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I made the above thing for a magical mutations thing in my home campaign that is designed to be quite deadly. You can be shielded from the effects by things like abjuration magic, golden hazmat suits, or a good fort save.


1 through 50
DC 20 fort save or 1d6 permanent Constitution damage
51
DC 20 fort save or 1d4 Strength damage
52
DC 20 fort save or 1d4 Dexterity damage
53
DC 20 fort save or 1d4 Constitution damage
54
DC 20 fort save or 1d4 Intelligence damage
55
DC 20 fort save or 1d4 Wisdom damage
56
DC 20 fort save or 1d4 Charisma damage
57
DC 20 fort save or 1d6 damage to all ability scores
58
DC 20 fort save or 1d6 permanent damage to all ability scores
59
random 1st level spell as a 1/day spell-like ability, CL=Hit dice, saves STR based
60
random 1st level spell as a 3/day spell-like ability, CL=Hit dice, saves STR based
61
random 1st level spell as a 5/day spell-like ability, CL=Hit dice, saves STR based
62
random 2nd level spell as a 1/day spell-like ability, CL=Hit dice, saves STR based
63
random 2nd level spell as a 3/day spell-like ability, CL=Hit dice, saves STR based
64
random 2nd level spell as a 5/day spell-like ability, CL=Hit dice, saves STR based
65
random 3rd level spell as a 1/day spell-like ability, CL=Hit dice, saves STR based
66
random 3rd level spell as a 3/day spell-like ability, CL=Hit dice, saves STR based
67
random 3rd level spell as a 5/day spell-like ability, CL=Hit dice, saves STR based
68
random 1st level spell as a 1/day spell-like ability, CL=Hit dice, saves CON based
69
random 1st level spell as a 1/day spell-like ability, CL=Hit dice, saves INT based
70
random 1st level spell as a 1/day spell-like ability, CL=Hit dice, saves CHA based
71
random 1st level spell as a 1/day spell-like ability, CL=Hit dice, saves WIS based
72
darkvision 80 ft
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darkvision 120 ft
74
darkvision 60 ft
75
permanent size increase by one size category
76
permanent size decrease by one size category
77
Blindsight
78
Blindsense
79
Channel resistance 2
80
fire immunity
81
fire vulnerability
82
frost immunity
83
frost vulnerability
84
electricity immunity
85
electricity vulnerability
86
acid immunity
87
acid vulnerability
88
permanent protection from evil
89
vulnerability to good aligned weapons
90
wings, fly speed 30 ft average
91
wings, fly speed 60 ft average
92
wings, fly speed 90 ft average
93
wings, fly speed 120 ft average
94
wings, fly speed 20 ft clumsy
95
wings, fly speed 40 ft clumsy
96
wings, fly speed 60 ft clumsy
97
9th level spell of player's choice as an at-will spell-like ability, CL=Hit dice, saves based on ability score of player's choice.
98
permanent +1d6 to random ability score
99
permanent +1d10 to random ability score
100
Gain 10,000 experience points


This is moderately humorous. I spent piles of time homebrewing new firearms for a steampunk PF game I was running. Maybe I should've used d20 modern.


I love this thread. It has convinced me to work more on statting up commoners. Thanks guys!!


I want the power to move myself and 5 random others to the demiplane of tabletop rpgs. It exists outside of time, and contains anything needed to DM and play any rpg.

Subtle? Mayyyybe....
:P


OFF TOPIC DUDE HERE

I really like rules and tend to use homebrew settings. I don't even borrow divine pantheons. I only buy rules from Paizo, but might buy an AP and adapt it to one of my settings.

I know that a lot of people make homebrew settings. Maybe a guide to building prestige classes would be nice. I dunno.