Your Best Insomnia - A Place for Ideas While You Can't Sleep


Homebrew and House Rules

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Potato disciple wrote:

So I had this thought surrounding the fact that Baba Yaga could just make Kostchtchie immortal and trap his soul in an artifact. I could accept that if she were a demigod or something, but she is just a regular ol' mythic NPC!

Now.
The most powerful spell a level 20 sorcerer/wizard/witch can cast is wish, right? Since Baba Yaga is mythic (10!) let's make this mythic wish.
This means that we can do it too!
Why doesn't every 20 level wizard 10 tier arcgmage make themselves immortal?
Perhaps someone is interfering.
Who knows.

Maybe it's like the immortals of the Marvel Universe. There can only be one Collector and one Grandmaster. Thus, if another epic evoker uses Wish to become immortal, the existing one gets a save, if their fort save fails, they crumble to dust. If they make their save, someone wasted a wish spell.


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...

...

... Pathfinder

Ten Shrouds Dancer
The Ten Shrouds Tavern in Bloodcove is (for a known pirate cove) at first glance somewhat unremarkable. Prone to dark and mysterious style (draped in the supposedly-eponymous "ten shrouds" - massive black swaths of coarse cloth, each made to be part of a very large tent - it gives off the lazy air of mystery that many other dancing halls, taverns, and similar seek to, but clearly suffers from the typical issues of attempting to be fancy in the limited situation of Bloodcove.

Passing under the tent - part of which droops into the outflow from the Vanji - and passing through the door leads to little real change of most peoples' opinions. The booze is moderate at best, and the real draw are the dimly lit chambers, the decor for those who like dark and menacing theming, and (of course) the men and women who provide entertainment by various dances on stage. The Ten Shrouds Dancers are actually quite notable both for their feats of athletics and their skill at dancing - they typically use multiple poles and almost as many customers come to watch their daring acrobatics as the slow reduction of the "shrouds" they wear. Their skill is such that they are hired for parties, and some even seek them out to take their talent to other cities and locales, especially if they seek to impress a client.

Of course, few realize the true skill of the Ten Shrouds Tavern: their true business lies not in entertainment, but assassination. Originally descended from wandering Varisian devotees of Norgorber and Zon-Kuthon driven out of Rahadoum during the revolution and out of Mediogalti by the Red Mantis they were with, the group of deadly killers and shadow-bound penitents that would become known as the Ten Shrouds banded together at first for safety, then for convenience, and then for profit. Though still small, Ten Shrouds has developed unique and potent techniques for binding the minds and hearts of those who view their dances. They use these techniques to get to targets that might not otherwise be too high-risk to infiltrate directly, brazenly walking in with an invitation where others might struggle to succeed. And then they put on a phenomenal performance. Some of have been known to say that it's not a bad way to spend the last moments of one's life...

Feats: Combat Reflexes, Deceitful
Skills: Acrobatics 2 ranks, Bluff 5 ranks, Climb 2 ranks, Disguise 2 ranks, Perform (dance) 5 ranks, Sleight of Hand 5 ranks, Stealth 2 ranks
Trait: Acrobat, Charming, Memorable, Nonchalant Thuggery

d6 (poor attack), good fortitude and reflex
4+ skills:

Class Skills: acrobatics, appraise, bluff, climb, craft, diplomacy, disable device, disguise, escape, insight, intimidate, linguistics, perception, perform, profession, use magic device

Level: Special
1st: Innocent, Inveigling Performance (fascinate), Night Eyes, Shrouding Spells; bonus feat Dodge
2nd: Shrouded Dance (1 round per level), Shrouded Durability, Veiled Strike (one); bonus feat Improved Initiative
3rd: Lingering, Inveigling Performance (fatigue), Night Grace, Shroud of Poison; bonus feat Mobility
4th: Shrouded Dance (2 rounds per level), Veiled Strike (two); bonus feat Combat Reflexes
5th: Deadly, Inveigling Performance (frighten), Night Shroud; bonus feat Spring Attack

Innocent (Sp)
You gain continuous benefits of the *innocence* spell.

Inveigling Performance (Su)
Ten Shroud Dancers are taught how to use an inveigling performance.
You may begin the performance as a standard action, but maintaining it is a move action, though you may move at half your speed when you do so.
You gain a number of rounds of inveigling performance equal to 4 + constitution modifier + four times your level each day.
The DC for these abilities is equal to 10 + half your ranks in Perform (dance).
An inveigling performance extends for a number of feet equal to 20 feet per class level.
Those withing range who percieve your inveigling performance must make a saving throw or be affected by your inveigling performance.
You may choose which effect you are using on any given round and may switch freely.
A given effect lasts for a number of rounds equal to your class level plus charisma modifier.
- fascinating: a target that fails its Will save is fascinated; additionally, it takes a -4 to its Insight check while affected.
- fatiguing: a target that fails its Fortitude save is fatigued; additionally, it takes a -4 penalty to Constitution-based checks while affected.
- frightening: a target that fails its Will save is shaken, or has its current fear level increased by one step (to frightened, or panicked); while affect, a target who attempts to move more than 5 ft. must make a reflex save or be knocked prone.

Night Eyes (Ex)
You gain light sensitivity; if you already have light sensitivity, you instead gain light blindness. If you already have light blindness, the blindness increases by 1 step.
You gain lowlight vision if you didn't already have one. If you already have lowlight vision, the range increases by one step.
You treat low light as if it were normal light.
You gain darkvision with a range equal to 20 feet plus 20 feet for each class level in Ten Shrouds Dancer. This stacks with other darkvision you may have.

Spell Shrouds (Sp)
Ten Shrouds Dancer has a number of spell-like abilities available, based on their level. The effective Caster Level is twice your class level, but all durations are doubled.
At first level, you gain access to *dancing darkness* and *dancing lantern* and *dancing lights* spells as spell like abilities; you may use any combination of these abilities up to 10 total times per day; either way, this effect lasts for 10 minutes (or 10 hours for *dancing lantern*).
At second level, you gain access to a number of "shroud points" equal to your class level. A shroud point may be used to activate *darkness* or *enshroud thoughts* or *shroud of innocuity*, as well as on additional uses of the spells gained at first level.
At third level, you may use two shroud points to create a *dance of a hundred cuts* or *deeper darkness* or *night of blades* effect.
At fourth level, you may use three shroud points to create a *dance of a thousand cuts* or *shroud of darkness* effect.
At fifth level, you may use four shroud points to create an *curse of night* or *irresistable dance* effect.

Shrouded Dance (Ex)
You gain a bonus to Bluff and Sleight of Hand equal to your class level.
As a Move action, you may gain concealment. This concealment lasts for a number of rounds equal to your constitution modifier plus levels in Ten Shroud Dancer.
At 3rd level, the concealment lasts for a number of rounds equal to your constitution modifier plus twice your levels of Ten Shrouds Dancer instead.

Shrouded Durability (Ex)
You gain damage reduction equal to your class level in Ten Shrouds Dancer/-; this stacks with any other damage reduction you have.
You may double your damage reduction against nonlethal damage.
You also gain twice level in Ten Shrouds Dancer as resistance to acid, cold, and fire.

Veiled Strike (Su)
After a target has been affected by your Inveigling Performance for three rounds, you may make a strike against that target.
As a swift action, you may make a single melee touch attack against a target affected by your Inveigling Performance.
If this melee touch attack succeeds, the target is affected as if by the *forced quiet* spell, and while so-affect treats all terrain as if it were difficult terrain.
Though the effect is similar to a *forced quiet* spell, it is not a spell, ignores spell resistance, and requires a fortitude save based on the DC of Inveigling Performance instead of a will save.
The caster level is otherwise treated as your class level.
If the target is not subject to precision damage, it is still subject to the force quiet, but none of the other effects of this ability.
At 5th level, you may make two melee touch attacks against the target instead of just one, and you may also use this if you make an opportunity attack against a flat-footed opponent.
If the second melee touch attack succeeds, the target is staggered for the duration of the *forced quiet*; additionally, the target must begin holding their breath or begin suffocating.
The target treats their constitution score as if it were 10 lower for how long it may hold its breath.
This second effect does not function against a target who is either does not breathe or one that is not subject to precision strikes.

Lingering (Sp)
Your performance leaves a lasting impression.
A creature subject to your inveigling performance for at least ten rounds finds it difficult to get thoughts of that performance out of its head.
If it was subject to fascinating performance you may create a *suggestion* that the creature needs to see your performance again. This suggestion takes place without the need for words, and usually requires a month to come into effect, though the time delayed is reduced by a number of days of your choice equal to your Ten Shroud Dancer class level plus your constitution modifier. It typically seeks to do so at the first available opportunity.
If it was subject to a fatiguing performance you may create a *nightmare* effect instead at some point within the next week (if not used before then, this effect fades); a target that fails its initial save against the first *nightmare* recieves a number of consecutive nightmares equal to your constitution modifier, half the rounds it was affected by your fatiguing performance, or your class level, whichever is less. It is affected by no more than one *nightmare* per day.
If it was subject to a frightening performance you may create a *nightmare* effect as above, and either a a *suggestion* effect as above, or make it a maddening nightmare. In the latter case, for a number of rounds equal to your level, after a creature wakes up from the *nightmare*, it is dazzled for 5 rounds and must make a will saving throw against your Inveigling Dance DC or take 2 wisdom damage and be affected as if by the *confusion*, *fear*, and *rage* spells for a number of rounds equal to your class level.

Night Grace (Ex)
When in dim light or darkness, you gain a +2 morale bonus to AC, saves, and perception and charisma- and dexterity-based skills.
You may make a single additional 5-ft. step each round; this does not take an action, and you may make this step even if you have moved, or used a full round action.

Shroud of Poison (Ex)
You gain the ability to work with and use poisons as the poison use ability.
In addition, you gain a bonus to saves against poisons equal to your level in Ten Shrouds Dancer.
Finally, you may cover yourself in contact poison and use it to make a number of touch attacks equal to your class level. The poison DC increases by your class level. Once you have poisoned a creature this way, you expend the poison.
Though your are not immune to contact poison yourself, you have been taught the secrets of the Tenth Shroud Lotion which is easily made by spending 3 silver in most markets and one hour boiling the substances you purchased (or spending 9 silver and purchasing the lotion directly).
The Tenth Shroud Lotion absorbs and holds up to ten contact poisons, negating them. If you place this lotion on prior to a

Deadly (Sp)
As a standard action, you may immediately end your inveigling performance to use an ability similar to a highly enhanced version of the *deadly finale* spell, though you may affect only a single target.
With a flourish you immediately end your performance. So long as your target creature is within 30 feet and has been affected by your inveigling performance, they are subject to this effect.
You immediately deal 24 sonic damage to the target who is blinded and deafened for 1 minute, and takes 27 bleed for 9 rounds. A fortitude save (DC 20+constitution modifier) negates bleed damage, and reduces the blindness and deafness to 1 round instead, but the sonic damage is unaffected. A fortitude save failed by 8 or more leaves the target permanently blind and deaf instead.
This ability is an evocation (curse) [sonic] effect, but unlike most such, the DC is not reduced by the *forced quiet* nor does a target gain a bonus to saves from that effect.
Any specified elements (damage, duration, range, and saves, etc., lack of vulnerability to *forced quiet*) are as noted above; otherwise, this ability functions as the spell *deadly finale*.

Night Shroud (Ex)
You gain a number of benefits when in dim light or darkness.
You may use any of your Ten Shrouds Dancer abilities as a swift action; if the ability is already a swift action, it is a free action (though still limited to once per round) instead.
In addition, you may teleport as a swift, move, or standard action; this teleportation functions similarly to the *dimension door* spell, though you may go up to 5,000 ft. with each use and you retain your actions after using this ability. You may use this ability up to ten times per day.
Finally, the caster level for your Spell Shrouds doubles, and all DCs for them increase to 20+your constitution modifier.

ran out of time to finish proper formatting; maybe later


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Not entirely satisfied with the fluff or the crunch. I like the idea of Varisian Wanderers who were ostracized from Varisian society, were corrupted by Nidalese influence, and brought their skill to Rahadoum where they were drawn into the Religion Wars as mercenaries working for all sides until driven out; they left with the Red Mantis and the Norgorberites, but while the first rejected them, the latter embraced them, before the slow slide into secularism in exile in the Shackles.
(An irony not lost on the few present day practitioners aware of their own history.)

For those who knew the class, it probably comes as no surprise that this was based off the cloaked dancer — a rather unfortunately weak class who had similar identity problems. It may also be obvious that I referenced assassin, lion blade, and shadow dancer when making this class, but I don’t know. I don’t know if I should put the fascinate effect back as daze (the original 3.5 version) — both the strength of a 30 ft. radius daze and the currently-irresistible allure of alliteration (plus the concept of inveiglement itself) has held me back so far.

The poor HD (and thus attack bonus) was made with the idea of advancing opportune strike (increase attack and damage under various circumstances) but that got nixed. Thus it’s left somewhat vulnerable.

It’s status as “sort of, kind of” caster does it no favors. I chose the spells due to dancing/darkness/shroud-like themes, but it’s not an ideal situation. As I’m alway a fan of fewer pools but broad variety I do feel the theming and variety work fairly well together - you have battlefield control, direct damage, save-or-suck, and basic utility.

I’m fond of the recurring sets of ten shrouds I’ve placed, but they’re a bit scattershot, and, of course, there is a notable lack of a full ten class features with the word “shroud.” Maybe renaming it to “innocent shroud” and “lingering shroud” and “deadly shroud” might do it. I’ll want better fluff. Deadly shroud is a monster if it works - guaranteed 267 damage if it works, albeit over a minute and able to be staunched.

Veiled strike is an exceptionally potent debuff... in theory. Forced quiet and slow speed can lead to a more leisurely disassembling of a particular target, and later potential staggering and potential suffocation are potent, but still rough.

I’m thinking of adding elements like memory lapse immediately after a veiled strike, and maybe aura of the unremarkable (or, rather, a similar effect) applied while Inveigling dance is active. If fascinate is the base dance effect, then an aura of the unremarkable effect while dazed sure seems fitting. Alas my precious alliteration!

The five levels are intentional - I wanted to pack a lot into a little space so you could continue your other progression. I know many will not like the access to eight level spells at level ten (5 levels minimum to qualify, five more for the class) but neither irresistible dance nor curse of night are as potent — the one partially renders class features obsolete, and the other is extremely thematic. Still, I’m not sold on them being there.
Note, the class was originally designed with level 7 in mind before reaching it, so enter at eight and finish at twelve, but I lowered it so NPCs could reach it earlier. Again, the limited use, and versatility means this isn’t really a class that actually gains eight level spells, even if it sort of kind of is. Still, it does feel like the sort of thing that is a campaign capstone. I’ll have to think about it.

Similarly, the divided caster levels and DCs mean you don’t have to worry about having been a spellcaster or maintaining ancaster Level if you come from a different class. I’m thinking of rewriting it, however, to allow for such combinations. Probably something about following the class formulas or the original CL plus class level, whichever is better. Also thinking about the teneberous spell feat or whichever one makes your spells shadowy; also that other one that makes shadow spells entangle foes.

It’s a bit madd, requiring primarily a mix of constitution and nimbleness “dexterity” (I still say it should be nimbleness!) which might be rough — it’s not the most common combination, but one I particularly like, and should work well with both monk and rogue (and slayer?): two classes that need love and should work well with this class on principle. The skill requirements might be a bit steep for a monk. Of course a bard or wizard could easily enter the class - the former is a good thing (esp. considering rounds of performance should stack - something that, I admit, is not made clear), the latter not so much.

A lot of elements of the class are things I really like, but don’t necessarily come together quite perfectly.

I’m thinking of ways to improve it, but will have to ponder them. Some damage bonus, or something like maneuver training might be neat, though the latter is limited in its utility for the same reasons combat Maneuvers always are: math. The ability to use challenging terrain to negate or even enhance movement is a concept I like as well.

Of course, I may well have to bite the bullet and turn thus into a ten level, though I don’t like it.

Thinking thinking.

I’d appreciate constructive feedback - I know it’s scattered and a mess right now. Thanks!


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I'm working on a dungeon of Reading, writing, and arithmetic. Next to the door is a slate with chalk and an eraser. Above that it says "name" in common. A character just signs their name, then the chalkboard slides up revealing a cubby hole containing a handy haversack. Within the haversack is a set of letter tiles(one each both capital and lower case), a set of number tiles, 5 each 0-9, punctuation tiles, and math operations(Plus, minus,division, multiplication, Parenthesis, equals, ect). After the haversack is removed, the slate slides back down, and someone else can write their name and get a similar bag.

The door has shallow holes allowing you to insert letter tiles. There are 4 next to the handle.

GM notes: You can put in OPEN to open the door and enter the dungeon. To close the door, remove the letters and it will slowly close (5 rounds) and then lock again. The inner surface is identical so you can always open it again.

This is what I have so far.


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Tacticslion wrote:

Pathfinder ... sort of.

So I'm thinking of running a one-player campaign for my wife set in a Hellenistic-ish campaign setting (more like a suite of "classical" lands of antiquity) where the primary character is a daughter of Dionysis after a tryst during one of the mystery rites. Her mother is a powerful oracle "blessed" by the fickle god with direct divine power.

I'm thinking of setting the daughter up (considering it's a one-player campaign) as a godling-derivative (from super-genius games)/oracle (with no curses) gestalt-like-thing.

Kicking around some ideas for how to represent this.

Sounds like a gestalt Oracle/Bard might work, if you wanted to stay closer to regular Pathfinder rules. Perhaps adding the 3pp stuff as a template a little bit at a time.

Grant Leadership for free at a lower level (modified), or perhaps an Animal Companion.

Edit: just realized that I replied to a resurrected zombie thread. So it goes....


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Tacticslion wrote:

It could... it depends very much on the deities, though.

I don't have a specific world for this, so much as "here's a nifty idea for mechanics" in order to make new worlds and stat out/define gods.

Certainly something like what you describe would be possible.

One other thing I'd grant deities access to, is the power of the 3.0 Epic Spellcasting (but they don't automatically gain epic spells)... to a limited extent. These are specific, special effects that have, in this case, one-time uses. Gods can thus create effects beyond the pale of any magic, but it does require time, effort, and resources.

Because greater gods (4 or 5 ranks) would have access to the divine creation salient ability (from the 3.0 Deities and Demigods; I haven't talked about this, yet, here) they would be able to slowly gather enough power (presuming the D&D to PF exchange of 1 XP = 5 gp cost) to create such effects... but it would take time.

The thing with ioun stones is that the rules automatically allow you to have multiples, and they have no limit to how many you can have... the only stipulation in the old 3.5 game is that a given stone is 1-3 feet away, and circles your head.

To quote the current rules:

ioun stones wrote:
These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head.
Since the human head is a pretty normally defined size, I figured I'd just see what happened if I filled the entire volume of the area an ioun stone could be in with ioun stones, and, based off some rough calcualtions (complete with rounding - keep in mind, my calculations are very rough, and use hand-measurements of my own head among other potential error-causing elements) I got the rough (rounded down) guestimate of about 4,320...

It would be amusing to have a curses stone that would multiply till the owner was blinded.

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