Tuesday, June 6, 2017

Neural Networked Spells: Part 3

As promised, here are two more Pathfinder RPG compatible spells based on dumb spell names generated by AI. You can see the last sets here and here.

This is the point where the names the AI spit out start getting truly strange...


Cow of Aurally

School: Conjuration (summoning), Divination (scrying)
Level: Druid 4th, Occultist (Conjuration) 3rd, Ranger 3rd, Shaman 4th, Sorcerer/Wizard 4th, Summoner 3rd
Casting Time: 1 round
Components: V, S, M (a few hairs from the tail of a cow, a small trumpet)
Range: Long (400 ft. + 40 ft. / level)
Effect: 1 summoned cow
Duration: 1 minute / level
Saving Throw: none
Spell Resistance: none

Created by the conjurer Fomend when he needed a way to unobtrusively spy on a rural community, this spell conjures a single cow under the conjurer’s command, and establishes a psychic link with the beast. On completion of the casting, a single cow (use the statistics for an Aurochs) appears anywhere within the spell’s range. The cow will move where the caster silently wills, but otherwise behaves as a normal animal of its kind. It will not attack on command, but will defend itself if attacked.

For the duration of the spell, the caster can hear through the cow’s ears. He can hear anything happening in the cow’s vicinity, but uses the cow’s Perception check (perception +9) for any hearing-related perception checks that he must make. In addition, once during the spell’s duration, he can attempt to read the aura of any one creature that he hears speaking in the cow’s vicinity as if using the Aura Reading occult skill unlock (also using the cow’s Perception skill modifier). The caster must hear the speaker continuously for 1 minute in order for the Aura Reading to work (rather than the usual 10 minutes required to perform a reading).

Because of the unique nature of the connection established with the cow, the cow does not radiate magic, but is revealed by Detect Psionics or similar abilities as if it were the target of a power of the Telepathic discipline. The spell immediately ends if the cow is killed, or if the cow ever moves beyond the spell’s range. When the spell ends or is dispelled, the cow is instantly sent back to where it came from.


MoUs of Farts

School: Enchantment (compulsion)
Level: Bard 1st, Cleric/Oracle 1st, Inquisitor 1st, Magus 1st, Mesmerist 1st, Paladin 1st, Sorcerer/Wizard 1st
Casting Time: 1 round
Components: V, M (a scrap of paper inscribed with the phrase “He who smelt it, dealt it.”)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: The caster + 1 willing creature per level
Duration: 1 hour per level (D)
Saving Throw: special
Spell Resistance: none (harmless)

Created by a young mage possessed of rather impressive flatulence, this spell creates an MoU between the wizard and one or more willing parties, in which they agree to refrain from commenting or reacting when one of the parties lets one rip. This magical Memorandum of Understanding is formal, but not legally binding.

For the duration of the spell, all affected parties refuse to speak of any unusual smells. Whenever a creature affected by this spell is subject to a scent-based attack (such as the Stinking Cloud spell or a creature with the Stench special quality), he may make Will save (DC equal to the save DC of MoUs of Farts) as a free action each round, on a successful save, he ignores any effects of the scent-based attack for that round (this negates any need to make a normal save against the attack in question). On a failed save, he becomes subject to the scent-based attack normally (requiring additional saves against the attack as appropriate).

This spell can be dismissed by any of the affected parties at any time by verbally commenting an unpleasant smell, or by making a gesture to that effect. Once the MoU has thus been broken, the spell is nullified for all participants. Any character that gains the Nauseated condition automatically breaks the MoU, ending the spell for everyone involved.

Monday, June 5, 2017

Gourmand Archetypes: The Cephalovore

Recently I've been experimenting with expanding the Gourmand class I created for Pathfinder with a number of Archtypes. Here is the first, there shall be more to follow...

This one blends elements from the two conflicting "psychic" rules for Pathfinder, both elements from Paizo's Occult Adventures and psionics rules from Dreamscarred Press's Ultimate Psionics. Similarities to the Illithid (or Mind Flayer), which is considered product identity for D&D, are not-at-all coincidental.


The Cephalovore


An Archetype of the Gourmand class for the Pathfinder role-playing game.

While Gourmands are notoriously un-picky eaters, the Cephalovores are quite the opposite. Cephalovores specialize in the consumption of one thing only — brains. Specifically the brains of intelligent or psychically capable creatures. Through this unique diet the cephalovore hopes to expand his own consciousness.

Class Skills: A Cephalovore adds all Knowledge skill to his list of class skills.

Weapon and Armor Proficiencies: A Cephalovore is proficient with all simple weapons, light picks, and heavy picks, and with light and medium armor, but not shields. This replaces the Gourmand’s normal weapon and armor proficiencies.

Brain Surgery: Because of their extensive experience in working with brains, the Cephalovore gains the Trepanation feat as a bonus feat at 1st level. At 8th level he gains Cranial Adjustment as a bonus feat, and at 16th level, he gains Cranial Implantation. The Cephalovore does not need to meet any of the prerequisites of these feats. This ability replaces the Bite class feature.
eatbrain.jpg

Consume: A cephalovore must consume the entire brain of his foe in order to use his Consume ability. This modifies the Consume ability.

Aggressive Trepanation: At 9th level, the Cephalovore learns to quickly and efficiently penetrate the skull of his foe and expose that which the caphalovore most desires. As a full-round action, the Cephalovore can make an attack with a light or one-handed piercing weapon. On a successful attack, the target’s skull is penetrated, dealing 1d3 points of Intelligence, Wisdom, and Charisma damage, in addition to the base damage of the weapon. On a natural 1 on the attack roll, the Cephalovore’s intentionally slip-shod work turns out to be beneficial, affecting the target as if he had successfully performed a full Trepanation.
This ability replaces Swallow Hole.

Psionics: Starting at 1st level, the Cephalovore gains a limited psionic abilities. He is treated as a Psionic character and gains a number of psionic power points as a Aegis of his Gourmand level. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points), treating his manifester level for the purposes of bonus power points as equal to his Gourmand level.

The Cephalovore learns specific powers as he advances in level. The Cephalovore simply knows these powers; they are ingrained in his mind, and he does not need to prepare them, though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against the Cephalovore’s powers is 10 + the power’s level + the cephalovore’s Intelligence modifier.

At 1st level, the Cephalovore knows the Bite of the Wolf and Detect Psionics powers. Detect Psionics does not count as a knack for the Cephalovore — the Cephalovore must always expend power points to use it.
At 4th level, the Cephalovore adds Psychic Interference and Sense Minds to his list of psionic powers known.
At 7th level, the Cephalovore adds Feat Leech and Psionic Blast to his list of psionic powers known.
At 10th level, the Cephalovore adds Psychic Drain and Power Leech to his list of psionic powers known.
At 13th level, the Cephalovore adds Leech Field to his list of psionic powers known.
At 16th level, the Cephalovore adds Decerebrate to his list of psionic powers known.
At 19th level, the Cephalovore adds Psychic Chirurgery to his list of psionic powers known.

This replaces Epicurean, Gourmand’s Gluttony, and all instances of the Acquire Special Quality ability.

Friday, May 19, 2017

Neural Networked Spells: Part 2

As promised, here are three more Pathfinder RPG compatible spells based on dumb spell names generated by AI. You can see the last set here.

While the first set was fairly strait-forward, the rest of the list presents some significant difficulties in the form of nonsensical words not used as possessives or bizarre syntax issues. Defining the following spells actually required me to make up a definition for a word that doesn't actually exist -- "Puijune". I decided the "Puijune" is a portmanteau of "Puissant" (powerful) and "Jejune" (simplistic or superficial). In the context of the spell name it is clearly used as an adjective. Thus...

Puijune (adj). possessed of a superficial level of power.
This is my new favorite word for describing Cantrips. I may have to use it for all new 0th-level spells I make.


Cursing

School: Enchantment (compulsion) [Mind-Affecting, Curse]
Level: Antipaladin 1st, Bard 1st, Bloodrager 1st, Mesmerist 1st, Occultist 1st, Witch 2nd
Casting Time: 1 standard action
Components: S
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

With a rude gesture, you curse a target creature so that they can only speak in profanity. A target that fails a Will save can only speak in words that would be considered crude or offensive in whatever language he is speaking. The target automatically fails any Diplomacy checks, and suffers a -2 penalty on all Bluff and verbal Performance checks due to his limited vocabulary. Likewise, the target cannot cast any spells with Verbal components, save spells with the Chaotic, Curse, Evil, or Pain descriptors. The target is allowed a new save at the end of each of its turns to end the effect.



Conjure Velemert

School: Conjuration (creation) [Air/Earth/Fire/Water]
Level: Alchemist 2nd, Druid 3rd, Medium 2nd, Occultist 2nd, Sorcerer/Wizard 3rd, Witch 3rd
Casting Time: 1 full round
Components: V, S, M (a volume of elemental matter equal to the caster’s size)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1 Velemert
Duration: Special
Saving Throw: none
Spell Resistance: none

The conjurer Fomend described the Velemert as “An extension of the caster’s psyche, bound in elemental matter, and unleashed upon the world at large. Beware the Velemert!”

When casting this spell, the caster must select a volume of elemental matter (air, earth, fire, or water) within range that would be large enough to contain his body. Upon completion of the spell, the caster’s spirit evacuates his body and emerges from the targeted matter as an almost perfect simulacrum of the caster composed of the appropriate element. The caster’s body immediately drops to 0 hit points and is unconscious, but stable. The body cannot be healed by any means so long as the Velemert exists.

The Velemert looks identical to the caster, save that it is composed entirely of the targeted matter, and includes replicas of all of the caster’s equipment. The Velemert’s ability scores are based on the caster’s but invert the caster’s natural proclivities. It’s Strength is equal to the caster’s Intelligence, Intelligence equal to his Strength, Dexterity equal to his Wisdom, Wisdom equal to his Dexterity, Constitution equal to his Charisma, and Charisma equal to the caster’s Constitution. The Velemerts uses the caster’s armor class, base attack bonus, saves, and skills, modified by the new ability scores. It has access to all attacks, feats, and extraordinary or supernatural abilities that the caster possesses, but cannot cast spells or use spell-like abilities.

For all effects related to type the Velemert is treated as an Outsider with the Elemental subtype. The Velemert has all the normal features and immunities of the Elemental subtype, plus Spell Resistance equal to 10 plus the caster’s level. In addition, it gains an additional subtype and abilities depending on its composite material:
  • Air: The Velemert gains the Air subtype, Immunity to Electricity, Vulnerability to Acid, and a Fly speed equal to double the caster’s base land speed (with Perfect maneuverability).
  • Earth: The Velemert gains the Earth subtype, Immunity to Acid, Vulnerability to Electricity, Tremorsense out to a range of 60 feet, and a Burrow speed equal to the caster’s base land speed.
  • Fire: The Velemert gains the Fire subtype, Immunity to Fire, Vulnerability to Cold, and any creature damaged by the Velemert (by any means) immediately catches on fire.
  • Water: The Velemert gains the Water subtype, Immunity to Cold, Vulnerability to Fire, and a Swim speed equal to double the caster’s base land speed.
At the time of it’s creation, the Velemert’s hit points are equal to the caster’s maximum hit points. The Velemert takes damage as normal, and also automatically loses 1d4 hit points per minute, as the magic that created it is inherently unstable. The Velemert cannot be healed by any means. When the Velemert is reduced to 0 hit points, it is immediately destroyed and the caster’s spirit returns to his original body, ending the spell and healing the caster of 1 hit point. If the original body is killed while the caster’s spirit is occupying the Velemert, the caster remains alive as long as the Velemert is intact, after which he dies and can be raised or resurrected normally.



Puijune Magic Furs

School: Transmutation
Level: Cleric/Oracle 0th, Druid 0th, Ranger 1st, Shaman 0th, Sorcerer/Wizard 0th
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1 garment
Duration: 10 minutes / level
Saving Throw: none
Spell Resistance: none (harmless)

Puijune (adj). possessed of a superficial level of power.

Although created as a parlour trick by an apprentice transmuter, this spell has shown itself to be surprisingly useful to adventuring wizards, particularly those traveling in cold climes. This spell transforms any one nonmagical garment into a similar garment of clothing made from thick, luxurious, if somewhat smelly furs (typically that of a seal, bear, or musk-ox). Though typically used on bulkier garments, this could be cast on anything from a loincloth, to a hat, to a full-bodied robe.

If cast on an article of clothing that covers a significant part of the body (such as a tunic, coat, cloak, or the like) the furs grant the wearer a +3 circumstance bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill.