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I used Xotani as a guide from the pfsrd for the heart, but I'm going to reduce the SR to 26, so the PC spell casters have a 50/50 chance of effecting it with spells. They're 14th level, but get +1 to caster level checks from Spooky buff.

I use MapTool and for Xotani's heart I use this image I cobbled together and tweaked: https://www.dropbox.com/s/kjsdwcxq5bdwnrn/Xotani's%20Heart.png?dl=0


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Here's how I handled Xontani's grave with various changes.

* Teleport Trap over entire area. This brings them back to the beginning where Jhavhul has his greeting. Also, the dispel magic vs fire resistant magics kicks in again.
* All the lava has the black tentacles. This discourages just flying to the end.
* A boat like the one from the chapter 5 is parked straight ahead from the entrance. This protects the PCs from the tentacles in a 20ft radius centered on boat. On each end of boat is a bowl that drives the boat at 10ft per round. The PCs need to add fire to the bowl for it to go. This could be as simple as pouring oil in there and lighting it. This gives the PCs the chance explore and eliminate Jhavhul's backup rather then allowing them to go straight to end. It also coaxes the PCs to take the southern path first before hopping on the boat. The GM should try to get them to go South first so they can pick up allies.
* It already suggested this but Nahrimaf and Rajali are potential allies. Nahrimaf has a bet and doesn't want to lose while Rajali doesn't really want Jhavhul get his wish and leave her. Not that she cares for him, but she'll lose power. Also, if she's going to be dumped either way she may as well aid the PCs to keep every thing from exploding. Nahrimaf should offer the PCs a wish only after they defeat Jhavhul (see defeating Jhavhul). Rajali will actually aid in the fighting of Jhavhul if the PCs need help.
* West of the Rajali's crystal cave is a secret passage (so close it off). I also put her secure shelter there to block the way. She doesn't tell them about the secret door and they shouldn't have direct line of sight to it anyway. Use secret door stats from harem area (which I removed).
* Remove secret door at harem. Jhavhul can swim through the lava tube to get there and doesn't need a door.
* Limit vision to 60ft by having the lava produce smoke and noxious (but nonlethal) gases.
* Jhavhul will be invis and stealthed inside the skull and will use his permanent image to speak to the PCs while he prepares. I made the skull look like it came alive to speak to them. It starts off with a roar alerting all his allies to come to his aid and then he taunts them telling them their too late. They should see through the illusion easy enough, but he's still concealed by it and the skull, stealthed and invisible.
* Jhavhul was alerted to them on their arrival, leaves and convinces "someone" to grant his final Wish, but instead of taking the power right away he stipulates it take effect upon his or the PCs defeat. So, win or lose he will transform and get the power of Xotani. Upon the final blow to Jhavhul while at Xotani's grave he gets wrapped up in Xontani's heart. The PCs have 10 rounds to bring the 500hp heart with DR 15/epic, regen 40 (cold), Resist electricity 20, sonic 20; SR 34, down to 0. All AC 23 (6 touch) attacks hit, with no crits, bleed, abil dmg, energy drain, poison (stuff like that). During this time use all the effect from What if Jhavhul wins. Once down to 0 the heart briefly stops beating. It can not go below 0 and regen keeps going. They'll soon realize they need a wish to break the merging to stop Jhavhul (still only have 10 rounds before everything erupts if the merge is not stopped). In my game, the PCs could use wishes only in the presence of Nefeshti, but for the cost of 2 I allowed them to have one as a contingency for whatever they want. Nahrimaf, if not killed or attacked shows up and seeing Jhavhul "defeated" will offer a wish if needed.


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Here's an item I created many years ago in 3.5.

Gloves of Readied Ammo:
Gloves of Readied Ammo
Price (Item Level): 25,000 gp (15th)
Body Slot: — (hands)
Caster Level: 12th
Aura: Strong; (DC 21) conjuration
Activation: Free (manipulation)
Weight: —

These gloves appear as a light tan set of sturdy leather work gloves snuggly fit to the wearer’s hand. On the back of each glove in an embroidery of a hammer and anvil surrounded by small stitching patterned after various thrown or projectile weapons.

Once per day, these gloves will consume 1 ammo item, duplicate it 50 times and store it in the gloves. The embroidered pattern on the back of the gloves will mimic the number and the item that was consumed. This will only work on arrows, bolts, sling bullets, darts, shuriken, throwing daggers and any other item considered as tiny and ammo-like. The gloves will not work on conjured items or miscellaneous magical items. Any permanent enchantments or poisons on the original item are also duplicated. Spells designed to effect ammunition can be duplicated, but only for the duration of the original spell. An enchantment designed to effect ammunition may be cast on to the gloves to affect the remaining items. Once an item is drawn from the gloves it can not be returned or consumed for the next days use and will dissolve in 1 round. Once an item is thrown or shot, it is always destroyed on impact in a shower of sparks. Drawing items from the gloves is a free action.

Inspired by Gloves of Endless Javalins (M194) and Glove of Storing (D257).

Prerequisites: Craft Magical Arms and Armor, Craft Wondrous Item, magic weapon, major creation and shrink item.
Cost to Create: 12,500 gp, 1000 XP, 25 days

History:
These gloves created out of necessity from constant orc raids against the city. The city would soon deplete its resources repelling the year long standing orc assult. The orcs hoped to harass and blockade the city in to submission, but the wizards and craftsmen were very resourceful. One of the many solutions was the gloves of readied ammo. Archers only expended 1/50th of the ammo prepared to allow their stores to last such a long time. Over the years, the formula in creating these gloves got more sophisticated allowing for a wider variety of ammunition and spell ability, but retains the sparking on impact originally designed to scare the orcs.

Endless Ammunition is already a +2 magic weapon enchantment. Putting a permanent abundant ammunition on a quiver will be very powerful despite the small cost. Some spells just don't translate well when making a magic item like true strike. Even looking back at the gloves I made seems to be under priced. If I changed it to non-magical ammo duplication, it would be better priced.