Meepo

Sgm Kobold's page

Goblin Squad Member. Organized Play Member. 58 posts (1,206 including aliases). 1 review. 1 list. No wishlists. 2 Organized Play characters. 7 aliases.


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might be the lack of info given but it sounds fighters are going to be same-y


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also just for extra points http://www.pathfindercommunity.net/classes/multiclass-archetypes
because cross classing can be good if it is done the right way


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kyrt-ryder wrote:
graystone wrote:
Bloodrealm wrote:
We have WAY too many alignment threads already.
I wonder why... It's almost like people either LOVE or HATE it. :P
I like it as a descriptive tool, but not as a proscription of how a character should behave.

it's almost like it has the most variety of interpretation of any other rule or system. that range from barely matter if it does at all ,to derails the game into a morality argument.


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would not mind a split down the middle 0-12 and 13-20+


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ya i have no idea what you are on about. what about PC needs to be stapled down by alignment.


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@Cryatalseas. I don't understand why you are so fervent love for alignment for PCs the game does not shatter mortals are capable of doing great harm and kindness. whereas a Devils never going to save a kitten and an archon will never litter without actual plot happening.


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I am in this boat more then any other I have always used "mortal cannot be swayed enough to have alignment." religious classes have codes and alignment spells don't work on mortals.


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So after a every good year, we are now looking for new players again. If you would like to join us please hit me up.


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how long do think it will take before the "wishlist Bestiary 6" thread to pop up


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COSMO WHY IS MY BESTIARY 4 STILL PENDING SO MUCH RAGE FROM LACK OF PDF

Oh would you look at that, blaming Cosmo did make me feel better still want my PDF though well my book too but you know PDF I could have now the book must come in the snail mail.


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ya but thats like one swarm


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Mikaze wrote:
MrSin wrote:
Mikaze wrote:
In my first game my GM ruled that my character became evil for trying to save some babies from the party.
Was there something special about these babies? Or were they just... babies that your party wanted to kill?

Nope, just goblin babies.

not really on topic i had put goblin babies in my game kinda as a trap (they where tied to the wall and try and bite and hold on to you) the party grabbed them up and started using them as trowing weapons.

"Oh No, a troll quick throw a baby at". great stuff


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so many sovereign snakes


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(in favor oh all the knocked up women in the first half of this )
653. The king's son is 3 weeks pregnant and you are the only one in town who can cast spells or use magic


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and the Order of the Stick (Pathfinder edition) web comic is born


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hu..... well thank you....... what about sub-domains......


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Arcane (Abjuration)
You were exposed to a hugely powerful sorus of Abjuration as you were growing up and it left a power full mark down to your every blood

Class Skill: Knowledge (any one).

Bonus Spells: Shield (3rd), Resist Energy (5th), dispel magic (7th), Globe of Invulnerability, Lesser (9th), Dismissal (11th), Antimagic Field (13th), Spell Turning (15th), Protection from Spells (17th), Mage's Disjunction (19th).

Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus(Abjuration), Still Spell.

Bloodline Arcana: whenever you cast a spell of the Abjuration school your caster level counts as 2 levels higher for spell effects.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Spell Bond (Abjuration) (Su): At 1st level, you gain the ability to give yourself a +1 defection bonus this bonus increases every 6 levels (max of +4 at 19th level) till the end of your next turn, as an immediate action. You can use your spell bond 3 time per day pulse your CHA MOD.

Abjuration Adept (Ex): At 3rd level, you can ready a swift action to counter a spell rather a stander action. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
New Arcana (Abjuration) (Ex): At 9th level, you can add any two Abjuration spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Abjuration) (Ex): At 15th level, The DC for any Abjuration spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

ok so here is the first one ...... i could not come up with anything for a capstone ability i was think about just giving all of the spells from the school but that unbalanced so i left it to see if anyone else had a idea

but if any one like this i could try and knock out the rest


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"The most important rule: Don't be a jerk. We want our messageboards
to be a fun and friendly place." -bottom of every messageboard

bigrig107 what you asked for is fairly easy to do with some one for one swops and keep the cr
have fun with your game


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there dose seem to be a lot of female iconics


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@Fnipernackle
classes my group think are op never really mach up with what people say here either. from most to lest OP in my players eyes are Monk, druid, and alchemist ya let that sink in wizard not even in the top 3. my players for the most don't like classes with book work


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as soon as my son can talk in a coherently way i will probably try and get him into role playing nothing like a captive audience


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implied vs literal


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The Genius Guide to the words of power
i would like the words of power to have some more love


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so much want for action figures


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pretty sure she has a feat


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TriOmegaZero wrote:
You won't get him to budge on this. Your 'good DMPCs' are just 'normal NPCs' to him, not DMPCs, which are always bad.

ah i will not argue verbiage


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Sneak Attack
because nothing gets players thinking about strategy like a fist full of D6s


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cool you can so use this with mass combat. letting you pc wade in to the battle and fight 1 vs 100s.


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Kazarath wrote:
a sad story

*sorry you got zombified


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Vic Wertz wrote:
We don't currently have plans for tokens larger than Huge. We're not quite sure how we want to do those yet.

flat pawns? skip the bases lay it flay on the table rather a massive bases when ever my pc fight fight a kraken i end up drawing it on my map


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most of mine i looted from here.... but

i warn you its long:

Gloves of the Deceiver
Aura Moderate Illusion; CL 7th
Slot hands; Price 52,400 (+1), 58,400 (+2), 68,400 (+3), 82,400 (+4), 102,400 (+5) gp; Weight --

Description
These normal looking gloves allow the user to seemingly conjure any sort of weapon into the palm of their hand. In fact, however, these gloves allow the user to create a weapon made of illusionary shadow, as in the spell Shadow Conjuration. The wearer can say the command word to create any type of weapon as a standard action (if the user conjures a weapon that he is not proficient with, normal penalties for wielding it applies). The weapon has a +1 through +5 Enchantment bonus depending on the level of gloves used. The weapon created with these gloves may be wielded like a normal weapon of its type, only upon every successful attack the recipient makes a Will save (DC 20) to disbelieve the illusion (objects always succeed). If the target succeeds on their save they only take one fifth (20%) of the damage the weapon would have normally caused, the conjured weapon then dissipates.
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Construction
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, Shadow Conjuration; Cost 26,200 (+1), 29,200 (+2), 34,200 (+3), 41,200 (+4), 51,200 (+5) gp
Poisoner’s Retort
Aura faint conjuration; CL 5th
Slot -; Price 10,000 gp; Weight 5 lbs.
Description
This head-sized heavy glass flask has two valves, clearly etched weal and woe, which connect to two small replaceable vials. When the heart of a poisonous creature is placed in the flask (the flask expands and contracts to hold a single heart of any size) and a command word spoken, the retort begins to bubble and hiss as the flesh is distilled and flows into the vials. The entire process of distillation takes one hour and the result is ruined if disturbed before the end of this time. One vial contains a single dose of the distilled poison of the creature from which it was created; the other contains a single dose of a special antitoxin that conveys a +10 alchemical bonus to Fortitude saves against that specific variety of poison for 1 hour. Once created, the poison and antitoxin last until used. The distilled poison has the same DC and damage as it did when the creature was alive and only one dose of poison and antitoxin can be created from a single creature.
Construction
Requirements Craft Wondrous Item, neutralize poison; Cost 5,000 gp

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Scabbard of Reforging
Spoiler:

Aura moderate transmutation; CL 10th
Slot -; Price 14,000gp; Weight 2lb.
Description
This heavy, reinforced scabbard feels warm to the touch and smells of burning coal. Once per day as a full-round action, any blade within 1 size category of the scabbard may be sheathed and reforged into the exact size and shape of the scabbard’s intended weapon. For example, sheathing a Small-sized Scimitar into a Scabbard of Reforging intended for a Medium-sized Long Sword will reforge the item into a Medium-sized Long Sword, but a Medium-sized Dagger or Large-sized Great Sword will be rejected. Any special materials or magical properties up to a Caster Level of 10 are retained by the reforged weapon, but all other properties are lost. Artefacts cannot be reforged by the scabbard. This effect can be used to repair damaged or broken blades, but destroyed blades are treated as being 1 size-category smaller for the purpose of fitting into the scabbard; providing most of the pieces can be reclaimed.

Construction
Requirements Craft Wondrous Items, Fabricate, Make Whole, creator must have 2 ranks in Craft (Weapons) skill; Cost 7,000gp
(Hmm, okay, now I see where you're going and I still really like it, but I think then that the item may do too much. After all, the person for whom this would be most useful then would be a fighter whose either taken a specific weapon archetype (eg. Two-Handed Fighter) or a character that has simply pumped a bunch of feats into a single weapon style.
Might I suggest then, that the scabbard can accommodate any kind of weapon of any size, but can only maintain the transformation of one weapon at a time? The weapon that gets placed into the scabbard would thus get "attuned" to it and would become the specific size category and weapon type that the scabbard is designed for. Then, if you find a new better weapon, just switch it out with the old one, which would then revert to its original size and form.

You could probably remove the CL limits on the weapon's enhancements/abilities/special materials altogether because it's only affecting one weapon at a time and it would keep the scabbard from becoming a factory for a specific kind of weapon.)
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Alchemist's Viper
moderate transmutation; CL 13th
Slot wrists; Price 27,500 gp; Weight 1 lb.
Description
This emerald-adorned, serpentine bracelet slowly moves around the wearer's wrist and allows the wearer to quickly inject a potion or an alchemist's extract into his bloodstream, bypassing the imbibing process. At will as a swift action, the wearer may activate a prepared extract or potion as if he had drank it. The fangs of the serpent bite down on the wearer's wrist to make the injection, dealing 1d6 damage per formula level of the extract or spell level of the potion to the wearer (a DC 18 Fortitude save reduces the damage by half). Preparing an extract or potion for injection is a standard action that provokes attacks of opportunity. The extract or potion is poured into the mouth of the serpent, which can hold one extract or potion at a time. The wearer can use the alchemist's viper with any potion, an extract created with the infusion class feature, or his own extracts if the wearer is an alchemist.
Construction
Requirements Craft Wondrous Item, delayed consumption, animate objects; Cost 13,750 gp

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Mirrored Lantern of the Pious Seeker
Aura moderate evocation and necromancy(good); CL 5th
Slot -; Price 30,000 gp; Weight 3 lbs.

Description
This silver lantern boasts a multitude of mirrors throughout its interior. The interior of the lantern can house a holy symbol of a good or neutral deity. When a channeler of positive energy wields a lantern housing the holy symbol of his deity, the lantern will function and shed bright light in a 30-foot radius. This light functions as per the daylight spell.
As a move action, the wielder may change the area of the light to any of the following: a 60 foot cone, a 120 foot line, or a 5-foot radius sphere located within 400 feet of the wielder.
Any undead within the light suffer a -2 penalty to Will saves against channel energy. Three times per day, the wielder may channel positive energy through the functioning lantern, changing the area of the channeling to match the current area of the light effect. A wielder with the Glory domain may use this ability a number of times per day equal to 3 + his Wisdom modifier.

Construction
Requirement Craft Wondrous Item, creator must be a 5th level cleric; Cost 15,000 gp
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Shadow Falconer’s Glove
Aura moderate conjuration; CL 7th
Slot hands; Price 8000 gp; Weight 1 lb.
Description
This elbow-length, heavy leather glove is well-battered, its fine embroidery marred as if by dozens of claw marks. Once per day, as a standard action that does not provoke an attack of opportunity, the wearer speaks a command word and gestures toward a target creature within 30 feet. An onyx silhouette of a bird of prey known as a shadow falcon appears, swoops toward the target and performs a disarm or steal combat maneuver (wearer’s choice, CMB +16). The shadow falcon does not provoke an attack of opportunity. If the hand wearing the glove is empty, the shadow falcon brings the item to your hand. If the gloved hand is occupied, the shadow falcon deposits the item at your feet. The shadow falcon then disappears.
Construction
Requirements Craft Wondrous Item, shadow conjuration; Cost 4000 gp
----------------------------------------------------------------------Eye of the Void
Aura moderate conjuration; CL 9th
Slot none; Price 10,100 gp; Weight ½ lbs.
Description

The eye of the void normally appears to be a small black glass or crystal ball three to four inches in diameter. However, when commanded to open, the eye reveals itself as the terrifying, multi-pupilled eye of some abomination from the dark spaces between the stars.

Once per day, the eye may be held forth and commanded to open as a standard action. The eye’s user may either hold it over their head when commanding the eye to open, and thus affect everyone in a 30 foot radius, or hold the eye out with one hand and instead affect a 30 foot cone. In either case, the eye makes a gaze attack against all creatures caught in the area of effect. Creatures affected by the gaze must make a DC 16 Will save or take 1d6 Wisdom damage and gain the frightened condition for one minute. Creatures in the area of effect which make their saves are instead shaken for one minute. This gaze attack counts as a mind-affecting and fear effect.

Construction
Requirements Craft Wondrous Item, lesser planar binding; Cost 5,550 gp

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Phlebotomist’s Gloves
Aura faint necromancy; CL 3rd
Slot hands; Price 7000 gp; Weight - lbs.
Description
These red-coloured gloves only reveal their true nature when brought close to recently spilt blood. The gloves gently tug the wearer’s hands towards the fresh blood. This tugging does not impede the wearer and she can wield weapons, carry items and cast spells as normal. The wearer can concentrate on the tugging as a move action to determine the location of recently spilled blood. This grants the wearer limited blindsense for one round that allows her to detect creatures that are currently suffering from bleed damage or are dying within 30 ft. of her. Three times per day, by clenching one of her gloved hands into a fist, as a swift action, the wearer can accelerate the blood loss of those around her. Any creature within 30 ft. currently suffering from bleed damage takes its bleed damage immediately, in addition to the bleed damage it would normally take at the beginning of its turn. Any dying creature within 30 ft., not suffering from bleed damage, takes 1 hit point of damage.
Construction
Requirements Craft Wondrous Item, bleed, deathwatch; Cost 3500 gp
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MARTYR'S TEAR

Aura moderate necromancy; CL 6th
Slot -- ; Price 7,200 gp ; Weight --

DESCRIPTION
This imperfect, rose-tinted gemstone resembles a teardrop when held one way or a broken heart when turned the other. Its pale facets are typically marred by a single crack or chip near the gem's middle.

Once per day, the gem's owner may spend a full-round action to transfer any number of his own hit points into the gem, causing the gem's color to deepen as hit points are absorbed. Using another full-round action, the hit points contained within the Tear can be transferred to another creature that touches the gem, returning the gem to its original hue.

Hit points stored within the gem fade away at a rate of one hit point per minute until the gemstone is once again empty.

CONSTRUCTION
Requirements Craft wondrous item, vampiric touch; Cost 3,600 gp
(D10S A ROUND)
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PLENTIFUL POUCH
Aura moderate transmutation; CL 11th
Slot –; Price 12,000 gp; Weight 1 lb.
DESCRIPTION
Images of verdant forests emboss this leather pouch. The pouch enhances goodberries placed inside it. The pouch keeps up to 8 goodberries fresh and magically efficacious for an indefinite amount of time. As long as at least one goodberry is in pouch, once per day, casting the goodberry spell on the pouch, creates an additional 1d6 goodberries. Three times per day, a goodberry taken from the pouch can be enhanced to heal 1d8+5 hp or to act as a lesser restoration, rather than the normal effects of a goodberry.

Planting a pouch that contains 8 goodberries in soil, earth, or even sand, causes a tree to grow overnight from the pouch. Hanging from the tree is a small fruit, of a type appropriate to the region. Eating the fruit within 24 hours bestows a heal spell. This is a standard action which provokes attacks of opportunity. Planting the pouch consumes its magic.
CONSTRUCTION
Requirements Craft Wondrous Item, cure light wounds, goodberry; Cost 6,000 gp

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Illusionist's Veil
Aura moderate illusion; CL 8th
Slot head; Price 19,500 gp; Weight -
Description

Made of three layers of thin, brightly colored silk, the veil attunes itself to the wearer after 24 hours of continuous wear. The veil acts as a hat of disguise with two additional powers which each function once per day. First, as a standard action, the wearer may choose to end an ongoing illusion spell that he previously cast. That illusion is replaced by a single summoned monster. The power of summoned monster is limited by the spell level of the illusion cast, for example a third level illusion could be replaced by any monster on the summon monster III list. Secondly, the wearer may use any illusion spell of 3rd level or higher as dispel magic to counterspell or to attempt to dispel an ongoing magical effect that does not target a creature. If the wearer is successful, the spell is counterspelled or dispelled, but a major image remains, mimicking the visual, auditory, olfactory, and thermal effects, if any, of the spell counterspelled or dispelled. As an immediate action, the wearer may begin concentrating on the major image.

Construction
Requirements major image, summon monster III, dispel magic Cost 9,750 gp

(NO HAT)
--------------------------------------------------------------------------A mpoule of False Blood
Aura strong transmutation; CL 15th
Slot neck; Price 20,000 gp; Weight -.
Description
This necklace consists of a fine gold chain from which hangs a small sealed crystal vial containing a liquid that appears to be blood. Each ampoule is attuned to a specific sorcerer bloodline. If a sorcerer wears the ampoule for at least one day, the character loses his existing bloodline powers and gains the bloodline powers of the attuned bloodline, at his sorcerer level. Upon removing the necklace, it takes one hour for the character's original bloodline powers to return; during this time, all the sorcerer's bloodline powers are suppressed. The ampoule has no effect on the character's bonus spells, bloodline arcana, or bonus feats from his original bloodline.
As a full round action that provokes an attack of opportunity, the character can break open the ampoule and drink the conetnts within. This destroys the item, and inflicts one permanent negative level on the drinking character. If the drinker is a sorcerer, his bloodline permanetly changes to match that of the ampoule. In this case, the sorcerer's bonus spells, bloodline arcana, and bloodline powers all permanently change to match those of the ampoule. Previously selected bonus feats due to bloodline are unaffacted, but new ones are gained from the new bloodline's list.
Construction
Requirements Craft Wondrous item, limited wish, polymorph, creator must be a sorcerer of the appropriate bloodline; Cost 10,000 gp
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Seeds of the Spirit Totem
Aura strong conjuration(calling); CL 9th
Slot --; Price 6,750 gp; Weight -- lbs.
Description
These three aged and preserved oak acorns imbued by stone giant worshipers of Fandarra with the essences of animal spirits are held in a small pouch made of the hide of a dire boar. When placed in the mouth of a recently slain being, the spirit of the animal within a seed is released into the corpse of the being, and the corporeal form of that beast is called to play host to the soul of the deceased. The animal spirit enters the body, maintaining it from decay, preserving it for 30 days, while the animal form provides the soul, previously severed from its body, a means of interacting with the physical world.

As a full-round ritual, an acorn is placed into the mouth of a willing, deceased, intelligent creature, destroying the seed in the process. This calls an animal form adjacent to the corpse and the essence of the animal preserves the corpse, providing the benefits of a gentle repose for one month. The deceased's soul transfers into the animal form, allowing the intelligent creature the ability to use that form as a temporary home for 24 hours. The form is, in all ways, an animal with the statistics of a creature from the summon nature's ally V list, with the exception of an intelligence, and wisdom score equal to that of the deceased creature. This effect conveys no special abilities to communicate, nor does it affect the ability of the soul to be raised, stolen, destroyed or otherwise manipulated. After the duration expires, the body dissolves and creature's soul is freed to continue on to its natural course.

Construction
Requirements summon natures ally V, reincarnate; Cost 3,375 gp
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ItemName Verdant Vine
Aura Faint Transmutation; CL 5th
Slot Wrist; Price 2000 gp; Weight - lbs.
Description
Consisting of a vine with five green berries, a verdant vine is worn tied around the wrist. Once all the berries are used, the vine dries out and becomes useless.

Once per day, the wearer can pinch a berry off the vine. As a standard action, the wearer throws the berry up to 30 feet away. This ranged attack provokes attacks of opportunity. Viciously thorned vines erupt in a 20 foot radius from the point of impact. Bypassing the wearer’s allies, the vines target all others in the area of effect. On a successful attack roll against a target’s AC, vines coil around his legs, and the target is entangled per the entangled condition. Thorns inflict 1d4 points of damage every round the target is entangled. This effect lasts for 2d4+1 rounds. The damage taken reduces the target’s speed by half until healed by magical or mundane means.

A DC 20 Strength check allows the target to break free. Doing so inflicts an extra 3 points of damage. An enemy who enters the area of effect is subject to an attack by the prescient vines, as is an enemy who fails to leave the area of effect once free. If the attack is successful, the target immediately takes the resulting damage and becomes entangled as stated above. The newly entangled character may make the Strength check on his next turn to break free as stated above.
Construction
Requirements Craft Wondrous Item, Entangle, Guidance, Spike Growth; Cost 1000 gp
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Assassin's Rose
Aura faint illusion and conjuration / none (see text); CL 3rd
Slot --; Price 350 gp; Weight --
Description
While not necessarily a rose, this magically augmented blossom is certainly a favorite of countless assassins, many using signature flowers befitting their style. A convenient, controlled and undetectable means of delivering a dose of poison, all a would be killer need do is convince their target to stop and smell the roses. By exposing the flower to a dose of poison, the flower absorbs that dose, converts its delivery method to inhaled, and activates a Magic aura to conceal the deadly qualities of the bloom. This foils not only Detect Magic but also Detect Poison, furthermore the onset time of the poison is increased by a full minute. Charging the flower with poison is considered readying the poison for use, and as such a user risks poisoning themselves. This process takes 1 hour, during which time the Rose must remain in contact with the poison. Once charged a Rose may be safely handled, but only retains its poison for 24 hours after which it decays rapidly, any poison contained in the bloom is lost. Unlike other inhaled poisons, the poison held within the Assassin's Rose does not fill a 10ft cube, but rather it is released only against an individual smelling the flower. Convincing a target to smell the Rose may require the use of the diplomacy skill. If the poison is released the rose becomes a normal flower in all respects, but may not be re-enchanted into another Assassin's Rose.
Construction
Requirements Craft Wondrous Item, Magic Aura, Delay Poison, Profession: Gardener 5 ranks; Cost 175 gp

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Grim Howler
Aura moderate conjuration, enchantment, and necromancy; CL 8th
Slot none; Price 57,000 gp; Weight 5 lbs.
Description
This crude horn is often made from bones or horns of horrific beasts, though some have been made with great conical shells. When blown it unleashes a hellish howl that rattles a listener’s very soul, and because of this they are coveted treasures of orc tribes. The horns are also said to be able to call monstrous armies to the blower’s command.

As a part of an Intimidate check, a wielder creature can use the horn to demoralize all opponents within 60 ft. with its rattling howl. If a bard uses the horn as the audible component for his dirge of doom performance, the range of the dirge increases to 60 feet and the bard does not have to be seen for the performance to take effect. Creatures that are already shaken can become frightened or panicked from these effects.

Three times per day, the horn can be used as the verbal component for a summon monster spell. When used in this way, the spell is considered evil and will summon an additional creature from a lower list than chosen during casting. This ability cannot be used to modify a summon monster I spell.
Construction
Requirements Craft Wonderous Item, fear, summon monster II; Cost 28,500 gp
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Book of Night Without Moon
Aura Moderate Illusion CL 8th
Slot ---; Price 15,000 gp Weight 1 lb. Description
This black grimoire's pages are mostly blank, but a few contain rough watercolor silhouettes. The Book of Night Without Moon is a repository for trapped shadows. To sever a shadow from its owner and add it to the book, a character must place the book in the shadow of a willing or helpless victim with 5 or fewer hit dice, and trace the shadow’s outline in ashes, a simple ritual taking 5 minutes. A creature whose shadow is stolen must make a DC 18 will save or be sickened by a nameless melancholy until its shadow is returned.

As a standard action, the book’s bearer may release a shadow from the book, conjuring an illusory duplicate of the shadow’s owner as if with the spell Shadow Conjuration (DC 18 will save to recognize that the conjuration is an illusion). The shadow is intelligent and can follow complex commands, but cannot speak. The shadow serves the character who released it for one hour or until destroyed, whichever comes first. Then the shadow returns instantly and permanently to its original owner, wherever he or she may be. It will not return to the book and may not be stolen again.

A Book of Night Without Moon purchased or found as treasure will have 2d6 shadows present inside it, chosen by the DM from the Summon Monster IV list.

Construction
Requirements Craft Wondrous Item, Shadow Conjuration Cost 7,500 gp

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Boots, Nightmare
Aura faint evocation and transmutation; CL 3rd
Slot feet; Price 7,500 gp; Weight 3 lbs.
Description
Prized by the various Hellknight orders and the elite tiefling skirmishers of Cheliax these hobnailed boots are made of an inky black leather trimmed with a crimson mane of fiendish horsehair. While moving in the thick of battle the wearer may call upon many of the dreaded Nightmare's infernal powers. First, during a Run or Charge action burning sparks spray from the boots iron shod soles capable of catching combustible materials on fire along the wearers path. Second, as a swift action while moving through threatened squares or during a Withdraw action the boots shroud the wearer in a cloud of black smoke granting concealment (20% miss chance). The smoke persists until the wearer's movement ends or for 1 round if using the Withdraw action. Finally, three times per day as a free action the wearer can command the boots to ignite dealing 1d6 points of fire damage on a successful hit against the target of an Attack action, Charge, or Spring Attack.
Construction
Requirements Craft Wondrous Item, burning hands, pyrotechnics; Cost 3,750 gp

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The Smuggler's Collapsible Robe
Aura Moderate conjuration, illusion, and divination; CL 9th
Slot body; Price 48000 gp; Weight 1 lbs.
Description

Although appearing to be nothing more than a ratty wool robe with a hood, this garment is invaluable to spies, thieves, and smugglers. On command, the wearer and non-living objects up to the wearer's maximum load are sucked into an extradimensional space within the robe, leaving the robe to collapse where the wearer was standing. The robe appears to be, at a casual glance, merely a pile of discarded clothes, and does not detect as magical or function so long as the wearer is within the extradimensional space.

While inside the extradimensional space, the wearer cannot take any actions, but can breathe comfortably for up to twenty-four hours. If capable of normal sight, the wearer can see the area around the robe, though special senses such as darkvision or blindsense do not function. The wearer may leave the extradimensional space with a thought as a free action, reappearing in the same position he had entered the dimensional space (though, not necessarily the same place, if the robe was moved), wearing the robe once more. However, if there is not enough room for the wearer to reappear (for example, if the robe was placed inside a small box) then the wearer cannot leave the dimensional space until there is enough room to reappear.

If the robe is destroyed or its magic suppressed while the wearer is within the extradimensional space, he and all of the objects brought with him inside the extradimensional space reappear instantaneously in the same location the robe was destroyed or suppressed and the wearer is dazed for one round.

Requirements Craft Wondrous Item, secret chest, magic aura, arcane eye; Cost 24000
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Death Sacrament
Aura faint necromancy; CL 3rd
Slot --; Price 300 gp; Weight -- lbs.

Description
Created by the followers of Pharasma, this unleavened wafer is blessed with the power of the Lady of Graves. When placed within the mouth of a deceased humanoid, it binds with its dead flesh, rendering the corpse incapable of rising as a member of the undead. This holds true for all forms of undeath: whether the deceased died of ghoul fever, blood draining from a vampire, or the use of necromantic powers to create a skeleton or zombie, this prevents the corpse from rising as one of the cursed undead.

A death sacrament must be used within one hour of death for its power to be of any use. It does not impede resurrection or reincarnation, both of which are viewed as acceptable within the tenets of the Fateful Church of Pharasma. If a corpse treated with the sacrament is later raised or resurrected, there is no lingering protection from becoming an undead creature.

Construction
Requirements gentle repose, must be a worshipper of Pharasma; Cost 150 gp

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Iron Collar of the Unbound Coven
Aura moderate transmutation; CL 11th
Slot neck; Price 45,920 gp; Weight 2 lbs.
Description
These grotesque items are prized by good-aligned witches, or any witch who is eager to form a coven but would rather avoid associating with one or more evil hags. The collar is a crude band of iron from which hang the fist-sized shrunken heads of three hags (annis, green hag, and sea hag). The heads remain semi-animate—they occasionally twitch, blink, coo softly, or whisper curses at the wearer, each other, or anyone else nearby. A witch with the coven hex who wears the collar gains access to the following powers:
Champion of the Unbound Coven: If the wearer joins a coven, the coven can ignore the requirement to have at least one hag as a member. Each of the coven members must still have the coven hex, and one of the members must be at least a 9th level witch.
Dreadful Gaze: Three times per day as a swift action, the wearer can command the hags’ heads to lock their terrible gazes on a single humanoid within 30 feet. The target of this gaze attack must make a DC 15 Will save or become paralyzed with terror and suffer the effects of the hold person spell. This is a mind-affecting fear effect.
Hag Form: Once per day as a standard action, the wearer can assume the form of a powerfully built medium-sized crone that resembles the horrific union of an annis, green hag, and sea hag. This metamorphosis is identical to the transformation spell, including the violent change to the wearer’s mind-set and the loss of spellcasting ability.
Construction
Requirements Craft Wondrous Item, Craft (head shrinking), alter self, hold person, transformation, coven hex; Cost 22,960 gp----------------------------------------------------------------------
Talisman of Synchronicity
Aura moderate conjuration; CL 15th
Slot neck; Price 36000 gp; Weight -
Description
This item appears as a primitive jade fetish on a leather string, with both sides depicting an identical, genderless face. Three times per day, as a swift action, the wearer may activate the talisman to transport himself over a short distance similar to a dimension door spell. Only the wearer and his equipment may travel this way (he cannot bring other objects or creatures) and the destination must be within 30 feet and line of sight. However, the talisman creates a juxtaposition effect and for the duration of the round the wearer appears in both his starting square and his destination square. During that round, the wearer and his juxtaposed counterpart may share some or all of the character’s actions. One may perform a move action while the other performs a standard action, or any other combination of actions that the character can perform in a single round. Anything that requires a full-round action must be performed by either the wearer or his juxtaposed counterpart. The wearer of the talisman may not use any other forms of extradimensional travel during the round that the talisman is activated.
Since they are one entity, the wearer and his counterpart share the same current statistics and equipment that the character has at the time the talisman is activated. Any changes, damage or effects experienced by one is experienced by the other, including area of effects and death. Likewise, spells cast and items used or lost apply to both. At the start of the wearer’s next turn, the juxtaposition effect ends and he is relocated to his counterpart’s current square.
Construction
Requirements Craft Wondrous Item, dimension door, clone; Cost 18000 gp

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Bag of Holes
Aura moderate transmutation; CL 9th
Slot -; Price 13,000 gp; Weight -
Description
This grubby bag is riddled with holes and incapable of holding anything. Anyone who knows the true power of this item can remove a hole and throw it onto the ground in an adjacent square to create a 10ft. by 10ft. pit that is 40ft. deep. Doing so is a standard action (provided that the bag is in hand, secured to a belt, or otherwise available) that does not provoke attacks of opportunity. Any creature standing in the affected squares must make a DC 14 Reflex saving throw or fall into the pit and take 4d6 points of damage. Creatures who make their save are moved to the nearest square adjacent to the pit. Scaling the pit’s walls requires a DC 25 Climb check. The pit lasts for 10 rounds, after which any objects or creatures within the pit are lifted harmlessly to the original surface level.
Alternatively, a hole may be placed on a vertical surface to create a 5ft. by 8ft. passageway or cave-like niche that is up to 10ft. deep, similar to the effect of a passwall spell. This passage lasts 1 hour.
This item can be used on any nonmagical surface that can contain the pit or passageway. It cannot be used directly against creatures or living matter. The bag may only generate one effect at a time. If the bag is activated again, any existing pit or passage immediately ends.
A newly created bag of holes can be used ten times before becoming an ordinary, undamaged sack. A make whole spell cast on a bag of holes reduces the remaining uses by 1d6 with no save.
Construction
Requirements Craft Wondrous Items, create pit, passwall; Cost 6,500 gp

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Silver Skein
Aura Moderate Conjuration; CL 7th
Slot None; Price 1500 gp; Weight 1/2 lbs.
Description

The silver skein is a translucent ball of coiled thread. When tied to an object with a fixed location, such as a door, tree, or dagger planted in the ground, the skein turns ethereal, remaining visible only to the holder. The skein spools out on the ground behind the holder, leaving a trail she can follow back to the original location where it was tied down.

As a standard action, the holder can pull on the silver skein to teleport herself and any touched objects or willing creatures to the location where the skein was originally tied (as dimension door). Once used in this manner, the skein fades from existence.

The silver skein is functionally infinite in length as long as the holder remains within 650 ft of the location where it was tied. If the skein is severed or the object it is tied to is moved, the skein returns to the holder undamaged.

Construction
Requirements Craft Wondrous Item, Dimension Door; Cost 750 gp
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Ferryman's Toll
Aura faint abjuration and necromancy; CL 5th
Slot throat; Price 1400 gp; Weight —
Description
This small pouch, which holds two tarnished silver coins, is made of chafed, gray burial shroud, and worn around the neck with a simple leather strip. Some pouches also contain other mostly archaic symbols of life, death and passage such as animal bones, salt or scarabs, but the coins are always present. All items except for the coins may safely be removed from the pouch, but should the coins ever be removed the ferryman's toll ceases to function until they are returned.

The ferryman's toll enforces the natural passage between life and death, and prevents malevolent spirits from returning. It is highly prized by those who fear the wrath of a recently deceased as well as those who battle the undead and wish not to join their ranks should they falter.

As long as the ferryman's toll is placed around the neck of a dead creature it prevents the creature from rising as an undead for any reason. If worn by a living creature, it gains the same protection from rising as an undead should it die, but it is also bolstered against some of their most feared attacks, gaining a +2 sacred bonus on all saving throws against curses and diseases from undead creatures. If the ferryman's tolls wearer is dying, he suffers a -2 penalty on Constitution checks to stabilize himself.

Construction
Requirements Craft Wondrous Item, bleed, consecrate, remove curse, remove disease; Cost 700 gp
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BRACER OF THE FICKLE MISTRESS

Aura moderate transmutation; CL 8th
Slot wrists; Price 30,000 gp; Weight --

Also known as Desna’s Binding, this thick leather bracer is adorned with three worn, faceless gold coins that cannot be removed.

Usable three times per day, this item allows its wearer to roll any initiative roll, attack roll, damage result, saving throw, spell penetration check, or skill check twice, then select the result. If both results indicate failures, the roll results in a failure.

Any single roll or check may only be affected by this item once. Any other ability, feat, spell, or item that allows a roll to be re-rolled cannot be used on a roll affected by this item.

This item’s uses reset at midnight and the usages do not rollover.

Although this is a single bracer, it takes up the entire wrists slot. You may not use another item that also uses the wrists slot, including another bracer of the fickle mistress.

Requirements Craft Wondrous Item, haste, heroism, or moment of prescience; Cost 10,000 gp
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Cats Eyes
Aura faint divination; CL 5th
Slot --; Price 30,000 gp; Weight --
Description
This pair of crystal marbles works in concert. Holding one up to the eye allows the user to see through the other, regardless of the distance between them, provided both marbles are on the same plane. The user can rotate the marble in hand to change the view through the other. The cats eyes grant the user low-light vision. Otherwise, the user's vision, including any spells or special abilities in effect, functions through the link between the two marbles. Peering through the cats eyes provokes attacks of opportunity.

In addition, you can hold a single cats eye in your hand and concentrate to divine the location of its mate. This functions as a locate object spell, except that the target object is always the other cats eye.

Any creature can use a cats eye and the magic functions regardless of which marble is used. So, it is possible for someone else to pick up a remote cats eye and use it to spy on the original user.
Construction
Requirements Craft Wonderous Item, clairaudience-clairvoyance, locate object; Cost 15,000 gp
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Reliquary of the Red Death
Aura strong conjuration; CL 13th
Slot -; Price 49,140 gp; Weight 1/2 lb.
Description
The color of dried blood, this sturdy palm-sized wooden box serves no magical function unless a live insect is trapped inside for at least 24 hours. If opened again after 24 hours had passed, in place of the insect is a sticky blood-red ichor known reverently by most assassins as the Red Death. Treat the ichor as two doses of a contact poison with no immediate effect, onset time, or saving throw.

Although magical in nature and technically not a poison, the ichor is subject to the normal poison rules for accidentally exposing oneself while readying it for use, applying it onto a weapon, or wielding such a coated weapon in battle.

When the proper command word is spoken, any living creature within 60 feet that had been exposed to the ichor in the last 24 hours is beset by a blood-red insect swarm appearing immediately in that creature's square. Treat such swarms as army ant swarms that remain until destroyed or until their target is entirely consumed. Creatures consumed by such swarms cannot be brought back to life by raise dead or resurrection, though true resurrection works as normal.

Construction
Requirements Craft Wondrous Item, creeping doom, creator must possess the poison use class feature; Cost 24,570 gp

-----------------------------
Ferryman's Toll
Aura faint abjuration and necromancy; CL 5th
Slot throat; Price 1400 gp; Weight —
Description
This small pouch, which holds two tarnished silver coins, is made of chafed, gray burial shroud, and worn around the neck with a simple leather strip. Some pouches also contain other mostly archaic symbols of life, death and passage such as animal bones, salt or scarabs, but the coins are always present. All items except for the coins may safely be removed from the pouch, but should the coins ever be removed the ferryman's toll ceases to function until they are returned.

The ferryman's toll enforces the natural passage between life and death, and prevents malevolent spirits from returning. It is highly prized by those who fear the wrath of a recently deceased as well as those who battle the undead and wish not to join their ranks should they falter.

As long as the ferryman's toll is placed around the neck of a dead creature it prevents the creature from rising as an undead for any reason. If worn by a living creature, it gains the same protection from rising as an undead should it die, but it is also bolstered against some of their most feared attacks, gaining a +2 sacred bonus on all saving throws against curses and diseases from undead creatures. If the ferryman's tolls wearer is dying, he suffers a -2 penalty on Constitution checks to stabilize himself.

Construction
Requirements Craft Wondrous Item, bleed, consecrate, remove curse, remove disease; Cost 700 gp
----------------
BRACER OF THE FICKLE MISTRESS

Aura moderate transmutation; CL 8th
Slot wrists; Price 30,000 gp; Weight --

Also known as Desna’s Binding, this thick leather bracer is adorned with three worn, faceless gold coins that cannot be removed.

Usable three times per day, this item allows its wearer to roll any initiative roll, attack roll, damage result, saving throw, spell penetration check, or skill check twice, then select the result. If both results indicate failures, the roll results in a failure.

Any single roll or check may only be affected by this item once. Any other ability, feat, spell, or item that allows a roll to be re-rolled cannot be used on a roll affected by this item.

This item’s uses reset at midnight and the usages do not rollover.

Although this is a single bracer, it takes up the entire wrists slot. You may not use another item that also uses the wrists slot, including another bracer of the fickle mistress.

Requirements Craft Wondrous Item, haste, heroism, or moment of prescience; Cost 10,000 gp
--------------------
Cats Eyes
Aura faint divination; CL 5th
Slot --; Price 30,000 gp; Weight --
Description
This pair of crystal marbles works in concert. Holding one up to the eye allows the user to see through the other, regardless of the distance between them, provided both marbles are on the same plane. The user can rotate the marble in hand to change the view through the other. The cats eyes grant the user low-light vision. Otherwise, the user's vision, including any spells or special abilities in effect, functions through the link between the two marbles. Peering through the cats eyes provokes attacks of opportunity.

In addition, you can hold a single cats eye in your hand and concentrate to divine the location of its mate. This functions as a locate object spell, except that the target object is always the other cats eye.

Any creature can use a cats eye and the magic functions regardless of which marble is used. So, it is possible for someone else to pick up a remote cats eye and use it to spy on the original user.
Construction
Requirements Craft Wonderous Item, clairaudience-clairvoyance, locate object; Cost 15,000 gp
-----------------
Reliquary of the Red Death
Aura strong conjuration; CL 13th
Slot -; Price 49,140 gp; Weight 1/2 lb.
Description
The color of dried blood, this sturdy palm-sized wooden box serves no magical function unless a live insect is trapped inside for at least 24 hours. If opened again after 24 hours had passed, in place of the insect is a sticky blood-red ichor known reverently by most assassins as the Red Death. Treat the ichor as two doses of a contact poison with no immediate effect, onset time, or saving throw.

Although magical in nature and technically not a poison, the ichor is subject to the normal poison rules for accidentally exposing oneself while readying it for use, applying it onto a weapon, or wielding such a coated weapon in battle.

When the proper command word is spoken, any living creature within 60 feet that had been exposed to the ichor in the last 24 hours is beset by a blood-red insect swarm appearing immediately in that creature's square. Treat such swarms as army ant swarms that remain until destroyed or until their target is entirely consumed. Creatures consumed by such swarms cannot be brought back to life by raise dead or resurrection, though true resurrection works as normal.

Construction
Requirements Craft Wondrous Item, creeping doom, creator must possess the poison use class feature; Cost 24,570 gp

---------------

Titty Cakes
Aura faint abjuration; CL 6th
Slot none; Price 600 gp; Weight 1 lb.
Description
this soft squish cake is love by every on who even trys them but do to their size only one can be eaten a day. wants you eats one you gain +2 con for a hour from being full and happy. if it feed to a dead person the magic is strong enough to bring them back from the dead as raise dead
Construction
Requirements Brew Potion, Profession (cook) 5 ranks, resist
energy; Cost 3000 gp,

some might need editing


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hope this one works out


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wow a lot of games i would not play in.....
the idea for cutting that much out of the game is so foreign


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I don't have ailments in my game so so pc who pick them must instead pick 2 or 3 rules depinding on there class they can not break so a cleric of of a healing sun god might have something like this
1can not cast darkness type spells
2can not allow people to bleed out and must atemp to help them

I find it better then "oh that evil you lose your smite "
All so no more then 3 summons or pets for the party I am easy on witchs and wizards until they enter combat withere armord wand wielding monkey
other then that it pretty much any thing goes


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oh here is your sword for the flame war you will have to fight at some point. its +1


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I know a lot of people have answered the op question but IMO the second you say to your self "i would like to dm" is when your ready."


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OH MY GOD ITS LIKE THEY TOOK THE NIGHT BEFORE CHRISTMAS AND MADE IT A WEEK LONG !!!

dame you apo address dame you


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silent image


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The rules are simple you be a mostly complete person. i wont have any disembody voices floating around. if your going to fight do so out side. other then that come have a drink, eat, talk, boast, do what ever you adventurers do

This is a place to roll play and advertise your pc you would like to play in a pbp.post as often as you would in a game and show off your role playing skills. have some why for a dm to reach you in your pc's profile. have fun


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1-4 low
5-8 med
9-12 high
13- over epic

I have never played over 14. .....
I fill a little small now


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Tiny Coffee Golem wrote:
3.5 Loyalist wrote:

I'm really looking forward to running my new game on friday.

The party is:
A Turk
A gay chap
An effete scientist
An introverted woman

Run by:
A sociologist with a very provincial background, raised far from the city where we now game.

Diversity! It is going to be great!

(I could rant about weird players, but I've encountered too many, so not now.)

For the record I've played in an all gay gaming group (including myself) several times. Years later I still consider it one of the most fun games ever.

my first: thought ya a group that wont ask how hot the bar wench is .....oh wait

i kid of course


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So I found this one (mapgen) but I but was hoping to find one with hexes or just a bigger maps with more options, So I ask you all if your luck was better.


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<this guy .... i would love to play him as something other then a gmpc
and i always want to make a human wizard that became a gnome (damn you recarnate) force and illusion so much fun


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16. Undine(Aquaman)
24. Rat folk (Splinter)
50. Faun( Deer people?)
56. Minotoaur ( Cow people w/o hats)
95. Plant based humanoid( Poison Ivy circa. 1997)

AfterEarth

In a land where modern people have been naturalized by Guya, the Spirit of Earth; people have been turned into beastly forms as punishment for their sins.

The cities are now inhabitied by Ratfolk, not willing, but able to leave their homes during the day.

Those of islands and coastal lands have transformed into Undine.

Those from the plains have become nomadic minotaurs.

The forests are home to the Faun.

Leading the endless revitalization of Earth, are the Guyians ( Plant people). They long for the day when all that was natural returns.

I was thinking d20 modern.

(Mind you, I am currently in the hospital, and I wrote this all on my iPad.)


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Radiarch Eklesya wrote:
Kyras Ausks wrote:
my players tack full HD for first and second and 1/2 for all other levels i find this works best for me (pluses con and other stuff after )
I like that idea of giving full HD on second level as well. I may consider that as a homebrew rule.

It works pretty well give lower level pc a little more play before they run in to trouble


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give what you said about your playing history ..... some light reading on the "john" and you could play


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dotting


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51. after the falling of a great evil god, the church that calmed responsibly begins making sure it will never rise a second time they take man steps and doing this most notably hunting and killing all arcane casters, saying they are feeding the the evil with there powers.


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Tumor familiar reads
- Tumor Familiar (Ex): The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature.-
Improved familiar reads
-Improved Familiar ...FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. ... Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away-

my BBG needs a higher level of creepy


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my most hated meme is that any one can say any class is weak even though there is only 2 ways to make a class weak: the dm nerfs it, or the player made a bad build. but the second one only apples if the dm is weak.

to sum it up there are no weak classes only weak DMs(as it is your
responsibly as a DM to make the classes equally useful not paizo's)

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