mercoledì 23 settembre 2020

Four Magic Items, by Aaron Hollingsworth

 From my friend, some objects all of us would have in their treasure!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Four Magic Items

ADAPTIVE BOWSTRING

Price +2,000 gp; Aura faint transmutation; CL 1st; Weight —

This bowstring can be fitted to any masterwork composite bow, granting the bow the adaptive weapon special quality. Fitting or unfitting an adaptive bowstring is a full-round action. If the bow is broken or destroyed, there is a 50% chance that the adaptive bowstring will remain intact. 

CONSTRUCTION REQUIREMENTS

Cost +1000 gp

Craft Magic Arms and Armor, warp wood

A YEAR OF VENGEANCE

Price 3,000; Aura moderate conjuration; CL 8th; Weight 1 lb

This grisly item is the disembodied heart of a creature of a certain type. When one of the heart’s four chambers is destroyed using a masterwork weapon, that weapon gains the bane weapon special ability for creatures of that type. This effect lasts for three months. Once the four chambers of the heart are destroyed, its remnants turn to useless dust. 

CONSTRUCTION REQUIREMENTS

Cost 1,500

Craft Magic Arms and Armor, summon monster I

 

WHETSTONE OF KEENING

Price 3,000 gp; Aura moderate transmutation; CL 10th; Weight 1 lb

This whetstone will grant any masterwork piercing or slashing weapon the keen weapon special ability after sharpening its blade for one hour. This effect lasts for 24 hours. After which, the whetstone of keening can be used again.

CONSTRUCTION REQUIREMENTS

Cost 1,500 gp

Craft Magic Arms and Armor, keen edge

RAPTOR DOWN

Price 3,000; Aura moderate divination; CL 6th; Weight —

This colorful feather belonged to a fearsome bird of prey or predatory dinosaur. When tied to a masterwork ranged weapon, the raptor down grants the weapon the distance weapon special ability. 

CONSTRUCTION REQUIREMENTS

Cost 1,500

Craft Magic Arms and Armor, clairaudience/clairvoyance

domenica 20 settembre 2020

Patron Request: Golaunt Race for Pathfinder 1E

As requested by Ronald J Paris, my super patron that loves asking for new races.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Golaunt (Standard Race, 9 RP)

Similar to the nothrog, the golaunt developed in places of the world where an harsh environment or some natural or man-made disaster forced various humanoid tribes to live together and intermingle. Golaunt have goblinoid and orcish blood as well as a little troll in their genealogy. They are not necessarily stupid or more violent than other humanoids, however; in fact, their frequent travels across the world in search of new ways to survive, often as mercenaries selling their warlike abilities to the best offerent, led to a developed talent for adapting to new cultures and learning new languages.


Type Humanoid (goblinoid, golaunt)

Size Medium (0 RP)

Speed 30 ft. (0 RP)

Ability Score Modifier: Specialized (1 RP) +2 Str, +2 Con, -2 Cha. Golaunt are large and strong, but their appearance and arrogant sense of superiority tends to put others off.

Language: Standard (0 RP) Golaunt start the game knowing Common and Golaunt. A golaunt with a high Intelligence score can learn Abyssal, Dwarven, Giant, Gnoll, Goblin, Orc, or Undercommon  as bonus languages.


Defense Racial Traits

Indomitable Spirit (1 RP) Once per day, when a golaunt faces an opponent with at least two more HD than his own, he may receive a +2 morale bonus on any one attack roll, saving throw, skill check, or ability check. Using Indomitable Spirit is a free action that must be declared before the results of the chosen roll are determined.

Strong Stature (2 RP) Golaunt fight as if their size was bigger than it is. They gain a +1 on their CMD vs. bull rush, grapple, and trip attacks.


Offense Racial Traits

Massive Weapons (2 RP) A golaunt may use weapons designed for Large creatures without penalty; however, his space and reach are still determined by his actual size.


Senses Racial Traits

Darkvision 60 Ft. (2 RP)


Skill and Feat Racial Traits

Talent for Languages (1 RP) Golaunt learn one additional language every time they put a rank in the Linguistics skill.


Other Racial Traits

Fell Blooded (0 RP) As mixed-blooded creatures, golaunt are subject to the full effects or benefits of magic items or spells that specifically target orcs, ogres, trolls, and creatures with the goblinoid subtype.

mercoledì 16 settembre 2020

Magic Charms, by Aaron Hollingsworth

 This time Aaron presents us with a whole set of new rules.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Magic Charms

 

A magic charm is a fine sized item in the form of a trinket, bauble, or other object that fits in the palm of one's hand. Each magic charm contains a small-yet-versatile amount of magic to help its user succeed. Magic charms come in a variety of shapes and sizes, and are usually no heavier than a marble or longer than a feather. 

 

Physical Description: Magic charms are fine-sized objects that come in a variety of shapes and can be fashioned from any material. The expected appearance of a magic charm is usually subject to its cultural background. For example: an honorary charm might take the shape of an eagle feather in one society and a metal pin or badge in another society. 

Whatever their shape, magic charms often take the form of a trinket on a small cord or fastened with a pin. Examples include, but are not limited to: keys, feathers, lockets, hearts, stars, shamrocks, rabbit’s feet, numbers, minerals, or old coins. A magic charm’s weight is considered negligible. Magic charms have AC 18, 5 hit points, and hardness 3. 

 

Activation: Anyone can use a magic charm once they are aware that it is a magic charm. Unlike other magic items, a magic charm is simple enough to be identified with a single casting of detect magic. Magic charms come in various types. See below for more information on types of magic charms. To attach and activate a magic charm, the magic charm must be tied to a worn or handheld item as a full-round action. Removing a magic charm is also a full-round action, but the object must be unattended. A worn or handheld item can have no more than one magic charm applied at a time. Breaking or destroying an object will instantly remove a magic charm currently attached to it. Magic charms are considered slotless items. 

A magic charm takes 24 hours to attune to the item it is attached to before it automatically activates. Once active, it can grant its benefits.    

 

Creation: Creating Magic Charms

To create a magic charm, a character usually needs some tiny bit of material to fashion the charm. This fine-sized object can also be produced with the prestidigitation spell. She also needs simple tools and other materials to fashion the charm to its finalized appearance. Alternatively, a magic charm’s final shape could be as simple as a feather one finds on the ground. The cost for the materials is subsumed in the cost for creating the item. Magic charms costs are half the market value of the listed item.

Certain spells are involved in the prerequisites for making the charm, and the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require. The act of working on the charm triggers the prepared spells, making them unavailable for casting during each day of the item’s creation. (That is, those spell slots are expended from the caster’s currently prepared spells, just as if they had been cast.)

Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

 

Time Required Crafting a magic charm requires 1 hour for each 1,000 gp of the base price.

 

Feat(s) Required: Craft Magic Charm.

 

Skill(s) Required: Each magic charm has its own applicable skill check.

 

Types of Magic Charms

Magic charms come from a variety of cultural and magical traditions. The following is a list of magic charms by their various types.

 

GOOD LUCK CHARM

CL 1st; Price 420 gp (+1), 1,600 gp (+2), 4,000 gp (+3), 16,000 (+4), 50,000 (+5); Weight—

DESCRIPTION

Good luck charms are highly prized for their versatility in altering one’s fortune. They can be used as a non-action to grant a +1, +2, +3, +4, or +5 luck bonus to a single attack roll, skill or ability check, Saving Throw, or damage roll. A good luck charm can also be used to grant its bonus to the user’s Armor Class for 1 round (until the start of their next turn). A good luck charm can be used 3 times per day.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell daze, prestidigitation; Skill Profession (gambler) DC 15; Cost 210 gp (+1), 800 gp (+2), 2,000 gp (+3), 8,000 gp (+4), 25,000 gp (+5)  

 

HERITAGE CHARM

CL 1st; Price 320 gp (+1), 1,300 gp (+2), 3,000 gp (+3), 12,000 gp (+4), 40,000 gp (+5);; Weight—

DESCRIPTION

Heritage charms are racially specific charms that are intended for members of a certain race or ethnicity. They increase up to three separate racial bonuses the user possesses by +1, +2, +3, +4, or +5

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell bleed, stabilize; Skill Knowledge (local) DC 15; Cost 160 gp (+1), 650 gp (+2), 1,500 gp (+3), 6,000 gp (+4), 20,000 gp (+5)  

 

HONORARY CHARM

CL 1st; Price 320 gp (+1), 1,300 gp (+2), 3,000 gp (+3), 12,000 gp (+4), 40,000 gp (+5); Weight—

DESCRIPTION

Honorary charms are usually awarded to individuals for their acts of valor or bravery.  Honorary charms can be used as a non-action to grant a +1, +2, +3, +4, or +5 competence bonus to single attack roll, skill or ability check, or Saving Throw. An honorary charm can be used 3 times per day.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell guidance, virtue; Skill Intimidate DC 15; Cost 160 gp (+1), 650 gp (+2), 1,500 gp (+3), 6,000 gp (+4), 20,000 gp (+5)  

 

KEEPSAKE

CL 1st; Price 420 gp (+1), 1,600 gp (+2), 4,000 gp (+3), 16,000 (+4), 50,000 (+5); Weight—

DESCRIPTION

Keepsakes are charms that recall the importance or significance of a friend or loved one.They can be used as a non-action to grant a +1, +2, +3, +4, or +5 morale bonus to a single attack roll, skill or ability check, Saving Throw, or damage rolls. A keepsake can be used 3 times per day.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell guidance, know direction; Skill Profession (any) DC 15; Cost 210 gp (+1), 800 gp (+2), 2,000 gp (+3), 8,000 gp (+4), 25,000 gp (+5)  

 

MEMENTO

CL 1st; Price 420 gp (+1), 1,600 gp (+2), 4,000 gp (+3), 16,000 (+4), 50,000 (+5); Weight—

DESCRIPTION

Mementos are charms that recall events, locations, or other information. They can be used as a non-action to grant a +1, +2, +3, +4, or +5 insight bonus to a single attack roll, skill or ability check, or Saving Throw. A memento can also be used to grant its bonus to the user’s Armor Class for 1 round (until the start of their next turn). A memento can be used 3 times per day.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell detect magic, guidance; Skill Knowledge (any) DC 15; 210 gp (+1), 800 gp (+2), 2,000 gp (+3), 8,000 gp (+4), 25,000 gp (+5)  

 

PROTECTIVE CHARM

CL 1st; Price 100 gp (+1), 300 gp (+2), 900 gp (+3), 2,700 gp (+4), 8,500 gp (+5); Weight—

DESCRIPTION

Perhaps the most common form of magic charm, protective charms can be used as a non-action to grant a +1, +2, +3, +4, or +5 resistance bonus to a single Saving Throw. A protective charm can be used 3 times per day.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell resistance; Skill Stealth DC 10; Cost 50 gp (+1), 150 gp (+2), 450 gp (+3), 1,350 gp (+4), 4,250 gp (+5)  

 

SYMBOLIC CHARM

CL 1st; Price 320 gp (+1), 1,300 gp (+2), 3,000 gp (+3), 12,000 gp (+4), 40,000 gp (+5); Weight—

DESCRIPTION

Symbolic charms represent a reverence toward a certain religion, philosophy, or code of conduct. They can be used as a non-action to grant a +1, +2, +3, +4, or +5 sacred or profane bonus to a single skill or ability check, Saving Throw, or damage roll. A symbolic charm can be used 3 times per day. Symbolic charms are too small to function as holy or unholy symbols.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell guidance, resistance; Skill Knowledge (religion, nature, or nobility) DC 15; Cost 160 gp (+1), 650 gp (+2), 1,500 gp (+3), 6,000 gp (+4), 20,000 gp (+5)  

 

Feat

 

Craft Magic Charm

You can create magic charms, a type of magic item.

Prerequisite: Caster level 1st.

Benefit: You can create a wide variety of magic charms. Crafting a magic charms takes 1 hour for each 1,000 gp in its price. To create a magic charm, you must use up raw materials costing half of its base price.

You can also mend a broken magic charm if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

See magic item creation rules for more information.

domenica 13 settembre 2020

Rumor, by Aaron Hollingsworth

 The archetypes are finished, but Aaron will still surprise you with this new monster!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Rumor

This vaguely-humanoid creature is naturally invisible. Is it really real, or just a terrible lie?


Rumor CR 4

XP 1,200

N Medium construct 

Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 16, touch 10, flat-footed 16 (+6 natural)

hp 47 (5d10+20)

Fort +1, Ref +1, Will +1

Naturally invisible, construct traits

Weaknesses vulnerability to truth (see next below)


OFFENSE

Speed 20 ft.

Melee 2 slams +8 (1d8+3)

Special Attacks 


STATISTICS

Str 16, Dex 10, Con —, Int —, Wis 11, Cha 14

Base Atk +5; CMB +8; CMD 18

SQ 

SPECIAL ABILITIES

Aura of Deceit (Su)

Creatures within 30 feet of a rumor take a -4 penalty to Sense Motive checks and a -2 penalty to Will saves.

Impart Rumor (Su)

A rumor’s touch imparts a false belief in the target’s mind. The false memory implanted by this spell is always the same for each rumor and is usually a formulated lie designed to ruin someone's or something’s reputation. If the victim fails a DC 14 Will save, she has no memory of being touched and is affected by the spell as normal. If a target succeeds in their Will save, they are aware of being touched by something, but nothing else. This is a mind-affecting compulsion effect. The save DC is Charisma-based.


Vulnerability to Truth

If caught in a zone of truth, a rumor takes 3d6 damage per round until it is completely destroyed. 


Rumor

CL 6th; Price 15,500 gp

CONSTRUCTION REQUIREMENTS

Rumors are composed of several rolls of fine parchment with the same lie elegantly written repeatedly upon its front and back surfaces. It also requires 500 gp in rare flowers and perfumes. 

Requirements Craft Construct, command, false belief, geas/quest, invisibility; Special creator must be caster level 6th; Skill Perform (acting), Perform (storytelling), or Profession (actor) DC 12; Cost 8,000 gp

ECOLOGY

Environment any land, usually highly populated areas

Organization solitary, pair, or gang (3–6)

Treasure none


Animated rumors have no visible form. Spells such as glitterdust only reveal a vague humanoid outline. Animated rumors are usually created for the sole purpose of ruining the reputation of an upstanding figure or organization. Once this purpose is fulfilled, the rumor continues on throughout the ages, ensuring that its imparted memory becomes a part of history. 

In combat, a rumor will first try to flee, as direct violence is not its primary purpose. When exposed and cornered. It will use its slam attacks to defeat enemies in order to escape. It prefers to use its impart rumor ability on unsuspecting prey. 

Animated rumors cannot speak, and they make a rustling sound when they walk. 

sabato 12 settembre 2020

Ringlord Wizard, by Aaron Hollingsworth

 A final archetype, but this is not the final post of the series...
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Ringlord (Wizard)

Ringlords are wizards obsessed with creating and finding magical rings, endeavoring to achieve arcane supremacy through assembling the perfect collection. 

Ring Bond 

A ringlord must choose a bonded item in the form of a ring as his arcane bond. This alters arcane bond.


Ring Affinity

A ringlord’s person is configured exclusively for the receptivity of magic rings. He cannot use or activate any worn magic items except rings. However, he does possess ten ring slots, instead of the standard two. Ringlords with less than ten fingers can wear multiple rings on a single finger. 

Forge Ring

At 5th level, a ringlord gains Forge Ring as a bonus feat, even if he does not meet the requirements. He treats his caster level as 2 levels higher when using this feat. 
This replaces the bonus feat gained at 5th level. 

Ring Supremacy (Su)

At 20th level, if a ringlord gains and activates 10 magical rings on his ten ring slots, he gains +2 enhancement bonus to his Intelligence score and ceases to age.
This replaces the bonus feat gained at 20th level.


Spell Martializations, by Aaron Hollingsworth

Here's a new set of rules never seen before, by Aaron's genius. This time we combine spells with weapons for new, unseen effects.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Spell Martializations

When spells are used to enhance weapons to create magic weapons, they are called Weapon Special Abilities. Spell Martializations are when weapons are used to enhance spells, so that when the spell is cast it deals a weapon’s damage in addition to the spell’s damage.  

Spell Martializations modify spells that a caster can cast. Once a spell is modified in this way, it cannot be changed. Although, the caster can still cast the standard version of the spell if they desire. To cast a martialized spell (a spell that is enhanced by a Spell Martialization), the caster must also be proficient with the weapon type that is incorporated into the spell. Spell Martializations can only be added to spells that require an attack roll (one-handed melee weapons for melee attack spells and thrown ranged weapons for ranged attack spells).Neither Strength nor Dexterity bonuses can be added to damage rolls when attacking with a martialized spell.

The cost of adding a Spell Martialization to a spell is equal to the price of a masterwork version of the weapon + 1,000 gp x the spell’s level (500 gp for 0th-level spells). Once added, the spell becomes permanently modified.

Creating a spell martialization can be achieved with the Craft Magic Arms and Armor feat. The creator must know the spell and be proficient with the weapon he is martializing. 

A spell martialization alters a spell’s description, often shaping the spell’s effect into the shape of a weapon as the spell’s attack roll occurs. If the caster has any bonuses or abilities that apply to the use of this weapon, they can apply these benefits to their attack and/or damage roll.

Once a spell has been martialized, its name, effect, and description change. 



Below is a list of examples of spell martialization, along with their prices, effects, and descriptions. All martialized spells must be approved by the GM.  



ACIDAGGER

Spell Acid Splash Weapon Dagger 

Price 802 gp 

Effect

DESCRIPTION

You fire a dagger composed of acid at the target. You must succeed on a ranged touch attack to hit your target. The acidagger deals 1d3 points of acid damage and 1d4 points of piercing damage. This acidagger disappears after 1 round. 



DISRUPTURE UNDEAD

Spell Disrupt Undead Weapon Club

Price 800 gp gp

Effect

DESCRIPTION

You hurl a club composed of solidified positive energy.

You must make a ranged touch attack to hit, and if the club hits an undead creature, it deals 1d6 points of positive energy damage and 1d6 points of bludgeoning damage to it.



STINGING COLD

Spell Ray of Frost Weapon Dart

Price: 800 gp 5 sp

EffectSpell Ray of Frost Weapon Dart

Price 800 gp 5 sp

Effect

DESCRIPTION

A dart of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the dart to deal damage to a target. The dart of frost deals 1d3 points of cold damage and 1d4 piercing damage. The dart melts and evaporates after it hits or misses.



VAMPIERCER

Spell Disrupt Undead Weapon Wooden Stake

Price: 800 gp

Effect

DESCRIPTION

You fire a stake composed of wood and solidified positive energy.

You must make a ranged touch attack to hit, and if the stake hits an undead creature, it deals 1d6 points of positive energy damage and 1d6 points of piercing damage to it. If the stake scores a critical hit against a vampire, the stake remains in the vampire’s heart for 1 round before disappearing. 



 



VAMPIERCER

Spell Disrupt Undead Weapon Wooden Stake

Price 800 gp

Effect

DESCRIPTION

You fire a wooden stake wreathed in positive energy.

You must make a ranged touch attack to hit, and if the stake hits an undead creature, it deals 1d6 points of positive energy damage and 1d6 points of piercing damage to it. These d6s become d8s if the undead creature is a vampire. 



WEARY HARVESTER

Spell Touch of Fatigue Weapon Sickle

Price 806 gp

Effect

DESCRIPTION

A sickle wreathed in negative energy appears in your hand. You must succeed on a touch attack to strike a target. The subject takes 1d6 slashing damage and is immediately fatigued for the spell's duration.



This fatiguing effect has no effect on a creature that is already fatigued, although they still take the slashing damage. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.



TAZE MACE

Spell Shocking Grasp Weapon Heavy Mace

Price 1,312 gp

Effect

DESCRIPTION

A heavy mace cracking with electricity appears in your hand. Your successful melee touch attack deals 1d8 points of bludgeoning damage, plus 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolting blow, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).



STAR CHILLER

Spell Chill Touch Weapon Morning Star

Price 1,308 gp

Effect

DESCRIPTION

A touch from your hand, which wields a morning star composed of blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage, plus an additional 1d8 bludgeoning and piercing damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.



An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.



ENFEEBLING SPEAR

Spell Ray of Enfeeblement Weapon Shortspear

Price 1,301 gp

Effect

DESCRIPTION

A coruscating short spear springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes 1d6 piercing damage and a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.



ACID JAVELIN

Spell Acid Arrow Weapon Javelin

Price 2,301 gp

Effect

DESCRIPTION

A javelin of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The javelin deals 1d6 points of piercing damage and 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.



SCORCHING SPEARS

Spell Scorching Ray Weapon Shortspear

Price 2,302 gp

Effect

DESCRIPTION

You spitroast your enemies with a searing shortspears of fire. You may fire one shortspear, plus one additional shortspear for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each scorching shortspear requires a ranged touch attack to hit and deals 1d6 points of piercing damage and 4d6 points of fire damage. The shortspears may be fired at the same or different targets, but all shortspears must be aimed at targets within 30 feet of each other and fired simultaneously.



GHOUL CLAW

Spell Ghoul Touch Weapon Kukri

Price 2,302 gp

Effect

DESCRIPTION

Imbuing you with kukri of negative energy, this spell allows you to deal 1d4 points of slashing damage and paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.



A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect.