Great Cyclops

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RPG Superstar 2014 Top 32. RPG Superstar 7 Season Star Voter. 23 posts (25 including aliases). No reviews. No lists. No wishlists. 1 alias.




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So I had this idea a few years back for an ooze-based class, and painstakingly wrote it out, and then Paizo published the Oozemorph and I threw up my hands and went "welp, that's that niche filled." Then I found it again a couple of months ago and figured I'd dust it off and get people's opinions. If you'd be interested in giving one, it lives in Google Docs just here.

Effusive praise is most welcome, as are exhaustive lists of its many flaws. Cheers!

RPG Superstar 2014 Top 32

So, going through the creature type entires, I noticed that onstructs, undead, and elementals are specifically noted to be immune to bleed - but oozes and plants aren't, and nor are inevitables, even though they're noted as having all the other immunities of a construct.

Also the Bleeding Attack rogue talent "can cause living opponents to bleed" - 'living', not just 'creatures with blood'.

Do do all living things 'bleed' regardless of physiology? I could possibly stretch to the idea that non-blood creatures are just leaking different vital fluids, like sap or something, but I really can't imagine, like, a treant gushing sap from a wound to the extent of mortal danger. And oozes are just puddles of liquid to start with, unless they've all got some kind of membrane or something. (Unrelated: they're not listed as immune to sickening or nausea, either.)

Is there any rules-block that clarifies bleed? I know of the glossary entry, but it doesn't have anything about the above.

RPG Superstar 2014 Top 32

So adamantine weapons get 1/3 more hit points than an equivalent weapon of common metal. Also, every +1 enhancement added to a weapon gives it +10 hit points, according to the footnotes on this table.

Do magical adamantine weapons get an extra +1/3 of the enhancement bonus hit points, too? My initial instinct was no, since enhancement HP is being added as a separate thing after the weapon's construction, but since the average item's HP is between 2 and 20, that would mean your incredibly expensive adamantine weapon has at most a measly 6 HP more than a common-metal weapon, so now I'm not so sure.

(Of course, it does also have hardness 20, which might rather make up for it.)

RPG Superstar 2014 Top 32

Hi all. Is there a hard and fast rule for calculating damage to objects done by an ooze with the acid-per-full-round-of-contact thing? (It's late, can't word properly, apologies :P )

The d20PFsrd says here it's 10 + 1/2 HD + Con. But the PRD entry for oozes doesn't include that line, and it seems quite hit-and-miss for most of the oozes I checked out.

For example, a Black Pudding deals 21 points to objects per round of contact, has 10 HD and a +6 Con bonus, and so fits the rule (10 + 5 + 6 = 21). But a Gray Ooze deals only 12 points per round, despite having a +8 Con (although I note that 12 is still 10 plus half its 4 HD - did they forget / choose not to add its Con to the damage?).

Meanwhile, a Putrid Ooze has 15 HD (round down and half gets 7) and a +7 Con, so the rule gives 24. But it does 30 points per round (and also its Reflex 23 DC seems to be off, since DCs generally are supposed to follow that rule, as far as I'm aware).

So is there a solid rule on the damage, or is it more an art than a science?

RPG Superstar 2014 Top 32

Hi all. Brief question about the charging rules.

So the rules on charging state:

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.

I'm wondering about the definition of "through" here.

Let's say I want to charge an opponent, and the path is otherwise clear. But he has one square of difficult terrain directly in front of him, and my charge will end in that square.

Can I charge him? My charge movement has taken me into that square, but since I haven't passed out the other side, my movement hasn't taken me through it. Is this a legit interpretation, or would an ending square of difficult terrain still invalidate a charge attack?

Cheers for the assistance.

RPG Superstar 2014 Top 32

Hi all. I poked around in the search for half an hour but couldn't find an answer; apologies if I've just got the blinded condition, here.

So I play a lot of 3.5, and in 3.5's Bull Rush rules the SRD states:

d20srd.org wrote:
If you beat the defender’s Strength check result, you push him back 5 feet. If you wish to move with the defender, you can push him back an additional 5 feet for each 5 points by which your check result is greater than the defender’s check result.

The SRD specifically notes that if you want to push someone further than 5 feet you have to move with them.

But the rules on Bull Rush in the Pathfinder PRD state:

Pathfinder PRD wrote:
If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.

The wording here seems to be saying that in Pathfinder you can push someone to the limit of your Bull Rush check without actually moving any extra distance yourself - you can move with them 'if you wish', but it doesn't affect the distance the enemy moves.

Is this intentional? Was Bull Rush changed so you can knock your foes backwards witout needing to move yourself, or is it just a case of vagueish wording?

Cheers for any clarification.

RPG Superstar 2014 Top 32 , Star Voter Season 7 aka Total Biscuit

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An elfin beauty with flowers in her hair gives you a coy, come-hither smile.

Nightflower CR 2
XP 600
CE Medium fey
Init +2; Senses low-light vision; Perception +8

----- Defense -----
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (4d6+4)
Fort +2, Ref +6, Will +5

----- Offense -----
Speed 30 ft.
Melee dagger +4 (1d4) or 2 claws +4 (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain (1d4 Con), cactus milk, spines
Spell-Like Abilities (CL 4th; concentration +5)
3/day- adoration, beguiling gift (DC 14), daze (DC 13)
1/day- blur, charm person (DC 14), unnatural lust (DC 14)

----- Statistics -----
Str 10, Dex 14, Con 12, Int 15, Wis 12, Cha 17
Base Atk +2; CMB +4; CMD 12
Feats Agile Maneuvers, Weapon Finesse
Skills Bluff +9, Concentration +5, Diplomacy +9, Disguise +8, Knowledge (local) +7, Knowledge (nature) +7, Perception +8, Perform (dance) +7, Sense Motive +8, Sleight of Hand +8, Stealth +8
Languages Aklo, Common, Sylvan
SQ petal form

----- Ecology -----
Environment temperate desert and urban
Organization solitary
Treasure standard

----- Special Abilities -----

Cactus Milk (Ex) A Nightflower can deliver a heady narcotic with a kiss or, once per day as a standard action, a fifteen-foot cone of exhaled vapours. Victims suffer the drug's effects on a failed DC 13 Fortitude save and must succeed on a second save at the same DC or become addicted (see Drugs and Addiction for further details). The save DCs are Constitution-based. Type ingested or inhaled; Addiction minor, Fortitude DC 13; Effect 1 hour; –2 penalty on saves against illusions and mind-affecting effects; Effect after 1 hour; 1d2 hours of fatigue; Damage 1 Con and 1d2 Wis damage.
Petal Form (Su) A Nightflower can transform into a cloud of cactus-flower petals as a standard action. This ability functions as gaseous form, but the Nightflower can remain transformed indefinitely, has a fly speed of 20 feet with perfect maneuverability, and cannot pass through cracks.
Spines (Ex) A Nightflower can sprout spines from her body (or retract them) as a swift action. Unsheathed spines inflict 1d4 points of piercing damage to creatures attacking with melee weapons, unarmed strikes, or natural weapons, and 2d4 points against grappling opponents. Creatures striking with reach weapons are unaffected. A Nightflower can also retract her claws (and the needle-teeth she uses to feed) to pass for normal, though she cannot make claw attacks or drain blood while they remain sheathed.

Nightflowers are insidious cacti spirits from the southern deserts of Katapesh. Drawn to hives of decadence and overindulgence, they make their hunting grounds among the drug parlours and drinking-houses of the nation's capital.

Nightflowers crave blood, and crave especially the taste of blood polluted with intoxicants. On the hunt, a Nightflower seduces a healthy-looking mark with her beauty and charm and, over a night of revelry, plies them into a helpless stupor with as many substances as she can coax them into sampling; her meal thus prepared, she drains them dry in a quiet alley or private chamber. Nightflowers love experimenting on their victims with different drugs and alcohols in much the same way a chef mixes spices.

Nightflowers enjoy the thrill of seduction and resort to magic only on particularly bull-headed individuals. They dislike combat and usually flee if discovered and outnumbered. Their presence in the city can take time to come to light, however; Nightflowers are discrete about the wounds they inflict, and few in Katapesh have the patience to spare for one more drug-ravaged corpse among the pesh-houses.

RPG Superstar 2014 Top 32 , Star Voter Season 7 aka Total Biscuit

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Fetish of the Frog Queen
Aura strong transmutation; CL 17th

Slot none; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater); Weight 4 lbs.

Description

Created from the bodies of certain frogs whose poisons induce potent hallucinations and delusions, these mummified husks are variously cited as the invention of either grippli druids or an unusually cunning boggard priest-king. Regardless, their powers are a boon to any caster favouring mental manipulation and alteration.

Three times per day, while casting a targeted mind-affecting spell that allows a Will save, a caster holding a fetish can draw upon its powers to lace the spell's energies with a magical poisonous essence. Instead of affecting the target's mind directly, the altered spell attacks through the victim's body as a psychotropic toxin, necessitating a Fortitude save in place of any Will saves the spell normally allows.

An altered spell is considered a poison effect, with the following provisos:

  • Time spent suppressed by effects such as delay poison still counts against the spell's duration.

  • Accelerate poison halves the spell's duration but does not affect saving throws.

  • An altered spell transferred to another target, such as by absorb toxicity, is still considered cast by the original caster for the purposes of adjudicating effects (whom a charmed victim regards as their friend, for example).

  • Effects that duplicate poisons, such as toxic gift, cannot duplicate altered spells.

An altered spell is still vulnerable to spell resistance, dispelling and other such effects as normal.

Three varieties of fetish exist: lesser, normal, and greater. A lesser fetish affects spells of up to third level; a normal fetish affects spells of up to sixth level; and a greater fetish affects spells of up to ninth level.

Construction

Requirements Craft Wondrous Item, poison; Cost 4,500 gp (lesser), 16,250 gp (normal), 36,500 gp (greater)