10,000 identical little red Corvettes, it will not find "the one that (The Artist Formerly Known as) Prince was singing about". It will find the closest.
Boomerang Nebula wrote: I'm not changing how Helping Hand works. The spell finds a person or creature based on a description. I'm just being open-minded about how that description can be defined. The player specified two criteria. The name: "Varis" and the profession "Innkeeper". I am sorry, Boomerang Nebula. That is definitely changing how the spell works. Helping Hand wrote: When the spell is cast, you specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is done, the hand streaks off in search of a subject that fits the description. Saying 'Barney the Dinosaur' may be a very unique individual, but the spell does not care about 'Barney'. 'Dinosaur' would work, even if it's a costume of a dinosaur (that looks nothing like what a real dinosaur does or ever did look like). But if you just say 'a purple dinosaur', it might locate Barney, or it might locate Dino from the Flintstones if he's closer. It is not asking for just a description, it is asking for a physical description. Neither Varis or innkeeper fits that. Even a profession one like 'maid' or 'housekeeper'. You may think all maids walk around working in those little French numbers, but no. Even saying "a French Maid" probably won't work. You can certainly say "wearing a French maid's outfit", but that isn't just saying "Babette the French Maid". Professions and classes and levels and other things are not valid. You cannot send it to find "Jack the Ripper" or "Jack the Doctor". "Varis the Innkeeper" does not work, not even with a wording twist. If a player 'describes' what Varis the Innkeeper looks like, the spell will go looking for the closest subject that matches it. Whether that is Varis the Innkeeper or not. But I don't want to clutter the post more with this. The spell does not work the way you're claiming. It requires a physical description and based on that description, it locates the closest subject (if in range).
Boomerang Nebula wrote: Spell fails, Characters waste four hours. Player gets frustrated that the spell is useless, never uses it again. Boring! A wasted opportunity, and for what? So the GM can arbitrarily decide what conditions need to be met? Scenario #1: Players hear about white dragon. PCs prepare fireball. Fireball does nothing because A) It's really an albino red dragon, or B) Dragons aren't stupid and cast resist fire. Players conclude fireball is useless and never use it again. That has nothing to do with the GM. That has nothing to do with how fireball actually works. The GM can certainly ignore the actual scenario and have the dragon explode in sparkles and ice cream at the touch of a fireball because 'that makes it more fun and exciting' and maybe it does). In your scenario, it sounds like Varis was perfectly fine, perfectly easy to be found, within 5 miles of the party, and apparently had enough free time and nothing going on to just follow a random disembodied hand up for up to five miles (which is a long way to walk). It really sounds like the party had other options other than the GM having to twist or change how the spell was written, designed, and balanced to work. Maybe they could have... gone to Varis' inn and found him there... or found someone that knew about him dying or at least being reincarnated. Your scenario also completely negates your premise; that the party has a mystery to solve: Is it really Varis? Well... knowing how you, the GM, changed how the spell works. They know it is... and how else would a person that looks nothing like the way they described Varis see and be lead by the spell back? That isn't how it works, even with the way you changed it.
Boomerang Nebula wrote: I don’t think he ignored it, he just disagrees with how magic works. He is saying magic has a kind of omniscience, it just knows how to find the target. That's a fine houserule for your table. But that isn't how it actually works. Skeletons don't have eyes either, but they still see things, and if you order one to attack trolls that enter a room, they can't 'magically' see an invisible one, even if you (rightly) say that they see magically or supernaturally despite having no eyes, optic nerves, or brains. They have darkvision. If you order them to attack any creatures wearing blue clothing, they will not attack a creature wearing blue clothing in the dark, because darkvision cannot see color. Whether the creature is actually wearing a blue scarf or not (which they are). The stated color is not perceived. They 'see' magically or supernaturally, but they still have to perceive things, they don't get all around 180 degree vision (combat facing represents actively looking around, not omnidirectional sight). Yes, skeletons are not spells, but this is an example of visual, discernable qualities.
Space Saver:
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Boomerang Nebula wrote: That is how I run things at my table. I don’t expect my players to actually come up with a description. They might say something like: “I’m targeting Varis the Innkeeper”. That’s good enough for me. As long as I as the GM knows who they mean then the spell works. Trying to figure out what the spell could reasonably detect just raises more problems (arguments at the table) than it solves. Your method is fine for spells that target creatures that the player knows, but not for this spell being discussed. This spell doesn't target things. The word 'target' never even appears in the entire spell. Your player can certainly say "I describe Varis the Innkeeper", but they cannot target Varis the Innkeeper. If your player can't see or has never seen Varis the Innkeeper, they can't describe him, which is the only way the spell locates a subject (someone can certainly describe Varis to the caster if the caster has never seen him, but that still requires someone to give a verbal, understandable description and the caster to in turn do the same thing). They still need to tell you how descriptive they are. Race, (apparent) gender, size, skin color, hair color, clothing (which might be different than the last time), tattoos, scars, etc. are all possible descriptions. If Varis has a twin, then there is a 100% chance the spell find the twin if they are closer. Despite the fact the twin isn't Varis. Even if the twin doesn't look identical, if he matches the description, he is a viable subject (barring a stated physical descriptor, like a mole on his earlobe). If they describe Varis the Innkeeper (because they met him), and Varis was reincarnated recently as an elf, then he does not look like Varis the Innkeeper that the player describes (even if he was a half-elf before, and half-elves count as elves for effects that target elves). In that case, you'd have to hope he was wearing an article of clothing, like his typical hat, and that you described it in the subject's description. But even then it would fail to find him if you said "half-elf". Because half-elves and half-orcs are distinctly different in appearance to humans and elves and orcs respectively. The spell does not 'target'. This isn't a spell you can direct at a target or their square. Even if Varis was standing 25 feet away, they'd still have to state a description. At your table, they can, of course, say "My character gives a description of 'that' guy.", but they are still describing, not targeting. I can accept that the spell ignores darkness (and fog, and shadows, and distance penalties to Perception) because that's reasonable, but as Azothath mentioned, there are precedents for things like invisible or ethereal creatures, where such spells state they can detect even invisible or ethereal. This is not an Abjuration effect, many of which do extend to such things. It is not stated to have the ability to detect or discern invisible or ethereal creatures.
The spell also does not fly directly to the subject or necessarily by the shortest route. It goes 'in search' of them. A described subject within 100 feet is found in 6 seconds. One that is 110 feet away (to 1,000) takes 10 times longer. While someone could theoretically follow it (because it's possible someone can fly or follow it through some magical manner), they would likely have to be able to traverse an exponentially widening area and radius at exponentially increasing speeds (which someone could calculate for the spell, but it's likely to be quite high).
A lot of good ideas and definitely a good way to think of ways to utilize the spell. As others have said, not all of them work. I too read the physical description part to mean it has to be visible or otherwise observable. You can describe a creature in as much detail as you wish to get the right one, but you risk it failing if you miscalculate (like if he isn't wearing the hat you said). Not that this is an issue or anything, but I also read 'potential subjects' to mean any creature that matched the description can also see it, even if they aren't the closest. So if you just said 'an orc', then the hand could be seen by any orcs in the area, such as ones standing just a little further than the closest orc, since I would consider them potential subjects. Whether that matters or would ever come into play notwithstanding. Silke wrote:
It is an Evocation, it is not a [Force] effect. It does not create a physical object or even a force object. It can't pass through physical objects, it exists in the same was as the acid blob from Melf's acid arrow. I do agree it isn't blocked by anti-Divination effects, but disguise magics or other things that would change appearance can fool it, but I also agree with you that figments wouldn't. Glamers would. Those change what something looks (or sounds or smells) like. Silke wrote:
I wouldn't allow that description. 'The Red Fang Orc Chieftain' is not a physical description. I wouldn't let the hand find 'The King' any more than I would let it find 'The Murderer' in an investigation. I am not saying you can't still use it, but your description and success would depend on things you can't control unless you're lucky. You could find a dead body, determine it has lethal cuts, and maybe send the hand out looking for someone 'holding a bloody knife' or better 'bloody blade' (in case it was a cleaver or axe or sword and not a knife). But that would only help if they were still holding or carrying it and hadn't stuck it out of sight or hid or threw it away. Even then, you'd have to follow it to them, since they're unlikely to come to you. The 'orc' one works, or even describing an orc with specific or distinctive clothing or accoutrements that a Red Fang orc might wear (or a distinctive headpiece or weapon or symbol of office the chieftain might have).
202. Escape Velocity Ladder This cursed escape ladder detects as normal except it is 20 feet long instead of 10 feet (weight 2 lbs).
Escape Velocity:
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When the extradimensional space power is used (third command word), instead of creatures being dimension door'd at the end of their turn, they are launched with great velocity at a trajectory along or away from the ground (1d6 x 100 feet). If a solid object is struck, the creature takes 1d6 damage per 100 feet of trajectory. Roll 1d3 to determine angle: 1: parallel to ground; 2: forty degree angle; 3: mostly vertical. Otherwise, if the ladder's first command word is used before climbing it up or down (not if otherwise using it normally), there is a 50% chance when the first creature reaches the ladder's midpoint to trigger the curse. All creatures on the ladder at that time are flung up into the air as above, and must succeed at a DC 15 Reflex save or be entangled in the rope ladder as it rolls up around them. Entangled creatures have a –5 penalty to Acrobatics or similar checks to negate falling damage (in addition to any penalties for being entangled) and it also negates abilities that would let the user land on their feet after a fall (such as boots of the cat) but not abilities that would slow falling. A successful remove curse shrinks the escape ladder to 10 feet in length (weight 1 lb), and it functions normally thereafter. Failure to remove the curse causes the caster to be flung into the air as above and further attempts to remove the curse by that same caster within the next 24 hours always fail, though this isn't revealed except through testing.
203. Escape B-ladder This quirky escape ladder is believed to have been originally created by mischievous fey, though other jokesters have since created their own designs. Whenever one of its powers is used (not when climbing it normally without using a command word), a living creature (with suitable anatomy) reaching the ladder's midpoint must make a DC 15 Fortitude save or void its bladder, whether they had to go or not.
Wet Surprise:
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The result is mostly normal but rather embarrassing or at the least uncomfortable to most creatures, resulting in a –2 distraction penalty to skill checks until cleaned. A strange quirk is that the moisture interacts strangely with cantrips, making it hard to clean through their use. Whether a prestidigitation or drying spell or using create water to wash them in, this causes a strange, random magical quirk, though it's rarely dangerous or more harmful than a zap or poke; strange odor of flowers or licorice or flowers appearing on the clothing or body or funny noises when the target walks. ------------------------------------------------- 204. Impish Doorknocker This cursed insistent doorknocker detects and appears normal, but it opens into an extradimensional simulacrum of the apparent room beyond and can trap users inside.
Impish Shenanigans: ----------------------------------------
When the knocker is used and the door opens, the apparent room beyond looks like the area behind the wall or obstruction, but is actually an extradimensional space of no more than 20x20 (though it can look bigger, the boundaries are illusory). This does not cause issues with other extradimensional or nondimensional spaces, though they cannot be accessed within it. Apparent exits do not actually open, though open accesses, like an open door or archway to a corridor could seem to extend further. The doorknocker can only create what would be within the 20 foot area or what could be viewed from the location it would open into. It can see in darkness, so it can show things to someone with darkvision looking into an apparently dark room or reveal what they might see if they have a light source from the doorway. It does not reveal creatures of any kind, nor can it show invisible objects, secret doors, or traps that a normal observer couldn't see just looking. Objects are real enough, furniture can be sat upon or hold weight, crates can be opened (or hidden behind from someone looking in), but they contain nothing within. Mechanical effects do not function or do anything that isn't observably apparent (a crate hanging from a rope on the ceiling will fall if the rope is cut or the obvious release lever on the winch is triggered) but if the gears or cranks run under the floor or walls or trigger magical effects or doing something in another room, they do nothing. A lever in the middle of the room that opens a door in the real room, won't work here unless it's obviously connected. The doorknocker cannot determine or intuit effects. Two rounds after a creature enters, unless more creatures step in, the doorknocker turns into an impish visage and sticks out its tongue with a 'Nyaaaah!', dropping the knocker. The door closes, leaving an apparently normal wall, and seals anyone inside in the extradimensional space. The door closing cannot be stopped, as it's purely visual. The imp knocker then begins wailing or keening like an alarm spell and is unresponsive to commands or attempts at removal. This likely calls guards or attracts creatures to the area. This persists for five minutes. If there are no creatures in the area, assume 1d4+1 imps are called or attracted and show up. After five minutes, or if hostile creatures show up, the doorknocker expels everyone inside onto their rumps (sitting) in front of it, as well as any objects or items they may have dropped in the space. It then resumes its gargoyle appearance and regains its knocking ring. A successful dispel magic or remove curse from either side can expel creatures early and stop the knocker's alarm, which may prevent creatures arriving depending on their location and time spent with the noise. Users aware of this object's curse sometimes use it to get a look into an area beyond without stepping through, though they have to be aware that hidden objects, traps, or creatures inside are not shown.
I did that with a cat. It looked like it was in danger from a random encounter. PCs saved it and it started following them. Was the evil wizard's familiar spying on them and they had no way of knowing. You'd be surprised what players say about their plans and how in-depth they get when they're planning how to take on a boss.
165. This crate is full of salt (200 lbs). The interior is lined with burlap, to prevent leakage, though it likely will have to be scooped into smaller sacks. 166. As crate #165 except it appears that slugs got into the crate. The shriveled, desiccated remains of several are curled on the top layer. Shiny, green mucous trails crisscross the top layer of salt. While the top layer could be scraped (10 pounds worth to make it look 'clean'), a DC 20 Appraise check will reveal that this is a rare type of slug and the salt crystals have been imbued with a hallucinogenic quality sought out by certain people for recreational use. It can be prepared into food or other methods and is only illegal in strict or oppressive cities. Four pounds can be sifted from the top layer. It can be sold for 10 gp. per pound to the right buyer. 167. Voidglass Boulder Helmet
Obstructions: Depending on the location (assuming road or path). It could be a large tree down if wooded. A large boulder if hills or mountains. It could even be a small footbridge collapsed or a ditch or hole across the path. Nothing they probably can't just go around. But do they ignore it or stop and move or fix it. Maybe it affects trade or something. Did something put or make the obstruction (knock down the tree, throw or roll the boulder and it ended up here, did the bridge just collapse in the last storm or did something break it in a rampage). Even a hole on the side of the road might have the PCs stop to investigate. It could be seen as slowing the game down, obviously, but what they find or come up with while investigating can be fun or interesting itself. Even if it's just another tree nearby that fell into the first on and knocked it over and is leaning dangerously itself. Do they leave it or make things safer? Remains of a fight: Maybe a broken wagon, or some crates or sacks. Probably looted, but maybe the owner sped away and one fell off and was lost. If the attacker wasn't a bandit, just a beast, and the crate or sack didn't have food, it might have something interesting. Roll on Goth Guru's Infinite Crates table. Maybe they find the owner at the next stop they make.
672. Flyleaf This leafy green plant is nearly identical to rhubarb, with its leaves being suitable for cooking and medicine. Each leaf grows a tiny seedling at the base, which is not edible but easy enough to pick off. The plant gets its name from the fact that as the leaves mature enough to the point to be eaten or useful, they snap off and float away, similar to a dandelion, but using a natural buoyancy rather than just wind. The leaves land and spread the seedling in a new location. This makes farming and gardening the leaves difficult, since one must be diligent and quick to await maturity, but catch the leaves before they fly away, making more normal plants preferable for such tasks, otherwise netting or a greenhouse is used for optimal harvesting. The leaves can be used in potions or items that cause levitation, but not flying. 673. Grazeleaf This waxy-green thistle is inedible to humans, though grazing animals can ingest it. While typically considered a nuisance or pest plant in fields or gardens, crowding out other plants, it is relatively innocuous otherwise. Its leaves do have a healing property for minor cuts and scrapes. If a fresh leaf is pressed to a cut or scrape from an injury of no more than 1 hit point, it has a 50% to soothe, and the wound will heal over in one hour. If a 95%–100% chance is rolled, that particular plant's leaves cause an allergic reaction, increasing the injury by 1 hit point and giving a –2 distraction penalty for one hour. The leaves can be dried and prepared into bandages, but there is always a small chance of allergic reaction from any bandages made from the same plant's leaf in an individual user. An individual can benefit from this leaf's (or a bandage made from it) effect no more than once every 24 hours.
I don't generally allow casting a spell while casting another spell. The rules are pretty clear that casting a spell affects concentration on another spell. Even if you don't have to concentrate, such as holding a charge, casting a spell disrupts the spell. While some actions (or even activities that aren't considered actions), can occur simultaneously, that doesn't mean it applies equally. If you're holding your breath, you can hold your breath while swimming and not interfere. Talking is a free action too, but if you take that action, while swimming and holding your breath, it's going to affect your ability to hold your breath, whether there's rules or not on how much breath you lose (probably one additional round). That isn't the exact situation here, but you must concentrate to cast a spell, even an immediate spell or one that doesn't take an action (as long as you're casting it, not like a contingency or something that occurs autonomously). Even if immediate or swift spells don't provoke, that is not the same as not requiring concentration. If you tried to cast a swift or immediate spell while distracted, taking continuous damage, or moving (and yes, that includes possibly while falling and trying to cast feather fall, making it almost impossible to do for a low level caught falling unawares), it takes concentration. Casting a new (the immediate) spell will interrupt your casting and concentration on the first one, if your GM wants to houserule that you can maybe do it with a concentration check they can, but there's no mention of being able to maintain concentration while casting because you interrupted it yourself purposefully. TL/DR
660. Whorled Cup— This rare, flowering plant only blossoms once a year, typically no more than twice in its lifetime, though well-cared for ones have been know to blossom three or four times. It has a vibrant green stem, and a large, light yellow bulb that remains closed most of the time. When it does blossom, typically at the end of spring, just before summer, the flower takes on a more golden and metallic hue. The flower opens in to a spiraling whorl of metallic petals. In sunlight, the petals gleam with the light of a treasure hoard and spectators are often left breathless and in awe. Some compare it the effects of a superb owl (#659), but even more inspirational to most of the world. Strangely, while the flower can be plucked, it cannot be done by hand. Only held and manipulated with feet. No one is certain why this is, but those attempting to use their hands, initially receive yellow marks on their skin as a warning, but further infractions quickly darken to red marks and result in the transgressor being incapacitated until they're removed or ejected from the area.
Wall of lava is a spell, not a creature construct, correct? If it was a lava golem or something, then maybe, but the spell is not technically an unattended object or a construct (it is constructed by the spell, but not a Construct for purposes of control construct). It's more of a magical effect, like the sphere formed by flaming sphere.
Very nice foundation. I see a lot of benefits and very little tradeoffs. Xenophobic is about it, and, sure, starting with no other languages can maybe be problematic, but probably not too much (which is why it's no RP reduction). Most of this race's stuff isn't strictly combat or magic buffs, though Improved Initiative and their speed and maneuverability will probably come into play, since they'll likely be a class that uses it. I'd like to see at least some downsides, maybe Startled, where if an opponent does beat them on Initiative they have a –2 penalty or are shaken or feared or something for 1 round (can't be immune to this). Or some aversion or weakness to an item or creature or situation or something that could conceivably come into play. Not saying they're hunted by all other races for their lucky feet or something, or a carrot allergy or anything.
If they don't have hair, they can't make their hair prehensile. Even if they have an appearance that matches hair. The developers made it very easy to allow almost any creature to qualify, especially with the 'even eyebrows' reference. However, they are very clear that it has to be hair. A gargoyle or stone golem carved to look like they had a pompadour, eyebrows, and a beard does not. A zombie (with hair remaining), a flesh golem (with hair remaining), or a carrion golem that somehow could use the hex would qualify. A hair or beard elemental probably could do it (if they existed), a stone giant (whose body is completely devoid of hair) cannot. If you are a water elemental with a cascading waterfall of flowing locks (pun intended), that is not hair. Just like a disguise self to give yourself a beard wouldn't count as you having hair, you can't cast a spell that makes your claws do more damage if you don't have claws (I mean, obviously you can cast it, it just wouldn't do anything unless it specifically said it gave you claws too). Just like an ability the elongates your arms won't do anything if you don't have arms.
I would suggest taking the Vengeful Heart deed of renown. You will lose the derring-do deed and one other 1st level deed (probably dodging panache, since your Cha is likely to be lower, but maybe it won't be if you max it). This will let you use a samurai's resolve ability, which can let you remove a condition, get two rolls on Fort or Will saves, or remain conscious and stable below 0 hit points. Since this is a dare, and you character is made on the premise that he wants and prefers to use his heavy pick (not switch it out for the best weapon), I won't suggest changing it to a different weapon. (Now, if there was a musket-pick or a musket-pickaxe, I might suggest taking some gunslinger levels to stack your panache/grit pool). At 1st level, Swashbuckler's finesse gives you Weapon Finesse with one-handed piercing weapons (heavy pick) Archetype options could be:
Courser— The added base speed is good for countering dwarf land speed and the quick access to Spring Attack can be good if you have other front-liners in your party to support, as you can move up to their space and attack and move back with Spring Attack. The added speed is really the main benefit. (I understand this doesn't actually do anything special with the pick, but let's be honest, I don't think a single swashbuckler archetype is built around picks. Maybe I'll make one.)
1. Yes. If you have the item, you can do that with the appropriate magic item creation feat (and a place to create the item). If you are building a technological/magic weapon, you need the Craft Technological Arms and Armor feat and a military lab.
Technological Equipment wrote:
2. Probably not from Rapid Reload (there might be a technological variant). Since Rapid Reload says 'Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with.' and I believe that the notes don't let it work with Advanced Firearms, I think Technological firearms would fall in that category. Most such items have magazines with multiple shots though and changing one out is normally a move action. I don't see why there couldn't be a version that allows rapid reloads... but I don't see one. 3. Most likely yes. Magus (Eldritch Archer) get a bonded object the same as a wizard at 1st level. Assuming your GM would let a 1st-level wizard start with a technological weapon, then the magus can, and I don't see anything that would prevent their spellstrike from working with ranged weapons.
To my knowledge, alchemists do not cast spells. They 'cast' spells by mixing up an extract. Their alchemy ability is not spell casting. I believe they can take an ability called Spell Discovery that would function as them casting a spell (but that would be a sor/wiz spell and not an alchemist extract/formula).
85. Cackling Creek
86. Screaming Stream
While the water loses this effect away from the source, there is at least one method used by a local brewer that has found a preservation method and uses water from this location to make a screaming beer that locals use as a test of courage.
548. A stalk rises with a dangling green silk scarf dangling from it. It has rose thorn edging, making it equivalent to a bladed scarf (non-metal). Bladed Scarf:
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This is a +1 bladed scarf sized for the planter, with embroidered rose stems and the planter's initials stitched in the corner. It has the additional ability that it can be drawn or wielded as though the wielder had Quick Draw if it is wrapped or tied around an accessible location, such as wrist, neck, or waist (not if knotted or in a container or pocket, though Quick Draw itself might allow that), but the user must succeed at a DC 15 Sleight of Hand check or take the weapon's damage from the weapon's thorns (no Str modifier). The planter is considered proficient, though anyone can use it. -------------------------------------------- 549. One round after planting, a pile of dried beans forms and then quickly heaps up into into a humanoid form. This is a dried bean golem and is under the planter's verbal control as its creator. It understands any language its planter speaks (but not telepathy) but is subject to listen checks to hear or understand for distance or noise.
Dried Bean Golem:
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Treat this as a wood golem with the following changes: DR 5/sickles or scythes Instead of cold breaking slow effects and healing damage, a plant growth does this, healing damage equal to caster level. The Splintering attack is replaced with Dried Bean Spray, which deals bludgeoning damage and half is nonlethal. The golem's body is made of thousands and thousands of hard, dried beans which shift and roil (and can actually be reached or pushed inside of, though that's considered an attack by all but the planter and the golem responds as such). Its body is very unstable and if it so much as moves or ceases being mostly upright, it crumbles into a large pile of beans (which are normal and can be planted or grow where they fall). If the golem ever ceases to be upright (crouching or kneeling may be acceptable, but sitting, laying, or being knocked prone is not), it crumbles and it does not accept commands that would do this (exception: See planting below). It otherwise has no problems with self-destructive commands like standing in fire or jumping off a cliff. If the golem even moves from its space, it requires a DC 10 Acrobatics check for balance or it crumbles. It may Take 10 on these checks only if the distance moved is 5 feet (and not in combat or distracted) and this check is at a –5 penalty if the golem runs or charges. This check occurs at the end of the golem's turn (so it might get an attack before crumbling). Unless expressly ordered to move fast, the golem responds to any commands to move with 5 foot steps or 5 foot movement (and Taking 10 if possible). Forced movement, such as Bull Rush can trigger a balance check. Planting: If the golem is ordered to plant itself or seed a field, it moves quickly around the area, dropping its constituent parts and decreasing in size until it has planted a small field's worth of beans and is gone.
550. As #549 except it's a dried pea golem and if it is destroyed or crumbles, treat its space and those adjacent as though they were strewn with marbles (though only on a suitably hard surface, otherwise the peas just get pressed into the ground). 551. As #550 but it's a dried pee golem. It isn't unstable and is treated as a wax golem that looks like the planter, except it (and perceived clothing) has a yellowish tint and smells faintly of asparagus or mild ammonia.
thorin001 wrote: So does a 5' step allow a stealth check or not? You can make a Stealth check when you move, as part of the movement. If the movement costs a move action or is a free action, you make the check as part of doing it. Note it says movement, not taking a move action. So technically, you could do it for actions that don't move your location but might involve movements, like say when someone's distracted you hop and pivot to face a different direction (for some reason. Obviously if you aren't hidden when they stop being distracted or look back at you they'll see you... just in a different pose). Possibly other movements that don't fall under Sleight of Hand (the check is made as part of the action of doing the act).
Ghost Touch wrote: A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal. This special ability can only be placed on melee weapons and ammunition. A ghost touch item is fully interactable to an incorporeal creature. It counts as both corporeal and incorporeal as needed (read as: benefits the user, but it's GM discretion for some cases). An incorporeal creature holding a sword can strike a corporeal creature and vice versa with no trouble. An incorporeal creature could use a tripping ghost touch weapon on a corporeal creature (and technically vice versa, but incorporeal creatures tend to be immune to those because they float, but it's possible a certain kind could be.)A ghost touch weapon wielded by an incorporeal creature's still appears to bypass natural armor or shield as an incorporeal attack, it just deals full damage (not 50%, like if the ghost had died with a magical weapon and was manifested with a ghostly copy). As for movement, I don't believe it hinders the wielder, it's incorporeal as needed for an incorporeal creature. So a ghost could move into a wall or floor and not have it bang the stone. I wouldn't let them hit a creature without having the weapon outside of the solid object or attack a wall or floor from inside it while incorporeal, and I wouldn't let a corporeal creature push it through a wall like it was incorporeal if they weren't, but other GMs may feel different on that part.
You know what? I did forget to look at the Soulbound summoner while I was researching Summoner Eidolons and then Unchained Summoner Eidolons. Let me look at that archetype. Pactbond Curse wrote: The eidolon’s alignment always matches that of the soulbound summoner, regardless of its subtype. It would seem this alters the wording of the unchained summoner's eidolon being within one step of the summoner's alignment (and brings it back to the normal summoner's eidolon matching the summoner's alignment). A LN soulbound summoner's eidolon would be lawful neutral. I don't see that it changes the part about the eidolon having an alignment subtype matching its alignment, so it would appear to have the Lawful subtype in that case (of being LN). If it has other subtypes, it would still have those. That appears to be the only mention of alignment in the archetype. It doesn't read like a soulbound summoner actually contacts the outsider (for instance, it's not a real azata), more like it's a construct that the summoner contacted/created from their mind and it 'appears' to be (or even acts line) and azata, but it isn't an azata like you'd have out of the bestiary. The summoner could give it extra legs or horns or whatever, it's just on an azata frame. But, hey, I don't play summoners and maybe there's more obscure rules or something I missed. I am sure someone will point it out.
Normally, a summoner's eidolon is the same alignment as the summoner. For an unchained Summoner, the eidolon can be one alignment step removed. So a LN summoner could have a LG, LN, LE, or N eidolon.
Unchained Summoner > Eidolon wrote: An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. Eidolon Subtype wrote: Alignment: The eidolon is a creature of this alignment. If its alignment is chaotic, evil, lawful, or good, it gains that subtype. To my knowledge, an eidolon has the form of the creature chosen, it is not technically that kind of creature, just looks like it. So it would be a LG, LN, LE, or N eidolon that has the form of an azata (or has extra limbs or claws or wings, etc.). It has the subtype of its alignments, so it would be Lawful and Good or Evil, or it would be neutral and have none.
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