Friday, July 20, 2018

Darkside Grimoire

Still under construction.

The following spells are still in the works...

NEGA-VOLT JOLTS
School necromancy [electricity]
Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect shadowy arcs of nega-volt energy
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no

When free and open, your hand or similar extremity conducts this spell's effect, with no harm to you or your equipment.
    You can discharge one arc of this spell's effect out to medium range (100 ft. + 10 ft./level) as a ranged touch attack (no range penalty) dealing damage equal to 1d12 + 1 point per caster level (max +15). Half that damage is electricity (rounded up) while the remainder is negative energy. This spell's effect counts as a light ranged weapon with the limning and seeking special abilities, allowing for iterative attacks from your base attack bonus.
    Each attack you make with this spell's effect, reduces its remaining duration by 1 minute. If such an attack reduces the remaining duration of this spell to 0 minutes or less, the spell ends after the attack resolves.
    Attacks of opportunity you provoke by attacking with this spell's effect while threatened, as well as readied weapon attacks made against you when you're attacking with this spell's effect, deal an extra 1d8+1 points of damage, half of which is electricity (rounded up) while the remainder is negative energy.

Saturday, July 14, 2018

Cacterran Race

Still under construction.

Cacterrans appear much like gnomes or humans, save they possess hairless green-hued skin bearing ridges and patterns of pores from which spines can be made to emerge.

Cacterran Racial Traits (10 RP)

–2 Dexterity, +2 Constitution, +2 Wisdom: Cacterrans are sturdy and wise, but lack physical agility.

Humanoid (Vegitatious): Cacterrans are humanoids with the vegitatious subtype.

Variety: Upon creation, cacterran characters become one of two varieties.
  • Globular: These cacterrans are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Columnar: These cacterrans are Medium creatures with no bonuses or penalties due to their size. They also possess +2 Strength and –2 Charisma as additional racial adjustments to their ability scores.

Slow Speed: Cacterrans have a base speed of 20 feet. For columnar cacterrans, that speed is never modified by armor or encumbrance. (–1 RP)

Low-Light Vision: Cacterrans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Flammable: Cacterrans in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Cacterrans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Succulent Resilience: Cacterrans gain a +4 racial bonus on Fortitude saves against dehydration and environmental heat exposure. In addition, they need only half the standard amount of water to function normally. (1 RP)

Cacti Body: Cacterrans in true form express the following. (4 RP)
  • +1 natural armor bonus to AC.
  • Damage reduction 2/slashing.
  • A natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack when they wield one or more manufactured weapons.
  • They can deal both bludgeoning and piercing damage with any slam attack or unarmed strike.
  • In addition to actual rest and any uses of the Heal skill, a living cacterran exposed to natural sunlight naturally recovers hit points and ability score points (lost to ability damage) as if always resting.

Spine-spit: A living cacterran in true form gains a natural spine-spit attack that does not provoke attacks of opportunity. A spine-spit is a primary natural attack, or a secondary natural attack for those who wield one or more manufactured weapons. Otherwise, a spine-spit functions as a blowgun of its owner's size. A typical cacterran has a spine-spit capacity equal to its Constitution score. The first hour one rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to refill that capacity. (1 RP)

Toxic Spines: A living creature dealt piercing damage from a natural weapon or unarmed strike used by a living cacterran in true form, becomes sickened for 1d4+1 rounds (Fort negates) as a poison effect. The save DC of this effect equals 10 + 1/2 the originator's Hit Dice + the originator's Constitution modifier. Once a creature successfully saves, it becomes immune to the toxic spines of that particular cacterran for 24 hours. Note: Creatures with the vegitatious subtype are immune to this effect. (2 RP)

Placeholder: (1 RP undetermined)

Languages: Cacterrans begin play speaking Common and Terran. Cacterrans with high Intelligence scores can choose from the following: Auran, Draconic, Goblin, Giant, .....3 more.

Wednesday, July 4, 2018

Mycelian Race

Still under construction.

Mycelians appear much like waxy gnomes, each with a mushroom-like cap covering the top of their head like a fungal helmet. Any textures, pigments or patterns they possess, vary between individuals of their kind.

Mycelian Racial Traits (10 RP)

–2 Strength, +2 Constitution, +2 Wisdom: Mycelians are hardy and wise, but lack physical power.

Humanoid (Vegitatious): Mycelians are humanoids with the vegitatious subtype. They breathe as plants do.

Small: Mycelians are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Mycelians have a base speed of 20 feet. (–1 RP)

Low-Light Vision: Mycelians can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: Mycelians can see perfectly in the dark up to 60 feet. (2 RP)

Light Sensitivity: Mycelians are dazzled while they remain in an area of bright light. (–1 RP)

Mycelial Scent: Mycelians have a natural ability to sniff out sources of death and decay. This functions like the scent ability, but only for decaying vegetable matter, excrement, rotting flesh, corpses and badly wounded creatures (creatures with 25% or fewer hit points). (1 RP)

Flammable: Mycelians in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Mycelians gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Mycelial Metabolism: Mycelians gain a +2 racial bonus on Fortitude saving throws against sickness, nausea and disease. They also reduce any nonlethal damage they take from any form of cold exposure by 2 (minimum 0). (1 RP)

Mycelial Toxicity (Ex): A living mycelian in true form can apply 1 dose of its toxic saliva (or blood when injured) to a weapon it wields as a swift action. Such a dose loses its potency after 1 hour. Each round at the end of its turn, a living creature with a mycelian swallowed whole in true form, automatically ingests 1 dose of that mycelian's toxic saliva and blood. A typical mycelian has a toxin dose capacity of 6 + its Constitution modifier. The first hour one rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to refill that capacity. Note: Creatures with the vegitatious subtype are immune to mycelian toxin. (2 RP)
  • Inflicted Mycelian Toxin: poison–injury; save Fort DC 10 + 1/2 the originator’s Hit Dice + the originator’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Dexterity and Wisdom damage; cure 1 save.
  • Ingested Mycelian Toxin: poison–ingested; save Fort DC 10 + 1/2 the originator’s Hit Dice + the originator’s Constitution modifier; onset 10 minutes; frequency 1/minute for 6 minutes; effect 1 Dexterity and Wisdom damage; cure 1 save.

Placeholder: (4 RP undetermined)

Languages: Mycelians begin play speaking Terran and Undercommon. Mycelians with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Gnome, Goblin, Sylvan.

Sunday, July 1, 2018

Arborean Race

Still under construction.

Arboreans appear much like halflings or humans, save they are covered in bark of whorled earthy tones that vary between individuals. Each of the smaller bonsai arboreans typically possess smooth bark and a head covered in a dense, well trimmed layer of thin branches and thick foliage. Each of the bigger wild arboreans typically possess rough bark prone to moss, lichen and fungi, while a broad tangle of wiry branches and sparse foliage ensnares the top of their head.

Arborean Racial Traits (10 RP)

–2 Dexterity, +2 Constitution, +2 Wisdom: Arboreans are sturdy and wise, but lack physical agility.

Humanoid (Vegitatious): Arboreans are humanoids with the vegitatious subtype.

Upbringing: Upon creation, arborean characters express one of two backgrounds.
  • Bonsai: These arboreans are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Wild: These arboreans are Medium creatures with no bonuses or penalties due to their size. They also possess +2 Strength and –2 Charisma as additional racial adjustments to their ability scores.

Slow Speed: Arboreans have a base speed of 20 feet. For wild arboreans, that speed is never modified by armor or encumbrance. (–1 RP)

Low-Light Vision: Arboreans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Flammable: Arboreans in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Arboreans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Arboreal Body: Arboreans in true form express the following. (5 RP)
  • +1 natural armor bonus to AC.
  • Damage reduction 2/slashing.
  • Cold resistance 2.
  • A natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack when they wield one or more manufactured weapons.
  • In addition to actual rest and any uses of the Heal skill, a living arborean exposed to natural sunlight naturally recovers hit points and ability score points (lost to ability damage) as if always resting.
  • When standing on the ground, they receive a +4 racial bonus to CMD against bull rush and trip maneuvers.
  • While in forest or jungle terrain, a living arborean gain a +4 racial bonus on Stealth checks.

Regional Roots: Upon creation, arborean characters possess one of two roots. (1 RP)
  • Forest Roots: Arboreans of these roots reduce any nonlethal damage they take from any form of cold exposure by 2 (minimum 0) and gain a +4 racial bonus on Survival checks made in forest terrain.
  • Jungle Roots: Arboreans of these roots gain a +2 racial bonus on Fortitude saves against non-magical disease, and gain a +4 racial bonus on Survival checks made in jungle terrain.

Arboreal Bounty: Upon creation, arborean characters possess one ability they select from the following list. (1 RP)
  • Grow Ammo (Ex): As a free action, a living arborean can elect to suffer 2 points of Constitution burn to trigger the rapid growth of 2d4+1 pinecones over the course of 1d6+4 rounds, but only while that arborean remains in true form. Each pinecone so grown, functions as a pebble affected by magic stone.
  • Grow Harvest (Ex): As a free action, a living arborean can elect to suffer 2 points of Constitution burn to trigger the rapid growth of 1d3 fruit or 2d4+1 nuts or berries over the course of 1d6+4 rounds, but only while that aborean remains in true form. Each nut or berry so grown, functions as if affected by goodberry, but also provides its consumer the benefit of endure elements for 8 hours, stacking up to a cumulative duration of 72 hours for any single creature. Each fruit so grown, functions the same as 3 nuts or berries.

Ruinous Wrath: Arboreans increase by half (rounded up) the weapon damage they deal against objects and structures. (2 RP)

Languages: Arboreans begin play speaking Common and Sylvan. Arboreans with high Intelligence scores can choose from the following: Elven, Gnome, Goblin, Giant, Halfling, Terran, Vanaran.

Wednesday, June 27, 2018

Item Arcanomicon

Still under construction.

The following spells are ideas I expect should require careful consideration.

ELDRITCH EFFIGY
School abjuration
Level sorcerer/wizard 5, witch 5
Components V, S, F (effigy of the target's true form and size, worth at least 500 gp)
Casting Time 1 minute
Range touch
Target one willing creature
Duration permanent (D)
Spell Resistance yes

Every previous instance of this spell currently active in respect to the focus or the subject immediately ends. Magical items worn by the focus while this spell remains active, function as if similarly worn by the subject, excluding the auras, non-magical properties and material forms of such items. In each instance where two or more magical items currently have a case for effectively occupying the same magic item slot belonging to the subject, only one such item the subject actually wears can be made to do so at that time.

INNATE ITEM
School abjuration
Level sorcerer/wizard 2, witch 2
Components V, S
Casting Time 1 minute
Range touch
Target one willing creature
Duration instantaneous
Spell Resistance no

The subject can choose a single magical item properly worn and actively occupying at least one of their magic item slots, provided that item is not intelligent or an artifact. When that item is chosen, you can attempt a single caster level check against it (DC 15 + chosen item's caster level). If that check succeeds, the chosen item's inherent magical properties are separated from its current material form and anchored as a supernatural ability inherent to the subject's very being. The term 'innate item' hereafter refers to such a supernatural ability.
    Despite lacking anchor to a material form and any qualities having one would provide, each 'innate item' always occupies the same magic item slot(s) it did when last in its previous format, never allowing such slot(s) be occupied for any other magical purpose. Otherwise unchanged, each 'innate item' retains its caster level, any activation method(s) and any spell effect(s) it can be used to produce.
    As a free or immediate action, a willing creature can engage or disengage the function(s) for a single 'innate item' they possess. As a standard action of their own true volition, a willing creature can dismiss and thus destroy, any number of 'innate items' they possess.
    Each attempt you make to derive an 'innate item' from a cursed magic item automatically fails, but also generates a supernatural arc of energy between yourself and the subject, dealing 1d4 damage to both for each caster level that cursed magic item has. If you are also the subject, you instead take 1d6 damage per caster level. That damage has no type, yet denies for 1 minute, all forms of regeneration to any creature(s) it harms. While the corresponding item remains a cursed magic item, that damage cannot be healed, and any creature(s) slain by it directly cannot be restored to life. Nothing less than a deity's direct efforts can avoid, redirect, mitigate or circumvent; that damage or its aforementioned consequences.
    Should you fail in any attempt to derive an 'innate item' from a particular magic item when it is not cursed, every following attempt you make corresponding to that same item automatically fails until you gain another caster level.

Saturday, June 23, 2018

Conveyance Codex

The following spells were designed to extend upon the precedent of some 3.5 D&D spells uniquely capable of targeting an entire ship. The first spell in this series, is based upon augment object (SBG).

AUGMENT CONVEYANCE
School transmutation
Level sorcerer/wizard 4
Components V, S
Casting Time 1 minute
Range long (400 ft. + 40 ft./level)
Target one vessel, vehicle or similar structure
Duration 1 hour + 24 hours/level (D)
Saving Throw none
Spell Resistance no

Every portion of the subject has its break DCs increased by +20 and its hardness and hit points doubled. They are also considered magic items with an effective caster level corresponding to this spell's effect (save bonus equals 2 + caster level). Damage sustained by any portion of the subject while this spell's effect remains active upon it, is halved and rounded down when that effect ends. While this spell's effect ends for any portion separated from the subject's greatest remaining whole, that effect will extend to include any repairs made, or replacements added, to that subject.

Friday, June 15, 2018

Arcane Exploit Annex

Still under construction.

The following are arcane exploits in the works, for those of the arcanist class.

ALTERFORM ARCANICS (Arcane Exploit)
You can provide components in any form you assume by arcane exploitation.
Benefit: While your arcane reservoir has at least 1 point, you gain a supernatural ability mimicking benefit of the Natural Spell feat besides replacing every mention of "using Wild Shape" with "subject to any polymorph effect you originated by feature of any class (effective or otherwise) that governs your arcane reservoir" instead.

ARCANIC FIST (Arcane Exploit)
You can augment yourself as an arcane weapon.
Prerequisite: Improved Unarmed Strike.
Benefit: As a free or immediate action, you can expend 1 point from your arcane reservoir to treat your unarmed strikes as magic for the purpose of overcoming damage reduction, while every 4 class levels (effective or otherwise) that govern your arcane reservoir gives them a +1 enhancement bonus (stacking with any other enhancement bonus to a maximum of +5). You can use this exploit to give your unarmed strikes any of the following weapon special abilities: agile, bane, defending, flaming, flaming burst, frost, icy burst, ghost touch, guardian, limning, mimetic, nullifying, sapping, seaborne, shock, shocking burst, speed, spell storing, thundering, vicious and wounding. However, you must match the cost of each special ability given with an equal reduction of the enhancement bonus. Duplicate special abilities do not stack. The supernatural effect of using this exploit lasts for a number of minutes equal to your Charisma modifier (minimum 1) or until it is used again.

CONCERT ARCANICS (Arcane Exploit)
You can actively support an arcane concert of more than one ongoing effect.
Benefit: You can add your Charisma bonus (if any) to your Intelligence modifier for concentration checks as an extraordinary ability. As a free or immediate action, you can expend 1 point from your arcane reservoir as a supernatural ability to redirect and/or maintain concentration on a single ongoing effect you originated by feature of any class (effective of otherwise) that governs your arcane reservoir. Each instance of doing so can occur parallel to every other action you take and effect you make, allowing you actively support more than one such effect at the same time (while points in your arcane reservoir hold out).

ECHO OPTIMAL AGE (Arcane Exploit)
You recall your peak physical performance with arcane power.
Benefit: While your arcane reservoir has at least 1 point, you gain the continuous effect of lesser age resistance as a supernatural ability. When at least 4 or 8 class levels (effective or otherwise) govern your arcane reservoir, any effect you gain from this exploit improves to age resistance or greater age resistance respectively.

EMBODY OPTIMAL AGE (Arcane Exploit, Greater)
You recover your peak physical performance with arcane expertise.
Prerequisite: Echo Optimal Age.
Benefit: You gain the continuous effect of lesser age resistance as an extraordinary ability. When at least 14 or 18 class levels (effective or otherwise) govern your arcane reservoir, that effect improves to age resistance or greater age resistance respectively. When at least 20 class levels (effective or otherwise) govern your arcane reservoir, you cannot die from old age.

GRIMOIRE GUILE (Arcane Exploit)
You bring game to arcane literacy and spellbook logistics.
Benefit: You can add your Charisma bonus (if any) to your Intelligence modifier for checks to decipher and learn arcane spells from written sources an extraordinary ability. As a free or immediate action, you can expend 1 point from your arcane reservoir to originate secluded grimoire as a supernatural ability derived from all class levels (effective or otherwise) that govern your arcane reservoir. At any given time, you can have one extra secluded grimoire for each class level (effective or otherwise) that governs your arcane reservoir.

MAGE'S LUXURIOUS LIBRARY (Arcane Exploit, Greater)
You can arrange a grimoire gala almost anywhere.
Prerequisite: Grimoire Guile.
Benefit: Any mage's magnificent mansion you originate by feature of any class (effective or otherwise) that governs your arcane reservoir, requires no focus component and may include among its furnishings, up to one exacting replica of each secluded grimoire you currently have. As a standard action, you can expend 1 point from your arcane reservoir to originate mage's magnificent mansion as a supernatural ability derived from all class levels (effective or otherwise) that govern your arcane reservoir.

Relevant Items (may require due consideration)

GRIMOIRE, GUARDED (Wondrous Item)
A well-made tome, typically leather-bound and no more than 12" by 8" by 1" measured in inches.
Price 2,000 gp; Slot none; Weight 1 lb.; CL 1st; Aura faint universal
Properties This tome can serve as a compact spellbook with up to 1,000 pages or its equivalent. Certain spells gain a permanent duration when cast upon it, as follows: book ward, lighten object, magic aura, greater magic aura, mask dweomer, obscure object, obscured script, preserve, prestidigitation (keeps it clean), secret sign, shrink item, theft ward and waterproof.
Cost 1,000 gp; Requirements Craft Wondrous Item; Special An arcane spellcaster with Grimoire Guile (an Arcane Exploit) may ignore all crafting requirements to make and/or alter this item without penalty.

SELF-INSCRIBING (Magic Item Alteration)
An item so altered can correspond with others via inscriptions upon its surface.
Base Item Any permanent magical item lacking intelligence.
Price +4,000 gp; Slot no change; Weight no change; CL as base item; Aura no change
Properties An intelligent version of the base item, as follows:
Alignment Any (usually N), Senses 30 ft.
Int 10, Wis 10, Cha 10, Ego as per price of base item + 1.
Languages Empathy, understands any one language (usually known to its creator).
Intelligent Item Powers As follows:
Literal Luminosity (Su) Content inscribed upon this item continuously sheds light as a candle. As a free or immediate action, this item can suspend or resume any portion of this effect.
Self-Literate (Ex) This item has a vicarious view of itself and can comprehend languages and skim when reading from itself.
Self-Decipher (Su) This item can read magic when reading from itself.
Self-Evident (Su) This item can selectively enable others to comprehend languages, read magic and skim when they read from it while also touching it.
Self-Display (Sp) At will (self only)—erase, mending, prestidigitation, secret sign.
Cost +2,000 gp; Requirements Craft Construct, each aforementioned spell of 2nd-level or less, fox's cunning