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119. Spell effects are illusory. In the case of spells that directly affect creatures when cast, those creatures are innately aware of what the spell should be doing and treat them as mind-affecting figments and glamers. They receive a Will save in place of any normal saves (even if the spell normally doesn't allow one but directly affects the target) at the spell's DC +2 or be deluded into believing they are fully under its effects, and acting appropriately, though it still has to be physically possible for them to do so (they will make checks to climb while believing they can spider climb, they will feel healed and not notice any wounds supposedly cured, they will move slower if slowed but can't move faster than normal if hasted believing they only wanted to move that far or that some other effect is interfering).

120. Caster is deluded into believing the spell worked as intended, but it didn't. Nothing happened. The spell or spell slot is lost, however.

121. Caster's clothing ages drastically. This only affects clothing (including hats, belts, boots, etc), not armor (but thick clothing, outfits, or even armored coats that grant armor bonuses may count) and typically only organic materials like cloth or leather are appreciably affected, losing 1 hardness and 1 hit point permanently. This effect never reduces an item below 1 hit point. The visual effects of this vary depending on the item (cloth may yellow, leather may become brittle or cracked). This can only be reversed with a limited wish or greater effect.

122. One random affected target is encased in a giant wheel or block of cheese. The cheese has a hardened rind but contains numerous sizable air holes (similar to Swiss, though you can make it any brand) and the creature's face will always be looking out one such hole, allowing speech and breathing to be relatively unhindered. Though they can also see, interference with peripheral vision and hearing may give penalties to Perception checks at GM discretion.

The target's legs (or leg analogues) are free, but each other limb (arms, tail, wings, tentacles, etc) has only a 20% chance to be protruding from such a hole and, if so, can be used with appropriate difficulty (ie. one free wing is likely of no help for flying, but could be used for a wing attack). The target is considered entangled and moves at half speed, losing shield bonuses to AC (unless their shield arm is free). Encased targets can break free with three successful, non-consecutive Strength checks (standard action, DC 12) or with 2 minutes of dedicated work wearing the cheese away (rubbing against a wall, falling onto the floor heavily, etc.) The cheese can intercept attacks and damage to the target (hardness 2, hit points equal to 2 x spell level, minimum 2 hit points) and does interfere with touch attacks unless the attacker can specifically target an exposed limb (with appropriate penalties at a GM's discretion). If the spell has no target or the target of the spell is unable to be encased (like a wall or door), a normal wheel of cheese appears nearby.

123. The spell is not cast and instead becomes a wand in the caster's hand (displacing a held object safely to the ground if necessary). The wand is at half the caster's caster level (or minimum for the spell) and contains [10 – 1 per spell level] charges. The command word is always the name of the spell, including any metamagic applied to it, which is clearly written in a language the caster can read along its length. Any expensive components or focuses for a stored spell must still be provided or on the caster's person or the spell fails (the charge is not expended). This effect can create wands containing spells greater than 4th level.

124. All targets (or targets in the area if an area effect) are given a personal, visible aura (treat as lesser globe of invulnerability), for 1 round per spell level immediately prior to the spell going off. This may prevent them from being affected by the cast spell if it was 3rd level or lower.

125. Caster's hands reverse (like a rakshasa's). They are fully functional but the caster receives a –2 penalty to any skills or checks involving their hands until they grow accustomed to their new orientation. This includes concentration checks for casting somatic spells and attacks with their hands. Every week, the caster may attempt a DC 15 Intelligence check to become accustomed. This check is at a +1 bonus for each previous check.


Slyme wrote:
According to this FAQ you can only crit on things that deal hit point damage. So no crit's on ability points, levels, etc.

I am not sure I am reading that in the FAQ. Could you quote the part you believe pertains to it?

We already know that that crits can affect negative levels, ability damage, and drain. A FAQ only applies to its specific question. In this case the question is about weapon-like spell attacks, like rays and similar attacks. At no point are critical hits discussed because critical hits are not special attacks or abilities nor are they a part of the FAQ question being answered.


The one round duration of demand applies to the sending aspect. You convey your 25 words and the recipient has that long to respond if they wish. The suggestion functions as a suggestion spell otherwise.

A suggestion for someone to leave or avoid combat can be reasonable. It depends on the person and the situation. If a fight starts and you suggest to one combatant that they go to a temple, then certain factors will apply. For instance, are they injured? Do they have an affliction that could threaten them suitably to necessitate getting healed or cured (which is the implied suggestion)? Is the temple right there or a block away or is it half a day's walk? Is there a known cure or method of treatment closer and more reasonable (that they know of)?

A simple suggestion to just stay out of a fight may be reasonable. Again, it depends on the person and it also depends on the other combatants and the perceived nature of the combat. For instance, if one of the other combatants/allies is the target's loved one or sibling or good friend and it's likely they'll be significantly hurt in the fight (ie. lethal combat), some people won't stand to the side. If it's a tavern brawl or likely to just result in bruises ultimately (and the ally is clearly willing to fight), it could be, but the situation is too open-ended and the range of possibilities can't all be plumbed. Also note that most players will always try and play their personalities as being directly opposed to any suggestion, so you need to watch for those as well (in the case of those 'deeply opposed to mental control' the Will save is meant to account for that).

In the case of long term effects of suggestion, it will take effect reasonably unless the wording is such that it is unreasonable after an encounter. If during a fight you suggest they sell their sword and get a new one, it's not reasonable for them to engage in commerce during a fight, even if you immediately offer them a bag of gold (unless their character legitimately would do that). If it's basically their only weapon (and they reasonably believe they will need it within the near future and won't have a replacement), they won't do it. After the fight, they will be compelled to follow the suggestion if an opportunity presents itself within the spell's duration (they meet a merchant, they can go to town and it isn't surrounded by a besieging army or dragon and they aren't wanted criminals in the town or something(though they would still try to sell it elsewhere)).

If a suggestion is to go bathe in a nearby lake, the character will go do so. If they get attacked, they will defend themselves, not run and jump in the lake. After the fight, assuming the duration is still in effect, they will continue with the suggestion. If they reach the lake and it's surrounded by animal bones, has a foul smell, or clearly has piranha or alligators in it, then the suggestion likely becomes unreasonable at that point. If the target knew of any of this beforehand, the spell might just fail at the time of casting without the caster even knowing why (if they don't know about the lake's situation).


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116. Caster is the target of deific science fair projects:
(1d4) 1. Paper mache volcano forms around caster, entangling them (waist-high, hardness 0, hit points 5 per five foot section, break DC 12). 'Lava' (baking soda with vinegar and red food coloring) bursts up, dousing the caster and giving them a –2 distraction penalty until cleaned off.

2. Cone of intense sunlight focuses on caster, as though from some immense magnifying glass, even if in the dark or underground. Optionally, faint sniggers and muttered 'heh, hehs' may also be heard. Caster receives 5d6 fire damage (DC 15 Reflex, half) and, if they take any damage, requires a second Reflex save (DC 15) to avoid catching fire each round for a number of rounds equal to the spell level (minimum 1). This counts as a light effect of the spell's level +1 for purposes of overcoming darkness effects (though it only illuminates its specific beam, not the surroundings. Stronger darkness effects that cause dim lighting reduce the damage by half, darkness or darker negates it.

3. Van de Graaff generator simulation manifests around caster (treat as a tiny hit) which looks like a steel sphere with writhing crackles of electricity from the outside. Creatures inside the sphere take 1d6 electricity damage per round (Fort DC equals spell DC; half). Creatures within 20 feet of the sphere take 1d6 electricity per round from arcs of lightning (Reflex, half). Passing the boundary of the sphere in either direction deals 1d6 electricity damage (no save). The static electricity in the area also causes hair and fur to stand on end and certain clothing and items to cling. The sphere exists for 1 minute before vanishing, even if the caster leaves its area.

4. A red button appears on a stand or wall near the caster. Anyone pushing this button experiences rapturous ecstasy for 30 seconds. This occurs every time the button is pressed. The caster must make a DC 15 Will save or immediately push the button. Any creature pressing the button must make a DC 15 Will save after 30 seconds (or as soon as any danger passes) or push it again. Treat this as a mind-affecting, fascination effect. The button disappears after one hour of not being pressed.


Looking at the wording for army ant swarm, and the universal monster rules for swarms and distraction ability, it could be ruled that a character leaving the army ant swarm becomes nauseated at the end of their turn (when they take the 3d6 cling damage). Since the distraction ability says nothing about having to be swarm damage, only taking damage from a creature with the distraction ability, it would seem possible/reasonable to apply it in that instance.

If you opt to view it this way, that means at the end of their turn after moving away, a creature takes the cling damage and (if they fail their save) becomes nauseated for 1 round (until the start of their next turn), potentially allowing the remaining swarm (which took 1d6 damage from the cling ability) to then move over them on its turn and deal its 6d6 swarm damage from the consume ability.

In regards to the original thread topic, I probably wouldn't stack swarm damage from overlapping swarms of similar creatures (without good reason), but I have no problem with them overlapping or taking each other spaces. Swarms have always been able to share spaces with other creatures and can move through spaces far smaller than the area they take up (ie. despite filling a 10 foot cube, a bee swarm can come under a door or through a crack if its big enough for the constituent creatures to do so). So unless you're trying to say there isn't room for a bee to fly around in the space of a bee swarm, it's doable (but again, I wouldn't double the damage).


501. A race the generates an inherent 'stability field' around themselves, which mitigates or nullifies some (or all) aspects of instability in a radius around them. Some examples might be: earthquakes, preventing transformations or shapeshifting, preventing oozes from splitting, or mental states from changing to 'unstable' modes, like confusion, rage, or insanity, etc.

502. Creatures with a detachable limb. Possibly requiring concentration and visibility to the limb for control, possibly autonomous. Also, they are highly allergic to plants of the broccoli family.

503. Kobolds, but the poetic, gentle-souled ones.


I agree with avr. You can use greater shadow evocation to duplicate contingency.

The spell you cast, however, has to be 1/3rd your level or less (max 6th). So (assuming 6th) you can't use greater shadow evocation to duplicate a lower level spell. Similarly, you couldn't use a wish to do that (although I suppose you could wish to have a contingent spell of higher level than typically allowed). Also, if one caster class has a spell duplicating another class's but theirs is too high a level (ie. druid compared to cleric or sorcerer/wizard) then they can't use it, even though it's a duplicate of a lower level spell.

If you did use shadow evocation (which is low enough for contingency) for your contingent spell, the spell would follow the rules for shadow spells when triggered. Meaning it would only do 20% damage to you (which is an effect you aren't likely to have cast on yourself) or, more likely, any non-damaging effects will only have a 20% chance to actually occur (or be one-fifth as strong), like healing or such (since you are unlikely to believably be able to say you aren't aware that the shadow illusion you cast is not a shadow illusion).


Well, you actually used the word 'rouge' correctly <<11–15>>. When that word appears on these forums any other time, it's almost 100% incorrect for what it was supposed to be. But then you confused a 'balaclava' (the head covering) with 'baklava' (a delicious greek pastry) <<26–30>>.
... or... did you? :p


Roco wrote:
[Now] to decide if I want stand still or improved trip.. hmm

Looking at the options:

Stand Still will stop them from moving if you win a combat maneuver check. Pretty much straightforward.

Tripping definitely makes the foe far easier to defeat, making them prone so your allies have an easier time beating on them and giving tham an attack penalty until they stand (taking an action and provoking new AoOs). However, unless you get an ability that says otherwise, you cannot trip a foe more than one size larger than you (and if you reduce your size, that's only going to restrict that more). Also, if you fail your check too much, they can trip you in return instead. Now, Improved Trip will add a +2 to your trip attempts and give you a +2 bonus to avoid being tripped if you fail and also tripping weapons are not too hard to find (though you'd need a light or one-handed piercing one to work with most other mouser abilities unless you are switching out).

Having said that, there's a few other feats you could take that will increase the effectiveness of trips (not so much finding one that combos with Stand Still); Greater Trip, Vicious Stomp, etc. (the list is pretty long). So just have to consider the options.


Drawback (amongst others): Pharasma (or some custom diety who keeps records of life and death) is pretty sure Sun Wukong the Monkey King had something to do with her records being tampered with. Anytime the owner of staff of the monkey king (even if not bearing it) erases, defaces, or otherwise tampers with a name or specific identifying signet, rune, or emblem of another person, a psychopomp of CR equal to the bearer +2 is sent by Pharasma and appears within the hour (or lurks until an appropriate opportunity if the bearer is otherwise protected or inaccessible) and proceeds to beat the ever-loving bejeesus out of the bearer to the best of their ability. If the psychopomp renders the bearer unconscious, kills them, or deals at least 50% of the bearer's maximum hit points in combat, the bearer gets a –1 inherent penalty to their lowest ability score. This can only be mitigated with a wish, miracle, or similar power that can grant an inherent bonus. If an ability score ever reaches 0 due to this penalty, the bearer becomes an ordinary monkey and eventually finds their way to Sun Wukong's side to serve him for all eternity.


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46. Caster inspires courage in allies (not self) as a bard of their CL (this doesn't stack with any bard levels). Rather than concentrate to maintain the effect, it persists as long as the caster casts a verbal spell every round and for 5 rounds after they fail to do so (it doesn't renew if a verbal spell is cast during that period). The spell that triggers this wild magic effect does not need to be verbal. It otherwise functions as the bard ability using Spellcraft in place of Performance should it become needed.

47. Targets get a -3 luck penalty to attacks and damage until the end of the caster's next turn, when it becomes a -2 penalty for one round before becoming a -1 penalty. The next round it becomes a +1 luck bonus (skipping 0) and continues to increase each round until +5, stacking with other luck bonuses and penalties to attack and damage (max +6, no lower end limit), ending after that round. Unwilling targets of the spell may make a Will save to avoid this effect (without knowing what they are resisting), others do not.

48. Everything the caster says sounds uproariously funny (except to themselves, they don't get it) for one round per spell level (minimum 1). Any creature within 30 feet hearing the caster speak must save against hideous laughter (CL 3, DC 13, no more than once per round). Familiars are not exempt. This applies to command words and verbal spells (though they must be words, ie. a bard whistling to cast will not trigger this).

49. Spell becomes a jack-in-the-box (box with a small crank on the side) in the caster's hands or on the ground if their hands are full. The sides are decorated with stylistic renderings of the spell's intended effect (fire, red cross or bandages, skulls, etc.) Spellcraft can identify the spell in the box at a +4 to the DC. Until the crank is turned continuously for a number of rounds equal to its spell level (minimum 1) nothing happens.

The box plays a jaunty tune while the crank is turned (typically Pop Goes the Weasel but it might change depending on the spell contained). Anyone can turn the crank. Failure to continue turning the crank continuously resets the charge up time. After the last round of cranking, the box's lid begins vibrating and the user has one round to drop it, throw it (10 foot increment, scatter result on a miss) or just hold it if they want the effect (or don't know what will happen) at which time the box opens and the contained spell affects any viable targets within 15 feet (up to caster's level) if it doesn't otherwise specify a number (to keep from having to target every single object in an area for certain spells)) or as the origin of area effects regardless of the spell's normal area or shape (choose a grid intersection as necessary). Effect spells that create objects, like wall of stone, can extend beyond this. Ranged and ray attacks originate from the box's location for purposes of cover and other effects. The original caster is still considered the caster for the spell and all effects dependent on their abilities use them from the time the box was created. Otherwise the jack-in-the-box is permanent until used and it cannot be opened in any way, though it can be destroyed (hardness equals spell level and hit points equal to half the caster's maximum) or dispelled (either of which dissipates the spell with no effect).

50. A deep, booming, dramatic voice declares the spell's name out loud (including any metamagic applied) It is comprehensible in any language but there is no other effect.

DungeonmasterCal wrote:
Man, you're on fire with those, Pizza Lord! I know there's quite a gap between the last post and this but they're worth the wait.

I like to give one or two others a chance so it doesn't seem like I'm a forum hog. Since the thread got all the way to the bottom (and I still had some ideas) I thought it was safe.


26. Caster retains the cast spell or spell slot and instead loses another one entirely at random (which could end up being the same level spell slot). If a cantrip or otherwise unlimited spell, the caster loses the use of it for one hour. If the caster has no other available spells or slots, they lose it as normal and become fatigued.

27. Target(s) may take an extra 5-foot step on their next turn. They still must be able to take 5-foot steps and have enough movement to pay the cost.

28. Faintly luminescent numerals appear just above the target(s) for 1 minute per spell level. While they provide no illumination, they can be read in normal darkness. The numbers are equal to the target's current hit points and reflect any changes. Targets without Constitution scores gain 1 temporary hit point per spell level instead, which last for one hour if not damaged.

29. Target(s) deals 1 less point of damage per spell level (minimum 1) with all attacks and spell effects until the end of their next turn. Effects placed prior to this are unaffected, such as an already in-place fire shield orwall of fire or an already attacking spiritual weapon. It does apply to area effects and newly created or directed spells or attacks during time. The target also receives that much less damage from all sources until the end of their next turn. Unwilling targets of the spell causing this wild magic receive a Will save to avoid this effect, others do not.

30. Caster gains DR 5/luck for 10 minutes per spell level (cantrips last 1 minute). Unlike normal Damage Reduction, the potency of this protection is reduced by attackers who have luck bonuses to either attack or damage (use the highest if they have both). For instance, an attacker with a +2 luck bonus to attacks and a +1 luck bonus to damage, treats the caster as having DR 3 (2 less than 5). Penalties for bad luck work similarly even though most penalties are untyped. If they are clearly from misfortune or bad luck, such as being jinxed or an enemy affected by prayer, they treat the DR as that much less (though penalties to the damage itself may make it lower).


Just remember, that if the creature with grab does not take a –20 to its grapple attack to remain ungrappled (using that limb to maintain the grab/grapple), then it will gain the grappled condition as well and have a –2 to attacks and combat maneuver checks (except for grappling and escaping grapples). So its second attack will be slightly harder to hit with (but not to grab with if it does). Other than that, you're all set and what Megatron777 says is true, the constrict damage happens when the grab attempt succeeds.

sirmaniak wrote:
Does the additional damage by constrict occur at the same time that the slam attack?

While the attack that caused the grab and the constrict damage happen pretty much 'at the same time' and since I am not sure how specific your wording of the question is meant to be, it isn't 'at the exact same time' meaning you wouldn't stack it together to overcome Damage Reduction, it would be two separate instances. (I don't think you meant it that way, but just for clarification sake).


It's a fair question. I am inclined to say No, and that the wording and intent is that you are not necessarily being damaged by a spell or attack, but instead are transferring the wounds from the target to yourself (willingly or not at the time), similar to an empathic transfer type of effect. The wording for shield other isn't as clear as empathic transfer though.

However, this interpretation would mean that if you were the target of a shared sacrifice spell (basically an unwilling shield other in effect), then you would also take the full (half) damage.

While that could be shady, I think the unlikely event of that spell being used and landing and, in the case of shield other as it was written, the shared damage is meant to bypass defenses, ie. no DR, no resistance to damage types or energy type. If the target takes the damage, you take half. I believe that is the clear intention. That's just my opinion at this point though.


Also the water/digestive juice can be soapy/slippery and if anyone lands in the tub or it starts fighting or moving vigorously, it splashes into adjacent squares, requiring Acrobatics balance checks if moving or fighting or fall prone.

If it's really soapy, anyone dunked in the tub or splashed in the face gets a -1 to attack rolls until they rinse their eyes.


In answer to the thread title, if you could find a way that let you stack templates(typically by something saying they specifically do), then yes.

In answer to the specific question in those circumstances, probably not (I don't know the specific details of the item and ability).


Greedeye wrote:
if I possess a creature that is also wearing a +6 headband, do I still lose my bonus spells and skill ranks?

In this case, I would say you keep the Int score and bonus spells from having that Int score since there is no score change for any appreciable time (it's only an enhancement bonus, but I think it should count as maintaining).

The skills are only granted specifically after 24 hours though, so you would not have access to the skills in the headband on the possessed creature. I suppose a kind GM could allow you to maintain the bonus ranks if the new headband had a skill matching the old one, but that's not how it works as written.


This might be doable in areas of subjective directional gravity, like the Plane of Air but otherwise, even in the effects of a reverse gravity I'd probably limit it to the ground.


Dragons have always had notoriously low Touch AC. This is a rather extreme example, but it wouldn't make a huge difference if was 10 to 15 points higher though.


You can miss on a Natural 1. Even if it had a Touch AC of 15, you still would probably only miss it on a natural 1 at the level you would encounter it.

The cloud dragon should/will make use of its fog cloud and persistent cloud breath abilities to give itself concealment and total concealment giving it a 20% to 50% miss chance. Its mist vision will let it see unhindered.


I agree with ErichAD on this. For ease of play and rulings, they appear/get shunted to the nearest open space. At best, you could set a cage or dangerous area where they will appear (stinking cloud, summoned flying swarm, etc.) but letting people cheese grinder or pulp targets basically being shunted back from an extradimensional space will cause more trouble mechanics or balance-wise.


Some Kind of Chymist wrote:
I was thinking of a more mundane form of spying; ...

You would need a good angle to read the book, like Mysterious Stranger mentioned (However, if you knew the spells on the particular page ahead of time and had a way to recognized the page that might let you know which spell he was studying).

For the most part, you will need careful angling and it would depend on the caster and how he reads. For instance, if the room you put him in has a nice desk that he might prepare at, it's possible that a spyhole in the ceiling that lets you look down onto the book open in front of the caster will work (obviously assuming reasonable visibility, normal-sized print in a book like we use today probably would be unreadable, but spellbooks utilize symbols, glyphs, and designs personalized to their user to help them focus their minds, so those might be more visible).

If you think the caster might prepare their spells in bed when they wake up, a spyhole above the headboard of the bed (or the old eyeholes in a portrait hung above the bed) would possibly let you view the book from that angle.

Otherwise, what lemeres mentioned about overhearing what he's prepared isn't so far-fetched. Most parties probably do say things like that (and it's assumed to be in-character), so if you're listening and spying in the morning and someone asks (and the wizard replies), then you know what he said.


Give him a theremin (or something very similar, but grotesque/magical, like a bone keyboard but it works just like a theremin. Possibly he cast sculpt sound to make it sound like one from a strange, otherworldly dream/vision he had (of an old Star Trek episode)). The music, sound, and pitch are controlled by hand movement, so if he casts spells you can play a theremin sound-byte, a little different for each spell, or if he attacks when his hands are near or over the oscillator. Or a magical metal wand that he can fire spells from which also might play the theremin.


Defenses
Summon monster is okay, but not really exciting after a (potential) fight with gargoyles and a pyschopomp (which may or may not happen, since the PCs don't actually know whether raising dead is involved, so may not even mention it as a possibility). Maybe one triggering is okay (it can bring multiples creatures, however many you need for the job), but maybe using a variant magic mouth trap (unless you have the necklace or other symbol) would be different. The skull either begins shouting or is programmed to speak a convincing phrase, either to frighten them or to waste their time while the guards (or gargoyles) come to investigate, assuming they weren't dealt with, or both. Something like, "If my treasure you seek, see what I see from here and that word speak", then the PCs are all looking around, calling out random things, "Steeple!", "Heads!", "Completely ordinary-looking gargoyle statu...oh...!"

Maybe a variant cackling skull spell (just in case you don't think the normal one would work on just a severed head) that starts shrieking and can cause a thief to become shaken and maybe fall (maybe onto a few empty and waiting head-spikes a little lower.

Plot
Common enough trope: the killer had part of a map tattooed to his head (he was bald or shaven at the time, but his hair grew in later) and the employer needs to have a look at it before it rots too much. If the PCs aren't careful (ie. pick it up, pull it off the spike, or carry it around by the hair), it may pull out and reveal some of the tattoo. Maybe the deceased knew about it, but couldn't really see it too well (even if they used several mirrors, it would be distorted), so speak with dead might not be entirely accurate (or maybe that has to happen with some of the missing parts, but the directions from the head are backwards or reversed because of the complicated mirror use while viewing it). He couldn't go after it because it's just one part of a larger map.


If your game allows custom item creation, then it is certainly possible. I wouldn't use a wondrous figure specifically, since most of those tend to be animals in form. The item could certainly look like a small onyx house or jade mansion.

There's no listing for mage's magnificent mansion in permanency but that doesn't mean it's impossible. Looking at 15k to 20k gp and need to be 15th level (using create greater mindscape as a comparable rubric.

Otherwise, for the tiny hut, could use the (Dearn's) instant fortress item as a guide. A little cheaper since it's not an actual building, but would need limits on daily use or time between uses so it isn't basically a mobile firing blind (you can hide in it and no one can see in). That would be a bit potent if not restricted. Unless you didn't mean tiny hut and instead meant secure shelter, which is an actual structure and would be easier to compare price-wise to the instant fortress.


Not too shabby. Obviously since these are for you, you know what's what but for ease of those viewing or whom you are sharing it with, consider adding a compass rose (even just an arrow with an N) and possibly a '1 sq. = 5 (10, whatever) feet' note next to it for a scale perspective.

Also, a light shading or along solid areas will differentiate rock or walls (or a river or chasm, I couldn't tell if Stone Throat was a massive gate over a river or road or a bridge over a chasm at first glance).

Also, one of the maps needs at least a secret door, even if where it goes is collapsed or its purpose is inscrutable at this point. A secret door automatically makes a map cooler.


I would say that you'd have to be able to see the page (tablet, writing, whatever) they are reading as they prepare. You'd also have to be able to decipher that spell, typically with a Spellcraft check (DC 20 + spell level) or read magic (which means you'd either need to be close enough to read it and have enough time or have done it prior). I suppose if you could see a page number and there was a table of contents or the spell's name was just written at the top of the page that would let you know what he was studying (assuming it was true and you could see or knew that information). Just seeing a caster reading or preparing wouldn't let you know by itself.


Yep. Not to get off thread topic too much, but when Gary Gygax makes a weird monster, he goes all out. I think it was inspired by a tiny, plastic 'dinosaur' he found in one of those cheap dollar store packs (I think they called them five-and-dime stores). Said "What the heck is this thing? Hell, I'll create a monster that looks like it."


21. Target is resurrected. If target is not dead, one item in their possession is resurrected. The effect is immediate and the creature appears in the nearest safe location. More powerful creatures will be chosen over lesser ones with higher intelligence being a deciding factor in the case of ties. For instance, dragon-hide armor will take priority over a salamander-skin cloak over a pair of leather boots over a fishstick). Only one creature is resurrected even if the spell targeted multiple targets, though the one chosen is selected from amongst them all. This effect is limited to creatures dead 100 years or less.

22. Targets gain status towards the caster for 2 hours.

23. Caster and all targets have status shared between all of them for 1 hour.

24. Caster (and clothing) is afflicted with an infestation of fleas, giving –2 distraction penalty to all actions and requiring a concentration check for spellcasting and similar activities for 1 hour, when the fleas vanish, or until the caster bathes in vinegar, alcohol, or other suitably cleansing solution.

25. Caster's footwear is removed and appears on the ground next to them (or in the air if flying) and is replaced by comfy, though impractical, bedroom slippers. This removes even cursed footwear (though any lingering curses are not removed and footwear that reappears on the caster still does so). Creatures without footwear or feet are staggered for one round.


Rust monsters specifically rust even non-ferrous metals, including adamantine, mithril, and even enchanted alloys (unless specifically immune to the rusting effects of a rust monster, of course).


Jinotad wrote:
... I was wondering if I could make his bite made of gold, or would that be purely cosmetic?

If his teeth or other biting implements were predominantly made of gold, then absolutely it should count as gold for purposes that require it. If it were to that extent, you would apply the other qualities of a gold weapon to your bite attack that TheGreatWot mentioned, –2 to damage if the bite is piercing or slashing, which most bite attacks are (in addition to bludgeoning), it could be different on a creature-by-creature basis, but your orcish tusks probably are.

There's no specific DR/gold creature that I can recall (but that doesn't mean there couldn't be). But yeah, just like if you had wooden teeth, if a creature's DR was somehow bypassed by wood, that would work (it would have to be more than just one or two wooden teeth or more than a gold-capped tooth or silver filling, however. Similarly, if you bite a rust monster or an ooze or something that dissolves metal, you need to understand that it goes both ways.


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McDaygo wrote:
I see many uses for for example thumbscrews remove a caster from casting unless they have a still spell,...

Sure, but binding the caster's hands is as effective without being torture (somatic component-wise, being damaged continuously might be another concentration check). Gagging them with a gag (even a ball gag) will stop verbal components. There's no need to apply a jawbreaker or pierce their tongue or stitch their lips together.


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You can justify anything. Torture will still be evil. You might be able to sleep at night or look yourself in the mirror, but (by the rubric used in this game) inflicting injury on someone as torture is evil.

Can you still be neutral or good? Yes, but your good acts had better outweigh the bad (and I'd likely not count or greatly diminish those accomplished through evil means).


Indeed, nice stuff. Very evocative.

Nukariax might need a sheath for that sword, however...


Like Claxon says, both command and chain lightning are targeted (and the targets are chosen by you), so as long as you can see them or parts of them, you can direct the spell at them as targets.

Claxon wrote:
And as for why Magic Missile has that wording...well if I recall its had that wording since D&D 3.X and possibly early...things have probably gotten altered in the intervening years.

Magic missile targeting refers to 'total concealment', meaning that you cannot see the target at all (and also 'total cover' not just cover). That's different than concealment, which is what's being discussed in the topic (as evidenced by the 20% miss chance reference).

What that means is that target spells cannot be cast at a target that you cannot see or otherwise target. You can cast magic missile at someone with concealment and it will work fine (and ignore the concealment). You can't do that to an invisible target (unless you can see them obviously). This is further illustrated with the wording for displacement, which otherwise grants you a 50% miss chance, as though you had total concealment, but does not prevent you from being targeted (with magic missile, for instance).


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Separating the party and taking them down one-on-one is probably tactically advisable. As an anti-paladin megalomaniac, maybe it suits you take them all out in a group just to prove you can. I don't know how much magic plays in campaign, but I will always go with the web / aqueous orb combo (from minions with wands) for slowing down everyone or multiple hits with ray of exhaustion (from minion wands) to lower Str and Dex by 6 (which is huge for melee and ranged). Even on a save they're fatigued and are down 2 Str and Dex and can't charge you, and you just hit them again to make them exhausted anyway.

Otherwise, I would recommend a gas mask, and then have your minions launch tear gas into the sealed room. While they can probably make a few saves, just keep avoiding them until they fail and get nauseated. During that time, also have your guys blasting them with pepper spray. It's a touch attack and if they fail, they're blinded. Either way, it makes them much easier prey. Otherwise, get thermal goggles and utilize smoke grenades (I don't see where tear gas hinders visibility itself). Thermal does ignore smoke, so you'll be ahead of the game there. That's just modern tactics there. Overwhelming amounts of little guys with debilitating attacks, even nets, tasers, and stuff.

If you want to be all sneaky, you could boobytrap web or glue grenades so they go off when the party tries to use them, tamper with their ammo clips. You could slip away and put on an eyepatch or fake goatee and pretend to be an evil twin just for the hell of it and come into the room with your minions just as they get locked in, then put on your gasmask. If you have a spot arranged, like a warehouse or something, you can always have a conveniently arranged sheet of bullet-resistant glass set up from behind which to make your villainous monologue. Otherwise, having the encounter in a steam room (not good for your thermal vision though) where you can have clouds of scalding steam blinding and searing them is dramatic. Otherwise a flooded basement or something with knee-deep water to slow them down while you move back and forth on a sectional catwalk. If one climbs onto it, you can toss a grenade or other explosive there to tear that section off and drop them back down (will have to leap over that gap if you still want to move back and forth, but that's just exciting is what that is).


Yeah, probably. I mean, a halfling and a strix are likely in the size range of each other and if they are just different subtypes then it should be doable.

The only real sticking point is how they say you can 'add or obscure minor features'. I guess it will come down to how your GM reads that and whether they would consider wings (or eyestalks or a huge rack of antlers (not just small horns) or an elephant's truck) to be minor features that can be added (or obscured, for that purpose).


Conjure up a devil or demon and wish for eternal youth. Easy peasy.


35. Piffler of Perfect Pitch— (above)

36. Conducting wand— This property can be placed on any magic wand. When the possessor of this wand is within 30 feet of a musical performance or song they must draw the wand and wave it about as though directing an orchestra, regardless of the genre, mood, atmosphere, or appropriateness (ie. funeral dirge, bardic performance during combat, etc.) This does not occur if the possessor is the source of the music. They may put away or sheathe an item to free up a hand but they must draw the wand that turn (otherwise they must drop an item or one magically drops to make room).

Waving the wand uses no actions but during this time the wielder cannot move farther than 30 feet from the music's source or origin and can take no hostile standard actions except activating the wand. This does not grant the wielder any ability to use the wand or knowledge of command words. During this time, if the wielder has a free hand and waves that along in time with the wand, the wand's CL and save DC increases by +1. Additionally, the wand gives a +2 masterwork bonus to musical conduction attempts.

The curse persists as long as the music or performance plays or until the wand is out of charges. The wielder may attempt a Will save after one minute to be able to sheathe or drop the wand or move away from the music, even new or different sources (DC equal to Performance check if applicable, minimum 15). After one minute, the curse restarts again if in the presence of music.


Number 10 should be a '5-foot wide line' extending the distance between the caster and their targets.

11. Caster's skin grows hardened scales and plates, giving a +1 natural armor bonus but a –1 penalty to Dexterity and a –1 armor check penalty to appropriate skills. This lasts 10 minutes per spell level (minimum 10 minutes) and can stack with itself.

12. Spell becomes a glittering slime or jelly coating the caster's hand. It has no effect until rubbed onto a target, even the caster themselves (and this generally doesn't have any appreciable effect on spells that are already touch) or thrown as a ranged touch attack with a range increment of 10 feet. Roll for scatter as per a thrown weapon on a miss to determine where it lands. The spell affects the first creature or object touched or struck (if applicable) or treats that location as the point of origin for its effect (choose a random grid intersection as necessary). Spells that allow multiple targets all affect only the single target hit as though it were targeted by them all. For example, a jellied haste would have no appreciable extra effect, but a jellied magic missile or scorching ray would function as though they all struck the target. The nature of the jelly does not allow for critical hits, however. The jelly otherwise counts as the caster holding a charge until they rub, touch, or throw it somewhere else.

13. Caster's hands (or appropriate appendages) leave a trail as they move, as though constantly phasing or moving at incredible speed. They gain the benefits of the Deflect Arrows feat for one round per spell level (minimum 1), whether they meet the prerequisites or not, though they must meet the normal restrictions to use it (ie. free hand, not flat-footed, etc). They become aware of this ability the first time they would be able to use it. A caster already possessing the Deflect Arrows feat can use it one additional time per round.

14. The spell manifests as a slow-moving orb or ball of magical energy that moves towards the target or target area at a speed of 10 feet per round. When it reaches the target it takes effect normally. It does not need to follow a straight path and can wind and maneuver around and through obstacles as long as there is at least an opening of half a foot in diameter. The spell orb and its effects can be identified with Spellcraft as though seeing it cast (though this won't identify the caster if he wasn't observed) and it can be dispelled.

This generally has no effect on touch spells, but it can make teleport or scry effects take much longer as the orb moves to the desired target or destination and spells that travel to or affect creatures on other planes tend to have varied results, either failing or drifting off into space towards obscure portals or meandering paths through the cosmos. In fact, some casters have been known to consider a teleport to be a failure and have cast another one, going about their business, only to be teleported to their original destination days or weeks later depending on the distance the orb traveled when it finally activated. That's better than those who ended up unexpectedly in the presence of a creature or threat that touched and triggered a teleport orb drifting past its lair, however.

Spell orbs:
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A spell orb will track and follow mobile targets and is not restricted by the spell's normal range unless they leave the plane. It will continue to track targets on coterminous planes, but may or may not be able to impact them depending on the spell (ie. a magic missile orb can hit an ethereal target), otherwise waiting as long as it takes or until it is disrupted. The orb will avoid antimagic or other interference when possible, as well as creatures it wasn't targeted at (unless they fill their space, like a gelatinous cube, and are blocking the only path), though they can purposefully interpose themselves or try to touch it and take the spell's effect and impact (It has a touch AC of 12 + spell level). It is otherwise impervious to damage, attacks, or spells unless those can dispel or block the magic. If the target gets into total cover in a location the orb cannot reach, it impacts on the cover and detonates with its usual effect (which may be no effect), treating that area as its target location.
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15. Targets gain SR 15 + spell level specifically against the caster's spells and spell-like abilities for 10 minutes (though it doesn't apply against the spell just cast). They cannot voluntarily lower this Spell Resistance even if they become aware of it. This effect can stack with itself, renewing the duration and adding the spell level of the new spell to the current SR, even if that spell failed to bypass the SR itself.


7. Caster laughs like an evil villain immediately after the spell is completed (if capable of such). They treat this as an unconscious tick or habit and are unaware that they just did it unless called out on it, in which case, they have no explanation.

8. Targets of the spell (or the caster if there are no other targets) glow with the illumination of a candle. The color of this glow is determined by that creature's alignment based on law, neutrality, or chaos. The colors each alignment shows up as are unique to every caster, though it will always be the same each time this effect occurs for a caster. Targets without appreciable alignments glow as neutral.

9. Caster gets a black eye. Highly visible, though painless and likely unnoticed by the caster unless pointed out. Fades and can be healed normally.

10. When the spell is complete, the ground is covered with an item or substance extending in a 5-foot line from the caster to each target, including their spaces. If the spell has no targets or there is no line of effect between them, the caster's space contains the substance. If the space between the caster and target is not on the ground (airborne, water, etc.), the items or substance appears floating, then falls as appropriate. The substance lasts one round per spell level (minimum 1).
Use your own table or this sample:

Sample table:
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d10
1. Caltrops.
2. Flower petals.
3. Slippery slime. Adds +2 to Acrobatics DCs in that space and requires a check when running or charging over it.
4. Harmless toads or frogs. Stay in their spaces unless forced to move.
5. Flammable pitch or tar. Sticky.
6. Red carpet. Doesn't roll out, just appears underfoot.
7. Thick dust.
8. As 7 above, but actually sneezing powder. If disturbed, creatures in that space become staggered with sneezing fits (DC 10 Fort, negates). Powder remains active and airborne in that space for its duration once disturbed.
9. Harmless mushrooms and toadstools.
10. Bubblewrap. Unpopped.
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I am pretty sure it obeys your command if you can communicate with it. Otherwise, it basically defends and attacks your enemies to the best of its abilities.

Theoretically, if it could stuff its ears with wax, silence itself or be in that effect, or somehow suppress its truespeech and didn't speak the language you were using, it could ignore you if it really just wanted to keep attacking your enemies... but that's probably a bit convoluted and slightly unlikely except in really rare circumstances.


Dread Lord template will give the boss one power per 3 HD, so he'll have 3 between 9th and 11th. It sounds like you definitely want Physical Mastery for the +4 profane bonus to physical stats, then I am guessing Fear Aura and Unquestioned Ruler for the thematic stuff.

The best class for dealing with your party would likely be a druid or something but that doesn't fit your plan for him to have been a warrior in the past (unless he became nature-oriented). Plus the Wisdom penalty would hurt. For a similar effect, you could still swap out Fear Aura for Plant Affinity and face the party in a garden, forest, or park.

Plant Affinity tactics:
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The Plant Affinity powers will use his boosted Charisma, rather than his lowered Wisdom (which would be what most casters using those spells and effects would use). His at-will entangle will hinder the PCs' movement and will give a –2 to attacks and a –4 to Dex (lowering their Reflex and AC obviously but that's also another –2 to attacks for the gunslinger and ranged attackers).

If he activates the trigger word on a liveoak spell he's placed on an oak tree sometime in the past (a free action if he can remember the words), that will give him a treant ally, which can then animate two more trees as slightly less effective treants. This will give him some muscle (and more importantly they'll have reach to attack into the entangled areas without being affected). Additionally, he can use plant growth overgrowth effect to lower the party's movement to 5 feet (10 for Large or larger creatures, like the treant) and that also increases the entangle's save DC by +4 in the area. Since the entangle makes the area difficult terrain and the plant growth reduces speed to 5 (unless the PCs are Large), that means it now requires a full-round action to move 5 feet (and it's not a five-foot step). This should slow and corral them considerably, allowing weaker minions and the boss a chance to ping at them with arrows or crossbows or throw alchemist's fire, etc.

As a fighter, some of the Weapon Training features are pretty interesting for making unique options. The Item Mastery talent would allow the fighter to use any magic weapon (presumably of a chosen weapon group) for one of the Item Mastery feats, whether it meets the normal item requirements or not (he would need some ranks of Use Magic Device to qualify). So from how I read it, with the Energy Mastery feat and any magic weapon, at his expected level he could cast two burning hands (of any energy type he chose) per day or one lightning bolt type energy attack. Or with Telekinetic Mastery he gets a once per day telekinesis that he could expend over time making trip or disarm attempts against entangled PCs while concentrating, or for a massive showy blast, can hurl up to 10 or so weapons at one target, making 10 attacks (really nice if this is done in an armory or there are several alchemical items laying about, like alchemist's fire, some acid, a tanglefoot bag, and some poisoned weapons he's scattered about or on shelves).
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Unquestioned Ruler's abilities can be used to charm or dominate the ranger's pet too, if not attack and hinder the party, at least make it run far, far away. Possibly into another trap (though an obvious one might allow a new save), but a lockable room or cage should work.

With minions, giving one of them an arrow catching shield (whether it comes from the BBEG's WBL or not, he is the ruler of the land) and keeping them near the boss will redirect any ranged attacks to them. This will free up the boss from worrying about the gunslinger or ranger (if ranged) until the minion drops, at which time he can order another to pick up and ready the shield. This only works against attacks with enhancement bonuses of +2 or less for most shields. Otherwise, if the boss knows they use more powerful weapons, a tower shield will work on up to +4 enhancement attacks. If the minion is a fighter, it can have taken Shield Focus and Missile Shield at low levels to both increase their AC against redirected attacks and they can automatically deflect one attack per round if it does hit them. They can go total defense or fight defensively to up their AC while they throw axes or javelins or more likely alchemist's fire (touch attack to help with their lowered attack).


Bullettes burrowing around under the sand (good for when one of the PCs has been buried up to their neck in the sand), animated umbrellas or beach blankets that close/roll up those moving under or walking/laying on them (or mimics).
Sun cultists wielding bloody hand-print stamped volleyballs with palm-frond toupees as idols.
For the musically inclined, a flock of seagulls (like a swarm that peck out your eyes, but can be distracted with food or Alka Seltzer tablets) or a rock... lobster!


For the most part, having the dragon come back as another dragon is the best option, likely fill the central percentage areas with those chances, then go for slightly different variants, on the edges of the table for extremely low or high rolls (00 is GM's choice of course). Stick with mostly reptilian with a couple other options (assuming you're making the table. This is just how mine would look). Wyverns, salamanders, a few giant lizards, then maybe a kobold or naga chance (again small). Then maybe a small chance for 'humanoid' (then just roll on the normal table). Something like that. It should definitely have a preponderance of dragon(kin), but the chances of getting the same color is unlikely. Is there a chance it could end up much weaker? Of course, but if you're making the table, you may as well roll with it, so to speak.


Yqatuba wrote:
Meirril wrote:
32. Tapestry of Magic: ...
What's the curse part?

I believes it's the lack of any resistance bonuses and that all spells on them are maximized. Presumably some beneficial and healing spells will be affected, so that's still a benefit, but all damage effects will as well.

I would probably put an alignment restriction on the cleric thing though, since most must be one step from the god. Otherwise just saying 'cleric with Magic domain' would work, like following a philosophy.


31. Robe of Pins and Needles— As a robe of needles, but after the first time the robe is used the wearer becomes cursed. Whenever they change position from anything other than upright (ie. sitting, kneeling, or prone), their hands and feet become slightly numb, tingling with pins and needles as though they had been sitting or laying on them wrong. This gives a –1 penalty to actions and checks involving those limbs and a –5 foot penalty to speed for one minute. Anyone spending one round massaging their limbs removes this penalty from the wearer. The robe can be removed at any time but the curse remains once triggered.


OmniMage wrote:
I want to take another jab at the ring of dazzling wizardry.

Could also make it cover the wearer in sparkles and glittery pink... umm... glitter for 1 round per spell level of the cast spell. Like a personalized glitterdust spell but without the blinding effect. That would be a drawback that removed concealment benefits from the caster, but if they didn't use such spells, no real loss (other than the aforementioned really noticeable part). That might seem too harsh if you think it would ruin invisibilty or blur/displacement spells and such, but that would only be about 2 to 3 rounds and then they'd be functionally normal. You could instead have it cut concealment miss chances on the wearer in half for the duration of such spells, which means total concealment would only be 25% miss chance and 10% for typical concealment.

27. Boots of the Curious Cat— As boots of the cat, but whenever the wearer passes within 10 feet of a shaft, hole, or pit deeper than 30 feet or one of any depth of which they can't discern the bottom, they must succeed at a DC 12 Wisdom check or decide to jump in and see what's down there. This check is at a +4 bonus if the wearer is currently in danger, such as combat or fleeing, or if the pit contains visibly identifiable dangers, ie. spikes, acid, lava. A water-filled (or similarly non-directly dangerous) shaft that has the bottom obscured does not provide this bonus. A successful Wisdom check grants the wearer immunity for that particular opening for 10 minutes. Once a wearer has jumped into a pit or examined the bottom, they are unaffected by the proximity of that opening unless there's an reasonable chance that something has changed or is different down there. The boots can be removed at any time.

28. Mini-taur Belt— As a minotaur belt, but whenever the wearer makes a charge, overrun, bullrush, or trample attempt, they are reduced by two size categories (minimum Tiny) for one round. This effect does not negate or cancel maneuvers that require a requisite size, though it can affect their chance of success and the wearer must meet those requirements when they begin the action. Once this occurs, the belt requires a successful remove curse to remove for longer than one minute or so (So you can still take your pants off, I'm not a monster).

Continuing on the Lego theme that strangely seems popular:
29. Lyre of Lego Building— Functioning identically to a lyre of building, when the user ends a performance of any length, they must make an Intelligence check (DC 10 + 1 per 30 minutes played) or all the construction made during that time becomes tiny, garishly multi-colored, plastic building blocks. This affects even valuable materials like adamantine, though intrinsically magical materials are only affected for 24 hours before resuming their normal form. A failure by 5 or more results in the pieces collapsing into a pile. This doesn't result in damage or collapse to an existing, unaffected part of a structure unless those pieces were supporting it. These pieces can be rebuilt by hand, even into a whole new shape, though this requires exacting work and time. Oddly, despite its name, this lyre is entirely unable to construct (or rebuild) anything with Legos normally.


What?! Next are you going to claim we can't be a human for the extra feat and bonus skill points and also venerable for the +3 mental boosts (more skill points) and claim to have been reincarnated into a new young adult body to remove the physical penalties (possibly into a form with even more physical bonuses) before the game starts? Tyrant!


23. Anchoring Amulet— This property can be on nearly any neck slot item, not just amulets. The item functions normally until the wearer ends up in water at least twice as deep as they are. At this time the item's normal properties cease to function and it becomes a large, heavy anchor chained around their neck, giving them a constant lead anchor effect. The anchor is always just heavy enough to put the wearer at heavy encumbrance before accounting for any other gear they may have and is so big and unwieldy that it requires two hands to carry, otherwise it must be dragged regardless of Strength (with the normal penalties for such movement).

The user must succeed at a DC 22 Escape Artist check or a DC 30 Strength check to break the thick, metal chain (hardness 10, 50 hp) and both it and the anchor are immune to rust. Escaping reverts the item back to its normal form but breaking the chain or anchor destroys the item irrevocably. Freedom of movement and teleport effects fail to slip the chain, though they might get the victim out of the water (though remember the weight limit on such effects). A successful remove curse frees the victim and reverts the item to its normal appearance but does not remove the curse.

24. Vile Anchoring Amulet— As the anchoring amulet property, but any creature that dies while anchored and remains submerged for 24 hours rises as a draugr. This does not remove the anchor.
Not sure if this list is supposed to be playfully whimsical cursed items or not. If so, then the anchors could probably be a bit easier to escape from or break. Or maybe just activate at troublesome times that aren't strictly drowning hazards.

25. Lego-forged*— This cursed property can be placed on any magical item that grants its wearer a bonus to Armor Class. It functions, looks and feels normal, though true seeing reveals it to be made of multiple, tiny, multicolored plastic bricks that appear to snap together. When the wearer is attacked in earnest and is missed due to the item's AC bonus, the item bursts into a pile of these tiny pieces in the wearer's space, functioning as caltrops, but dealing non-lethal bludgeoning damage. Additionally, if the wearer receives a larger bonus to AC of the same type, the curse co-opts it to include that range of bonus. For example, a lego-forged ring of protection +1 provides its wearer a +1 deflection bonus as normal. If they receive a shield of faith (+2 or more deflection bonus), even though the bonuses do not stack, if the wearer is missed because of the larger deflection bonus, the curse activates even though it would normally only happen on a miss by 1.

The item can be rebuilt by someone who knows what it looked like originally by carefully putting them all back together, but it requires one hour of work and a successful Intelligence check (DC 10 + 1 per 1,000 gp cost of the magic item). Alternatively, the builder can spend 20 hours working on it (effectively Taking 20). This need not be done all at once, but the entire period of work must meet those requirements, ie. no stressful activity or distractions or that hour does not count.

The pieces all maintain a faint aura while disassembled and there always seems to be enough to rebuild the item even if a few pieces are crushed or scattered, but only a few. If a significant amount are scattered widely, lost, or damaged and destroyed (such as by an area effect spell), then the item is effectively lost and irretrievable.

*:
or some other similar but distinctively different tiny building brick that in no way resembles any intellectual or copyright-protected property.

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