Feat: Bloodfury
Available only to Sorcerers, this feat allows the sorcerer to add additional damage to his spells at the cost of his own health.
Prerequisite: Sorcerer
Benefit: For every HP that the caster takes, he may increase the damage done by his combat spells by 2 points, up to the maximum damage for that spell. This damage may not be reduced in any way, shape or form, and can be healed normally.
Tuesday, December 4, 2018
Feat: Bloodburn (General)
Feat: Bloodburn
Available only to Sorcerers, this feat allows the sorcerer to cast additional spells at the cost of his health.
Prerequisite: Sorcerer
Benefit: Once the sorcerer is out of spells of a particular level, he can voluntarily take damage equal in HP to twice the level of the spell to be able to cast it again (i.e. a sorcerer is out of 3rd lv spells. To cast her fireball spell again after she is out of available daily spells, she must take 6hp of damage.) This damage may not be reduced in any way, shape or form, and can be healed normally.
Available only to Sorcerers, this feat allows the sorcerer to cast additional spells at the cost of his health.
Prerequisite: Sorcerer
Benefit: Once the sorcerer is out of spells of a particular level, he can voluntarily take damage equal in HP to twice the level of the spell to be able to cast it again (i.e. a sorcerer is out of 3rd lv spells. To cast her fireball spell again after she is out of available daily spells, she must take 6hp of damage.) This damage may not be reduced in any way, shape or form, and can be healed normally.
Rules: Mixing Potions
Mixing Potions (from WotC)
What Happens When They Mix?
Now that you’ve drunk two potions that require a check to see if they are compatible, or have accidentally (or purposefully) mixed potions in a vial, let’s discuss exactly what happens to you.
When you drink potions that require compatibility checks, the DM secretly rolls on the table below, and afflicts you with the resultant entry from Table 1-1 below. Some are good, some are horrible. Mixing potions is kind of like a rod of wonder in that way.
Three useful numbers for the result table are the following:
- SUM = the sum of the caster levels of the potions involved. For example, if a potion of fly (5th level caster) and a potion of owl’s wisdom (3rd level caster) are involved, the sum is 8.
- MULTIPLE = the result when multiplying the caster levels of the potions involved. In the example above, the multiple is 15.
- HIGHEST = the highest caster level of the two potions involved. For example, if a potion of fly (5th level caster) and a potion of owl’s wisdom (3rd level caster) are involved, Highest is 5.
Table 1-1: Potion Compatibility Results
D100 Result
01 Explosion! If two or more potions are swallowed together (or a second is swallowed while the first’s magic is still active), the drinker takes damage equal to 1d6 times MULTIPLE. For example, if a potion of fly (5th level caster) and a potion of owl’s wisdom (3rd level caster) are involved, the drinker takes 15d6 points of damage. There is no saving throw allowed to reduce or negate this damage. If mixed externally, then the explosion detonates in a sphere of 10 ft. radius. All within take the damage, but a successful Reflex save DC (10 + SUM) halves the damage.
02-03 Lethal poison results. The drinker must make a Fort save DC (10 + SUM) or die. If the save is made, the drinker takes 2d6 points of Constitution damage. If mixed externally, then a cloud of poison gas spreads in a 10 ft. radius when the container is opened. All within must make a successful Fort save or die, and still take 1d6 Constitution damage if they make the Fort save. Creatures immune to poison are immune to this result.
04-07 Mild poison results. The drinker suffers nausea and 2 points of Strength and Dexterity damage. A successful Fort save DC (10 + SUM) negates the ability damage but not the nausea, which lasts for a number of minutes equal to SUM. If mixed externally, then a cloud of poison gas spreads in a 10 ft. radius. All within must make a successful Fort save or become nauseated and take 2 points of Strength and Dexterity damage. Creatures immune to poison are immune to this result.
08-11 Cursed mixture results. Neither potion works. Instead, they mix into a potion that acts as a bestow curse spell (-6 to any attribute chosen at random) that has a duration equal to that of the highest level potion involved in the mix. The duration cannot be instantaneous, so if one of the potions has a duration of instantaneous use the duration of the other one.
12-16 Hostile monster summoned. The vile mixture causes the drinker to vomit it up in a cloud. The cloud turns into a monster chosen at random from the summon monster table equivalent to HIGHEST. For example, if HIGHEST is 7, then a random monster from the summon monster VII table appears. This monster attacks the drinker and her allies in preference to any other targets. If mixed externally, the liquid turns into a gas and the monster appears out of the gas cloud. The monster’s duration of stay is equivalent to HIGHEST.
17-26 Potions cannot be mixed. Both potions are totally destroyed, and their effects end immediately.
27-36 Potions cannot be mixed. The second potion drunk fails to function, but the first remains functional. If mixed externally, both potions are destroyed.
37-42 Potions cannot me mixed. One potion chosen at random has the opposite effect, while the second does not function. If there is no obvious opposite effect, then the drinker is affected by a confusion spell as if case by a SUM level caster.
43-47 Potions cannot be mixed. The first potion drunk ceases functioning immediately, but the second works normally. If mixed externally, the potions are destroyed.
48-52 Potions cannot be mixed. Both potions function, but at half strength and half the normal duration (if the duration is longer than instantaneous). Half-strength potions have all aspects of their function halved. For example, a halved potion of fly would grant fly speed of 30 ft. A halved potion of invisibility would make the drinker transparent rather than invisible. A halved potion of bull’s strength would grant a +2 enhancement bonus to Strength. If mixed externally by active shaking or stirring, then the liquid is affected by the magic of both potions (ignore incompatible or impossible effects); anyone drinking the mix is not affected by either potion.
53-62 Potions can be mixed. They work normally, unless their effects would cancel each other out.
63-72 Potions cannot be mixed. One potion chosen at random has the opposite effect, which is treated as empowered by the Empower Spell feat. The other potion has its normal function. Both last for half the normal duration.
73-82 Potions cannot be mixed. The drinker turns bright blue, and then bright green, and then bright pink. This change occurs every 30 seconds and lasts for the HIGHEST duration. Neither potion works.
83-87 Friendly monster summoned. This is the same result as “Hostile Monster Summoned” above, except that the monster acts as if summoned by the drinker, and attacks the drinker’s enemies. If mixed externally, the liquid turns into a gas and the monster appears out of the gas cloud. The monster’s duration of stay is equivalent to HIGHEST.
88-92 Potions mix but not as expected. Neither potion works, but both turn into another potion. Roll randomly on Table 7-17: Potions and Oils in the Dungeon Master’s Guide. Two oils turn into an oil (discard potion results), and any other combination turns into a potion (discard oil results). The duration cannot be instantaneous, so if one of the potions has a duration of instantaneous use the duration of the other one. The new potion has a duration equivalent to that of the highest caster level potion (or oil) involved in the mixing.
93-97 Compatible result. The first potion has its effects and duration extended 150% of normal. A potion of invisibility so affected would last longer but not make the drinker more invisible. A potion of bull’s strength would grant a +6 enhancement bonus to Strength and last half again as long as normal. The second potion fails to work.
98-99 Compatible result. The second potion has its effects and duration extended 150% of normal (as above). The first potion fails to work.
00 Discovery. The mixing of the potions creates a special effect–one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. If mixed externally, then the permanent effect is not discovered until the mix is consumed. The potion’s effect becomes a spell-like ability that is always on for the drinker.
In-House Game Clarifications
In-House Game Clarifications
Potions:
- Potions take a Standard Action to consume, and the entire potion must be consumed for the magic to take effect.
- Potions are (usually) carried in glass vials of various shapes and sizes and hold 30 ml of fluid.
- The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12.
- Potion pouches come in a variety of sizes and have a flap that closes over the top to keep the potions secure. They hold 10 standard potion vials, weigh .1 kg and cost 3 gp.
- Please see what happens when you mix potions.
Wands:
- A wand usually contains a single spell of 4th level or lower.
- Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time.
- A character with the feat Create Wand is able to recharge a wand by casting the same spell into it. Each charge takes one full round or double the normal casting time if longer than a round (so recharging a Fireball wand with three charges will take 3 rounds and will require 3 fireball spells to be cast into the wand).
- Wands are from 23 to 36 cm in length, weigh next to nothing, have AC 7, 5 hit points, hardness 5, and a break DC of 16. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic.
MORE TO FOLLOW. CHECK BACK.
Feat: Shifting Adept (General)
Feat: Shifting Adept
You’ve become adept at shifting through the planes, and as such you can do so more often.
Prerequisite: Planeshifter prestige class
Benefit: Instead of only being able to shift once per day, you gain additional shifts equal to your WIS bonus. Once you reach 8th Lv and can shift at will, your targeting becomes much greater, and you can come in within 1-100 miles of your target instead of 5-500 miles.
Note: If using the Many Worlds theory for additional Prime Material Planes, dimensional shifting keeps you in the exact same location and just shifts your dimension. Targeting is only required if you shift actual planes.
Spell: Thorn Spray
Thorn Spray
School: Evocation [Plant]
Level: Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Level: Drd 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
DESCRIPTION
A burst of incredibly sharp thorns spray from your hand and strikes its target, dealing 1d4+1 points of piercing damage.
The burst strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional burst - two at 3rd level, three at 5th, four at 7th, and the maximum of five bolts at 9th level or higher. If you shoot multiple bursts, you can have them strike a single creature or several creatures. A single burst can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
(This is just Magic Missile, modified for flavor)
Guild: THE SWORD AND COIN
THE SWORD AND COIN
(In the style of Guilds, by AEG)
MERCENARY GUILD
Type: Class Guild
Trade: Combat and protection
Motivation/Goal: Make money, protect its members, provide mercenaries.
Size: 200-350
Influence: The Sword and Coin has established a firm reputation as loyal mercenaries.
Public Face: The Sword and Coin are rough and tumble mercenaries that work hard for their coin and never betray their employers.
How to Join: Apply, prove yourself in combat against other members, submit to a magical examination. There is no membership fee, but the Sword and Coin gets 50% of the hiring cost.
Tiers/Ranks: New members are Coppers. Proven members are Silvers. Senior members are Golds and the head of the guild is the Platinum.
Symbol: Sword surmounted by four coins
Motto/Slogan: “Life or death for coin.”
Alignment: Non-Evil
Meetings: The guild meets on weekends for regular tavern nights. Golds and Platinum meet monthly to discuss business. Emergency meetings and funerals take place when needed.
Allies: The Sword and Coin is quite friendly with the various merchant guilds due to their use as guards at various businesses.
Enemies: The Sword and Coin is on bad terms with any evil guild and especially with those that betray their employers.
Prominent Members: Tana Crees, Platinum, female human Ftr15, TN; Aden Whitehammer, Gold, male dwarf Clr15, LG; Salis the Nimble, male Halfling Ftr5/Rog5, TN; Bethany Drake, Gold, female helf-elf Wiz7/Ftr5, CG.
Trade: Combat and protection
Motivation/Goal: Make money, protect its members, provide mercenaries.
Size: 200-350
Influence: The Sword and Coin has established a firm reputation as loyal mercenaries.
Public Face: The Sword and Coin are rough and tumble mercenaries that work hard for their coin and never betray their employers.
How to Join: Apply, prove yourself in combat against other members, submit to a magical examination. There is no membership fee, but the Sword and Coin gets 50% of the hiring cost.
Tiers/Ranks: New members are Coppers. Proven members are Silvers. Senior members are Golds and the head of the guild is the Platinum.
Symbol: Sword surmounted by four coins
Motto/Slogan: “Life or death for coin.”
Alignment: Non-Evil
Meetings: The guild meets on weekends for regular tavern nights. Golds and Platinum meet monthly to discuss business. Emergency meetings and funerals take place when needed.
Allies: The Sword and Coin is quite friendly with the various merchant guilds due to their use as guards at various businesses.
Enemies: The Sword and Coin is on bad terms with any evil guild and especially with those that betray their employers.
Prominent Members: Tana Crees, Platinum, female human Ftr15, TN; Aden Whitehammer, Gold, male dwarf Clr15, LG; Salis the Nimble, male Halfling Ftr5/Rog5, TN; Bethany Drake, Gold, female helf-elf Wiz7/Ftr5, CG.
Full Description: The Sword and Coin are native to the city of Elinstara, founded by the adventurers Crees and Whitehammer. Both had been abandoned by hirelings while on adventures, and they wanted to make sure that there was a trustworthy source of mercenaries available to other adventurers.
New members are magically examined by Whitehammer via Commune to determine if they’re worthy of membership. In the past individuals of evil alignment, questionable morals and even spies have attempted to gain membership, but Whitehammer has thwarted all of them. He is backed up by four large Silvers when he makes these examinations.
Despite not being Lawful in alignment, the guild prides itself on keeping their contracts, even to the death. In the ten years of its existence, not one single member has ever betrayed a paying employer. However, if the employer is abusive, violent or traitorous toward the member they will be blacklisted and charged a 100 gp fine per level of the hireling. Due to the various contacts that the Sword and Coin maintain, cruel masters will also find merchant prices around town will have gone up as well.
The cost to hire a merc is simple: 1 gp/day + Stat Bonus (if any) + Level. This is doubled if the NPC is of an Adventuring class, doubled again if over Lv 10. So, for example:
Lv 1 Warrior, +2 STR bonus = 4 gp/day
Lv 8 Fighter, +3 STR bonus = 24 gp/day
Lv 5 Adept, +2 WIS bonus = 8 gp/day
Lv 16 Wizard, +4 INT bonus = 84 gp/day
Lv 8 Fighter, +3 STR bonus = 24 gp/day
Lv 5 Adept, +2 WIS bonus = 8 gp/day
Lv 16 Wizard, +4 INT bonus = 84 gp/day
They come with basic gear for that level, but will accept better gear if given any.
The Guild looks after its members, providing healing and cures. If needed, funeral costs are also provided.
Class Variation: Druid of the Wellspring
Class Variation: Druid of the Wellspring
When you think of those that fight against the hordes of undead that threaten the living, druids don’t usually come to mind. However, a Druid of the Wellspring does just that. These druids give up their ability to shapeshift in exchange for the ability to Turn and Smite Undead.
Modifications
- Loses the ability to shapeshift into animals, plants and elementals
- Loses all access to shapeshifting Druid Bonus Feats
- Gains the Knowledge (Undead) Skill as a Class Skill
- Gains access to the following Bonus Feats - Defy the Dead, Empower Turning, Enable Critical (Undead), Extra Smiting (Smite Undead), Heighten Turning, Improved Turning
- Gains the ability to Turn Undead (as a Cleric) at Lv 1
- Gains the ability to Smite Undead (as a Paladin) at Lv 5 and this ability increases by +1 at Lvs 9, 13, 17 and 21.
Feat: Vile Leadership (General)
Feat: Vile Leadership
(Taken from D20PFSRD)
You rule over your own cabal of minions with a villainous cohort as your lieutenant.
Prerequisite(s): Character level 7th, good standing with an evil organization.
Benefit(s): You can attract a loyal cohort and a number of cowed followers to assist you in your journeys. This feat is similar to Leadership, except Vile Leadership rewards, rather than hinders, leaders who have cruel reputations or who cause the deaths of their followers. Once you take this feat, you cannot take the Leadership feat without retraining your feat selection).
In order to benefit from this feat, you must belong to one of the evil organizations listed in this section and also be in good standing with that organization.
Numerous factors can affect your Vile Leadership score (which acts as a Leadership score for the purpose of feats and abilities that rely on a Leadership score, other than Leadership itself); work with your GM and use the tables below to adjust your Vile Leadership score.
The NPCs you attract must be affiliated with the evil organization to which you belong.
Vile Leadership Modifiers:
A leader’s reputation affects her Vile Leadership score.
Leader’s Reputation and Modifier
- Ruthless, +2
- Rewards loyalty/success, +1
- Possesses a special power, +1
- Indecisive, –1
- Tolerant of failure, –1
- Merciful, –2
Other modifiers may apply when you try to attract a cohort with this feat, as listed below.
Leader’s Attributes and Modifier
- Gained power by eliminating a superior, +1
- Fails to punish or kill minions who make costly mistakes, –2*
- Recruits a cohort of a different alignment, –1
* Cumulative per incident of compassion shown. This penalty is incurred even if you show mercy to avoid killing or punishing more than 20% of your minions during a given character level (see the footnote to the following table).
Followers have different priorities from cohorts.
When you try to attract a follower with this feat, use the following modifiers.
Leader’s Attributes and Modifier
- Has a stronghold, base of operations, guildhouse, etc., +2
- Has punished or killed minions to set an example or assert dominance, +1*
- Has a tendency toward long periods of inactivity, –1
- Restricts minions from looting, pillaging, or pursuing other spoils of war, –1
* Cumulative to a maximum bonus of +1 per character level, with minimum of one minion per incident. If you punish or kill more than 20% of your minions during a given character level, this bonus becomes a penalty instead. At the beginning of a new level, any bonus of penalty from punishing or killing minions resets to 0.
Spell: Necromantic Bolt
Necromantic Bolt
School: Necromancy [Death, Evil]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
DESCRIPTION
A purplish black bolt of necromantic energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The bolt strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional bolt - two at 3rd level, three at 5th, four at 7th, and the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
(This is just Magic Missile, modified for flavor)
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