Showing posts with label Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

Wednesday, August 23, 2017

A Game of Skills?

For a while now, my thoughts have been drifting in the direction of a rather severe hack of the Pathfinder Roleplaying Game. A long while ago, I posted the outlines of a classless system while musing about Vancian magic. And last week I mused about converting weapon proficiencies into skills.

The more I think about both of these ideas, the more I like them. The former gets rid of classes, gives (a little) magic to the masses, and helps further eliminate the idea of dump-stats (without taking the 5e route of giving some classes Charisma-based attack rolls). The latter, in addition to making weapon choices more interesting, gets rid of the Base Attack Bonus...

This last bit personally interests me. BAB is a static value. It is a statistic that does not involve any level of choice -- or rather, it is rolled up in your choice of class(es). By getting rid of it and effectively making attack rolls into skill checks, we have one less random number from which we have to derive other values, AND one less remnant of the class-based system.

So, there is one other static value or class-based value that the game fundamentally dependent on that might be reasonable to convert into a trained skill...

Saving throws

Pathfinder (and D&D 3.x and the d20-system in general) uses three saving throw values: Fortitude, Reflex, and Willpower. These correspond to three of the six ability scores, and, arguably, give greater weight of importance to those three stats. They also, like BAB, advance only based on your choice of class(es).

The extant editions of D&D that have followed 3.x both tried to mitigate / get rid of the effects of these values in different ways. 5th edition made them ability checks, for all six ability scores, as a way to a spread out the value of the various stats (thus reducing the sense of "useless" ability scores). 4th edition made them truly static, much like a character's Armor Class, as a way of reducing the number of rolls made in combat. But nobody liked that. The saving throw roll is too intrinsic to D&D's sense of risk.

But what if we used the exact same approach to Saves that we do to Weapons? What if, instead of a saving throw that advanced statically by class, saves were a skill that you had to choose to improve, or not.

The big pluses with this are that: (a) You eliminate the class-bound static values, and (b) You add yet another element of variability between characters and choice for the players.

The obvious con is that you have to spend skill points on them. If they come from your main pool of skills, then the saving throws water down the potential skill levels of the character, by increasing the number of things he must spend points on. With weapons, we created a second pool, because there are so many. We could do that with saves, and have a pool of "Saving Throw Skill Points", but even with a 5th-edition approach of one save per stat we have only six skills to choose from -- which would quickly make the characters relatively uniform.

So what if we make Saving Throws into actual skill checks? Some might be obvious: Perception check to see through an illusion? Acrobatics check to leap out of the way of a fireball?


Of course, this would require either on-the-fly DM interpretation (or player arguments) of what skills are or are not appropriate for resisting a specific spell. Or highly complicated replacements of the "saving throw" field in every spell description to detail which skill check(s) to make. With the THOUSANDS of spells available for Pathfinder, either of these would be a nightmare.

So, we need a clear 1-to-1 relationship of Skill to Save category, but we don't want those skills to only cover the saves, since that overly waters down what a character can learn to do.

So, 3 skills...

Reflex:

The "Reflex save" is fairly easy to replicate with a skill. The aforementioned Acrobatics skill just makes sense here. It is already a fairly broad skill, having been expanded in Pathfinder to encompass in totality three different skills from D&D 3.x (Balancing, Jumping, and Tumbling), which together encompass roughly 99% of how players and DMs describe Reflex saves occurring. It just makes sense to replace Reflex saves with Acrobatics skill checks.

Of course, this puts A LOT of value on the Acrobatics skill, since it already encompasses so much that an adventurer might want to do.

Willpower:

"Willpower saves" are harder. There is no single, broadly encompassing skill that would cover all the ways you might fight through a mental attack -- Perception for Illusions, Sense Motive for Divination, any of a number of Knowledge skills, Spellcraft?

However, if you look just slightly outside the core Pathfinder skill set, there is one skill that fits the bill pretty well. The Autohypnosis skill (from Psionics Unleashed by Dreamscarred Press) is traditionally reserved for Psionic campaigns (and, indeed, existed in the D&D 3.x psionics rules as well), but covers such things as Resisting Fear, Memorizing long strings of text, and clinging to life while bleeding out. Using Autohyposis in place of Willpower saves makes sense, and attaches a number of useful (if slightly esoteric) functions to our "Willpower skill".

Perhaps not nearly as universally useful as Acrobatics, but sufficiently useful outside of avoiding spells to make it a worthwhile skill purchase.

Fortitude:

This is the real toughie. For starters, "Fortitude saves" are traditionally based on Constitution and Pathfinder has no Constitution-based skills. Likewise, the only Strength-based skills are Climbing and Swimming, which are highly specific. Autohypnosis encompasses some Fortitude-like functions (resisting poison), but has already been claimed for Willpower....

So what do we do?!

Well, it turns out that there are a lot of things in Pathfinder that call for random Constitution checks -- running, forced marches, holding one's breath, resisting starvation or thirst, etc. Pathfinder's solution to allow some characters to get better at these kind of things is a feat: Endurance, which gives a bonus on checks of this kind.

Now, all of these checks have always bothered me as a DM -- mostly because its a lot of random things to remember. Fort save vs. exposure (but Endurance applies), Swim check to resist exhaustion (but Endurance applies), Con checks here and there (but not centrally documented, other than in the Endurance feat. They are a pain to remember and even the best DMs tend to forget to call for them.

Well, it turns out that all of this was solved in the edition-that-shall-not-be-named (4e D&D).
Look at that! An Endurance SKILL...

Poof! Not only do we have a skill that covers all that random shit from 3.x/Pathfinder, but we also have the perfect stand-in for a Fortitude save skill, with universally broad usefulness for adventuring types.








Tuesday, August 15, 2017

Weapon Proficiencies for Pathfinder

One of the things that has bugged me about D&D post 2nd-edition is how generalized weapon training is, or rather, how inconsistently generalized it is. Characters in 2nd-edition had a limited number of slots or points they could use to gain skill with weapons. These could be spent one-for-one to gain proficiency in individual weapons, or to improve the character's skill in a specific chosen weapon, or spent in twos and threes to gain skill in broad categories of closely related weapons (all one-handed swords, or all bows, or axes).

3rd edition, Pathfinder, and 5th edition all break weapons down into three categories: Simple, Martial, and Exotic. The various classes in Pathfinder each grant a flat list of weapons selected from wide swaths of these categories (i.e. All Simple weapons and All Martial weapons) or a very specific subset which may be drawn from one or more of these three categories. These are one-and-done, you are proficient or you are not. A character can expand the weapons they are proficient with by spending a feat, but doing so is inconsistent -- one feat gives you all Simple weapons, but one feat gives you only a single Martial weapon.

Further, these categories don't really represent similarity of use, but rather a vague notion of "game balance". Simply put, Martial weapons do more damage than Simple weapons, and Exotic weapons do more damage than Martial. Even if the weapons are nearly identical -- the martial "rapier" and the exotic "dueling sword" are identical weapons except for stats, and the simple "Long Spear" and martial "Pike" are likewise, the same weapon -- a character whose class has trained with weapon A has zero knowledge of weapon B.

Then, of course, a character with a given base-attack bonus has that same bonus with ALL weapons that he is proficient with. A fighter, even if he spent his entire 20-level career only using a favorite heirloom longsword, would have the same level of skill (as represented by his numerical attack bonus) with a flail that he would with the sword he'd spent his entire life swinging.  Granted, he could take feats to get a +1-3 point bonus on attacks with the sword, or other tricks, but how does he have such vast generalized skill with other weapons without ever using them?

And don't even get me started about Slings...

Of course, you can argue all day about "abstraction". Blah-blah-blah. But I'm not hear to listen to that, I'm here to propose an alternative...


Wednesday, June 28, 2017

Cinderella meets Don Corleone

Because I was bored...a prestige class for the Pathfinder Role-playing game. Intended for use with my take on the warlock class, but usable by any character that wants prefers spell-like abilities over spells.

A note on the "race" requirement. Within my Beyond the Shore setting, anything that is not a Human qualifies as a "Faerie". If you are playing in a more traditional high-fantasy setting but want to keep the Faerie-flavor, you may want to change this to requiring the Fey creature type or the Elf subtype, or whatever sub-set or superset of creatures you consider to be "Faeries".


The Faerie Godparent


No personal advantages will suffice without proper connections. — Charles Perrault

Faerie Godparents are enigmatic fae beings who choose to act as mentor, protector, and benefactor to one or more mortals, in the role that an actual godparent is expected to play in many societies. Faerie Godparents act in a manner atypical of their kind; they are preoccupied with the character and fortunes of their mortal protegees, often going so far as to oppose other members of their court to do so. Fairy Godparents give their mortal protegees advice, manipulate fate in their favor, and shower them with gifts (though being made by fae magic, these are often fleeting), and in exchange they demand the respect and love of their “children”. A Faerie Godparent knows that having the right connections can sometimes solve things that magic cannot, and is thus always working to grease both palms and wheels of politics.

Hit Die: d8

Requirements

Race: May not have the Human subtype.
Skills: Diplomacy 8 ranks, Knowledge (nobility) 8 ranks, Perform (any one) 5 ranks
Feats: Leadership, Any 2 Teamwork Feats
Special: Must be able to use spell-like abilities, one of which must duplicate a spell of 3rd-level or higher.

Class Skills
The Fairy Godparent’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
  • Skill Ranks per Level: 6 + Int modifier.
Level BAB Fort Ref Will Special
1 +0 +0 +1 +1 Welcome to the Family, An Offer You Can’t Refuse, Faerie Gifts
2 +1 +1 +1 +1 Watch Over Your Children, Bonus Feat
3 +2 +1 +2 +2 Faerie Don, Coordination 1/day
4 +3 +1 +2 +2 Faerie Glamour
5 +3 +2 +3 +3 Coordination 2/day
6 +4 +2 +3 +3 Bonus Feat
7 +5 +2 +4 +4 Coordination 3/day
8 +6 +3 +4 +4 Improved Faerie Glamour
9 +6 +3 +5 +5 Coordination 4/day
10 +7 +3 +5 +5 As You Wish, Bonus Feat

Weapon and Armor Proficiency: The Faerie Godparent gains no additional proficiency with weapons or armor.

Spell-like Abilities (Sp): The caster level for all of a Faerie Godparent’s spell-like abilities is equal to his Faerie Godparent class level, plus his Warlock class levels (if any). The DCs of any saving throws against a Faerie Godparent’s spell-like abilities are always equal to 10 + 1/2 his combined Faerie Godparent and Warlock levels + his Charisma modifier. Each spell-like ability may be used a number of times per day equal to his Charisma modifier (minimum 1/day).

Welcome to the Family (Ex): At 1st level a Faerie Godparent may designate a number of mortal protegees equal to his Faerie Godparent level plus his Charisma modifier. Faerie Godparents are remarkably less fickle than their peers, and once a mortal has thus been designated as a godchild, they remain so until death. When using the Aid Another action to assist one of his godchildren, the Faerie Godparent may do so as a move action, rather than a standard action and increases the bonus granted to his godchild by an amount equal to his Charisma modifier. Any cohorts granted by the Leadership feat automatically counts as a godchild and does not count against the limit of godchildren the Faerie Godparent may have.

An Offer Your Can’t Refuse (Sp): Once a Faerie Godparent chooses to take a mortal under his wing, he does not take no for an answer. Beginning at 1st level, the Faerie Godparent gains the following spell-like abilities at the listed levels: 1st level— Beguiling Gift; 2nd level— Unnatural Lust; 3rd level— Oathbind; 4th level— Indisputable Fact; 5th level— Discern Lies; 6th level— Dream; 7th level— Gaes/Quest; 8th level— Mass Demanding Message; 9th level— Sympathy; and 10th level— Overwhelming Presence. The Faerie Godparent’s Godchildren suffer a -2 penalty on saving throws against these effects.

Faerie Gifts (Sp): The Faerie Godparent learns a number of magical abilities by which he can bestow lavish, yet fleeting gifts upon his mortal protegees. Beginning at 1st level, the Faerie Godparent gains the following spell-like abilities at the listed levels: 1st level— Fool’s Gold; 2nd level— Polypurpose Panacea; 3rd level— Make Whole; 4th level — Conjure Carriage; 5th level— Minor Creation; 6th level— Major Creation; 7th level— Heroes’ Feast; 8th level— Shadow Terrain; 9th level— Polymorph Any Object; and 10th level— Resplendent Mansion.

Bonus Feats (Ex): At 2nd level, and again at 6th level and 10th level, the Faerie Godparent gains a bonus feat from the following list: Bodyguard, Center of Power, Enlarge Spell-like Ability, Extend Spell-like Ability, Extra Cohort, Guild Emissary, In Harm’s Way, Insightful Advice, Major Spell Expertise, Minor Spell Expertise, Practiced Leader, Quicken Spell-like Ability, Underworld Connections, or any Teamwork Feat.
The Faerie Godparent must meet all the normal prerequisites of the bonus feats selected.

Watch Over Your Children (Su): Beginning at 2nd level, the Faerie Godparent constantly monitors the safety and well-being of his mortal protegees. The Faerie Godparent is able to continually monitor his Godchildren as if they were affected by a continuous Status (as the spell). Should the Status effect be somehow dispelled, the connection is automatically re-established the next time the Faerie Godparent comes into contact with the Godchild.

Faerie Don (Ex): Starting at 3rd level, the Faerie Godparent’s extensive network of connections allow him to bring some of the true might of the Faerie Courts to bear. Whenever the Faerie Godparent would attract new followers from the Leadership feat, he may choose to attract Fey creatures with a Challenge Rating equal to the level of follower he would attract, in place of a normal follower.

Coordination (Ex): Starting at 3rd level, as a standard action, the Faerie Godparent can grant any Teamwork feat he knows to all of his Godchildren within 60 feet who can see and hear him as a bonus feat. Godchildren retain the use of this bonus feat for a number of rounds equal to the Faerie Godparent’s class level. The Godchildren do not need to meet the prerequisites of these bonus feats. The Faerie Godparent can use this ability once per day at 3rd level, plus one additional time per day every two levels thereafter.

Faerie Glamour (Su): Beginning at 4th level, the Faerie Godparent learns to alter his form in order to fulfill the expectations of his protegees. At 4th level, the Faerie Godparent is under the effects of a constant Glamour (as the spell). If this effect is somehow dispelled, the Faerie Godparent can re-establish the Glamour as a swift action, at will.

Beginning at 8th level, the Faerie Godparent also benefits from a continuous Adjustable Polymorph, allowing him to alter his form to that of any humanoid creature (as per the Alter Self spell) as a swift action. This is in addition to the benefits of the Glamour.

As You Wish (Sp): At 10th level, the Faerie Godparent gains the ability to grant wishes to his mortal protegees. The Faerie Godparent can cast Limited Wish as a spell-like ability. He may only use this ability when within 30 feet of one of his Godchildren, and at their express request.

Monday, June 19, 2017

Gourmand Archetypes: The Confectioner

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

This one borrows heavily from one of the very few cannibalism-specific archetypes published by Paizo the Gingerbread Witch from the Pathfinder Roleplaying Game: Horror Adventures supplement. It also plays a bit on the idea of Mellification (or Honey-Mummies) which I have mentioned on this blog before.



An Archetype of the Gourmand class.
These lovers of sweets are also tempters, seducing or tricking others into joining them in their sugar-laced cannibalism, either as fellow partakers or perhaps as the main course.

Consume: In order to use his Consume ability, the confectioner must render the components of the creature’s body (grinding the bones to mix with flour, rendering the fat for shortening, etc) and bake them into a sweet treat of some kind. This is much more labor intensive than a typical Gourmand, taking 2d4 hours (instead of the usual 1 hour), and requires access to a ready supply of sugar, honey, or other sweeteners. A Confectioner does not gain creature loresight from consuming a foe.
This modifies the Consume ability.

Cauldron Cook (Ex): At 2nd-level, a confectioner gains the Cauldron and Child-Scent witch hexes. These function as a witch of the gourmand’s level. For the purpose of brewing potions, the Confectioner is treated as if he knew all 1st-level spells from the Witch spell list. At 8th-level this expands to include all 2nd-level spells from the Witch spell list, and at 14th-level this expands to include all 3rd-level witch spells. When brewing potions with his cauldron, he can create small candies, pastries, or similar edible items identical in effect and application to normal potions. At 11th level, he gains the Cook People hex.

Tricky Treats (Sp): At 5th level, a confectioner learns a unique ability that lets him create a piece of candy or a similar sweet as a full-round action. If eaten by the confectioner or a single creature she designates when she creates it, the sweet functions as either a single Goodberry or a Polypurpose Panacea (as determined at creation).

Anyone else that eats the sweet becomes nauseated (Fort DC 10 + 1/2 the gourmand’s level + the gourmand’s Charisma modifier negates); a creature nauseated by the sweet can attempt a new saving throw each round at the end of its turn to end this effect.

A confectioner can create a number of sweets each day equal to his Charisma modifier + his level. These sweets retain their potency for 24 hours and then turn to crumbs.

Horrible Hunger (Sp): At 17th level, a confectioner can affect a target as if she had cast Feast of Ashes on it (Fort DC 10 + 1/2 the gourmand’s level + the gourmand’s Charisma modifier negates). This hunger is so intense that any creature can offer the target food as a standard action and the target is compelled to eat it, as if the creature offering it had cast Beguiling Gift (DC as above). The Confectioner can use this ability a number of times per day equal to his Charisma modifier (minimum 1/day).

Cauldron Cook, Tricky Treats, and Horrible Hunger replace all instances of the Acquire Skill ability.

Mellify Corpse (Sp): Starting at 6th level, a confectioner can transform a corpse into an undead creature as per the spell Animate Dead by bathing the corpse in raw honey. This ability can be used at-will, with a casting time of 1 hour, and requires 250 gp (10 gallons) of honey per hit die of the undead to be created as a material component. Starting at 12th level, this ability functions as per the spell Create Undead.

At any time, the Confectioner may choose to feed on one of his Mellified Corpses. Each successful bite attack the Confectioner makes against a Mellified Corpse benefits him as per the Cook People hex. The first time the Confectioner feeds on one of his Mellified Corpses, he relinquishes control of that undead creature and it immediately becomes hostile (after the first successful bite attack against it).

This replaces the Acquire Feat abilities gained at 6th and 12th levels.

Thursday, June 15, 2017

Gourmand Archetypes: The Monster Chef

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

Themes of cannibalism and eating intelligent monsters to gain their powers show up here and there throughout Pathfinder products. While Dreamscarred Press's Path of War: Expanded does not have any rules specifically oriented towards eating-as-power, it does introduce (in some detail) a martial order dedicated to cooking exotic monsters -- which closely mirrors some of the ideas presented in the Gourmand class. This Archetype modifies the Gourmand to fit the Ordre des Repas Exotiques and uses rules from Path of War and Path of War: Expanded.


An Archetype of the Gourmand class.
“I swear to be a true and faithful artist—to never compromise my vision because of petty traditions or banalities, and to accept and learn from the mistakes I place on the plate. I will not waste the beasts I hunt, nor tarnish the names of my fellow Chefs without just cause, and may my faithless tongue choke my unworthy throat if I am false.”

Monster Chefs are the founders and masters of the Ordre des Repas Exotiques. The warrior-chefs of the Ordre des Repas Exotiques consider themselves artists without peer. Ambition drives them to seek out legendary monsters and otherworldly horrors as tests of their might, and to prepare such beasts as culinary delights not known in this world or any other. Each challenges her peers to outdo their latest accomplishment, and together they spread through the world looking to immortalize their name on a plate.

The Chefs of the Ordre des Repas Exotiques work with a fervor that borders on insanity. Each looks to push the limits of cooking into new and exciting places, and to push their own personal limits against tougher challenges, mightier foes, and deadlier hunts.

Weapon and Armor Proficiency: Monster Chefs are proficient with all simple and martial weapons, and with light armor, but not with shields. This replaces the standard gourmand weapon and armor proficiencies.

Maître de l’Ordre: Starting at 1st level, a Monster Chef of the Ordre des Repas Exotiques gains an insight bonus on all Knowledge checks made to identify creatures equal to 1/2 his Gourmand level (minimum +1), and can make such checks untrained. In addition, the Chef is immune to the effects of ingested poisons, and cannot contract diseases by eating or drinking tainted faire (she may still contract diseases in other ways).
This replaces Gourmand’s Gluttony.

Consume: Because of their emphasis on seeking out only the most exotic of faire, a Monster Chef’s consume ability does not work on any creature with the Humanoid or Animal type.
This modifies the Consume ability.

Maneuvers: A Monster Chef begins his career with knowledge of three martial maneuvers. These maneuvers must be selected from the Steel Serpent discipline and any one other secondary discipline of his choice. If the associated skill of his selected secondary discipline is not on his class skill list, he gains it as a class skill.

Once the Monster Chef knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Monster Chef is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A Monster Chef’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

The Monster Chef learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through Monster Chef levels is based on his full Gourmand level, according to the standard rules for martial adepts, rather than the limits indicated on the table. A Monster Chef must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used.

Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the Monster Chef can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the Monster Chef need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A Monster Chef’s initiation modifier is Charisma, and each Monster Chef level is counted as a full initiator level.

Maneuvers Readied: A Monster Chef can ready all three of his maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A Monster Chef must always ready his maximum number of maneuvers readied. He readies his maneuvers by practicing and meditating on his cooking skills for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The Monster Chef does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes practicing, he can change his readied maneuvers.

A Monster Chef begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).

Monster Chef’s are driven and inspired by the taste of exotic meats. A Monster Chef recovers a single expended maneuver any time he succeeds on a Bite attack against a creature other than an Animal or Humanoid. If the Monster Chef successfully uses his Swallow Whole attack on a creature with a type other than Animal or Humanoid, he regains a number of expended maneuvers equal to his Charisma modifier (minimum 1).

Stances Known: A Monster Chef begins his career with knowledge of one stance from either of his disciplines. At 4th, 7th, 11th, and 13th levels, he can select an additional stance to learn. Unlike maneuvers, stances are not expended and the Monster Chef does not have to ready them. All the stances he knows are available to his at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

Unlike with maneuvers, a Monster Chef cannot learn a new stance at higher levels in place of one he already knows.

A Monster Chef’s martial Maneuvers and Stances replace all instances of the gourmand’s Acquire Class Feature ability.

Sunday, June 11, 2017

Gourmand Archetypes: The Sacred Cannibal

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


An Archetype of the Gourmand class.
01-marco_polo-cannibalism-1076x588.jpg
Sacred Cannibals eat the dead not out of any inherent viciousness, nor epicurean curiosity, but rather out a deep respect for the departed. To the Sacred Cannibal, consuming their kills is a holy act, sharing in the vital energies of the departed, defending against the scourge of undeath, and unlocking great occult potentiality.

Class Skills: A Sacred Cannibal adds Knowledge (religion) and Knowledge (the planes) to his list of class skills.

Sacred Consumption (Su): Sacred Cannibals feed on the bodies of friend and foe alike as a show of respect and devotion. They must be present to witness the death of a creature in order to consume it, but need not have actively participated in the death (i.e. they do not have to have damaged the creature themselves). The act of consuming for a Sacred Cannibal is a highly ritualized and time consuming act — involving carefully extracting organs, cutting them into very small pieces, and selectively roasting and eating those pieces or burning them in sacrifice according to pattern known only to them, while leaving the rest of the body intact for burial or cremation. Using the consume ability takes 2d4 hours for the Sacred Cannibal (instead of the usual 1 hour). Sacred Consumption can only be used on creatures that are of the same type as the Sacred Cannibal (i.e. a human Sacred Cannibal may only use consume on humanoids).

In addition to the normal effects of using Consume, any corpse consumed by a Sacred Cannibal is treated as if it was permanently under the effects of a Sanctify Corpse spell. This effect is subject to dispel magic (against a caster level equal to the Sacred Cannibal’s gourmand level), but is otherwise permanent.

This modifies the Consume ability.

Ritual Consumption: The Sacred Cannibal treats all acts of killing and eating as holy rituals by which he can unlock great occult power. At 1st level, the Sacred Cannibal gains Haruspicy as a bonus feat, even if he does not meet the normal prerequisites. In addition, at 4th level and every 3 levels thereafter, the Sacred Cannibal automatically learns one Occult Ritual of his choice. At 4th level, this must be a 4th-level ritual. At 7th level, he learns a 5th-level ritual; at 10th level, he learns a 6th-level ritual; at 13th level, he learns a 7th-level ritual; at 16th level, he learns an 8th-level ritual; and at 19th level, he learns a 9th-level ritual.

All rituals learned in this manner have double the normal casting time, and require a fresh corpse of the same creature type as the Sacred Cannibal to be partially eaten as an additional material component. Rituals learned by other means do not have this limitation.

This replaces Epicurean, and all instances of the Acquire Special Quality ability.

Bane of the Eaters: Starting at 9th level, the Sacred Cannibal becomes immune to all afflictions (such as curses, diseases, and poisons) delivered via a bite attack. The Sacred Cannibal is also immune to the Blood Drain universal monster ability, and the Create Spawn ability of various undead creatures. This replaces Swallow Whole.

Friday, June 9, 2017

Gourmand Archetypes: The Taste-Tester

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

An Archetype of the Gourmand class.

BlindtastingSmall.jpgTaste-Testers are the best of the best when it comes to having a refined palate, easily able to distinguish even the most minor and subtle of differences in ingredients or circumstance between foods. Whereas other gourmands wolf down entire beasts whole to satisfy their arcane appetites, the Taste-Tester is often content with a single lick or sniff. But woe be to those who run afoul of their expert tongues.

Lashing Tongue (Su): Where other Gourmand’s focus their training in supernaturally strengthening their jaws, the taste-tester concentrates on the power of his tongue. At 1st level, the Taste-Tester gains Agile Tongue as a bonus feat. At 8th level, he gains Tongue Lash as a bonus feat, and can perform grapple combat maneuvers with his tongue. At 16th level, the reach of his tongue increases to 15 feet and he gains Powerful Tongue as a bonus feat. He need not meet any of the prerequisites for these feats.

This ability replaces the Bite class feature.

Taste the Rainbow (Sp): A Taste-Tester does not need to fully consume a foe to learn about its nature, a simple taste will suffice. Starting at 2nd level, the Taste-Tester can attempt a melee touch attack with his tongue as a standard action. If the attack hits, the target must make a Will save (DC 10 + 1/2 the gourmand’s level + the gourmand’s Charisma modifier) or be affected by a Creature Loresight spell.

This replaces the Acquire Skill ability gained at 2nd level, and modifies the Consume ability.
lickigormet_by_lilfurman.png

Extraordinary Salivation (Su): At 4th level, the Taste-Tester’s learns to change the chemical makeup of his own saliva. As a standard action, he can cause his tongue to become coated in a potent concoction which duplicates the effects of either an Adhesive Spittle spell or a Caustic Spittle spell. Each time the gourmand activates this ability, he must choose which effect to use. The spittle remains active for 1 round per gourmand level, or until the next time the Taste-Tester makes a successful melee attack or melee touch-attack with his tongue. The first target his by a tongue attack within the duration is affected by his spittle. Any save DCs for extraordinary salivation are equal to 10 + 1/2 the gourmand’s class level + the gourmand’s Constitution modifier. This ability can be used a number of times per day equal to 3 + the gourmand’s Constitution modifier (in any combination).

This replaces the Acquire Class Feature ability gained at 4th level.

The King’s Taster (Su): At 10th level, the Taste-Tester becomes immune to ingested poisons or diseases, but not poisons or diseases transmitted by other vectors. In addition, the Taste-Tester can, with a single bite, instantly identify whether a given dish or beverage is safe for consumption, and know with perfect accuracy the nature of any poison, disease, curse, or spell-effect infusing the food.

This replaces the Acquire Special Quality ability gained at 10th level.

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.

Monday, May 15, 2017

Neural Networked Spells: Part 1

So, for the last month, the internet has been blowing up about some D&D spell names made up by a neural network. While mostly this has been shared for laugh-effect and people vaguely speculating about what "Purping Lightsin" does, as far as I can tell, no one has tried to put actual stats to these yet.

So...

Here are five of the listed spells, based on random names concocted by an AI, statted out for use with the Pathfinder RPG / D&D 3.x. If I get bored later in the week there will probably be a Part 2 and Part 3 with more of these...


Moss Healing Word

School: Transmutation
Level: Druid 2nd, Ranger 2nd, Shaman 3rd, Witch 3rd
Casting Time: 1 swift action
Components: V, S, M (a few spores from any moss, mold, fern, or fungi)
Range: Close (25 feet + 5 ft./2 levels)
Target: 1 living creature
Duration: special
Saving Throw: Fortitude partial
Spell Resistance: Yes

While originally developed by the well-meaning Druid Enftebtemang as a way to quickly heal his vegetative companions, Enftebtemang soon learned that this spell was equally effective at healing animals as well. Or so he thought…

With a single word and a puff of spores, the caster encourages new tissue growth in a living creature. When cast on creature with the Plant type, the spores used as the material component quickly metamorphose their genetic structure to match their host, sealing wounds and healing the target of 1d6 points of damage plus 1 point per level of the caster.

However, the vegetative spores are unable to match animalian structure. When cast on a living creature not of the Plant type, thick blue-green moss grows over any exposed wounds, halting bleeding and preventing infection, but quickly begins reproducing throughout the target’s system. A non-plant target is similarly healed of 1d6 points of damage, plus one point per level of the caster, but must make a Fortitude or become infected with Brain Moss. On a failed save, the disease remains until cured and progresses normally, and all future saving throws required by the disease are made at the spell’s save DC.

Because the plant spores require a living host to grow, this spell has no effects on creatures with the Contruct or Undead type, nor any creature with the Elemental subtype.

Fomend’s Beating Sphere

School: Conjuration (creation), Necromancy
Level: Sorcerer/Wizard 2nd, Summoner 2nd
Casting Time: 1 standard action
Components: V, S, M (a severed arm from any humanoid creature)
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None

This spell brings into being a rolling ball of hundreds of arms, which propels itself in whichever direction you point and lashes out at anything in its path. The beating sphere moves 30 feet per round, and can freely move through spaces occupied by other creatures, scrambling over and around them with its many arms. Any creature adjacent to the beating sphere’s path as it moves is subject to a single attack from the sphere. This attack is made at the caster’s highest base attack bonus, with no modifiers for Strength, and deals 1d6 points of non-lethal bludgeoning damage. Attacks from the beating sphere count as magical for the purpose of overcoming damage reduction.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and threatens those around it. When stationary, the sphere occupies a single 5-ft. space and threatens creatures adjacent to it as if it had 5-ft. reach. The sphere can make any number of attacks of opportunity per round (but no more than one per provoking event). All attacks of opportunity are made at the caster’s highest base attack bonus, with no modifiers for Strength, and deals 1d6 points of non-lethal bludgeoning damage (as above).

The beating sphere can be attacked or healed as if it were an undead creature. It has an Armor Class of 15, 12 hit points per caster level, and Damage Reduction 5/slashing. If subject to a spell, it makes saving throws with the caster’s save bonus. If the beating sphere is reduced to 0 hit points, the spell ends. The beating sphere is not subject to any spell or other effect that does not deal hit point damage, other than dispel magic or similar effects. The beating sphere winks out if it exceeds the spell’s range.

End Wall

School: Abjuration
Level: Antipaladin 1st, Bloodrager 1st, Cleric/Oracle 1st, Inquisitor 1st, Magus 1st, Occultist 1st, Paladin 1st, Sorcerer/Wizard 1st, Summoner 1st
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: 1 Wall Spell
Duration: Instantaneous
Saving Throw: none
Spell Resistance: none

Magical barriers, whether force, fire, ice, or stone, are a staple of the wizarding world, and a bane to adventurers everywhere. While all spellcasters of even moderate skill have safe ways of dispelling or bypassing such wards, numerous young adventurers have been completely stymied by them. It was for this reason that the mage Fomend created this simple spell for his apprentices.

With a single touch, the caster of this spell can attempt to dispel any Wall spell (that is, any spell with Wall or Barrier in its name1). This functions as a targeted Dispel Magic, affecting the touched wall spell only. You make one dispel check (1d20 + your caster level), with an addition +2 circumstance bonus, and compare that to the spell (DC = 11 + the spell’s caster level). If successful, the wall spell ends.

Unfortunately for the caster, the limited range of this spell means that he is usually subject to the full effects of the Wall in question when attempting to end it. When casting End Wall, the caster is immediately subject to any effect that is triggered by coming into contact with, or passing through, the Wall spell to be dispelled. The caster is allowed normal saving throws against any such effects, and does not need to make a Concentration check (as touching the Wall is the final part of the casting of this spell).


Wrathful Hound

School: Conjuration (creation) [sonic]
Level: Sorcerer/Wizard 8th, Summoner 6th
Casting Time: 1 standard action
Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Phantom Watchdog
Duration: 1 hour/caster level or until discharged, then 1 round/caster level; see text
Saving Throw: Will partial (see below)
Spell Resistance: None

This spell is a more powerful version of the popular Faithful Hound, developed by the mage Fomend because he thought the original was too “cute and cuddly”.

You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). If any Small or larger creature approaches within 30 feet of it, the hound immediately unleashes a terrifying howl (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the howl.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.

Anyone within 30 feet of the hound when it begins howling must make a Will save or become Shaken and Sickened for 1 round. Creatures that remain in the area must make a new save every round at the start of their turns. This is a sonic effect. The howl is sufficiently loud that it can be heard up to a half-mile away in open conditions.

If an intruder approaches to within 5 feet of the hound, the dog stops howling and delivers a vicious bite (+15 attack bonus, dealing 1d6 points of piercing damage per caster level) once per round. The dog also gets the bonuses appropriate to an invisible creature (see invisibility). The dog is considered ready to bite intruders, so it delivers its first bite on the intruder’s turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction.

The hound cannot be attacked, but it can be dispelled. The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level.

Barking Sphere

School: Conjuration (creation) [sonic]
Level: Sorcerer/Wizard 2nd, Summoner 2nd
Casting Time: 1 standard action
Components: V, S, M (a handful of teeth from any canine)
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: None

This spell brings into being a rolling ball, seemingly made of nothing but canine muzzles, which rolls along in whichever direction you point. The sphere constantly emits a cacophony of barking from every muzzle. Any creature within 60 feet of the sphere’s location is effectively Deafened.

The barking sphere moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and bites with its numerous mouths, dealing 2d8 points of magical piercing damage to that creature (a successful Reflex save halves the damage). A barking sphere rolls over barriers less than 4 feet tall.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and barks. The sphere cannot be attacked, but it can be dispelled. The barking sphere winks out if it exceeds the spell’s range.

Tuesday, April 25, 2017

Are You Really Going to Eat That?!

I recently stumbled upon the idea for a B/X Bug Collector class from Arnold K. of goblinpunch.blogspot.com. The randomness, combined with the minor gross-out factor of catching and eating bugs for magic effects was quite pleasing to me, though, of course, the system didn't work for what I'm playing right now -- which is mostly 5e and Pathfinder. So I considered doing a Pathfinder conversion for it.

Arnold's design was based on the wizard, swapping out all of the spells for randomly collected bug-effects. While it might be fun to make a Bug-Collecting archetype for the 5e or Pathfinder wizard, I don't really have time to come up with 9 spell-levels worth of expanded bug tables -- and that seemed like overkill for a joke anyways.

So, instead, I made it into a Feat, which opens up all kinds of fun Bug-Collecting character builds (not only Wizard-y types, but Rangers, Rogues, etc.) and also keeps the whole thing fairly simple and contained. And also opens it up to my existing players without requiring them to change their class(es) should they want to try it.

Additional thanks to Chris Sanford over at Wayspell for his additional bug ideas which I wrapped up in here too.
_________________________________________________

Bug Collector [General]
You are an amateur entomologist, and have learned to use some of the world’s weirdest bugs to your advantage.
Prerequisites: Knowledge (nature) 3 ranks, Survival 3 ranks
Benefit: By taking one hour and making a DC 20 Survival check, you can attempt to find special insects endemic to your current environment. If your Survival check succeeds, you find a number of bugs equal to 1 + your Intelligence bonus (if any). Roll 1d10 on the appropriate biome table (see below) for each bug to determine what type of bug you have harvested. Collecting bugs requires an appropriate container (such as an empty flask or jar) for each bug to be collected.

Each bug is a single-use item (similar to a magical potion or alchemical item). Unless otherwise specified, using a bug is a standard action that provokes attacks of opportunity. A jar containing a bug can be thrown at a target as a grenade-like weapon. Any effects of a bug that require a saving throw are made against a save DC of 10 + 1/2 your level + your Intelligence modifier. Any bug that is not used within 24 hours of when it was collected dies and becomes un-usable.

In addition, you gain a +2 bonus on saving throws against the special attacks of creatures of the Vemin type.
Special: This feat may be taken multiple times, each time it is taken it increases the number of bugs found on a successful roll by 1.



The “New World” of North America is filled with all manner of unusual creepy crawlies. Most of these are generally harmless to humans and their ilk, and don’t really qualify as monsters, and thus are generally beneath the notice (and feet) of most characters. Characters with the Bug Collector feat, however, can capitalize on these unusual creatures, which have a myriad of unusual properties.
US-Biomes.JPG

Anyone using the Bug Collector feat should roll on the table below appropriate to their current biome.

Biome: Eastern Broadleaf Forests
    10268547_796186327065820_2581417328204012195_n.jpg
  1. Acid Wasp: Though less aggressive than normal Vespidae, these wasps produce an extremely strong acid within their bodies. If sufficiently agitated (such as vigorously shaking the bottle they were captured in) they will launch themselves from the opened cork in a strait line at the nearest target and sting them. This functions as per the Acid Arrow spell (caster level 3rd). They can also be crushed to create a single Acid Flask.
  2. Bore Driller: These thumb-sized, ant-like insects have a sharply pointed proboscis and tough mandibles that allows them to quickly burrow through even the toughest wood. They are very photo-sensitive and will aggressively attempt to hide themselves from any light source. If placed on the skin of a creature while in conditions bright light, they will rapidly burrow just beneath the surface, dealing 2d8 points of piercing damage. The safest way to deliver the Bore-Driller is by throwing the flask at a creature (requiring a ranged touch attack).
  3. Bird Eater: The venom of this massive spider, the size of a grown man’s hand, has no effect on mammals, but is extremely dangerous to birds. The mere sight of one crawling around is terrifying to all birds. Once released from its flask, any avian creature within 50-ft. must immediately make a Will save vs. fear or gain the Frightened condition.
  4. Hercules Beetle: This massive beetle, nearly 7 inches long, is able to carry loads as much as 1000 times its own body mass, albeit slowly. Once released from its flask, it can be commanded to lift an object weighing not more than 2000 pounds. It will follow you around, loyally bearing its burden, at a ground movement rate of 15-ft. for up to 2 hours.
  5. Pugilistic Parasite: This tiny flat-headed worm, typically found in warm standing water, violently invades its host when swallowed, destroying all other organisms in its path. When consumed it quickly makes its way throughout the victims digestive tract and cardiovascular system. The person consuming the pugilistic parasite is instantly cured of all diseases and parasites afflicting them, but is Sickened for 1d6 hours. At the end of this time, the parasite explodes out of the user’s anus, reducing them to 1 hit point, before vanishing into the ground to lay its eggs.
  6. Rope Spider: These small spiders yellow-brown are only about an inch long, but weave some of the strongest silk in the world. They can be thrown at a solid surface to a maximum range of 100 feet, and will spool out their thread behind them. The hair-thin thread left in their wake is as strong as a Silk Rope and able to support a man (though climbing the micro-fiber thread can be very disconcerting). After 24 hours, the thread becomes more brittle, decreasing the break DC by 5 and reducing its hit points by one. This repeats every 24 hours, until after 4 days the thread will break if left unattended.
  7. Saw Bug: This large, anti-social relative of the termite can chew through wood in record speed, and can be used to easily fell trees or break through wooden barriers. If placed on a wooden surface (or a plant-like creature) it will deal 3d6 points of damage per round (ignoring all hardness or damage reduction) for 3 round before losing interest and going its way.
  8. Bind Spider: Closely related to the Rope Spider, these arachnids are slightly larger and are able to quickly produce large volumes of low-quality sheet webbing. When released from its flask, it immediately begins filling the area around itself with webs. This functions as per the Web spell, filling one 5-ft. square per round for 1d10 rounds. Once created, the webs remain until destroyed.
  9. Unicorn Fly: This bizarre insect of ancient origin has five eyes, three of them raised on a long horn-like projection. Much like its fey namesake, the bug has powerful healing properties. Eating one of these bugs immediately cures the user of 1d6 hit points and allows an immediate new saving throw against any poisons afflicting the eater.
  10. Whistling Grub: This damp, plump, three inch long worm makes an incredibly annoying sound when threatened, but is also very tasty (if you can get over the fact that it is a worm. If eaten one grub counts as a full meal for a medium-sized creature. If released and forced to make its cry, the grub will immediately attract some other creature intent on an easy meal. Roll on the random encounter table for your current area. The creature rolled will arrive in 1d10 rounds.
Ecosystem: South-Eastern Coastlands
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  1. Beach Comber: A tiny, palm sized crab with a knack for finding small, shiny objects. When released, it will scuttle off and return 2d6 rounds later, dragging a random small-sized object behind it. Once delivered, it will wander off, full of a sense of accomplishment from a job well done. A successful Tracking check (base DC 10 modified for ground hardness) can be used to trace the crab’s path back to the source of its find.
  2. Black Tea Slug: Disgusting and slimy, these creatures produce a highly slippery mucus. When squeezed and wrung out, the slime of this tar black slug works like a Grease spell, though you must be adjacent to the area or object to be greased.
  3. Black Musta Lentaa: The bite of these large flies is extremely painful. When released, it will immediately bite the nearest creature (so make sure you toss it good and far, and it your mark). The bite deals 1d6 nonlethal damage and the target must make a Fortitude save or be Stunned for 1 round due to the excruciating pain.
  4. Bunker Barnacle: These shallow-water barnacles have a unique defensive mechanism, instantly calcifying anything that eats them. Popping a Bunker Barnacle in your mouth causes you to be instantly Petrified for 1d4 rounds. During this time you gain Hardness 15 against all attacks, but otherwise are in immovable rock.
  5. Eldritch Worm: This tiny creature looks more like a detached, suckered tentacle than a worm, but is somehow able to move on its own. By sliding this into your ear, and allowing it to crawl in completely, you gain Arcane Sight (as the spell) for 10 minutes. Strangely, the worm never comes back out.
  6. St. Tollan’s Hermit: Through sucking this poor, malformed crab from its shell and swallowing whole, you gain the ability to tunnel through soft earth as if you had a Burrow speed of 10-ft. for 1d4 minutes.
  7. Fulgens Gemma Beetle: By squeezing this glittering beetle into your mouth, and swallowing the innards, you can vomit forth a single brightly coloured ray. This functions as the spell Prismatic Spray save that it targets only a single creature and requires a ranged touch attack. If the ray is not used within 1d4 rounds, the person eating the beetle suffers the effects of the prismatic spray instead.
  8. Naty Maton Fly: Through snorting the larval form of the fly straight from the jar, the user grows needle tipped proboscis where their nose and mouth use to be. For 1d4 minutes, the user can use the proboscis to make a melee touch attack as a standard action that deals 1d6 points of damage, and heals the users for an equal amount of health. During this time, the user is unable to talk, eat normally, or perform any other action that requires a functional mouth.
  9. Wave Crasher Flea: The blood of this tiny insect is actually pure alcohol. Anyone ingesting the flea must make a Fortitude save or immediately become terribly drunk, gaining the Sickened condition. The condition lasts until the user rests or it is otherwise healed. This counts as consuming an entire bottle of alcohol for the purpose of using abilities like Drunken Rage or Drunken Boxing. It is said the original waves were started from drunken whales vomiting.
  10. Siren Slug: The Bug Collector whispers to the slug, before releasing it. It then begins to make a high pitched hypnotic “song”. All creatures (including the Bug Collector) within 30 feet that can hear the slug must make a Will save or be affected as per the Suggestion spell (told to the slug in the initial whisper). The suggestion lasts for 10 minutes. This is a sonic, mind-affecting effect, but is not language dependent as the slug translates the Bug Collectors whispers into subliminal signals.
250e1c2567432fd9e2305123bf5d85e7.jpgBiome: Caves and Underground
  1. Albino Cricket: Eating this tiny, white-skinned cricket grants the user Darkvision out to a range of 60 feet (or a 30-ft. increase to the range of their existing Darkvision) for 1 hour.
  2. Crocodile Maggot: Though called maggots, these mostly-immobile, long worms are actually the larval forms of giant centipedes. When released from its jar, the crocodile maggot will immediately molt, transforming into an adult Giant Centipede. After molting the creatures are extremely hungry and will attack the nearest creature with intent to kill. The Bug Collector has no control over the centipede, so it is suggested that the jar be thrown far.
  3. Coward Moth: Each wing of these brown-spotted moths is about the size of a man’s hand. While they overwinter in caves, they have a great dislike for enclosed areas. If released from their jar when indoors or underground, the moth will instinctively find the fastest, most direct route to open air (which, due to their size, is usually large enough for a man to fit through — with minimal excavation).
  4. Fire Beetle Larva: These fat, pulsating grabs are extremely hot to the touch and taste of peppers. When the larva is consumed, the user gains the ability to belch forth a cone of fire up to three times within the next hour, as per the Fire Breath spell (save for the duration).
  5. Glow Worm: The heads of these foot-long, legless green worms glow brightly when threatened. When squeezed harshly, a glow worm sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A glow worm can glow for up to 2 hours (these do not need to be consecutive) before the worm dies.
  6. Mnemobeetle: Small, short-lived, and exclusively subteranean, these beetles possess ever-so-slight psionic capability. When eaten, the user’s mind is filled with visions of the beetles short lives, giving the user immediate insight into the cavern or dungeon complex in which the beetle was found (layout of rooms, sources of water, major predators, etc.). In addition, any psionic being eating a Mnemobeetle regains 1 psionic power point.
  7. Nursery Spider: These hairy, brown-striped, long-legged spiders are half-an-inch long and mostly harmless. Both males and females half marsupial-like pouches in their abdomens in which eggs are stored after mating. When eaten, these eggs hatch immediately and the nearly-microscopic nymphs swarm throughout their hosts body and begin extruding micro-hairs and webbing out through the user’s pores in an attempt to escape. The user suffers 2 points of Dexterity damage due to the webbing clinging to the skin and the crawling sensation under their it, but gains the ability to Spider Climb for 30 minutes. After this time, the nymphs die and bother the user no longer.
  8. Pinnate Scolipede: These tiny multi-legged gray isopod is closely related to the woodlouse, and no bigger than a grain of rice, and feeds on all manner of cave-fungi. When threatened it will bite a target and disgorge the contents of its stomach into the puncture, badly poisoning the victim. Thus they must be harvested with great care. Anyone coming into skin contact with a Scolipede must make a Fortitude save or suffer the effects of Violet Vemon. Because skin contact is necessary and they are so small and generally fragile, scolipedes are typically poured directly onto a victim by a would-be poisoner (rather than breaking a jar onto the victim).
  9. Rot Grub: Rot grubs are nauseating parasites that feed on flesh and nest in corpses. The simplest way to collect and weaponize these creatures is simply to shove a chunk of infected flesh into the jar (rather than trying to catch the grubs themselves). Once the jar is opened, 1d6 grubs swiftly burst from the carcass to burrow into the nearest creature, which can attempt a DC 15 Reflex save to avoid the grubs (but only if the creature is aware of the grubs’ presence). Any amount of damage reduction is enough to provide immunity to infestation. Once rot grubs have infested a living body, they burrow toward the host’s heart, brain, and other key internal organs, eventually causing death. On the first round of infestation, applying flame to the point of entry can kill the grubs and save the host, but this inflicts 1d6 points of fire damage to the victim. Cutting the grubs out also works, but the longer the grubs remain in a host, the more damage this method does. Cutting them out requires a slashing weapon and a DC 20 Heal check, and inflicts 1d6 points of damage per round that the host has been infested. If the Heal check is successful, one grub is removed. Remove disease kills any rot grubs in or on a host. Each round that rot grubs infest the host, he most make a DC 17 Fortitude save or suffer 1d2 points of Constitution damage. Successful saves do not remove the grubs from the hosts body, they merely avoid damage for that round.
  10. Vociferous Cricket: These little bugs are almost cute, though their chirping is dangerously loud. Thankfully they only chirp when exposed to light (and thus are usually captured in opaque jars). When the cricket is exposed to any light above dim light, it immediately unleashes a deafening cacophony of chirping. This acts as a Sound Burst spell, centered on the cricket.
Biome: Central Plains
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  1. Blattoderm: These swarming, palm-sized isopods are covered in thick, tough chitin and feed on the body heat of mammals. When released from their jar, these bugs will swarm over the user’s body, covering him from head to toe and granting him a +8 Armor bonus to AC. The bugs count as Light armor, and impose a -3 armor check penalty and a 20% chance of spell failure (even to spellcasters that do not normally suffer spell failure from light armor) due to the distraction of having them crawl over your body. After two hours, the bugs fall off, sated and the user suffers 1d6 points of cold damage.
  2. Chaos Cicada: When agitated (such as smashing their jar on the ground) these bugs unleash a noise that is said to drive men to madness. All creatures within 50 feet that can hear the cicada must make a Will save or be Confused for 1d6 rounds.
  3. Dragon Ant: Though less than half an inch long, these spikey monstrosities are a true terror — swarming over targets and injecting them with painful venom. When a jar of fire ants is broken on a target, the victim must make a Fortitude save vs. poison or be Stunned for 1d6 rounds. On a successful save, the target is stunned for only 1 round. The lingering pain can last for days.
  4. Elf Beetle: Native to Faerie, these tiny creatures give off faint multi-hued glow. If crushed, the beetles explode in a cascade of sticky-phosphorescence that coats all creatures within 5-ft., affecting them as per the Faerie Fire spell. The sticky substance loses its glow after about 10 minutes, and can be washed off with water.
  5. Jeweled Beetle: The beautiful, multi-coloured shells of these bugs are highly prized. A jeweled beetle can be sold or used in trade, and has an average value of 1£.
  6. Grimbly Fly: This normal-looking fly feels almost completely weightless. In fact, it is filled with a highly compressed lighter-than air gas. If eaten, the user’s body and blood quickly become suffused with the gas, allowing them to Fly (as the spell) for 1 minute. At the end of this time, the user must make a Fortitude save or become Nauseated for 1 minute due to the rapidly decompressing gas in their bloodstream.
  7. Longfly: The unusually long thorax of these flies produces a strange colorless, salty-tasting liquid. When consumed, the liquid interferes with magical energies, affecting the consumer as per a targeted Dispel Magic (caster level 3rd). If the consumer does not have any spell effects currently active on them, the next spell they cast within 1 hour is automatically countered as if by a dispel magic. The liquid can be used to poison a drink, and remains active for up to one hour.
  8. Brain Beetle: If placed near the ear of a mammalian creature, these little blue bugs will burrow into the ear canal and latch onto the victim’s brain. The victim gains the ability to Detect Thoughts (as the spell) for 10 minutes. At the end of this time, the victim must make a Fortitude save or fall unconscious for 1d10 minutes. After which the beetle will emerge and go its way. It is unknown what, if anything, the beetles actually do when in the victim’s head.
  9. Purple Worm Larva: As gargantuan as purple worms are, their freshly-hatched larvae are surprisingly small, not much bigger than a man’s fist. Also surprisingly, the nearly mindless worms have a vengeful maternal streak. When the larva is killed it will release a phermone that has a 1 in 6 chance of attracting an adult Purple Worm in 1d6 hours. The worm will home in on the location where the larvae was killed and will by no means be under the bug collector (or anyone else’s) control.
  10. Zattis Dragonfly: These little neon-pink dragon-flies have surprisingly powerful wings. When released from its jar, the sudden rush from the zattis dragonfly’s takeoff will kick up a huge cloud of dust filling a 100-ft. radius around the point of release and obscuring vision as per the Obscuring Mist spell. The dust will settle after 1 minute.
Biome: Western Desert and Xeric Shrublands:
  1. Camel Grub: A bloated grub about the size of a small shoe. Surprisingly full of water – really just more than it should have. 1d4 pints worth, in fact. Enough to extinguish a touch, or fill a water skin. The water is clean and refreshing, with no ill effects gained from drinking straight from the bug.
  2. Fasting Beetle: A green beetle full of chlorophyll. Swallowing it whole gives the user a greenish tint to their skin and removes the need to eat for the day, as long as they spend most of it in a well lit area.
  3. Cactus Dancer: Lithe, needle legged spider pierces flesh as readily as the cactus spines it dances across. When released, the Cactus Dancer will scurry over the nearest creature, inflicting 1d4 points of Bleed damage before escaping. The target will continue to take bleed damage as normal until healed.
  4. Corpse Crier Worm: A thin, pale worm that, when placed into the ear of a corpse, will burrow in, stimulating not yet rotten neurons. The corpse will be able to answer questions as per the Speak with Dead spell for 1d6 minutes before the brain bits become too eaten to continue.
  5. D’nith Dust Devil: A trembling little thing with the ability to burst when frightened as a, presumably, evolutionary defense mechanism. When released, it creates a 20-ft. radius burst of stinging sand. Anyone in the area must make a Fortitude save or be Blinded for 1d6 rounds.
  6. Missile Hornet: A blue and black schemed hornet, with an ethereal glow. By shaking the capture phial vigorously, then uncorking and pointing towards a target, the hornet will strike out, automatically hitting as per the Magic Missile spell, dealing 1d6 magical piercing damage.
  7. Scorpion: Just a normal scorpion. You ever have one of these thrown at you? Good Lord. Target must make a Will save vs. fear, or become Shaken for 1 round and drop everything they’re currently holding as they freak out.
  8. Skillapede: A foot long centipede looking monstrosity​, with legs nearly the same length as its central body. When applied along the user’s spine, the skillapede burrows its various appendages into the flesh. Its legs wrap around the nervous system, the fangs pierce the base of the skull. Why use this horrific thing? Because somewhere along the way someone, somehow, figured out the bug bestows increased skill ability. The process takes 10 minutes and deals 1d4 points on Con damage to the user. At the end of this time, the user permanently gains a number of bonus skill points equal to the Con damage dealt (1d4 skill points). A given subject cannot benefit from more than a single Skillapede (unless they are possessed of multiple heads/spines).
  9. Apocalocus: A black and red locus with far too many barbs. When placed or thrown on an inanimate object made from organic materials (wooden door, leather jerkin, coal vein), it will devour that item entirely, before collapsing into a food coma. This acts as per the Disintegrate spell, save that it does not affect creatures, nor does it affect inorganic materials.
  10. Grim Maggot: Actually an inch long caterpillar, bearing a skull pattern on its head and a vantablack body. Upon being released from the jar, the Maggot will crawl exactly 10’ before standing on its hind most legs an beginning a sobering dirge loud enough to be heard up to 50 feet away for 1d4 rounds. This acts as per the Animate Dead spell (caster level 3rd), affecting any corpses within hearing range. The skeletons or zombies created by the Grim Maggot are not under the Bug Collector’s control (though they may be subsequently controlled by other means).
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