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    biggrin (3.X) Cursed Teas (P.E.A.C.H.)

    Working on tightening this up with market-value and creation requirements for all of them. Alphabetizing is also in-progress.


    Cursed Teas
    All cursed teas share the following properties unless stated otherwise (and in the case of how much is required to trigger the curse, usually even then):
    1. To have any effect they must be drunk at at least half the normal strength of a tea of their type, not counting reasonable dilution by cream, sugar, or other traditional tea additives. This is a limitation on watering down the tea, or using fewer teabags, not on steeping time.
    2. Due to their magic all cursed teas brew up well in a minute of steeping (but not less).
    3. A small sip is enough to trigger the effects, sometimes with a small time-delay (as mentioned in specific tea descriptions). Further drinking from the same batch (including batches mixed together) triggers no effect until AFTER at least one and a half teacup's worth have been imbibed. Note that the specific volumes of what constitutes "a small sip" and "a teacup's worth" will vary based on the size of the drinker. Small variations in the wording of how much tea is required to trigger the curse "as soon as it touches the lips" etc) for the purposes of linguistic variety and should not be construed to modify this.
    4. Creation costs and market prices are for enough dry tea to make a single teacup's worth for a medium-sized creature and can only effect a single individual, per dose, regardless of size-class of victim or the strength of the brewing process.
    5. Save DCs are 20 unless mentioned otherwise.
    6. With the exception of Spearmint Surprise and other teas that include language strongly indicating to the contrary, all ongoing curses inflicted by teas are known to the victim as soon as they take hold.
    7. All effects other than directly dealing damage or summoning creatures are permanent until removed.
    8. Unless otherwise stated, tea that was allowed to start cooling below the upper end of the drinkable range more than an hour ago takes a -2 penalty to its DC.
    9. As per usual the ongoing curse effects of multiple doses of a cursed tea do not stack (they do, however overlap, and can deal damage, summon creatures, or have other external or instantanious effects, and might need to be dispelled/removed seperately if additional saves are failed). In addition, teas that are greater/(normal)/lesser versions of eachother specifically overlap (not stack) for curse effects.


    Acai Mangling Zinger, Lesser
    Two inch spheres made of force appear surrounding the drinker of this tea and fly at him, dealing 10d6 Bludgeoning damage with a DC 20 reflex save allowed for half.
    Moderate Evocation;CL 10;Brew Potion, Telekinesis OR Spiritual Weapon;Price 1,000 GP



    Acai Mangling Zinger
    As per Acai Mangling Zinger, Lesser except that if the save is failed then all FUTURE (so NOT from the spheres from the tea) bludgeoning damage on the victim is increased by 50% (apply this increase before any damage reduction or similar effects). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such damage afterwards).
    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Telekinesis OR Spiritual Weapon);Price 7,500? GP



    Acai Mangling Zinger, Greater
    As per Acai Mangling Zinger, Lesser except that if the save is failed then all FUTURE (so NOT from the spheres from the tea) bludgeoning damage on the victim is doubled (apply this increase before any damage reduction or similar effects).If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such damage afterwards).
    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Telekinesis OR Spiritual Weapon);Price 10,000? GP
    ((In this case should the creation cost be higher since, with the prevalence of Slam attacks, bludgeoning damage may be slightly more common than any specific type of energy damage?))


    Bengal Slice
    No saving throw is allowed against the effects of this tea which summons two tigers 15 feet away to the right and left of the drinker (or in the nearest available spaces to those locations if those squares are filled)... roll for initiative as they attack him/her with lethal intent (IE no surprise round for anyone). If they succeed in slaying their target, they will gorge themselves on the corpse, fighting to the death if necessary to defend their kill. Once they have eaten their fill (or simply all that is available, minus a few small scraps sufficient for a Resurrection) they vanish peacefully. If one or both of them are slain before that time, the corpses remain (Matching tiger-skin rugs anyone?).
    Moderate Conjuration;CL 9;Brew Potion, Summon Nature's Ally V OR Summon Monster VI;Price 2,000? GP
    ((Design note: I originally had them adjacent to the target, until I realized that Pounce requires a charge which grants rake attacks... I am just sorta "evil" like that... SNA IV can do a tiger, so SNA V averages two if you use it that way. 5th level spell*caster level 9*50 = 2,250, knocked down to 2,000 as a nice round number and as a nod to the restrictive means of preparing it.))




    Bengal Slice, Greater
    As per Bengal Slice, except that it summons two dire tigers.
    Strong? Conjuration;CL 15;Brew Potion, Summon Nature's Ally VIII OR Summon Monster IX;Price 5,500? GP
    ((6,000 "by the book"))


    Bezerker Blueberry((This was my own idea. Although it was partially inspired by a fictional seed packet by Ursula Vernon: Bezerker Blue-bell.))
    If the victim fails an initial will save then whenever they enter combat, they must save again or suffer all the drawbacks of of a 1st level barbarian's rage (-2 AC, inability to cast spells or perform any actions requiring concentration, etc), with none of the benefits. These penalties DO NOT stack with those from actual rage/frenzy/etc.
    Moderate Enchantment;CL 9;Rage AND Bestow Curse;Price ??? GP


    Blackest Cherry Berry
    The effect of this tea depends on the character's normal reaction to negative energy (IE without any magic items or spells, but including class features and feats).
    1. If the drinker of this tea is capable of being harmed by negative energy, they take 10d6 negative energy damage with a DC 20 Fortitude save allowed for half damage. If they fail the fortitude save then all future (so not from this cup of tea) negative energy hit-point damage is doubled.
    2. If the character is healed by negative energy, then they lose that status, and negative energy no longer has any effect on them. They also lose the negative energy effects of any intrinsic attacks (so not Spells, but including SLAs and slam attacks and touches) they might have. This prevents the inflicting of both hit-point damage and energy drain. It has no effect on Constitution draining abilities. A DC 20 Fortitude save is allowed to negate this. (Semi-)Obviously, this effect can work against undead despite this being an Fortitude save effect that does not work on objects.
    3. If the character is normally completely unaffected by negative energy they must succeed on a DC 20 fortitude save or take damage normally from negative energy as if they were an ordinary living creature.

    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Enervation OR Harm);Price 10,000? GP



    Charomile, Lesser
    Within 1d6 seconds of this tea first touching the tongue, the liquid explodes into a narrow cone of fire, striking the drinker 8d6 fire damage. Unless the cup was completely drunk before that time elapsed a DC 20 reflex save is allowed for half damage.
    Moderate Evocation;CL 10;Brew Potion, Fireball OR Flamestrike;Price 1,000? GP




    Charomile
    As per Charomile, Lesser except that if the save is failed then all FUTURE (so NOT from the cone from the tea) fire damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances).
    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Fireball OR Flamestrike);Price 7,500? GP




    Charomile, Greater
    As per Charomile, Lesser except that if the save is failed then all FUTURE (so NOT from the cone from the tea) fire damage on the victim is doubled (apply this effect before all saving throws and energy resistances).
    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Fireball OR Flamestrike);Price 10,000? GP



    Cinnamon Appalling Spice
    If the drinker of this tea (even the usual sip) fails a will save against this mind-effecting enchantment their manners become so appalling that they take a -10 penalty to all Animal Empathy, Diplomacy, Gather Information, and Handle Animals checks.
    Moderate Necromancy;CL 10;Brew Potion, Bestow Curse;Price 1,500 GP
    ((Was originally going to make this an ad-hoc 1,000 GP, but then I realized that there are probably slightly more opportunities to trick the party "face" into drinking a cup of tea than there are other party members.))



    Cinnamon Beat Stick
    Upon so much as tasting this tea, a quarterstaff cut from a cinnamon tree (and with the bark still on it), appears floating BEHIND the character automatically catching them flat-footed and gaining a surprise round. It attacks them until destroyed. It has a movement rate of Fly 60 (Perfect) and is unhindered in any way by water, moving through it as easily as air. It attacks as if weilded by a 20th level fighter with a 20 strength, an initiative modifier of +0, and the following feats:
    Weapon Focus (Quarterstaff)
    Weapon Specialization (Quarterstaff)
    Improved Critical (Quarterstaff)
    Greater Weapon Focus (Quarterstaff)
    Greater Weapon Specialization (Quarterstaff)
    Two-Weapon Fighting
    Improved Two-Weapon Fighting
    Greater Two-Weapon Fighting

    This yields an attack of: +27 Melee (1d6+9, 19-20/x2)
    And a full attack of: Main Head +25/+20/+15/+10 (1d6+9, 19-20/x2) AND Secondary Head +25/+20/+15 (1d6+6, 19-20/x2)

    See the rules for sundering weapons for one way of destroying it.
    Moderate Transmutation; CL 9th;Brew Potion, Spiritual Weapon OR Animate Objects OR Mage's Sword; Price 1,500 GP?



    Constant Commentary
    The character drinking this tea must succeed on a DC 20 Will save against this Mind-affecting Transmutation or comment loudly and continuously on their surroundings (they may include their own thoughts and reactions to such when and if they choose). Their voice never tires, and even in their sleep the monologue continues ("I am asleep. It is dark with my eyes closed. It is difficult to get a good night's sleep while I am talking."). This effect is permanent until removed and counts as a 5th level spell. Eating and drinking are difficult but not impossible in this condition. Verbal components are impossible, and command words can only be used if they can be worked smoothly into the commentary.
    Moderate Transmutation; CL 9th;Brew Potion, Charm Person, Bear's Endurance; Price 2,000 GP?



    Darkjeeling(From a suggestion by Merk, mechanics by me)
    If you fail a DC 20 Fortitude save, the world grows dim before your eyes. If you have Low-Light Vision or an improved version of it you lose it. If you didn't have such an ability you take a -5 penalty search and spot rolls, a -2 penalty to armor class, and suffer a 20% miss chance on all your attacks that require a to-hit roll.
    Moderate Transmutation;CL 10;Brew Potion, Blindness/Deafness;Price 1,000 GP



    Corruptive Peach Passion
    ((Pink Succubus/Erinyes appears next to drinker, tries to tempt and/or kill))
    Moderate Evocation;CL 11;Brew Potion, Summon Monster VI;Price 1,500? GP



    Cramberry Apple Zinger
    If the drinker of this tea fails a DC 20 Will save the carrying capacity of all containers carried by the person, both magical and mundane, is reduced to 1 quarter, both in volume and total weight capacity. This effect occurs immediately, and continues on until the curse is removed. Any INITIAL excesses spill out of magical containers without harming them, but mundane pockets etc may be burst (without harming the contents). Note that this includes most sheaths, many quivers, etc. This ceases to effect individual containers if they leave the victim's possession, but resumes if they later pick them up again.
    Moderate Conjuration;CL 9;Brew Potion, Secret Chest AND Bestow Curse;Price 2,000 GP ((Design note: Slightly more than a Handy Haversack)).



    English Break-Fist(From a suggestion by Merk, mechanics by me)
    Every bone in your hands shatters, rendering you incapable of doing anything with them until, while already at full health, you have received an amount of magical healing equal to twice your maximum hitpoints, a Regenerate, or receive 2 weeks of continuous bedrest from a character who succeeds on a DC 30 heal check. If mere hitpoint restoring spells or a heal check is used you still take a -4 penalty to Dexterity and Strength for all actions involving the hands that can not be removed by anything less than Regenerate. A DC 20 Fortitude save upon drinking the tea prevents all of the above effects from ever coming to pass from that cup of tea (or a teacup's worth drunk out of a larger volume). If your hands remain broken for at least 30 days before you regain at least partial use of them, you must speak in an English accent until you regain FULL use of them.
    Moderate Transmutation;CL 10;Brew Potion, Shillelagh OR Inflict Critical Wounds OR Telekinesis;Price 2,000 GP



    Fightin' Irish Breakfast Tea[Mixed Blessing]
    As per Irish Breakfast Tea, but if you remain under its effects for 1 month you gain +1 Rage per day (including from not having the ability to rage at all in which case it is as per a 1st level barbarian).
    Moderate Transmutation; CL 9th;Brew Potion,
    Rage
    AND
    One of the following: Prestidigitation OR Create Food and Drink; Price 2,500 GP?



    Honey-ed Plain-Vanilla Chamomile
    ((Minor Avatar of Diabolus (Patron of Neutral Neutral Square individuals) appears before them and speaks a single sentence so persuasive that they must make a DC 20 Will save or have their alignment magically converted to Neutral Neutral Square, probably resulting in their immediately abandoning the adventuring lifestyle and seeking to go home to lead a quiet and boring life.))
    Moderate Enchantment;CL 11;Brew Potion, Grounding;Price ?,?00 GP



    Irish Breakfast Tea
    The character drinking this tea must pass a DC 20 fortitude save or have themselves and all their equipment turn a brilliant, eye-catching, green (the GM should assign penalties to hide checks as appropriate). Equipment that leaves their possession reverts to its normal color after 1d4 minutes. Items picked up or donned gain the new color instantly. For the duration of this curse (which is permanent until removed and is the equivalent of a 5th level spell) the character gains the "Delicious" flaw (Dragon Magazine issue 330 page 87), regardless of if they meet the prerequisites, and without a compensating feat. If this effect is allowed to persist for more than a week then the character must pass a DC 20 will save every day until the curse is removed or be forced to speak in an Irish dialect (but not language... just use "faith and bigora(sp?)", "wee", and such like a lot and maybe mention pots of gold every so often and you should be good to go) and accent that day.
    Moderate Transmutation; CL 9th;Brew Potion, Prestidigitation OR Create Food and Drink; Price 1,000 GP?



    Leech-y Nut
    Upon taking so much as a sip of this mild brew, a mass of leeches appears above the character's head. A DC 20 reflex save allows them to be dodged completely, otherwise they fall on the character automatically squirming through all armor, their teeth penetrating even a dragon's scales to latch on. Until at least 90% of them are removed (including by killing them) they cause 1 point of constitution damage per round. If they are dodged they instantly latch onto eachother, resulting in the immediate death of the mass.
    Moderate Conjuration; CL 9th;Brew Potion, Summon Swarm; Price ?,?00 GP?



    Lemon Lash, Lesser
    Within 1d6 seconds of this tea first touching the tongue, the liquid stretches out into a psuedo-pod made of transparent acid, making a single touch attack against them with a +20 attack bonus for 6d6 acid damage plus 2d6 damage a round for each of the following 3 rounds (Somewhat similar to Acid Arrow). If the cup was completely drunk before that time elapsed then two smaller pseudo-pods erupt, one up the throat and the other down into the the intestines for an automatic critical hit (same total effects as the larger pseudo-pod... they count as a single source of damage).
    Moderate Evocation;CL 10;Brew Potion, Acid Arrow OR Glyph of Warding, Greater;Price 1,000 GP


    Lemon Lash
    As per Lemon Lash, Lesser except that if victim is hit then all FUTURE (so NOT from the acid pseudo-pods itself/themselves) acid damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Acid Arrow OR Glyph of Warding, Greater);Price 7,500 GP



    Lemon Lash, Greater
    Within 1d6 seconds of this tea first touching the tongue, the liquid stretches out into a psuedo-pod made of transparent acid, making a single touch attack against them with a +20 attack bonus for 6d6 acid damage plus 2d6 damage a round for each of the following 3 rounds (Somewhat similar to Acid Arrow). If the cup was completely drunk before that time elapsed then two smaller pseudo-pods erupt, one up the throat and the other down into the the intestines for an automatic critical hit (same total effects as the larger pseudo-pod... they count as a single source of damage). If victim is hit then all FUTURE (so NOT from the acid pseudo-pods itself/themselves) acid damage on the victim is doubled (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Acid Arrow OR Glyph of Warding, Greater);Price 10,000 GP



    Mandated Orange Spice
    The character must immediately seek to replace/re-color all their equipment and their body to make it all orange. They are unable to fall asleep unless everything within at least 10 feet of them is orange. They very much prefer orange food and drink, and gain no benefits (nourishment, potion effects, provision of moisture to prevent dehydration) from anything they imbibe that is not orange (this does NOT include air... they can breath air of any color just as well as if this effect was not on them).
    Moderate Enchantment;CL 11;Brew Potion, Suggestion;Price ?,?00 GP


    Mint Black Magic
    Upon taking a drink of this tea the victim must make a DC 20 will save. If they fail they take a -4 penalty on all saving throws against non-mundane things (spells, psionics, supernatural maneuvers, utterances, etc etc etc).
    Moderate Necromancy;CL 8;Brew Potion, Bestow Curse;Price 750 GP
    ((For Bestow Curse: CL 5*Spell level 3*50 = 750. I would drop it lower, but the DC is somewhat higher than one might expect and the price is already pretty low...))


    Mourning Thunder, Lesser
    A jet of pure sonic energy slams into the drinker of this tea as soon as it touches their lips (incidently acting as per a Shatter spell on any ceramic cup it is drunk from at the same time). This deals 10d6 sonic damage. A DC 20 Fortitude save is allowed for half damage.
    Moderate Evocation;CL 10;Brew Potion, Shout OR Glyph of Warding, Greater;Price 1,000 GP



    Mourning Thunder
    As per Mourning Thunder, Lesser, except that if the fortitude save is failed, then all FUTURE (so NOT from the tea that inflicted this damage) sonic damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances).
    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Shout OR Glyph of Warding, Greater);Price 7,500 GP



    Mourning Thunder, Greater
    As per Mourning Thunder, Lesser, except that if the fortitude save is failed, then all FUTURE (so NOT from the tea that inflicted this damage) sonic damage on the victim is doubled (apply this effect before all saving throws and energy resistances).
    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Shout OR Glyph of Warding, Greater);Price 10,000 GP



    Ooloooooooong Tea(From a suggestion by Merk, mechanics by me)
    Unless you succeed on a DC 20 fortitude save, you grow much much taller and skinnier, bursting out of non-magical clothing and armor (magical items re-size to fit you). You count as one size class larger whenever it would be to your dis-advantage. You also count as one size class SMALLER whenever THAT would be to your dis-advantage. To be clear: neither of these effects modify your ability scores. You may counter these effects once per day for up to 1 minute by balancing a sufficiently difficult item on top of your head. If seated or standing perfectly still this requires a DC 10 Balance check each round. If walking it is a DC 20. Running is a DC 25, and combat is a DC 30. If you attempt a Tumble check while doing this the object falls off automatically. If the object falls off or is removed for any reason then you lose the benefits, and further balancing of objects on your head do not provide any benefit for the rest of the day.
    Moderate Transmutation;CL 10;Brew Potion, Enlarge Person AND Reduce Person;Price 2,500 GP



    Peppermint
    This curse may be avoided with a DC 20 Fortitude save upon drinking. Otherwise the first time each day that the victim of this tea attempts to Move Silently knowing that one or more enemy(-ies) might hear them if they were to fail (even if failure would ordinarily be impossible), they must make a DC 20 Fortitude Save or be disabled by sneezing (treat as stunned) for 1d4 rounds during which the base DC (before modification for distance) to detect them with a listen check is 0. Effects that reduce sound (such as masterwork equipment, or Boots of Elvenkind) do not affect this DC, but those that work by muffling sound (such as Armor of Silent Moves and its variations, the sound damping ability of a Lord of Rest, and the Silence spell) do.
    Faint conjuration; CL 7th; Brew Potion, Stinking Cloud OR Poison; Price 2,400 gp



    Pup-ermint
    ((Turn into a puppy, use smaller dog stats then reduce one size category and halve movement rate. Gain a 15' cone breathweapon that only effects fleshed (so corporeal, and more than just bones/teeth/hair) undead for 1d8+1 positive energy damage... 3d8+10 against any valid target with a disease-causing racial ability))
    ??? Transmutation; CL 9th; Brew Potion, Baleful Polymorph AND Cure Critical Wounds; Price ?,000 gp



    Raspberry Zinger (Except for the name, this specific one is by Debihuman)
    A drinker of this tea hears an earsplitting Bronx cheer. The sound goes unnoticed by other creatures. However, the drinker is rendered deaf as if hit with a deafness spell. The effect is permanent unless negated by a successful Fort save (DC 20). The cloying scent of raspberry leaves the drinker Sickened until it washed off. Other creatures are unaffected by the smell.
    Faint Necromancy; CL 3; Brew Potion, blindness/deafness; Cost 600 gp.


    Spearmint Surprise (Ok, this one is a bit unfair maybe...)
    Upon a character drinking this tea the GM should secretly roll a DC 20 Will save for them (not explaining the reason). If they fail they take a -20 penalty to armor class against thrown projectiles that deal piercing damage and the critical threat range of all such attacks against them is tripled. This stacks with Improved Critical and Keen. All such attacks also automatically deal maximum damage. This curse is the equivalent of a 5th level spell and is permanent until removed.
    Moderate ???; CL 9th;Brew Potion, Magic Weapon, Greater; Price 7,500? GP



    Squirrel Grey
    This is Earl Gray tea mixed with ground almonds and a horrible, potentially hilarious enchantment added to it. When brewed and drunk the imbiber is targeted by Baleful Polymorph with a DC of 20. On failure they are transformed into a grey squirrel. The character retains their mental ability scores and the ability to speak, although their chittery voice is utterly unsuitable for spellcasting or speaking command words. They automatically succeed at any Will saves allowed by the spell. For any skills NOT listed in the animal's stat-blocks they use their own ranks and feat adjustments. The transferal of other feats and class abilities from the character's original form are at the GMs discression.


    Squirrel
    Diminutive Animal
    Hit Dice: 1/4d8 (1 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), climb 30 ft.
    Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
    Base Attack/Grapple: +0/16
    Attack: Bite +7 melee (1d34)
    Full Attack: Bite +7 melee (1d34)
    Space/Reach: 1 ft. / 0 ft.
    Special Attacks:
    Special Qualities: Low-light vision, scent
    Saves: Fort +2, Ref +5, Will (As per original character)
    Abilities: Str 2, Dex 17, Con 10, Int (As per original character), Wis (As per original character), Cha (As per original character)
    Skills: Balance +13, Climb +13, Listen +3, Spot +3 (all other skills as per the original characters ranks and feats)
    Feats: Alertness, Weapon Finesse(B)
    Environment: Temperate forests
    Organization: However many people drank the tea together
    Challenge Rating: 1/8
    Treasure: None
    Alignment: (As per original character)


    These docile rodents thrive in temperate woods, where they eat mostly nuts, berries, and small insects.

    Combat

    Squirrels are extremely timid and run at the first sight of danger, biting only when cornered.... adventurers turned into squirrels, on the other hand, display a wide diversity of personalities.

    Skills: Squirrels have a +8 bonus racial bonus on Balance and Climb checks. A squirrel can always choose to take 10 on a Climb check, even if rushed or threatened. A squirrel uses its Dexterity modifier for Climb checks.

    (Squirrel stat-block modified SLIGHTLY (only to account for PC-ness) from Debihuman's assistance to me on an earlier project. I must, however, give a STRONG GAME-PLAY SPOILER WARNING with regards to that thread.)

    Moderate Transmutation;CL 10;Brew Potion, Baleful Polymorph;Price 2,500 GP
    ((Design note: 10x5x50 = 2,500 by the brew potion rules, extended to 5th level.))




    Rocketin' Raspberry
    ((Reverses victims gravity at random intervals.))
    ??? Transmutation; CL 13; Brew Potion, Reverse Gravity; Cost 45,000 gp.


    'Rooibos Vanilla(Name suggested by Bhu, mechanics by me)
    This tea is a blend of http://en.wikipedia.org/wiki/Rooibos and vanilla with an enchantment added to it. When brewed and drunk the imbiber is targeted by Baleful Polymorph with a DC of 20. On failure they are transformed into a kangaroo (see below for stat-blocks by Mangles). If the character is at least ECL 6 they are transformed into a red kangaroo, otherwise they are turned into a grey kangaroo. In either case the character retains their mental ability scores and the ability to speak, although their rough voice is utterly unsuitable for spellcasting or speaking command words. They automatically succeed at any Will saves allowed by the spell. For any skills NOT listed in the animal's stat-blocks they use their own ranks and feat adjustments. The transferal of other feats and class abilities from the character's original form are at the GMs discression.

    Grey Kangaroo
    Size/Type: Medium Animal
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +0
    Speed: 50 ft. (10 squares)
    Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
    Base Attack/Grapple: +2/+0
    Attack: Claw +3 melee (1d4+1)
    Full Attack: 2 Claws +3 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Tail stand kick
    Special Qualities: Low-light vision, Scent, Pounce, Bound
    Saves: Fort +5, Ref +7, Will (As per original character)
    Abilities: Str 13, Dex 17, Con 15, Int (As per original character), Wis (As per original character), Cha (As per original character)
    Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*(all other skills as per the original characters ranks and feats)
    Feats: Weapon Focus (Claws)
    Environment: Bushland
    Organization: However many people drank the tea together
    Challenge Rating: 1


    Tail stand kick (Ex)
    A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d8's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

    Bound
    Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.


    Red Kangaroo
    Size/Type: Medium Animal
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +0
    Speed: 60 ft. (20 squares)
    Armor Class: 16 (+3 Dex, +3 natural), touch 12, flat-footed 12
    Base Attack/Grapple: +5/+0
    Attack: Claw +7 melee (1d6+10)
    Full Attack: 2 Claws +7 melee (1d6+10)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Tail stand kick
    Special Qualities: Low-light vision, Scent, Pounce, Bound,
    Saves: Fort +8, Ref +7, Will (As per original character)
    Abilities: Str 15, Dex 17, Con 15, Int (As per original character), Wis (As per original character), Cha (As per original character)
    Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*(all other skills as per the original characters ranks and feats)
    Feats: Weapon Focus (Claws), Alertness, Powerful build
    Environment: Red desert
    Organization: However many people drank the tea together
    Challenge Rating: 3


    Tail stand kick (Ex)
    A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

    Bound
    Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.
    (Click HERE for the original thread the kangaroo stat-blocks by Mangles were taken from. Copied over with permission.)
    Moderate Transmutation;CL 10;Brew Potion, Baleful Polymorph;Price 2,500 GP




    Red Dragon Zinger
    No saving throw is allowed against the effects of this tea which summons a Wyrmling red dragon adjacent to the drinker... roll for initiative as they attack him/her with lethal intent (IE no surprise round for anyone). If it succeeds in slaying its target, it will gorge itself on the corpse, fighting to the death if necessary to defend its kill. Once it has eaten its fill (or simply all that is available, minus a few small scraps sufficient for a Resurrection) it vanishes peacefully. If it is slain before that time, the corpse remains (Dragon-skin shield/boots anyone?).
    Moderate Evocation;CL 11;Brew Potion AND Summon Monster VI;Price 2,000 GP





    Roastaroma
    A character drinking even a little of this tea must succeed on a DC 20 Fortitude save or they count all temperatures as 20 degrees Fahrenheit (11 degrees Celsius) higher for determining if a given environmental temperature counts as a hazard for purposes of overheating to them, and the intensity of that hazard if so. They also take a -8 penalty on any saving throws against such hazards. None of this has any effect on the dangers of cold.
    Moderate Evocation;CL 5;Heat Metal OR Bestow Curse;Price 750 GP


    Sleepy-Time
    ((If fail initial save, then sleep immediately, then Save or Sleep every 2d10 minutes. Succeed first to nix all others and not sleep.))
    Moderate Enchantment;CL 9;Deep Slumber AND Bestow Curse;Price ??? GP



    Sleepytime Vanilla
    As per Sleepy-Time, but any time you sleep more than 4 hours at a stretch you must make a DC 20 Will save or your alignment changes one step towards Square. (IE to Neutral if you are currently Funky, or to Square if currently Neutral). This has no effect on alignment on the Law/Chaos or Good/Evil axis.
    Moderate Enchantment;CL 9;Bestow Curse AND Deep Slumber AND Grounding;Price ??? GP


    Sweet Apple Chamomile



    Tangerine Orange Zapper, Lesser
    Within 1d6 seconds of this tea first touching the tongue, the liquid explodes into a lightning-bolt, striking only the drinker for 8d6 electricity damage. Unless the cup was completely drunk before that time elapsed a DC 20 reflex save is allowed for half damage.
    Moderate Evocation;CL 10;Brew Potion, Lightning Bolt OR Call Lightning OR Glyph of Warding, Greater;Price 1,000 GP
    ((CL 8 potion of a 3rd level spell would be 1,200 GP, and I figured that the restrictive condition should knock AT LEAST 200 GP off of that))


    Tangerine Orange Zapper
    As per Tangerine Orange Zapper, Lesser except that if the save is failed then all FUTURE (so NOT from the bolt from the tea) electricity damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Lightning Bolt OR Call Lightning OR Glyph of Warding, Greater);Price 7,500? GP


    Tangerine Orange Zapper, Greater
    As per Tangerine Orange Zapper, Lesser except that if the save is failed then all FUTURE (so NOT from the bolt from the tea) electricity damage on the victim is doubled (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such a spell afterwards).
    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Lightning Bolt OR Call Lightning OR Glyph of Warding, Greater);Price 10,000 GP


    Tangerine Slice, Lesser
    Small blades made of force appear surrounding the drinker of this tea and fly at him, dealing 10d6 slashing damage with a DC 20 reflex save allowed for half.
    Moderate Evocation;CL 10;Brew Potion, Mage's Sword OR Blade Barrier;Price 1,000 GP



    Tangerine Slice
    As per Tangerine Slice, Lesser except that if the save is failed then all FUTURE (so NOT from the blades from the tea) slashing damage on the victim is increased by 50% (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such damage afterwards).
    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Mage's Sword OR Blade Barrier);Price 10,000? GP



    Tangerine Slice, Greater
    As per Tangerine Slice, Lesser except that if the save is failed then all FUTURE (so NOT from the blades from the tea) slashing damage on the victim is doubled (apply this effect before all saving throws and energy resistances). If this occurs the victim is aware of this effect upon the curse initially taking hold (IE when the tea is drunk, NOT when they first get hit with such damage afterwards).
    Moderate Evocation;CL 10;Brew Potion, Bestow Curse AND (Mage's Sword OR Blade Barrier);Price 20,000 GP

    Tension Tamer
    If the character drinking so much as a drop of this tea fails a DC 20 will save they are under a continuous Calm Emotions spell. This can be dispelled or broken as usual (usually by being attacked), but it attempts to re-assert itself the following round, and once every minute after that with the same DC. Removing this curse removes the effect permanently (IE there is nothing left to attempt to reassert itself. Alternatively, if they character had any Rage or Rage-like abilities they MUST lose those instead (until such time, if ever, that the curse is removed).
    Moderate Evocation;CL 9;Brew Potion, Calm Emotions;Price ?,?00? GP



    Tropic of Strawberry




    Untrue Blueberry
    If the drinker of even a small amount of this tea fails a DC 20 will save, then any time they are speaking even a partial truth, then anyone attempting a Sense Motive check against them takes a -10 penalty to the check and if the DC is less than 15 (including non-existent) then it is instead 15. If they fail then their attempt leads them to believe that everything the character said (except for blindingly obvious truths such as "The sun rises in the east.") is a complete fabrication.
    Moderate Enchantment;CL 11;Brew Potion, Summon Monster VI;Price 1,500 GP


    Wild Berry Zinger
    Those cursed by this tea are advised to avoid kicking puppies, throwing stones at birds or frightening fieldmice by walking through thick grass.
    The curse inflicted by this tea may be avoided with a DC 20 Will save, otherwise, until the curse is broken, each untrained animal (so cats almost never count) and fae that is ever within 300 feet of someone cursed by this tea may use Quickened Magic Missile as a spell-like ability 3 times per day (leaving the range and re-entering it does NOT reset the uses per day for an individual animal). However they may ONLY target the victim (or images of the victim created by the victim such as with Mislead or Mirror Image) with said attacks. For purposes of said attacks the attacker is treated as having the Combat Casting feat. The caster level is equal to the animal or fae's hitdice, and the number of missiles is NOT capped at five, but continues by the same progression indefinitely. For attackers with less than one hit-die, the caster level is 1 for most purposes, but use the following table to calculate damage for the single missile.
    HD Damage
    <1/8 1d2-1 (Minimum 0, Subdual)
    1/8 1d2-1 (Minimum 0)
    1/4 1
    1/3 1d2
    1/2 1d3

    Moderate Enchantment;CL 9;Brew Potion, 6 ranks in Knowledge(Nature)
    AND One of the following spells: Imbue with Spell Ability OR Imbue Familiar with Spell Ability
    AND one of the following spells: Call Lightning OR Magic Missile OR Glyph of Warding, Greater;Price 2,500 GP
    Last edited by DracoDei; 2018-07-08 at 03:45 AM.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    As a tea drinker i must approve!
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    By golly, magnificent!
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Thank you both!

    Just corrected the last sentence of Leechy Nut, which was unclear. Also clarified Irish Breakfast Tea.


    EDIT: So... which ones are various people's favorites?
    Last edited by DracoDei; 2011-05-13 at 09:42 PM.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Squirrel Grey

    any chance you'll do one of these: http://en.wikipedia.org/wiki/Rooibos
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Quote Originally Posted by Bhu View Post
    any chance you'll do one of these: http://en.wikipedia.org/wiki/Rooibos
    Oh pfft... that one is easy! OF COURSE I take requests, but I would have done that one anyway if it were mentioned... the hardest part is probably going to be Googling for the associated stat block (which reminds me, I need to give Debihuman a credit-line in the original post since I copy-pasted from her entry in... a certain other post that shall remain unspoken here so as not to spoil).


    'Rooibos Vanilla
    This tea is a blend of http://en.wikipedia.org/wiki/Rooibos and vanilla with an enchantment added to it. When brewed and drunk the imbiber is targeted by Baleful Polymorph with a DC of 20. On failure they are transformed into a kangaroo (click link for stat-blocks by Mangles). If the character is at least ECL 5 6 they are transformed into a red kangaroo, otherwise they are turned into a grey kangaroo. In either case the character retains their mental ability scores and the ability to speak, although their rough voice is utterly unsuitable for spellcasting or speaking command words. They automatically succeed at any Will saves allowed by the spell. For any skills NOT listed in the animal's stat-blocks they use their own ranks and feat adjustments. The transferal of other feats and class abilities from the character's original form are at the GMs discretion.



    EDIT: Thinking of throwing in some "Cursed with Awesome" varients.

    "Fightin' Irish Breakfast Tea" As per Irish Breakfast Tea, but if you remain under its effects for 1 month you gain +1 Rage per day (including from not having the ability to rage at all in which case it is as per a 1st level barbarian).

    "Tea Pee" originally invented by Awakened Mouse druid Duo ???? the creation of this tea involves the spell Create Water, and it keeps you very well hydrated... so well hydrated in fact that urine production increases a hundred-fold (or in the case of species with very low water requirements, a thousand-fold). The GM should assign Fortitude/Will saves as necessary with increasing DCs the longer the character tries to "hold it". Probably gives the same Mettle-like-effect against "Horrid Wilting" and other such spells and effects as my family's Giraffe-a-pumps get.
    Last edited by DracoDei; 2011-05-24 at 09:37 PM.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    I love this.

    Some ideas:

    Darjeeling (Darkjeeling?)
    English Break Fist
    Ooloooooooooooong Tea
    Last edited by Merk; 2011-05-14 at 02:08 PM.

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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Quote Originally Posted by Merk View Post
    I love this.

    Some ideas:

    Darjeeling (Darkjeeling?)
    English Break Fist
    Ooloooooooooooong Tea
    I am going to start leaving out some of the repetitive parts here, such as equivalent spell level and permanency. Might add them as an overall header in the original post at some point.

    Darkjeeling
    If you fail a DC 20 Fortitude save, the world grows dim before your eyes. If you have Low-Light Vision or an improved version of it you lose it. If you didn't have such an ability you take a -5 penalty search and spot rolls, a -2 penalty to armor class, and suffer a 20% miss chance on all your attacks that require a to-hit roll.




    English Break-Fist
    Every bone in your hands shatters, rendering you incapable of doing anything with them until, while already at full health, you have received an amount of healing equal to twice your maximum hitpoints, a Regenerate, or receive 2 weeks of continuous bedrest from a character who succeeds on a DC 30 heal check. If mere hitpoint restoring spells or a heal check is used you still take a -4 penalty to Dexterity and Strength for all actions involving the hands that can not be removed by anything less than Regenerate. A DC 20 Fortitude save upon drinking the tea prevents all of the above effects from ever coming to pass from that cup of tea (or a teacup's worth drunk out of a larger volume).If your hands remain broken for at least 30 days before you regain at least partial use of them, you must speak in an English accent until you regain FULL use of them.




    Ooloooooooong Tea
    Unless you succeed on a DC 20 fortitude save, you grow much much taller and skinnier, bursting out of non-magical clothing and armor (magical items re-size to fit you). You count as one size class larger whenever it would be to your dis-advantage. You also count as one size class SMALLER whenever THAT would be to your dis-advantage. To be clear: neither of these effects modify your ability scores. You may counter these effects once per day for up to 1 minute by balancing a sufficiently difficult item on top of your head. If seated or standing perfectly still this requires a DC 10 Balance check each round. If walking it is a DC 20. Running is a DC 25, and combat is a DC 30. If you attempt a Tumble check while doing this the object falls off automatically. If the object falls off or is removed for any reason then you lose the benefits, and further balancing of objects on your head do not provide any benefit for the rest of the day.

    ((Cookie Half a cookie (since it is so easy) to anyone who gets the reference with the object balancing.))
    Last edited by DracoDei; 2011-05-14 at 07:42 PM.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Upon further review of the Red Kangaroo's ability scores, I have changed the ECL cut-off for turning into one from 5 to 6.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    As a hardcore tea drinker, I think this thread is awesome beyond belief. I'm going to bookmark it.

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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Quote Originally Posted by Twilight Muse View Post
    As a hardcore tea drinker, I think this thread is awesome beyond belief. I'm going to bookmark it.
    Thank you very much. Did you have any particular favorites?
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Quote Originally Posted by DracoDei View Post
    Thank you very much. Did you have any particular favorites?
    Constant Commentary is certainly my favorite.

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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Two Six (and counting) more added to the original post, reproduced below for your convenience. (at this rate I may have to restart and reserve two posts eventually...)


    Rasberry Zapper
    Within 1d6 seconds of this tea first touching the tongue, the liquid explodes into a lightning-bolt, striking only the drinker for 8d6 electricity damage. Unless the cup was completely drunk before that time elapsed a DC 20 reflex save is allowed for half damage. If the save is failed then all FUTURE (so NOT from the bolt from the tea) electricity damage on the victim is doubled. ((Considering making the ongoing effect a separate Will save, possibly with a higher DC if the reflex save was failed, what do people think?))





    Lemon Lash
    Within 1d6 seconds of this tea first touching the tongue, the liquid stretches out into a psuedo-pod made of transparent acid, making a single touch attack against them with a +20 attack bonus for 6d6 acid damage plus 2d6 damage a round for each of the following 3 rounds (Somewhat similar to Acid Arrow). If the cup was completely drunk before that time elapsed then two smaller pseudo-pods erupt, one up the throat and the other down into the the intestines for an automatic critical hit (same total effects as the larger pseudo-pod... they count as a single source of damage). If victim is hit then all FUTURE (so NOT from the acid pseudo-pods itself/themselves) acid damage on the victim is doubled. ((Considering making the ongoing effect a separate Will save, possibly with a higher DC if the reflex save was failed, what do people think?))





    EDIT
    Reproduced from original thread (I am probably going to just keep going for a while, now that I don't have to wrack my brains to remember names of teas).

    I finally realize I could just hit Celestial Seasonings website (starting with THIS page) for ideas.

    Acai Mangling Zinger
    Two inch spheres made of force appear surrounding the drinker of this tea and fly at him, dealing 10d6 Bludgeoning damage with a DC 20 reflex save allowed for half. If the save is failed then all FUTURE (so NOT from the blades from the tea) bludgeoning damage on the victim is doubled (apply this increase before any damage reduction or similar effects). ((Considering making the ongoing effect a separate Will save, possibly with a higher DC if the reflex save was failed, what do people think? Also, in this case should it be +50% instead of doubling?))



    Bengal Slice
    No saving throw is allowed against the effects of this tea which summons two tigers 15 feet away to the right and left of the drinker... roll for initiative as they attack him/her with lethal intent (IE no surprise round for anyone). If they succeed in slaying there target, they will gorge themselves on the corpse, fighting to the death if necessary to defend their kill. Once they have eaten their fill (or simply all that is available, minus a few small scraps sufficient for a Resurrection) they vanish peacefully. If one or both of them are slain before that time, the corpses remain (Matching tiger-skin rugs anyone?).

    (Design note: I originally had them adjacent to the target, until I realized that Pounce requires a charge which grants rake attacks... I am just sorta "evil" like that...)



    Blackest Cherry Berry
    The effect of this tea depends on the character's normal reaction to negative energy (IE without any magic items or spells, but including class features and feats).
    1. If the drinker of this tea is capable of being harmed by negative energy, they take 10d6 negative energy damage with a DC 20 Fortitude save allowed for half damage. If they fail the fortitude save then all future (so not from this cup of tea) negative energy hit-point damage is doubled.
    2. If the character is healed by negative energy, then they lose that status, and negative energy no longer has any effect on them. They also lose the negative energy effects of any intrinsic attacks (so not Spells, but including SLAs and slam attacks and touches) they might have. This prevents the inflicting of both hit-point damage and energy drain. It has no effect on Constitution draining abilities. A DC 20 Fortitude save is allowed to negate this. (Semi-)Obviously, this effect can work against undead despite this being an Fortitude save effect that does not work on objects.
    3. If the character is normally completely unaffected by negative energy they must succeed on a DC 20 fortitude save or take damage normally from negative energy as if they were an ordinary living creature.




    Charomile
    Within 1d6 seconds of this tea first touching the tongue, the liquid explodes into a narrow cone of fire, striking the drinker 8d6 fire damage. Unless the cup was completely drunk before that time elapsed a DC 20 reflex save is allowed for half damage. If the save is failed then all FUTURE (so NOT from the cone from the tea) fire damage on the victim is doubled. ((Considering making the ongoing effect a separate Will save, possibly with a higher DC if the reflex save was failed, what do people think?))
    Last edited by DracoDei; 2011-05-14 at 10:56 PM.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    You has inspired a new Cat Burglar class with this
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Quote Originally Posted by Bhu View Post
    You has inspired a new Cat Burglar class with this
    I can haz link in this thread wun iz wellz-startedz?
    Last edited by DracoDei; 2011-05-14 at 11:57 PM.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Revised avatar by Trixie, New avvie by Crisis21!
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Oh, yeah, I went and looked at the thread, and saw it, but it wasn't a tea-specific as I thought it should be.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    There should be one called Moar Kit-tea?.

    While I sorta like Raspberry Zapper, I think doubling all future electricity damage is too much. Maybe give them Electricity Vulnerability until a remove curse is done?
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Brilliant! I LOVE this. Of course, I'm a stickler for wanting to see the whole creation done with bells and whistles (i.e creation and market price) but I'd love to see the mechanics of this first.

    Maybe you need a Brew Tea feat (there's a feat for just about everything else) but it should be lower level feat than Brew Potion i.e. Caster Level 1 since it would be more limited in scope.

    I've got other ideas brewing (pun intentional) but I don't want to veer off the focus just yet.

    Leech-y Nut: shouldn't it be a Swarm of Leeches? There's a stat block for that over on WotC's archives: http://www.wizards.com/default.asp?x=dnd/bs/20040926a

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    Leech Swarm
    Diminutive Vermin (Aquatic, Swarm)
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +0
    Speed: 5 ft. (1 square), swim 5 ft.
    Armor Class: 14 (+4 size), touch 14, flat-footed 14
    Base Attack/Grapple: +1/--
    Attack: Swarm (1d6)
    Full Attack: Swarm (1d6)
    Special Attacks: Anesthetic, blood drain, disease, distraction, lingering leeches
    Special Qualities: Darkvision 60 ft., hide in plain sight, immune to weapon damage, salt vulnerability, swarm traits, vermin traits
    Saves: Fort +4, Ref +0, Will +0
    Abilities: Str 1, Dex 10, Con 12, Int --, Wis 10, Cha 2
    Skills: Hide +12*{0 ranks, +12 size}, Move Silently +2*, Swim +10
    Feats: --
    Environment: Temperate or tropical marshes or freshwater
    Organization: Solitary, infestation (2-5 swarms), or epidemic (6-15 swarms)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment: --

    A squelching mass of tiny black slug-like horrors engulfs everything it touches, quivering and slithering over every exposed surface.

    Leech swarms typically lie quiescent in stagnant pools, waiting for prey to come to them. While they are capable of surviving out of water, they will rarely stray more than 5 feet from the water's edge (though some leeches will cling to creatures after they leave the water).

    Combat

    A leech swarm will move slowly toward any creatures in the water and attach to them, using their anesthetic to remain unnoticed so that they may drain as much blood as they desire before dropping off and returning, engorged with blood, to the water.

    Anesthetic (Ex): Unlike other swarms, a leech swarm is not distracting to creatures within it (until they notice the leeches; see below), and in fact often goes unnoticed until it is too late. The victim of a leech swarm's attack must make a DC 15 Survival check to notice the swarm's attack, and a DC 15 Search check will reveal the leeches crawling into and under a person's garments or armor and attached to their skin. This Search check is made with a +1 bonus per point of Constitution drained by the leech swarm, as the leeches become engorged with blood and easier to find.

    Blood Drain (Ex): In any round in which it begins its turn with a living creature in its space, a leech swarm will drain blood, dealing 1d3 points of Constitution damage. Once the swarm has inflicted 4 or more points of Constitution damage to that target, the leeches detach and become quiescent again until they have digested their feast (requiring one hour). This has no effect on blood drained from other creatures; a leech swarm may drain blood equal to 6 points of Constitution from each creature within its space. Creatures leaving the swarm after the leeches have dropped off must still contend with lingering leeches.

    Creatures with a natural armor bonus of +5 or better are immune to the blood drain attack of a leech swarm and are not subject to lingering leeches, but still suffer normal damage and a risk of disease from contact with a leech swarm.

    Disease (Ex): Red ache -- swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.

    Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Note that unlike other swarms, a leech swarm's distraction ability comes into play only after the leeches have been noticed. While the anesthetic effect remains in place, creatures are not distracted by a leech swarm.

    Hide in Plain Sight (Ex): A submerged leech swarm can hide anytime it is submerged in murky or weedy water, even while being observed.

    Lingering Leeches (Ex): If a leech swarm has successfully drained blood from a creature, many of the leeches from the swarm will remain attached even after the creature has left the swarm behind. These leeches will continue to inflict 1 point of damage and drain blood for 1 point of Constitution each round for 1d4 rounds after the creature leaves the swarm. This blood drain does not count against the swarm's maximum drain. The anesthetic ability described above also applies to noticing and finding these lingering leeches. The lingering leeches can be attacked as a leech swarm, and any attack that inflicts even 1 hit point of damage will cause them to drop off (though this does not count against the hit points of the leech swarm from which they came).

    Salt Vulnerability (Ex): A leech swarm suffers damage from contact with salt. A pound of salt is as effective against a leech swarm as a flask of alchemist's fire. A handful of salt tossed upon a leech swarm inflicts 1d3 points of damage. The leech swarm or one or more of its victims must be at least partially out of the water to be attacked with salt; salt is ineffective against a leech swarm if it is completely submerged.

    Skills: A leech swarm has a +2 bonus on Move Silently checks. A leech swarm has a +4 bonus on Hide and Move Silently checks in water.

    A leech swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks.

    A leech swarm has a +10 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


    I think Spearmint Surprise should leave them with fresh breath too. On second thought, perhaps it is a bit too severe for a curse. It's more like a boon to the attacker than a curse to the recipient as it is currently worded. I'd refine it a bit more. Let them always take an additional 1d6 points of damage from any spear that successfully hits. Furthermore, this damage cannot be healed by non-magical means. Critical hits from a spear don't need to be confirmed. [BTW I hate the confirming critical hit and have ignored it in my own campaigns but some people might still use this rule.]

    Debby
    Last edited by Debihuman; 2011-05-15 at 11:54 AM.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Quote Originally Posted by Debihuman View Post
    Brilliant! I LOVE this. Of course, I'm a stickler for wanting to see the whole creation done with bells and whistles (i.e creation and market price) but I'd love to see the mechanics of this first.
    I can throw those in eventually I suppose.
    Quote Originally Posted by Debihuman View Post
    Maybe you need a Brew Tea feat (there's a feat for just about everything else) but it should be lower level feat than Brew Potion i.e. Caster Level 1 since it would be more limited in scope.
    I think that Brew Potion is a sufficient feat requirement for creating these. No need to multiply feats just to be able to create more cursed items (or even if some beneficial items were added).
    Quote Originally Posted by Debihuman View Post
    I've got other ideas brewing (pun intentional) but I don't want to veer off the focus just yet.

    Leech-y Nut: shouldn't it be a Swarm of Leeches? There's a stat block for that over on WotC's archives: http://www.wizards.com/default.asp?x=dnd/bs/20040926a

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    Leech Swarm
    Diminutive Vermin (Aquatic, Swarm)
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +0
    Speed: 5 ft. (1 square), swim 5 ft.
    Armor Class: 14 (+4 size), touch 14, flat-footed 14
    Base Attack/Grapple: +1/--
    Attack: Swarm (1d6)
    Full Attack: Swarm (1d6)
    Special Attacks: Anesthetic, blood drain, disease, distraction, lingering leeches
    Special Qualities: Darkvision 60 ft., hide in plain sight, immune to weapon damage, salt vulnerability, swarm traits, vermin traits
    Saves: Fort +4, Ref +0, Will +0
    Abilities: Str 1, Dex 10, Con 12, Int --, Wis 10, Cha 2
    Skills: Hide +12*{0 ranks, +12 size}, Move Silently +2*, Swim +10
    Feats: --
    Environment: Temperate or tropical marshes or freshwater
    Organization: Solitary, infestation (2-5 swarms), or epidemic (6-15 swarms)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment: --

    A squelching mass of tiny black slug-like horrors engulfs everything it touches, quivering and slithering over every exposed surface.

    Leech swarms typically lie quiescent in stagnant pools, waiting for prey to come to them. While they are capable of surviving out of water, they will rarely stray more than 5 feet from the water's edge (though some leeches will cling to creatures after they leave the water).

    Combat

    A leech swarm will move slowly toward any creatures in the water and attach to them, using their anesthetic to remain unnoticed so that they may drain as much blood as they desire before dropping off and returning, engorged with blood, to the water.

    Anesthetic (Ex): Unlike other swarms, a leech swarm is not distracting to creatures within it (until they notice the leeches; see below), and in fact often goes unnoticed until it is too late. The victim of a leech swarm's attack must make a DC 15 Survival check to notice the swarm's attack, and a DC 15 Search check will reveal the leeches crawling into and under a person's garments or armor and attached to their skin. This Search check is made with a +1 bonus per point of Constitution drained by the leech swarm, as the leeches become engorged with blood and easier to find.

    Blood Drain (Ex): In any round in which it begins its turn with a living creature in its space, a leech swarm will drain blood, dealing 1d3 points of Constitution damage. Once the swarm has inflicted 4 or more points of Constitution damage to that target, the leeches detach and become quiescent again until they have digested their feast (requiring one hour). This has no effect on blood drained from other creatures; a leech swarm may drain blood equal to 6 points of Constitution from each creature within its space. Creatures leaving the swarm after the leeches have dropped off must still contend with lingering leeches.

    Creatures with a natural armor bonus of +5 or better are immune to the blood drain attack of a leech swarm and are not subject to lingering leeches, but still suffer normal damage and a risk of disease from contact with a leech swarm.

    Disease (Ex): Red ache -- swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.

    Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Note that unlike other swarms, a leech swarm's distraction ability comes into play only after the leeches have been noticed. While the anesthetic effect remains in place, creatures are not distracted by a leech swarm.

    Hide in Plain Sight (Ex): A submerged leech swarm can hide anytime it is submerged in murky or weedy water, even while being observed.

    Lingering Leeches (Ex): If a leech swarm has successfully drained blood from a creature, many of the leeches from the swarm will remain attached even after the creature has left the swarm behind. These leeches will continue to inflict 1 point of damage and drain blood for 1 point of Constitution each round for 1d4 rounds after the creature leaves the swarm. This blood drain does not count against the swarm's maximum drain. The anesthetic ability described above also applies to noticing and finding these lingering leeches. The lingering leeches can be attacked as a leech swarm, and any attack that inflicts even 1 hit point of damage will cause them to drop off (though this does not count against the hit points of the leech swarm from which they came).

    Salt Vulnerability (Ex): A leech swarm suffers damage from contact with salt. A pound of salt is as effective against a leech swarm as a flask of alchemist's fire. A handful of salt tossed upon a leech swarm inflicts 1d3 points of damage. The leech swarm or one or more of its victims must be at least partially out of the water to be attacked with salt; salt is ineffective against a leech swarm if it is completely submerged.

    Skills: A leech swarm has a +2 bonus on Move Silently checks. A leech swarm has a +4 bonus on Hide and Move Silently checks in water.

    A leech swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks.

    A leech swarm has a +10 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    The leech swarm would be OK, but the mechanics I presented are simpler to run. Perhaps a Leech-y Nut Type I and a "Leech-y Nut Type II" are better?
    Quote Originally Posted by Debihuman View Post
    I think Spearmint Surprise should leave them with fresh breath too. On second thought, perhaps it is a bit too severe for a curse. It's more like a boon to the attacker than a curse to the recipient as it is currently worded. I'd refine it a bit more. Let them always take an additional 1d6 points of damage from any spear that successfully hits. Furthermore, this damage cannot be healed by non-magical means. Critical hits from a spear don't need to be confirmed. [BTW I hate the confirming critical hit and have ignored it in my own campaigns but some people might still use this rule.]

    Debby
    Your version of Spearmint Surprise isn't anywhere NEAR as severe as getting turned into a Squirrel or automatically failing most Move Silently rolls (due to talking in a loud voice). Those were probably the balance points I had in the back of my head.

    Most people use critical confirmation I think. It keeps it so if you only hit a particular monster on a 19 or 20 or whatever you don't auto-critical every time you hit, reducing wild flukes which tend to help monsters more than PCs... but that is a subject for another thread. I think that if I did as you suggest but changed it to "all hits are criticals", it would work. The really nasty thing about it is not the fact that it is increasing damage, it is the fact that it is a "surprise", where neither the character nor (hopefully) the player, realizes what is going on until they notice (probably AFTER it comes up a few times) that spears are doing more damage than they should against them.

    I do like the "Fresh Breath" thing though... maybe even create a positive or mixed-blessing varient the grants a cone breathweapon that does typeless damage against disease causing or rotting creatures.
    Last edited by DracoDei; 2011-05-15 at 01:07 PM.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    I thought that Brew Potion would suffice, but it seems like Brew Tea would an appropriate feat too. There's already so much feat proliferation (especially where food and/or drink is involved).

    With some of these teas, I think craft alchemy might also be a requirement.

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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Quote Originally Posted by DracoDei View Post
    Oh, yeah, I went and looked at the thread, and saw it, but it wasn't a tea-specific as I thought it should be.
    It was equally inspred by your Epiphanyburger, and this thread (food as magic items).
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Quote Originally Posted by Debihuman View Post
    I thought that Brew Potion would suffice, but it seems like Brew Tea would an appropriate feat too. There's already so much feat proliferation (especially where food and/or drink is involved).
    A proliferation I do not necessarily approve of, and do not wish to support in this case.
    Quote Originally Posted by Debihuman View Post
    With some of these teas, I think craft alchemy might also be a requirement.
    Which ones were you thinking of? A few examples of one you think need it and ones you think don't would probably suffice to give me the idea.


    Actually, making some ranks in that a requirement for ALL of them would be a good compromise solution between requiring a new feat and the way I am doing it right now (I am slowly doing them, hopping around at random). The number of ranks might not even be the same for all of them. What do people think?
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    any chance we can get you to do more?
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Yes, I shall be AT LEAST finishing up the unfinished ones I already have, and probably adding more.

    I have been making physical objects (although some of them are prototypes of parts of something related to D&D) these past few days, plus working up characters for a campaign (including one 22nd level gesalt Beige Dragon I got a good ways into before the DMofDarkness and the other persons involved decided that "Mediocrity"* broke their brains too badly).

    *In their defenses I will say that since what that ability does is let the dragon take 10 on any d20 roll they make, including, but not limited to: to-hit rolls, saving throws, CL checks to penetrate SR, skill-checks, and ability checks, it is sorta hard to assign an LA component to.
    Last edited by DracoDei; 2011-05-19 at 05:00 AM.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Rather amused and definitely using in my next Rokugan campaign, the Constant Commentary would be devastating to a samurai's honour score, my nezumi assassin is gonna love it!

    For the Peppermint drink, how about something like:

    Peppermint Twist
    DC 20 Fortitude save or the imbiber immediately twists 180o from the waist up. To perform basic tasks (like sitting down, urinating (for a man at least!), putting on boots, etc...), they require a DC 10 balance check and their speed is reduced by 10ft, (unless running backwards, which is highly inadvisable and should be dealt with as the DM sees fit!). Walking becomes a DC 15 balance check per round and all skills based on movement take a -10 penalty.

    Really not too sure on creation gumph, these teas are amusing, but rather outside my normal field of thought!
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Quote Originally Posted by Veklim View Post
    Rather amused and definitely using in my next Rokugan campaign, the Constant Commentary would be devastating to a samurai's honour score, my nezumi assassin is gonna love it!
    I will note that NONE of these would probably be the sorts of teas that one would have found in the warring states era in Japan or whatever... if that doesn't matter than go for it.
    As for honour scores:
    Well, they can be polite in their descriptions... they could talk about the weather or discuss how the air is very breathable today rather than, for instance stating what they REALLY think of the person who is trying to talk to them... but I guess being a blabber-mouth and hogging the conversation is fairly dishonorable. Although they have ample opportunity to describe how they really wish they could stop talking but they really can't seem to manage it and maybe it is a curse and how sorry they are but they really can't seem to stop and could they please be excused until a spell-caster can be found to have a look at them...

    EDIT: In any case I shall expect a report of how it goes.
    Quote Originally Posted by Veklim View Post
    For the Peppermint drink, how about something like:

    Peppermint Twist
    DC 20 Fortitude save or the imbiber immediately twists 180o from the waist up. To perform basic tasks (like sitting down, urinating (for a man at least!), putting on boots, etc...), they require a DC 10 balance check and their speed is reduced by 10ft, (unless running backwards, which is highly inadvisable and should be dealt with as the DM sees fit!). Walking becomes a DC 15 balance check per round and all skills based on movement take a -10 penalty.

    Really not too sure on creation gumph, these teas are amusing, but rather outside my normal field of thought!
    I like it! Might not be any worse than trying to walk backwards, so I dunno about the balance checks if there aren't any obstacles and the ground is smooth.
    Last edited by DracoDei; 2011-06-05 at 06:59 PM.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    I think having the drinker of the teas be forced to take damage in the future from falling a saving throw might be too harsh for a simple cursed item.

    Debby
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Quote Originally Posted by Debihuman View Post
    I think having the drinker of the teas be forced to take damage in the future from falling a saving throw might be too harsh for a simple cursed item.

    Debby
    You mean like Lemon Lash (Acid), Acai Mangling Zinger(Bludgeoning), Charomile(Fire), Mourning Thunder(Sonic), Raspberry Zapper (Electricity), and Blackest Cherry Berry (Negative Energy)? I am just trying to be sure we are on the same page.

    I should probably add language clarifying that Spearmint Surprise is the only one where the victim DOESN'T know the nature of the curse.
    Last edited by DracoDei; 2011-05-20 at 01:33 PM.
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    Default Re: (3.X) Cursed Teas (P.E.A.C.H.)

    Quote Originally Posted by DracoDei View Post
    You mean like Lemon Lash (Acid), Acai Mangling Zinger (Bludgeoning), Charomile (Fire), Mourning Thunder (Sonic), Raspberry Zapper (Electricity), and Blackest Cherry Berry (Negative Energy)? I am just trying to be sure we are on the same page.
    That's exactly what I mean. While the idea isn't bad, the cost is probably way too low. Keeping it as a one-shot of damage makes more sense if the cost is under 5,000 gp.

    If the curse causes such ongoing damage, it should be a lot more expensive to make. At least 10,000 gp would be appropriate and perhaps more in some cases. I'd have to look more closely at the damage but once you start allowing for magic feats and so forth, it gets pricey quickly.

    Also, you should state whether the effects are cumulative if you drink more than one if the same tea. I would think not as that would be a lot of damage in most cases, probably too much damage for the amount of money spent on making the tea.

    It might be useful to have a consistent amount of tea that needs to be drunk for the curse to work. I would think a sip should suffice.

    I should probably add language clarifying that Spearmint Surprise is the only one where the victim DOESN'T know the nature of the curse.
    Hence, the "surprise" of course. :-)

    Debby
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    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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