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:
Where I run into a grey area (pun perhaps intended) is what happens when that fire elemental enters the area of a Darkness spell. It took a 2nd level spell to summon (higher for bigger and arguably brighter elementals).
How should I treat this in my game?
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.
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.
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.
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.
1. Yes. If you have the item, you can do that with the appropriate magic item creation feat (and a place to create the item). If you are building a technological/magic weapon, you need the Craft Technological Arms and Armor feat and a military lab.
Technological Equipment
Technological Equipment wrote:
Hybrid Items
Items with both magical and technological components, such as the null blade, use a special crafting process. The creator must first succeed at a skill check at the listed DC for crafting the technological portion of the item, and then must succeed at a check based on the item’s caster level for crafting the magical portion. Any spell or level-based prerequisites not met increase this crafting DC, as described for magic item creation. The skill used for each check is based on the item creation feats required by the item. Failure on either check ruins the item. Use the item’s listed price as normal for determining crafting time, and the item’s cost for raw materials. If the creator has feats or abilities that accelerate item creation, only the least favorable bonus applies. In other words, to create a hybrid item faster, the creator needs to be able to create both magical and technological items faster.
It is also possible to enhance high-tech armor and high-tech weaponry with armor special abilities or weapon special abilities, including magical enhancement bonuses. One could build a +2 laser rifle, a +4 dancing humanoid bane chainsaw, or a +1 ghost touch space suit. In theory, a magic item creator could even infuse a technological item with magical intelligence. To create a magical high-tech item like this, one must first secure the high-tech item itself, either via purchase, discovery, or crafting. All high-tech weapons and armor are considered masterwork for the purposes of adding magical enhancements to them (though they do not gain the other typical benefits for masterwork items). At the GM’s discretion, some magical special abilities might simply not be appropriate for application to certain technological items. When a character crafts an existing technological item into a magic item in this manner, he does not need to meet the base item’s crafting requirements—a wizard with Craft Magic Arms and Armor can create a +1 arc pistol from a normal arc pistol without having Craft Technological Arms and Armor and without having access to a military laboratory. In a situation where a character wishes to craft the entire item from scratch, the non-magical technological item must be fully crafted and completed before work on magically enhancing it can begin.
2. Probably not from Rapid Reload (there might be a technological variant). Since Rapid Reload says 'Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with.' and I believe that the notes don't let it work with Advanced Firearms, I think Technological firearms would fall in that category. Most such items have magazines with multiple shots though and changing one out is normally a move action. I don't see why there couldn't be a version that allows rapid reloads... but I don't see one.
3. Most likely yes. Magus (Eldritch Archer) get a bonded object the same as a wizard at 1st level. Assuming your GM would let a 1st-level wizard start with a technological weapon, then the magus can, and I don't see anything that would prevent their spellstrike from working with ranged weapons.
548. A stalk rises with a dangling green silk scarf dangling from it. It has rose thorn edging, making it equivalent to a bladed scarf (non-metal).
Bladed Scarf:
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This is a +1 bladed scarf sized for the planter, with embroidered rose stems and the planter's initials stitched in the corner. It has the additional ability that it can be drawn or wielded as though the wielder had Quick Draw if it is wrapped or tied around an accessible location, such as wrist, neck, or waist (not if knotted or in a container or pocket, though Quick Draw itself might allow that), but the user must succeed at a DC 15 Sleight of Hand check or take the weapon's damage from the weapon's thorns (no Str modifier). The planter is considered proficient, though anyone can use it.
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549. One round after planting, a pile of dried beans forms and then quickly heaps up into into a humanoid form. This is a dried bean golem and is under the planter's verbal control as its creator. It understands any language its planter speaks (but not telepathy) but is subject to listen checks to hear or understand for distance or noise.
Dried Bean Golem:
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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.
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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.
Wind, I would say no, even strong wind. I think the magic makes it pretty weather resistant unless a form of wind specifically says it can dislodge even ioun stones. Now, if the wind is blowing something else, like a sign or a roof shingle or a Tiny creature blown about, then that could certainly knock an ioun stone away...
... but, how that roll to determine that it hit the stone, rather than just the PC, would be pure GM discretion. Or they rolled a Natural 1 on a save and the ioun stone was determined to be a likely piece of equipment struck.
545. A spidery vine grows from the ground and forms a silky 3-foot long cocoon. It pulses as though something inside were wiggling. The planter hears a feminine voice asking for help telepathically. If the cocoon is cut open, a Medium-sized giant spider thanks them and crawls out. (She can free herself if need be, but won't unless attacked in the cocoon or everyone leaves.)
The spider claims its name is Lollotte, and her sister Charlotte trapped her in a magic web after jealousy over Lollette's poetry skill. Lollette can recite several poems and even devise new ones. She offers to join the planter as a friend, even as a mount if they are Small size (though she need an exotic saddle made).
Lollette's Web of Lies:
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Lollette is a female consular imp. She's very talented and can speak and communicate telepathically, but she only communicates with the planter without very good reason. Her only alternate form (other than her natural one) is a giant spider (as beast shape II).
She plans to collect souls, the planter's especially, but has plenty of time and does not rush things. She will defend herself and flee if attacked (but will remember the indignity) and possibly find new allies. If the planter is already evil, so much the better, but if not, she still makes herself useful and assists them while earning their trust. An evil caster could even recruit her as an improved familiar with enough time building a bond.
Lollette will often offer to scout ahead and, when the opportunity to cause strife or trouble occurs, she will take it intelligently, such as hinting that a group ahead is planning an attack or ambush or are thieves, even planting evidence in their belongings or location ahead of time while scouting.
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546. A fountain of powdered silver sprays from the ground and then falls into a pile of dust in the planted bean's square. There's 1d4 x 25 gp worth of powdered silver plus an additional 10 gp worth per planter's level. Strong winds can disperse the dust and depending on the amount and conditions can take quite a while to gather all together.
547. The round after planting, a gnomish figure with a plain brown cap and a large (for it) scythe springs from the earth, rubs it hands, grips its scythe, and declares "This'll be fun!" before wading into combat. This is a redcap, sans red-stained cap (+2 DC to identify, does not get the +4 bonus to damage or fast healing 3).
Redcap Rampage:
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If there are enemies of the planter around, the redcap attacks one or more indiscriminately until one dies, at which point it soaks its cap in the blood and vanishes.
If there are no enemies of the planter, the redcap immediately attacks the planter, calling out a challenge to single combat. If another creature (other than a familiar or bonded creature) interferes, the redcap is unaffected and they get their own redcap to fight. Additional redcaps are full redcaps and appear next to the creature and attack until either is dropped to below 0 hit points. They do not spawn additional redcaps if attacked by other creatures, though there are no limits to the ones spawned by non-planters attacking the original (though only one per creature attacking it at a time).
If the planter defeats the redcap it vanishes, leaving behind its gear and appropriate treasure. If the redcap wins, it dips its cap in blood and vanishes. Additional redcaps vanish at this time if still around, but do not drop equipment or treasure, which vanishes when they do.
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The Riding Dog is pretty much the gold standard for small riders. It's strong, it's fast, it has four legs (granted, that's most mounts) so it's resistant to trip and can carry more, and it can trip enemies, and has scent for tracking. It's also not so freaky looking that you get looks in town or stabling at the inn.
After that, I think most people go for something with Pounce.
But if you really want to try something that almost nobody (that I have observed) really tries, it's a snake. A constrictor snake starts at Medium and it's like 6 gold if you were to buy one. Granted, you would likely need to pay for an exotic riding saddle. Most people have trouble visualized riding a snake, because they are so attuned to riding horses or dogs or boars.
It has Constrict, which can damage and lock down an opponent with a bite and its movement includes Swim and Climb speeds (you said you weren't into climb, but your GM said it was okay), so even in tight spaces you could theoretically be moving forward on a wall or even across a ceiling (see why you have an exotic saddle to hold you place). Now your ranged attacks might not be blocked by your front liners and you can skirt pits and rough floor. Swim may or may not come into play. It has no legs so it really can't be tripped or knocked prone at all.
The real downside is their Speed of 20, which is not impressive. It's okay if you're planning to hold back and snipe anyway, but otherwise one of your spells might need to be longstrider or an Animal Focus that ups their speed.
Space Saver:
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Some archetypes that might work could be Feykiller which could alter the Animal Focus to either Mongoose or Turtle, which will improve their grapple for constrict or their natural armor, but the rest of the archetype might not fit.
I really like Colluding Scoundrel, which seems like you can just unlimited Scapegot your mount and give all enemies a –2 to attacks and a 10% spell failure chance unless they attack it. And that's why you have Mounted Combat, to negate one hit per round if it does take damage.
I think that Colluding Scoundrel might also let you take Divine Hunter, since those don't change the same abilities. Which will give you a domain but also make your mount celestial (or fiendish, but probably celestial) which will grant it resistances and DR against those attacks you keep taunting enemies with (that or be a gnome and use your FCB to start giving it DR/magic).
Primal Companion Hunter can let you use evolution points for surprise evolutions on your constrictor, like energy bite or Reach to suddenly lunge and bite and grapple and constrict. Grapple them from the ceiling, constrict, if they escape, they fall prone to the floor, possibly taking fall damage.
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Mostly it's because you don't see a lot of people riding snakes, though.
This species of turnip is safe to eat and comparable to your ordinary garden-variety vegetable. The upper leaves and stem have a grayish, oft-times mistaken for, silver piping. The root itself is a white-gray, or very rarely silver, in coloration.
While the saying, "It'll put hair on your chest... and back... and ears..." has not been definitively proven, it likely takes decades of consumption, if true at all. What is known, is that anyone imbibing it acts in an ape-like manner for an hour or two afterwards. While not inhibiting in any way, they tend to grunt or snort a bit more, and get a +2 turnip bonus to checks to imitate or disguise themselves as a simian. Simians also tend to react to them in a semi-simian way, but failing to Intimidate an actual silverback gorilla and being thought of as one is not always optimal.
People often use them in stews or soups, where the turnip is more a garnish or small part of the whole, which seems to curb some of effects. Wizards use them in minor potions to grant strength or change shape or summon monkeys, apes, or other simians.
Overlord Bloodline
You come from a lineage of chieftains, overlords, tyrants, betrayers, and leaders or from a race or family that served or learned from them and is ready to start their own lineage. You don't have to be wicked to benefit from these talents, but it helps.
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Overlord's Tactics
At 1st-level, as a standard action, a bloodrager may designate a number of allies per day equal to their Charisma modifier (minimum 1) to count as having any teamwork or betrayal feats they possess for purposes of the bloodrager benefiting, similar to an inquisitor's solo tactics ability.
When the bloodrager destroys or drops an enemy below 0 hit points while using a betrayal feat, all hirelings, followers, cohorts, or allies selected above gain a +1 morale bonus to attack and damage rolls for one minute. This bonus stacks with other morale bonuses, but not itself. The feat itself need not be damaging, such as the bloodrager standing on an ally with Stepping Stool for a higher ground bonus to the attack that drops an enemy. This bonus increases by +1 if done while bloodraging.
Whenever the bloodrager acquires a hireling, they may choose to increase their pay by 1 gp/day to replace a feat they would have with a teamwork or betrayal feat they possess, though only for granting the bloodrager its benefits. If the feat is one that would likely result in the hireling's death or grievous injury, the cost is an additional 3 gp/day instead. Such hirelings will typically retreat or fall back after a betrayal feat is used on them unless hired for combat, like guards or mercenaries.
Overlord's Coterie
At 4th-level, the bloodrager gains a +1 cover bonus to AC for every 2 active (not stunned, dazed, paralyzed, or unconscious, though flat-footed counts) followers or cohorts of their size or greater adjacent to them, even if some are not between the attacker. Followers or cohorts up to one size smaller require twice as many per +1 bonus. If the attack misses due to this cover, a random adjacent follower or cohort is chosen and a new attack roll is made to see if the attack damages them. This bonus counts as soft cover, does not stack with other cover (including that provided by one of the followers between the attacker), and cannot become improved cover (a bunch of small swarming followers can give a bonus bigger than +4, but cannot make it improved cover regardless of the AC bonus they give or grant a Reflex save bonus). The bloodrager's own adjacent followers and cohorts do not provide cover to targets of their ranged attacks (unless they would fill a square, like a gelatinous cube, but those are unlikely to be followers, and that would likely be total cover).
Your bloodrager spells can affect your followers and cohorts as though they were your familiar or animal companion. They still must be a valid target otherwise (animal growth won't work on a goblin, for instance).
You may designate a number of trained hirelings equal to your Charisma modifier (minimum 1) to count as followers for purposes above. They receive hazard pay (1 gp/day) which can rise to deadly pay (3 gp/day) if such duties are known to be such. This requires their acceptance and agreement, so typically requires a conversation and can't just be done quickly. Most hirelings won't accept unless they're guards or mercenaries (a lawyer or mason is not likely). These followers do not count against those from Leadership or other sources, but must be paid promptly or they either quit or return to normal duties (and the bloodrager risks a reputation for failure to pay), though the bloodrager can end their henchman status, returning them to normal duties or ending employment, through normal means of communication (and paying any debts). Note that the Brilliant Planner feat can account for having negotiated such services ahead of time if such help arrives.
Overlord's Presence
At 8th-level, gain a betrayal feat you meet the requirements for.
When the bloodrager enters bloodrage, all followers and cohorts within 60 feet that can see or hear them can take an immediate action to move up to half their speed. This movement comes off their movement on their next turn and provokes attacks of opportunity as normal.
Additionally, the morale bonus from overlord's tactics increases to +2 when an enemy is dropped (+1 while bloodraging) and affected allies gain temporary hit points equal to half the bloodrager's level. These temporary hit points last for one minute and only occur once per encounter per affected ally.
Whenever the bloodrager uses a betrayal feat, all enemies that witness it within 30 feet require a Will saving throw (DC 10 + half level + Cha. mod.) or be shaken for one minute. A creature that successfully saves is not affected by this same bloodrager's ability for one minute. This is a fear effect and it is checked after any other saves called by the betrayal feat (its –2 penalty for shaken won't effect that action).
Overlord's Dominance
At 12th-level, the bloodrager's leadership score counts as 2 points higher for attracting followers and no longer has penalties for being cruel or mistreating minions. They receive no fairness bonus, but generosity bonus is doubled (if they've earned it).
They may attract hirelings and followers that have the advanced simple template, though they require an additional 1 gp/day in wages (or commensurate considerations for followers that don't take wages, such as better treatment or barracks, etc.).
The bloodrager's hirelings, followers, and cohorts receive a –2 penalty on their saves when targeted by their bloodrager spells (targeted, not being caught in their fireball).
As a standard action while bloodraging, the bloodrager can make an opposed Charisma (not Intimidate) check against a creature that can see them within 30 feet to assert dominance. If the bloodrager wins, that target is shaken for one round and all hirelings, followers, cohorts, and summoned creatures of the target (basically anyone considering them an employer or master) receive a –2 penalty against the bloodrager's targeted bloodrager spells for the duration of the encounter. This cannot stack above shaken with other fear effects. Creatures immune to fear are not shaken, but the penalty remains (GM's call what counts as a hireling or follower. For instance, using it on a goblin chieftain might affect his warriors, but not the shaman. Using it on the shaman might only affect his apprentice.).
Overlord's Army
At 16th-level, the bloodrager gains a +2 bonus to Charisma while bloodraging and can select a teamwork or betrayal feat they meet the requirements for to gain while bloodraging that day. This is chosen the first time entering bloodrage and cannot be changed that day.
Additionally, the bloodrager's hirelings, followers, and cohorts within 120 feet are immune to fear and receive a +2 bonus against mind-affecting effects (except those targeted on them by the bloodrager, see overlord's dominance above).
The bloodrager can easily issue orders to any hirelings, followers, or cohorts within 120 feet despite noise, smoke, confusion, combat, or sheer number of creatures. The minions must have line of sight and be able to hear (not deafened or in silence but loud noise is not a factor. The amount of commands or orders is still limited by time, so directing lots of different individuals or small units to different tasks is still not possible, but commanding on or two is not an issue.
When the bloodrager uses a betrayal feat, they gain temporary hit points equal to half their class level. These stack with themselves up to an amount equal to their class level, and stack with temporary hit points from other sources. This can occur no more than once per round and the temporary hit points last one minute.
Overlord's Ascension (Ex)
At 20th-level, the bloodrager is considered a lord, general, king, chieftain, or deity, depending on who's talking. But they are undeniably a leader. They can have double the number of followers and two cohorts. Cohorts can be up to one level below the bloodrager (still restricted by leadership score).
The bloodrager is immune to mind-affecting effects while adjacent to a cohort and cohorts receive a +4 bonus against them while adjacent to the bloodrager.
The bloodrager can gain control of summoned creatures within 60 while bloodraging with a move action and an opposed Charisma check against their master (the need line of effect to the creature, whether the master is around or not). This even applies to summoner's eidolons, though the summoner gets a +4 bonus. This control lasts up to one minute, and even if the creature is dismissed, if it returns it is still under control. If the master succeeds on the Charisma check, that particular summoned creature is immune for 24 hours.
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Turtle Bloodline
You come from a lineage that venerated or made pacts with turtle or kappa spirits. Possibly the Great Turtle, upon whose back the world is carried through the cosmos. You gain turtle-like qualities and defenses.
Disclaimer: I don't playtest or run bloodragers and all of this is just amusing guesswork to be altered as needed.
Turtle Hide (Ex)
At 1st-level your hide is tougher than normal and you have small, bony patches of shell along your back and spine, giving you a natural armor bonus of +1 and allowing you to meet the requirements of the Improved Natural Armor feat.
Additionally (for no reason whatsoever), you are considered proficient with katanas, nunchaku, quarterstaffs, and sai and gain Weapon Focus with one of your choice. A new character may start with one of these weapons of their choice.
Turtle Tenacity (Ex)
At 4th-level you gain a +4 competence bonus to Swim checks and can hold your breath a number of additional rounds equal to your bloodrager level.
Additionally, you add fox's cunning and owl's wisdom to your list of bloodrager spells known. Whenever you are under the effects of a bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom spell that you have cast on yourself, those spells' durations are doubled (2 min/level) and you also gain a +1 enhancement bonus to natural armor. These enhancement bonuses stack with each other, but not enhancement bonuses from other sources (such as barkskin).
Turtle Power (Ex)
At 8th-level when you enter a bloodrage, you may choose to come under the effects of bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom as though you cast that spell (for purposes of Turtle Tenacity) for the duration of the bloodrage. This ability is Extraordinary (Ex), but the spell effects otherwise function as spells and can be dispelled or affected or suppressed normally.
Additionally, you gain a bonus Weapon Focus feat and, while bloodraging, when you attack with a weapon with which you have Weapon Focus, you add an additional +1 to attack and damage for each additional Weapon Focus feat you possess.
Turtle Aquabatics (Ex)
At 12th-level you gain a +4 competence bonus to Acrobatics checks underwater or in conditions where water (or water-like) terrain would hinder you, like wading or a wet surface or jumping or diving into water. The penalty for slightly or severely wet surfaces still applies, as does the movement penalties for terrain or tumbling to avoid attacks of opportunities, but you may move an additional 5 feet on a successful check in wet or underwater conditions. This does not help against ice or other surfaces made slippery by non-water-based liquid nor does it apply to climbing wet or watery surfaces.
You receive half the normal penalties for being underwater for melee attacks (–1 to hit and one-quarter damage for bludgeoning and slashing) and grapple checks and do not lose your Dex bonus to AC while off-balance (enemies still receive a +2 to hit). While bloodraging, these penalties are ignored.
You may cast bloodrager spells while submerged without the normal concentration checks and can even cast verbal spells without being able to breathe, but this costs you one round of air for each spell level of the spell, in addition to any lost for normal or strenuous actions.
You may ascend at 50% greater depths and time for purposes of the bends or similar afflictions. Typically 100 feet per minute, so the bloodrager can ascend 150 feet every 30 seconds without risk, for example.
Turtle Defense (Ex)
At 16th-level your natural armor bonus increase to +3 and when you take the total defense action, instead of a +4 dodge bonus, you may choose to gain DR 2/– and an enhancement bonus to natural armor equal to half your bloodrager level until the start of your next turn. This does not stack with other enhancement bonuses to natural armor, including Turtle Tenacity. You are staggered on your next turn. You cannot move more than half your base speed while using this ability and you cannot use it on a round in which you moved more than half your base speed, including involuntary or mounted movement. The movement restriction does not apply while bloodraging. This ability can be used a number of times per day equal to your Constitution modifier (min 1.)
This bonus is quite high, but it doesn't apply to touch or other attacks a dodge bonus would help against (yet), but it also works against invisible or unseen enemies or attacks that would negate Dex (and thus dodge) bonuses.
Blessing of the Turtle God (Ex)
At 20th-level your base natural armor bonus increase to +5 and your base natural armor bonus (including from Improved Natural Armor) applies your touch AC. While bloodraging, your full natural armor bonus (including enhancement effects) applies to your touch AC.
The first opponent to attack you with flanking each round does not gain a flanking bonus against you.
You can speak with turtles and turtle-like creatures, such as kappa or dragon turtles, as if you shared a language and are at a +4 bonus to interactions with them as well as having a constant sanctuary effect towards hostile ones (DC 11 + Cha modifier, renews against a particular turtle every 24 hours, counts as a spell-like ability (Sp)).
542. The next round, if the planter has 5 HD or less, a gorilla grows from the ground and obeys the planter similar to a summoned creature, though it is not considered summoned and cannot be dispelled or dismissed. It remains for 24 hours before vanishing. If the planter has 6 or more HD, a girallon is created instead. At 11 HD and each additional 5 HD above that, the girallon has the advanced template applied (stacks).
543. The planted area glows briefly before glowing orbs equal to the planter's HD shoot from the ground to approximately 50 feet in the air. The next round, they rain down on creatures other than the planter within a 60 feet area. Creatures at an equal or higher altitude are not targeted.
Rain of Missiles:
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Treat the orbs as magic missiles (CL 10, shield is effective) but they require a touch attack to hit (+10 to attack, 1d4+1 damage) and can locate concealed or invisible creatures as well as those on a plane that can be affected by force effects, like the Ethereal. Being prone does not provide a bonus to AC against these ranged attacks from above. If there is at least one hostile creature (to the planter) within range, the magic missiles are divided evenly among them, with creatures closest to the planting site being prioritized. No creature can be targeted by more than five missiles, extra orbs rain down harmlessly. If there are no hostile creatures, the attacks are divided amongst all other creatures except the planter (and their familiar) within the area, whether neutral or friendly or even animals like mounts or companions.
The missiles do not target creatures at 0 or lower hit points or targets smaller than tiny, though all attacks are made simultaneously, so a creature can be dropped to below 0 and even killed by multiple missile hits. The orbs can be dispelled during the round they hover before attacking.
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If planted in an area without 50 feet of clearance, the result is an immediate spread of magic missiles, as the spell but an amount equal to the planter's HD and divided amongst all creatures other than the planter within 60 feet. No creature targeted more than 5 times.
544. A cloud of pinkish-green smoke burst forth, in a 30 foot spread. It lingers for one round and any living creatures coming in contact with it may attempt a DC 15 Fortitude save to resist its effects.
Mutagenic Cloud:
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Living creatures failing their save are affected as though by an alchemist's mutagen (as alchemists). They gain a +2 bonus to natural armor and a +4 alchemical bonus to one random physical ability and a penalty to the associated mental ability. A creature that chose not to attempt a save (or was unconscious or unable to consciously resist), gains the bonus to two random ability (chosen at random) and the penalty to the corresponding mental ones. There are noticeable physical changes and alterations to a creature during this time, thicker skin, musculature, broader features, etc.
This effect neutralizes and counters any current or later applications of a similar effect while active and lasts for 8 hours, though a neutralize poison can end it sooner (DC 20).
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Heart Eater Bloodline
You come from a tribe, lineage, or bloodline that devours the hearts of its prey. You gain additional powers and abilities when hunting, stalking, or facing such creatures. See Heart Ceremony below.
Bonus Feats: Alertness, Blind-fight, Combat Reflexes, Diehard, Dodge, Endurance, Intimidating Prowess, Power Attack, Toughness, Tracking.
(Bloodline has more bonus feats than normal due to Call of the Hunt below.)
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Ritual: To claim the spirit and heart of a creature and classify it as 'prey' to the heart-eater, it must be a corporeal creature of at least Small size. It must have a circulatory, anatomical heart (oozes, some plants or insects don't qualify. GM's discretion). It must be a relatively fresh kill no more than a day or so (gentle repose or similar effects can apply). It cannot be an elemental, construct, or undead (even if it's a zombified human heart). The bloodrager must have participated in its slaying and landed the decisive blow (if not the lethal one). It must have been an honorable or fair kill. This is the GM's discretion, ie. not a creature trapped in a pit or cage or otherwise rendered incapable of defending itself.
The ritual and process requires one hour, a cooking or heat source, and two checks; a Profession (Cooking) and a Knowledge (Arcana) or Spellcraft check (DC 10 + prey's HD). The heart can be prepared by another, but both checks are made by one person, typically a shaman for a tribe, but it's not required and up to one person can assist with Aid Another. A natural 1 is always a failure on these checks and the results are not known until the heart is devoured. If one check fails, there is a 50% the ritual fails. If both fail, the ritual is unsuccessful. A heart-eater can attune to prey no more than once per week, though failures do not count. A creature is considered prey for one year, after which a new heart must be consumed. Other than time, ie. weeks in a year, there's no restriction to the amount of prey a heart-eater can have.
Prey is specific to the kind of creature heart. Tiger or lion, not cats or felines or animals. A wolf, not a dog or dire wolf or winter wolf. Half-orcs or half-elves, not orcs, elves, or humans. Not all snakes or spiders are the same type (though ones encountered together probably are). A young adult red dragon is the same as a great wyrm red dragon. Templates do not normally affect this, such as fiendish or plane-touched (GM's call).
Effects: Prey creatures feel inherently averse and uncomfortable around a heart-eater. They receive a —4 penalty to all Charisma checks except Intimidate against prey. For intelligent or social prey, this penalty applies to known associates and allies of the heart-eater, though the penalty is only –2 (ie. you're known for hanging out with someone that eats your peoples' hearts). Prey creatures otherwise avoid or don't associate, but in fights they tend to direct attacks at heart-eaters with preference over others, but they are under no compulsion to do so. This is suppressed when the heart-eater is using the sheep's clothing ability (see below) to take a prey's form.
Design notes: This is up for GM determination. I haven't played or tested or balanced them, nor do I know how long a campaign lasts in everyone's game. There doesn't have to be a restriction on gaining them, or it could just be no more than one a day. It doesn't have to wear off after one year, it could last for 6 months or forever. This just basically restricts it a maximum of 56 prey creatures in a year, depending on the length of a year in the campaign.
I would say a starting or new heart-eater starts with one prey automatically, chosen from a common creature found either in their homeland or where the current adventure takes place (somewhere they've been in the last year). A common creature can be orcs or trolls, but just because there's a well-known dragon brood or kraken in the nearby coast does not make it a common creature. This is just to prevent PCs with elaborate backstories saying cornugon devils or hound archons and 45 other creatures are on their prey list. After game starts, that's all up to the GM whether they actually hunt the prey and devour their hearts or during downtimes they come up with a system for adding prey. Or just have a starting heart-eater get a number equal to their HD. GM's call.
(End spoiler)
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Call of the Prey (Ex)
At 1st-level the bloodrager receives a +1 bonus to attack and damage rolls against prey, as well as Intimidate and tracking checks against them. While bloodraging, they have a +1 AC dodge bonus against attacks from prey creatures (after penalties for raging). At 12th level these bonuses increase to +2 and the DC of bloodrager spells against prey increase by +1. These bonuses stack with favored enemy bonuses.
Sheep's Clothing (Su)
At 4th-level the bloodrager can assume the form of a prey creature once per day. This functions as a druid's wild shape except it lasts 10 minutes per bloodrager level and only allows prey forms specifically. ie tigers or horses (they still must be the appropriate type or size. ie. Animals for beast shape I). This improves and advances as the druid ability every even level and counts as wild shape for purposes of taking feats, such as Natural Spell.
The bloodrager also gains alter self once per day (Sp) except it lasts 10 minutes per level and only allows the form of a prey creature. They gain an additional use per day at 8th, 12th, 16th, and 20th.
Call of the Hunt (Ex)
At 8th-level, when entering a bloodrage with a hostile or hunted prey creature within line of sight (one they intend to attack or confront, not just a friendly or passing one they are going to ignore), the bloodrager may gain the benefit of one bloodrager feat from the bonus list as long as they rage. They must meet the prerequisites for the feat. This does not occur if a bloodrage is in progress and a prey creature appears.
Crush the Prey (Ex)
At 12th-level, the first time entering bloodrage during an encounter, all prey creatures within 30 feet with line of sight to the bloodrager require a Will save or be shaken for 2 rounds (DC 10 + 1/2 bloodrager level + Cha mod.) The first time the bloodrager disables or incapacitates a prey creature in an encounter, all similar prey require a Will save as above. This fear effect cannot stack with other effects to greater than shaken.
Batter the Prey
At 16th-level, while in a bloodrage, the bloodrager can use the awesome blow maneuver on a prey target as though they possessed the feat. The bloodrager need not meet the prerequisites of the feat, but if they don't, the attack must be with a bludgeoning weapon and the maneuver is at a –4 penalty. Whether successful or not, that creature cannot be targeted by this attack from the bloodrager again for 24 hours.
Unending Hunt
At 20th-level, whenever you incapacitate or disable a hostile prey target while in bloodrage, you may extend its duration by one round. This only happens once per round, regardless of the number of prey creature's defeated, dropped, or destroyed per round.
Additionally if your bloodrage would end with you at 0 hit points or fewer (such as being knocked unconscious), the bloodrage ends and you immediately gain temporary hit points equal to the prey creatures you defeated or dropped during the bloodrage. This does not count as healing (you may still be bleeding) but may be enough to keep you conscious and you can heal or tend yourself. These temporary hit points last for one minute.
Abadar's Golden Fist: As a swift action, you turn one (and only one) of your hands into a golden fist. It is a natural attack (slam) and counts as lawful and magic (and gold). It deals Strength and a half damage if it's the only natural attack possessed and Charisma can be used in place of Strength for attack and damage. It gains a +1 enhancement bonus for every three class levels. The fist cannot wield or hold objects or perform tasks that a closed fist couldn't perform. Objects held in the hand are either crushed or dropped when the golden fist forms.
It can illuminate as a light spell at will and counts as a light effect of one-third class level for overcoming darkness effects. Disarm and steal attempts are at a +2 avarice bonus. It functions as a holy symbol of law when presented and does not hinder somatic components despite being a closed fist, though such spells still count as having somatic components for spell failure checks or other effects and certain somatic tasks involving manipulating things, like drawing a magic circle, can be hindered at GM's call.
If 50 gp is sacrificed to Abadar when activated or during the duration as a swift action (it just vanishes from possession), the fist can also bypass silver, mithril, adamantine, or other special metal for damage reduction purposes (not bypassing hardness). This can be done multiple times, a different metal chosen each time. 50 gp can also be sacrificed to allow the fist to function as a normal hand for the duration.
This ability can be used for one minute per level each day and need not be continuous but must be in one minute increments. It can be dismissed early.
Wings of Desna (Monarch's Wings): As swift action, you grow beautiful butterfly wings for one round that allow you to leap or fly as a move action. The maximum distance per round is equal to your base speed, even using a second move action. As a free action at the beginning of your flight or at the end, you may sweep the wings forward and create a swarm of magical butterflies and stardust in a 15-foot cone that functions as glitterdust (DC 10 + 1/2 class level + Cha modifier). You must fly or leap at least 10 feet to use this ability (or at least intended to, in case your movement gets interrupted) and it can be used a number of times per day equal to half your class level + Charisma modifier. Uses can be combined to fly longer distances or maintain altitude.
539. An 8-foot tall wooden pole rises from the ground. It has 16 lit torches on it stuck like pegs in it. Four to a side. The torches are real fire and burn indefinitely until taken from the pole, functioning as normal torches (1 hour duration). The pole replaces one torch per day. If all torches are removed from the pole (or extinguished on it), there is a 25% chance it loses all power (CL 10, conjuration).
540. A plant with 1d4 fiery-orange flowers grows.
Fire Flower:
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Each flower will orient in a random direction (1d8 for direction, no more than one petal per angle). On the next round (initiative 0, if in combat), each fires an orange beam that deals 1d8 fire damage in a 30 foot line. Creatures in the line get a DC 14 Reflex (half). Inanimate objects are not damaged (though the heat could melt ice or heat them slightly).
For the next one minute, each flower reorients in a new (or the same) direction and fires. After that, each petal only reorients and fires every minute. The plant remains for 10 minutes or until destroyed.
If a flower is removed it stops firing, but if immediately consumed by a humanoid, their skin and clothing take on an orangish-yellow pallor and they are affected by enlarge person (CL 5) and can fire one scorching ray during that time (CL 5, they are aware of this). If they are struck for any damage during this time, this effect ends immediately.
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541. One round after planting, the ground around the bean rumbles and a ramshackle wooden coffin rises upright in a spray of gravedirt (even if in sand), standing like a tombstone. A small bell is affixed at the top to a string that goes inside. It starts to ring.
Wooden Coffin:
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The coffin looks worn and the wood is old and the lid is stuck shut (Str DC 15 to open). If it is not opened in one minute, a banging starts sounding as the occupant tries to break free. The first round it does not, but receives a check each round afterwards (Str 24; +7).
The occupant is a variant bog mummy. It has a constant sanctuary (DC 16) effect that resets every round. Anyone slain by its mummy rot transforms into a vegepygmy instead under its control, returning to it and generally just gardening around the area or defending it.
Once the coffin is opened or it's free, the bog mumy's despair aura affects those around it. If it was released it is not hostile (though there's no indication of this). Otherwise, it is hostile to all and attacks the nearest creature that isn't paralyzed if it can reach them without trouble (targeting paralyzed targets otherwise).
If non-hostile, it tends to wander and mill about the area of the coffin. It will defend itself if attacked (even if thwarted by its sanctuary) and can give chase, but otherwise guards its coffin.
If destroyed, its treasure (roll normally) appears inside the wooden coffin (unless that's been destroyed, in which case nothing). Small items will be in canopic jars (with its powdered organs) and there will always be 1d4 magic beans.
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Having a slight issue on this spell. It is being cast on a creature with immunity to magic. but, it is encasing them in ice, which, IMO isn't directly targeting them with magic, only their immediate periphery? Or am I overthinking it?
Overthinking it. The spell targets the creature, the spell allows Spell Resistance, so Magic Immunity (which is generally considered 100% spell resistance) will work unless some other factor is in play.
It is directly targeting them, even if the effect is something around them. Like creating a tornado or resilient sphere. You target them, then a sphere of force forms around them.
536. A slender beanstalk grows from the ground with a light-green, leather +1 sling on it, sized for the planter.
Lima Bean Sling:
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The wielder automatically becomes aware of the sling's properties except the one noted below. It is a +1 sling and fires lima beans if no other ammunition is placed into it. The sling can produce up to 100 lima beans per day (enough to feed four medium creatures for a meal). The lima beans deal 1 non-lethal damage plus strength and enhancement and are sufficient to stun small birds or animals for hunting (but the beans are harder harvest on misses). Survival checks using the sling in areas with small game get an enhancement bonus equal to the sling's enhancement bonus (+1 normally).
Unknown except through trial and error (even if identified), on a confirmed critical hit against an enemy with a Natural 20, the bean transforms into a magical bean and falls to the ground after hitting the target. Effects that increase critical ranges do not trigger this. Certain targets may prevent this, such as soft oozes or slimes or creatures with fiery or damaging bodies that could destroy the magical bean quickly enough before it hits the ground (GM's call).
If the magical bean lands on earth, dirt, sand, or other ground that a bean could be planted in, it burrows itself into the ground. Roll for a Magical Bean effect with the sling wielder as the planter. If the bean doesn't land in suitable soil or ground it is wasted and loses its power. If a different form of ammunition was used in place of one of the sling's abundant beans, that ammunition changes into a magical bean before it hits (dealing bean damage as above and that ammunition is lost).
The sling can produce a magical bean four times (whether they plant themselves or not), after which it vanishes .
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537. The planter immediately hears in their mind, "Choose a nonmagical object." They are then in the equivalent of a stasis-like limbo for 30 seconds. The GM should inform them of this limit and start timing until they choose something suitable or the time expires. They can think or ask questions (won't get any answers, but the GM can repeat the statement above), but if they don't state or otherwise indicate an object after that time, the effect is wasted and the stasis ends.
Bean of Creation:
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If an object was chosen, a beanstalk grows from the planter location bearing the item or a pile of items appears there if the object was rocks, or coins, or gems, etc. Treat this as a major creation effect (CL 10). Unknown to the planter, objects made of vegetable, stone, crystal, or base metal are permanent (instantaneous).
If the chosen object was a structure, like a wall or cottage, then it may sprout from the ground instead. The bean cannot make energy or remove matter, like creating a hole or a well shaft, though it can form the well structure, it can't form the shaft or a pit.
The bean can create up to 10 cubic feet, but will try and create as much of a larger object as it can (or a smaller version at the GM's call). So asking for a functional stone tower will create maybe a first floor depending on the thickness of the walls or its diameter, whereas thinking of a massive ship or boat might get a smaller size vessel. Complex items, like a masterwork weapon, armor, lock, or some clockwork require a Craft check using the planter's Craft modifier or the bean's +10. If an exotic weapon, armor, or item, the bean's bonus is halved to +5.
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538. Immediately after planting, the ground opens and 1d4+4 crawling hands spring out and crawl towards the planter (leaping and flying to them if necessary). The hands resemble the planter's, but are decrepit and rotting.
Crawling Claws:
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The hands are illusory and unable to be damaged. They can be dispelled (CL 10). They seem to cling to the planter, on their arms, legs, clothing or shoulders, but they are not hindering in any way (they do feel quasi-real to the planter, so a phantasmal sensation is noticeable, but they aren't real).
The hands function similar to a mirror image spell, intervening against melee attacks or touches from adjacent creatures. If the planter has a similar effect, like mirror image, the claws are checked first. If a claw is indicated (or the attack misses by 5 or less), that claw becomes quasi-real and intervenes, getting destroyed and dealing 1d4 spell damage to the adjacent attacker. Claws are indiscriminate and attempt to intervene in even even friendly touches or interactions without attack rolls (such as an ally casting a healing or buff spell or shaking hands), though a check can still be made to see if it's interrupted (GM's call). Whenever a claw is destroyed, whether by being struck or dispelled, possibly all at once, the planter takes 1 damage (bypasses DR). While there's no strict reaction modifier to their presence, most people find them disturbing and the hands are not under the planter's control, nor can they be damaged or harmed until they trigger or are dispelled. They are otherwise permanent.
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Something like the Toxic Avenger's tromatons, that let him sense evil and crime and he must destroy it? Maybe it starts at 30 feet, higher levels improves it to normal 60 feet, and maybe a detected creature can be tracked as though they had scent, etc.
'You have a constant detect evil effect that you cannot suppress.'
Curse: If you detect an evil creature or object, you must destroy or kill it. You can perform other actions while performing the task, such as aiding another or tending or moving an injured party away during a fight with evil creatures, but otherwise ignoring evil causes headaches leading to distraction penalties until they refocus their efforts and must succeed at increasing Will saves every hour with failure causing them to 'black out' and go on a vigilante spree (similar to a GM controlling a lycanthrope).
I would argue that a guitar-like weapon is a one handed bludgeoning, right?
I, on the other hand, would argue that it is more likely a two-handed bludgeoning weapon. Sure, someone could hold or even swing it, but people can do that with two-handed swords or a folding chair, but I think the assumed and normal use for a 'baseline effective strike', is swinging it two-handed.
thelemonache wrote:
Let's operate on that theory for now. How would i finesse it?
Fair enough, we will operate on your theory and assume you can declare it a one-handed weapon equivalent. Weapon Finesse lets you apply your Dex 'With a light weapon, elven curve blade, rapier, whip, or spiked chain'. A guitar is none of these things. Equipment Trick (Guitar) would let you use it as a normal weapon or improvised one, whichever is better, but that won't make it a light weapon for Weapon Finesse (or a rapier or a spiked chain).
Space Saver:
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I don't see anything stopping you from taking the feats you named. Equipment Trick (Guitar) would let you use it without improvised penalties. That doesn't make it a weapon though for taking feats, since the feat doesn't say it does that. You could also probably just take Catch Off-Guard to do that and it would likely be more effective (unless you were looking to take the Instrument Trick (Ruffian's Riff), but that will only let you count it as a masterwork weapon with performance (which could be important, but I don't think it is).
To take Shikigami Style, you need Catch Off-Guard or Throw Anything, so you'll be treating it without improvised weapon penalties (and treating unarmed foes as flatfooted) already. I just don't see how you can Finesse it without maybe some class talent or ability that I am not seeing yet (but there's so many I could have missed it). I mean, other than using Throw Anything, of course, to remove the penalty for throwing it... it has a range increment of 10 feet, but as a ranged attack you would be using your Dex to hit anyway.
Otherwise, the only workaround would be if you could design a new weapon, like the iron flute in the Creating New Weapons thing. Make a War Lute or Iron Lute or something like a guitar, and then give it the Finesse property (and Musical Instrument, etc.). Even then, that can only be applied to a one-handed weapon, which I don't consider a guitar or a lute. Or you could make it an exotic weapon. Then it takes a feat to use it properly... but that's just a feat you wouldn't have spend taking Equipment Trick (Guitar) or Catch Off-Guard to use without penalties, but yeah, that still wouldn't work with your plan to use summon instrument and Shikigami style for extra damage increases (but you could add those onto the weapon design), so probably not what you were looking for. Maybe someone else will know a workaround.
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TL/DR
Maybe what you would want is a gittern, that's a smaller-sized stringed instrument than a lute or guitar, and that I could see as a one-handed bludgeoning weapon, and there can be easier ways to make that finessable.
Probably kind of obvious I am just going down the slotless magic item list at this point.
172. All-Luring Golden Apple— This cursed alluring golden apple functions normally except that it affects all creatures within 60 feet that can see it except for creatures hostile to the user within 10 feet of it where it's thrown. Affected creatures that are farther than 20 feet away, move closer each round they fail a Will save to end the paralysis. They take the shortest, most obvious route, avoiding obvious dangers, but not other creatures. They do not count as paralyzed during this movement but attackers get +2 to attacks against them.
If the user is under the apple's effect and a hostile creature kills them, that creature receives a cursed all-luring golden apple the next day, which just appears in their belongings or lair.
173. Animated Poor-trait— This cursed animated portrait functions normally but is cursed. Anyone asking the portrait a question and receiving one of its appropriate responses, has a chance to develop a poor trait or habit. Others nearby merely hearing the response are not affected. The projected image of the portrait may demonstrate a poor trait or habit in its actions, but this is not guaranteed or obtrusive, especially if based on a real creature that didn't have those mannerisms.
Poor Trait Curse:
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The day after receiving a response from the cursed portrait, the user(s) must make a secret Will save (DC 15 +1 per unique response after the first). Success on this check does not alert the user. On a failure, they develop a poor trait or bad habit. It isn't something that needs to be told to them right away, depending on the trait. It might be mentioned to party members or only when a penalty or preferred action might be noted.
A GM can merely assume the cursed individual does obnoxious things that they aren't aware of unless pointed out, like biting their nails and spitting the clipping on the floor, farting or belching at the dinner table, spitting when talking, or scratching their armpits or behinds. Typically things that might apply a reaction or other penalty to most interactions (and in rare cases, like dealing with goblins, have no penalty).
If a character would otherwise already exhibit those traits, the GM can just assign them a bad trait from the drawback list. Not all may apply. Appropriate options might be: Anxious, Condescending, Cruelty (where the GM might only tell them they really want to go after a downed target the first time it comes up), Envy, Headstrong, Hedonistic, Impatient, Pride, or Xenophobic. After a day or so, the GM can inform the player of some of the actions or things the character may not have noticed, such as a dislike of something or a prevalence for belching or sloshing their drink as they talk.
Users only receive one poor trait per day, regardless of responses, but can acquire multiple poor traits over time from the cursed portrait. A single remove curse cast on a cursed user can remove all bad habits and traits acquired from a single portrait, but the DC increases by +1 for each one beyond the first.
If remove curse is cast on the portrait successfully, it loses its curse and functions normally from then on. If this fails, the caster is drawn into the portrait permanently. They are fully animated in the frame and are not restricted in answers or speech. The cannot otherwise cast or use actions or abilities that affect anything, including themselves (such as healing). They do not need to eat, sleep, or breath and they are not subject to most biological effects such as aging or healing or bleeding.
If the painting is damaged or destroyed, trapped creatures are similarly harmed. Mending or repairing the painting does not heal damage taken by the cursed creature. If they take damage equal to their current hit points or the portrait is destroyed, they are dead and their body (and belongings) appear. A remove curse can end this entrapment for one creature per casting, but on a failure, the caster is similarly trapped alongside the cursed creature. The animated poor-trait loses its other powers once a creature is trapped within it.
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174. Scabbard of Pawning— This quirked scabbard of honing appears normal, but if its quirk is identified (or a DC 20 Perception check is made while examining it), an unobtrusive stamp of a chess piece is revealed (black or white pawn). If the user draws or has a weapon that's been in the scabbard for at least a minute (even ones that aren't normally affected, such as already magic items) while enemies or opponents are present, the curse triggers.
Curse of the Pawn:
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The user becomes aware that they would prefer to only move in a straight line and only five or ten feet at a time. In any round in which they move diagonally or more than ten feet, they take 2 points of damage for each such square or additional five feet (A second diagonal counts once, despite being 10 feet of movement). This damage bypasses hardness, damage reduction, or resistances. This only applies to horizontal movement, including mounted movement, but not riding in a vehicle, climbing up or down, teleporting, or non-intentional or forced movement. It does apply when swimming, jumping, burrowing or swinging based on horizontal movement.
The user receives a –2 penalty to melee attacks against creatures that are not diagonal to them. They receive a +2 enhancement bonus to strike creatures diagonal to them (GM adjudicates for reach attacks, or situations where they aren't using a grid, typically determined by the last straight line they moved).
If the user drops a diagonally positioned target with such an attack, they may use an immediate action to 5-foot step into its space if it's adjacent and they can fit, even if they've already taken a 5-foot step that round. This extra step does count as a 5-foot step if they haven't already taken one, and occurs only once per round (they can't use this and then 5-foot step again if they haven't already taken one).
Once the curse triggers, it affects the user for that combat and one hour afterwards, even if they change weapons or resheathe it. It triggers again if they sheathe their weapon (or another) for one minute and draw it again. The scabbard can be discarded at will.
If the user defeats 16 opponents of at least their HD –2 with diagonal strikes from a single weapon drawn from the scabbard (while the quirk is in effect), the scabbard of pawning transforms permanently. The pawn symbol becomes that of a queen and it functions as a scabbard of keen edges for that weapon only. The scabbard loses its other qualities (unless from separate enchantments/curses).
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I would count that as fasting for almost all purposes. I would require a situation to expressly state that such methods are not permitted. It is not eating or consuming (though most fasting does allow simple or bland items or at least a small portion every few days, each instance differs).
169. Bottle of Messyges— This cursed bottle of messages detects and functions as normal until a message is placed inside and it's opened or broken. Successfully identifying the cursed property or a very good look (Perception DC 20) may reveal a swine or pig in a centurion helmet or possibly a toga stamped on the bottle.
Messy Message:
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When opened, the user or breaker of the bottle and anyone adjacent is doused in a messy blast of cheap wine that sprays out or bursts from the bottle (unless it was thrown and broken a good distance away). The message is converted to Common Pig Latin regardless of its original language. For every ten words of the message (or fraction thereof), listeners who understand Common need a DC 10 Intelligence check to decode that part. There is a –2 distraction penalty for anyone being doused or covered in spraying wine at the time. GM is suggested to say the message in Pig Latin out loud once, then call for checks for the PC's if their players couldn't decipher it.
The wine is cheap, poor-quality, smells like sour grape juice and vinegar, and stain clothes, but is otherwise harmless. If the bottle wasn't broken, there will be a half-bottle of wine remaining afterwards.
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170. Cursed Property (Onion)— This cursed property is most commonly found on otherwise beneficial feather tokens but can also be found on wands, scrolls, or even potions. The item functions normally, but when activated, an onion appears and falls on the user's head.
Onion Curse:
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This happens roughly twice a day at random times (when the GM finds it amusing/troublesome) until the user receives a remove curse. It never misses, though it can be deflected by a hat, helmet or closely-held umbrella (too high and it appears beneath it), though its arrival is unannounced.
The onion is otherwise harmless. It's soggy and juuust this side of being rotten. The kind that smooshes more than a little and leaves a wet smear on whatever it touches. And it is pungent, making the user easier to track by scent and being a little off-putting to most others until washed (GM's call on penalties).
An odd side effect of this curse is that the first time a vampiric creature comes within 15 feet of the character (once per each creature ever), a garlic bulb appears and drops on that creature's head. Typically this causes an instinctive recoil and aversion to that area. Added to the normal onion scent, this generally means the cursed individual is protected from inconsequential things like bloodhoppers (#324) and threshers (#338), but may attract other creatures.
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171. Horror-gami Swarm I— This seemingly ordinary origami swarm functions normally, but carries a terrible curse.
Horror-gami:
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Once the swarm is dispersed or ends, it spawns a new swarm of chitinous, black beetle horrors, with disturbing features like tiny tendrils and dripping black ichor and a keening buzz. The swarm's appearance is illusory. A true seeing can reveal that they're really just disturbing, glossy black paper, folded into origami beetles.
Creatures can study the swarm to attempt a DC 15 Will save to disbelieve its appearance, but creatures within the swarm always fail (they have to disbelieve before or after being in the swarm). This generally means being struck by the swarm doesn't allow a save for interacting.
Treat the horror-gami swarm as a scarab beetle swarm but the creatures are considered constructs with fire vulnerability and look like nightmare fuel, with mismatched, tiny eyestalks and lamprey mouths in odd places.
Instead of disease the swarm has:
Horrifying Fear (Ex): Creatures within 30 feet that can see or hear the swarm require a DC 15 Will save or become shaken. Creature's affected by this fear gain a +5 enhancement bonus to speed to move away from the swarm. Those who can see the swarm's true form are unaffected by their fear while those who don't take an additional 1d4 subdual damage each round if coming within 15 feet of the swarm from the mental horror of their appearance (no more than once per round). This is a fear effect and unconscious creatures are immune to the extra damage.
The horror-gami swarm only lasts five rounds, but always knows where the cursed user is located and almost always moves towards them. While unintelligent, it will move around fires or avoid obviously damaging obstacles, or to just pass close to another creature on their way towards the cursed character.
Until the user receives a remove curse, this occurs whenever a swarm is destroyed or dispersed within 60 feet of them (even a summoned swarm, but not if its duration ends, such as a summon swarm spell ending, unless dispersed or destroyed), whether the cursed creature can see it or even knows of its presence.
On any day in which the cursed character sees or hears a horror-gami swarm, they are affected by a nightmare effect the next time they sleep (DC 15 +1 per creature they witness killed, staggered, or rendered unconscious by the swarm(s) since the last time they slept).
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165. Cursed Wand of Shield I— This cursed wand of shield appears to function normally, but it provides a +5 shield bonus to the caster.
Curse:
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The shield is fixed in the direction it is cast, typically the direction the caster is facing at the time if not otherwise chosen. It does not move to intercept attacks from other directions or that don't cross that border edge of the caster. The shield is invisible, so only people that can see such things might notice, but even then, only when it doesn't reorient, and only if they know that's how shield is supposed to work (Spellcraft).
The wand's effect overrides and suppresses a normal shield effect on the caster, but can stack with itself, angling the new effect in other directions (including up), though this requires additional castings and charge use. The shield cannot be facing down and doesn't protect against attacks from below.
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166. Mottled Yeti Fur— This opaque bottle identifies as bottled yeti fur and functions identically. The fur, however, is a mottled color of browns, grays, and blacks in addition to whites, reducing the Stealth bonus in snowy terrain to +2.
Cursed:
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The fur starts shedding and flaking off after an hour. This doesn't reduce the duration or hinder the bonuses, but makes tracking easier (–5 DC). It seems to constantly find its way into food and drink that gets near the user, and it's slightly allergenic. Any creatures within 15 feet of the user for more than a minute need a DC 15 Fortitude save or be irritated and have a –2 distraction penalty to saves and checks for one hour. They may check again after an hour. A new save is made after an hour if they remain or return to the user's area.
Additionally, the user becomes highly sensitive to alcohol. Imbibing even slightly-alcoholic beverages deals 1d4 subdual damage, as does contact with it. Greater contact, like a bucketful, dunking a limb, or trying to remove the fur early, deals double damage and the user must make a DC 15 Fortitude save or receive a –2 distraction penalty for what would have been the remainder of the fur's duration in the form of rash and irritated skin. A remove disease or remove curse can end this effect.
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167. Steadfast Kidney-Stone— This cursed steadfast gut-stone functions normally except it's just a little harder (12 hp, hardness 1) and a little harder to swallow. It also breaks into kidney and bladder stones and most definitely does not pass harmlessly through the body afterwards.
Curse:
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A Medium or smaller imbiber must make a DC 12 Fortitude save when swallowing it, or choke a little and take 1d4 subdual damage. After a week or if destroyed, the broken pieces form kidney stones and the following day, the user will experience pain in their guts. They have a –2 distraction penalty to skill and ability checks (not saves) and whenever they take damage (other than purely mental or spiritual), they take an additional one damage and one subdual damage (bypasses DR). Starting that day, they make a DC 15 Fortitude save every 24 hours and require 3 non-consecutive saves to pass the stones. Remove curse or remove disease ends this immediately.
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647. Blooderflies (blud-er-flies)
These seemingly-ordinary butterflies and moths come in scarlet, crimson, and rusty-red colors and appear completely harmless. Moth types are more active at night and are technically different from the butterfly variant, but they're lumped together nonetheless. The caterpillars that form blooderflies otherwise appear normal as well. Telling such minute details apart would require some sort of... butterfly expert and such a field would be so obscure and focused. What would it even be called?
Sarkorian Blooderflies:
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A recent phenomenon since the appearance of the World Wound has been noted. Though blooderflies have existed in numerous lands prior, in the lands of Sarkoris blooderflies react much differently, even if transported or transplanted from other locations. Within that territory (and some of the surrounding border lands of neighboring countries), blooderflies are nearly invisible to demons, demonic, or fiendish creatures, and even some warlocks with pacts to such beings. They are considered to have displacement and a +8 Stealth check against such creatures.
Despite being otherwise completely harmless, they tend to flock around such creatures for a short time. If suitable numbers are present, this can even have an effect of mitigating or hindering stealth or concealment of such creatures.
Recently, a small group of mages, priests, and researchers of Desna has begun observing and experimenting with blooderflies to see if this has any value in the reclamation of Sarkoris. Based in Lepidstadt, the group call themselves, 'Lepidopterists' after that city's name and have been studying blooderfly colonies in the Dippelmere Swamp, as its proximity to Sarkoris' borders to the northeast seems to manifest the blooderflies' behavior.
The only effective offensive attack that has been observed or discovered so far, is that Desna worshippers that can summon a swarm of blooderflies seems effective against Lamashtu-touched creatures. Such creatures inside the swarms area effectively bleed 1, though the effect stops when the move away. The swarm doesn't have any other attacks, though it does have distraction.
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If in your game, random encounters are a thing, and you randomly rolled a creature that could realistically be in the area. Then it's fine.
You literally told them some things aren't meant to be fought (at 1st-level), which, unless these are brand new players, shouldn't be required.
Then you had NPCs literally telling them to run away. This wasn't some sneaky NPC villain plan to trick them ("Oh yeah, it's an illusion. Charge in there!")
And you didn't have it straight up surprise run rush them in the middle of the group, grab/grapple one so the others would be unwilling or reluctant to run away or abandon their friend (a legit concern or character trait).
And one of the PCs, in character, chose to run and lead it back into the camp...
Then it's all run fairly (it may suck if one of the dead PC's players wasn't the one being [foolish/stupid/testing you to see if you would do it] and their PC got killed, but your place is to adjudicate their actions, not dictate them (subtly manipulate, absolutely).
So, new PCs is probably the way it should go (unless you want the thing to eat them and they somehow come out in a pile of excreted fertilizer a little worse for wear elsewhere, but that would obviously be you being nice).
162. Cornugon Pickle Spear— Similar to #161, the pickle on the end is a tiny cornuchon, smaller than a gerkin. As such, the spear deals damage as though one size smaller. This +1 unholy spear grants a +2 bonus on Charisma checks against devils with 9 HD or less. Once a wielder uses the spear or benefits from this bonus, they are subject to the curse until they receive a successful remove curse.
Curse:
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The wielder does not regain hit points normally and healing effects require a successful caster level check against DC 16. Effects without CLs counts as +0 to +2 (or more, GM's call for potency). The wielder heals 1 hit point per hour if below 1 hit point, this is not affected by the curse.
The wielder can drink a vial of unholy water to be able to heal normally or via magical healing for one hour. Drinking multiple doses does not stack. Once per week, the pickle spearhead on the end can produce one jar of dill pickle juice which functions as unholy water for purposes of this curse (the juice it drips every other time is just normal brine). It tastes unpleasant to most races, though goblins find it rather enjoyable.
Once per year, a Lawful Evil wielder who has been under the effects of this curse for one year and one day can summon a cornugon (horned) devil for one hour. It possesses all its powers except it appears as an ordinary black cat with yellow or red eyes and does not have gear. Adjust stats for size and assume any magical gear is melded to them. It only speaks Infernal (and Cat... basically the same thing) for purposes of being given tasks, otherwise it attacks the wielder's enemies and does otherwise devilish things (and cat things... basically the same thing).
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163. Croco-dill Pickle Spear— This +1 spear functions similar to #161 except it counts as a +2 lance when wielded while mounted on a crocodilian (or alligator) creature. The wielder has a +4 competence bonus to Ride or Handle Animal checks for such mounts and may use the mount’s Strength modifier on damage rolls rather than the wielder’s Strength modifier. Once per week, it can summon an alligator or crocodile that serves as a mount for one hour.
Curse:
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Once used, the wielder becomes cursed with crocodilian flesh. They gain a +1 natural armor bonus, which stacks up to a +3 bonus with existing natural armor. They receive a –4 Charisma penalty to checks and interactions with non-crocodilian creatures (even other reptiles).
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164. Coast-shore Croco-dill Pickle Spear— Similar to #163, this spear can summon a saltwater crocodile instead of a crocodile or alligator once per week.
Maybe when it dies, an obelisk rises, with a map to another location, where another golden beast exists. And when three obelisks are risen, the hidden pyramid appears.
But it's really a Cheops Tortoise.
Or maybe the area turns into an oasis for a year. Or a lost city is uncovered.
Continuing the theme of just adding 'Blood' to things.
644. Bloodmoon Bass
Found predominately in Lake Encarthan and nearby tributaries and lakes. These bass are little different from common freshwater bass found around the world, between 8 and 25 inches and weighing 2 to 10 pounds, with rare larger specimens up to 30 inches and 20 pounds. During mating season, however, males undergo a physiological change that turns their scales a bright crimson.
This is a defense mechanism, since female bloodmoon bass lay clutches of eggs deep in the cold waters of the lake and aggressively defend them from other creatures, but are able to differentiate the bright red of males coming to fertilize them and allow them near. After mating season, these bright red scales fall from the fish, leaving them bare and slick-skinned until fresh scales grow in.
One further, really odd aspect of bloodmoon bass, is something that occurs when there's a blood moon. Normally an event that occurs every few years, if it also coincides with the mating season, the male bass leap from the water of the lake after fertilizing eggs. They don't just jump into the air, they literally leap from the water into the night sky, flying towards the crimson moon in the skies until they disappear into the night.
Often, there's a crimson shower of falling fish scales scattered behind them like a comet-trail, shimmering and glinting in the already red light of the blood moon. The fertilized eggs are left behind, as are males too young to fertilize eggs, leaving a new generation of fish until the next blood moon.
Lore:
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Since the waters of Lake Encarthan are lightly traveled in the dark of night, let alone during a blood moon, not many people witness the event of hundreds of fish flying into the night sky. It can be observed in other locations the bass can be found, but such tales are usually dismissed as fanciful yarns, drunk hallucinations, or fish stories.
The truth is that none of the bloodmoon bass land on the moon, as scrying, divinations, and even visits have never found any, at least not in the amounts that would be credible. While the fish die quickly after leaving Golarian, somewhere halfway to the moon they fade out and vanish.
For no explainable reason, and which almost no one in Golarian is aware of, they appear in the Boneyard, flying straight into the moon, Groetus, as it hovers impassively in the heavens. Hundreds of mostly dead bloodmoon bass, some still bearing a few flakes of red scales, just crash into the apocalyptic god's realm and lay there.
No one knows why, and Groetus doesn't really comment on the subject of the rare event. A crazed hermit claims that it's a long-forgotten agreement or pact between a, possibly lost, race or civilization and Groetus, and that the enigmatic god is the true origin of the unusual red-hued fishgold found in and around Lake Encarthan. But again, no one really wants to ask.
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645. Giant Bloodmoon Bass
A much larger specimen of #644. Bloodmoon Bass found only in the depths of Lake Encarthan. Males tend to be around 15 and 20 feet in length and several hundred pounds. It's speculated that they could grow larger, since larger females have been observed, but older males are naturally removed from the population depending on the intervals between blood moons occurring during mating seasons.
There's little difference in the habits of the giant version of the bass, but high Knowledge: Local or bardic knowledge can recall more rare stories of a nighttime fisherman catching a giant bloodmoon bass on a line or net during a red-cloaked mating season and being carried high into the sky, where the lucky ones splashed down and were able to swim back to their boat. No one knows what happened to the ones that didn't let go. Fishermen go missing all the time in the dangerous waters of Lake Encarthan, especially with recent events around the Isle of Terror.
155. Staff of Gall— These cursed magical staves are replicas of the staff once carried by Galstaff, Sorcerer of Light. His party was slain by ogres.
Properties:
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(CL 5) 50 charges
The staff grants its wielder a +1 deflection bonus.
0 charges Light: centered on tip of staff. Can be dismissed, but cannot be renewed while active, must turn off before activating.
1 charge
"I cast... at the darkness!"— Magic missile. Only when the wielder is in darkness. Does not harm elves, including half-elves.
"Also... I have gray eyes."— Disguise self. All forms have blue or gray eyes, even if that isn't in the normal range for the assumed guise.
"Where are the Cheetos?"— Locate creature. But only to find cheetahs or someone that's cheated in some way in the last 24 hours. Can find specific such creatures if known. The presence of Cheetos (brand specific and at least handful in size) will redirect the wielder in that direction.
Magic stone— When used, one random living ally within 15 feet, included the wielder, must make a DC 15 Fortitude save or contract gallstones. Within 10 minutes they feel aching pain in their gallbladder or kidneys, giving a –2 distraction penalty until cured by a DC 20 Heal check to break up the stones (1d4 nonlethal damage per attempt, failure by 5 or more causes normal damage), they receive a cure disease or 24 hours pass..
2 charges
"It's +9 against ogres!"– Greater magic weapon. Only adds +1 enhancement bonus but also the Bane quality against ogres (including ogre-magi).
Searing lightNo tricks, the staff shoots searing light.
Curse: Whenever the wielder enters or becomes illuminated by a [light] spell or effect (not the shadowy radius around it), there is a 20% chance that a group of ogres (1d4+2) is summoned nearby and attacks the wielder and their party. They remain for 5 minutes or until reduced to 0 hit points. If there's not enough room for all of them, some appear later at an inopportune time. This does not occur if the wielder is already illuminated and can be avoided by standing in light before casting or entering magically-lit areas. This effect can trigger no more than twice per day.
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Shifting shadows turns all creatures in the area into potential flankers for every other creature.
Twilight knife creates a blade of force that can flank targets and cannot be attacked.
But I think you might mean, spiritual ally which can attack and flank from its space. It can be attacked, but as a construct of force its pretty much impervious to physical attacks.
Why not abate the effect for a number of time units (rounds, minutes, 10 minutes, hours, etc.) based on the effect's frequency. Something like (not saying this is what you want, just an example):
'Abate affliction slows the frequency of an affliction the caster has identified on the target. The target need not make rolls or checks during this time and the duration of reprieve equals 3/caster level in rounds, minutes, or hours (max 24 hours), based on the affliction's frequency. An effect, like a poison that requires a save every round or less than 10 round (one minute), would not require a save until 3 rounds/caster level has passed. An effect checked every hour (or longer, such as the save to remove a negative level) would be delayed and additional 3 hrs/caster level.'
Or some such. I am not saying that's your vision, but it might be easier to word it that way (or might be completely wrong). At the very least, I'd probably say a caster can only postpone an affliction once (your call on if different casters can). And 8th-level caster is already possibly postponing something by a full day. I like that the Material component has a cost, but it's not really enough to keep someone from otherwise chain-casting effects (especially over days) or Extending a 1st-level spell isn't that hard.
I also assume this doesn't suspend or pause afflictions, meaning some can just fade out naturally well before the abate affliction spell ends. Even at 3 rds/caster level (let alone hours), a lot of poisons will wear off (granted, they have to be afflicted by it and probably take some damage).
124. Bag of Nasty Tricks (Rust)— This cursed bag of tricks (rust) detects and functions normally. After any day in which it is used, however, it summons a small creature that steals things from the nearby area and leaves them in the bag.
Bag of Nasty Tricks:
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The creature is rolled on the Gray Bag list, reroll a result of Riding Dog or the GM can choose their own creature. It typically appears at the end of the day when the user is sleeping or resting. It can appear anywhere within 60 feet as though summoned and does not need line of effect from the bag, though barriers of thin lead, three feet of earth and wood, or one foot of stone or metal prevent it from appearing in that direction or location.
The creature looks for other people and then attempts to steal or grab an item from their vicinity. The item need not be inherently valuable, and will likely be shiny or metal, like a ring, gem, coin, or even a fork off a table. It will then say, possibly muffled, "I have it, master! I stole it!" and start moving back to the bag's location. If killed or otherwise stopped, it drops the item and bursts into a tiny, sparkling cloud of mist, similar to a vampire and moves to the bag's location.
If it arrives in any form, it vanishes. It need not touch or enter the bag, nor need it be opened. It must merely get close, in the case of the owner being inaccessible, such as in a rope trick with no way to climb in. If the stolen item was with it, that ends up in the bag and the bag will not work for its user until the item is removed (easily found if reached in).
The user can never see or hear the trickster animal themselves, even with true seeing or similar effects, though any items it carries could be spotted. In most cases, the bag owner will be accused of theft, or at least being a troublemaking miscreant (since the stolen items are rarely of real value, though they could be).
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Special If the user has a familiar of appropriate size, the bag's creature will instead look exactly like that creature, including its voice if it can speak. It possesses all traits of the familiar, including Intelligence, improved evasion, or speaking with others of its kind (which it can do to cause trouble) but it has no shared link with the user for purposes of empathy, sharing perception, scrying, or being harmed or killed.
125. Plate Armor of the Deep Fryer— This cursed plate armor of the deep detects and functions normally. After one minute spent immersed in liquid, at least knee deep, the armor starts to heat the area around it. The armor itself does not become hot or even noticeably warmer, only the surrounding liquid. There is no outward sign that the armor is causing this, though the fact that the warm area is emanating from the wearer is easier to determine.
Effects:
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Every minute, the surrounding water temperature within a five foot radius of the wearer increases using the chart below. These effects are not cumulative with existing temperature, so already scalding water will be unaffected or extremely cold water may take extra time to heat up, though moving water, such as a river or ocean will not slow the heat buildup. The wearer must be completely out of the water or liquid for a number of rounds equal to immersion before the effect ends. Reentering liquid, even a different source, resumes the effect at its last point immediately.
After:
1 minute— The temperature is slightly warmer. This is not harmful, but may cause accusatory looks at the wearer for other reasons.
2 minutes– Creatures that spent the past 5 rounds within 5 feet of the wearer (including the wearer) take 1d3 nonlethal damage from the heat. Creatures breathing or inhaling the water during that time take 1 additional nonlethal. This damage happens every two rounds spent in the area. The additional damage is combined, not separate, for purposes of overcoming heat and fire resistance.
3 minutes– Creatures take 1d3 nonlethal damage and 2 lethal damage from the heat every two rounds and creatures breathing the water take an additional 1d3 nonlethal damage and 1 lethal damage.
4 minutes— 1d6 heat damage (half is lethal) per round and 1d6 additional damage (half lethal) for breathing the water.
5 minutes— Scalding hot. Deals 1d6 scalding damage and an additional 1d6 if inhaled per round.
7 minutes— Water boils. 1d6 damage to creatures around the wearer and an additional 1d6 if inhaled. The wearer takes 10d6 scalding damage if fully submerged per round of exposure.
This damage applies to liquid creatures surrounding or engulfing the wearer as well, such as a water elemental and some oozes, though they must be predominately liquid, not merely gelatinous or jelly-like.
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If the wearer dies, the heating dissipates naturally and the armor floats them to the surface. This floating effect lasts for 24 minutes, before the armor resumes its normal buoyancy and likely sinks to the bottom. This sometimes leads to well-done corpses found bobbing in plate armor in the middle of water.
195. Juicer
You can squeeze fruits or vegetables effectively in your hands or between your knees and draw out and produce juice as normal without needing materials or other tools (though you need a container to hold the juice). You can still be injured by prickly, thorny, or spiny fruit (but you'll still juice it). You juice the fruit to its full potential and can even adjust pulp or seed content. This does not work on nuts or hardened shells, even if they have liquid in them, such as cocoanuts.
196. Alchemy Vision
You can see through alchemical items and materials as though you had X-ray vision. This includes alchemical tubing, workbenches, and opaque liquids, powders, solids (including an alchemical golem), but does not include containers or covering that aren't those objects, such as their containers, requiring most to be in a glass container to allow vision to pass through. You may identify alchemical objects or liquids that you can see clearly with a successful Craft Alchemy or similar check (distance penalties apply). Lead materials, even alchemical ones, block this.
197. Empty Space Manipulation
You can make an empty space seem half as large. You must be within 15 feet and able to see the empty container or inside of the space (which can be no larger than a 5 foot area). There can be no creatures or significant objects within, even invisible ones, though ethereal objects or ones on other planes don't count, nor do inconsequential objects (dust, dirt, cobwebs, small leaves, etc.). Others viewing it perceive it as only being half as large or able to contain half the volume. If they study it, reach in, or try to enter the space, they receive a Will save, as though disbelieving an illusion (DC=10 + 1/2 HD + Cha mod).
87. Bag of Holding Breath (Type I–IV)— This cursed bag of holding detects and functions normally and is almost always found laying open... or with the corpse of its former owner somewhere nearby. Despite its material, whether burlap, silk, or cloth, it does not allow air to pass into or out of it while closed. The owner receives a bonus on checks and saves involving holding their breath or against inhaled or breathed effects. The bonus is equal to the bag's type (I–IV). When the bag is claimed by a new owner and they place their first item into it, the curse activates, linking them together, even across planar boundaries. No knowledge of the bag's abilities are imparted, though identify attempts that beats the curse's DC might determine them.
Curse:
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After benefiting from the bag's bonus for 10 rounds (1 minute), which need not be consecutive, the user's breathing is linked to the bag. From that point on, the bag must be either left almost completely open or opened every 10 minutes to allow fresh air inside (it can't be partially opened or with a hose or tube sticking out). Otherwise, the owner begins to suffocate until it's opened again. This time is independent of an owner's size or other air intake needs. Owners must still breathe on their own as well in order to live, speak, or smell as normal (For instance, they can still be choked to death, whether the bag is open or not, though they may receive its bonus to any saves or checks). Creatures that don't need to breathe are not affected by the curse, though it may manifest later if they start breathing before removing it.
If the bag is turned inside out, the owner receive a penalty to their checks and saves instead of a bonus and they begin slow suffocation until the bag is corrected. If the bag is ruptured or pierced, all contained items spill out and the owner begins suffocating until it's repaired. If not repaired, after 1 minute, it repairs itself to 1 hit point. If completely destroyed, such as burnt to ash or disintegrated, the owner is unable to breathe without a successful remove curse.
An owner that tries to destroy the bag innately senses it's a bad idea. If they pierce or try after that, an angry air elemental appears from the bag (size Small, Medium, Large, or Huge based on bag type I–IV) and attacks them. Summoned: duration 10 rounds and no XP.
Special Alchemical air crystals can be left exposed within to add time to the air or an open bottle of air can replenish a closed bag indefinitely, though once removed it will not function normally until it spends 24 hours corked outside of the bag. Other, similar items may also work to varying degrees at GM discretion.
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The bag can be sold, or stolen (or left in the open hoping someone else claims it) which can also free the former owner of the curse with no further effect, though they must wait for someone to actually claim ownership and place an item inside (and risk them closing the bag before that happens). Anyone other than the owner can place or remove items as normal into the bag with no effect.
88. Monk-ki Belt— This cursed monkey belt functions as normal until the wearer tries to animate the tail or use a ki point. At that time, the tail animates and attacks the wearer as a monk of the wearer's HD (BAB + 3 to hit (+1 Dex, +2 for being two sizes smaller)).
Monkey Tail:
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While active, the belt cannot be removed, the wearer does not receive the belt's Dex bonus to their AC against the tail (they still have it for all other purposes), and they cannot spend ki points.
The tail can flurry, and usually does so, though it can attempt disarm attempts against the wearer's held objects (does not provoke). It can deal lethal damage as a monk, but uses non-lethal unless the wearer is immune. It is immune to non-lethal damage but can be grappled and pinned. It remains animated for one round per HD or until the wearer is unconscious. The tail also possess 1 ki point when triggered, which it almost always uses for an additional flurry strike immediately. If the wearer has any ki points available, it can use one of them per round.
The belt can be freely removed otherwise, but once triggered a similar tail will appear if the former wearer spends a ki point or with a 10% chance per day (rolled secretly by GM) at an inconvenient time (not necessarily combat, typically climbing or trying to sit still, or eating).
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89. Belt of Contralibrium— This cursed belt of equilibrium functions normally except that any time spent not affected by fatigue, shaken, or sickened penalties does not count against the condition's duration unless the act of staying in place would remove the condition (such as sleeping or resting in the case of fatigue). Once the wearer moves more than 5 feet in a round, the durations continue as normal.
Yes, and I almost misread #63 as a rod of enemy defecation.
68. Robe of Arcane Hermitage— This robe of arcane heritage requires the wearer to seclude themselves in a small and remote home or dwelling for one month before it attunes and functions for them. They can have visitors and even make daily forays during this time, but otherwise spend it in contemplation, study, research, and reflection. They must do this once per year. Any bloodline user putting it on is aware of the robe's powers and requirements.
The robe also grants one additional use (or round of use) to any 1st-level bloodline powers with limited uses based on Charisma.
69. Robe of Postponements— This cursed robe of components functions normally unless the wearer attempts to draw forth a costly focus or material component which they do not possess. They must spend an extra round to cast that spell. During this time they are searching for the material, patting pockets, and otherwise holding up a finger or mumbling things like, "Where is it? One moment. Just one moment.", which doesn't hinder the casting. During the casting time, they are considered to be under the effects of sanctuary (DC 11 + casting ability modifier) against enemies within 30 feet that share a language.
Once per week, the robe can conjure focus or material components of up to 100 gp value during casting, but increases the casting time by an additional round.
70. Robe of Goats– This cursed robe of gates functions normally unless the wearer is in combat or a stressful situation. When using its power at these times, there is a 25% chance it will summon ordinary goats instead of the intended creatures and there will be enough to fill every open adjacent space around the wearer.
The goats otherwise function as summoned creatures (attacking the caster's enemies) as though from a summon monster effect, even if the spell would have other parameters, such as mount. They still benefit from other modifications to summoned creatures, such as Augment Summoning. For the duration of the summon effect, as long as one goat remains, the wearer gets a +3 bonus to Survival checks that doesn't stack with familiar bonuses.
71. Robe of Ewes— This cursed robe of eyes functions normally until the first time a hostile invisible or ethereal creature would be seen. From then on, the wearer sees all invisible or ethereal creatures (even allies) as Medium-sized, female sheep. Such targets no longer have a size penalty for being larger than Medium against the wearer and any attacks that would try to strike an object or body part a sheep wouldn't have or be carrying will either fail or be greatly penalized, such as wing or arm strikes or trying to sunder or target a held or worn item. The wearer sees the invisible or ethereal creatures roughly where they are, but larger creatures that now appear to take up only a single space may have deceptively open spaces around them that wearer might accidently try to move into or otherwise interact with, likely provoking an attack of opportunity or wasted effect (like trying to summon a creature into an occupied space).
59. Ring of Countersells— Detecting and functioning as a ring of counterspells, this cursed item causes the wearer to purchase something in return whenever they sell an item. Whenever selling one or more items, they must make a Will save (DC 15 + 1 per 1,000 gp in sale value of items) or they end up purchasing at least 25% of items from the merchant in return. The wearer doesn't realize they are being influenced, though they can choose purchases (if the PC can be trusted to roleplay it) and such items tend to be useful and usable, unless they have a friend or ally they would plan to gift it to, like a wand or scroll they can't cast. Otherwise it will be items the character might need; rope, bedroll, rations, potions of healing, etc., though the item(s) could just be interesting, like a potion of rainbow hues, a singing rock, a glowing stone, or magic beans. If the wearer tries to have an agent or other person sell an item on their behalf, that person will also return with 25% of the sell price in items unless they make a Will save at their bonus or the wearer's, whichever is lower.
Once the curse triggers, the wearer is affected whether the ring is worn or not until they receive a remove curse or until the ring is sold or giving to a new owner and they trigger the curse. This curse always affects an attempted sale of the ring by any creature, whether owned, worn, or not.
60. Ring of Shooting Start— This curse can be placed on any magical ring. Whenever the wearer or an ally within 30 feet attempts a charge or run action, there is a loud report of a starting pistol and that character is considered to have a +5 inspired bonus to their movement speed that round. They are also subject to a magical ranged attack (+CL of ring to hit). The subject is denied Dexterity bonuses to AC against this attack unless they possess uncanny dodge. The ring's wearer also does not receive any defensive bonuses from the cursed ring itself if they are the target (such as a ring of protection's deflection bonus). If the attack hits, they receive 1d6 force damage + 1/2 the ring's CL).
There is no indication this comes from the wearer or the ring and a creature cannot be affected more than once per day by this curse.
61. Ring of Mine Shielding— Detecting and functioning as a ring of mind shielding, this cursed ring causes any floor-based traps within 60 feet of the wearer, such as pits, landmines, bear traps, pressure plates, or caltrops to be harder to notice or detect (DC + ring's CL) for the wearer or their allies. It has no effect of spotting mineshafts, unless the check is to avoid falling into one.
62. Ring of Pi Mastery— This cursed ring of ki mastery holds up to 3.14159 ki points, and typically always has 0.14159 points within it, since there's almost no way to spend that amount, and the wearer has no way to detect that. As long as as the ring has at least 0.14159 ki points stored within it, the wearer secretly receives a –3.14159 (rounded to –3) calculation penalty to saves against spells or effects with a radius, diameter, spherical or hemispherical area.
While typically found on a ring of ki mastery, this curse can rarely be found on rings of any type.
Miriam Razton
This masked woman claims to be a Razmirin noblewoman (though likely a high-ranking member of the clergy, she doesn't claim that) and wears an elegant, though down-played robe and tasteful jewelry. She does possess a holy symbol of Razmir on a golden chain, though it's worn beneath her robe. Her slippers and gown are unseen beneath the robe, but are also of highest-quality. She wears a Razmiran mask, but rather than silver or gold of the ruling clergy, it's a masterwork wooden carving with inlaid silver etching from the Exalted Wood. almost all her items are magical, but mostly defensive, notable the mask which prevents mental intrusions or persuasion (also lead-lined) and a ring of invisibility.
Definitely Not an Anagram:
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Claiming to be here on behalf of her aging father (partly true, her aging father is a higher ranked member of the Church) she implies the Elixir would be for him (since why would the Living God himself need such a thing?). However, the mighty and benevolent Living God did graciously and generously offer her a unique, divine relic forged for the purpose of helping her acquire an Elixir (technically true).
Her only supposed bid is a single, massive gold coin. Calling it a 'Razmiran Divinity' it's actually surprisingly impressive. The size of a buckler shield, it's made from roughly 500 gp worth of gold (if it were melted down and made into more typical coins) and weighs 10 pounds, making it hard to hold in one hand for very long. Like holding a gallon of milk in your palm.
It is, however, honestly worth much more because it is masterfully-struck and minted, and the engravings, the Mask of Razmir on one side and his thirty-one-stepped throne on the other, are done in superb detail. The design and the minting were done by two masters of their craft and, while uncredited here, their identities aren't really a secret if the right people were asked. It an unique piece of art and a curio, as well as a legitimate national treasure, commissioned by Razmir himself (likely for this sole purpose). Technically, it could be considered a relic, since the Living God did handle and touch it himself (true, he was involved in enchanting it). That makes its bid value hard to determine on a non-biased scale, since Razmir isn't often regarded in the best light.
The coin/treasure is magical and detects as such, having been treated with a unique combination of enchantment and alchemical treatments, giving it hardness 10, 50 hit points, and a +1 resistance bonus to saves (+13 total as a CL 20 magic item). This is easily detected and identified.
It also has a permanent magic aura (CL 20) that hides its other enchantment, which is relatively innocuous. Basically, if the Razmiran Divinity would be melted down or otherwise melted, it evaporates and appears back in Razmiran. The same happens if the coin is ever used in any direct manner against Razmir (including as a scrying or other connection for a spell targeting him).
Even though it's very unlikely that the bid will win, knowing that the bid is forfeited once placed, it was deemed an acceptable price (the cost of the gold and the artistry). It's a legitimate and not false treasure, but if they try and render it down or otherwise melt it into their own coins or to make some other objects, they will likely open the crucible to find nothing. If they keep the treasure as it is, it's a legitimately unique object and likely will never have another minted.
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She is cordial and polite as long as treated equally and does not discuss religion except in the vaguest, basic terms ("Razmir is the Living God. The sun is bright and water is wet.") and is surprisingly knowledgeable about any PCs' non-secret adventures, connections, and doings (and does not mention any that aren't so secret but aren't 'polite').
This agent's main goal isn't to try and win the bid, since Razmir knows he will be cheated and swindled and fraudulently denied his rightful acquisition. Instead, she will note any winners and likely make plans to have them ambushed or otherwise robbed depending on their precautions. She might even be there to distract from the real Razmiran agent (or Razmir himself!) bidding... unless... She's the real Razmir!
This is your space, so not sure if this is appropriate:
Mwinyi Kitwana
An aged storyteller, shaman, and elder from Nantambu in the Mwangi Jungle. While clearly old, he's mentally acute, though he speaks very little except when telling stories or prophecies, which he typically only does when travelling among the various villages and states of the Expanse.
He does not try and blend in, wearing brightly-colored beads, trinkets, and flowing strips of cloth and leather that make him look like a jungle savage. Adding to the lines of face paint and the bone piercings in his nose and ears, he seems an odd representative, but in truth is well-regarded by those in the Magaambya as both knowledgeable and capable of traveling the dangerous parts of the Mwangi Jungle. He speaks and reads numerous languages and respects scholars and other learned individuals, but at the auction he is quiet and reserved, making only terse replies or gestures.
He is a the selected representative of many Mwangi nation-states and cities, who pooled resources to bid on one of the elixirs and each sent members as his honor guard. His stake is several chests of large, high-value jungle emeralds and an equal amount of high-quality onyx. Chosen from the finest specimens for color and clarity.
Mwinyi Kitwana:
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His bone piercings are foci for bone spirits, the captured essences of adventurers, robbers, and others that were up to no good or plundering the wrong ruins. They can be seen ethereally watching by those with the capability and can manifest to protect him if need be, they have no choice, they are bound as penance for their misdeeds until he frees them and he's the only one who can do it easily, they don't want him dying before he can let them pass on.
Aside from his honor guard and entourage, who are nearby but dressed more informally and blending in, he has Tentuba, a colorful jungle parrot that was once a pirate companion before its owner died on a jungle excursion and it found its way to becoming his familiar. Tentuba can speak, though she has a raspy voice and occasionally uses sailing terms.
In addition to the gemstones for bidding, Mwinyi also possesses a plain, seemingly ordinary human skull that looks like someone spilled liquid gold on it. It's only other notable feature is a small hole in the back of the cranium also edged in gold. This skull belongs to Kranor Jen-tan, a renegade wizard-thief that robbed a valuable, holy relic from one of the temples of Pharasma in one of the Thuvian cities. They'd really, really like it back. He hid it in a warded and secret location (with the stolen proceeds of many other heists and thefts) before he met his end months later trying to rob a jungle ruin after putting on a cursed golden headdress shaped like a scorpion. It clamped onto his head and the tail pierced the back of his skull and began melting while also injecting liquid gold into his brain.
The skull will allow someone to speak with dead to find the location or even resurrect him to be tried and punished for his (numerous other) crimes. Mwinyi knows all this, including the relic's location, but has no interest in it himself and its location is much further than he wishes to travel. The skull's value in bidding is hard to determine, depending on which city is hosting the auction this year and which city the robbed temple is in may effect the desire to see it retrieved. Although all the temples would want it back, their influence in the particular state may affect their evaluation.
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If he wins one of the elixirs, he and his honor guard will travel back to Mwangi where it will benefit no single person. Several tribal wisemen, shamans, and learned scholars of Magaambya have divined and created a ritual that will vitalize and rejuvenate a vast section of whatever location its performed at. Along with the other ingredients, likely from Gozreh's Pool, the Fountain of Tibas, and The Drowning Stones, it will be anointed on the Spire of Destiny at the appointed time. The believed outcome will be a bloom of life and cleansing of some lingering poisons, taint, or corruption (it's ambiguous) around Lake Ocata and along the rivers that feed into and from it. Any other effects, like bigger, healthier beasts or new flora are unknown side effects.
It's possible that adventurers that impress him may be asked to join one of the expeditions to gather needed ingredients (they have to be as fresh as possible so are waiting on the hardest to acquire component in the Sun Orchid Elixir). Otherwise the Thuvian city-state or Church of Pharasma might soon need adventurers to venture into a neighboring country where Kranor Jen-tan hid the relic and recover it from its trapped hiding place and lair, even if Mwinyi loses his bid, since the bids are forfeited. However, Mwinyi might consider sending a competent group there first if his bid fails to win any of them, since it will take them time to prepare the proper questions, since only so many can be asked and to prepare and verify the information. But he'd only do that if he feels they disregarded its value (knowing they would get it for free anyway once bid).
634. Blood-frill Caiman
Found in the the waterways of the Mwangi Jungle and occasionally at the coastline of the Sodden Lands, this Medium-sized reptilian predator resembles most caiman or crocodiles in form. It has a distinctive, raised crimson ridge along its back and smaller fin-like frills at the knee of each leg. While normally only about three inches high, older specimens can have frills as large as a six or eight inches. When not trying to be stealthy, they are normally very visible floating on the surface, but even so, they can resemble a log or submerged branch with red fungus or leaves, so care should be taken.
They are highly aggressive to creatures of their size or smaller swimming in their waters, though they only tend to attack upward, sometimes ignoring those who swim beneath them if not bothered. Some do like to rest on the muddy bottom, however.
Their claws and teeth are used in native adornments and they are occasionally hunted for food if easier prey is not found.
If blood-frill caiman eyes are used as a material component in a spell or magic item that causes bleeding (1 gp or +1 gp per charge worth), the bleed effect lasts one additional round after it would normally stop unless the tending creature beat the Heal DC by 5 or more. If no Heal check was made, such as from a healing spell or effect, a caster level check is made against the spell's DC. The additional round is bleed 1, regardless of the amount or type of bleed the spell caused.
Blood-frill Caiman:
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Use stats for a Medium alligator, but its tail slap causes bleed 1 and instead of Sprint it has:
Blood Roll (Ex): When performing a death roll, the blood-frill caiman's sharp frills on its legs and back cut the grappled target. The creature makes an additional grapple check and, if successful, deals an additional 1d4 +2 (1/2 Str) damage and bleed 1 to the grappled target.
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635. Blood-draught Spider
This small, scarlet arachnid is similar to a scarlet spider in appearance, though slightly darker purple than red. These spiders are actually harmless, they possess webbing and very mild poison, but it's only useful against the tiniest of insects that they hunt and consume. They spin small webs if left to their devices and are good at cutting down on insects. They tend to be lone creatures unless young or with a mate, in which case there could be three to four or a pair, respectively.
A blood-draught spider that becomes a familiar functions as a scarlet spider but does not have poison. Instead, eight times per day, if its master is bleeding (either a bleed effect or dying), it can attempt to stabilize them using its webbing (it has no web attack). It makes a Heal check at its own modifier (usually +0) or its master's. If it fails, it can try again next round and it receives a +1 bonus for each use of webbing used trying to close that wound. The familiar only does this for its master, even if ordered, charmed, or otherwise commanded somehow.
A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Does the familiar using my combat teamwork feat by Share Training count as possesses the combat teamwork feat, so that I can activate the combat teamwork feat with my familiar while it can see and hear me?
Yes. It counts as possessing the feat for purposes of being an ally with the same teamwork feat. Whether it can use it themselves or not depends on the feat. They will still have it even if they can't, which may allow you to take advantage of it, even if they cannot.
For instance, your rat familiar probably can't reasonably help you load a siege weapon or fire it with the Artillery Team feat, but it would have it. Even a monkey familiar probably isn't reasonably strong enough to be able to load or crank such an engine or aim it or even fire it (it does take some strength to pull that lever).
Or if a feat said, 'If you are wielding a manufactured blunt weapon and flanking with an ally with this feat, you get X...' Then if you have a blunt weapon and your familiar is flanking, you get X. Your familiar has the feat, but it probably can't benefit because it likely isn't wielding a manufactured blunt weapon.
It couldn't use the shared feat as say, a prerequisite to take another feat or something.
525. A sloped earth and rock ramp grows from the ground and extends away from the planter, about 8 feet wide and rising 15 feet up and 20 feet long or as high or long as possible if inside. The ramp is faintly warm and is illuminated as though by nearby fire or lava. The earthen slope remains for one hour before crumbling into dirt and then vanishing.
Chunk of Mustafar:
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Anyone standing on this slope who declares aloud anything about having the high ground, receives a +1 Force bonus to damage and AC against opponent's they'd have a higher ground bonus against. Their melee weapon attacks counts as force damage (slashing, piercing, or bludgeoning as normal for the weapon). Additionally, a critical hit with a slashing weapon functions as a vorpal attack that severs a random limb other than a vital one.
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526. Six dwarven men grow from the ground. They're middle-aged (for dwarves) and dressed in leather coats and hats. They talk and act like western cowboys and follow the planter's orders or assist them, though they aren't slaves or under control. Treat them as followers and they will require payment after the first week. They will die to protect the planter's life, but are not otherwise suicidal nor will they do such tasks, except maybe to save the life of one another.
Dwarven Cowboys:
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Tobias Jones, Redford Jones, Killian Jones, Mayhew Jones, Aloysius "Al" Jones, and Reverend "Rev" Plantagenet Jones. No relation.
These six dwarves have distinct personalities and possess skills as any Wild West cowboy might. Be that horse-riding, herd-wrangling, or shooting. They are proficient with lassoes, clubs, and knives. If firearms are common to the area, they are proficient, and possess, pistols or rifles. Otherwise they are proficient with all crossbows, including hand crossbows, but possess repeating crossbows if available. They wear long leather or canvas jackets that function as padded armor and are not proficient with any other kind or shields. They all possess trained light horses, which will arrive when they whistle for them. They are not summoned or magical, just well-trained, and other than this first time, the animals don't just appear out of thin air (nor do they now, they just come from 'nearby').
They're generally good, though grizzled and possibly pessimistic or poetic depending on their individual personalities with a slightly chaotic or freedom-loving bent. They tolerate no disrespect towards women or animals (and they consider those two wholly different distinctions) and are prone to swinging first and worrying about the law second when the situation calls for it.
"Reverend" is Rev's first name, not a title.
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527. A large piece of quartz mineral grows. About the size of a dwarf, it's cloudy and not of good quality (for uses as a prism for arcane and similar purposes). It weighs several hundred pounds and can broken into pieces to sell for approximately 500 gp if broken up. If able to be transported intact to a large city, museum, or collector, it can be sold as a geological curio for 2,000 gp or more after finding a buyer, possibly 1,200 gp if sold quickly to a pawnbroker or other reseller.
528. The sound of a recorder plays (cue The Legend of Zelda recorder tune) and a swirling whirlwind rises from the ground.
Whirlwind:
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Anyone touching it vanishes, appearing to be sucked in, though they are actually transported to an extradimensional space (no danger of non-dimensional mishap to items). After two rounds, the whirlwind flies straight towards the planter, moving up to 50 feet from its origin, ignoring obstacles and terrain, before vanishing. It has a 10-foot space and any creatures in its path may attempt a DC 18 Reflex save to dive out of the way or be collected.
One minute later it appears at the closet point of interest in the direction it was traveling, as if by teleport, and deposits all carried creatures there and flies away. It could be the entrance to a dungeon, or the gates of a city, or a church, or a landmark. If it will not cross seas, oceans, or lakes, depositing creature's on the shore instead. It will also stop at the boundaries of sizable geographic difference, where a plains becomes a desert or where an alpine forest becomes tundra and vice versa.
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529. A bowling ball-sized rock forms on the ground (20 lbs). If moved, roll on Goth Guru's Things Found Under a Rock table.
I can imagine cats being wary of mice if they keep encountering and killing this kind.
Cats are stoopid, though. Stupid... stupid, smug things.
631. Bloodsilver Mooncat
This breed of elven cat are noted for their silver-hued fur, sometimes streaked with platinum. They are the size of a large housecat and typically friendly enough if treated well or raised in a household. Wild bloodsilver mooncats tend to avoid people unless food is left out and they may become less cautious.
They get part of their name from their coloration, and another part from the fact that blood acts as a catnip to them. After killing prey, or being around a bleeding creature, they tend to rub their faces and whiskers into it and drool for several minutes (unless threatened). This doesn't apply to bloodsilver mooncat blood. The other part off their name seems linked to the moon.
While capable of purring, bloodsilver mooncats only do so during the time of the full moon (days and nights), when content or happy or near blood. While as cunning as any feline predator in the wild, domesticated cats become very stupid. So very stupid. Fortunately, only during the full moon. They seem to become like idiotic kittens, asking for cuddles and such, but constantly getting stuck in boxes, falling off shelves, missing jumps, pouncing on blood mice (#630) even if trained or constantly around them, and getting stuck half-way up curtains or halfway into a mouse or rabbit hole like Winnie the Pooh. They also seem to forget they have tails, and can be seen spinning in circles like a dog. Even the ones that don't have tails, and they seem completely baffled when they somehow manage to catch them.
Other felines treat them as any other cat, but turtles (including dragon turtles and kappa) that see one get a +5 enhancement bonus to land speed once per day for one minute. No one knows why. If bloodsilver mooncat blood is used to make a scroll or potion of cat's grace, the user takes one less bleed damage (hit point loss) from bleed effects but has a –2 penalty to Wisdom checks for the duration.
631. Bloodhoney Vine
This variant of honeyvine (#7) is almost identical to its cousin, including flower coloration. Unlike the other, when it's ready for pollination, the flowers turn to a wet, slick blood or rusty color and the nectar they drip is nearly identical to blood in scent and texture. It doesn't attract hummingbirds or bees, though other insects and small predators, especially bloodsilver mooncats (#631), come into contact and spread the pollen and small seeds.
Rumors that it attracts vampires and other blood-drinking undead are false. Undead get no nourishment or sustenance from such bloodhoney, though other creatures might, but only if normal pollen or honey would. It doesn't help mosquito females lay eggs, for instance, though they are attracted to the smell, and can make the vicinity more dangerous. Other than bloodsilver mooncats, who react to it, it doesn't trigger or cause most other blood reactions, such as bloodlust in sharks, though their keen scent detects it as such and it can interfere with such senses if scattered around the area, similar to a cloud or fog confusing vision.
If specially-treated bloodhoney vine bloodhoney is used as a material component in a magic item or spell (10gp or 10 gp per charge) that summons a plant or insects, those creatures inflict bleed 1 on a creature the first time they damage it during the encounter but the duration is reduced by one round (minimum 1 round).