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The only way that this makes sense is if it's combined with several house rules that give feats automatically (like power attach, combat expertise, weapon finesse, etc.), or removes feat pre-reqs, and combines feats and feat chains into single feats. (Like I have done for my house rules.)

If that is the only house rule, then it is really harsh and unbalancing.


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You will die with a smile on your face.
Sounds nice until you get hit with Hideous Laughter while underwater.


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43. Sky Jellies: These airborn creatures live their entire lives in the sky and prefer humid areas that have near-constant cloud cover. These gargantuan jellyfish are almost indistinguishable from clouds in their appearance and their mesenchyma is filled with methane gas to keep them aloft. Their sticky tentacles are only strong enough to hold onto insects and small birds as they have difficulty digesting anything larger. Even so, dragons, flying adventurers, and other such creatures have learned to avoid these troublesome creatures as getting entangled in their tentacles can sometimes cause both parties to tumble dangerously towards the ground.


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32. Tree Octopus
The Tree Octopus (Octopus paxarbolis) can be found in temperate rainforests. These solitary cephalopods reach an average size (measured from arm-tip to mantle-tip,) of 30-33 cm. Unlike most other cephalopods, tree octopuses are amphibious, spending only their early life and the period of their mating season in their ancestral aquatic environment. Because of the moistness of the rainforests and specialized skin adaptations, they are able to keep from becoming desiccated for prolonged periods of time, but given the chance they would prefer resting in pooled water.

An intelligent and inquisitive being (it has the largest brain-to-body ratio for any mollusk), the tree octopus explores its arboreal world by both touch and sight. Adaptations its ancestors originally evolved in the three dimensional environment of the sea have been put to good use in the spatially complex maze of the coniferous Olympic rainforests. The challenges and richness of this environment (and the intimate way in which it interacts with it,) may account for the tree octopus's advanced behavioral development.

Reaching out with one of her eight arms, each covered in sensitive suckers, a tree octopus might grab a branch to pull herself along in a form of locomotion called tentaculation; or she might be preparing to strike at an insect or small vertebrate, such as a frog or rodent, or steal an egg from a bird's nest; or she might even be examining some object that caught her fancy, instinctively desiring to manipulate it with her dexterous limbs (really deserving the title "sensory organs" more than mere "limbs",) in order to better know it.

Tree octopuses have eyesight comparable to humans. Besides allowing them to see their prey and environment, it helps them in inter-octopus relations. Although they are not social animals like us, they display to one-another their emotions through their ability to change the color of their skin: red indicates anger, white fear, while they normally maintain a mottled brown tone to blend in with the background.

The reproductive cycle of the tree octopus is still linked to its roots in the waters of the Puget Sound from where it is thought to have originated. Every year, in Spring, tree octopuses leave their homes in the forest and migrate towards the shore and their spawning grounds. There, they congregate (the only real social time in their lives,) and find mates. After the male has deposited his sperm, he returns to the forests, leaving the female to find an aquatic lair in which to attach her strands of egg-clusters. The female will guard and care for her eggs until they hatch, refusing even to eat, and usually dying from her selflessness. The young will spend the first month or so floating along currents, sometimes traveling hundreds of miles before eventually moving out of the water and beginning their adult lives.


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75. A 5-foot radius depression is formed in the ground that deepens by 5 ft. each round. Treat as Create Pit with a DC of 10 + 1/10' deep. The pit evolves into the following spells at the indicated depths: Spiked Pit at 30', Acid Pit at 50', and Hungry Pit at 100'

76. Blood Mist, DC 1d8+21

77. BEES!!!


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4. Black Tentacles with a CL of 1d6+6

5. Greater Black Tentacles with a CL of 1d10+10


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Say you have a player who wants to be Meta or you want to have the party come across a crazy priest of "The almighty DM! The one true god that controls our actions and determines our fate!"
What would your Deity entry look like and what boons would you grant with Deific Obedience?

Here's mine:

SCUD422:

God of Adventuring, Gaming and Knowledge
Alignment: NE
Domains: Luck, Evil, Knowledge, Madness, Trickery
Favored Weapon: Wakizashi, Katana or Nodachi
Holy Symbol: d20 with a middle finger instead of a 1
Temples: Dungeons, Man Caves, and Your Mother's Basement
Worshipers: Monsters, Adventurers, and the Insane
Obedience: Unlike most obedience, this only needs to be performed once per game session. Do one of the following. Tell the DM a joke good enough to make him laugh. Show the DM a broken/interesting combo or build he hasn't seen. Or bribe him with food and/or drink. Gain a +5 profane bonus on all knowledge checks made to identify creatures.
Boons
1: The Right Touch (Sp)
infernal healing 3/day, ghoul touch 2/day, or mad monkeys 1/day
2: How many walls? (Su) You know that your actions are not your own and have completely given yourself over to the one that you know controls your actions. As such, you now know everything your player knows. There is no more out-of-character knowledge. This should also come with the realization that if you misuse this knowledge, The Almighty DM will punish you appropriately.
3: PC Hivemind (Su) Your madness has become contagious. Your fellow party members start to hear voices in their heads. While this may be slightly disconcerting for your allies, they can use these newfound voices to communicate with each other through you over any distance, even across planes, regardless of consciousness or death.


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Something I throw into each of my games:
Shoes of immortality
These hideous toe crocs halt the aging process of any who wear them, but only while wearing them. However, the natural healing process is also halted while wearing them and thus the wearer does not regain any hit points when resting. In addition, the sight of the crocs impose a -1 penalty to most charisma based checks the wearer attempts.


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I've always gone with ruling that 'Good' is Selfless or Altruistic and that 'Evil' is Selfish and those alignments have no other requirements. Also, by this logic, I would argue that most humans are LE or NE.
A LE or NE can still work well in a party, because he will go out of his way (just a little) to help them knowing that they will help him in the future.
"You can't kill my healer! I need him to fix my future stab wounds!"


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First question: What's VMC?

I really like this premise, but I can also see it being a headache. You would probably have to put points to every Core and APG feat, maybe even the Ultimate X feats.
Something else you can do with this rule is have all traits cost 1 point and everyone starts with 6 points. Another rule you could throw in is have each feat cost 1 additional point for each prereq you don't meet.


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WithoutHisFoot wrote:
Scud422 wrote:

I've been trying to figure out a different way to roll hitpoints. Here's something I've come up with and would like some feedback:

Roll your hit die twice and take the best. If both dice would give you less than half, then add them together.
Example: Sneaky the Rogue rolls a 4 and 1, his hitpoints that level would then be 4+con. Next level he rolls a 3 and 2, his hitpoints that level would then be 5+con.

This distribution drastically favors the higher die rolls, and makes it very unlikely that you'll get anything less than half. Interestingly, it makes the max die result the most common roll. If that's something you want, then it's a valid solution (it's a little roll-heavy for my tastes, but that's a matter of opinion).

To give you an idea of how much it changes the distribution, I tested it for a d8 hit die. The chances of rolling each of the numbers (1-8) is as follows:
1...... 0%
2...... 1.6%
3...... 3.1%
4...... 4.7%
5...... 20.3%
6...... 21.9%
7...... 24.4%
8...... 25.5%

The average result of this distribution is 6.35, compared to the usual average of 4.5.

Compare this to the traditional way of rolling, which gives an equal 12.5% chance of rolling each number. I didn't test it for the other dice, but I'd expect a similar distribution.

It will absolutely result in higher typical hp rolls. Not necessarily a bad thing, but it depends on what you want.

Yeah, that looks like a good distribution to me. Thanks for running the math!

I wanted a system that gives you higher than average HP, more consistent HP, still requires rolling and doesn't favor one type of hit die more than another. Every other house rule I've seen seemed to miss at least 1 of those criteria. I do kinda like Kaisoku's provided method, but that is WAY to much rolling for my liking.

Another rule I just came up with that would give very similar probability:
You get half your hit die plus half of a rolled hit die (3+1d3, 4+1d4, 5+1d5, 6+1d6)

Something I would probably rather do as a GM is just use the hit die progression below, but it's not very elegant and it kinda breaks down for d12.
2+1d4; 3+1d5; 4+1d6; 5+1d7 (maybe 4+1d8 re-roll 1s?)


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The only real problem I see with banning multi-classing is that it increases the martial / caster disparity as this ban will really only hurt martial builds. Full casters will almost never multiclass anyway because they don't want to lose out on spellcasting levels.


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I would recommend just having 1 simple damage chart:

1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 1d10 | 2d6 | 2d8 | 3d6 | 4d6 | +2d6 per increase


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This is way to powerful to have as an orison. A neutral cleric would just grab Harm and Heal and use it as their primary attack, it being far better than any weapon they could wield.
If you just want an orison that allows for downtime healing, give them an orison that heals 1 hit point. After a battle have the cleric put his hand on your head and mutter prayers for a minute and you've gained 10 hp.

I think a better option, and something I always go for in games I'm in, is have available for purchase a wand of (Infernal) Healing. You can either leave the spell as is or house rule it to not have the Evil descriptor.


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Nac Mac Feegle CR 4

CN Tiny fae (swarm)
Init +3; Senses low-light vision, dark vision; Perception +7
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DEFENSE
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AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 45 (6d8+18)
Fort +7, Ref +7, Will -1
Defensive Abilities half damage from weapons, swarm traits, DR 5/cold iron
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OFFENSE
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Speed 30 ft., climb 20 ft.
Melee swarm (3d6+2 plus distraction)
Space 10 ft.; Reach 0 ft.
[b]Special Attacks
distraction (DC 16), chaotic assault
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STATISTICS
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Str 15, Dex 16, Con 17, Int 7, Wis 7, Cha 7
Base Atk +6; CMB 9; CMD 21
Feats Improved Dirty Trick, Improved Disarm, Improved Steal, Improved Trip
Skills Acrobatics +11, Climb +10, Intimidate +7, Perception +5; Racial Modifiers +4 Acrobatics
SQ Not as small as you'd think
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SPECIAL ATTACKS
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Distraction
A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 16) negates the effect.
Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.
Chaotic assault
On the start of the Nac Mac Feegle's turn, each character within it's area is subject to 2 combat maneuvers, each of which at +11. Roll 1d4 twice to determine the combat manuevers: 1 - Dirty Trick, 2 - Disarm, 3 - Trip, 4 - Steal
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SPECIAL ABILITIES
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Not as small as you'd think (Ex)

Even though the Nac Mac Feegle are tiny creatures, they have the strength of full sized humans. They don't suffer size penalties to their CMB or CMD and they deal swarm damage one step higher than a swarm of its HD would normally cause.

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The Nac Mac Feegles (also known as Pictsies, the Wee Free Men, the Little Men, and 'Person or Persons Unknown, Believed to be Armed') are six inches tall, red-haired, and blue-tattooed.
The Feegles spend their time drinking, fighting and stealing, alone or in various combinations. The immense strength and rowdiness of these pictsies means that they will fight anything, and they have a particular fondness for headbutting creatures far larger than themselves. In a good fight, a Feegle will take on all comers, fight his fellow Feegles, with such enthusiasm that makes missing someone hazardous ("Crivens! I kicked meself in ma ain heid!").
Anyone lucky enough to survive a run-in with the Feegles may find one in their backpack some time later, the Feegle having fallen asleep after consuming all food and drink within.


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I think the main reason why they get their dex and dodge bonus to AC isn't because they are trying to dodge a bullet, it's because that in combat, your opponent is constantly moving and it's harder to hit a moving target than a still one.

What would make the most sense would be to have it consider that their Dex mod is 2-4 lower like the creepy jester said, because it's still easier to hit someone with a bullet then an arrow, and to reduce their armor/natural armor/shield bonus to AC by half due to superior penetration... Or just save your GM the headache and have it target touch.

If you want the game to be more realistic, use the Armor as DR rule and give guns an appropriate amount of automatic DRR or count as 1 step higher for bypassing DR.


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I came up with this magic item to help out the wizzard who fumbles around with a bunch of rods, wands and staves.

I mostly based it off of the Scabbard of Many Blades even though there are similar items that are much cheaper.

Staff of Holding, CL 9th, 5,000 gp

This staff can be given weapon enhancements like a normal staff in addition to having the below abilities.
This staff has 4 large grooves running along its length. Each groove can hold 1 magical staff, or 2 wands or metamagic rods, which shrink down and snap into place. The wielder can cast any spell from any of the slotted items or use any metamagic rod when casting a prepared spell as if they were wielding it.
As a move action, the wielder can make the entire staff function as if it was one of the staves slotted into it, but doing so negates any weapon enhancements that the Staff of Holding has and makes the other staves, wands or rods temporarily unusable. This ability can be ended as a swift action.
Non-metamagic rods can also be put into the staff, but only their spell-like abilities can be used, such as a Rod of Wonder. Rods with static abilities, such as a Rod of Absorption, can also be placed into the staff, but the rest of the staffs powers have to be suppressed with a move action as above for the rod to function.

CONSTRUCTION REQUIREMENTS
Cost, 2,500 gp; Feats, Craft Staff; Spells, secret chest

Let me know what you guys think!
Could the wording be a bit tighter? Is it properly priced?


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I know this is a very old thread, but I cam across it when I was mulling over the idea of a baseball bat with a Force Punch effect.

Here's a magic item I came up with. The second ability is optional if you want that extra Scout flavor.

Homerun Bat, 15,000g
2-handed simple weapon, 1d8 B, Crit x2
This +1 Baseball Bat has the ability to empart great force upon whatever it hits. For 5 minutes a day, the bat's damage increases to 3d6 as if under the effects of Shillelagh and if any creature is struck during this time, a bull rush maneuver can be made against that creature as a free action with a +10 bonus to your normal CMB. This manuever only functions as a bull rush to determine how far back the creature is moved but is not counted as a bullrush in other effects (the attack does not provoke an AoO, the attacker can't move with the creature, and special effects of feats are not applied). These minutes do not have to be consecutive but must be used in 1 minute intervals.

As a standard action while the force effect is active, you can throw a baseball into the air and hit it with the bat making a ranged attack with a range incriment of 30'. This attack only deals half the normal damage on hit but the target must succeed a fortitude save, DC = to the full damage rolled, or be stunned for 1d2 rounds. While the baseball can potentially travel miles, hitting a creature outside of 150' is extremely difficult and requires a natural 20.

Requires: Craft arms and armor, Shillelagh, Force Punch, 12,500g