Additional powers for Terendelev's Scales


Wrath of the Righteous

Sovereign Court

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For those of us with groups larger than four I know I'd like to have some additional powers to grant them with their own Terendelev's Scales.

Cloaking Mists: Three times per day as a standard action, a scale can be used to cast obsucring mist. While concealed in the mists the scale grants the effect of the Blind-Fight feat to the bearer.

Graceful Movement: Three times per day a scale can be used to cast feather fall. Alternately as a standard action, a scale can be used to grant the target a +4 competence bonus to Acrobatics and Fly checks for 1 minute.

--We will, we will... VROCK YOU!


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If you look at the Scales, you'll see each one replicates a 2nd level Cleric spell and allows three uses per day. I'd avoid the obvious buffs (like Bull Strength) or combative spells and instead go for more subtle measures.

Sovereign Court

I tried to keep it more in line with the abilities of a silver dragon. You could easily upgrade obscuring mist to fog cloud. You could use grace from the APG for the second.

--Vrock, Paper, Scissors

Grand Lodge

Adventure Path Charter Subscriber

I read them the other night, but I don't remember exactly what all the effects were. If one doesn't replicate shield other, that would also be a good candidate spell.

-Skeld


Well, the scales seem to follow a pattern (of sorts). A 2nd-level spell, usable three times, and another bonus or limitation. In terms of the spell, each of the pre-defined scales gives a benefit that really only benefits the user (although levitate's clouds could provide a benefit to others).

With that in mind, that the scale is used to affect only the bearer of the scale, I would personally rule out the Fog Cloud (as it affects a large area), and the Shield Other (as it affects another).

I like the idea of the Feather Fall ability, or possibly substituting it for Glide. I also like the idea of having one scale cast Grace, and then give a bonus to movement speed while in use (say 5 or 10 feet). Maybe call this one Graceful Movement, and call the Feather Fall scale the Graceful Flight or Gliding Descent.

Another idea could be using one to cast Effortless Armor, and give, perhaps, a +2 bonus to AC vs AoOs while in use. This would have limited useability, though, as not every character will be encumbered by armor.

Finally, what about one scale that casts Protection from Evil (or Chaos). I would want to apply a limitation to this scale, such as stating it only gives the bonus to AC and perhaps the mind-affecting spells. Summoned outsiders could still hit the PC.

Or what about Acute Senses or Honeyed Tongue. I imagine both of those as spells that aren't too overpowered, and are more of a utility spell. Not sure what the bonuses would be.

Those are my idle thoughts to get things started!


I agree that more options are needed. I wonder if the fine developers had a few extra they could toss our way that didn't make it in?


The powers affect others, it's just the bearer that can cast them. The only ability that is bearer exclusive is Alter Self. The others can target others, Levitate even says a cloud appears under the object or creature. There's no reason to limit Protection from Evil (or Chaos) as most of the outsiders encountered aren't summoned and those that are summoned still have a chance since demons have spell resistance.


RogueShadow3 wrote:
The powers affect others, it's just the bearer that can cast them. The only ability that is bearer exclusive is Alter Self. The others can target others, Levitate even says a cloud appears under the object or creature. There's no reason to limit Protection from Evil (or Chaos) as most of the outsiders encountered aren't summoned and those that are summoned still have a chance since demons have spell resistance.

Oh! I stand corrected. That'll teach me to insert words into descriptions I read! I was taking the words that the scales grant a power to the one who holds it and that the scales don't function if more than one is carried to mean something a little different. As it stands, then, one individual person could benefit from every single scale's power. The PCs all use their scale's power on the PC holding the Alter Self scale.


That would depend on party size, they're only useable 3/day so average 4 man party someone's getting left out. Also they don't work at all if you hold more than one. I'm still not sure what happens if they start passing them around. That part of my question got skipped and the part that wasn't a question got responded to.


RogueShadow3 wrote:
That would depend on party size, they're only useable 3/day so average 4 man party someone's getting left out. Also they don't work at all if you hold more than one. I'm still not sure what happens if they start passing them around. That part of my question got skipped and the part that wasn't a question got responded to.

I would rule, in my campaign, that the scales are the power and it does not matter if Joe or Sue call the power. 3 times regardless of who uses it and it is done for the day.

-- david


RogueShadow3 wrote:
That would depend on party size, they're only useable 3/day so average 4 man party someone's getting left out. Also they don't work at all if you hold more than one. I'm still not sure what happens if they start passing them around. That part of my question got skipped and the part that wasn't a question got responded to.

Correct, you can't hold more than one or they won't work. Which, I see, is different than having the scales power used on you. You don't hold the scale, so you can get the benefit, even though you're holding a different scale. I think I may change that when I run my tables.

Sovereign Court

Cold Aura: 3/day the user can emit a 5' aura of cold, as frost fall (Fortitude DC 16), from a corner adjacent to them. The holder of the scale has immunity to the effect for one round. When the holder moves, the aura stays in the area in which it was initially called.

------------

I'm a little iffy about the DC. I went with 16 for the artifact being CL 19 (caster capable of 9th level spells = 19, modifier 4) and 2nd level. I felt even a minor artifact needed a save higher than 13.

Silver Crusade

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Ive got 6-12 players. So far its just going to be Roll a d4 everyone and that will be the power of that scale. Unless i see something to catch my eye in the next three days.. then it will be a d# whatever.. I do kinda like that its limited to just a few powers as for me anyway with so many players.. it can be a logistical nightmare. Thankfully 6/12 are comfortable DM stuff other then 2e/rifts so it is nice ive got almost psydo-dm's.

Sorry nothing really constructive in this post.. i just wanted to share

Sovereign Court

I"ll make my 6th scale cast Fog Cloud 3/day.


It's been a while, but I thought I should add the addition that I'm using as my fifth scale; it is a combination of a silver dragon's cold and paralyzing breathe (albeit it only staggers for a round).

Paralyzing cold: Three times per day as a standard action, a scale can be used to make a melee attack (using a weapon, unarmed strike or natural attack), if it hits the attack deals an additional 2d8 cold damage and the target must make a Fortitude save DC 10 + half-level + Con modifier or be staggered for 1 round.


Silence: Three times a day as a standard action the scale can be used to cast the spell Silence. It also provides a +4 bonus to Stealth when sneaking up on demons and cultists.

Calm Emotions: Three times a day as a standard action the scale can be used to cast the spell Calm Emotions. It also provides a +1 divine bonus to Diplomacy and Sense Motive checks.

Paizo Employee Creative Director

Aaron Scott 139 wrote:
I agree that more options are needed. I wonder if the fine developers had a few extra they could toss our way that didn't make it in?

Nope; only four were built. I'm certainly enjoying seeing what folks come up with for more though! :-)


I'd thought of one that does Instant Armor, but realized it would be overpowered. I mean, it would create Full Plate (even if it "only" lasts 19 minutes)!


James Jacobs wrote:
Aaron Scott 139 wrote:
I agree that more options are needed. I wonder if the fine developers had a few extra they could toss our way that didn't make it in?
Nope; only four were built. I'm certainly enjoying seeing what folks come up with for more though! :-)

For future consideration: since we RPG'ers are essentially gamblers at heart - I would advocate including around 6 or 8 options when something similar crops up. This caters both for larger play groups as well as make it more viable to roll-your-reward.


LoreKeeper wrote:
James Jacobs wrote:
Aaron Scott 139 wrote:
I agree that more options are needed. I wonder if the fine developers had a few extra they could toss our way that didn't make it in?
Nope; only four were built. I'm certainly enjoying seeing what folks come up with for more though! :-)

For future consideration: since we RPG'ers are essentially gamblers at heart - I would advocate including around 6 or 8 options when something similar crops up. This caters both for larger play groups as well as make it more viable to roll-your-reward.

But that will also cut into word count.

Silver Crusade

Change the font size from 12 to 8 :) Can add alot more info without changing the page counts :)

Back on topic though.. What i did was created Terendelev.. then had the PC's roll my hero quest dice (which is a d6 with a 3 shields, 2 skulls, 1 scarab) if anyone rolled a scarab they would get to roll on the second table for a Greater (possibility)power. But even with 10 players, nobody did so they all have 1/3/4 abilities.

d4 roll if dont roll scarab
1 Cloudwalking
3 disguise
2 resistance
4 sacred weaponry

Of the extra abilities i came up with this for my options, everything scaled to the Character level of the PC holding the scale, usable 1x per day or week depending on if the power is a higher ability then the PC would have if they were a silver dragon of the same HD as they have currently.

d100 if do roll scarab
01 Graceful flight
02 Blizzard breath
03 Control Weapon
04 Control Winds
05 Detect Evil
06 Feather Fall
07 Fog Cloud
08 Reverse Gravity
09 Detect Magic
10 Flare
11 Light
12 Message
13 Stabalize
14 Resistance
15 Virtue
16 Bless
17 Divine Favor
18 Pro Evil
19 Shield
20 True Strike
21 Augury
22 Calm Emotions
23 Cure Moderate
24 Withdraw
25 Invisibility
26 Web
27 Cure Serious
28 Dispel Magic
29 Hold Person
30 Wind Wall
31 Break Enchantment
32 Flame Strike
33 Plane Shift
34 Wall of Force
35 Banishment
36 Greater Dispel Magic
37 Heal
38 Repulsion
39 Greater Scrying
40 Holy Word
41 Greater Spell Immunity
42 Holy Aura
43 Mass Cure Critical
44 Gate
45 True Resurrection
46 +10 Fly
47 +10 Acrobatics
IF higher then a 48, gain one of the initial 4 abilities usable double times per day.

48-61 Disguise
62-74 Cloudwalking
75-87 Resistance
88-00 Sacred Weaponry

Paizo Employee Creative Director

LoreKeeper wrote:
James Jacobs wrote:
Aaron Scott 139 wrote:
I agree that more options are needed. I wonder if the fine developers had a few extra they could toss our way that didn't make it in?
Nope; only four were built. I'm certainly enjoying seeing what folks come up with for more though! :-)

For future consideration: since we RPG'ers are essentially gamblers at heart - I would advocate including around 6 or 8 options when something similar crops up. This caters both for larger play groups as well as make it more viable to roll-your-reward.

Yeah, that would indeed eat into the wordcount. Especially in the case of our current format for new items—ALL of the items have to fit in to that two page entry, and cutting items when one goes over wordcount is not really an option because that increasingly starts to strand Item Cards with no game support.

The basic assumption of number of PCs, their levels, and even the assumption that they're playing core races with core class abilities is absolutely necessary. When preparing a published adventure, we don't have the luxury of knowing the exact layout of the group that's gonna play it, but by making assumptions like this we can produce a baseline adventure that comes close enough. The adjustments to an adventure for a group that deviates from the baseline expectations (such as one that has more than 4 PCs) is the responsibility of the GM.

Paizo Employee Creative Director

Klokk wrote:
Change the font size from 12 to 8 :) Can add alot more info without changing the page counts :)

Other non-options that folks have also suggested over the past many years of RPGs include:

1) Shrink the margins! So much wasted space on the edges of the pages!

2) Get rid of the art! The words are all that's important anyway!

3) Web enhancements! Put the extra stuff up online for free!

4) Make the book bigger!

Alas, all five of those options (including the font option) aren't good ideas for various reasons.

(And yeah, I know it was a joke... but since a lot of folks seem to take these options seriously, I just wanted to step in and say something to the effect of "It is the way it is for a reason.")


Actually, #3 could work, but not for putting NEW items up. Rather, for EXPANDING on items. For instance, additional abilities for the Scales (or guidelines on what types of spells are best suited for the Scales). :)

Paizo Employee Creative Director

Tangent101 wrote:
Actually, #3 could work, but not for putting NEW items up. Rather, for EXPANDING on items. For instance, additional abilities for the Scales (or guidelines on what types of spells are best suited for the Scales). :)

Actually... #3 doesn't work, because the amount of work we put in on a web enhancement is no different than what we put in for every product. The only time we save is on shipping and printing, which isn't something Editorial is involved in. So each web enhancement we do basically means adding work to an already full schedule, which means that our employees get less time to be with their families or time to unwind because they're working late hours or weekends.

AKA: More web enhancements will lead to more employee burnout, and that leads to a drop in overall product quality. Not a good thing, and not worth the risk in my opinion.


Yes, that's true. And having gone through burnout (GM burnout but still) I'd not wish this on anyone.

Sovereign Court

Also, threads like this allow the players to solve the issue without Paizo employee burnout! :)

Silver Crusade

Your right Jess.. It also helps to bond the players more closer to Paizo as we get to feel that we are making an impact helping out our fellow gamers (which we are). its kinda a win-win situation here. though it would be nice to get paid for creative brainstorming :D


i don't see whats so hard about doing the extra powers yourselves, Tangent101 figured out the pattern in the second post the rest is super easy, why should Paizo have to do it all? considering how much time, effort and thought most people put into CHANGING half a chapter how hard it it to come up with a few extra powers.


Admittedly, I run all my games using Savage Worlds - but one guy playing a fighter-type has turned his scale into a small shield that grants the Arcane Resistance edge (+2 TN vs arcane attacks). The others all have them on pendants around their necks, so I've had to be flexible, re: size of each scale.


Bolstering: Three times per day as a standard action, a scale can be used to cast aid. Against evil outsiders, the bonuses to attack rolls and to saves against fear increase to +2.

Memory: Three times per day as a standard action, a scale can be used to cast share memory, but it only works on willing or unconscious targets. Additionally, as a variation to the spell, the scale can be used to show the user Terendelev's last memories, when he saved the heroes' lives and died for Kenabres. Inflamed by such memories, the user gains the benefits of a double strength guidance (+2 competence bonus to a single check to which guidance applies) that can be discharged within 20 minutes.


LoreKeeper wrote:

It's been a while, but I thought I should add the addition that I'm using as my fifth scale; it is a combination of a silver dragon's cold and paralyzing breathe (albeit it only staggers for a round).

Paralyzing cold: Three times per day as a standard action, a scale can be used to make a melee attack (using a weapon, unarmed strike or natural attack), if it hits the attack deals an additional 2d8 cold damage and the target must make a Fortitude save DC 10 + half-level + Con modifier or be staggered for 1 round.

How about just using Frigid Touch? It's a second level spell and it fits the theme. I'm just wondering if maybe it's a little bit too powerful at 4d6 touch attack with a guaranteed 1-round stagger. I mean, it's targeting the lowest AC and the players get them at level 1. It would very easily make the first 3 monsters they fight each day extremely easy. Well, at least until the end of the first part of the AP.

Liberty's Edge

Regarding the Cloudwalk ability of the scales - do I miss something here?
Having a CL19th leviate spell would make the whole adventure obsolete, because it would allow at least three pcs to leave thr 230 ft deep cave...
Or is the cave somehow not open to the city above?!

Paizo Employee Creative Director

Dryder wrote:

Regarding the Cloudwalk ability of the scales - do I miss something here?

Having a CL19th leviate spell would make the whole adventure obsolete, because it would allow at least three pcs to leave thr 230 ft deep cave...
Or is the cave somehow not open to the city above?!

Yeah; that's the case. The cave collapses behind the PCs, pretty much. In order to exit the way they came, they'd have to dig up through a lot of rubble that would likely collapse further if they started shifting it around.

Liberty's Edge

Ok, thank you, James!
I somehow didn't get that detail while reading it.
Now, everything's fine... :)


Blurry: Three times per day as a standard action, a scale can be used to cast blur. When the target of the spell takes two actions to move or a withdraw action, the miss chance increases to 50% for 1 round.

Whispering: Three times per day as a standard action, a scale can be used to cast whispering wind. The wind always moves at maximum speed (1 mile per 10 minutes, 60 ft per round) and turns into a barely perceptible (Perception DC 20) shape of a dragon while delivering the message.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Freedom: Three times per day as a standard action, a scale can be used to cast remove paralysis. The targets receive an additional +1 sacred bonus on saves versus paralysis and effects which cause the staggered condition for three rounds.

Consecration: Three times per day as a standard action, a scale can be used to cast consecrate. If used by a lawful good character, the sacred bonus on positive channeled energy DC's granted by the scale increases by +1.

Those are the two additional scales I'll be handing out for my six player group.

Silver Crusade

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captain yesterday wrote:
i don't see whats so hard about doing the extra powers yourselves, Tangent101 figured out the pattern in the second post the rest is super easy, why should Paizo have to do it all? considering how much time, effort and thought most people put into CHANGING half a chapter how hard it it to come up with a few extra powers.

Absolutely agree... I've been playing/running games for 25 years and nearly everything I've done has been off the cuff, homebrewed, or heaviily modified. I spent a lot of time in the Forgotten Realms but the stories and adventures belonged to me and my players... rarely have I ran modules.

So, as Captain Yesterday said... just make the extra stuff yourself.

I have five players for my Wrath game... and four scales. When we sat down to play I still hadn't decided how I was going to handle the 5th scale. My Pladins playstyle decided it for me... a Scale with the ability to cast Shield Other.


I'm not sure what I'm going to do with a 6th (if that person ever comes back), the one I'm messing with is:
Sight: The user of the scale can cast Darkvision, Communal 1/day. Anyone under the effect of this spell can also see through fog, clouds, and smoke as if they weren't there, even from magical sources.


That's overpowered. Darkvision for one person, sure, if you're going to include the other effects. But not Communal. That's a level 3 spell.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I went with Aid, it's been really helpful in the caves and it isn't super overpowering like shield.

Liberty's Edge

I am going to with Shield Other abd Soothing Word I think.

Scarab Sages

Considering Terendelev, I think my fifth scale is going to be Martyr's Bargain.

Sovereign Court

Aid has been very useful in keeping my party alive through the caves.


What do people think about using a modified Whispering Lore spell that instead imparts some benefit against demons or some such thing? Under/Over powered?

Dark Archive

Not to preform thread necromancy, but I have some built up. I custom made several for my specific party members, and all of them "upgrade" when they reach Mythic Tier 3. I've made 8, not because I think that 8 players is a good Idea, but because I only know three of the players characters yet, and may have up to two more joining, so I wanted something to be available for any new people for me to have a good spot to start from.

Draconic Resevoir:
The Holder of this scale is considered to have absorbed 30 points of cold damage. The Holder of this scale may release the absorbed energy as a swift action, causing their next Melee attack to deal an additional 1d6 cold damage. The scale can do this three times. Upon using the third "charge" the scale gains the ability to cast Draconic Reservior 1/day, choosing an energy type to absorb, and absorbing up to 60 points of damage of the chosen energy type, and releasing the energy uses up it's full "charge" ending the effect. The released energy is always released as Cold damage.)

Upgrade: Upon reaching Mythic Teir 3, the Scale casts Mythic Draconic Reservoir 1/day instead

Explanation:
One of the characters is Terendelev's offspring. He loves dragons, and when he read in Dragons of Golarion that Terendelev is a Silver (his favorite type of dragon) and that She is in Mendev, he was like "Whoa! Awesome lore!" then several months later I told him that the WotR AP happens in Mendev and he was like: "My character is an offspring of Terendelev, it's cannon!" and I thought... Oh god. How is he going to handle this AP? Also, just between you and me, I couldn't help it. He's in for a shock and then, an even bigger shock at the end of the path. I need Him in the campaign, so I'm letting him do it.

Sacred Weaponry:
Three times per day as a standard action, this scale can be used to cast Bless Weapon, except that ammunition loaded into a weapon that fires projectiles receive the benefit of this spell. Unlike a normal Bless Weapon spell, this effect can be cast on an unarmed strike or natural weapon.

Upgrade: Upon Reaching Mythic Teir 3, this scale instead allows you to cast Mythic Daybreak Arrow 1/day, except that all instances
of "undead" are replaced by "evil outsiders".

Explanation:
I realize that Sacred Weaponry is already a scale ability, however, I don't like Align Weapon, so I chose Bless Weapon instead. The Character receiving this scale is a Divine Hunter of Sarenrae, so that should make the changes and upgrade make sense.

Blood of the Martyr:
Three times per day as a standard action, this scale can be used to cast Blood of the Martyr as if Terendelev had cast it upon herself. Doing this allows the bearer of this scale to
drink the Positive-energy infused blood to regain 2d6 hp, as a swift action. It continues to bleed for the full duration of the spell (18 more rounds) or until it's bearer is at full HP. If the bearer of this scale does not sup on the blood, it drips to the ground uselessly.
Drinking the blood in this way does not constitute an evil action, and if the bearer would be harmed by positive energy, as long as their alignment is non-evil, it does not harm them and still heals them.

Upgrade: Upon reaching Mythic Teir 3, the blood heals 4d6 hp per round or until it's bearer is at full HP. In addition, if you are a Dhampir,
you gain the Life-Dominant Soul feat while the Scale bleeds.

Explanation:
I really liked Blood of the Martyr, but it would be ludicrously powerful or stupid depending on the direction I took it in. So I decided to basically say "screw the rules, I'll make this awesome anyway!" The Player is playing a Dhampir Inquisitor of Ragathiel, and I thought this would be an appropriate way of getting them healed, since it's hard to heal a Dhampir when your allies channel Positive Energy and have Lay on Hands.

Warding:
Three times per day as a standard action, this scale can be used to cast Protection from Evil on it's bearer.

Upgrade:Upon reaching Mythic Teir 3, the bearer is also affected by a Dispel Evil spell. The Protection from Evil effect remains
for it's full duration, even if the Dispel Evil effect is discharged.

Consecration:
Three times per day as a standard action, this scale can be used to cast Consecrate as a standard action. It counts any of the crusader faiths as "in pantheon" and Consecrates the area for both the bearer's deity and Iomedae. The DC to resist positive channeled energy within it's area gains an additional +1 bonus if channeled by this Scale's bearer)

Upgrade: Upon reaching Mythic Teir 3, the Scale instead casts Mythic Consecrate 1/day and The DC to resist positive channeled energy
within it's area gains an additional +4 bonus if channeled by this Scale's bearer

Cloudwalking:
as per the AP

Upgrade: Upon reaching Mythic Teir 3, The Holder of this scale instead can cast Fly 2/day. The affected creature is covered
in a mist that appears as silvery draconic wings, and has concealment (20% miss chance) for the duration of the effect

Disguise:
Three times per day as a standard action, this scale can be used to cast alter self. While disguised, the target gains a +5 bonus on all Charisma based skill checks made against evil creatures.

Upgrade: Upon reaching Mythic Teir 3, the bearer can additionally treat a roll of 2-10 on a single Charisma based skill check as if it were an 11 3/day

Explanation:
This one was hard. I changed it to be "Charisma based skill checks against evil outsiders" because limiting to bluff seemed... wrong.

Chill Metal:
Three times per day as a standard action, this scale can be used to cast Chill Metal. The dice used to determine damage from this spell are d6's rather than d4's.

Upgrade: Upon reaching Mythic Teir 3, the Scale may be used to cast Heat Metal as well. In addition, the target of the spell is Entangled for it's duration, and the number of dice rolled to determine damage dealt are doubled. This damage is not reduced by elemental resistances, but elemental immunity and elemental absorption still affect the damage dealt by this ability.

Explanation:
I wanted something that acted sort of like the aura of cold that Silver's have. so I figured this would work nicely.

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