38. You hear the rustle of animals and the soft, low baa-ing of many sheep. The animal sounds envision in your mind a fenced-in pen or enclosure and fluffy, woolly lambs and ewes milling about. There's a little baa-ing grunt and a clatter of hooves on wood. You think one of the sheep just jumped over the fence...
The receiver can declare they're hanging up at this point with no effect. If the continue to listen:
Counting Sheep:
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You hear a gentle lowing and another soft clatter and thump. Two. Two sheep have jumped over the fence. Then a third. Three sheep have jumped over the fence. How many sheep could there be? Will more jump over the fence? You hear and envision a fourth sheep! Then you count a fifth sheep! Six sheep!
This continues until they count thirty sheep jumping over the fence ('Seven! Seven sheep have jumped over the fence!' etc.). Assume one round passes for every six sheep counted. They may hang up or stop listening at any time, but at that point they must make a Will save (DC 10 + sheep counted) or be affected as though by a sleep effect for one hour with no HD limit, though creatures unaffected by sleep are still immune. If their slumber is uninterrupted, they awaken as though from 8 hours rest. Any others listening in to the end when the receiver stops listening must make an identical save, but not if they stopped listening at least a round before the initial receiver.
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39. "Do you wish to know where you're going to end up?"
Final Destination:
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If the receiver states in the negative, the call ends and they must make make a DC 15 Will save or be confused for 5 rounds, but rolls to attack the nearest creature are treated as 'do nothing and act confused'.
If they make an affirmative response, the answer will be the likely plane their soul will end up based on their current alignment. actions or sins, or possibly deity, such as Gehenna, The Boneyard, one of the layers of the Nine Hells or the Abyss depending on their sins, etc. The call ends and the receiver has +1 divine bonus to all saves for 24 hours.
If there's some question of where it might end up, or their soul is currently trapped or they have no soul, they instead get the response 'The Void' and receive a –2 penalty to all saves for 24 hours.
If the receiver does not respond after one minute or just hangs up, the call ends with no effect.
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234. Insignia of Vapor
This cursed insignia of valor detects and functions normally except it adds +1 to each dice rolled for the swift action channel energy.
Vapors:
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Whenever the bearer dispatches an opponent with a smite attack, whether they choose to use the swift action channel or not, an invisible stinking cloud is centered on them (CL 10, DC 15). Only the bearer and allied creatures can scent or be affected, though any creatures that can see invisible can see the cloud.
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235. Insignia of Vipers
This cursed insignia of valor detects and functions normally except it adds +1 to each dice rolled for the swift action channel energy and it resembles a heraldic snake or serpent.
Sneaky Snakes:
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Serpent creatures have a +1 circumstance bonus to attack and damage against the bearer. The bearer has a –2 penalty to saves against serpent poisons and venoms. Serpents are never harmed (but can be healed) by any of the bearer's channel energy attempts, not just ones provoked by successful smite attacks.
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40. Lightning Round A parchment bearing the words 'Lightning Round!' flutters into the bin and then crumbles to dust. Simultaneously, an authoritative voice declares in the user's native language, "Lightning round!"
Lightning bolts rain from above into every square in the room or immediate surroundings that contain one or more creatures Tiny size or larger. Any creatures in an affected square receive 10d6 electricity damage (Reflex DC 18, half). Any creatures in the area that didn't take any electricity damage that round gain electricity resistance 20 for 24 hours.
If any creatures took electricity damage but weren't reduced to 0 or lower hit points, a number of gold coins equal to the electricity damage dealt to those creatures appear in those squares. The coins have the image of a lightning bolt on one side and an image the wheel of adventure on the other.
Theoretically, yes. If a person was lucky enough to confirm their critical, they would get another attack. And another if the shield bash was a confirmed critical. As pointed out, this is incredibly unlikely, even with critical mastery or improved crit range.
As for going for a leaderboard, despite this potentially being unlimited, it would likely not beat out someone using Great Cleave or Improved Cleaving Finish and a bag of rats for number of attacks in a round.
176. A handful of dried rose petals. Subtly fragrant.
177. A stiff parchment punchcard that reads 'Rock Moving Card' and has the image of ten stylized rocks along the bottom edge. 1d6+3 of these will have red marks through them.
Rock Moving Card:
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[Moderate conjuration] Whenever the possessor of this card, even if it's within an extradimensional space or container, attempts to lift, roll, or otherwise move something (or multiple somethings, like a bag of rocks) that could be considered a stone or rock (not just something made of stone, like a stone statue, or gemstones), their Strength gains a +4 enhancement for that round and one of the unmarked rock symbols gets a red mark if that stone is moved successfully, even if no check was needed, like picking up a pebble or bag of polished stones from a table.
This doesn't happen for incidental movement, like walking on a rocky path or unconsciously brushing or kicking a pebble while walking, nor does it occur when lifting or moving stones already in the bearer's possession or being handed to them by another, such as sling stones in their pouch or a stone that ends up in their boot. It does trigger when picking up a sling stone or rock from elsewhere.
Once the final rock is marked out, the card vanishes and every stone or rock picked up with the card appears a short distance above the bearer and drops onto them. Keep track of rock or stone sizes for the bearer after picking up the card, determine any previous stone sizes a former bearer may have picked up randomly, but one will always be the size of the rock the card was found under, since the previous bearer lifted that to put the card under.
1d6:
1: A pebble or sling stone, 1 nonlethal bludgeoning damage.
2. A hand-sized throwing rock or stone, 2 bludgeoning damage.
3. A brick-like or bowling ball-sized stone, 1d4 bludgeoning damage.
4. A small boulder, 1d8 bludgeoning damage.
5. A medium boulder or heavy stone, 2d6 bludgeoning damage.
6. A large boulder, 2d10 bludgeoning damage.
Each stone attacks in order from largest to smallest and they have a +10 to hit. (Designed this way to keep from getting knocked out by smaller rocks and unable to dodge the bigger ones.) Targets are denied Dex bonuses (unless they have uncanny dodge or similar). The rocks are otherwise real and permanent and are the rocks from elsewhere, having been transported to this location (even from other planes or if in other creature's possession, no save, but effects that prevent dimensional movement will prevent it.
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230. Bottle of Airheadedness
This cursed bottle of air functions normally, but the next time the user breathes air that isn't from the bottle, they receive a –1 penalty to Intelligence for each breath taken from the bottle (penalty cannot reduce Intelligence below 1). This lasts for three times the duration that air from the bottle was held or used. The user can make a DC 20 Intelligence check (with the penalties) when this happens to realize their lightheadedness or any effects are from the air in the bottle, otherwise they not aware of any adverse effect from the bottle, even when the penalties end.
231. Balm of Impish Grace, Cursed
This cursed balm of impish grace detects and functions normally, however, for each attack of opportunity that could have been taken on the applied creature, the one who applied the balm (which might also be the creature it was applied to), if within 100 feet, is subject to a magical attack. The attack is at +10 to hit the applier and deals 3d4+3 untyped magical damage. If the applier can see the creature that would have made the attack, they retain their Dexterity bonus, otherwise they are considered flatfooted against the attack.
232. Harp of Charring
This cursed harp of charming detects and functions normally, but whenever the user succeeds at a Perform check to use its suggestion power, whether successful or not, the DC increases by one.
Hot Tunes:
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If the user fails the Perform check, the harp bursts into flames, dealing 2d6 fire damage to one of the user's hands. This damage cannot reduce them below 0 hit points from hand damage. Additionally, the user must make a DC 15 Reflex save or catch on fire. A natural 1 on this roll may indicate any gloves or objects on the user's hands may also be damaged by an equal amount of fire damage. The user has a –2 penalty to actions taken with the burned hand (and requires a concentration check if used for other tasks, like somatic components while casting) until all the fire damage is healed.
The harp burns intensely for one round and cannot be extinguished, even burning in airless space or voids and charring to nothing more than a scorch mark. The increase to Perform checks is unique between users, so a new musician using its powers (before the curse activates) has their own increased DC and any former ones keep theirs.
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233. Carp of Harming
This cursed harp of charming detects and functions normally, but whenever the user succeeds at a Perform check to use its suggestion power, whether successful or not, the DC increases by one.
Carpe Carp, eh?:
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If the user fails the Perform check, the harp turns into a giant carp (use stats for a giant gar) and immediately attempts to bite the user (add the ambush bonus). If it succeeds, it tries to grab them and swallow them on later rounds.
If not in water, which is likely, the carp cannot move more than 5 feet as a move action and has no Dex bonus to AC. As a swift action each round, can flop rapidly, which is a super effective attack that allows it to make a free attack against any creature adjacent to it (other than those it's grabbed) and any creature moving adjacent to it until its next turn (though only once per round), and deals unarmed damage (typically 1d4+2 nonlethal).
The carp is otherwise real and acts like a carp. A true seeing effect can note that the harp appears to be a curved fish with harp strings, rather than its actual appearance, though several such harps are actually carved in such a manner and don't show up to such scrutiny, though their appearance can be a hint. The increase to Perform checks is unique between users, so a new musician using its powers (before the curse activates) has their own increased DC and any former ones keep theirs.
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... and the above addresses (IMO) the only valid mechanical critique at the time, the cost effectiveness.
English prose & grammar advice is always appreciated as different writers have different tastes & styles. I tend to be a technical writer/editor.
Then there are the usual random comments and some engage my grumpy side.
Little confused:
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I am a little lost. I only see Goth Guru's response, where he makes a joke about brain welk's, which you come back with the funny line about Lawrence Welks, which I thought was funny. Then you post another one saying it was fun. I didn't see anyone else post. My post just mentioned how I enjoyed seeing your item and how it reminded me of one from 2nd Edition Complete Thief's Handbook, in that it turned skin, teeth, and sclera black. Not really random, since your first line is that it's a boon to sneaks, which is right on topic.
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I didn't know you only wanted mechanical critiques, you didn't say that. I guess GG's post was a bit random, but you responded in jest back. I don't see who you are grumpy at.
If you only want mechanical critiques, I guess, uhhh...
The wording that says don't use it more than once every four hours doesn't really mesh with the overdose effects, which only occur if imbibed within 2 hours of each other, which is highly unlikely since the effects last 4 hours other in a sheer accidental case. And the continual use failure penalty (4 consecutive failed saves) is highly, highly unlikely, not just because they'd have to either be purposefully doing it, or have a horrific Fort save (DC 8).
Now, it's entirely possible you have that designed that way just in case they find a 16oz bottle and down it all, and I find that deviously clever, but that still would only be three more saves for the extra doses (we will assume the bonus to imbibed poisons and stomach ailments do not apply to these saves), and they'd have to fail them all in a row.
Also, I am not sure what the constipated condition would really do in most mechanical senses. In a non-mechanical way, I thought it was a fine item and post.
Should it be able to? Absolutely. But that is not what the rules say. When a critter with reach tries to grapple you (without grab or improved grapple) you do not get an AOO without a specific feat. Exact same principle applies here.
The question is not about attacks of opportunity or provoking when starting a grapple. It's about whether a grappled creature is close enough to attack its grappler, whether through grapple checks or other methods.
You would be correct that a creature does not get an AoO against a creature out of its reach, however. As for normal attacks (or special attacks in a grapple or other special CMD situation), those are a little different.
27. Any of the other pit traps, but the sides of the pit then cave in.
28. Any of the snare traps, but it causes a nearby tree to cave-in on them.
29. A deadfall tree that, once it hits the ground, whether striking the victim for damage or not, causes a 10 foot area to collapse into a 20-foot pit (can also happen if over 1,000 pounds crosses the space). Which then has a chance for the tree to land on the character again at the bottom, and the pit caves in, but the deadfall trunk keeps the character from being buried fully, just trapped.
30. Rope with a big rock on the end. Swings down and caves in the target's skull (+10 to hit, 3d8 damage). Creatures with humanoid anatomy with no effective head protection, like a leather skullcap or helmet, have a –2 to AC.
I don't dislike the idea or concept or 'in-game' reason for such a spell being created.
If I were being critical and asking questions during the design phase.
Space Saver:
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It takes a while to get to what it does, and spends more time jumping around about the snowballs' properties. I would try and clump those all together (oozy, shapeable, just how intelligent (since they seem autonomous), size, attacks, their Stealth bonus in snowy conditions, etc.), probably near the end.
I don't know if they can fly or throw themselves. You mention moving 'in any direction', but only talk about rolling and their attacks being punches and kicks and slaps, so I don't think they can hurl themselves (maybe by jumping with an Athletics check, but they don't have stats) or can they climb? How well?.
You say 'like oozes', so would a spell that controls oozes or affects oozes affect them? Words have certain meaning in the game and terminology is important. If you just want to say they are malleable and shapeable or otherwise have a mutable form, use words like that.
You probably don't need to waste space explaining that dispel magic counts as the spell ending. The antimagic or suppression effect stopping the transfer is good, though.
A caster gets 3 Fine snowballs per caster level (2 with water), so that's 33 at level 11, the bare minimum to cast the spell. That's a lot of things to keep track of over 110 minutes (even 22 with water), and it just gets larger.
As spies, we have no idea what a snowball's perspective or perception is? Just human vision? Can they see within 30 feet? 60 feet? 120 feet? Do they have darkvision? Can they see through fog or snow? When a caster is perceiving through them, what senses transfer (does the caster's true seeing or darkvision go through or is it just normal human-like vision?
Then, I guess it's common sense, but I assume the pile of snowballs must be at least that amount of snowballs? How about for a pile of snow? Maybe approximately a cubic foot for three? Six? Nine? And how much water. Is one cup of water enough to make 33 snowballs? Or is three snowballs per gallon? Six? Nine? (Or an even number, since it's two per).
Not all of these are necessarily needed to be spelled out, but at the design phase it's good to know for other people (who aren't you and know exactly what it's supposed to do) to have the best chance of judging, whether it gets written into the final spell design or not.
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Then we get to rating and setting the spell level. We look at similar spells, the closest being maybe prying eyes, a 5th-level witch spell.
Prying Eyes comparison, Space Saver:
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Prying eyes creates 1d4 + caster level eyes. In comparison to this spell, which makes 33+ (at a higher spell level). You give the eyes initial instructions and they go forth. Those have to return to share all their experiences, whereas this spell does so when it ends for every snowball, and even if destroyed anywhere on the same plane has a 50% chance to still do so. In most cases, this will mean there's 33+ individual stories (maybe truncated if small clusters were basically all in a group doing and observing the same things) that all happen at once, when the spell ends. And that's 33+ bursts of knowledge from 33+ individual perspectives over an existence of 110+ minutes of travel and viewing and observations. A GM could do the highlights, and of course, it's magic, so instant data transfer, download, and comprehension/absorption can be handwaved, but still that's a lot of information.
The eyes have a range of one mile, and if destroyed don't share information. Your snowballs are unlimited and can always share (50% if destroyed), but can also be viewed through and further specifically directed and controlled, even with multiple, disparate viewpoints (at a increasing Perception penalty, but that's unlikely to really apply except for hidden creatures or hard to spot objects in a snowball's (undefined) perception area. Granted, it's not an actual unlimited distance, since there's still traveling time and their actual duration, but we don't even really have a move speed for the snowballs.
The eyes last a lot longer (1 hour/caster level) than the snowballs, but that's still usually plenty of time. If it were me, and it's not, I might make the snowball's duration be based on the ambient temperature or surrounding temperature they are typically in. An hour in normal temperatures, maybe twice or thrice that in cold, and half in hot, maybe less in infernal heat, but that's all polishing and tweaking, you can just have a standard range like you have, that's fine too, I am just sharing options, though that standard duration could be affected by the temperature too.
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Those are just my initial queries or concerns. I would want to know the intentions and details for that (from the designer's viewpoint), before worrying about making a final, as-though-ready-for-publication, type of wording.
Most likely I would try and link it to another spell to cut a lot of word use, 'This functions as prying eyes except ...' kind of thing of possible.
Grappling isn't necessarily holding a creature out at arm's length, it's more like constant grabbing and vying for control of handholds and grips and twisting body parts or applying pressure. The flavor description of 'holding it out at arm's length' is effectively just saying, "I control it or hold it in such as a way that it can't effectively attack or defend itself". That's not the Grappled condition, that's more of a Pinned condition (just specific situation/creature flavor description for what's happening). The grappler can do that by pinning the cat in a grapple, and they might just describe it as 'Hugging it tightly and holding it against their chest," or "Holding it out at arm's length where its claws and such can't reach it or anyone else," Or "Pressing it to the ground," or "Holding it in headlock."
Longer answer:
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Grappling used to be simpler (simpler, not necessarily simple). You would grapple a creature and move into their space, or if you had Improved Grab or a similar ability, pull them into your space. This made the question moot. And you were both grappling equally, so you just had to remember one thing.
Now there's a grappler and a grapplee, which can switch by round, and penalties to both, but restricted actions, and a +5 bonus added, then if you're a Humanoid you need to use both hands or get a penalty... and does that Humanoid mean a humanoid body, or specifically the creature type? Like, should it apply to human zombie or a skeleton? Is their (almost exactly human) form better at grappling just because its type is Undead? Does it apply to a creature that's basically human-shaped but just has one unique feature making it a Monstrous Humanoid or Fey? These are rhetorical, just that they changed things, but didn't bother to be more specific. Then of course, they made it so grappling just moves creatures adjacent.
Common sense still applies, the creatures are being grabbed, so the grappler (not necessarily other adjacent targets) should be within 'reach' of the target regardless of reach.
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The location on a square or map for their figurines is just bookkeeping. Assume a cat can scratch or bite (or reverse the grapple of and become the grappler of) someone grappling them. If there's a hot piece of coal, and a creature with 20 foot reach reaches out and grabs it, it should still burn their hand. "But I'm so far away!" doesn't really apply in the specific situation.
For some reason, I thought you were going a reach, trip, AoO build. This all just sounds like vanilla witch, but with some nature-flavored shaman dressing.
The initial qualities make me think of essence of darkness from The Complete Thief's Handbook (2nd Edition). The ability to become completely black including teeth and eyes when imbibed. That one gets destroyed in sunlight and can be used to make a dye. It is also unstable and bursts into darkness if struck.
This one goes to a more internal route than that item, with discussion of health and such and overimbibing. It was always a rather unique item, good to see something like it.
If you really (or also) want to come up with a Strength-based defense, make it a simple feat or maybe a maneuver that anyone can attempt. Obviously I am just whole-cloth making something up here, but like, 'As an immediate action, when struck by a Strength-based melee attack, make an opposed Strength check against the attacker. If you succeed, reduce the damage by your Strength modifier (to a minimum of 1 damage).' Or the damage by one for every 5 points you beat their roll (which with a higher Strength means a higher potential roll).
And if you wanted to work shields in there, you could add a bonus to the Strength/block check based on if they have a light, heavy, or tower shield or by it's base shield AC bonus or something.
The main two objectives are closer parity with dexterity builds and more interesting reasons to choose shields. Currently a lot of people don't even bother with shields and either use a two-hander or two-weapon fighting. I feel like if people have this option and still feel like they'd rather go the dexterity path, then it couldn't be too powerful.
Okay, baring in mind this is just the idea phase, so brainstorming and such, it's a little difficult to balance things when you are trying to do two things. One thing is bring Strength to a parity with Dexterity (which is a subjective thing, based on opinion or situations, definitely not a universally agreed on thing, like, say... the bloodthirsty armor property being worse in every way than just getting a +2 enhancement to the armor in all but some very specific, 5% of a situation), and also make shields more attractive than two-handed fighting.
Space Saver:
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The issue I have is that I don't see an issue or disparity. I think being able to use two weapons for an extra attack or a two-handed weapon for increased damage balances with getting a shield bonus (this is obviously addressing shields, not Str v. Dex). I am not reiterating all the benefits of all them and comparing and contrasting, just saying that a shield bonus to AC is a tangible benefit, adding in that a shield can be further enchanted for additional defense (or other uses), and can, with a little effort, also be used to attack or strike with (to varying degrees of effect) when needed.
I don't see (meaning this is only my observations, and not encompassing) a real disparity between Dex and Str builds. I think when a player wants to play one or the other, it's because that's what they want to play (barring a specific ability rolling method or something), and if they go Dex, it's because they're a ranger who's going the two-weapon or ranged route, or a rogue who's supplementing damage with sneak attack, or they're an elf with a Dex bonus and going Weapon Finesse... or they're not, and they want a high Strength orc or dwarf berserker who wants to smash things. Some people like being reach fighters with multiple AoOs from Combat Reflexes and tripping or disarming people (which Strength helps with too).
That said, you have an issue, and you are looking for ideas, so regarding the proffered methods:
Melkiador wrote:
To address some of your concerns, I'm thinking it should maybe be a 2 to 3 feat chain.
1)A light shield version: half strength bonus when using a shield.
2)A heavy shield version: full strength bonus when using a heavier shield, prereq of previous feat.
3)A tower shield version: one and a half strength bonus when using a tower shield, prereq of previous two.
I don't like this very much. A combat feat is not bad for a fighter, but I don't like the ascending chain. Mostly because a player only uses one type of shield. They aren't switching between a light, a tower, and then a heavy during encounters or between them. They want what they want (it's not generally like working up to full plate).
Sure, maybe they find a really nice enchanted light shield when they normally prefer heavy (because it adds more Strength to AC), but that would have to be such a monstrously magical shield, because a light would be +1 and + 1/2 Str (meaning maybe +2 or +3 from Str), whereas just having the heavy shield is already +2 and then +4 to +6 for that same character, it would have to be a massively enhanced light shield to make it even an option. For most, unless they've already settled on only using light shields, that's forcing them to take a feat (or two if going for Tower unless you nix it), that will be almost always worthless and pure tax.
You'd be better having it as a single feat, and they choose a type of shield they're proficient with; light, heavy, tower, and it [does whatever it does].
Melkiador wrote:
So, if you had this option, would you think it was clearly better than choosing a dexterity build?
It's hard to say if it's better or not. A character made to take advantage of either one, will be better going that route over the other one. I think it's far more abusable (at this stage of design) than going Dex build, and that might just be because of the rough edges. The issue is that Strength can vary greatly, and it's such a benefit for attacking, for damaging, for resisting CMD, for carrying gear and breaking things, that adding AC with it makes me leery.
If it was me (and it isn't), I would likely go with a feat that just made your shield protect you better, like (not necessarily real names) Shield Specialization or Superb Shield Defense or Mighty Shield Guard, where it adds to the bonus provided or lets you apply it to touch AC or does something that you as the designer can specifically control and judge, either a flat bonus or a bonus equal to the shield's base AC (which you can guess from being light, heavy, etc.).
If you really (or also) want to come up with a Strength-based defense, make it a simple feat or maybe a maneuver that anyone can attempt. Obviously I am just whole-cloth making something up here, but like, 'As an immediate action, when struck by a Strength-based melee attack, make an opposed Strength check against the attacker. If you succeed, reduce the damage by your Strength modifier (to a minimum of 1 damage).' Or the damage by one for every 5 points you beat their roll (which with a higher Strength means a higher potential roll).
Obviously I used 'Strength-based melee attack' deliberately, it wouldn't apply against Dex attack like finesse or Tiny animal or something, that just accounts for those attacks slipping past your guard. It's not perfect, I am thinking it up as I write.
I would likely open it up to every character to try and use just to see how it works out, then you can start tweaking in the mechanics and numbers.
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TL/DR
I don't think the feat chain is the route I would go, just because it leaves you with an empty feat tax (unless you're just going light shields), at least with Combat Expertise or Power Attack chains, you can do things with them. I guess it could work... if you were dual wielding different size shields... and even then only the best shield bonus would apply, likely to let you shield bash with one or the other and still have a shield bonus that round. But that's... highly unlikely.
Sticking with the original premise of the post, that this is about adding a bonus to shield AC from Strength (and not about armor and such) and about Strength being unfairly balanced to Dexterity. I am also making the assumption that this mechanic would only apply to shields—specifically things listed under shields—not weapons that add a shield bonus, not the shield spell, etc. I will also assume there's the caveat that the character must at least be proficient with the type of shield. I am also not sure whether this would apply to an animated shield or not. That said:
Space Saver:
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Melkiador wrote:
I've toyed with this idea for a long time, because it bothers me that you can use dexterity for both attack and defense, but not strength. What do you think about a system where shields apply your strength modifier to AC?
Nothing wrong with toying with ideas. I don't think it would work in a sweeping, game-wide mechanic method, only in specific campaigns or situations.
Being equal in effectiveness is not the same as doing the same things. Dexterity can apply to attacks, but mostly it is defense. It really only applies to attacks for ranged attacks, but then it doesn't add damage. Yes, there are ways to make it apply to more things (like being a tiny Animal, or taking a feat, or a class ability, a magical property of a weapon, etc. but we're looking at the broad effect).
Strength doesn't apply to AC, for sure, but it applies to not only attacks, but to damage. And to the weight able to be carried (heavier weapons typically do more damage, and heavier armors typically protect better). Strength also increases damage to most ranged attacks that aren't mechanical (and even bows can be mighty), (and I think there's ways to apply Strength to attack with most ranged weapons, but again, sticking with general use).
They don't have to do the same things; Strength means you hit harder (damage) and powers through defenses (bonus to attack). Dexterity has lots of benefits; initiative, a lot more skills than Strength, Reflex saves, and AC. And it even applies to touch AC, which is a big deal, but there's also more and easier ways to lose that Dex bonus to AC than ways to not have your Strength bonus apply. Even if you're caught flatfooted, someone trying to push or trip you doesn't ignore your Strength bonus.
I don't see Strength being 'the poor stepchild' of abilities because Dexterity could be used to add an attack bonus is some cases.
"Melkiador wrote:
*If the base Armor Bonus of your type of equipped shield is +1 AC, you can apply half of your strength bonus to AC instead of your dexterity bonus to AC.
This could work, but realistically shields aren't about strength against strength, they're about deflection (not the armor bonus, the use). Most shields break very easily. You don't generally match strength to strength in blocking.
From a use and mechanics standpoint, my opinion is that (ignoring buckers, since those AC bonuses can come and go depending on actions in a round), the half Strength bonus for a +1 shield will apply to light shields. Most realistic players will have +4 to +6 bonus in the beginning to maybe a +8 to Strength around midgame depending on Strength boosters and starting race (I am going general, not purely focusing on Strength maxing). That's still a +2 to +4 shield bonus (I am presuming it counts as a shield bonus enhancement. A different type may make it apply to touch attacks or be lost like Dex if flatfooted, I don't know).
That's probably an acceptable range in most cases. This is probably the safest, most reasonable scope and range I envision in most uses, but from a designer standpoint, we cannot assume this is the norm. For most reasonable characters, this will come out equitably. They will either have at least a +2 Dex bonus (if only from an item or cat's grace during combat) and use that, or have no Dex bonus and at least a +4 Strength (for the half Strength bonus or +2, before accounting for the shield's inherent +1 and any enhancements).
Melkiador wrote:
*If the base Armor bonus of your type of equipped shield is +4 or higher, you can apply one and a half of your strength bonus to AC instead of your dexterity bonus to AC.
I don't really see the +4 bonus coming into play. That's almost always going to be a tower shield, and those are so hard to use beneficially without a specifically-built character (ie. a fighter, since most classes don't get Tower Shield Proficiency without taking a feat), in which case, a character built specifically for this can probably break it (mostly avoiding the ACP and attack penalties, the total cover thing isn't an issue, since the AC doesn't appear to apply when using it that way). This just seems like a specific, one shield case that rarely should come up. Because when it does, you're looking at +6 to +12 shield AC increase, before considering the +4 itself). And the –2 to attack is trivial to that benefit. Compare this to using Combat Expertise or fighting defensively (even accounting for those being touch AC and this not).
Melkiador wrote:
*If the base Armor Bonus of your type of equipped shield is +2 or +3 AC, you can apply your full strength bonus to AC instead of your dexterity bonus to AC.
So, in most cases you'd be dealing with the +2 shields, like heavy wood or steel. That means a +4 to +8 bonus, which is pretty huge, like an extra chain shirt or suit of fullplate huge. Like, the equivalent of 16,000–64,000 gp in enchantments to the armor or shield of someone else not able to do this (and similarly to a weapon to overcome this, speaking magic-wise).
Melkiador wrote:
I imagine this as being a feat similar to weapon finesse. But it would be free if using the elephant in the room rules. I like this because it both fixes the versatilty of strength and makes shields more tempting compared to using two weapon fighting or a two-handed weapon.
This is about the only useful mitigator other than losing two-handed/weapon use, but this feat, blows other defensive feats like Combat Expertise or Dodge out of the water. It would also likely be mostly for fighters, and they have no problem with such feats (since this would clearly be a fighter feat), and we always assume it will be taken in the most advantageous situations when looking at them.
TL/DR
I don't think the benefit to the amount of work changing and adapting to this is worth it (in a broad sense, obviously not in your specific case). A feat is not likely to be a real cost issue, since fighters are the obvious target for this and have extra feats and other fighting classes, like swashbucklers or paladins, have ways to add other stats to their AC, like Intelligence or Charisma. Losing a two-handed weapon is likely about 1d6 to 1d8 base damage and half your Strength bonus (maybe more if they also possess Power Attack, but not going off on major build tangents).
Now you'll also have effects like bull's strength and similarly Strength enhancing items, dipping into cat's grace and Dexterity buffing effects. Why not use bull's strength to both buff the fighter's attack, damage, and AC if it's an option?
Then you have to imagine it applies to everyone. That means a fire giant (giving up a feat), can use a heavy shield, giving up their large greatsword for a large warhammer or scimitar or what-have-you, and get a +10 AC (+2 for the shield). Similarly an athach or ogre brute. A fire giant with a tower Shield is looking at a +19 AC boost for a –2 to attack.
It's certainly worth giving a try, and who knows what might happen, since every campaign and party build is different, it just seems like it's too open and broad (to me, in my opinion). IF you do have a player that builds around this, or you run a boss or pair of monsters built around this (unless your party is just casters or target touch AC), let us know what happens.
(I am assuming #637 refers to the Articles of Discontent, but it's hell on my numbering).
25. Incontinent
This particular landmass can appear as any other. But creatures inhabiting it lose control of their bodily functions increasingly over time.
26. Incontinental Oceans
These bodies of water form as interior seas and oceans within and around #25 Incontinents. Their constituent makeups are, sadly, as expected.
Silkstring Snare: Can entangle and anchor an opponent, so they can't move towards you and you can hit them at reach. Entangle will give them a –2 attack penalty in case they can attack, but will give them a –4 Dex penalty, which will both make them easier to hit, and apply a –2 penalty to their CMD to resist the trip.
Prehensile Hair: could give you your reach attack if you don't have a serviceable weapon (though weapons can be enchanted or have the trip property that can extra bonuses, and you say you have siblings that can make magic weapons, so probably best to do that). The hair uses Intelligence for the Strength bonus and I believe shamans focus on Wisdom, but I think there might be a case for a class using its primary ability, but that might only be for spells, not sure about hexes.
If you can take major witch hexes:
Withering: can move most creatures to middle-aged or venerable, which will almost always be a loss of Strength (don't do it to a dragon), and will give you some temporary hit points and a bonus to your own Strength and Dexterity, so like a two point swing.
I think to a lesser extent:
Summer's Heat: It could cause fatigue, which will stop running and charging, but mostly it gives –2 to Strength and Dex, but they can resist the condition, and I only mention it for thoroughness.
3. The super weapon connects to an alternate dimension or tears a rift in space/time (possibly not in the same room), just from sheer magical overload or interference. The first time the BBEG used it, it swapped PC and 'evil'-PC, but also cut off or suppressed some power. When the PCs defeat BBEG and the player gets to reveal his evil plans (and maybe an evil fight scene, probably by activating the super weapon, a short time later, the real PC shows up (maybe a level or two behind or without some key gear, possibly with some explanatory exposition and lore) and now the player gets to keep working with the party to defeat the evil-PC (whichever one has the goatee is up to them). The GM runs evil-PC from the point of reveal.
134. Really Big Hammer of Repair.
As #130. Tiny Hammer of Repair, except this is a really big hammer. It is sized for a Large creature. It must be swung with full force at an object, dealing damage (2d8+1) before its repair power triggers (repairing 3d6 damage to objects and constructs), which may destroy fragile or heavily damaged objects before fixing them. It bypasses damage reduction of objects and Constructs except mythic or adamantine and the hardness of non-adamantine or similar materials. It can repair damaged magical items.
Big Repair Hammer:
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Treat the hammer as a +1 dwarven longhammer, including reach, meaning there must be sufficient space to stand away from the target for a solid swing. It always requires an attack roll, even when attacking inanimate or really big, easy to hit targets (they're still really easy to hit, however, notwithstanding nonproficiency and weapon size penalties.)
The swing must be forceful and potentially damaging to objects to trigger the repair (can't swing for nonlethal or other ineffective damage). The user can, by stating it as they swing, opt to negate any personally-granted bonuses to damage, such as from Strength or Weapon Specialization, but not bonuses from the hammer itself, like its enhancement bonus or critical damage (if applicable).
Against living creatures or other targets, it functions as though striking them with a tiny hammer of repair for effects (though it deals damage as a Large dwarven longhammer if your GM allows the tiny hammer to damage creatures, none if they don't).
The really big hammer of repair can be used to strike 10 targets, regardless of the effect or outcome, and then it vanishes. If a toon is wielding it at that time, they are stunned until their next turn, despite any innate immunities to being stunned.
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135. Nightmare Chainsaw of CHAOS!.
This battered, greasy chainsaw has none of the normal safety features a chainsaw might have. It has oddly placed bumps, spikes, and ridges, and most notably, it has two additional cutting bars jutting out at odd angles with strange curves and twists, and sometimes seems to shift or bend these on its own accord. None of these features affect its functionality or ability to be wielded. The chainsaw immediately starts up, all blades spinning (and spewing grayish smoke, which doesn't affect vision).
Chainsaw:
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This +2 anarchic chainsaw cannot harm the chaos bag or container that created it and can always be safely returned to it, regardless of whether it looks like it would fit inside. It provides a +4 (+6 vs lawful creatures) bonus to Intimidate checks instead of the normal +2.
It runs for 10 hours continuously and has no off switch. If somehow turned off or disrupted, such as magics that suppress technology, it resumes and restarts itself as soon as possible. If dropped or set down, unless placed carefully, it drags itself 10–30 (1d3x10) feet in a straight line, dealing base weapon damage (DC 12 Reflex, negates) to creatures it passes unless floating or hovering at least one foot above the ground. A toon may purposefully touch the ground with it and attempt to hang on with a DC 15 Strength check to ride with it, provoking attacks for movement as normal.
When used to attack, the wielder gains a –2 penalty to AC until their next turn, and they also make up two additional attacks against other targets at random adjacent to themselves or the target (if within reach) for the jutting, twisted additional chain-bars. At GM's discretion, furniture or other objects may count, but most structures, like walls or trees do not (though they may be cinematically described as being struck for dramatic purposes). These extra attacks are normal attacks, even if the the triggering attack was a disarm, trip, or other special maneuver.
If there is not at least one additional potential target, the wielder is subject to an attack from the chainsaw, though at no AC penalty. This chainsaw cannot be used to make Cleave attacks otherwise. If destroyed, returned to the bag, or its 10 hour charge is depleted, it vanishes. It cannot be recharged by any means.
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I guess I'm trying to find the right wording, as a GM, to tell a player. Which I guess is something along the lines of "Your spell succeeded, but gives you no information," but that just sounds weird.
"You cast your spell at the man, but strangely are unable to divine anything."
I dunno.
As others have said, depending on the spell or detection, you respond that there is no indication.
If they cast detect evil, you say, "You detect no evil (unless there's something/someone else that's evil, but they can't focus on the protected target). Just like you would if the person wasn't evil.
If it's a scrying spell that views the area, you do not mention the protected creature/object. Let's say your player like the scry-and-fry approach, where they look at an area or enemies location, then teleport in, but the enemy has nondetection and routinely casts it on a pillar of stone near the back of his throne, or a bunch of wheeled, rolling cages. The caster can't detect them, so may intentionally be trying to teleport into a either a solid object or will appear and find themselves in a cage.
If the caster can literally see the target and can't get a reading, they can assume anything it wants, but it can't usually be sure. The target could have magical protections, or it could be an illusion and not a creature at all, or the target is standing behind something that blocks the spell's line of effect like a wall of force or invisible wall (or even an invisible gelatinous cube, which is a creature that fills its space and can count as total cover rather than just soft cover), or the caster themselves might be standing in an area that negates some spells without realizing it.
32. (Recorded male voice in the receiver's language) "You've reached the Abadar Hotline... somehow. The answers to all your burning questions are within your purse. To avoid charges and fees, hang up now. Otherwise, stay on the line." (pause)
Divination:
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After the brief pause, the voice resumes, going through a list of options, which functions as a divination spell (CL 20, 90% success). Since the phone likely has no buttons, the user must reply with the appropriate trigger response. As the spell, it takes 10 minutes, but this is all going through dialogue menu choices. After the first few example menus, to set the tone, the GM can have the receiver make an Intelligence check (DC 15). For every 3 points they fail the check, the time spent on the phone increases by one minute. For every 3 points they beat the DC, the time is reduced by one minute.
The first choice is normally a language choice, though the phone understands responses in any language:
(random language) "To proceed in [language]. Say '[language]'." (pause).
This repeats in random languages until the receiver states a language (in any language), and the recording proceeds in that language from then on.
After that, it's basically like 20 questions (but you don't have to play it all through if you don't want to, just set the pace). "If the nature of your question involves [religion/wealth/a close friend or relative/death/a business opportunity/a murder/etc.], say '[word]'", "If your question is currently pressing or immediate, say 'pressing'" (pause) If your question involves a decision in the next 24 hours, say, 'today'." and so on until the elapsed time has passed and the receiver gets the answer to their question.
The user is charged 25 gp + 1 gp for additional minute over 10 minutes spent on the call (no discount for shorter calls, the user just anticipated or navigated the menu better to reach their desired answer). The payment is removed from possession, even if not on their person. If the person is so poor they do not have currency or gems in that value, their future earnings are garnished and they have a –1 penalty to all saves until paid off to the Church of Abadar. This is a divine curse and cannot be removed by anything short of a limited wish, the receiver knows all details.
If the result of the divination is a failure, the voice will say something apologetic, like "Due to unforeseen oracular interference, the answer to your query is not available. You will not be charged for your time. Thank you for using this service, and try again in the future." (call ends).
Note that anything detrimental to Abadar or the church is recorded and reported and any advice is to not do it. The advice won't be a lie, it won't tell them to a trapped door is safe, for instance, but it's advice will be along the lines of. "Don't do that." or "Turn yourself into the authorities immediately."
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33. Similar to #32, except it's contact other plane (CL 20, up to 10 questions) and the recording states that if they remain on the line, they'll be put in contact with one of their outer planar representatives. It will also state they are not responsible for veracity, outcome, insanity, or memory retention. There's a 10 gp charge per question.
Hotline:
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After a brief pause, the recording will ask the receiver to state the level of the liason's expertise; associate (demigod), lesser, intermediate, or greater. This determine the chart rolled on.
The user's mind touches the entity's and they perceive themselves in a swirling conduit of indescribable thoughts, colors, power, and scale, though they are still aware of their physical surroundings.
Unlike the spell, any result other than an accurate one will be 'Don't Know'. The check for Intelligence and Charisma decrease is rolled when the first question is asked, but does not end the call if failed. After every true answer, the user must make an Intelligence check DC 10 (possibly with their newly decreased Intelligence) to retain and remember the answer, or the sheer presence of the entity's response overwhelms them and they understand it was answered, but they couldn't grasp it. They may ask the same question again (no need to roll for veracity), it just counts as another question.
After all questions (or ten) have been answered, the call ends and the payment is removed from the user's possession.
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Does anyone have any suggestions about how I can blend randomness with player choice?
I think the others have covered most of it. It's obviously really tough sometimes to combine choice with randomness. But, since this seems to be your question. About the only way would be to make the player pick one (or two or however many they learn that level), then you pick an equal number of ones (either randomly or because you suspect they might be useful in the future, like a deity granting an cleric a spell the GM knows they might need in the morning instead of a spell they asked for), or maybe two each.
Then the players rolls randomly. You can even set the odds, like it doesn't have to be 50-50 between them, you can say the player has a 75% chance to learn the spell they wanted.
Obviously there's tons of ways to do it, but that's what falls between the 'Player choose exactly' and 'Completely random from all spells of that level (or lower, potentially).'
28: A call confirming their appointment in the morning with a nearby doctor in the area. If they refuse there is no penalty. If they agree, the physician does not know about the call, but they do have the appointment available. The physician is chosen randomly, but this applies even to selective or discriminating doctors who might orherwise have exclusive patients or long waiting lists, who will treat them normally. If the receiver confirms the appointment but doesn't show up, there's a two gp cancellation fee (just vanishes from possessions).
29: "'Bird', is the word."
The next time the receiver encounters a situation involving an unknown spoken password or command word, it will be 'Bird' coincidentally (in addition to actual phrase). There is no indication of this otherwise and if they don't use it in the situation, the effect is lost.
30: "Mr. Watson, come here. I want to see you."
The first telecommunication message.
15. A voice, sounding like the receiver's mother asks, "John, where are you, sweetie?" A dog barks in the background and an irritated sounding man can be heard saying, "What's that dang dog's problem?" before going silent. The woman's voice repeats, "Where are you, sweetie?"
If the receiver gives their location, a very powerful, very resilient golem from the future arrives there in very short order. There's a 50% chance a less powerful, less resilient golem from the future also arrives to protect the receiver.
16. A humanoid tongue sticks out and licks the receiver's ear, making an 'Ah-la-la-la' sound as it waggles.
17. A seductive, feminine voice states, "Now playing, Goth Guru's Random Call, Number 17." (*Sound of a chair scooting across a floor and heavy footsteps. A sharp blow from a blunt object and a body thudding on the floor, then static.*)
18. "At the tone, the time will be [accurate time]." Followed by a tone.
This repeats every two minutes with the new time until hung up.
19. As clairaudience (CL 10) into a random location within 800 feet that currently has speaking individuals. If a location in range has such individuals discussing the receiver, that location is chosen.
20. "I don't know who you are... what I do have are a very particular set of skills. Skills I have acquired over a very long career. Skills that make me a nightmare for people like you. If you let my daughter go now, that'll be the end of it... I will look for you, I will find you, and I will kill you."
If the receiver does not let his daughter go, he will find them, he will kill them. It may be a misunderstanding or mistaken identity.
9: "The calls are coming from inside the [bag/house/camp/party/etc.)!"
10: "Roll for initiative!" (random surprise attack occurs. If already in initiative, the receiver rerolls, their turn ends, and they act on the new initiative, which might be in the same round).
11: Roll on Goth Guru's Tabards, Posters, and Handbills table, (reroll if not a message, ie. a symbol or picture).
12: A breathless, but slightly relieved voice declares, "Oh, thank goodness! This is important, I've been trying to reach you all week!" as #7.
131. Hand Cannon of Chaos!
This single-shot +2 pistol is sized for the drawer. It detects and identifies normally for a +2 weapon (and strong chaotic), but no other powers are discernible without testing. It exists for 1d6 days before vanishing. On the roll of a 6, after six days there is a 50% to remain for an additional 1d6 days (50% chance to roll again after six days on a result of 6, etc.)
Chaos!:
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The firearm must be loaded as any other pistol, but the type of ammunition does not matter, whether shot, powder load, or alchemical cartridge. It's lost and vanishes as soon as loaded and has no effect on the results, which are rolled randomly.
d% 1–25: Attack is rolled normally, but all that happens is a flag pops out on a stick with a large 'BANG!' written in common. The attack only hits if the intended target was adjacent, in which case the flag pokes them and deals damage as a normal bullet (+2 enhancement), but it's nonlethal. The flag must be rolled up and pressed back inside (where it vanishes) and can be done as part of reloading when using a move action or more (Rapid Reload and similar abilities do not change this).
26–50: Attack roll is rolled normally, but the pistol fires a massive blast of fire and shrapnel. Treat as a 20-foot line in the direction of the target. All creatures in those spaces receive 10d6 damage (Reflex DC 15; half). The damage is half fire, half bludgeoning and piercing. If the target was beyond that range, the attack continues towards them as normal (using the rolled attack and accounting for cover from that point or other modifiers). Regardless of the ammunition, the attack and damage is for a normal bullet (+2 for gun's enhancement).
51–75:– Attack is rolled normally but the shot is a 20 foot line, dealing normal bullet damage (+2) to all creatures in those spaces whose AC would be beaten by that roll (distance penalties do not apply). For every creature struck, a secondary bullet fires off (using the same attack roll) at the nearest perpendicular creature that isn't in the line of effect. No creature can be attacked or damaged by more than one secondary bullet. The attack does not extend past 60 feet.
76–99: Attack is made normally, but wielder requires a DC 15 Strength check or be propelled backwards five feet and an additional five feet for every 5 points they fail the check by. Other creatures do not stop their movement, but solid objects (or creatures filling their spaces do. No damage unless the obstacle is inherently harmful: spiked, acid, flaming, etc). They then make an Acrobatics check DC 13 +2 per five feet moved (plus terrain modifiers) or fall prone. If ending up in an already occupied space they cannot share, they fall prone automatically.
100: The weapon's enhancement bonus increases by +1 (max +5). Roll again. If already at +5, it explodes or something.
This weapon always misfires on a natural 1, gaining the broken condition as normal for Early Firearms, regardless of any abilities the wielder might have that mitigates such things (though they can mitigate the additional penalties broken weapons have for further misfires). The rolled result still occurs.
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132. Lucky Bullet. This has the appearance of a modern, brass-shelled pistol round (9mm), which may or may not be recognizable depending the campaign's technology level. It detects and functions as a luckstone but only when clenched in the user's fist. If fired, it functions as a +1 bullet.
I am not sure the normal size of the playfield, but it seems like either a modified globe of invulnerability or larger that only hedges out spells that aren't either self or targeted with the caster as a target (other targets of that spell are suppressed if it had multiple targets that were chosen in the area) or it triggers a faerie fire effect when a caster in its area casts a spell that targets another creature. Possibly outlining affected targets in blue and the caster in red. Or both.
Special: This does not trigger when a caster casts on their own bonded animals or familiars (basically anything with a link to the caster). Also, when this spell ends, the last caster of a non-self or self-targeted spell in its area glows with red faerie fire as above. This is mostly in case someone tries to dispel the effect, but it can be gotten around if the caster is outside its radius when the spell ends.
At the risk of sounding desperate, is this any better?
Extraordinary Power (Ex): Beginning at 5th level, the Runelord can, a number of times per day equal to 3+Int modifier, cast any spell that has an effect that is capped by level (such as fireball) as if the cap were twice the listed amount. For example, a Runelord could cast a fireball that dealt 20d6 damage, rather than the normal maximum of 10d6, or a magic missile that fired 10 missiles, rather than the normal maximum of 5. The Runelord's caster level still applies to such limits; for instance, even though a delayed blast fireball cast with expanded spell power has a new maximum damage of 20d6, a Runelord whose caster level is 15 would only deal 15d6 points of damage with the spell.
I thought we'd already done this one. I don't personally have any issue with this ability being a Runelord power. They are supposed to be powerful, and in almost all cases would be NPCs anyway. Really, the issue is running into some spells that would make this too powerful. The flip side to that is that I don't really have any in mind. Things to mitigate this might be restricting it to spells in their specialized school or schools they have Spell Focus in, but that doesn't really help if there's a broken spell combo with this. Again, I don't have a specific example (because there's a lot of spells and I am not going to look through them all), and we can assume that any effective caster level will be 20 (or maybe 25 at best), and most spells of 4th or higher will already have a +15 or +20 cap in most cases already, so it might just be academic.
Space Saver:
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Maybe the most obvious example might be animate dead now getting 8x the undead to be controlled or creating an undead up to 4x caster level, which could lead to a pretty potent undead, especially allowing the stacking of traits like burning or bloody or fast. And that's before putting desecrate's doubling potential into the calculation.
Is that necessarily super-unbalanced for a Runelord? If it's an NPC bad guy, probably not, but should every 5th-level Runelord be able to do that? Who knows. And it does require an increasing expensive material component... so it's not cut and dried overpowered or free.
Is a 1st-level corrosive touch that deals 10d4 acid damage instead of max 5d4 really that bad? Same thing with shocking grasp. It might not be once or twice, but since it can likely happen 6 times per day, and even at 10th level, the Runelord can likely do it a lot. I can't say if it's broken or not, since it really depends on the situation.
Is possibly being able to double the length and/or thickness (and possible damage cap) for some Wall spells potentially dangerous. Maybe. Is creating a bunch of 60 foot deep pits at level 12 really going to break the game because they aren't capped at 30 feet? Doubtful. Same with a Runelord getting maybe 10 or 11 mirror images (even with the cap at 16 instead of 8, getting more than 10 is very unlikely).
Ultimately... I don't think so, though. If it is, it's one or maybe two specific spells, and the real issue would be their level, since obviously a 1st-level would be able to be used much more than a broken 4th. Other than this, your wording lets it apply to any spell, and I was only looking at sor/wiz ones, but it leaves the door open.
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As for reviewing the wording, I will look at it as though I were an editor, putting myself in the place of a player or GM reading this in a book and how to mitigate wording issues. You can probably lose the wording about needing the caster level to meet the new spell level cap. That's just implied. I like that you used the magic missile example, because that clarifies that you don't just want it to be damage caps (making it just apply to damage caps would be another possible way to limit and rein in potential abuse).
The wording I might go with (and this is just me writing it, not saying it's the only way, and keeping it as close to what I think you intend), would be:
Extraordinary Power (Ex): Beginning at 5th level, the Runelord can cast any spell with an effect capped by caster level as though that limit were twice the listed amount. For example, a fireball could deal up to 20d6 fire damage, an inflict or cure light wounds would cap at +10, a magic missile spell could create up to 10 missiles, and animate undead could create undead up to four times the caster's level. This ability can be used a number of times per day equal to 3 + Intelligence modifier.
I went a little heavier on examples than normal, could cut the inflict/cure light wounds example. That should really cover the bases, though I may have missed something..
119. As #118 but the target(s) arrive safely at their destination with with their Charisma, personality, and force of will as a manifestation that typically can be seen on their shoulder, though it is entirely a manifested creation and not a separate creature (it cannot be attacked or targeted itself).
This effect lasts until the next time the subject has a teleport mishap, or if 24 hours are spent saying nothing, in which case there is a cumulative 25% chance for each consecutive day of silence that the manifestation vanishes.
The Charismatic Voice:
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When the target(s) attempt to speak, they do so in a typically unmotivated or uncharismatic manner. They have a –2 penalty to checks and effects involving speaking. They don't speak stupidly or dumb, but possibly monotone and without any flair or modulation. It doesn't follow up on non-speaking, like coughs or sighs or snoring unless the sounds or pauses were part of the speech, though it can add dramatic or well-timed sounds or pauses to its own, more charismatic, interpretation of the target's deadpan original speech.
One round after speaking, the manifestation of their actual Charisma attempts to speak and clarify or elaborate on what they intended to say. The manifestation will do it as charismatically or persuasively as possible and is true to the intentions at the time (for instance, it can't change a bluff or not attempt a compliment if the uncharismatic attempt resulted in a response or rebuff that makes the attempt moot or obviously unlikely), it will follow through on the intention. (The PC can now roleplay there 'real' enthusiastic or charismatic speech after doing the unenthusiastic one).
The manifestation has a +2 Charisma bonus to this second check. While certainly a little confusing or possibly distracting, this second check is not otherwise hindered by the first check (for instance, a check that can only be made once per minute or such because of the original check). The main issue is that this takes one round after the attempted speech, and it can be rendered ineffective by other actions occurring since then, like combat or other people talking. This also means most opposed Charisma checks for communication or bargaining, like negotiating with a summoned planar creature or merchant, will still use the higher Charisma since those normally take a minute, unless it specifically is a one round, rushed check.
The target can speak on the same turn as their manifestation, but it's distracting and can give a penalty to certain checks (normally a –2 if it involves others).
If the target is a magic user or caster that uses Charisma, there is a further penalty, in that their verbal spells require the manifestation to speak them before they occur, which means they don't take effect until the next round they normally would. The spell DC and other parameters use the manifestation's Charisma). A target can start a verbal spell on the same round their manifestation is speaking to cast a spell they started the prior round without interference.
Such spellcasting can be identified on either round of speaking, but can only be interrupted on the round it's initiated (and the spell or slot is expended at that time). The manifestations casting cannot typically be interrupted, nor does it provoke, though it can be countered if was identified and observant casters could prepare or ready to do so without having to have readied a counter spell initially, or if it is in a silence or similar area of effect that prevents sound or speaking.
This does not typically affect the use of magic items, since command words don't normally require Charisma or a check, unless they do, Use Magic Device to trigger a command word item, for instance, in which case a check is made at the lower Charisma first, and then the manifestation can also potentially trigger it again (though most items shouldn't be usable in the same round if a PC tries to also activate it again, GM's call).
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120. Colossal Stone Head
The targets arrive in a waxy stone cavern. A sign in Common states, 'You must reach the other ear. Avoid the face, travel only through the beard.'
Giant, Bearded Head:
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The cave is otherwise a dead end, but the entrance is a short distance away. At the entrance, they find themselves looking over a plane of empty, pale, violet space, illuminated with muted sunlight, though there is no sun. In the distance, they can make out what appears to be mountain-sized landmasses of stone, though they resemble bald gnomish heads with round noses and beards of hair or vines. The distance, lighting, and alien feeling to the place may make getting an accurate sense of scale difficult, but they should sense they are in the ear of a similar such location. Despite the heads floating in seeming space, there is clearly an up and down and gravity works.
The travelers are on a mountain-sized, disembodied stone head with a beard and mustache, the follicles of which vary from vine to branch size in thickness. To leave this area, the intention is that they climb, swing, and otherwise brachiate along the beard of the entity to the opposite ear, where a teleport portal waits that will take them safely to the original intended destination. Assume that this portal is keyed to them, and any other travelers with a similar mishap are on their own heads, with their own portals. Though it is possible such a mishap could bring such travelers to a particular head and reroute the exit, the odds are very unlikely.
Attempts to fly discover that there are intense, sheer winds that will at first blow fliers back against the face, or with continued attempts, spin them off into space and downward to be apparently lost, though what happens is up to the GM. Attempts to burrow through the stone or otherwise damage the skin of the entity will either result in an immense hand materializing and slapping that irritant (and most of the area and creatures nearby) for approximately 20d6 damage (DC 20 Reflex, half), or an immense cotton-tipped rod being inserted into the ear cave for similar damage if they are inside that. Attempts to cross the face, nose, head or pretty much any other area than the beard or earlobe result in similar effects.
Creatures can attempt Stealth checks and move at half speed to try not to disturb the entity (DC 25, cannot take 10 due to the sheer winds that whip across the bare portions of the head). GM's determine the travel time or other difficulties for such attempts.
Using the visible faces as a guide, a reasonably intelligent observer can realize they can attempt to plot a course below the nose and above the mouth, just below the mouth at the chin, or an even longer route down what would be a neck-length beard.
The mustache route is shortest and can be completed in one hour of swinging at a good clip. The route along the chin to the other ear take 4 hours, and the similar route going along the very edges or close to them take 8 hours.
Moving along the mustache is requires DC 15 Climb checks. The chin hairs are DC 10 and the lower beard is DC 5 due to the increasing curls, tangles, and knots that almost form a walkway instead of rope swings the lower one goes. Creatures that cannot grip or swing on vines, like horses or mules, must take at least the chin route and move at half speed to pick their way through (which increases travel time).
The checks are made for every 30 minutes of travel, though remember most creatures without Climb speeds progress at half speed. They may also be required if combat or other encounters occur (GM's determination for creatures that may exist in the vicinity) Creatures that normally move via brachiation may be exempt from these checks for travel (as would creatures possessing bracers of brachiation, but since those don't normally exist in Pathfinder, that might be tough).
Creatures failing a travel check (or a check to swing along hair), slip and fall. Assuming they aren't tethered by party members, they can attempt to grab and stop their fall. The DC to grab lower hairs or beards is only DC 10, and every 100 feet or so there is usually a burr or tangle of hair that might catch them (25% chance). Falling damage is capped at 5d6 due to the sheer winds sometimes slowing falls and the yielding nature of the follicles. Assume that a creature falling more than 500 feet moves to the next 'region' below them; from the mustache (down across the closed stone lips) to the chin, and similarly to the edge of the beard, unless they were already traveling at the lower borders of such.
Additionally, the mustache hairs are intertwined with a few 'nose' hairs. Assume that travelers moving through the upper reaches of the mustache might grab or swing on such a sensitive follicle (assume a 50% chance every 30 minutes). The creature (with the worst Stealth modifier if they were moving altogether) makes an immediate DC 20 or causes a sneeze that requires an immediate Climb check at +5 DC or be blown away. They fly away from the face, but the winds push them back after a long descent, allowing them to potentially land at the chin or, failing that, the lower beard. Creatures that fall below the lower edges of the beard may be lost until they somehow land or get blown onto another head and, assuming they aren't swatted depending on the location, make their way to the correct ear and find a portal taking them to a random destination (which might not be the same plane they were originally on, since this might be keyed to a different origin plane).
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Might depend on the method. Are you talking about a magic spell, like magic jar or possession or a spirit or incorporeal entity?
Dispel magic might work on one.
Otherwise there's a cast out spell or sphere of warding. Alternatively, you could try and magic jar the possessing lifeforce out yourself. Or a class like the inquisitor archetype, exorcist. Though some options might not be available at your party's current level.
Slaying the host body is usually entirely effective... but not always desirable. Low level options also could include rendering them unconscious and/or chained to a bed for a few days, possibly praying over them. This likely isn't mechanically effective, but most possessing lifeforces don't like being stuck in unconscious bodies (since most of the time they are similarly senseless) or being stuck in a body that can't move while people drone annoying prayers over them and they may leave after a few days.
552. A low, broad, flat-topped toadstool grows from the ground, with a height of about three feet. Its cap is approximately three feet in width and can be used as a circular bench or low-setting picnic table. It is as solid as soft wood and inedible (tastes like eating a stick).
Springboard Toadstool:
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(faint enchantment) The mushroom is immobile and if uprooted, it crumbles away. Otherwise it functions as a piece of furniture; a footstool, table, stepping stool, etc.
The first time a creature jumps on it, whether leaping onto it or climbing up and then jumping, its latent effect manifests. Creatures falling onto the stool from above also trigger this, but not creatures merely stepping up, climbing onto, or landing on it, like a bird. Creatures falling on it reduce falling damage by 1d6.
There is a 50% chance the toadstool springs down and back up, flinging creatures on it 2d4 x 5 ft. into the air and approximately 15–20 feet from the toadstool (in a random direction unless the jumper was moving or otherwise is aiming as they jump). They take falling damage as normal, but it counts as a purposeful jump. Creatures striking a ceiling other obstacles may take additional damage. A creature that knows this property can choose the height the mushroom springs them upward (to its max of 40 feet) with a successful DC 15 Acrobatics check as they do so, otherwise it is random.
There is an equal chance that instead the toadstool depresses to the ground and all creatures within 10 feet of it, except those on top, are similarly propelled into the air before the toadstool rises again.
Once this occurs, the toadstool always functions in that manner for creatures jumping on it, though no more than once per round. It can be used to reach higher ledges or balconies depending on its positioning.
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553. as #552 except instead of triggering jumps, the toadstool has jagged, sharp edges that vary in length from six inched to three feet.
Spinning Toadstool:
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The round after growing, the mushroom cap begins spinning rapidly on its stalk (randomly determined clockwise or counterclockwise). Creatures adjacent to it or in its space (unless on top of it or below its cap level, like a snake) are dealt 1d6 damage from the barbed thorns and sharp edges. This damage occurs at the start of a creature's turn and when a creature enters the toadstool's square or an adjacent space. The toadstool doesn't not block movement any more than a low table would and can be easily hopped onto (DC 10 Acrobatics).
A creature can leap atop the spinning toadstool safely (though they take damage unless they also clear adjacent spaces at a height above three feet), but they must make an Acrobatics check (DC 15) immediately and each round they remain there to avoid being flung prone into a random adjacent space from the rapid spinning. Creatures standing upon the spinning toadstool do not take damage from the whirling burrs.
The toadstool is otherwise permanent and spins in place forever unless someone can reach beneath it and hack away at the stalk or destroy the spinning cap. Natural and non-reach melee attacks against the mushroom deal 1d6 damage to the attacker (again, unless the attacker is reaching beneath the spinning cap, GM's call, though they may still be taking the damage each round for being in that space).
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554. The planter immediately receives 1d6 Intelligence drain (to a minimum score of 1) and a vine bearing what appears to be a headband of vast intelligence grows. A close look reveals it has no intrinsic value, as it isn't gold, being more akin to a stiff vine or branch with colorful pods or seeds instead of apparent gems.
Headband of Vast Intelligence:
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The headband detects as normal, with a bonus equal to the drain the planter took (If the roll was 6 and they had 5 Intelligence, it would be 4, since the minimum is a score of 1). This headband of vast intelligence can provide an odd numerical bonus. The skills granted by a headband at +2, +4, and +6 are Knowledge (Nature), Profession (Farmer), and Profession (Herbalist), in that order.
Any creature capable of wearing the headband can benefit as normal, but if the planter wears it, they do not have a 24 hour period as a temporary bonus. Any spells or slots or other abilities they may have lost from the drain are also immediately regained (unless a full day or other time for replenishment has passed). For the planter, the only benefit is the possible skill gains, since they will only be counteracting the Intelligence drain.
The headband's bonus is linked to the drain on the planter and, if the drain removed or healed, the headband loses that amount of bonus, becoming nonmagical and crumbling if fully restored. This also happens if the creature dies (but not if petrified or otherwise immobilized, though the drain will still need to be removed). This Intelligence drain is always restored last if other sources are present. (Example: A planter with 4 Intelligence drain from the magic bean and another 3 points from a different source, who receives 4 points of restoration, would remove the 3 drain first and 1 point from the bean and still have 3 drain from the magic bean, reducing the headband's bonus to +3 and losing the second bonus skill.)
While the headband is functionally permanent if the planter remains alive and with Intelligence drain, successful identify attempts will detect that it has a transitive quirk that renders its sale value at 30% normal instead of 50% (though it doesn't detail the link to the planter, only an ambiguous quirk).
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115. Bowl of Strawberries
Teleport fails. A bowl of fresh, sliced strawberries appears in front of each target and settles safely down on the ground or on a nearby surface to them.
Strawberries:
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The bowl is real and can be kept as a souvenir. No utensils are provided.
GM's call: Eating a bowl of strawberries may allow the consumer (which might not be the original target) to teleport to the intended destination safely. Consuming the bowl is approximately one minute's activity at a steady pace, though some creatures may eat faster or slower. This effect does not occur if 10 minutes have passed since the bowl of strawberries appeared (though they're still edible and delicious) or if the creature was subject to a teleport effect since then.
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116. Phantasmal Gear
Teleport functions and targets arrive safely. All items and gear on the targets become quasi-real illusions, as though shadow conjurations.
Phantom Gear:
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Items and gear count as being 10% real for purposes of functionality; weapons deal less damage, armor only sometimes applies its bonus, and spell effects from magic items may not work against creatures aware of their quasi-real state. Owners are aware of their gear's status immediately, as are any other targets of the teleport mishap (though not other knowledge, like duration). Other creatures need a Will save (DC 15) to realize it if interacting with an item or gear or an effect an item would create.
Affected gear includes items in non- and extradimensional spaces and prosthetics including limbs or eyes, but not fully internal replacements, like an artificial heart. It does not apply to items picked up or used after the mishap.
Every hour, there's a 50% chance (rolled secretly) that all the affected items becomes 10% more real. The items are not actually shadow conjurations or illusions and are unaffected by spells that manipulate those. This mishap effect cannot be dispelled, but can be ended with a dimensional anchor or dimensional lock spell that ends it on all items in the target's possession or in the area of effect.
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117. Intradimensional Bazaar
The targets pass through an interdimensional realm where an enigmatic and almost unidentifiable entity tries to buy something off them. The entity is effectively immortal and all-powerful in this realm and each target seems to be alone and in their own personal version of this.
Let's Make a Deal:
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Each target appears in their own personalized space of indeterminate border with the sensation that there's a presence nearby. A voice in their mind tells them that it's interested in purchasing their [item randomly determined]. It will offer 55% of the item's value for most equipment or magic items, or 100% if a trade good is chosen. It does not otherwise answer questions, it just says it will give them X amount of money for that item. The entity may even choose and make an offer on a cursed or otherwise bound items and if accepted the item is removed (as well as the curse on the seller if appropriate, though it doesn't undo things that may have occurred), unbinds any links or control and it's otherwise effectively gone forever. (If a character's force, psi, or mindblade is chosen, it is highly recommended they don't take the offer, though it will be a fair monetary value.)
A traveler that refuses makes a DC 15 Diplomacy check. On a success, they arrive at the destination safely though there's a one round delay in apparent time . If they fail the check, the entity repeats the offer it made. The wording may be different (or more or less cajoling depending on the person's responses or attitude), and it will do this until the target agrees to sell or 5 attempts have been made. A creature that doesn't directly agree or refuse does not make a Diplomacy check and after one minute of apparent time is sent onward.
A traveler that agrees to the deal is moved to the destinations safely and no apparent time has passed during the transit, regardless of the apparent time passed in negotiation. The item is gone and the target has the agreed amount of money in their possession or very close in an easily-transported purse, pouch or sack as appropriate.
Creatures that don't agree to a deal after 5 attempts, or those that refuse or are unable to respond or under mental control or effects, are sent onward to their destination, but arrive with an equivalent amount of time passing (usually one minute, spell effects and durations on the target are not depleted). The haggling occurs simultaneously for each target, but some targets may appear before others depending on their rolls or acceptance.
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37. Doughboy (or Girl)
Your mutation gives you doughy, blob-like skin that makes you look flabby and out of shape. It gets more expansive as the mutation increases, hindering stamina and movement, but providing some benefits against certain attacks and cold. Increasing mutation levels indicates an increase to mass and form, though the actual effects are cosmetic except as noted below. While certain illusory disguises can hide it, this mutation otherwise apply while polymorphed (see slender, below) unless the form's anatomy does not normally allow for obesity or cellulite (ie. a stone golem, a skeleton, or an ooze. GM's call.)
Drawback
Your normal body weight is at least 25% greater than average for your race (75%–125% of racial norm, treat a result of less than average as being average before adding 25%). Your bulk means most clothing most be specially fitted (GM determines any additional costs) and medium or heavy armor requires fitting equal to 10% of its base cost to be worn, otherwise its armor check penalty is doubled (minimum –2).
Levels:
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1st: Flab (Ex): You have a –2 penalty to Intimidate checks involving strength or appearance. Every five squares of movement in a round costs an additional five feet of movement (Basically after 20 feet of movement, the next space costs 10). This applies to burrowing but not to swimming, flying, or climbing speeds unless those involve a 'walking' movement like water walking, air walking or slippers of spider climbing (not normal climbing).
When you take bludgeoning damage, one point is converted to nonlethal, even if it is also slashing or piercing.
These modifiers increase every five mutation levels.
2nd: Bulk (Ex): You gain cold resistance 1 against nonlethal cold damage and a +1 bonus to saving throws against cold environmental effects. You receive a –1 penalty to checks for extended activity like forced marches or other tasks involving prolonged activity. These modifiers increase by one at levels 4, 8, 12, and 16.
3rd: Slender (Ex) Once per day, you may concentrate as a standard action to alter your form as though you did not have this mutation. Treat as alter self but the mutant resembles themselves at an average weight. They get the bonus to Dexterity or Strength if they are Small or Medium. There is no ability change if they are larger or smaller. During this time, their bulk and flab is absorbed and they are treated as though they had no other effects of this mutation. They can maintain this change for one minute per mutation level with minimal concentration, requiring no actions but giving a –2 distraction penalty to most skill checks that don't involve being slim or trim (like squeezing through a tight space or personal interaction or posing) and it ends if the mutant loses consciousness. This is a polymorph effect for interacting with such effects.
4th: Bulk 2.
Buoyant: You get a +1 bonus on checks to float or ascend in most liquids, but an equal penalty to intentionally descend or remain below the surface. These modifiers increase by one at 7th and every three levels after.
5th: Flab 2: The penalty to Intimidate increases to –4, every four squares of movement costs an additional square, and 2 points of bludgeoning damage is converted to nonlethal.
6th: +2 inherent bonus to Constitution. This is not lost when using the Slender ability.
You count as one size larger to resist swallow or similar attacks that would engulf or consume you.
7th: Buoyant 2.
Slender 2 (Ex): The mutant can use the slender ability twice per day.
8th: Bulk 3. Your weight increases by an additional 25%, this is an increase in mass, but does not change size.
Your increased bulk makes it hard to put on most footwear. Putting on or removing lower body articles takes you one minute without assistance (GM's call, but anklets or greaves should apply. Slippers or some sandals may be exempt).
9th: Mass Effect (Ex): Your Strength score counts as 4 higher for determining your damage with melee bludgeoning attacks while Power Attacking, checks to burst objects with a charge, or other tasks where you throw a significant portion of your mass into the task (tug of war or bull rushes, for instance).
10th: Buoyant 3.
Flab 3: The penalty to Intimidate increases to –6, every three spaces of movement cost an additional square, and 3 points of bludgeoning damage is converted to nonlethal. Additionally, the mutant gains DR 1 against bludgeoning damage, even if also slashing or piercing.
11th: Rubbery Rebound (Ex): Your flab makes bludgeoning attacks rebound unexpectedly on impact and throw the attacker off balance. A creature striking you with a bludgeoning attack (even if also piercing or slashing), has a –2 penalty on any following attacks (including attacks of opportunity) on you until their next turn.
12th: Bulk 4. The mutant also gains a +4 bonus to resist bull rush or other forced movement effects.
Rolling Doughboy (or Girl) (Ex): The mutant may choose to tuck and roll along relatively level surfaces instead of walking or downhill at 150% movement speed. This provokes as per normal movement, but does not include the movement penalty from the bulk ability. At the end of every move action, the mutant makes an Acrobatics check (DC 10 + 2 per 5 feet moved) or they end up sprawling prone. If they have more actions, they can use them to stand up (or move again if they didn't end up prone). While moving in this manner, the mutant cannot take other actions, such as attacks of opportunity, though they can take defensive action or tumble to avoid some threatened attacks.
13th: Buoyant 4.
The mutant's inherent bonus to Constitution increases by +2. This is not affected by the slender ability.
Slender 3: When activating this ability, a Small or Medium mutant may gain the Dexterity or Strength of the other size in addition to theirs. A mutant of a smaller or larger size may choose to gain one of these.
14th: Pillowy Pudge (Ex): When struck by a bludgeoning attack, including natural attacks (even if also slashing or piercing), the mutant may choose, as an immediate action, to try and trap the weapon or limb in their flab. If they do so, their rubbery rebound ability does not function against that attack. The attacker makes a Reflex save (DC 10 + half mutant level + Con mod.) or the weapon becomes stuck and held fast. It can be pulled free as a move action with a successful opposed Strength check, or the mutant can release it as a swift action or if they fall unconscious. Some weapons, such as flaming, may cause injury when trapped like this (GM's call).
15th: Flab 4. The mutant now has a –4 penalty to checks made to squeeze into spaces and movement costs for squeezing are doubled (though always at least 5 feet of movement as a full round action if it would be less). The mutants DR against bludgeoning attacks increases to 3.
You gain a +2 natural armor bonus (lost while slender).
16th: Bulk 5. Buoyant 6.
Belly Bounce (Ex): As a standard action, the mutant can sling its flabby gut or other body part forward to strike adjacent creatures. The mutant chooses one edge of its space (or a diagonal corner and two squares next to it) and any adjacent targets (even allies) in those spaces are treated as the target of a bull rush attack. The mutant's Strength bonus from mass effect applies. It does not provoke attacks of opportunity and the mutant cannot be tripped in response, nor can it move with targets. This ability can be used once per minute.
17th: +2 inherent Strength bonus. This is not lost when using the slender ability.
The mutant must consume twice the normal food for a creature of its type (does not apply to thirst). This even includes magical effects or food that would count as a full day's nutrition (two goodberries instead of one, for instance).
18th: Buoyant 7.
Heavy Charge (Ex): You may ignore creatures of your size or smaller between you and your target when making a charge attack along the ground unless they fill their entire space, like a gelatinous cube. This maneuver does not have the movement penalties from the flab ability. Your intended target must be at least your movement speed in distance away, and any intervening creatures who space you pass through are affected (including allies) as though bull rushed or be knocked prone or to the side (GM's call). You provoke unless you have the Improved Bull rush feat and each creature after the first has a cumulative +1 bonus to their CMD to resist. Failing to move a creature halts your movement and moves you back or to the side into the nearest free space. At the end of this action, you make a Fortitude save (DC 15 + 1 per creature you made a bull rush attempt against) or become fatigued.
19th: The bonus from the mutant's mass effect ability (see 9th) increases to +8.
Any creature stuck or holding an item trapped by your pillowy pudge ability (see 14th) is at a +4 for the mutant to hit and a +2 for other creatures to hit. The mutant deals an additional 1d6 precision damage against such targets.
20th: Flab 4. Your DR against bludgeoning damage increases to 5.
Your bulk and mass is so mind-bogglingly impressive that once per day when making an Intimidate that would have a penalty from flab, you may treat it as a bonus instead.
You have an additional +4 bonus to resist forced movement (not counting teleport effects) and being grappled.
Most animals, even predators will be naturally hesitant to even challenge or attack you unless magically controlled, cornered, or defending young unless they are at least two size categories larger, heavily overwhelming in number, or extremely desperate. This includes trained animal companions and even some magical beasts that are otherwise identical to normal animals but for slight variants (fiendish, for instance).
Class skills Survival, Swim.
Sorcerer spells: 0–touch of fatigue, 1st–enlarge (as enlarge person regardless of type, self only), 2nd–abjuring step, 3rd–ablative barrier, 4th–twisted innards, 5th–ooze form, 6th–flash forward, 7th–ether step, 8th–euphoric tranquilty(cue Pillsbury Doughboy tummy poke, "Hoo hoo!"), 9th–doughy phalanx*.
*Treat as wooden phalanx except the golems are made of dough (treat as wax golems that resemble the mutant's normal appearance. They must all appear from the mutant's body in a free adjacent space. If there is not enough free space for a golem, then those golems do not appear. If the mutant is Small, they are as well (do not adjust abilities), otherwise they are Medium. If a golem takes more than 50% of its hit points in fire damage it loses its resemblence to the mutant. This counts as a wooden phalanx while in effect (can only have one active).
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169. A small, crocheted potato with shiny, black button eyes and slit for mouth. Holding a sign that reads, 'Resist the temptations of Yamthulhu'
170. A tiny crocheted yam with shiny, black button eyes and slit for mouth. Holding a sign that reads, 'Praise Yamthulhu. Ia Yamthulhu!'
171. A single brass knuckle. It's tarnished but usable. It is defective however and if used to strike a solid target, including a creature with a skeleton or hard chitin or carapace, it deals damage and then deforms and pinches the fingers of the wielder. This deals 1 damage and 1 non-lethal damage to the user and hinders the use of the hand (GM's call) until removed. It can be removed with oil or other lubricants and 1 minute of work or broken or cut carefully with tools.
172. A stainless steel, masterwork 'brass' knuckle.
173. A small gold nugget (25 gp). Placed, not naturally here.
174. A pristine, white goose quill (faint enchantment).
Reverse Quill:
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If this quill is touched to a paper, page, or parchment, it erases all writing, drawing, or designs, leaving the page blank. It can only do this once. If its command word is learned and spoken while it touches a blank page, it can reprint the writing it absorbed and then crumbles away. It has no effect on magical writings and even if wording has faded to near illegibility it has a 90% to get that wording when reprinting it. This does not apply to words on parts of the page that are damaged or missing. This type of magical item is often used to safely transfer old or faded writings onto new parchment safely or for parchments that are too faded or old to decipher easily. It may already have a message stored inside (GM's call or roll on Goth Guru's Tabards, Posters, and Handbills chart).
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175. Chainmail forearm bracer, sized for a Medium creature.
I can't seem to edit my post, so thank you for fixing the numbering. My bad.
Can only edit within an hour of posting.
Continuing my descent along the Wondrous Items chart for inspiration.
226. Instant Barrage This cursed instant bridge detects and functions normally until the user reaches the halfway point while crossing it. At that point, the bridge unleashes a barrage of magical artillery on them.
A Bridge Too Far:
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At the halfway point, and every 5-foot space along the bridge the user moves, a barrage of magical missiles (not magic missiles) rain down on them, dealing 2d6 force damage (DC 15 Reflex, half). This includes moving backwards or to other spaces they've already traversed, though each space only triggers once per round. Other creatures in those spaces when triggered are also damaged (save as above) but their movement or presence does not trigger a barrage. The bridge is not harmed by this damage.
The user can fly or move above they bridge, but must be at least 5 feet above it to avoid triggering the damage, so most jump attempts will not be high enough, at least over all spaces. Walking on the underside of the bridge, such as with spider climb does not trigger a barrage (though passing the halfway point does trigger the curse if they later move back to the top).
The bridge's command word to retract only works for the user that extended it, though it can be destroyed or dispelled, until 48 hours have passed, then anyone with the command word can use it. The bridge otherwise functions normally and can be extended to allow other creatures to cross and recalled from either end by the user (who might fly or jump themselves) or even traversed to reach a point before the midpoint and leap or fly off the side.
A successful remove curse cast on the bridge removes the curse and leaves a functional instant bridge. Failure to remove the curse subjects the caster to a 10d6 barrage (DC 15 Reflex, half).
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227. Magna-Scale Bindi This quirked naga-scale bindi detects and functions normally, but when used, the wearer becomes magnetically attractive.
Magnetism:
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Attacks with metal weaponry (including metal-tipped, such as arrows or bolts) are at a +4 bonus to hit the user (basically countering the natural armor bonus). Metal based attacks from the user to other targets are at a –2 penalty to hit. The user is not otherwise magnetic, such as sticking to metal surfaces and vice versa or not interfering with lodestones or compasses and this effect may not even be noticeable without numerous tests with metallic attacks.
The curse effect triggers each time the bindi is activated and lasts for 11 minutes regardless of whether its other effects are ended early, dispelled, or the bindi loses its powers or is destroyed, though a successful remove curse can end it early.
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228. Reflector of Mirrored Guarding This quirked mirror of guarding reflections detects and functions normally. When used, however, the wearer is subject to a similar calling and attack at a later time.
Mirror Summoning:
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Once the mirror is used, there is a 33% chance during the next 24 hours that the user will themselves be summoned into a mirror duplicate's dimension to act as a decoy for an attack against them. This increases to 66% if used twice and 100% if used three times. If the result is higher, the result is checked again the next day as though it were one use less, though additional uses of the mirror before then apply. For example, using the mirror twice in a day requires a 66% chance, but if the result is higher, there is still a 33% chance to trigger a result the next day even if the mirror isn't used. The character does not actually move or leave from other creature's points of view, nor do effects that prevent movement or travel, such as dimensional anchor stop this.
If the result indicates a mirror reaction, then sometime during the day, likely when it's inconvenient (GM's call), the user suddenly finds themselves in a hazy, unfamiliar surrounding with a mostly identical duplicate of themselves holding a mirror of guarding reflections, having just called them against an attack that then checks to see if the called creature is struck as though by mirror image. If they are, they take damage and any effects as appropriate and feel themselves shatter like a mirror before seeming to reappear where they were with any damage or effects sustained. Resistances and any saves are effective. If the attack misses the called user and hits their duplicate (in this case, not the called user), the called creature is immediately 'returned' to their original location. No time actually passes during this exchange and nothing other than damage or effects of the attack can be brought back (such as being on fire or petrified), though things can be lost or destroyed if the attack would indicate, such as damaged equipment from rolling a Natural 1 on a save.
The attack should be similar in damage and effect as the one the mirror image was used against, whether successfully or not. It need not be exactly the same, an electrical attack might be fire or weapon damage attack when the user is called or if the user used the mirror against a death effect, theirs might be petrification. Energy protections and other defenses do apply, but the user has little way of determining these ahead of time (divinations could provide a clue, and the GM can tailor the attack in such cases if the user plans ahead). The attack could also be mostly harmless in rare occasions, such as a charm person which won't normally be an issue once the target is returned, but it will almost never be an attack that wouldn't do anything or an attack someone wouldn't use on the user themselves, like a charm person if they aren't a humanoid.
Once this occurs, one stored 'charge' of use is removed as though the percentage chance was higher, and any remaining uses still need to be checked for (at the reduced percentage). There is no limit to how many use charges are held in wait and the mirror need not be in the user's possession when they trigger. GMs may call for multiple checks during the day if backed up charges exceed 3 or more (and since the chance will be 100%, they will trigger). A successful remove curse on the user can prevent them from being called and remove any effective use penalties stored up. The mirror itself is unaffected by attempts to remove its curse.
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229. Scalding Boat This cursed folding boat detects and functions normally. When used, it boils the water around it, and then folds back up.
Scalding Waters:
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Once the boat begins sailing or actively moving, not just floating, it begins to heat the water around it as though with the heat metal spell, though it does not affect metal, only the surrounding water. It affects an area around the boat based on twice the craft's longest dimension (typically either 20 feet or 50 feet).
Instead of by rounds, its intensity increases in minutes. Once it starts it continues to build regardless of if the user stops rowing, sailing, or moving it. After one minute, the water around it is warm, then after two minutes the water is hot (1d4 damage to creatures touching it), then after three minutes it is scalding (2d4 damage). At this stage, the boat itself begins emanating heat as though hot (1d4 damage), even though it is predominantly wood.
The surrounding water remains at this temperature until it stops being a boat or 5 minutes pass with no creatures inside it. After 10 minutes, if still a boat, it immediately folds up into box form. Loose items on the craft are moved safely into the box, space permitting (GM's call what ends up if there's too much stuff), and passengers are dumped into the surrounding water. The box does float, and functions as a flotation device for a lightly encumbered creature, possibly two small or light ones. The folding boat does not function for 10 minutes after being returned to box form, whether on its own or by command.
The water around the craft remains scalding for three minutes after the boat becomes a box before cooling to merely hot, and then warm and then its normal temperature (assuming it isn't normally hotter). Aquatic plants and animals are unharmed by the heated water and do not detect or notice it at all. A freezing salmon will not be warmed, nor will a cold subtype even feel uncomfortable. Other, non-aquatic, plants or animals are affected normally, as are dead ones (a frozen or dead trout will thaw or cook).
A successful remove curse spell can end the curse permanently, leaving a normal folding boat, but requires the caster to be at least waist deep in hot (1d4 damage) water at the time of casting and requires the casting of resist energy (fire) or protection from energy (fire) as well within the next round.
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I don't see it as a problem too much as long as the character isn't being completely rebuilt to take advantage of it as if their character had always been that way (that's what retraining is for). If they are actually retraining, then they need to follow the rules (obviously a GM can do whatever they want). That means time and money and possibly a trainer or additional time.
Each level, a drow sorcerer can choose to gain a sorcerer spell (of curse, evil, pain) at least one level below their maximum allowed spell level instead of an extra hit point or skill point. Once they choose to do so, they cannot change that choice (unless they retrain the whole class level). In the case of the 12th level sorcerer, the highest spell level is 6th. A drow sorcerer could add a [curse/evil/pain] spell of 5th level or lower to their list. That's easy and straightforward.
At 4th level and every even level afterwards, they can swap out a spell known for one of the same level. That's not contested.
The issue is whether it violates any wording (which I haven't found) or there's an obvious broken mechanic (which is subjective to some GMs) to allowing them to swap out their spell for another 5th level one.
I think it should be okay. The drow gains 12th level, chooses the FCB they wish, they gain new spells and they can swap (as 12 is even) at the time they gain new spells. Since the FCB is likely gained when the other benefits are (ie. an FCB skill point would count towards a feat prereq, so a new spell known should be there when any other spells known are chosen), it would be available for swapping.
Since the drow's FCB bonus spell is always a spell level behind, and since swapping spells keeps them at the same level, it does not appear to be an overpowered use. Either way, the character is getting an extra spell known, they are just giving up a bonus hit point or skill point to do it (or swapping out another less beneficial spell for a new one, since they can only swap one).
I don't see any wording to prevent this, and I don't think it's really an issue barring some corner or specific case, and this is also assuming he isn't just remaking the character as though it was that way from the start (unless he's actually retraining everything).
As a GM, I reserve the right to stop such things if they don't make sense, like someone retraining Rich Parents trait away after getting the starting money or something ("Suddenly I didn't have rich parents!") This should be fine though.
It's possible I am misreading something or not quite understanding, but I will try and add some things.
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1) that a weapon with the Disruption or Keen special abilities hits the Incorporeal creature and inflicts half damage?
Disruption has no effect on incorporeality. It only affects undead. Granted, most incorporeal creatures are also undead, like shadows or ghosts, but it's two different things. If a magical attack or effect would hit an incorporeal undead creature, it takes 50% of the damage from the attack and then makes the required save or is destroyed.
If you are asking if the disruption effect would also have a 50% chance to not affect the incorporeal undead, that's a tougher question. That's more of a GM call. I can see the argument either way, but for me (meaning this is my call), I would probably allow the roll to avoid it, since incorporeality was rewritten to allow magic weapons to hit 100% of the time, just 50% damage. Since they also kept the 50% chance to avoid nondamaging effects, it's clear to me that still want that protection, so that should still apply, but there's specific cases you could bring up, like a ghost touch weapon's effects wouldn't need a check in the same circumstance.
Keen edge increases the chance for a critical hit. This adds damage to the attack, which will be halved like any other damage, even a critical hit from a (magic) weapon that didn't have keen edge.
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2) that a weapon with the Disrupting Weapon or Keen Edge spells cast upon it hits the Incorporeal creature and inflicts half damage?
A disrupting weapon will presumably be magic and deal half damage, just like any other magic weapon. A weapon with keen edge will not deal any damage unless it is also a magic weapon or counts as one. If it does, and it confirms a critical, the extra damage is added to the base weapon damage and then halved per incorporeality.
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3) that a corporeal creature touches the Incorporeal target with his finger to discharge Heal or Harm spells with 50% odds to get the effect (or inflicting half damage), even if the finger is not a magic weapon and is not able to touch the target in other circumstances?
Since harm and heal are spells, they can affect an incorporeal creature. Since they both are damage dealing (heal in the case of undead), they do not use the 50% chance for no effect, they use the 50% damage reduction effect of incorporeality. Roll damage for the spell as normal, then 50%. Note that while heal specifically says that the caster is channeling positive energy, it is not the same as the term 'channel energy' in the incorporeal rules.
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4) to extend the answers given to questions #1, #2 and #3 to Ethereal creatures (for their nature or because they are under Blink, Ethereal Jaunt or similar spells) and, if yes, which are the effects?
Disruption has no effect on ethereal creatures unless they are undead. If the target is undead, and the attack hits and can affect ethereal creatures, then they make the save or be destroyed. Same with keen edge, if the attack is successful (miss chance for invisible) and can affect ethereal creatures (ie ghost touch, force effect, or being ethereal), and the attacker confirms the crit, the target takes the damage like any other creature. Heal and harm are not force or abjuration effects. They cannot normally strike a creature on another plane unless there's a specific circumstance (the target is manifested or is blinking and is sometimes on the Material Plane, or it's delivered with a ghost touch weapon like a magus). It works normally otherwise if it hits.
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5) to hit Ethereal creatures (for their nature or because they are under Blink, Ethereal Jaunt or similar spells) with Ghost Touch weapons and, if yes, which are the effects?
If you know what space the ethereal creature is in, you can attack them. Being ethereal means they are invisible, so you need to be able to see them except in the case of blink where they are 50% on the Ethereal. A ghost touch weapon can hit them. There is still a 50% miss chance if you can't see invisible. Assuming it's a hit, the weapon deals damage normally and has normal effects (flaming burst, disruption if the target is undead, a ghost touch net should be able to entangle a ghost, etc.)
10 times this tiny hammer can be struck against a damaged object(or construct) and affect it like a repair spell. Even when out of charges, a cartoon with that power can still use it.
If the cartoon ever tries to use the hammer on a creature other than a construct, they only end up tapping the target's knee (if present). There is a 50% chance that absolutely nothing happens, and the cartoon gets a +2 circumstance bonus to Bluff or medical checks in the next minute to convince the target there's something medically wrong with them, or a 50% the target's leg kicks so violently the cartoon is shot into the air or across the room for 1d6 (1d4 small) + target's Str and a half nonlethal damage and drops the hammer. Or roll on Goth Guru's Medical Miracles, Mayhem, and Mishaps table.
124. AT Awl. This +1 antitank awl is sized for the drawer and functions as a masterwork artisan's tool for appropriate checks. It can be wielded as an improvised weapon (sm 1d3/med. 1d4) that bypasses DR/ magic and chaotic, ignores half the hardness of Construct creatures and vehicles, and ignores half the base AC bonus of physical armor (not mage armor, force effects, natural armor, or shields). Enhancement bonuses to AC still apply.
The awl can be traded to a leprechaun cobbler for full value in favors. If returned to the chaos bag, the user feels a sense of satisfaction that has no mechanical benefits.
125. Bat Ball. This glass sphere is the size of a crystal ball with a smoky, translucent interior that has vague, flitting shapes inside it. When broken or thrown, it spawns 1d3 bat swarms as summon swarm (CL 10).
Bat Swarms:
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If three swarms are summoned, one has a 25% chance to be a variant vampire bat swarm. Use the same stats but it is Undead (Con –) and its bleed damage is 1 Con.
The user does not need to concentrate to maintain the swarms, they last for one minute regardless and cannot be dismissed. The user can concentrate as a standard action to move one swarm per round. The bats ignore the thrower, even if in their space and attack nearby targets indiscriminately, though they only double or triple swarm a target if no other ones are around.
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126. Dat Doll. A tiny, humanoid doll with a creepy look and voice dat announces that it loves you and dat it wants ta play. Unless stuffed back in the bag, it runs around and attacks any non-children around it. It does not attack the drawer unless attacked itself. Its body parts shift around, with its mouth sometimes seeming to open wider than its head or its arms or legs turning into tentacles as it moves. It says mildly creepy things as it does, in whatever language is most understood by those around it, like "Dat wasn't very nice!", "We're gonna have fuuun!", "I want to play!" or "We'll be together for-EVER!"
Doll:
Use the stats for a soulbound doll with an alignment closest to the user without the soul focus or mind-affecting susceptibility. Instead of dagger, it has one tentacle attack (which forms as it attacks and can be done with either hand not already engaged in holding or wielding; +3 to hit, 1d2-2 damage) and a bite attack (+3 to hit, 1d2-2 damage). The doll has the attach ability with its tentacle or bite attack and a +4 racial bonus to maintain grapples. It cannot attack with the attached limb while grappling, but can use the other (at –4 to hit). While attached, targets receive half the damage it takes and if it starts its turn attached, it deals damage as though constricting and the target is subject to a chill touch effect if damaged (DC 13).
The doll is not under any control and acts on its own. It remains for one hour before trying to crawl back into the chaos bag or, failing that, just collapses into a heap and turns into moldy old cloth that tatters and rots away if manipulated.
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127. Gnat Gnaw. Similar to #125. Bat Ball, this globe releases 1d3 gnat swarms in the area, which spread out and irritate other creatures. They deal no damage and are nearly harmless, though very distracting (DC 13). The user is ignored by the swarms but still subject to distraction if in their area and can direct one swarm per round by concentrating as a standard action. The swarms last for 10 minutes unless dispersed.
Gnat swarms:
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The gnats deal no damage to creatures unless a creature is completely helpless, in which case they take 1 damage per round per swarm in their space. If the swarm is in a dead (not undead) creature's space, they immediately converge and gnaw the body to bones or inedible parts, which it does quickly (3 rounds + 1 round for each size large than Medium). The swarm's size and space is defined as the body during this time and they are not swarming or flying around in a cloud unless damaged while feeding, which scatters them back into a swarm for one round.
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128. Hat Haul. The user draws out a random hat and 2d4 additional hats spring out of the bag and land in their space and adjacent spaces. The hats are random styles, colors, and shapes, including fantastic or even alien styles that might only barely conform to a humanoid's head, or futuristic styles (that might even be from the actual future), or roll on Goth Guru's Hoard of Hats chart. Each hat has a 10% chance to be magical, but this is reduced by half (minimum 1%) for each magical hat. The hats are otherwise permanent.
129. Mat Maul. A welcome mat in a random style and material. If placed or dropped, it unfolds 'Welcome' side up. Any creature other than the user that touches it at that point is mauled.
Mat Mauling:
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Creatures other than the user or Animals touching the mat while laid out, including with reach weapons are (50% chance) hit by a spectral maul (+10 to hit, 1d10+3, x3) or mauled by a spectral great cat (2 claws (+10 to hit, 1d6+3) and bite (+5 to hit, 1d6+3)). A creature struck by the maul must attempt an Acrobatics check (DC 10 + half the damage dealt) or be knocked prone into an adjacent square (typically in a direction beneficial to the rug's owner). Creatures hit by both claws of the spectral cat bleed 2. The damage (other than the bleed) is considered spell damage, similar to spiritual weapon and spell resistance applies the first time a creature would be damaged (CL 10). The spectral emanations cannot be attacked or otherwise affected, though the mat can be dispelled or destroyed.
Creatures can generally avoid stepping on the mat if they don't wish to, even if entering its space, since it doesn't fill the square. If they are distracted or otherwise not paying attention, such as by nearby combat or conversation while walking, then they step on it unless they've previously declared they're trying not to, in which case they receive a DC 15 Reflex save to avoid stepping on it each round.
The mat functions once per round and remains functional for 24 hours, though after being picked up, it takes one minute to become active if placed again by the owner, it does not function for anyone else.
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Would you say that a magic vestment spell cast with Inspired Spell would run out after 20 hours because the caster level is no longer 22 when you get to the end of the 20th hour?
I wouldn't either. In fact, I said that specifically.
Pizza Lord wrote:
This is not like parameters set during casting, like duration or range.
I also wouldn't apply it to a spell cast from a wand or a scroll with a higher caster level than the user in general. But an ability that specifically raises caster level 'during casting' and a spell that specifically states having a higher caster level while doing something else is not the same as casting from a wand or scroll either.
glass wrote:
Caster level matters when you cast the spell, not at random points afterwards. If your caster level is 22 when you cast this spell, then you can Call and control a 22 HD solar.
'Caster level matters when you cast a spell' is certainly true, but we aren't talking about a 'random' point during a spell's duration afterwards. The spell is instantaneous, it calls the creature based on what the caster level is at the time of casting. The end. Any commanding or controlling occurs after the spell is done. It says you can control it if your CL is higher than its HD. It then restates it in a completely separate sentence that a creature with higher HD than your CL cannot be controlled.
Examples in a space saving spoiler:
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If wearing an amulet that lets you command or negotiate with called outsiders as though your CL was 4 higher, and you take it off, you don't count as being 4 caster levels higher while trying to command them. You may be able to issue a command and then take it off and they will work through the command, but that isn't this situation of ability being discussed..
Whether the wording applies in a general sense (like your duration example) isn't an issue, since this is a specific spell's wording and a specific ability's wording in this topic's specific interaction. In this case, the ability allows you to call a creature greater than what you could normally, but that is separate from being able to control it, even if it uses the same metric (caster level), it's different when it's checked. If the negotiation or command were part of the casting of the spell, there might be an argument (or an argument that it's intended instead of written), but it isn't. The spell has a casting, then it has an effect, then it has mechanics for what likely happens and how dealing with the effect is intended. The ability also has a statement of what it does and when and how it does it.
Just like magic vestment's' wording that its enhancement bonus is capped at 20th level applies, whereas another spell might not say that.
If you cast jump and then make a running jump that exceeds your movement, your turn ends and you complete the jump on your next turn. If an ally uses an ability or your jump carried you into an area of effect that increased (or decreased) caster level, it wouldn't apply to your Acrobatics check result, that was already made an determined. You wouldn't fall short or go farther based on your CL that might have otherwise increased your bonus to jumping when cast.
Just like a spell with the wording, 'This spell can't be cast underwater,' is different than 'This spell has no effect underwater'. It depends on the wording in use and other than arguing it was an error of oversight or FAQ clarification and intention.
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TL/DR You can call creatures more powerful than you can control. Being able to call a creature does not guarantee being able to control it.
Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.
Gate > Calling Creatures wrote:
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If you choose to call a kind of creature instead of a known individual, you may call either a single creature or several creatures. In either case, their total HD cannot exceed twice your caster level. In the case of a single creature, you can control it if its HD does not exceed your caster level. A creature with more HD than your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time. ...
Due to the specific wording, you would be able to call the creature, as your caster level is two higher 'while casting the spell' and you could call a creature within that range, since that's a parameter/effect determined while casting the spell. It would not be under your control after casting the spell. This is not like parameters set during casting, like duration or range.
This would also apply if then normal use of the spell if you received negative levels or effects that dropped your caster level. The wording of the gate spell does not say 'at the time of casting' for the control. Or in the, admittedly very rare case, that the called creature suddenly gained a level while doing your task and that brought it above your caster level.
Yes, you could call it, but if at any time it is too powerful, you cannot control it. That does not necessarily mean it will attack you or leave immediately. If it's a solar and there's a great evil or other thing right there, it will still likely fight or destroy it first, but it will probably exact a payment or cost (ie. claim all the loot for doing the PCs job) or punishment from the caster, but it's unlikely to seriously harm them unless they're evil.
Okay, so shadow evocation, can mimic continual flame. We can ignore the normal 50 gp requirement of buying or gathering ruby dust. And it will function perfectly fine for anyone that doesn't try and disbelieve it (so if I gave or sold it to someone). It's not like they'd expect to be burned or feel heat, and looking has pretty much been ruled as not really interacting. So as long as they don't try and identify it or disbelieve it, it works just as well for anyone other than the caster likely.
And for them it works 20% as well... so... would that mean instead of a 20' radius illumination and 20' shadowy, it would reduce the illuminated areas by to 1/5th brightness? 20' shadowy? Or would it lower the radius and anyone who saw through the illusion only gets 1 foot of normal light and 1 foot of shadowy?
Even if we assume the object the continual flame is being cast on got a save (which it would pass), there'd still be light. It can get a bit confusing.
Sure, it's using a 5th-level slot, but I think being able to make continual flame torches or just continual flames probably is easily worth it without the material cost. That and there's probably some sneaky way to use the fact that the light is weaker or not fully function for some more than others.
Yeah, I was in a rush. I didn't mean it as 'spells known', but more as, knowing shadow conjuration or evocation is not the same as having all the spells they can mimic on your list (like if you have the darkness domain, but I said sorcerer instead). And while I consider core spells to be relatively common knowledge for a caster to know (Spellcraft or Knowledge Arcana like identifying a spell if the player really doesn't know), knowing shadow evocation does not grant you knowledge of every spell that it could mimic through sudden epiphany.
222. Zarzuken's Ring of Self Transformation: ...
223. Sylvenmyst's Leaden Balloon Harness: ...
Fixing the numbering.
224. Horn of My Goodness/That's Evil This cursed horn of goodness/evil detects and functions normally except a successful identification reveals that the magic circle effect is stationary and that as long as its duration lasts, the horn can be blown again to increase the effect's radius by 10 feet. There is no limit to the number of times this can be done, though the horn only creates a magic circle once per day as normal, and the limit to its range is a 100 foot radius.
The curse:
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The horn must be within the magic circle's effect for the extra use to work, and it need not be blown by the same user. Each use, including the first, requires a DC 15 Perform (wind instruments) check and the DC increases by +2 for each additional use. On a failure, the magic circle is still created or expanded, but the user becomes fatigued and takes an amount of non-lethal damage equal to amount they failed the check by. If a creature cannot become fatigued, is already exhausted, or is not subject to non-lethal damage at the time, it instead takes lethal damage which bypasses hardness, DR, and similar protections (though the damage can be split with shield other effects).
Unknown, unless the DC to identify the curse succeeds, is that anyone using the horn is considered a called and trapped creature for purposes of leaving the area (not bargaining or being controlled), regardless of alignment. The magic circle otherwise functions normally based on the original blower's alignment. Unlike a normal trap version, there is no actual circle or trap that can be disrupted, though the effect can be dispelled to end it early. Users are confined to within the magic circle's radius (which can be expanded). Neither they, nor any magical effects of theirs can pass the boundary, though ranged or missile attacks can, unless they were physically part of the creature, like a manticore's quills, within the past one minute.
The effect blocks a creature's teleportation and other movement past the boundary, but not within it, though teleportation spells and effects from a non-bound creature can free it. It does not stop planar travel through non-coterminous planes. A creature with spell resistance gets one attempt to break free the first time they would cross the boundary (the horn is typically CL 6 for purposes of an SR check).
Once the duration ends or is dispelled, the barrier rapidly compresses to its original size if it's been expanded. Any bound creatures are forcibly moved from the outer edges towards the center and take 1d6 damage (as a spell effect, bypassing DR) for each 10 feet moved (DC 20 Fort, half). If they strike a physical obstacle or other barrier that would block movement, they stop there but still take the full damage they would have received. A DC 20 Strength check and a firm anchor, grip, or other restraint can allow them to stay in place, but does not reduce the damage. Bound creatures at the center of the effect within its normal range take no damage. Bound creatures with spell resistance that have not made a check against the effect may make one at this time to avoid being damaged or moved.
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225. Bottle of Vengeful Shadows This cursed bottle of shadows detects and functions normally except that when the summoned shadow kills a humanoid of at least 4 HD a shadowy image of that creature is pulled into the bottle or its location. The bottle gains an additional charge as normal, but these special charges do not go away at sundown. The bottle resets to four charges as normal, and these are added to it. These extra charges are expended first if the bottle ever has 3 or more charges when activated (but not if in use when they are added, they are used after the normal charges).
Vengeful Shadows:
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The absorbed shadow is only a visual effect. The slain creature is not a shadow nor does it become undead like a creature normally killed by a shadow, nor is it harder to raise. The shadows created by the bottle were never living or creatures with lives or pasts.
The bottle's hidden curse is that the GM keeps track whenever a humanoid creature of 4 HD or more is slain by the shadow. If the charges and duration of the bottle ever reach 0, 1d4 shadows appear every round (up to the number of slain humanoids) and attack the bottle's user (whether in possession of the bottle at that time or not). These shadows are not under any control, not can they be commanded or controlled, though they can be turned. They will defend themselves against other creatures besides the user and will take attacks of opportunity.
These special shadows are only tracked or held (though no souls or creatures are actually within the bottle) for approximately one month, effectively fading away, though a new or unrelated user can be attacked by them if they misuse the bottle or run out of charges before that time.
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Fortunately the rules explicitly say that Shadow spells deal real damage and have real effects, so there can be no such proof whatsoever:
So no, the rules provide no cover for this hostile attitude towards shadow spells.
Shadow spells have real effects, that does not mean they cannot be disbelieved. Shadows spells are (typically) 20% as strong or real in some shape or manner (GMs determination how that applies in each situation, since there's so many possibilities for what an illusion can be). Normally this is in HP or damage or just a 20% chance to have an effect (if it's a shadow charm, for instance). But only if the target disbelieves it, which they normally get a chance when it happens.
Space saver:
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If you are hit by a shadow-conjured sword, you have a chance to disbelieve it like if a fully illusory sword hit you, the difference is that on a failure a shadow-conjured sword would do full sword damage or 20% of that damage, while the fully-illusory sword can't hurt you no matter what.
If a shadow-conjured basilisk turns its petrifying gaze on you, there's a 20% chance it does nothing. Claiming that because it can actually petrify you is not an excuse to say there's no chance to realize its an illusion from the interaction.
Well, that and shadow conjured items can be destroyed, unlike fully illusory things, but the effective difference is probably restricted to a very specific situation.
It's important to note a distinction between allowing a disbelief save and that meaning that there's proof that something is an illusion. If the 20% chance fails, that doesn't necessarily mean the target knows the basilisk is an illusion, they could have just passed a save, or maybe it wasn't really using its power, or they passed an aversion check.
Even if someone does pass their save, the object or effect is still quasi-real. Interacting with a shadow-conjured, quasi-real (20% real) wall still gets a save (pretty much anything besides just looking at it). Even if they realize it's not fully real, they still can't just walk through it or see through it. It will likely have 20% the hit points of a comparable wall or a much lower break DC to burst through it. It doesn't negate the spell, there's no hostility to that. The difference is that a quasi-real spell is still there and still does things, it just has less 'impact' than a fully real object or effect (on those that recognize it as such).
About the only time I really have issues with shadow conjuration is when its used to create a 'negative' or non-material thing. For instance, a shadow conjured create pit or something. A pit may be an 'object', but it's really a lack of something in the space. Despite being 20% real... it's likely (GM's call) not really only 20% as deep as a 'real' pit. And someone falling in shouldn't take 20% less damage... since falling isn't part of the spell... it's falling. Certainly two people falling into it wouldn't have one fail and fall 60 feet down and the other stop 20% down because they pass. So I find that use to be a bit overpowered than intended, but it's one spell (yes,create pit is a line of spells, but the other pits have actual, direct damaging effects that would be reduced by 20% on a save, but not the baseline falling part).
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So, other than that particular case, I don't have an issue with shadow conjuration, but no, I don't consider it to be other spells that it can mimic. A sorcerer with it can't cast any other conjuration spells from scrolls that they don't know or activate wands just because they know shadow conjuration, nor do I require the same components. (This is obviously a general rule, if there's some specific spell that interacts or has variable effects based on a material or focus component, that is a specific case).
Chainfire Bear
Large Magical Beast
Hit Dice: 8d10+40 (84 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 Size, +3 Dex, +8 Natural), touch 10, flat-footed 17
Base Attack/Grapple: +8/+19
Melee: bite +13 (2d8+10) and 2 chain gun bash +9 (2d6+3)
Ranged: 2 integrated chain guns +11 (4d6/x4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chainfire
Special Qualities: Cannibalize, Darkvision 60 ft., Scent, DR 10/-
Saves: Fort +11, Ref +9, Will +4
Abilities: Str 24, Dex 17, Con 20, Int 13, Wis 14, Cha 13
Skills: Hide +2, Intimidate +3, Jump +8, Listen +5, Move Silently +6, Spot +5, Swim +7
Feats: Point Blank Shot, Precise Shot, Weapon Focus (chain gun), Bullseye Shot(extra feat if Pathfinder progression used)
Environment: Any
Organization: Solitary, Pair, or Family (3-4)
Challenge Rating: 5
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 9-13 HD (Large), 14-27 HD (Huge)
Level Adjustment: ---
Chainfire bears have two integrated chain guns instead of the normal claw or augmented weaponry. They are slightly weaker, but are more agile and have sharper senses (–4 Strength, +4 Dex, +2 Wis). These bears work well in pairs, either with one guarding the other against close attackers while they fire, or concentrating their attacks with chainfire against one opponent.
Integrated Chain Guns (Ex): These advanced firearms have a range increment of 200 feet, automatically reload, and never misfire. Treat them as natural weapons that do not make iterative attacks. Integrated weapons can be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts) and do not provoke attacks of opportunity when fired in melee combat. Each chain gun stores enough ammunition to fire for 10 times before the chainsaw bear must rest for one hour to recharge them, They can also be reloaded with specialized ammunition with a successful technological Craft check an 10 minutes, though the chainfire bears cannot do this themselves.
The chainguns are considered secondary weapons when used in melee (–5 to hit and half Strength damage). Chainfire bears can bite during rounds they use their chain guns and have a –4 penalty to ranged attacks with their chain guns against adjacent targets while chainfiring (even with the gun that isn't chainfiring, see below).
Chainfire (Ex): As part of their ranged chain gun attack, the chainfire bear can opt to maintain its aim and continuously fire on a target. While chain-firing, the bear can move no more than 10 feet per round. Involuntary movement beyond this, such as being pushed, pulled, or dragged, ends it. It also ends if the target moves behind total cover and is out of the bear's line of sight (ie. not behind a pane of glass). Each round spent chain-firing at the same target adds +1 to both the attack and damage rolls for that chain gun. A chainfire bear may change its target (and keep the accrued bonuses) to a new creature that was within or adjacent to the last visible space its target was in. A chainfire bear can make attacks with their other chaingun during this time, but not at a target in the same square as one they are chainfiring at
A chainfire bear may maintain continuous fire for a number of rounds equal to their Constitution modifier +1. After that number of rounds, which need not be consecutive, they cannot chainfire again (with either chain gun) until three rounds have passed without firing the chain gun used. They can still make normal ranged attacks with either gun during that time (it just resets the cooldown if the one is used). A chainfire attack is treated as a pellet shot or scatter attack for effects that deflect, snatch, or block attacks.
Cannibalize (Ex): Once per day as an immediate action, a chainfire bear may convert some of its own body material into emergency ammunition for its chain guns. It gains the fatigued condition until it rests for one hour and this adds 5 rounds of firing to both its chain guns. This cannot be moved or transferred between guns, such as adding 10 rounds to one. If the chainfire bear cannot be made fatigued, it either becomes penalized equivalently to being fatigued, or this ability does not function (GM's call).