Red Dragon

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After reading through the posts so far, I'm loving the plans that are presented.

I'm personally leaning towards the Orb of Dragonkind (or a Dragonslaying artifact) option, since the PCs themselves could be sent out to reclaim the artifact. Thus, when they figure out the assassination plot, they will feel at least a little responsible. Hopefully.

Maybe have the Assassins use a ton of inhaled poisons as a backup, or even just to ensure the artifact has a chance to work, and it's a decent attempt. Potentially gives the artifact wielder a chance to escape should things most likely go south.

Since this is an Assassination attempt, and the villains would only be able to control the dragon temporarily with the Orb, it seems that coming up with a dragonslayer artifact is the best course of action.
Any cool ideas?


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Here is the situation:
A Gold dragon has overthrown an evil ruler of a kingdom, making herself the queen. The remaining family of the king, thrown into exile, have been plotting their revenge against the Dragon-queen for quite some time, can assume at least a hundred years.

The would be assassins have secretly regained a lot of influence behind the scenes, and have infiltrated a lot of high ranking positions in the kingdom. There will be an attempt made upon the queen as soon as all preparations are complete to place the bloodline of the former ruler back on the throne.

How does a group assassinate a dragon that they have no chance of slaying in direct combat?

The PCs in the game are going to have the chance to join either side of this attempt. They may gather clues and try to stop the assassins, gaining favor with the Golden Queen, or they may join the ranks of the bloodline's forces and attempt to assassinate the queen themselves.

The Players have not yet decided on their characters, so it's still early, but I'd like to be fully prepared to drop whatever hints I need. I'm leaning towards an Old or Ancient Gold Dragon and the PCs will be way too low level to challenge the dragon directly during the attempt.

I'm going to be open to player suggestions for the attempt, but I need a solid plan for the NPCs to take.

Thanks in advance for any ideas on how to deal with this.


Thanks for the ideas, they are definitely welcome. I would always love to hear more.

The party is just starting this story arc, so I have lots of time to prepare. I'm not really too worried about the party running off, and I have a contingency plan for if they decide repairing the construct is a bit too much work.

Love the ideas of Apprentices/Acolytes popping in or flying by and blasting from the skies. Especially if they act as a distraction for a team of saboteurs to climb on board and start messing with systems. Then the guys will need to climb into the bowels of their beast to deal with them quickly. Moving Gears in a mobile area makes for all kinds of fun skill checks. I could even illustrate the dangers by having one of the Saboteurs fail a reflex or acrobatics check and go tumbling into the parts.

The undead swarm is pretty damn cool, the kind of thing that a Necromancer's army would throw at such a threat.

The party will be around 11-13 by this point, which is probably too low to take on a Ravager (unless the party has access to powerful siege weapons), but I'll try to stat something up that's CR appropriate.

I'm also thinking that, to prevent the party from simply using their new toy to overcome any new challenge later on, I should have the construct take so much damage that it barely makes it to the tower. With the amount of firepower being directed at it, it would make sense.


Near the end of a story arc in a campaign I will be giving the party the option to assault a heavily defended Kingdom with by riding atop an enormous Construct. It will be a clockwork-style machine that the party will be given the option to customize a little.

The Customization options will most likely be things like Ballista, Catapults, Cannons, or even a defensive cabin. Mechanically, I'm thinking of assigning zones for them to customize. If you think of the machine as a quadruped, there will be four large zones, one above each leg, as well as one huge zone in the middle. Each Zone can hold one piece of equipment, the Huge one would obviously give the highest damage, but would be the only place for the cabin.

During the assault, the party will be targeted by long range spells (Lightning Bolt, Fireball, etc), potential lucky shots from archers, as well as some defensive fire from wall mounted Ballista. When they reach a certain distance from the main Keep/Necropolis, most likely after breaching the main walls, the most dangerous problem for them will appear in the form of a Dragon. It will most likely be Skeletal or a Ravager since the Kingdom is run by a Lich and his cult of followers.

My questions are such:
While this is designed to be a bit of a power fantasy style way of getting the party into the Lich's lair, how should I balance it so it's not super easy on the player's part?
Are there any other kinds of options I should give the party to Equip it?
Do you guys have any advice or ideas to improve upon this idea?
And lastly, would you as a player enjoy this sort of thing?


86. The Shield forms into a facade of a Dragon head attached to the arm of the Wielder and proceeds to use it's breath weapon in the direction the Wielder is currently facing. It then immediately reforms into the shape of the shield. Roll 1d10 to determine the type of Breath Weapon, using the damage from the Adult form.

1) Black (80-ft. line, DC 22, 12d6 acid)
2) Blue (100-ft. line, DC 23, 12d8 electricity)
3) Green (50-ft. cone, DC 22, 12d6 acid)
4) Red (50-ft. cone, DC 24, 12d10 fire)
5) White (40-ft. cone, DC 21, 12d4 cold)
6) Brass (80-ft. line, DC 22, 12d4 fire)
7) Bronze (100-ft. line, DC 23, 12d6 electricity)
8) Copper (80-ft. line, DC 22, 12d6 acid)
9) Gold (50-ft. cone, DC 25, 12d10 fire)
10) Silver (50-ft. cone, DC 23, 12d8 cold)


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Thanks. I managed to dig up all the pages, took a little while. I'd still like to continue with this, it's fun to see what everyone comes up with.

76. A Drum appears magically floating 5 feet above the wielder's head. It stays in the same location and begins playing a Bardic Masterpiece affecting everyone within 30 feet until it is destroyed or 1 minute passes. Roll 1d6 to determine the Masterpiece:

1) Triple Time
2) The Quickening Pulse
3) The Depths of the Mountain
4) Symphony of the Ascent
5) Rat Quadrille
6) Clamor of the Heavens


56. All creatures within 30 feet of the shield suddenly begin floating upwards in an effect similar to Levitate. They rise 10 feet per round for 1d6 rounds before the effect wears off and everything comes crashing back down to the ground. Creatures that have the ability to fly find that their movement is not limited, except that they still rise along with everyone else and only beings with a form of Magical Flight have the ability to descend while the effect is active.


42. Shield Spikes suddenly grow outward from the shield, they deal 1d6 piercing on a bash.

43. Shield Spikes suddenly grow inward from the shield, dealing 1d6 piercing damage to the Wielder.

44. A Wall of Fire (CL10) engulfs the area in a ring around the Wielder, potentially trapping both combatants.


26. Black Tentacles centered on the Wielder.

27. Stinking Cloud centered on the Wielder.

28. Fireball centered on the Wielder.

29. Rage cast on the Striker.

30. Rage cast on the Wielder.

31. Materializes a Gelatinous Cube on the Striker (and the Wielder as well, if they are close enough.)

32. Barkskin cast on the Striker.

33. Barkskin cast on the Wielder.

34. Stone Call centered on the Striker.


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Inspired by the Goblins Webcomic, I would like to add the Shield of Wonder into a campaign sometime. It would be a fun little addition that could make any battle complete chaos. I will start off with a few suggestions and will welcome anyone to throw out ideas. Most effects will occur during battles, since effects trigger upon the shield being struck, but I can't help but assume parties would strike the shield randomly for fun.

1. The Wielder permanently changes into the opposite gender.

2. The Striker permanently changes into the opposite gender.

3. Upon being struck, the shield changes into a Mimic and attacks the Striker. It is no ally of the Wielder and will attack them should the Striker flee or die. When it is in Mimic form, its magic is suspended and should the mimic be defeated it will transform back into the Shield.

4. Upon being struck, all dead bodies within 30ft are raised as Skeletons.

5. Upon being struck, a Fire Elemental of equal CR to the Striker appears and attacks any creature nearby.


I'm currently making a campaign for my table and will be using a Stargate style artifact to get the party from one objective/reality to another. Turns out that I'm terrible at descriptive writing and cannot do justice to the effects of going through a wormhole. Would anyone be willing to help me out with a brief description to read to my players the first time they head through the gate?

Oh, I feel that I should state the party will be making a Fort save due to the disorientation.


375: The planter grows an epic beard, regardless of gender or race. This beard regrows every time the planter sleeps, recovering itself to it's full glory. A Remove Curse or similar effect is required to remove it.


Would you be willing to share your list? It would be fun to add into my own games and a compiled list/table would be awesome.


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369: Once planted the bean immediately explodes out of the ground, transforms into a strange looking mask, and wraps itself around the head of the person who planted it. This mask can only be removed by a Remove Curse spell or a similar effect. Once removed, the bean mask is destroyed.

Characters wearing a bean mask will have their natural ability to see or smell blocked and will lose any Sight or Scent abilities. They will gain Blindsight (30 ft) instead. The mask will also provide enough food, water, and air for the wearer to survive.


One thing my table tends to do if we are running a campaign where we have little access to a proper settlement or the like, is to use a Rod of Summon Merchant.

Can be really handy, but it can cause the standard Magic-mart issue where the PCs can trade for literally anything they would like. My suggestion, should you choose to use this option, is to have the merchant have a small selection of goods that changes out periodically. Have the merchant get annoyed if they constantly call him up to sell loads of non-magical garbage that he would have difficulty selling.

If you want to keep specific items from falling into the wrong hands, have the merchant offer a Storage Service. The PCs pay a reoccurring fee for access to an extra-dimensional space, charges go up with the size of space.

Don't want to de-rail your conversation, just throwing out an alternative.


Dot for later reading and/or reference.


I am in the same mind as everyone else it seems. The Flames are not real flames, but merely flavor. The words "ignites with a strange grey flame" could easily be "crackles with silver lightning", "bubbles forth an ashen caustic haze", or even "spreads confetti like you're in a parade."

Mechanically the sword is the same in all examples. All have the same effect duration and damage. None are affected by the elemental's ability.


Create Pit wrote:
You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material.

As long as the door is big enough to cast the spell underneath it, it should still function. It could not be used to go under a wall in the same manner as the wall would be blocking the surface area.


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356: Once planted, the bean grows into a tree that bears a single fist shaped fruit that tastes horrible. This fruit permanently grants whomever consumes the entire fruit the feat Improved Unarmed Strike. Should the consumer already have that feat, they instead get a Style feat randomly determined by the GM.

Clicky


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340: A fist sized crystal appears. Whenever a living creature touches this crystal, it will play music rather loudly. The song it plays is always different from creature to creature, but is always somehow appropriate.

example: if picked up by a dwarven miner, something like this may be heard.


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288: An unremarkable brown satchel appears filled with light, soft, brightly colored balls. These balls are so light that they can only be thrown 15 feet before they start taking range penalties, and cannot deal any damage of any kind no matter how hard you throw them.

However should you yell the name of select spells in common loudly while throwing the ball, the spell effect will occur (at caster level 10) wherever the ball may hit. When used in this manner, the ball is destroyed. Use Spellcraft to identify the spell each ball contains.

Roll 1d4 per color to determine the number of balls in the satchel.
Red: Fireball
Yellow: Lightning Blot
Green: Acid Arrow


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287: A Glabrezu Demon appears, already disguised using it's veil ability to appear as something the bean planter would find attractive. It then coaxes the planter to make a wish, so it may grant it in the most destructive way possible. Should the wish be unable to be corrupted, the demon grants the wish but curses the planter using it's Treacherous Witchcraft abilities.

If the planter refuses to make a wish, the demon reverts to it's normal form, yells at the planter that "they have made a powerful enemy and will rue the day they spurned him", then disappears in a large explosion of fire and brimstone all theatrical-like. Use this opportunity to throw demons or the corrupted at the party randomly throughout their campaign.


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228. A small plant grows, bearing a single golden berry. If eaten, nothing appears to happen. However, when the person who ate the berry dies they are immediately reincarnated as per the spell Reincarnate.

229. A small plant grows, bearing a single black berry. If eaten, nothing appears to happen. However, when the person who ate the berry dies they are immediately resurrected as a Skeletal Champion with no change in personality or alignment.

230. A tree grows bearing a single strange book-shaped fruit. Eating the fruit gives the consumer one random Knowledge skill as a class skill, a single rank in the same skill, and Skill Focus as a bonus feat for the same skill.


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195. The instant the bean is planted, the planter is struck with a ridiculously large thorn dealing 2d8+10 piercing damage. This thorn can then be collected and functions as a Darkwood Longspear.

196. Once planted, the bean grows into a living bean-stalk version of a log cabin. This functions as a permanent Secure Shelter.

197. When the planter attempts to plant this bean, it forces itself into them instead of the ground (DC 20 fortitude save). Success means the bean withers and dies. A failed save causes the bean to form a symbiotic nature with the planter turned host, causing strange plant-like growths to occur (bark-like skin, mossy hair, etc.)
With GM approval, the planter may gain a template similar to Plant-Imbued or Plantblood.


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175: The bean grows into a beanstalk with a large treasure chest growing out of the top. The chest is actually a Giant Mimic.


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172: The bean grows into a tall beanstalk dragging a coffin out of the ground with it when it grows. The coffin opens to reveal a skeleton dressed in formal attire and a bowler cap who dusts himself off, steps out, greets the party with a tip of his hat and a pleasant "Nice day for a walk, isn't it?"
He then proceeds to whistle a happy tune, twirl a walking stick, and walk off in the direction of the nearest civilized area. (If the bean is planted in town, he walks around tipping his hat politely to all passersby)


This is an idea that I've been toying around with, and would like a little feedback on whether or not other people would enjoy the concept. My turn to run our game is coming up decently quick and I would personally like to run a "Maze of Many" style dungeon similar to that from the Goblins webcomic. Here is where that story arc begins. They obviously do a better job explaining it than I will.

For those who want a quick description click the spoiler tag below, there is story arc spoilers within.

Here be Dungeon Spoilers:
This story arc takes place in a special dungeon that exists in it's own frame of time and space, in a point that touches multiple realities. The entire point of the dungeon is that it is a race to reach the treasure room first, all the while fighting off alternate versions of your own party. When someone dies, they are merely brought back to life when the dungeon resets, as soon as one party reaches the treasure. All previous knowledge is lost, as though it's your first run through. The only exit is to complete the maze. The dungeon resets your party as many times as needed to complete it's trials, with the a counter in the spawn room telling you how many attempts you've taken. When you get the treasure, you exit out of the dungeon shortly after you entered, almost as if you never spent potential eons fighting for a McGuffin. Although, I might do something similar to the comic, and have one of the realities messing with the dungeon itself in an attempt to erase it from existence, making this the last possible attempt (the PC's will have to figure that out).

Some of the alternate realities are simple, like everyone is larger or are zombies or something, while others require knowledge of the backstory of your characters, like a what happens if a dead party member didn't die or something. Party Members might all have a level of paladin, because in that reality paladins are not restricted to LG. They might all be wearing odd colors, because in that reality certain colors give buffs. They might all be wearing armor made of cats, because cats are crazy plentiful in their reality and are the only real source of meat or leather.

I understand it's could be a crazy amount of work to deal with, but I'm willing to attempt it if others think it could be fun. What I'm looking for here is feedback on whether you would personally like to try such a dungeon, other forms of character alterations, and any potential traps you might throw in, as some of the ones in the comic might be a little difficult to pull off without killing the entire party.

I should mention, I'm thinking of putting such a dungeon semi-early in the campaign, around 5th or 6th level. Thanks in advance for any input.


Minor Show spoiler:
Actually, Chopper was a regular old reindeer who ate the Human-Human Fruit, a Zoan type. His transformations are all abilities gained by the fruit itself, that he discovered after creating the Rumble Ball to amplify his current abilities (by accident). In later story arcs he has trained so he no longer requires the Rumble Ball to use those forms.

The fact that he has similar talents to an Alchemist is that he was trained that way by a doctor. Basically, he took class levels after he ate a fruit that boosted his intelligence, he did not gain the ability to create a mutigen-like medicine just by eating the Devil Fruit.

Onifrius, glad to see interest in the thread, as I'm still semi-working on the concept here and there. I've got a lot of time before my next turn in the GM seat. The reason why I'd rather make the Logia fruits increase incrementally is that when the players find a fruit, they will roll on a table to determine what type it is. If a player gets a Logia early on (say before 6th level) and is able to throw around end game abilities at full power, it really unbalances the game. I just feel it would make the other players annoyed that one of them can turn into a Turtle-man or something, while another is basically a god of electricity.


I will admit, I was tossing about the idea of having the previous baddie leader (maybe his top guys too) be shrunk as well. You know, one guy found a magic item and used it to take control of the camp. That way, I could have the micro-NPC give ideas to the players should they become stuck, or have a really cool battle with tiny dudes, maybe have the leader be a cavalier who rides a spider or such.

Having the PC's attempt to take down a now Godzilla-sized baddie would be interesting, but I'd hope there would be enough common sense to realize your arrows hurt about as much as a sliver.


I'm personally leaning more towards it being mainly flavor.

Modding the characters stats would be a nightmare, it would be way simpler to play as though everyone was still their normal size.

It's easier to adjust the enemy stats before hand to match the size of players.


Ok, so I have an idea that I'd like to throw in a campaign, early levels before any major magic comes online.

The party is sent on a quest to clear a bandit camp or goblin tribe, pretty much standard adventuring fare. Anyways, when they get to the main area or cause enough of a ruckus, they happen across the enemy leader carrying some sort of orb/crystal. He boasts loudly and hits the PC's with a "disintegration blast". Bright lights and a nauseating feeling flush over the characters.

The Players find themselves exactly where they were, but are now as small as an ant. They must now find a way to use the device (or smash it) to return to their proper size, while fighting 'giant' insects or spiders, avoiding feet, and dealing with something as simple as stairs becoming a hazardous climb.

Now, I'd prefer to avoid giving the PC's a super powerful "we win every combat" item should they capture it, so I'm open to ideas on that.

Would you, as a player, enjoy such an encounter?

To make things simpler, would it work better to stat the insects and such out as if they were medium sized? I mean, avoid changing the players stats, and play it more like a standard dungeon?

Aside from standard 'giant' insects and the like, what other hazards should I throw in?

I suppose I should state that the bandits/goblins truly believe the item destroys the PC's and they have no idea the mini-players are clambering about their camp.

Any input on how to make this truly enjoyable would be great, thanks in advance.


I am personally leaning towards a Ranger with either the Guide or the Beastmaster archetype. I love the idea of him having a crocodile plod alongside him on our adventure, even though it would most likely just wind up getting destroyed by bigger game deeper in the jungles.

I also am a fan of the Skirmisher Archetype, at least in this case. It can be applied alongside either of the others easily enough.


Here's the thing, I'm looking to build a cohort for my Gunslinger in Serpent's Skull. I decided to build a Musket Master, head into the wilderness as a big game hunter, and act very much like Sir Hammerlock of Borderlands fame.

Part of my backstory, and reasoning for why I equipped my character the way I did (or more appropriately, didn't), was that as a wealthy noble I must have hired somebody to go ahead and procure all the gear we would need for our hunting expedition. As a well respected guide, they would also be in charge of mapping out our route through the wilderness. The only person I could think of basing such a guide around was the Crocodile Hunter himself, Steve Irwin.

I'm kinda leaning towards a Ranger type class, as he'd need Survival, Perception, Handle Animal, and Knowledge Nature at the least. I'm really hoping anyone can come up with something more suiting that a standard Ranger. Though, I have no idea what combat style he'd need to take, unless he's just gonna grapple everything.

Thanks in advance for any advice.


But he is attempting to use Dispel Magic to counterspell. He doesn't need to know exactly what spell is being cast, he just needs to figure out that a spell is being cast.

The SRD wrote:

Dispel Magic as a Counterspell

You can usually use dispel magic to counterspell another spell being cast without needing to identify the spell being cast. Dispel magic doesn't always work as a counterspell (see the spell description).

From the Dispel Magic description:

The SRD wrote:
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.


In our current campaign, our sorcerer got hit with Blindness and is wondering if he can now cast Dispel Magic to counterspell anything with verbal components. He is in combat with two other magic users, a Male Wizard and a Female Sorceress. He could possibly choose his target based off of their voices, but I can't find anything about this sort of deal in the rules. Opinions?


My group is gearing up for a Way of the Wicked campaign, and once the group heard that they could be evil and possibly get minions, one of my players jumped up and down like kid at recess declaring that he calls dibs on being The Shredder.

After talking for a bit, it seems he plans on building a pretty much generic TWF Ninja, and plans on creating the Foot Clan. He already stated that he is going to take the Leadership feat for that purpose. He would also like to take Bebop and Rocksteady, although the feat allows for a single cohort.

I'm thinking that Bebop or Rocksteady would be pretty simple. My thoughts are along the lines of levels of Fighter due mainly to the fact that they are basic physical brutes, giving them Power Attack and Intimidating Prowess, as the only real skill they seem to posses in the series is being generally scary. Other feats I'm thinking they should take are Improved Unarmed, Throw Anything, and possibly Improvised Weapon Mastery. The only reason why these are suggested are that all the two do in the series is break stuff and either use it as a weapon or throw it around.

For their mutation, I'm personally thinking about making them start as Human (for the bonus feat) and then adding something like the Lycanthrope template, with them being stuck in the Hybrid form permanently.

Does that look decent, or should I think about different classes/feats?
Should I try to talk him into a different minion? (Slash, Leatherhead, or Baxter Stockman as a fly for example)


Wade Willhelm v2 wrote:

That's pretty cool.

Do you have a question for us to answer?

I guess it's not really a question, it's more I'm looking for feedback and ideas. I know there are a few people here who love creating characters or concepts, and was hoping that there may be one or two who would be interested in putting their characters in a similar format as examples for what the group could do.

The plan is that once I get all my player's dossiers, I'd print them out and make folders for each one, so the group would have a physical copy to read (or destroy, depending on the character). I would personally love to have a few extra dossiers in there, of criminals who have also passed through the prison walls.


I'm going to be starting a Way of the Wicked campaign and will be assigning each of my players a little homework before we start. Each player is going to write up a Criminal Record/Police Report/Dossier for their character, so that I can place them in the prison for the group to find (should they explore a little).

The idea is simple, if each of the players write a dossier about their character from the viewpoint of the law, the other players can get to know more about their backstory and what everyone has done to warrant their place on death row. It won't have to be everything about the character, mainly just what diabolical deeds have landed them there, their general stats (age, gender, race, physical characteristics, etc), as well as the general where and how they were captured.

I will be making one for the other inmates, unless someone writes a better one and feels generous enough to post them. I would love to see what others think of the idea, as well as what you might write for your characters (might show a few to the group to get some ideas flowing).

The big reason why I'm doing this is that I started playing in a WotW game a long time ago, and of the six party members, there were only two of us willing to talk and share. The other four went for the dark, mysterious, brooding type character. At least this way, the characters can learn the basics about each other.


The idea of setting up a devil fruit to use alignment to determine it's effects is interesting, but not really in line with my personal concept. I like the idea of the fruit having an ability, and the character using that ability within their alignment. By giving players the choice to use lethal actions or not, it allows actual character options as well as the potential for some interesting consequences.

Anyways, I know I stated earlier that I would more than likely use DR to determine the defensive abilities of the Logia type Fruits, but recently had a different idea that fits a little more thematically.
What if a Logia Fruit user could activate an ability as an immediate action upon being attacked that would allow them to turn incorporeal for a bit? The length of time the user would be in that state would be difficult to set up. Maybe they are like that just for the attack directed at them, or even the remainder of the round until they act again.

As I type this, I thought what if they could instead use their AoO to turn incorporeal against an attack. Like, the User can decide to burn their AoO to change their body to the element of their fruit (fire, for example) on a 1-1 ratio per attack. A Logia User with combat reflexes could effectively dodge as many attacks as they had Dex, or they could choose to take their AoO's normally.

I will state again that the Logia fruits will be exceedingly rare. I'm planning on a list of like 100 fruits, and I'm thinking there will be less than 10 Logias up for grabs. My players will never get the choice of a fruit unless they actively search the black markets, even then they will be chosen randomly, they will always roll on a table to determine the effects of the ones they find. Chances are that most Logias will eventually wind up with rivals or major enemies.


For the Poison Fruit, I'm thinking about going the route of allowing the user to switch poison damage type every morning upon resting. This allows for some change in tactics, like attempting to subdue a target alive should the need arise.

For the damage dice, I had the idea to increase it based on HD. Starting at a d2 and maybe turning into a d6 by endgame. For the duration, it will do something similar, starting at two rounds or so and eventually reaching six at later HD. Basically, the poison gets more potent the more powerful the user.

Another thing I was thinking of was allowing the user to forgo the damage of the poison (or maybe cut it in half at later levels) in order to have a different effect like paralysis or sleep.


I have a few other ideas about the Ditto fruit, such as how to make it work against a target who has also eaten a Devil Fruit, but I'm just going to make notes of them and move on for now.

One other power I like the idea of is a Poison Fruit. Eating it gives the user the ability to poison a target with natural attacks, the user is immune to their own poison. Once the users hit dice reach a certain amount they can coat a weapon using their poison, as a standard action that provokes. I was also thinking of giving them the Poisonous Blood defensive ability at a later hit die, as well as a slight bonus to save against other poisons that increases based on HD.

The issue I seem to be having is how should I set up the poison itself?
Should the poison deal Strength or Constitution damage? What should the damage dice be and how long is the duration? Should the user be able to change the type of poison every morning, switching the type of poison they want to make, target Con for deadliness or Str for more of a paralytic effect? Should the user be able to add a second effect, like daze or sleep if they willingly lower the DC accordingly?

Setting up the initial DC seems simple enough, just by following the Monster Rules. I wouldn't be using the racial hit dice, only because chances are the player is a race whose hit dice are determined by class.
DC= 10 + 1/2 HD + CON modifier.


Actually, I have to disagree that a fighter with Fireballs would not be unbalancing. Any class has the capability to use Fireballs via items like a Necklace of Fireballs or a Wand of Fireball. They might need ranks in UMD, but it's possible.

By limiting a Ditto fruit to a specific number of uses per borrowed ability, it balances out fairly.
If a Monster has a Aura, and it cannot be turned off, then the Fruit User can only use it for so long before they lose that particular ability.
Have the ability reset whenever the User sleeps for 8 hours so they cannot hold onto Dragon's Breath or Medusa's Gaze permanently.
Make the User need to touch the target before they can steal a power, and they must already have seen that specific enemy use it once.
Make the ability use the Users base stats, not the targets, thus potentially weakening the borrowed ability.

There are many ways that one can balance this ability while still having it be very fun to use.


I like the idea of a Ditto Fruit, to be able to mimic anything you see an enemy do. Could easily turn some fights around, or in general keep things interesting.

The thing is, I'm not looking to use the fruits to replace classes, feats, or spells, but to augment them. I'm not looking to change class abilities to make somebody a devil fruit user, but to have any class be able to gain abilities from a fruit they ate.

A wizard eats a Zoan type fruit and becomes a physical beast? Awesome.
A Fighter eats an elemental based fruit and can now throw fire? Wicked.


Good ideas. One of the reasons why I'm thinking of the no resurrection idea was that I personally wanted a single drawback to all fruits, partially to lessen the workload of creating a ton of different powers, and partially so the players could weigh the pros and cons in character.

If the characters understand that there will be no way whatsoever for them to come back from the dead (short of perhaps a Miracle or Wish), they might hesitate before scarfing down a magical power source. If it comes with a random downfall, they players might just risk the severity of the penalty, and have it somehow ruin their entire character concept. Think of the Perception skill of 0 in a forest idea, and the fruit is eaten by an Elven Ranger who specializes in tracking down prey in a forest... Kinda really hurts...

I have thought about adding skill boosts or feats, but they can be slightly more difficult to create thematically. Are you thinking along the lines of suddenly learning a Martial Art Style? Gaining a lot of Knowledge? Or instantly becoming a world class acrobat/escape artist?


Ok, I thought of something else I might do with this.

The original fruits robbed the users of their ability to swim, a well known fact amongst those with any contact with the fruits. Deadly to those out at sea, but harmless to anyone on land.

I've been thinking about a more appropriate pathfinder alternative, and might have come up with one, it also solves another fundamental problem I would have come across. What about replacing the drowning weakness with something along the lines that Devil Fruit users in pathfinder are unable to be revived?

It makes it a very costly choice when eating a fruit, and makes it easier to deal with when someone dies and their power returns to another fruit. Thoughts?


I have pretty much figured out how I would make the Zoan types now, at least for my game. Basically they would be lycanthropes without DR (both because it doesn't fit my concept and we don't want to constantly be looking for silver weapons), no curse or chance to pass the ability on, and there would be no +2 Wisdom, -2 Charisma bonus/penalty. Using Lycanthropy does mean that some fruits might give a large boost to physical stats, but other than a natural attack, that's pretty much what that type of fruits are supposed to do.

Since looking into this concept, I have realized that the majority of the Devil Fruits in play will probably end up being Zoan types, as they are easier to create and unbalance the game less than the other types.

I am tempted to add in an item for the Zoan users, as used in the show by Tony Tony Chopper, a wonderful and dangerous medicine known as the Rumble Ball. It would give Zoan type users several effects, with only one of which being active at a time. One effect would be that as a swift action when in the animal or hybrid form, to increase the damage dice of one natural weapon gained by the fruit up one step. The user could also use a swift to give their natural armour a +2 bonus. One more effect would be variable by the fruit, but could be a bonus to racial skills like climb or acrobatics as well as a potential boost to a climb or burrow speed by 10 feet. The Rumble ball lasts for three minutes.

Using such a powerful medicine comes at a price. Using just one doesn't seem to have any real drawbacks, aside from maybe a small chance to become fatigued for a few minutes (possibly a low DC Fortitude save). However, using two within 6 hours of each other causes the transformations of the user to behave erratically, with the user rolling a dice (similar to confusion) to find out what form their body will take that round. The user also must make a higher DC save or become exhausted until they rest for 8 hours. If the user consumes 3 balls within 6 hours they transform into a monstrous version of their hybrid form.

This form would be one size larger than their normal hybrid form (medium to large or large to huge) with all the other bonuses from the rumble ball active. However the user would also be in a berserk state, unable to speak and attacking any living (or most likely moving) target nearby, friend or foe. The beast might continue attacking a downed target for several rounds if no other targets are nearby, before moving off in search of something else to destroy. This form is very painful, and quite harmful to the body. Every round the berserk monstrosity takes more than a single standard or a move action, it must make a DC 15 fort save or lose a point of Con. After the three minutes are up, the user reverts back to their original form, and is unconscious for 2d6 minutes. The user is also exhausted and unable to use their Devil Fruit powers until they have rested for 8 hours.

Again, this is just an idea that I have been playing around with. I would also not have such a medicine readily available to the public, for obvious reasons. However, a Zoan type user with Craft (Alchemy) might just be able to make them. Also, think of the party's surprise when an enemy crams three in his mouth at the same time (full-round action that provokes, transforms over the next round) and goes on a rampage.


As Alleran pointed out, Devil Fruits require ingenuity. Part of the fun of adding such concepts into a game is to see what the players come up with that you yourself could not.

For example, lets say a player gets a Spike-Spike fruit. It allows them to make spikes grow out of their body and lets them change their arms into basically spears or lances should they choose. The user might want to grow spikes all over their body to act like thorns, so any natural attack or grapple attempt would hurt their opponent. Another thing they might do is change their fingers and feet to spikes so they could easily scale a building by piercing the wall with their new pointy digits.

Using your imagination to come up with creative uses for your abilities to solve a problem is a major point of the game. I have watched members of my party use Enlarge Person as a debuff so that they could escape from a sticky situation. (They enlarged the person who was chasing them, so he was unable to squeeze through the opening they used.) Hiding from zombies by using Alter Self or the like to appear undead and then shamble through the room.

Obviously every ability has its limits and it is up to the GM to enforce them. Would I give the player who uses their spiky fingers a climb speed? No, probably not, but I would definitely give them a bonus to the climb check. Would I allow the player to make a cloak of spikes to defend themselves? Probably, using either damage dice equal to a dagger of your size or maybe a static 1 point per 2 hit dice damage. Nothing crazy powerful, but still gets the point across.


Personally, I was always thinking of using them like Magical Treasure or story rewards/plot elements. As I've stated before, I see them as really rare and unable to be easily obtained.

There has been an idea for a Devil Fruit bouncing around in my head for a while. I've been trying to flush it out for a bit, but here is the basic idea. The idea started from Brook's fruit, but kinda took a bit of a turn.

The Revive Fruits are rather simple, they have two abilities. The first grants the spell Animate Dead as a spell like ability, using your hit dice as caster level. It must be mentioned that if you choose to release an undead creature using this ability, it is immediately destroyed, as your power was the only thing animating it. The second power of the fruit is that should the user die, the fruit may raise them (once) in the form of the power of the fruit. To clarify, I was thinking of making two fruits, one that creates Skeletons and would allow the user to rise as a Skeletal Champion the first time they die. The other would animate Zombies and allow the user to rise as a Zombie Lord after their first death.

I would also state that rising once you die would not automatically change your alignment to evil, but let's face it, using the corpses of your fallen foes as pawns is kind of a slippery slope. Anyone who gets these fruit might have some moral issues simply using their power.


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I like the idea of the user gaining powers as they level, where the fruits would be more like a Bloodline than a single power. That way Logia type users would have to 'learn' how to avoid getting hit by weapons, or allow for a new attack to be available after the user has had several levels to practice with their powers.

For the Logia types, or any that would grant an immunity to weapon damage, I would personally just use DR instead. Certain powers might grant a miss chance when used, like the Smoke-Smoke fruit for example, while others might allow for elemental resistances or immunities.

For weaknesses, the elements should more than likely gain weakness to their opposition elements, like Ice should take more damage from a source of fire with a possible small penalty to saves against fire effects.

Lastly, I would personally never give someone access to a crate of devil fruits, it would rob them of their rarity and potential for being a story element. It is supposed to be difficult to find such a treasure, with many a man searching for one their whole lives and never catching a glimpse of one. That's basically how they were described in the series, until the Grand Line where everyone and their grandmother had a devil fruit power.


Personally, I was thinking about adding them in as loot, possibly with one tied into the story early on to explain what they are and why they are so powerful. Maybe have one get stolen from a merchant en route to deliver it as a gift to the royal family, or something. The party can (if they recover it) decide to either eat it themselves, give it back to the merchant, or keep it for future use (give to a cohort, sell on the black market, or so on)

I like the concept of determining exactly what the fruit is by rolling on a table, excluding any previously obtained or used fruits. It would add a bit of variety and risk to eating such a cursed fruit. The idea of customizing each weakness is nice, as certain class builds already avoid water like it's diseased, for fear of sinking in full plate.

Since I would only be using one of each fruit in the world, it would be extremely difficult, if not impossible, to identify each one based off of appearance alone. People would need to reference a guide book of sorts, or pass a rather high DC knowledge check, with it climbing higher based on the rarity of the type of fruit.

I'm personally thinking of creating a large number of fruits, for as large of a variety of possibilities as i can get. I rather like the idea of the Zoan type fruits, and by allowing the changing of weaknesses would let me make a 'Shark-Shark Fruit' that could give the user a swim speed, the ability to breathe in water and a powerful bite attack.

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