Wormcaller

The Wormlord's page

35 posts. Alias of Goth Guru.



1 to 50 of 140 << first < prev | 1 | 2 | 3 | next > last >>

Continents and Oceans.
Also known as areas you can see from space. Earth has seven seas and seven continents. So probably does Golarion. Unless the planet in question is Dune or Hoth, each area is different, with their own interlocking climate, usually.

1: Dessert, usually surrounded by high mountains stopping ‘normal’ rainclouds.

2: Salt sea, water flows in but never flows out. Usually mountains or other highlands on one side.

3: Deep, blue, sea. May be some islands. Possibly underwater volcanos, some reaching the surface.

4: Much Grander canyon. Divides most of the continent. So deep it gives access to dungeons and the underdark. At the bottom could be a river of water, river of lava, portal to lower planes, or all of the above.

5: Lost continent. Edged by high mountains if next to land, and storms if bodies of water. Has dinosaurs and other ancient, supposedly extinct species. Also other Kaiju like giant apes. May have neanderthals, human natives, or walled cities full of lizard people.


Some containers from limbo give truly random results when something is pulled out. They are not necessarily something that was ever put in the bag. The only rules are general game balance and possibly being funny. If they should be too big for the bag, they come out shrunken then rapidly expand to full size. Usable 3 times a day. Things put in the bag will seem to disappear. When a 20 is rolled, the current owner can select from the table or anything previously put in the bag.

1(or less): Fumble: The result will be from the disastrous Kender fumble tables. A link will be provided later.
2: Glave: Normal. Non magical.
3: Silver hammer. It's a hand/throwing hammer. Being made of chaotic silver it will bypass a lycanthrope's damage reduction.
4: Trank pistol. There are 3 darts left. Treat as sleep poison but not light sensitive.
5: Banana Peels. Enough to make one ten foot square surface slippery.
6: Seltzer Water: It's carbonated water, so it can put out fires or clean off dirt. 5 shots each of which can do 2D4 to fire creatures or slow an ooze for 2D4 rounds.


3 people marked this as a favorite.

I won't be posting on twitter today because it's owner has threatened to charge everyone a fee to use it. If you use twitter as your main source of online social interaction, please consider taking today off. Please also tell me how to use Discord.


1 person marked this as a favorite.

First off, they reform in limbo no matter how they are destroyed.
Certain mutations, such as rubber body, lend themselves to cartoon characters.
They are made of chaos, so it can act as ink, light, or any material.
Individual cartoons can be anthropomorphic animals or objects.
Like the guy said in cool world, they exist in their world, before people started drawing cartoons.


2 people marked this as a favorite.

By numbering the feats, you can roll randomly and build a PC or NPC around it. By including Homebrewed feats, we should surpass 100 quickly. There’s a number, name, brief description, benefit, and Normal. Normal is what happens if you try to do that without the feat. Further notes are such things such as GM choices or other debated things. Further notes might be blank or it might be omitted entirely. Interaction between deeper darkness and glitter dust is still being debated. All feats are welcome. If a feat for something you do not allow comes up(such as occult or mythic) reroll or choose one from the overflow(more than 100 if using percentile dice).

00:Name:
Description:
Benefit:
Normal:
Further Notes:

01:Continuing Threat:
Description: They attack a foe, surprise or otherwise, then hide. As long as the foe cannot spot them, they threaten for the flank. When they come out of hiding to attack, this thing resets to the new foe. Anything immune to this feat or class feature is allowing the threat an attack of opportunity at +4.
Benefit: As long as the foe cannot spot them, they threaten for the flank. When they come out of hiding to attack, this thing resets to the new foe. Anything immune to this feat or class feature is allowing the threat an attack of opportunity at +4.

Normal: If they stop attacking to flank, they no longer flank.
Further Notes: Can be taken as a Rouge or Swashbuckler class feat.

00:Name:School Swap
Description: At the cost of a spell level you change the school of an arcane spell.
Benefit: If Glitter Dust is changed to an illusion, you can see it despite Deeper Darkness.
Normal: Since Glitter Dust emits low level light, darkness spells block it.
Further Notes: The GM has final say as to the interpretation of spells. A rod of School Swap will allow using this feat 3 times a day at no level cost.

00:Name: Wand Duelist
Description: They get the most out of using magic items to cast combat spells.
Benefit: If the wand or whatever is masterwork but non magical, ray spells are +1 to hit and area effects are +1 DC. If the item contains magic spells, the to hit and DCs of saves are 1+the spell level. An empty wand doesn’t even count as masterwork.
Normal: You might as well cast spells barehanded.
Further Notes: It doesn’t matter if the actual spell stored in the item or a spell out of the mind are used. A ring of shooting stars can be aimed. Whether magic swords can be used to aim spells is up to the GM.


There's a number, name, Description, speed(zero for a base), and price(in credits and GPV). You can discuss others estimates of price, as a used vehicle will be a fraction of the value based on it's functionality. Bases should be movable such as by towing.


1 person marked this as a favorite.

Power Ups

Most bricks, stone blocks, and monsters in virtual space will release a power up when destroyed. Bricks and stone blocks can be smashed with punches, kicks, or head butts. Power ups will fly to your avatar, and put in your storage or directly applied to accumulators like hit points, stamina, virtual credits, spell points, and number of lives.

1:Enlarge-One character and all their gear. 10 minutes. Applied immediately and further enlarges extend the duration.
2:Flameblade-Equipped to empty hand or put into inventory. Longsword does 1D6 extra fire damage.
3:Laser Pistol-Still has 6 shots. 1D6 damage per shot.
4:Power clip for laser pistol-10 shots.
5:Shield-Functions as a shield spell for 10 minutes.
6:Haste-10 minutes
7:Medpack-Heals all damage and fatigue.
8:Blue potion-Restores 5 spell levels.
9:Red Potion-Gives you wings for 10 minutes.
10:Yellow Potion-Power Ups

Most bricks, stone blocks, and monsters in virtual space will release a power up when destroyed. Bricks and stone blocks can be smashed with punches, kicks, or head butts. Power ups will fly to your avatar, and put in your storage or directly applied to accumulators like hit points, stamina, virtual credits, spell points, and number of lives.

1:Enlarge-One character and all their gear. 10 minutes. Applied immediately and further enlarges extend the duration.
2:Flameblade-Equipped to empty hand or put into inventory. Longsword does 1D6 extra fire damage.
3:Laser Pistol-Still has 6 shots. 1D6 damage per shot.
4:Power clip for laser pistol-10 shots.
5:Shield-Functions as a shield spell for 10 minutes.
6:Haste-10 minutes
7:Medpack-Heals all damage and fatigue.
8:Blue potion-Restores 5 spell levels.
9:Red Potion-Gives you wings for 10 minutes.
10:Yellow Potion-Avatar glows like the sun for 10 minutes.
11:Jar of Phoenix Down-Gives an extra life.
12:Seashell Bomb-Spiral shell packed with explosive that does 3D6 to everything in a 10 foot radius. Thrown as a grenade or left as a landmine.
glows like the sun for 10 minutes.
11:Jar of Phoenix Down-Gives an extra life.
12:Seashell Bomb-Spiral shell packed with explosive that does 3D6 to everything in a 10 foot radius. Thrown as a grenade or left as a landmine.


Ice Cream Flavors

1: Chocolate
2: Vanilla
3: Strawberry
4: Peaches and Cream
5: Tootie Fruitty
6: Rocky Road
7: Neopolitan(Chocolate, vanilla, and strawberry)
8: Butterscotch Ripple


Things Found Under a Rock

It's a small to fine rock, so don't say there's an ancient red dragon under it.

1: 1D6 pillbugs
2: Centipede
3: Millipede
4: Tiny Salamander(Wet, not flaming)
5: Decaying leaves
6: Lots of tiny ants
7: Sand
8: Tiny Stones
9: Burned out ioun stone
10: Mushroom
11: Slime mold
12: 4 beetles(can't sing)
13: 1-4 crickets(can sing)
14: 1-4 worms
15: Rot grub
16: X formed by 2 sticks. 1 foot below is a small, metal, box containing a treasure map.
17: Pieces of broken glass(if repaired, empty potion vial)
18: Cork(For potion vial)
19: Big blue marble.(looks like the planet)
20: Partially buried rock(Roll again)


3 people marked this as a favorite.

Here I will start a list of unusual book designs. A book is anything that stores information. They could contain spells, rituals, designs for items either magic or high tech. Anyone can contribute but obviously unusable entries can be given substitute entries with the same number.

1: Bound in human skin. Written and drawn with human blood.
2: Alive. At least one eye and an ear. Can levitate to it's owner when called.
3: Book of holding. Slim book with originally a thousand pages. If placed in another magic storage device it seals shut till removed to a more normal space.
4: Corridor wall covered with hieroglyphics, pictures, writing, ect.
5: Folio. A large piece of "paper" folded into a page sized rectangle. Usually found in it's slipcase decorated like a book.
6: Mostly non magical scroll. It contains anything a book can hold, often in hieroglyphics.


The Deep Dark is below most dungeons and above any mantle or core a planet might have. Debris is all the stuff that while usually broken, is also used here to mean all the stuff that does not fit in any other category. The overflow from Dungeon Clutter and Subterranean Stuff should be reproduced here so GMs can roll on all 3 lists for anyplace that hasn't been cleaned out recently.

1:Dented bucket of chalk dust. As it was made by powdering a lot of colored chalk sticks it is a revolting color.

2:Can of lumpy white paint. If a wall is cleaned, then painted with this, allowed to dry, then it might be easier to climb.


Numbered so the results of a vending machine can be generated. Also a Rod of Serling. Ironic comments should be numbered.

1:I did a search to see if this already exists, and it gave hundreds of occurrences of the word iron.
2:10,000 spoons when all you need is a knife.
3:An ancient non dragon character seeking something that will make them younger instead achieves immortality, at their current age.


1 person marked this as a favorite.

Converting Lovecraft creatures and magic to FRPGs has been problematic because of the sanity rules. Rather than going into whether he, and all of his stories were racist(probably) just look at it as how much a character is thinking along the lines of the natural and supernatural lines of their native environment.

Mythos mindedness
0-Thinks it's just a monster with an insanity causing power(+2 to will save to resist)
1-Thinks the mythos planes are just a more distant part of the dark tapestry. Can learn and cast 1st level Mythos spells.
2-Has some mannerisms and phrases that seem alien. ""2nd level Mythos spells.
3-Can sense the approach of mythos creatures, and vice versa. ""3rd level Mythos spells.
4-Seems slightly delusional. Seems confused about natural laws. ""4th level Mythos spells.
5-Delusional. Confuses rules of both planes. ""5th level Mythos spells.
6-Very delusional, but seems only slightly delusional to mythos creatures. ""6th level Mythos spells.
7-Hard to understand. ""7th level Mythos spells.
8-""8th level Mythos spells.
9-Can hardly function. Walks into walls and such. ""9th level Mythos spells.

A mesmerist can change a subject's mythos rating, usually to 0. A mixed breed deep one/human will shift from human at 1 to a full deep one at 9. A mystic can control their mythos rating consciously.

Cure insanity will reset the rating to the current environment so be careful.


Container: Glass, bumpy thing. Shaped like a WW2 grenade. Metal pin does not activate it.
Label: Attached to the ring at the end of the pin. Alchemical Wonder Grenade. Another fine Tetrad product.
Substance description: Swirling, trans lucid, liquids in various changing colors.
Effect: Random magical effect centering on the point of impact. To keep it from going off prematurely, it will be in a small box padded with rags.

1: Silence, 20 foot radius, 1/2 an hour.
2: Fireball, 6D6
3: Healing energy surge. 30 foot radius, 50 points starting with nearest damaged creature. Will hurt undead.
4: flash bang. DC18 to avoid suffering blindness and or deafness for 1 hour if within 30 feet of point of impact.


From trash to interesting flora and fauna, there is a lot of stuff in the great outdoors. If you are not looking for a specific plant or animal, there could be 1-4 of these things.

1: 1-4 fake rocks. These things look like small to large boulders but are light as a feather. DC20 nature to tell it's not a real rock. If the wind is blowing them around it's pretty obvious. If soil is present there are a number of tiny ones still growing.
2: Real bolder. Solid rock.
3: Copper coins. 1D6. Just messes with treasure detection.
4: Cracked, empty, oil lamp.
5: Chipped Ceramic Cup.
6: Broken Wayfinder.
7: Roll on what's in the bottle table.


1 person marked this as a favorite.

These are random objects of limited value. They come from technologically advanced civilizations. Unless an area is kept spotless there will be 1D4 of these in any high tech room.

1: Teddy Bear, missing an eye.
2: Large, metal, retaining ring. Can be used as a hula hoop.
3: Average, metal, retaining ring. Can only be used as a hula hoop by a tiny creature.
4: Screwdriver with a cracked handle. Fits the screws that hold on the doors to the access tubes.
5: Ancient, skelitized, corpse. Has uniform and id cards, but no gun or money.
6: A crewmans diary, stained with blood. It's in an ancient language.


3 people marked this as a favorite.

No cave ins here.

1: Fire seeds: An oak tree with holly in the winter. If the acorns or berries are picked recklessly, they detonate. They can be disarmed by picking stems and all, then later activated and thrown or placed. The tree and seedlings are completely fireproof.

Disarm: DC18

Trigger: Acorns impact or touch activated 5D4. Berries touch activated like landmines 1D8+5.


2 people marked this as a favorite.

Even a purchased module may have maps and descriptions that don't agree. In any case, you can roll till you get one tht makes some sense, pick one out, or just answer a stupid question with a stupid answer.

01: Because, Magic!
02: Because I'm the GM!
03: It's an anomaly!
04: There's a portal that opened up above to let in the weather, Roc talon, or whatever.
05: Roll DC20 to detect traps or you fall through the trap door into the too huge room!
06: The path leads through an invisible portal to a demiplane.
07: The permanent teleportation circle works even through the rug or dirt covering it. Of course it won't teleport earth elementals.
08: Eris made this dungeon. It's not supposed to make sense.


Token machine
Gives a free token once every 12 hours. Additional tokens cost 5 gold. Tokens can be used for other things, perhaps a bus ride or amusement park rides.

Wheel of Adventure
One token per spin. Always found next to the token machine. 20 results on the wheel. Additional results can be used to replace results the GM does not like or already appeared too often.
1:Adamantine Dagger -1 to hit and damage.
2:Healing potion, one dose cure light.
3:Feather token, feather fall.
4:Scroll, Stone to flesh.
5:One dose plant growth fertilizer.
6:5 tokens.
7:Cats eye marble. Crush it to summon a tiger for 1 combat.
8:Money bag containing 1D10 copper, 1D8 silver pieces, 1D6 gold, and 1D4 platinum.
9:Necklace of fireballs type 1.
10:Flask of acid.
11:Stick of dynamite. Fuse burns 3 rounds, then does 5 points damage starting with nearest thing. Reflex save for half DC 18. Within 60 feet fort save DC18 or deafness. New save every half hour.
12:Energy bar. Removes all fatigue.


They have kind of backed off about the Pony Life thing, but Ponies in Space has only gotten positive reactions. Not many, but positive.
I'm talking about My Little Pony and how they will sequel Friendship is Magic.
At some point the artists and voice actors will come out of self quarantine and come back to the studio.


Must be rerolled daily.

1:Salmon steak
2:Squid, still squeaks
3:Tuna steak
4:20 Anchovies


3 people marked this as a favorite.

100+ Outdoor Places
These are like the rooms of an outdoor dungeon.
1:Cave:A rock outcropping with a cave.
GM Notes: Big enough to be the lair of a bear, beast, or monster.
2:Cavern:A rock outcropping with a cave that leads to a large cavern.
GM Notes: Good lair for a dragon or hydra. Has a back door tunnel with a branch that leads to a dungeon.
3: Ruined Tower:About half a wall of the first floor. Hidden by debris trap door that leads to a wizard’s cellar.
GM Notes: Cellar usually has undead or other magical monsters and treasures. Cellar is part of any underground dungeon.
4:Cluster of Trees:Lots of branches, leaves, and other litter between the trees.
GM Notes: Several plants and mushrooms that can be used in making potions and such grow here. +3 to find such plants.
5:Small clearing with fairy ring:At dawn and sunset small fairies appear and dance in the ring for about 15 minutes.
GM Notes: If someone kicks over or removes a mushroom, pixies, gremlins, and other fae will spill out into the world every twilight. Mortals can step over the mushrooms to get to the first world during the 15 minute window.
6:Tree and chest:A tree growing over a half buried chest, also an elm, maple, and a pine.
GM Notes: A hangman tree growing on a half-buried chest. It will only move from there if characters attack it with ranged weapons. The chest has a needle trap and a type H lair treasure, also a random treasure and discovery from the Cleaves. The key to the chest is hidden in the branches of the maple (DC18 search).

7:Campground:A burned out campfire, holes where tent pegs went, and a garbage/cesspit.
GM Notes: It takes half as long to make camp. There’s a buried chest of hunting gear(DC15 to find the disturbed earth) with a standard lock, containing 20 arrows, a dozen servings of deer jerky, a bag of trail mix, and a flip knife(equal to a dagger).
8:Failed Town:An abandoned Stone cabin and a partially built town hall.
GM Notes: Possible start to Pathfinderville. Knowledge history 18 to tell this was wiped out by a war between human villagers and druids.

9 :Small Stone Circle: Good place of worship for druids, at dawn one animal is uplifted to humanoid. At dusk any one humanoid is downgraded to an animal. Fort save DC16.
GM Notes: Knowledge history 18 to tell that druids were using this to build an army. Source of new villagers for Pathfinderville.


4 people marked this as a favorite.

What’s in the Bottle? Small Cryptic Containers
There is an old module, with a shelf full of bottles, with cryptic labels. Most individual humanoids might have a single bottle they have not identified. To mix it up, I’m including jars, vials, and other small, substance, containers. Labels might be cryptic words, pictures, or entirely missing.
0:Container:
Label:
Substance description: Magical? Aligned? Color? Texture? Smell? Taste on tongue?
Effect:

1:Container: Small bottle, corked
Label: “Potion of Uselessness” in common
Substance description: Clear liquid. Non-magical. No poison or alignment.
Effect: Pure water.

2:Container: Small bottle, corked
Label: Drawing of the Sun
Substance description: Clear liquid, detects as good, tastes slightly salty
Effect: 5 doses of holy water(Sarenrae)

3:Container: Jar
Label: Drawing of a droplet or tear
Substance description: Grey powder. About 50 pinches
Effect: Instant water. Each pinch becomes a gallon of water when it comes in contact with even the smallest droplet.

4:Container: Small bottle, corked
Label: Red Plus Sign
Substance description: Opaque pink liquid. Tastes of peppermint.
Effect: 3 doses of cure light wounds.

5:Container: Ceramic jar with ceramic, screw on lid
Label: Drawing of a gorilla holding a broken teacup together
Substance description: Thick, royal purple, liquid. Radiates magic.
Effect: 3 doses of sovereign glue in a jar with all inner surfaces permanently enchanted with oil of slipperiness.

6:Container: Glass Vial Corked, on a wooden stand.
Label: Shoe with wings
Substance description: Translucent, mirror like, liquid. Radiates magic.
Effect: Potion of haste.

7:Container: Small bottle, corked
Label: Red drawing of a flame
Substance description: Red, oily, liquid
Effect: Greek fire, equal to a flask. When uncorked or thrown against an enemy will burst into flame.

8:Container: Small bottle, corked
Label: Drawing of a dark cloud
Substance description: 20 small, clay, pellets.
Effect: Smoke pellets aid ninjas and magicians in appearing and disappearing.

9:Container: Small bottle, corked
Label: Drawing of an egg with wavy lines coming off of it.
Substance description: A revolting, green, bubbling, liquid
Effect: Stinking cloud for 7 minutes. Best when thrown.
10:Container: Small bottle, corked
Label: Drawing of a human face with an afro and a bushy beard.
Substance description: Brown opaque liquid. Radiates magic.
Effect: Grows hair on anything. If someone tastes it they will get hair on their tongue. Hair falls out after 12 hours.

11:Container: Small bottle, corked
Label: Drawing of a human face with a bald head.
Substance description: Tan liquid. Radiates magic.
Effect: Makes hair fall out. It grows back normally.

12:Container: Small bottle, corked
Label: Drawing of a face, the left side is stripped down to a skull
Substance description: Clear liquid Non magical
Effect: Concentrated acid. Same effect as a flask.

13:Container: Small bottle, corked
Label: Drawing of an ameba with a red line drawn through it.
Substance description: Green, translucent, liquid
Effect: Concentrated alkali. Same effect as a flask

14:Container: Small bottle, corked
Label: Abadar’s Holy Symbol
Substance description: A clear oil, detects as magical and mythic.
Effect: When applied to forehead the being loses one mundane level but gains one mythic tier. They also become confused for a half hour as visions become more real to them. If they were not mythic before they can choose a path now. As the temporary madness is the trial, extend the madness by a half hour for every additional trial necessary. Legend lore or knowledge religion is necessary to identify it completely. That holy anointing oil is applied to the forehead is common knowledge. 3 doses at 100,000GP a dose.

15:Container: Small bottle, corked
Label: missing
Substance description: Green, translucent, oil
Effect: Green blood oil. 5 doses

16: Container: Small bottle, corked
Label: missing
Substance description: Green, translucent, liquid
Effect: Anisette Strong alcohol

17:Container: Small bottle, corked
Label: Nose surrounded by lightning
Substance description: Grey crystals
Effect: Smelling salts

18:Container: Small bottle, corked
Label: Blue ocean wave
Substance description: Grey crystals
Effect: Sea salt


2 people marked this as a favorite.

Weather in the dining hall of an abandoned space station or operating a ripped magic tablecloth, here is a table of random food. Anybody can contribute. It only has to be edible by someone or thing.
1: Earl Gray tea, hot.
2: Glass of peach iced tea.
3: 2 Chicken enchiladas, mild.
4: live rat.
5: Steak tartar with raw broccoli.
6: Extra spicy beef and bean chili.
7: Vegetarian quick stir with brown rice.
8: A hay burger with fries.
More food
9: A large bowl full of curry, a smaller bowl of sour cream, and another small bowl of pineapple chutney. All bowls are full to the brim, good luck mixing them.
10: 2 bowls of chicken soup with rice. On the bowls are Maurice Sendak characters with the lyrics "Happy once, happy twice, happy chicken soup with rice!" in their word balloons. There are saltines on the side. It weakens most diseases to the point of plus 4 to the patient's saves and It also grants a new save vs diseases.
11: A deep dish personal pizza with chunks of pineapple and broccoli floating in the soybean oil rich tomato sauce.
12: Tuna Noodle Casserole
13: Fission Chips. It's fish and chips made from radioactive fish and potatoes. Note that it makes mutants grow back their extra limbs.
14: Mustard, onion, and blue cheese sandwich. It weakens most diseases to the point of plus 4 to the patient's saves and It also grants a new save vs diseases. Yes it stacks with chicken soup.
15: Quesadilla with more cheese on top.
16: 2 Hot dogs with a plastic ketchup bottle.
17: A Texas Hot Dog with the works. That’s a foot long on a extra large bun with beanless chili, mustard, relish, onions, and grated cheese piled on top.
18: 2 all fish patties, lettuce, cheese, onion, tomato, tartar sauce all on a sesame seed bun.
19: Gyro.
20: Pot roast with soft cooked potato, onion, turnip, and carrot.
21: Box of hydro bits. The cereal made almost completely of hydrogen, and a little sugar.


Ioun Trainer

Polyhedron Stone
Normally a character can only control one Ioun stone monster per charisma bonus point. These stones are clear, 20 sided, polyhedrons. There are 3 command words. Capture/return, Summon forth, and free. To capture a monster it gets a will save of DC15+Wisdom bonus of the stone wielder. An Ioun Monster regenerates like a full night's sleep every hour in it's stone. They also get a new saving throw vs any condition +4 every hour. While out of the stone, reaching 0 hit points, even non lethal, returns them to the stone. For the purpose of this item, a monster is not an object, hazard, or normal humanoid. An ogre has monster hit dice. A normal goblin has only warrior, character, hit dice. An ogre with some added barbarian hit dice is still a monster. Note that certain monsters will wave the save if defeated in a certain way. A sphinx will only submit to a trainer who answers their best riddle. Monsters can carry any objects they have equipped into their stone. A fire mephit could have a bandoleer full of Molotov cocktails ready to throw.
These class items are 10,000 gpv mostly for non trainers.

Cursed: A cracked stone will leak personality traits into the person who claimed the stone. Thus if there is a mummy in it, the owner of the stone will develop mummy’s touch and will start to track down the things looted from the tomb.

Ioun Trainer
They capture monsters in special polyhedron Ioun stones, and train them. Their skills and spells all apply to monsters.
Role: Their "pets" are capable fighters and can be trained to use their powers in many other useful ways.
Alignment: Any
Hit Dice: D6
Class Skills: Craft(Int), Diplomacy(Cha), Handle Animal(Cha),Knowledge(All)(Int)Intimidate(cha),perception(wis),Perform(cha) ,Profession(wis),Ride(Dex),Sense Motive(wis),Spellcraft(int),Survival(Wis),Swim(Str),Use Magic Device(Cha)
Skill Ranks per level:4+int. mod
Class Features
Weapon and armor proficiency: Trainers are proficient with all simple weapons, light armor, and small shields(such as bucklers).
Spells: Arcane spells spontaneously cast from their spell list.
Spells cast able
Level / PS / BF / C / 1 / 2 / 3 / 4
1 / 1 / 1 / 1 / 1 /
2 / 1 / 1 / 2 / 2 / 0 /
3 / 1 / 2 / 2 / 2 / 1 /
4 / 2 / 2 / 3 / 3 / 1 /
5 / 2 / 3 / 3 / 3 / 2 / 0 /
6 / 2 / 3 / 4 / 4 / 2 / 1 /
7 / 2 / 4 / 4 / 4 / 3 / 1 /
8 / 3 / 4 / 5 / 5 / 3 / 2 / 0
9 / 3 / 5 / 5 / 5 / 4 / 2 / 1
10 / 3 / 5 / 6 / 6 / 4 / 3 / 1
11 / 3 / 6 / 7 / 7 / 5 / 3 / 2
12 / 4 / 6 / 7 / 7 / 5 / 4 / 2
13 / 4 / 7 / 7 / 7 / 6 / 4 / 3
14 / 4 / 7 / 7 / 7 / 6 / 5 / 3
15 / 4 / 8 / 7 / 7 / 7 / 5 / 4
16 / 5 / 8 / 7 / 7 / 7 / 6 / 4
17 / 5 / 9 / 7 / 7 / 7 / 6 / 5
18 / 5 / 9 / 7 / 7 / 7 / 7 / 5
19 / 5 / 10 / 7 / 7 / 7 / 7 / 6
20 / 6 / 10 / 7 / 7 / 7 / 7 / 6

PS: Trainers can control PS +Charisma bonus Ioun stone monsters.

BF: Bonus feats can be trained to 'pets' like tricks. A trainer who cannot fly could teach their pets flyby attacks.


Lets not number them this time. Posts are always assumed to be about the next one. Detailed homebrews will be superseded by the official version if one comes out.

1.Brain Welk. Aberration/Mollusk. This thing when implanted in the skull between the hemispheres attaches via nerve tentacles and usually takes over. While in control the creature has intelligence, wisdom, and charisma 20, darkvision, and however many levels of a class(often engineer) it has. Weather in control or not, the hoste body is purged of all other diseases by the single cell spores the welk creates.

Fresh from the dark tapestry, they are lawful evil, but someone who had one removed or just had a transfusion of spore filled blood, will have one grow usually with an appropriate alignment and personality. While many such become surgeons capable of implanting their fellow welks, some even become wizards.


If there is a gate and it's been open in the past, there will be encounters waiting for you.
Let's start with the standard planes.

1:Earth: The middle of a large cavern.
2:Water: 5 feet away from a large ship floating on the inside of a thousand feet wide bubble.
3:Air:20 foot drop to the courtyard of a monastery. It's on a huge mass of rock supported by a permanent worldwind.
4:Fire: The middle of a huge, flat, disk of igneous stone. The heat is damaging. About 1D4 a round.
5:Ice: A huge glacier. Zero temperatures. An ice castle in the distance.
6:Hell: Fenced off. Several level appropriate devils guarding the area so no lost souls escape.
7:Heaven: 50 feet from the gates of Heaven. Long line of people waiting to (hopefully) get in. Guarded by Archons and of course Archangel Saint Peter is there.


1 person marked this as a favorite.

Vending Machine Table
Vending machine table. Things bought will persist.

01: Drinks. Takes silver piece. Gives bottle of Tea, chilled coffee, Pure water, or sparkling lemon lime drink.

02: Food. Takes silver piece. Gives 1 iron ration, chocolate bar, honey & trail mix bar, corn dodger, carrot sticks, or beef jerky.

03: Necessities. Takes one gold piece. Gives flask of oil, 10 tinder twigs, 4 candles, bar of soap, or one dose antitoxin.

04: Various spell components. Takes 1 gold piece. Gives mercury, gum Arabic, 3 colors of sand, rose petals, 1 cocoon, ect.

05: Herbs: Takes 1 silver. Gives sprig of belladonna, Mustard poultice, Garlic bulb, Powdered wolves bane, ect.

06: Oddities: Takes one platinum piece. Gives stone elder sign, 5 dose bottle of milk of amnesia, 1 dose sleep poison, ect.
Hook: The elder sign acts as a holy symbol to turn aberrations, effectively giving them the feats. It can be used to seal a door to The Far Realm. A Society against The Far Realm will try to recruit the holder of a sign. There are only 5 signs in the machine. The Milk of Amnesia will cure charm, fear, and most event based insanity.

7) Live animals. The 3 gold or change goes in the slot, a button is pushed, then a creature drops into the cage built into the lower part of the machine. 1-Bat, 2-Cat, 3-Hawk, 4-Lizard, 5-Monkey, 6-Owl, 7-rat, 8-raven, 9-viper, 10-toad, 11-weasel, or 12-Turtle.
Hook: This can be used to replace a lost familiar ending the drawbacks. The turtle is special for 2 reasons. 1-It’s a snapping turtle with a plus 2 bite and the ability to attach like a weasel. 2-I’s got DA 1/magic because it’s a baby Tarrasque that will slowly grow up at about the speed of a dragon. For added fun you could have the pictures on the buttons worn off so all choices are random. A Kitsune will probably select a rat and eat it. If the GM wants, they can substitute a tarantula(Giant spider brought down 2 size categories) for any one animal.

8) Claw machine full of stuffed toys

9)A gumball machine

10)One with jawbreakers

11)One with toys in clear plastic capsules. 1-plastic figure of an NPC, 2-plastic toy monster, 3-Tin and glass ring, 4-Figurine of wondrous power determined randomly, 5-Vaguely horse shaped black stone that gives it’s owner bad luck(-2 on all die rolls, AC, and CMD), 6-Plastic die(D4,6,8,10,12,or 20), 7-glass marble, 8-rune stone

12)One of those sticker dispensers

13)Babble fish dispenser(100 gold each)


3 people marked this as a favorite.

By pizza Lords command!
A separate table of just crate contents.
If a zero result happens it's an empty crate.
Negative results caused by cursed artifacts or rare defects means it contains 2D4 stasis boxes full of antimatter. These things always have warnings mirror written in common. "!yadsmood llit nepo ton oD" and "!regnaD"

Crate Table
1: 500 self sealing stem bolts.
2: Spool of power cable. Half a mile.
3: Roll for 1 random technological device, there are 3D6 of them in here.
4: 40 blank memory crystals, packed separately.
5: A tangle of wires and cables.
6: Full of spare robot parts.
7: Packs and packs of instant water.
8: Full of MREs. Meals ready to eat.
9: Was full of protean bars. Now it contains an angry rat swarm.
10: Full of emergency medical kits.
11: Full of D cell batteries, now with strange matter.
12: Lots of flashlights without the D cells to power them.
13: Big bags of charcoal and powdered lime to recharge the air purifiers.
14: Advanced glow sticks. They glow brighter and longer than normal, and every color possible. That includes puke green and blood red.
15: Pens, notebooks, ink erasers, normal erasers, rulers, plastic stencils, colored pencils, and several pencil sharpeners. Also one each hole puncher, stapler, box of staples, and a protractor.


4 people marked this as a favorite.

Not just an enemy datapad, also a derelict ships computer core, or that robot head you found. Maybe it's on a flash drive or a bubble memory high density disk.

It could be a picture, text, video, a virtual object, or a compressed android mind/soul.

1: Blueprints for an ettin class super tank, with twin turrets.


Someone is posting uncensored conversions of spells with death tyrant in the title, as well as spells with proper names from Forgotten Realms. they seemed confused when I advised them to change things. Are they new to the hobby or has the legal status of Hasbro's intellectual property changed?

If not, should there be a sticky topic?


1 person marked this as a favorite.

Lets say you use limited wish to teleport into a place that is specifically warded against teleportation. If you are playing Starfinder and you try to use that broken transporter pad. Researching time travel magic even when the GM said no!

1: Welcome to The Cleaves! Don't worry, each deck includes one exit card, more or less.

2: Wall bound. A new undead that's like a ghoul with stone skin. They are lawful evil and obsessed with researching a variant spell to un-merge themselves from the chunks of stone imbedded in their flesh.

3: Seem to work fine, but every time they use this method, a minor old one slips into the game world.

4: Mirror Mirror. Everyone who ported is replaced with their opposite alignment double. You need the exact same method to switch back, before the authorities in ether world catches up to either group.


1 person marked this as a favorite.

In a derelict starship, there will be 1-3 still active in a room bay. In an enemy base, bypassing one may involve tricking it into believing you belong there.

1:Door locks. The whole area is protected by locked doors. You can slide a proper ID card or try to hack it. As an average lock, DC is 25.

In a derelict ship, the alarms caused by failure will simply attract wandering monsters.

In an enemy base, it can alert the entire base to your presence.


Talking perfect English and break dancing, it should be called "People who ware(sp?) Zombie Makeup." They are called Ghouls people!


As people spread beyond Golarion, so too did the Cloud Giants. Every world that could host clouds of any kind had some cloud castles containing their servers.The ones on Golarion became separated when it vanished, but the CloudWeb survived, full of posts, images, and stories with undeterminable degrees of accuracy. Since the Cloud servers are connected via the plane of air, most believe Golarion is separate from all elemental planes.

Data storage is in silicon atoms suspended in the actual clouds having the digital setting of either an extra electron or a normal charge. The servers contain the directories so specific files can be found. Such clouds glitter and are not part of the water cycle.

No planetary government acknowledges it or their use of it, but it's there that hackers trade conspiracy theories, the most universally popular Icons post their videos and sitcoms, and the best VR games spread.

The adventurers might be offered 20 thousand credits a head for the hackers spreading ransomware throughout the cloudweb.


Here is where you post how you would implement houserules for spreading the love of a high magic campaign.

1: Bloodline Feat
Every time I look at bloodlines of mutations I can't help but think,"This would be good forinsert any class" The easiest way would be to make a bloodline feat. The character can only take this once, and ever after they can use all aspects of the bloodline. The bonus spells are considered to be on their spell list, possibly all that is on their spell list. While this may mean sorcerers can get a total of two bloodlines, they have to be complementary. Fire and water bloodlines cancel each other out.

2: Cantrips/orisons
Classes with limited spellcasting gain 1, 0 level spell known per level up to 5th level. They can cast 1, 0 level per day per level up to 5 max. This effects the bard, paladin, ranger, and any new classes of the same ilk.


The Core Rulebook mentions this, but doesn't include any tables.
Let's make one.

1:Asteroid field
Rocks ranging from pebbles to big chunks the size of Delaware. You can add a day going around it or weave through with a piloting check -6.

2:Goblin Pirates
An Idaran Vanserai painted red with a skull and crossbones on each side. Replace science officers with warriors and add 5 more. It will demand surrender, try to take down the shields, then close for boarding. If they lose shields and weapons, they will run away. If followed, they will go to a seemingly broken drift beacon, then return to normal space. That's where the goblin pirate base is.


2 people marked this as a favorite.

Land of the Dead
I would like a separate land of the dead. It’s an overlap of the astral, ethereal, and shadow. Where the Pre-petitioners try to figure out if they will head for the outer planes or fight to the prime and become undead. All the plants and animals that have remains still in the living worlds have dead looking spirits here. With them are shadowy versions of all the people, places, and objects they interacted with, causing haunts in the prime material.
The Line: There is a long line of Pre-Petitioners waiting to get into the Bone Yard to be judged. Some are actually hiding from Reapers. They constantly let others cut in front of them.

Pre-petitioners

Basically, they are enough like they were, that they might not be aware of their death. Other Pre-petitioners or outer planer creatures, might wake them up and help them adjust.
I'm going to develop the prestige classes here. If someone practices being a poltergeist for 5 levels before his buds can wish him back, he'll have those levels.
Poltergeist
Prestige class. Must be a spirit to start.
Role. They can lift and move objects in both worlds with their mind. The objects must be familiar to the poltergeist, be in a place, or near a person they know.
Alignment: Any
Hit Dice: d6
Class Skills: Bluff(Cha), Fly(Dex), Intimidate(Cha), Knowledge(Arcana)(Int), Knowledge(Planes)(Int), Spellcraft(Int), and Use Magic Device(Cha)
Skill Ranks per level: 3+Int modifier.
Class Features
Weapon and armor proficiency: Must be something they handled extensively while alive. Even if they never used it during life they could make the item dance.
Spells-SA: Same as a sorcerer with telekinesis as their bloodline.
See page 72, Core Rulebook, Table 3-14 Sorcerer, and 3-15: Sorcerer Spells Known. Most of the spells are effective only in the Land of the Dead.
Spirit vision. All prepetitioners can see everything in the area of a haunt as long as they are with the object in the Land of the Dead. Everything else in the living game world will look ghostly.

Reaper
Prestige class. Must be a spirit to start.
Role. They can return to life, but only to collect people who should be dead. 10 kills and they get to bring back one person. It can be themselves, or someone else. Like Specter, from DC comics.
Alignment: Not chaotic, but they may change when the offer is made.
Hit Dice: D8
Level 1: Death Touch(constantly on, Dc 10+Cha bonus + level or hit dice), Patron(Outsider with death portfolio), Astral Cloak, Death Scythe(Cold iron weapon that Death touches on a crit)
Level 2: Extra combat feat. Death Scythe becomes +1 to hit and damage.
Level 3: Extra combat feat. Death Scythe becomes +2 to hit and damage.
Level 4: Extra combat feat. Death Scythe becomes +3 to hit and damage.
Level 5: Extra combat feat. Death Scythe becomes +4 to hit and damage.
Level 6: Extra combat feat. Death Scythe becomes +5 to hit and damage.
Patron: Could be a high level angel of death, Inevitable, or Prince of Hell. If the reaper has any spell caster levels, they can teach them any spells from the necromancy school or domain spells from death, law, or the other alignment axis. When they achieve life, they can still turn into their Reaper form when necessary.

Items
Astral Cloak: It allows the wearer to travel to the game world, persist there, and come back. If they hand it to anyone they snap back to the land of the dead, but anyone who wears it can travel to the Land of the Dead, similarly. Snapping back causes one round stunning like Dimension Door. While wearing the Astral Cloak, all attacks are ghost touch.
Death Scythe: In the hands of a fighter it acts as if fighter levels were Reaper levels. It is always a cold iron weapon that death touches on a crit. It’s a 2 handed weapon doing 2D4, X4 on a crit. It can be used to trip.
Soul Gems: Translucent black crystals that when occupied glow with an internal light. When pointed at a spirit, and the first command word is said, the target must will save DC 30, range 50 feet, or be sucked in. The second command word frees the soul. The third command word forces the soul will save DC 30, or admit their name. A contained soul or spirit can communicate telepathically with anyone possessing the gem. Shattering the gem also frees it.
Fate Scroll: Think of anyone, and you can read their name on the scroll. Next to their name is how much longer they have to live, what plane of existence they are on, and what condition they are in. Negative numbers mean they should be dead. If they are possessed it will say who by. If a person is irretrievably destroyed, such as by an orb of oblivion, it will say destroyed.

Combat Feat-Rip the soul.
Someone with the ghost touch quality on any kind of weapon can (on a crit)reach into a spirit, grab or spear the divine inspiration, and pull it out. Once it's removed, it goes back to the gods, and the spirit is destroyed. The shreds can become part of an Illip or something, but only a True Res. or the open grave ritual has a chance of bringing the personality back together.
Prereqs. Ghost touch and it only works on an intangible spirit, on a crit. Gassious form is vulnerable too.
Normal. Ghosts keep coming back till their issues are resolved, normally.

Rider
Prestige class. Must be a spirit to start.
Role. They don’t call it Malevolence or magic jar. They call it riding, like the living are beasts of burden. With practice they can add their skills and class abilities to those of their ‘host’. Some learn from Baron Samedi himself. Unlike a simple ghost, they cling to their alignment and personality they had in life. If they ‘stray from the path’ and abuse their powers they will become an actual ghost or similar corporeal undead(such as a Horla). Another consequence of being a rider is if they are raised or resurrected. They become a medium. A medium can see the dead and must aid them with their unfinished business. Their level as a rider actually subtracts from their saves vs possession.

1st level: They can use 1 skill of the host, switching the used skill is a quick action, that can only be done once a round. If both have the same skill, the numbers are added. Riding is like a Magic Jar Spell. Your DC vs the host’s Will save is 10 + highest mental bonus + all levels. The mental bonuses are Wisdom, Intelligence, and Charisma.
2nd level: They can use 2 skills of the host. This continues for all Rider levels.
3rd level: They can combine the bonus of one of their physical abilities with one of the host’s physical abilities. (Deadman of DC comics would always add his +5 to dex to the host’s dexterity.) The physical abilities are Strength, Dexterity, and Constitution.
3rd level: They can use a feat or class feature(as long as it isn’t a supernatural ability) from the host. Thus they could trigger the hosts rage. They cannot trigger a blast from a forceborn, at this level.

Special: When possessed, a medium gives a possessing spirit the benefit of their rider levels. This is involuntary.

Cosmic Warrior
Prestige class. Must be a spirit to start.
Role. There are methods of fighting, without fatigue, hesitation, fear, distraction, or any things besides fighting. The energy exerted is pulled back in and used for more fighting. These are the techniques taught by the battle masters who died of old age, and went right on perfecting their methods.
Hit dice, saves, and combat bonuses are as a fighter level.

1st level: They get a fighter feat, and an energy blast. The blast comes from their hand, does level damage, is close range(25 feet +5 foot for every 2 character levels).
2nd level: Fighter feat.
3rd level: Life energy ball. Tapping the life of an entire planet or demiplane, they create and hurl a ball of force that does 1D6 per level to everything it encounters. If it puts a hole in something it continues at full strength. Long range 400 feet plus 40 feet per caster level. It takes 1D6 rounds to regather the energy to use again.
4th level: Fighter feat.
5th level: Life energy ball now bursts like a fireball when it hits something.

Boogyman
Prestige class. Must be a spirit to start.
Role. Dying is scary, but making someone else scared is fun. Hit dice, saves, and combat bonuses are as a cleric, of fear. Spells are as a cleric. Add the level of one other spell casting class.

Add domain of terror.
Can detect thoughts only to know what a subject fears. Also adds one per level to knowledge checks to determine weaknesses. All knowledges are class skills. Each spell level you reach you can cast one domain spell, or bloodline spell, or school bonus spell. GM interpretation may vary.
0 level Ghost Sounds
1st level Cause Fear
2nd level Scare
3rd level Major Image
4th level Phantasmal killer
5th level Nightmare
6th level Symbol of fear
7th level Insanity
8th level Maze
9th level Wail of the Banshee

All these spells are now on their spell list.

Squatter
Also called a walk in, intruder, or pilgrim soul. At the point of death they cling to the land of the living and seek a vacant vessel. With see invisible, they have a flickering image, in either plane. They hold on to their levels and alignment. All their Squatter levels count as Rogue levels. They use their class skills to avoid the reapers and exorcists, who are usually after them. If they take over a Golem, they can give riddles to help adventurers bypass it to get to what it is guarding. They usually have a reason for hanging on. They might just be afraid of the afterlife.
0 level Move in.
1st level: +1 rogue levels
3rd Level: If the original occupant returns, they can fight for control as in Magic Jar.
5th Level: Can effectively cast heal when moving in.
7th Level: Can effectively cast animate object when moving in. 1 round a level. 3 times a day.
9th Level : Can effectively cast raise dead when moving in.
11th Level: Can effectively cast Resurrection when moving in.

Move In: They can become the soul of any clone or raised body who’s soul was lost, most constructs, anyone who drew the Void card, a statue someone cast Stone to flesh on, and anybody who was astral projecting and had their silver cord severed.

Magic Jar: Can choose an object they used in their original life to jump into. From there they can attempt to control anyone in possession of the object. Any exorcism will force them back into the object. They can designate a spare object to jump into. All such objects must be on the same plane as the Squatter.


1 person marked this as a favorite.

Pathfinder seems too combat heavy, but there are ways around that.
1: Full XP for social interaction. Everybody and everything should have an XP level. Convincing someone to let you join a caravan, act as their body guard for an expedition, or make friends with a monster could be worth as much as murder hoboing.

2: Advanced item making. If you gather all the ingredients for that potion of cure light wounds it not only won't cost gold pieces, but it will give you 1 XP for each GP you save.

3: On the job training. You have crafts and a profession. If you role play that job, you can get XPs in addition to your GPs paid. Charity work, by clerics and paladins get them just XPs of the full value. This is especially useful if the entire party lost levels from being raised or fighting undead.


For the month of October, I'm going to show my hidden face. What mask would you wear to show the inner you?

Note that my Avatar is showing a barbarian, mid rage.
I will probably change it again after Halloween.


11 people marked this as a favorite.

100+ Spells From the Lost Spellbooks
This is a place for homebrewed spells. They can be altered versions of existing spells such as greater, lesser, or baleful versions. They can be created whole cloth. They cannot be something you have or plan to submit to a contest as most have exclusivity rules.

1: Baleful Teleport
School Conjuration(Teleportation)
Level sorcerer/wizard 6
Components V S
Range Close
Target One or more creatures or objects targeted
Duration Instantaneous
Saving Throw Reflex negates
Spell Resistance Yes

Someone told me they wished there was a teleport with error. Baleful Teleport is an automatic mishap if they fail the reflex save. It’s a good way to dump someone in The Cleaves. Otherwise they land off target by miles. It's going to be a 6th level spell because of the close range. Same number of creatures transported. The aforementioned reflex save to get out of the way of the spell. All targets must be within 5 feet of each other.
One man sized creature or object per level and anything they can carry.

2: Greater Speak with Dead
School
Level Cleric 6th, Necromancer 6th, Some other classes 7th
Components V,S, DF
Range 20 feet
Target One Dead Creature
Duration 10 minutes per level
Saving Throw Will negates

This 6th level spell allows you to summon the spirit of a dead person. You can ask it questions, or trap it in a symbol. You don’t need a complete body.

3: Symbol of Soul Binding
School Necromancy
Level Sorcerer/Wizard 6
Components V,S,M (mercury and phosphorus plus gem dusts including jet and black diamond worth 10,000)
Saving Throw Will negates

This spell allows you to bind a soul or spirit into a symbol. If part of a golem or item it makes it an intelligent item or living golem. An elemental spirit gives it morphic qualities and other powers. An earth elemental spirit will give it extra hardness(+5, +1 hit dice). Fire gives it 1-6 fire damage on a hit and 2D6 flaming burst on a crit. A water elemental gives it normal operation underwater. An air elemental allows it to fly and form a whirlwind around it’s self.

An outsider or part of an outsider can be bound into a person creating a tattoo. The outsider can try for control as if possession. It’s body manifests as a translucent second skin when it’s powers are being manifested. If bound as a child it can become a split personality.

4: Alternate Clone
SchoolNecromancy
Level Sorcerer/Wizard 8, FleshCrafter 7
Components V,S,M (Laboratory supplies worth 1000) F(Special laboratory equipment costing 500)
Saving Throw None

The spell alternate clone lets you take a sample of at least 2 creatures, and create a unique individual. For example, an angel feather and a bird feather yields a bluebird of happiness. Unlike clone, the sources could have been destroyed utterly, but the result will be first level.

5: Negate Deathblow
School Abjuration, Time
Level Sorcerer/Wizard 2 Bard 2 Time Mages 1 Healers 1
Components V,S
Range Touch
Target Creature
Duration Instant
Saving Throw Nil

It negates the fatal wound that is killing the subject. It is touch, instant, and will remove that one instant of poison, bleeding, and whatever came with that wound. It must be applied before the end of the combat round the subject was expiring in.

6: Spiritual Freedom
SchoolAbjuration(non lawful)
Level Sorc/wizard 5 Cleric/Cavalier 4
Components V,S
Range Close
Target Any controlled
Duration 5 minutes per level
Saving Throw Special

Gives summoned monsters, elementals, constructs, and even new vampires a saving throw against the magical control they are under. If the creature has no will save, they use the caster’s. If successful, makes constructs and summoned creatures go uncontrolled for 5 minutes per level. Most creatures will turn on whoever was controlling them or just rampage. It’s a roleplay question.

7: Extermination
SchoolNecromancy
Level Sorc/Wizard 0 Cleric 0
Components S
Range Short
Target 5 foot square
Duration Instant
Saving Throw Reflex for half

This spell does 1 point of damage to all creatures in the area of effect. This is fatal to most creatures in a swarm. If that section of the swarm makes its save, half of them reach another square, and are at half of current hit points. Less than one point and they are disbanded. It is also a good way to get rid of rot grubs or most parasites.


1 person marked this as a favorite.

In america, this is the day to give thanks, but to be honest, not everything is perfect. Give thanks for one thing, and no thanks for one other.

Thanks for the Macy's Parade. It's terrific.

No Thanks for Donald Trump! Take him back or something.


Sometimes, the players may seem to have meta knowledge of an adventure. The GM can openly display the cards in the game, or hide them, dependending on play style. For The Cleaves, it's another deck to draw from each new room. Any previous rules that conflict are discarded.

For a normal game, one or more players admit they were exposed to spoilers, or not. The GM can roll for a rule change card an play the whole module that way. To make the players feel more included, each may draw a card and hand it to the GM without looking at it. The GM applies all the cards.

1: Flip the script The good NPCs are really bad, and the monsters have reformed. Items become cursed items, while cursed items become non cursed.

2: Positive energy leak Everybody and everything heals one point a round. Undead without special resistance will take the damage.

3: Negative energy leak Everybody and everything takes one point a round. Undead will heal the damage.


Weather clay was applied to dead flesh as in bucket of blood or blood was mixed with paint, living art can be a template. The creature is projected like a summoning. If the solid projection dies, it vanishes, but can remanifest in 24 hours as long as the art endures.

Willie the wyvern was polymorphed into a children's book by a powerful wizard, but he gets readers to let him out to hunt. A full write up of this homebrew is in homebrew. I may link it later.

DNAngel is a living art character. For the game, you have to apply more rules crunch because the Anime was very vague as to weather he was possessed or half art. Since 2 people came from one sculpture, the policeman was weakened when near him. While an art bloodline is suggested, you would have to open up bloodlines to non sorcs so not suitable for PFS. I have heard of a summoner archetype where the evolutions are applied to the summoner. Once his bloodline manifests he can climb, leap, and other talents. His destiny is to separate the art from it's victims and lock it away. The birb becomes one of his sidekicks so they can be redeemed.


1 person marked this as a favorite.

Homebrew Challenge: The Monster Maker

It’s almost Halloween! Let’s go back to the dungeon lab where Egor is waiting for us. Whether conjured, gene spliced, or sewn together from parts, it’s time to make monsters! :D=Evil Laugh
(Use the appendices in the Bestiary, pages 290-316.)

First roll for type. 3D6-2
1 Aberration
2 Animal
3 Construct
4 Dragon
5 Fey
6 Humanoid
7 Magical Beast
8 “Monstrous” Humanoid
9 Ooze
10 Outsider (1-astral, 2-ethereal, 3-shadow, 4-Earth, 5-Water, 6-Air, 7-Fire, 8-Ice, 9-LG, 10-LN, 11-LE, 12-NE, 13-TN, 14-NG, 15-CG, 16-CN, 17-CE, 18-20 Pick another plane of origin.)
11 Plant
12 Undead
13 Vermin
Subtype.
14 Aquatic
15 Augmented (roll twice, max 3 types)
16 Shapechanger Roll twice 3D6-2. (A humanoid/animal shapechanger will be a lycanthrope)

Now size
1: Fine (Swarm, parasite, or symbiote are all options)
2: Diminutive (Swarm, parasite, or symbiote are all options)
3-4: Tiny (Can be a familiar)
5-7: Small
8-11: Medium
12-14: Large
15-16: Huge
17-18: Gargantuan
19: Colossal
20: Monumental (Size of an island or mountain. Kaiju.) Add to table 1-3 Minimum CR is10, Base strength 50 or more, Base dex 4, and Base con 30. A living planet needs antibody like creatures to deal with normal creatures.

Roll a CR 1D20. Add maximum CR and subtract minimum CR. Less than 1 means 0= ½, -1= 1/3, -2= ¼, -3= 1/6, and -4= 1/8.

To be continued.


3 people marked this as a favorite.

If your characters are exploring a big, empty area of your game world, or you are choosing a place for an existing settlement, a random terrain list adds more fun. This is in addition to existing pathfinder tables. Some entries enable you to add an additional feature. There should be advantages and drawbacks. Some can shift the domant race in a settlement away from human. Add entries as you like. You can be silly but use enough rules crunch to keep it playable.

Normally in one mile hexagons, these can be drawn from a deck or dice rolled while exploring. They can also be used to modify a settlement, ruins, or other selected adventure destination.

1: Normal terrain. There are trees, and plants, and rocks and things. Open sky above. There is dirt, rocks, and then eventually bedrock beneath. This is the default. If another terrain doesn’t mention something, that part is like this. If a town is built here, no terrain modifiers.

[/b]2: Cavern beneath.[/b] Not very good for farms because the water table is messed up.

If a town is built there it should be in the cavern. Dwarves, Drow, Darklings, and other subterranean creatures are likely living there.

If no settlement, 1-2 Empty, 3-4 monster lair, 5 ruins, 6 town-anyways. There’s a secret door leading down. If there’s something like an ancient dragon down there the door is too big and heavy for normal characters to lift.

Subterranean
The settlement is primarily built underground, sheltering it from enemies but also isolating it culturally. (Law +1, Lore -1, Danger -5)
Source: Down the Blighted Path

3: Floating land mass above. Instead of plants there are mushrooms and other fungi. . May be hidden by clouds. May have an engine to move it.

Any town or city is built on the landmass
Military +4 because they have the high ground.

If no settlement, 1-2 Empty, 3-4 monster lair(Cloud Giants), 5 ruins, 6 town-anyways.

4: Hyperspace off ramp. Space is stretched thin above the terrain so this is the easiest place for space ships to arrive. Farms will have crop circles. Flying things will disappear. Things will fall out of the sky.

If settlement, +4 commerce, -4 law and order, +4 danger(Space monsters)

5: Ruins. Ancient, abandoned buildings.

If settlement, it’s built on top of the ruins creating a ready made dungeon. Add a quality for the dungeon. Either famous or more high level characters, among others.

If no settlement, It’s over grown and the lair for some monsters. It attracts archeologists. +4 to rituals performed here because of lay lines intersecting here.

6: Planar intersection The walls between the planes are weakest here. Paranormal activity of all kinds will be more common. Outsiders will be on the wandering encounter tables.

If settlement, Merchants and diplomats will protect their gates from being closed.

If no settlement, flora and fauna from any other planes will be growing wild. There may be shrines for deities from the Dark Tapestry.

7: Built on top of a prison(Don't wake the Terask!) There is an entire dungeon blocking the door to a prison of a terrible god or Mythic monster. It could be the Terask, Fenris, some other elder beast, a demigod undead, or a False God Lamia.
If settlement, the prison is a secret. There are 2 organizations. One dedicated to keeping the prison sealed, and another to freeing the prisoner. The citizens may be feeling the curse, having nightmares, or even dealing with monsters called to by the prisoner.

If no settlement, there is still a lost temple on top of the entrance to the dungeon. It will have hieroglyphics on the standing walls warning of the prisoner. There may be guardian monsters, and items useful against the type of creature. The flora and fauna may be withered or twisted by the imprisoned creature.

8: Resident deity(or 2) Some demigods and titans never leave the world. The area is colored and affected by their domains. They usually live in a grand palace, temple, or lush grotto.

If settlement: +4 clerical magic. -4 arcane.

No settlement: All the plants, animals, and monsters that the deity favors. Majestic, for example, would live atop a tall, sheer, mountain. As you can tell, I am adding in my randomly created deity.


The rules for this topic are that each use, detail, or misc. must not conflict with the show or previous rules. Otherwise, anything goes.

1:There is a factory in Wonderland where Plumbusi are manufactured.

2:Plumbusi is the plural used in Wonderland.(See how any plural used in the show is left valid?)

3:Brushing a rabbit's foot with the rubbery spikes causes the brusher to have a +1 luck bonus for the rest of the day.


1 person marked this as a favorite.

This is for anyone to use or add to.
As is, 1d34 (or 1d100/3 rounded up)
You roll up the basics for the settlement, then roll on the table an appropriate number of times.

1 = Academic
2 = Holy Site
3 = Insular
4 = Magically Attuned
5 = Notorious
6 = Pious (pick a religion with the same alignment as the community)
7 = Prosperous
8 = Racially Intolerant (pick a race)
9 = Rumor Mongering Citizens
10 = Strategic Location
11 = Superstitious
12 = Tourist Attraction
13 = Mythic Sanctum
14 = Darkvision
15 = Militarized
16 = Resource Surplus (pick a commodity)
17 = Wealth Disparity
18 = Restrictive
19 = Supportive
20 = Adventuring Site
21 = Rule of Might
22 = Artifact Gatherer (pick one: magical, technological, psychic)
23 = Timid Citizens
24 = Broad Minded
25 = Cultured
26 = Defiant
27 = No Questions Asked
28 = Deep Traditions
29 = Subterranean (Usually between the surface and underdark)
30 = Planar intersection (Merchants and and diplomats will protect their gates from being closed)
31 = Hyperspace off Ramp (There's a place in the sky over it that makes it easy for spaceships to arrive and depart)
32 = Refuge (Escaped slaves, undead, and cursed monsters are welcome, if they behave)
33 = Resident God or Gods (like Canterlot)
34 = Built on top of a prison(Don't wake the Terask!)

Restrictive could be expanded. 01-Restricted spellcasting.
2-No churches, shrines, or outsiders allowed.
3-No Tech(Sorry androids)
4-Strange rules(Leash laws, no signing, dancing, joking, or rhyming, ect.)
5-Preservation district. Old buildings can be restored, but not remodeled. New buildings are not allowed. Ancient costumes are encouraged.
6-Proper manners vigorously enforced.

Subterranean would have more monster attacks and less normal crime.


1 person marked this as a favorite.

I'm thinking of including one in The Cleaves.
Would mending or make whole work on it?

1 to 50 of 140 << first < prev | 1 | 2 | 3 | next > last >>